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Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the
Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS &
DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon Master’s
Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected
under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any
similarity to actual people, organizations, places, or events is purely coincidental. © 2006 Wizards of the Coast, Inc.
Visit the LIVING GREYHAWK website at www.rpga.com.
COR6-02
RALLYING POINT FOR
THE BRIGHT SANDS
A Two-Round Dungeons & Dragons® Living
Greyhawk™ Core Adventure
Version 1.0
by Chris Chesher and Greg Marks
Circle Reviewers: Creighton Broadhurst and Stephen Radney-MacFarland
Playtesters: Rod Bruce, Shaun Dagenhart, Tim Pitcock, Gordon Smith
Special Thanks: Shawn Goldman and Gordon Smith
Lady Karistyne requires you to travel to Hardby to retrieve a package on her behalf, but errand boys are not adventurers.
To be an adventurer, you need to make choices, not just travel between two points. Are you ready to look within yourself
and discover if you are an adventurer willing to fight for a cause or just an errand boy, sent by a patron, to collect a chest?
A two-round Core adventure set in Hardy for character level 1-15 (APLs 2-16). Part 7 of “Blight on Bright Sands.”
Resources for this adventure [and the authors of those works] include COR3-13 Traitor’s Road [Paul Looby], COR4-13 A
Wretched Soul [Mike Hinds], COR5-06 Blood on Bright Sands [Creighton Broadhurst], COR5-09 Gateway to Bright
Sands [Theron Martin], COR5-11 Dark Deceit on Bright Sands [Chris Chesher], COR5-17 Time’s Tide on Bright Sands
[Bruce Paris and James Dempsey] and COR5-20 Phantoms on Bright Sands [Tom Kee].
COR6-02 Rallying Point for the Bright Sands
Page 1
RPGA ® SANCTIONED
PLAY
Most likely you ordered this adventure as part of an
RPGA even from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign—a worldwide,
ongoing D&D® campaign set in the GREYHAWK setting—
you must sanction it as part of an RPGA event. This event
could be as elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the table Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have to be a
HERALD-LEVEL GM to run this adventure if you are not
the senior GM.
By sanctioning and reporting this adventure you
accomplish a couple of things. First it is an official game,
and you can use the AR to advance your LIVING
GREYHAWK character. Second player and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2007.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
Players Read No Farther
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than this
section, you’ll know too much about its challenges, which
kills the fun. Also, if you’re playing this adventure as part
of an RPGA-sanctioned event, reading beyond this point
makes you ineligible to do so.
Preparing for Play
To get the most out of this adventure, you need copies of
the following D&D rule books: Player’s Handbook,
Dungeon Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Sidebars contain important
information for you, including special instruction on
running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Full information on NPCs
and monsters are given in Appendix 1. For your
convenience, that appendix is split by APL
Along with this adventure you’ll find a RPGA
Session Tracking sheet. If you’re playing this adventure as
part of an RPGA-sanctioned event, complete and turn in
this sheet to your senior GM directly after play. You’ll also
find a LIVING GREYHAWK Adventure Record (AR).
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To determine this
modified Average Party Level (APL) follow the steps
below:
1.
Determine the character level for each of the PCs
participating in the adventure.
2.
If PCs bring animals that have been trained for
combat (most likely dogs trained for war), other than
those brought by virtue of a class ability (such as
animal companions, familiars paladin’s mounts) or
the warhorse of a character with the Mounted
Combat feat, use the sidebar chart to determine the
number of levels you add to the sum of step one. Add
each character’s animals separately. A single PC may
only bring four or fewer animals of this type, and
animals with different CRs are added separately.
# of Animals
Mundane
Animals Effect on
APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
3.
Sum the results of step 1 and 2, and divide by the
number of characters playing in the adventure.
Round up to the nearest whole number.
4.
If you are running a table of six PCs, add one to that
average
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLS are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
COR6-02 Rallying Point for the Bright Sands
Page 2
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. If a player
character is three character levels or more either higher
or lower than the APL at which this adventure is being
played, that character receives only one-half of the
experience points and gold for the adventure. This
simulates the fact that either the PC was not challenged
as much as normal or relied on help by higher-level
characters to reach the objectives.
Furthermore, a PC who is four or more levels higher
than the highest APL supported by the adventure may
not play the adventure.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1st-level characters may find
the challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1.
Enlist a sixth player.
2.
Advise characters to buy riding dogs to help
protect them and fight for them.
TIME UNITS AND UPKEEP
This is a standard two-round core adventure, set in the
Bright Lands. Characters native to the Bright lands pay
one Time Unit per round, all others pay two Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per Time
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury
Upkeep costs 100 gp per Time Unit. Characters that fail
to pay at least Standard Upkeep will retain temporary
ability damage until the next adventure, must buy new
spell component pouches and healer’s kits, and may
suffer other in-game penalties (or possibly gain in-game
benefits) as may be detailed in this adventure.
A character that does not pay for at least Standard
Upkeep may also avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in the Survival skill and succeeds at a DC 20
Survival check, the character will heal temporary ability
damage as if he or she paid for Standard Upkeep, may
refill spell component pouches and healer’s kits, and may
restock up to 20 arrows or bolts if the character has at
least four ranks in Craft (bowmaking). The player is
allowed to Take 10 on this roll.
More information about Lifestyle and Upkeep can
be found in the “Lifestyle and Upkeep” section of Chapter
3 of the Living Greyhawk Campaign Sourcebook.
ADVENTURE
BACKGROUND
Factions in Hardby have worked behind the scenes for
years, subtly warring against each other through politics
and other underhanded methods. This secret war has
come to a head, with the impending death of the
Despotrix Ilena Norbelos, who has maintained a sense of
stability in the City of the Scorned for years. Since
participating in the Flight of Fiends, the Despotrix has
been dying and only the secret elixirs of Rary have stayed
death’s embrace.
An important clandestine vote is soon to be taken. It
will decide whether Hardby should declare itself
independent from Greyhawk, and accept closer ties with
the Empire of the Bright Lands. The outcome balances on
a knife’s edge and the Despotrix’s vote will sway many; if
she lives long enough to cast it. In this adventure the
actions of the PCs decide which of the many factions
have their way and ultimately the course of this crucial
vote.
An Explanation of Hardby’s Government
In this adventure “Gynarch” refers to a member of the
ruling body of women in Hardby, which is called the
“Gynarchy.” When used as a title, “Gynarch” refers to the
original title of the leader of Hardby, which was later
replaced with the term “Despotrix.”
“Didatrix” refers to a woman serving as a personal
secretary, annalist, and herald to a Gynarch. This job
commonly serves as a stepping-stone to becoming a
Gynarch.
There are forty members of the Gynarchy. Six are
chosen from each of the six most prominent families in
Hardby: Norbelos, Gerneskir, Jonnosh, Havelos, Maynem
and Longland (which replaced Yragerne when that line
ended). The last four members of the Gynarchy are made
up of the Despotrix and three other members chosen by
her as personal advisers. Each Gynarch is served by a
Didatrix.
Factions in Hardby
There are several factions active in Hardby; each
concerned about the future direction of Hardby’s politics.
Several are briefly listed here to aid the DM in
adjudicating this adventure.
Bright Lands Faction: Minions of Rary are few
but well placed. This faction seeks to use the Gynarchy as
a weapon against Rary’s foes in Greyhawk. The Bright
Lands faction attempts to retain good relations with
Hardby under the guise of opening trade. This faction
secretly includes Messalina, and generally favors Aleeta
as a successor to Ilena.
Compromise Faction: This group is composed
primarily of a small number of Gynarchs. They seek a
compromise candidate who has both age and arcane
ability and that can work with Greyhawk without being
too friendly or accommodating. Although this faction has
pursued Bridara Norbelos as a candidate, they now look
for a new choice given Bridara’s refusal to get involved in
politics.
Longland Faction: These are supporters of
Deirdre Longland. Although she has the advantage of age,
title, and experience, she lacks the magical ability
traditionally expected of a Despotrix. She has earned the
respect of Wilbren Carister for her military acumen and
is the preferred candidate of the Ruling Oligarchy, which
means that she also has the covert (if not necessarily
welcomed) support of Retep Mandel. She has the support
COR6-02 Rallying Point for the Bright Sands
Page 3
of the faithful of Mayaheine and some elements of the
Church of Pelor.
Merchant Alliance Faction: Led by Perav
Hulvir and Harvan Lhoral this group is comprised
primarily of Trade Council members. They would just as
soon see the Gynarchy collapse and hope to eliminate the
position of Despotrix. They are an anti-Greyhawk group
but are not allied with the Norbelos Faction.
Norbelos Faction: These are supporters of Aleeta
Norbelos. She is Despotrix Ilena’s preferred choice
because of her staunchly anti-Greyhawk stance, though
Ilena feels that, at age 26, she is still too young and
unseasoned. Rary (and thus Messalina) favor her, as do
the Slavelords, with whom she has secretly made a pact.
She also has the open support of the Church of Wee Jas
and Mirlan Rinshad. Unbeknownst to Aleeta, her
Slavelord allies are arranging the assassination of Deidre
Longland.
Tenser’s Faction: The minions of Tenser, such as
Javka Gerneskir, Helena Stanmaer, the paladin Karistyne
and the pseudodragon Scorimongishaz, work to stymie
the efforts of Rary in the region. Thus, they are not always
concerned with Hardby politics unless the Traitor is at
work.
ADVENTURE SUMMARY
The paladin Karistyne has dispatched the PCs to Hardby.
Their mission is to recover research on the locations of
the good- and evil-aligned weapons necessary for the
unmaking ritual of the Scorpion Crown. (This ritual was
discovered in COR5-11 Dark Deceit on Bright Sands).
Introduction: The PCs enter Hardby just after
Helena Stanmaer, a cleric of Fharlanghn and ally of the
paladin Karistyne, and her allies have attacked Lord
Robilar in the streets. Robilar himself had just arrived in
Hardby to deliver another of Rary’s elixirs that keep the
Despotrix alive. Robilar has withdrawn in a purposeful
effort to lead Helena and her minions away from Hardby
and the damage the battle was causing. This gives the
illusion that Robilar (and thus Rary) cares about Hardby
and her citizens. Further more, Robilar has his orders and
some very good reasons not to get drawn into a fight just
yet. Killing Helena (as he could with ease) would bring
hardship to Rary’s plan.
Encounter 1: During the battle, some rare
monstrous specimens on their way to Rotanna’s
Menagerie in Northend have been freed. The party must
act quickly to deal with them before they feast on
innocent bystanders. After defeating the beasts, the PCs
are able to question the crowd about what occurred.
Encounter 2: The PCs arrive at The High Chapel,
the temple of Pelor, to receive the research and
divinations requested by Karistyne. The details are sealed
in a small chest.
Encounter 3: Javka Gerneskir, the Didatrix to
Despotrix Ilena, waits outside the temple to summon the
PCs to a meeting with the Despotrix at her estate outside
of Hardy. She has few answers for the PCs.
Encounter 4: The PCs meet with the Despotrix,
who is on her deathbed. The Despotrix asks the PCs for
their loyalty and for them to perform a task for her before
she dies. If the PCs agree, she sends them to meet with
her granddaughter Aleeta Norbelos who has given
sanctuary to Lord Robilar. Unbeknownst to Ilena and the
PCs, without the elixir she has only six days to live.
Encounter 5: Aleeta and Robilar explain their
desire to help the Despotrix survive. Robilar claims to be
on a mission of mercy when Helena attacked him,
unfortunately destroying the elixir he was to deliver. He
wishes them no harm, but he knows they will soon find
him and attempt to kill him again. As such Robilar asks,
and Aleeta begs, that the PCs consider him their patron
while they try to recover the necessary ingredients to
recreate the potion. Speed matters, so if the PCs accept,
Aleeta will arrange to have them transported to the cairn
the next day.
Encounter 6: As the PCs rest for the night
representatives of several different factions contact them.
All try to sway the PCs to their cause and some try to turn
the PCs against each other.
Encounter 7: The PCs are transported to the Cairn
of Reflected Souls in the Abbor-Alz where they must deal
with the inhabitants of the glen housing the Cairn’s
entrance. The cairn is from the time of the dead Sulm
empire and is the resting place of one of three brothers
who’s names have been lost to time. Each of the brothers
was a master of his own inner power with a specific
connection to life, death and the cycle of rebirth. This
cairn is dedicated to the brother of rebirth.
Encounter 8: The party enters the cairn and learns
some of the cairn’s history after bypassing a trap. The PCs
are able to enter the lower caverns of the cairn by means
of a permanent teleportation circle located in the upper
portion of the cairn.
Encounter 9: The PCs undergo a test and avoid
life-draining traps to gain one of the keys needed to
operate the teleportation circle found in Encounter 8.
Encounter 10: The PCs undergo a test and avoid
fiery traps to gain the second key needed to operate the
teleportation circle found in Encounter 8.
Encounter 11: The party uses the teleportation
circle to enter the underground resting place of the third
unnamed brother, only to find, they are not alone. His
servants still attend him.
Encounter 12: As the party returns to Hardby,
they are attacked by Retep Mandel and minions of the
Greyhawk Directing Oligarchy who want the Despotrix
to die. The assassins seek to kill, or delay the party. A
minion of the Slavelords of Highport is also involved,
seeking to speed the PCs on their way. (DM Note: The EL
of this encounter has been decreased by one due to the
aid the PCs receive.)
Encounter 13: The PCs decide to whom they hand
over the elixir ingredients and research.
Conclusion: Depending on the actions of the
party, the outcome of the vote either ties Hardby to the
Free City of Greyhawk or the Empire of the Bright Sands.
COR6-02 Rallying Point for the Bright Sands
Page 4
PREPARATION FOR PLAY
To better understand the PCs’ place amongst the various
squabbling factions, review previous ARs from the
“Blight on Bright Sands” series and other adventures that
have occurred in or near Hardby.
Attracted Attention: The agents of the
Slavelords in Hardby know PCs who have this
designation from COR5-09 Gateway to Bright
Sands.
Favor of Despotrix Ilena: The Despotrix
favors any PC with this note due to their efforts
on her behalf previously (COR5-09 Gateway to
Bright Sands). These PCs have also previously
met Javka Gerneskir.
Worked for Scor: Any PC who has worked
for Scor (during COR5-09 Gateway to Bright
Sands) is known by allies of Tenser to oppose
Rary.
Hospitality
of
Karistyne
Castle
or
Karistyne’s Arms and Armor or Favor of
Karistyne Castle: These favors from COR5-
06 Blood on Bright Sands, COR5-11 Dark Deceit
on Bright Sands or COR5-20 Phantoms on
Bright Sands mark the PC as favored by Lady
Karistyne and someone who knows Helena
Stanmaer as one of her agents.
COR5-17 Time’s Tide on Bright Sands:
Any PC that has played this event has previously
met Lady Karistyne in her castle and knows
Helena Stanmaer as one of her agents.
Wrath
of
the
Greyhawk
Assassin’s
Guild: In Encounter 8, agents of the Greyhawk
Assassin’s Guild preferentially target any PC
with this enmity from COR3-13 Traitor’s Road.
Favor of Gynarch Rotanna Maynem:
Those PCs with this favor from COR4-13 A
Wretched Soul have already met Rotanna
Maynem (she appears in Encounter 1).
TIMELINE
Some events of this module take place regardless of the
actions of the PCs, and this brief timeline is provided to
aid the DM in organizing these events.
Day 1: Robilar is attacked in the streets of Hardby
and the PCs arrive in Hardby.
Day 2: Aleeta sends either the PCs to the Cairn of
Reflected Souls, or goes herself.
Day 6: Unless provided with the elixir, Despotrix
Ilena dies.
Day 7: The Gynarchy votes on independence.
Day 9: If Ilena has previously been provided with
the elixir, she dies.
INTRODUCTION
Leaving Karistyne Castle, it takes many days
travel to reach Hardy. You are traveling on a
mission of importance to the paladin.
Remembering her words, her voice echoes
in your heads; “Go to Hardby and the temple of
the Sun Father there. Collect for me the results
of the research that you plundered for me in
the past and return to me when you can, but do
not hurry, for I have other matters of equally
great import to attend to. I have also heard
rumors of unrest in Hardby. While there see if
you can uncover anything unusual.”
The PCs have just arrived in Hardby after a journey from
Karistyne Castle. They are headed to the temple of Pelor,
to pick-up some research and divinations requested by
Karistyne. This mission is not especially time sensitive
and the PCs have been told they may take their time in
journeying to Hardby and back. The PCs have been
journeying together for several days.
Introductions should be carried out before reading
the following
Coming through the gate from Orz into the
Ebbfields district of Hardby, it is clear that a
great disturbance has just occurred in the
square ahead.
Carts are overturned, people scream and
cry, and chaos abounds. Weapons lie discarded
on scorched cobblestones. Nearby, a woman
trying to care for a wounded man, squats in the
shadow of several overturned cages filled with
exotic beasts.
Give the PCs a moment to react. It is clear there was a
battle in the square between many people, although no
combat is currently ongoing. Many bystanders have been
injured.
Once the PCs have moved to investigate, proceed to
Encounter 1.
ENCOUNTER 1: RAMPANT
MENAGERIE
Screams ring out from the crowd as several of
the creatures in the overturned cages force
their way free.
The noise seems only to frighten the beasts,
which lash out at nearby bystanders. With no
guardsmen in sight, it seems likely that many
innocents will die unless heroes step forward
from the crowd.
Robilar brought several monstrous specimens as a gift for
Rotanna’s Menagerie in Northend. Unfortunately the
combat between his entourage and Helena Stanmaer’s
followers damaged some of the cages. The party must act
quickly to deal with the escaping monsters before they
feast on innocent bystanders.
In the first round, the monsters are in the midst of
the crowd. The DM should place a dozen or so innocent
bystanders in their immediate vicinity. Area of effect
COR6-02 Rallying Point for the Bright Sands
Page 5
spells cast in the first round will certainly affect at least
some of these individuals. The commoners run away at
the end of the first round.
APL 2 (EL 4)
d Medium Monstrous Scorpion (4): hp 13
each; Monster Manual 287.
APL 4 (EL 6)
d Large Monstrous Scorpion (3): hp 32 each;
Monster Manual 287.
APL 6 (EL 8)
d Large Monstrous Scorpion (2): hp 32 each;
Monster Manual 287.
d Huge Monstrous Scorpion (1): hp 75;
Monster Manual 287.
APL 8 (EL 10)
d Dire Tortoise (2): hp 170; Appendix 1.
APL 10 (EL 12)
d Huge Monstrous Scorpion (3): hp 75;
Monster Manual 287.
d Dire Tortoise (2): hp 170; Appendix 1.
APL 12 (EL 14)
d Crocosphinx (2): hp 172; Appendix 1.
APL 14 (EL 16)
d
Advanced
Crocosphinx
(2): hp 277;
Appendix 1.
APL 16 (EL 18)
d
Advanced
Crocosphinx
(4): hp 277;
Appendix 1.
Tactics: At all APLs, the creatures move to the nearest
source of food and attack, switching targets only if they
are attacked. Note that the crocosphinxes are intelligent
and use their ability to fly to best advantage, attempting
to isolate dangerous enemies.
If any of the creatures are reduced to below a quarter
of their hit points, they flee out of the north gate; which
is just off the square.
Development: If the PCs are having a particularly hard
time, eventually a squad of Hardby Marines arrives. The
marines make an effort to stabilize fallen PCs, and to drag
hard-pressed PCs into cover until the rampaging beasts
can be dealt with. In the case of parties doing particularly
badly, the beasts may waste one or more rounds snapping
at each other, particularly at APLs with mixed creature
types.
If the PCs are having no trouble, the marines arrive
just as the last creature is dealt with.
Investigating the Cages
There are many cages left from Robilar’s party, but not all
of them housed dangerous creatures. The majority of the
beasts were fairly harmless and only the most dangerous
ones were involved in the combat.
Desert rodents, tiny-sized scorpions, sand beavers,
dune scarabs, oasis monkeys, dire lamas, drought-mouth
lions and storm frogs are all good examples of the desert
fauna held in these cages
The cages all have locks and the larger cages (like the
ones with dangerous creatures) have latch bars incase the
lock comes off.
PCs examining the cages notice that the cages
opened not only because the locks were removed, but
because the latch bars had been lifted as well (there’s no
signs that the beasts burst or bent their way out).
During the parade, invisible and sneaky agents of the
Greyhawk Assassin’s guild opened the cages in an
attempt to damage Robilar’s (and thus Rary’s) relationship
with Hardby.
Questioning the Witnesses
If the PCs defeat the beasts they are hailed as heroes. The
merchants of the gate to Orz, shout cheers for them and
many come out of their homes and business to thanks the
PCs. The responding marines also thank the PCs for their
aid.
One merchant comes forward to answer the PCs’
questions.
k Ithno Waroc: CN male human (mixed) expert
3.
Ithno is middle-aged man with thinning brown hair, and
a hint of belly. While no fighter, he is jovial enough in
the company of men-at-arms, and thus is confident
enough to speak with the PCs. He knows the following:
He is a member of the Hardby’s Merchant
Alliance and imports a number of crafts items
from Twilight Falls in the Viscounty of
Verbobonc. (Twilight Falls is a small town
populated by rogues and smugglers posing as
honest merchants who can supply almost
anything given sufficient time and gold).
Ithno is relatively ambivalent about the politics
of Hardby and the surrounding area, as long as it
doesn’t affect trade. He did watch the spectacle
however.
All the commotion began about a half-hour ago,
when Lord Robilar arrived in Hardby on his
metal horse with all the pomp and circumstance
of a parade. He claimed to be in the city on a
diplomatic mission bearing gifts for the
Despotrix and the Gynarchy on behalf of the
Bright Lands. In his hand he carried a bottle that
sparkled with magical light.
As the PCs had seen, he also brought a number
of strange beasts from the deep desert. Lord
Robilar’s herald announced that he would be
donating the desert creatures to Rotanna’s
Menagerie in Northend for the enjoyment of all
Hardby’s citizens.
COR6-02 Rallying Point for the Bright Sands
Page 6
As Lord Robilar watched the passage of his
caravan into the city, some of his retinue
bantered with the crowds. Suddenly a group of
people arrived in a flash of light. The group was
led by a woman dressed in the vestments of a
cleric of
the
Dweller on
the Horizon
(Fharlanghn). The woman screamed that Lord
Robilar was evil and was here to corrupt or kill
the Despotrix. Lord Robilar smiled wide and
claimed he was here for no such thing, and then
he questioned the nature of the cleric’s
relationship with some paladin. The crowd
began to laugh at the cleric, so she attempted to
strike Lord Robilar down, in the process
destroying the glowing bottle. The cleric
woman was a short unassuming Oeridian
woman with dark hair and a weathered
countenance wearing green and grey. [If any PC
has met her, the description of the cleric of
Fharlanghn matches Helena Stanmaer.]
After the battle began, Ithno kept his head
down and didn’t see it all. During the battle, he
believes both sides were generally careful to
avoid hurting bystanders; although not with
complete success. Ithno noted that the more
they fought, the more Robilar laughed, and the
more the clerical woman and her followers
became angry. Eventually Robilar and some of
his minions fled by magic and the woman and
her minions followed. Moments later the PCs
arrived and the creatures escaped.
Ithno tells the PCs the location of his nearby
home in Tradetown in case they have more
questions for him. He can also give directions to
the temple of Pelor, called the High Chapel,
located in Northend (which is also sometimes
called the High Chapel district).
There is no way for the PCs to follow Robilar or
Stanmaer; both are protected from scying and similar
divinations.
Gynarch Rotanna Maynem
Just before the PCs proceed, they briefly encounter
Gynarch Rotanna Maynem coming to supervise the
arrival of the beasts. PCs that have her favor from COR4-
13 A Wretched Soul already know her, and she is
particularly friendly toward them.
Just as you are about to leave, a finely dressed
Oeridian woman arrives. “Oh my. Blessed
Ehlonna
what
has
happened
here?”
she
exclaims, looking toward your group.
She introduces herself as Gynarch Rotanna Maynem –
owner of the menagerie these creatures where destined
for. She simply wishes to hear the PCs’ story before they
leave.
k
Rotanna
Maynem:
NG female human
(Oeridian) aristocrat 5.
Rotanna is a friendly woman, keenly interested in any
asherati or centaur PCs present. She quizzes such
individuals about unusual creatures they have seen or
possess. In addition, if she learns that the PCs are heroes,
she thanks them profusely for their selflessness in
protecting the populace.
Treasure: Rotanna rewards the party if they defeated
the rampaging beasts by giving them her sizing collar. If
the PCs also succeeded in capturing any of the beasts
alive, she grants them her favor. Such PCs receive the
“Favor of Rotanna’s Menagerie” AR entry.
All APLs: Magic – Rotanna’s sizing collar (400 gp).
Development: Once the PCs have spoken to the
available witnesses, proceed to the temple of Pelor and
Encounter 2.
ENCOUNTER 2: THE HIGH
CHAPEL
The golden dome of the High Chapel rises high
above the nearby buildings, the sun glinting of
its burnished gold leaf. Simple symbols of Pelor
adorned the doors leading to the large temple.
The temple of Pelor is one of the oldest, and tallest,
structures in Hardby. It is a center of healing and aid to
the poor.
The acolytes staffing it are very responsive to visitors.
Within moments the PCs are directed to High Priestess
Mother Storanna; a kind, elderly woman who emphasizes
the charitable aspect of Pelor.
k Mother Storanna: NG female human (Suel)
cleric (Pelor) 9.
Mother Storanna greets the PCs in the name of Pelor.
After hearing of their mission she directs an acolyte to
bring forth a small chest containing the information
Karistyne requested.
Mother Storanna knows the following:
Lady Karistyne asked her to cast a number of
divination and commune spells on a number of
subjects and then perform some research using
the various resources of Hardby. She is not
willing to discuss the questions asked or the
answers received, saying that Lady Karistyne
asked her to act in confidence. She also warns
the PCs that Karistyne had her lay some
protections upon chest so they should be careful
handling it.
She tries to do everything she can to keep the
temple of Pelor out of politics, but she notes that
there are many questions about Rary the Traitor
and his Empire of the Bright Lands. If told about
COR6-02 Rallying Point for the Bright Sands
Page 7
the attack at the North Gate, she says it is quite
likely that Lord Robilar is an evil man. However
he does not normally attack first.
She hopes that in future, such conflicts can be
avoided; at least in Hardby where so many
innocents stand to be injured. She notes that a
few of her younger acolytes would probably take
a more militant approach.
Mother Storanna acknowledges the PCs’ good
deeds in saving the people in the square. As a
result, during this adventure she is willing to
cast any healing or restorative spells the PCs
require at a 25% discount from the prices listed
in the Player’s Handbook. These spells include
all spells with the Healing descriptor, or spells
such
as
restoration,
remove
blindness,
neutralize poison, and the like. Spells used for
divinations,
removing
curses,
or
combat
purposes are not included in this discount.
The chest is indeed well protected. Those attempting to
open it must bypass both its lock and magical ward.
Anyone actually opening the chest may prematurely
learn the information imparted by Karistyne in the
Conclusion.
s Wooden chest: 1 in. thick; hardness 5; hp 10;
AC 5; Break DC 18; Open Locks DC 25.
a Glyph of Warding Trap: CR 5; spell; spell
trigger; no reset; spell effect (glyph of warding [blast],
9th-level cleric, 4d8 acid, DC 14 Reflex save half damage;
multiple targets (all targets within 5 ft.); Search DC 28;
Disable Device DC 28.
Once the PCs have asked their questions and received the
chest, Mother Storanna bids them good day and invites
them to attend services to Pelor if they are in Hardby in
the future.
ENCOUNTER 3: A
WAITING CARRIAGE
This encounter occurs as the PCs leave the temple of
Pelor. Word of their exploits in the square has reached
many ears. As a result Javka Gerneskir, Didatrix to
Despotrix Ilena, has been dispatched to invite the PCs to
a meeting. She has finally managed to track them to the
High Chapel.
PCs that have played COR5-09 Gateway to Bright
Sands recognize her.
k Javka Gerneskir: NG female human (Suel)
cleric (Lirr) 3/ rogue 3.
A short, stout woman stands at the bottom of
the temple stairs near a carriage. She has an
olive complexion and stands with her arms
crossed. A jeweled rapier hangs at her hip, but
she makes no move to draw it as she speaks.
“My mistress, the Despotrix of Hardby asks you
to attend her at her estate at your earliest
convenience. You will follow me there now.”
Javka Gerneskir’s manner is brief, and somewhat gruff,
but is decidedly improved by the presence of women,
especially those of Suel descent, or those who claim to be
bards.
She addresses women first, expecting them to be in
charge. She asks the PCs to ride with her in the carriage.
(Centaur PCs are expected to follow behind). She expects
that all invited by the Despotrix will attend her
immediately, and her tone makes that obvious. Those
who refuse surprise her, and she marks them as likely
troublemakers.
Javka does not know why her mistress has
summoned them; only that she has heard of their exploits
in the square this morning and wishes to speak with
them. If the PCs have previously worked for the
Despotrix in the module COR5-09 Gateway to Bright
Sands, Javka is willing to speculate that perhaps her
mistress has another offer of employment for them.
Development: It is possible that the PCs may be put-off
by Javka’s manner and refuse to accompany her to the
Despotrix’s estate. In this case, skip ahead to Encounter 6.
If they later decide to speak with the Despotrix, they are
given an audience, though both Javka and Ilena will be
notably colder.
ENCOUNTER 4: ON HER
DEATHBED
This encounter assumes the PCs are arriving with Javka
to meet Ilena. If this is not the case, the DM should adjust
the read aloud text and encounter accordingly.
The distance to the Despotrix’s manor is
quickly put behind you as the comfortable
carriage rumbles out of Hardby towards the
Despotrix’s countryside estate.
Large centaur characters are politely, but firmly, asked to
wait outside with the carriage while the other PCs go
inside. The house is simply not designed for them.
In short order you are lead through a pleasant
sitting room into a bedchamber. Inside, a frail,
white haired Suel woman is propped up in a
near sitting position. Despite her obvious
weakness, her piercing blue eyes retain a
calculating, bright intelligence. “Welcome to
my home adventurers,” she whispers in a
strained voice.
The Despotrix addresses the PCs in a strained voice. She
has a reserved demeanor that hides a sardonic wit. It is
obvious that she is not far from death. The cause of her
weakness is not clear and cannot be cured by any healing
magic the PCs possess. Unless the PCs undertake her
COR6-02 Rallying Point for the Bright Sands
Page 8
proposed quest, she will die in six days. While Ilena does
not know exactly how long she has left, she knows it isn’t
long.
She preferentially addresses women, especially those
that are Suel, and failing that, those PCs that have her
favor. Javka does not allow any rudeness to the Despotrix
and orders nearby guards to eject such PCs from the
manor immediately.
k Ilena Norbelos: NG female human (Suel)
wizard 13.
Once the PCs have accepted the Despotrix’s hospitality,
she continues.
“I have asked you to my home so that we might
talk in private. I am not as vigorous as I once
was, and I fear I have little time left on this
mortal plane. I need folk of strong arm and
good heart who will act with the best interests
of Hardby in mind. I hope you are these true
heroes I seek. I would propose a quest to you if
you would give me your assurances to see it
completed for the good of Hardby.”
The Despotrix does not continue until each PC pledges
his or her loyalty. She is willing to say that this quest is
not evil, in no way would violate any moral or religious
codes the PCs have, and should not take them more than
a week to complete. In addition, the future of Hardby is at
stake. Those that refuse are asked to wait outside the
manor house and other PCs are asked not to share the
details of the quest with their friends should they see fit
to allow them to accompany them on the quest.
Once the PCs agree, or those that do not leave, she
continues.
The elderly woman inclines her head towards
you and whispers fiercely, “Soon the Gynarchy
will undertake a crucial vote to determine
Hardby’s future. This vote takes place in but six
days, but I fear I will not see it. I am dying, and
my healers tell me they can do no more. I must
live to see this vote, before the arguments of
succession muddy the waters and our future
perishes
under
the
yoke
of
Greyhawk’s
oppression. I ask you to help me cheat death
for just long enough to sway the other
Gynarchs to my cause - freedom.”
Despotrix Ilena answers the PCs’ questions to the best of
her ability. In each case, she always tries to portray things
in the best light, to keep the PCs interested in helping
her.
She knows the following:
She has been sick since the Archmage Tenser
strongly urged her to participate in the striking
of the Croak of Rao. While her mind remains
sharp, her body’s strength ebbs with each day.
She should have died already, as many of those
that participated also have, but for a rare elixir
she has been able to acquire. She has run out of
this elixir and needs the PCs to acquire more
ingredients so that her granddaughter Aleeta,
also a wizard, might brew more. She does not
say who gave her the potion or the recipe. How
she learned of it is no concern of the PCs.
She gets regular reports about events in the city,
and that is how she learned of the PCs’ efforts to
rescue innocent townsfolk from the rampaging
beasts. That selfless act was what made her
realize the PCs were just the heroes she was
looking for.
If the PCs are willing to undertake the quest,
she asks them to attend her granddaughter
Aleeta at her manor to get the details on what
ingredients are required and where they might
be found. They are welcome to take her coach to
her granddaughter’s manor if it pleases them.
Ilena says she cannot send Aleeta. If she were to
die while her granddaughter was out of the city,
and she may die very soon, Aleeta might lose
her chance to become the next Despotrix. Aleeta
is Ilena’s favored choice to replace her.
Ilena will not discuss the vote beyond saying
that the future of Hardby is tied to it, and
without it, Hardby is doomed. She believes she
must live in order to see good done.
If the PCs inquire about Robilar’s entrance into
Hardby, she (honestly) claims he was on a
diplomatic
mission
and
announced
his
intention to arrive peacefully several days ago.
Robilar, and Rary for that matter, have done
nothing evil towards Hardby and if they ask for
a peaceful diplomatic meeting they will be
listened to provided they follow all required
protocols. As far as Ilena has been able to
determine, Robilar suffered an unprovoked
attack in the city streets and the Despotrix is not
pleased; especially because it endangered
innocent lives.
If the PCs ask for a reward, the Despotrix says
that their efforts will be rewarded by several of
the most powerful people in the city and that
should be more than ample. She does not lower
herself to speak of money.
Once the PCs have spoken with the Despotrix, she
directs them to see her granddaughter; after asking one
more time for their loyalty and secrecy in this mission.
Development: There is no mechanic that prevents
the PCs from spreading the information they have
learned, and indeed, there are many that would be
interested to learn it. What and who the PCs speak with
drastically alters the conclusion of this adventure and the
DM should keep careful track of who individual PCs
might side with.
Also note that the PCs may freely work counter to
each other. The results of their machinations may even
COR6-02 Rallying Point for the Bright Sands
Page 9
lead to some PCs being targeted by opponents instead of
other PCs. As long as the PCs do not directly enter
combat with each other, they have not broken any
campaign rules.
If the PCs decide to meet with Aleeta, proceed to
Encounter 5. If they do not agree to meet her and
undertake the quest, proceed to Encounter 6.
ENCOUNTER 5:
ACCIDENTAL
CONSPIRACIES
This encounter occurs if/when the PCs arrive at Aleeta’s
manor outside Hardby. If the PCs do not meet with
Aleeta and Robilar, skip this encounter.
Once again, large-sized centaurs are asked to wait
outside while their companions speak with Aleeta. If the
party contains medium-sized centaurs, a party of guards
accompanies them into the study due to the presence of
their enemy, Robilar.
Aleeta’s manor is a small but elegant affair near
the city. The gate guards obviously expected
you and your party is quickly ushered inside
despite the late hour.
You are led by a man in fine servant’s livery
to a study lit by a roaring fire. As you enter, a
young,
black-haired
woman
resembling
a
younger and more attractive version of the
Despotrix turns from her guest to greet you.
“Welcome to my home noble adventurers,” she
says warmly. She gestures to a large bearded
man standing near the fireplace holding a glass
of brandy in his hand; “May I present Lord
Robilar of the Bright Lands. Please sit, there is
much you should be told.”
Aleeta is an extremely ambitious Suel woman who
despises Greyhawk and is willing to do anything to free
Hardby from its clutches. She tries to keep the meeting as
civil as possible, but is even more sexist than her
grandmother. Additionally she lacks her elderly relative’s
tempering wisdom, so it is possible that words may
become heated if the PCs expound on the supremacy of
Greyhawk or the male gender. In such cases, she is given
to stroking her cat familiar to calm herself. Regardless of
her behavior, she expects the PCs to do their duty to her
grandmother.
k Aleeta Norbelos: NE (detects as N) female
human (Suel) wizard 7.
Robilar for his part seems a large and jolly man of
generally friendly demeanor given to throaty laughs.
While there are many stories of his evil acts, he laughs
them off as just stories spread by rivals and the sort of
thing that all brash adventurers have said about them.
Robilar appeals to Baklunish PCs, particularly those from
Ket, to agree that such false tales are commonly told in
the east about Baklunish adventurers. While Robilar is a
dangerous murderer, his friendly demeanor makes that
hard to believe. Given that he is on a mission for Rary to
strengthen ties between the Bright Lands and Hardby, he
does not jeopardize his assignment by giving into any of
his baser instincts.
k Lord Robilar: LE (detects as N) male human
fighter 24; mind blank.
Once the PCs are comfortable and have gotten over the
shock of meeting Robilar, he continues with the
explanation. Neither Robilar nor Aleeta and her many
guards allow any combat. Aleeta explains that Robilar is
under protection of diplomatic parlay. Hostile PCs are
ejected while Aleeta and Robilar use contingent magic to
flee from parties that stand a true chance of harming
them. In this case, Robilar leaves Hardby to update Rary
on the impending death of the Despotrix. Without
Robiliar, there is no way for the PCs to recover the elixir
and the Despotrix dies. PCs that insist on attacking
Robilar should be reminded that he is well known for
having plumed the depths of Castle Greyhawk alone, and
is known to have killed several ancient dragons single-
handed. Most PCs have no chance at all against such an
epic personage.
Robilar drinks deeply from his glass before
placing it on the mantel and producing a pipe.
“I’m glad we could meet in such a civilized
atmosphere. I was beginning to wonder if all
adventurers
in
Hardby
attacked
innocent
diplomats without cause.” Robilar says, offering
a large grin to Aleeta. Puffing on his pipe, he
takes up a comfortable position leaning by the
mantel and continues.
Robilar converses with the PCs, explaining the original
purpose of his mission and the unprovoked attack upon
him; eventually detailing what the PCs must do. Use the
following summaries to assist in roleplaying this
conversation:
Since Tenser convinced the Despotrix to attend
the ceremony to destroy the Crook of Rao she
has been deathly ill. Only a regularly
administered elixir crafted by Rary, Lord of the
Bright Lands, has prolonged her life. It was one
such freely offered elixir that he was delivering
as part of his diplomatic mission to Hardby.
Robilar’s impending arrival in Hardby was no
secret. It was well known that his caravan would
be arriving and so he had the tributes arranged
in order to show what the Bright Lands would
be giving to the citizens of Hardby. Sadly, as the
parade began, a group of adventurers lead by a
female cleric of Fharlanghn attacked before he
could determine why. In particular, she targeted
the elixir he personally carried and destroyed it
in the opening exchange. Several of her minions
also seemed to be targeting the cages housing
COR6-02 Rallying Point for the Bright Sands
Page 10
some of the beasts he brought for the
menagerie.
Robilar does know that the cleric sometimes
works for a female paladin, but he can’t believe
that the paladin would ever sanction such an
ambush.
Rather than allow the crazed woman to harm
the animals or the citizens of Hardby, he
ordered his men to scatter, and he himself led
the worst offenders on a merry chase out of
Hardby before using magic to elude them.
Sadly, the elixir has been destroyed and if steps
are not taken to recover new ingredients, the
Despotrix will surely die in the next few days.
Normally the ingredients are gathered from
places in the Bright Lands, but that is a very
time consuming process as they are spread far
and wide. There is one place however, where all
the ingredients might be found. He cannot go
himself, as the cleric woman is surely still
hunting for him. He will not lead her to the
ingredients that she might then destroy to
prevent the survival of the Despotrix. Instead,
he will stay behind and lead her about the
Abbor-Alz and the Hardby hinterlands, so as to
distract her from the PCs.
Robilar believes the ingredients can be found in
a cairn south of here in the hills between the
Bright Lands and Hardby called the Cairn of
Reflected Souls. Robilar gives the PCs a list of
what to look for (see Player Handout 1). The list
includes the items as best as Robilar can
remember and describe. He has no appropriate
knowledge skills and thus cannot say what the
items are, but he remembers what was collected
in the past, and what they looked like.
Robilar can tell the PCs much about the cairn.
(See “Robilar and the Cairn of Reflecting Souls”
below).
Robilar encourages the PCs to forget what
rumors they may have heard and trust him
enough to save the Despotrix. Contentious PCs
are told: “Peace and freedom for Hardby
are within its grasp and you can make it
happen.
Choose
to
be
a
part
of
something; something more than what
the
current
power
establishment
shackles you with. Especially do not
trust
the
Circle
and
their
many
minions. They pull the strings and
mortals dance. None of them knows the
full truth of anything. Even Rary has
had to take extremes measures to free
himself from their shackles. Because we
seek freedom our own way, the powers
that be label us evil and criminals. I am
not a criminal; I’m just looking for my
own way. Join us for a new Oerth order,
one
where
honor
will
again
have
meaning.”
Aleeta very much wishes her grandmother to
live and begs the PCs to help her. Robilar claims
that he is here doing as Rary commands He
suspects Rary seeks to aid the Despotrix, as
Hardby is the gateway to the Bright Sands and
so good relations are necessary if trade is to flow.
Aleeta says that after the PCs have rested, she
will use a scroll of teleportation circle to
transport them to the cairn. She does not
possess the scroll yet; her agents are on their
way to deliver it and should arrive by dawn.
Given the late hour, she has procured rooms for
the PCs in the city at the exclusive Mistress of
the Coach Inn in the Ebbfields (though large-
sized centaurs will find when they arrive that
they are forced to stay in the stables, and
medium-sized centaurs create quiet a fuss with
the clientele). In order that they blend in, Aleeta
provides suitable clothing if the PCs do not
possess it (a courtier’s outfit for each PC),
Aleeta will have a coach pick them up at first
light. She urges them not to be late as her
grandmother’s life hangs in the balance.
As a security precaution, Robilar does not reveal
the location of the cairn until the PCs leave for
it. It is too likely that they might be captured or
magically compelled to speak.
If the PCs refuse Aleeta and Robilar’s request,
Aleeta angrily orders them from her house and
shouts that she shall just have to do it herself,
regardless of the cost it might have to Hardby.
Robilar and the Cairn of Reflected Souls
Robilar is not an expert on this cairn but he knows
enough to kick open the front door and smash his way
through to the treasure. Rary has dozens of history
obsessed experts who could give a much more thorough
briefing if they were in Hardby, but Robilar rarely listens
to such types; at least not enough to repeat the most
important details.
What he does know, he’ll be glad to pass on if it
convinces the PCs to do his bidding. Read or paraphrase
the following:
“Long ago, in the Sulm empire, there were
three brothers, each a master of their own
inner power. Each had a specific connection to
life, death and the cycle of existence. When
these brothers died, their followers entombed
them each in their own great cairn; a separate
faction for each brother, each connection. I
uncovered one of the cairns, hidden away in
the Bright Lands. It is a place of mystery and
understanding, filled with strange talking trees
that
wanted
specific
answers
about
my
childhood. Luckily I was able to cut to the
chase with my sword. I hate answering weird
questions.
A teleportation rune on the floor brought
my entourage and me to a fungal garden. It was
COR6-02 Rallying Point for the Bright Sands
Page 11
here that we gained the ingredients to make
the elixir. We have nearly depleted the
resources within the tomb’s garden making the
previous elixirs but luckily, our sages have
found information on the third brother. It is
said he was shunned by the rest of the Sulm in
life and his cairn was made outside Sulm. This
place on the edge of the Bright was called the
Cairn of Reflected Souls. It is only a few days
journey from here, in the Abbor-Alz. I’ve never
been there, but I’ve been given descriptions of
nearby landmarks.
Once there, follow my written directions
and collect the ingredients I’ve listed. Once
you’ve obtained the listed ingredients, travel
back by your own means.”
Banner of Robilar
It is possible that some PCs may possess the Banner of
Robilar from COR5-11 Dark Deceit on Bright Sands. If
they display it at any time, he notices it, buts says
nothing. If they choose to freely return it to him, he is
pleased by their honesty and offers them a banner of law
in return. However, if the PC demands money for the
banner,
he
refuses,
ominously
saying
“Finders
keepers. I’m sure I’ll find it again someday.”
Treasure: If a PC offers Robilar his standard back and
seeks no reward, Robilar gives them a banner of law in
exchange. That PC loses Robilar’s banner. This PC, and
only this PC, receives Robilar’s Approval upon their AR.
This is a plot item.
All APLs: Magic – banner of law (0 gp).
Some characters may wish to research the Cairn of
Reflected Souls before they leave Hardby. All research,
and appropriate knowledge checks can be found in
Encounter 7.
Development: High-level parties may have the ability
to contact Lady Karistyne in order to determine her side
of the story. Karistyne did not dispatch Helena to attack
Robilar but would have if she had known of his location.
She does admit that Helena is currently aiding an ally of
hers but refuses to go into details.
She claims Robilar is an incredibly powerful and evil
man who must be slain or captured. However, his plot in
Hardby should be uncovered first. Karistyne encourages
the PCs to go along with the quest and then attempt to
contact Helena rather than turning over the ingredients
to Aleeta.
If the PCs ask about the Despotrix’s likely death if
she does not receive the elixir, Karistyne explains that
those that consort with evil become evil themselves and
should not be aided. Besides, there is no proof that
Robilar’s potion would save her. This attitude should
leave good-aligned PCs who do not have a code against
associating with evil persons very uncomfortable.
Once the PCs have had their questions answered,
Aleeta arranges for the Despotrix’s coach to take them to
the Mistress of the Coach Inn in the Ebbfields (proceed
to Encounter 6).
ENCOUNTER 6: MISTRESS
OF THE COACH
Ths encounter assumes that the PCs are spending the
night in the Mistress of the Coach Inn. If this is not the
case, the DM should adjust this text accordingly. As long
as the PCs stay in Hardby or the surrounding lands, the
interested parties listed below contact the PCs. PCs
immediately leaving for the cairn (provided they uncover
its location somehow) do not have this encounter.
A DC 15 Knowledge (local - core) check brings to
mind some details about the famed Mistress of the Coach
Inn. It is known as the best inn in all of Hardby, with
luxurious rooms, exotic fare, and a wine cellar without
compare. As rooms here are generally reserved for the
richest and most aristocratic of clientele, formal dress is
required to enter.
For this encounter it is necessary to reference the AR
entries from previous adventures mentioned in the
“Preparations for Play” section at the beginning of the
adventure. The DM should use this information to
determine which factions PCs know, and which PC seem
likely allies for each of the approaching factions.
The coach pulls up a lit driveway, past old trees
and a manicured lawn, to a four-sided villa with
an interior courtyard. Couples in fancy dress
can be seen making there way past a large,
armed doorman.
The PCs must be generally clean and wearing fine clothes
(at least a courtier’s outfit or better) in order to enter the
inn. While the doorman (or any of the several hired
mercenaries patrolling the grounds) allows weapons and
armor to be brought inside, nothing larger than a dagger
may be worn openly. All other weapons and armor must
be stored. The inn provides lockable (DC 20 Open Locks
check to open) trunks if required. PCs not following
these guidelines are asked to leave.
In addition, medium-sized centaurs draw a great
many stares, and the coldest of service inside. Anyone so
rude as to make a scene will be asked to leave, or arrested
by the marines. Large-sized centaurs are not under any
circumstances allowed inside the inn, though a place in
the well-guarded stables can be made available to them
along with food, wine, and comfortable blankets.
Anyone causing a scene the DM deems to be
extreme such as initiating combat or causing significant
property damage is arrested by Hardby marines. Such
individuals spend the night in jail until they are released
on the authority of a very displeased Despotrix. Jailed PCs
are fined 5 gp x APL for disturbing the peace, unless they
killed an innocent. (Deliberately killing an innocent is an
evil act).
In all cases the PC is sentenced to be hung. Powerful
people though work behind the scenes to keep the PC
from the hangman’s noose (assuming that the PC has not
COR6-02 Rallying Point for the Bright Sands
Page 12
been removed from the campaign for committing an evil
act). Instead of death the PC languishes in prison and
must pay a fine of 1000 gp x APL. Additionally he loses 15
TU and the DM should note the evil act on the PC’s AR.
For that PC, this adventure is over.
Each PC has been reserved a single room and there
are no adjoining suites available, though PCs may choose
to sleep more than one to a room if the desire. Young
boys in smart uniforms bring all of their baggage to their
rooms. Each room has a large single bed, a dresser with
washbasin and pitcher, a trunk filled with linens, a
standing mirror, two comfortable chairs, and a small
table. In addition to the door, there are multiple windows
that overlook the central courtyard. All have simple locks.
During the night the PCs have a series of mini-
encounters. Representatives of several factions approach
them trying to discover their plans and motivations. If
possible they seek to sway the PCs toward the NPC’s
goals. Each NPC approaches and behaves in a different
matter and are presented separately below.
It is up to the DM to control the pacing of this
encounter and the PCs’ time in the inn based upon the
temperament of the players. If necessary the DM may
pull players away from the table to ensure secrecy as they
work against each other.
Messalina (Bright Lands Faction)
Rary is well aware that many do not consider his emissary
Robilar a trustworthy man. As such he has instructed his
other operative in Hardby to contact the PCs. Messalina,
a Throne Knight and magical advisor to the Despotrix,
was an adventuring companion of Rary’s twenty years
ago, and now serves as a tutor to Aleeta. This encounter
happens as the PCs arrive at their rooms, Messalina, who
was watching the building remotely, teleports into the
inn and approaches the PCs asking to speak with all of
them.
A brief flash of light can be seen from the room
across the hall from yours just seconds before
the door opens. A woman of medium height
with dark-haired in her mid to late forties
wearing robes with an emblem resembling a
wooden
throne
greets
you.
“Welcome
adventures, I have been waiting for you. You
may call me Messalina.”
PCs that have played COR5-09 Gateway to Bright Sands
recognize Messalina as one of the Despotrix’s advisers
and a Throne Knight. Those who have not played COR5-
09 Gateway to Bright Sands, but succeed at a DC 15
Knowledge (local - core) know that Messalina is the
advisor to the Despotrix in arcane matters and lives a half
day outside of Hardby in Minaryn Castle.
k Messalina: LN female (Suel) human wizard 15.
Messalina is an intelligent woman given to lively debate.
She asks to speak privately with the PCs about a matter
concerning Hardby. Prior to arriving she has consumed a
potion of glibness and donned her ring of mind shielding
to limit the chances of her story being questioned. If the
PCs refuse, she returns to her castle and reports her
failure to Rary. If the PCs invite her into one of the
rooms, she imparts the following (some of which is far
from the truth):
Messalina is concerned about the recent goings
on in Hardby. She knows that Ilena receives a
potion with increasing regularly from Rary that
is supposed to extend her life. She even believes
that she could replicate it if she had the
ingredients.
She wishes to acquire the ingredients, inspect
them and then brew the potion in order to limit
the chance that Rary is attempting to control
Ilena in some manner. Although Aleeta is likely
trustworthy, Messalina is concerned Robilar’s
presence in her manor compromises her.
She claims to have found a book from the Bright
Lands that details a similar elixir, which she
could use as a resource to replicate Rary’s elixir.
If she fails in this task she would allow the PCs
to give the leftover ingredients to Aleeta and
Robilar.
Messalina explains it is her duty as a Throne
Knight to protect the Gynarchy and thinks this
is the best course of action.
Messalina asks that the PCs keep silent about
her involvement. If she is noticed, the many
competing factions will prevent her from
protecting Hardby and its rulers.
If the PCs agree to side with her, she asks that
they journey to her home at Minaryn Castle
after they return from the cairn. She will give
them their reward on their arrival.
Mirlan Rinshad (Norbelos Faction)
Shortly after Messalina leaves, Mirlan orders food sent up
to the PCs’ room. As the food arrives, Mirlan asks to join
the PCs.
Just moments after Messalina disappears in a
flash of light there comes a knock at the door
to the room in which you have gathered. In the
hall, two serving girls bare large platters of
food and several bottles of wine. Behind them
is an Oeridian man with curly black hair
dressed in cloth of gold. He smiles at you and
says “I thought you could use some food,” as he
enters the room. “Your meal is courtesy of
Mirlan
Rinshad
and
the
Royal
Guild
of
Merchants of Aerdy.”
Mirlan is a handsome, friendly man of great ambitions.
He drinks freely, with much back slapping of fellow men
and flirting with attractive women. He claims to be a
merchant from Kalstrand in Ahlissa interested in sharing
a meal with fellow foreigners. He neglects to inform the
PCs his position as Factor of the Guild’s mission to
Hardby.
COR6-02 Rallying Point for the Bright Sands
Page 13
A successful DC 25 Knowledge (local - core) check or
DC 20 Gather Information check reveals that Mirlan
Rinshad is the local Factor of the Royal Guild of
Merchants of Aerdy and is known as a flamboyant
playboy and sot.
k Mirlan Rinshad: LN male human (Oeridian)
rogue 10; Bluff +16, Sense Motive +16, Slippery Mind.
Mirlan has noticed the arrival of the out-of-place PCs in
one of the Gynarchy’s coaches. He has realized that they
are likely on some mission and assumes it is something to
do with this morning’s battle. Through his contacts in the
Norbelos faction, he is also well aware that a crucial secret
vote nears that may herald Hardby’s split with Greyhawk;
something he must support if the guild is to increase its
dominance over trade in this area. Mirlan hopes that
friendly conversation and fine food and drink will loosen
the tongues of the PCs and that they might give him
some useful information. He suggests that he knows
much more than he does and that he might be willing to
help the PCs, if it seems likely to motivate them to talk.
If the PCs tell him nothing, he thanks them for
sharing a meal with them and goes his own way.
However, if the PCs tell them anything regards their
mission, his demeanor changes, and while he offers no
direct intervention in the PCs’ affairs, he does have
several bits of (self-serving) advice:
He knows that many of the factions active in
Hardby
want
the
Despotrix
and
her
granddaughter dead in order to strengthen ties
to Greyhawk. Greyhawk seeks only to further
enslave the people of Hardby. Whatever the PCs
have been asked to do, he would trust the
Despotrix and Aleeta over others. They have the
true interests of the people at heart. He admits
that coincidentally they both also support free
trade, which would benefit him.
He warns the PCs to beware secret messengers
and the like, as they could be working for
anyone or seeking to lead the party astray. Such
wheels within wheels are common in Hardby,
and betrayal can be found everywhere.
Mirlan never admits to being a member of the
Norbelos faction supporting Aleeta; but rather
tries to portray himself as a neutral observer.
If the PCs find themselves in danger while on
this mission in Hardby, he offers them the
safety of the Royal Guild of Merchants of Aerdy
Office in Tradetown. In addition to guards, the
Office possesses some measure of diplomatic
protection. The Guild can always use talented
adventurers so Mirlan says he is only too happy
to help. He says he has some small pull with the
local Factor who is in charge.
Retep Mandel (Longland Faction)
After the PCs have retired to their separate rooms, one of
them discovers he is not alone. A disguised Retep Mandel
has been waiting for them. Choose a PC that seems the
most morally flexible; particularly if they have rogue
levels and have few or none of the AR notes listed in the
“Preparation for Play” section.
You are dozing when you notice how much
your clothing hung over the chair reminds you
of a person sitting upon it. Then the puff of a
pipe leaves your sleep-addled mind clear that it
is no pile of clothes that watches you. “Sit up
and listen,” the form whispers in an ambiguous
voice.
The Gynarchy is up to something and Retep Mandel
intends to uncover it for the Directing Oligarchy of
Greyhawk. He, or his spies, have noticed the comings and
goings of the PCs and their conversation with Mirlan,
and so it is only proper that he involves himself. Retep is
a short, narrow, nondescript man officially working for
the Military Governor. In truth he is a minion of the
Directing Oligarchy and the Greyhawk Assassin’s Guild.
For this meeting he is dressed entirely in black and wears
a mask. He is cold and calculating, without feeling or
mercy. He uses magic to disguise his voice and calls
himself Geven.
k Retep Mandel: LE (detects as N) male human
rogue 5/assassin 4; Bluff +14, Sense Motive +5,
undetectable alignment.
“Geven” thanks the PC for taking the time to
speak with him, and then asks their business in
Hardby. Retep knows that they have met with
the Despotrix, as well as her granddaughter
Aleeta. He also knows they have met Factor
Mirlan Rinshad and he wants to know why they
have been meeting with these seditious
individuals.
“Geven” suggests that he may be in law
enforcement,
without ever saying which
organization he belongs too.
He suggests that the Despotrix has gone over to
the forces of darkness and may in fact be a
minion of such evils as Rary; or worse. Working
against the Despotrix is a good deed; one that his
powerful friends will greatly reward.
“Geven” suggests that he might be willing to pay
for information. If the PC seems willing to sell
out his compatriots, he sweetens the deal, and
says the reward will be bigger if the PC is
willing to do something for him as well. He
gives the PC a magical ring if the PC agrees to
recover whatever it is the Despotrix is sending
them after and delivers it to him Bonded Barrel
Ghetto in the district of Fishtown.
If they reach an agreement he gives the PC
“Geven’s ring” as per the AR. He tells the PC to
wear it; saying it will mark him as a friend, in
case anyone dangerous crosses their paths. He
warns the PCs that the ring will loose its
COR6-02 Rallying Point for the Bright Sands
Page 14
enchantment if the ingredients are not returned
to him within a week.
“Geven” explains he needs all of whatever it is
that the PCs are being sent after. If he feels he’s
been double-crossed, he will not be pleased, and
the ring will loose its enchantment.
If the PC does not wish to deal, “Geven” is
displeased and says they have made a powerful
enemy before using a magical item to
dimension door away. He also uses his cape of
the mountebank if threatened or targeted with a
spell. Once their business transaction is
completed, he also leaves in the same manner.
Treasure: If the PC agrees to work for “Geven” they
receive Geven’s ring on their AR and add it directly to
their MIL at no cost. This is a plot item.
All APLs: Magic – Geven’s ring - 0 gp.
Scorimongishaz (Tenser’s Faction)
This encounter occurs in the dead of night when all of
the PCs have settled in for the evening. Scorimongishaz
(Scor for shot), a pseudodragon familiar of one of Tenser’s
apprentices, sneaks into the rooms of any PC with the
“Worked for Scor” notation from COR5-09 Gateway to
Bright Sands. If there is more than one such PC, he tries
to get them to meet with him as a group. If no one has
this designation, choose the good-aligned PC who is
closest to Lawful Good and take that player aside. If there
is more than one Lawful Good PC, preference is given to
arcane spellcasters. If there are no good-aligned PCs or no
one has the “Worked for Scor” notation this encounter
does not happen.
Scor tries to avoid speaking with other PCs using his
invisibility and telepathy abilities to remain unseen and
guide the chosen PC(s) to him.
k Scorimongishaz: NG male pseudodragon
familiar.
Tenser has long suspected that Despotrix Ilena has had
dealings with Rary. When Javka reported to him the
nature of Ilena’s meeting with the PCs, some of whom
she may have had secret dealings with previously, Tenser
became suspicious and asked one of his acolytes to look
into the matter further. To this end Scor has been
dispatched to get more information about what the PCs
were asked to do by the Despotrix and what it has to do
with the appearance of Robilar in Hardby.
Adjust the following description accordingly if the
PC was already awake when Scor contacts him:
Upon
being
awoken
from
your
pleasant
sleep/reverie you find that one aspect of your
recent dream was not just a figment of your
imagination: you really are looking at a tiny
reddish dragon, one about the size of a house
cat. It wears a gem-studded blue collar.
“Hello again,” a voice in your head says as
the little dragon gestures with its wing. “I’ve
been sent to talk to you by my master. He’d like
to find out what the Despotrix asked you to do
that even her Didatrix can’t be trusted to
know.”
A DC 12 Knowledge (arcana) check identifies Scor as a
pseudodragon and that such creatures are sometimes
familiars to powerful wizards and sorcerers. A successful
DC 17 Knowledge (arcana) check reminds the PC that
pseudodragons only serve good-aligned masters.
Scor is a laid-back, good-natured creature. Use the
following to assist in roleplaying this encounter:
If the PC is not forthcoming, Scor tries to
convince the PC by promising that he and his
master aren’t here to hurt anyone; they’re just
concerned that the Despotrix might be dealing
with someone (Robilar) who is dangerous and
evil.
He won’t reveal whom exactly he’s working for
other than to say he’s a “good man” who “works
for another man who’s very interested in
protecting the peace and security of the land.”
If the PC has previously worked with Scor, he
admits that Helena Stanmaer was also working
with his master in this action.
If asked about the “evil” that the Despotrix
might be dealing with, Scor says that his master
and the man he works for are concerned that
Rary and Robilar are attempting to take over
Hardby using some sort of mind control potion.
Regardless, Ilena has been consorting with evil
men like Robilar, and that is more than cause for
concern.
If the PC won’t tell him what is going on, Scor
thanks him for his time and leaves.
If the PC truthfully explains the quest they were
asked to undertake, he offers the PC a blue gem
from his collar and tells the PC: “When you
return from your quest, put that little
thing in your mouth and speak your
report and me and my master will hear
it. I and some of my master’s friends
will meet with you then if we should
take the elixir ingredients.” If the stone is
checked for magic, it radiates strong evocation
magic. It is imbued with a sending spell cast at
13th-level. It activates when the stone in placed
in a person’s mouth. The stone dissolves into a
minty-tasting powder once used.
If any mention of a reward for this service is
made, Scor looks offended but promises that the
PC will be rewarded for her efforts.
If Scor is treated in a hostile fashion at any
point, he use dimension door to flee. (This
ability is usable once per day and was gained
from a wish spell).
If the stone is used, go to Encounter 9.
Once the PCs are ready to travel to the Cairn of Reflected
Souls, continue to Encounter 7.
COR6-02 Rallying Point for the Bright Sands
Page 15
ENCOUNTER 7: A POLE IN
ONE
This encounter details the research of, travel to, and
exploration of the Cairn of Reflected Souls.
Researching to the Cairn
Prior to leaving Hardby, there are several ways the PC
might research the Cairn of Reflected Souls and the
ingredients they have been sent to recover.
Hardby Resources: The party might wish to avail
themselves of the same researchers at the High Chapel
used by Karistyne. In this case they are granted an
audience with Mother Storanna. Mother Storanna
informs them that it would take several days to perform
any mundane research, but she is capable of casting one
commune and one divination spell today. She charges
normal rates as listed in the Player’s Handbook.
It is also possible to seek out the naturalist Gynarch
Rotanna Maynem who the PCs met earlier in order to
learn more about the ingredients on Robilar’s list.
Rotanna knows nothing of the cairn, but if shown the list
of ingredients, she relates all the information listed below
gained by a DC 20 Knowledge (nature) check.
Anyone attempting a Knowledge check receives all
of the information equal to their check, and that gained
by lesser results.
Bardic Knowledge (Cairn of Reflected Souls)
DC 15: There are many cairns in the Abbor-Alz,
but this one is thought lost. Stories say that great
pains where taken to hide it so what or
whomever was buried there would never be
found by grave robbers.
DC 20: Legends claim that the cairn reflects
not the souls of those who visit it, but those that
are buried there.
DC 25: An obscure tale by bard Almesco
Delveran claims that there were once three
brothers in ancient Sulm that worshipped the
cycle of life in its three forms: birth, death,
rebirth. The tale claims the brother who
represented rebirth was laid to rest in a place
called the Cairn of Reflected Souls, and his
remains where purified.
Knowledge (history) (Cairn of Reflected Souls)
DC 20: Many of the cairns in the hills and
mountains surrounding the Bright Desert were
built by the Flan before the creation of the
desert
DC 25: Several different bands of workers
where corrupted by the strange unknown
religion of the being that lies in the cairn. The
ruins of their work camp still mark the
entrances.
DC 30: An obscure tale by bard Almesco
Delveran claims that there were once three
brothers in ancient Sulm that worshipped the
cycle of life in its three forms: birth, death,
rebirth. The tale claims the brother who
represented rebirth was laid to rest in a place
called the Cairn of Reflected Souls.
Bardic Knowledge (Elixir Ingredients)
DC 20: Legends often speak of using the
remains of powerful spellcasters in elixirs to
prolong life. Often these tales involve dark
arcane rituals or supplications to evil gods.
DC 25: Many strange mushrooms are used in
elixirs. The ones described here sound like those
described in a tale of miners that ventured deep
underground and found a strange mushroom
forest. Each mushroom has a different property.
Knowledge (arcana) (Elixir Ingredients)
DC 15: Mushrooms are sometimes used in
potions and elixirs, although more commonly in
poisons.
DC 20: The mushrooms described as smelling
of the air after a lightning strike suggests they
may have some planar tie; possibly not actually
originating from the Material Plane.
DC 25: It is likely that the description of the
water refers to magical water that radiates an
aura of illusion magic, rather than that of
divination.
Knowledge (nature) (Elixir Ingredients)
DC 15: The gray mushrooms are sometimes
called “Sweet Stone Mushrooms” and are rare in
this part of the world. A tasteless brew made
from them is said to ease joints swollen with
age.
DC 20: The shiny black stone streaked with
white, sounds like it may be volcanic glass, or
obsidian, but with some impurity causing the
white lines.
DC 30: The red mushrooms do not sound like
mushrooms from this area at all. Most red plants
or fungi are extremely poisonous. Some may be
administered over several months and cause a
painful death.
Traveling to the Cairn
PCs ready to leave for the cairn, must return to the woods
just outside Aleeta’s manor, unless they plan to travel to
the cairn without the aid of her teleportation circle.
At this point they have four days to get the
ingredients and return.
Aleeta’s coach arrives just before dawn, and you
quickly make your way from the Mistress of the
Coach to Aleeta’s manor. The quiet driver
dropped you near the edge of a small wood and
pointed toward its middle with steady hand
before driving off.
COR6-02 Rallying Point for the Bright Sands
Page 16
Following the path, you come across a
clearing where a cauldron bubbles next to a
circle inscribed upon the ground.
While Robilar stands guard nearby, Aleeta
puts the finishing touches on the circle. She
looks very tired, and her dress is stained with
the dirt and leaves of the forest floor. She grins
as you approach, “This circle should take you to
the cairn. Good luck. Hurry friends, time is of
the essence.”
Aleeta has inscribed a teleportation circle from the scroll
she has acquired. Any PC succeeding on a DC 24
Spellcraft check notes the spell and realizes that Aleeta is
not of sufficient power to successfully cast the spell
automatically. Once the PCs step into the circle they
arrive at the cairn, and may freely explore.
Arriving at the Cairn
You stand in an arid mountain glen. A sparse
thicket of brush and scrub pine surrounds you.
The high altitude glen is ringed with sloping
mountainsides. Numerous caves of various sizes
and shapes can be seen in all directions. To the
east, a thick black pole rises from the rocks.
Some sort of stone structure seems to be built
around it.
The PCs are in the Abbor-Alz Mountains. If they were to
travel south down out of the mountains, they would end
up in the Bright Desert near the Tulwar Oasis. This
locates the cairn closer to Karistyne’s castle than to
Hardby.
This 400 ft. in diameter mountain glade is remote
and relatively undisturbed. Not far above this altitude, the
snow line is clearly visible.
This glen is where the followers of the third brother
of Sulm built his cairn.
The black pole on the eastern
edge of the glen is a marking device. The stone poll has
many holes drilled through it at different heights and
angles. When looked through, each one lines up with a
cave or a fake excavation.
The fake excavations are there to fool would-be tomb
robbers into thinking the builders started digging here,
but gave up and moved on to some site somewhere else.
The many natural caves are meant to confuse or
frustrate tomb robbers. The real cairn started out as one
such cave but was extensively modified.
As the PCs approach the pole, the details of the stone
structure become clear.
The 3 ft. wide black stone pole rises ten feet
into the air with sunlight shining through
numerous holes drilled through it at various
angles and directions.
Around the base of the poll is a crude stone
staircase zigzagging about half way up the
eastern side of the pole. The ruins of individual
stone buildings ring the pole’s base.
There is a stirring below the half fallen
stones and a loud resounding snort.
Before the PCs can fully investigate the pole and its
secrets, they need to evict the squatters that have taken
up residence in the remains of the builder’s housing.
Creatures: These creatures know nothing of the cairn
or of the hidden meaning of the black pole. At the most,
they know that the surrounding hills have many caves of
different sizes, but when it comes to looking for food,
they always travel to lower altitudes and then return here
for safety. As well, the creatures know that no other
creatures of significance live within 1,000 ft. of here
(basically within the glade).
The creatures exhibit no advanced tactics other than
the desire to protect their home, and territory (and cubs if
present).
At lower APLs, the animals are wary, and do not
immediately attack; thus combat need not be the only
solution here. For instance, the animals could be
befriended and then allow the PCs to share their den. If
cubs are present the PCs have to be extra careful not to
antagonize the parents as they don’t want humanoids so
close to their young. Any PC befriending the animals,
using animal empathy or extremely good roleplaying,
needs to arrange for the removal of the cubs (either
personally, or luring them out with food or what not).
PCs who have not personally befriended the parents and
who attempt to interact with, or enter the den when the
cubs are present, are attacked until the parents can be
calmed down again.
The more hostile but intelligent creatures (the
displacer beast pack lords), may be reasoned with, and
would gladly settle for a large portion of food and trade
goods to share their home.
APL 2 (EL 2)
d Wolverine: hp 28; Monster Manual 283.
d Wolverine Cubs (4): hp 2 each; as cat,
Monster Manual 270.
APL 4 (EL 4)
d Wolverine (2): hp 28 each; Monster Manual
283.
d Wolverine Cubs (4): hp 2 each; as cat;
Monster Manual 270.
APL 6 (EL 6)
d Dire Wolverine: hp 45; Monster Manual 66.
d Dire Wolverine Cubs (2): hp 28 each; as dire
badger; Monster Manual 62.
APL 8 (EL 8)
d Dire Wolverine (2): hp 45 each; Monster
Manual page 66.
d Dire Wolverine Cubs (4): hp 28 each; as dire
badger; Monster Manual 62.
COR6-02 Rallying Point for the Bright Sands
Page 17
APL 10 (EL 10)
d Dire Tiger (mountain) (2): hp 120 each;
Monster Manual 66.
d Dire Tiger Cubs (4): hp 2 each; as cat; see
Monster Manual page 270.
APL 12 (EL 12)
d Displacer Beast Pack Lord: hp 203; Monster
Manual 66.
APL 14 (EL 14)
d Displacer Beast Pack Lord (2): hp 203 each;
Monster Manual 66.
APL 16 (EL 16)
d Displacer Beast Pack Lord (4): hp 203 each;
Monster Manual 66.
The Black Pole
A long time ago, short but sturdy stone buildings were
built around the black pole and the crude stairs that lead
up the eastern side. The buildings were the work camp of
the sect that built the cairn.
Little remains of their presence here, except for what
they deliberately left behind. Most of the buildings have
collapsed or fallen into one another. This has created
several stone lean-tos in which the monster in this
encounter lair.
An exhaustive search of the stone ruins (other than
the pole) reveals Flan markings and graffiti made by the
three different work gangs that constructed the cairn.
The work crews have left messages boasting to one
another and to future readers, which team was more
productive and so on.
A DC 20 Search check (and one hour’s searching)
reveals the following intact messages written in Flan:
“The day is done by the Muck Movers!”
“Once again, the Engineering Ochre’s have
bested all and completed our assigned tasks
before sunset.”
“Though last each day, we Slippery Sliders have
shown the way to rebirth and our true
devotion.”
A successful DC 15 Knowledge (architecture and
engineering) check reveals that structures like these are
typical of archaic constructions sites, such as tombs. The
workers needed somewhere to live, and work gangs need
to be organized. Gangs often named themselves after the
motif of their masters and a sense of friendly competition
usually spurred on building.
Each work gang (as well as the entire sect) had a
motif that went along with their belief in the third
brother. This third brother was shunned from Sulm
society because he was a master of oozes. Yet like his
brothers, he had an uncanny insight into the cycle of
birth, death and rebirth.
For this sect, rebirth comes out of the decaying muck
one would find oozes in. Thus is the secret to the black
pole.
The black pole has a Flan rune marking one side of
each hole. All the holes can be looked through by a
normal-sized human standing on various steps of the
stairs. All the holes line up with a natural cave or a fake
excavation, but only the correct selection reveals the
entrance to the Cairn of Reflected Souls.
The following is a list of holes (from highest to
lowest), the accompanying rune (in Flan), and what they
lead to.
Nurture; natural cave
Revenge; fake excavation
Repulsive; Cairn of Reflected Souls
Death; natural cave
Birth; natural cave
Joy; fake excavation
Extravagance; nature cave
Fire; natural cave
Sky; natural cave
Acceptance; fake excavation
To properly explore each dead end takes 1d3 hours
(1d3+1 hours if done during night-time). The natural
caves are uninhabited and range in size and depth. The
fake excavations show signs of construction working, but
such works peters out after ten feet or so. These fakes are
meant to draw attention and distract looters from the real
tomb.
The DM should try to balance the time spent letting
the players explore these dead ends (to realize that’s what
they might be), against allowing a summarized search.
Eventually, the PCs pick the right sight hole on the black
pole and find the Cairn of Reflected Souls.
Keep track of the time it takes the PCs to find the
cairn. Time is against the PCs as they need to get back to
Hardby with the ingredients.
As well, depending on when the PCs arrive (assume
10 am if nothing unusually happened), it could very well
be dark or even dawn again, by the time the PCs find the
right cave. Keep this in mind when determining if the
PCs become fatigued or not (consider this time spent
searching as ‘travel’).
ENCOUNTER 8: THE
CAIRN OF REFLECTED
SOULS
Once the PCs have found the correct cave and started
exploring inside, they gain a clue that they’re on the right
track.
This clue comes in the form of a trap in the tunnel
leading from the cave mouth to the main chamber of the
upper cairn.
There is no light in the cairn unless otherwise noted.
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Trap: A pit trap blocks the passage through the 10 ft.
wide natural cavern. At those APLs where an elemental is
summoned, the bottom of the pit is wider than the shaft
and can accommodate fallen PCs and the elemental. At
APL 16, the horrid wilting effect targets those within 30-
ft. of the hole, every round. The elemental is not targeted
by the horrid wilting.
APL 2 (EL 2)
a Spiked Pit Trap: CR 2; mechanical; touch
trigger; automatic reset; DC 20 Reflect save avoids; 20 ft.
deep (2d6, fall); Multiple targets (first target in each of
two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+2 per spike); Search DC 18;
Disable Device DC 15.
APL 4 (EL 4)
a Spiked Pit Trap: CR 4; mechanical; touch
trigger; automatic reset; DC 20 Reflect save avoids; 60 ft.
deep (6d6, fall); Multiple targets (first target in each of
two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+5 per spike); Search DC 20;
Disable Device DC 20.
APL 6 (EL 5)
a Spiked Pit Trap: CR 5; mechanical; touch
trigger; automatic reset; DC 25 Reflect save avoids; 40 ft.
deep (4d6, fall); Multiple targets (first target in each of
two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+4 per spike); Search DC 21;
Disable Device DC 20.
APL 8 (EL 6)
a Spiked Pit Trap: CR 6; mechanical; touch
trigger; automatic reset; DC 20 Reflect save avoids; 100 ft.
deep (10d6, fall); Multiple targets (first target in each of
two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4
spikes per target for 1d4+4 per spike); Search DC 20;
Disable Device DC 20.
APL 10 (EL 8)
a
Well-Camouflaged
Pit
Trap: CR 8;
mechanical; location trigger; repair reset; DC 20 Reflect
save avoids; 100 ft. deep (10d6, fall); Search DC 27;
Disable Device DC 18.
APL 12 (EL 9)
a Wide-Mouth Pit Trap: CR 9; mechanical;
location trigger; manual reset; DC 25 Reflect save avoids;
100 ft. deep (10d6, fall); Multiple targets (all targets in a 10
by 10 ft. area) Search DC 25; Disable Device DC 25.
APL 14 (EL 11)
a Wide-Mouth Pit Trap: CR 9; mechanical;
location trigger; manual reset; DC 25 Reflect save avoids;
100 ft. deep (10d6, fall); Multiple targets (all targets in a 10
by 10 ft. area) Search DC 25; Disable Device DC 25.
a Summon Monster VIII Trap: CR 9; magic
device; proximity trigger (the trapped pit squares); no
reset; spell effect (summon monster VIII, greater fire
elemental, 15th-level wizard) Search DC 33; Disable
Device DC 33.
APL 16 (EL 12)
a Wide-Mouth Pit Trap: CR 9; mechanical;
location trigger; manual reset; DC 25 Reflect save avoids;
100 ft. deep (10d6, fall); Multiple targets (all targets in a 10
by 10 ft. area) Search DC 25; Disable Device DC 25.
a Horrid Wilting Trap: CR 9; magic device;
proximity trigger (the trapped pit squares); automatic
reset (immediate); spell effect (horrid wilting spell, 15d6
to all within 30 ft., 15th-level wizard) Search DC 33;
Disable Device DC 33.
a Summon Monster VIII Trap: CR 9; magic
device; proximity trigger (the trapped pit squares); no
reset; spell effect (summon monster VIII, greater fire
elemental, 15th-level wizard) Search DC 33; Disable
Device DC 33.
Once past the trapped entrance, the passageway leads
into a larger chamber. The walls of this chamber are of
worked stone and the area has obviously been expanded.
The natural cave tunnel opens up into a stone
worked chamber with two more passages
leading off to the left and right. Near the
center of the chamber is a fountain with
shimmering water flowing from one raised
basin
to
another
lower
basin
before
disappearing through a drain. A large arcane
pattern is marked on the floor before the
fountain.
THE TELEPORT CIRCLE
This is the large arcane pattern on the floor. It is a device
triggered through successful use of the fountain (see
below). It radiates strong conjuration magic.
The circle leads to the otherwise inaccessible lower
cairn.
THE FOUNTAIN
Upon closer inspection, the shimmering of the
fountain is actually caused by moving images
within the cascading water. Within the water,
tiny people move around a rustic and archaic-
looking village built into the side of a hill.
The fountain itself is of stone with a
waterspout at the top shaped like a decorative
mushroom with water cascading over the sides
of the cap. There are two obvious curved
recesses in the mushroom.
The fountain has two functions.
The first is that it allows for the activation of the
teleportation circle. This is done by inserting the two
tokens (each earned from the two side passage
encounters) into the areas provided on the sculptured
mushroom.
The second function of the fountain is more
complicated. Using illusion magic (moderate strength)
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enchantments cast on the fountain depicts daily events,
life lessons, and the dogma of the life and times of the
brother entombed here.
Watching and studying these events gives the PCs
some insight into what needs to be done to pass the tests
of the Cairn of Reflected Souls and enter the lower cairn
where the ingredients are located.
As each Flan brother represents part of the Old Faith
style circle of life; birth, death and rebirth, each cairn had
tests and traps set to the cycle of the brother entombed
there. This tomb is dedicated to the notion of rebirth, but
also pays tributes to the importance of the other aspects.
The show is just illusionary and the images cannot
be interacted with, only watched. Hampering the flow of
the water interferes with the viewing, but it returns to
normal with the return of the water flow. Drinking the
water has no abnormal effects.
The following are the highlights the PCs can
observe. The images repeat every hour.
The village is densely populated with humans of
Flan decent. One centaur is present in the
village, buying trade goods, but eventually
leaves.
A busy market sells all manners of goods. The
equipment and technology seems primitive to
the current standard in the Flanaess. A DC 25
Knowledge (history) check reveals this to be a
rendition of a Sulmite village.
Three flowing fountains are present in the
village. One has a mushroom top like this one,
but the other two have a nut (tree seed) and a
raven, respectively.
Mothers wash their babies in the fountain with
the nut, and the old and infirm regularly take
drinks and hand wash from the fountain with
the raven before walking of with a look of ease
on their faces.
The mushroom fountain is farther removed
from the rest of the village. People come out of
their homes and dump buckets of sloppy liquids
into the mushroom fountain.
A procession of mounted and armored men
arrives at the village. A DC 15 Knowledge
(nobility and royalty) check reveals these to be a
royal procession led by a Flan king. Most react
in fear to the mounted warriors, but three men
come forth.
The first man is dressed in green, the second
dressed in black and the third is dressed in
tattered and stained brown clothes.
The king figure parlays from horseback with the
three men, until each leads the mounted leader
to one of the fountains.
The green dressed man gives forth a drink from
the nut-decorated fountain and the leader
accepts and responds positively.
The black dressed man offers a drink from the
fountain but the rider refuses and instead pours
the water into a flask, which he then pockets.
The brown dressed man offers the mounted
man a drink from the mushroom-capped
fountain. At first the rider hesitates, but the
brown man seems to reassure him, and the rider
then drinks.
After drinking from the mushroom fountain,
the rider spits out the drink and becomes angry.
He draws his sword and waves it around, yet he
does not strike at the unarmed brown clothed
man. The rider shouts some more and rejoins
his main procession. The riders then leave the
village in a hurry, trampling several commoners
on the way out.
The injured and dying commoners are taken to
the three men, whom all stand on a rune-
marked circle (similar to the one on the floor in
this room) and suddenly they all disappear.
The images then restart from the beginning.
Development: There are two carved passageways
leading to Encounters 9 and 10. It is in these encounters
that the knowledge of the fountains can be used to earn
the tokens needed to operate the teleport circle.
If the PCs have received the two tokens from
Encounters 9 and 10, they have simply to insert them
into the available spots on the fountains stone mushroom
cap. Using the tokens in this manner transports all those
standing within the teleportation circle to the lower
cairn. Once the circle is completed, the two tokens can be
reused for up to 24 hours before they dissolve.
ENCOUNTER 9: THE
DREGS
The chamber before you has ten pedestals
prominently placed about it. On each pedestal
is an open wooden case each with a different
word engraved upon it. In each case, carefully
laid out on black silk, is a drinking flask with a
clear liquid in it.
A voice echoes through the chambers (read
this only if a PC understands Flan). “To each his own,
the brothers did agree, for there could not be
one without all three. One leads to another, but
drink the flask this brother thinks key.”
After the voice speaks, the chamber is
silent.
All ten pedestals and their contents are trapped; all
radiate strong necromantic magic.
Each time the PCs enter the room, the voice repeats
the riddle.
This room represents the Death aspect of the three
flan brothers.
To receive the token the PCs must drink from the
correct vial. Each time they touch or interact with an
incorrect potion, case or pedestal, they set off the trap.
Once a PC has drunk the correct dreg, the case that
held the bottle closes then reopens on it’s own, and a little
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Page 20
stone mushroom appears (that fits into the fountain’s
slot). In addition, the PC who drank the correct dreg
immediately receives a restoration spell cast at 7th-level.
The case labels are as follows, each in Flan:
Joy
Birth
Extravagance
Fire
Acceptance
Sky
Rebirth
Solidarity
Death
Storm
The correct answer is Death.
Development: Should something unforeseen happen
to the Death bottle (such as it being destroying), this
entire encounter resets every 8 hours.
Should the PCs attempt to drink any of the incorrect
flasks outside the room (for example if they rope the
bottle from a distance, then drag it out of the room), the
bottle becomes nonmagical and tastes only of water. The
bottle must be brought back into the room, whereupon it
is magical again, in order for there to be an effect whether
it is success or failure.
Trap: Tampering with the wrong box, vial, or pedestal
targets the offender (and possibly others nearby) with a
spell effect.
APL 2 (EL 4)
a Ray of Exhaustion Trap: CR 4; magical
device; touch trigger; automatic reset; spell effect (ray of
exhaustion, 5th-level wizard, Atk +10 ranged touch,
exhaustion or just fatigue if pass DC 13 Fort save); Search
DC 28; Disable Device DC 28.
APL 4 (EL 5)
a Enervation Trap: CR 5; magical device; touch
trigger; automatic reset; spell effect (enervation, 7th-level
wizard, Atk +10 ranged touch, 1d4 negative levels);
Search DC 29; Disable Device DC 29.
APL 6 (EL 7)
a Enervation Trap (2): CR 5; magical device;
touch trigger; automatic reset; spell effect (enervation,
7th-level wizard, Atk +10 ranged touch, 1d4 negative
levels); Search DC 29; Disable Device DC 29.
Note: Rays affect separate targets (if multiple targets
are in range).
APL 8 (EL 8)
a Enervation Trap (3): CR 5; magical device;
touch trigger; automatic reset; spell effect (enervation,
7th-level wizard, Atk +10 ranged touch, 1d4 negative
levels); Search DC 29; Disable Device DC 29.
Note: Rays affect separate targets (if multiple targets
are in range).
APL 10 (EL 9)
a Enervation Trap (4): CR 5; magical device;
touch trigger; automatic reset; spell effect (enervation,
7th-level wizard, Atk +10 ranged touch, 1d4 negative
levels); Search DC 29; Disable Device DC 29.
Note: Rays affect separate targets (if multiple targets
are in range).
APL 12 (EL 10)
a Energy Drain Trap: CR 10; magical device;
touch trigger; automatic reset; spell effect (energy drain,
17th-level wizard, Atk +15 ranged touch, 2d4 negative
levels); Search DC 34; Disable Device DC 34.
APL 14 (EL 11)
a Enervation Trap (3): CR 8; magical device;
touch trigger; automatic reset; spell effect (enervation,
7th-level wizard, Atk +10 ranged touch, 1d4 negative
levels); Search DC 29; Disable Device DC 29; Market
value 36,000 gp.
a Energy Drain Trap: CR 10; magical device;
touch trigger; automatic reset; spell effect (energy drain,
17th-level wizard, Atk +15 ranged touch, 2d4 negative
levels); Search DC 34; Disable Device DC 34.
Note: Rays affect separate targets (if multiple targets
are in range).
APL 16 (EL 12)
a Energy Drain Trap (2): CR 10; magical
device; touch trigger; automatic reset; spell effect (energy
drain, 17th-level wizard, Atk +15 ranged touch, 2d4
negative levels); Search DC 34; Disable Device DC 34.
Note: The energy drains affect separate targets (if
multiple targets are in range).
Development: With token in hand (a small stone
mushroom), the PCs can either attempt Encounter 10 or
they can try to activate the teleport circle.
ENCOUNTER 10: SOY IT
AIN’T SOW!
The high vaulted chamber before you is thick
with green vines despite the lack of light. On
these vines grow melons the size of a man’s
head.
The vines stretch across the floor from a
soil covered area against the far wall. A table
resting on the dirt holds a single clay pot and a
small spade.
This is a simple encounter. The PCs need only pick a
melon, break it open, remove a seed and plant it in the
pot.
Once planted, a new vine starts to grow rapidly, but
as the vine pushes out, a little stone mushroom comes out
with it (the token needed).
There is one small obstacle for the PCs. The room has
a fire-summoning trap protecting the room.
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This room represents the ‘birth’ aspect of the three
Flan brothers.
Trap: Once the first melon is touched, the trap is
activated. Once the trap is activated all the melons and
their seeds are destroyed within four rounds (including
their seeds, as the melon’s burst).
To gain the stone token from this area the PCs must
plant the seed in the pot. To do so, they must continue to
pick a melon and save it from destruction in the fires. If
the PCs fail to collect a seed and plant it, the room resets 8
hours after the PCs activated it.
APL 2 (EL 3)
a Fire Summoning Trap: CR 3; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (1d6 fire, 20-foot radius
for 10 rounds, DC 12 Reflex half) and spell effect
(summon small fire elemental after 1 round, stays for 3
rounds); Search DC 28; Disable Device DC 28.
APL 4 (EL 4)
a Fire Summoning Trap: CR 4; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (3d6 fire, 20-foot radius
for 10 rounds, DC 12 Reflex half) and spell effect
(summon Small fire elemental after 1 round, stays for 4
rounds); Search DC 28; Disable Device DC 28.
APL 6 (EL 5)
a Fire Summoning Trap: CR 5; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (5d6 fire, 20-foot radius
for 10 rounds, DC 14 Reflex half) and spell effect
(summon Small fire elemental after 1 round, stays for 5
rounds); Search DC 28; Disable Device DC 28.
APL 8 (EL 7)
a Fire Summoning Trap: CR 7; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (8d6 fire, 20-foot radius
for 10 rounds, DC 15 Reflex half) and spell effect
(summon Medium fire elemental after 1 round, stays for
9 rounds); Search DC 30; Disable Device DC 30.
APL 10 (EL 8)
a Fire Summoning Trap: CR 8; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (8d6 fire, 20-foot radius
for 10 rounds, DC 15 Reflex half) and spell effect
(summon 1d3 Medium fire elemental after 1 round, stays
for 11 rounds); Search DC 31; Disable Device DC 31.
APL 12 (EL 10)
a Fire Summoning Trap: CR 10; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (11d6 fire, 20-foot radius
for 10 rounds, DC 16 Reflex half) and spell effect
(summon 1d3 Large fire elemental after 1 round, stays for
13 rounds); Search DC 32; Disable Device DC 32.
APL 14 (EL 11)
a Fire Summoning Trap: CR 11; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (13d6 fire, 20-foot radius
for 10 rounds, DC 17 Reflex half) and spell effect
(summon 1 Huge fire elemental after 1 round, stays for 13
rounds); Search DC 33; Disable Device DC 33.
APL 16 (EL 13)
a Fire Summoning Trap: CR 13; magical and
mechanical device; location/touch trigger; automatic
reset (8 hours); alchemical effect (15d6 fire, 20-foot radius
for 10 rounds, DC 18 Reflex half) and spell effect
(summon 1 Greater fire elemental after 1 round, stays for
17 rounds); Search DC 35; Disable Device DC 35.
Development: With token in hand (a small stone
mushroom), the PCs can either attempt Encounter 9 or
they can try to activate the teleport circle.
ENCOUNTER 11: THE
LOWER CAIRN
Once the PCs have activated the teleportation circle by
using the two mushroom charms, read allowed the
following:
You appear in a huge chamber, softly lit by
glowing lichen. The air is rank with decay.
In the middle of the chamber is a 10 ft.
high stone ziggurat made of black stone shot
through with white streaks. Other than the
rune-covered stone circle you are standing on,
the rest of the chamber is covered in a thick
covering of mushrooms ranging in height from
1 ft. to 4 ft.
This is the final resting place of the third brother of Sulm,
the master of oozes, dedicated to rebirth. His followers
built this cairn hoping he would be reborn after a time,
perhaps even rising as a more powerful being. This has
not yet come to pass.
The chamber is 40 ft. in height and shows signs of
magical excavation. There are no other exits other than
the teleportation circle. The PCs are 200 ft. under the
upper level, below the solid rock of the mountain.
The air is hot and moist. The ground beneath the
mushroom forest is mucky and filled with the remains of
rotting plant matter. (It qualifies as a wet and muddy
place for the mephit’s fast healing).
The PCs must collect two different types of
mushrooms, and some ooze from the remains of the
corpse (as per Robilar’s instructions in Player Handout 1).
The ziggurat is made of the black stone with white streaks
that the PCs require.
The two different kinds of mushrooms are rare
among the small forest of other types, perhaps accounting
for only one in every hundred. The base time it to search
the chamber is four hours. A DC 15 Search check locates
the required mushrooms. For every five points the party
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exceeds the check, deduct one hour from the time
required. The party may take ten, but not twenty, on this
check.
The small ziggurat in the middle of the chamber
holds the remains of the third brother in a sarcophagus.
To gain access to his body, the stone lid of the ziggurat
must be slipped off. This requires a DC 18 Strength
check. The lid is not locked or trapped.
The outside of the ziggurat has several receptacles
that hold the few treasures of the brother entombed here.
A bowl of mushroom-shaped charms is also present.
Inside the sarcophagus, the brother’s body has body
has turned to a viscous paste, similar in consistency to an
ooze. He has no bones or such left, so the PCs need only
to scoop some of him up.
This chamber has a planar convergence with the
para-elemental plane of ooze. It is one of the reasons it
was chosen for the brother’s final rest. The third brother
and his radical fringe sect believed that ooze, decay,
fungus, and so on were the key to rebirth and renewed
life. They felt that if their body was broken down,
consumed, and reformed, they could take shape again.
A side effect of this belief was a penchant for smelly
and disgusting practices, which caused the Sulmite
master of oozes to run afoul of the government.
The over-sized mushrooms in this chamber are more
than what they seem. They survive off the ooze dripping
from the mephitis who in turn eat the mushrooms, in an
endless cycle.
These mephits (and some centipedes at higher APLs)
are the only remaining guardians of the tomb. While the
mephits are not evil, they are hostile to intruders. This is
their territory and it is their’s to guard.
Creatures: The mephits (and centipedes) begin the
encounter hidden below the mushrooms caps. Once the
PCs approach within 50 ft. of the ziggurat, the mephits
burst from cover and attack.
It is possible to reason with the mephits. They care
for little besides their way of life, but if the PCs show
these mephits that they have learned (and value) the ways
of the third brother, the mephits are willing to help (or at
least not attack).
If the PCs befriend the mephits, and promise to
spread the message of rebirth through decay, they allow
the PCs to remain in the chamber for up to an hour and
to search for what they require. This requires no Search
checks and the PCs automatically find the ingredients
they need. The mephits also allow the PCs to take the
burial treasures as they have no need of them.
If the PCs instead choose to fight, the sorcerer and
any individually noted mephits fight to the death. Those
in a mob however flee and hide if the mob falls apart. The
centipedes are the pets of the mephits and fight to the
death.
APL 2 (EL 5)
d Ooze Mephit (2): hp 19; Monster Manual 183.
APL 4 (EL 7)
d Ooze Mephit (4): hp 19; Monster Manual 183.
APL 6 (EL 9)
d Ooze Mephit Mob: hp 168; Appendix 1.
d Ooze Mephit Sorcerer: male ooze mephit
sorcerer 3; hp 29; Appendix 1.
APL 8 (EL 11)
d Ooze Mephit Mob (2): hp 168 each;
Appendix 1.
d Ooze Mephit Sorcerer: male ooze mephit
sorcerer 5; hp 37; Appendix 1.
APL 10 (EL 13)
d Ooze Mephit Mob (4): hp 168 each;
Appendix 1.
d Ooze Mephit Sorcerer: male ooze mephit
sorcerer 7; hp 46; Appendix 1.
APL 12 (EL 15)
d Ooze Mephit Mob (4): hp 168 each;
Appendix 1.
d Ooze Mephit Sorcerer: male ooze mephit
sorcerer 7; hp 46; Appendix 1.
d Advanced 40 HD Colossal Monstrous
Centipede: hp 260; Appendix 1.
APL 14 (EL 17)
d Ooze Mephit Mob (4): hp 168 each;
Appendix 1.
d Ooze Mephit sorcerer: male ooze mephit
sorcerer 9; hp 70; Appendix 1.
d Advanced 48 HD Colossal Monstrous
Centipede: hp 360; see Appendix 1.
APL 16 (EL 19)
d Ooze Mephit Mob (6): hp 168 each;
Appendix 1.
d Ooze Mephit Sorcerer: male ooze mephit
sorcerer 12; hp 84; Appendix 1.
d Advanced 48 HD Colossal Monstrous
Centipedes (3): hp 360 each; Appendix 1.
Terrain: The majority of this large cavern is filled with
one- to four-foot high mushrooms. These fungi are not
very sturdy and can be forced out of the way or stepped
on. These mushroom growths affect the PCs movement
through the cavern.
If a PC moves carefully through the mushrooms,
trying to avoid damaging them treat the mushrooms as
heavy undergrowth (Dungeon Master’s Guide 87).
If a PC ignores the possibility of damage to the
mushrooms treat the mushrooms as light undergrowth
(Dungeon Master’s Guide 87). Additionally at the
beginning of each PC’s movement, roll 1d6 and consult
the chart below. The effect is due to spores being
released by the mushrooms as a defense mechanism.
Movement by the mephitis, being part of the
mushrooms, does not trigger the release of these spores.
The DC for all spells is 10+APL.
1: Nothing
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Page 23
2: Doom (as per spell, CL=APL,).
3: Cure light wounds (as per spell, CL=APL)
4: Calm emotions (single PC only, CL=APL)
5: Lesser restoration (as per spell, CL=APL)
6 (At APL 2-8) blindness (as per spell, CL=APL)
6 (At APL 10-16) insect plague (swarms start around PC
then extra’s radiate out as DM desires, CL=APL).
This effect happens instantly, after which the PC can
continue his movement.
Treasure: Items may be taken from the mephits as well
as the burial treasure arrayed around the sarcophagus.
APL 2: Magic – dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 4: Magic – dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 6: Magic – armbands of might (342 gp), bracers
of armor +1 (83 gp), brooch of shielding (125 gp), cloak of
charisma +2 (333 gp), dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 8: Magic – armbands of might (342 gp), bracers
of armor +1 (83 gp), brooch of shielding (125 gp), cloak of
charisma +2 (333 gp), dust of dryness (67 gp), hand of the
mage (75 gp), ring of protection +1 (167 gp), slashing sand
(167 gp).
APL 10: Magic – armbands of might (342 gp),
bracers of armor +2 (333 gp), brooch of shielding (125 gp),
cloak of charisma +2 (333 gp), dust of dryness (67 gp),
hand of the mage (75 gp), lesser silent metamagic rod
(250 gp), ring of protection +1 (167 gp), slashing sand
(167 gp).
APL 12: Magic – armbands of might (342 gp),
bracers of armor +2 (333 gp), brooch of shielding (125 gp),
cloak of charisma +2 (333 gp), dust of dryness (67 gp),
figurine of wondrous power: ivory camel (708 gp), hand
of the mage (75 gp), lesser silent metamagic rod (250 gp),
ring of protection +1 (167 gp), slashing sand (167 gp).
APL 14: Magic – amulet of natural armor +1 (167
gp), armbands of might (342 gp), Boccob’s blessed book
(1042 gp), bracers of armor +2 (333 gp), brooch of
shielding (125 gp), cloak of charisma +2 (333 gp), dust of
dryness (67 gp), figurine of wondrous power: ivory camel
(708 gp), gloves of dexterity +2 (333 gp), hand of the mage
(75 gp), lesser silent metamagic rod (250 gp), pearl of
power 2nd-level (333 gp), ring of protection +2 (667 gp),
slashing sand (167 gp).
APL 16: Magic – amulet of natural armor +1 (167
gp), armbands of might (342 gp), Boccob’s blessed book
(1042 gp), bracers of armor +2 (333 gp), brooch of
shielding (125 gp), cloak of charisma +4 (1333 gp), dust of
dryness (67 gp), figurine of wondrous power: ivory camel
(708 gp), gloves of dexterity +2 (333 gp), hand of the mage
(75 gp), lesser quicken metamagic rod (2917 gp), lesser
silent metamagic rod (250 gp), pearl of power 2nd-level
(333 gp), ring of protection +2 (667 gp), slashing sand
(167 gp).
THE TELEPORTATION CIRCLE
REDUX
This circle has slots for two more tiny stone mushrooms.
These are required to operate it. These charms can be
found in a bowl amongst the burial treasures on top of the
ziggurat.
Development: Once the PCs leave the cairn and begin
their return to Hardby, proceed to Encounter 12.
ENCOUNTER 12:
JOURNEY HOME
The section “Getting There” discusses the distance that
must be traveled and the time it takes, while the section
“Delaying Action” deals with an encounter the PCs have
on their back.
GETTING THERE
Determine the speed at which the party moves, based
upon the slowest PC using the rules in the Player’s
Handbook (pages 162-164). The cairn is 12 miles of
trackless mountain from the nearest road. The road then
passes through the mountains for another 12 miles before
heading on to Hardby through farmland (plains) for 6
miles. This is a total of 30 miles.
Example: If all the PCs have a base speed of 30, they
normally move 24 miles per day. However, this distance
is halved in the trackless mountains and is only three
quarters of normal on the mountain road. It therefore
takes 1 day to reach the road to Hardby and a second day
to follow the road to Hardby assuming they never
encounter the horses offered by Logrian Klirz in
“Delaying Action.”
Treating the time spent searching for the cairn as
travel, if the PCs have not rested before setting out they
likely suffer significant penalties for the trip home
(Player’s Handbook page 164).
As well, it is possible that one or more PCs may have
betrayed the party, stolen the ingredients and fled during
the night. Such fleeing PCs avoid the village encounter
and carries on directly to Hardby.
DELAYING ACTION
The PCs encounter minions of two factions that have
decided a more direct approach might be necessary to
affect the outcome of the party’s quest. They have
dispatched operatives to aid, or slow the journey home.
Development: This encounter assumes that the
PCs are traveling using mundane means to Hardby
(likely to the small wood near Aleeta’s manor).
If the PCs are not using mundane travel methods,
the DM should adapt this encounter accordingly to
provide a plausible placement for this attack. For example
the PCs could be attacked on the road to Hardby, near the
farms and woods that surrounds Aleeta’s manor, or in the
streets of Hardby, as appropriate. If the PCs are using
COR6-02 Rallying Point for the Bright Sands
Page 24
entirely normal travel methods, the village is on the
mountain road near where the PCs first pick it up.
If the PCs travel instantly and unnoticed to their
final meeting in Encounter 9 without stopping anywhere
between the cairn and the exact location of Aleeta, skip
this encounter entirely.
Up ahead the road passes through a small
collection of thatched houses, one of which
smolders from a recently doused fire.
A man shouts at the assembled crowd, “I
seen ‘em I did. A band of strangers lit Kinen’s
house on fire they did, with all his little ones
inside. They were just here, a motley gang of
adventurers. Look! There they are now. Git
‘em!” The mob of angry villagers turns toward
you, murder in their eyes.
Retep Mandel and the pro-Greyhawk members of the
Longland faction are not willing to trust their agent(s) to
betray the other PCs and thus Retep has sent some of his
underlings from the Greyhawk Assassin’s Guild to slow
the advance of the PCs; possibly stealing whatever it is
they carry in the process.
However, the minions of the Assassin’s Guild are not
the only ones looking for the party. Mirlan Rinshad has
spread information to other members of the Norbelos
Faction that the PCs are likely allies working for Aleeta.
As such an agent of the Slavelords of Highport operating
in the area has taken upon himself to aid the PCs in
hurrying back to Hardby. Both groups encounter the PCs
here, in a small unnamed village on the road to Hardby.
Creatures: The operatives of the Assassin’s Guild have
mingled with the crowd disguised as other peasants,
having been told that the PCs would be passing through.
One of their number arranged a deadly act of arson,
which they are now blaming on the PCs in order to stir
up the crowd.
Logrian Klirz, the Slavelords agent, witnesses
competing operatives setting the fire and thus stayed to
watch and determine their plan. At lower APLs, Logrian
shouts out that the PCs were not the culprits and the
crowd is not sufficiently motivated toward violence,
forcing the Assassin’s Guild agents to fight on their own.
While Logrian is the PCs ally, it is important that this
fight focuses on the PCs, and he remains only a minor
supporting character for those PCs getting into trouble. If
a PC is knocked out of the fight (or left the group due to
betrayal), the DM is encouraged to allow that player to
run Logrian.
At all APLs, the NPCs have precast all the spells
listed in their power-up suites.
General Tactics: APL-specific tactics follow below.
However at all APLs the following individuals act in the
following ways:
Logrian moves into a flanking position before
revealing himself as an ally, and then uses his spiked
chain.
The guildsmen avoid attacking anyone wearing
Geven’s ring knowing that PC to be an ally. They however
preferentially target anyone with “Wrath of the
Greyhawk Assassin’s Guild” from COR3-13 Traitor’s
Road.
At APLs where one or more mobs are present the
DM should remember that the mob is not evil, its
members are simply caught up in the moment. Using
lethal force against good-aligned peasants should be
considered an evil act.
APL 2 (EL 4)
d Jesdin Mertell: male half-orc fighter 1/rogue 1;
hp 16; Appendix 1.
d Senoumon: female human sorcerer 2; hp 9;
Appendix 1.
d Thugs (2): Male half-orc fighter 1; hp 9;
Appendix 1.
k Logrian Klirz: male human rogue 1; hp 5; see
Appendix 1.
Tactics: Jesdin fails to stir up the mob due to Logrian’s
interference, so he is forced to take matters into his own
hands. He and the two thugs attempt to get the drop on
the PCs by flanking and focusing on one opponent.
Senoumon makes liberal use of her color spray spell,
and is willing to catch commoners in the area of affect if
she can incapacitate a PC. The commoners panic and
scatter after the first round.
APL 4 (EL 6)
d Jesdin Mertell: male half-orc fighter 2/ rogue
2; hp 30; Appendix 1.
d Senoumon: female human sorcerer 4; hp 27;
Appendix 1.
d Thugs (2): male half-orc fighter 2; hp 22;
Appendix 1.
k Logrian Klirz: male human fighter 1/ rogue 2;
hp 19; Appendix 1.
Tactics: Jesdin fails to stir up a mob due to Logrian’s
interference, so he is forced to take matters into his own
hands. He and the two thugs attempt to get the drop on
the PCs by flanking and focusing on one opponent.
Senoumon makes liberal use of her color spray spell,
and is willing to catch commoners in the area of affect if
she can incapacitate a PC. (She also uses her Sudden
Widened color spray to surprise PCs thinking they are
out of the area of affect. The commoners panic and scatter
after the first round.
APL 6 (EL 8)
d Angry Mob: male and female human mob; hp
135; Appendix 1.
d Jesdin Mertell: male half-orc fighter 2/ rogue
2; hp 30; Appendix 1.
d Senoumon: female human sorcerer 4; hp 27;
Appendix 1.
k Logrian Klirz: male human fighter 2/ rogue 3;
hp 31; see Appendix 1.
COR6-02 Rallying Point for the Bright Sands
Page 25
Tactics: Jesdin has stirred up a mob despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin uses his hide in plain sight ability to hide in
the crowd. He then studies a PC with a likely low
Fortitude saving throw (someone using sneak attacks or
casting arcane spells for example) for three rounds so that
he can use his death attack ability.
Senoumon makes liberal use of her color spray spell,
and is willing to catch commoners in the area of affect if
she can incapacitate a PC. (She also uses her Sudden
Widened color spray to surprise PCs thinking they are
out of the area of affect.
APL 8 (EL 10)
d Angry Mob: male and female human mob; hp
135; Appendix 1.
d Jesdin Mertell: male half-orc fighter 2/ rogue
3/ assassin 2/ shadowdancer 1; hp 55; Appendix 1.
d Senoumon: female erinyes; hp 85; Monster
Manual 54.
k Logrian Klirz: male human fighter 3/ rogue 4;
hp 43; Appendix 1.
Tactics: Jesdin has stirred up a mob despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin uses his hide in plain sight ability to hide in
the crowd. He then studies a PC with a likely low
Fortitude saving throw (someone using sneak attacks or
casting arcane spells for example) for three rounds so that
he can use his death attack ability. He uses critical strike
whenever possible.
Senoumon begins the combat also disguised, but
quickly sheds the look of a peasant and takes to the air.
She uses her rope to entangle flying foes and uses her
minor image spell to make the mob appear much larger
and making it hard for PCs to determine which squares
are safe. She then resorts to using her bow, focusing on
invisible foes.
APL 10 (EL 12)
d Angry Mob (2): male and female human mob;
hp 135; Appendix 1.
d Jesdin Mertell: male half-orc fighter 2/ rogue
3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1.
d Senoumon: Female erinyes sorcerer 2; hp 109;
Appendix 1.
k Logrian Klirz: male human fighter 3/ rogue 4/
exotic weapon master 2; hp 57; Appendix 1.
Tactics: Jesdin has stirred up two mobs despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin uses his hide in plain sight ability to hide in
the crowd. He then studies a PC with a likely low
Fortitude saving throw (someone using sneak attacks or
casting arcane spells for example) for three rounds so that
he can use his death attack ability. He uses critical strike
whenever possible, and swift invisibility if he needs to in
order to move and hide.
Senoumon begins the combat also disguised, but
quickly sheds the look of a peasant and takes to the air
casting arrow mind. She uses her rope to entangle flying
foes and her minor image spell to make the mob appear
much larger and making it hard for PCs to determine
which squares are safe. She then resorts to using her bow,
against invisible opponents.
APL 12 (EL 14)
d Angry Mob (2): male and female human mob;
hp 135; Appendix 1.
d Jesdin Mertell: male half-orc fighter 2/ rogue
3/ assassin 4/ shadowdancer 1; hp 65; Appendix 1.
d Senoumon: female erinyes sorcerer 4; hp 135;
Appendix 1.
k
Logrian Klirz: male human fighter 4/ rogue 4/
exotic weapon master 3; hp 71; Appendix 1.
Tactics: Jesdin has stirred up two mobs despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin uses his hide in plain sight ability to hide in
the crowd. He then studies a PC with a likely low
Fortitude saving throw (someone using sneak attacks or
casting arcane spells for example) for three rounds so that
he can use his death attack ability. Jesdin uses critical
strike whenever possible, and uses swift invisibility if he
needs to in order to move and hide again.
Senoumon begins the combat also disguised, but
quickly sheds the look of a peasant and takes to the air
casting arrow mind. She uses her rope to entangle flying
foes and then resorts to using her bow, against invisible
foes.
APL 14 (EL 16)
d Angry Mob (2): male and female human mob;
hp 135; Appendix 1.
d Barbed Devil: hp 126; Monster Manual 51.
d Immin: male half-orc fighter 2/ rogue 3/
assassin 4/ shadowdancer 1; hp 65; Appendix 1.
d Jesdin Mertell: male half-orc fighter 4/ rogue
3/ assassin 6/ shadowdancer 1; hp 99; Appendix 1.
d Senoumon: female erinyes sorcerer 6; hp 153;
Appendix 1.
k Logrian Klirz: male human barbarian 2/ fighter
4/ rogue 4/ exotic weapon master 3; hp 87; Appendix 1.
Tactics: Jesdin has stirred up two mobs despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin and Immin use their hide in plain sight ability
to hide in the crowd. They then study a PC with a likely
low Fortitude saving throw (someone using sneak attacks
or casting arcane spells for example) for three rounds so
that they can use their death attack ability. When they do
this they try and flank their target. They use critical strike
whenever possible, and Jesdin uses swift invisibility if he
needs to in order to move and hide.
The barbed devil begins the combat standing inside a
major image of a peasant, but quickly moves to combat
COR6-02 Rallying Point for the Bright Sands
Page 26
the PCs directly. He provides flanks for Jesdin and
Immin whenever possible.
Senoumon begins the combat also disguised, but
quickly sheds the look of a peasant and takes to the air
casting arrow mind. She uses her bands of steel or web
anchored to nearby trees or homes to entangle flying or
troublesome foes and then resorts to using her bow,
focusing on invisible opponents. She temporarily
teleports away to cast protection from good and renew
her false life if she is hard pressed.
APL 16 (EL 18)
d Advanced Ice Devil (2): hp 185; Appendix 1.
d Angry Mob (2): male and female human mob;
hp 135; Appendix 1.
d Jesdin Mertell: male half-orc barbarian 1/
fighter 4/ rogue 3/ assassin 7/ shadowdancer 1; hp 150;
Appendix 1.
d Immin: Male half-orc fighter 2/ rogue 3/ assassin
4/ shadowdancer 1; hp 65; Appendix 1.
d Senoumon: female erinyes sorcerer 7; hp 176;
Appendix 1.
k Logrian Klirz (Ally): male human barbarian 2/
fighter 4/ ranger 2/ rogue 4/ exotic weapon master 3; hp
99; Appendix 1.
Tactics: Jesdin has stirred up two mobs despite Logrian’s
interference. The peasants begin to riot and swarm over
the PCs.
Jesdin and Immin use their hide in plain sight ability
to hide in the crowd. They then study a PC with a likely
low Fortitude saving throw (someone using sneak attacks
or casting arcane spells for example) for three rounds so
that they can use their death attack ability. When they do
this they try and flank their target. They use critical strike
whenever possible, and Jesdin uses swift invisibility if he
needs to in order to move and hide.
The ice devils begin the combat standing inside a
persistent image of several peasants, but quickly move to
combat the PCs directly using melee or spell-like abilities
as appropriate. They provide flanks for Jesdin and Immin
whenever possible.
Senoumon begins the combat also disguised, but
quickly sheds the look of a peasant and takes to the air
casting arrow mind. She uses her bands of steel or web (if
possible) to entangle flying or troublesome foes and then
resorts to using her bow, focusing on invisible opponents.
She temporarily teleports away to cast protection from
good, displacement, and renew her false life if she is hard
pressed.
Treasure: The PCs may claim the Assassin’s Guild
members’ gear should they defeat them.
APL 2: Loot – 123 gp; Magic – oil of sonic weapon
(25 gp), scroll of instant locksmith (2 gp).
APL 4: Loot – 125 gp; Magic – armbands of might
(342 gp), oil of sonic weapon (25 gp), scroll of instant
locksmith (2 gp), wand of charm person (63 gp).
APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25
gp), scroll of instant locksmith (2 gp), wand of charm
person (63 gp).
APL 8: Loot – 90 gp, Magic – cloak of elvenkind
(208 gp), headband of intellect +2 (333 gp), necklace of
fireballs – type I (138 gp), oil of sonic weapon (25 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp).
APL 10: Loot – 117 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (208 gp), +1 flaming composite longbow [+5
Str] (742 gp), headband of intellect +2 (333 gp), necklace
of fireballs – type I (138 gp), oil of sonic weapon (25 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp).
APL 12: Loot – 117 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (208 gp), +1 flaming composite longbow [+5
Str] (742 gp), headband of intellect +2 (333 gp), +1 keen
falchion (698 gp), necklace of fireballs – type I (138 gp),
oil of sonic weapon (25 gp), ring of counterspells (333 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp), wand of darkness (375 gp).
APL 14: Loot – 206 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (416 gp, 208 gp ea.), dust of disappearance (292
gp), +1 flaming composite longbow [+5 Str] (742 gp),
headband of intellect +2 (666 gp, 333 gp ea.), +1 keen
falchion (698 gp), necklace of fireballs – type I (138 gp),
oil of sonic weapon (25 gp), ring of counterspells (333 gp),
ring of freedom of movement (3333 gp), scroll of instant
locksmith (2 gp), wand of charm person – (63 gp), wand
of darkness (375 gp).
APL 16: 206 gp, Magic – adamantine arrows – (203
gp), amulet of health +4 (1333 gp), bracers of armor +4
(1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of
disappearance (292 gp), +1 flaming composite longbow
[+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp
ea.), +1 keen falchion (698 gp), necklace of fireballs – type
I (138 gp), oil of sonic weapon (25 gp), ring of
counterspells (333 gp), ring of freedom of movement
(3333 gp), scroll of instant locksmith – (2 gp), scroll of
wall of force (94 gp), vest of resistance +4 (1333 gp), wand
of charm person (63 gp), wand of darkness (375 gp).
Questioning Captives
It is possible that the PCs capture some of their attackers
and question them. With the exception of Logrian, none
of the NPCs are especially cooperative but can be
compelled to speak with magic or significant threats.
None of the commoners know anything
relevant beyond the recent fire and the deaths
resulting from it. They are sheepish about
rioting over the incident. They simply were
carried away by Jesdin’s words.
If present, the barbed devil and ice devils were
simply doing a service for an unknown
spellcaster; having been summoned to aid the
assassins. They have no useful information for
the PCs.
If present, the thugs know they are just starting
an apprenticeship to the Greyhawk Assassin’s
Guild and threaten the PCs to let them go or
COR6-02 Rallying Point for the Bright Sands
Page 27
suffer the wrath of the Guild. They know Jesdin
Mertell was their handler but don’t know the
details of their mission beyond delaying the
PCs. They can be made to admit to setting the
fire.
If
present,
Immin
is
Jesdin’s
one-time
apprentice and often works on his own. Since
he was in the area, his master asked for his
assistance. Immin does his best not to implicate
the guild if possible, knowing that a permanent
punishment would be forthcoming. Immin
does not know who hired Jesdin or what they
were to do after the attack. He does know they
were to kill or delay the party, and were to be on
the lookout for some potion or ingredients of
some kind.
Both Jesdin Mertell and Senoumon are full
members of the Greyhawk Assassin’s Guild and
know what is going on; but have different tacks
for dealing with the PCs. Jesdin becomes very
quiet and says little. He refuses to speak short of
magical compulsion. Senoumon on the other
hand is witty and talkative, taunting the PCs
playfully and avoiding the topic of the party’s
questions. She however, is vulnerable to
significant applications of force in addition to
magical compulsion. Both of them know that a
superior member of the Guild working in
Hardby hired them. That guild member, who
sometimes uses the false name Geven, ordered
them to kill or delay the PCs and recover any
possible potion ingredients. While they don’t
reveal it unless specifically asked, they were to
avoid harming anyone wearing Geven’s ring.
Logrian Klirz freely talks with the PCs, claiming
to be an admirer of Gynarch Aleeta. He claims to
have heard the PCs were on a mission for her
where speed was of the essence. He was
bringing them riding horses (one each, which
he has hidden nearby) when he noticed some
odd behavior and decided to insinuate himself
into the crowd. He happily offers the PCs the
horses regardless of whether they ask for them
or not. Short of magical compulsion, he will not
reveal that he works for the Slavelords of
Highport and that they are helping Aleeta in
these events without her knowledge. Logrian
knows of any PC who has the “Attracted
Attention” notation from COR5-09 Gateway to
Bright Sands and uses what he knows of that
PCs reputation to seem more sympathetic.
Development: If the PCs lose this fight, none of the
PCs work for Geven, and Logrian is unconscious, the
ingredients are stolen and the townsfolk nurse living PCs
back to consciousness an hour later. The elixir
ingredients, all alchemical items, and all spell component
pouches are gone (the rogues don’t know exactly what
they are looking for). The PCs are too late to save Ilena.
If the PCs lose this fight, Logrian is unconscious, and
any of the PCs work for Geven, all of the PCs are taken
into the custody of the Assassin’s Guild Agents and
brought to Geven (See Encounter 13).
If the PCs lose this fight, and Logrian is conscious
and can win the fight, he brings their unconscious bodies
to Aleeta in Encounter 9 where Robilar administers
curative potions to make them conscious.
ENCOUNTER 13:
DIFFICULT DECISIONS
Time Limit: From the time the PCs arrived in Hardby
in the Introduction, Ilena’s time to live had already
dwindled to nearly nothing. She has six days when the
PCs arrived, but by now, she is even closer to death.
Once the PCs return to Hardby, they face the
difficult decision of what to do with the ingredients. This
is further complicated by PCs that might attempt to
betray the party to other factions. More than other
encounters, this one requires the DM to adapt the
adventure to the actions of individual PCs. It is up to the
DM to adjudicate any attempts by a PC to rob or lie to
other PCs, but any use of physical lethal force (lethal
damage, poison that does Con damage, and the like) is
defined as an evil act by the Living Greyhawk Campaign
Sourcebook and results in said PC being removed from
play. While Greyhawk is a world of grays and conflict;
players should resolve their conflicts through diplomacy
or guile while avoiding brute force.
Presented here is what each of the respective NPCs
does in response to being contacted by the PCs. It is also
possible that some of the PCs may choose to give the
research contracted by Lady Karistyne to someone else as
well. Where appropriate, the outcome of this action is
also listed.
Despotrix Ilena Norbelos
If the PCs seek out Despotrix Ilena Norbelos directly;
distrustful of her granddaughter and her association with
Lord Robilar, they are quickly ushered into her
bedchamber. There they meet with her and Didatrix
Javka Gerneskir. Alter the following text dependant on
how long the PCs took to reach this point of the
adventure.
A nervous servant and several guards quickly
lead you directly into the bedchamber where
you first saw the Despotrix several days ago.
She looks extremely frail, and the small light of
vitality previously betrayed in her eyes has
fled. It is clear that she will die soon without
aid. She tries to raise a hand in greeting but can
barely move it from the bed. Her Didatrix Javka
speaks, “Say your piece quickly adventurers; my
mistress is not well.”
In all cases Javka speaks for the Despotrix, occasionally
leaning close so that her mistress can whisper into her
COR6-02 Rallying Point for the Bright Sands
Page 28
ear. She repeats her mistress’s words faithfully, and Ilena
nods feebly if the PCs question whether Javka is truthful.
Ilena admits that she has only survived this long
due to the elixirs given to her by Rary. Rary has
asked nothing of her for this boon beyond fair
trade practices with the Empire of the Bright
Lands.
Ilena has had Messalina and others inspect the
elixir. It has no mind control properties that she
is aware of.
Ilena wishes the PCs to hand the ingredients
over to her granddaughter Aleeta, that she
might prolong Ilena’s life long enough for the
upcoming vote.
The upcoming vote concerns whether Hardby
should declare its independence from the male
oppressors of Greyhawk. If the vote passes,
Hardby immediately sends diplomats to all
surrounding nations seeking to be recognized as
an independent state before Greyhawk can
mobilize for an attack. If most major courts
recognize them, Hardby might be able to claim
the protections outlined in the Treaty of
Greyhawk granted to all independent states. The
Treaty of Greyhawk was the treaty enacted on
the Day of Great Signing that ended the
Greyhawk Wars. Greyhawk would be hard-
pressed to violate that treaty.
The outcome of the vote remains in doubt, but
the Despotrix’s vote is critical and without it, the
proposal will certain fail and Hardby will
continue in slavery to Greyhawk. The vote must
occur before Ilena dies, as her successor is not
certain and some choices, such as Deirdre
Longland, are too close to Greyhawk’s Military
Governor for the Despotrix’s liking.
Should the PCs mention the research Lady
Karistyne had the PCs acquire, Ilena is not
interested, being far more concerned with living
long enough for the vote.
Ilena can answer few questions before she falls
unconscious. Once this occurs, Javka demands
that the PCs deliver the ingredients to save her
mistress. The PCs are free to heroically flee with
the ingredients of course, while Javka screams
for the guards to seize them.
Factor Mirlan Rinshad
The PCs may go to the office of the Royal Guild of
Merchants of Aerdy in order to find a neutral party, or to
seek shelter from more attacks while they figure out how
to proceed.
The office of the Royal Guild of Merchants of
Aerdy is an expensive building in the district
of Tradetown. In short order your band is
brought before Mirlan Rinshad in an opulent
office filled with a wide selection of fine wines
and brandies. Mirlan stands quickly as you
enter, “Friends, are you well? I have heard
there are those that seek you ill.”
Mirlan is generally worried about the PCs; worried that
they will fall into the wrong hands where he cannot
profit. He is pleased that they have come to seek his aid.
He offers any of the following as appropriate:
Mirlan offers the PCs the protection of the
Royal Guild of Merchants of Aerdy for as long as
they need; though he worries if their mission
might be somewhat time sensitive.
Mirlan urges the PCs to seek the aid of any NPC
listed in Conclusion A that the PCs seem
sympathetic to. With a drink in his hand and an
offer of aid, Mirlan cuts a very friendly
compassionate figure.
If the PCs insist, he takes possession of the
ingredients. In this case he immediately takes
them to Aleeta; reminding her that the Guild is
a friend of the rightful rulers of Hardby.
If the PCs offer Mirlan Lady Karistyne’s
research from the temple of Pelor, he is curious
to look at it and bypasses the trap, but he can
find no use for it and returns it to the PCs.
If needed, Mirlan sends for a cleric. He is
willing to pay for any healing needed to make all
the PCs conscious.
Geven (Retep Mandel)
If one of the PCs steals the ingredients for Geven, or
convinces a mercenary party to betray the rulers of
Hardby, they may seek out Geven (Retep Mandel) in the
Bonded Barrel Ghetto of the Fishtown district.
This
encounter
also
happens
(with
some
modifications) if the PCs are captured by the Agents of
Greyhawk Assassin’s Guild.
A few quiet words in the Bonded Barrel Ghetto
and you are quickly directed to a dark back
alley corner where a cloaked and masked man
awaits you. “You have what I want?”
Retep, in the guise of Geven, expects this to go like a
simple transaction; whether it is between himself and a
PC, or between himself and members of the Assassin’s
Guild. If spells or steel are exposed, he flees using magic.
Retep takes possession of the ingredients in
exchange for allowing the PC to keep the ring,
and ensuring that it retains its enchantment.
He strongly discourages the PCs from given any
ingredients to, or discussing their transaction
with, anyone else.
If any of the PCs are captives of agents of the
Assassin’s Guild, he offers to free them, but this
takes a week to arrange. This prevents the PCs
from interfering in the events surrounding the
vote and Ilena’s death. If any of the PCs betrayed
others to the guild, and the guild members
believe the PC acting on their side, Retep frees
that PC immediately.
COR6-02 Rallying Point for the Bright Sands
Page 29
If the PCs offer him Lady Karistyne’s research,
he takes it immediately. He has no use for it, but
having information others do not is always
helpful. In this case, the PCs receive “Geven’s
Favor” on the AR.
Gynarch Aleeta Norbelos and Lord Robilar
If the PCs have accepted Aleeta’s quest, or have agreed to
return the ingredients here based upon Ilena or Mirlan’s
advice, they arrive at Aleeta’s manor.
This encounter also occurs if there are no conscious
PCs at the end of Encounter 12 but Logrian Klirz, the
agent of the Slavelords, still lives to bring them the rest of
the way.
The woods outside Aleeta’s manor are well
tended. In short order you find you way to the
agreed upon clearing where Aleeta stirs a great
cauldron under Robilar’s guard. She looks up
expectantly, “Did you succeed? Have you saved
my grandmother?”
If the PCs are not willing to immediately handover the
ingredients, Aleeta demands they explain their reticence.
Aleeta wishes only to save her grandmother.
Only fiends would condemn her to death;
especially with her important work in Hardby
unfinished.
She wishes the PCs no harm, but says they will
be branded outlaws in Hardby if they do not
cooperate.
Assuming the PCs have brought the ingredients
and handed them over, Aleeta is overjoyed and
Robilar congratulates the PCs on a job well
done. Aleeta throws herself into brewing the
elixir and within a few hours she and Robilar
rush off to save Aleeta.
Lady Karistyne
Some parties, particularly those with access to high-level
magic, may chose to travel to Karistyne Castle to seek
council with the paladin. Unless they travel or
communicate with nearly no loss of time, they will be too
late to prevent Ilena from dying.
The banners and pennants of Castle Karistyne
snap briskly in the warm winds from the south
as you are brought before the paladin of
Heironeous. Lady Karistyne smiles at your
approach. “You have returned with my research
from the temple of Pelor?” she questions.
Karistyne is happy to offer her advice to those she sees as
her agents. After hearing the PCs’ story, she urges them
to turn the elixir ingredients and the Pelorite research
over to her.
She is greatly concerned about the apparent
influence of Rary in Hardby and will look into
it.
In addition she will have friends inspect the
ingredients and if they produce no harmful
effect, she will have them returned to the
Despotrix. This will take several days, but if she
is worthy in the eyes of Heironeous, he will
make certain she holds on that long. If she dies,
it will be clear that she had turned to darkness.
Assuming the PCs turn over the Pelorite
research, and have not drastically offended her,
she shares it with them (See Player Handout 2).
Messalina the Throne Knight
If the PCs do not trust Aleeta and instead return to
Minaryn Castle, they are quickly brought before
Messalina.
Servants quickly bring you before the Throne
Knight Messalina in the great hall of Minaryn
Castle. “Good adventurers, what have you
brought me?”
Messalina is pleased to see the PCs, and attempts to
quickly determine the success of the mission. She is
aware that time is critically of the essence.
Messalina wishes to take possession of the
ingredients as quickly as possible.
Once she has the ingredients, she excuses
herself and transports herself directly to Aleeta
to deliver them.
If the PCs question her about the Pelorite
research, she is keenly interested and, with the
permission of the PCs, dispel the magical trap
and peruse the information. In this case she
either asks to keep it, or tries to memorize as
much of it as possible. In either case, Rary will
be informed of its contents.
Treasure: Parties that have dealt fairly with Messalina
are rewarded just as she promised with a ring of
sustenance.
All APLs: Magic – ring of sustenance (208 gp).
Scorimongishaz
If one of the PCs uses the blue gem provided by Scor, the
party will quickly get the attention of Scor and Helena
Stanmaer.
After placing the gem in your mouth and
speaking your report you hear a response in
Scor’s mellow voice. “I’ll be right there friend,”
and seconds later Scor and a woman wearing
the vestments of a cleric of Fharlanghn appear
in a flash of light. “You have done well,” she
smiles.
The agents of Tenser are expecting to find their pawn
alone and in possession of the ingredients. If this is not
the case, they will be far more wary and the DM may have
to adjust the encounter appropriately.
COR6-02 Rallying Point for the Bright Sands
Page 30
Helena expects the PC to turn the ingredients
over to her. If they do not have them, she
instructs the PC to get them and meet her again.
If this is not possible, she settles for a very
complete accounting of why the PC does not
have them.
If the PCs had the ingredients, but one of their
own stole them during a betrayal, Helena
accepts instructions from the PCs on how to
reach the cairn. She then teleports away to
collect the ingredients herself. Under these
particular conditions, this satisfies her and she
rewards the PCs.
She does not negotiate or barter for the elixir
ingredients and begins to question if reticent
PCs might be agents of the Traitor sent to delay
her.
If the PC offers her the Pelorite research, she
directs them to deliver it to Lady Karistyne as
planned.
At no point do Scor or Helena admit to working
for Tenser.
Treasure: Parties dealing fairly with Scor are rewarded
with a ring of sustenance.
All APLs: Magic – ring of sustenance (208 gp).
Read aloud the appropriate conclusion based on the PCs’
actions.
Regardless of the conclusion used, the PCs may still
return to Karistyne Castle. To handle this refer to
Encounter 13. If the PCs give her the information she
requires they receive the “Karistyne’s Favor” AR entry.
CONCLUSION
Conclusion A
If the potion ingredients end up with the Despotrix,
Didatrix Javka Gerneskir, Aleeta, Lord Robilar, Messalina,
Factor Mirlan Rinshad or Logrian Klirz prior to the
Despotrix’s death use this conclusion.
It doesn’t take long after delivering the
ingredients for news to spread throughout
Hardby. The members of the Gynarchy have
met
in
secret
without
the
approval
of
Greyhawk’s Military Governor Wilbren Carister
and voted to secede from the Domain of
Greyhawk.
Within minutes of that declaration, the
Empire of the Bright lands recognized Hardby
as a sovereign state protected under the rights
granted in the Treaty of Greyhawk. Anyone
threatening
Hardby
is
declared
to
be
threatening the Bright Lands.
This news of political upheaval comes with
sadness however. Three days after proclaiming
Hardby’s
sovereignty
the
Despotrix
Ilena
Norbelos died peacefully in her sleep. Her
granddaughter Aleeta is the likely successor to
the Throne of Wood.
Conclusion B
If the potion ingredients end up with Scorimongishaz,
Lady Karistyne, Helena Stanmaer, Geven (Retep
Mandel), or the agents of Greyhawk Assassin’s Guild, or
the party arrives too late use this conclusion
It doesn’t take long after delivering the
ingredients for news to spread throughout
Hardby: the Despotrix Ilena Norbelos has died.
Over the cries of her granddaughter Aleeta
and her allies, Deirdre Longland and other pro-
Greyhawk members of the Gynarchy moved for
a resolution to tie Hardby even closer to the
Gem of the Flanaess.
As the resolution passed, several members
of the Gynarchy stormed from the Palace of the
Gynarchs. With the approval of Greyhawk’s
Military Governor, Wilbren Carister, Deirdre
Longland is the likely successor to the Throne
of Wood.
In other news, rumors say that Rary is not
pleased. His troops have begun deploying along
his northern border fearing military action by
the Domain of Greyhawk.
Lord Robilar was last seen riding his metal
steed hard, out of the Hardby’s east gate not
more than a few minutes after the death of the
Despotrix.
CAMPAIGN
CONSEQUENCES
The actions of the party and the alliances they have made
have a profound effect on the Domain of Greyhawk and
the Empire of the Bright Lands. If this event is played
during February, March or April 2006, it is important that
the DM notifies the Bright Sands writing team which
conclusion
was
reached.
Email
[email protected] with the subject line “COR6-
02 Results.” Convention coordinators may consolidate all
tables into one email if preferred.
Help keep the campaign living and dynamic, report
your results!
The End
COR6-02 Rallying Point for the Bright Sands
Page 31
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
Encounter 1
Defeat the rampaging menagerie
APL 2:
120 XP
APL 4:
180 XP
APL 6:
240 XP
APL 8:
300 XP
APL 10:
360 XP
APL 12:
420 XP
APL 14:
480 XP
APL 16:
540 XP
Encounter 7
Acquire passage past the animals by combat or
negotiation
APL 2:
60 XP
APL 4:
120 XP
APL 6:
180 XP
APL 8:
240 XP
APL 10:
300 XP
APL 12:
360 XP
APL 14:
420 XP
APL 16:
480 XP
Encounter 8
Encounter the trap
APL 2:
60 XP
APL 4:
120 XP
APL 6:
150 XP
APL 8:
180 XP
APL 10:
240 XP
APL 12:
270 XP
APL 14:
330 XP
APL 16:
360 XP
Encounter 9
Encounter the trap
APL 2:
120 XP
APL 4:
180 XP
APL 6:
240 XP
APL 8:
300 XP
APL 10:
360 XP
APL 12:
420 XP
APL 14:
480 XP
APL 16:
540 XP
Encounter 10
Encounter the trap
APL 2:
90 XP
APL 4:
120 XP
APL 6:
150 XP
APL 8:
210 XP
APL 10:
240 XP
APL 12:
300 XP
APL 14:
330 XP
APL 16:
390 XP
Encounter 12
Defeat the Mephits
APL 2:
150 XP
APL 4:
210 XP
APL 6:
270 XP
APL 8:
330 XP
APL 10:
390 XP
APL 12:
450 XP
APL 14:
510 XP
APL 16:
570 XP
Encounter 12
Defeat the Assassin’s Guild Agents
APL 2:
120 XP
APL 4:
180 XP
APL 6:
240 XP
APL 8:
300 XP
APL 10:
360 XP
APL 12:
420 XP
APL 14:
480 XP
APL 16:
540 XP
Story Award
Returning to Hardby before the Despotrix dies. (The PCs
need not choose to save her to gain this reward, but only
need return in time to have the option).
APL 2:
90 XP
APL 4:
135 XP
APL 6:
180 XP
APL 8:
225 XP
APL 10:
270 XP
APL 12:
315 XP
APL 14:
360 XP
APL 16:
405 XP
Discretionary role-playing award
APL 2:
90 XP
APL 4:
135 XP
APL 6:
180 XP
APL 8:
225 XP
APL 10:
270 XP
APL 12:
315 XP
APL 14:
360 XP
APL 16:
405 XP
Total possible experience
APL 2:
900 XP
APL 4:
1,350 XP
APL 6:
1,800 XP
APL 8:
2,250 XP
APL 10:
2,700 XP
APL 12:
3,150 XP
APL 14:
3,600 XP
APL 16:
4,050 XP
COR6-02 Rallying Point for the Bright Sands
Page 32
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this treasure,
the coin total is subtracted from the encounter totals
given below.
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
because characters may want to use them during the
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
Encounter 1
Receive Rotanna’s reward
APL 2: Magic: Rotanna’s sizing collar - 400 gp
APL 4: Magic: Rotanna’s sizing collar - 400 gp
APL 6: Magic: Rotanna’s sizing collar - 400 gp
APL 8: Magic: Rotanna’s sizing collar - 400 gp
APL 10: Magic: Rotanna’s sizing collar - 400 gp
APL 12: Magic: Rotanna’s sizing collar - 400 gp
APL 14: Magic: Rotanna’s sizing collar - 400 gp
APL 16: Magic: Rotanna’s sizing collar - 400 gp
Encounter 11
Defeat the mephits
APL 2: Magic – dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 4: Magic – dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 6: Magic – armbands of might (342 gp), bracers
of armor +1 (83 gp), brooch of shielding (125 gp), cloak of
charisma +2 (333 gp), dust of dryness (67 gp), hand of the
mage (75 gp), slashing sand (167 gp).
APL 8: Magic – armbands of might (342 gp), bracers
of armor +1 (83 gp), brooch of shielding (125 gp), cloak of
charisma +2 (333 gp), dust of dryness (67 gp), hand of the
mage (75 gp), ring of protection +1 (167 gp), slashing sand
(167 gp).
APL 10: Magic – armbands of might (342 gp), bracers
of armor +2 (333 gp), brooch of shielding (125 gp), cloak
of charisma +2 (333 gp), dust of dryness (67 gp), hand of
the mage (75 gp), lesser silent metamagic rod (250 gp),
ring of protection +1 (167 gp), slashing sand (167 gp).
APL 12: Magic – armbands of might (342 gp), bracers
of armor +2 (333 gp), brooch of shielding (125 gp), cloak
of charisma +2 (333 gp), dust of dryness (67 gp), figurine
of wondrous power: ivory camel (708 gp), hand of the
mage (75 gp), lesser silent metamagic rod (250 gp), ring of
protection +1 (167 gp), slashing sand (167 gp).
APL 14: Magic – amulet of natural armor +1 (167 gp),
armbands of might (342 gp), Boccob’s blessed book (1042
gp), bracers of armor +2 (333 gp), brooch of shielding (125
gp), cloak of charisma +2 (333 gp), dust of dryness (67 gp),
figurine of wondrous power: ivory camel (708 gp), gloves
of dexterity +2 (333 gp), hand of the mage (75 gp), lesser
silent metamagic rod (250 gp), pearl of power 2nd-level
(333 gp), ring of protection +2 (667 gp), slashing sand
(167 gp).
APL 16: Magic – amulet of natural armor +1 (167 gp),
armbands of might (342 gp), Boccob’s blessed book (1042
gp), bracers of armor +2 (333 gp), brooch of shielding (125
gp), cloak of charisma +4 (1333 gp), dust of dryness (67
gp), figurine of wondrous power: ivory camel (708 gp),
gloves of dexterity +2 (333 gp), hand of the mage (75 gp),
lesser quicken metamagic rod (2917 gp), lesser silent
metamagic rod (250 gp), pearl of power 2nd-level (333 gp),
ring of protection +2 (667 gp), slashing sand (167 gp).
Encounter 12
Defeat the assassin’s guild members
APL 2: Loot – 123 gp; Magic – oil of sonic weapon
(25 gp), scroll of instant locksmith (2 gp).
APL 4: Loot – 125 gp; Magic – armbands of might
(342 gp), oil of sonic weapon (25 gp), scroll of instant
locksmith (2 gp), wand of charm person (63 gp).
APL 6: Loot – 95 gp; Magic – oil of sonic weapon (25
gp), scroll of instant locksmith (2 gp), wand of charm
person (63 gp).
APL 8: Loot – 90 gp, Magic – cloak of elvenkind (208
gp), headband of intellect +2 (333 gp), necklace of
fireballs – type I (138 gp), oil of sonic weapon (25 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp).
APL 10: Loot – 117 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (208 gp), +1 flaming composite longbow [+5
Str] (742 gp), headband of intellect +2 (333 gp), necklace
COR6-02 Rallying Point for the Bright Sands
Page 33
of fireballs – type I (138 gp), oil of sonic weapon (25 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp).
APL 12: Loot – 117 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (208 gp), +1 flaming composite longbow [+5
Str] (742 gp), headband of intellect +2 (333 gp), +1 keen
falchion (698 gp), necklace of fireballs – type I (138 gp),
oil of sonic weapon (25 gp), ring of counterspells (333 gp),
scroll of instant locksmith (2 gp), wand of charm person
(63 gp), wand of darkness (375 gp).
APL 14: Loot – 206 gp, Magic – adamantine arrows
(203 gp), bracers of armor +4 (1333 gp), cloak of
elvenkind (416 gp, 208 gp ea.), dust of disappearance (292
gp), +1 flaming composite longbow [+5 Str] (742 gp),
headband of intellect +2 (666 gp, 333 gp ea.), +1 keen
falchion (698 gp), necklace of fireballs – type I (138 gp),
oil of sonic weapon (25 gp), ring of counterspells (333 gp),
ring of freedom of movement (3333 gp), scroll of instant
locksmith (2 gp), wand of charm person – (63 gp), wand
of darkness (375 gp).
APL 16: 206 gp, Magic – adamantine arrows – (203
gp), amulet of health +4 (1333 gp), bracers of armor +4
(1333 gp), cloak of elvenkind (416 gp, 208 gp ea.), dust of
disappearance (292 gp), +1 flaming composite longbow
[+5 Str] (742 gp), headband of intellect +2 (666 gp, 333 gp
ea.), +1 keen falchion (698 gp), necklace of fireballs – type
I (138 gp), oil of sonic weapon (25 gp), ring of
counterspells (333 gp), ring of freedom of movement
(3333 gp), scroll of instant locksmith – (2 gp), scroll of
wall of force (94 gp), vest of resistance +4 (1333 gp), wand
of charm person (63 gp), wand of darkness (375 gp).
Encounter 13
Receive reward from Messalina or Scorimongishaz
APL 2: Magic: ring of sustenance - 208 gp
APL 4: Magic: ring of sustenance - 208 gp
APL 6: Magic: ring of sustenance - 208 gp
APL 8: Magic: ring of sustenance - 208 gp
APL 10: Magic: ring of sustenance - 208 gp
APL 12: Magic: ring of sustenance - 208 gp
APL 14: Magic: ring of sustenance - 208 gp
APL 16: Magic: ring of sustenance - 208 gp
Total Possible Treasure
APL 2: L: 123 gp; C: 0 gp; M: 944 gp - Total: 900 gp
(Actual Total: 1067 gp)
APL 4: L: 125 gp; C: 0 gp; M: 1349 gp - Total: 1300 gp
(Actual Total: 1474 gp)
APL 6: L: 95 gp; C: 0 gp; M: 1890 gp - Total: 1800 gp
(Actual Total: 1985 gp)
APL 8: L: 90 gp; C: 0 gp; M: 2736 gp - Total: 2600 gp
(Actual Total: 2826 gp)
APL 10: L: 117 gp; C: 0 gp; M: 5514 gp - Total: 4600 gp
(Actual Total: 5631 gp)
APL 12: L: 117 gp; C: 0 gp; M: 7628 gp - Total: 6600 gp
(Actual Total: 7745 gp)
APL 14: L: 206 gp; C: 0 gp; M: 14169 gp - Total: 13200
gp (Actual Total: 14375 gp)
APL 16: L: 206 gp; C: 0 gp; M: 20846 gp - Total: 19800
gp (Actual Total: 21052 gp)
Special
w Favor of Karistyne/Geven/Robilar (circle
one): You have delivered the Sulmite research to one of
the above. Your patron offers to arrange your purchase of
any of the following items from Sandstorm: goggles of
the desert, lamp of stars, portable shade, replenishing
skin, sandals of shifting sands. You pay normal price and
may purchase them as often as you like following any
adventure set in Hardby or the Bright Lands.
w Favor of Rotanna’s Menagerie: For capturing
some of her specimens alive, Rotanna is willing to treat
any one animal companion, familiar, special mount, or
regular animal with alchemical mixtures and a rigorous
training regimen. The treated animal gains +2 inherent
bonus to Constitution and increases the animal’s natural
armor by +1. This costs 2 TUs.
s Geven’s Ring: Add this to your MIL at no cost.
While wearing this ring, you are surrounded in shadow.
This gives you a +3 competence bonus to Hide checks. In
addition, once per day may be affected by a cloak of shade
spell (Sandstorm, p. 112) cast at 3rd-level. This ring might
upgrade later. While wearing this ring you suffer a -3
penalty to all Charisma-based skill checks.
Faint abjuration; CL 3rd; Craft Ring, cloak of shade;
Price: 1,980 gp; Weight: -.
w Robilar’s Approval: Seeking no reward, you offered
to return Robilar’s lost standard. Robilar gives you a
banner of law (Heroes of Battle 133) in exchange. You
lose Robilar’s banner and add the banner of law to your
MIL at no cost. The banner of law is proudly emblazoned
with the heraldry of the Empire of the Bright Lands.
s Rotanna’s Sizing Collar: Any animal wearing this
collar can be affected by a reduce animal spell twice per
day. The effect ends if the collar is removed.
Faint transmutation; CL 3rd; Craft Wondrous Item,
reduce animal; Price: 4,800 gp; Weight: -.
ITEMS FOR THE
ADVENTURE RECORD
Item Access
APL 2:
Dust of dryness (Adventure; DMG; 800 gp)
Hand of the mage (Adventure; DMG; 900 gp)
Oil of sonic weapon (Adventure; CV; 300 gp)
Ring of sustenance (Adventure; DMG; 2,500 gp)
Rotanna’s sizing collar (Adventure; see above,
4,800 gp)
Scroll of instant locksmith (Adventure; CV; 25
gp)
Slashing sand (Adventure; Sandstorm, 2,000 gp)
COR6-02 Rallying Point for the Bright Sands
Page 34
APL 4 (all of APL 2 plus the following):
Armbands of might (Adventure; CV; 4,100 gp)
Wand of charm person (Adventure; DMG; 750
gp)
APL 6 (all of APLs 2-4 plus the following):
Brooch of shielding (Adventure; DMG; 1,500
gp)
APL 8 (all of APLs 2-6 plus the following):
Cloak of elvenkind (Adventure; DMG; 2,500 gp)
Necklace of fireballs – type I (Adventure; DMG;
1,650 gp)
APL 10 (all of APLs 2-8 plus the following):
Adamantine arrows (Adventure; DMG; 61 gp
ea.)
Bracers of armor +2 (Adventure; DMG; 4,000 gp)
Bracers of armor +4 (Adventure; DMG; 16,000
gp)
+1 flaming composite longbow [+5 Str]
(Adventure; DMG; 8,900 gp)
Lesser silent metamagic rod (Adventure; DMG;
3,000 gp)
APL 12 (all of APLs 2-10 plus the following):
Figurine of wondrous power - Ivory Camel
(Adventure; Sandstorm, 8,500 gp)
+1 keen falchion (Adventure; DMG; 8,375 gp)
Ring of counterspells (Adventure; DMG; 4,000
gp)
Wand of darkness (Adventure; DMG; 4,500 gp)
APL 14 (all of APLs 2-12 plus the following):
Boccob’s blessed book (Adventure; DMG; 12,500
gp)
Dust of disappearance (Adventure; DMG; 3,500
gp)
Pearl of power - 2nd-level (Adventure; DMG;
4,000 gp)
Ring of freedom of movement (Adventure;
DMG; 40,000 gp)
Ring of protection +2 (Adventure; DMG; 8,000
gp)
APL 16 (all of APLs 2-14 plus the following):
Amulet of health +4 (Adventure; DMG; 16,000
gp)
Cloak of Charisma +4 (Adventure; DMG; 16,000
gp)
Lesser quicken metamagic rod (Adventure;
DMG; 35,000 gp)
Scroll of wall of force (Adventure; DMG; 1,125
gp)
Vest of resistance +4 (Adventure; CA; 16,000 gp)
COR6-02 Rallying Point for the Bright Sands
Page 35
APPENDIX 1: APL 2
ENCOUNTER 12
d Jesdin Mertell: male half-orc fighter 1/ rogue1;
CR 2; Medium humanoid (orc); HD 1d10+2 plus 1d6+2;
hp 16 Init +2; Spd 30 ft.; AC 16, touch 12, flat-footed 14;
Base Atk +1; Grp +4; Atk +6 melee (2d4+4/18-20,
masterwork falchion) or +4 ranged (1d8+3/x3, mighty
composite longbow [+3 Str bonus]); Full Atk +6 melee
(2d4+4/18-20, masterwork falchion) or +4 ranged
(1d8+3/x3, mighty composite longbow [+3 Str bonus]);
SA sneak attack +1d6; SQ trapfinding; AL NE; SV Fort
+4, Ref +4, Will +2; Str 17, Dex 14, Con 14, Int 12, Wis
10, Cha 6.
Skills and Feats: Bluff +2, Climb +4, Disguise +4,
Hide +6, Listen +4, Move Silently +6, Perform (dance)
+3, Sense Motive +4, Spot +4, Tumble +6; Iron Will,
Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Possessions: Chain shirt, masterwork falchion,
mighty composite longbow [+3 Str bonus], 20
masterwork arrows, large cloak, disguise kit, peasant
outfit, oil of sonic weapon.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
k Logrian Klirz: male human rogue 1; CR 1;
Medium humanoid (human); HD 1d6+1; hp 5; Init +2;
Spd 30 ft.; AC 16, touch 12, flat-footed 14; Base Atk +0;
Grp +4; Atk: +5 melee (2d4+6, spiked chain) or +2
ranged (1d6/x3, short bow); Full Atk: +5 melee (2d4+6,
spiked chain) or +2 ranged (1d6/x3, short bow);
Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA
sneak attack +1d6; SQ trapfinding; AL CE; SV Fort +1,
Ref +4, Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10,
Cha 8.
Skills and Feats: Hide +6, Listen +4, Move Silently
+6, Sense Motive +4, Spot +4, Tumble +6, Use Magic
Device +3, Use Rope +6; Exotic Weapon Proficiency
(spiked chain), Weapon Focus (spiked chain).
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
Senoumon: female human sorcerer 2; CR 2;
Medium humanoid (human); HD 2d4+2; hp 8; Init +1;
Spd 30 ft.; AC 11, touch 11, flat-footed 10; Base Atk +1;
Grp +0; Atk +0 melee (1d4-1/19-20, dagger) or +2
ranged (1d8/19-20, light crossbow); Full Atk +0 melee
(1d4-1/19-20, dagger) or +2 ranged (1d8/19-20, light
crossbow); AL CE; SV Fort +3, Ref +1, Will +3; Str 8,
Dex 12, Con 12, Int 8, Wis 10, Cha 18.
Skills and Feats: Concentration +6 (+10 casting
defensively), Spellcraft +4; Combat Casting, Sudden
Widen.
Languages: Common.
Spells Known (6/5; base DC = 14 + spell level): 0–
acid splash, daze, detect magic, mage hand, read magic;
1st– color spray, mage armor.
Possessions: Dagger, light crossbow, 10 bolts, spell
component pouch (2), rat familiar (“Lust”), scroll of
instant locksmith.
Power-Up Suite (mage armor): AC 15 (+4
armor, +1 Dex), touch 11, flat-footed 14.
Physical Description: An extremely attractive
woman in risqué black leather clothing and a
vermillion feathered cloak.
d Lust: rat familiar; CR -; Tiny magical beast; HD 2d8;
hp 4; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15
(+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13;
Base Atk +1; Grp -11; Atk +5 melee (1d3-4, bite); Full
Atk +5 melee (1d3-4, bite); SQ empathic link, improved
evasion, share spells; AL CE; SV Fort +2, Ref +4, Will
+3; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +5, Hide +16, Move Silently +12,
Spellcraft +3, Swim +10; Stealthy, Weapon Finesse.
Languages: Common.
Power-Up Suite (mage armor): AC 19 (+4
armor, +1 natural, +2 size, +2 Dex), touch 14, flat-footed
17.
d Thugs (2): male half-orc fighter 1; CR 1; Medium
humanoid (orc); HD 1d10+3; hp 10; Init +2; Spd 30 ft.;
AC 16, touch 12, flat-footed 14; Base Atk +1; Grp +5;
Atk: +6 melee (2d4+6/18-20, falchion) or +3 ranged
(1d6+4, javelin); Full Atk +6 melee (2d4+6/18-20,
falchion) or +3 ranged (1d6+4, javelin); SQ half-orc
traits; AL CN; SV Fort +5, Ref +2, Will +0; Str 18, Dex
14, Con 16, Int 7, Wis 10, Cha 6.
Skills and Feats: Jump +6; Power Attack, Weapon
Focus (falchion).
Languages: Common, Orc.
Possessions: Chain shirt, falchion, 5 javelins, large
cloak.
Physical Description: A heavily browed half-orc
wearing large dirty, baggy clothing.
COR6-02 Rallying Point for the Bright Sands
Page 36
APL 4
ENCOUNTER 12
d Jesdin Mertell: male half-orc fighter 2/ rogue 2;
CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4;
hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor),
touch 12, flat-footed 14; Base Atk +4; Grp +7; Atk +9
melee (2d4+6/18-20, masterwork falchion) or +6
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork
falchion) or +6 ranged (1d8+3/x3, mighty composite
longbow [+3 Str bonus]); SA sneak attack +1d6; SQ
evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will
+2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int
12, Wis 10, Cha 6.
Skills and Feats: Bluff +2, Climb +5, Disguise +4,
Hide +9, Listen +4, Move Silently +9, Perform (dance)
+3, Ride +5, Sense Motive +4, Spot +4, Tumble +9;
Improved Initiative, Iron Will, Scorpion’s Resolve,
Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, large cloak, disguise kit, peasant
outfit, oil of sonic weapon.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
d Logrian Klirz: male human fighter 1/ rogue 2;
CR 3; Medium humanoid (human); HD 1d10+1 plus
2d6+2; hp 19; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4
armor), touch 12, flat-footed 14; Base Atk +2; Grp +6;
Atk +7 melee (2d4+6, spiked chain) or +4 ranged
(1d6/x3, short bow); Full Atk +7 melee (2d4+6, spiked
chain) or +4 ranged (1d6/x3, short bow); Space/Reach 5
ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +1d6;
SQ evasion, trapfinding; AL CE; SV Fort +3, Ref +3,
Will +0; Str 18, Dex 14, Con 12, Int 8, Wis 10, Cha 8.
Skills and Feats: Craft (weaponsmithing) +1, Hide
+7, Listen +5, Move Silently +7, Sense Motive +5, Spot
+5, Tumble +7, Use Magic Device +4, Use Rope +7;
Combat Reflexes, Exotic Weapon Proficiency (spiked
chain), Power Attack, Weapon Focus (spiked chain).
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female human sorcerer 4; CR 4;
Medium humanoid (human); HD 4d4+4; hp 16; Init +1;
Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base
Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or
+3 ranged (1d8/19-20, light crossbow); Full Atk +1
melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20,
light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str
9, Dex 12, Con 12, Int 8, Wis 10, Cha 18.
Skills and Feats: Concentration +8 (+12 casting
defensively), Spellcraft +6; Combat Casting, Sudden
Still, Sudden Widen.
Languages: Common.
Spells Known (6/7/4; base DC = 14 + spell level):
0– acid splash, daze, detect magic, ghost sound, mage
hand, read magic; 1st– color spray, mage armor, magic
missile; 2nd– false life.
Possessions: Dagger, light crossbow, 10 bolts, spell
component pouch (2), rat familiar (“Lust”), scroll of
instant locksmith, wand of charm person.
Power-Up Suite (false life, mage armor):
hp 27; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed
14.
Physical Description: An extremely attractive
woman in risqué black leather clothing and a
vermillion feathered cloak.
d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8;
hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16
(+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14;
Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full
Atk +6 melee (1d3-4, bite); SQ deliver touch spells,
empathic link, improved evasion, share spells; AL CE;
SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7,
Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +7, Hide +16, Move Silently +12,
Spellcraft +5, Swim +10; Stealthy, Weapon Finesse.
Languages: Common.
Power-Up Suite (false life, mage armor):
hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex),
touch 14, flat-footed 18.
d Thugs (2): female half-orc fighter 2; CR 2;
Medium humanoid (orc); HD 2d10+6; hp 21; Init +2;
Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-
footed 14; Base Atk +2; Grp +6; Atk +7 melee
(2d4+6/18-20, falchion) or +4 ranged (1d6+4, javelin);
Full Atk +7 melee (2d4+6/18-20, falchion) or +4 ranged
(1d6+4, javelin); SQ half-orc traits; AL CN; SV Fort +6,
Ref +2, Will +0 (+4 vs. mind-affecting); Str 18, Dex 14,
Con 16, Int 7, Wis 10, Cha 6.
Skills and Feats: Jump +7; Power Attack, Scorpion’s
Resolve, Weapon Focus (falchion).
Languages: Common, Orc.
Possessions: Chain shirt, falchion, 5 javelins, large
cloak, armbands of might (one thug only).
Physical Description: A heavily browed half-orc
wearing large dirty, baggy clothing.
COR6-02 Rallying Point for the Bright Sands
Page 37
APL 6
ENCOUNTER 11
d Ooze Mephit Mob; CR 8; Gargantuan outsider
(mob of small outsiders, Extraplanar, Water); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30,
Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Ooze Mephit Sorcerer: male mephit sorcerer 3;
CR 6; Small outsider (Extraplanar, Water); HD 3d8+3
plus 3d4+6; hp 36; Init +0; Spd 30 ft., Fly 40 (average),
Swim 30; AC 17, touch 11, flat-footed 17; Base Atk +4,
Grp +2, Atk +7 melee (1d3+2, claw); Full Atk +7/+7
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
breath weapon, spell-like abilities, summon mephit; SQ
DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV
Fort +5, Ref +4, Will +6; Str 14, Dex 10, Con 13, Int 6,
Wis 11, Cha 18.
Skills and Feats: Bluff +13, Concentration +4,
Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6,
Hide +10, Listen +6, Move Silently +6, Spellcraft +2,
Spot +6, Swim +10, Use Rope +0 (+2 with bindings);
Power Attack, Toughness, Practiced Spellcaster.
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 13 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
stinking cloud (DC 17, caster level 6th). The save DC is
Charisma based.
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/6; base DC = 14 + spell level);
0— acid splash, daze, ghost sound, ray of frost,
resistance; 1st— mage armor, magic missile, ray of
enfeeblement.
Possessions: bracers of armor +1, cloak of charisma
+2, armbands of might, brooch of shielding.
Power-Up Suite (mage armor): AC 20, touch
11, flat-footed 20.
ENCOUNTER 12
d Human Commoner Mob: CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
COR6-02 Rallying Point for the Bright Sands
Page 38
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Jesdin Mertell: male half-orc fighter 2/ rogue 2;
CR 4; Medium humanoid (orc); HD 2d10+4 plus 2d6+4;
hp 32; Init +6; Spd 30 ft.; AC 16 (+2 Dex, +4 armor),
touch 12, flat-footed 14; Base Atk+3; Grp +7; Atk +9
melee (2d4+6/18-20, masterwork falchion) or +6
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); Full Atk +9 melee (2d4+6/18-20, masterwork
falchion) or +6 ranged (1d8+3/x3, mighty composite
longbow [+3 Str bonus]); SA sneak attack +1d6; SQ
evasion, trapfinding; AL NE; SV Fort +5, Ref +5, Will
+2 (+6 vs. mind-affecting); Str 18, Dex 14, Con 14, Int
12, Wis 10, Cha 6.
Skills and Feats: Bluff +2, Climb +5, Disguise +4,
Hide +9, Listen +4, Move Silently +9, Perform (dance)
+3, Ride +5, Sense Motive +4, Spot +4, Tumble +9;
Improved Initiative, Iron Will, Scorpion’s Resolve,
Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, large cloak, disguise kit, peasant
outfit, oil of sonic weapon.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
k Logrian Klirz: male human fighter 2/ rogue 3; CR
5; Medium humanoid (human); HD 2d10+2 plus
3d6+3; hp 33; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4
armor), touch 12, flat-footed 14; Base Atk+4; Grp +8;
Atk +9 melee (2d4+6, spiked chain) or +6 ranged
(1d6/x3, short bow); Full Atk +9 melee (2d4+6, spiked
chain) or +6 ranged (1d6/x3, short bow); Space/Reach 5
ft./ 5 ft. (10 ft. with spiked chain); SA sneak attack +2d6;
SQ evasion, trapfinding, trap sense +1; AL CE; SV Fort
+5, Ref +3, Will +1; Str 19, Dex 14, Con 12, Int 8, Wis
10, Cha 8.
Skills and Feats: Craft (weaponsmithing) +2, Hide
+8, Listen +6, Move Silently +8, Ride +3, Sense Motive
+6, Spot +6, Tumble +8, Use Magic Device +5, Use
Rope +8; Combat Reflexes, Exotic Weapon Proficiency
(spiked chain), Power Attack, Weapon Focus (spiked
chain).
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female human sorcerer 4; CR 4;
Medium humanoid (human); HD 4d4+4; hp 16; Init +1;
Spd 30 ft.; AC 11 (+1 Dex), touch 11, flat-footed 10; Base
Atk +2; Grp +1; Atk +1 melee (1d4-1/19-20, dagger) or
+3 ranged (1d8/19-20, light crossbow); Full Atk +1
melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20,
light crossbow); AL CE; SV Fort +4, Ref +2, Will +4; Str
9, Dex 12, Con 12, Int 8, Wis 10, Cha 18.
Skills and Feats: Concentration +8 (+12 casting
defensively), Spellcraft +6; Combat Casting, Sudden
Still, Sudden Widen.
Languages: Common.
Spells Known (6/7/4; base DC = 14 + spell level):
0– acid splash, daze, detect magic, ghost sound, mage
hand, read magic; 1st– color spray, mage armor, magic
missile; 2nd– false life.
Possessions: Dagger, light crossbow, 10 bolts, spell
component pouch (2), rat familiar (“Lust”), scroll of
instant locksmith, wand of charm person.
Power-Up Suite (false life, mage armor):
hp 30; AC 15 (+4 armor, +1 Dex), touch 11, flat-footed
14.
Physical Description: An extremely attractive
woman in risqué black leather clothing and a
vermillion feathered cloak.
d Lust: rat familiar; CR -; Tiny magical beast; HD 4d8;
hp 8; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 16
(+2 natural, +2 size, +2 Dex), touch 14, flat-footed 14;
Base Atk +2; Grp -10; Atk +6 melee (1d3-4, bite); Full
Atk +6 melee (1d3-4, bite); SQ deliver touch spells,
empathic link, improved evasion, share spells; AL CE;
COR6-02 Rallying Point for the Bright Sands
Page 39
SV Fort +2, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 7,
Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +7, Hide +16, Move Silently +12,
Spellcraft +5, Swim +10; Stealthy, Weapon Finesse.
Languages: Common.
Power-Up Suite (false life, mage armor):
hp 19, AC 20 (+4 armor, +2 natural, +2 size, +2 Dex),
touch 14, flat-footed 18.
COR6-02 Rallying Point for the Bright Sands
Page 40
APL 8
ENCOUNTER 11
d Ooze Mephit Mob: CR 8; Gargantuan outsider
(mob of small outsiders, Extraplanar, Water); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30,
Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
Ooze Mephit Sorcerer: male mephit sorcerer 5;
CR 8; Small outsider (Extra Planar, Water); HD 3d8+6
plus 5d4+13; hp 52; Init +0; Spd 30 ft., Fly 40 (average),
Swim 30; AC 18, touch 12, flat-footed 18; Base Atk +5,
Grp +3, Atk +8 melee (1d3+2, claw); Full Atk +8/+8
melee (1d3+2, 2 claws); Space/Reach 5 ft./5 ft.; SA
breath weapon, spell-like abilities, summon mephit; SQ
DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV
Fort +6, Ref +4, Will +7; Str 14, Dex 10, Con 14, Int 6,
Wis 11, Cha 18.
Skills and Feats: Bluff +13, Concentration +11,
Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6,
Hide +10, Listen +6, Move Silently +6, Spellcraft +2,
Spot +6, Swim +10, Use Rope +0 (+2 with bindings);
Power Attack, Toughness, Practiced Spellcaster.
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 14 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
stinking cloud (DC 17, caster level 6th). The save DC is
Charisma based.
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/7/5; base DC = 14 + spell level);
0— acid splash, daze, ghost sound, ray of frost, read
magic, resistance; 1st— mage armor, magic missile, ray
of enfeeblement, shield; 2nd— glitterdust, Tasha’s
hideous laughter.
Possessions: bracers of armor +1, cloak of charisma
+2, ring of protection +1, armbands of might, brooch of
shielding.
Power-Up Suite (mage armor): AC 21, touch
12, flat-footed 21.
ENCOUNTER 12
d Human Commoner Mob: CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
COR6-02 Rallying Point for the Bright Sands
Page 41
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Jesdin Mertell: male half-orc fighter 2 /rogue 3/
assassin 2/ shadow dancer 1; CR 8; Medium humanoid
(orc); HD 2d10+4 plus 1d8+2 plus 5d6+10; hp 59; Init
+2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-
footed 14; Base Atk +5; Grp+9; Atk +11 melee
(2d4+6/18-20, masterwork falchion) or +8 ranged
(1d8+3/x3, mighty composite longbow [+3 Str bonus]);
Full Atk +11 melee (2d4+6/18-20, masterwork falchion)
or +8 ranged (1d8+3/x3, mighty composite longbow [+3
Str bonus]); SA death attack (Fort DC 14 negates),
sneak attack +3d6; SQ evasion, hide in plain sight,
poison use, trapfinding, trap sense +1, uncanny dodge;
AL NE; SV Fort +6 (+7 vs. poison), Ref +10, Will +1 (+5
vs. mind-affecting); Str 19, Dex 14, Con 14, Int 12 [14],
Wis 10, Cha 6.
Skills and Feats: Bluff +6, Climb +5, Disguise +7
(+9 acting), Hide +18, Listen +4, Move Silently +13,
Perform (dance) +3, Ride +5, Sense Motive +4, Spot
+11, Tumble +13; Combat Reflexes, Dodge, Mobility,
Scorpion’s Resolve, Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Spells Known (1; base DC = 12 + spell level): 1st–
critical strike, disguise self.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
master arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, oil of sonic
weapon, scroll of instant locksmith, wand of charm
person, necklace of fireballs – type I.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
d Logrian Klirz: male human fighter 3/ rogue 4;
CR 7; Medium humanoid (human); HD 3d10+3 plus
4d6+4; hp 47; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4
armor), touch 12, flat-footed 14; Base Atk +6; Grp +10;
Atk +11 melee (2d4+6, spiked chain) or +8 ranged
(1d6/x3, short bow); Full Atk +11/+6 melee (2d4+6,
spiked chain) or +8/+3 ranged (1d6/x3, short bow);
Space/Reach 5 ft./ 5 ft. (10 ft. with spiked chain); SA
sneak attack +2d6; SQ evasion, uncanny dodge,
trapfinding, trap sense +1; AL CE; SV Fort +5, Ref +5,
Will +2; Str 19, Dex 14, Con 12, Int 8, Wis 10, Cha 8.
Skills and Feats: Craft (weaponsmithing) +3, Hide
+9, Listen +7, Move Silently +9, Ride +4, Sense Motive
+7, Spot +7, Tumble +9, Use Magic Device +6, Use
Rope +9; Blind-fight, Combat Reflexes, Exotic Weapon
Proficiency (spiked chain), Power Attack, Weapon
Focus (spiked chain).
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
COR6-02 Rallying Point for the Bright Sands
Page 42
APL 10
ENCOUNTER 11
d Ooze Mephit Mob: CR 8; Gargantuan outsider
(mob of small outsiders, Extraplanar, Water); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30,
Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Ooze Mephit Sorcerer: male mephit Sorcerer 7;
CR 10; Small outsider (Extraplanar, Water); HD 3d8+6
plus 7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average),
Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6;
Grp +4; Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4
melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA
breath weapon, spell-like abilities, summon mephit; SQ
DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV
Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6,
Wis 11, Cha 18.
Skills and Feats: Bluff +15, Concentration +15,
Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6,
Hide +10, Listen +6, Move Silently +6, Spellcraft +2,
Spot +6, Swim +10, Use Rope +0 (+2 with bindings);
Power Attack, Toughness, Practiced Spellcaster, Spell
Focus (enchantment).
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 14 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
stinking cloud (DC 17, caster level 6th). The save DC is
Charisma based.
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/7/7/5; base DC = 14 + spell level;
enchantment: DC 15 + spell level); 0— acid splash,
daze, detect magic, ghost sound, ray of frost, read
magic, resistance; 1st— mage armor, magic missile, orb
of acid lesser, ray of enfeeblement, shield; 2nd— false
life, glitterdust, Tasha’s hideous laughter; 3rd— hold
person, slow.
Possessions: bracers of armor +2, cloak of charisma
+2, ring of protection +1, lesser metamagic rod of silent,
armbands of might, brooch of shielding.
Power-Up Suite (mage armor): AC 21, touch
12, flat-footed 21.
ENCOUNTER 12
d Human Commoner Mob; CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
COR6-02 Rallying Point for the Bright Sands
Page 43
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Jesdin Mertell: male half-orc fighter 2/rogue 3/
assassin 4/ shadow dancer 1; CR 10; Medium
humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14;
hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor),
touch 12, flat-footed 14; Base Atk+7; Grp +11; Atk +13
melee (2d4+6/18-20, masterwork falchion) or +10
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); Full
Atk +13/+8 melee (2d4+6/18-20,
masterwork falchion) or +10/+5 ranged (1d8+3/x3,
mighty composite longbow [+3 Str bonus]); SA death
attack (Fort DC 16 negates), sneak attack +4d6; SQ
evasion, hide in plain sight, poison use, trapfinding,
trap sense +1, uncanny dodge; AL NE; SV Fort +7 (+9
vs. poison), Ref +11, Will +4 (+8 vs. mind-affecting); Str
19, Dex 14, Con 14, Int 12 [14], Wis 10, Cha 6.
Skills and Feats: Bluff +6, Climb +5, Disguise +7
(+9 acting), Hide +20, Listen +6, Move Silently +15,
Perform (dance) +3, Ride +5, Sense Motive +4, Spot
+13, Tumble +15; Combat Reflexes, Dodge, Iron Will,
Mobility, Scorpion’s Resolve, Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Spells Known (4/2; base DC = 12 + spell level): 1st
– critical strike, disguise self, distract assailant, true
strike; 2nd – pass without trace, spider climb, swift
invisibility.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, oil of sonic
weapon, scroll of instant locksmith, necklace of
fireballs – type I.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
Power-Up Suite (pass without trace).
k Logrian Klirz: male human fighter 3/ rogue 4/
exotic weapon master 2; CR 9; Medium humanoid
(human); HD 5d10+5 plus 4d6+4; hp 64; Init +2; Spd 30
ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14;
Base Atk +8; Grp +13; Atk +14 melee (2d4+10/19-20,
spiked chain) or +10 ranged (1d6/x3, short bow); Full
Atk +14/+9 melee (2d4+10/19-20, spiked chain) or
+10/+5 ranged (1d6/x3, short bow); Space/Reach 5 ft./
5 ft. (10 ft. with spiked chain); SA exotic reach, sneak
attack +2d6, uncanny blow; SQ evasion, uncanny
dodge, trapfinding, trap sense +1; AL CE; SV Fort +8,
Ref +5, Will +2; Str 20, Dex 14, Con 12, Int 8, Wis 10,
Cha 8.
Skills and Feats: Craft (weaponsmithing) +3, Hide
+9, Intimidate +1, Listen +7, Move Silently +9, Ride +4,
Sense Motive +7, Spot +7, Tumble +9, Use Magic
Device +6, Use Rope +9; Blind-fight, Combat Reflexes,
Exotic Weapon Proficiency (spiked chain), Improved
Critical (spiked chain), Power Attack, Weapon Focus
(spiked chain).
Exotic Reach: When wielding an exotic weapon
with reach, Logrian may make an attack of opportunity
against a foe that provokes such an attack even if the
foe has cover (but not total cover).
Uncanny Blow: When wielding a one-handed
exotic melee weapon in two hands, Logrian can focus
the power of his attack so that he deals extra damage
equal to this Strength bonus x2 instead of his Strength
bonus x1-1/2. If he has the Power Attack feat, he treats
the weapon as two-handed for purposes of determining
his bonus damage on rolls.
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female erinyes sorcerer 2; CR 10;
Medium outsider (Evil, Extraplanar, Lawful); HD
9d8+45 plus 2d4+10; hp 115; Init +5; Spd 30 ft., fly 50 ft.
COR6-02 Rallying Point for the Bright Sands
Page 44
(good); AC 27, touch 15, flat-footed 22 [+5 Dex, +4
armor, +8 natural]; Base Atk +10; Grp +15; Atk +16
melee (1d8+5/19-20, longsword) or +16 ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +15 ranged (entangle, rope); Full Atk
+16/+11/+6
melee
(1d8+5/19-20,
longsword)
or
+16/+11/+6
ranged
or
+14/+14/+9/+4
ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +16 ranged (entangle, rope); SA entangle,
spell-like abilities, summon devil; SQ DR 5/good,
darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in darkness, SR 20,
telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref
+12, Will +11; Str 21, Dex 21, Con 21, Int 14, Wis 18,
Cha 20.
Skills and Feats: Concentration +19, Diplomacy +7,
Escape Artist +17, Hide +17, Knowledge (arcana) +14,
Knowledge (religion) +14, Listen +18, Move Silently
+17, Search +14, Sense Motive +16, Spellcraft +8, Spot
+18, Survival +4 (+6 following tracks), Use Rope +5 (+7
with bindings); Alertness, Dodge, Mobility, Point
Blank Shot, Precise Shot, Rapid Shot, Shot on the Run.
Languages: Celestial, Draconic, and Infernal.
Entangle (Ex): Senoumon carries a stout rope
some 50 feet long that entangles opponents of any size
as an animate rope spell (caster level 16th). She can
hurl the rope 30 feet with no range penalty. Typically,
Senoumon entangles a foe, lifts it into the air, and
drops it from a great height.
Spell-Like Abilities: Caster level 12th. The
save DCs are Charisma-based. At will - greater teleport
(self plus 50 pounds of objects only), charm monster
(DC 19), minor image (DC 17), unholy blight (DC 19).
Summon Devil (Sp): Once per day Senoumon
can attempt to summon 2d10 lemures or 1d4 bearded
devils with a 50% chance of success. This ability is the
equivalent of a 3rd-level spell.
True Seeing (Su): Senoumon continuously use
true seeing, as the spell (caster level 14th).
Spells Known (6/6; base DC = 15 + spell level): 0–
detect magic, mage hand, mending, prestidigitation,
read magic; 1st– arrow mind, magic missile.
Possessions: Rat familiar (“Lust”), masterwork
longsword, +1 flaming composite longbow [+5 Str
bonus], 40 adamantine arrows, 50’ silk rope, bracers of
armor +4, wand of charm person.
Physical Description: An extremely attractive
woman in risqué black leather clothing with vermillion
feathered wings.
Lust: rat familiar; CR -; Tiny magical beast; HD 9d8;
hp 57; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 15
(+1 natural, +2 size, +2 Dex), touch 14, flat-footed 13;
Base Atk +10; Grp -2; Atk +14 melee (1d3-4, bite); Full
Atk +14 melee (1d3-4, bite); SQ empathic link,
improved evasion, share spells; AL CE; SV Fort +9, Ref
+9, Will +8; Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +14, Diplomacy -2, Escape Artist +22,
Hide +22, Knowledge (arcana) +10, Knowledge
(religion) +10, Listen +13, Move Silently +14, Search
+10, Sense Motive +13, Spellcraft +4, Spot +13, Survival
+1 (+3 following tracks), Swim +10 and Use Rope +2
(+4 with bindings); Stealthy, Weapon Finesse.
Languages: Common.
COR6-02 Rallying Point for the Bright Sands
Page 45
APL 12
ENCOUNTER 11
d Ooze Mephit Mob: CR 8; Gargantuan outsider
(mob of small outsiders, Extraplanar, Water); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30,
Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Ooze Mephit Sorcerer: male sorcerer 7; CR 10;
Small outsider (Extraplanar, Water); HD 3d8+6 plus
7d4+17; hp 62; Init +0; Spd 30 ft., Fly 40 (average),
Swim 30; AC 19, touch 12, flat-footed 19; Base Atk +6,
Grp +4, Atk +9 melee (1d3+2, claw); Full Atk +9/+9/+4
melee (1d3+2, 3 claws); Space/Reach 5 ft./5 ft.; SA
breath weapon, spell-like abilities, summon mephit; SQ
DR 5/magic, darkvision 60 ft., fast healing 2; AL N; SV
Fort +7, Ref +5, Will +8; Str 14, Dex 10, Con 14, Int 6,
Wis 11, Cha 18.
Skills and Feats: Bluff +15, Concentration +15,
Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +6,
Hide +10, Listen +6, Move Silently +6, Spellcraft +2,
Spot +6, Swim +10, Use Rope +0 (+2 with bindings);
Power Attack, Toughness, Practiced Spellcaster, Spell
Focus (enchantment).
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 14 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
stinking cloud (DC 17, caster level 6th). The save DC is
Charisma based.
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/7/7/5; base DC = 14 + spell level;
enchantment: DC 15 + spell level); 0—acid splash,
daze, detect magic, ghost sound, ray of frost, read
magic, resistance; 1st—mage armor, magic missile, orb
of acid lesser, ray of enfeeblement, shield; 2nd—false
life, glitterdust, Tasha’s hideous laughter; 3rd—hold
person, slow.
Possessions: bracers of armor +2, cloak of charisma
+2, ring of protection +1, lesser metamagic rod of silent,
armbands of might, brooch of shielding.
Power-Up Suite (mage armor): AC 21, touch
12, flat-footed 21.
d Monstrous Centipede, Advanced: CR 13
Colossal vermin; HD 40d8+80; hp 320; Init +2; Spd 40
ft.; AC 20, touch 4, flat-footed 18; Base Atk +30; Grp
+55; Atk +39 melee (4d6+13 plus poison, bite); Full Atk
+39 melee (4d6+12 plus poison, bite); Space/Reach 30
ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits;
AL N; SV Fort +25 Ref +15 Will +13; Str 28 Dex 14 Con
14 Int – Wis 10 Cha 2.
COR6-02 Rallying Point for the Bright Sands
Page 46
Skills and Feats: Climb +16, Hide -7, Spot +4.
Poison (Ex): A monstrous centipede has a
poisonous bite. A colossal centipede’s bite has a Fort
DC 24, damage 2d6 Dex. The save DC is Constitution-
based. The indicated damage is both initial and
secondary damage.
ENCOUNTER 12
d Human Commoner Mob: CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22; Grp +34, Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
Jesdin Mertell: male half-orc fighter 2/ rogue 3/
assassin 4/ shadow dancer 1; CR 10; Medium
humanoid (orc); HD 2d10+4 plus 1d8+2 plus 7d6+14;
hp 72; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor),
touch 12, flat-footed 14; Base Atk +7; Grp +11; Atk +13
melee (2d4+7/15-20, +1 keen falchion) or +10 ranged
(1d8+3/x3, mighty composite longbow [+3 Str bonus]);
Full Atk +13/+8 melee (2d4+7/15-20, +1 keen falchion)
or +10/+5 ranged (1d8+3/x3, mighty composite
longbow [+3 Str bonus]); SA death attack (Fort DC 16
negates), sneak attack +4d6; SQ evasion, hide in plain
sight, poison use, trapfinding, trap sense +1, uncanny
dodge; AL NE; SV Fort +7 (+9 vs. poison), Ref +11, Will
+4 (+8 vs. mind-affecting); Str 19, Dex 14, Con 14, Int
12 [14], Wis 10, Cha 6.
Skills and Feats: Bluff +6, Climb +5, Disguise +7
(+9 acting), Hide +20, Listen +6, Move Silently +15,
Perform (dance) +3, Ride +5, Sense Motive +4, Spot
+13, Tumble +15; Combat Reflexes, Dodge, Iron Will,
Mobility, Scorpion’s Resolve, Weapon Focus (falchion).
Languages Common, Infernal, Orc.
Spells Known (4/2; base DC = 12 + spell level): 1st
– critical strike, disguise self, distract assailant, true
strike; 2nd – pass without trace, spider climb, swift
invisibility.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, oil of sonic
weapon, scroll of instant locksmith, necklace of
fireballs – type I, +1 keen falchion.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
Power-Up Suite (pass without trace).
k Logrian Klirz: male human fighter 4/ rogue 4/
exotic weapon master 3; CR 11; Medium humanoid
(human); HD 7d10+7 plus 4d6+4; hp 81; Init +2; Spd 30
ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14;
Base Atk +10; Grp +15; Atk +16 melee (2d4+12/19-20,
spiked chain) or +12 ranged (1d6/x3, short bow); Full
Atk +16/+11 melee (2d4+12/19-20, spiked chain) or
+14/+14/+9 melee (2d4+12/19-20, spiked chain) or
+12/+7 ranged (1d6/x3, short bow); Space/Reach 5 ft./
5 ft. (10 ft. with spiked chain); SA exotic reach, sneak
attack +2d6, uncanny blow; SQ evasion, uncanny
dodge, trapfinding, trap sense +1; AL CE; SV Fort +9,
Ref +6, Will +3; Str 20, Dex 14, Con 12, Int 8, Wis 10,
Cha 8.
Skills and Feats: Craft (weaponsmithing) +3, Hide
+9, Intimidate +2, Listen +7, Move Silently +9, Ride +6,
Sense Motive +7, Spot +7, Tumble +9, Use Magic
Device +6, Use Rope +9; Blind-fight, Combat Reflexes,
Exotic Weapon Proficiency (spiked chain), Improved
Critical (spiked chain), Power Attack, Weapon Focus
(spiked chain), Weapon Specialization (spiked chain).
Exotic Reach: When wielding an exotic weapon
with reach, Logrian may make an attack of opportunity
COR6-02 Rallying Point for the Bright Sands
Page 47
against a foe that provokes such an attack even if the
foe has cover (but not total cover).
Flurry of Strikes: When wielding an exotic
double weapon or a spiked chain with both hands,
Logrian can elect to use a full attack action to make a
flurry of strikes. When doing so, he may make one
extra attack in the round at his full base attack bonus,
but this attack takes a –2 penalty, as does each other
attack made in that round and until the exotic weapon
master’s next turn. The extra attack may be with either
end of the double weapon.
Uncanny Blow: When wielding a one-handed
exotic melee weapon in two hands, Logrian can focus
the power of his attack so that he deals extra damage
equal to this Strength bonus x2 instead of his Strength
bonus x1-1/2. If he has the Power Attack feat, he treats
the weapon as two-handed for purposes of determining
his bonus damage on rolls.
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female erinyes sorcerer 4; CR 12;
Medium outsider (Evil, Extraplanar, Lawful); HD
9d8+45 plus 4d4+20; hp 131; Init +6; Spd 30 ft., fly 50 ft.
(good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4
armor, +8 natural]; Base Atk +11; Grp +16; Atk +17
melee (1d8+5/19-20, longsword) or +18 ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +17 ranged (entangle, rope); Full Atk
+17/+12/+7
melee
(1d8+5/19-20,
longsword)
or
+18/+13/+8
ranged
or
+16/+16/+11/+6
ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +17 ranged (entangle, rope); SA entangle,
spell-like abilities, summon devil; SQ DR 5/good,
darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in darkness, SR 20,
telepathy 100 ft., true seeing; AL LE; SV Fort +14, Ref
+13, Will +14; Str 21, Dex 22, Con 21, Int 14, Wis 18,
Cha 20.
Skills and Feats: Concentration +21, Diplomacy +7,
Escape Artist +18, Hide +18, Knowledge (arcana) +14,
Knowledge (religion) +14, Listen +18, Move Silently
+18, Search +14, Sense Motive +16, Spellcraft +14, Spot
+18, Survival +4 (+6 following tracks), Use Rope +6 (+8
with bindings); Alertness, Dodge, Manyshot, Mobility,
Point Blank Shot, Precise Shot, Rapid Shot, Shot on the
Run.
Languages: Celestial, Draconic, and Infernal.
Entangle (Ex): Senoumon carries a stout rope
some 50 feet long that entangles opponents of any size
as an animate rope spell (caster level 16th). She can
hurl its rope 30 feet with no range penalty. Typically,
Senoumon entangles a foe, lifts it into the air, and
drops it from a great height.
Spell-Like Abilities: Caster level 12th. The
save DCs are Charisma-based. At will - greater teleport
(self plus 50 pounds of objects only), charm monster
(DC 19), minor image (DC 17), unholy blight (DC 19).
Summon Devil (Sp): Once per day Senoumon
can attempt to summon 2d10 lemures or 1d4 bearded
devils with a 50% chance of success. This ability is the
equivalent of a 3rd-level spell.
True Seeing (Su): Erinyes continuously use
true seeing, as the spell (caster level 14th).
Spells Known (6/8/4; base DC = 15 + spell level):
0– arcane mark, detect magic, mage hand, mending,
prestidigitation, read magic; 1st– arrow mind, magic
missile, protection from good; 2nd– false life.
Possessions: Rat familiar (“Lust”), masterwork
longsword, +1 flaming composite longbow [+5 Str
bonus], 40 adamantine arrows, 50’ silk rope, bracers of
armor +4, wand of charm person, ring of counterspells
(dispel magic), wand of darkness.
Power-Up Suite (false life): hp 146.
Physical Description: An extremely attractive
woman in risqué black leather clothing with vermillion
feathered wings.
d Lust: rat familiar; CR -; Tiny magical beast; HD
13d8; hp 65; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.;
AC 16 (+2 natural, +2 size, +2 Dex), touch 14, flat-footed
14; Base Atk +11; Grp -1; Atk +15 melee (1d3-4, bite);
Full Atk +15 melee (1d3-4, bite); SQ deliver touch
spells, empathic link, improved evasion, share spells;
AL CE; SV Fort +9, Ref +10, Will +11; Str 2, Dex 15,
Con 10, Int 7, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +16, Diplomacy -2, Escape Artist +22,
Hide +22, Knowledge (arcana) +10, Knowledge
(religion) +10, Listen +13, Move Silently +14, Search
+10, Sense Motive +13, Spellcraft +10, Spot +13,
Survival +1 (+3 following tracks), Swim +10 and Use
Rope +2 (+4 with bindings); Stealthy, Weapon Finesse.
Languages: Common.
Power-Up
Suite
(false
life):
hp
80.
COR6-02 Rallying Point for the Bright Sands
Page 48
APL 14
ENCOUNTER 1
d Advanced Crocosphinx: CR 14; Large magical
beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60
ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15
natural), touch 8, flat-footed 23; Base Atk +21; Grp +33;
Atk Bite +28 melee (2d6+8) or tail slap +28 melee
(1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws
+23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail
slap +28 melee (1d12+12) and 2 claws +23 melee
(2d4+4) and 1 claw +18 melee (2d4+4); Space/Reach 10
ft./5 ft.; SA improved grab, pounce, rake 2d4+4; SQ
darkvision 60 ft., hold breath, low-light vision; AL CE;
SV Fort +19, Ref +11, Will +9; Str 26, Dex 9, Con 24, Int
13, Wis 14, Cha 15.
Skills and Feats: Hide +8 (+22 in water), Intimidate
+17, Listen +28, Spot +28, Swim +8; Alertness,
Awesome
Blow,
Cleave,
Flyby
Attack,
Hover,
Improved Bull Rush, Power Attack, Rapid Strike
(claw).
Hold Breath (Ex): A crocosphinx can hold its
breath for a number minutes of rounds equal to 4 x its
Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a
crocosphinx must hit a creature with its bite attack. It
can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins
the grapple check, the crocosphinx establishes a hold
on the opponent and drags it into deep water,
attempting to pin it to the bottom.
Rake (Ex): Attack bonus +23, damage 2d4+4.
ENCOUNTER 11
d Ooze Mephit Mob; CR 8; Gargantuan outsider
(mob of small outsiders, Extraplanar, Water); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30,
Grp +44, Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Ooze Mephit Sorcerer: male sorcerer 9; CR 12;
Small outsider (Extraplanar, Water); HD 3d8+6 plus
9d4+21; hp 72; Init +5; Spd 30 ft., Fly 40 (average),
Swim 30; AC 22, touch 14, flat-footed 21; Base Atk +7;
Grp +5; Atk +10 melee (1d3+2, claw); Full Atk +10/+10
melee (1d3+2, claws); Space/Reach 5 ft./5 ft.; SA breath
weapon, spell-like abilities, summon mephit; SQ DR
5/magic, darkvision 60 ft., fast healing 2; AL N; SV Fort
+8, Ref +7, Will +10; Str 14, Dex 12, Con 14, Int 6, Wis
12, Cha 18.
Skills and Feats: Bluff +15, Concentration +17,
Diplomacy +6, Disguise +4 (+6 acting), Escape Artist +7,
Hide +11, Listen +7, Move Silently +7, Spellcraft +6,
Spot +7, Swim +10, Use Rope +1 (+3 with bindings);
Power Attack, Toughness, Practiced Spellcaster, Spell
Focus (enchantment), Improved Initiative.
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 14 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
stinking cloud (DC 17, caster level 6th). The save DC is
Charisma based.
COR6-02 Rallying Point for the Bright Sands
Page 49
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/7/7/7/5; base DC = 14 + spell
level; enchantment: DC 15 + spell level); 0— acid
splash, daze, detect magic, ghost sound, ray of frost,
read magic, resistance, open/close; 1st— mage armor,
magic missile, orb of acid lesser, ray of enfeeblement,
shield; 2nd— false life, glitterdust, see invisible, Tasha’s
hideous laughter; 3rd— hold person, slow, stinking
cloud; 4th— confusion, greater invisibility.
Possessions: bracers of armor +2, cloak of charisma
+2, ring of protection +2, amulet of natural armor +1,
gloves of dexterity +2, lesser metamagic rod of silent,
armbands of might, brooch of shielding.
Power-Up Suite (false life, mage armor):
hp 83; AC 21, touch 12, flat-footed 21.
d Monstrous Centipede, Advanced: CR 15
Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40
ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp
+61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk
+45 melee (4d6+12 plus poison, bite); Space/Reach 30
ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits;
AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con
16 Int – Wis 10 Cha 2.
Skills and Feats: Climb +16, Hide -7, Spot +4.
Poison (Ex): A monstrous centipede has a
poisonous bite. A colossal centipede’s bite has a Fort
DC 25, damage 2d6 Dex. The save DC is Constitution-
based. The indicated damage is both initial and
secondary damage.
ENCOUNTER 12
d Human Commoner Mob: CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22, Grp +34, Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Jesdin Mertell: male half-orc fighter 4/ rogue 3/
assassin 6/ shadow dancer 1; CR 14; Medium
humanoid (orc); HD 4d10+8 plus 1d8+2 plus 9d6+18;
hp 98; Init +2; Spd 30 ft.; AC 16 (+2 Dex, +4 armor),
touch 12, flat-footed 14; Base Atk +10; Grp +15; Atk +17
melee (2d4+9/15-20, masterwork falchion) or +13
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); Full Atk +17/+12 melee (2d4+9/15-20,
masterwork falchion) or +13/+8 ranged (1d8+3/x3,
mighty composite longbow [+3 Str bonus]); SA death
attack (Fort DC 18 negates), sneak attack +5d6; SQ
evasion, improved uncanny dodge, hide in plain sight,
poison use, trapfinding, trap sense +1, uncanny dodge;
AL NE; SV Fort +9 (+12 vs. poison), Ref +13, Will +6
(+10 vs. mind-affecting); Str 20, Dex 14, Con 14, Int 12
[14], Wis 10, Cha 6.
Skills and Feats: Bluff +6, Climb +9, Disguise +7
(+9 acting), Hide +22, Listen +8, Move Silently +17,
Perform (dance) +3, Ride +8, Sense Motive +4, Spot
+15, Tumble +17; Combat Reflexes, Dodge, Improved
Critical (falchion), Iron Will, Mobility, Scorpion’s
Resolve,
Weapon
Focus
(falchion),
Weapon
Specialization (falchion).
Languages: Common, Infernal, Orc.
Spells Known (4/4/1; base DC = 12 + spell level):
1st– critical strike, disguise self, distract assailant, true
strike; 2nd– pass without trace, spider climb, swift
invisibility, undetectable alignment; 3rd – false life,
misdirection, nondetection.
COR6-02 Rallying Point for the Bright Sands
Page 50
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, oil of sonic
weapon,
scroll
of
instant
locksmith,
dust
of
disappearance.
Power-Up Suite (false life, pass without
trace): hp 112.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
d Immin: male half-orc fighter 2/ rogue 3/ assassin
4/ shadow dancer 1; CR 10; Medium humanoid (orc);
HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd
30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed
14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20,
+1 keen falchion) or +10 ranged (1d8+3/x3, mighty
composite longbow [+3 Str bonus]); Full Atk +13/+8
melee (2d4+7/15-20, +1 keen falchion) or +10/+5
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); SA death attack (Fort DC 16 negates), sneak
attack +4d6; SQ evasion, hide in plain sight, poison use,
trapfinding, trap sense +1, uncanny dodge; AL NE; SV
Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-
affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10,
Cha 6.
Skills and Feats: Bluff +6, Climb +5, Disguise +7
(+9 acting), Hide +20, Listen +6, Move Silently +15,
Perform (dance) +3, Ride +5, Sense Motive +4, Spot
+13, Tumble +15; Combat Reflexes, Dodge, Iron Will,
Mobility, Scorpion’s Resolve, Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Spells Known (4/2; base DC = 12 + spell level): 1st–
critical strike, disguise self, distract assailant, true
strike; 2nd– pass without trace, spider climb, swift
invisibility.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, necklace of
fireballs – type I, +1 keen falchion.
Physical Description: Immin is a small boy dressed
in peasant clothing.
Power-Up Suite (pass without trace).
k Logrian Klirz: male human barbarian 2 /fighter
4/ rogue 4/ exotic weapon master 3; CR 13; Medium
humanoid (human); HD 2d12+4 plus 7d10+14 plus
4d6+8; hp 114; Init +2; Spd 40 ft.; AC 16 (+2 Dex, +4
armor), touch 12, flat-footed 14; Base Atk +12; Grp +17;
Atk +18 melee (2d4+12/19-20, spiked chain) or +14
ranged (1d6/x3, short bow); Full Atk +18/+13 melee
(2d4+12/19-20, spiked chain) or +16/+16/+11 melee
(2d4+12/19-20, spiked chain) or +14/+9 ranged
(1d6/x3, short bow); Space/Reach 5 ft./ 5 ft. (10 ft. with
spiked chain); SA exotic reach, rage 1/day, sneak attack
+2d6, uncanny blow; SQ evasion, uncanny dodge,
trapfinding, trap sense +1; AL CE; SV Fort +12, Ref +6,
Will +3; Str 21, Dex 14, Con 12, Int 8, Wis 10, Cha 8.
Skills and Feats: Craft (weaponsmithing) +3, Hide
+9, Intimidate +2, Listen +13, Move Silently +9, Ride
+6, Sense Motive +7, Spot +7, Tumble +9, Use Magic
Device +6, Use Rope +9; Blind-fight, Combat Reflexes,
Exotic Weapon Proficiency (spiked chain), Improved
Critical (spiked chain), Power Attack, Power Critical,
Weapon Focus (spiked chain), Weapon Specialization
(spiked chain).
Exotic Reach: When wielding an exotic weapon
with reach, Logrian may make an attack of opportunity
against a foe that provokes such an attack even if the
foe has cover (but not total cover).
Flurry of Strikes: When wielding an exotic
double weapon or a spiked chain with both hands,
Logrian can elect to use a full attack action to make a
flurry of strikes. When doing so, he may make one
extra attack in the round at his full base attack bonus,
but this attack takes a –2 penalty, as does each other
attack made in that round and until the exotic weapon
master’s next turn. The extra attack may be with either
end of the double weapon.
Uncanny Blow: When wielding a one-handed
exotic melee weapon in two hands, Logrian can focus
the power of his attack so that he deals extra damage
equal to this Strength bonus x2 instead of his Strength
bonus x1-1/2. If he has the Power Attack feat, he treats
the weapon as two-handed for purposes of determining
his bonus damage on rolls.
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female erinyes sorcerer 6; CR 14;
Medium outsider (Evil, Extraplanar, Lawful); HD
9d8+45 plus 6d4+30; hp 147; Init +6; Spd 30 ft., fly 50 ft.
(good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4
armor, +8 natural]; Base Atk +12; Grp +17; Atk +18
melee (1d8+5/19-20, longsword) or +20 ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +18 ranged (entangle, rope); Full Atk
+18/+13/+6
melee
(1d8+5/19-20,
longsword)
or
+20/+15/+10
ranged
or
+18/+18/+13/+8
ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +18 ranged (entangle, rope); SA entangle,
spell-like abilities, summon devil; SQ DR 5/good,
darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in darkness, SR 20,
telepathy 100 ft., true seeing; AL LE; SV Fort +15, Ref
+14, Will +15; Str 21, Dex 22, Con 21, Int 14, Wis 18,
Cha 20.
Skills and Feats: Concentration +23, Diplomacy +7,
Escape Artist +18, Hide +18, Knowledge (arcana) +14,
Knowledge (religion) +14, Listen +18, Move Silently
+18, Search +14, Sense Motive +16, Spellcraft +20, Spot
+18, Survival +4 (+6 following tracks), Use Rope +6 (+8
with bindings); Alertness, Dodge, Manyshot, Mobility,
Point Blank Shot, Precise Shot, Rapid Shot, Shot on the
Run, Weapon Focus (composite longbow).
Languages: Celestial, Draconic, and Infernal.
COR6-02 Rallying Point for the Bright Sands
Page 51
Entangle (Ex): Senoumon carries a stout rope
some 50 feet long that entangles opponents of any size
as an animate rope spell (caster level 16th). She can
hurl its rope 30 feet with no range penalty. Typically,
Senoumon entangles a foe, lifts it into the air, and
drops it from a great height.
Spell-Like Abilities: Caster level 12th. The
save DCs are Charisma-based. At will - greater teleport
(self plus 50 pounds of objects only), charm monster
(DC 19), minor image (DC 17), unholy blight (DC 19).
Summon Devil (Sp): Once per day Senoumon
can attempt to summon 2d10 lemures or 1d4 bearded
devils with a 50% chance of success. This ability is the
equivalent of a 3rd-level spell.
True Seeing (Su): Senoumon continuously uses
true seeing, as the spell (caster level 14th).
Spells Known (6/8/5/4; base DC = 15 + spell level):
0– arcane mark, detect magic, mage hand, mending,
prestidigitation, read magic;
1st–
arrow mind,
comprehend languages, magic missile, protection from
good; 2nd– false life, web; 3rd– bands of steel.
Possessions: Rat familiar (“Lust”), masterwork
longsword, +1 flaming composite longbow [+5 Str
bonus], 40 adamantine arrows, 50’ silk rope, bracers of
armor +4, wand of charm person, ring of counterspells
(greater dispel magic), wand of darkness, ring of
freedom of movement.
Power-Up Suite (false life): hp 160.
Physical Description: An extremely attractive
woman in risqué black leather clothing with vermillion
feathered wings.
d Lust: rat familiar; CR -; Tiny magical beast; HD
15d8; hp 73; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.;
AC 17 (+3 natural, +2 size, +2 Dex), touch 14, flat-footed
15; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite);
Full Atk +16 melee (1d3-4, bite); SQ deliver touch
spells, empathic link, improved evasion, share spells,
speak with master; AL CE; SV Fort +10, Ref +11, Will
+12; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +18, Diplomacy -2, Escape Artist +22,
Hide +22, Knowledge (arcana) +11, Knowledge
(religion) +11, Listen +13, Move Silently +14, Search
+11, Sense Motive +13, Spellcraft +17, Spot +13,
Survival +1 (+3 following tracks), Swim +10 and Use
Rope +2 (+4 with bindings); Stealthy, Weapon Finesse.
Languages: Common.
Power-Up Suite (false life): hp 86.
COR6-02 Rallying Point for the Bright Sands
Page 52
APL 16
ENCOUNTER 1
d Advanced Crocosphinx: CR 14; Large magical
beast; HD 21d10+147; hp 304; Init -1; Spd 40 ft., fly 60
ft. (poor), swim 40 ft.; AC 23 (-1 size, -1 Dex, +15
natural), touch 8, flat-footed 23; Base Atk +21; Grp +33;
Atk Bite +28 melee (2d6+8) or tail slap +28 melee
(1d12+12); Full Atk Bite +28 melee (2d6+8) and 2 claws
+23 melee (2d4+4) and 1 claw +18 melee (2d4+4); or tail
slap +28 melee (1d12+12) and 2 claws +23 melee
(2d4+4) and 1 claw +18 melee (2d4+4); Space/Reach 10
ft./5 ft.; SA improved grab, pounce, rake 2d4+4; SQ
darkvision 60 ft., hold breath, low-light vision; AL CE;
SV Fort +19, Ref +11, Will +9; Str 26, Dex 9, Con 24, Int
13, Wis 14, Cha 15.
Skills and Feats: Hide +8 (+22 in water), Intimidate
+17, Listen +28, Spot +28, Swim +8; Alertness,
Awesome
Blow,
Cleave,
Flyby
Attack,
Hover,
Improved Bull Rush, Power Attack, Rapid Strike
(claw).
Hold Breath (Ex): A crocosphinx can hold its
breath for a number minutes of rounds equal to 4 x its
Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a
crocosphinx must hit a creature with its bite attack. It
can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins
the grapple check, the crocosphinx establishes a hold
on the opponent and drags it into deep water,
attempting to pin it to the bottom.
Rake (Ex): Attack bonus +23, damage 2d4+4.
ENCOUNTER 11
d Ooze Mephit Mob: CR 8; Gargantuan outsider
(mob of small outsiders, (Extraplanar, Water)); HD
30d8+33; hp 213; Init +0; Spd 20 ft., Fly 30 (average),
Swim 20; AC 12, touch 7, flat-footed 12; Base Atk +30;
Grp +44; Atk mob 5d6; Full Atk mob 5d6; Space/Reach
20 ft./0 ft.; SA expert grappler, trample; SQ DR
5/magic, darkvision 60 ft., fast healing 2, mob anatomy;
AL N; SV Fort +19, Ref +17, Will +17; Str 14, Dex 10,
Con 13, Int 6, Wis 10, Cha 10.
Skills and Feats: Bluff +6, Diplomacy +2, Disguise
+0 (+2 acting), Escape Artist +6, Hide +10, Listen +6,
Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2
with bindings); Power Attack, Toughness, Improved
Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6+3 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 27 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Ooze Mephit Sorcerer: male mephit sorcerer
12; CR 15; Small outsider (Extraplanar, Water); HD
3d8+6 plus 12d4+20; hp 80; Init +5; Spd 30 ft., Fly 40
(average), Swim 30; AC 23, touch 14, flat-footed 22;
Base Atk +9; Grp +7; Atk +12 melee (1d3+2, claw); Full
Atk +12/+12 melee (1d3+2, claws); Space/Reach 5 ft./5
ft.; SA breath weapon, spell-like abilities, summon
mephit; SQ DR 5/magic, darkvision 60 ft., fast healing
2; AL N; SV Fort +9, Ref +8, Will +12; Str 14, Dex 12,
Con 14, Int 6, Wis 12, Cha 20.
Skills and Feats: Bluff +22, Concentration +20,
Diplomacy +7, Disguise +5 (+7 acting), Escape Artist +7,
Hide +11, Listen +7, Move Silently +7, Spellcraft +6,
Spot +7, Swim +10, Use Rope +1 (+3 with bindings);
Power Attack, Toughness, Practiced Spellcaster, Spell
Focus (enchantment), Improved Initiative, Greater
Spell Focus (enchantment).
Breath Weapon (Su): 10-foot cone of caustic
liquid, damage 1d4 acid. Reflex DC 14 half. Living
creatures that fail their saves are tormented by itching
skin and burning eyes unless they have immunity to
acid or are otherwise protected. This effect imposes a -
4 penalty to AC and a -2 penalty on attack rolls for 3
rounds. The save DC is Constitution based and
includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze
mephit can hurl an acidic blob that functions like
Melf’s acid arrow (caster level 3rd). Once per day it can
create a mass of smelly fog that duplicates the effect of
COR6-02 Rallying Point for the Bright Sands
Page 53
stinking cloud (DC 18, caster level 6th). The save DC is
Charisma based.
Summon Mephit (Sp): Once per day, a mephit
can attempt to summon another mephit of the same
variety, much as though casting a summon monster
spell, but with only a 25% chance of success. Roll d%:
On a failure no creature answers the summons that
day. A mephit that has just been summoned cannot
use it’s summon ability for 1 hour. This ability is the
equivalent of a 2nd level spell.
Fast Healing (Ex): An ooze mephit heals only
if in a wet or muddy environment.
Spells Known: (6/8/7/7/7/6/3; base DC = 15 +
spell level; enchantment: DC 17 + spell level); 0— acid
splash, daze, detect magic, flare, ghost sound, ray of
frost, read magic, resistance, open/close; 1st— mage
armor, magic missile, orb of acid lesser, ray of
enfeeblement, shield; 2nd— false life, glitterdust, see
invisible, Tasha’s hideous laughter, web; 3rd—
lightning bolt, hold person, slow, stinking cloud; 4th—
confusion, greater invisibility, orb of acid; 5th— hold
monster, mind fog; 6th—chain lightning.
Possessions: bracers of armor +3, cloak of charisma
+4, ring of protection +2, amulet of natural armor +1,
gloves of dexterity +2, lesser metamagic rod of quicken,
lesser metamagic rod of silent, armbands of might,
brooch of shielding.
Power-Up Suite (false life, mage armor):
hp 95; AC 21, touch 12, flat-footed 21.
d Monstrous Centipede, Advanced: CR 15
Colossal vermin; HD 48d8+144; hp 432; Init +2; Spd 40
ft.; AC 20, touch 4, flat-footed 18; Base Atk +36; Grp
+61; Atk +45 melee (4d6+13 plus poison, bite); Full Atk
+45 melee (4d6+12 plus poison, bite); Space/Reach 30
ft./20 ft.; SA poison; SQ darkvision 60 ft., vermin traits;
AL N; SV Fort +29 Ref +18 Will +16; Str 28 Dex 14 Con
16 Int – Wis 10 Cha 2.
Skills and Feats: Climb +16, Hide -7, Spot +4.
Poison (Ex): A monstrous centipede has a
poisonous bite. A colossal centipede’s bite has a Fort
DC 25, damage 2d6 Dex. The save DC is Constitution-
based. The indicated damage is both initial and
secondary damage.
ENCOUNTER 12
d Human Commoner Mob: CR 8; Gargantuan
humanoid (mob of medium humans); HD 30d8; hp
180; Init +4; Spd 20 ft.; AC 6, touch 6, flat-footed 6; Base
Atk +22; Grp +34; Atk mob 5d6; Full Atk mob 5d6;
Space/Reach 20 ft./0 ft.; SA expert grappler, trample;
SQ mob anatomy; AL LN; SV Fort +11, Ref +9, Will
+17; Str 11, Dex 11, Con 11, Int 10, Wis 10, Cha 10.
Skills and Feats: Listen +4, Spot +4; Improved
Initiative, Great Fortitude, Power Attack, Toughness,
Improved Bull Rush, Improved Overrun.
Expert Grappler (Ex): A mob can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a -20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one of its occupied squares can trample the
creature. A trampled creature takes 2d6 points of
damage. The victim can either make an attack of
opportunity against the mob or make a DC 25 Reflex
save to take half damage.
Mob Anatomy (Ex): A mob has no clear front
or back and no discernible anatomy, so it is not subject
to critical hits or sneak attacks. A mob cannot be
flanked, tripped, grappled, or bull rushed. Unlike
standard swarms, mobs are made up of relatively small
numbers of individual creatures, so spells or effects
that target specific numbers of creatures can have an
effect on a mob. Each specific creature that is slain,
disabled, or otherwise incapacitated by spells or effects
that target specific creatures bestows two negative
levels on the mob. A mob that gains negative levels
equal to its Hit Dice breaks up as if reduced to 0 hit
points. Negative levels gained in this manner are not
the result of negative energy (and thus cannot be
blocked by death ward or removed by restoration), but
never result in permanent level loss. A mob takes half
again as much damage (+50%) from spells or effects that
affect an area, such as splash weapons and evocation
spells. Although mobs are treated as one creature, it
sometimes becomes necessary to determine the fate of
a specific individual caught up in the mob. If a mob is
dispersed by nonlethal attacks, there are no casualties.
If the mob is dispersed by lethal attacks, assume that
30% of its number are slain and 30% are reduced to 0 hit
points. To determine a specific individual’s fate, simply
roll d%: a result of 01-30 indicates death, 31-60 indicates
the victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
d Advanced Ice Devil (2): CR 14; Large outsider
(evil, extraplanar, lawful); HD 16d8+112; hp 208; Init
+5; Spd 40 ft.; AC 32 [–1 size, +5 Dex, +18 natural],
touch 14, flat-footed 27; Base Atk +16; Grp +26; Atk +22
melee (2d6+9/x3 plus slow, spear) or +21 melee
(1d10+6, claw); Full Atk +22/+17/+12/+7 melee
(2d6+9/x3 plus slow, spear) and +16 melee (2d6+3, bite)
and +16 melee (3d6+3 plus slow, tail); or +21 melee
(1d10+6, 2 claws) and +16 melee (2d6+3, bite) and +16
melee (3d6+3 plus slow, tail); Space/Reach 10 ft./10 ft.;
SA fear aura, slow, spell-like abilities, summon devil;
SQ damage reduction 10/good, darkvision 60 ft.,
immunity to fire and poison, resistance to acid 10 and
cold 10, regeneration 5, see in darkness, spell resistance
25, telepathy 100 ft.; AL LE; SV Fort +17, Ref +15, Will
+16; Str 23, Dex 21, Con 24, Int 22, Wis 22, Cha 20.
Skills
and
Feats:
Bluff
+24,
Climb
+25,
Concentration +26, Diplomacy +9, Disguise +7 (+9
acting), Intimidate +26, Jump +29, Knowledge (arcana)
+25, Knowledge (the planes) +25, Knowledge (religion)
+25, Listen +25, Move Silently +24, Search +25, Sense
Motive +25, Spellcraft +25, Spot +27, Survival +6 (+8
following tracks); Alertness, Cleave, Combat Reflexes,
COR6-02 Rallying Point for the Bright Sands
Page 54
Empower Spell-like Ability (ice storm), Power Attack,
Weapon Focus (spear).
Fear Aura (Su): An ice devil can radiate a 10-
foot-radius fear aura as a free action. A creature in the
area must succeed on a DC 22 Will save or be affected
as though by a fear spell (caster level 13th). A creature
that successfully saves cannot be affected again by the
same ice devil’s aura for 24 hours. Other devils are
immune to the aura. The save DC is Charisma-based.
Slow (Su): A hit from an ice devil’s tail or spear
induces numbing cold. The opponent must succeed on
a DC 23 Fortitude save or be affected as though by a
slow spell for 1d6 rounds. The save DC is Constitution-
based.
Spell-Like Abilities: Caster level 13th. The
save DCs are Charisma-based. At will - cone of cold
(DC 20), fly, ice storm (DC 19), greater teleport (self
plus 50 pounds of objects only), persistent image (DC
20), unholy aura (DC 23), wall of ice (DC 19).
Summon Devil (Sp): Once per day an ice devil
can attempt to summon 2d10 lemures or 1d6 bearded
devils, 2d4 bone devils with a 50% chance of success, or
another ice devil with a 20% chance of success. This
ability is the equivalent of a 4th-level spell.
Regeneration (Ex): An ice devil takes normal
damage from good-aligned weapons and from spells or
effects with the good descriptor.
Power-Up Suite (fly, unholy aura): Spd 40
ft., fly 60 ft. [Good]; AC 36 [+4 deflection, –1 size, +5
Dex, +18 natural], touch 18, flat-footed 31; SV Fort +21,
Ref +19, Will +20.
d Jesdin Mertell: male half-orc barbarian 1/ fighter
4/ rogue 3/ assassin 7/ shadow dancer 1; CR 16;
Medium humanoid (orc); HD 1d12+4 plus 4d10+16
plus 1d8+4 plus 10d6+40; hp 154; Init +2; Spd 40 ft.; AC
16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base Atk
+12; Grp +17; Atk +19 melee (2d4+9/15-20, masterwork
falchion) or +15 ranged (1d8+3/x3, mighty composite
longbow [+3 Str bonus]); Full Atk +19/+14/+9 melee
(2d4+9/15-20, masterwork falchion) or +15/+10/+5
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); SA death attack (Fort DC 19 negates), rage
1/day, sneak attack +6d6; SQ evasion, improved
uncanny dodge, hide in plain sight, poison use,
trapfinding, trap sense +1, uncanny dodge; AL NE; SV
Fort +17 (+20 vs. poison), Ref +17, Will +10 (+14 vs.
mind-affecting); Str 21, Dex 14, Con 14 [18], Int 12 [14],
Wis 10, Cha 6.
Skills and Feats: Bluff +6, Climb +9, Disguise +7
(+9 acting), Hide +24, Listen +13, Move Silently +19,
Perform (dance) +3, Ride +8, Sense Motive +4, Spot
+15, Tumble +18; Combat Reflexes, Dodge, Improved
Critical (falchion), Improved Toughness, Iron Will,
Mobility, Scorpion’s Resolve, Weapon Focus (falchion),
Weapon Specialization (falchion).
Languages: Common, Infernal, Orc.
Spells Known (4/4/2; base DC = 12 + spell level):
1st– critical strike, disguise self, distract assailant, true
strike; 2nd– pass without trace, spider climb, swift
invisibility, undetectable alignment; 3rd– false life,
misdirection, nondetection.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, oil of sonic
weapon,
scroll
of
instant
locksmith,
dust
of
disappearance, amulet of health +4, vest of resistance
+4.
Power-Up Suite (false life, nondetection,
pass without trace): hp 179.
Physical Description: Jesdin has predominantly
human features that he has distorted with a make-up
and peasant clothing.
d Immin: Male half-orc fighter 2/ rogue 3/ assassin
4/ shadow dancer 1; CR 10; Medium humanoid (orc);
HD 2d10+4 plus 1d8+2 plus 7d6+14; hp 72; Init +2; Spd
30 ft.; AC 16 (+2 Dex, +4 armor), touch 12, flat-footed
14; Base Atk +7; Grp +11; Atk +13 melee (2d4+7/15-20,
+1 keen falchion) or +10 ranged (1d8+3/x3, mighty
composite longbow [+3 Str bonus]); Full Atk +13/+8
melee (2d4+7/15-20, +1 keen falchion) or +10/+5
ranged (1d8+3/x3, mighty composite longbow [+3 Str
bonus]); SA death attack (Fort DC 16 negates), sneak
attack +4d6; SQ evasion, hide in plain sight, poison use,
trapfinding, trap sense +1, uncanny dodge; AL NE; SV
Fort +7 (+9 vs. poison), Ref +11, Will +4 (+8 vs. mind-
affecting); Str 19, Dex 14, Con 14, Int 12 [14], Wis 10,
Cha 6.
Skills and Feats: Bluff +6, Climb +5, Disguise +7
(+9 acting), Hide +20, Listen +6, Move Silently +15,
Perform (dance) +3, Ride +5, Sense Motive +4, Spot
+13, Tumble +15; Combat Reflexes, Dodge, Iron Will,
Mobility, Scorpion’s Resolve, Weapon Focus (falchion).
Languages: Common, Infernal, Orc.
Spells Known (4/2; base DC = 12 + spell level): 1st
– critical strike, disguise self, distract assailant, true
strike; 2nd – pass without trace, spider climb, swift
invisibility.
Possessions: Chain shirt, masterwork falchion,
rapier, mighty composite longbow [+3 Str bonus], 20
masterwork arrows, cloak of elvenkind, headband of
intellect +2, disguise kit, peasant outfit, necklace of
fireballs – type I, +1 keen falchion.
Power-Up Suite (pass without trace).
Physical Description: Immin is a small boy dressed
in peasant clothing.
Logrian Klirz: male human barbarian 2/ fighter 4/
ranger 2/ rogue 4/ exotic weapon master 3; CR 15;
Medium humanoid (human); HD 2d12+ 2 plus 7d10+
14 plus 2d8+16 plus 4d6+8; hp 140; Init +2; Spd 40 ft.;
AC 16 (+2 Dex, +4 armor), touch 12, flat-footed 14; Base
Atk +14; Atk +19; Atk +20 melee (2d4+12/19-20, spiked
chain) or +16 ranged (1d6/x3, short bow); Full Atk
+20/+15 melee (2d4+12/19-20, spiked chain) or
+18/+18/+13 melee (2d4+12/19-20, spiked chain) or
+16/+11 ranged (1d6/x3, short bow); Space/Reach 5 ft./
5 ft. (10 ft. with spiked chain); SA exotic reach, favored
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enemy +2 (human), rage 1/day, sneak attack +2d6,
uncanny
blow;
SQ
evasion,
uncanny
dodge,
trapfinding, trap sense +1, wild empathy; AL CE; SV
Fort +15, Ref +8, Will +5; Str 21, Dex 14, Con 12, Int 8,
Wis 10, Cha 8.
Skills and Feats: Craft (weaponsmithing) +3, Hide
+9, Intimidate +2, Listen +13, Move Silently +9, Ride
+6, Sense Motive +7, Spot +17, Tumble +9, Use Magic
Device +6, Use Rope +9; Blind-fight, Combat Reflexes,
Exotic Weapon Proficiency (spiked chain), Improved
Critical (spiked chain), Iron Will, Power Attack, Power
Critical, Rapid Shot, Track, Weapon Focus (spiked
chain), Weapon Specialization (spiked chain).
Exotic Reach: When wielding an exotic weapon
with reach, Logrian may make an attack of opportunity
against a foe that provokes such an attack even if the
foe has cover (but not total cover).
Flurry of Strikes: When wielding an exotic
double weapon or a spiked chain with both hands,
Logrian can elect to use a full attack action to make a
flurry of strikes. When doing so, he may make one
extra attack in the round at his full base attack bonus,
but this attack takes a –2 penalty, as does each other
attack made in that round and until the exotic weapon
master’s next turn. The extra attack may be with either
end of the double weapon.
Uncanny Blow: When wielding a one-handed
exotic melee weapon in two hands, Logrian can focus
the power of his attack so that he deals extra damage
equal to this Strength bonus x2 instead of his Strength
bonus x1-1/2. If he has the Power Attack feat, he treats
the weapon as two-handed for purposes of determining
his bonus damage on rolls.
Languages: Common.
Possessions: Chain shirt, spiked chain, short bow,
20 arrows.
Physical Description: A pleasant-looking burly
man with a thin mustache dress in black.
d Senoumon: female erinyes sorcerer 7; CR 15;
Medium outsider (Evil, Extraplanar, Lawful); HD
9d8+45 plus 7d4+35; hp 155; Init +6; Spd 30 ft., fly 50 ft.
(good); AC 28, touch 16, flat-footed 22 [+6 Dex, +4
armor, +8 natural]; Base Atk +12; Grp +17; Atk +18
melee (1d8+5/19-20, longsword) or +20 ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +18 ranged (entangle, rope); Full Atk
+18/+13/+6
melee
(1d8+5/19-20,
longsword)
or
+20/+15/+10
ranged
or
+18/+18/+13/+8
ranged
(1d8+6+1d6 fire/x3, +1 flaming composite longbow [+5
Str bonus]) or +18 ranged (entangle, rope); SA entangle,
spell-like abilities, summon devil; SQ DR 5/good,
darkvision 60 ft., immunity to fire and poison,
resistance to acid 10 and cold 10, see in darkness, SR 20,
telepathy 100 ft., true seeing; AL LE; SV Fort +16, Ref
+14, Will +15; Str 21, Dex 22, Con 22, Int 14, Wis 18,
Cha 20.
Skills and Feats: Concentration +23, Diplomacy +7,
Escape Artist +18, Hide +18, Knowledge (arcana) +14,
Knowledge (religion) +14, Listen +18, Move Silently
+18, Search +14, Sense Motive +16, Spellcraft +21, Spot
+19, Survival +4 (+6 following tracks), Use Rope +6 (+8
with bindings); Alertness, Dodge, Manyshot, Mobility,
Point Blank Shot, Precise Shot, Rapid Shot, Shot on the
Run, Weapon Focus (composite longbow).
Languages: Celestial, Draconic, and Infernal.
Entangle (Ex): Senoumon carries a stout rope
some 50 feet long that entangles opponents of any size
as an animate rope spell (caster level 16th). Senoumon
can hurl its rope 30 feet with no range penalty.
Typically, she entangles a foe, lifts it into the air, and
drops it from a great height.
Spell-Like Abilities: Caster level 12th. The
save DCs are Charisma-based. At will - greater teleport
(self plus 50 pounds of objects only), charm monster
(DC 19), minor image (DC 17), unholy blight (DC 19).
Summon Devil (Sp): Once per day Senoumon
can attempt to summon 2d10 lemures or 1d4 bearded
devils with a 50% chance of success. This ability is the
equivalent of a 3rd-level spell.
True Seeing (Su): Senoumon continuously uses
true seeing, as the spell (caster level 14th).
Spells Known (6/8/6/5; base DC = 15 + spell level):
0– arcane mark, detect magic, mage hand, mending,
prestidigitation, read magic;
1st–
arrow mind,
comprehend languages, magic missile, obscuring mist,
protection from good; 2nd– false life, mirror image,
web; 3rd– bands of steel, displacement.
Possessions: Rat familiar (“Lust”), masterwork
longsword, +1 flaming composite longbow [+5 Str
bonus], 40 adamantine arrows, 50’ silk rope, bracers of
armor +4, wand of charm person, ring of counterspells
(greater dispel magic), wand of darkness, ring of
freedom of movement, scroll of wall of force.
Power-Up Suite (false life): hp 168.
Physical Description: An extremely attractive
woman in risqué black leather clothing with vermillion
feathered wings.
d Lust: rat familiar; CR -; Tiny magical beast; HD
16d8; hp 77; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.;
AC 18 (+4 natural, +2 size, +2 Dex), touch 14, flat-footed
16; Base Atk +12; Grp +0; Atk +16 melee (1d3-4, bite);
Full Atk +16 melee (1d3-4, bite); SQ deliver touch
spells, empathic link, improved evasion, share spells,
speak with master, speak with rats; AL CE; SV Fort +10,
Ref +11, Will +12; Str 2, Dex 15, Con 10, Int 9, Wis 12,
Cha 2.
Skills and Feats: Balance +10, Climb +12,
Concentration +18, Diplomacy -2, Escape Artist +22,
Hide +22, Knowledge (arcana) +11, Knowledge
(religion) +11, Listen +13, Move Silently +14, Search
+11, Sense Motive +13, Spellcraft +18, Spot +13,
Survival +1 (+3 following tracks), Swim +10 and Use
Rope +2 (+4 with bindings); Stealthy, Weapon Finesse.
Languages: Common.
Power-Up Suite (false life): hp 90.
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APPENDIX 2: NEW RULES
NEW CREATURES
Crocosphinx
Sandstorm 187
Large Magical Beast
Hit Dice: 15d10+90 (172 hp)
Initiative: -1
Speed: 40 ft. (6 squares), fly 60 ft. (poor), swim 40 ft.
AC: 23 (-1 size, -1 Dex, +15 natural), touch 8, flat-footed
23
Base Attack/Grapple: +15/+27
Attack: Bite +22 melee (2d6+8) or tail slap +22 melee
(1d12+12)
Full Attack: Bite +22 melee (2d6+8) and 2 claws +17
melee (2d4+4); or tail slap +22 melee (1d12+12)
and 2 claws +17 melee (2d4+4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Improved grab, pounce, rake 2d4+4
Special Qualities: Darkvision 60 ft., hold breath,
low-light vision
Saves: Fort +15, Ref +8, Will +7
Abilities: Str 26, Dex 8, Con 23, Int 13, Wis 14, Cha
15
Skills: Hide +8*, Intimidate +11, Listen +22, Spot +22,
Swim +8
Feats: Alertness, Awesome Blow, Cleave, Flyby
Attack, Improved Bull Rush, Power Attack
Climate/Terrain: Warm deserts
Organization: Solitary
Challenge Rating: 12
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 16-22 HD (Large); 23-45 HD (Huge)
Level Adjustment: +8 (cohort)
Crocosphinxes are among the most aggressive of the
sphinxes. They lair on the banks of rivers that cut
through the waste, often amid colonies of crocodiles
with which they freely interbreed. When hunting, they
slip into the water and lie mostly submerged, leaving
only their eyes and nostrils above the surface. They
then swim slowly closer to their prey. They appear
almost to drift until the victim is within reach; then
they pounce in a sudden, deadly attack.
Despite having wings, crocosphinxes rarely feel
the need to fly, and cannot do so immediately out of t
he water, in any case. A crocosphinx that has been
submerged must for 1 minute before it can fly; its
wings must dry out before it can take to the air.
Combat
A crocosphinx pounces on its opponent from beneath
the water, then drags it in and attempts to drown the
victim.
Hold Breath (Ex): A crocosphinx can hold its
breath for a number minutes of rounds equal to 4 x its
Constitution score before it risks drowning.
Improved Grab (Ex): To use this ability, a
crocosphinx must hit a creature with its bite attack. It
can then attempt to start a grapple as a free action
without provoking attacks of opportunity. If it wins the
grapple check, the crocosphinx establishes a hold on
the opponent and drags it into deep water, attempting
to pin it to the bottom.
Rake (Ex): Attack bonus +17, damage 2d4+4.
Skills (Ex): A crocosphinx has a +8 racial bonus
on any Swim check to perform some special action to
avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims
in a straight line.
*A crocosphinx gains a +4 racial bonus on Hide
checks when in the water. Further, a crocosphinx can
lie in the water with only its eyes and nostrils showing,
gaining a +10 circumstance bonus on Hide checks.
Dire Tortoise
Sandstorm 151
Huge Animal
Hit Dice: 14d8+107 (170 hp)
Initiative: -2
Speed: 20 ft. (4 squares), burrow 20 ft.
AC: 25 (-2 size, -2 Dex, +19 natural), touch 6, flat-footed
25
Base Attack/Grapple: +10/+26
Attack: Bite +16 melee (1d8+12)
Full Attack: Bite +16 melee (1d8+12)
Space/Reach: 15 ft./10 ft.
Special Attacks: Lightning strike, trample 4d8+12
Special Qualities: Low-light vision
Saves: Fort +16, Ref +7, Will +9
Abilities: Str 26, Dex 6, Con 25, Int 2, Wis 10, Cha 6
Skills: Hide -1*, Listen +6, Spot +6
Feats: Alertness, Endurance, Toughness (x3)
Climate/Terrain: Warm deserts
Organization: Solitary or pair
Challenge Rating: 8
Treasure: None
Alignment: Always neutral
Advancement: 15-28 HD (Huge); 29-42 HD
(Gargantuan)
Level Adjustment: --
A dire tortoise moves slowly about the waste,
consuming cactuses, mesquite shrubs, and tough desert
grasses. It is an ill-tempered beast and quick to lash out
at intruders.
A dire tortoise is 20 to 30 feet long and can weigh
12,000 pounds or more.
Combat
Dire tortoises rely on their camouflage and protection.
If approached, they lunge suddenly at any creature
within reach of their powerful jaws.
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Lightning Strike (Ex): A dire tortoise can lash
out very rapidly. On the first round of combat, it gets a
surprise round regardless of whether it has been
noticed. A creature that notices the dire tortoise is still
treated as flat-footed during this round.
Trample (Ex): Reflex half DC 25. The save is
Strength-based.
Skills (Ex): *A dire tortoise has a +12 racial
bonus on Hide checks in rocky terrain.
Mobs [Template]
Dungeon Master’s Guide II 59
An angry mob represents the most dangerous form of
crowd. An angry mob might or might not be enraged at
the PCs, but as a general rule, the mob mentality
overrides the desires and goals of an individual in a
mob, and PCs who happen to get in the way could find
themselves the focus of the mob’s rage.
A mob is treated as a single entity similar to a
swarm, except that it is made of larger creatures. A mob
can be composed of Small, Medium, or Large creatures,
but all individual creatures must be of the same type. A
mob that incorporates a crowd of goblins and a crowd
of chokers is best modeled by two separate mobs. You
can use the following template to create specific types
of mobs.
“Mob” is an acquired template that can be added to
any Small, Medium, or Large creature. Generally, mobs
are transitory, after forming, a mob lasts for, at most,
1d4+1 hours before breaking up. Most mobs break up
naturally far sooner, once the condition that caused
their formation is no longer a factor. A mob uses all the
base creature’s statistics and special abilities except as
noted here.
Size and Type: A mob is a gargantuan creature
composed of either forty-eight Small or Medium
creatures or twelve Large creatures. The mob’s type
remains unchanged from the base creature.
Hit Dice: A mob has a single pool of Hit Dice
and hit points. All mobs have 30 Hit Dice; this number
represents the mob’s mentality and physical mass
rather than its race or class, since the individual
members of a mob don’t use their own abilities or
experience to aid the whole. The type of Hit Dice
rolled is set by the mob’s racial Hit Dice, not any class
levels the mob might have. Thus, a mob of commoners
would roll d8s for hit points, not d4s.
Reducing a mob to 0 hit points or lower causes it
to break up, though damage taken until that point does
not degraded its ability to attack or resist attack. Mobs
are never staggered or reduced to a dying date by
damage.
Initiative: A mob’s initiative modifier is always
+0.
Speed: A mob’s speed is 10 feet slower than that
of the base creature.
Armor Class: As the base creature, modified by
–4 for the mob’s Gargantuan size.
Base Attack: Since all mobs have 30 Hit Dice,
their base attack bonuses are set depending upon their
type. Fey or undead +15; Aberration, animal, construct,
elemental, giant, humanoid, ooze, plant or vermin +22;
Dragon, magical beast, monstrous humanoid or
outsider +30.
Grapple: As base attack bonus, modified by +12
for its size, and as appropriate for its Strength modifier.
Attack/Full Attack: Mobs don’t make standard
attacks. Rather, they are treated similar to swarms in
combat. A mo deals 5d6 points of bludgeoning damage
to any creature whose space it occupies at the end of its
move, with no attack roll needed. Mob attacks ignore
concealment and cover. Mob’s attacks are non-magical,
unless the base creature’s attacks are considered
magical. Damage reduction applies to mob attacks.
Space/Reach: A mob occupies a square 20 feet
on a side, but its reach is 0 feet. In order to attack, it
moves into an opponent’s space, which provokes an
attack of opportunity. It can occupy the same space as a
creature, since it tramples over and moves around its
victim. A mob can move through squares occupied by
enemies, and vice versa, without impediment, although
a mob provokes an attack of opportunity if it does so. A
mob can move through openings large enough for its
component creatures.
Larger mobs are represented by multiples of single
mobs. The area occupied by larger mobs is completely
shapeable, though the mob usually remains in
contiguous squares.
Attack Options: A mob’s mentality is fueled by
emotion; as a result, the individual creatures that make
up the mob are unable to use any attack options that
require actions, such as breath weapons, spell-like
abilities, and the like. If the base creature has attack
options that affect the damage it deals (such as poison,
energy drain, ability damage, improved grab, constrict,
rend, or swallow whole), those special function
normally on any creatures damaged by the mob. Attack
options such as gaze weapons that function constantly
continue to function normally. The save DCs for any of
these attacks should be recalculated based on the mob’s
30 Hit Dice.
In addition, mobs gain one or both of the
following attack options.
Expert Grappler (Ex): A mod can maintain a
grapple without penalty and still make attacks against
other targets (normally, attacking other targets while
grappling imposes a =20 penalty on grapple checks). A
mob is never considered flat-footed while grappling.
Trample (Ex): A mob that simply moves over a
creature and doesn’t end its movement with that
creature in one its occupied squares can trample the
creature. A trampled creature takes damage equal to
2d6 points +1.5 times the mob’s Strength modifier. The
victim can make an attack of opportunity against the
mob or make a Reflex save (DC 25 _ the mob’s Str
modifier) to take half damage.
Special Qualities: A mob retains all the special
qualities of the base creature. In addition, it gains the
following special quality.
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Page 58
Mob Anatomy (Ex): A mob has no clear front or
back and no discernible anatomy, so it is not subject to
critical hits or sneak attacks. A mob cannot be flanked,
tripped, grappled, or bull rushed. Unlike standard
swarms, mobs are made up of relatively small numbers
of individual creatures, so spells or effects that target
specific numbers of creatures can have an effect on a
mob. Each specific creature that is slain, disabled, or
otherwise incapacitated by spells or effects that target
specific creatures bestows two negative levels on the
mob. A mob that gains negative levels equal to its Hit
Dice breaks up as if reduced to 0 hit points. Negative
levels gained in this manner are not the result of
negative energy (and thus cannot be blocked by death
ward or removed by restoration), but never result in
permanent level loss. A mob takes half again as much
damage (+50%) from spells or effects that affect an area,
such as splash weapons and evocation spells. Although
mobs are treated as one creature, it sometimes becomes
necessary to determine the fate of a specific individual
caught up in the mob. If a mob is dispersed by
nonlethal attacks, there are no casualties. If the mob is
dispersed by lethal attacks, assume that 30% of its
number are slain and 30% are reduced to 0 hit points.
To determine a specific individual’s fate, simply roll d%:
a result of 01-30 indicates death, 31-60 indicates the
victim is reduced to 0 hit points, and a roll of 61-100
indicates the victim escapes relatively unscathed.
Saves: A mob’s saving throws are calculated as for
a 30 HD creature of its type. A mob’s base good save is
+17, and its base bad save is +9.
Abilities: A mob’s abilities are the same as the
base creature, except that its Intelligence, Wisdom, and
Charisma scores drop to 10. If the base creature’s
Intelligence, Wisdom, or Charisma scores are already
lower than 10, they do not change.
Skills: Same as the base creature; do not
recalculate based on the mob’s 30 Hit Dice. The mob’s
new Intelligence, Wisdom, or Charisma scores might
grand some skills different modifiers.
Feats: Same as the base creature; all mobs gain
Improved Bull Rush and Improved Overrun as bonus
feats.
Organization: Solitary, pair, or gang (3-12
mobs).
Challenge Rating: 9, or +2 if the base creature’s
CR is 7 or higher.
Advancement: ---
Level Adjustment: ---
NEW FEATS
Power Critical [General]
Complete Warrior 103
Choose one weapon, such as a longsword or a greataxe.
With that weapon, you know how to hit where it hurts.
Prerequisites: Weapon focus with weapon, base
attack bonus +4.
Benefits: When using the weapon you selected,
you gain a +4 bonus on the roll to confirm a threat.
Special: A fighter may select Power Critical as
one of his fighter bonus feats. You can gain the Power
Critical multiple times. Each time you take the feat, it
may be with a different weapon or the same weapon. If
you take it with the same weapon, the effects of the
feats stack.
Practiced Spellcaster [General]
Complete Arcane 82
Choose a spellcasting class that you possess. Your spells
cast from that class are more powerful.
Prerequisites: Spellcraft 4 ranks
Benefits: Your caster level for the chosen
spellcasting class increases by 4. This benefit can’t
increase your caster level to higher than your Hit Dice.
However, even if you can’t gain from the full bonus
immediately, if you later gain Hit Dice in levels of
nonspellcasting classes, you might be able to apply the
rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level
fighter who selects this feat would increase his sorcerer
caster level from 5th to 8th (since he has 8 Hit Dice). If
he later gained a fighter level he would gain the
remainder of the bonus and his sorcerer caster level
would become 9th (since he now has 9 Hit Dice).
A character with two or more spellcasting classes
(such as a bard/sorcerer or a ranger/druid) must choose
which class gains the feat’s effect.
This feat does not affect your spells per day or
spells known. It increases your caster level only, which
would help you penetrate spell resistance and increase
the duration and other effects of your spells.
Special: You may select this feat multiple times.
Each time you choose it, you must apply it to a
different spellcasting class. For instance, a 4th-level
cleric/5th-level wizard who had selected this feat twice
would cast cleric spells as an 8th-level caster and wizard
spells as a 9th-level caster.
Rapidstrike [Monstrous]
Draconomicon 73
You can attack more than once with a natural weapon.
Prerequisites: Dex 9, one or more pairs of
natural
weapons, aberration, dragon, elemental,
magical beast, or plant type, base attack bonus +10.
Benefits: If you have a pair of natural weapons,
such as two claws, two wings, or two slams, you can
make one extra attack with one of those weapons at a -5
penalty. A creature with multiple limbs qualifies for
this feat as well, such as a creature with three arms and
three claw attacks.
Normal: Without this feat, you attack once with
each natural weapon.
Special: You can take this feat once for each pair
of natural weapons you have. For example, a Large
dragon has one bite, two claws, two wings, and one tail
attacks. The dragon can take this feat twice, once for its
claws and once for its wings.
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Scorpion’s Resolve
Sandstorm 53
Like the scorpion, you are not easily distracted.
Benefits: You gain a +4 bonus on saving throws
against mind-affecting spells and abilities.
Sudden Still [Metamagic]
Complete Arcane 83
Once per day you may cast a spell stilled without
special preparation.
Prerequisites: Any metamagic feat.
Benefits: Once per day, you may apply the Still
Spell feat to any spell you cast, without increasing the
level of the spell or specially preparing it ahead of time.
You may still use the Still Spell feat normally, if you
have it.
Sudden Widen [Metamagic]
Complete Arcane 83
You can increase a spell's area without special
preparation.
Benefit: Once per day, you can apply the effect of
the Widen Spell feat to any spell you cast without
increasing the level of the spell or specially preparing it
ahead of time. You can still use Widen Spell normally if
you have it.
NEW ITEMS
Armbands of Might
Complete Adventurer 132
These bronze armbands grant their wearer a +2 bonus
on Strength checks and Strength-based skill checks. If
the wearer has the Power Attack feat, he gains a +2
bonus on melee damage rolls on any attack which he
uses the Power Attack feat and takes a penalty of at
least –2 on his attack roll.
Armbands occupy the space on the body as a
pair of bracers or bracelets.
Faint transmutation; CL 3rd; Craft Wondrous
Item, bull’s strength; Price: 4,100 gp; Weight: -.
Figurine
of
Wondrous
Power:
Ivory
Camel
Sandstorm 133
When commanded, this statuette changes into a
creature with the same properties as a dromedary
camel (see page 192), except that it has that it has an
Intelligence of 8, can communicate in Common, and is
exceptionally heat-tolerant. It has a +4 bonus on saves
to resist heat and dehydration, and it is unaffected by
sun glare. The item cab be used for 12 hours per week,
but the duration need not be continuous.
Moderate transmutation; CL 11th; Craft
Wondrous Item, animate objects; Price: 8,500 gp;
Weight: -.
Geven’s Ring
A New Item
While wearing this ring, you are surrounded in
shadow. This gives you a +3 competence bonus to Hide
checks. In addition, once per day may be affected by a
cloak of shade spell (Sandstorm, p. 112) cast at 3rd-level.
This ring might upgrade later. While wearing this ring
you suffer a -3 penalty to all Charisma-based skill
checks.
Faint abjuration; CL 3rd; Craft Ring, cloak of
shade; Price: 1,980 gp; Weight: -.
Rotanna’s Sizing Collar
A New Item
By affixing the collar, any animal wearing this collar is
affected by a reduce animal spell as though cast by a 3rd-
level druid. The effect ends if the collar is removed.
The collar may be used twice per day.
Faint transmutation; CL 3rd; Craft Wondrous
Item, reduce animal; Price: 4,800 gp; Weight: -.
Slashing Sand
Sandstorm 135
This handful of glittering dark sand is typically stored
in a small sack. When flung on the ground, it covers an
area of up to 200 square feet with razor-sharp obsidian
shards that produces a spike stones effect that lasts for
10 hours.
Moderate transmutation; CL 10th; Craft
Wondrous Item, spike stones; Price: 2,000 gp; Weight: .
Vest of Resistance
Complete Arcane 150
These garments offer magic protection in the form of a
+1 to +5 resistance bonus on all saving throws.
Faint abjuration; CL 5th; Craft Wondrous Item,
resistance, caster level must be three times that of vest’s
bonus; Price: 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3),
16,000 gp (+4), 25,000 gp (+5).
NEW SPELLS
Arrow Mind
Complete Arcane 143
Divination
Level: Ranger 1, Sorcerer/Wizard 1
Components: V, S, M
Casting Time: 1 immediate action
Range: Personal
Target: You
Duration: 1 minute/level (D)
COR6-02 Rallying Point for the Bright Sands
Page 60
You sharpen your senses and focus your mind on the
use of a bow. While this spell is in effect and you are
wielding a longbow, shortbow, greatbow, composite
greatbow, composite shortbow, or composite longbow,
you threaten all squares within your normal melee
reach (5 feet if Small or Medium, or 10 feet if Large)
with your bow, allowing you to make attacks of
opportunity with arrows shot from the bow. In
addition, you do no provoke attacks of opportunity
when you shoot a bow while you are in another
creature’s threatened square.
Material Component: A flint arrowhead.
Bands of Steel
Complete Arcane 98
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level
Saving Throw: Reflex partial
Spell Resistance: No
You conjure a number of shining metallic bands out of
thin air, encircling a medium or smaller creature. The
victim must succeed on a Reflex save or be
immobilized (helpless). If the saving throw succeeds,
the victim is only partially trapped by the bands (treat
as entangled).
A creature immobilized by the bands can attempt
escape as a full-round action, either by bursting free
(Strength DC 18) or wriggling out (Escape Artist DC
18). An entangled creature can use a full-round action
to break or disentangle itself with a DC 13 Strength
check or a DC 13 Escape Artist check. Large or larger
creatures are too big to be captured or impeded by the
bonds.
Material Component: Three small silver hoops,
interlocked.
Critical Strike
Complete Adventurer 145
Divination
Level: Assassin 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
While this spell is in effect, your melee attacks are
more likely to strike a foe’s vital areas. Whenever you
make a melee attack against a flanked foe or against a
foe denied its Dexterity bonus, you deal an extra 1d6
points of damage, your weapon’s threat range is
doubled (as if under the effects of keen edge), and you
gain a +4 insight bonus on rolls made to confirm
critical hits. The increased threat range granted by this
spell doesn’t stack with any other effect that increases
your weapon’s threat range. Creatures immune to
sneak attack are immune to the extra damage dealt by
your attacks.
Distract Assailant
Complete Adventurer 146
Enchantment (Compulsion) [Mind-Affecting]
Level: Assassin 1, sorcerer/wizard 1
Components: V, S, M
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
The subject of this spell is distracted, flinching at blows
that seem to come from the shadows. A creature
affected by this spell is flat-footed until the beginning
of its next turn.
Material Component: The dried wing of a fly.
Instant Locksmith
Complete Adventurer 153
Divination
Level: Assassin 1, sorcerer/wizard 1
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You can make one Disable Device check or one Open
Lock check in this round as a free action. You gain a +2
insight bonus on the check.
Invisibility, Swift
Complete Adventurer 153
Illusion (Glamour)
Level: Assassin 2, bard 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
This spell functions like invisibility (see page 245 of the
Player’s Handbook), except as noted above.
Orb of Acid
Complete Arcane 115
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 4, warmage 4
COR6-02 Rallying Point for the Bright Sands
Page 61
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: No
An orb of acid about 3 inches across shoots from your
palm at its target, dealing ld6 points of acid damage per
caster level (maximum 15d6). You must succeed on a
ranged touch attack to hit your target.
A creature struck by the orb take damage and
becomes sickened by the acid's noxious fumes for 1
round. A successful Fortitude save negates the
sickened effect bur does not reduce the damage.
Orb of Acid, Lesser
Complete Arcane 115
Conjuration (Creation) [Acid]
Level: Sorcerer/wizard 1, warmage 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2Ievels)
Effect: One orb of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
An orb of acid about 2 inches across shoots from your
palm at its target, dealing ld8 points of acid damage.
You must succeed on a ranged touch attack to hit your
target.
For every two caster levels beyond 1st, your orb
deals an additional 1d8 points of damage: 2d8 at 3rd
level, 3d8 at 5th level, 4d8 at 7th level, and the
maximum of 5d8 at 9th level or higher.
Sonic Weapon
Complete Adventurer 157
Transmutation [Sonic]
Level: Bard 2, sorcerer/wizard 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 minute/level (D)
This spell temporarily sheathes a weapon in sonic
energy. While the spell is in effect, the affected weapon
deals an extra 1d6 points of sonic damage with each
successful attack. The sonic energy does not harm the
wielder. Bows, crossbows, and slings that are affected
by this spell bestow the sonic energy upon their
ammunition.
NEW PRESTIGE CLASS
Exotic Weapon Master
Complete Warrior 30
Characters of any race or background can become
exotic weapon masters; the only real requirement is
commitment and perseverance. Nevertheless, most
exotic weapon masters are human, because members of
that race have the most exposure to new cultures and
thus the most opportunity to take up exotic weapons.
NPC
exotic
weapon
masters
often open training
arenas or schools for
those interested in
learning
to
fight
with
unusual
weapons or tactics.
They often take levels in other prestige classes and can
be found as champions or leaders among bands of
warriors.
Hit Die: d10.
Requirements
To qualify to become an exotic weapon master, a
character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Craft (weaponsmithing) 3 ranks.
Feats: Exotic Weapon Proficiency (any exotic
weapon), Weapon Focus (any exotic weapon).
Special: Races that have familiarity with an
exotic weapon (such as the dwarf’s familiarity with the
dwarven waraxe and the dwarven urgosh) are
considered to have the Exotic Weapon Proficiency feat
for the purpose of meeting the requirements of this
class.
Class Skills
The exotic weapon master’s class skills (and the key
ability for each skill) are Craft (Int), Intimidate (Cha),
and Profession (Wis).
Skill Points at Each Level: 2 + Int Modifier.
Class Features
All of the following are class features of the exotic
weapon master prestige class.
Weapon and Armor Proficiency: Exotic
weapon masters gain no proficiency with any weapon
or armor.
Exotic Weapon Stunt (Ex): At each level, an
exotic weapon master learns a special trick that he can
use with any exotic weapon for which he has the
Weapon Focus feat. He must select the trick learned
when he gains the level, and once selected, the choice
cannot later be changed. He can’t select the same stunt
more than once.
Weapon Master
Level
Base Attack Bonus
Fort
Save
Ref Save
Will
Save
Special
1st
+1
+2
+0
+0
Exotic weapon stunt
2nd
+2
+3
+0
+0
Exotic weapon stunt
3rd
+3
+3
+1
+1
Exotic weapon stunt
COR6-02 Rallying Point for the Bright Sands
Page 62
Close-Quarters Ranged Combat: A character who
knows this stunt doesn’t provoke an attack of
opportunity when using an exotic ranged weapon.
Double Weapon Defense: When wielding an
exotic double weapon with both hands, the character
gains a +1 shield bonus to AC.
Exotic Reach: When wielding an exotic weapon
with reach, the character may make an attack of
opportunity against a foe that provokes such an attack
even if the foe has cover (but not total cover).
Exotic Sunder: When wielding a one-handed or
two-handed exotic weapon, the character deals an extra
1d6 points of damage on any successful sunder.
Flurry of Strikes: When wielding an exotic double
weapon or a spiked chain with both hands, the
character can elect to use a full attack action to make a
flurry of strikes. When doing so, he may make one
extra attack in the round at his full base attack bonus,
but this attack takes a –2 penalty, as does each other
attack made in that round and until the exotic weapon
master’s next turn. The extra attack may be with either
end of the double weapon.
Ranged Disarm: The character can make a disarm
attempt even on a ranged attack. Such an attack
provokes no attack of opportunity (except as normal for
using a ranged weapon). For the purpose of this disarm
attempt, treat the character’s ranged weapon as a light
weapon. If the character fails this disarm attempt, the
defender can’t attempt to disarm him.
Show Off: As a standard action, the character can
display his mastery with an exotic weapon and
confound his opponent. The character may make an
Intimidate check against a single opponent within 30
feet that can see him, adding his base attack bonus to
the result. If the result exceeds the opponent’s
modified level check (see the skill description on page
76 of the Player’s Handbook), the opponent becomes
shaken (-2 penalty on attack rolls, ability checks, and
saving throws) for 1 round per class level of the exotic
weapon master.
Stunning Blow: If the character has the Stunning
Fist feat, he can utilize the feat while wielding an exotic
melee weapon.
Throw Exotic Weapon: The character can throw
an exotic weapon with no penalty on the attack roll,
even if it isn’t designed to be thrown (such as an orc
double axe or a spiked chain). When he throws a
double weapon, only one end of the weapon
(character’s choice) can strike the target. Exotic
weapons thrown in this way have a range increment of
10 feet.
Twin Exotic Weapon Fighting: When wielding
the same light exotic weapon in each hand, the
character is treated as having the Two-Weapon
Fighting feat. If he already has the feat, the penalties on
attack rolls are lessened to –1 for both the primary
hand and the off hand when fighting in this manner.
Trip Attack: The character can use a one-handed or
two-handed exotic weapon to make a trip attack. If he
is tripped during his own trip attempt, he can drop the
weapon to avoid being tripped. If the exotic weapon
already allows its wielder to make trip attacks, the
character instead adds a +2 bonus on any trip attempt.
Uncanny Blow: When wielding a one-handed
exotic melee weapon in two hands, the character can
focus the power of his attack so that he deals extra
damage equal to this Strength bonus x2 instead of his
Strength bonus x1-1/2. If he has the Power Attack feat,
he treats the weapon as two-handed for purposes of
determining his bonus damage on rolls.
COR6-02 Rallying Point for the Bright Sands
Page 63
APPENDIX 3: DM MAPS
COR6-02 Rallying Point for the Bright Sands
Page 64
PLAYER HANDOUT 1: ELIXIR INGREDIENTS
Robilar’s handwritten list of ingredients:
1. A vial of pure magically enchanted water that sees what is not there.
2. Three whole mushrooms of gray colored skin, with red blotches and an odor of overripe
apples.
3. One whole mushroom of red colored skin, with blue-green blotches and an odor of the air
after a lightning strike.
4. An ink well’s worth of residue of the third brother (his bones, or ashes, or what ever is left of
him).
5. A few flecks of a shiny black stone, streaked with white.
PLAYER HANDOUT 2: RESEARCH PERFORMED BY THE
HIGH CHAPEL
A summary of the research performed by the High Chapel of Pelor in Hardby.
The ritual to unmake the Scorpion Crown requires one good and one evil-aligned weapon that meet certain very rare
requirements. The High Chapel has researched the location of acceptable weapons in the area.
The good-aligned weapon, whose name translates from ancient Flan as "The Defender," is described as a hammer. This
sentient relic was known to have been wielded by Khorla Ghaniss, the mightiest templar of Vathris, in the final battle
against the Sulmites. [If anyone possesses the Spirit Tattoo Gana, he recognizes Khorla as a man once reviled as the
greatest mortal enemy of the Sulm.] Defender was devoted to defending the progress and ingenuity of Itar, the values
which Vathris originally cherished. It was not believed to have been taken as a prize in the wake of the final battle, so it
likely still lies in the submerged ruins of Sennerae, Itar’s capital city.
Tales speak of an evil weapon, some say it a khopesh sword, some a great scimitar, belonging to the Chief Magistrate of
Utaa. The Chief Magistrate was in charge of the policing of the state and commanded the armies in his king's name. The
blade may have been forged or caused to be forged by Shattados himself of starmetal or Baatorian steel. Some accounts
attribute the weapon's ill influence to the tainted material from which it was created. At least one account, from a mad
desert hermit (said to have been devoured by forces unseen) wrote from first-hand accounts that the weapon "drunk in
the life's blood of the transgressor, leaving behind something awful, a body bereft of animation and one with the desert
sands." Little is known of what happened to the weapon. Scholars logically conclude it must still reside somewhere
within the cursed ruins of Utaa, perhaps still in the grip of the Chief Magistrate as he met out some harsh justice as the
Doom of the Desert descended.
| textdata/thevault/Living Greyhawk/Modules/Core/596/COR6-02 Rallying Point for the Bright Sands (APL 2-16)/COR6-02 Rallying Point for the Bright Sands.pdf |
1
Introduction
02
New Game Stats
02
Metric System
03
Design Worksheet
03
Confed Shipyards
03
Energy Is The Key
05
Design Budget
05
Build Time
06
Command Rank
06
Req. Authority
07
Benefits Of Rank
07
Starship Systems
08
System Cost Table
09
New Systems
09
System Upgrades
17
Retrofits
18
Complete Refits
19
Teleporter & Sickbay
19
Crew Size
19
Cinematic Crew
20
Starship Decks
21
Ship’s Locker
21
Design Flaws
22
Hero Ship
25
The Saucer Module
26
Naming Your Design
26
New Ship Classes
27
This fan created product is designed for use
with
Goblinoid
Games’
Starships
&
Spacemen™ 2nd Edition role playing game,
which
can
be
found
at
www.goblinoidgames.com. Starships and
Spacemen™,
and
associated
content
owned by Daniel Proctor and Goblinoid
Games.
AUTHOR & ILLUSTRATOR:
Scott Mulder
CGI MODELS & TEXTURES:
Simon Schild, Power Fusion 3-D, 3-D-C,
Notilize, Coflek Gnorg, Adam Thwaites,
Cybertenko, Darriofish, Predatron 3D,
Nightshift3D, The Antfarm, Mortem Vetus,
and Valander.
This product contains fan created content
under the creative common license. The
purchaser of this product may re-print it
for personal use.
ARTWORK:
Copy Right 2018. All original or derived
artwork contained in this product were
created by Scott Mulder and Luminous Design
Studio. These works cannot be redistributed
or extracted outside the personal use of this
product without the expressed written
permission of the artist.
2
The Starship Construction Manual, Volume
#1: Confederation, is a rules supplement
resource for designing and building
starships for use in Goblinoid Games’
Starships & Spacemen 2nd Edition role
playing game. These rules are an optional
expansion of the existing ones for using
starships in the game and are not required
in order to play. This manual is designed as
a resource to help you in designing your
own Galactic Confederation starships for
use in the game. Smaller non-interstellar
craft such as system ships, space fighters,
and shuttles will be addressed separately.
This supplement can be used by both Star
Masters and Players, but it is at the Star
Masters discretion whether a new ship
design will be allowed into the game or
available for a player to command.
Three new statistical scores are introduced
in this supplement to help you organize
and manage your starship construction
projects. They include Hull Size (HS),
Construction Points (CP), and Design
Budget (DB). The starship construction
rules presented here are a simple resource
management system similar to that
already used for starship operation in the
2nd Edition rulebook.
HULL SIZE (HS)
This is a conceptual score that indicates the
size of a spacecraft’s superstructure
ranging from tiny (HS-1) to massive (HS-6).
Hull Size scales will adjust comparatively
over time. For example, a Frigate in the 24th
Century may be considerably larger than a
ship of the same class in the 22nd Century
(or vice versa). The ship classes remain the
same, but the size scale adjusts to fit the
technology of the time period.
3
STARSHIP CLASS
SIZE
HS PPB
Runabout (PT)
Tiny
1
25
Frigate (FG)
Small
2
50
Light Freighter (LF)
Small
2
50
Space Tug (TT)
Medium
4
100
Med Freighter (MF)
Medium
3
100
Destroyer (DD)
Medium
3
100
Heavy Freighter (HF) Large
4
200
Cruiser (CS)
Large
4
200
Battle Cruiser (BC)
Huge
5
300
Star Carrier (CV)
Huge
5
300
Dreadnought (DN)
Massive
6
400
CONSTRUCTION POINTS (CP)
This is a conceptual score that determines
the construction cost of a spacecraft based
on the amount of energy required to build
and operate the vessel.
DESIGN BUDGET (DB)
This is a conceptual score that indicates the
maximum number of construction points
that a starship design can use. A starship
design can be under its total Design Budget
score but must not exceed it.
The standard units of measurement in the
2nd Edition rulebook are described using
the English System of measurement. If you
prefer to use the metric system, simply
exchange or convert any measurements to
the metric system to suit your personal
preference.
This game supplement includes a Starship
Design Worksheet page for you to use to
organize and record your design progress.
You can print out a copy of this form for use
in the design of your starship. If your design
requires more space than what is provided
on the form, you can use the back side of
the paper or additional sheets of paper to
make notes and entries.
Shipyards are massive orbital or terrestrial
facilities used to build, repair, and upgrade
spacecraft. The shipyards of the Galactic
Confederation Spacefleet are normally
found near large Starbases where supplies
and resources are plentiful. Most shipyards
are orbital facilities that take advantage of
low and zero gravity fabrication processes.
However, some shipyards can be found on
Class H Planets where the climate and
4
resources are favorable for large scale
construction projects. Shipyards come in a
variety of different configurations that all
share a similar open box frame and cradle
design. Orbital shipyards that are not
attached to a Starbase have their own
nuclear drives for orbit adjustment
maneuvering. Confederation Shipyards are
equipped with screens just like starships,
but they typically do not have any
armaments of their own. They rely on local
patrol ships and Starbases for their defense
and protection. Shipyards have their own
power plants which generate enough
power for construction and to operate full
screens if needed. There are three
classifications of shipyards in the Galactic
Confederation. Each can construct various
kinds of spacecraft up to the shipyard’s Hull
Size (HS) capacity. Class A shipyards can
produce small spacecraft up to Hull Size 2.
Many shuttle ships, runabouts, and frigate
class vessels are built at these facilities.
Class B shipyards can construct small to
medium sized spacecraft up to Hull Size 4.
Class B facilities are the most plentiful and
are commonly used to produce destroyer
and cruiser class vessels. Class C facilities
are rare to find and can produce small to
large sized spacecraft. These massive
facilities are used to build anything from
frigates to dreadnoughts and everything in
between. The number of spacecraft that
any given shipyard can construct, or repair
is equal to its maximum hull size limit. This
capacity represents the total number of
docking bays that the facility has for
building or servicing spacecraft. For
example, a Class B Shipyard can build or
repair a total of 4 vessels at a time up to
Hull Size 4. The maximum capacity of a
shipyard cannot be changed by splitting
the hull size and increasing the number of
ships in each bay. Like Starbases, shipyards
can repair and refuel spacecraft up to their
full class capacity at a rate of 25 EU’s per
day.
ROLL
CLASS
MAX HS
CAPACITY
1-4
Class A Hull Size 2
2 Ships
5-7
Class B
Hull Size 4
4 Ships
8-0
Class C
Hull Size 6
6 Ships
You can assign the class of shipyard you
want at a specific location or Roll 1D10 on
the table above for a random result.
5
Damaged starship’s seeking repair that are
larger than the shipyard’s Hull Size limit will
not be able to use that facility. It is fair to
assume that most Starbases will have a
Class C shipyard located either at the
Starbase or nearby in orbit. Here is an
example of typical shipyard placement
using the Galactic set-up provided in the
2nd Edition rulebook on Pages #88-90.
EXAMPLE SHIPYARD PLACEMENT
LOCATION
SECTOR SHIPYARD
Earth
SOL
Class C
Mars
SOL
Class B
Centauri Colony
SOL
Class A
Sirius Colony
SOL
Class A
Starbase Alpha
SOL
Class C
Starbase Beta
SOL
Class B
Whether you are building the Great
Pyramids of Egypt or a Capital Class
Starship the essence of any technological
construct can be distilled to time, labor,
resources (i.e. raw materials), and energy
(i.e. power or fuel). Since the advent of
advanced
robotics
and
molecular
fabrication technologies in the 22nd
Century, time and energy have become the
only remaining resources still in demand.
Energy is required to power the fabrication
process from raw material synthesis to
final production assembly. Economics have
changed too, molecular fabrication has all
but eliminated the need for profit, money,
or credit. Designers, engineers, and
builders who once worked for economic
reward now ply their trades in the pursuit
of personal or professional excellence. So,
energy has become the new economy in
that it is the only external resource
required to produce any of the things we
want or need.
Since the late 21st Century Energy has
progressively
become
cleaner,
more
accessible, and more abundant. Solar,
Nuclear Fusion, and Antimatter Collision
have become the most common forms of
energy production in the Confederation.
While energy in its universally transferable
form, commonly called EU, is plentiful it is
not unlimited.
Since the economy of the Galactic
Confederation is not based on the
exchange of currency the cost of building a
starship is measured in the amount of
resources
required.
Specifically,
the
resource of energy, since all systems used
to fabricate a starship require it. Distilled
down to its purest essence the direct cost
in energy to build any given starship is
determined by the total energy that its
power plant will produce for its PPB. In
other words, the cost of constructing a
Starship is equal to its Power Pile Base. So,
the first step in designing a starship for use
in the game is to determine what kind of
6
power plant you want it to have. However,
use caution because if you expend too
much of your Design Budget on your
engine you will not be able to afford
anything else. For example, a Frigate with
a PPB of 50 points will have a Design
Budget (DB) of 50 construction points (CP)
for use in its construction. In most cases, a
starship’s final construction cost will equal
its
budget.
Starship
designers
can
complete their projects under budget but
never over. Designs that are over budget
exceed the ship’s power production and
distribution systems ability to operate. The
disastrous result would be a starship
whose systems would be competing
against each other for power. Good design
is a precise balance that forms a marriage
of art and science.
The time required to build a starship from
blueprint to final shake-down cruise is
based on the size of the ship. Each Hull Size
(HS) represents one full year of design,
fabrication, and testing. The bigger the
starship the longer it will take to build the
vessel. Unfortunately, there is no safe way
to fast track the process because short cuts
in the shipyard can have disastrous
consequences once a ship leaves the safety
of Spaceport for open space.
STARSHIP CLASS
SIZE
TIME
Runabout (PT)
HS 1
1 Year
Frigate (FG)
HS 2 2 Years
Light Freighter (LF)
HS 2 2 Years
Space Tug / Tender (TT)
HS 3 3 Years
Medium Freighter (MF)
HS 3 3 Years
Destroyer (DD)
HS 3 3 Years
Heavy Freighter (HF)
HS 4 4 Years
Cruiser (CS)
HS 4 4 Years
Battle Cruiser (BC)
HS 5 5 Years
Star Carrier (CV)
HS 5 5 Years
Dreadnought (DN)
HS 6 6 Years
The
minimum
command
rank
to
requisition a new starship design is based
on the size of the ship. The larger and more
complex a vessel is the more experience is
required to effectively command it. The
privilege of command is achieved through
7
hard
work,
experience,
and
accomplishments in the field. These
attributes earn a commanding officer the
respected trust of both Spacefleet and
their crew.
HS CLASS
MINIMUM RANK
1
Runabout
Ensign
2
Frigate
Lieutenant
2
L- Freighter
Lieutenant
3
Space Tug
Commander
3
M-Freighter
Commander
3
Destroyer
Commander
4
H-Freighter
Captain
4
Cruiser
Captain
5
Battlecruiser
Commodore
5
Star Carrier
Commodore
6
Dreadnought
Rear Admiral
Starship
construction
projects
are
significant endeavors that require massive
amounts
of
energy,
resources,
and
manpower. The Confederation Spacefleet
entrusts the authority to commission such
tasks to command level officers who have
obtained the rank of Commander or
higher.
Command
experience
is
an
important factor in how big of a project
Spacefleet will entrust to an officer. As an
officer advances in rank their respect,
reputation,
and
requisition
authority
within Spacefleet also grows. Not all
command level officers will choose to
exercise these privileges during their
career due to the intensive investment of
time required to personally oversee the
construction of a starship. Most command
level officers would rather be out exploring
the galaxy then managing the minutia of a
ship build. In the famous words of
renowned
starship
designer
Dylan
Winslett, “Frankly, It’s just not everyone’s
cup of Earl Grey Tea”.
RANK
CLASS
CP
Commander
Runabout
25
Captain
Frigate
50
Captain
Light Freighter
50
Commodore
Space Tug
100
Commodore
Med. Freighter
100
Commodore
Destroyer
100
Rear Admiral
Heavy Freighter
200
Rear Admiral
Cruiser
200
Vice Admiral
Battle-Cruiser
300
Vice Admiral
Star Carrier
300
Admiral
Dreadnought
400
Under this rule the Star Master can award
an additional 1D12 PPB and Construction
Points per Hull Size for commissions that
are below the Officer’s level of Requisition
Authority. For
example,
Commodore
Dradis would like a new Frigate class ship
commissioned for a three-year exploration
mission. Since a Frigate class vessel is
below
his
requisition
authority
the
shipyard crew wants to make a good
impression with the Commodore and build
the best Frigate to ever grace the shipyard.
Due to the Commanding Officer’s personal
8
involvement and interest in the build the
Design Budget will receive an additional
2D12 PPB and CP (Hull Size 2 x 1D12). These
points can be used to purchase additional
system components for the ship. For
example, the Star Master or Player rolls an
8 and a 6 resulting in 14 additional points
to be added to the Frigate’s Design Budget
for a total of 64 Construction Points.
The technologies incorporated into the
design of a new Starship are called Systems
and are classified as either Compulsory or
Mission Specific. Compulsory systems are
those technological components that are
necessary for the starship to function
safely. They include everything from the
ship’s hull structure to life support. All
starship designs are required to have these
systems installed prior to leaving the
shipyard. Mission specific systems are all of
the technologies needed for the ship to
fulfill its design parameters and include
everything from weapons to laboratories.
Mission specific systems are not necessary
for the ship to function safely but are
needed in order for the crew and ship to
perform their mission.
COMPULSORY SYSTEMS
The
compulsory
systems
are
those
required for every starship to function.
Without any of these systems the ship
would either simply not go anywhere or be
too dangerous for the crew to operate. The
compulsory systems are required to be
included in every new starship design
regardless of the size or the complexity of
the build. These systems include…
• Hull Structure
• Hyperdrive Pod
• Nuclear Drive
• Command Bridge
• Life Support Systems
o Environmental
o Artificial Gravity
o Inertial Dampening
o Food / Provisions
• Living Quarters
• Defense Screen Grid
• Computer Core
o Sensors
o Astro-Navigation
o Communications
o Universal Translation
SYSTEM COST
For ease of explanation, a list of the most
common Compulsory and Mission Specific
Systems found on Confederation Starships
has been compiled here. Each item in the
list has been assigned a construction point
(CP) value based on the amount of energy
required to fabricate it and the amount of
energy it will require to operate. High
energy items such as hyperdrive pods and
defense screen grids will cost the design
budget more construction points than
others that use less energy.
9
SHIP’S SYSTEM
CP COST
Quantum Drive
15 Pts. / HS
Full Size H-Drive Pod
15 Pts. Each
½ Size H-Drive Pod
10 Pts. Each
Shuttle Ship
6 Pts. Each
¼ Size H-Drive Pod
5 Pts. Each
Cargo Pod
5 Pts. Each
Hull Structure
5 Pts. / HS
Cloaking Shield
4 Pts. / HS
Beam Array
4 Pts. Each
Holo Simulator
4 Pts. Each
Quantum Capacitor
4 Pts. Each
Nuclear Drive
3 Pts. / HS
Defense Screen Grid
3 Pts. / HS
Computer Core
3 Pts. / HS
Starship Automation
3 Pts. / HS
Teleporter
3 Pts. / Person
Sick Bay
3 Pts. / Person
Tractor Beam Emitter
3 Pts. Each
Capacitor Torpedo
3 Pts. Each
Beam Bank
3 Pts. Each
Command Bridge
2 Pts. / HS
Life Support System
2 Pts. / HS
Hull Plating Armor
2 Pts. / HS
Beam Cannon
2 Pts. Each
Ion Torpedo
2 Pts. Each
Science Probe
2 Pts. Each
Security Brig
2 Pts. Each
Officer‘s Club
2 Pts. Each
Executive Quarters
2 Pts. Each
Science Lab
2 Pts. Each
Engineering Lab
2 Pts. Each
Ship’s Locker
1 Pt. / HS
Plasma Torpedo
1 Pt. Each
Cryo-Tube
1 Pt. Each
Living Quarters
1 Pt. Each
Hydroponics Lab
1 Pt. Each
Patterson Cannon
1 Pt. Each
This game supplement introduces several
new compulsory and mission specific
systems for use in your starship designs.
Like in the system cost table these starship
systems
have
been
organized
in
descending order from highest to lowest in
terms of construction point (CP) cost. Items
that are listed in the table but do not have
a description here are ones that have
already been introduced in the 2nd Edition
rulebook.
QUANTUM DRIVE (15 CP/HS)
This propulsion system, also known as a Q-
Drive, is an experimental dimensional jump
drive
that
allows
a
starship
to
instantaneously
travel
vast
distances
through quantum entanglement with an
organic hyphae network that spans
throughout the known universe and
psionic plane. While the jump itself is near
instantaneous, plotting a course through
the filament network requires one hour of
10
calculations per light year to be travelled.
For example, the time needed to plot a
course and jump ten light years would be
ten hours. Use of the drive is risky and each
quantum jump has a 40% chance of causing
a mishap. The Star Master can roll 1d10 on
the table below to randomly determine the
result of a jump mishap if one occurs.
ROLL JUMP MISHAP ENCOUNTERED
01
Malfunction destroys the drive.
02
Arrive in the psionic plane.
03
Arrive 1D6 months ahead in time.
04
Arrive 2D10 light years off course.
05
Arrive 1D6 months back in time.
06
Ship and crew are duplicated.
07
Drive does not function at all.
08
Arrive in an alternate reality.
09
Arrive but causes crew amnesia.
10
Arrive but PPB is exhausted.
Unlike H-Drive, a Q-Drive does not produce
EU’s and must be used in conjunction with
hyperdrive. Like the nuclear drive, the Q-
Drive is in the ship’s saucer and only one
unit is needed to function costing 10 EU’s
per LY. Adding additional units will not
improve the drive’s performance or reduce
the chance of a jump mishap.
¼ SIZE HYPERDRIVE POD (5 CP)
The quarter size hyperdrive pod contains
the drive energy production components
for small starships. This hyperdrive pod
produces 25 EU’s per day and can be used
in conjunction with other pods if a starship
design
requires
additional
energy
resources.
CARGO POD (5 CP)
Cargo Pods come in variety of shapes and
sizes but the most common ones in use
with Confederation freighters and tugs are
40 meters by 200 meters cylinders. Cargo
Pods are capable of carrying a wide range
of freight and can be jettisoned in the
event of an emergency.
CLOAKING SHIELD (4 CP/HS)
After the Zangid War the development of
cloaking shield technology was prohibited
under
treaty
by
the
Galactic
Confederation. Recognizing the invaluable
advantage that this technology provided
the Videni some unsanctioned elements in
Spacefleet continued to develop their own
versions in secret. While possession of such
a device would result in a serious
diplomatic incident and certain court
martial necessary circumstances may grant
an exception to or review of the treaty. The
cloaking shields described here function
identically to those used by the Videni in
the 2nd Edition rulebook.
BEAM BANK ARRAY (4 CP)
The beam bank array uses a large arc
shaped array composed of multiple beam
emitters embedded into a starship’s hull.
This upgrade allows the vessel to fire both
beams at the same target or one beam at
two different targets. If used against two
11
targets the damage is divided in half
between the two targets. If both beams are
fired at the same target the emitter
functions as a normal beam bank. The
improved energy distribution system of the
beam array provides 1d6x6 damage per
beam.
HOLO SIMULATOR (4 CP)
The holo simulator is a specially designed
compartment
that
uses
the
ship’s
computer, holographic image emitters and
the teleporter mechanism to create a
temporary life-like virtual environment.
Holo simulators may be used for learning
or improving skills, simulate various
environments, or recreation. Characters
who use the simulator to improve their
skills towards promotion will earn 200
experience points per day of use. While the
character is training inside the simulator
they cannot participate in any other action
for the remainder of the day without
leaving the simulator. Characters must
complete the entire day of training in order
to receive the experience points towards
promotion. The Holo Simulator costs 5 EU
per day to operate, can accommodate up
to 8 people, and requires resources from
several of the ship’s systems. While the
Holo Simulator is running the teleporter
and ship’s computer cannot be used. Due
to its power usage and resource demands
the use of a ship’s holo simulator requires
authorization from the Command Officer.
The Command Officer can abort a Holo
Simulator session at any time if the
compulsory resources it requires are
needed for other priority functions.
QUANTUM CAPACITOR (4 CP)
A quantum capacitor is an EU storage
device that allows a starship to retain up to
10 EU’s of surplus energy for 24 hours per
unit. Quantum Capacitors cannot generate
energy on their own and must have an EU
surplus from the ship’s hyperdrive in order
to operate. Energy stored by a quantum
capacitor
cannot
be
used
during
construction towards the ship’s overall CP
or Design Budget.
COMPUTER CORE (3 CP/HS)
It was a commonly held misconception
that early models of starship computers
were “stupid” due to limitations on their
interaction subroutines. However, the
misconception was partially correct in that
the computers of the time were only as
smart as those who programed them. Data
12
engineers designed these older systems to
provide information within the limited
parameters of specified inquiries to
prevent Spacefleet Officers from relying
too much on computer data over their own
judgement.
Like
most
things,
this
“conventional wisdom” eventually gave
way to new ideas with the advancement of
technology. New starship computers still
require specific data inquiries but are now
more intuitive and user friendly than their
predecessors. The Star Masters’ rules for
computer usage have not changed but they
now can allow the ship’s computer to
consider open ended questions.
STARSHIP AUTOMATION (3 CP/HS)
This
component
system
allows
the
computer core to automate many of the
ships functions so that they do not require
individual crew to operate them. Starship
automation systems can help lower the
cost of starship construction by reducing
the overall required crew compliment by
50%, eliminating half of the required living
quarters, and reducing the cost of the life
support systems to 1 construction point
per hull size. The downside to starship
automation is that its complex integrated
nature hampers damage control efforts.
With a successful skill check Engineering
Officers will only be able to repair their
level x2 for total PPB restored per day and
technical enlisted men at their level for
total
PPB
restored
per
day
when
conducting repairs on a starship with
automated systems.
CAPACITOR TORPEDO (3 CP)
The capacitor torpedo is an unusually
devious weapon developed on Rigel. It
does not cost EU to use, has the same
range as an ion torpedo, and has a limited
ammo capacity that must be checked off
the ship sheet after each use. However,
unlike Ion torpedoes this weapon carries a
quantum capacitor instead of a warhead.
When the torpedo strikes its intended
target, it bores into the ship’s hull and
begins siphoning ten EU’s per turn from the
ship’s PPB slowly building up to an
overload. The torpedo will exceed its
capacitor’s storage and overload in 1d10
turns. Upon overload the capacitor will
explode releasing all of its stored energy at
once into the target ship. Engineering
officers and technical enlisted men can
make a skill check to attempt to disable the
weapon before it reaches overload.
Capacitor torpedoes can only be used
against spacecraft, space stations, or
Starbases. They have no effect on space-
born life forms and are useless for
planetary bombardment. The capacitor
torpedo is solely a weapon of war and the
Confederation discourages its use but has
not yet prohibited it all together.
13
COMMAND BRIDGE (2 CP/HS)
The Command Bridge is the control center
that coordinates and oversees all activity
on a starship. The command bridge on
Confederation ships is traditionally located
either at the top of, or in the center of, the
saucer module. It is a compulsory system
that is required on all Confederation
Starships. A starship can have more than
one Command Bridge with the second one
acting as a redundant back-up in case of
emergency. Each Command Bridge on a
starship provides a +1 bonus to all PC and
NPC skill checks as it aids in the
coordination of all operational systems on
the ship. To determine the maximum
number of Command Bridge facilities that
a starship design can support divide the
ship’s HS in half and round up for fractions.
HULL PLATING ARMOR (2 CP/HS)
While not as effective as screens, polarized
hull plating armor absorbs 10 EU points of
damage per hull size. Unlike screens, hull
armor does not use energy, so it is a logical
choice for small vessels with limited energy
production capabilities. During combat the
hull armor takes any damage points first
until depleted. Once depleted hull armor
plating has been destroyed and cannot be
repaired or regenerated.
BEAM CANNON (2 CP)
A beam cannon is a scaled down version of
a beam bank and uses a single emitter.
Beam cannons have the same range as
beam banks, cost 3 EU per shot, and deliver
1d6x5 points of damage per shot. A beam
cannon can only fire one beam at a time at
one individual target from its emitter.
These weapons are useful for smaller
vessel designs where space and energy are
at a premium.
14
SCIENCE PROBE (2 CP)
Science probes are autonomous sensor
drones used to survey, detect, and record
scientific data. They do not cost EU to use
and have the same delivery vehicle
systems as an ion torpedo. Science probes
have the same range as ion torpedoes and
can provide players with data unobtainable
by sensor scans alone. Science probes can
be tasked to gather information from
anything within their range. Once a probe
reaches the limit of its range it will become
depleted and is lost. Probes cannot detect
cloaked ships or cause damage, but they
can be used to lift the “fog of war” with
intelligence about enemy units. Science
Probes relay their gathered information
directly to a starship’s computer core
providing one additional computer inquiry
question per probe used.
SECURITY BRIG (2 CP)
The ship’s security brig is a specialized
living quarters accommodation designed
for holding prisoners. This compartment
has two reinforced holding cells with force
field emitters that can house one prisoner
each. The security brig contains a kiosk
station and workspace that can serve as a
security office or monitoring station.
OFFICER’S CLUB (2 CP)
This compartment is a recreation area for
the Ship’s Officers and can accommodate
up to ten people at a time. The officer’s
club contains a small bar, lounge, food
dispensary, and game table. Enlisted crew
are not normally allowed in this area
without an invitation or pass.
LIVING QUARTERS (2 CP)
There are commonly two types of living
quarters used on Confederation starships.
These are classified as either Crew
Quarters or Executive Quarters. The crew
quarters are very Spartan in nature and can
accommodate up to four people in bunk
bed style berths. The Executive Quarters
are a semi private accommodation for two
people with a divided privacy partition.
Executive
quarters
are
considered
luxurious in comparison to the standard
crew accommodations. Executive Quarters
can also be converted into a VIP stateroom
to provide private quarters for a visiting
dignitary.
SCIENCE LAB (2 CP)
The science laboratory is a compartment
where the ship’s science team develops
innovative solutions to the ship’s scientific
problems. Any character who has a science
skill will receive a +1 to this skill check if
they have access to a science lab on their
ship. The science lab also grants a +1 bonus
for the technical skill roll to get on line with
the computer and a +1 bonus to the results
of the computer inquiry roll.
15
ENGINEERING LAB (2 CP)
The
engineering
laboratory
is
a
compartment where the ship’s engineering
team develops innovative solutions to the
ship’s
technological
problems.
Any
character who has a technical skill will
receive a +1 bonus to this skill check if they
have access to an engineering lab on their
ship. The engineering lab is also where the
ship’s molecular fabricator is located. This
device can synthesize a variety of
substances and objects from its supply of
catalytic provisions. The engineering lab
also grants a +1 bonus for the technical skill
roll to get on line with the computer and a
+1 bonus to the results of the computer
inquiry roll.
PLASMA TORPEDO (2 CP)
The
plasma
torpedo
is
a
modern
redesigned version of the Ion torpedo’s
predecessor of the same name. The
economy of this weapon’s design has given
it a new lease on life with innovative
improvements in the plasma containment
and delivery systems. The original design
suffered from high dissipation rates that
dramatically reduced the effectiveness of
the weapon. The redesigned plasma
torpedo does not cost EU to use, has the
same range as an Ion torpedo, and delivers
1d6x5 damage. Upon detonation of the
torpedo the released plasma will continue
to burn on contact for an additional 1d6
points of damage for 1d4 turns. Like Ion
Torpedoes, these weapons have a limited
ammo capacity and have to be checked off
of the ship sheet after each use. One
advantage to carrying these weapons is
that they are considerably smaller than
their ion counterparts. A starship can carry
two plasma torpedoes in the same amount
of space required for one ion torpedo. The
advantage of a larger torpedo capacity
means an increased chance of hitting an
intended target by volume of available
ammo to fire at it.
HYDROPONICS LAB (1 CP)
The
hydroponics
laboratory
is
a
compartment designed for growing various
kinds of plant life for the purpose of
producing oxygen and food. Any starship
equipped with a hydroponics laboratory
can reduce the cost of their life-support
system by a total of 2 EU to operate.
16
PATTERSON CANNON (1 CP)
The Patterson Cannon, named after its
inventor Dr. Remar Patterson, is an
anachronistic projectile weapon that fires a
depleted osmium borite slug with a binary
chemical propellent. Originally designed as
asteroid busters these elegantly un-
complicated weapons have the advantage
of being able to be fired without the
expenditure of EU from the starship’s PPB.
So, even if main power is offline, i.e. after a
hyperdrive pod ejection, a starship armed
with a Patterson Cannon can still defend
itself
without
incurring
additional
permanent damage from deficit EU usage.
Patterson Cannons have seen a recent
surge in popularity being requisitioned for
smaller starships such as runabouts that
have limited power resources to expend on
beam weapons. Like torpedoes, the
Patterson Cannon has a limited number of
slugs that can be carried in its internal
magazine which must be checked off after
each use. The capacity of the cannon’s
magazine is determined by multiplying the
ship’s Hull Size by 10. Each osmium borite
slug that hits its target does 1d6x3 damage.
The Patterson Cannon has a limited range
of 160,000 miles so it has to be used at
close range to be most effective. Each
Patterson Cannon mounted on the ship can
only be directed at one target at a time and
can fire as often as desired until its ammo
supply has been depleted. Changing
targets with the same cannon requires the
calculation of a new firing solution and the
weapon must disengage for one turn of
combat to acquire the new target.
TO HIT TARGET RANGE
16
10,000 Miles
15
20,000 Miles
14
30,000 Miles
13
40,000 Miles
12
50,000 Miles
11
60,000 Miles
10
70,000 Miles
09
80,000 Miles
08
90,000 Miles
07
100,000 Miles
06
110,000 Miles
05
120,000 Miles
04
130,000 Miles
03
140,000 Miles
02
150,000 Miles
01
160,000 Miles
17
Some starship systems can have their
components upgraded to enhance their
performance. These upgrades are available
for requisition at the shipyard during
construction. There are three levels of
upgrade
available
for
Hull
Armor,
Hyperdrives,
Computer
Cores,
Beam
Weapons, and Torpedoes. Each upgrade
level represents new scientific innovations
that enhance the systems normal abilities.
HULL ARMOR UPGRADES
Improvements in self-regenerative hull
plating materials allow the ship to absorb 5
additional points of EU damage per Hull
Size for each level of upgrade. For example,
a starship equipped with Hull plating armor
that purchases the Mark I upgrade will be
able to absorb 15 EU’s of damage per Hull
Size.
LEVEL
MODIFIER
COST
Mark I
Additional 5 EU Dmg.
5 CP
Mark II
Additional 10 EU Dmg.
10 CP
Mark III Additional 15 EU Dmg.
15 CP
HYPERDRIVE UPGRADES
Starship designers can improve their ship’s
overall performance by investing in a
hyperdrive upgrade. The three upgrades
available at the shipyard provide an
additional 1d10 EU’s each to the ship’s final
PPB score. These modifiers cannot be
applied to the ship’s design budget as they
are only a benefit to performance once the
design is completed and all components
installed. Hyperdrive upgrades should be
recorded as a “System" on the Starship
Design Worksheet.
LEVEL
MODIFIER
COST
Mark I
+1d10 to PPB
5 CP
Mark II
+2d10 to PPB
10 CP
Mark III
+3d10 to PPB
15 CP
COMPUTER CORE UPGRADES
Upgrades to the ships computer will allow
it to respond to inquiries from the crew in
a faster more efficient manner. Each
upgrade level allows the player to add one
additional question to each inquiry.
Additionally, each upgrade provides a +1
per upgrade level to the technical skill
check required to get on-line with the
computer.
18
LEVEL
MODIFIER
COST
Mark I
+1 Inquiry / +1 Skill
5 CP
Mark II
+2 Inquiries / +2 Skill
10 CP
Mark III
+3 Inquiries / +3 Skill
15 CP
BEAM WEAPON UPGRADES
New developments in beam emitter
technology and power distribution systems
have resulted in three levels of upgrades
available for requisition on all beam
weapon systems. Each level of upgrade will
add an additional 1d6 points of damage
and a +1 modifier to the skill check
required to hit the target.
LEVEL
MODIFIER
COST
Mark I
+1d6 Dmg / +1 Skill
5 CP
Mark II
+2d6 Dmg / +2 Skill
10 CP
Mark III
+3d6 Dmg / +3 Skill
15 CP
ION TORPEDO UPGRADES
Innovations in ion torpedo design have
resulted in three levels of upgrades
available for requisition at the shipyard.
Any Ion torpedoes present on the ship or
reloaded
after
the
upgrade
will
automatically be at the new level without
additional charge. These upgrades do not
apply to Plasma or Capacitor Torpedoes.
LEVEL
MODIFIER
COST
Mark I
+1d6 Dmg / +1 Skill
5 CP
Mark II
+2d6 Dmg / +2 Skill
10 CP
Mark III
+3d6 Dmg / +3 Skill
15 CP
Over time your starship’s systems may
begin to grow obsolete and require a
return trip to the shipyard for retrofit. This
is a complete overhaul and replacement of
any two systems that no longer support the
efficient operation of the vessel. Retrofits,
while necessary to keep a starship at peak
performance on mission, are very arduous
and take a toll on the vessel. Starships can
only support a limited number of retrofits
throughout the life of their service. To
determine the number of retrofits a
starship is eligible for simply divide the
ship’s hull size in half, rounding any
fractions up. For example, a cruiser with a
hull size of four can under go two retrofits
during its service life providing an upgrade
for two of its systems each time. A starship
that enters the shipyard for retrofit can
19
upgrade any two systems to the next level
without construction point cost but will
have to remain out of service for the
duration of the procedure. Retrofits can
only upgrade systems already installed on
the ship and cannot add entirely new
systems to a starship design. To determine
the time required to complete the retrofit
for a starship multiply the ship’s Hull Size
by three months.
A refit is a one-time only complete redesign
of a starship from the ground up in order to
extend its service life. Any starship
undergoing a refit will begin the entire
design process over from scratch. In
essence you will be fabricating an entirely
new ship on the bones of the old one.
Refits allow you to modernize an old design
with the latest technologies. Starships
which have suffered a catastrophic disaster
resulting in Hyperdrive ejection will have to
undergo a refit in order to restore all
systems. Ships undergoing a refit may
improve
their
existing
upgradeable
systems by one level without CP cost but
will have to remain out of service for the
duration of the procedure. During a refit,
designers are permitted to swap out old
systems for new ones of equal value so
long as they do not exceed the ship’s
Design Budget. To determine the time
required to complete the refit multiply the
ship’s Hull Size by six months.
The default teleporter and sickbay capacity
on a new starship design is equal to the
ship’s Hull Size score. So, a Frigate with a
Hull Size of 2 will be built with a teleporter
room and sick bay that can each handle
two people at a time. Additional capacity
can be purchased as an add-on with your
available construction points.
To determine the crew compliment of your
starship design, use the following formula
Hull Size x PPB / 20 = the total crew
compliment (round up any fractions). For
example,
the
formula
for
a
new
dreadnought would look like this HS 6 x
PPB 400 = 2400 / 20 = 120. So, the crew
compliment of your new design would be a
total of 120. Now your crew will need a
place to sleep and work, so you will need
20
to build living quarters into your design to
accommodate your crew. Each living
quarters unit can house up to four crew
members, so for the example given here
you will need to add 30 living quarters
components at a cost of 30 construction
points.
Upgraded
semi-private
accommodations cost twice as much and
house only two crew members each. Most
ship designs will incorporate both kinds of
crew accommodations with a limited
number
of
executive
quarters.
In
extremely rare cases a starship may offer
VIP staterooms for dignitaries and honored
guests.
These
accommodations
are
executive
quarters
that
have
been
converted or upgraded for use by a single
occupant.
If your game style is more cinematic in
nature you may wish to use this optional
rule to expand the crew compliment and
fill out your ship. To expand the crew size
of any given ship class listed in the 2nd
Edition rulebook simply consider the listed
crew compliment to represent the ship’s
minimum command crew required to
operate the vessel. This minimum crew is
10% of the total number of crew or
passenger the ship can support. For
example, a Destroyer class starship with a
listed crew compliment of 20 would have a
minimum command crew of 20 and a
maximum crew or passenger capacity of
200.
The
average
operational
crew
compliment of the ship would be
somewhere in the middle around 50% of
the maximum capacity. For example, the
same
Destroyer
class
vessel
would
normally operate with a standard crew of
100 officers and enlisted personnel at any
given time. This number would cover all
essential positions and still allow additional
room to accommodate passengers or
troops.
STARSHIP CLASS
MIN
MAX
Runabout (PC)
2
20
Frigate (FG)
10
100
Light Freighter (LF)
10
100
Space Tug / Tender (TT)
15
150
Medium Freighter (MF)
15
150
Destroyer (DD)
20
200
Heavy Freighter (HF)
20
200
Cruiser (CS)
50
500
Battle Cruiser (BC)
100
1000
Carrier (CV)
100
1000
Dreadnought (DN)
150
1500
21
A Deck on a starship is the interior area
inside the hull where the ship’s crew live
and work. To determine the maximum
number of decks available for your design
multiply the ship’s hull size by 6. For
example, a Frigate with a hull size of two
would have up to 12 decks. Since not all
ship designs are the same for the same
type of vessel you can choose the number
of decks that best fit your design up to the
maximum number of decks allowed for the
Hull Size. For example, some designs may
be longer in length than in height and
require fewer number of decks because
each deck is larger length-wise. If you
would like to randomize this number
simply roll 1D6-2 and subtract the result
from the maximum number of decks
allowed for the Hull Size. If your roll result
is 2 or lower read the result as a roll of 1.
Provided here is the Ship’s Locker stats for
all of the starships found in this
supplement using the optional Ship Locker
ruled found on Page #20 of the 2nd Edition
rulebook.
STARSHIP CLASS
UNITS MAX
Runabout (PC)
4
3
Frigate (FG)
6
3
Light Freighter (LF)
6
3
Space Tug / Tender (TT)
10
4
Medium Freighter (MF)
10
4
Destroyer (DD)
10
4
Heavy Freighter (HF)
14
-
Cruiser (CS)
14
-
Battle Cruiser (BC)
20
-
Carrier (CV)
20
-
Dreadnought (DN)
26
-
If you wish to build your own Ship’s locker
for your starship design, you can use the
following optional rules formula. To
determine the total number of Units of
equipment the locker can hold multiply the
starships Hull Size by 3 and then add 1 to
the total (HSx3+1). For example, a
destroyer class vessel with a Hull Size of 3
would have enough space to store up to a
total of 10 Units (3x3,+1=10). To determine
the maximum unit value that can be
securely stored in the Locker add 1 to the
starship’s Hull Size (HS+1). For example, a
frigate class vessel with a Hull Size of 2
would have a maximum unit value of 3 that
can be stored in its Ship’s Locker. Since five
units is the ceiling in the 2nd Edition
rulebook any result that is five or higher
indicates that any item regardless of unit
value can be securely stored in the Locker
up to the total number of units allowed.
22
Each ship designed and produced at a
shipyard is a unique work of technology
and artistic craftsmanship. While two ships
of the same class may have the same
specifications, they will individually be
unique with their very own quirks and
personality. New ship designs are bound to
come out of the shipyard with some flaws.
The longer a vessel is under construction at
a shipyard the greater the chance that
some flaws will creep their way in.
Whether it is a matter of too many people
involved in the process or an oversight,
flaws will happen. After all, even the best
engineers have been known to make a
mistake or a compromise from time to
time to meet a deadline. For every year
that a new ship spends under construction
in the shipyard Roll 1d20 to select one
random design flaw from the table. For
example, a Hull Size 4 Cruiser will be under
construction for four years so roll 4 times
on the table for the design flaws that end
up in the ship. If the design flaw is serious
enough to warrant repair your ship’s
engineering team and enlisted technical
men can attempt to repair the issue.
ROLL DESIGN FLAWS
01
Slow to jump to hyperwarp.
02
Environmental control runs cold.
03
Attracts Pod Pippit Infestations.
04
Glitchy / Lagging Computer Core.
05
Unidentifiable unpleasant odor.
06
Elevators arrive at wrong decks.
07
Unfinished interior: panels missing.
08
Bad vibrations during hyperwarp.
09
Annoying loud engine noises.
10
Intermittent gravity plate failures.
11
Unidentifiable rattle in air vents.
12
Unfinished interior: carpet missing.
13
Security lock-out protocol.
14
Environmental control runs hot.
15
Uncomfortable furniture.
16
Leaky water pipes.
17
Intermittent lighting failures.
18
Attracts space lice infestations.
19
Intermittent door failures.
20
Power Drain: Lose 5 EU from PPB.
(01) SLOW JUMP
This design flaw results from a poorly
networked data connection in the helm
control that delays the bridge’s command
to enter hyperwarp to the engine room by
1d6 turns.
(02) ENVIRONMENT RUNS COLD
A faulty regulator in the ship’s life support
system causes the temperature inside the
ship to remain at a brisk 40 Degrees
Fahrenheit regardless of how many times
the engineering team attempts to adjust it.
23
03) POD PIPPIT INFESTATION
A bulk provisions canister in the ship’s
cargo bay contains an infestation of Pod
Pippits that were attracted by the food
stored inside. Once aboard the ship the
animals escape the container and find their
way into the inner hull and crawl spaces.
(04) GLITCHY COMPUTER CORE
A glitch in the computer core results in an
uncomfortably long and awkward silence
lasting
1d6
turns
when
requesting
information from the computer.
(05) UNIDENTIFIED ODOR
Nick named “new ship smell”, this
intensely unpleasant foul chemical, or
biological, odor lingers throughout the
entire ship. Over time the odor can build up
becoming
an
irritant
that
causes
headaches, dizziness, and disorientation
among the crew.
(06) ELEVATORS AT WRONG DECKS
The on-board control mechanisms for the
elevator lifts are constantly misreading the
floor locations and sending the lifts to the
wrong floor.
(07) MISSING PANELS
Several interior areas of the ship were left
unfinished before the ship had to go into
service. These open sections of corridor
and compartment increase the risk of fall
or injury to anyone in them.
(08) BAD VIBRATIONS
A faulty hyperspace harmonics induction
coil causes the ship to noticeably shake
every time the ship goes to hyperwarp.
Each increasingly higher hyperwarp factor
raises the intensity of the vibration.
(09) LOUD ENGINE NOISES
Operation of the ship’s nuclear drive
causes an annoyingly loud engine sound
inside the ship every time it is activated.
(10) GRAVITY FAILURES
The artificial gravity plating embedded
below the ship’s flooring has a fault that
causes areas of high, low, or zero gravity to
occur inside the ship. Star Masters should
roll 1d6 to determine how an area is
affected. A roll of 1 or 2 indicates reduced
gravity on the deck. A roll of 3 or 4 indicates
no gravity on the deck. A roll of 5 or 6
indicates elevated gravity on the deck.
(11) UNIDENTIFIED RATTLE
There is a persistent quiet rattle coming
from the air handlers that will not go away.
While the rattle does not affect the
environmental condition inside the ship
the constant noise will slowly drive the
crew mad with aggravation.
(12) CARPET MISSING
All Confederation starships are equipped
with special non-conductive, non-slip,
carpet-like flooring tiles. For some reason
portions of your ship were not installed
24
with this feature. Roll 1d6 x Hull Size to
determine how many decks are missing
their floor covering. Crew members will
have a 40% risk of falling when walking or
running on these surfaces.
(13) SECURITY LOCK OUT
A faulty processing node in the ship’s
computer core accidentally enables a
random security lock-out protocol that
prevents the crew from controlling the
ship. The Star Master should roll 1d6 with
all computer inquiries made and any odd
numbered roll results in the security lock-
out. The problem can temporarily be
resolved with a computer system reset by
a technical officer or enlisted man that will
require 1d10 turns to complete. After the
computer reset the computer will function
correctly for the inquiry until the next time
the computer is accessed by a new user.
(14) ENVIRONMENT RUNS HOT
A faulty regulator in the ship’s life support
system causes the temperature inside the
ship to remain at an uncomfortable 104
Degrees Fahrenheit regardless of how
many times the engineering team attempts
to adjust it.
(15) UNCOMFORTABLE FURNITURE
The furniture on the ship is stiff and
uncomfortable to use for long periods of
time
resulting
in
discomfort
and
aggravation for the crew.
(16) LEAKY WATER PIPES
In the enclosed environment of a starship
surrounded by sensitive electronics the
presence of a minor water pipe leak is
more than just a nuisance. The water leak
increases the chance of a fall while walking
or running by 40% and will cause glitches in
nearby
electronics
and
computer
terminals. The Star Master will roll 1d10 on
the table below to determine what
temporary glitch is caused by the leak and
how many turns the glitch will last until the
effected systems find a bypass. If the roll
results in a flaw that the ship already has
the Star Master should re-roll to determine
a new glitch.
ROLL TEMPORARY GLITCH
01
Unidentifiable rattle in air vents.
02
Environmental control runs hot.
03
Intermittent lighting failures.
04
Intermittent door failures.
05
Environmental control runs cold.
06
Elevators arrive at wrong decks.
07
Security lock-out protocol.
08
Intermittent gravity plate failures.
09
Unidentifiable unpleasant odor.
00
Bad vibrations during hyperwarp.
(17) INTERMITTENT LIGHTING
A glitch in the power regulation system for
the ship’s internal lighting controllers is
causing intermittent lighting failures that
randomly leave areas of the ship in
darkness on upon a random 1d6 check by
the SM that results in an odd number.
25
(18) SPACE LICE INFESTATION
Incorrect installation of the ship’s food
processing units causes a protein line leak
that attracts an infestation of Rigellian
space lice.
(19) DOOR FAILURES
A faulty control module in the ship’s door
sensors causes all interior doors in the ship
to open or close randomly. Whatever state
the door is in when the fault occurs will be
reversed causing the door to suddenly
open or shut without warning. Upon any
Character or NPC approaching an interior
door the Star Master will roll 1d6 and even
numbered results will trigger the flaw.
Exterior airlocks and hatches are on a
separate safety protocol and are not
affected.
(20) POWER DRAIN
A fault in the ship’s power distribution
network is causing a minor power drain
from the ship’s hyperdrive that consumes
5 EU’s per day.
One of the most rewarding experiences in
table-top Sci-Fi gaming is for players to
develop their own hero ship for use in their
game. A hero ship is a vessel that is as much
a character in the story as the player
characters themselves. It has a certain
animistic personality all its own and
becomes more than just a vehicle to get
from point A to point B. All too often
Galactic
Confederation
starships
are
viewed as mass produced cookie-cutter
clones because of their standardization
and uniformity in design. However, this
does not have to be the case, your personal
starship design can be a unique expression
that screams hero ship the moment it
leaves the shipyard. Even with the strict
structure of Confederation Spacefleet
Regulations every good Commanding
Officer knows how to find the loop holes.
Overtime the longer a starship traverses
the black void of deep space the more its
appearance will begin to change. Micro-
meteor pocks in the hull, battered emblem
markings,
patch-work
repairs,
and
impromptu engineering modifications all
add to the look, feel, and character of your
ship. A visit to the local starbase shipyard
for repair, retrofit, or complete refit can
clean up a lot of these issues but not all
wounds heal without leaving scars. The
best ways to give your ship design more
character is through careful deliberate
26
design, unique traits such as custom
systems or design flaws, and a detailed
description of its appearance. You can use
the Description & Notes Section on the
back side of the Starship Design Worksheet
to work up a detailed description or image
of your hero ship to help invoke a clear
picture of your design.
The Galactic Confederation Spacefleet is
well known for its exceptional starship
designs that feature a prominent saucer or
disc shaped hull. There are many theories
for the reason behind this design
convention but the one thing that is for
certain is that it has withstood the test of
time. The use of other hull configurations is
less
common
among
Confederation
designs, but they are not un-heard of.
Spheres, deltas, and cylinder-shaped hulls
have also been used extensively in starship
designs throughout Confederation history.
When using one of these less common
starship configurations you can use the
term command module instead of saucer.
One of the last, but certainly not least,
steps to designing your own starship will be
to classify the design with a name and
share it with others. By naming the class of
your ship you identify the characteristics
and design parameters that future ships of
the same class will share with each other.
Naming conventions are completely up to
your imagination and should conjure
thoughts and mental images that express
the essence of the design itself.
99 POPULAR STARSHIP NAMES
Presented here is a sample of ninety-nine
popular names for Galactic Confederation
starships, in no particular order, for you to
use for your designs. These names can also
be used for a class of ship with the first ship
in the class bearing the name of the design.
It is always best to choose your own unique
name for a hero ship, but this list can help
inspire you if you get stuck. Most
27
Confederation starship classes included in
the 2nd Edition rulebook have a uniform
naming convention that describe what
ships in that class are commonly named
after. This can help you narrow down your
own list of potential names for your ships
or class designs. Star Masters and Players
are encouraged in this supplement to
expand on those naming conventions to
add new possibilities and variety for their
games.
99 POPULAR STARSHIP/CLASS NAMES
Columbia
Aspire
Intrepid
Atlantis
Nimitz
Challenger
Freedom
Defiant
Independence
Daedalus
Phoenix
Osprey
Mercury
Albatross
Hermes
Annapolis
Constitution
Cheyenne
Farragut
Yorktown
Typhon
Constellation
Thunderbolt
Guardian
Antares
Reliant
Proteus
Cygnus
Pulsar
Altair
Atlas
Indomitable
Resolute
Calypso
Andromeda
Yeager
Einstein
Olympic
Prometheus
Odyssey
Polaris
Ambassador
Copernicus
Apollo
Newton
Nebula
Armstrong
Chimera
Aurora
Zodiac
Titan
Endeavour
Hyperion
Exeter
Atlas
Excalibur
Yamato
Hercules
Agamemnon
Valkyrie
Valiant
Victory
Lexington
Explorer
Horizon
Fearless
Hood
Trident
Dauntless
Calisto
Pathfinder
Oberon
Liberty
Cyclone
Europa
Ganymede
Wanderer
Saratoga
Tempest
Ranger
Achilles
Aries
Avenger
Hornet
Demeter
Bellerophon
Endurance
Eagle
Mayflower
Destiny
Magellan
Pacific
Galileo
Black Hawk
Midway
Concord
Iwo Jima
Nautilus
Ticonderoga
In this supplement there are three new
pre-generated
Galactic
Confederation
starship classes and one sub class you can
add to those already found in the 2nd
Edition rulebook. These new vessels
include the Runabout, the Space Tug, the
Star Carrier, and the Starliner sub-class.
Use of these new starships is optional and
can add a new dimension to your game
scenarios and space battles.
RUNABOUT (PC)
The Runabout, or Patrol Craft, is the
smallest class of interstellar vessel in use by
the Galactic Confederation. This multi-role,
atmospheric flight capable, spacecraft
comes in a variety of configurations and is
used for everything from transporting
cargo to deep space rescue missions. The
ship was designed to be versatile with
28
mission specific hull modules that can be
changed as needed. The ship’s quarter size
hyperdrive pod produces 25 EU’s per day
and
requires
some
creative
energy
management skills to operate. Runabouts
are named after Oceans, Seas, and Rivers
such as Pacific, Aegean, and Yukon.
RUNABOUT (PT)
Hull Size:
1
Construction Cost:
25 CP
Crew Compliment:
2/20
Command Rank:
Ensign
Power Pile Base:
25
Teleporter Capacity:
0
Beam Banks:
1
Ion Torpedoes:
0
Shuttle Ships:
N/A
Sick Bay Capacity:
N/A
Ship’s Locker (Optional)
4
3
*Players should note that this class of
spacecraft represents a broad category of
design compared to what was seen on the
iconic television show and movies that
inspired this game.
SPACE TUG / TENDER (TT)
A Space Tug or Tender is a multi-purpose
support vessel about the same size as the
Confederation Destroyer. Space Tugs are
commonly used to tow disabled spacecraft
or cargo modules like a freighter. When
towing cargo modules, the Space Tug has
the same capacity as a medium freighter. A
Space Tug can tow one disabled spacecraft
up to Hull Size 6. Space Tugs / Tenders are
named after well-known historic seaports
and spaceports such as Savanah, Jakarta,
Mojave, White Sands, and Kodiak.
29
SPACE TUG / TENDER (TT)
Hull Size:
3
Construction Cost:
100 CP
Crew Compliment:
15/150
Command Rank:
Lieutenant
Power Pile Base:
100
Teleporter Capacity:
2
Beam Banks:
2
Ion Torpedoes:
6
Shuttle Ships:
2
Sick Bay Capacity:
4
Ship’s Locker (Optional)
10
4
STAR CARRIER (CV)
Confederation military design convention
never widely embraced the use of carrier
vessels or fighters like some of the other
interstellar governments did. Encounters
with Zangid and Videni carriers in battle
revealed the tactical value of developing an
attack platform that could deliver fast
attack
craft
at
a
distance
before
committing starships to battle. The
Confederation’s
investment
in
the
development of carrier vessels is very
limited and highly experimental. Only a few
prototypes can be found in service and
they are under constant scrutiny from the
admiralty and Spacefleet Command.
For game mechanic simplicity space
fighters based on the Star Carrier should be
treated the same as the Zangid fighters
found on Page #47 of the 2nd Edition
rulebook.
Each
Confederation
space
fighter has a two-man crew that operates
the craft independently of the carrier. The
fighters only have nuclear drive and can
travel up to 30,000 miles per turn. Each of
these craft is equipped with one beam
cannon and hull plating armor. They do not
have screens and produce 15 EU’s of power
per day. This example space fighter has a
Hull Size of ½ and costs 15 CP to build. The
Star Carrier can transport up to eight
fighters and launch or recover one fighter
per turn. They are considerably more
“expensive” in terms of CP than a shuttle
due to the additional armor, armaments,
and enhanced engines. Space fighters have
enough power and provisions to remain in
space for up to 48 hours. They must return
to a carrier, space station, or starbase in
order to reload, repair, and refuel. Space
fighters are atmospheric flight capable and
can land on planets just like a shuttle can.
They are limited to inter-solar system flight
and cannot jump to hyperspace unless on-
board a carrier ship.
30
STAR CARRIER (CV)
Hull Size:
5
Construction Cost:
300 CP
Crew Compliment:
100/1000
Command Rank:
Commodore
Power Pile Base:
300
Teleporter Capacity:
2
Beam Banks:
4
Ion Torpedoes:
10
Shuttles:
Fighters:
4
8
Sick Bay Capacity:
15
Ship’s Locker (Optional)
20
N/A
STARLINER SUB CLASS (ST)
Starliners are a sub class of freighter that
have been designed, or converted, to
accommodate passengers instead of bulk
cargo. Statistically they are identical to
freighters in every way except for the cargo
carried. Space Tugs can also serve as a
starliner, or troop transport, by towing a
passenger pod instead of a cargo pod or
disabled ship.
Starliners
come
in
a
variety
of
configurations
with
accommodations
ranging from economic to luxurious.
Starliners are found operating throughout
the Confederation by Spacefleet, private
enterprises, and corporations. They are
commonly named after historic authors,
artists, and inventors such as Davinci,
Hemingway, Bell and Westinghouse.
31
STARSHIP DESIGN WORKSHEET
CP:
STARTING:
REMAINING:
SHIP’S NAME:
S.S. SHIP NAME
BEAM:
TYPE:
#
SHIP’S CLASS:
TORP:
TYPE:
#
COMMAND RANK:
TELEPORT CAP:
#
BENEFIT OF RANK:
HS x 1d12
SICKBAY CAP:
#
CREW COMP:
MIN:
MAX:
SHUTTLE SHIPS:
#
SYSTEMS & UPGRADES:
#
CP
HULL STRUCTURE
1
HYPERDRIVE POD(S)
NUCLEAR DRIVE
1
COMMAND BRIDGE
LIFE SUPPORT SYSTEM
1
LIVING QUARTERS
DEFENSE SECREENS
1
COMPUTER CORE
1
HS
DESIGN FLAWS:
1
2
3
4
5
6
HS:
PPB:
STARTING:
ADJUSTED:
DB:
= STARTING PPB:
DECKS
HS X 6:
SHIP’S LOCKER
TOTAL UNITS
MAX UNITS
HS X 3, +1:
HS +1:
USE BACK SIDE FOR ADDITIONAL ENTRIES
STARSHIP DESIGN WORKSHEET
SYSTEMS & UPGRAGES (CONTINUED):
#
CP
NOTES / DESCRIPTION
RETROFIT / REFIT NOTES
| textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen Starship Construction Manual 01 Confederation.pdf |
A horde of orcish barbarians fall one by one screaming as
flashes of metal dart back and forth between them. When
the dust settles a lone elven woman stands amongst the
carnage.
A human grips his glaive in one hand. With his other hand
he gently touches the pale blue crystal hanging from his
neck. He closes his eyes for a moment to concentrate then
flings his hand outward sending a fireball careening into a
mass of skeletal warriors.
A gnome stands before a pair of hill giants. Next to her
rests a hammer larger that she could ever hope to be but
with a single movement of unnatural speed and strength
she brings the weapon spinning over her head and then
down to the ground sundering it under her opponent’s feet
and casting them into the abyss below
Some individuals seek out greatness. Others are chosen
for a higher purpose. Such is the case with Dragon Knights.
These proud warriors are specially chosen by one of the
divine dragons to receive a single drop of their blood. The
arcane and divine essence of this gift manifests itself in
various ways for different people but one thing that all
these individuals have in common is that they can no
longer go back to being ordinary.
Dragon Knights are exceptionally rare as the Platinum
Dragon and the Chromatic Queen do not bestow their gifts
lightly. When they appear, it is common for them to be an
army unto themselves. There are many tales told
throughout the land of warriors in shining, silvered armor
wading into battle outnumbered hundreds to one. More still
of stories of mysterious figures in hooded cloaks
systematically dismantling an enemy formation without
even moving a finger, Whatever the case may be, the life of
a Dragon Knight is one often filled with a very special kind
of loneliness. The divine blessing bestowed upon them
marks them as outsiders. In the best case, they are held up
as prophets or demigods. At worst, they are treated with
mistrust and malice. Because of this, many do what they
can to hide their blessing from those around them.
As you create your Dragon Knight, remember that, being a
blessing from a dragon god, their abilities are likely
extremely rare, if not unique in this world. What are your
character’s aspirations in life? How will the onset of this
blessing effect those plans? Will they eagerly take up the
call, or will they shy away from the responsibility?
While their power comes from one of the divine
dragons, Dragon Knights are not beholden to their will and
often fall into two categories. Some are reluctant and try to
hide their new gifts from others, only using their powers
when necessary. Others eagerly take up the call and seek
out opportunities to prove their worth. In both cases,
Dragon Knights will find great value in a small group of
friends whom they can trust and rely on.
You can make a Dragon Knight quickly by following these
suggestions. First, make Dexterity your highest ability
score. Make Charisma your next highest.
As a Dragon Knight, you gain the following features
Hit Dice: 1d8 per Dragon Knight Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 + your Constitution
Modifier per Dragon Knight Level
Armor: Light Armor
Weapons: Simple Weapons, Short Swords
Tools: Smith’s Tools or Tinker’s Tools
Saving Throws: Dex, Cha
Skills: Choose 2 from: Acrobatics, Arcana, Athletics,
Deception, Insight, Intimidation, Perception, Persuasion,
Religion
You start with the following equipment in addition to
equipment provided by your background:
•
Two simple weapons or (b) a martial melee
weapon
•
A Holy Symbol or (b) An Arcane Focus
•
An Explorer’s Pack or (b) A Dungeoneer’s Pack
•
Leather Armor
The Dragon Knight
Spell Slots Per Spell Level
Level
Proficiency
Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
1
2
Dragon Forge, Wyrm Talon
2
2
Spell Casting
1
2
3
2
Dragon Aspect
1
3
4
2
Ability Score Improvement
1
3
5
3
1
4
2
6
3
Dragon Aspect Feature
1
4
2
7
3
1
4
3
8
3
Ability Score Improvement
1
4
3
9
4
Wyrm Talon (2)
1
4
3
2
10
4
Dragon Blast
1
4
3
2
11
4
Dragon Aspect Feature
1
4
3
3
12
4
Ability Score Improvement
2
4
3
3
13
5
2
4
3
3
1
14
5
2
4
3
3
1
15
5
Dragon Aspect Feature
2
4
3
3
2
16
5
Ability Score Improvement
2
4
3
3
2
17
6
2
4
3
3
3
1
18
6
2
4
3
3
3
1
19
6
Ability Score Improvement
2
4
3
3
3
2
20
6
Forged Ground
2
4
3
3
3
2
At 1st level, any melee weapon you are proficient with is
considered a Dragon Knight Weapon for you. When
Wielding a Dragon Knight Weapon, you may choose to use
your dexterity or strength modifier for attack and damage
roles.
At 1st level the divine blessing has awoken in your blood.
Your skin from your lower jaw down, excluding your fingers
and toes becomes covered in small scales. If the blessing
came from the Platinum Dragon, the scales will be a
pristine platinum in color. If the Chromatic Queen bestowed
her blood to you, the scales will be a mix of all the colors of
chromatic dragons.
Once per long rest you can use an action to telekinetically
take control of any Dragon Knight weapon in your
possession for a number of minutes equal to your Dragon
Knight level + your Charisma modifier (Minimum 1). You
can control one weapon at a time at 1st level. At 9th level,
the number of controlled weapons increases by 1.
While using this feat, you can use a bonus action to move
each weapon up to 30ft. in any direction up to 60ft. away
from you. Any weapon with the “Heavy” property can only
move 15ft. If a weapon moves within range of a creature,
make an attack roll for each weapon against the creature.
Weapons with the “Light” property get advantage on the
attack roll.
For attack and damage rolls made in this way, add your
proficiency and Charisma modifier to each roll.
At 1st level, the divine dragon’s energies well up inside you
like a great fire. You gain Dragon Fire charges equal to
your Dragon Knight Level. As a bonus action, you can
spend these charges to conjure up to two melee weapons.
The weapons can take the form of any Dragon Knight
weapon. You spend one charge for each hand the
weapons require. Weapons with the Versatile property are
considered two handed for the purposes of calculating this
cost.
The created weapons appear in your hands or sticking up
from the ground within 5ft. of you. The weapons can be
used by you or any creature you allow. If a hostile creature
tries to pick up a weapon created in this way, it is destroyed
and the creature takes 1d4 slashing damage as the
weapon shatters in its hand.
Beginning at 5th level you can spend an extra charge of
Dragon Fire to give a Dragon Forged weapon a +1 modifier
to hit and damage or add 1d4 acid, cold, fire, lightning, or
poison damage to attacks made with this weapon. At 14th
level you can spend 2 additional charges to give a Dragon
Forged Weapon a +2 modifier to hit and damage or add
1d6 damage to attacks made with this weapon.
Created weapons last for a number of minutes equal to
twice your Dragon Knight Level. Once the time has
elapsed, the blades dissolve into arcane smoke as the
energy used to create them fades. You regain all spent
Dragon Fire charges at the end of a long rest.
By 2nd level, you have learned to harness the magical
essence gifted to you by the divine dragon’s blood to cast
spells. See Chapter 10 of the PHB for general rules of
spellcasting and the end of this document for the Dragon
Knight spell list.
At 2nd level, you know 1 cantrip of your choice from the
Dragon Knight spell list. You learn additional Dragon Knight
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the Dragon Knight table.
The Dragon Knight table shows how many spell slots you
have to cast your spells. To cast one of your Dragon Knight
spells of 1st level or higher, you must expend a slot of that
spell’s level or higher. You regain all expended spell slots
when you finish a long rest.
You prepare the list of Dragon Knight spells that are
available for you to cast, choosing from the Dragon Knight
spell list. When you do so, choose a number of Dragon
Knight spells equal to your Charisma modifier + half your
Dragon Knight level, rounded down (minimum of 1). The
spells must be of a level for which you have spell slots.
Charisma is your spellcasting ability for your Dragon Knight
spells, since their power derives from the strength of your
resolve. You use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a Dragon
Knight spell you cast and when making an attack roll with
one.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier
You can use a holy symbol or arcane focus (found in
chapter 5 of the PHB) as a spellcasting focus for your
Dragon Knight spells.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your
choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you can't increase an ability score
above 20 using this feature.
At 10th level you gain the ability to maximize the damage
potential of your weapons at the cost of durability. Before
an attack or Wyrm Talon attack, you can declare the attack
as a Blast Attack. Roll the attack as normal and, if it hits,
you deal additional damage for that attack as the weapon
detonates on contact. The additional damage equals twice
your Dragon Knight level. Whether you hit or miss, the
weapon is destroyed. If the attack was using a weapon you
are holding, you take half the damage as it explodes in
your hand.
At 20th level, the divine dragon’s power reaches its peak.
Once per long rest, you can cast Forged Ground as a 5th
level spell. This activates your Wyrm Talon feature and
creates an area with a 50ft. radius around you filled with
magical weapons. The weapons can take the form of any
Dragon Knight weapon, have a +3 modifier to hit and
damage, and can be used as Wyrm Talons. Additionally,
for the duration of this ability, the number of weapons you
can control with Wyrm Talons is doubled. Once an attack
with one of these weapons succeeds, it shatters dealing
1d6 additional slashing damage to the struck target. While
in the area created by forged ground, you can retrieve any
of the weapons created by the effect as a free action. If a
non-friendly creature attempts to pick up a weapon created
by Forged Ground, they must make a DC15 DEX saving
throw or take 2d6 slashing damage from the weapon
shattering in their hand. On a successful save they take
half damage. The area persists for 5 minutes after which
the created weapons fade out of existence and you suffer
two levels of exhaustion.
Each individual Dragon Knight is unique and chosen by the
gods for a specific purpose. Because of this, the dragon
god’s blood influences each Dragon Knight differently. At
3rd level you choose a Dragon Aspect. As you grow in
Dragon Knight levels, this aspect will grant you certain
features.
The Aspect of the Wing grants a Dragon Knight the ability
to quickly move around the battlefield, engage multiple
combatants and avoid damage.
Beginning when you choose this aspect, you gain the Two
Weapon Fighting feature. When you fight with a weapon in
each hand, you can add your ability modifier to the damage
of the second attack. Additionally, you gain proficiency in
longswords and two other martial melee weapons without
the Two-Handed property. These weapons are now
considered Dragon Knight weapons for you.
At 6th level your physical conditioning has improved to the
point that your foes often have difficulty hitting you. You
gain the following benefits:
•
Your speed and jump height increase by 10ft.
•
When you take an attack action while wielding a
weapon in each hand, you may attack twice for
one action.
•
Once per turn, when you make a melee attack
against a creature, you don't provoke opportunity
attacks from that creature for the rest of the turn,
whether you hit or not.
•
Once per turn, you can make an acrobatics check
to move along vertical surfaces as though they
were flat ground.
(DC = 10 + 5 for every 5 feet past 10ft.)
At 11th level, the blessing of the divine dragon increases.
You regain your use Wyrm Talon after a short rest.
Additionally, you gain access to the Dragon Dive feature.
When you use Wyrm Talon to successfully hit a creature,
you may use your reaction before your next turn to teleport
to the weapon that scored the hit. You appear in an open
space adjacent to the struck creature. Moving in this way
does not provoke attacks of opportunity.
Once you use this feature, you must finish a short rest
before you can use it again. Starting at 14th level, you can
use it twice per rest. Starting at 18th level, you can use it
three times per rest.
At 15th level the power of the divine dragon comes through
in your forged weapons. All weapons created using the
Dragon Forge feature gain 1d4 radiant or necrotic damage
(depending on which deity provided their blood) damage.
At 18th level this bonus is increased to 1d6.
The Aspect of Flame empowers the Dragon Knight’s
magical abilities allowing them to cast more powerful spells
quickly in the midst of a melee. See the Aspect of Flame
Spell Chart to see the number of spells you can cast of 1st
level and above.
Beginning when you choose this form you gain proficiency
with War Scythes (See Weapons Table at the end of this
document.) and two weapons with the Reach property.
These weapons are considered Dragon Knight weapons for
you.
At 6th level, you have learned to increase your casting
speed and work somatic components into your polearm
attacks. Whenever you take an attack action with a reach
weapon, you may use a bonus action to cast a 1st level
spell or a cantrip that would normally take an action.
At 11th level, your understanding of the arcane and divine
arts increases. From this point forward the number of spells
you can prepare is twice your Charisma Modifier (Minimum
2) plus half your Dragon Knight level rounded down.
Additionally, you gain advantage on Concentration (CON)
checks caused by damage from melee weapon attacks.
Finally, at 15th level you can prepare the following spells in
addition to those found on the normal Dragon Knight List:
Greater Restoration, Revivify, Heal, Divine Word, Chain
Lightning, Disintegrate, Delayed Blast Fireball, Teleport
At 15th level, you have learned to harness the elemental
energies of Dragons. Choose 2 wave types from the
Elemental Wave list below. You cannot change this
choice. At 18th level you may choose one additional wave
type. Once per long rest, as a bonus action, you can use
the Dragon Wave ability to use your pole arm to send out a
wave of elemental energy in a 30ft. cone in front of you.
Creatures in the cone must make a Dexterity saving throw.
On a failed save the creatures take 6d8 damage and an
elemental effect dictated by the damage type in the
Elemental Wave list. On a successful save, creatures take
half damage.
Acid – AC bonuses and damage from non-magical armor
and weapons are permanently reduced by 2.
Cold – Creatures hit are chilled. Their movement is
reduced by half and all Dexterity saving throws and checks
are at disadvantage for 1 minute or until they make a
Constitution saving throw.
Fire – Creatures hit are ignited and take 1d6 fire damage at
the beginning of their turns until the fire is put out.
Lightning – Creatures hit are stunned until the end of your
next turn.
Aspect of Flame Spell Chart
Spell Slots Per Spell Level
Level
Cantrips
Known
1
s
t
2
n
d
3
r
d
4
t
h
5
t
h
6
t
h
7
t
h
1
2
1
3
2
3 2
4
2
3 2
5
3
4 2
1
6
3
4 3
2
7
3
4 3
3
8
3
4 3
3
1
9
4
4 3
3
2
10
4
4 3
3
2
1
11
4
4 3
3
2
2
12
4
4 3
3
2
2
13
4
4 3
3
2
2
1
14
4
4 3
3
2
2
1
15
4
4 3
3
2
2
1
1
16
4
4 3
3
2
2
1
1
17
4
4 3
3
2
2
1
1
18
5
4 3
3
3
3
1
1
19
5
4 3
3
3
3
2
1
20
5
4 3
3
3
3
2
2
The Aspect of the Scale is reserved for Dragon Knights that
favor strength over subtly. Knights that embody this aspect
often seek to end conflicts with weapons rather than words.
Beginning when you choose this aspect, you gain
proficiency with Medium Armor. Additionally, you gain
proficiency with Great Swords and two other heavy, martial
melee weapons. These weapons are considered Dragon
Knight weapons for you.
At 6th level you begin to understand how to use the mass of
your weapon to your advantage. When an attack roll you
make against a creature no more than one size category
larger than you exceeds its AC by more than 5, you can
choose to knock the creature 10 ft. away from you. The
creature then takes an additional 1d4 force damage. This
additional damage is increased to 1d6 at 10th level and 1d8
at 15th level.
You can use this feature a number of times equal to your
Charisma modifier per long rest.
At 11th level the speed and precision with which you wield
heavy weapons is such that you can keep it moving
continuously. This aids you both offensively and
defensively. When you use a heavy Dragon Knight weapon
to take an attack action you may attack twice instead of
once. Additionally, you gain +1 to your AC while wielding a
heavy Dragon Knight weapon.
At 15th level the latent magical energy inside you can no
longer be contained. Once per long rest you can use your
action to slam a heavy Dragon Knight weapon into the
ground in front of you. Doing this tears up the ground in a
line 5ft. wide and 20ft. long in front of you heaving large
chunks of earth forward. Creatures in the line must make a
Dexterity saving throw (DC = 8 + your Charisma Modifier +
your proficiency) or take 5d8 bludgeoning damage and be
knocked prone. On a successful save creatures take half
damage. At 18th level the shape of the attack becomes a
30ft. cone and the damage increases to 7d8.
Once the attack is complete, the area effected becomes
difficult terrain. If this feature is used in doors on an upper
floor, the area effected creates a hole to the lower floor,
creatures fall through the hole on a failed save, and the
area below the effect becomes difficult terrain.
If you choose, you may use your ability score bonus to
instead gain one of the following feats.
Your STR score increases by 1. You also gain advantage
on strength (athletics) checks to hold, drag, push, or carry a
creature or object.
Your DEX score increases by 1. Additionally, when you are
subjected to an effect that forces you to make a dexterity
saving throw you may add half of your CHA modifier
(rounded up) to the roll.
Your CHA score increases by 1. Additionally, you learn to
read, write, and speak draconic. Also, you may choose any
one charisma skill. You now gain twice your proficiency in
that skill.
Prerequisites: DEX 18, Dragon Knight Level 12
Once per long or short rest you may choose to
automatically succeed on a dexterity saving throw. When
you do this, you may also choose to teleport to an
unoccupied space up to half your movement speed away.
Moving in this way does not provoke attacks of opportunity.
Prerequisites: STR 18, Dragon Knight Level 8
Your Dragon Knight weapons gain the “Thrown” property
with a range of (30/60) and you are proficient in using them
in this way. Additionally, you gain the ability to use any two-
handed weapon without the reach property one-handed.
Versatile weapons gain their larger damage dice while
being used one handed. You may use one heavy weapon
in each hand but you attack with disadvantage.
Prerequisites: CHA 18, Dragon Knight Level 12
You gain the ability to sprout dragon wings from your back
once per day for up to one hour. Any clothes you are
wearing that are not specially made to accommodate these
wings are destroyed when you do so. While the wings are
out you gain a fly speed of 60ft.as long as you are not
wearing heavy armor.
Scythe. Attacks made against targets within 5ft. of you
have disadvantage.
Twin Blades. These dual swords each represent part of a
whole and are perfectly balanced for wielding one in each
hand. They come as a pair and must be used together.
Scythe. Attacks
made against targets
within 5ft. of you
have disadvantage.
Twin Blades. These
dual swords each
represent part of a
whole and are
perfectly balanced for
wielding one in each
hand. They come as
a pair and must be
used together.
Weapons Table
Name
Cost
Damage
Weight
Properties
Simple Melee Weapons
Scythe
20gp
1d10
Slashing
or
Piercing
10lb.
Two-
Handed,
Reach,
Special
Martial Melee Weapons
War Scythe
50gp
1d12
Slashing
12lb.
Heavy,
Reach,
Two-
handed
Twin Blades
30gp
2d4+2
Slashing
6lb.
Light,
Special
In rare cases a Dragon Knight’s career leads them to even greater levels of power and renown. The following pages will map out
how their abilities grow beyond the mortal realm.
Epic Dragon Knight
Spell Slots Per Spell Level
Level
EXP
Proficiency
Bonus
Features
Cantrips
Known
1st
2nd
3rd
4th
5th
21
410,000
6
Ability Score Improvement, Dragon Aspect
Feature
3
4
3
3
3
2
22
470,000
6
Dragon Bladesmith
3
4
3
3
3
2
23
540,000
6
Divine Favor
3
5
3
3
3
2
24
620,000
6
Dragon Nova
3
5
4
3
3
2
25
710,000
6
Ability Score Improvement, Dragon Aspect
Feature
3
5
4
4
3
2
26
810,000
6
Dragon’s Aid
4
5
4
4
4
2
27
950,000
6
Dragon’s Reach
4
5
4
4
4
3
28
1,200,000
6
Dragon Aspect Feature
4
5
4
4
4
3
29
1,500,000
6
Ability Score Improvement, Dragon Shield
4
5
5
4
4
3
30
1,800,000
6
Avatar of the Platinum Dragon
4
5
5
4
4
3
When you reach 21st level, and again at 25th and 29th
level, you can increase one ability score of your choice by
2, or you can increase two ability scores of your choice by
1. Contrary to earlier levels, you can now improve your
ability scores up to 24 using this feature. Alternatively, if
your DM allows it, in place of an ability score improvement,
you may choose either an Epic Boon (as found in the
Dungeon Master’s Guide) or a Feat (as found in the
Player’s Handbook).
Beginning at 22nd level you can use your object interaction
each turn to create up to two dragon forged weapons.
Additionally, you can create +3 weapons by spending three
extra dragon fire charges.
At 23rd level, the divine dragon’s blood has increased your
power. You gain the following benefits:
•
You can now control three weapons at once using
Wyrm Talon.
•
You can now use Wyrm Talon twice per long rest
•
Your Armor Class equals 13 + your Dexterity
modifier + your Charisma modifier while you are
not wearing armor or wielding a shield.
At 24th level your dragon blast attacks have become more
lethal. When you make a dragon blast attack you can
declare it to be a Nova attack. Target a creature or point on
the ground or other solid surface within range of your
weapon or Wyrm Talon attack. The weapon hits that point
and explodes. All creatures within a 10 foot-radius centered
on the point must make a Dexterity saving throw taking the
weapon’s damage plus 3 times your Dragon Knight level in
radiant or necrotic damage on a failed save or half as much
damage on a successful one.
At 26th level you have become very skilled in how you
maneuver your weapons using Wyrm Talon. Once per turn,
while wyrm talon is active you can use one of your
controlled weapons to grant the help action to a creature
within 5 feet of the weapon. You can use each controlled
weapon once per round in this way.
At 27th level your control of wyrm talon has increased. You
gain the following benefits
•
The maximum distance at which you can control
your weapons is doubled.
•
The maximum distance you move a weapon on a
turn is doubled.
•
Weapons without the heavy property have
advantage on attacks using Wyrm Talon.
At 29th level the draconic power within shields you from
harm. Whenever you are subjected to an effect that allows
you to make a saving throw to only take half damage, you
instead take no damage if you succeed on the saving throw
and half damage if you fail.
Starting at 30th level, your connection to the Platinum
Dragon or the Chromatic Queen has granted you demi-god
status gaining the following benefits:
•
You gain one legendary resistance. Once per day,
when you fail a saving throw you can choose to
succeed instead.
•
You gain a breath weapon. Once per short rest,
as an action, you can exhale radiant or necrotic
energy in a line 10 feet wide and 60 feet long.
Creatures in the line must make a Constitution
saving throw taking 12d8 radiant or necrotic
damage and becoming blinded until the end of
your next turn on a failed save or half as much
damage on a successful one.
•
You gain the frightful presence of a dragon. As a
bonus action you force creatures of your choice
within 60 feet of you to make a Wisdom saving
throw. On a fail, creatures become frightened of
you for 1 minute. A creature can repeat the save
at the end of each of its turns to end the effect. On
a successful save, a creature is immune to your
frightful presence for 24 hours.
Depending on your chosen aspect, you gain additional
abilities at levels 21, 25, and 28.
At 21st level, your dragon forged weapons are further
empowered. Weapons you create using your dragon forge
feature deal 1d8 bonus radiant or necrotic damage. At 28th
level this damage bonus increases to 1d10.
At 25th level you can use Wyrm Talon twice per short rest.
Additionally, you can use your dragon dive ability four times
per short rest.
At 28th level, your speed and agility have increased beyond
human limits.
•
Your speed and jump height increase by an
additional 10 feet.
•
When you take an attack action while wielding a
weapon in each hand you may attack three times
instead of two.
•
When you hit a creature no more than one size
category larger than you with a melee weapon
attack, that creature loses its ability to make
attacks of opportunity until the end of your next
turn.
When you reach 21st level you must choose between
expertise in divine or arcane magic. Your choice grants you
a list of spells that are always considered prepared and
don’t count against the number of spells you can prepare
each day. Additionally, when you cast a spell of the type
you chose, you add your Charisma modifier to the damage
or healing dealt.
Aspect of Flame Divine Magic Focus
Spell Level
Spells
1st
Bless
2nd
Gentle Repose
3rd
Beacon of Hope
4th
Death Ward
5th
Raise Dead
6th
True Seeing
7th
Fire Storm
8th
Earthquake, Holy Aura
9th
Mass Heal, True Resurrection
Dance of the Dragon Arcane Magic Focus
Spell Level
Spells
1st
Magic Missile
2nd
Hold Person
3rd
Counterspell
4th
Polymorph
5th
Hold Monster
6th
Sunbeam
7th
Plane Shift
8th
Dominate Monster, Sunburst
9th
Gate, Meteor Swarm
At 21st level, you gain an additional cantrip and 6th level
spell slot. At 25th level you gain an additional 7th level slot.
At 28th level you gain an 8th and 9th level spell slot with
which you can cast spells from your magic focus.
At 25th level, when you take the attack action with a reach
weapon, you can use your bonus action to cast a spell of
5th level or lower that would normally require an action.
At 28th level you gain the ability to use your Dragon Wave
ability once per short rest. Additionally, the damage dice
increase from d8’s to d10’s.
Beginning at 21st level, your strikes with heavy weapons
have become increasingly vicious. Attacks you make with
heavy Dragon Knight weapons deal an extra die of damage
and gain bonus damage equal to your Charisma modifier.
At 25th level, you gain a +2 bonus to your Armor Class
while you are wielding a heavy Dragon Knight weapon.
Additionally, you can wield heavy Dragon Knight weapons
one-handed. While you are wielding a weapon in this way,
your off-hand cannot hold a weapon with the heavy or
versatile properties.
At 28th level your Earth Breaker attack has increased in
power. The area becomes a 60-foot-cone and deals 7d12
bludgeoning damage.
Cantrips (0 Level)
Blade Ward
Booming Blade
Create Bonfire
Fire Bolt
Frostbite
Light
Mage Hand
Message
Minor Illusion
Prestidigitation
Produce Flame
Ray of Frost
Resistance
Shocking Grasp
Sword Burst
Thorn Whip
True Strike
1st Level
Catapult
Chaos Bolt
Chromatic Orb
Compelled Duel
Detect Evil and Good
Detect Magic
Divine Favor
Feather Fall
Fog Cloud
Healing Word
Heroism
Ice Knife
Identify
Jump
Magic Missile
Protection from Evil and Good
Sanctuary
Searing Smite
Shield
Shield of Faith
Sleep
Thunderous Smite
Thunderwave
Wrathful Smite
2nd Level
Aganazzar’s Scorcher
Blur
Branding Smite
Calm Emotions
Cloud of Daggers
Darkness
Enhance Ability
Flaming Sphere
Gentle Repose
Hold Person
Invisibility
Lesser Restoration
Magic Weapon
Misty Step
Moonbeam
Protection from Poison
Scorching Ray
See Invisibility
Shatter
Silence
Spider Climb
Spike Growth
Suggestion
Zone of Truth
3rd Level
Aura of Vitality
Beacon of Hope
Catnap
Counter Spell
Crusader’s Mantle
Daylight
Dispel Magic
Erupting Earth
Elemental Weapon
Fear
Fireball
Fly
Glyph of Warding
Haste
Lightning Bolt
Magic Circle
Mass Healing Word
Protection from Energy
Remove Curse
Sleet Storm
Slow
Tongues
Water Breathing
Water Walk
4th Level
Banishment
Confusion
Control Water
Dimension Door
Elemental Bane
Freedom of Movement
Greater Invisibility
Hallucinatory Terrain
Ice Storm
Otiluke's Resilient Sphere
Stoneskin
Wall of Fire
5th Level
Antilife Shell
Circle of Power
Destructive Wave
Flame Strike
Hallow
Hold Monster
Immolation
Passwall
Scrying
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Blade Barrier
Bones of the Earth
Flesh to Stone
Guards and Wards
Hero’s Feast
Investiture of Flame
Investiture of Ice
Mass Suggestion
Sunbeam
Wall of Ice
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Half-Dwarves: And Why Not?
S. J. McKenzie
The existence of ‘half’ races in fantasy worlds presupposes functional sexual
relations between humans and their demi-human counterparts. In the case of
half-elves, that idea seems to be something that we (guys) are all comfortable
with. Not for nothing were Liv Tyler and Cate Blanchette chosen to play
elvish princesses. The existence of half-orcs is also something we can get our
heads around – in that case, conception is assumed to be so infrequent that it
becomes excusable (and may not involve consent in any case). But the idea of
a rational and mutually satisfying relationship between a human and a dwarf is
so immediately repugnant that the creators of Dungeons and Dragons and
other game systems seem to have blanked it from their minds. Can you play a
half-dwarf? No, you can’t.
Well, not according to the Dungeons and Dragons rulebooks, at least. And
half-dwarves aren’t common fantasy fare, either. There is some support for the
notion of half-dwarves in C.S. Lewis’ novel Prince Caspian (Caspian’s tutor,
Dr Cornelius, was a half-dwarf), but other than that, the ledger is blank. There
is a Dungeons and Dragons racial statistics block at the end of this article,
spelling out what a half-dwarf would be like, if you want to go that far. But
it’s unlikely the number of half-dwarves in play will increase as a result of
their presentation here. The real question is, why are there no half-dwarves?
Are dwarves and humans incompatible?
Why There Are No Half-Dwarves
The real reason that there are no ‘half-dwarves’ is because of the perceived
‘hierarchy of racial attractiveness’ that exists in the generic fantasy realm,
which is, from top to bottom:
1. Elves
It is a testament to the strange combination of arrogance and insecurity that
marks the human race that we have created an archetypal fantasy
environment in which human beings are the second most attractive,
powerful, charismatic and intelligent humanoid race. Elves are at the top
of the tree. We desire them always, and sometimes they deign to marry us,
knowing that if things don’t work out they’ll only have to put up with us
for a comparatively short time.
2. Humans
According to our own analysis, many of the other races are attracted to us
because of our power and beauty, and our options for making half-human
offspring with other races are numerous. However, as it turns out, elves are the
only other race we are actually attracted to, leaving members of the other races
to fantasize about what might have been, had they been born ‘Aramil Felosial’
instead of ‘Boddynock Nackle’.
3. Dwarves, Gnomes, and Halflings
To these races we have attached the trappings of inferiority in all our
descriptions of them; they are short, uncharismatic, hairy, and either boring or
very irritating. Despite this, they are useful, being good at inventing and
manufacturing things, leaving to us and the elves the nobler arts and magical
pursuits. We are not attracted to them for the same reason that we are not
attracted to boring, ugly, hairy, servile people in the real world.
4. Giants, Orcs, and other Monstrous Races
Questions linger as to whether these creatures qualify as people. Certainly we
are not attracted to them, and nor is anyone else in the racial attractiveness
hierarchy. We are not attracted to them for the same reason we are not
attracted to dangerous and destructive wild entities such as lions, or termite
colonies. The real danger of conception lies not in mutual consent, but in their
frequent and violent incursions into our border farming communities.
Thus, there are no half-dwarves because humans don’t like dwarves ‘in that
way’, and dwarves don’t pillage in human lands, so chances for conception
between dwarves and humans are limited. However, the story of the half-
dwarf does not end there, as we shall see.
What is a Dwelf?
When reading descriptions of the half-races in the Dungeons and Dragons
Player’s Handbook and elsewhere, our smug 'humanocentrism' creates the
unspoken assumption that the ‘half’ that is not demi-human is ‘normal’, and
therefore, must be human. Another option remains unexplored – that the other
‘half’ of a half-elf is actually dwarvish, and that the character in question is a
‘dwelf’, the offspring of the improbable union between a dwarf and an elf. It is
doubtful that you will find anywhere a rulebook that tells you that the two
races are incompatible (all that the Player’s Handbook has to say on the
subject is that the two races do not get on together, something that they have
in common with countless real-world married couples). And therefore, why
not?
If there is a thought more repulsive than the lovechild of Gimli and Eowyn, it
is surely that of Gimli and Galadriel. Who asked whom? And who said yes?
Once again, it doesn’t bear thinking about. A statistics block for a ‘dwelf’
(dwarf-elf) is found below, for curiosity’s sake more than anything else. In the
long run, the ‘dwelf’ is bound to suffer the same fate as the ‘half-dwarf’ –
deemed a temporary distraction, but no fun to play in the long term.
Other Crossbreeding Options
Looking back to the ‘racial attractiveness hierarchy’ above, we see that our
next option for a new crossbreed race comes from a union between a dwarf
and another type 3 demi-human. A statistics block has been provided below
for a ‘gnarf’ (a gnome-dwarf). Here, we are on slightly more believable
ground. For a start, gnomes and dwarves are known to get along well, and
may even be distantly related, so the idea of the two races sharing a bed
doesn’t raise the bile quite as much as some of the other matches discussed
earlier (although it still doesn’t bear thinking about too hard). The
personalities and appearance of the two races are more compatible too. In fact,
the whole notion is so easy to grasp that it fails to produce a crossbreed that is
noticeably different from either of the two parent races; a bit like playing a
high-elf / wood elf crossbreed.
So finally, we come to our last and most appealing option – the fruit of a
union between a dwarf and a ‘type 4’ humanoid, namely, an orc (a ‘dwarf-
giant’ was ruled out for reasons of simple logistics). And here the result is
something distinctive, powerful, and truly different from either parent race.
Dwarves and orcs, at loggerheads throughout history, have had the occasional
period of peace, during which limited trade and other tentative relations
sprang up. And from such unlikely circumstances comes the Wild Dog Dwarf
(don’t call them ‘dworcs’ – they won’t like it). The final statistics block gives
details on these fine creatures.
The Racial Compatibility Matrix
A whole range of other options for half-breed characters remain to be
discussed. To save time, here is a simple matrix showing the compatibility of
the six basic races in the Dungeons and Dragons system (including orcs),
noting the kind of half-breed they might produce. GMs might also wish to
include giants, ogres and other creatures to add additional options.
Human
Elf
Dwarf
Gnome
Halfling
Orc
Human
-
½ elf
½
dwarf
note 2
note 1
½ orc
Elf
½ elf
-
‘dwelf’
note 4
note 4
note
3
Dwarf
½
dwarf
‘dwelf’
-
‘gnarf’
note 1
wild
dog
dwarf
Gnome
note 2
note 4
‘gnarf’
-
note 2
note
2
Halfling
note 1
note 4
note 1
note 2
-
note
2
Orc
½ orc
note 3
wild
dog
dwarf
note 2
note 2
-
Note 1. References to ‘Stouts’ and ‘Tallfellows’ (halflings with dwarvish and
human blood, respectively) are already present in Dungeons and Dragons lore.
Note 2. Gnomish and halfling sexual behavior is something of a frontier
science (in the sense that it is something no one wants to know about). If a
possible crossbreed is marked ‘note 2’ on the matrix, it might be worthy of
further study, but no information is currently available.
Note 3. Elves are not compatible with gnomes and halflings. We have to draw
the line somewhere.
Note 4. A ‘half-orc half-elf’ might well make an interesting addition to any
party!
Four New Racial Variants
The statistics presented here were designed for Advanced Dungeons and
Dragons 1st edition but can be adapted for other versions.
1. Half-Dwarf (Human-Dwarf)
+1 Constitution, -1 Charisma
Medium Size
+1 to saves vs. enchantment
Base Speed 30 feet
Darkvision to 60 feet (can see in total darkness).
+1 bonus on saves vs. poison and spells
+1 bonus on attacks against orcs and goblinoids
+2 dodge bonus against giants
Favored Class - Rogue
Many half dwarves are generally surly and bitter about their appearance, and
the way they are normally treated. With an appearance always bordering on
the ridiculous, a true half-dwarf (50% of each race) stands at about 5 ¼ feet
tall and is heavy set, although with gangly limbs and oversize knees and
elbows. Their hair and eyes are nearly always a drab brown. Half-dwarves in
dwarven lands favor huge bushy beards, while those in human lands go clean-
shaven, albeit under large wide-brimmed hats. They can live to an age of
about 250 and reach adulthood at about age 30, but tend to remain immature
in character throughout their lives.
Dwarves shun half-dwarves as an abomination. Humans treat them much as
they do normal dwarves, and elves can’t tell the difference between them and
normal dwarves at all. Gnomes and halflings sympathize with them, and half-
orcs don’t care much either way. Half-dwarves often opt for the life of an
adventurer because they figure they haven’t got anything to lose.
2. Dwelf (Dwarf-Elf):
+1 Dexterity, -3 Charisma
Medium Size
Base Speed 30 feet
Lowlight vision (can see 120 feet in low light)
Darkvision to 30 feet (can see in total darkness)
+1 bonus on attacks against orcs and goblinoids, +1 dodge bonus
against giants
Immune to sleep spells, + 1 on all spell saves, +2 on Enchantment saves
Favored Class – Rogue
Nothing can prepare you for the ugliness of a dwelf. They have the almond-
shaped eyes and pointy ears of elves, which appear hideously incongruous in
their otherwise broad and hairy faces. They are often mistaken by town guards
and the like as elves posing as dwarves, or vice versa, and many is the time
that someone has attempted to pull off a dwelf’s beard, assuming it to be false.
They stand at just under 5 feet tall, on average, and are usually slender but
with wide shoulders, thick necks and large pot bellies, and commonly have
purple or greenish eyes and curly red-white hair. They achieve adulthood at
around age 70 and can live to be 500, although few make it that long, as they
live disordered and dangerous lives. A dwelf will attempt between four and
eight hours of ‘trance’ per evening, often giving up in frustration, or falling
asleep in the middle of the attempt.
A dwelf is always found in human lands. Dwarves and elves both shun them,
although both the pure races may make use of the talents of the half-breed
during adventures. Gnomes and halflings get on well with them, and half-orcs
find them amusing. They take to adventuring for the same reason that half-
dwarves do. Dwelfs are born sterile (like mules), which is a good thing for all
concerned.
3. Gnarf (Dwarf-Gnome):
+3 Constitution, -1 Charisma, -1 Strength
Medium Size
Base Speed 20 feet
Lowlight vision (can see 120 feet in low light)
Darkvision to 30 feet (can see in total darkness)
+2 on saves vs. illusion, +1 vs. other spells, +1 on saves vs. poison
+1 bonus on attacks against kobolds, orcs and goblinoids
+4 dodge bonus against giants
Speak with a burrowing mammal once per day, as per Speak with
Animals spell
Favored Classes – Rogue, Illusionist
A gnarf is welcome as a curiosity in either dwarvish or gnomish communities
but they tend to prefer life among gnomes where their ‘great height’ gives
them a feeling of superiority (they stand at a towering 4 feet tall). Gnarfs have
neat beards and bright, inquisitive eyes, but slightly misshapen lips and noses
and broad foreheads. They live to the same age as dwarves (about 400), and
reach maturity at age 50. They inherit the love of gold and gems from both
parents and are thus perhaps the greediest creatures on earth, hence their
fondness for adventuring. Their dwarvish blood overrides the gnome’s natural
spell-casting ability, although the affinity with burrowing creatures is retained.
They more commonly display the characteristics of the gnome (curious and
mischievous) than the dwarf (dour and taciturn), and tend to play up the
gnomish side of their heritage when questioned by outsiders. Incidentally,
most other races can’t tell them apart from gnomes and would assume that
they were simply a tall and ugly example of the gnomish race.
4. Wild Dog Dwarf (Dwarf-Orc):
+2 Strength, +2 Constitution, -1 Intelligence, -3 Charisma.
Medium Size
Base Speed is 30 feet
Darkvision to 60 feet (can see in total darkness)
+1 bonus on saves vs. poison and spells
+1 bonus on attacks against orcs and other goblinoids, elves and
humans
+1 damage on all unarmed combat attacks
Favored Class – Barbarian
Wild Dog Dwarves are aggressive and destructive by nature, but are not
without a certain animal magnetism. Their appearance is so appalling that
after a while, observers tend to forget about it (in the same way that people do
not keep noticing that gorillas are no good at chess). The stand at about 5 ¼
feet tall, and are heavy-set and very muscular. Their grayish, warty skin and
fangs of the orc do not mingle well with the thick dwarven hair and bulbous
nose. These creatures smell as bad as they look. They have powerful arms,
complete with talons, and many do extra damage on unarmed combat attacks
for this reason. They reach adulthood at age 30, or even earlier, and can live to
be 150, but frequently die much younger.
A Wild Dog Dwarf can be found almost anywhere, as they are prone to
wanderlust (and no one else likes them hanging around either). Most civilized
races fear them, and will try to kill or capture them unless they know they are
friendly. Orcs and half-orcs like them and will try to befriend them. Elves
detest them and may leave any adventuring party that includes one. They take
to adventuring because they are fond of violence, and because they are often
arrogant and foolish enough to believe that it will bring them easy money.
| textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/1st Edition/3rd Party/Dragonsfoot/Articles/Half-Dwarves and Why Not.pdf |
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A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS
A D20 SYSTEM™ FANTASY SETTING FOR HEROES OF ALL LEVELS
The Village of Briarton copyright 2003 by Gold Rush Games (www.goldrushgames.com). All rights reserved. The Village of Briarton
and Action! System are trademarks owned by Gold Rush Games. ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards
of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License version 4.0. A copy of
this License can be found at www.wizards.com/d20.
GRG2301E
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This book outlines the fantasy village of Briarton
in five chapters.
Introduction: This chapter describes how to use
the material in the rest of the book.
Overview: This chapter covers the basics of the
history, economics and daily life of Briarton.
Arundel Manor: This chapter provides informa-
tion on the home and family of the local lord.
The Village: This chapter details the village itself
and other inhabitants of Briarton.
Outlying Regions: This chapter covers the area
around Briarton, including several people of note and
places of interest.
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Patrick Sweeney is a freelance author living in
California. He is the co-author and publisher of Mon-
ster Island: The Game of Monster Combat by Firefly
Games. His interests include gaming, science fiction,
camping, nature photography and comic books.
Christina Stiles is a freelance author living in
South Carolina. Her writing has appeared in Liber
Bestarius, Way of the Witch and Games Unplugged. She
is the author of Atlas Games’ Unhallowed Halls ad-
venture and co-editor of the upcoming Uncommon
Character book. She is also president of Bizzaro
Games, whose first product, SpirosBlaak, a D20 cam-
paign setting, will be released soon.
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Customizing the Village
4
Religion in Briarton
4
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Lord Roderick Arundel
8
Lady Alianora Arundel
10
Robin Fitzhugh
11
Gellir, son of Agnar
12
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Blacksmith’s Shop
13
Brewery
14
Carpenter’s Shop
15
Cobbler’s Shop
15
Cormac’s House of
Wondrous Goods
16
Leurona’s Mercantile
17
Glassblower’s Shop
18
Mill
20
Potter’s Shop
21
Tannery
22
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Conrad Martel
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Kimbery
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27
27
Balduin
27
Black Dougal
28
Drogo Ravenot
29
Emond Stumptooth
29
Leoric the Old
29
Stefan Dinescu
31
Wystan Hillsfar
32
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Angwyn ap-Lewellyn
35
Arwold Dragoneye
37
Gisela
37
Malcolm
39
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Castle Angorn
40
Clayhill Abbey
42
Shrine of Vextra
42
Ind
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Index
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45
45
45
45
45
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Village. The very word conjures up an
image of a sleepy, bucolic paradise. Safe,
secure, far from the dangers to life and limb
of the warring frontier and to soul and
money-pouch of the big city.
In fantasy roleplaying, a village isn’t
where one finds excitement. At best it’s a
place one passes through on the way to an
adventure, or returns to after the expedi-
tion—a place where the normalcy of fam-
ily life is contrasted with the dungeon’s
weirdness.
Maybe, just maybe a player character’s
background mentions that he grew up in
an unnamed village somewhere, but it’s al-
ready a distant memory by the time the PC
meets the rest of the party in the tavern to
await the mysterious stranger who walks
in carrying a plot hook.
And that’s a shame, because a village
doesn’t have to be a backwater to be
glossed over in the rush to get to some-
where more exciting. A village can be an
integral part of a hero’s origins or his on-
going career, a destination worth dealing
with on its own terms, instead of local color
to rush past along with the rest of the fla-
vor text.
When you come right down to it, a vil-
lage is a better place to start an adventur-
ing career than larger urban communities.
It can provide all the basics needed for a
neophyte hero: starting equipment, chal-
lenges geared to his abilities, a non-player
character cast there to serve his needs and
thank him profusely for his efforts on their
behalf. It can have all the urban adventur-
ing features—love, jealousy, greed, myster-
ies, politics—in a more concentrated form
where the player character feel their stake
in the outcome of events is greater because
they know all the participants by name.
And occasionally even the sleepiest village
can find itself caught in a crisis, forcing
farmhands and shopkeepers to leave their
refuge and venture forth, without en-
chanted swords, head-to-toe steel armor
and heavy tomes full of incantations, de-
termined to deal with the emergency sim-
ply because they have to—no one else will
do it for them.
Starting a campaign from a well-crafted
village, the GM needn’t contort his
storyline to explain away a city conve-
niently provided with novice dungeons for
the rookies sitting just yards away from
medium-level dungeons for more experi-
enced adventurers and cheek to jowl with
higher-level dungeons for the most accom-
plished characters. Only when being a
growing fish in a shrinking pond grows
tiresome does the hero have to move on-
ward and upward through the chain of
larger settlements and stronger challenges.
Even the greatest heroes can have
humble beginnings, and even the humblest
village can have a legend’s start within it.
—Spike Y Jones
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The Village of Briarton presents a fully detailed fan-
tasy village of shops, an inn, a temple to a healing
deity and other places for use in any campaign world.
Briarton serves ably as the settlement nearest the
dungeon: a place to rest, heal, sell loot and replace
lost equipment between expeditions.
The village and its environs are home to a number
of adventurers, both active and retired, some of whom
can be persuaded to join an adventuring party, par-
ticularly in a just cause. They may also agree to serve
as mentors or teachers to PCs. Briarton’s less extraor-
dinary inhabitants also possess information about the
region’s history, geography and legends, and many
useful skills they could be persuaded to teach.
Briarton can also be used as the starting point for a
new campaign, with players taking the parts of young
inhabitants seeking adventure. Some non-player
characters could be turned into player characters, or
new PCs with ties to the village can be created. Some
PCs might already be apprenticed to appropriate
mentors.
As well as expeditions to various sites in North
Province’s hinterlands, there are opportunities for
adventure in Briarton itself, most notably uncover-
ing a hidden cult of evil’s activities. But the village
primarily serves as a solid base of operations for an
adventuring party.
Briarton is rife with opportunities for strong
roleplaying, however. It is filled with interesting
people who have rich personal histories, tales to tell
and (more importantly) stories waiting to unfold.
While many of these stories are hinted at in the de-
scriptions of people and places, scattered through-
out The Village of Briarton are a number of Interaction
Seeds: suggestions for adventures, subplots or op-
portunities for the heroes to involve themselves in
village life.
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The Village of Briarton has been designed to have
few elements preventing GMs from placing it neatly
into almost any medieval fantasy D20 campaign.
While there are scattered geographic and political
references, details have been left deliberately vague
so they can easily be replaced with elements of GM-
created or published campaign settings.
And while complete and ready to use as is, Briarton
itself isn’t so exhaustively detailed that a GM can’t
modify it for his own use. The village has a good mix
of businesses, but more can be added, such as a saw-
mill in the woods or a number of farms raising pigs
and cattle instead of crops. Others can be expanded
over time; for example Elfrid, the wife of Edmond
Stumptooth, opening a seamstress’s shop in Briarton’s
heart.
And along with the 50 or so villagers presented
here, there are 400 more who receive no mention.
Most are farmers who owe fealty to Lord Roderick
Arundel, but there are also children to consider, new-
lyweds clearing land on the forest margins to begin
their new lives together, and retired older citizens liv-
ing with their still-working families. While the orc
raids of a decade and a half ago broke a number of
family ties, many of these other Briarton residents
are relatives, through blood or marriage, of some of
the NPCs who are detailed here. If the player charac-
ters claim origins in Briarton, they’ll likely be related
to at least a few detailed residents, even if only dis-
tantly.
RELIGION IN BRIARTON
Erilys’ shrine is a focal point of community life in
Briarton. The shrine offers protection and stability to
the village, and its priestess was midwife at the birth
of most villagers below age 20; only the cultists of
Vextra prefer Henna the Wise’s healing potions over
Maerwynn’s ministrations. But while Erilys is wor-
shipped by almost all in Briarton, she isn’t the sole
deity revered by any villagers. There’s room for the
introduction of other patron deities for any character
in the settlement, including personal shrines and re-
ligious symbols. If the worship of Erilys clashes with
the details of a GM’s campaign, it would be best if
she was replaced by a deity with similar attributes
instead of being simply removed from the setting.
And while only a handful of Vextra’s worshipers
are described in The Village of Briarton, there could
easily be a few more living in the countryside or in
the nearest settlements beyond Briarton. Vextra could
be replaced by another evil deity, but if the god’s re-
moved entirely other reasons will have to be devised
for the personality quirks of the cultists.
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Hi
Hi
Hi
Hi
Hissssstttttooooorrrrryyyyy
Thirty years have passed since Lord Roderick
Arundel received a land grant along the River
Drewett in the vast, untamed North Province from
the king of Galien as a reward for his brave deeds.
The young lord, seeking to make his mark on the
world, gladly accepted the charge to help civilize the
province by building a manorial village.
Attracting farmers, craftsmen and other brave
souls seeking a fresh start to his banner, Lord Arundel
set out for the wilds of the North Province. Soon a
prospering new village surrounded by rich croplands
stood along the river. Lord Arundel named the com-
munity Briarton for the thick briars of the forest they
cleared.
Time passed, until 16 years ago Briarton celebrated
the marriage of Lady Alianora, daughter of Lord
Arundel, to Sir William Fitzhugh. The splendid wed-
ding was held in the stately manor house, with many
nobles in attendance and a song-filled festival held
in the village.
Though an outsider to Briarton, chivalrous Sir
William quickly won over the villagers with his cour-
age and friendly manner. The village rejoiced when
he and the Lady Alianora produced a son, Robin
Fitzhugh, a year after their wedding.
A bare few weeks after the happy event, however,
tragedy struck the quiet farming community.
Blood and fire engulfed Briarton. A midnight raid
by vicious orcs left several villagers wounded or dead
as the smoke of burning homes rose into the starlit
sky. Even worse, the orcs carried a handful of villag-
ers off to their dank lair in the ruins of Castle Angorn.
A stalwart party led by Sir William braved the
dungeons of the castle to rescue the prisoners. They
retrieved the survivors, but Sir William perished
while fighting the orcs. All of Briarton grieved when
his companions returned with the tale of his final
battle.
Reminders of the raid are plentiful in Briarton even
15 years later. Kenrick the Lame, now the village
glassblower, took the leg wound that gave him his
name while protecting his family from the orcs as a
teenager. Many whisper that the dangerous foray into
Castle Angorn broke the nerve of Leoric the Old, start-
ing his descent into his sad status as the village drunk-
ard. Grimbor, the half-orc son born of Ailith the Pot-
ter nine months after the raid, serves as a constant
reminder of the tragic events. While he is loved by
his mother and accepted by some, lingering hatred
of orcs by other villagers makes the hulking teenager
an outcast in Briarton.
In the years since the raid, Briarton has prospered.
Harvests are good, and new craftsmen have settled
in the village over the years. Travelers are welcome
at the inn, and wandering tradesfolk make Briarton
a regular stop on their circuits.
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The aging Lord Arundel and his daughter have
raised his grandson Robin for his future role as lord
of Arundel Manor, assisted by the dour dwarven
warrior Gellir, lifelong friend to the nobleman.
Life on the frontier can be risky, and dangers re-
main plentiful, but Briarton continues to offer a warm,
safe haven from the hazards of the wilderness for
inhabitants and visitors alike.
A shadow festers in the community, however.
While most villagers are good and kindly folk, a few
hide wicked hearts. These have lately taken up wor-
ship of the dark god Vextra, lord of pestilence and
deceit. Meeting with others of their ilk in secret at a
hidden shrine in the woods, these evildoers hatch dire
schemes to extend the malevolent power of their foul
god.
BRIARTON
Size: Village; Power Center: Conventional; Power
Center Alignment: Neutral Good; GP Limit: 200 gp;
Assets: 4,500 gp; Population: 450 (99% human, 1%
other); Authority Figure: Lord Roderick Arundel, 9th-
level fighter
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Most inhabitants of Briarton are farmers or shep-
herds living on the outskirts of the village. A small
core of craftsmen and shops in the village itself serves
this populace.
While they do not starve or live in abject poverty,
most people in Briarton would be considered poor in
a larger town. Households are by necessity fairly self-
sufficient, since there aren’t enough tradesmen in
town to fill every need nor enough money to pay for
conveniences.
Most villagers tend vegetable gardens near their
cottages, and even those in the village proper keep
chickens, pigs or other livestock. Women of the vil-
lage tend to be adept at household crafts, such as sew-
ing clothes or making candles. Bulk goods for such
efforts are purchased at Leurona’s Mercantile. Most
families butcher their own meat and generally handle
any task not requiring a skilled craftsman themselves.
Traveling peddlers of various sorts, such as Oswin
the Tinker, meet some needs in Briarton. Seasonal fairs
and festivals, which bring many traveling craftsmen
and entertainers to the village, are another impor-
tant factor in the local economy.
The few nobles in Briarton and wealthier common-
ers pay for goods or services in coin, but most folk
barter for their needs. A farmer might pay the black-
smith for a new scythe with a bushel of potatoes or a
chicken, for example.
Lord Arundel owns all the land around Briarton,
including the village itself. Farmers and ranchers re-
ceive permission from the manorial lord to cultivate
plots of land. Likewise, craftsmen and other business
people must receive his blessing before setting up
shop in Briarton. Everyone pays yearly taxes to the
lord, who retains a share and passes the rest on to the
king.
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Rural life may not be very exciting in the eyes of
most adventurers, but Briarton is far from a sedate,
colorless farming village.
Barking dogs, clucking chickens and rooting pigs
roam the muddy streets, while playing children run
and laugh in their midst. Women gossip while hang-
ing laundry to dry, fetching water or going about
other household tasks.
Grime-covered farmers come in from their fields
for meals with their families, while woodcutters re-
turn at the end of the day laden with firewood or
urging horse teams hauling timber. The sounds of
labor drift out of craft shops, and curious children
gather to watch the glassblower produce wondrous
creations or to see the blacksmith hammer out a red-
hot sword.
In the evenings, families share time around the
hearth while others head to the common room at
Greenbriar Inn for drink and merriment.
The laws of the kingdom are carried out in Briarton
by Lord Arundel, who metes out low justice for
crimes such as poaching or theft. Crimes involving
high justice, such as treason, are referred to a noble
court in a larger town of North Province.
A complex web of relationships and common his-
tory lies behind the seemingly bucolic everyday life
of the village, however. Unspoken loves, old grudges,
dark secrets, personal tragedies, hidden dangers and
other mysteries await discovery by newcomers will-
ing to look beyond first appearances.
While most are just ordinary people, the villagers
share a strong sense of community born of shared
hardship, lifelong bonds and a growing heritage that
rootless adventurers may come to envy.
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Standing on a hill overlooking Briarton, Arundel
Manor is the fortified home of Lord Roderick Arundel
and his family.
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Arundel Manor consists of a stone manor house
and several outbuildings on a bluff overlooking the
village of Briarton.
The two-story manor has a foundation of laid stone.
Exterior and most interior walls are also stone, but
the second floor employs half-timber construction.
The interior walls are plastered and whitewashed,
and wooden floors have been laid. The manor has a
steeply pitched gabled roof of slate tiles and leaded
glass windows.
The first floor contains the great hall, kitchen and
servant quarters. The second story holds sleeping
chambers for Lord Arundel and his family, a study
and a guest room. Cellars are found beneath the
manor.
A stable, barn and chicken coop are found near
the manor house. All are of simple wood construc-
tion.
A married couple, Dunstan and Rosalind Giles,
comprise the serving staff. Dunstan serves as a com-
bination handyman and manservant, while Rosalind
cooks and cleans. The couple has served Lord
Arundel for many years. When important guests visit,
temporary servants are hired as needed from the vil-
lage.
ARUNDEL MANOR DEFENSES
Walls: Reinforced Masonry: Thickness 1 ft.,
Break DC 45, Hardness 9, hp 180, Climb DC
15
Doors: Strong Wooden: Thickness 2 in., Hard-
ness 5, hp 20, Break DC Stuck 23/Locked 25
Locks: DC 23
Windows: Thickness 1 in., Hardness 1, 1 hp,
AC 5
Wooden Shutters: Thickness 2 in., Hardness 5,
20 hp, AC 5
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Born to a knight of the kingdom of Galien, Roderick
Arundel served as a page and later as a squire before
earning his own knighthood as a young man.
The young knight fell in love with Lady Miriam
d’Arques, the daughter of a nobleman at court, but
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vowed not to ask for her hand in marriage until he
had made a suitable name for himself. Sir Roderick
threw himself into his duties, riding far and wide
across the kingdom in search of wrongs and injus-
tices to put right.
On one such journey, he met the dwarven warrior
Gellir, son of Agnar, and the two became fast friends.
Together they had many great adventures and over-
came countless enemies of the kingdom. In time, the
king rewarded Sir Roderick with a lordship and royal
commission to found a manorial village in the wilds
of the North Province.
Following a grand wedding to Lady Miriam, the
new lord headed north accompanied by his new wife,
friend Gellir and retainers. Lord Arundel picked a
spot along the River Drewett, with a forest handily
nearby for lumber, and founded the village of
Briarton.
Lady Miriam bore a daughter, Alianora, soon af-
ter the first buildings went up. As Lord Arundel’s
daughter grew, so did the village. In time, Alianora
married Sir William Fitzhugh and bore a son, Robin.
But then Sir William perished rescuing villagers taken
in an orcish raid.
Since then, Lord Arundel has helped his widowed
daughter raise his grandson, whom he hopes to see
someday installed as the new lord of Arundel Manor.
Lady Miriam died of illness 10 years ago, and Lord
Arundel has no desire to remarry.
He has a reputation as a fair and just lord, with
great regard for the common folk of the village. Lord
Arundel has a sharp interest in political affairs of the
kingdom, but remains content as the lord of Briarton
and seeks no higher position. He enjoys hunting and
falconing.
Lord Arundel, 62, has gray hair and beard and
hazel eyes. He is very tall, with a dignified presence
and a fit build.
RAVENSBLADE
Owned by Lord Arundel, this +2 longsword
originated far to the frozen north. A wizard crafted
Ravensblade two centuries ago for a mighty
barbarian warrior. The sword passed to other he-
roes of the north in their endless war with the gi-
ants until it came to Lord Arundel as a prize of
war. In his youth as a knight, Lord Arundel fought
in the Battle of Icewind Pass, turning back a bar-
barian invasion of the Kingdom of Galien. He slew
the former owner of Ravensblade in the fighting
and claimed the enchanted sword for himself.
The pommel forms a beaked raven’s head and
the hilt forms a talon grasping the shining steel
blade past the sharkskin grip. Engravings deco-
rate the blade.
INTERACTION SEED: BARBARIAN
A barbarian from the north by the name of Ragnar
arrives in Briarton, taking a room at Greenbriar Inn.
He claims to be a warrior looking for work as a mer-
cenary. Other northerners with similar stories have
passed through Briarton from time to time, so his
story is not unlikely despite ongoing tension be-
tween the Kingdom of Galien and the barbarian
tribes.
Feigning simple curiosity, Ragnar inquires around
Briarton about the Ravensblade supposedly carried
by Lord Arundel. The barbarian also asks the ad-
venturers if they know anything of the sword.
Once he determines that Lord Arundel indeed
possesses Ravensblade, Ragnar attempts to claim it
for himself. He may confront the lord on his next
visit to the village, challenging him to single com-
bat for the sword. In dire straits, Ragnar may even
attempt to steal the blade, though such thievery of-
fends his barbarian honor.
If prompted, Ragnar explains that he is the son of
the northern warrior Magnus Ironshoe,
who last carried Ravensblade before falling in the
Battle of Icewind Pass to Lord Arundel’s sword. But
Ragnar does not seek vengeance for his dead father.
Without the famed weapon to protect them, his tribe
has been sorely pressed by the frost giants of his icy
homeland.
Ragnar seeks to recover the blade to drive back
the giants and save his people. This should present
an interesting moral dilemma for Lord Arundel and,
if he seeks their advice, the PCs.
Perhaps Lord Arundel agrees to send
Ravensblade back with Ragnar, accompanied by the
heroes, to defeat the giants once and for all. Then
the PCs can return to Briarton with the sword.
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Lord Roderick Arundel
Male Human 9th-Level Fighter
CR 9; Size M (6 ft., 5 in. tall); HD 9d10+18; hp 63;
Init +6 (+2 Dex, +4 Improved Initiative); Spd 20 ft.;
AC 19 (+2 Dex, +6 from +1 chainmail, ring of protec-
tion +1); Attack +14/+9 melee (1d8+4/19-20/x2, +2
longsword), or +11/+6 ranged (1d8/19-20/x2, light
crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +8,
Ref +5, Will +3; AL LG; Str 14, Dex 15, Con 14, Int 11,
Wis 11, Cha 13
Skills: Diplomacy +5, Handle Animal +9, Knowl-
edge (nobility) +3, Ride +10, Swim +5, Wilderness
Lore +1
Feats: Blind-fight, Improved Initiative, Leadership,
Mounted Combat, Mounted Archery, Power Attack,
Ride-By Attack, Spirited Charge, Weapon Focus
(lance, light), Weapon Focus (longsword)
Languages: Common
Possessions: +1 chainmail, dagger, lance (light),
light crossbow, +2 longsword, horseshoes of speed, po-
tion of bull’s strength, potion of cure light wounds (10),
ring of protection +1, five sets of clothing, manor house,
light warhorse, a 6,000 gp cache
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Daughter of Lord Arundel, Lady Alianora
Fitzhugh was born shortly after the founding of
Briarton. She grew up in the manor and eventually
married Sir William Fitzhugh in a fairy-tale wedding.
The couple had a son, named Robin. A few weeks
after Robin’s birth, orcs raided Briarton and carried
off several villagers to their lair below Castle Angorn.
Sir William organized a rescue party that included
Gellir, son of Agnar, Arwold Dragoneye, Leoric the
bowyer and others. The party returned with the res-
cued captives, but it fell to Gellir to tell his friends
Lord Arundel and Lady Alianora of the death of Sir
William at the hands of the orcish chieftain during
the fighting. Even worse, his body had been lost as
the dwarf and other warriors hurried the surviving
captives to safety.
The widowed Lady Alianora has since devoted
herself to raising Robin and helping her aging father.
Since the death of her mother, Lady Miriam, 10 years
ago, she has run the manor household.
Lady Alianora, 33, has long, blonde hair, which she
often braids in complicated fashions popular in the
kingdom, and large, blue eyes. Lady Alianora always
wears a sapphire ring that formerly belonged to her
mother.
Lady Alianora Fitzhugh
Female Human 5th-Level Aristocrat
CR 4; Size M (5 ft., 6 in. tall); HD 5d8-5; hp 21; Init
+5 (+1 Dex, +4 Improved initiative); Spd 30 ft.; AC 11
(+1 Dex); Attack +2 melee (1d4–1/19-20/x2, dagger),
or +4 ranged (1d4–1/19-20/x2, dagger); Face 5 ft. x 5
ft.; Reach 5 ft.; SV Fort +0, Ref +2, Will +7; AL NG; Str
9, Dex 12, Con 8, Int 13, Wis 16, Cha 16
Skills: Bluff* +14, Diplomacy* +21, Gather Infor-
mation* +9, Innuendo +6, Intimidation* +14, Knowl-
edge (history) +9, Knowledge (religion) + 7, Listen
+10, Perform* (ballad, chant, dance, harp, flute, lute,
sing, storytelling) +14, Ride +3
* Includes the ring of influence’s bonuses
Feats: Improved Initiative, Skill Focus (knowledge
[history]), Skill Focus (perform)
Languages: Common, Dwarven
Possessions: silver dagger, ring of influence, mas-
terwork lute, masterwork flute, harp, an armoire of
20 fine dresses and cloaks, light riding horse, 500 gp
in gold and gems
Ring of Influence
The ring appears as a platinum band with an oval
sapphire inset, and its wearer is granted a +2 Cha-
risma enhancement bonus and a +10 to Bluff, Diplo-
11
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macy and Intimidation skill checks.
Caster Level: 7th; Prerequisite: Forge Ring, allure and
the creator must have five ranks in Bluff, Diplomacy
and Intimidate; Market Price: 20,000 gp; Weight: —
History: This ring once belonged to Lady Alianora
Fitzhugh’s mother, who received it from her grand-
mother, a renowned bard. Alianora acquired it after
her mother’s death. She has never suspected that it
might be magical, so she has never had it tested.
Alianora is never seen without the beautiful ring
upon her hand, and since she’s had it, she’s grown a
reputation for being a great mediator. Rumor has it
that no one can say no to the beautiful Alianora’s re-
quests or demands.
Allure
Transmutation
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 action
Range: Touch
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The affected creature gains greater charm. The spell
grants the subject an enhancement bonus (1d4+1
points) to Charisma, adding the usual benefits to
Charisma checks, Turn Undead and Charisma-related
skill checks.
INTERACTION SEED: REVENANT
Sir William Fitzhugh was lost in the dank dun-
geons below Castle Angorn. Although he’s pre-
sumed dead, none know this for sure. Countless
evil forces, some quite powerful, brood in the
darkness beneath the ruined castle. One such force
might animate the body of the unliving knight to
lead an army of undead horrors forth from the
catacombs to ravage the countryside.
The revelation that their beloved Sir William
now leads an unholy army will certainly shock
and discourage the people of Briarton – his father-
in-law, widow and son most of all. And does some
spark of his former self remain within Sir Will-
iam, or has his soul forever been lost to evil?
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Grandson of Lord Arundel, Robin Fitzhugh is the
son of Sir William Fitzhugh and Lady Alianora. Born
just weeks before his father’s death, Robin is being
trained as his grandfather’s successor at Arundel
Manor.
He would rather be an adventuresome knight like
his father than lord of a manor, but he loves his mother
and grandfather, and wants to please them. Robin is
also very close to the dwarf Gellir. The dour warrior
has been his companion since boyhood, keeping an
eye on Robin and providing him with many valu-
able life lessons.
His mother and grandfather tutor Robin in writ-
ing, reading and other classroom skills. Lord Arundel
has also begun teaching the boy to use a sword.
The teenage boy has a friendly disposition and he
gets along well with people of all classes. Life in a
remote frontier village—and the attitudes of Lord
Arundel and Lady Alianora—have made him less
conscious of his noble blood than others of his class.
While he is certainly aware of his social standing,
Robin tries to deal fairly with everyone regardless of
their background.
Robin, 15, has sandy brown hair and blue eyes. He
is growing into adulthood, becoming taller and stron-
ger as each year passes.
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The only dwarven inhabitant of Briarton, the vet-
eran warrior Gellir, son of Agnar, lives with his de-
cades-long friend Lord Arundel at the manor.
Born in a mining clanhold in the great mountains
of the kingdom of Galien, Gellir honed his fighting
skills battling the orc tribes that threatened his clan.
In time, he grew restless and left the clanhold to see
the greater world. He met Lord Arundel in his youth
and the two shared many adventures before coming
north to found Briarton 30 years ago.
The bond of their friendship remains as strong to-
day as ever, and Gellir has great fondness for Lady
Alianora and young Robin Fitzhugh as well. In fact,
the gruff warrior has become a mentor to the boy,
teaching him important life lessons, often indirectly
or by example. It may be said that Gellir holds this
family of humans closer than even his dwarven rela-
tions, whom he has not ventured south to visit for
more than 20 years.
He has a brusque, practical disposition with little
tolerance for fancy word games or fantastic stories.
Gellir values truth greatly and scorns liars. He tries
to avoid the half-orc Grimbor due to the inner con-
flict between his hatred of orcs and his innate sense
of fairness.
Though satisfied with his life among humans in
Briarton, Gellir does seek out dwarven visitors to the
village for an evening of companionable drinking and
conversation with others of his race.
Gellir, 200, has red hair and a long red beard, with
brown eyes and a ruddy complexion. He has the
stocky, dense build and great strength common to his
race.
Gellir
Male Dwarf 8th-Level Fighter
CR 8; Size M (4 ft., 5 in. tall); HD 8d10+24; hp 85;
Init +0; Spd 15 ft.; AC 17 (+7 chainmail); Attack +12/
+7 melee (1d8+4/x3, warhammer), or +8/+3 ranged
(1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach
5 ft.; SQ: Dwarf Traits, Darkvision 60 ft.; SV Fort +9,
Ref +4, Will +4; AL LG; Str 16, Dex 11, Con 16, Int 13,
Wis 11, Cha 11
Skills: Appraise +7, Craft (armorsmithing) +13,
Craft (blacksmithing) +7, Craft (stonemasonry) +9,
Craft (weaponsmithing) +5, Ride + 3
Feats: Blind-Fight, Cleave, Expertise, Improved
Critical (warhammer), Iron Will, Lightning Reflexes,
Power Attack, Weapon Focus (warhammer)
Languages: Common, Dwarven, Orc
Possessions: +2 chainmail, dagger, light crossbow,
ring of warmth, potion of bull’s strength, potion of cure
moderate wounds, +1 warhammer, smithing and stone-
masonry tools, 1,000 gp
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The village of Briarton consists of a nucleus of
shops, an inn and a holy shrine, surrounded by cot-
tages. Cropland and pastures encircle this core, with
more villagers living in scattered cottages stretching
out for several miles around Briarton. The lands ad-
ministered by Lord Arundel have a population of
about 450 people, roughly 300 of whom live in the
village proper.
Most buildings in the village are of wood construc-
tion with dirt floors. Better-quality structures have
stone foundations and wooden flooring.
Poorer buildings, such as many farm cottages, are
of whitewashed wattle-and-daub construction. Such
structures require frequent repairs and must be re-
built every 10 years or so.
All buildings in Briarton except the manor have
thatched roofs. Many farmers find work as thatch-
ers, building and repairing roofs during the winter
when few crops are grown.
There are no paved streets in Briarton. Roads in
the village are dusty in summer and muddy in win-
ter. A bell tower stands in the town square. In times
of danger, the ringing of the bell summons the vil-
lage militia, composed of all able-bodied villagers
with skill at fighting. Black Dougal, a former Royal
Guardsman, heads the militia.
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The growing village has attracted a number of
craftsmen and shopkeepers over the years. A variety
of goods and services are available, with most busi-
nesses clustered near the center of the village proper.
Shops tend to be small and consist chiefly of the
workroom for that particular trade. A few items for
sale may hang on the walls, but aside from the mer-
cantile and curio shop there are no full-fledged dis-
play areas. Most Briarton craftsmen live in rooms at-
tached to their shops, though a few with prosperous
businesses have nearby cottages.
Signs depicting the work done within or goods for
sale hang outside the shops. Few have names because
with only one shop of each trade in the village there’s
little need to identify them.
BLACKSMITH’S SHOP
Hammer blows ring out from the blacksmith’s
shop throughout the day as Alfgar Strongarm beats
out another horseshoe or straightens a bent plow.
The shop contains a fiery forge fed by a bellows,
anvils of various sizes and other tools of the
blacksmith’s trade. A capable smith, Alfgar spends
much of his time shoeing horses, crafting farming
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implements, sharpening tools and making repairs.
The blacksmith can repair metal armor or weapons,
though he seldom gets much call for these skills in
sleepy Briarton. As part of the blacksmith’s trade,
Alfgar also has training as a locksmith.
The young Alfgar opened the shop five years ago
after arriving in Briarton following his apprentice-
ship in a distant city. The village’s previous smith had
died a few years earlier, forcing inhabitants to travel
to another village for smithing tasks until Alfgar’s
arrival.
Alfgar lives in a small room attached to his smithy,
and often spends his evenings in the common room
at Greenbriar Inn.
Alfgar Strongarm
Known as one of the brawniest people in Briarton,
Alfgar Strongarm spends many hours each day work-
ing hard in his shop.
Normally good-natured, he tends to be suspicious
of strangers and outsiders. Those who win his trust
find Alfgar a solid friend. The dwarf Gellir can some-
times be found passing the time in his shop, which
reminds the warrior of the forges of his faraway
home. Gellir has taught Alfgar some lessons in
dwarven armor-making, as well as some words of
Dwarvish.
A single man who lives alone, Alfgar is surpris-
ingly shy around attractive women.
Alfgar has a secret, however. Apprenticed to a cruel
master in one of the cities of the kingdom, he ran away
after learning all that he could of the blacksmithing
trade. Alfgar realized the guild would never accept a
runaway apprentice, so he came north to the frontier
where such things mattered less. So far, he has es-
caped the guild’s notice.
Alfgar, 23, has black hair and brown eyes. His
height and muscular, barrel-chested build make
Alfgar an imposing figure. His face is frequently red
from working at the heat of his forge, and his arms
often sport small burns from flying sparks and
splashes of molten metal.
Alfgar Strongarm
Male Human 2nd-Level Expert (Blacksmith)
CR 1; Size M (6 ft., 3 in. tall); HD 2d6+4; hp 14; Init
+3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +6
melee (1d8+4/x3, warhammer) or +4 ranged (1d8/
19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
ft.; SV Fort +1, Ref +3, Will +3; AL N; Str 18, Dex 17,
Con 13, Int 12, Wis 11, Cha 13
Skills: Craft (armorsmithing) +5, Craft
(blacksmithing) +8, Craft (locksmithing) +5, Craft
(weaponsmithing) +6, Disable Device +5, +6 Handle
Animal +6, Intimidate +4, Move Silently +5, Open
Lock +6, Use Magic Device +6
Feats: Martial Weapons, Skill Focus (craft
[blacksmithing])
Languages: Common, Dwarven
Possessions: chainmail, dagger, masterwork light
crossbow, masterwork warhammer, thieves’ tools,
smithy, forge, 1,000 gp of pre-made items, 75 gp, 80 sp
BREWERY
Brewer Tancred the Stout brews ale, mead and
other drinks in his establishment, which is situated
on the edge of Briarton near a natural spring. His
byname refers to his stocky build, but is also a pun
on his profession.
Kettles and barrels used in the brewing process fill
the shop. Barley, yeast, hops and water are put
through a precise process of mixing, boiling and fer-
mentation to produce ale. Seasonal ales are sometimes
created by adding fruits and honey. Mead also em-
ploys honey as an ingredient.
Tancred sells some of his product to Greenbriar Inn,
Arundel Manor and individual villagers. The rest
goes out by wagon to other nearby communities, tav-
erns and roadside inns.
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A cottage behind the brewery houses Tancred and
his wife, Edgyth. The middle-aged couple has no
children. Formerly a minor brewer in a great city to
the south, Tancred’s father came to Briarton 25 years
ago seeking less competition in his trade. After his
father perished in the orc raid, Tancred took over the
business and has established a solid reputation for
quality drinks.
Tancred, 44, has hazel eyes and is almost com-
pletely bald, though he has a beard. A short man, he
has a portly build.
CARPENTER’S SHOP
Inside his workshop and around the village, car-
penter Aldwin the Silent builds flooring, roofing, fur-
niture, wagons, tools and utensils. He also repairs the
woodwork in cottages and shops. In days past,
Aldwin carved intricate toys and puzzles but he no
longer has time for such creations.
Given the amount of woodworking to be done as
Briarton continues to expand, Aldwin cannot keep
up with the demand for his talents. Rare are the days
when he does not move from project to project with
nary a rest, while an ever-growing list of jobs awaits
him. Lord Arundel has sent word to other communi-
ties seeking to bring a second carpenter to Briarton,
but without success thus far.
Born without the power of speech, Aldwin com-
municates through hand gestures. He has normal
hearing, however. A native of Briarton, Aldwin
learned his trade from his father, the previous vil-
lage carpenter. Aldwin and his wife, Merhild, whose
sister married Kenrick the glassblower, dwell in a
well-built cottage next door to Aldwin’s shop. They
have a young son, but their daughter succumbed to
illness as an infant.
Aldwin, 28, has a tall, thin frame. He has brown
eyes and sandy brown hair.
COBBLER’S SHOP
Cobbler Swithin crafts and repairs footwear for the
people of the village in his small shop.
Common folk can purchase inexpensive shoes of
burlap, hide, leather and sometimes wood from
Swithin, while he creates fancier footwear from rep-
tile skins or other exotic materials for wealthier cus-
tomers. Boots for walking or riding are another prod-
uct of his shop.
Swithin learned his trade from is father who once
crafted a custom pair of dragon-skin boots for a fa-
mous warrior. The warrior, of course, provided the
priceless material. After his father’s death, Swithin
took over his business and relocated to Briarton three
years ago.
Easily distracted, Swithin has become infamous for
his uncanny ability to get lost while traveling, no
matter how simple or well-marked the route. He and
his wife, Gert, live in a cottage to which his one-room
cobbler’s shop is attached. Swithin’s aged mother,
Edan, also lives with the family.
Swithin, 35, has brown eyes and dark brown hair.
He often bears a puzzled expression.
INTERACTION SEED: PIXIES
One night, mischievous pixies invade Swithin’s
shop. The fairies magically turn all the cobbler’s
raw materials into dozens of finished shoes. Un-
fortunately, all are flawed in some comical
way. A pair of boots, for example, might consist
of one for a halfling-sized foot and the other fit
for a giant.
Swithin sets out to make the best of his misfor-
tune, trying to fix some of the less outrageous
shoes and acquiring new materials to replace what
has been lost. Some villagers find the cobbler’s
troubles quite amusing, and the PCs have numer-
ous opportunities to join in their gibes.
Unbeknownst to everyone, the pixies are watch-
ing carefully to see how the folk of Briarton react
to their trick. When they have seen enough, the
pixies reward those who help the cobbler and turn
their pranks on those who make sport of his ad-
versity.
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CORMAC’S HOUSE OF WONDROUS GOODS
AND SERVICES
Cormac’s House of Wondrous Goods and Services
is an oddity in a small farming village like Briarton.
The shop, run by Henna the Wise, stays afloat by com-
bining several lines of business that chiefly serve the
travelers and adventurers who pass through the vil-
lage. Along with all manner of exotic goods, the shop
offers financial and apothecary services.
Cormac the Alchemist, husband of Henna the Wise,
brought this strange shop to Briarton some 18 years
ago after a failed treatment caused the patriarch of a
wealthy family in a great city to the south to die. Blam-
ing Cormac, the family vowed revenge and the al-
chemist hastily bundled his family off to the frontier.
But Cormac did not long escape a dire fate, dying in
the orc raid 15 years ago.
Henna took charge of the family business, train-
ing herself in the alchemical arts. In addition to her
potions—chiefly those of a healing, curative or re-
storative nature—the shop contains a huge stock of
odds and ends, curios, books and other rare items.
Even Henna doesn’t know what treasures might be
found in the piles of junk—much of it brought to
Briarton years ago by her late husband. Goods avail-
able nowhere else in Briarton, or possibly even the
entire province, might be found by the customer will-
ing to spend hours sifting through the shop’s jumbled
contents.
Henna also operates a money-changing and
money-lending business. She lends up to 100 gold
pieces to strangers, with some item of value held as
collateral, and up to 500 gold pieces to those she
knows well. Her money-changing services typically
involve a fee of 5% of the value of the currency to be
exchanged, though her fees are negotiable.
Henna has many contacts with shipping agents,
caravans and traders in faraway cities, so she occa-
sionally purchases items that would normally be
unsaleable in a small village due to their expense or
esoteric purpose.
Finding Rare Items
Customers have a chance to find almost any-
thing in the Curio Shop, even items that one would
never expect to find in a rustic farming village.
There is an 80% chance of finding a common non-
magical item, 40% chance of finding an uncom-
mon item and a 20% chance of finding a rare item.
There is a 10% chance of finding a magical item
with a value of 200 gp or less and a 1% chance to
find a magical item valued at 2,000 gp or less. Each
attempt to search for a specific uncommon or rare
item, successful or not, takes 2d6 hours.
Henna the Wise
Henna the Wise, known for her sturdy common
sense, runs the curio shop founded by her somewhat
less-wise husband, Cormac the Alchemist, after he
fled the vengeance of a late patient’s family for the
imagined safety of Briarton.
After Cormac’s death at the hands of orcs seeking
loot, some expected his family to move away. But the
sturdy Henna simply took over her husband’s busi-
nesses. Studying Cormac’s books on alchemy, she
taught herself to mix potions, salves and ointments
of all kinds.
She considers herself an apothecary rather than an
alchemist, creating healing potions for all manner of
injuries and ills along with an occasional love potion
or two for sale to the right customer. Her late
husband’s books contain formulas for more esoteric
potions, but Henna tends to leave the wilder, more
dangerous brews to Angwyn ap-Llewellyn.
Henna has little personal interest in the piles of
junk filling the shop, but it suits her to keep the odds
and ends collected by her late husband. Sometimes
she buys or trades for new curiosities to add to the
piles.
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Henna lives in a fine cottage near the shop. Her
children are adults now and live in other communi-
ties. She is a popular figure in Briarton and while most
villagers have no need for her goods nor the money
to buy them, they often visit the curio shp to seek
Henna’s counsel on some vexing problem or another.
A shrewd shopkeeper, Henna can haggle with the
best but prefers a more subtle approach. Visitors to
her shop usually leave with a purchase, even if they
entered the store with no intention to buy anything.
Curiously, the items are often perfectly suited to the
needs or circumstances of the buyer, even those of
which the customer is unaware; thus, a scatterbrained
youth might discover a puzzle box to teach him fo-
cus, or a maiden hoping to catch the eye of a pro-
spective suitor might find a fancy dress tucked away
somewhere in the shop.
Henna the Wise, 35, has curly brown hair and green
eyes. She has a small scar on her chin from a child-
hood accident that she prefers not to discuss.
Henna the Wise
Female Human 6th-Level Expert (Alchemist/
Merchant)
CR 5; Size M (5 ft., 7 in. tall); HD 6d6; hp 28; Init –
1 (–1 Dex); Spd 30 ft.; AC 9 (–1 Dex); Attack +3 melee
(1d4–1/19-20/x2, dagger), or +4 ranged (1d4–1/19-
20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort
+2, Ref +1, Will +10; AL LN; Str 9, Dex 8, Con 10, Int
14, Wis 16, Cha 12
Skills: Alchemy +13, Craft (bookbinding) +6, Craft
(calligraphy) +6, Craft (painting) +6, Craft (pottery)
+6, Craft (sculpture) +13, Craft (weaving) +7, Listen
+8, Profession (apothecary) +11, Profession (book-
keeper) +7, Profession (brewer) +5, Profession (herb-
alist) +11, Profession (moneylender) +7, Profession
(scribe) +7, Read Lips +4, Spot +6
Feats: Alertness, Iron Will, Skill Focus (alchemy),
Skill Focus (craft [sculpture])
Languages: Common, Dwarven, Gnome
Possessions: curio shop, 2,500 gp of items for sale
(curios, maps, potions, books, etc.), alchemist’s lab,
five dresses, 1,500 gp of coins in various denomina-
tions (for money changing) kept in three locked
chests, a personal cache of 650 gp
LEURONA’S MERCANTILE
The mercantile provides a wide array of products,
mostly purchased from outside dealers in trades not
represented in Briarton. Hardware, fabric, tack,
household goods, candles, clothing, feed, dyes, spices
and other daily necessities line its shelves and
counters.
Women of the village often visit the store to pur-
chase bulk goods for home craftwork, such as fabric
to be sewn into clothing.
The proprietor, Leurona, keeps a close eye on cus-
tomers in the shop—particularly those she doesn’t
know.
Leurona, who must do business with the crafts-
men and farmers of Briarton for her own household
needs, sets fair prices for other villagers. Outsiders,
however, are another matter. Leurona charges visi-
tors to Briarton as much as she thinks she can get for
her products.
Leurona
Leurona and her husband, Ulric the Red, were
among the founders of Briarton who followed Lord
Arundel to the province 30 years ago to sell goods to
other settlers in hopes of making their fortune.
As she’s aged, Leurona has grown more miserly
than ever. The once-fine cottage she shares with her
husband has grown ramshackle over the years as she
badgers Ulric to perform the upkeep himself to save
money. Ulric, who favors the color red in his cloth-
ing, has a whiny, annoying demeanor.
A shrewd bargainer, Leurona begrudges every coin
when it comes to the goods in her shop. She stub-
bornly argues for hours, if necessary, over a few cop-
pers. Leurona also keeps meticulous records of those
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who owe her money for items purchased on credit
and hounds debtors incessantly.
Secretly, Leurona and Ulric are members of the cult
of the dark god Vextra. They meet other cultists for
macabre rituals at a shrine hidden in the forest.
Leurona, who has been initiated into the priesthood
of the cruel deity, enjoys bullying other cultists with
her meager power.
Leurona, 50, has thinning gray hair, brown eyes
and a stooped posture. She dislikes children, and
mutters constantly to herself when any are in her
shop.
Leurona
Female Human 3rd-Level Expert/1st-Level Cleric
CR 3; Size M (5 ft., 4 in. tall); HD 3d6 + 1d8; hp 21;
Init +1 (+1 Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 from
+1 padded leather armor); Attack +3 melee (1d8+1/x2,
morningstar), or +3 ranged (1d8/19-20/x2, light
crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke
Undead 3/day; SQ Spontaneous Casting (inflict
spells; SV Fort +3, Ref +2, Will +7; AL LE; Str 13, Dex
12, Con 11, Int 10, Wis 14, Cha 11
Skills: Bluff +8, Concentration +4, Disguise +5,
Escape Artist +6, Hide +5, Innuendo +8, Knowledge
(religion) +4, Listen +10, Move Silently +4, Profes-
sion (shop-owner) +5, Spot +11
Feats: Alertness, Skill Focus (bluff), Skill Focus (in-
nuendo)
Languages: Common
Possessions: mercantile shop, 1,500 gp of items for
sale, cottage, morning star, light crossbow, +1 padded
leather armor, 90 gp, 47 sp, 32 cp
Spells: (3/2+1; Base DC = 12 + spell level)
Leurona’s domains are Evil (casts Evil spells at +1
caster level) and Pestilence (may use withering touch,
a spell-like ability, once per day). Domain spells are
marked with an asterisk.
0 Level—cure minor wounds, inflict minor wounds,
resistance
1st Level—bane, sanctuary, ray of enfeeblement*
Ulric the Red
Male Human 2nd-Level Commoner
CR 1; Size M (5 ft., 5 in. tall); HD 2d4+2+3; hp 10;
Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +1
melee (1d4/19-20/x2, dagger), or +3 ranged (1d8/
19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
ft.; SV Fort +1, Ref +2, Will –2; AL LE; Str 11, Dex 14,
Con 12, Int 10, Wis 7, Cha 14
Skills: Bluff +3, Climb +3, Craft (weaving) +5,
Handle Animal +3, Ride +6
Feats: Armor Proficiency (light), Toughness
Languages: Common
Possessions: dagger, light crossbow, leather armor,
3 gp, 6 sp, 4 cp
Interaction Seed: Suspicion
As a lesser priestess of Vextra, Leurona keeps a
suspicious eye on the other cultists in Briarton. If
she sees the woodcutter Balduin talking to the
heroes, Leurona may leap to the conclusion that
he is betraying cult secrets—particularly if adven-
turers have been spotted near the hidden
shrine or are already investigating the cult.
Leurona has always considered Balduin too
simple-minded to be trusted, and only recruited
him into the cult because he’s her cousin and was
easy to convert. Predictably, she sees the worst in
everyone and imparts wicked motivation to the
most innocent of actions.
Of course, killing Balduin or causing him to
vanish might raise suspicion, so Leurona must be
circumspect. Perhaps she slyly tries to find out
what the heroes know of the cult by engaging
them in seemingly innocent conversation. Or
Leurona might try to sow mistrust of the heroes
in the village in hopes of making them unwelcome
so they travel on. If Leurona becomes desperate,
she might even slay Balduin despite her family
ties and try to frame the adventurers for the deed,
killing two birds with one stone.
Of course, her efforts are likely to ignite the in-
terest of PCs who were most probably wholly
unaware of the cult’s existence.
GLASSBLOWER’S SHOP
Village glassblower Kenrick the Lame produces ev-
erything from bottles to windows in his workshop.
The glassblower keeps several buckets of sand,
separated by color and grain, in his shop. A stone
forge, fed by a bellows, occupies the center of the
shop. Kenrick kindles an extremely hot fire in the
forge, then melts sand mixed with water into a near-
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liquid state. Different types of sand produce various
colors and qualities of glass.
Long, thin tubes of metal and glass in various
lengths and diameters are kept in a stand near the
forge. Kenrick inserts these into the molten glass,
using his breath to shape it as it cools. He can pro-
duce bottles, tubes, globes and other useful shapes.
The process provides an entertaining show, and
Kenrick often attracts a small crowd of onlookers
when glassblowing with the doors to his shop open
to dissipate the heat from the blazing forge.
Also trained as a glazier, Kenrick cuts and shapes
glass for windows, mirrors or other purposes. He can
produce beautiful stained glass windows, though
these talents are rarely called upon. In a pinch,
Kenrick can grind lenses for eyeglasses or spyglasses,
but he is not a trained ocularist. He has some skill in
woodworking and leadsmithing, mostly for window
framing purposes.
Trained glassblowers are rare on the frontier, and
Kenrick often takes jobs from other nearby commu-
nities. He generally does not travel, except perhaps
to install complex windows for wealthy clients, since
most of his glassmaking tools are not very portable.
Kenrick is best known for the delicate glass sculp-
tures he creates mostly for his own amusement. He
favors fantastic creatures, such as fairies, griffons or
unicorns. There are usually one or two such sculp-
tures for sale at his shop at any given time.
Kenrick the Lame
A native of Briarton, Kenrick learned his craft from
his father, a master glassblower who joined Lord
Arundel on the journey to found the village.
A teenager when orcs raided Briarton 15 years ago,
Kenrick fought alongside his father to protect his fam-
ily. A serious wound to his right leg left Kenrick with
a lifelong limp. His father was also injured in the fight-
ing and never fully recovered. Upon his death two
years later, Kenrick took over as the village glass-
blower. When his heartbroken mother died shortly
afterward, Kenrick raised his younger brothers and
sisters. Most are now farmers in Briarton or other
nearby villages.
The glassblower has a friendly, open manner to-
ward everyone except elves, whom he mistrusts due
to an incident several years ago. He and his wife,
Sunniva, live in a room behind his shop, but Kenrick
has nearly saved enough money to construct a sepa-
rate cottage. He understands better than anyone else
in Briarton the sign language used by his brother-in-
law Aldwin the carpenter, and at times he employs
the signs himself, especially when blowing glass.
Kenrick, 30, has red hair and green eyes, with a
freckled complexion. He can hold his breath for an
extended length of time, given the breath control nec-
essary for glassblowing, and sometimes performs this
trick for the amusement of the children of the village.
Kenrick the Lame
Male Human 5th-Level Expert
CR 4; Size M (5 ft., 9 in. tall); HD 5d6+10; hp 35;
Init +1 (+1 Dex); Spd 15 ft.; AC 9 (–1 Dex); Attack +3
melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/
19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV
Fort +5, Ref +0, Will +3; AL NG; Str 10, Dex 8/13*,
Con 14, Int 10, Wis 9, Cha 18
* Kenrick’s Dex is 13 for tasks requiring manual dex-
terity, alertness or upper-body movement, but 8 for tasks
involving use of his injured leg.
Skills: Animal Empathy +9, Craft (basketweaving)
+7, Craft (carpentry) +4, Craft (glassblowing) +10,
Craft (leatherworking) +6, Craft (leadsmithing) +2,
Fish +1, Gather Information +9, Handle Animal +9,
Perform (buffoonery, comedy, flute, juggling, limer-
icks, pan pipes, storytelling) +12
Feats: Endurance, Great Fortitude, Skill Focus
(craft [glassblowing])
Languages: Common
Possessions: glassblowing shop, goggles of minute
seeing, 700 gp worth of glass wares for sale, tools,
dagger, house, 120 gp, 95 sp, 70 cp
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Fish (Wis) Commoner class skill
With this skill you can catch fish with net, weir,
spear or hook & line.
DC Task
10 Provide enough fish to sustain yourself for
one day. Provide enough fish for one other per-
son for every 2 points by which your check result
exceeds 10.
Retry: This skill can only be checked once per
24 hours.
INTERACTION SEED: SAND
While out collecting raw materials several years
ago, Kenrick happened across some particularly
fine, glittering sand in a streambed near the for-
est. Little did the glassblower know that the stream
originated inside a cave complex containing an
ancient tomb. Over the centuries, the stream had
eroded a stone door on which a spell of holding
had been cast. The sand, still bearing some of the
enchantment, washed downstream to the point
where the glassblower recovered it.
Unaware of its nature, Kenrick used the sand
to create a beautiful glass chime, which, it was
soon discovered, had the magical power to open
any ordinary lock when tapped against it. The
chime of opening vanished a few months after its
creation, and Kenrick suspects that a party of
elves staying at Greenbriar Inn at the time had
something to do with its loss. He has harbored a
lingering mistrust of elves ever since.
Kenrick has tried repeatedly to craft another
magical chime, but without success.
MILL
The huge grindstones of Briarton’s water-powered
mill turn corn or wheat from nearby cropland into
flour.
Constructed of moss-covered stone alongside the
River Drewett, the millhouse has an enormous
wooden waterwheel. The wheel rotates in the cur-
rent to turn the grindstones through a complicated
series of wooden gears and cogs.
Farmers bring the grain from their fields to the mill,
and for a fee Hewald the Miller turns their harvest
into flour that can then be used in cooking or shipped
to market elsewhere.
The mill, constructed shortly after the founding of
Briarton, requires frequent repairs to its complicated
inner workings. Carpenter Aldwin the Silent can of-
ten be found at the mill replacing worn-out wooden
gears.
Hewald the Miller
Hewald the Miller came to Briarton as a young boy
with his father, Alberic, who constructed and first
operated the village mill. Trained by his father,
Hewald took over as master of the mill 15 years ago
on Alberic’s retirement. The former miller seemed to
simply give up on life following the death of his wife
in the orcish raid on Briarton. The elderly Alberic now
lives with his son’s family, lost in daydreams most of
the time as he sits by the fire in winter or an open
window in summer.
While Hewald can be somewhat pompous at his
mill, back at home he is henpecked unmercifully by
his nagging wife, Mydrede. The couple, their three
children and Hewald’s father live in a fine two-room
cottage near the mill. At Mydrede’s insistence,
Hewald plans to add a third room to the cottage soon.
Hewald is training his eldest son as his appren-
tice. Godwin, 14, longs for adventure in faraway
lands, however, not a lifetime of drudgery at the mill.
The practical Hewald, who set aside his own dreams
of travel to fulfill his family duty, has nearly reached
his wit’s end with his wool-gathering son.
The rotund Hewald, 41, has balding brown hair
and brown eyes.
INTERACTION SEED: LOST
Hewald has always been fascinated by un-
tamed lands, but he confines his wanderlust to
trips into the countryside during the slow season
at the mill.
One day, Hewald does not return from such an
outing. His wife, Mydrede, grows concerned as
days pass and Hewald remains missing. She pre-
vails on her fellow villagers, and especially on any
adventuring PCs, to save her husband from the
various grisly ends conjured up by her imagina-
tion.
The miller isn’t hard to track, leading to a long-
abandoned mine in some hills near Briarton. Af-
ter braving various dangers, including monstrous
inhabitants, cave-ins and flooded passages, the
heroes find Hewald trapped at the bottom of a
shaft with a broken leg. The miller lost his torch
and fell into the shaft as he stumbled through the
mine in the dark.
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Hewald the Miller
Male Human 4th-Level Expert
CR 3; Size M (5 ft., 9 in. tall); HD 4d6+8; hp 24; Init
+1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +3
melee (1d4/19-20/x2, dagger), or +4 ranged (1d4/
19-20/x2, dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SV
Fort +2, Ref +4, Will +5; AL NG; Str 11, Dex 13, Con
12, Int 11, Wis 13, Cha 8
Skills: Appraise +4, Craft (carpentry) +3, Fish +2,
Knowledge (geography) +3, Knowledge (religion) +4,
Listen +9, Profession (cook) +8, Profession (miller)
+10, Sense Motive +6, Spot +8, Use Rope +5
Feats: Alertness, Lightning Reflexes, Skill Focus
(profession [miller])
Languages: Common
Possessions: mill, house, dagger
POTTER’S SHOP
A source of earthenware pots for cooking and stor-
age, the potter’s shop is one of the most important
businesses in Briarton.
Ailith the Potter works in clay molds, porcelain and
early forms of ceramics. While pots are her chief prod-
uct, the potter also sometimes sculpts icons and stat-
ues to order. Molds and tools fill her workshop and a
stone kiln stands behind it.
Ailith was one of those carried off 15 years ago by
raiding orcs to their lair beneath Castle Angorn. She
was soon rescued, but Ailith has never told anyone
what took place during her captivity. Nine months
after her rescue she gave birth to a half-orc son,
Grimbor. Despite the circumstances of his conception,
Ailith loves her son and tries to protect him from the
bitterness of some fellow villagers.
In spite of the necessity of her goods, Ailith earns
only a modest living. She and Grimbor live in a room
behind her shop.
Ailith, 33, has ash blonde hair and haunted gray
eyes. She has a thin build and appears older than her
years.
Grimbor
Son of Ailith the Potter, the hulking Grimbor has
become something of an outcast in Briarton due to
his orc heritage.
Only a handful of villagers are overt in their dis-
taste for Grimbor. Others, however, unknowingly al-
low their hatred of orcs, stemming from the loss of
loved ones or other personal tragedies in the raid, to
color their treatment of young Grimbor. As a result,
the boy tends to be a loner, preferring to spend his
days in the wilderness away from the hard stares of
some of his fellow villagers.
A hot temper is one unfortunate effect of his orc
heritage, and Grimbor must often struggle to con-
tain his anger. Overcome by self-loathing at times,
Grimbor has secretly vowed to someday find his orc
father and kill him for fathering him. He does not
know that Graak, chieftain of the orc tribe at Castle
Angorn, is his father.
Not all inhabitants of Briarton treat the troubled
boy unfairly, however. Malcolm the druid, among
others, keeps a close watch on Grimbor and tries to
encourage him to overcome the challenges of his un-
pleasant heritage. The thoughtfulness of Malcolm and
a few other villagers, along with his mother’s uncon-
ditional love, helps offset Grimbor’s bitterness.
Grimbor, 14, has coarse black hair and brown eyes
that occasionally glint red in reflected light. He has
somewhat grayish skin and a heavy brow. His slightly
pointed ears and jutting jaw give him a vaguely, but
unmistakably, orcish countenance.
Grimbor
Male Half-Orc 1st-Level Commoner
CR ½; Size M (6 ft., 1 in. tall); HD 1d4+3+3; hp 10;
Init +0; Spd 30 ft.; AC 10; Attack +4 melee (1d4+4/
19-20/x2, dagger), or +0 ranged (1d4+4/19-20/x2,
dagger); Face 5 ft. x 5 ft.; Reach 5 ft.; SQ Darkvision
60 ft.; Half-Orc Traits; SV Fort +3, Ref +0, Will +0; AL
CN; Str 18, Dex 11, Con 16, Int 11, Wis 10, Cha 6
Skills: Climb +5, Craft (pottery) +3, Hunt +3, Jump
+5, Swim +4
Feats: Toughness
Languages: Common, Orc
Possessions: dagger, 2 gp, 4 sp
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Hunt (Wis) Commoner class skill
With this skill you can hunt wild game or set
snares for small animals.
DC Task
10 Provide enough game to sustain yourself
for one day. Provide enough game for one other
person for every 2 points by which your check
result exceeds 10.
Retry: This skill can only be checked once per
24 hours.
Interaction Seed: Love
Grimbor has a crush on Kimbery, the popular
barmaid at the Greenbriar Inn. He would never
consciously reveal his infatuation, believing him-
self far too ugly and coarse to interest the lovely
Kimbery. Astute observers notice that Grimbor
becomes even more shy and tongue-tied around
Kimbery than usual.
If the sour Drogo Ravenot ever becomes overly
aggressive in his pursuit of Kimbery, Grimbor
might intervene in her defense. Of course, where
a more temperate person might use a witty re-
mark or timely offer of a drink to quash Drogo’s
efforts, Grimbor resorts to fisticuffs. This brings
out the worst in Drogo, who goads the boy with
insults about his heritage and may even draw his
sword on the unarmed youth.
Innkeeper Conrad Martel and the druid,
Malcolm, if present, try to intercede. If the heroes
also defend Grimbor against the raging Drogo,
they will earn the enmity of the bitter ex-soldier
and the gratitude of Martel, Malcolm and other,
more reasonable, villagers.
TANNERY
Wulfric the Tanner turns animal skins and hides
into a variety of useful products from clothing to
leather for saddles, shoes or other uses in his tannery
and leatherworking shop on the edge of Briarton.
Many villagers know how to tan hides, but the prod-
ucts of their efforts are not as durable, soft or flexible
as those crafted by Wulfric.
The tannery contains countless tools for skinning
animals, racks for drying hides and a variety of oils,
dyes and softeners for treating the material. Heavy
needles, tough threads and strong muscles are used
to sew leather into useful products, such as armor,
tack and clothing.
Its location on the outer edge of the village proper
results from the unfortunate smells associated with
some aspects of the work.
Wulfric inherited a quiver half full of arrows of slay-
ing that his father used to great effect in the orc raid
15 years ago. At least, that’s how it worked out in the
stories his father used to tell. In reality, they’re just
+1 arrows, but as orcs are scarce and Wulfric is no
archer, the arrows are mainly conversation pieces
now.
Rolf Merick, a youngster from another village, has
been apprenticed to Wulfric to learn the tanner’s
trade. The boy lives with Wulfric and his wife, Hilde,
in their cottage.
Wulfric, 26, has black hair and dark brown eyes.
He has an average build.
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Greenb
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Constructed shortly after the founding of Briarton,
Greenbriar Inn has offered a hot meal, full tankard of
ale and comfortable bed to road-weary travelers for
more than 25 years.
Now run by innkeeper Conrad Martel, son of its
founder, Greenbriar Inn serves as a focal point for
social life in Briarton. Many men and women of the
village spend evenings in the common room, shar-
ing drinks, gossip and stories of times gone by. When
Martel’s niece Geneviève the Fair visits Briarton, ev-
eryone crowds into the inn to hear the latest news
from afar, along with tales of adventure from long
ago.
The largest building in Briarton outside of Arundel
Manor, Greenbriar Inn stands two stories high and
has several outbuildings. Constructed of sturdy
wood, the inn has a stone foundation and wooden
flooring.
The first floor of the inn consists of the common
room, kitchen and pantry. Beneath a plainly visible
trapdoor in the kitchen is a small, below-ground cold
cellar. Guests take their meals in the common room,
which is also the village tavern. Tables, chairs, booths,
a bar and a large, stone fireplace with an everlasting
hearth spell cast on it fill the room. After everyone
else goes home, guests who cannot afford private
rooms sleep in the common room – which can make
for a very late bedtime.
A stairway leads from the common room to the
second story, which holds five private rooms for
guests. Four rooms, two on each side of the hall, con-
tain beds large enough for two people while the larger
fifth room at the end of the hall sleeps up to four in
two beds. This room, unlike the others, has its own
fireplace. All five rooms are also furnished with
nightstands, candles and chamber pots.
The courtyard behind the inn contains a brick oven
for baking bread, a stable with room for five horses,
and a cottage inhabited by the innkeeper’s family.
Several cats live at the inn, accounting for the low
population of mice.
Meals are served throughout the day, but are nor-
mally not available after the evening hours. Typically,
only one or two main dishes are offered at each meal,
with fish almost always on the menu. Guests of the
inn must pay separately for their food and drink.
Conrad and his entire family work hard to keep
Greenbriar Inn operating smoothly. Conrad tends bar
and checks in guests, while his wife, Elysande, rules
the kitchen. Their daughters keep the inn clean, while
their sons cut firewood and handle other chores. Wat,
an orphan adopted by the Martel family, serves as
the stableboy. Kimbery, a young woman of the vil-
lage, works as a serving girl and is the only employee
of Greenbriar Inn outside the Martel family.
?
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ACCOMMODATIONS
Common Room .............................................. 5 sp
Private Room ................................................. 2 gp
Stabling, with feed ......................................... 5 sp
Stabling, without feed ................................... 4 sp
FOOD AND DRINK
Unless otherwise noted, prices are given for a filling meal.
Ale, tankard .................................................... 4 cp
Beef, roast ........................................................ 4 sp
Bread, round loaf ........................................... 2 cp
Fish (bass, bream, catfish, crappie, trout) ............3 sp
Fruits, platter mixed ...................................... 2 sp
Ham ................................................................. 4 sp
Lamb, roast ..................................................... 5 sp
Mead, tankard ................................................ 6 cp
Milk, cup ......................................................... 2 cp
Mutton, roast .................................................. 4 sp
Porridge ........................................................... 5 cp
Soup, beef ........................................................ 2 sp
Soup, vegetable .............................................. 1 sp
Stew, rabbit ..................................................... 3 sp
Venison ............................................................ 3 sp
Vegetables, cooked ......................................... 2 sp
Wine, bottle .................................................. 10 gp
Wine, cup ........................................................ 2 sp
Skills: Decipher Script +7, Diplomacy +6, Fish +4,
Gather Information +13, Knowledge (Briarton gos-
sip) +12, Intimidate +5, Listen +13, Profession (inn-
keeper) +15, Profession (cook) +10, Read Lips +9,
Speak Language (Goblin, Halfling, Orc, Sylvan)
Feats: Skill Focus (profession [cook]), Skill Focus
(gather information), Skill Focus (profession [inn-
keeper]), Skill Focus (listen)
Languages: Common, Dwarven, Elven, Goblin,
Halfling, Orc, Sylvan
Possessions: Greenbriar Inn and stables, six sets
of clothes, silvered masterwork dagger (2), light
riding horse, 1,500 gp in wine and foodstuffs, 6,500
gp cache
KKKKKiiiiim
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The lovely Kimbery works as a serving girl at
Greenbriar Inn to support herself and her aged grand-
father, town drunkard Leoric the Old.
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The master of Greenbriar Inn, Conrad Martel in-
herited the business from his father 18 years ago.
A friendly person by nature, Conrad can listen at-
tentively or expound gregariously with equal talent
depending on the desires of his guests. He can usu-
ally be found tending bar in the common room or
arranging a night’s stay for a newly arrived guest.
Conrad lives in a cottage behind the inn with his
wife, Elysande, three daughters and two sons. The
stableboy, Wat, also lives with the Martel family.
Despite his frequent outbursts at the lazy Wat,
Conrad cares as deeply for the orphan as his own
children. He also considers himself something of a
father figure to Kimbery, and is quite protective of
the well-liked serving girl.
Conrad, 45, has balding brown hair and merry
brown eyes. He has a stocky build, but has put a stop
to more than a few bar brawls over the years despite
his girth and lack of formal combat training.
Conrad Martel
Male Human 7th-Level Expert
CR 6; Size M (5 ft., 7 in. tall); HD 7d6+7; hp 40; Init
+0; Spd 30 ft.; AC 10; Attack +6 melee (1d4/19-20/
x2, silvered masterwork dagger), or +6 ranged (1d4/
19-20/x2, silvered masterwork dagger); Face 5 ft. x 5
ft.; Reach 5 ft.; SV Fort +3, Ref +2, Will +8; AL NG; Str
10, Dex 11, Con 13, Int 15, Wis 17, Cha 12
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Leoric raised the young woman after her parents
were slain by orcs in the attack 15 years ago. Kimbery,
a toddler at the time, retains few clear memories of
the raid but occasionally has nightmares about the
horrific events. She now takes care of her alcoholic
grandfather, using her pay from Greenbriar Inn to
keep food on the table and a roof over their heads.
Bright and cheerful, Kimbery is very popular in
the village. Despite a few romances, she has not com-
mitted herself to anyone. The middle-aged Drogo
Ravenot, a retired soldier who has settled in Briarton,
imagines himself to be wooing Kimbery but she se-
cretly detests him.
Kimbery, 20, has long black hair and blue eyes, with
attractive features and a curvaceous figure.
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The stableboy at Greenbriar Inn, Wat is an orphan
taken in by Conrad Martel. Oswin the Tinker brought
the infant boy to the inn 10 years ago. The roving
merchant had discovered the baby miraculously alive
alongside the bodies of his parents, apparently slain
in a roadside ambush.
The kindly Conrad and Elysande agreed to raise
the boy with their own children and named him Wat.
Wat often wonders who his parents were, though
nothing is known of them beyond the sparse facts
reported by the tinker.
A mischievous youth who would rather listen to
the tall tales of guests at the inn than tend to his
chores, Wat frequently provokes the ire of the inn-
keeper but is always forgiven later.
The child does enjoy caring for horses, and seems
to have a knack for getting along with even the most
foul-tempered of mounts. Malcolm the druid quietly
suspects Wat may have some elven blood, but has
not shared this conjecture with others.
Wat, 10, has short brown hair and brown eyes.
Streaks of dirt seem ever-present on his face, and bits
of hay from the stables cling to his hair.
Shri
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Shrine o
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Erilys’ shrine is a rectangular, gray stone building.
The perennial flowers and shrubs growing around it
give the otherwise austere-exterior a homey appear-
ance.
Inside, the shrine contains four rooms: a prayer
room, a kitchen, Maerwynn’s quarters and a pantry.
As food preparation and eating are formal parts of
Erily’s prayer services, the shrine’s main prayer room
resembles a dining hall, with tables and chairs along
all sides of the long chamber. The altar, a huge stone
hearth with an everlasting flame, rests in the open-
door kitchen beyond the main prayer room. In addi-
tion to bringing prepared dishes to the services, wor-
shipers enter the kitchen and place small shards of
wood into the nonconsuming hearth as an offering
to Erilys before being seated for their meal.
Inside the kitchen are two doors. One leads to
Maerwynn’s personal quarters, and the other to a
makeshift pantry/storeroom that used to be a
novice’s quarters, although there have been no new
initiates to house in a very long time.
?
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Erilys, The Protector
Alignment: LG
Domain: Good, Healing, Hearth, Protection
Symbol: A golden flame on a silver shield
Favored Weapon: Quarterstaff
Typical Worshipers: Erilys’s worshipers include
commoners, fighters, monks, paladins and
spellcasters
Description: The goddess of the hearth, Erilys is a
lawful good deity known throughout the lands as the
Golden Flame or the Hearth Mother. Erilys’ follow-
ers concern themselves with making their homes and
lands safe, and they also provide shelter and healing
for those in need. The deity rewards those who risk
their lives protecting others, who give freely of their
wealth to provide for others, and those who build
strong, safe communities.
HEARTH DOMAIN
Granted Power: You cast hold portal once per day.
1st Level— create food and water
2nd Level— refresh
3rd Level— helping hand
4th Level— everlasting hearth
5th Level— secure shelter
6th Level— heroes’ feast
7th Level— forbiddance
8th Level— antipathy
9th Level— magnificent mansion
Everlasting Hearth
Evocation [Fire]
Level: Hearth 4
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.
Effect: Illusory flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No
A flame, equivalent to a cooking fire, springs forth
from an object that you touch. The flame looks like a
regular flame, creating both heat and light, but it
doesn’t consume fuel or air. The heat from the fire
causes 2d4 points of burn damage if touched, but the
flame cannot start additional fires or be transferred
to a different object (including a victim touching the
fire). The flames can be covered and hidden, but not
smothered or quenched.
Material Component: You sprinkle ruby dust (worth
50 gp) and sulfur on the item that is to carry the flame.
Refresh
Enchantment/Compulsion [Mind-Affecting]
Level: Clr 2, Hearth 2
Components: V, S
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 2 hours
Saving Throw: Will negates
Spell Resistance: Yes
You lower the recipient into a deep sleep which
lasts for two hours but grants the sleep the benefit of
a full night’s rest. The sleeper suffers no fatigue from
sleeping in armor with an armor check of -5 or worse.
Moreover, a wounded person heals naturally at an
accelerated rate, recovering 1/2 hit point per charac-
ter level after two hours’ sleep. At the end of the du-
ration, a wizard or sorcerer finds himself able to cast
spells as if he’d had a full night’s sleep, although a
wizard still has to spend an hour studying his spell
books (clerics and druids don’t regain spells any faster
under the effects of a refresh spell).
Waking up someone from this magical slumber is
difficult. Normal noise won’t awaken the sleeper be-
fore the end of the spell’s duration. Shaking, slap-
ping or wounding a sleeper immediately awakens
him.
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Ma
Ma
Ma
Ma
Maer
er
er
er
erwyn
wyn
wyn
wyn
wynnnnnn
Maerwynn is a priestess of Erilys. She tends the
shrine to Erilys in Briarton and aids the people of the
village with the healing powers granted her by the
goddess.
The priestess has lived in Briarton for 20 years,
coming to the village as a young woman after being
trained in the temples of Erilys in another kingdom.
Fifteen years ago, Maerwynn’s left arm was sev-
ered by an orc’s axe as she tried to defend a child.
The priestess nearly died of the grievous wound, and
in her delirium had a vision of Erilys sending her back
to the realm of the living to continue doing good
works.
While Maerwynn could doubtless have her lost
arm restored by her religious superiors, or pray di-
rectly to her goddess for healing, she chooses not to
do so. Maerwynn believes her missing arm teaches
her humility and compassion for those in need of her
own healing powers.
Maerwynn, 41, has brown hair and brown eyes.
She typically wears robes in silver and gold tones.
Maerwynn
Female Human 6th-Level Cleric
CR 6; Size M (5 ft., 8 in. tall); HD 6d8; hp 35; Init +1
(+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +7 melee
(1d6+3/x2, +1 quarterstaff), or +5 ranged (1d4+2/
x2, sling); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Turn Undead
5/day; SQ Spontaneous Casting (cure spells);SV Fort
+5, Ref +3, Will +10; AL NG; Str 15, Dex 12, Con 11,
Int 13, Wis 17, Cha 14
Skills: Concentration +5, Diplomacy +5, Heal +12,
Knowledge (arcane) +6, +Knowledge (religion) +10,
Scry +4, Spellcraft +3
Feats: Brew Potion, Combat Casting, Craft Magic
Arms and Armor, Iron Will
Languages: Common, Dwarven
Possessions: +1 chainmail, +1 lawful quarterstaff,
potion of cure light wounds (25), potion of cure moderate
wounds (5), 565 gp
Spells: (5/4+1/4+1/2+1; Base DC = 13 + spell
level). Maerwynn’s domains are Hearth (cast hold portal
once per day) and Healing (casts healing spells at +1 caster
level). Domain spells are marked with an asterisk.
0 Level—cure minor wounds (3), detect poison, purify
food and drink
1st Level—bane, bless water, cure light wounds*, magic
stone, magic weapon
2nd Level—aid, cure moderate wounds, lesser restora-
tion, refresh*, zone of truth
3rd Level—cure serious wounds, remove disease, ever-
lasting hearth*
O
O
O
O
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th
th
th
ther Inh
er Inh
er Inh
er Inh
er Inhaaaaabbbbbit
itit
ititaaaaannnnntttttsssss
Briarton has many inhabitants living outside the
village’s heart.
Ba
Ba
Ba
Ba
Ballllldddddui
ui
ui
ui
uinnnnn
Balduin the woodcutter ventures into the forest
near Briarton each day to collect wood for the vil-
lage. He mostly cuts firewood for sale to other vil-
lagers, though Balduin also provides lumber for con-
struction or other carpentry work as needed.
Earnings are slim for a simple woodcutter, at least
compared to a skilled craftsman or hard-working
farmer. Balduin lives alone in a wattle-and-daub hut
on the edge of the village. He is extremely jealous of
more prosperous villagers, even though nearly ev-
eryone in Briarton would probably be considered
fairly poor in a larger town. Bitter with envy, Balduin
blames his poverty on unfair treatment by others and
a lack of support from his family, including his cousin
Leurona, rather than his own lack of ambition.
The teachings of the cult of Vextra appeal to
Balduin, and he has joined the secret cabal of wor-
shipers. His job makes it easy for Balduin to keep an
eye on the cult’s hidden shrine in the forest and ward
off anyone who ventures too close.
Balduin, 25, has light brown hair and brown eyes.
He is short, and cutting trees has made him very
strong.
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Balduin
Male Human 2nd-Level Commoner
CR 1; Size M (5 ft., 2 in. tall); HD 2d4+2; hp 8; Init
+0; Spd 30 ft.; AC 10; Attack +3 melee (1d6+2/x3,
handaxe), or +1ranged (1d4+2/19-20/x2, dagger);
Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +1, Ref +0, Will
+1; AL NE; Str 14, Dex 10, Con 12, Int 10, Wis 13, Cha
14
Skills: Bluff +2, Climb +4, Fish +2, Handle Ani-
mal +4, Hunt +2, Listen +3, Profession (lumberjack)
+5, Spot +3
Feats: Skill Focus (profession [lumberjack]), Run
Languages: Common
Possessions: handaxe, dagger, 1 gp, 25 sp
Bl
Bl
Bl
Bl
Blaaaaaccccck Do
k Do
k Do
k Do
k Douga
uga
uga
uga
ugalllll
Black Dougal, so named for his thick mane of black
hair, settled in Briarton eight years ago to raise a fam-
ily and run a farm. Once a fierce axeman who served
for a time in the Royal Guard, he can still fight ably
but nowadays prefers the quiet life of a farmer.
Well, reasonably quiet. Since settling down in
Briarton with his wife, Audrye, Black Dougal has
sired a brood of eight children with another on the
way. Ranging in age from 1 to 8, his rambunctious
offspring are the terror of farm animals for miles
around.
Black Dougal has a jovial personality that belies
his reputation as a ferocious warrior. He often speaks
fondly of his good friend, Red Dougal—with hair as
red as his is black—who remains in the service of the
kingdom of Galien as a Royal Guardsman. The two
Dougals, who were unrelated, joined the guard at the
same time, and were dubbed Black and Red to avoid
confusion.
After leaving the service of the king, Black Dougal
journeyed north in search of adventure. He found it
in the barbarian lands of ice and snow, where he slew
a cruel frost giant and claimed its enchanted axe as a
prize of war. In time, Black Dougal happened across
Briarton and decided to settle down. But the enor-
mous battle axe of the giant hangs on the wall of
Dougal’s cottage as a proud memento of his deed.
Black Dougal, 36, still has the famed deep black
locks and beard that gave rise to his name. A tall,
muscular man with green eyes, he keeps fit perform-
ing the various tasks of life on a farm. He’s in charge
of the village militia, but despite his best efforts he’s
dissatisfied with their level of preparedness.
Black Dougal
Male Human 5th-Level Warrior/1st-Level
Commoner
CR 5; Size M (6 ft., 7 in. tall); HD 5d8+10 + 1d4+2;
hp 42; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex);
Attack +10 melee (1d8+4/x3, battleaxe) or +6 ranged
(1d8/19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach
5 ft.; SV Fort +6, Ref +2, Will +3; AL CG; Str 18, Dex
13, Con 14, Int 12, Wis 14, Cha 13
Skills: Climb +6, Diplomacy +2, Handle Animal
+6, Hunt +2, Intimidate +8, Ride +8, Profession
(farmer) +6, Speak Language (Giant), Swim +6
Feats: Blind-fight, Mounted Combat, Power At-
tack, Weapon Focus (battleaxe),
Languages: Common, Giant, smattering of Elf and
Dwarf
Possessions: leather armor, battleaxe, light cross-
bow, dagger, +1 battleaxe (giant-sized), 566 gp, large
house, farm
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Dr
Dr
Dr
Dr
Drooooogo Ra
go Ra
go Ra
go Ra
go Raven
ven
ven
ven
venooooottttt
A sour ex-soldier who lives off a pension from the
kingdom, Drogo Ravenot can often as not be found
at the Greenbriar Inn pestering the barmaid Kimbery.
He dwells alone in a small cottage in the village,
taking his meals at the inn. Drogo keeps a small col-
lection of fine weapons, and has a particular fond-
ness for bizarre armaments with a nakedly cruel ap-
pearance. His collection includes a dwarven urgrosh,
which Gellir, son of Agnar, considers dishonored by
Drogo’s ownership. Drogo is not well-liked in
Briarton due to his cross disposition and even
Kimbery, whom Drogo believes himself to be romanc-
ing, dislikes him.
A secret follower of Vextra since his days as a sol-
dier, Drogo occasionally slips away from Briarton at
night for wicked rituals at the cult’s hidden shrine in
the woods.
Drogo is wary of the stern druid, Malcolm. An-
cient legends claim druids have the power to weigh
men’s souls, and Drogo has no desire to have his soul
examined.
Drogo, 42, has thinning brown hair and squinting
brown eyes. His face has a pinched expression, and
he has a lean build.
Drogo Ravenot
Male Human 2nd-Level Warrior
CR 1; Size M (5 ft., 4 in. tall); HD 2d8+6; hp 16; Init
+5; Spd 30 ft.; AC 11 (+1 Dex); Attack +5 melee
(1d8+2/19-20/x2, masterwork longsword), or +4
ranged (1d8/19-20/x2, masterwork light crossbow);
Face 5 ft. x 5 ft.; Reach 5 ft.; SV Fort +6, Ref +1, Will
+4; AL LE; Str 14, Dex 12, Con 17, Int 11, Wis 10, Cha 5
Skills: Bluff –2 , Climb +6, Jump +5, Ride +5, Swim +4
Feats: Blind-fight, Improved Initiative
Languages: Common
Possessions: house, masterwork longsword, master-
work light crossbow, chain shirt, small steel shield,
crossbow bolts (50), dagger, light mace, battleaxe, light
flail, orc double axe, caltrops, dwarven urgosh, spiked
gauntlets, 611 gp, potion of cure moderate wounds (2)
EEEEEm
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nd Stu
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nd Stump
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A farmer just outside Briarton, Emond Stumptooth
awakens before dawn each day to tend his crops and
care for his farm animals. He lives in a wattle-and-
daub cottage on farmland he rents from Lord Arundel
in exchange for a share of the proceeds at harvest time.
Emond and his wife, Elfrid, have five children. All
of the children except the baby help on the farm, per-
forming chores such as herding geese, feeding chick-
ens and milking the cow. The majority of the villag-
ers make most of their own clothes, but Elfrid has a
true knack for sewing, and people go to her for
non-workaday clothing items.
The hard-working Emond has the dubious distinc-
tion of being the champion of the village belching
contest for three consecutive years.
Emond, 24, has blond hair and blue eyes. His teeth
are in poor condition and he has a problem with bad
breath. Elfrid, 23, has reddish-blonde hair and green
eyes. She is already losing her slim, girlish figure.
LLLLLeo
eo
eo
eo
eori
ri
ri
ri
ric th
c th
c th
c th
c the Ol
e Ol
e Ol
e Ol
e Olddddd
The unfortunate Leoric has been reduced to the
role of village drunkard in Briarton. People whisper
that the horrors he saw in the ruins beneath Castle
Angorn 15 years ago broke his nerve. He has certainly
aged greatly in the intervening years.
Now he can be found sitting under a tree with a
jug most days. He avoids Greenbriar Inn because he
doesn’t want to embarrass his granddaughter,
Kimbery, who works as a barmaid there to support
him. They live together in a dilapidated cottage in
the village.
But it wasn’t always so. Before his journey to Castle
Angorn in the wake of the orc raid that killed his
daughter and her husband, Leoric was renowned as
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a master bowyer. Archers came from miles around
and paid in gold for his masterwork bows. In fact,
some say Leoric even created a few enchanted bows
with the aid of Angwyn ap-Llewellyn.
No longer possessing the patience or the steady
hands for crafting bows, Leoric sometimes fletches
arrows to bring in a few coppers. He can also spin
fantastic tales about the places, creatures and history
of the province, though the truthfulness of his stories
tends to decline in direct proportion to how much
he’s had to drink.
The folk of Briarton are protective of Leoric, view-
ing him as a tragic figure rather than someone to be
scorned. They do not look kindly on outsiders who
deride or harass him.
Leoric bears no malice toward Grimbor, the half-
orc son of Ailith the Potter, but the sight of the boy
brings back memories that the aged bowyer can
drown only in drink.
Leoric, 60, has unkempt gray hair and bloodshot
hazel eyes. He has a ruddy complexion and a gaunt
frame, despite Kimbery’s efforts to get him to eat
more.
Leoric the Old
Male Human 7th-Level Expert/3rd-Level Fighter
CR 9; Size M (5 ft., 10 in. tall); HD 7d6+3d10; hp
51; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); At-
tack +9/+4 melee (1d3+1 subdual/x2, unarmed), or
+12/+7 ranged (1d6/x3, shortbow); Face 5 ft. x 5 ft.;
Reach 5 ft.; SV Fort +5, Ref +6, Will +4; AL N; Str 13,
Dex 17*, Con 11, Int 12*, Wis 12*, Cha 12*
* Leoric’s stats are affected by the state of drunk-
enness in which he is encountered.
Tipsy: –1 Dex, –1 Int, –2 Wis; Leoric is generally
tipsy within 30 minutes of starting his day, and within
the hour, he progresses to Intoxicated.
Intoxicated: –3 Dex, –2 Int, –4 Wis, –2 Cha; Leoric is
usually found in this state, rarely progressing to In-
ebriated unless he has extra cash on hand or experi-
ences an emotional crisis (something bad happened
to Kimbery, the anniversary of the orc raid and/or
the rescue mission to the castle, a chance encounter
with Grimbor, etc.).
Inebriated: –6 Dex, –3 Int, –6 Wis, –4 Cha
Skills: Appraise +10, Climb +9, Concentration +5,
Craft (bowmaking) +13, Escape Artist +7, Fish +6,
Hunt +4, Intuit Direction +3, Move Silently +11, Pick
Pocket +13, Ride +9, Profession (bowyer) +13, Pro-
fession (boatsman) +6, Tumble +10
Feats: Far Shot, Point Blank Shot, Precise Shot,
Rapid Shot, Skill Focus (craft [weaponsmithing]), Skill
Focus (profession [bowyer]), Weapon Focus
(shortbow)
Languages: Common, Infernal
Possessions: shortbow, quiver, 20 arrows,
bowyer’s tools, dilapidated house, 30 cp
INTERACTION SEED: HORRORS
Villagers inclined to gossip tell a strange tale about
Leoric the Old’s nerve-shattering journey beneath
Castle Angorn. The bowyer became separated from his
companions in the dark, twisting passages. Pre-
suming him dead, the others returned to the surface
after rescuing the survivors of the orc raid.
Even as the village mourned his death, Leoric stag-
gered back into Briarton a few days later and collapsed.
Only the ministrations of Malcolm and Maerwynn kept
the haggard bowyer alive.
In time, Leoric regained consciousness but retained
no clear memory of what transpired after he lost his
way in the dungeons. Bits and pieces of hellish scenes
shrouded in flame and agony surface in his occasional
nightmares, and he awakens screaming in an inhuman
tongue.
Anyone knowledgeable in such matters may recog-
nize the language as a tongue spoken in the
netherworld, but how Leoric learned this language is
a disturbing mystery.
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Stef
Stef
Stef
Stef
Stefaaaaan Di
n Di
n Di
n Di
n Dines
nes
nes
nes
nescccccuuuuu
An acrobat in a traveling show, Stefan Dinescu
came to Briarton 16 years ago for the festival celebrat-
ing the marriage of Sir William Fitzhugh and Lady
Alianora Arundel. During the celebration, he fell in
love with Maire, a maiden of the village. When the
troupe moved on, Stefan stayed behind to court
Maire.
Her family resisted the match—unknowingly, with
good reason. The acrobatic troupe was actually a band
of thieves that committed daring thefts as it traveled
throughout the kingdom. Stefan was one of the most
skilled burglars in the gang.
But he resolved to give up the thieving life for
Maire, going to work as a farmhand. After Stefan took
part in the rescue mission to Castle Angorn after the
orc raids, even Maire’s family could no longer deny
the change in him and the two young lovers were
married.
The couple shared a happy year together building
a farm of their own. Then Maire contracted a wast-
ing disease beyond even the power of the priestess,
Maerwynn, to heal. Growing steadily weaker, Maire
lived to see a new spring bloom across the land. She
and Stefan spent a beautiful sunny day reminiscing
under a favorite tree outside their cottage. As the
shadows lengthened, Stefan picked Maire up to carry
her back to the warmth of the cottage. When he
reached the door, he was alone.
The grieving Stefan decided to stay in Briarton
rather than return to his old ways. Reformed by his
love for Maire, he continues to live the honest life of
a farmer as a tribute to her. Even though he no longer
uses them, Stefan remembers his thieving skills, of
course.
Although he has spent more than a decade in
Briarton, a number of villagers still consider Stefan
an outsider and distrust him. Though no one knows
the darker details of his past, Stefan’s foreign appear-
ance and former life as a vagabond entertainer merit
suspicion in some eyes. Those who can see past those
things know him to be a truly decent and honest per-
son, whatever his personal history.
Stefan, 35, has thick black hair and warm brown
eyes. He has a dark, swarthy complexion, and a lithe,
agile build.
Stefan Dinescu
Male Human 5th-Level Rogue/1st-Level Commoner
CR 5; Size M (5 ft., 10 in. tall); HD 5d6+5 + 1d4+1;
hp 34; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex);
Attack +7 melee (1d6+4/19-20/x2, +1 short sword) or
+7 ranged (1d6/x3, masterwork short composite
bow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Sneak Attack
+3d6; SQ Evasion, Uncanny Dodge; SV Fort +2, Ref
+9, Will +4; AL CG; Str 16, Dex 17, Con 12, Int 12, Wis
13, Cha 12
Skills: Appraise +4, Balance +10, Bluff +3, Con-
centration +4, Climb + 6, Disable Device +8, Disguise
+7, Escape Artist +6, Gather Information +4, Hide +5,
Hunt +2, Innuendo +3, Jump +5, Listen +2, Move Si-
lently +5, Open Locks +5, Perform (buffoonery,
drama, juggling) +4, Profession (farmer) +5, Ride +4,
Search +6, Sense Motive +4, Spot +3, Tumble +10, Use
Magic Device +6, Use Rope +4
Feats: Iron Will, Lightning Reflexes, Point Blank
Shot, Run
Languages: Common, Goblin
Possessions: +1 short sword, +1 leather armor, mas-
terwork short composite bow, quiver, 30 arrows, dag-
ger, house, small farm, 130 gp, 85 sp, 45 cp, two 50 gp
pearls
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W
W
W
W
Wyyyyyssssstttttaaaaan Hil
n Hil
n Hil
n Hil
n Hillllllsssssfffffaaaaarrrrr
A shepherd, Wystan Hillsfar spends most of his
days and nights tending his sheep as they graze in
the grass-swept dales near Briarton. His wife and
young children dwell in a small, wattle-and-daub
cottage on the edge of town. Wystan returns every
few days to visit his family and collect fresh food to
take out to his camp in the highlands. During inclem-
ent weather, Wystan shelters the flock in rough sheds
near his hut.
Wolves are a constant peril to his flock, as are oc-
casional hungry bandits, goblins or other maraud-
ers. Wystan carries a spear for protection when out
of the village.
Despite these hazards, visitors are always welcome
at his camp. Wystan has spent many nights around
the fire with the ranger, Arwold Dragoneye, or other
travelers.
Wystan, 24, has blond hair and green eyes. His face
is scarred by pockmarks from a childhood illness, and
he has an average build.
INTERACTION SEED: MONSTER
For several nights, sheep from Wystan Hillsfar’s
flock have been vanishing. The shepherd has tried
keeping an extra-sharp eye on his flock but to no
avail. Arwold Dragoneye has investigated
but found no sign of wolves or other natural
predators in the nearby hills.
The ranger believes some kind of monster may
be responsible. Rumors of this conclusion strike
fear into the hearts of the villagers; especially those
old enough to remember the horrid creations of
Dagian the Black from 20 years earlier. The streets
of Briarton are deserted after dark, with every-
one locked up tight in their cottages, lights blaz-
ing all night long.
A grass cloaker has taken up residence near
Briarton. If it isn’t dealt with, the monster may
switch from preying on livestock to devouring
unwary travelers and others passing through its
domain.
Grass Cloaker
CR 3; Size Large Aberration; HD 4d8+8; hp 26; Init
+8 (+8 Dex, +4 Improved Initiative); Spd 20 ft.; AC
18 (–1 size, +4 Dex, +5 natural); Attack +8 melee
(1d4+5, bite); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Engulf,
Entrancing Buzz; SV Fort +3, Ref +1, Will +5; AL CN;
Str 19, Dex 18, Con 14, Int 14, Wis 15, Cha 10; Skills:
Hide +8*, Listen +10, Move Silently +12, Spot +10;
Feats: Alertness, Improved Initiative; Climate: tem-
perate plains and grasslands; Organization: Solitary,
mob (3-6), flock (7-12); Treasure: standard; Advance-
ment: 5-8 HD (Large), 9-16 (Huge)
* The grass cloaker’s chameleon abilities and movement
rate affect its Hide skill (see Skills below)
The mad sorcerer Dagian the Black created these
and other monstrosities over 20 years ago at Castle
Angorn. They are found throughout North Province,
and they’re spreading to other areas.
Grass cloakers are similar to their underground
cloaker kin, lurking in plains and grasslands, using
their chameleon and entrancing abilities to catch un-
wary prey. The grass cloaker is almost impossible to
distinguish from its surrounding terrain as it lies in
wait for possible victims. As it has only one attack
mode, it seeks mostly solitary prey.
Entrancing Buzz (Su): A grass cloaker can emit a
curious buzzing noise that attracts living things
within a 100-ft. radius to it. Creatures hearing the
buzzing for two consecutive rounds must make a
successful Will save (DC 15) or become intrigued by
the noise and seek to investigate its source. When the
victim walks onto its body, the grass cloaker attempts
an engulfing attack.
Engulf (Ex): A grass cloaker can try to wrap a Me-
dium-size or smaller creature in its body as a stan-
dard action. The grass cloaker attempts a grapple that
does not provoke an attack of opportunity. If it gets a
hold, it bites the engulfed victim with a +4 attack
bonus. Attacks that hit an engulfing grass cloaker deal
half their damage to the monster and half to the
trapped victim.
Skills: The grass cloaker’s body takes on the color
and texture of the terrain it hides in, conferring a +12
racial bonus to Hide checks. The grass cloaker suf-
fers a -5 penalty to Hide checks if it moves at greater
than half speed. It receives -20 penalty when it lunges
at a victim.
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Along with its inhabitants, Briarton sees a fair num-
ber of travelers. Some merely stop at the inn for a
day in passing, but others are regular visitors.
GGGGGenevi
enevi
enevi
enevi
enevieve th
eve th
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eve the Fa
e Fa
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e Fair
ir
ir
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ir
The bard Geneviève the Fair frequently visits
Briarton in her travels throughout the province. When
not in search of new adventures to inspire songs,
Geneviève visits villages too small to support bards
of their own. Her normal circuit brings her to Briarton
about once a month, though opportunities for adven-
ture or other circumstances may delay her visits by
weeks.
A skilled storyteller and songmaker, Geneviève
entertains visitors at Greenbriar Inn while staying
with her aunt, uncle and cousins, the Martels, dur-
ing her visits to Briarton. Her tales of daring, romance
and long-ago events, not to mention the news she
brings, are very welcome to the villagers. The com-
mon room at the inn is always crowded when
Geneviève visits the community.
While ostensibly providing mere entertainment,
Geneviève also strives to educate people about the
history of the kingdom with her songs and stories.
She also helps prevent remote villages from falling
into isolation.
Geneviève is filled with a love for life. She laughs
often, and enjoys spending time with others. Her
friendly rivalries with other bards of the province
challenge Geneviève to find new songs and stories
for her repertoire.
Geneviève, 26, has curly brown hair and brown
eyes. She has a lithe, fit build, and is quite agile. As
she often travels alone in barely settled regions of the
province, Geneviève has become quite proficient with
the longsword always at her side.
Geneviève the Fair
Female Half-Elf 7th-Level Bard
CR 7; Size M (5 ft., 2 in. tall); HD 7d6+21; hp 42;
Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.;
AC 15 (+3 Dex, bracers of armor +2); Attack +6 melee
(1d8+1/19-20/x2, +1 longsword), or +7 ranged (1d8/
19-20/x2, light crossbow); Face 5 ft. x 5 ft.; Reach 5
ft.; SQ Bardic Knowledge, Bardic Music, Half-Elf
Traits, Low-Light Vision; SV Fort +6, Ref +9, Will +6;
AL CG; Str 11, Dex 16, Con 17, Int 12, Wis 10, Cha 17
Skills: Climb +2, Concentration +4, Craft (instru-
ment) +8, Decipher Script +5, Diplomacy +4, Gather
Information +5, Hide +3, Knowledge (history) +5,
Knowledge (local) +5, Listen +3, Move Silently +4,
Perform (ballad, chant, dance, drama, epic, flute, lute,
storyteller) +13, Search +4, Sense Motive +2, Spot +1
Feats: Combat Reflexes, Improved Initiative, Craft
Wondrous Item
Languages: Common, Celestial, Dwarven, Elven,
Giant, Goblin, Halfling, Orc, Sylvan
Possessions: +1 longsword, dagger, whip, cloak of
resistance +1, bracers of armor +1, masterwork lute,
flute, 255 gp, 30 sp, 8 cp, five 35 gp amethyst gems
Spells: (3/4/3/1; Base DC = 13 + spell level)
0 Level—daze, detect magic, flare, ghost sound, pres-
tidigitation, read magic
1st Level—charm person, cure light wounds, identify,
ventriloquism
2nd Level—allure, cat’s grace, cure moderate wounds,
detect thoughts
3rd Level—blink, displacement
INTERACTION SEED: TALENT
Geneviève has decided to host a talent compe-
tition in Briarton. Anyone, young or old, is wel-
come to play an instrument, recite poetry, tell a
story, etc. The winner receives 10 gp and a week
of performance tutelage from Geneviève or a
handcrafted masterwork instrument (winner’s
choice).
A desire to promote the arts in North Province
prompted the bard to host this contest, but she’s
also on the lookout for possible apprentices. As-
suming a good turnout for the competition from
Briarton and the neighboring settlements, she
plans to host more contests in the area every five
years or so.
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A traveling peddler, Oswin the Tinker roams from
village to village selling his wares. His route takes
him into Briarton every six weeks or so, and Oswin
typically spends a few days relaxing at Greenbriar
Inn before setting back out on the road.
Oswin makes and repairs metal vessels, mostly
pots and pans for kitchen use. Completed pots,
coppersmithing tools and other goods hang from his
handcart, which also contains all the necessities for
camping between towns. As a side trade, Oswin
sharpens knives, scissors and other edged imple-
ments on the grindstones in his cart.
Along with his pots and pans, Oswin brings wel-
come news from other communities to Briarton.
Sometimes he has information about affairs in the rest
of the kingdom, gleaned from fellow travelers. Natu-
rally, he also knows quite a bit about the people,
places and landmarks of the province.
Oswin, 50, has short gray hair and merry blue
eyes. He has a fit build from years of walking be-
tween villages of the province. His handcart full
of cooking utensils jingles and clangs as he
walks.
Oswin
Male Human 3rd-Level Commoner
CR 2; Size M (5 ft., 8 in. tall); HD 3d4+3; hp 10; Init
+0; Spd 30 ft.; AC 10; Attack +1 melee (1d4/19-20/
x2, dagger), or +1 ranged (1d4/19-20/x2, dagger);
Face 5 ft. x 5 ft.; Reach 5 ft.;SV Fort +3, Ref +1, Will
+5; AL NG; Str 11, Dex 11, Con 14, Int 15, Wis 15, Cha
10
Skills: Appraise +4, Craft (basketweaving) +4,
Craft (carpentry) +3, Craft (cobbling) +3, Craft
(leatherworking) +3, Craft (locksmithing) +4, Craft
(mending) +5, Craft (stonemasonry) +3, Craft
(tinsmithing) +3, Craft (weaving) +4, Handle Animal
+2, Listen +4, Profession (peddler) +5, Profession
driver) +3
Feats: Endurance, Iron Will
Languages: Common, Dwarven, Elven, Gnome,
Goblin, Halfling, Orc
Possessions: stocked peddler’s cart, dagger, tools,
7 gp, 27 sp, 40 cp
INTERACTION SEED: SUCCESS
One day, instead of his usual handcart, Oswin
pulls up steering a huge wagon pulled by a team
of horses. He has his usual range of goods, only
more of them, plus numerous new items. When
asked about his change in fortunes, he hedges or
changes the subject.
On his next run through town, he’s pulling the
handcart again, and he swears he doesn’t know
anything about a horse-drawn wagon or
newfound wealth. He also swears that he didn’t
miss his last round through Briarton.
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The countryside around Briarton contains a number of people and landmarks of import to the village.
Some are occasional visitors to the community, while others play important roles in its history.
to most visitors – particularly the unannounced kind.
He prefers to spend his days engaged in studying
magic in the many tomes and volumes filling his one-
room cottage, or conducting various experiments in
potion-brewing.
Angwyn does enjoy conversing with the druid,
Malcolm, who drops by on occasion, though the can-
tankerous hedge wizard would never admit it. He
might be prevailed upon to trade spells with another
wizard, or even train a less-experienced spellcaster
for a time, but it’s unlikely that anyone other than
Malcolm could persuade him to do so. The ranger,
Arwold, is friendly with Angwyn, although he sel-
dom visits the gruff wizard’s cottage.
While he plays the part of a grumpy old coot to
perfection, Angwyn has a kind heart beneath his gruff
exterior and remains very much in control of his
mental faculties.
Angwyn, 81, has long white hair and a flowing
white beard. His eyes are piercing blue, and he has a
pale complexion. The hedge wizard wears long robes
and carries a magical staff.
Ou
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tl
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yiyinnnnng Regi
g Regi
g Regi
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Peo
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e of No
f No
f No
f No
f Note
te
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te
te
While they may not dwell in Briarton, some of the
other inhabitants of the North Province frequently
interact with the people of the village.
An
An
An
An
Angwyn a
gwyn a
gwyn a
gwyn a
gwyn ap-L
p-L
p-L
p-L
p-Llllllewel
ewel
ewel
ewel
ewellllllyn
yn
yn
yn
yn
The uninitiated may see Angwyn ap-Llewellyn
simply as a crazy old hermit living in a ramshackle
cottage in the forest near Briarton. But those who
know better recognize him as a powerful, if reclu-
sive, wizard.
Angwyn has lived in his cottage in the woods for
as long as anyone now alive can remember. He keeps
a vegetable garden and a few goats, which he milks,
for food. Angwyn can often be found ranting in mock
outrage as he drives deer, rabbits and other forest
creatures away from the delicacies of his garden. For
that matter, the goats sometimes slip their tethers to
pillage Angwyn’s beloved garden as well.
Jealous of his privacy, Angwyn does not react well
Ou
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tl
tl
tl
tlyi
yiyi
yiyinnnnng Regi
g Regi
g Regi
g Regi
g Regiooooonnnnnsssss
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Angwyn ap-Llewellyn
Male Human 13th-Level Wizard
CR 13; Size M (5 ft., 10 in. tall); HD 13d4+13+26
(amulet); hp 52(65*); Init +4 (Improved Initiative); Spd
30 ft.; AC 17 (bracers of armor +5, ring of protection +2);
Attack +5/+0 melee (1d6–1/x2, +1 quarterstaff), or +6/
+1 ranged (1d8/19-20/x2, light crossbow); Face 5 ft.
x 5 ft.; Reach 5 ft.; SQ Empathic Link, Share Spells;
SV Fort +5(+6*), Ref +4, Will +11; AL NG; Str 6, Dex
10, Con 13(14*), Int 21, Wis 17, Cha 16
* if within 1 mile of Daffyd, his familiar
Skills: Alchemy + 19, Concentration +11, Craft
(bookbinding) +12, Handle Animal +13, Knowledge
(arcana) +21, Knowledge (Briarton gossip) +8, Knowl-
edge (local) +13, Knowledge (engineering) +10,
Knowledge (geography) +10, Knowledge (history)
+12, Knowledge (planes) +21, Knowledge (nobility)
+10, Scry +11, Spellcraft +11
Feats: Brew Potion, Craft Magic Arms and Armor,
Craft Rod, Craft Wand, Empower Spell, Improved
Initiative, Forge Ring, Scribe Scroll, Spell Penetration,
Still Spell
Languages: Common, Celestial, Draconic,
Dwarven, Elven, Sylvan
Possessions: bracers of armor +5, +1 quarterstaff,
wand of fireballs (8th-level caster), wand of polymorph
other, amulet of health +2, bag of holding, cloak of dis-
placement, ring of protection +2, potion of cure serious
wounds (4), potion of bull’s strength, potion of cat’s grace,
light crossbow, cottage, cache of 7,500 gp
Spells (4/6/5/5/5/4/2/1; Base DC = 15 + spell level)
Spellbook: Spells marked in bold are some of those
Angwyn prepares on any typical day.
0 Level—arcane mark, dancing lights, daze, detect
magic, detect poison, disrupt undead, flare, ghost sound,
light, mage hand, mending, open/close, prestidigitation,
ray of frost, read magic, resistance
1st Level—alarm, burning hands, charm person, color
spray, hold portal, identify, mage armor, magic missile,
magic weapon, shield, shocking grasp, spider climb,
summon monster I, true strike, unseen servant, ventrilo-
quism
2nd Level—arcane lock, blur, bull’s strength, cat’s
grace, detect thoughts, endurance, flaming sphere, hyp-
notic pattern, invisibility, knock, levitate, resist elements,
rope trick, summon monster II, web
3rd Level—blink, dispel magic, fireball, flame ar-
row, greater magic weapon, haste, hold person, illusory
script, lightning bolt, protection from elements, slow,
stinking cloud, summon monster III, tongues
4th Level—arcane eye, charm monster, fire shield,
fire trap, improved invisibility, lesser geas, minor globe
of invulnerability, polymorph other, polymorph self, re-
move curse, stoneskin, summon monster IV, wall of ice
5th Level—cone of cold, cloudkill, contact other
plane, dominate person, lesser planar binding, mirage
arcana, passwall, secret chest, seeming, summon mon-
ster V, teleport, wall of force
6th Level—antimagic field, analyze dweomer, flesh
to stone, globe of invulnerability, legend lore, summon
monster VI
7th Level—mass invisibility, phase door, summon mon-
ster VII, teleport without error
Daffyd: goat familiar; CR 2; Small animal; HD
13d8+26; hp 26(32*); Init +1 (Dex); Spd 30 ft.; AC 20
(+1 size, +1 Dex, +8 natural); Attack: melee +7/+2
(1d6, butt); Face: 5 ft. x 5 ft.; Reach 5 ft.; SA Alertness,
Empathic Link, Improved Evasion, Share Spells,
Touch, Speak With Master, Speak With Ruminants,
Spell Resistance 18, Scry; Master gains +1 bonus on
Fortitude saves if within 1 mile; SV Fort +6, Ref +5,
Will +9; AL N; Str 10, Dex 12, Con 13, Int 12, Wis 12, Cha 5
*if within 1 mile of ap-Llewellyn
Skills: Balance +9, Escape Artist +3, Listen +4, Spot +7
Feats: Improved Bull Rush
Daffyd is an unremarkable brindled goat indistin-
guishable from the mundane goats on Angwyn ap-
Llewellyn’s land. In fact, of all the wizard’s acquain-
tances, only Malcolm suspects that the goat is ap-
Llewellyn’s familiar.
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Daffyd shares much of his master’s standoffish
nature, preferring to roam widely, although always
remaining within a mile of his master. If the wizard
tires of conversation with a visitor, he sometimes si-
lently summons the goat to his side, and Daffyd herds
the visitor away with insistent but non-damaging
head butts.
In combat, Daffyd prefers charging over regular
melee attacks, adding +2 to his attack but suffering -
2 to his AC that round. If bull rushing, he receives a
+4 stability bonus, a +2 charge bonus (if charging),
and a -4 size penalty to his Strength check. He doesn’t
draw an attack of opportunity when bull rushing.
Ar
Ar
Ar
Ar
Arwwwwwooooollllld Dr
d Dr
d Dr
d Dr
d Draaaaago
go
go
go
gone
ne
ne
ne
neye
ye
ye
ye
ye
A wandering ranger, Arwold Dragoneye protects
the people of the North Province from the many dan-
gers lurking in the wilderness. When a fearsome
green dragon ravaged a village of the province years
ago, Arwold drove it off with an expert arrow shot to
its eye. Since then, he has been known as Arwold
Dragoneye.
Along with his talent at tracking and woodcraft,
Arwold has considerable skill at archery. He carries
an enchanted bow crafted for him by Angwyn ap-
Llewellyn and Leoric the Old, in the bowyer’s
younger days.
More comfortable in the wild than in human soci-
ety, Arwold seems reserved, sometimes even brusque,
to others. He sometimes visits the druid, Malcolm, in
his grove or shares a campfire with shepherd Wystan
Hillsfar, only occasionally entering Briarton itself.
Arwold, 46, has long brown hair and a short red-
dish-brown beard. He has far-seeing brown eyes. Tall,
with a muscular build, he wears rustic clothing of
greens and browns to conceal him in the woods.
Arwold Dragoneye
Male Human 8th-Level Ranger
CR 8; Size M (5 ft., 9 in. tall); HD 8d10; hp 46; Init
+2 (+2 Dex); Spd 30 ft.; AC 16 (+2 Dex, +4 from +2
leather armor); Attack +8/+3 melee (1d6/19-20/x2, +1
masterwork shortsword) and +8/+3 off-hand melee
(1d6/19-20/x2, masterwork shortsword), or +11/+6
ranged (1d8+1/x3, +1 mighty composite longbow); Face
5 ft. x 5 ft.; Reach 5 ft.; SA Favored Enemy Dragons
(+2 bonus) and Orcs (+1 bonus); SQ Ambidexterity,
Two-Weapon Fighting; SV Fort +6, Ref +4, Will +6;
AL CG; Str 12, Dex 15, Con 10, Int 11, Wis 14, Cha 13
Skills: Animal Empathy +6, Handle Animal +6,
Heal +6, Hide +6, Jump +4, Listen +5, Move Silently*
+18, Profession (guide) +4, Search +5, Speak Lan-
guage (Terran, Elven), Spot +4, Swim +4, Use Rope
+4, Wilderness Lore +7
* Includes bonus from boots of elvenkind
Feats: Dodge, Iron Will, Point Blank Shot, Track,
Quick Draw
Languages: Common, Sylvan, Terran, Elven
Possessions: +2 leather armor, +1 mighty composite
longbow (+1 Str bonus), masterwork short swords
(2),dagger, light mace, boots of elvenkind, rope of climb-
ing, potion of cure light wounds (3), 45 gp, 20 sp
Spells: (2/1; Base DC = 12 + spell level)
1st Level—animal friendship, entangle
2nd Level—cure light wounds
Gi
Gi
Gi
Gi
Gisssssel
el
el
el
elaaaaa
A skilled horsewoman who owns a prosperous
ranch just outside Briarton, Gisela has a colorful but
tragic past. She ran away from a small village much
like Briarton as a teenager, seeking a grander destiny
than life as a farmwife. Chance brought her to a school
of the fighting arts, where her agility and wits brought
her to the attention of the swordmaster. Accepted as
a student despite her lack of funds, Gisela trained
hard and emerged a capable warrior.
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Gisela became a mercenary roaming the kingdoms
of the world, but she yearned to fight for something
more than a pouchful of gold. Hired to help besiege
an evil temple, Gisela befriended a paladin comrade.
When the paladin perished in the final battle against
the temple’s defenders, she asked Gisela to convey
her armor and tale back to the chapterhouse of her
fighting order, consecrated to the goddess Erilys.
Gisela did so, and, having heard the call to
paladinhood herself, remained to take training as a
holy knight of Erilys.
One of her fondest memories came a few years af-
ter Gisela completed her training. A mysterious stal-
lion appeared one misty morning outside the
chapterhouse as Gisela rested and recovered from her
latest adventure. The spirited steed would allow none
but Gisela to ride him, and he became her trusted
warhorse, Mistrider.
Fighting evil and injustice in many lands, Gisela
became a great champion of good. On a quest to de-
feat a vile sorcerer, however, Gisela fell under his ar-
cane power. The sorcerer’s enchantments forced
Gisela to serve as his bodyguard, slaying other good-
hearted adventurers who also sought his end. Months
passed, until at last a fellow paladin broke the spell’s
hold on Gisela even as she slew him. Gisela destroyed
her former master in a rage, but her thirst for ven-
geance convinced her that she had forsaken the ideals
of her order. She could no longer bear to call on her
powers as a paladin or carry on the fight against evil.
Believing herself unworthy of atonement, Gisela
left the order and came north to Briarton to try to
forget her former life. Using money given to her as a
parting gift by her order, Gisela established a horse
ranch just outside the village. Her knack with horses,
strong will and good heart have turned her ranch into
an excellent source of well-bred, well-trained horses.
Mistrider remains Gisela’s trusted companion. The
great stallion serves as the prize stud of her ranch.
Retired before his time, Mistrider’s yearns for the
open road. Gisela feels his dismay, yet cannot bring
herself to again take up the sword and armor packed
away in a chest in her bedroom.
The crestfallen paladin keeps most people at a dis-
tance, even Maerwynn, the priestess of Erilys in
Briarton, much to the cleric’s dismay. But Gisela and
the druid, Malcolm, have struck up a friendship of a
sort. Gisela respects his stern wisdom, while Malcolm
appreciates her love of horses and subtly encourages
her to regain that which she has lost.
(Note: If Gisela ever does reassume the mantle of
paladin, the cultists of Vextra may feel pressured to
step up the timetable of their secret plot; p. 44.)
Gisela, 38, has black hair and deep blue eyes. She
has a fit, strong build. While not dour, Gisela has a
serious demeanor tinged by an ever-present sadness.
Gisela
Female Human 2nd-Level Warrior/6th-Level Paladin
CR 7; Size M (5 ft.,7 in. tall); HD 2d8+8 + 6d10+24;
hp 72; Init +5 (+1 Dex, +4 Improved initiative); Spd
30 ft.; AC 11 (+1 Dex); Attack +13/+8 melee (1d8+5/
x2, +2 heavy mace of defending), or +10/+5 ranged
(1d8/19-20/x2, masterwork light crossbow) ; Face 5
ft. x 5 ft.; Reach 5 ft.; SA Smite Evil +3 to attack and
damage, Turn Undead 6/day; SQ Aura of Courage,
Detect Evil, Divine Grace, Divine Health, Lay on Hands
18 hit points, Remove Disease 2/week, Special Mount;
SV Fort +15, Ref +5, Will +5; AL LG; Str 17, Dex 13,
Con 18, Int 12, Wis 13, Cha 16
Skills: Climb +8, Diplomacy +4, Handle Animal
+11, Heal +3, Jump +8, Knowledge (religion) +3, Pro-
fession (horse rancher) +8, Ride +10, Swim +8
Feats: Blind-fight, Improved Initiative, Leadership,
Power Attack
Languages: Common, Orc
Possessions: +2 heavy mace of defending, +1 chain
shirt, dagger, masterwork light crossbow, house, horse
ranch, 60 gp, 34 sp
Spells: (2; Base DC = 11+ spell level) If Gisela finds
her way back to her faith, she chooses the below listed
spells daily.
1st Level—cure light wounds, protection from evil
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Mistrider: paladin’s mount; CR 4; Large magical
beast; HD 6d8+18; hp 52; Init +1 (Dex); Spd 50 ft.; AC
18 (–1 size, +1 Dex, +8 natural); Attacks: melee +6
(1d6+4, two hooves), +1 (1d4+2, bite); Face: 5 ft. x 10
ft.; Reach 5 ft.; SA Improved Evasion, Share Spells,
Empathic Link, Share Saving Throws; SQ Scent; SV
Fort +8, Ref +6, Will +3; AL N; Str 19, Dex 13, Con 17,
Int 6, Wis 13, Cha 6
Skills: Listen +7, Spot +7
Filled with boundless energy, Mistrider was born
to ride headlong into the thick of a battle. Now the
listless gray beast chaffs at his role as a pampered
stud stallion (horses bred with Mistrider produce off-
spring with +1 HD, +1 Str, and an Int 4, and some
10% have the Evasion special ability). On many oc-
casions he’s jumped the fence of his paddock to run
free in the surrounding countryside, always return-
ing when Gisela calls hoping it signals a return to
their holy mission.
INTERACTION SEED: RUNAWAY
Maryal, the oldest daughter of farmer Black
Dougal, has an innate empathy for animals, and
the druid, Malcolm, has started teaching her the
ways of nature.
One day, Malcolm brings Maryal with him to
Gisela’s ranch. While the adults talk, Maryal vis-
its the horses. She senses Mistrider’s sadness
about his role and his master’s melancholy, and
determines to do something about it. The child
and the warhorse run off together in hopes of
shaking Gisela out of her doldrums.
Ma
Ma
Ma
Ma
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Malcolm, a druid, lives in a forest grove just out-
side Briarton. Its location is known to everyone in
the village, though they rarely disturb the druid there.
Malcolm dwells in a homey cottage along a bab-
bling brook in a tree-shaded meadow surrounded by
thick natural hedges. Those who seek the druid with
an open heart easily find a path through the bushes
to his cottage, but those with secret or hostile intent
find the hedge an impenetrable maze of dead ends.
A respected figure in Briarton, Malcolm frequently
visits Greenbriar Inn. Normally a friendly person,
Malcolm can be remote, even stern, at times in carry-
ing out his role as a protector of the natural world.
Those who would despoil the wonders of nature for
short-sighted gain have cause to fear the druid’s
wrath.
He has a strong affinity for nature, of course. Small
animals and birds trust Malcolm implicitly, and of-
ten come to him for the tidbits he carries in his robe
for them.
Malcolm is extremely wise, and willing to offer
advice even to those who do not follow his faith. His
judgments, though fair, can be exceedingly strict. Few
have the strength of will to submit to the druid’s soul-
deep scrutiny.
The druid is friendly with Angwyn ap-Llewellyn,
and occasionally visits the cantankerous wizard at
his cottage. He also gets along well with Arwold
Dragoneye and Gisela.
Malcolm, 48, has black hair and a thick black beard,
with measuring brown eyes. He has a burly build,
and typically wears a dark brown robe.
Malcolm
Male Human 7th-Level Druid
CR 7; Size M (6 ft., 1 in. tall); HD 7d8; hp 41; Init +3
(+3 Dex); Spd 30 ft.; AC 16 (+3 Dex, +3 from +1 leather
armor); Attack +7 melee (1d6+2/x2, +2 quarterstaff),
or +8 ranged (1d4/x2, sling); Face 5 ft. x 5 ft.; Reach 5
ft.; SQ Animal Companion, Nature Sense, Resist
Nature’s Lure, Trackless Step, Wild Shape 3/day,
Woodlands Stride; SV Fort +6, Ref +6, Will +9; AL
NG; Str 11, Dex 16, Con 11, Int 13, Wis 17, Cha 12
Skills: Animal Empathy +10, Diplomacy +5,
Handle Animal +6, Heal +9, Hide +6, Knowledge
(nature) +8, Swim +3, Wilderness Lore +13
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Feats: Brew Potion, Craft Arms and Armor, Craft
Wondrous Item, Extend Spell
Languages: Celestial, Common, Druidic
Possessions: +2 quarterstaff, +1 leather armor, cloak
of resistance +1, boots of speed, dagger, shortspear, sling,
potion of cure light wounds (3), flame strike scroll, trans-
mute rock to mud scroll, cottage, 540 gp, three 100 gp
pearls
Spells: (6/5/4/3/1; Base DC = 13 + spell level)
0 Level—create water, cure minor wounds (2), detect
poison, flare, guidance
1st Level—animal friendship, cure light wounds, de-
tect snares and pits, goodberry, obscuring mist
2nd Level—animal messenger, barkskin, flaming sphere,
hold animal
3rd Level—call lightning, plant growth, summon
nature’s ally III
4th Level—summon nature’s ally IV
Grace and Abel: dire weasels; CR 2; Medium-size
animal; HD 3d8; hp 13; Init +4 (Dex); Spd 40 ft.; AC
16 (+4 Dex, +2 natural); Attack melee +6 (1d6+3, bite);
Face 5 ft. x 5 ft.; Reach 5 ft.; SA Attach, Blood Drain;
SQ Scent; SV Fort +3, Ref +7, Will +4; Str 14, Dex 19,
Con 10, Int 2, Wis 12, Cha 11
Abel’s Skills: Hide +11, Move Silently +6, Spot +5
Grace’s Skills: Hide +9, Move Silently +6, Pick
Pockets + 6
Feats: Weapon Finesse (bite)
Grace and Abel are siblings. The energetic, mis-
chievous male, Abel, loves tormenting Tracker; he
pulls his tail, drops things on his head from above
and finds other ways to disrupt the wolf’s sleep.
Grace is somewhat vain, and preens constantly. She
also has a penchant for “finding” things, especially
shiny coins and jewelry.
Tracker: wolf; CR 1; Medium animal; HD 2d8+4;
hp 13; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2
natural); Attack melee +3 (1d6+1, bite); Face 5 ft. x 5
ft.; Reach 5 ft.; SA Trip; SQ Scent; SV Fort +5, Ref +5,
Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +3, Listen +4, Move Silently +4, Spot
+4, Wilderness Lore +1*
* Wolves receive a +4 racial bonus to Wilderness Lore
checks when tracking by scent
Feats: Weapon Finesse (bite)
A band of shepherds killed Tracker’s mother when
he was just a cub. Luckily, Malcolm happened upon
the group before they had a chance to kill the cub. In
the year since, Tracker has traveled with the druid
wherever he goes. Barely into adulthood, the young
wolf is still very much playful, and he enjoys chasing
Abel and good-naturedly chewing on his ears.
Kayla: eagle; CR ½; Small animal; HD 1d8+1; hp
5; Init +2 (Dex); Spd 10 ft., fly 80 ft. (average); AC 14
(+1 size, +2 Dex, +1 natural); Attack melee +3 (1d3,
two claws) and melee –2 (1d4, bite); Face 5 ft. x 5 ft.;
Reach 5 ft.; SV Fort +3, Ref +4, Will +2; Str 10, Dex 15,
Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +6, Spot +6*
* Eagles receive a +8 racial bonus to Spot checks during
daylight
Feats: Weapon Finesse (claw, bite)
The regal Kayla is quite aloof toward the other
animals, for she sees herself as Malcolm’s only true
companion; the others are just the druid’s occasion-
ally useful lackeys. When not flying about, Kayla,
with head held high and never sparing a glance for
the lesser animals, takes 10-minute perch breaks on
the druid’s shoulder.
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The countryside around Briarton contains a few
places of interest to villagers or travelers. GMs can
use the information on these places as a starting point
to devise their own adventures.
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Constructed 100 years ago to tame the North Prov-
ince, Castle Angorn stands atop a hill two days’ walk
from Briarton. The great stone castle, with an inner
keep, outer wall and numerous towers, stood for more
than 50 years before falling during a war with a neigh-
boring power.
The king did not rebuild the castle, and it mold-
ered until 20 years ago, when a wicked sorcerer
named Dagian the Black turned one of the remain-
ing towers into a stronghold. Guarded by a loyal tribe
of orcs, he conducted vile experiments that loosed
many dangerous creatures, strange crosses between
animals both natural and fantastical, to wreak havoc
on farms and villages until the king dispatched a force
to end his depredations.
Lord Arundel and several former soldiers living
in Briarton joined the force. The soldiers destroyed
the orcs and toppled the sorcerer’s tower, but Dagian
vanished before their arrival and has not been seen
again.
While the upper works of Castle Angorn continue
to crumble, the dungeons and storerooms below are
now home to all manner of fell beasts. There are re-
ports that a catacomb lies somewhere under the cel-
lars, and it is known that the excavations tap into a
network of natural caverns extending deep into the
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earth. Some whisper that Dagian the Black escaped
into this subterranean world before the fall of his dark
tower 20 years ago and dwells there still.
Among other monsters, the ruins below Castle
Angorn are home to a band of orcs that raided
Briarton some 15 years ago. Several people were car-
ried back to the orc lair, but were later rescued by a
party of villagers. The orcish tribe continues to dwell
beneath the castle ruins.
Over the years, many adventurers have passed
through Briarton on their way to explore the dun-
geons of Castle Angorn. Only a few have returned,
bearing treasures and stories of countless hazards.
GRAAK
Chieftain of the orc tribe dwelling below Castle
Angorn, Graak rules with an iron hand.
Once servants of Dagian the Black, the orcish sur-
vivors of the battle with the human soldiers 20 years
ago fled into the welcoming darkness below the castle
ruins.
About 15 years ago, the orcs ventured forth to at-
tack Briarton. The raiders carried off a number of vil-
lagers, resulting in the arrival of a rescue party at their
lair a few hours later. The humans retrieved the cap-
tives, but at great cost.
In the years since, the tribe has contented itself with
fighting adventurers who enter the dungeons in
search of loot, waylaying an occasional traveler pass-
ing by the ruined castle and raiding in other direc-
tions.
The tribal shaman has informed Graak of a vision
revealing that the chief has a half-orc son in Briarton.
This news pleased Graak greatly, as all his orcish sons
have perished at the hands of adventurers or other
threats over the years. Graak awaits the day when
his son will return to slay him and take his place as
chieftain, in accordance with orcish ways.
Fairly old for an orc at 36 years of age, Graak relies
on guile more than brute force to keep younger orcs
in line. He remains a dangerous foe in combat, how-
ever, with cunning gained from years of experience
compensating for any lessening of physical ability as
he ages.
Graak has coarse black hair and red-brown eyes.
He has grayish-green skin with a jutting forehead and
snout-like nose. His muscular body has a stooped
posture. In combat, Graak wears a captured suit of
rusty chain armor and wields an orc double axe.. His
command of Common is far from perfect.
Graak
Male Orc 12th-Level Barbarian
CR 12; Size M (6 ft., 0 in. tall); HD 12d12+36; hp
106; Init +6 (+2 Dex, +4 Improved initiative); Spd 40
ft.; AC 21 (+2 Dex, +7 from +3 chain shirt, ring of pro-
tection +2); Attack +17/+12/+7 melee (1d8+7/x3, + 2
orc double axe of wounding) or +15/+10/+5 ranged
(1d8+1/19-20/x2, +1 light crossbow with +1 bolts); Face
5 ft. x 5 ft.; Reach 5 ft.; SQ Damage Reduction 1/-,
Darkvision 60 ft., Light Sensitivity, Rage 4/day, Un-
canny Dodge (Dex bonus to AC, can’t be flanked, +1
against traps); SV Fort +11, Ref +6, Will +4; AL NE;
Str 21, Dex 14, Con 16, Int 12, Wis 11, Cha 12
Skills: Climb* +16, Craft (weaponsmithing) +9,
Handle Animal +5, Hide +3, Intimidate +9, Intuit Di-
rection +7, Jump +11, Listen +7, Move Silently +3,
Ride +7, Spot +2, Swim +9, Wilderness Lore +7
* includes bonuses from ring of climbing
Feats: Alertness, Cleave, Improved Initiative,
Power Attack, Track
Languages: Common, Orc, Undercommon
Possessions: +2 orc double axe of wounding, +3 chain
shirt, +1 light crossbow, +1 bolts (20), dagger, ring of
climbing, ring of protection +2, potion of cure serious
wounds (2), warhorse
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A former monastery sacked by bandits nearly 50
years ago, shortly after the fall of Castle Angorn,
Clayhill Abbey attracts occasional curious adventur-
ers even today. The ruined abbey lies about a day’s
walk from Briarton.
The abbey, which once consisted of a great cathe-
dral, library, scriptorium, chapel and monks’ quar-
ters, was constructed by an order dedicated to a de-
ity of knowledge. Monks turned out beautifully illu-
minated manuscripts copied from ancient volumes
in its rich library.
But roving bandits attacked the abbey one night,
slaying most of the monks and setting fire to the li-
brary. The few survivors sorrowfully set out for other
monasteries of their order, leaving the ravaged ab-
bey abandoned.
Moss and vines now creep across tumbled stone
blocks in the upper works, which have largely col-
lapsed over the years. But the cellars and crypts be-
neath the monastery are reputed to contain the lairs
of various foul monsters and, according to rumor,
forgotten treasures of the abbey.
Shri
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Vextra’s shrine consists of an eerie circle of stand-
ing stones around a sacrificial altar of rock hidden
away in a shadowed glen deep within the forest near
Briarton. Thorn bushes form maze-like paths sur-
round the shrine, and only the cult of Vextra knows
the true path to the center.
A god of pestilence and trickery, Vextra commands
blood sacrifices and other wicked rituals of his fol-
lowers. Cultists hope to avert his fearsome anger with
their worship, and beg for his assistance as they fur-
ther goals born in greed, envy, hate or other malign
desires.
Naturally, the good kingdom of Galien frowns on
worship of such an evil deity. Vextra’s followers meet
in secret, their identities concealed by masks and
hoods, to conduct their horrific rites. A handful of
villagers from Briarton, as well as inhabitants of other
communities, slip away to meet at the shrine for their
periodic ceremonies.
Balduin, a woodcutter from Briarton who is a cult-
ist, contrives to do much of his work in the forest near
the shrine so he can keep an eye out for possible in-
truders. He tries to mislead or otherwise deceive any-
one poking around in the woods near the shine. He
may even try to kill intruders if it seems possible.
Otherwise, Balduin sends word of the intrusion to
other cultists via seemingly innocuous symbols and
marks left in public places.
Vextra, Lord of Pestilence
Alignment: LE
Domain: Evil, Pestilence, Trickery
Symbol: A black iron star with a ruby in its center
Favored Weapon: Morningstar
Typical Worshipers: Vextra’s worshippers include
evil fighters, rogues, sorcerers and wizards and those
making their living through trickery.
Description: The god of pestilence and trickery,
Vextra is a lawful evil deity. His titles include the Dark
Star and the Blight Bringer. Vextra favors those who
cheat and steal from others and who destroy whole
communities through blights or contagions. His cler-
ics rarely form temples, as they are constantly on the
move, sowing seeds of disease and deception wher-
ever they go.
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PESTILENCE DOMAIN
Granted Power: You may use a withering touch
once per day. Your withering touch is a spell-like abil-
ity that is a death effect. You must succeed at a melee
touch attack against a living creature (using the rules
for touch spells). When you touch, the victim attempts
a Fortitude save vs. a DC equal to 10+ your level. If
the victim fails the save, he permanently loses 1 point
of Strength, Constitution or Dexterity (victim’s
choice).
1st Level— ray of enfeeblement
2nd Level— summon swarm
3rd Level—contagion
4th Level— diminish plants
5th Level— malaise
6th Level— plant blight
7th Level— creeping doom
8th Level— horrid wilting
9th Level— plague
Malaise
Necromancy
Levels: Clr 5, Pestilence 5
Components: V, S, DF
Casting Time: 1 Round
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more creatures, not two of which
can be more than 20 ft./level apart
Duration: 2 hours per level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible pall descends on the affected creatures,
causing them to suffer a generalized ill health (-2 to
Fortitude saves).
The spells affects a total number of hit dice of crea-
tures (persons of not) up to 10 HD per level of the
caster. If there are too many potential targets, the
caster picks creatures one at a time until the limit is
reached.
The malaise can be countered by dispel magic, heal,
limited wish, miracle or wish spells.
Plant Blight
Transmutation
Level: Drd 6, Pestilence 6
Components: V, S, DF
Range: Long (400 ft. + 40 ft./level)
Target or Area: See text
Duration: Instantaneous
Saving Throw: Fortitude negates
This spell can be used one of two ways. If can tar-
get normal plants, reducing their potential produc-
tion over the course of the following year to 10-40%
of normal. Or if cast on a single plant creature or ani-
mated plant, the target suffers a permanent loss of
10% of its hit points every month until it dies or the
spell is countered by plant growth, which stops the
progression of the blight but doesn’t restore lost hit
points.
Plague
Necromancy
Level: Pestilence 9
Components: V, S
Casting Time: 1 action
Range: Long (400 ft. + 40 ft./level)
Targets: Two individuals per caster’s level within
a 100-ft radius
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subjects contract pneumonic plague, which
strikes its initial victims within 3-36 (3d12) minutes.
Subjects are –2 to save against this spell, and once
they are infected, they quickly spread the disease to
others. Secondary infections require a 1d4 day incu-
bation period, after which the victims suffer the ef-
fects of the disease and become contagious them-
selves.
Pneumonic plague: Transmitted through coughs,
sneezes or fluid contact, pneumonic plague’s symp-
toms include: chills, high fever, headache and blood
in the lungs. Without treatment, pneumonic plague’s
mortality rate is 100%, and unless its victims are quar-
antined the disease affects 1d20 people daily, spread-
ing quickly to other communities via infected travel-
ers.
Disease
Infection
DC
Incubation
Dmg
Pneumonic plague Inhaled
20
1d4 days
1d6 Con
BENEGER CORBEN
Beneger Corben presides over the depraved rites
at Vextra’s hidden shrine. Clad in a blood-red robe
and silver mask, the priest commits the sacrifices
necessary to gain Vextra’s awful favor. Other cultists
both revere Beneger and fear him, much as they do
Vextra himself.
When not conducting rituals for the cult, Beneger
adopts a variety of guises as he travels throughout
the North Province. He particularly enjoys posing as
a mendicant friar collecting alms for the poor, or as a
pilgrim off to see holy shrines; it amuses Beneger to
trick others into receiving his unholy blessing.
Originally from a great city in another kingdom,
Beneger was forced to flee when paladins and priests
of a god of law uncovered his malevolent cult. Many
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of his followers sacrificed their lives to enable his es-
cape, and Beneger fled to the sparsely populated
North Province without sparing a second thought for
them.
Now he seeks to rebuild his power by bringing
others to the worship of Vextra, though with much
greater care and secrecy than before.
Beneger, 50, has iron-gray hair and icy blue eyes.
He is tall, with a commanding presence that he some-
times conceals while in disguise.
Beneger Corben
Male Human 9th-Level Cleric
CR 9; Size M (5 ft., 10 in. tall); HD 9d8; hp 52; Init
+1 (+1 Dex); Spd 30 ft.; AC 17 (+1 Dex, +6 from +1
chainmail); Attack +9/+4 melee (1d8+3/x2, +1
morningstar), or +7/+2 ranged (1d8/19-20/x2, light
crossbow); Face 5 ft. x 5 ft.; Reach 5 ft.; SA Rebuke
Undead 5/day; SQ Spontaneous Casting (inflict
spells); SV Fort +6, Ref +4, Will +10; AL LE; Str 15,
Dex 13, Con 11, Int 10, Wis 18, Cha 14
Skills: Bluff +12, Concentration +2, Diplomacy +7,
Disguise +7, Hide + 5, Heal +8, Knowledge (religion)
+5, Profession (merchant) +7
Feats: Brew Potion, Combat Casting, Craft Rod,
Leadership, Skill Focus (bluff)
Languages: Common
Possessions: +1 morningstar, +1 chainmail, amulet
of proof against detection and location, rod of cancella-
tion, potion of bull’s strength, potion of cat’s grace, potion
of cure moderate wounds (3), potion of detect thoughts,
black iron star “charms” (40), 150 gp, 46 sp, two 75
gp rubies
Spells: ( 6/5+1/5+1/4+1/3+1/1+1; Base DC 14 +
spell level) Benegar’s domains are Trickery (Bluff,
Disguise and Hide are class skills) and Pestilence
(may use a withering touch, a spell-like ability, once
per day). Domain spells are marked with an asterisk.
0 Level—cure minor wounds (2), detect magic, inflict
minor wounds (2), resistance
1st Level—bane, change self*, comprehend languages,
cure light wounds, inflict light wounds, sanctuary
2nd Level—aid, bull’s strength, cure moderate wounds,
desecrate, hold person, invisibility*
3rd Level—bestow curse, blindness/deafness, cure seri-
ous wounds, contagion*, inflict serious wounds
4th Level—diminish plants*, giant vermin, inflict criti-
cal wounds, lesser planar ally
5th Level—flame strike, malaise*
INTERACTION SEED: BLIGHT
Benegar Corben has concocted an insidious
scheme to bring more followers to the cult of
Vextra. This plot is designed to unfold gradually,
advancing in stages between adventures by the
PCs.
At first, the cultists secretly cause a series of
accidents, illnesses, crop blights and other mis-
fortunes to befall their fellow villagers. As wor-
ries mount, the cultists mention that they haven’t
experienced any such tribulations since pur-
chasing good luck charms from a wandering friar
a few months back. The cultists happen to have a
few extras to sell to other villagers, who are then
exempted from the secret attacks of the cultists.
The charms are actually unholy symbols of
Vextra, modified by removing the ruby to throw
off anyone familiar with the cult.
In time, Benegar, disguised as a mendicant friar,
again passes through Briarton. He sells his luck
charms to all who desire them and preaches about
the harvest-protecting god whose worship he
spreads. After a day or so, Benegar leaves the vil-
lage to continue his journeys through the prov-
ince. Some villagers who declined the charms are
beset by diseases, crop failures, etc.
Some time later, Benegar returns to Briarton in
his friar guise. He invites the people of the village
to add worship of his deity, Vextra, to their rever-
ence for Erilys. If the villagers agree, a small shrine
to Vextra is constructed in the community. Rites
at the shrine are tame by comparison to the hor-
rific rituals conducted secret forest altar; for ex-
ample, only symbolic sacrifices are used. But ritu-
als and teachings at the village shrine grow im-
perceptibly darker as Benegar and the other cult-
ists seek to slowly corrupt the people of Briarton.
As Oswin the Tinker and Geneviève the Fair
visit other parts of North Province frequently, ei-
ther might run across other tales of woe averted
by a mendicant friar and become suspicious. Voic-
ing such suspicions in the wrong places would
make one a targets for action by the cultists, and
anyone with one of the friar’s charms would be
seen as a potential enemies by the two.
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Ind
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Index
ex
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Entries in bold have associated d20 and ACTION! SYSTEM stats
Abel (animal companion) ........................... 40, 54
Ailith the Potter (NPC) ...................................... 21
Aldwin the Silent (NPC).................................... 15
Alfgar Strongarm (NPC) ............................ 14, 47
Allure (spell) ....................................................... 11
Angwyn ap-Llewellyn (NPC).................... 36, 51
Arundel Manor (building)............................ 8, 46
Arwold Dragoneye (NPC).......................... 37, 52
Audrye (NPC) ..................................................... 28
Balduin (NPC) .............................................. 28, 49
Barbarian (interaction seed) ................................ 9
Beneger Corben (NPC) ............................... 44, 55
Black Dougal (NPC) .................................... 28, 49
Blacksmith’s shop (business) ............................ 13
Blight (interaction seed)..................................... 44
Brewery (business) ............................................. 14
Briarton (village) .................................................. 6
Carpenter’s shop (business).............................. 15
Castle Angorn (building)................................... 40
Clayhill Abbey (building).................................. 42
Cobbler’s shop (business) ................................. 15
Conrad Martel (NPC) .................................. 24, 48
Cormac’s House of Wondrous Goods
and Services (business) .................................... 16
Daffyd (familiar) .......................................... 36, 52
Drogo Ravenot (NPC) ................................. 29, 49
Drunkenness (rules).................................... 30, 50
Dunstan Giles (NPC)............................................ 8
Edan (NPC) ......................................................... 15
Edgyth (NPC)...................................................... 15
Edmond Stumptooth (NPC) ............................. 29
Elfrid (NPC) ........................................................ 29
Elysande Martel (NPC)...................................... 23
Erilys (deity) ....................................................... 26
Everlasting hearth (spell) ................................. 26
Fish (skill) ............................................................ 20
Gellir, son of Agnar (NPC) ........................ 12, 46
Geneviève the Fair (NPC) .......................... 33, 51
Gert (NPC)........................................................... 15
Gisela (NPC)................................................. 38, 53
Glassblower’s shop (business).......................... 18
Godwin (NPC) .................................................... 20
Graak (NPC) ................................................. 41, 55
Grace (animal companion) ......................... 40, 54
Grass cloaker (monster) .............................. 32, 50
Greenbriar Inn (business) .................................. 23
Grimbor (NPC)............................................. 21, 48
Hearth (domain) ................................................. 26
Henna the Wise (NPC) ............................... 17, 47
Hewald the Miller (NPC) ........................... 21, 48
Hilde (NPC)......................................................... 22
Horrors (interaction seed) ................................. 30
Hunt (skill) .......................................................... 22
Kayla (animal companion) ......................... 40, 55
Kenrik the Lame (NPC) .............................. 19, 48
Kimbery (NPC) ................................................... 24
Lady Alianora Fitzhugh (NPC) ................. 10, 46
Leoric the Old (NPC) .................................. 30, 50
Leurona (NPC) ............................................. 18, 47
Leurona’s Mercantile (business)....................... 17
Lord Roderick Arundel (NPC) .................. 10, 46
Lost (interaction seed)........................................ 20
Love (interaction seed) ...................................... 22
Maerwynn (NPC)......................................... 27, 49
Malaise (spell) .................................................... 43
Malcolm (NPC) ............................................ 39, 54
Maryal (NPC)...................................................... 39
Merhild (NPC) .................................................... 15
Mill (business) ..................................................... 20
Mistrider (paladin’s mount) ....................... 39, 53
Monster (interaction seed) ................................ 32
Mydrede (NPC) .................................................. 20
Oswin the Tinker (NPC) ............................ 34, 51
Pestilence (domain) ........................................... 43
Pixies (interaction seed) ..................................... 15
Plague (spell) ...................................................... 43
Plant blight (spell) ............................................. 43
Potter’s shop (business) ..................................... 21
Ragnar (NPC) ........................................................ 9
Ravensblade (weapon) ................................. 9, 46
Refresh (spell)..................................................... 26
Revenant (interaction seed) .............................. 11
Ring of influence (magic item).................. 10, 46
Robin Fitzhugh (NPC) ....................................... 11
Rolf Merick (NPC) .............................................. 22
Rosalind Giles (NPC) ........................................... 8
Runaway (interaction seed) .............................. 39
Sand (interaction seed) ...................................... 20
Shrine of Erilys (building) ................................. 25
Shrine of Vextra (building) ................................ 42
Stefan Dinescu (NPC)................................. 31, 50
Success (interaction seed) .................................. 34
Sunniva (NPC) .................................................... 19
Suspicion (interaction seed) .............................. 18
Swithin (NPC) ..................................................... 15
Talent (interaction seed) .................................... 33
Tancred the Stout (NPC).................................... 14
Tannery (business).............................................. 22
Tracker (animal companion) ...................... 40, 54
Ulric the Red (NPC) .................................... 18, 47
Vextra (deity) ...................................................... 42
Wat Martel (NPC) ............................................... 25
Wulfric the Tanner (NPC).................................. 22
Wystan Hillsfar (NPC) ....................................... 32
46
46
46
46
46
Go
Go
Go
Go
Gollllld R
d R
d R
d R
d Rus
us
us
us
ush Ga
h Ga
h Ga
h Ga
h Gam
mm
mmes
es
es
es
es
AAAAAcccccti
titi
titiooooon! Sy
n! Sy
n! Sy
n! Sy
n! Syssssstem St
tem St
tem St
tem St
tem Staaaaatttttsssss
LLLLLooooord R
rd R
rd R
rd R
rd Roooooddddderi
eri
eri
eri
ericcccck Ar
k Ar
k Ar
k Ar
k Aruuuuund
nd
nd
nd
ndel
el
el
el
el
Attributes:
STR
6
REF
6
HLT
6
PRE
5
INT
4
WIL
4
DEF
16/17*
INI
5/7*
MOV
12
TGH
5
LIF
26
Advantages: Famous: Fair and just lord (Conv.; +3
to Social skills), Fast Reflexes (+2 INI*), Membership:
Nobility (Major; MR: 4), Phys. Adv.: Blind fighting
(+3 to offset penalties for poor/no sight), Extra Ac-
tion Points (+7 AP)
Disadvantages: Psych. Disad.: Lawful good mo-
rality (Peril), Senior: 62 years old (Inconv.)
Skills: Animal Handling +5, Athletics +2, Aware-
ness +2, Crossbows +6, Knowledge (nobility) +4,
Knowledge (wilderness lore) +1, Negotiation +4,
Orate (Command +4) +1, Persuasion +2, Polearms
(Lances +4) +2, Riding +6, Society (high) +4, Stealth
+2, Swimming +4, Swords +9*
Equipment: dagger (1d6; 2d6 w/STR), magic
chainmail armor* (AV: 15, Loc: 3, 5-15; +1 DEF), lance
(3d6, 5d6 w/charge), magic ring of defense (+1 DEF),
Ravensblade—magic longsword (3d6; 4d6+2 w/STR;
+2 to Swords skill), small crossbow (2d6), potion of
strength—1 dose (adds +4 STR potion of healing—
10 doses (heals 1d6 LIF per dose), magic ring of pro-
tection (+3 to DEF and skill rolls to avoid damage),
magic horseshoes (+6 MOV when worn by horse),
five sets of clothing, manor house, light warhorse, a
6,000 gp cache.
LLLLLaaaaadddddy Ali
y Ali
y Ali
y Ali
y Aliaaaaannnnnooooorrrrra Fit
a Fit
a Fit
a Fit
a Fitzh
zh
zh
zh
zhugh
ugh
ugh
ugh
ugh
Attributes:
STR
3
REF
5
HLT
3
PRE
7/10*
INT
5
WIL
7
DEF
15
INI
5/6*
MOV
8
TGH
3
LIF
23
Advantages: Famous: local Lady and great mod-
erator (Conv.; +3 to Social skills), Fast Reflexes (+1
INI), Membership: Nobility (Major; MR: 3)
Disadvantages: Psych. Disad.: Neutral good mo-
rality (Inconv.)
Skills: Athletics +2, Awareness (hearing +2) +4, Con-
versation +5, Dancing +4, History +5, Instrument
(harp) +7, Instrument (flute) +4, Language (Dwarven)
+4, Negotiations +6, Orate (bard +2) +2, Persuasion
+4, Religion +5, Riding +3, Singing +4, Society (high)
+3, Stealth +2, Throwing +4
Equipment: silver dagger, Ring of Influence, mas-
ter quality lute (+1 to skill roll), master quality flute
(+1 to skill roll), harp, armoire of 20 fine dresses and
cloaks, light riding horse, 500 gp in gold and gems
Ra
Ra
Ra
Ra
Raven
ven
ven
ven
vensssssbbbbblllllaaaaadddddeeeee
Magic, master quality sword, provides +2 bonus
to the wielder’s Swords skill.
RRRRRiiiiinnnnng o
g o
g o
g o
g of Infl
f Infl
f Infl
f Infl
f Influen
uen
uen
uen
uenccccceeeee
+3 bonus to PRE when worn.
Ar
Ar
Ar
Ar
Aruuuuund
nd
nd
nd
ndel Ma
el Ma
el Ma
el Ma
el Mannnnnooooor Def
r Def
r Def
r Def
r Defen
en
en
en
enssssses
es
es
es
es
Walls (reinforced masonry): AV: 18, Hits: 15,
Tricky Climbing roll (TN 15); To break: Legendary
STR roll (TN 30).
Doors (wood, heavy): AV: 10, Hits: 9; Break: Diffi-
cult STR roll (TN 21)
Locks: Challenging Lockpicking roll (TN 18)
Windows: AV: 2, Hits: 2, DEF: 10
Wooden Shutters: AV: 6, Hits: 4, DEF: 12
GGGGGel
el
el
el
ellir
lir
lir
lir
lir
DWARVEN WARRIOR
Attributes:
STR
7
REF
4
HLT
7
PRE
4
INT
5
WIL
5
DEF
14/15*
INI
5/6
MOV
4*
TGH
6
LIF
41
Advantages: Phys. Advantage: Blind Fighting (+3
to offset penalties for poor/no sight), Fast Reflexes
(+1 INI), Strong Willed (Gift), Extra Action Points (+7
AP), Night Vision (Edge)
Disadvantages: Psych. Disad.: Lawful good mo-
rality (Peril), Psych. Disad.: Loyal to Lord Arundel
(Hardship), Psych. Disad.: Loves/protective of
Arundel family (Hardship), Psych. Disad.: Values
truth/scorns liars (Hardship), Short (dwarf; max
MOV 4)*
Skills: Appraisal +5, Athletics +3, Awareness +4,
Maces/Clubs (Warhammer +2) +6, Craft (stonema-
sonry) +5, Crossbows +5, Language (Common) +5,
Language (Orc) +3, Persuasion +2, Riding +3, Society
(high) +2, Smith (armor +2) +5, Stealth +2, Swords
+6, Throwing +5
Equipment: dagger (1d6; 2d6 w/STR), *magical
chainmail armor (AV: 14, Loc: 3, 5-15; +1 DEF), small
crossbow (2d6), magical warhammer (3d6; 4d6+2 w/
STR; +1 to Maces/Clubs skill), potion of strength—1
dose (adds +4 STR for 1 hour), potion of healing—1
dose (heals 2d6 LIF per dose), magic ring of warmth
(+6 to TGH to resist cold damage), smithing and
stonemasonry tools, 1,000 gp.
47
47
47
47
47
wwwwwwwwwwwwwww.Go
.Go
.Go
.Go
.GollllldddddRRRRRus
us
us
us
ushGa
hGa
hGa
hGa
hGam
mm
mmes.c
es.c
es.c
es.c
es.cooooom
mm
mm
Al
Al
Al
Al
Alfffffga
ga
ga
ga
gar Str
r Str
r Str
r Str
r Strooooonnnnnga
ga
ga
ga
garm
rm
rm
rm
rm
BLACKSMITH
Attributes:
STR
8
REF
7
HLT
5
PRE
5
INT
5
WIL
4
DEF
17
INI
6
MOV
13
TGH
6
LIF
23
Advantages: High Pain Threshold (Conv.)
Disadvantages: Psych. Disad.: Neutral morality
(Inconv.), Psych. Disad.: Suspicious of strangers
(Inconv.), Secret: Runaway apprentice (Hardship),
Social Disad.: Shy around attractive women (Inconv.;
-3 to social skill rolls)
Skills: Animal Handling +4, Athletics +2, Aware-
ness +2, Crossbows +4, Language (Dwarven) +1,
Locksmith +4, Maces/Clubs +4, Mechanics +4, Per-
suasion (Intimidation +2) +2, Smith (blacksmith +2)
+4, Stealth +4, Use Magic Device +4.
Equipment: chainmail (AV: 12, Loc: 6-15), dagger
(1d6; 2d6 w/STR), light crossbow (2d6), warhammer
(3d6; 4d6+2 w/STR), thieves’ tools, smithy, forge,
1,000 gp of pre-made items, 75 gp, 80 sp
HHHHHen
en
en
en
enna th
na th
na th
na th
na the Wi
e Wi
e Wi
e Wi
e Wissssseeeee
MERCHANT/ALCHEMIST
Attributes:
STR
3
REF
3
HLT
4
PRE
5
INT
6
WIL
7
DEF
13
INI
5
MOV
7
TGH
5
LIF
26
Advantages: Strong Willed (Conv.)
Disadvantages: Psych. Disad.: Lawful neutral
morality (Inconv.), Secret: Childhood accident (Hard-
ship)
Skills: Alchemy +7, Art (sculpting) +7, Athletics +2,
Awareness +5, Craft (bookbinding) +4, Craft (brew-
ing) +4, Craft (pottery) +4, Craft (weaving) +5,
Herbalism +6, Knives +3, Language (Dwarven) +4,
Language (Gnome) +4, Lip Reading +4, Persuasion
+2, Professional (apothecary) +6, Professional (book-
keeper) +5, Professional (moneylender) +5, Stealth +2,
Throwing +4, Writing +5
Equipment: curio shop, 2,500 gp of items for sale
(curios, maps, potions, books, etc.), alchemist’s lab,
five dresses, 1,500 gp of coins in various denomina-
tions (for money changing) kept in three locked
chests, a personal cache of 650 gp
LLLLLeur
eur
eur
eur
eurooooona
na
na
na
na
MERCANTILE SHOP OWNER
Attributes:
STR
5
REF
5
HLT
4
PRE
4
INT
4
WIL
6
DEF
15/17
INI
5
MOV
10
TGH
6
LIF
24
Advantages: Membership: MR4/minor priestess
in Cult of Vextra (Moderate)
Disadvantages: Psych. Disad.: Lawful evil moral-
ity (Hardship), Psych. Disad.: Distrustful/watchful
of customers in shop (Inconv.), Psych. Disad.: Over-
charges outsiders (Inconv.), Secret: Member of Cult
of Vextra (Peril)
Skills: Athletics +2, Awareness +6, Concentration
+4, Contortionist +4, Crossbows +3, Disguise +4,
Mace/Clubs +3, Persuasion +5, Professional
(shopowner) +4, Religion +4, Stealth +4, Trading +4
Equipment: mercantile shop, 1,500 gp of items for
sale, cottage, morning star (3d6; 3d6+2 w/STR), small
crossbow (2d6), magical leather armor* (AV: 6; Loc:
7-15; +2 DEF), 90 gp, 47 sp, 32 cp
Ulri
Ulri
Ulri
Ulri
Ulric th
c th
c th
c th
c the Red
e Red
e Red
e Red
e Red
HENPECKED HUSBAND
Attributes:
STR
4
REF
6
HLT
5
PRE
6
INT
4
WIL
2
DEF
16
INI
5
MOV
10
TGH
6
LIF
22
Advantages: Membership: MR2/member of Cult
of Vextra (Moderate)
Disadvantages: Psych. Disad.: Lawful evil moral-
ity (Hardship), Secret: Member of Cult of Vextra
(Peril), Social Disadv.: Whiny/annoying demeanor
(Inconv.)
Skills: Animal Handling +3, Awareness +2, Climb-
ing +3, Craft (weaving) +4, Crossbows +3, Knives +2,
Persuasion +3, Riding +5, Stealth +2, Throwing +3
Equipment: dagger (1d6; 2d6 w/STR), small cross-
bow (2d6), leather armor (AV: 6; Loc: 7-15)
48
48
48
48
48
Go
Go
Go
Go
Gollllld R
d R
d R
d R
d Rus
us
us
us
ush Ga
h Ga
h Ga
h Ga
h Gam
mm
mmes
es
es
es
es
KKKKKenri
enri
enri
enri
enriccccck th
k th
k th
k th
k the L
e L
e L
e L
e Laaaaam
mm
mmeeeee
GLASSBLOWER
Attributes:
STR
4
REF
5
HLT
6
PRE
8
INT
4
WIL
3
DEF
15
INI
5
MOV
10*
TGH
4
LIF
24
Advantages: Phys. Adv.: Endurance (Edge; +2 to
skill rolls involving physical endurance), Extra Ac-
tion Points (+3 AP)
Disadvantages: Phys. Disad.: bad leg* (Hardship;
cannot Run or Sprint, -3 Climbing), Psych. Disad.:
Neutral good morality
Skills: Acting (comedy/buffoonery +4) +2, Ani-
mal Handling +5, Athletics +2, Awareness +2, Conver-
sation +5, Craft (basketweaving) +5, Craft (glassblow-
ing)
+6,
Craft
(leadsmithing)
+2,
Craft
(leatherworking) +5, Fish and Game +1, Instrument
(flute) +6, Instrument (pan pipes) +6, Juggling +6,
Knives +3, Language (Signing) +4, Orate (storytelling
+4) +2, Persuasion +2, Poetry (limricks) +6, Stealth +2,
Throwing +4, Unarmed Combat +3
Equipment: glassblowing shop, magical goggles
of minute seeing, 700 gp worth of glass wares for sale,
tools, dagger (1d6; 2d6 w/STR), house, 120 gp, 95
sp, 70 cp
HHHHHew
ew
ew
ew
ewaaaaallllld th
d th
d th
d th
d the Mil
e Mil
e Mil
e Mil
e Millllller
er
er
er
er
MILLER
Attributes:
STR
4
REF
5
HLT
5
PRE
3
INT
5*
WIL
5
DEF
15
INI
5
MOV
10
TGH
5
LIF
25
Advantages: Fast Reflexes (Conv.; +1 INI*)
Disadvantages: Phys. Disad.: Overweight
(Inconv.), Psych. Disad.: Neutral good morality
(Inconv.), Psych. Disad.: Often daydreams (Inconv.)
Skills: Appraisal +4, Athletics +2, Awareness +6,
Binding +4, Cooking +5, Craft (Carpentry) +3, Fish
& Game +2, Intuition +4, Knives +3, Knowledge (ge-
ography) +3, Maces/Clubs +3, Persuasion +2, Profes-
sional (miller) +7, Religion +4, Stealth +2, Throwing
(Knives +2) +2, Unarmed Combat +2,
Equipment: mill, house, dagger (1d6; 2d6 w/STR)
Gri
Gri
Gri
Gri
Grim
mm
mmbbbbbooooorrrrr
INN SERVANT
Attributes:
STR
8
REF
4
HLT
6
PRE
2
INT
4
WIL
4
DEF
14
INI
4
MOV
10
TGH
7
LIF
26
Advantages: Night Vision (Edge)
Disadvantages: Distinctive Features: half-orc
(Hardship), Outsider (Inconv.), Psych. Disad.: Cha-
otic neutral morality (Inconv.), Psych. Disad.: Has
crush on (Inconv.), Psych. Disad.: Self-loathing
(Inconv.), Psych. Disad.: Vow to find & kill his father
(Hardship)
Skills: Art (pottery) +3, Awareness +2, Climbing
+4, Fish and Game +3, Knives +4, Language (Orc)
+2, Maces/Clubs +4, Persuasion +2, Stealth +2, Swim-
ming +4
Equipment: dagger (1d6; 2d6 w/STR), 2 gp, 4 sp
CCCCCooooonr
nr
nr
nr
nraaaaad Ma
d Ma
d Ma
d Ma
d Marrrrrtel
tel
tel
tel
tel
INNKEEPER
Attributes:
STR
4
REF
4
HLT
5
PRE
5
INT
6
WIL
7
DEF
14
INI
5
MOV
10
TGH
6
LIF
29
Advantages: Famous: owner of popular inn
(Conv.), Tall (Conv.)
Disadvantages: Psych. Disad.: Protective of
Kimbery (Inconv.)
Skills: Awareness (hearing +4) +3, Conversation +4,
Cooking +6, Knives +4, Language (Dwarven) +3, Fish
and Game +4, Knowledge (Briarton gossip) +6, Lan-
guage (Elven) +3, Language (Goblin) +1, Language
(Halfling) +4, Language (Orc) +2, Language (Sylvan)
+2, Lip Reading +5, Maces/Clubs +4, Negotiation +4,
Persuasion (Intimidate +2) +2, Professional (inn-
keeper) +7, Society +7, Stealth +2, Symbols +5, Throw-
ing +4
Equipment: Greenbriar Inn and stables, six sets of
clothes, pair of silvered master quality daggers (1d6;
2s6 w/STR), light riding horse, 1,500 gp in wine and
foodstuffs, 6,500 gp cache
49
49
49
49
49
wwwwwwwwwwwwwww.Go
.Go
.Go
.Go
.GollllldddddRRRRRus
us
us
us
ushGa
hGa
hGa
hGa
hGam
mm
mmes.c
es.c
es.c
es.c
es.cooooom
mm
mm
Ma
Ma
Ma
Ma
Maer
er
er
er
erwyn
wyn
wyn
wyn
wynnnnnn
PRIESTESS OF ERILYS
Attributes:
STR
6
REF
5
HLT
4
PRE
6
INT
5
WIL
7
DEF
15
INI
5
MOV
10
TGH
7
LIF
26
Advantages: Membership: MR5/priestess of Erilys
(Moderate), Strong Willed (Conv.)
Disadvantages: Psych. Disad.: Neutral good mo-
rality (Inconv.)
Skills: Athletics +2, Awareness +2, Concentration
+4, First Aid (or Herbalism) +6, Knowledge (arcane)
+4, Language (Dwarven) +4, Maces/Clubs +5, Persua-
sion +2, Polearms (Staves +2) +3, Religion (Erilys) +6,
Scry +4, Slings +4, Spellcraft +3, Stealth +2,
Special Abilities: Turn undead: Up to 6 times per
day the character may cause undead creatures to
flee—multiply the character’s PRE times Religion
score (Maerwyn’s total is 36); any undead creature
with this many LIF points or less is automatically de-
stroyed and those with up to 2x this amount must
turn and flee;
Equipment: magical chainmail (AV: 14; Loc: 7-17),
magical quarterstaff (3d6; 4d6+2 w/STR; +1 to
Polearms (Staves) skill rolls), 25 doses of minor heal-
ing potion (heals 1d6 LIF per dose), 5 doses of strong
healing potion (heals 3d6 LIF per dose), 565 gp
Ba
Ba
Ba
Ba
Ballllldddddui
ui
ui
ui
uinnnnn
WOODCUTTER
Attributes:
STR
6
REF
4
HLT
5
PRE
6
INT
4
WIL
5
DEF
14
INI
4
MOV
10
TGH
6
LIF
25
Advantages: Membership: MR2/member of Cult
of Vextra (Moderdate)
Disadvantages: Psych. Disad.: Jealous of more
prosperous villagers (Inconv.), Psych. Disad.: Neu-
tral evil morality (Hardship), Secret: member of the
Cult of Vextra (Peril)
Skills: Animal Handling +4, Axes +3, Athletics +2,
Awareness +3, Fish and Game +2, Maces/Clubs +3, Per-
suasion +2, Professional (lumberjack) +4, Stealth +2,
Throwing +2, Unarmed Combat +3
Equipment: handaxe (2d6; 3d6+2 w/STR), dag-
ger (1d6; 2d6 w/STR), 1 gp, 25 sp
Bl
Bl
Bl
Bl
Blaaaaaccccck Do
k Do
k Do
k Do
k Douga
uga
uga
uga
ugalllll
FARMER / FORMER ROYAL GUARD
Attributes:
STR
8
REF
5
HLT
6
PRE
5
INT
5
WIL
6
DEF
15
INI
5
MOV
12
TGH
7
LIF
30
Advantages: Ally: Red Dougal in the Galian Royal
Guard (Edge), Famous: fierce warrior (based on past
exploits; Conv.), Lucky (Conv.; +2 AP), Membership:
MR10/leader of village militia (Trivial)
Disadvantages: Psych. Disad.: Chaotic good mo-
rality (Hardship), Psych. Disad.: Prefers quiet life of
a farmer (Inconv.)
Skills: Animal Handling +4, Axes (great axes +2)
+5, Athletics +2, Awareness +2, Climbing +4, Cross-
bows +4, Language (Dwarf) +1, Language (Elf) +1,
Language (Giant) +4, Maces/Clubs +6, Negotiation +2,
Persuasion (Intimidation +4) +2, Professional (farmer)
+5, Riding +5, Stealth +2, Swimming +4, Throwing +4,
Unarmed Combat +2
Equipment: leather armor (AV: 6; Loc: 7-15),
battleaxe (5d6; 6d6+2 w/STR), small crossbow (2d6),
dagger (1d6; 2d6 w/STR), magical battleaxe (giant-
sized; 8d6 P/L, , Siz: L, Init: -2, Acc: -1, STR Min: 10,
Wt: 40; enchantment: +1 to skill roll), 566 gp, large
house, farm
Dr
Dr
Dr
Dr
Drooooogo Ra
go Ra
go Ra
go Ra
go Raven
ven
ven
ven
venooooottttt
EX-SOLDIER
Attributes:
STR
6
REF
5
HLT
7
PRE
1
INT
4
WIL
4
DEF
15
INI
6*
MOV
10
TGH
5
LIF
29
Advantages: Fast Reflexes (+1 INI*), Membersip:
MR2/member of Cult of Vextra (Mod.), Phys. Adv.:
Bling fighting (Conv.; +3 to offset sight penalties)
Disadvantages: Psych. Disad.: Loves/believes he
is courting Kimbery (Hardship), Secret: member of
Cult of Vextra (Peril), Social Disad.: Disliked by most
residents (Inconv.), Unattractive (Inconv.)
Skills: Athletics +2, Awareness +2, Climbing +5,
Crossbows +4, Maces/Clubs +5, Persuasion +2, Riding
+4, Stealth +2, Swimming +4, Swords +5, Throwing +4
Equipment: house, master quality longsword (3d6;
4d6+2 w/STR), master quality small crossbow (2d6),
chain shirt (AV: 12; Loc: 7-13), small steel shield (AV:
12; Loc: 6-12), 50 crossbow bolts, dagger (1d6; 2d6 w/
STR), light mace (3d6; 4d6+2 w/STR), battleaxe (4d6;
4d6+2 w/STR), light flail (3d6; 4d6+2 w/STR), orc
50
50
50
50
50
Go
Go
Go
Go
Gollllld R
d R
d R
d R
d Rus
us
us
us
ush Ga
h Ga
h Ga
h Ga
h Gam
mm
mmes
es
es
es
es
double axe (treat as battle ax), caltrops (1d3 points dmg
when stepped on), dwarven urgosh (treat as battle ax),
spiked gauntlets (AV: 10, Loc: 9; causes 1d6 damage,
2d6 w/STR), 611 gp, magic potion of healing (2 doses;
heals 2d6 LIF per dose).
LLLLLeo
eo
eo
eo
eori
ri
ri
ri
ric th
c th
c th
c th
c the Ol
e Ol
e Ol
e Ol
e Olddddd
RETIRED MASTER FLETCHER/DRUNK
Attributes:
STR
5
REF
7*
HLT
4
PRE
5*
INT
5*
WIL
5*
DEF
17
INI
6
MOV
12
TGH
5
LIF
22
* Leoric’s stats are affected by the state of drunkenness
in which he is encountered.
Advantages: Extra Action Points (+1 AP), Famous:
local tragic hero (Conv.)
Disadvantages: Phys. Disad.: Alcoholic (Hard-
ship), Psych. Disad.: Neutral morality (Inconv.)
Skills: Athletics +2, Awareness +2, Bows +6, Persua-
sion +2, Stealth +2, Unarmed Combat +5
Equipment: Clothing
DRUNKENNESS EFFECTS
Tipsy: –1 REF, –1 INT, –1 WIL; Leoric is generally
tipsy within 30 minutes of starting his day, and within
the hour, he progresses to Intoxicated.
Intoxicated: –2 REF, –2 INT, –2 WIL, –1 PRE; Leoric
is usually found in this state, rarely progressing to
Inebriated unless he has extra cash on hand or expe-
riences an emotional crisis (something bad happened
to Kimbery, the anniversary of the orc raid and/or
the rescue mission to the castle, a chance encounter
with Grimbor, etc.).
Inebriated: –3 REF, –3 INT, –3 WIL, –3 PRE
Stef
Stef
Stef
Stef
Stefaaaaan Di
n Di
n Di
n Di
n Dines
nes
nes
nes
nescccccuuuuu
FARMER/FORMER ENTERTAINER
Attributes:
STR
7
REF
7
HLT
5
PRE
5
INT
5
WIL
5
DEF
19*
INI
8*
MOV
13
TGH
6
LIF
25
Advantages: Fast Reflexes (+2 INI*), Phys. Adv.:
Accurate at short range (Conv.; missile weapon at-
tacks at up to 10 meters distance are at +3), Phys.
Adv.: Natural dodge (Edge; the character receives the
+2 DEF bonus for dodging without using an action,
which may be stacked with a normal Dodge action),
Phys. Adv.: Sneak attack (Edge.; On a successful at-
tacking from surpise, the character chooses the Hit
Location instead of rolling randomly), Strong Willed
Disadvantages: Outsider: nt fully accepted by all
villagers (Inconv.), Psych. Disad.: Chaotic good mo-
rality (Hardship), Psych. Disad.: Reformed/won’t use
thieving skills (Hardship), Secret: former burglar/
thief (Hardship)
Skills: Acrobatics +6, Acting +4, Appraisal +4,
Awareness +4, Binding +4, Bows +5, Climbing + 6,
Concentration +4, Contortionist +4, Disguise +5, Fish
and Game +2, Intuition +4, Juggling +4, Language
(Goblin) +2, Lockpicking +5, Persuasion +3, Profes-
sional (farmer) +4, Riding +4, Society +4, Stealth +4,
Swords +6*, Throwing (knives +2) +3, Unarmed Com-
bat +5, Use Magic Device +4
Equipment: magical short sword (2d6; 4d6 w/STR;
+1 to skill roll*), magical leather armor (AV: 8; Loc: 7-
15), master quality short bow (3d6), quiver, 30 arrows,
dagger (1d6; 2d6 w/STR), house, small farm, 130 gp,
85 sp, 45 cp, two 50 gp pearls
Gr
Gr
Gr
Gr
Graaaaassssss C
s C
s C
s C
s Cllllloooooaaaaakkkkker
er
er
er
er
CREATURE
Attributes:
STR
10
REF
8
HLT
6
PRE
4
INT
6
WIL
6
DEF
16
INI
9*
MOV
16
TGH
8
LIF
30
Grass Cloaker’s DEF modified for size.
Advantages: Fast Reflexes (+2 INI*), Light Sleeper
(Gift), Well Rested (Gift)
Disadvantages: Phys. Disadvantage: Animal intel-
ligence (Hardship), Phys. Disadvantage (Peril): Can’t
run or Sprint, Psych. Disad.: Chaotic neutral moral-
ity (Inconv.)
Skills: Awareness +6, Bite +5, Engulf +5, Stealth +10
Special Abilities: Bite: 3d6+2 P/L damage; Cha-
meleon: The creature can mimic the color and tex-
ture of the surrounding area, making it extremely
difficult to see (Awareness TN24 to see or hear; TN
18 to detect with other senses); Engulf: On a success-
ful Grab attack against a target, the Grass Cloaker
has engulfed the target, which is then considered Re-
strained. Attacks against the creature inflict half the
damage rolled upon the engulfed victim, as well;
Entrancing Buzz: All sentient beings within 30 meters
must make a WIL roll (add any bonuses for Strong
Willed) vs. TN 18 or approach the sounds. When they
step on the Grass Cloaker, it attempts an Engulf at-
tack.
Equipment: 5d6 x100 silver coins within the crea-
ture (from previous victims).
51
51
51
51
51
wwwwwwwwwwwwwww.Go
.Go
.Go
.Go
.GollllldddddRRRRRus
us
us
us
ushGa
hGa
hGa
hGa
hGam
mm
mmes.c
es.c
es.c
es.c
es.cooooom
mm
mm
GGGGGenevi
enevi
enevi
enevi
eneviève th
ève th
ève th
ève th
ève the Fa
e Fa
e Fa
e Fa
e Fair
ir
ir
ir
ir
TRAVELING BARD
Attributes:
STR
4
REF
7
HLT
7
PRE
7
INT
5
WIL
4
DEF
18*
INI
10*
MOV
12
TGH
4
LIF
29
Advantages: Famous: local celebrity (Conv.), Fast
Reflexes (+4 INI*), Life Experience (+3 to lore & other
applicable skill rolls), Night Vision (Conv.), Immu-
nity to Sleep spells (Edge), Extra Action Points (+2
AP)
Disadvantages: Distinctive Features: Half-elf
(Inconv.)
Skills: Acting +7, Awareness (avoid surprise +3) +4,
Bows +5, Climbing +2, Concentration +4, Craft (make
wind instruments) +5, Crossbows +5, Dancing +7,
Flexible weapons +4, History +5, Instrument (flutes)
+7, Instrument (lutes) +7, Intuition +2, Knowledge
(local lore) +5, Language (Elven/native) +6, Lan-
guage (Common) +4, Language (Celestial) +5, Lan-
guage (Dwarven) +4, Language (Halfling) +4, Lan-
guage (Orc) +3, Language (Sylvan) +5, Maces/Clubs
+4, Negotiation +4, Oratory +7, Persuasion +2, Sing-
ing (ballads) +7, Society +5, Stealth +4, Swords +4,
Symbols +4
Special Abilities: Enchanted Music: with a success-
ful Instrument, Orate or Singing skill roll (TN 15),
user grants either 1 free Action Point to all friends
and allies within 10 meters, which lasts for up to 1
minute (after which time it is lost), or beguiles any 1
creature that can see and hear the user, making it
unable to perform any action except Move or observe
the user, for up to 10 minutes. Usable 3 times per day.
Equipment: magical longsword (3d6; 3d6+2 w/STR;
+1 to skill rolls), dagger (1d6; 2d6 w/STR), whip (1d6
B/L; 1d6+2 w/STR; can Grab), magical cloak (+1
DEF*), magical bracers (AV: +1; Loc: All), master qual-
ity lute and flute, 255 gp, 30 sp, 8 cp, five 35 gp am-
ethyst gems.
Os
Os
Os
Os
Oswi
wi
wi
wi
winnnnn
TRAVELING MERCHANT/TINKERER
Attributes:
STR
4
REF
4
HLT
6
PRE
4
INT
6
WIL
6
DEF
14
INI
5
MOV
9
TGH
5
LIF
30
Advantages: Phys. Adv.: Good endurance (Conv.;
+3 to skill rolls involving endurance), Strong Willed
(Conv.)
Disadvantages: Easy to Kill (Inconv.; +1 point per
wound); Psych. Disad.: Neutral good morality
(Inconv.)
Skills: Animal Handling +2, Appraisal +4, Athlet-
ics +2, Awareness +2, Craft (basketweaving) +4, Craft
(carpentry) +3, Craft (cobbling) +3, Craft
(leatherworking) +3, Craft (locksmithing) +4, Craft
(mending) +5, Craft (stonemasonry) +3, Craft
(tinsmithing) +3, Craft (weaving) +4, Knives +2,
Langauge (Dwarven) +3, Language (Elven) +3, Lan-
guage (Gnome) +3, Language (Halfling) +4, Lan-
guage (Orc) +2, Lockpicking +4, Maces/Clubs +2, Per-
suasion +2, Stealth +2, Teamster +3, Throwing +2, Trad-
ing +5
Equipment: stocked peddler’s cart, dagger, tools,
7 gp, 27 sp, 40 cp
An
An
An
An
Angwyn a
gwyn a
gwyn a
gwyn a
gwyn ap-L
p-L
p-L
p-L
p-Llllllewel
ewel
ewel
ewel
ewellllllyn
yn
yn
yn
yn
WIZARD
Attributes:
STR
2
REF
4
HLT
3/4*
PRE
7
INT
9
WIL
7
DEF
14
INI
7
MOV
7
TGH
5
LIF
23
Advantages: Famous: legendary wizard (Gift), Fast
Reflexes (Conv.; +2 INI), Mystic Adv.: Penetrating
magic (Conv.; +2 to skill rolls when used in opposed
rolls to resist), Mystic Adv.: Potent magic (Edge.; ef-
fects of spells with random effects increased by 1/
2), Mystic Adv.: Still spell (Edge; spells requiring
motion/gestures can be cast while still), Extra Ac-
tion Points (+5 AP)
Disadvantages: Infamous: crazy old hermit
(Inconv.), Psych. Disad.: Neutral good morality
(Inconv.), Psych. Disad.: Solitary/dislikes visitors
(Inconv.)
Skills: Alchemy + 9, Animal Handling +7, Athlet-
ics +2, Awareness (avoid surprise +3) +2, Concentra-
tion +6, Craft (bookbinding) +6, Crossbows +2, En-
gineering (general) +6, Geography (local kingdom)
+6, History +6, Knowledge (arcana) +9, Knowledge
52
52
52
52
52
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Go
Go
Go
Gollllld R
d R
d R
d R
d Rus
us
us
us
ush Ga
h Ga
h Ga
h Ga
h Gam
mm
mmes
es
es
es
es
(Briarton gossip) +5, Knowledge (local lore) +7,
Knowledge (nobility) +6, Knowledge (dimensions/
planes) +9, Language (Common; native) +7, Language
(Celestial) +4, Language (Dragon) +4, Language
(Elven) +5, Language (Sylvan) +4, Maces/Clubs 2,
Persuasion +2, Polearms (Staves +2) +2, Scry +6, Stealth
+2, Throwing +2
Special Abilities: Create magical items: The user can
create magical items (including weapons, armor,
wands, rings, and the like); Empathic link: User can
read emotions of target for 1 turn with successful op-
posed Knowledge (arcana) roll vs. target’s WIL at-
tribute roll; Share magic: any spells Angwyn casts on
himself may also affect his familiars (GM’s option),.
Equipment: bracers of armor +5, +1 quarterstaff, wand
of fireballs (8th-level caster), wand of polymorph other,
amulet of health +2, bag of holding, cloak of displacement,
ring of protection +2, potion of cure serious wounds (4),
potion of bull’s strength, potion of cat’s grace, light cross-
bow, cottage, cache of 7,500 gp
Da
Da
Da
Da
Daffffffffffyd
yd
yd
yd
yd
GOAT FAMILIAR
Attributes:
STR
4
REF
5
HLT
5
PRE
1
INT
5
WIL
5
DEF
19*
INI
5
MOV
10
TGH
5
LIF
25
SR
18
*if within 1 mile of ap-Llewellyn; DEF includes bonus
for size
Advantages: Mystic Adv.: Magic resistance (Conv.;
Spells cast upon the character are at one greater Dif-
ficulty Level), Phys. Adv.: Natural dodge (Edge; the
character receives the +2 DEF bonus for dodging
without using an action, which may be stacked with
a normal Dodge action)
Disadvantages: Phys. Disad.: Animal (Inconv.; no
fine manipulation, cannot speak, etc.), Psych. Disad.:
Loyal to Angwyn (Peril)
Skills: Acrobatics (for balance only) +6, Awareness
(vision +2) +5, Bite +4, Contortionist (for escape only)
+3, Geography (local terrain & paths) +6, Navigation
+6, Persuasion +2, Ram +5, Stealth +2
Special Abilities: Empathic link with Angwyn ap-
Llewellyn; Share magic: any spells Angwyn casts on
himself may also affect Daffyd (GM’s option), Com-
municate with master: Daffyd may communicate with
Angwyn, though any observers may only understand
this by using magic to translate the speech
Attacks: Ram (2d6 B/L), Bite (1d6 P/L)
Ar
Ar
Ar
Ar
Arwwwwwooooollllld Dr
d Dr
d Dr
d Dr
d Draaaaago
go
go
go
gone
ne
ne
ne
neye
ye
ye
ye
ye
RANGER
Attributes:
STR
5
REF
6
HLT
4
PRE
5
INT
4
WIL
6
DEF
17*
INI
5
MOV
14*
TGH
6
LIF
24
* Includes bonus from magic boots of elven speed
Advantages: Ambidexterity (Edge), Famous: leg-
endary dragonslayer (Conv.), Fast Draw: load bow
(Conv.), Phys. Adv.: Natural dodge* (Conv.; the char-
acter receives the +2 DEF bonus for dodging without
using an action, which may be stacked with a nor-
mal Dodge action), Strong Willed (Conv.)
Disadvantages: Psych. Disad.: Hates dragons and
orcs (Inconv.), Psych. Disad.: More comfortable in
wilds than in human society (Inconv.)
Skills: Animal Handling +4, Awareness +4, Bind-
ing +4, Bows +6, Fish and Game +4, Healing (or Herb-
alist) +4, Knowledge (wilderness lore) +5, Language
(Elven) +5, Language (Sylvan) +4, Language (Terran)
+3, Maces/Clubs +5, Navigation +5, Persuasion +2,
Polearms +4, Professional (guide) +4, Stealth +8, Sur-
vival +4, Swimming +4, Swords +5, Tracking +5, Two
Weapons (short swords) +5, Unarmed Combat +5
Special Abilities: Befriend animal: Once per day the
character may automatically befirend any one wild
animal; Plant entangle: Once per day, the character
may “Grab” an opponent at range as a normal action
(up to 10 meters distance) by causing flora to magi-
cally animate and entwine around the target; Heal
wounds:: Once per day the character can magically
heal 1d6 LIF when cast upon a creature (human or
other).
Equipment: magic leather armor (AV: 8, Loc: 7-15),
magic compound bow (4d6+2), master quality short
swords (pair; 2d6; 3d6 w/STR), dagger (1d6; 2d6 w/
STR), light mace (3d6; 4d6 w/STR), magic boots of elven
speed (+2 MOV and +2 DEF), magic rope (rope is self-
setting and may be climbed without one end being
attached/anchored to a solid object), potion of healing
(3 doses; heals 1d6 LIF per dose), 45 gp, 20 sp
53
53
53
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wwwwwwwwwwwwwww.Go
.Go
.Go
.Go
.GollllldddddRRRRRus
us
us
us
ushGa
hGa
hGa
hGa
hGam
mm
mmes.c
es.c
es.c
es.c
es.cooooom
mm
mm
Gi
Gi
Gi
Gi
Gisssssel
el
el
el
elaaaaa
RANCHER/FALLEN PALADIN
Attributes:
STR
7
REF
5
HLT
8
PRE
7
INT
5
WIL
5
DEF
15
INI
7*
MOV
13
TGH
6
LIF
34
Advantages: Famous: former paladin (Conv.),
Phys. Adv.: Blind fighting (Conv.; +3 to offset penal-
ties for blindness or obscured vision), Fast Reflexes
(+2 INI*), Follower: Mistrider, magical warhorse (Gift)
Disadvantages: Psych. Disad.: Lawful good mo-
rality (Peril), Psych. Disad.: Feels unworthy of atone-
ment (Hardship)
Skills: Animal Handling +6, Awareness +2, Climb-
ing +5, Crossbows +6, Healing (or Herbalism) +3,
Language (Orc) +3, Maces/Clubs +9*, Negotiation +4,
Oratory (Command) +4, Persuasion +2, Professional
(horse rancher) +5, Religion (Erilys) +3, Riding +6,
Stealth +2, Swimming +5, Throwing +6
Special Abilities: Smite evil creatures: Attacks
against evil creatures do damage as if the character
had +3 additional STR; Turn undead: Up to 6 times
per day the character may cause undead creatures to
flee—multiply the character’s PRE times Religion
score (Gisela’s total is 21); any undead creature with
this many LIF points or less is automatically de-
stroyed and those with up to 2x this amount must
turn and flee; Radiate courage: , Detect Evil, Divine
Grace, Divine Health, Cure disease : Twice per week
the character can remove all disease from a single
living creature.
If Gisela finds her way back to her faith, she gains
the following spells, each usable once per day: The
character heals 3d6 LIF; Protection against evil: Caster
gains a +3 DEF against attacks from evil creatures.
Equipment: magic mace (3d6; 5d6 w/STR; +2 to
skill rolls*), magic chain shirt (AV: 16, LOC: 7-13), dag-
ger (1d6; 2d6 w/STR), master quality small crossbow
(2d6), house, horse ranch, 60 gp, 34 sp
Mi
Mi
Mi
Mi
Missssstrid
trid
trid
trid
trider
er
er
er
er
MYSTICAL WARHORSE
Attributes:
STR
8
REF
5
HLT
7
PRE
2
INT
2
WIL
5
DEF
15*
INI
4
MOV
18
TGH
8
LIF
31
* Includes modifier for size & Natural Dodge advantage.
Advantages: Advantage: Natural dodge (Edge; the
character receives the +2 DEF* bonus for dodging
without using an action, which may be stacked with
a normal Dodge action), Famous: prized stud (Conv.)
Disadvantages: Phys. Disad.: Animal (Inconv.; no
fine manipulation, cannot speak, etc.), Psych. Disad.:
Longs for Gisela to return to her calling as a paladin
(Hardship), Psych. Disad.: Loyal to Gisela (Peril)
Skills: Athletics +2, Awareness (smell +4) +4, Per-
suasion +2, Stealth +2, Unarmed combat (hooves &
bite) +4
Special Abilities: Empathic link with Gisela; Share
magic: any spells Gisela casts on herself may also af-
fect Mistrider (GM’s option)
Attacks: Bite (1d6 B/L); Hooves (4d6 B/L)
Equipment: Tack and bridle, blanket, saddle-bags
54
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Go
Gollllld R
d R
d R
d R
d Rus
us
us
us
ush Ga
h Ga
h Ga
h Ga
h Gam
mm
mmes
es
es
es
es
Ma
Ma
Ma
Ma
Malllllcccccooooolllllm
mm
mm
DRUID
Attributes:
STR
4
REF
7
HLT
4
PRE
5
INT
5
WIL
7
DEF
18*
INI
6
MOV
15*
TGH
6
LIF
26
Advantages: Famous: local protector of nature
(Conv.), Followers: Animal companions (Edge), Mys-
tic Adv.: Extended magic (Gift.; the duration of spells
cast is extended by 50%), Mystic Adv.: Reist fey magic
(Conv.; +3 to resist fey/faerie magic), Mystic Adv.:
Trackless path (Edge; the character can pass through
natural terrain without leaving tracks), Nature Sense
(Gift; +6 to Survival rolls* involving nature)
Disadvantages: Psych. Disad.: Neutral good mo-
rality (Inconv.), Psych. Disad.: Protects nature (Hard-
ship), Psych. Disad.: Makes strict judgments (Inconv.)
Skills: Animal Handling +6, Awareness +2, Maces/
Clubs +3, Fish and Game +3, Healing (or Herbalism)
+5, Knowledge (nature) +5, Knives +5, Knowledge
(wilderness Lore) +7, Language (Celestial) +4, Lan-
guage (Druidic) +6, Navigation +4, Negotiation +4,
Persuasion +2, Polearms (magic staff +2*) +5, Slings
+5, Spellcasting +7, Stealth +4, Survival (nature +6*)
+7, Swimming +3, Unarmed Combat +5
Special Abilities: Animal shape: 3 times per day
the character can assume the form of a normal ani-
mal, of human or smaller size, for up to 1 hour), Pass
through plants: the chaaracter can move through natu-
ral terrain, including thorns and brush, without hin-
derance to MOV or suffering damage from cutsand
the like; Spells: as per the character description.
Equipment: magic quarterstaff (3d6 B/L; 3d6+2 w/
STR; +2 to skill rolls*), magic leather armor (AV: 8, Loc:
7-15), magic cloak of defense (+1 DEF*), magic boots of
speed (+2 MOV*), dagger (1d6 P/L; 2d6 w/STR),
shortspear (3d6 B/L; 3d6+2 w/STR), sling (2d6 B/
L), potion of healing (3 doses; heals 1d6 LIF per dose),
magic scroll: flame burst (usable once; inflicts 6d6 Sp/
L damage), magic scroll: change rock to mud (usable
once), cottage, 540 gp, three 100 gp pearls
Gr
Gr
Gr
Gr
Graaaaaccccce & Ab
e & Ab
e & Ab
e & Ab
e & Abel
el
el
el
el
GIANT WEASELS/ANIMAL COMPANIONS
Attributes:
STR
6
REF
8
HLT
4
PRE
4
INT
1
WIL
5
DEF
18
INI
7*
MOV
13
TGH
6
LIF
22
Advantages: Acute Sense: smell (Edge), Fast Re-
flexes (Conv.; +2 INI*), Light Sleeper (Edge.)
Disadvantages: Phys. Disadvantage: Animal
(Inconv.; no fine manipulation, cannot speak, etc.),
Psych. Disad.: Michievous (Hardship), Psych. Disad.:
Protective of Malcolm (Hardship)
Skills: Awareness (smell +6) +4, Bite +7, Persuasion
+2, Sleight of Hand (for picking pockets & pilfering)
+4, Stealth +6, tracking +6
Special Abilities: Drain blood: On a successful Grab
or bite against an opponent, the weasel automatically
inflicts 1d6-1 points of damage on each subsequent
turn from draining the victim’s blood.
Attacks: Bite (1d6+2 P/L)
TTTTTrrrrraaaaaccccckkkkker
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WOLF/ANIMAL COMPANION
Attributes:
STR
5
REF
6
HLT
6
PRE
2
INT
1
WIL
6
DEF
16
INI
6*
MOV
12
TGH
8*
LIF
30
Advantages: Acute Sense: smell (Gift), Fast Re-
flexes (Conv.; +2 INI*), Light Sleeper (Edge.)
Disadvantages: Phys. Disadvantage: Animal
(Inconv.; no fine manipulation, cannot speak, etc.),
Psych. Disad.: Protective of Malcolm (Hardship)
Skills: Awareness (smell +9) +4, Bite +5, Persua-
sion +2, Stealth +2, Survival +4, Tracking +8, Un-
armed Combat (tackle) +5
Attacks: Bite (1d6+2 P/L), Tackle (2d6+2 B/S)
Equipment: Fur (+2 TGH*)
55
55
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EAGLE/ANIMAL COMPANION
Attributes:
STR
3
REF
6
HLT
5
PRE
2
INT
1
WIL
6
DEF
18*
INI
6*
MOV
10*
TGH
5
LIF
27
* Includes +2 DEF for size.
Advantages: Acute Sense: sight (Gift), Fast Reflexes
(Conv.; +2 INI*), Light Sleeper (Edge.)
Disadvantages: Easy to Kill (Hardship), Phys. Dis-
advantage: Can’t Run or Sprint on ground* (Inconv.),
Phys. Disad.: Animal (Inconv.; no fine manipulation,
cannot speak, etc.), Psych. Disad.: Protective of
Malcolm (Hardship)
Skills: Awareness (sight +9) +4, Bite +3, Claws +5,
Persuasion +2, Stealth +2,
Special Abilities: Flight: Use MOV attribute,
above, and allow “Run” and “Sprint” speeds in air.
Attacks: Bite (1d6 P/L), Claws (1d6 P/L)
Gr
Gr
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ORC CHIEFTAN
Attributes:
STR
9
REF
6
HLT
7
PRE
5
INT
5
WIL
4
DEF
20*
INI
8*
MOV
14
TGH
7
LIF
29
AV
4*
Advantages: Fast Reflexes (+2 INI*), Night Vision
(Edge), Hard to Kill (Edge; 4 TGH acts as AV*), Lucky:
+4 AP, Phys. Adv.: Natural dodge—the character re-
ceives the +2 DEF* bonus for dodging without using
an action, which may be stacked with a normal Dodge
action (Edge)
Disadvantages: Bad Tempered (Hardship), Infa-
mous (Hardship), Phys. Disad.: Light sensitive (Hard-
ship), Psych. Disad.: Neutral evil morality (Hardship),
Secret: Grimbor’s father (Hardship.)
Skills: Animal Handling +4, Awareness (hearing
+2) +4, Axes (magic double ax +2) +8, Climbing +8*,
Crossbows (magic crossbow +2) +7, Fish and Game
+5, Language (Common) +3, Language (Orc; native)
+6, Language (Undercommon) +4, Maces/Clubs +8,
Navigation +5, Persuasion (Intimidate +4) +2, Riding
+5, Smith (weapons) +5, Stealth +3, Swimming +5,
Tracking +4, Survival +5, Unarmed Combat +7
Special Abilities: Enraged: 4 times per day, the
character can fly into a battle rage, increasing his STR
by +2 and taking a -2 penalty to DEF.
Equipment: magic orc double axe (4d6 P/L; 6d6 w/
STR; +2 to skill rolls*), magic chain shirt (AV: 14; Loc:
7-15), magic small crossbow (2d6; +1 to skill rolls*), +1
bolts* (20), dagger (1d6; 2d6 w/STR), magic ring (+4
to Climbing skill rolls*), magic ring (+2 to DEF*), po-
tion of healing wounds (2 doses; each dose heals 2d6
LIF), warhorse
BBBBBeneger C
eneger C
eneger C
eneger C
eneger Cooooorb
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CLERIC
Attributes:
STR
6
REF
5
HLT
4
PRE
6
INT
4
WIL
8
DEF
15
INI
5
MOV
10
TGH
7
LIF
28
Advantages: Membership: MR4/minor priest of
the Cult of Vextra (Moderate)
Disadvantages: Psych. Disad.: Lawful evil moral-
ity (Hardship), Secret: Member of Cult of Vextra
(Peril)
Skills: Awareness +2, Concentration +2, Crossbows
+5, Disguise +5, Healing (or Herbalism) +5, Maces/
Clubs (magic mace +2) +4, Negotiation +5, Oratory
(Command +4) +2, Persuasion (Fast talk +4) +4, Pro-
fessional (merchant) +5, Religion (Vextra) +5, Stealth
+4, Trading +5
Special Abilities: Rebuke undead: Up to 5 times per
day the character may cause undead creatures to
cower is fear and awe—multiply the character’s PRE
times Religion score (Beneger’s total is 30); any
undead creature with this many LIF points or less is
automatically awed and those with up to 2x this
amount cannot attack the rebuking character.
Equipment: morningstar (3d6; 4d6+2 w/STR; +2
to skill rolls*), magic chainmail (AV: 14; Loc: 7-17), magic
amulet of protection from detection and location (-6 to
attempts to magically locate the wearer), rod of can-
cellation, magic potion of strength (+4 STR, lasts for 10
minutes), magic potion of dexterity (+4 REF, lasts for 10
minutes), magic potion of healing (3 doses; each dose
heals 2d6 LIF), magic potion of telepathy (allows user
to read surface thoughts of one target, for up to one
minute), black iron star “charms” (40), 150 gp, 46 sp,
two 75 gp rubies
56
56
56
56
56
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The following text is the property of Wizards of the Coast, Inc.
and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All
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e L
e L
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e Liiiiicccccen
en
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Op
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tity, including as an indication as to compatibility, except as expressly
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document copyright 2000, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
The Village of Briarton copyright 2003 by Gold Rush Games; Au-
thors Patrivk Sweeney, Christina Stiles; Editing & Additional material
by Spike Y Jones.
DESIGNATION OF OPEN CONTENT
All text printed on pages 5 through 44, inclusive, is hereby desig-
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License (above).
DESIGNATION OF PRODUCT IDENTITY
The title “The Village of Briarton,”the text “From humble
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Available Now from better game & hobby stores!
Published by Citizen Games (www.citizengames.com)
| textdata/thevault/Action! System/Action System - Gold Rush Games - Sourcebook - Village of Briarton.pdf |
A quick reference and character creation companion for the 1pot rpg
1.
Roll stats, STR, DEX, CON, INT, WIS, CHA; 3d6 in order
Stat
Value
Modifier options
A
B
C
3
-4
-3
-
4
-3
-2
-
5
-3
-2
-
6
-2
-1
-
7
-2
-1
-
8
-1
-1
-
9
-1
0
-
10
0
0
-
11
0
0
-
12
+1
0
-
13
+1
+1
-
14
+2
+1
-
15
+2
+1
-
16
+3
+2
-
17
+3
+2
-
18
+4
+3
-
2.1.
Race (d8) and Class (d4). or..
1d8
Race
Bonuses...
1
Dwarf
+1 CON, +1 WIS
+2 bonus to checks relating to metal- and stonework,
and damage against orcs, goblins and giants
2
Elf
+1 DEX, +1 INT
+2 bonus to checks involving detection
3
Halfling +1 DEX, +1 WIS
+2 bonus to checks involving stealth
4
Goblin
+1 DEX, +1 CON
+2 bonus to checks involving stealth
5
Gnome
+1 DEX, +1 CHA
2 bonus to checks involving craft
6-8
Human
Rearrange any two ability scores as you desire after
selecting your class
2.2. ...Race as Class (d8/d12)
D4/D8 / Class
D12 (optional)
1 Cleric 3 Thief 5 Dwarf 7 Halfling 9 Gnome 11 Druid
2 Fighter 4 Wizard 6 Elf
8 Goblin 10 Bard
12 Animal
3.
Determine class die: hit points and weapon damage
Class die
Classes
1d8
Fighter, Dwarf, Companion Animal
1d6
Cleric, Thief, Elf, Halfling, Goblin, Gnome, Bard, Druid
1d4
Wizard
4.
Determine class powers: gain entry ‘12’, roll 1d8 for second entry
4.1.
Cleric
Armour: Any
d12
Ability Description
1 +1 to attack rolls
2 +1 to rolls vs. undead, unnatural, opposing faith
3 Gain deity-specific ability (see Religion section)
4 +1 spell slot/spellcraft
5 +1 INT checks for religious or undead lore
6 +2 to WIS/CHA saves, +1 to all others
7 +1 to healing skills; cure spells heal +1 damage
8 +1 spell slot/spellcraft
9 +1 penalty to spell DC saves or progress Turn ability
10 +1d6 hp (± CON modifier)
11 Choose +1 to attack, +1d6 hp, or +1 spell slot
12 Gain ability to Turn/Control Antithetical/Supernatural Beings
4.2. Fighter
Armour: Any
d12
Ability Description
1 +1 STR/CON-based skills (athletics, open doors etc)
2 +1 skill checks to forge, repair or maintain weapons/armour
3 +1 to attack rolls
4 +1 bonus to all rolls for trip, disarm and grapple attempts
5 +1 damage rolls
6 +1 to attack rolls
7 +1 to all rolls on lethal damage table;-1 damage from crit.hits
8 +2 to STR/CON saves, +1 to all others
9 +1d8 hp (± CON modifier)
10 +2d4 hp (± CON modifier)
11 Choose +1 to attack rolls, +1 damage, or +1d8 hp
12 +2 to attack rolls
4.3. Thief
Armour: Light
d12
Ability Description
1 +1d6 sneak attack damage
2 +1 to climb skills, -1 falling damage
3 Use ‘restricted’ magic items on difficult INT check
4 +2 DEX-based skill checks (stealth, agility, climbing)
5 +2 DEX/INT saves, +1 to all others
6 +1 lockpicking, pickpocketing and trap-related skills
7 +1 INT check to transmit/decipher text/code, forgery
8 +1 to called shot attacks, +1 damage on critical hit
9 +1 to attack rolls
10 +1d6 hp (± CON modifier)
11 Choose +1 to attack, +1d6 sneak attack, or +1d6 hp
12 +1 lockpicking, pickpocketing and trap-related skills
4.4. Wizard
Armour: None
d12
Description
1 +1 INT skill checks to recall scholarly information
2 +1 language spoken/understood
3 Can produce alchemical substances of +d4 potency
4 +2 WIS/CHA saves, +1 to all others
5 Gain a loyal 1d4 hp Familiars of your choice
6 +1 DC all spells for targets to resist
7 Gain Wizard School Specialisation
8 +1 spell slot/spellcraft
9 +1 spell slot/spellcraft
10 +1d4 hp (± CON modifier)
11 Choose +1 to attack, +1 bonus spell, or +1d4 hp
12 +2 spell slots/spellcraft
... and use the following tables for Wizard Familiars (1d8 or 3d8) or Wizard School
Specialisations (1d12)
4.4.1. Wizard Familiars (1d8 or 3d8 and pick from each column)
D8 Animal
Nature
Abilities
Progression
1 Bat or bird
Winged vermin
Fickle
Clairvoyance
The wizard gains the ability to see through
the eyes (or other sensory organ) of their
familiar once per day for 10 minutes
Increase your choice of
1) +1 uses per day
2) +1 additional sensory quality
2 Cat
Domestic animal Lazy
Possession
For ten minutes, the familiar can merge
with other creatures, control their actions
and access their memories on target failing
both a CON and WIS save.
Increase your choice of
1) duration by +10 minutes
2) difficulty of CON & WIS save by
+1
3 Rat
Large rodent
Greedy
Valet
The familiar can safely swallow one object,
able to be carried in one hand, and
regurgitate it unharmed.
+1 objects held at any time
4 Snake or Lizard
Viper or adder
Perky
Venom
The familiar produces a venom to which the
master is immune. The venom can be
extracted and used once per day, but decays
in 24 hours
Increase your choice of
1) potency of the venom(-1 CON
save)
2) +1 uses per day
3) Immunity to another named
venom
5 Insect/Arachnid
Beetle or spider
Vindictive
Survivalist
The familiar grants the ability to draw
sustenance from detritus and climb walls
(5ft speed)
Gain an additional
1) immunity to a specific named
disease
2) +5ft climb speed
D8 Animal
Nature
Abilities
Progression
6
Imp
Small winged
devil
Cowardly
Speech
The familiar can speak with others of its
kind and communicate in its master’s native
language
Improve your choice of
1) Speaking an additional language
2) Ability to impersonate +1/day
7 Orb
Floating object
Patronising
Levitation
The familiar grants the ability to hover
briefly; the master may fall/jump and always
land safely of a distance up to 10ft
+5ft to distance safely jumped
8
Growth
Unsightly lump
or strange sigil
on body
Lugubrious
Change form
The familiar can change its shape into a
simple inanimate object of equivalent size
for 10 minutes
Increase your choice of
1) the size of the object mimicked
2) the complexity, detail or moving
parts
3) 3) +10 minutes duration
4.4.2.
Wizard School Specialisation (1d12)
D12
School
Ability Description
Progression: increase choice of...
1
Abjuration
Defensive and
protective magic
Generate a protective ward that can either increase a
target’s AC by 1, or grant 5 points of resistance to
damage from fire, lightning, acid or cold (pick 1 when
casting)for 10 minutes
1) The bonus to AC by 1
2) The resistance to elements by 5
3) The number of targets benefitting by
1
4) The duration by +10 minutes
5) Number of uses per day by 1
D12
School
Ability Description
Progression: increase choice of...
2
Conjuration
Summoning
creatures
Summon 1 loyal creature of your choice from up to the
1d4 rank creatures
(Creature must be studied to be summoned)
1) Creature tier from d4 to d6, d6 to
d12
2) Total hit dice of creature (1d4 -> 2d4
etc)
3) Number of creatures summoned by 1
4) Number of uses per day by 1
3
Divination
Insight, revealing
information
You gain a +1 bonus to initiative checks
Once per day you can either
1) gain a +1 bonus to all knowledge and detection checks
for 10 minutes; or
2) determine the location of one object or person (WIS
save) with 50% accuracy
1) Initiative bonus by 1
2) Detection and knowledge checks by 1
3) Duration by +10 minutes
4) Accuracy of location by +5%
5) Number of uses per day
4
Enchantment
Control of others
Increase CHA stat by 1.
Once per day, on a successful opposed CHA check, turn 1
target into a loyal ally for 1 hour per point difference in
CHA. If you succeed by 10 or more, you control their
action
1) CHA stat by 1
2) Number of targets affected by 1
3) Number of uses per day by 1
5
Evocation
Energy and
destruction
Once per day on casting, you may alter any spell that
causes elemental (ice, fire, electricity or acid) damage to
either change the damage type or do 1 additional point of
damage per die
1) Additional damage per die by 1
2) Number of uses per day by 1
6
Illusion
Trickery,
fooling the
senses
Once per day, create a silent static image of your choice
of a size up to 10 ft cube in size
1) Size of illusion (+10 ft cube)
2) Qualities (add movement, sound, or
smell)
3) Number of uses per day by 1
D12
School
Ability Description
Progression: increase choice of...
7
Necromancy
Control over the
powers of death
Once per day, from a mostly intact corpse you may
create an undead creature of up 1d4 rank in power,
under your absolute control
1) Creature tier from d4 to d6, d6 to
d12
2) Total hit dice of creature (1d4 ->
2d4...)
3) Total number of creatures controlled
by 1
4) Number of uses per day by 1
8
Transmutation
Physical change,
transformation
Once per day, for 10 minutes, you can alter the physical
structure and appearance of your body. The maximum
increased bonus across STR, DEX, CON, CHA or natural
AC this can achieve is +1 (stats cannot be reduced to
allow others to increased), and +10ft for modes of
movement (flight, burrowing, swimming etc).
1) The maximum total bonus by 1 for
stats and 10ft for movement
2) The duration by +10 minutes
3) Number of uses per day by 1
9
Generalism
Broad
understanding of
all magic
Once per day, you are able swap a memorised spell for
another in your spellbook of an equal or lower level.
1) Number of uses per day by 1
10
Dracology
The study of
dragons
You gain +1 to the following powers:
CHA-based interaction with dragons
INT checks for draconic lore
WIS checks for tracking dragons
Spell damage vs. dragons per die rolled
Saving throws vs. draconic powers
1) All listed powers increase by +1
D12
School
Ability Description
Progression: increase choice of...
11
Occultism
Dark pacts with
beings beyond
You may sacrifice 1d4 points of your WIS stat to either
1) receive answer from an outer being to one question
with 30%+1d4×10% accuracy; or
2) cause a damaging spell to inflict 1d4 additional points
of damage per die; or
3) inflict a -1d4 penalty on a saving throw against the
affected spell.
All modified spells produce visuals that are disturbing to
natural creatures. WIS loss recovers at a rate of 1 every
32 days. If ever reduced to zero WIS, your soul is claimed
and body controlled by a dark entity
1) the accuracy of the answer by +10%
2) the number of questions asked by +1
3) +1 additional damage per die
4) additional -1 penalty to saving throws
5) WIS recovery rate by half (minimum
of 1 day)
12
Esoterica
Understanding of
unusual and
creatural sources
of magic
With a successful INT check, you are able to dissect
monsters and disassemble devices to distil and extract the
inner sources of power and magic within e.g. a medusa’s
eye. Objects removed can be used whilst worn to trigger
or absorb the related effect, with 40% potency or chance
of success, once before dissolving.
You also gain +1 INT checks relating to non-spellcasting
sources of magic and magical engineering, including the
extraction above.
1) INT check by +1
2) Potency/chance of effectiveness by
+10%
3) Extracts uses before dissolving by +1
4.5. Dwarf
Armour: Any
d12
Ability Description
1 +1 4.5.1 Dwarven Runecasters ability/spellcraft
2 +1 skill checks to forge, repair, appraise items or structures
3 +1 to attack rolls
4 +2 damage bonus vs. orc- and goblinkind, and giants
5 +1 STR/CON-based skills (athletics, open doors etc)
6 +1 to attack rolls
7 +1 to all rolls on lethal damage table;-1 damage from crit.hits
8 +2 to STR/CON saves, +1 to all others
9 +1d8 hp (± CON modifier)
10 +1d10 hp (± CON modifier)
11 Choose +1 to attack rolls, +1 damage rolls, or +1d8 hp
12 +1 to attack rolls and all saves
... and use the following table Dwarven Runecaster abilities (1d8)
4.5.1 Dwarven Runecasters (1d8)
D8 Ability Description
Progression
1
Anvil Strike
You empower the next attack, if it
connects, with a touched melee
weapon to do an additional +1d6
damage
Increase your choice of
1) Damage done by +1d6
2) Number of uses per day by 1
2
Blessing of the Forge
You and your allies close by gain a
+1 bonus to attack rolls and saving
throws for 10 minutes
Increase your choice of
1) Bonus by +1
2) Number of uses per day by 1
3
Companion of Earth
You conjure an earth elemental of
1d12 power for 10 minutes, as your
loyal servant to do your bidding
Increase your choice of
1) Power of elemental by +1d12
2) Number of uses per day by 1
4
Dwarven Resilience
You heal the wounds of yourself
or a target ally by 1d8 hp
Increase your choice of
1) Healing power by +1d8
2) Number of uses per day by 1
D8 Ability Description
Progression
5
Earthbond
You may enter and exit up to a 5
foot cube of natural unworked
earth or rock during one move
action
Increase your choice of
1) Distance through earth by
+5’
2) Number of uses per day by 1
6
Magic Stone
You conjure a magical stone that
can be hurled at a foe as a ranged
attack doing 1d8 damage. Against
undead, goblins, orcs and giants,
the stone does 1d12 damage
Increase your choice of
1) Damage done by +2
2) Number of uses per day by 1
7
Sense Wealth
You can detect the largest source
of wealth (gold, gems, ore etc)
within 60 ft and know its precise
value.
Increase your choice of
1) Range of power by +60 ft
2) Number of uses per day by 1
8
Wall of Stone
You may conjure a 1 ft thick wall
of rock up to 5 ft by 5ft in size,
once per day
Increase your choice of
1) Area of wall by +5 ft2
2) Number of uses per day by 1
4.6. Elf
Armour: None/Light
d12
Ability Description
1 +1 to all WIS skill checks involving detection
2 +1 INT checks to recall lore relating to magic or nature
3 -1 penalty on targets to resist illusion, enchantment spells
4 +1 to attack rolls
5 +2 to DEX/CHA saves, +1 to all others
6 +1 STR/DEX-based skills and checks (athletics, stealth)
7 +1 to armour bonus permitted yet to allow spellcasting
8 +1 to attack rolls
9 +1 spell slot/spellcraft
10 +1d6 hp (± CON modifier)
11 Choose +1 to attack, +1 bonus spell, or +1d6 hp
12 +1 spell slot/spellcraft from Elf list and +1 all saves
4.7
Halfling
Armour: Any
d12
Ability Description
1 +1 to all acrobatic and climbing skills
2 +1 to all DEX stealth and escape skills
3 +1 to all initiative checks
4 Resist +4 damage from area-of-effect spells/explosions
5 +1 damage with ranged attacks
6 +1 to all saves
7 +1 to all DEX stealth and escape skills
8 +1 to attack rolls
9 +1 to attack rolls
10 +1d6 hp (± CON modifier)
11 Choose +1 to attack rolls, +1 all saves, or +1d6 hp
12 +2 to all saves
4.8. Goblin
Armour: Light
d12
Ability Description
1 +1 to attack rolls
2 +1 to all DEX stealth and escape skills
3 +2 to DEX/CON saves, +1 to all others
4 +1 to wolf handling/riding skills; +1d4 wolf companion
5 +1 skills to make/use poison, +1 potency/DC
6 +1 bonus spell/spellcraft from Shaman list
7 +1 to all DEX stealth and escape skills
8 +1 to attack rolls
9 Mob attack (+2 damage if outnumbering foes in melee)
10 +1d6 hp (± CON modifier)
11 Choose from +1 to attack, +1d6hp, +1d6 sneak attack
12 +1d6 sneak attack damage
4.9. Gnome
Armour: Light
d12 Ability Description
1 +1 skill checks to forge, repair, appraise items
2 +1 to all DEX stealth skills
3 +2 to CON/WIS saves, +1 to all others
4 Burrow Mage: +1 dwarven rune ability/spellcraft
5 Alchemist (+1d4 power from alchemical creations)
6 Magician (+1 bonus spell/spellcraft – use Elf list)
7 Natural linguist – Speak with Animal +1/day
8 +1 to attack rolls
9 The Knack:
+1 in 6 chance of blindly activating any magical item
10 +1d6 hp (± CON modifier)
11 Choose from +1 to attack, +1d6hp, +1 all saves
12 +1 to attack rolls and all saves
4.10 Bard
Armour: Light
d12 Description
1 +1 to attack rolls
2 +1 to all DEX stealth and escape skills
3 +2 to WIS/CHA saves, +1 to all others
4 +1 backstory (identity or knowledge of a profession)
5 Practical knowledge (+1 INT check to recall historical
information relevant to any situation or object at hand)
6 Snap out of it!
(grant ally reroll on failed WIS/CHA save with +1 bonus)
7 +1 to all CHA subterfuge and persuasion skills
8 +1 to attack rolls
9 Practical knowledge
(+1 INT check to recall information relevant to any situation)
10 +1d6 hp (± CON modifier)
11 Choose +1 to attack, +1d6hp, +1 to a skill, or +1 all saves
12 Inspiring voice (+1 x day, rally allies in combat granting each
+1 to attack/damage/saves for +10 minutes)*
* Rerolling this allows the choice of increasing use per day, or increasing the benefit
granted; player’s choice.
4.11. Druid
Armour: Light
d12 Description
1 Nature Warrior (+1 attack in natural surroundings)
2 Natural linguist – Speak with Animal +1/day
3 Hedge Wizard (+1 spell/spellcraft; clerical, nature)
4 Pathfinder (+1 skill checks for wilderness travel, tracking,
sensing danger in natural environ)
5 Trapper (snares/traps +1 difficulty to find, do +1d6 damage)
6 Hedge Wizard (+1 spell/spellcraft; clerical, nature)
7 Nature affinity (+1 INT and CHA checks regarding or
interacting with nature, animals, plants and their care)
8 Warrior (+1 to all attack rolls)
9 Polymorph Self to known animal form and back +1/day
10 +1d6 hp (± CON modifier)
11 Choose one of +1d4 animal, +1 bonus spell, or +1d6hp
12 Animal Companion (+1d4 hp, loyal obedient animal)
D8 / Animal (examples)
1 Wolf
3 Fox
5 Bear
7 Snake
2 Boar
4 Badger
6 Tiger
8 Hawk
4.12. Companion Animal (d8 animal type)
Armour: Any
d12 Description
1 +1 to attack rolls
2 +2 damage inflicted when pouncing/diving on a foe
3 Able to carry +1 object, mysteriously secreted on body
4 Resist +4 damage from area-of-effect spells/explosions
5 Able to communicate with +1 other type of animal
6 +1 to all DEX stealth and escape skills
7 +1 to attack rolls
8 Able to vocalise +1 word of speech
9 +1d8 hp (± CON modifier)
10 +1d8 hp (± CON modifier)
11 Choose +1 to attack, +1d8hp, or +1 all saves
12 +1 to attack rolls and all saves
5.
Generate starting equipment
Each character starts with a dagger, backpack, flint-and-tinder, torch and bedroll.
Additionally, clerics have a wooden holy symbol; thieves, lockpicks and tools;
wizards, a spellbook. If an entry on the class table indicates a item would be
possessed in character creation; e.g. poisoner for Goblins and poison, field
armourer for Fighters and a smith hammer; then the character also starts with
that item. If you wish to use random background generation for the characters,
this can also be used to identify certain class-relevant items they begin with – see
the table below. They also have randomly determined equipment based on the
following table , and their CHA score in starting gold or silver depending on the
currency standard you are using.
To generate the equipment, roll 1d20 on the table below, note down the gear and
continue rolling until the same result comes up twice. If armour or a shield is
rolled as a result, this can be substituted for a form usable by the class of the PC
e.g. a thief can substitute Heavy armour for Light (see below). Once an armour or
shield result is rolled, all subsequent rolls use 1d10+10. Rolling any entry twice ends
the equipment generation. Note: characters can only ever carry up to their
strength score in bulky items, such as armour, rope or a ladder.
D20
Equipment
1 A melee weapon of choice
2 1d6 throwing weapons of choice
3 Helmet (L or H, +1/2 AC)
4 A ranged weapon of choice with 20 ammunition
5 Wooden Shield (L) - +1 AC
6 Leather armour (L; chest, arms, legs) - +3 AC
7 Leather cuirass (L; chest) - +1 AC
8 Chain shirt (H; chest, arms) - +4 AC
9 Splint mail(H; chest, arms, legs) - +6 AC
10 10’ pole or ladder
11 Vial of Holy Water
(d12 damage vs. undead, supernatural or creator’s opposing faith)
12 Mirror
13 Pouch of Marbles
14 Hemp role (50’)
15 Lantern and oil
16 Hammer and 6 iron spikes
17 1d4 flasks of oil
18 1d6+1 torches
19 Chalk and paint
20 1 week’s worth of rations and waterskin
5.1.
Roll d12 on the table overleaf to generate a character background
and associated gear – gain the equipment listed under ‘All’ and the
class entry
Goblin
Spiked helm
(H)
Small
cauldron
Grease / lard
Handcart
Tattoo kit
Pot of honey
Magic
mushrooms
Animal pelt
Jar of vinegar
Gris-gris
Pot of tar
Bucket
Halfling
Sling &
bullets(30)
Two jars
Whistle
Shovel
Jar of cream
Sack of oats
Silver trowel
Pipe &
tobacco
Selection of
seeds
Wicker basket
Caltrops
Saucepan
Elf
Bow &
arrows(20)
Parchment &
ink
Garlic
Sled
Flute
Waterskin &
soap
Silver dagger
Lyre
Star charts
Scroll case
Cloak
Fine clothes
Dwarf
Battleaxe or
breastplate
Steel Shield
(H)
Bottle of
mead
20gp
gemstone
Hair/beard
dye
Sack &
rations(7)
Silver hammer
Tarpaulin
Skullcap
(L, helmet)
Set of
dominoes
Crowbar
Manacles
Wizard
Spyglass
1 pint of acid
Bucket
Lodestone
Glass ball
Jar of pure
alcohol
Hourglass
Fishing rod &
net
Scales
Live toad
Sextant
Parchment &
ink
Thief
Bow &
arrows(20)
Forge tongs
10’pole
Lantern & oil
Dice / deck of
cards
Salt & pepper
Crampons
+3d6 gold
pieces
Map of
nearby city
Fortune-
telling bones
Sap
10’ladder
Fighter
Crossbow &
bolts(20)
Whetstone
Flail
Wooden
Shield (L)
1d4 throwing
daggers
Cudgel
Hand-wraps
Pellet bow &
stones(20)
Military
history tome
Staff-sling &
bullets(10)
Sword
Quarterstaff
Cleric
Breastplate
(H, Chest)
Bottle of wine
Pitchfork
Lodestone
Fine Cassock
Sack &
rations(7)
Silver holy
symbol
Wolfsbane
Bandages
Holy Water
Wooden
Shield (L)
Candles(4)
All
Spear
Hammer
& Chisel
Pig/Sheep
/Goat
Pick
Makeup
Cask of
Ale
Incense
Animal
Snares
Parchment
& Ink
Medicinal
herbs
Rope &
Grapple
Sack &
rations(7)
Background
Military
Army, Navy, Guard
Craftsman
Smith, Mason, Vintner
Farmer
Arable, Pastoral
Miner
Metal ore, gems
Artist
Performer
Innkeeper
Barkeep, ostler
Ascetic
Religious
Loner
Hermit
Scholar
Sage, Tutor
Hedge Wizard
Shaman, Seer
Bandit
Pirate, Thief
Slave
Servant
1
2
3
4
5
6
7
8
9
10
11
12
6.
Spell lists (Aligned, Nature, Elven, Shaman)
Roll d8 to select clerical, d4 for nature/druidic, or d8 for shamanic spells each level
Clerical Spells
LEVEL ONE
LEVEL TWO
d8
Spell
AL
N
S
d8
Spell
AL
N
S
1 Cure Light Wounds*
1
1
1 Bless*
1
2 Detect Evil
2 Find Traps
3 Detect Magic
3 Know Alignment*
4 Light*
2
2
4 Hold Person/Animal*
1
5 Protection from Evil*
5 Resist Fire
2
2
6 Purify Food and Water*
3
3
6 Silence 15’ Radius
7 Remove Fear*
4
7 Speak with Animals
3
3
8 Resist Cold
4
8 Warp Wood
4
4
LEVEL THREE
LEVEL FOUR
d8
Spell
AL
N
S
d8
Spell
AL
N
S
1 Animal Growth*
1
1
1 Create Food and Water
2 Animate Dead
2
2 Control Water
1
3 Continual Light*
2
3 Dispel Magic
2
1
4 Cure Condition*
4 Languages*
5 Cure Serious Wounds*
3
3
5 Neutralise Poison*
3
2
6 Locate Object
6 Protection from Evil 10’ radius*
3
7 Remove Curse*
4
7 Speak with Plants
4
8 Water Breathing
4
8 Sticks to Snakes
4
LEVEL FIVE
LEVEL SIX
d8
Spell
AL
N
S
d8
Spell
AL
N
S
1 Commune
1 Animate Objects
1
2 Cure Critical Wounds*
1
1
2 Banishment
2
3 Dispel Evil*
3 Barrier*
4 Flame/Lightning Strike
2
4 Create Animals
1
3
5 Insect Plague
3
2
5 Cureall*
2
6 Geas/Quest*
6 Find the Path
3
7 Raise Dead*
4
3
7 Transport via Plants
4
8 Truesight
4
8 Word of Recall
4
LEVEL SEVEN
LEVEL SEVEN cont...
d8
Spell
AL
N
S
d8
Spell
AL
N
S
1 Call the Divine*
1
1
5 Holy Word*
2 Control Weather
2
6 Raise Dead Fully*
4
3 Creeping Doom
3
2
7 Regeneration
4 Earthquake
4
3
8 Restoration*
Arcane Spells
Roll d12 to select wizard, d8 for elven, or d8 for shamanic spells each level
LEVEL ONE
LEVEL TWO
LEVEL THREE
d12 Spell
E
S
d12 Spell
E
S
d12 Spell
E
S
1 Charm Person
1
5
1 Continual Light*
1
1 Breathing
2 Detect Magic
2
2 Detect Evil
2
2 ClairSense
1
3 Floating Disc
3 Detect Invisibility
3
5
3 Dispel Magic
2
5
4 Hold Portal
4 ESP*
4
4 Fireball
6
5 Light*
3
6
5 Invisibility
5
6
5 Fly
3
6 Magic Missile
6 Knock
6 Haste*
4
7 Protection from Evil*
4
7
7 Levitate
6
7 Hold Person*
5
8 Read Languages
5
8 Locate Object
8 Infravision
9 Read Magic
6
9 Mirror Image
7
9 Invisibility 10’ Radius
6
7
10 Shield
10 Phantasmal Force
8
7
10 Lightning Bolt
11 Sleep
7
8
11 Web
8
11 Prot.n Evil 10’ Radius*
7
8
12 Ventriloquism
8
12 Wizard Lock
12 Prot.n Missiles
8
LEVEL Four
LEVEL Five
LEVEL Six
d12 Spell
E
S
d12 Spell
E
S
d12 Spell
E
S
1 Charm Monster
1
1 Animate Dead
5
1 Antimagic Shell
1
5
2 Confusion
2
5
2 Cloudkill
2 Control Water
2
3 Dimension Door
3
3 Conjure Elemental
3 Control Weather
3
6
4 Hallucinatory Terrain
4
6
4 Contact Outer Plane
1
4 Death
7
5 Mass Morph
5
5 Feeblemind
2
5 Disintegration
6 Plant Growth*
6
6 Hold Monster
3
6
6 Geas/Quest
4
7 Polymorph Other
7
7 Magic Jar
4
7 Invisible Stalker
8 Polymorph Self
8
8 Passwall
5
8 Move Earth
5
9 Remove Curse*
7
9 Rock to Mud*
6
7
9 Project Image
6
10 Wall of Fire
10 Telekinesis
7
10 Reincarnation
7
8
11 Wall of Ice
11 Teleport*
8
8
11 Stone to Flesh*
8
12 Wizard Eye
8
12 Wall of Stone
12 Wall of Iron
LEVEL Seven
LEVEL Eight
LEVEL Nine
d12 Spell
E
S
d12 Spell
E
S
d12 Spell
E
S
1 Delayed Blast Fireball
1 Clone
1 Contingency
1
2 Lore
1
2 Explosive Cloud
2 Gate*
2
3 Magic Door*
2
3 Force Field
1
3 Immunity
3
4 Mass Invisibility*
3
5
4 Irresistible Dance
2
1
4 Maze
4
5 Power Word: Stun
5 Mass Charm*
3
2
5 Meteor Swarm
6 Reverse Gravity
6 Mind Blank*
4
6 Power Word: Kill
5
7 Spell Turning
4
6
7 Polymorph Anything
5
3
7 Prismatic Wall
6
1
8 Statue
5
8 Symbol
8 Shapechange
2
9 Summon Object
6
9 Permanence
6
9 Summon Monster III
3
10 Summon Monster I
7
10 Power Word: Blind
7
10 Timestop
7
11 Sword
7
11 Summon Monster II
4
11 Trap the Soul
12 Teleport Any Object
8
8
12 Travel
8
12 Wish
8
4
7.
Got into a scrape? Roll 2d6 on Lethal damage table when
hit points are zero and further injured
uncontrolled falling more than 10 ft
critical fail on saving throw vs. damaging effect
2d6
General
Explosive
Claws &
Teeth
-1 for each subsequent roll on this table after the first without rest or healing
-4 to the roll if unconscious, unaware or bound. Apply DEX mod to falling roll
The number of d6 rolled for a sneak attack is likewise subtracted
≤2
Instantly Dead
Dead; charred crisp
or insides boiled
Dead; disembowelled,
chewed, decapitated
3
Fatal Wound;
paralyzed, die in
1d10 rounds
Lung damage;
Immobile; drown in
own blood in
1d10 rounds
Disembowelled;
immobile, die in
1d6 rounds
4
Sever/Crush;
lose limb or facial
feature
Charred limb;
amputate or CSW in
2d6 hours or die
Lost limb; cauterise,
bind or CSW in
2d6 rounds or die
5-6
Fracture;
broken bone
(heal in 4d6 weeks)
5: Blinded
6: Deafened
5: Fractured bone
and knocked prone
6: Fractured bone
7
Knocked out; wake in 2d6 rounds or if healed
8-9 Stunned for 1 round;
can take no action
8: Blind for d4
rounds
9: Deaf for d4
rounds
Stunned for 1 round
10
Knocked prone and
winded (-2 all rolls
until combat ends)
Knocked prone and
lose sense of smell
Knocked prone and
winded
11
Knocked prone
12+
Resolve: gain +1d6 hp, but pass out in that same number of
rounds for 2d6 rounds or until roused
A bonus to the roll can be applied equal to the armour rating of the area of the
body hit or a shield, if carried. Armour that thus obstructs a telling blow is
damaged and offers one less bonus to AC for the struck body part and future rolls
on this chart. Magical armour offers the bonus but is not otherwise damaged,
unless struck by unusually powerful weapons or creatures.
To determine hit location and interpret effect roll 1d6 and allocate to body part as
follows:
1.
2.
3.
Head
L. Arm
R. Arm
4.
5.
6.
Torso
L. Leg
R. Leg
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extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
1pot: One Pot of Rules and Options for Old School Style Role-playing Games Copyright 2017, Duncan Young
COVER ART BY SAM MAMELI
| textdata/thevault/1pot/1pot Bleeders Digest.pdf |
Play Notes:
� Gained a level
� Lost a level
� Ability Drained ____________
� Died
� Was raised/res’d
� Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region______________________
GP
Starting GP
Lifestyle
� None
� Standard (12 gp x TU)
� Rich (50 gp x TU)
� Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
- XP
XP lost or spent
XP
Subtotal
+ XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
- TU
Added TU Costs
TU REMAINING
Adventure Record#
593 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 6
max 900 xp; 800 gp
APL 8
max 1,125 xp; 1,250 gp
APL 10
max 1,350 xp; 2,100 gp
APL 12
max 1,575 xp; 3,000 gp
APL 14
max 1,800 xp; 6,000 gp
Cross out any game effects this character does not gain.
� Graverobber!: You have taken, for personal gain and without the permission of the Dasco
family, the personal possession(s) of Dartun Dasco from his tomb. You suffer a –10 to all Cha-
based skill or ability checks while interacting with any NPC Keoish noble or Herald while
bearing _____________________________________ (the item(s) taken), until cleared of these charges publicly
(consult the Keoland Triad). DMs have discretion in assigning other penalties, as appropriate,
in other scenarios. This effect can be negated by being pardoned by King Kimbertos Skotti of
Keoland (by using a favor with him).
� The Marks of the Passage of Time: You have bourn a century-old ghost in your system, and
your system could not handle the shock. However, you have also gained an insight into all of
Dartun Dasco’s memories. You have aged sufficient years to place your PC in the venerable age
category and you suffer the full effects of this aging: -6 to your Str, Con, and Dex scores and +3
to your Int, Wis, and Chr scores until this effect is reversed. Any skill points gained from the
ability increase must be applied to either Charisma-based or Knowledge skills. A greater
restoration, limited wish, miracle, or wish spell are the only spells that can reverse the effects of
this shock (removing the aging and the modifications to the PC’s stats).
� Rys’ Spellbook II: 5
th—[dominate person, feeblemind, mind fog, persistent image]; 6
th—[acid
fog, mass suggestion, mislead, programmed illusion]; 7
th—[forcecage, insanity, Mordenkainen’s
sword, prismatic spray]. Market Price: 720 gp; Weight: 3 lbs.
� Gran March Military Commendation: For revealing a high-level Scarlet Brotherhood
operative in the Gran March military, you have received a commendation for your service to the
Commandant.
� Favor of the Charlton Pendal Dasco: You may ask Charlton to represent you while obtaining
any legal, non-magical good or service in the entire Sheldomar Valley. If you do so, the favor is
used, but the price of the good or service is reduced by 10%. Any number of goods or services
can be the simultaneous target of the bargain; however, whether or not the deal is successful,
the favor is consumed. Use this favor only during a regional or meta-regional set in the
Sheldomar Valley.
� Favor of the Grand Duke and Duchess of Geoff: For protecting Grand Duchess Calisse and
ending the threat of Dartun Dasco to the kingdom, the Grand Duke and Duchess will
commission Court Mage Abinar to upgrade any one weapon, armor, or shield of masterwork
quality or better to a +1, +2, or +3 version of that item. This favor may only be redeemed during
an adventure set in Geoff (either a regional, an interactive, or a meta-regional). Please list the
item upgraded: ________________________________________________.
� Dartun’s Legacy: As a gift for their assistance and for their respect of Dartun’s tomb,
Charlton Pendal Dasco will hold any of Dartun’s items in trust for the PC. The PC can acquire
this item after any regional or meta-regional set in the Sheldomar Valley by making a donation
(equal to the standard DMG cost of the item) to the war efforts of Keoland in Geoff, the Azure
Sea, or in the Principality of Ulek. The items available are: breastplate of command, lion’s
shield, sword of subtlety, cloak of charisma +4, and circlet of persuasion.
� Rys’ Spellbook I: 1
st—[burning hands, charm person, endure elements, expeditious retreat,
hypnotism, mage armor, magic missile, shield, sleep]; 2
nd—[mirror image, resist elements,
Tasha’s hideous laughter, web]; 3
rd—[hold person, slow, stinking cloud, suggestion]; 4
th—
[confusion, Otiluke’s resilient sphere, phantasmal killer, rainbow pattern]. Market Price: 450
gp; Weight: 3 lbs.
� Fiztulus’ Spellbook: 1
st—[feather fall, grease, mage armor, magic missile, obscuring mist,
shield, spider climb, summon monster I]; 2
nd—[fog cloud, glitterdust, Melf’s acid arrow,
summon monster II, summon swarm, web]; 3
rd—[fireball, flame arrow, haste, sleet storm,
stinking cloud, summon monster III]. Market Price: 380 gp; Weight: 3 lbs.
� Favor of the Archmage Drawmij: This favor counts as an influence point with Drawmij.
The PC can ask Drawmij to cancel the favor and instead offer the PC the chance to purchase
any one rod, staff, or ring of value 24,000 gp or less from the DMG or Tome & Blood. If used
this way, the PC spends 2 TUs arranging for the purchase of the item with Drawmij (by
throwing a message in a bottle into the Azure Sea and then traveling some great distance to
pick the item up). Please list the item purchased here: ______________________________________________.
This Record Certifies that
__________________________________________
Played by______________________________________
Player
RPGA #
Has Completed
Good Things Come in Small Packages
A Meta-Regional Adventure
Set in the Sheldomar Valley
Event: _________________________________ Date: ________
DM: __________________________________________________
Signature
RPGA #
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 6
� Headband of Intellect +2 (Adventure, DMG)
)
� Wand of Magic Missile (Adventure, 5
th level caster, DMG)
� Pearl of Power (1
st level) (Adventure, DMG)
� Rys’ Spellbook I (Adventure, see above)
� Fiztulus’ Spellbook (Adventure, see above)
� Wand of Summon Monster I (Adventure, 1
st level caster, DMG)
� Breastplate of Command (Adventure, DMG
� Lion’s Shield (Adventure, DMG)
� Sword of Subtlety (Adventure, DMG)
� Cloak of Charisma +4 (Adventure, DMG)
� Circlet of Persuasion (Adventure, DMG)
APL 8 (all of APL 6 plus the following)
� Pearl of Power (2
nd level) (Adventure, DMG)
APL 10 (all of APL 6, 8 plus the following)
� Headband of Intellect +4 (Adventure, DMG)
� Pearl of Power (3
rd level) (Adventure, DMG)
� Rys’ Spellbook II (Adventure, see above)
� +1 Light Fortification Banded Mail (Adventure, DMG)
� Quaal’s Feather Token (Whip) (Adventure, DMG)
� Oil of Slipperiness (Adventure, DMG)
� Wand of Summon Monster II (Adventure, 3
rd level caster, DMG)
� Bracers of Health +2 (Adventure, DMG)
� Necklace of Fireballs Type I (Adventure, DMG)
APL 12 (all of APL 6, 8, 10 plus the following)
� Cloak of Charisma +2 (Adventure, DMG)
� Pearl of Power (4
th level) (Adventure, DMG)
� Wand of Summon Monster III (Adventure, 5
th level caster, DMG)
� Potion of Haste (Adventure, 5
th level caster, DMG)
APL 14 (all of APL 6, 8, 10, 12 plus the following)
� Headband of Intellect +6 (Adventure, DMG)
� Pearl of Power (5
th level) (Adventure, DMG)
� Necklace of Fireballs Type II (Adventure, DMG)
� Bracers of Health +4 (Adventure, DMG)
� Wand of Summon Monster IV (Adventure, 7
th level caster, DMG)
� Scroll of Evard’s Black Tentacles (Adventure, 7
th level caster, DMG)
� Cloak of Elvenkind (Adventure, DMG)
� Potion of Cure Serious Wounds (Adventure, 5
th level caster, DMG)
| textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/593/Normal Scenarios/SHE3-02 - Good Things Come in Small Packages (APL 6-14)/SHE3-02 - Good Things Come in Small Packages AR.pdf |
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please
visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction
and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast,
Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2005 Wizards of the Coast, Inc.
Visit the LIVING GREYHAWK website at www.rpga.com.
NMR8−01
Draconic Schemes
A One−Round Dungeons & Dragons® Living
Greyhawk™
Nyrond Meta−regional Adventure
by JP Chapleau
Based on an idea by JP Chapleau and Matt Thompson
Circle Reviewers: Colleen Simpson
Reviewers: Mark Somers
Playtesters: Sean Clark, John Foye, Brian Glose, Leonard Logan, Murry McEntire, Barry Oviatt
Special thanks: Derek Schubert (art, maps, support)
Four years ago, a woodsman of the Gamboge told the tale of how he escaped a green dragon to anyone who would listen.
Now, folks from a number of regions are interested in the fate of that dragon. Why are Urnstians so interested in the
beast and Nyrondese interested in giving it to them? Schemes are afoot. A one-round meta-regional adventure set in the
Northern Gamboge forest for characters level 2-15 (APLs 4-14). This adventure has a particular interest for members of
House Duncombe, the Pale Diplomatic corps and anyone with an interest in the Gamboge Forest.
Resources for this adventure [and the authors of those works] include Draconomicon [Andy Collins, Skip Williams, James
Wyatt], Fiend Folio [Eric Cagle, Jesse Decker, James Jacobs, Erik Mona, Matt Sernett, Chris Thomasson, James Wyatt],
Monster Manual II [Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, Steve Winter], NMR6-02 Mad Baron of Pikemaster
[JP Chapleau], PAL4-06 Strands of Gloom [Derek Schubert], PAL7-03 Wyrm Signs[Matt Thompson] and Races of the dragon
[Gwendolyn F.M. Kestrel Jennifer Clarkes Wilkes, Kolja Raven Liquette].
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of an
RPGA event from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign—a worldwide,
ongoing D&D® campaign set in the GREYHAWK
setting—you must sanction it as part of an RPGA event.
This event could be as elaborate as a big convention, or as
simple as a group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the session Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the session DM. You must be at least a
HERALD-LEVEL GM to run this adventure.
By
sanctioning and reporting this adventure, you accomplish
a couple of things. First, it is an official game, and you can
use the AR to advance your LIVING GREYHAWK character.
Second, players and DMs gain rewards for sanctioned
RPGA play if they are members of the DUNGEONS &
DRAGONS REWARDS program. Playing this adventure is
worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
PLAYERS READ NO FARTHER
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than this
section, you’ll know too much about its challenges, which
kills the fun. Also, if you’re playing this adventure as part
of an RPGA-sanctioned event, reading beyond this point
makes you ineligible to do so.
PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
the following D&D rule books: Player’s Handbook,
Dungeon Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Refer to Appendix 1 for full
information on
NPCs
and
monsters.
For
your
convenience, Appendix 1 is split by APL
Along with this adventure, you’ll find a RPGA
session tracking sheet. If you’re playing this adventure as
part of an RPGA-sanctioned event, complete and turn in
this sheet to your senior GM directly after play. You’ll also
find a LIVING GREYHAWK adventure record (AR). You
need one copy of this for each participating player.
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To calculate the
Average Party Level (APL), follow the process below:
1. Determine the character level for each of the PCs
participating in the adventure. Each PC may bring
one animal, plus any creatures gained from class
abilities to help in combat. (PCs can bring more
creatures but they cannot help in combat). If you
deem that the animal bestows a significant benefit in
combat add the animal’s CR to the level of the PC it
is accompanying for calculating APL. (Animals
gained from class abilities and one standard horse,
warhorse, or riding dog for a PC with Mounted
Combat do not affect APL).
2. Sum the results of step 1 and divide by the number
of characters playing in the adventure. Round to the
nearest whole number.
3. If you are running a table of six PCs, add one to that
average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLs are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. A player
character more than three levels higher than the APL at
which the adventure is played cannot participate. If a
player character is more than two levels away from the
APL at which the adventure is played, he suffers a 50%
penalty to the amount of gold and XP gained in the
adventure. This simulates the fact that either the PC was
not challenged as much as normal or relied on help by
higher-level characters to reach the objectives.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1st-level characters may find
the challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1.
Enlist a sixth player.
2.
Advise characters to buy riding dogs to help
protect them and fight for them.
These APL calculation rules reference version 7.0 of the
Living Greyhawk Campaign Sourcebook. If you are playing
NMR8-01 Draconic Schemes
Page 1
this adventure in 2008, check the current version of the
LGCS and follow any updated rules presented within.
ROUNDS AND UPKEEP
This is a standard one-round Regional adventure set in
The Archbarony of Eastmarch in the County of Urnst.
Adventurer’s Standard Upkeep costs 12 gp per round
for characters who have a home region in the Nyrond
Metaregion, and 24 gp for characters who do not have a
home region in the Nyrond Metaregion. Rich and
Luxury Upkeep cost 75 gp per round for characters who
have a home region in the Nyrond Metaregion, and 150
gp for characters who do not have a home region in the
Nyrond Metaregion. Characters that fail to pay at least
Standard Upkeep retain temporary ability damage until
the next adventure, must buy new spell component
pouches and healer’s kits, and may suffer other in-game
penalties (or possibly gain in-game benefits) as may be
detailed in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
PREPARATION FOR PLAY
Find out which PC has played the adventures listed
below. PCs who have played these adventures are
assumed to have met the associated NPCs.
BDK7-04 Proof of Loyalty: Lady Ilya Duncombe
NMR6-02 Mad Baron of Pikemaster: Bishop Freznook
PAL4-06 Strands of Gloom: Druidess Taraya and Lerth
the behir
PAL7-03 Wyrm Signs: Druidess Taraya
Enmities
County of Urnst: Any member of House Duncombe or
Countess Rachel.
ADP6-03 Red Hand of Doom (Part 5): These PCs have
the enmity of Tiamat and as such are preferred targets of
Ferenklor and any monster with the dragonblood
subtype.
Meta−Orgs
Find out if any PC belongs to one of the following meta-
orgs.
•
Any Druidic or Wilderness organization (any
country (NMR or beyond))
•
Church of Pholtus (any country)
•
House Duncombe (County of Urnst)
•
Knights of the Swan (County of Urnst)
•
Pale Diplomatic Corps (Pale)
•
Any PC with a nobility title
Time warning!
This adventure can easily run long. The fights are
complex and have a number of creatures. For this reason,
terrain for the combats was kept simple.
Some time warnings have been placed into the
adventure to tell you which combat should be kept short
and which should be played out.
NEW RULE ITEMS
Metaregional adventures often utilize new rules items –
including new classes, prestige classes, races, feats, spells,
and equipment (including magic items) – that do not
appear in any of the three core D&D books (Player’s
Handbook, Dungeon Master’s Guide, or Monster Manual). The
full write-up of any featured feats, spells, or equipment
appears in Appendix 2. Information on featured classes,
prestige classes, and races appears in the relevant
creature’s stat block. This adventure includes all the
information required to run these characters. The DM
should double-check that he fully understands any new
rule items presented in this adventure before play begins.
ADVENTURE BACKGROUND
This adventure ties a number of events together from the
Pale, Nyrond and the County of Urnst. Make sure you
understand what is going on and what the NPCs are
trying to do here.
LERTH THE BEHIR
In Pal4-06 Strands of Gloom, adventurers met with an old
behir called Lerth. Lerth’s mate was killed by the dragon
Sassy and her children, forcing him to flee northwards
into the Pale. The lair he found there was inhabited by
hobgoblins that again drove him out.
Lerth is a large old male behir, about 45 feet long and
weighing 5,000 pounds. His scales are a green-tinged blue
with brown bands, and his underbelly is light blue. The
end of his left horn was broken off in an old fight. He
sometimes falls into coughing fits, which send showers of
sparks from his mouth.
Lerth is old and wily, a genius among behirs, and
therefore vain. His typical tactics involved luring his prey
into a vulnerable position, then striking. He used to enjoy
a comfortable life with plentiful food and a pleasing mate,
but the invading green dragons ruined it all.
Since he was last seen, Lerth has remained in the
Gamboge both hunting and hiding from the minions of
Sassy. Lerth wishes to leave the Gamboge, but is afraid of
traveling across country. He understands that there are
people out there he can not kill (PAL4-06 Strands of Gloom
left him a bad taste in his mouth).
Lerth has been hunting and raiding farms along the
Pale border and as far south as the city of Greenplane.
NMR8-01 Draconic Schemes
Page 2
This has made him somewhat unpopular in both Nyrond
and the Pale. Since he usually hunts at night those who
have seen him in the moonlight have spread stories of
green dragons (they didn’t get a good look at him because
they were usually running the other way once they saw
his shape).
However, Lerth has only attacked livestock and
goblinoids (which he has found to his taste). There are no
reports of sentient fatalities from either Nyrond or the
Pale.
SASSY
Sasrananakmasha, “Sassy”, “the Green of the Gamboge” is
a green dragon known for her… frequent mating habits.
She mates with everything she can.
One of her children is the green dragon Ferenklor
who is pivotal to this adventure.
Sassy does NOT appear in this adventure, but anyone
who has seen Ferenklor assumes that it is Sassy.
FERENKLOR THE DRAGON
Ferenklor is one of Sassy’s green dragon children. He is
now out to try and forge himself an enclave in the
northern Gamboge where he hopes he can become
known as King of the northern Gamboge and rule
without having to bow to his mother. In fact, he hopes to
plunder his mother’s hoard one day… But first, he must
create his own little kingdom.
Ferenklor gathered a group of kobolds and forest
giants hoping to conquer the northern Gamboge. These
minions are starting to cause trouble in Bronzebrook by
attacking hunters and wilderness folks.
What Ferenklor did not count upon was the
presence of Lerth. Naturally behirs tend to give up
territory in favor of the true dragon, but Lerth has a chip
on his shoulder and a score to settle.
CLIMATE BETWEEN NYROND & COUNTY
Since the signing of the Non-Aggression Treaty between
the County of Urnst and the short-lived Nyrond
Imperium the County gained the lands that were formed
into the Barony of Starkwall.
With king Lynwerd’s return to power, legal
arguments were made on both sides as to who should
keep the tract of land. The argument has lasted to this day
as the County invested time and money in the barony in
the form of what became known as Elone’s Wall. The wall
fortified the new border with an actual wall and a series of
towers, keeps and gates.
Early in 597CY, the Countess sent her Lord
Chamberlain (prime minister) Lord Darius Alan Dane to
meet with the King in Rel Mord. While the talks weren’t
exactly successful, both sides made concessions to the
other, though the exact details are known only to Lord
Dane, the Countess, the King and Queen.
The net result of Lord Dane’s trip to Rel Mord was
that the Countess ordered the wall destroyed and its
stones used to build a summer palace in the center of the
County.
At present, the relations between the County and
Nyrond remain cold, but talks of war have calmed down
for the moment.
LORD DUNCOMBE’S PLAN
The Countess’s father, Lord Terard Duncombe the
Second is a man used to doing things his way. He
controls the most heavily militarized lands of the County
and he has the financial backing of House Torquann,
making him close second in power to the Countess
herself, his own daughter Rachel.
Rachel and Lord Duncombe don’t see eye-to-eye
most of the time. Whereas Rachel is an Heironean
paladin, Lord Duncombe is used to power and to pushing
his own plan forward. Lord Duncombe has a very mixed
reputation in the County, except in his domain of
Eastmarch where he is seen as a benevolent leader
tarnished by jealous slander.
At the time of this adventure, Lord Duncombe is
preparing for his daughter’s wedding. He needs a large
number of soldiers for his venture. Having Lerth as a
friend and an ally against the many humanoid tribes of
the Blue Mounds definitely helps solidify his hold on the
area, and in case of a Nyrondese invasion, Lerth should be
useful.
Of course, Lord Duncombe has not shared his plans
with his daughter, Countess Rachel. Everyone in this
adventure ASSUMES that he does this endeavor with his
daughter’s blessing, or at her request.
What Rachel thinks of this is outside the scope of
this adventure. You will need to come to the County of
Urnst to know what repercussion this has! Love
shameless plugs!
STRADSETT
(From www.TheocracyOfThePale.com)
Stradsett is the capital of the Prelacy of Gamboge. The
city is located in the southeast region of the Theocracy of
the Pale, along the northern edge of the Gamboge Forest.
Stradsett is built in a circular form spreading out from its
small logging-town roots (so to speak).
As of CY 594, Stradsett has a population of
approximately 13,000 people: 90% are human, 5% are half-
elf, 3% are elves, and 2% are other demi-humans. The
residents of Stradsett are known as especially tolerant.
They enjoy talking and bargaining with others, a trait
they may get from their Prelate, Andon Kavelle, who is
also the Circle of Nine’s chief negotiator as well as the
head of the Pale Diplomatic Corps.
The city is organized in varying degrees of grids and
more disorganized communities. The closer to the forest
one gets, the more disorganized the city is, while
northern portions are laid out in grids for easy movement
and organization. The Cathedral of Law is located almost
directly at the separation point of these two districts of
the city. This temple of Pholtus is the highest church in
NMR8-01 Draconic Schemes
Page 3
the prelacy and is constructed from a mixture of marble
from the Rakers and wood from the Gamboge.
The headquarters of the Pale Diplomatic Corps is
located in Stradsett and with so many diplomats
wandering around the city, the people can’t help but be
more inclined to talk out their problems than fight. The
large complex in which the Diplomatic Corps is housed is
located in the eastern section of the “Law Quarter,” as the
citizens have dubbed the more organized half of the city.
The area is filled with many sub-embassies of countries
that negotiate with the Theocracy (aside from their chief
embassies in Wintershiven), in order to be closer to
Andon Kavelle’s most dedicated diplomats.
The city also houses a small guildhall of the Arcanist
Guild. This small hall is capable of supporting many
brothers and sisters of the guild, but is a simple structure,
rather than the grand hall of most other cities. The
“Jumble Quarter,” as the more disorganized half of the
city has come to be known, is dominated by a large
lumber industry. The city does a fair amount of logging in
the Gamboge Forest, although many loggers have become
more cautious in recent years with the rumors coming up
from Nyrond about the Green of the Gamboge, a terrible
dragon.
The city has large numbers of farms located around it
due to its proximity to the huge open plain of central
Pale. The farms are mostly dedicated to hardy wheat
grasses and other vegetables during the Pale’s short
growing season, but a few are dedicated to fruit-bearing
trees.
Stradsett is home of the Prelatal Army’s Seventh
Dawn Command. They maintain a walled complex of
buildings inside the city. The Pale Patrol maintains its
own walled complex outside the city walls. The Church
Militant maintains a small contingent in Stradsett as well.
Their complex is located in the western section of the
“Law Quarter.”
ADVENTURE SUMMARY
Introduction: The PCs are called upon to escort one
envoy from the Pale, Nyrond or the County of Urnst to
Stradsett in the Pale. There are three different
introductions, based on where the adventure is played.
1: The PCs gather in Stradsett where they meet a
number of NPCs: an Abbot of the Pale, an envoy of Lord
Duncombe and a representative of the Count of
Gamboge. The PCs meet the envoys who did not hire
them. Role-play opportunities.
2: The PCs travel to Bronzebrook in the Gamboge
with the envoys. Here the PCs can learn about the true
reason for this meeting: Lerth the Behir. More role-play
opportunities.
3: They head off to find Lerth the Behir, find his lair
and the scavengers that have moved in.
4: Following the trail, the PCs are attacked by the
vanguard of Ferenklor’s army.
5: The PCs find Lerth and Ferenklor’s base.
6: Having rescued Lerth, the PCs have to convince
him to attend the meeting.
7: If the PCs decided to return to Bronzebrook
before stopping Ferenklor, the green dragon launches all
his forces against the village.
Conclusion: The PCs’ actions can lead to the three
countries moving closer or apart.
INTRODUCTION
The adventure begins in different places based on the
Living Greyhawk region where it is being played.
COUNTY OF URNST
The letter with a seal of a bull was quite clear, head
to Starkwall where you would meet with Lady Ilya
Duncombe at the Baronial manor. A reward in gold
nobles was hinted at.
With the destruction of most of Elone’s Wall,
Nyrondese and Urnstian mingle freely in the streets
of Starkwall, making the city more chaotic than
usual.
At the manor, the guard checked your letter
before showing you into a dining room where other
adventurers are seated and enjoying various drinks.
Servant girls bring you a cup of your favorite
beverage.
This would be a good time for the PCs to introduce
themselves to each other.
At exactly the appointed time, a human woman
dressed in a fashionable red and yellow dress and an
older gentleman wearing the white robes of a
Pholtan enter the room.
The woman in the dress speaks almost
immediately. “Good day to you all, House Duncombe
thanks you for coming at such short notice. My
name is Ilya Duncombe. Here is Bishop Freznook of
the Pale Diplomatic Corps through which our
meeting has been arranged.”
The Bishop has a shaved head; wears no armor
under his gold-trimmed white robes and wears a
large golden symbol of the Sun and Moon. He has an
endearing smile and a soft, friendly voice. The
bishop bows politely.
Lady Ilya continues “My uncle, Lord Terard
Duncombe the Second, Archbaron of Eastmarch, can
not be here at this time, as he is busy preparing for
Her Noble Brilliancy’s wedding at his castle in
Charn. It is at his request that you have been called
here.”
“I need an escort to the Theocracy of the Pale, to
the town of Stradsett to be precise, on the border of
the Gamboge Forest. There, I am to meet with some
of their druids. The mission is simple: escort me to
Stradsett and back. I will pay for travel expenses, and
make sure you get a little extra, but you must pay for
any further expense.”
NMR8-01 Draconic Schemes
Page 4
The woman in the dress is Lady Ilya Duncombe, a cousin
of the Countess, she has been sent here on an errand
from Lord Terard Duncombe the Second, Archbaron of
Eastmarch. She is very formal in her dealing and remains
polite, if a little arrogant. Lady Ilya is more relaxed
towards PCs who are nobles.
PCs who played BDK7-04 Proof of loyalty have already
met with Lady Ilya.
Some PCs may have met the bishop in PAL3-07
Champion of the Pale where he asked the PCs to escort the
candidates for champion of the Pale. PCs who played
NMR6-02 Mad Baron of Pikemaster, immediately recognize
Bishop Freznook as being one of the guests of the Mad
Baron.
It is likely the PCs have questions for Lady Ilya
and/or Pawan.
•
What does it pay? (Lady Ilya) You will be well
recompensed. House Duncombe is known for
keeping their mercenaries satisfied.
•
What are you going to do? (Lady Ilya) Meet with
the Druidess Taraya.
•
Aren’t druids outlawed in the Pale? (Bishop) Yes,
they are, though the meeting is to take place outside
the borders of the Pale itself, it will be held in
Nyrond.
•
Why does Lord Duncombe not go himself? (Lady
Ilya) He is busy with his daughter’s wedding.
•
Why not bring an escort of Duncombe soldiers?
(Lady Ilya) Our troops are busy keeping the County
safe.
•
Why not bring an escort of Pale soldiers?
(Bishop) I doubt the Nyrondese would approve.
•
Is passage through Nyrond safe? (Lady Ilya) That’s
why I am hiring you.
•
Do you expect trouble? (Lady Ilya) No, but I’d
rather be cautious.
•
Is the Bishop coming? (Bishop) No, I am heading
to Charn to meet with Lord Duncombe.
When the PCs agree to escort Lady Ilya, proceed to
Encounter 1.
DUCHY OF URNST
Use the County’s entry
NYROND
You received a summons to the house of Sir Phileas
Klendern in Borneven in the County of Gamboge.
Perhaps it was curiosity, perhaps it was the promise
of adventure or perhaps it was the veiled hint of gold
nobles or perhaps you just didn’t know what else to
do, but you made your way to the manor.
Presenting yourself to the guard, you are quickly
shown inside to a large room, obviously a study.
Bookshelves line the walls, filled with ledgers,
history treatises and poetry books.
“Sir Phileas will be here shortly. Do take a seat,”
says the guard.
Other adventurers are also present, some seated,
some standing.
This would be a good time for the PCs to introduce
themselves to each other.
Two men enter the room. On, you guess, is a
nobleman by his rich clothing and demeanor and
the other wears the white robes of a Pholtan priest.
The noble takes a seat in the plush leather-
covered chair behind the desk.
The Pholtan has a shaved head; wears no armor
under his gold-trimmed white robes and wears a
large golden symbol of the Sun and Moon. He has an
endearing smile and a soft, friendly voice.
“Now, that you are all here, let us not waste any
time. I am Sir Phileas, first cousin of the Count. He
has asked me to gather you all and Bishop Freznook
here.”
“The Bishop has informed my cousin of a
meeting between people of the County of Urnst and
the Theocracy of the Pale…”
The Bishop adds, for your understanding. “I am
Bishop Freznook of the Pale’s Diplomatic Corps. You
see, forces under Lord Duncombe, Countess Rachel’s
father, have contacted people in the Gamboge near
the town of Stradsett just inside the forest. An envoy
of Lord Duncombe will meet with an exile from the
Pale.”
Sir Phileas adds “Now, I’m sure you know of the
many dangerous creatures in the Gamboge… There
is one in particular that has been spreading chaos,
through no real fault of its own, but the Count wants
to be rid of it. If the County of Urnst is willing to
take it, then we are willing to send our problem
beyond the border…”
“Now I need an escort to from here to Stradsett.
You have guessed it, the escort is you!”
Some PCs may have met the bishop in PAL3-07 Champion
of the Pale where he asked the PCs to escort the candidates
for champion of the Pale. PCs who played NMR6-02 Mad
Baron of Pikemaster, immediately recognize Bishop
Freznook as being one of the guests of the Mad Baron.
•
Who is the exile? (Bishop) A druidess named
Taraya.
•
Why us? (Sir Phileas) Because I have heard of you
and your skills.
•
What does it pay? (Sir Phileas) You will be well
recompensed. I value my person more than gold.
•
What are you going to do? (Sir Phileas) Meet with
the Druidess and the Urnstian envoy.
•
Aren’t druids outlawed in the Pale? (Bishop) Yes,
they are, though the meeting is to take place outside
the borders of the Pale itself, it will be held in
Nyrond.
NMR8-01 Draconic Schemes
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•
Why not bring an escort of Gambogian soldiers?
(Sir Phileas) This mission is somewhat unofficial.
•
Why not bring an escort of Pale soldiers?
(Bishop) It would be bad form for me to travel
escorted by foreign soldiers.
•
Do you expect trouble? (Sir Phileas) No, but I’d
rather be cautious.
•
Is the Bishop coming? (Bishop) No, I am heading
to Charn to meet with Lord Duncombe.
When the PCs agree to escort Sir Phileas, proceed to
Encounter 1.
THE PALE
This is the default introduction. It does not give any
specific locations and you may tailor it to your party or
your location.
A well-dressed man in the traveler’s clothes of a
priest of Farlanghn approached you as you were
relaxing at your favorite inn. He asked for you by
name and handed you a letter.
“Common friends have referred you to me as a
capable and resourceful adventurer. Therefore I am
asking you to please come to Stradsett in the south
of the Theocracy of the Pale. Please ask for Abbot
Welliam at the office of the Pale Diplomatic Corps.
Signed Bishop Freznook.”
Some PCs may have met the bishop in PAL3-07 Champion
of the Pale where he asked the PCs to escort the candidates
for champion of the Pale. PCs who played NMR6-02 Mad
Baron of Pikemaster, immediately recognize Bishop
Freznook as being one of the guests of the Mad Baron.
The invitation was intriguing and for a number of
reasons, you decided to see what the Pholtans
wanted with you.
The initiate outside quickly brought you into an
office where the scholarly and gaunt Abbot Welliam
welcomed you. His hair is bushy and he has a long
soul patch.
“You will have to excuse me… the Bishop has
left for the County of Urnst and has left me only
basic information about what he wishes you to do.”
“You see, a heretic, a old druidess named Taraya
has contacted us with a request for help, something
that would help the people of the Pale. Pholtus the
Merciful teaches that one’s flock must be protected
and so we have agreed to help her.”
“The County of Urnst and the County of
Gamboge will both be sending envoys to discuss the
whole affair. I am there to ensure that the Pale is
represented and kept informed of everything and to
ensure a fair deal between both parties.”
“You are to serve as my escorts as I attend this
meeting.”
The PCs are likely to have some questions for the Abbot.
Like most members of the Diplomatic Corp, the Abbot
should not come across like a fanatic who wants to
convert everyone to the worship of Pholtus. However, he
does not tolerate people badmouthing the faith.
•
Why us? Because the Bishop heard of you and your
skills.
•
What does it pay? Payment will be arranged, not
much but I have the impression from what the
Bishop said that the Count of Gamboge and the
Countess of Urnst both have an interest in this and
they may be willing to add extra money.
•
What are we going to do? Escort the envoys and
myself to the village of Bronzebrook in the
Gamboge. Provide security and make sure the envoys
are happy.
•
Aren’t druids outlawed in the Pale? Yes, they are,
though the meeting is to take place outside the
borders of the Pale itself, it will be held in Nyrond.
•
Why not bring an escort of Pale soldiers? It
would be bad form to send large number of our
soldiers on a diplomatic mission. Many of the
Gamboge’s inhabitants resent the Church of the One
True Path.
•
Do you expect trouble? No, but then again the
Gamboge isn’t exactly a safe place. There are dragons,
elves, heretics, bandits and other monsters…
•
Is the Bishop coming? No, he is in Charn, in the
County of Urnst to meet with Lord Duncombe, the
Countess’ father.
•
Will you be coming? Yes.
When the PCs agree to serve as an escort, proceed to
Encounter 1.
RATIK
Use the Pale’s entry
1: THE ARRIVALS
In the courtyard of the Pale Diplomatic Corps, three
delegations meet. The afternoon is clear and the air
is crisp.
The Pale’s representative, Abbot Welliam of the
Pale Diplomatic Corps is dressed in the ceremonial
outfit of the church of the One True Path, decorated
with sun and moon patterns. The Abbot is scholarly
and gaunt with wild hair and a long soul patch.
“By the Blinding Light that shines upon us, I
welcome you all to our Holy Land. May our
negotiations be guided by goodwill and in a spirit of
friendship and mercy to all the good and lawful
people of our lands.”
The Nyrondese representative is a richly dressed
and very elegant man with a longsword at his side. “I
am Sir Phileas Klendern, cousin and envoy of the
Count of Gamboge. The Count wishes for this
situation to be resolved as soon as possible and he is
NMR8-01 Draconic Schemes
Page 6
happy that both the Countess of Urnst and the
Theocracy of the Pale have agreed to help in this
manner.”
The Urnstian envoy is a comely Oeridian woman
dressed in a long red dress with yellow highlights.
“Greeting gentlemen, my name is Ilya Duncombe, I
was sent here by Lord Terard Duncombe the Second,
Archbaron of Eastmarch, Lord Chancellor of the
County of Urnst and father to Countess Rachel the
First. I thank both of you and your superiors to have
agreed to talk about my uncle’s request for the beast.
As a gift to both of you, Lord Duncombe offers
sourberry wine from his personal reserve.” Members
of Lady Ilya’s entourage offer the highly-prized wine
to the other envoys.
The Abbot then speaks. “I have taken the liberty
to rent two of the finest establishment in Stradsett
for you. If you need anything else, send a courier to
me. I will be here. I propose that we leave early in the
morning.”
The two other envoys look at each other and
agree to the wisdom of the Abbot’s proposal. The
three groups separate, heading to their respective
destination.
Remind the PCs that this would be a good time to go
shopping before they set out into the forest.
The PCs may also try and gather information about
what is happening, proceed to “Word on the Street”. The
PCs may wish to speak to some of the other envoys. In
that case, go to “The Abbot”, “Lady Ilya” or “Sir Phileas”,
depending on the one they wish to meet.
When the PCs are done in town, proceed to
Encounter 2.
WORD ON THE STREET
The PCs can learn the following rumors and information
with a successful Gather Information check as listed
below. They gain all the information at the lower DC’s as
well. For every 10 gp they spend, they gain a +1
circumstance bonus (up to +4).
•
DC 1 Welcome to the Pale, I recommend you hide
your holy symbols of pagan religions. You can go to
jail for displaying them!
•
DC 5 Stradsett is the home of the Pale Diplomatic
Corps.
•
DC 8 Numerous sightings of dragons have been
reported in the area. (Some of this is Lerth, some is
Ferenklor and some yet others (refer to Pale
storyline)).
•
DC 10 Some cattle farms next to the Gamboge have
been raided by a huge creature. (This is Lerth
hunting.)
•
DC 12 New goblins and kobolds tribes have recently
moved into the area. They haven’t been doing a lot of
raiding so far, but it’s only a matter of time.
•
DC 13 The County of Urnst wants to capture and
breed half-dragon creatures. They will pay good
money for any such creature. They would pay even
more for a living green dragon! (That is NOT true)
•
DC 14 Half-green dragon creatures have moved into
the area. I think Sassy is trying to take over the
northern Gamboge (This is not quite true and not
quite false either… see Adventure Background)
•
DC 15 A few years back, people thought Sassy came
to the area, but it turned out it was a good creature
called a baah-here (the person does not know the
correct name of the creature). Adventurers reported
the creature was good and friendly.
•
DC 18 Raids like we had here have been happening
throughout the edge of the Northern Gamboge.
Apparently green dragons are moving northwards
and attacking settlements
•
DC 20 One of the County of Urnst’s most powerful
nobles wants a behir to be captured. Apparently
there is still one in the forest.
•
DC 23 A druidess named Taraya was the one who
contacted Pale officials to arrange the meeting about
the behir.
•
DC 25 The County of Gamboge is interested in
getting rid of the behir since they believe it is
responsible for the raids on livestock. (True)
TIME CONSTRAINT
If playing this in a time-constrained environment, only
one envoy is willing to talk to the PCs. The others are
busy preparing for the trip.
THE ABBOT
Meeting the Abbot is easy; one simply needs to ask for
him. The Abbot is polite but distant. He does not know
too much and knows his role is more to listen than to
actively take part in the talks. The Abbot can nevertheless
reveal the following information if the PCs ask for them.
•
The meeting involves an exiled druidess named
Taraya.
•
Taraya is an old woman of Flan descent who has had
a lot of contacts with adventurers in the past.
•
The Abbot believes Lerth the behir is behind many
of the cattle missing and want it gone.
•
The Abbot has never met Lady Ilya, Sir Phileas or
Taraya.
•
He knows Lady Ilya serves as a diplomat for the
Countess and House Duncombe on mission where a
low profile is required. He knows she is the one who
struck a deal between the County and forces in the
Bandit Kingdoms.
LADY ILYA
Lady Ilya agrees to meet any PC she hired in the
introduction and any PC who does not have any enmity
of the Countess of Urnst or a member of House
Duncombe.
•
She is a first cousin of Countess Rachel.
NMR8-01 Draconic Schemes
Page 7
•
Lord Duncombe was informed of the situation by
members of the County’s Warders of the Wild (an
organization devoted to maintaining the balance of
nature in the County).
•
She has never met the Abbot or the druidess Taraya.
•
She has met with Sir Phileas during the Imperium
when she was sent to Borneven as a diplomat. (Read:
she was spying on the court at Borneven but she’d
never admit it). She does not know him very well
and thinks he’s a decent fellow.
•
Lord Duncombe has personally asked her to lead this
mission and this meeting is at the County’s request.
•
She does not wish to say what the Lord Duncombe
wants to say or give to the behir or why he is
interested. (Lady Ilya is unsure of Lord Duncombe’s
motive. She thinks he wants the behir for an
upcoming military campaign).
SIR PHILEAS
Sir Phileas receives the PCs after making them wait for a
long time, unless one of them is a noble, in which case he
receives them immediately.
•
He is the first cousin of the Count of Gamboge.
•
Sir Phileas hates the behir with a vengeance because
it has raided some of his domains extensively. He
wants it GONE.
•
She has never met the Abbot.
•
He admits to have met Lady Ilya before, in a social
setting some years ago (he does not remember
when). She seems like a cultured and intelligent
woman.
•
He offered to take this mission when he heard of it.
2: NIGHT IN BRONZEBROOK
The trip from Stradsett to Bronzebrook in the Gamboge is
a simple one. The twenty miles takes most of the day
during which the envoys simply make small talk between
them and otherwise keep quiet.
The great and dense Gamboge is returning to its
summer glory, as elms, oaks and hornwoods emerge
from their winter slumber. The bronzewood trees
provided a shaggy, leafy green contrast that
persisted through the winter.
The trail winds over the rolling and thickly
forested terrain, dipping occasionally down to small
creeks and streams, crossed by weathered but sturdy
bridges.
The forest-road has been descending alongside a
small brook—Bronze Brook, of course—for roughly
a mile, when it reaches a grassy clearing about a
hundred fifty yards across. To one side stands a
small orchard of nut trees. At the center of the
clearing, a stout log wall surrounds a small
settlement, the hamlet of Bronzebrook. Most
humans in the Gamboge Forest live in settlements
like this for defense against bandits and humanoids;
only a brave or foolish few choose to live on their
own among the trees.
The two young guards on the watchtower raise
their bows in greeting but relax and wave you
through
after
you
identify
yourselves.
They
nevertheless keep a wary eye on the Abbot.
Within, about two-dozen cabins stand among
small vegetable plots and turkey pens. Most of the
buildings are sized for humans, with a few for
smaller residents.
From a sturdy cabin fronting on the commons
at the center of Bronzebrook, two figures come out.
One is a rugged woodsman and the other an old Flan
woman. The man speaks.
“Welcome to Bronzebrook. Let us speak in my
house. I am Vadric and here is Taraya.” Vadric and
Taraya both gesture towards the house they just
came out of.
The envoys all enter the house. It is up to the PCs to
decide what they wish to do at this time. They can enter
the house or stay outside.
PCs entering the house are privy to the content of
Player Handout 2. Run PCs staying out of the house play
through “Staying Outside”.
When the PCs decide to retire for the night, proceed
to Encounter 3.
TIME CONSTRAINT
If playing this in a time-constrained environment, only
one envoy is willing to talk to the PCs. The others are
busy preparing for the trip.
STAYING OUTSIDE
PCs staying outside witness a peaceful and orderly
wilderness hamlet. People are polite and salute the PCs as
they pass by. There is nothing out of the ordinary and
even the most paranoid PC should feel somewhat at ease
here (which is usually when evil strikes… but not this
time).
After a short time, Vadric invites the PCs to sleep in
the common room of the local tavern.
WORD ON THE STREET (BRONZEBROOK)
The PCs can learn the following rumors and information
with a successful Gather Information check as listed
below. They gain all the information at the lower DC’s as
well. For every 10 gp they spend, they gain a +1
circumstance bonus (up to +4).
The “Word on the street” from Stradsett is NOT
available in Bronzebrook.
•
DC 5 Bronzebrook is in Nyrond.
•
DC 8 Bronzebrook’s economy is centered on
hunting and some logging.
•
DC 9 Most folks here don’t like the Pholtans (for
various reasons).
NMR8-01 Draconic Schemes
Page 8
•
DC 10 Vadric, the sheriff, is well-liked: he is efficient
and dispenses justice fairly.
•
DC 11 Taraya the druidess is a kind woman who has
helped many people in hard times. She is definitely a
well of Flan culture and history.
•
DC 12 In the last few weeks there have been more
attacks by kobolds and giants in the area. Hunters
have been attacked and a few of them killed.
•
DC 13 Hunters dislike Lerth, a local behir, because
he hunts constantly and lowers the amount of game
available.
•
DC 14 The militia like Lerth because since he moved
in the area in 594CY, there has been less humanoids
attacking the settlement.
•
DC 15 Bronzebrook owes allegiance to no one. Its
people do not wish to serve the Pale or Nyrond and
live in peace away from both.
•
DC 20 Taraya has been sending a number of birds
and animals with messages to parts unknown. And
now these foreigners have come.
VADRIC
Vadric was a cavalryman in the Prelatal Army but left
almost thirty years ago, disillusioned with military life.
He is now a member of the Gamboge Foresters (a
Nyrond meta-org, concerned with the welfare of this
forest). He works to earn the respect of the villagers,
rather than demanding blind obedience. He distrusts the
Church of the One True Path, after his son disappeared,
and sympathizes with arcanists, since his dead wife and
son were sorcerers.
Vadric knows the following that he is willing to
share with the PCs, if asked.
•
Lerth is not an evil creature, but it likes hunting a lot.
With the presence of Lerth in the area, there have
been fewer goblins, but also less game.
•
Lerth never comes into Bronzebrook and he has not
attacked any of the villagers or their pets.
•
Lerth lives on a hill some four miles east of town.
Hunters avoid the area because there is very little
game to be found there. Piles of bones have been
reported when one gets close to his lair.
•
Lerth travels a lot to hunt, sometimes leaving for
weeks before returning to his home.
•
Bands of kobolds and forest giants have been
attacking hunters and loggers. Vadric believes that
Sassy’s forces are forcing more creatures to move
north in the Gamboge, much like what happened to
Lerth a few years ago.
�Vadric: Male human Ftr2/Rgr3; AL NG.
TARAYA
She is generally friendly and puts people at ease, having
had much practice in deflecting suspicion by the Palish
authorities. Former guardian of a Scar of Nerull (an
ancient gate to the Lower Planes), Taraya has been
banished from the Pale. Still, she tries to find some good
in the events of the last year.
If a PC still wears a Flan spell-knot, she is especially
warm to him or her. (She would also welcome stories of
how the PC used the spell.) Conversely, she might be
distant if she thinks the PCs told her secret to the
Church.
Taraya knows the following and can share, if asked.
•
Lerth is not an evil creature, but it likes hunting a lot.
•
With the presence of Lerth in the area, there have
been much less goblinoids, but also less game.
•
Lerth lives on a hill some four miles east of town.
Hunters avoid the area because there is very little
game to be found there. Piles of bones have been
reported when one gets close to his lair.
•
Lerth travels a lot to hunt, sometimes leaving for
weeks before returning to his home.
•
Bands of kobolds and forest giants have been
attacking hunters and loggers. The forest giants are
particularly worrisome since they are extremely
aggressive hunters.
•
(To a member of another druidic or nature
organization only): She has spotted a green dragon in
the area, but knows it is too small to be Sassy herself.
She believes that it is one of Sassy’s spawns serving as
general for an advanced force or a raiding party
looking for loot and treasure.
�Taraya (tah-RYE-ah): Female Flan Drd11; AL NG.
THE ENVOYS
The PCs may speak to the envoys if they wish. Refer to
their entry in Encounter 1.
TROUBLESHOOTING: LOOKING FOR
TROUBLE
If the PCs want to sneak around during the evening or
the night, they find nothing that peaks their interest.
There are no monsters or assassins in town.
3: OFF TO FIND LERTH
Night passes uneventfully. Nothing disturbs the PCs. Tell
the PCs that they see that the local militia seems to be
doing a decent job of keeping watch.
Having had a hearty breakfast with the envoys,
everyone dresses up nicely to meet with Lerth…
The sun is high in the sky when Vadric’s
optimism begins to fade. “He… He said he would be
here before midday… I don’t understand!”
The envoys begin talking amongst themselves.
Finally, they turn towards you, Taraya begins to
speak.
“We think something may have happened to
Lerth and want to send people to investigate… You
NMR8-01 Draconic Schemes
Page 9
are free to accept or refuse, but you all seem to be
quite competent. Would you go find Lerth? If you
wish to stay here, we’ll send a runner.”
The PCs may have questions.
•
Where does Lerth live? (Vadric) I’ll draw you a
map… but you can’t miss it if you follow the Bronze
Brook deeper into the forest. Look for piles of bones
and a steep hill.
•
Why don’t you come with us? (Taraya) If Lerth
shows up, he will be expecting to see me and Vadric,
so we’ll wait for him. If he shows up I’ll send an owl
to get you.
•
What will you pay us? (Anyone) We need Lerth
here… We’ll discuss payment later.
•
Do we have to? (Anyone) No, we’ll send someone
else, but you are adventurers.
•
When did you see him last? (Vadric) Two weeks
ago.
•
Can you give us a token to prove we come in
your name? (Taraya) Yes, you can take this knotted
string. Lerth will recognize it as mine.
If the PCs decide to go, proceed to “Getting to Lerth’s
Lair” below. If they refuse, proceed to Encounter 7.
GETTING TO LERTH’S LAIR
Getting to Lerth’s lair is easy: the PCs only have to follow
the Bronze brook. If one of the PC has been to the lair
before and wishes to teleport there, fine. Parties who
teleport appear just outside of the clearing and begin the
encounter like everyone else.
Piles of bones, mostly animal but a few humanoids
ones announce Lerth’s lair. From up ahead a clearing
seems to open up the thick canopy.
The PCs can make DC 15 Heal checks to identify that
none of the bones are human. Most of them are of sheep,
goats or bovine origin, but there are a large number of
small and medium-size humanoids (these are the goblins,
hobgoblins and bugbears that Lerth likes so much).
When the PCs decide to head towards the clearing,
proceed to “Scavengers”.
SCAVENGERS
A steep, rocky hill dominates the Bronze brook
below. There is no hut or cave or anything to
indicate that any creature lives here, except the large
piles of bones. Large ostrich-looking scavenger birds
are working on some of those rotting remains.
However, you doubt that these creatures are
only scavengers for as soon as they see you they look
up and begin moving in your direction, intent on
getting some fresh meat.
For the purpose of spells (such as entangle), there are no
plants on the hill, but there are in the woods nearby.
Refer to DM’s Map 1. The Terror birds start at the top
of the hill and the PCs on the trail.
TIME WARNING: The terror birds are secondary to
the story. Do not let this fight drag on too long. If you
spend more than 45 minutes in a time-limited schedule
(such as a convention), then have the birds flee. They
have no treasure and making them flee constitutes a
victory for the PCs (they receive full experience for this
encounter).
At APL10+ the chimeric creatures have a green
dragon head.
APL 4 (EL 6)
� Terror Bird (2): hp 52 each; Appendix 1
APL 6 (EL 8)
� Terror Bird (4): hp 52 each; Appendix 1
APL 8 (EL 10)
� Advanced Terror Bird (2): hp 199 each; Appendix
1
APL 10 (EL 12)
� Chimeric Terror Bird (2): hp 287 each; Appendix
1
APL 12 (EL 14)
� Chimeric Horror: hp 462 each; Appendix 1
APL 14 (EL 14)
� Chimeric Horror: hp 462 each; Appendix 1
Tactics: The birds attack whoever is closest or whoever
did the most damage to them. But they are animals so
they focus their attacks on melee fighters.
At APL10 and above, the birds are intelligent and
will move to target spellcasters in the back if possible.
Development: The PCs may search the lair. Proceed to
“search the lair”.
WHAT HAPPENED AT THE LAIR
About a week ago, Lerth was eating some goblins he had
caught when Ferenklor, his kobolds and his giants
showed up. As is his nature, Lerth attacked the dragon
but could not defeat him. The kobolds and the giants hurt
him severely.
So Lerth fled through the forest, with the giants and
dragon after him. Lerth was eventually overtaken and is
now a prisoner of the dragon and his minions.
The kobolds kept the pursuit but Lerth was too fast
for them and he quickly lost them.
SEARCHING THE LAIR
Lerth’s lair does not contain much; bones mostly… It is
very easy to follow the large trail left by Lerth when he
fled. Anyone looking around can not miss the trail
leading north.
NMR8-01 Draconic Schemes
Page 10
Searching: PCs can make Search checks and learn the
following:
•
DC 10 The lair had a number of small treasure
caches (for coins and the like). All these caches are
now empty.
•
DC 15 There are traces of combat here. Blood and
broken small-size crossbow bolts have been
abandoned on the ground.
•
DC 20 Under a large pile of bones is a single
greenish-turquoise scale. (It belonged to Lerth’s mate
– a DC 19 Knowledge (arcane( check identifies that
it came from a behir.)
•
DC 25 A single arrow shaft that would be fired from
a huge-size bow. (It came from the forest giants)
Tracking: Parties with someone who has the Track feat
can make a Tracking check and learn the following:
•
DC 5 A huge creature has walked through this area a
lot. (A DC 19 Knowledge (arcana) identifies a behir,
most likely Lerth).
•
DC 10 The terror bird(s) have been here only a short
time. (A DC18 Knowledge (nature) indicates that the
terror birds are natural hunters but when faced with
tougher predators, the quickly revert to being
scavengers.)
•
DC 15 There was a fight here and many small-sized
humanoids took part. Few fell down (those Lerth
killed he ate) and no bodies can be found. (A DC 10
Knowledge (local, any) reveals them to be kobolds)
•
DC 20 Twenty or more small-sized humanoids came
to the area and searched it thoroughly.
•
DC 25 When Lerth ran to the trail north, he was
moving as fast as he could and was followed by
kobolds.
WHERE TO?
It should be obvious for any PC who looks that Lerth and
something big ran off north into the forest. The PCs can
now either follow that trail or return to Bronzebrook.
If the PCs decide to investigate the trail, proceed to
Encounter 4. If they decide to return to Bronzebrook,
proceed to Encounter 7.
Splitting the party at this time is risky but possible.
Run the encounter mentioned above with only the PCs
who have gone that route (of course, any monster killed
in encounter 4 or 5 do not return. Any wounds they
received are carried into Encounter 7.
4: THE VANGUARD
Ferenklor’s base is about 20 miles north of Lerth’s Lair.
This means the PCs have to rest once before reaching the
base. Nothing happens during the night.
Early the next morning, as the PCs are following the
trail, a group of kobolds loyal to Ferenklor are walking
the other way, heading for Bronzebrook to join
Ferenklor’s attack on the hamlet.
This encounter takes place in a forested area. There
should be a 10-15 foot “path” where Lerth fled through
the forest in the center. There should be ample
camouflage and cover for both the PCs and the kobolds
(and giants), while at the same time allow enough room
for large and huge creatures to move around.
Neither side is surprised to see the other.
TIME WARNING: When there is only one kobold
left, it flees as soon as it takes a hit.
APL 4 (EL 6)
� Kobold sniper (3): Fighter 2/Warrior 4, hp 46
each, Appendix 1
APL 6 (EL 8)
� Kobold sniper (6): Fighter 2/Warrior 4, hp 46
each, Appendix 1
APL 8 (EL 10)
� Kobold snipers (6): Fighter 4/Warrior 4, hp 56
each, Appendix 1
APL 10 (EL 12)
� Kobold snipers (12): Fighter 4/Warrior 4, hp 56
each, Appendix 1
APL 12 (EL 14)
� Kobold snipers (12): Fighter 6/Warrior 4, hp 70
each, Appendix 1
APL 14 (EL 17)
� Advanced Dire Bear: hp 405, Appendix 1
� Forest Giants (3): hp 149 each, Appendix 1
� Kobold snipers (12): Fighter 6 Warrior 4, hp 70
each, Appendix 1
Tactics: the Kobolds attempt to stay out of melee and
concentrate their attacks on PCs with ranged capabilities
(magical or weapon-based).
Giants, if present, move in to attack in melee combat.
At APL14, the dire bear was given the ‘defend’ order
on one of the forest giants (it should be obvious which of
the giants the bear follows at the start of the fight). The
bear follows that giant and attacks whoever attacks it. It
does not move to get flanks (but the giant does).
Development: From here, the PCs once again have a
chance to go back to Bronzebrook and face the attack or
they can continue on Lerth’s trail.
On one of the kobolds, the PCs can find a crude map
with what they guess would be the location of
Bronzebrook circled.
PCs who continue on the trail end up at Encounter 5
at dusk while PCs who return to Bronzebrook reach it
before the attack. Proceed to Encounter 7.
NMR8-01 Draconic Schemes
Page 11
5: THE MAIN FORCE
Just as dusk falls, the PCs reach Ferenklor and the
encampment of his “army”.
PCs come in from the south (bottom of the map).
Lerth is shackled and unconscious at the top of the hill
surrounded by kobolds. Ferenklor is initially hiding in
the woods north of the clearing, counting the loot he got
from Lerth’s lair. The giants are on the north side of the
hill, making arrows.
The creatures are not expecting any trouble, but are
on watch nevertheless. They spot the PCs as they enter
the clearing.
LIGHT
For the purpose of light, the area is lit enough to see well
but not dazzling for the kobolds. If the fight lasts more
than 5 minutes, it becomes dark, and PCs who can’t see in
the dark need a light source.
The kobolds, giants and Ferenklor have darkvision
and thus do not require light.
All APLs (Non-Combatant)
� Lerth: advanced behir; current hp 3 (with 170
points of non-lethal); Appendix 1.
APL 4 (EL 6)
� Ferenklor: Young Green Dragon, hp 110;
Appendix 1
� Kobold sniper: Fighter 2/Warrior 4, hp 46,
Appendix 1
APL 6 (EL 8)
Ferenklor: Young Green Dragon, hp 110; Appendix 1
Kobold sniper (4): Fighter 2/Warrior 4, hp 46 each,
Appendix 1
APL 8 (EL 10)
� Ferenklor: Juvenile Green Dragon, hp 152;
Appendix 1
� Kobold snipers (3): Fighter 4/Warrior 4, hp 56
each, Appendix 1
APL 10 (EL 12)
� Ferenklor: Young Adult Green Dragon, hp 199;
Appendix 1
� Kobold snipers (4): Fighter 4/Warrior 4, hp 56
each, Appendix 1
APL 12 (EL 14)
� Ferenklor: Adult Green Dragon, hp 253; Appendix
1
� Forest Giant: hp 149, Appendix 1
APL 14 (EL 17)
� Ferenklor: Adult Green Dragon hp 253; Appendix
1
� Kobold snipers (4): Fighter 6/Warrior 4, hp 70
each, Appendix 1
� Kobold sorcerers (2): Dragonheart Mage
8/Sorcerer 5, hp 90 each, Appendix 1
� Forest Giants (2): hp 149 each, Appendix 1
Tactics: The kobold snipers begin firing at targets at the
back of the party while Ferenklor and the giants move to
engage PCs at the front.
Ferenklor lands and uses his many attacks and uses
his (quickened) breath weapon as often as he can, trying
not to hit one of the giants in the cone. (He doesn’t care
about the kobolds.)
The kobolds sorcerers use their spells as best they
can to support and help their allies. Under no
circumstance does a kobold sorcerer hit Ferenklor with
an area of effect spell. They do their best to avoid hitting
the giants.
Lerth does NOT take part in the fight, instead
preferring to fake his staying unconscious.
Development: If Lerth survives the fight, proceed to
Encounter 6. If Lerth did not survive the encounter,
proceed to the conclusion.
6: LERTH
Once freed of his restraints, Lerth stretches its
claws. He takes a defensive position. “Why are you
here and what do you want for saving my life?”
His ragged breath sends sparks of electricity
flying from his mouth
Lerth is unfriendly to his saviors because he is unsure of
their intentions towards him. However, in his current
state, Lerth is not ready for a fight and attempts to flee if
the PCs do not improve his demeanor.
To convince Lerth of their positive intentions, the
PCs need to succeed at a DC 25 Diplomacy check to make
him at least friendly. The following modifiers (all are
cumulative) and the PCs are not rushed.
•
+1 if the PCs allow Lerth to eat the dead kobolds.
•
+1 if the PCs offer him food.
•
+2 if the PCs offer to heal Lerth.
•
+2 if any PC has a part of a dead dragon on them
(dragon scales, dragon armor, etc).
•
+3 healing Lerth.
•
+10 if the PCs prove they were sent here by Taraya or
Vadric.
•
+10 for each PC who met Lerth in PAL4-06 Strands of
gloom.
•
+25 if the PCs return to him the scale of his mate.
•
-2 for each Kobold in the party.
•
-2 for each PC carrying a holy symbol of a draconic
deity.
•
-3 for each PC with the Dragonblood subtype.
NMR8-01 Draconic Schemes
Page 12
•
-10 for any PC with a living dragon (such as dragon
or pseudodragon familiar or a true dragon mount)
•
-10 for threatening Lerth.
•
-10 for insulting or ridiculing Lerth (eg. doubting his
fighting prowess).
SUCCESS!
Lerth’s jaw widens into a huge smile that reveals his
many sharp fangs.
“I thank you for rescuing me… I know you few-
legs like shiny things, I have none… I guess you can
take those. I can offer you this…”
Lerth pulls a few green-blue scales. As he does
so, he gets a bout of cough that sends electrical
sparks flying in all directions.
“With this dragon dead, I’m sure more will come
from the south. This place is not for me.”
“I have some people to meet in a nearby village.
I’ll see you there!”
Lerth begins to slither on his belly like a snake,
easily moving through the forest heading towards
Bronzebrook.
The PCs can then loot the bodies or head back now. On
Ferenklor, they find Player Handout 3, which is written
in Draconic. Proceed to the Conclusion.
FAILURE!
Lerth’s jaw widens revealing his many sharp, dagger-
like fangs.
“I thank you for rescuing me… I know you few-
legs like shiny things, I have none…”
Lerth gets a bout of cough that sends electrical
sparks flying in all directions.
“Now let this old behir die in peace. I harbor no
ill-will towards you or the few-legs like you just leave
me alone.”
Lerth begins to slither on his belly like a snake,
easily moving through the forest heading towards
back towards his old lair. It is pretty obvious to you
that he will not be going to Bronzebrook.
At this point, Lerth can no longer be convinced to go.
However, the PCs might still have a chance to get him to
Bronzebrook by using charm spells or a suggestion-style
spell. Lerth does not attack anyone casting such spells on
him, but tries to leave as fast as he can. Allow the PCs two
tries before Lerth is gone.
At that point, proceed to the conclusion.
7: VILLAGE ATTACK!!!
This encounter only takes place if the PCs refused to go
get Lerth or if they returned to town before saving him.
Of course, by then Lerth is dead and the PCs have failed
their mission. The attack takes place one hour before
dawn (around 5am) the morning the PCs return to town.
Any monsters defeated in Encounter 4 or 5 do NOT
appear hear (meaning they do not return, and you just
need to subtract their number from the forces indicated
in this encounter).
For example, if the PCs have kill 4 kobolds in
encounter 4, then there would be 4 fewer kobolds in this
encounter.
This encounter is composed of two different
encounters: Encounter 4 and 5 combined, making a net
APL +4 (APL+5 at APL14). This should be both
memorable and deadly.
Allow the PCs a chance to flee if they so desire, of
course they only get half-experience for this encounter if
they do so.
For the purpose of the battle, there are many more
kobolds and giants than what is here, but those fight
against Taraya and the town militia.
APL 4 (EL 8)
� Ferenklor: Young Green Dragon, hp 110;
Appendix 1
� Kobold sniper (4): Fighter 2 Warrior 4, hp 46
each, Appendix 1
APL 6 (EL 10)
� Ferenklor: Young Green Dragon, hp 110;
Appendix 1
� Kobold sniper (10): Fighter 2 Warrior 4, hp 46
each, Appendix 1
APL 8 (EL 12)
� Ferenklor: Juvenile Green Dragon, hp 152;
Appendix 1
� Kobold snipers (9): Fighter 4 Warrior 4, hp 56
each, Appendix 1
APL 10 (EL 14)
� Ferenklor: Young Adult Green Dragon, hp 199;
Appendix 1
� Kobold snipers (16): Fighter 4 Warrior 4, hp 56
each, Appendix 1
APL 12 (EL 16)
� Ferenklor: Adult Green Dragon, hp 253; Appendix
1
� Forest Giant: hp 149, Appendix 1
� Kobold snipers (12): Fighter 6 Warrior 4, hp 70
each, Appendix 1
APL 14 (EL 19)
� Advanced Dire Bear: hp 405, Appendix 1
� Ferenklor: Adult Green Dragon hp 253; Appendix
1
� Kobold snipers (16): Fighter 6 Warrior 4, hp 70
each, Appendix 1
� Kobold sorcerers (2): Dragonheart Mage 8
Sorcerer 5, hp 90 each, Appendix 1
� Forest Giants (5): hp 149 each, Appendix 1
NMR8-01 Draconic Schemes
Page 13
Tactics: The kobold snipers begin firing at targets at the
back of the party while Ferenklor and the giants move to
engage PCs at the front.
Ferenklor lands and uses his many attacks and uses
his (quickened) breath weapon as often as he can, trying
not to hit one of the giants in the cone. (He doesn’t care
about the kobolds or the bear.)
The kobolds sorcerers use their spells as best they
can to support and help their allies. Under no
circumstance does a kobold sorcerer hit Ferenklor with
an area of effect spell. They do their best to avoid hitting
the giants.
At APL14, the dire bear was given the ‘defend’ order
on one of the forest (it should be obvious which of the
giant the bear follows at the start of the fight). The bear
follows that giant and attacks whoever attacks it. It does
not move to get flanks (but the giant does).
CONCLUSION
Run the PCs through the conclusion that is most fitting.
LERTH DIDN’T COME TO BRONZEBROOK
This conclusion happens if Lerth died or if the PCs were
unable to convince him to come to Bronzebrook.
The meeting between representatives of the County
of Urnst, Nyrond and the Pale quickly dissolves into
chaos and accusations as each sides points to the
other as the reason for the failure to come to an
agreement.
The Abbot Welliam and Sir Phileas argue over
jurisdiction in the area and what is to be done about
Lerth and Sassy. The Abbot blames Nyrond for their
inactivity in keeping Sassy and her forces in check
while Sir Phileas accuses the Pale of trying to incite
chaos within the Gamboge. Lady Ilya accuses the
Pale of attempting to sabotage relations between
Nyrond and the County and she accuses Nyrond of
attempting to break diplomatic ties with the Pale.
Taraya and Vadric vainly attempt to restore
order but insults fly around the table, fingers are
pointed and the tone quickly turns to screaming.
Lady Ilya storms out first, raising her hands to
the sky vainly imploring the gods for help as she
mounts her horse and rides out of town. Sir Phileas
and the Abbot get into a shoving match quickly
broken up by Vadric and his militia.
It is obvious that your failure to bring Lerth to
Bronzebrook resulted in a diplomatic crisis between
the County, Nyrond and the Pale. There was a small
chance of forming bonds of friendship between the
nations, but that will not happen.
Proceed to AR Rewards.
LERTH TO MOVE TO THE COUNTY OF
URNST
Lerth attends the meeting in Bronzebrook.
Sitting around a fire just outside of Bronzebrook,
the great beast sits pondering the offer Lady Ilya just
made to him on behalf of Lord Duncombe. A hilly
domain as large as any behir ever had. All that was
asked in return was that Lerth not attack the local
ranches and that he worked with Urnstian forces to
uproot the many goblinoids that could be found in
the Blue Mounds.
Sir Phileas promised a military escort and food
as Lerth would travel through the countryside on its
way to Urnst.
Abbot Welliam said but a few encouraging
words to the beast and promised the support of the
Church of Pholtus and its flock all along the way.
Taraya and Vadric both told Lerth that they
believed the offer was genuine and that leaving the
area was definitely to Lerth’s advantage.
The beast’s asthmatic breathing sent out sparks
of electricity whenever it was overcome by a bout of
coughing.
After about an hour of speeches and discussing,
the beast walked away on its twelve-legs. The three
diplomats, the druidess and Vadric all returned to
Bronzebrook, smiling.
Approaching your party, Lady Ilya says. “Lerth
has agreed to move to the County of Urnst. Lord
Duncombe’s offer definitely pleases him as his
future hunting ground is filled with goblins,
something he really likes. Lord Duncombe will be
most pleased.”
Sir Phileas simply adds, looking over his
shoulder to make sure Lerth is out of hearshot. “Just
glad It’s going to be leaving my lands alone and hunt
somewhere else.”
Abbot Welliam makes a polite bow. “You have
the thanks of our three nations… Your heroics today
may have laid the foundation for future cooperation
between us. Only Pholtus knows what lies ahead, but
today all of us feel the way ahead is lit and bright.
Thank you all.”
Proceed to AR Rewards
AR REWARDS
•
PCs who save Lerth (whether he attends the meeting
or not) receive the “Scale of Lerth” and the “Thanks
of Lerth” AR Rewards.
•
PCs who save Lerth and convince him to come to the
meeting also receive the “Thanks of Eastmarch”,
“Thanks of Gamboge” and “Thanks of the Pale
Diplomatic Corps” AR Rewards.
•
PCs who killed Ferenklor, also receive “Ferenklor’s
remains” and the “Dragoncrart” AR Rewards.
NMR8-01 Draconic Schemes
Page 14
CAMPAIGN CONSEQUENCES
Please send the answers to the following questions to
[email protected]
1. Did Lerth live?
2. Did he attend the conference?
3. Did the PCs wait in Bronzebrook or did they face
Ferenklor’s forces separately?
NMR8-01 Draconic Schemes
Page 15
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
3: Off to find Lerth
Defeat the Terror Birds
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
APL 12
420 XP
APL 14
420 XP
4: The Vanguard
Defeat the vanguard
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
APL 12
420 XP
APL 14
510 XP
5: The Main Force
Defeat Ferenklor and his army
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
APL 12
420 XP
APL 14
510 XP
Story Award
Rescue Lerth
APL 4
85 XP
APL 6
130 XP
APL 8
175 XP
APL 10
220 XP
APL 12
265 XP
APL 14
310 XP
Convince Lerth to attend the meeting
APL 4
50 XP
APL 6
50 XP
APL 8
50 XP
APL 10
50 XP
APL 12
50 XP
APL 14
50 XP
Total Possible Experience
APL 4
675 XP
APL 6
900 XP
APL 8
1,125 XP
APL 10
1,350 XP
APL 12
1,575 XP
APL 14
1,800 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this treasure,
the coin total is subtracted from the encounter totals
given below.
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
because characters may want to use them during the
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
4: The Vanguard
APL4: Loot: 76gp; Magic: 884gp; +1 chain shirt x3
(100gp each); +1 light crossbow x3 (195gp each); Total:
960gp.
APL6: Loot: 151gp; Magic: 1768gp; +1 chain shirt x6
(100gp each); +1 light crossbow x6 (195gp each); Total:
1,919gp.
APL8: Loot: 151gp; Magic: 4,768gp; +1 chain shirt x6
(100gp each); +1 corrosive light crossbow x6 (695gp each);
Total: 4,919gp.
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NMR8-01 Draconic Schemes
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APL10: Loot: 302gp; Magic: 9,535gp; +1 chain shirt
x12 (100gp each); +1 corrosive light crossbow x12 (695gp
each); Total: 9,837gp.
APL12: Loot: 302gp; Magic: 12,535gp; +1 corrosive
light crossbow x12 (695gp each); +2 chain shirt x12 (350gp
each); Total: 12,837gp.
APL14: Loot: 653gp; Magic: 12,535gp; +1 corrosive
light crossbow x12 (695gp each); +2 chain shirt x12 (350gp
each); Total: 13,188gp.
5: The Main Force
APL4: Loot: 46gp; Magic: 295gp; +1 chain shirt
(100gp); +1 light crossbow (195gp); Total: 341gp.
APL6: Loot: 122gp; Magic: 1,178gp; +1 chain shirt x4
(100gp each); +1 light crossbow x4 (195gp each); Total:
1,300gp.
APL8: Loot: 96gp; Magic: 2,384gp; +1 chain shirt x3
(100gp each); +1 corrosive light crossbow x3 (695gp each);
Total: 2,480gp.
APL10: Loot: 122gp; Magic: 3,262gp; +1 chain shirt x4
(100gp each); +1 corrosive light crossbow x4 (695gp each);
vest of resistance +1 (83gp); Total: 3,384gp.
APL12: Loot: 138gp; Magic: 83gp; vest of resistance +1
(83gp); Total: 221gp.
APL14: Loot: 356gp; Magic: 26,428gp; +1 corrosive
light crossbow x4 (695gp each); +2 chain shirt x4 (350gp
each); bracers of armor +5 x2 (3,000gp each); cloak of
charisma +6 x2 (1,333gp each); dusty rose ioun stone x2
(417gp each); gloves of dexterity +4 x2 (1,333gp each); pink
rhomboid ioun stone x2 (667gp each); ring of evasion x2
(2,083gp each); ring of protection +1 x2 (167gp each); vest of
resistance +1 (83gp); vest of resistance +5 x2 (2,083gp each);
Total: 26,784gp.
7: Village Attack
Add together encounter 4 and 5.
Treasure Cap
APL 4:
650gp
APL 6:
900gp
APL 8:
1,300gp
APL 10:
2,300gp
APL 12:
3,300gp
APL 14:
6,600gp
Total Possible Treasure
APL 4:
1,301gp
APL 6:
3,219gp
APL 8:
7,399gp
APL 10:
13,221gp
APL 12:
13,058gp
APL 14:
39,972gp
ADVENTURE RECORD ITEMS
�Thanks of Eastmarch: You may exchange this favor
for one of the following weapon upgrades: banishingMIC,
blessedMIC, bindingMIC, eagerMIC, forceMIC, gnollbane, goblinbane,
or orcbane. Cross off once used.
�Thanks of Gamboge: You may exchange this favor for
one of the following armor upgrade: axeblockMIC,
celestial armor, fortification (any), hammerblockMIC,
hearteningMIC, or spearblockMIC. Cross off once used.
�Thanks of the Pale Diplomatic Corps: You may
exchange this favor for one of the following: circlet of
persuasion, any Ioun stone from the DMG, phylactery of
faithfulness, healingMIC armor upgrade, holy or sacred
weapon upgrade. Cross off once used. This favor does not
expire if you belong to the Pale Diplomatic Corps.
�Thanks of Lerth: Lerth offers you one of his scales.
This functions exactly like a clasp of electricity protectionMIC
armor crystal. You may only buy ONE, but it can be a
least (500gp), lesser (1,500gp) or greater crystal (3,000gp).
�Scale of Lerth: This token identifies you as a friend of
Lerth the Behir. Initial reaction from Lerth start as
friendly.
�Ferenklor’ Remains (APL4-14): You can buy one of
the following items: dragonbone bow, green dragonhide
mantle, a light green dragonfang weapon or a small-sized
green dragonhide hide or shield.
(APL 8–14): add to the previous list: a one-handed
green dragonfang weapon or a medium-sized green
dragonhide hide or shield or a small sized green
dragonhide banded mail.
Cross off once used.
�Dragoncraft: Any dragonhide armor or shield from
Ferenklor’s remains may be changed to a dragoncraftDR
item. Note the size restriction still applies. You must pay
the full cost.
ITEM ACCESS
APL 8-10 (all of APL 4-6 plus the following):
•
+1 corrosive light crossbow (Adventure; DMG & MIC;
8,335gp)
APL 12 (all of APL 4-10 plus the following):
•
Huge composite longbow (Adventure; PHB)
•
Huge greatclub (Adventure; PHB)
APL 14 (all of APL 4-12 plus the following):
•
Dusty rose ioun stone (Adventure; DMG)
•
Pink rhomboid ioun stone (Adventure; DMG)
•
ring of evasion (Adventure; DMG)
APPENDIX 1: ALL APLS
LERTH
CR 10
Male Advanced Behir
N Huge Magical beast
Init +1; Senses darkvision 60ft, low-light vision, scent,
Listen +5, Spot +20
Languages Common
AC 20, touch 9, flat-footed 19
(-2 size, +1 Dex, +11 natural)
hp 153 (12 HD);
Immune electricity, cannot be tripped
Fort +15, Ref +9, Will +7
Speed 40 ft. (8 squares), climb 15 ft.;
Melee bite +19 (2d4+13) and
Melee 6 claws +19 (2d4+13) and
Space 15 ft.; Reach 10 ft.
Base Atk +12; Grp +29
Atk Options
Special Actions breath weapon, constrict, swallow
whole
Abilities Str 28, Dex 13, Con 25, Int 10, Wis 17, Cha
10
SQ
Feats Alertness, Improved Bull Rush, Power Attack,
Cleave, Track
Skills Climb +17, Hide +8, Listen +5, Spot+20,
Survival +18,
Breath Weapon (Su): 20-foot line, every 10 rounds,
damage 7d6 electricity, Reflex DC 23 half. The
save DC is Constitution-based.
Constrict (Ex) A behir deals 2d8+8 damage with a
successful grapple check against Gargantuan or
smaller creatures. It can use its claws against the
grappled foe as well.
Improved Grab (Ex) To use this ability, a behir must
hit a creature of any size with its bite. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
grapple, it established a hold and can attempt to
constrict the opponent or swallow the opponent in
the following round
Rake 6 claws +19/+19/+19/+19/+19/+19 (now +15)
(1d4+4)
Swallow Whole (Ex) A behir can try to swallow a
grabbed Medium-size or smaller opponent by
making a successful grapple check. A behir that
swallows an opponent can use its Cleave feat to
bite and grab another opponent.
The swallowed creature takes 2d8+8 points of
crushing damage and 8 points of acid damage per
round from the behir’s gizzard. A swallowed
creature can also cut its way out by using claws or
a Small or Tiny slashing weapon to deal 25 points
of damage to the gizzard (AC 20). Once the
creature exits, muscular action closes the hole;
another swallowed opponent must again cut its
own way out.
The behir’s gizzard can hold two Medium-size, four
Small, eight Tiny, sixteen Diminutive, or thirty-two
Fine or smaller opponents.
Skills Behir have a +8 racial bonus on Climb checks
and can always choose to take 10 on Climb
checks, even when rushed or threatened.
NMR8-01 Draconic Schemes
Page 18
APL 4
3: OFF TO FIND LERTH
TERROR BIRD*
CR 4
*From Fiend Folio 175
N Large Animal
Init +7; Senses low-light vision, Listen +4, Spot +4
AC 17, touch 12, flat-footed 14
(-1 size, +3 Dex, +5 natural)
hp 52 (7 HD);
Fort +7, Ref +8, Will +4
Speed 50 ft. (10 squares);
Melee bite +8 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +13
Atk Options
Special Actions improved grab
Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha
10
Feats Alertness, Improved Initiative, Skill Focus
(hide),
Skills Hide +8, Listen +4, Move Silently +7, Spot +4,
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
KOBOLD SNIPER
CR 3
Male Kobold Fighter 2 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +3; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 20, touch 14, flat-footed 17
(+1 size, +3 Dex, +5 armor, +1 natural)
hp 42 (6 HD);
Fort +8, Ref +4, Will +1
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +7/+2 (1d6-1) or
Ranged +1 light crossbow +12/+7 (1d6+1) or
Ranged +1 light crossbow +10/+10/+5 (1d6+1) or
Base Atk +6; Grp +2
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 light crossbow, +1 chain shirt,
masterwork spear, many bolts
Abilities Str 8, Dex 17, Con 12, Int 12, Wis 10, Cha 8
Feats Point-Blank Shot, Precise Shot, Rapid Shot,
Rapid Reload (light crossbow), Weapon Focus
(light crossbow)
Skills Climb +9, Ride +12, Swim +7,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 5
Male Young Green Dragon
LE Medium Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +17,
Spot +17
Languages Common, Draconic
AC 25, touch 10, flat-footed 25
(+3 armor, +12 natural)
hp 110 (13 HD);
Immune acid, paralysis, sleep
Fort +10, Ref +8, Will +9
Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft;
Melee bite +17 (1d8+4) and claws +15/+15/+10
(1d6+2) and wings (when not flying) +15/+15
(1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +16
Atk Options breath weapon (30 ft cone of acid, 6d6,
Ref DC18/half)
Combat Gear masterwork studded leather
Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha
12
SQ water breathing
Feats
Blind-Fight,
Clinging
Breath**,
Improved
Initiative, Multiattack, Rapidstrike (claws)**
Skills Escape Artist +16, Hide +16, Listen +17, Move
Silently +16, Search +17, Spot +17, Swim +12,
Use Magic device +17,
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 30ft cone of corrosive (acid)
gas.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
KOBOLD SNIPER
CR 3
See Encounter 4.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
NMR8-01 Draconic Schemes
Page 19
APL 6
3: OFF TO FIND LERTH
TERROR BIRD*
CR 4
*From Fiend Folio 175
N Large Animal
Init +7; Senses low-light vision, Listen +4, Spot +4
AC 17, touch 12, flat-footed 14
(-1 size, +3 Dex, +5 natural)
hp 52 (7 HD);
Fort +7, Ref +8, Will +4
Speed 50 ft. (10 squares);
Melee bite +8 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +5; Grp +13
Atk Options
Special Actions improved grab
Abilities Str 19, Dex 17, Con 15, Int 2, Wis 14, Cha
10
Feats Alertness, Improved Initiative, Skill Focus
(hide),
Skills Hide +8, Listen +4, Move Silently +7, Spot +4,
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
KOBOLD SNIPER
CR 3
Male Kobold Fighter 2 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +3; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 20, touch 14, flat-footed 17
(+1 size, +3 Dex, +5 armor, +1 natural)
hp 42 (6 HD);
Fort +8, Ref +4, Will +1
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +7/+2 (1d6-1) or
Ranged +1 light crossbow +12/+7 (1d6+1) or
Ranged +1 light crossbow +10/+10/+5 (1d6+1) or
Base Atk +6; Grp +2
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 light crossbow, +1 chain shirt,
masterwork spear, many bolts
Abilities Str 10, Dex 17, Con 12, Int 12, Wis 10, Cha
8
Feats Point-Blank Shot, Precise Shot, Rapid Shot,
Rapid Reload (light crossbow), Weapon Focus
(light crossbow)
Skills Climb +6, Ride +12, Swim +7,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 5
Male Young Green Dragon
LE Medium Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +17,
Spot +17
Languages Common, Draconic
AC 25, touch 10, flat-footed 25
(+3 armor, +12 natural)
hp 110 (13 HD);
Immune acid, paralysis, sleep
Fort +10, Ref +8, Will +9
Speed 40 ft. (8 squares), fly 150ft (poor), swim 40ft;
Melee bite +17 (1d8+4) and claws +15/+15/+10
(1d6+2) and wings (when not flying) +15/+15
(1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +16
Atk Options breath weapon (30 ft cone of acid, 6d6,
Ref DC18/half)
Combat Gear masterwork studded leather
Abilities Str 18, Dex 10, Con 15, Int 12, Wis 13, Cha
12
SQ water breathing
Feats
Blind-Fight,
Clinging
Breath**,
Improved
Initiative, Multiattack, Rapidstrike (claws)**
Skills Escape Artist +16, Hide +16, Listen +17, Move
Silently +16, Search +17, Spot +17, Swim +12,
Use Magic device +17,
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 30ft cone of corrosive (acid)
gas.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
KOBOLD SNIPER
CR 3
See Encounter 4.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
NMR8-01 Draconic Schemes
Page 20
APL 8
3: OFF TO FIND LERTH
TERROR BIRD*
CR 8
*From Fiend Folio 175
N Huge Animal
Init +7; Senses low-light vision, Listen +4, Spot +4
AC 20, touch 11, flat-footed 17
(-2 size, +3 Dex, +9 natural)
hp 199 (21 HD);
Fort +17, Ref +15, Will +9
Speed 50 ft. (10 squares);
Melee bite +23 (3d6+13/ 19-20, x2)
Space 15 ft.; Reach 15 ft.
Base Atk +15; Grp +32
Special Actions improved grab
Abilities Str 28, Dex 16, Con 21, Int 2, Wis 14, Cha
10
Feats Alertness, Improved Critical (bite), Improved
Natural Armor, Improved Initiative, Improved
Natural Attack (bite), Skill Focus (hide), Stealthy,
Weapon Focus (bite),
Skills Hide +12, Listen +4, Move Silently +17, Spot
+4,
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
KOBOLD SNIPER
CR 5
Male Kobold Fighter 4 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +4; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 21, touch 15, flat-footed 17
(+1 size, +4 Dex, +5 armor, +1 natural)
hp 56 (8 HD);
Fort +9, Ref +6, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +9/+4 (1d6-1) or
Ranged +1 corrosive light crossbow +15/+10 (1d6+3
+1d6 acid) or
Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6
acid) or
Base Atk +8; Grp +3
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 corrosive light crossbow, +1 chain
shirt, masterwork spear, many bolts
Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8
Feats Point-Blank Shot, Precise Shot, Rapid Shot,
Rapid Reload (light crossbow), Weapon Focus
(light crossbow), Weapon Specialization (light
crossbow),
Skills Climb +9, Ride +15, Swim +9,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 8
Male Juvenile Green Dragon
LE Large Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +21,
Spot +21
Languages Common, Draconic Sylvan
AC 27, touch 10, flat-footed 27
(-1 size, +3 armor, +15 natural)
hp 152 (16 HD);
Immune acid, paralysis, sleep
Fort +13, Ref +10, Will +12
Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim
40ft;
Melee bite +21 (2d6+5) and claws +19/+19/+14
(1d8+2) and wings (when not flying) +19/+19
(1d6+2) and tail slap +19 (1d8+7)
Space 10 ft.; Reach 10 ft.
Base Atk +16; Grp +25
Atk Options breath weapon (40ft 8d6, Ref DC18/half)
Combat Gear masterwork studded leather
Sorcerer Spells Known (CL 1st):
1st (4/day)—color spray (DC13), true strike
0 (5/day)—detect magic, ghost sound,
prestidigitation, resistance
Abilities Str 18, Dex 10, Con 17, Int 14, Wis 15, Cha
14
SQ water breathing
Feats
Blind-Fight,
Improved
Initiative,
Hover,
Multiattack,
Quicken
Breath**,
Rapidstrike
(claws)**
Skills Escape Artist +19, Hide +15, Listen +21, Move
Silently +19, Search +21, Spot +21, Swim +15,
Use Magic device +21,
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 40ft cone of corrosive (acid)
gas.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
KOBOLD SNIPER
CR 5
See Encounter 4.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
NMR8-01 Draconic Schemes
Page 21
NMR8-01 Draconic Schemes
Page 22
APL 10
3: OFF TO FIND LERTH
CHIMERIC TERROR BIRD*
CR 10
*From Fiend Folio 175 and Monster Manual II 206
LE Huge Magical Beast (augmented animal)
Init +7; Senses low-light vision, scent, Listen +6, Spot
+6
AC 26, touch 11, flat-footed 23
(-2 size, +3 Dex, +15 natural)
hp 287 (23 HD);
Fort +20, Ref +16, Will +9
Speed 50 ft. (10 squares), fly 50ft (poor)
Melee bite +27 (3d6+17/ 19-20, x2) and dragon bite
+24 (3d6+5) and goat headbutt +24 (2d6+5)
Space 15 ft.; Reach 15 ft.
Base Atk +17; Grp +36
Special Actions breath weapon, improved grab
Abilities Str 32, Dex 16, Con 25, Int 4, Wis 14, Cha
10
Feats Alertness, Improved Critical (bite), Improved
Natural Armor, Improved Initiative, Improved
Natural Attack (bite), MultiattackB, Skill Focus
(hide), Stealthy, Weapon Focus (bite),
Skills Hide +13, Listen +6, Move Silently +18, Spot
+6,
Breath Weapons (Su) Every 1d4 round, a chimeric
creature’s dragon head can use a 20ft cone of acid
gas that deals 3d8 points of aciddamage. Anyone
in the area can make a DC 28 Reflex save for half.
Use all rules for dragon breath.
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
KOBOLD SNIPER
CR 5
Male Kobold Fighter 4 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +4; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 21, touch 15, flat-footed 17
(+1 size, +4 Dex, +5 armor, +1 natural)
hp 56 (8 HD);
Fort +9, Ref +6, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +9/+4 (1d6-1) or
Ranged +1 corrosive light crossbow +15/+10 (1d6+3
+1d6 acid) or
Ranged +1 light crossbow +13/+13/+8 (1d6+3 +1d6
acid) or
Base Atk +8; Grp +3
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 corrosive light crossbow, +1 chain
shirt, masterwork spear, many bolts
Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8
Feats Point-Blank Shot, Precise Shot, Rapid Shot,
Rapid Reload (light crossbow), Weapon Focus
(light crossbow), Weapon Specialization (light
crossbow),
Skills Climb +9, Ride +15, Swim +9,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 11
Male Young Green Dragon
LE Large Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +24,
Spot +24
Aura frightful presence (DC21)
Languages Common, Draconic Sylvan
AC 30, touch 9, flat-footed 30
(-1 size, +3 armor, +18 natural)
hp 199 (19 HD); DR 5/magic
Immune acid, paralysis, sleep
Fort +16, Ref +12, Will +14
Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim
40ft;
Melee bite +25 (2d6+6) and claws +23/+23/+18
(1d8+3) and wings (when not flying) +23/+23
(1d6+3) and tail +23 (1d8+9)
Space 10 ft.; Reach 10 ft.
Base Atk +19; Grp +29
Atk Options breath weapon (10d6, Ref DC23/half)
Combat Gear masterwork studded leather, vest of
resistance +1
Sorcerer Spells Known (CL 3rd):
1st (6/day)—magic missile (2 missile), shield, true
strike
0 (6/day)—arcane mark, detect magic, ghost
sound, mage hand, prestidigitation
Abilities Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha
14
SQ water breathing
Feats
Blind-Fight,
Clinging
Breath**
Improved
Initiative, Hover, Multiattack, Quicken Breath**,
Rapidstrike (claws)**,
Skills Escape Artist +22, Hide +18, Listen +24, Move
Silently +22, Search +24, Spot +24, Swim +13,
Use Magic device +24,
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 40ft cone of corrosive (acid)
gas.
Frightful Presence (Ex): A young adult or older
dragon can unsettle foes with its mere presence.
The ability takes effect automatically whenever the
NMR8-01 Draconic Schemes
Page 23
dragon attacks, charges, or flies overhead.
Creatures within a radius of 30 feet x the dragon’s
age category are subject to the effect if they have
fewer HD than the dragon. A potentially affected
creature that succeeds on a Will save (DC 10 + 1/2
dragon’s HD + dragon’s Cha modifier) remains
immune to that dragon’s frightful presence for 24
hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5
or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other
dragons.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
KOBOLD SNIPER
CR 5
See Encounter 4.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
NMR8-01 Draconic Schemes
Page 24
APL 12
3: OFF TO FIND LERTH
THE CHIMERIC HORROR*
CR 14
Chimeric* Half-Dragon Warbeast* Terror Bird
*From Fiend Folio 175 and Monster Manual II 206
LE Huge Magical Beast (augmented animal)
Init +7; Senses darkvision 60ft, low-light vision, scent,
Listen +7, Spot +7
AC 30, touch 11, flat-footed 27
(-2 size, +3 Dex, +15 natural)
hp 462 (28 HD);
Immune Acid, sleep, paralysis
Fort +26, Ref +19, Will +12
Speed 60 ft. (10 squares), fly 100ft (poor)
Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite
+34 (3d6+8) and goat headbutt +34 (2d6+8) and
claws +34/+34 (1d8+8)
Space 15 ft.; Reach 15 ft.
Base Atk +21; Grp +46
Special Actions breath weapon (1 for chimeric and 1
for half dragon), improved grab
Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha
12
SQ Combative Mount
Feats Alertness, Improved Critical (bite), Improved
Natural Armor, Improved Initiative, Improved
Toughness**, Improved Natural Attack (bite),
MultiattackB, Power Attack, Skill Focus (hide),
Stealthy, Weapon Focus (bite),
Skills Hide +15, Listen +7, Move Silently +20, Spot
+7,
Breath Weapon (Chimeric) (Su) Every 1d4 round, a
chimeric creature’s dragon head can use a 20ft
cone of acid gas that deals 3d8 points of acid
damage. Anyone in the area can make a DC 34
Reflex save for half. Use all rules for dragon
breath.
Breath Weapon (Half-dragon) (Su) Once per day, a
half-dragon can use a 30ft cone of acid gas that
deals 6d8 points of acid damage. Anyone in the
area can make a DC 34 Reflex save for half.
Combative Mount (Ex) A rider on a trained mounted
warbeast mount gets +2 to all Ride checks. A
warbeast is proficient with light, medium & heavy
armor.
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
KOBOLD SNIPER
CR 7
Male Kobold Fighter 6 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +4; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 22, touch 15, flat-footed 18
(+1 size, +4 Dex, +6 armor, +1 natural)
hp 70 (10 HD);
Fort +10, Ref +7, Will +3
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +11/+6 (1d6-1) or
Ranged +2 corrosive light crossbow +20/+15 (1d6+8
+1d6 acid) or
Ranged +2 corrosive light crossbow +18/+18/+13
(1d6+8 +1d6 acid)
Base Atk +10; Grp +5
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 corrosive light crossbow, +2 chain
shirt, masterwork spear, many bolts
Abilities Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 8
Feats Crossbow Sniper, Point-Blank Shot, Precise
Shot, Rapid Shot, Ranged Weapon Specialist
(piercing),Rapid Reload (light crossbow), Weapon
Focus (light crossbow), Weapon Specialization
(light crossbow),
Skills Climb +11, Ride +15, Swim +9,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 13
Male Adult Green Dragon
LE Large Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +28,
Spot +28
Aura frightful presence (DC24)
Languages Common, Draconic Sylvan
AC 32, touch 8, flat-footed 32
(-2 size, +3 armor, +21 natural)
hp 253 (22 HD); DR 5/magic
Immune acid, paralysis, sleep
SR 21
Fort +19, Ref +14, Will +17
Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim
40ft;
Melee
bite
+30
(2d8+8)
and
claws
+28/+28/+23/+18/+13/+8 (2d6+4) and wings (when
not flying) +28/+28 (1d8+4) and tail +28 (2d6+12)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Grp +38
Atk Options breath weapon (12d6, Ref DC26/half)
Special Actions crush (DC26, 2d8+12)
Combat Gear masterwork studded leather, vest of
resistance +1
Sorcerer Spells Known (CL 5th):
2nd (5/day)—invisibility, resist energy
1st (7/day)—expeditious retreat, magic missile (3
missile), shield, true strike
NMR8-01 Draconic Schemes
Page 25
0 (6/day)—arcane mark, detect magic, ghost
sound, mage hand, prestidigitation
Spell-Like Abilities (CL 6th):
3/day—suggestion (DC 16)
Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha
16
SQ water breathing
Feats
Blind-Fight,
Clinging
Breath**
Improved
Initiative, Improved Rapidstrike (claws)**, Hover,
Multiattack,
Quicken
Breath**,
Rapidstrike
(claws)**,
Skills Escape Artist +25, Hide +21, Listen +28, Move
Silently +25, Search +28, Spot +28, Swim +16,
Use Magic device +28,
Blindsense (Ex): Dragons can pinpoint creatures
within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment
against the dragon.
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 50ft cone of corrosive (acid)
gas.
Crush (Ex): This special attack allows a flying or
jumping dragon of at least Huge size to land on
opponents as a standard action, using its whole
body to crush them. Crush attacks are effective
only against opponents three or more size
categories smaller than the dragon (though it can
attempt normal overrun or grapple attacks against
larger opponents).
A crush attack affects as many creatures as can fit
under the dragon’s body. Creatures in the affected
area must succeed on a Reflex save (DC equal to
that of the dragon’s breath weapon) or be pinned,
automatically taking bludgeoning damage during
the next round unless the dragon moves off them.
If the dragon chooses to maintain the pin, treat it as
a normal grapple attack. Pinned opponents take
damage from the crush each round if they don’t
escape.
A crush attack deals the indicated damage plus 1-1/2
times the dragon’s Strength bonus (round down).
Damage Reduction: Young adult and older dragons
have damage reduction. Their natural weapons are
treated as magic weapons for the purpose of
overcoming damage reduction.
Frightful Presence (Ex): A young adult or older
dragon can unsettle foes with its mere presence.
The ability takes effect automatically whenever the
dragon attacks, charges, or flies overhead.
Creatures within a radius of 30 feet x the dragon’s
age category are subject to the effect if they have
fewer HD than the dragon. A potentially affected
creature that succeeds on a Will save (DC 10 + 1/2
dragon’s HD + dragon’s Cha modifier) remains
immune to that dragon’s frightful presence for 24
hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5
or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other
dragons.
Keen Senses (Ex): A dragon sees four times as well
a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120
feet.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
FOREST GIANT
CR 11
Male Forest Giant*
*from Monster Manual II
N Huge Giant
Init +5; Senses darkvision 60ft. Listen +5, Spot +7
Languages Giant, Sylvan
AC 23, touch 9, flat-footed 22
(-2 size, +1 Dex, +3 armor, +11 natural)
hp 149 (13 HD);
Fort +14, Ref +5, Will +7
Speed 40 ft. (8 squares)
Melee greatclub +19/+14 (3d6+16) or
Ranged composite longbow (+4str) +8/+3 (3d6+4
plus poison) or
Ranged rock +9/+4 (2d8+11 plus poison) or
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options Cleave, Power Attack
Special Actions Large and In Charge, rock catching,
rock throwing
Combat Gear masterwork huge studded leather,
masterwork huge greatclub, huge composite
longbow (str+4), 6 rocks
Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha
21
Feats
Cleave,
Improved
Initiative,
Improved
Toughness**, Large and In Charge**, Power Attack
Skills Hide +13 (+17 in woods), Listen +19, Sense
Motive +19, Spot +19,
Possessions combat gear
Poison (Ex): Forest giants coat their arrows with
poison (Fortitude DC 22); initial and secondary is
the same (unconsciousness for 4d4 rounds).
Skills: A forest giant has a +4 racial bonus on hide
checks. * In wooded areas, this bonus rises to +8.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
NMR8-01 Draconic Schemes
Page 26
APL 14
3: OFF TO FIND LERTH
THE CHIMERIC HORROR*
CR 14
Chimeric* Half-Dragon Warbeast* Terror Bird
*From Fiend Folio 175 and Monster Manual II 206
LE Huge Magical Beast (augmented animal)
Init +7; Senses darkvision 60ft, low-light vision, scent,
Listen +7, Spot +7
AC 30, touch 11, flat-footed 27
(-2 size, +3 Dex, +15 natural)
hp 462 (28 HD);
Immune Acid, sleep, paralysis
Fort +26, Ref +19, Will +12
Speed 60 ft. (10 squares), fly 100ft (poor)
Melee bite +37 (3d6+25/ 19-20, x2) and dragon bite
+34 (3d6+8) and goat headbutt +34 (2d6+8) and
claws +34/+34 (1d8+8)
Space 15 ft.; Reach 15 ft.
Base Atk +21; Grp +46
Special Actions breath weapon (1 for chimeric and 1
for half dragon), improved grab
Abilities Str 44, Dex 17, Con 30, Int 6, Wis 16, Cha
12
SQ Combative Mount
Feats Alertness, Improved Critical (bite), Improved
Natural Armor, Improved Initiative, Improved
Toughness**, Improved Natural Attack (bite),
MultiattackB, Power Attack, Skill Focus (hide),
Stealthy, Weapon Focus (bite),
Skills Hide +15, Listen +7, Move Silently +20, Spot
+7,
Breath Weapon (Chimeric) (Su) Every 1d4 round, a
chimeric creature’s dragon head can use a 20ft
cone of acid gas that deals 3d8 points of acid
damage. Anyone in the area can make a DC 34
Reflex save for half. Use all rules for dragon
breath.
Breath Weapon (Half-dragon) (Su) Once per day, a
half-dragon can use a 30ft cone of acid gas that
deals 6d8 points of acid damage. Anyone in the
area can make a DC 34 Reflex save for half.
Combative Mount (Ex) A rider on a trained mounted
warbeast mount gets +2 to all Ride checks. A
warbeast is proficient with light, medium & heavy
armor.
Improved Grab (Ex) If a terror bird hits an opponent
that is at least two size categories smaller than
itself with a bite attack, it deals normal damage and
attempts to start a grapple as a free action without
provoking attacks of opportunity. If it gets a hold, it
automatically deals bite damage with a successful
grapple check. A terror bird can move while
maintaining the hold.
4: THE VANGUARD
ADVANCED DIRE BEAR
CR 14
N Huge Animal
Init +2; Senses low-light vision, scent; Listen +16,
Spot +16
AC 21, touch 10, flat-footed 19
(-2 size, +2 Dex, +11 natural)
hp 405 (35 HD);
Fort +28, Ref +23, Will +22
Speed 40 ft. (8 squares);
Melee claw +40/+40/+35/+35 (3d6+15/19-20) and
Melee bite +37 (3d8+7)
Space 15 ft.; Reach 10 ft.
Base Atk +26; Grp +49
Special Actions improved grab
Abilities Str 40, Dex 14, Con 24, Int 2, Wis 12, Cha
10
Feats
Alertness,
Endurance,
Great
Fortitude,
Improved Critical (claw), Improved Natural Armor,
Improved Natural Attack (claw), Iron Will, Lightning
Reflexes,
Multiattack,
Rapidstrike
(claw),
Toughness, Weapon Focus (claw),
Skills Listen +16, Spot +16, Swim +27,
Improved Grab (Ex) To use this ability, a dire bear
must hit with a claw attack. It can then attempt to
start a grapple as a free action without provoking
an attack of opportunity.
Tricks Known: Attack, Attack Unnatural, Defend,
Down, Guard, Home
FOREST GIANT
CR 11
Male Forest Giant*
*from Monster Manual II
N Huge Giant
Init +5; Senses darkvision 60ft. Listen +5, Spot +7
Languages Giant, Sylvan
AC 23, touch 9, flat-footed 22
(-2 size, +1 Dex, +3 armor, +11 natural)
hp 149 (13 HD);
Fort +14, Ref +5, Will +7
Speed 40 ft. (8 squares)
Melee masterwork huge greatclub +19/+14 (3d6+16)
or
Ranged huge composite longbow (+4str) +8/+3
(3d6+4 plus poison) or
Ranged rock +9/+4 (2d8+11 plus poison) or
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options Cleave, Power Attack
Special Actions Large and In Charge, rock catching,
rock throwing
Combat Gear masterwork huge studded leather,
masterwork huge greatclub, huge composite
longbow (str+4), 6 rocks
Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha
21
Feats
Cleave,
Improved
Initiative,
Improved
Toughness**, Large and In Charge**, Power Attack
Skills Hide +13 (+17 in woods), Listen +19, Sense
Motive +19, Spot +19,
Possessions combat gear
NMR8-01 Draconic Schemes
Page 27
Poison (Ex): Forest giants coat their arrows with
poison (Fortitude DC 22); initial and secondary is
the same (unconsciousness for 4d4 rounds).
Skills: A forest giant has a +4 racial bonus on hide
checks. * In wooded areas, this bonus rises to +8.
KOBOLD SNIPER
CR 7
Male Kobold Fighter 6 Warrior 4
LE Small Humanoid (Dragonblood, Reptilian)
Init +4; Senses Darkvision 60ft; Listen +0, Spot +0
Languages Common, Draconic
AC 22, touch 15, flat-footed 18
(+1 size, +4 Dex, +6 armor, +1 natural)
hp 70 (10 HD);
Fort +10, Ref +7, Will +3
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee masterwork spear +12/+7 (1d6) or
Ranged +2 corrosive light crossbow +20/+15 (1d6+8
+1d6 acid) or
Ranged +2 corrosive light crossbow +18/+18/+13
(1d6+8 +1d6 acid)
Base Atk +10; Grp +6
Atk Options Point-Blank Shot, Precise Shot, Rapid
Shot
Combat Gear +1 corrosive light crossbow, +2 chain
shirt, masterwork spear, many bolts
Abilities Str 10, Dex 18, Con 12, Int 12, Wis 10, Cha
8
Feats Crossbow Sniper, Point-Blank Shot, Precise
Shot, Rapid Shot, Ranged Weapon Specialist
(piercing),Rapid Reload (light crossbow), Weapon
Focus (light crossbow), Weapon Specialization
(light crossbow),
Skills Climb +11, Ride +15, Swim +9,
Possessions combat gear
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
5: THE MAIN FORCE
FERENKLOR
CR 13
Male Adult Green Dragon
LE Large Dragon (Air)
Init +4; Senses blindsense 60ft, darkvision 120ft,
improved low-light vision, keen senses, Listen +28,
Spot +28
Aura frightful presence (DC24)
Languages Common, Draconic Sylvan
AC 32, touch 8, flat-footed 32
(-2 size, +3 armor, +21 natural)
hp 253 (22 HD); DR 5/magic
Immune acid, paralysis, sleep
SR 21
Fort +19, Ref +14, Will +17
Speed 40 ft. (8 squares), fly 150ft (poor) hover, swim
40ft;
Melee
bite
+30
(2d8+8)
and
claws
+28/+28/+23/+18/+13/+8 (2d6+4) and wings (when
not flying) +28/+28 (1d8+4) and tail +28 (2d6+12)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Grp +38
Atk Options breath weapon (12d6, Ref DC26/half)
Special Actions crush (DC26, 2d8+12)
Combat Gear masterwork studded leather, vest of
resistance +1
Sorcerer Spells Known (CL 5th):
2nd (5/day)—invisibility, resist energy
1st (7/day)—expeditious retreat, magic missile (3
missile), shield, true strike
0 (6/day)—arcane mark, detect magic, ghost
sound, mage hand, prestidigitation
Spell-Like Abilities (CL 6th):
3/day—suggestion (DC 16)
Abilities Str 27, Dex 10, Con 21, Int 16, Wis 17, Cha
16
SQ water breathing
Feats
Blind-Fight,
Clinging
Breath**
Improved
Initiative, Improved Rapidstrike (claws)**, Hover,
Multiattack,
Quicken
Breath**,
Rapidstrike
(claws)**,
Skills Escape Artist +25, Hide +21, Listen +28, Move
Silently +25, Search +28, Spot +28, Swim +16,
Use Magic device +28,
Blindsense (Ex): Dragons can pinpoint creatures
within a distance of 60 feet. Opponents the dragon
can’t actually see still have total concealment
against the dragon.
Breath Weapon (Su): A green dragon has one type
of breath weapon, a 50ft cone of corrosive (acid)
gas.
Crush (Ex): This special attack allows a flying or
jumping dragon of at least Huge size to land on
opponents as a standard action, using its whole
body to crush them. Crush attacks are effective
only against opponents three or more size
categories smaller than the dragon (though it can
attempt normal overrun or grapple attacks against
larger opponents).
A crush attack affects as many creatures as can fit
under the dragon’s body. Creatures in the affected
area must succeed on a Reflex save (DC equal to
that of the dragon’s breath weapon) or be pinned,
automatically taking bludgeoning damage during
the next round unless the dragon moves off them.
If the dragon chooses to maintain the pin, treat it as
a normal grapple attack. Pinned opponents take
damage from the crush each round if they don’t
escape.
A crush attack deals the indicated damage plus 1-1/2
times the dragon’s Strength bonus (round down).
Damage Reduction: Young adult and older dragons
have damage reduction. Their natural weapons are
treated as magic weapons for the purpose of
overcoming damage reduction.
Frightful Presence (Ex): A young adult or older
dragon can unsettle foes with its mere presence.
The ability takes effect automatically whenever the
dragon attacks, charges, or flies overhead.
Creatures within a radius of 30 feet x the dragon’s
age category are subject to the effect if they have
fewer HD than the dragon. A potentially affected
creature that succeeds on a Will save (DC 10 + 1/2
NMR8-01 Draconic Schemes
Page 28
NMR8-01 Draconic Schemes
Page 29
dragon’s HD + dragon’s Cha modifier) remains
immune to that dragon’s frightful presence for 24
hours. On a failure, creatures with 4 or less HD
become panicked for 4d6 rounds and those with 5
or more HD become shaken for 4d6 rounds.
Dragons ignore the frightful presence of other
dragons.
Keen Senses (Ex): A dragon sees four times as well
a human in shadowy illumination and twice as well
in normal light. It also has darkvision out to 120
feet.
Water Breathing (Ex): A green dragon can breathe
underwater indefinitely and can freely use its
breath weapon, spells, and other abilities while
submerged.
Skills: Bluff, Hide, and Move Silently are considered
class skills for green dragons.
FOREST GIANT
CR 11
Male Forest Giant*
*from Monster Manual II
N Huge Giant
Init +5; Senses darkvision 60ft. Listen +5, Spot +7
Languages Giant, Sylvan
AC 23, touch 9, flat-footed 22
(-2 size, +1 Dex, +3 armor, +11 natural)
hp 149 (13 HD);
Fort +14, Ref +5, Will +7
Speed 40 ft. (8 squares)
Melee greatclub +19/+14 (3d6+16) or
Ranged composite longbow (+4str) +8/+3 (3d6+4
plus poison) or
Ranged rock +9/+4 (2d8+11 plus poison) or
Space 15 ft.; Reach 15 ft.
Base Atk +9; Grp +28
Atk Options Cleave, Power Attack
Special Actions Large and In Charge, rock catching,
rock throwing
Combat Gear masterwork huge studded leather,
masterwork huge greatclub, huge composite
longbow (str+4), 6 rocks
Abilities Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha
21
Feats
Cleave,
Improved
Initiative,
Improved
Toughness**, Large and In Charge**, Power Attack
Skills Hide +13 (+17 in woods), Listen +19, Sense
Motive +19, Spot +19,
Possessions combat gear
Poison (Ex): Forest giants coat their arrows with
poison (Fortitude DC 22); initial and secondary is
the same (unconsciousness for 4d4 rounds).
Skills: A forest giant has a +4 racial bonus on hide
checks. * In wooded areas, this bonus rises to +8.
KOBOLD SNIPER
CR 7
See Encounter 4.
KOBOLD SORCERER
CR 13
Female Kobold Dragonheart Mage* 8, Sorcerer 5
*from Races of the Dragon
LE Small Humanoid (dragonblood, reptilian)
Init +5; Senses darkvision 60ft, Listen +0, Spot +0
Languages Common, Draconic
AC 28, touch 17, flat-footed 23
(+1 size, +5 Dex, +5 armor, +1 deflection, +1
insight, +6 natural)
hp 90 (13 HD);
Resist Acid 24
Fort +14, Ref +14, Will +15 evasion (+8 vs acid
spells)
Weakness Light Sensitivity
Speed 30 ft. (6 squares)
Melee dagger +4/-1 (1d3-3) or
Ranged ray +12 (as spell)
Base Atk +6; Grp -1
Atk Options Draconic Breath
Special Actions
Combat Gear dagger, bracers of armor +5, cloak of
charisma +6, dusty rose ioun stone, gloves of dex
+4, pink rhomboid ioun stone, ring of evasion, ring
of protection +1, vest of resistance +5,
Sorcerer Spells Known (CL 14th):
6th (5/day)—disintegrate (+12 ranged touch,
DC22), greater dispel magic
5th (7/day)—cloudkill (DC21), cone of cold (DC21,
14d6), dominate person (DC21), wall of force
4th (7/day)—dimension door, ice storm (DC20,
14d6), greater invisibility, wall of fire
3rd (7/day)—dispel magic, fireball (DC19, 10d6),
haste, magic circle against good, plant growth
2nd (8/day)—blindness/deafness (DC18),
glitterdust, invisibility, scorching ray (+12/+12/+12
ranged touch), web (DC18)
1st (8/day)—charm person (DC17), expeditious
retreat, grease (DC17), magic missile (5
missiles), protection from good, shield
0 (6/day)—acid splash, arcane mark, detect magic,
detect poison, disrupt undead, ghost sound,
mage hand, prestidigitation, read magic
Abilities Str 4, Dex 20, Con 14, Int 12, Wis 10, Cha
23
Feats Draconic Breath**B, Draconic Flight**, Draconic
Heritage (green)**, Draconic Legacy**, Draconic
Power**, Draconic Resistance**, Draconic Skin**,
Draconic
Toughness**,
Practiced
Spellcaster
(sorcerer)**
Skills Bluff +22, Concentration +18, Knowledge
(arcana) +9, Knowledge (local/nmr +9,
Possessions combat gear
Draconic Breath (Su): You gain the Draconic Breath
feat. The sorcerer’s breath can deal 2d8 damage
per level of the spell given up in a 60-foot line.
DC16+Spell level used
Light Sensitivity (Ex) Kobolds are dazzled in bright
sunlight or within the radius of a daylight spell.
7: VILLAGE ATTACK!!!
See Encounter 4 and 5
APPENDIX 2: NEW RULES ITEMS
FEATS
List alphabetically. Include source and page reference
like so:
Clinging Breath [Metabreath]
Your breath weapon clings to creatures and continues
to affect them in the round after you breathe.
Prerequisite: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect,
but also clings to anything caught in its area. A clinging
breath weapon lasts for one round. In the round after
you breathe, the clinging breath deals half the damage
it dealt in the previous round. Creatures that avoid
damage from the breath weapons (such as creatures
with the evasion ability or incorporeal creatures) do not
take the extra damage.
For example an old silver dragon uses its cold
breath and deals 72 points of cold damage (or 36 if the
target made its save). In the following rounds, foes that
failed their saves against the breath weapon initially
take and additional 36 points of damage, and foe that
succeeded on their saves take 18 points of cold damage.
A foe can take a full-round action to attempt to
remove the clinging breath weapon before taking
additional damage. It takes a successful Reflex saving
throw (same DC as the breath weapon) to remove the
effect. Rolling around on the ground grants a +2 bonus
to the saving throw, but leaves the foe prone. A
clinging breath weapon cannot be removed or
smothered by jumping into water. A clinging breath
weapon can be magically dispelled (DC equal to your
breath weapon DC).
This feat only works on a breath weapon that has
instantaneous duration and that deals some kind of
damage, such as energy damage, ability damage or
negative levels.
When you use this feat, add +1 to the number of
rounds you must wait before using your breath weapon
again.
Special: You can apply this feat more than once to
the same breath weapon. Each time you do, the
clinging breath weapons lasts an additional round.
Source: Draconomicon 73
Draconic Breath [Draconic]
You can convert some of your arcane spell energy into
a breath weapon.
Prerequisites: Draconic Heritage, sorcerer 1st.
Benefit: As a standard action, you can convert an
arcane spell slot into a breath weapon. The breath
weapon is a 60-foot line that deals 2d6 points of damage
per spell slot you expended to create the effect. Any
creature in the area can make a Reflex save (DC10+
level of the spell used+ your Cha modifier) for half
damage. This is a supernatural ability.
Special: If the breath weapons of your draconic
forebears does not deal acid, cold, electricity or fire
damage, you choose among the four energy types
mentioned above.
Source: Races of the Dragon 102
Draconic Flight [Draconic]
The secret of draconic flight has been revealed to you,
granting you the ability to fly occasionally.
Prerequisites: Draconic Heritage, sorcerer 1st.
Benefit: After you cast an arcane spell with a
casting time of 1 standard action, you gain a fly speed
equal to 10 feet per level of the spell you just cast for
the remainder of your turn.
Source: Races of the Dragon 102
Draconic Heritage [Draconic]
You have greater connection with your distant
draconic bloodline.
Prerequisites: Sorcerer 1st.
Benefits: You gain the Dragonblood subtype.
Choose one dragon from the Draconic Heritage list
below. This is your draconic heritage, which can only
be changed by undergoing the Rite of Draconic
Affinity (Races of the Dragon p59). Half-dragon must
choose the same dragon kind as their dragon parent.
When you declare your draconic heritage, you
gain the skill indicated on the table as a sorcerer class
skill. In addition, you gain a bonus equal to the number
of draconic feats you have as against magic sleep and
paralysis effects, as well as against spells and abilities
with a descriptor that matches the corresponding entry
in the accompanying table.
Dragon Kind
Energy Type
Skill
Green
Acid
Move
Silently
Source: Races of the Dragon 102
Draconic Legacy [Draconic]
You realized greater arcane power through your
draconic heritage.
Prerequisites: Any four draconic feat.
Benefit: Based on your draconic heritage, add the
spells noted on the accompanying table to your list of
spells known. Each spell is added at the spell level
where a spell caster normally gains it unless otherwise
indicated.
Dragon
Spells
Green
Charm person, dominate person, plant growth
Source: Races of the Dragon 104
Draconic Power
You have greater power when manipulating the
energies of your heritage.
NMR8-01 Draconic Schemes
Page 30
Prerequisites: Draconic Heritage, Sorcerer level
1st.
Benefit: Your caster level increases by one, and
you add 1 to the save DC of all arcane spells with the
descriptor or subschool associated with your draconic
heritage.
Special: This feat works in conjunction with the
Energy Substitution feat (Complete Arcane p79) as
long as the substituted energy matches the energy type
associated with your draconic heritage.
Source: Races of the Dragon 104
Draconic Resistance [Draconic]
Your bloodline hardens your body against effects
related to the nature of your progenitor.
Prerequisites: Draconic Heritage, Sorcerer level
1st.
Benefits: You gain resistance to energy type
associated with your draconic heritage equal to three
times the number of draconic feats you have, including
draconic feats you take after gaining this feat.
Special: This grants no benefit to a character
whose draconic heritage is not associated with an
energy type.
Dragon Kind
Energy Type
Green
Acid
Source: Races of the Dragon 105
Draconic Skin [Draconic]
Your skin takes on a sheen, luster, and hardness related
to your draconic ancestor.
Prerequisites: Draconic Heritage, Sorcerer level
1st.
Benefits: Your natural armor bonus increases by 1
Source: Races of the Dragon 105
Draconic Toughness [Draconic]
Your draconic nature reinforces your body as you
embrace your heritage.
Prerequisites: Draconic Heritage, Sorcerer level
1st.
Benefits: When you take this feat, you gain 2 hit
points for every draconic feat you have, including this
one. Whenever you take a new draconic feat, you gain 2
more hit points.
Source: Races of the Dragon 105
Improved Rapidstrike [Monstrous]
You can make multiple attacks with a natural weapon.
Prerequisite: Dex 9, one or more pairs or natural
weapons, aberration, dragon, elemental, magical beast
or plant type, base attack bonus +15, Rapidstrike.
Benefit: If you have a pair of natural weapons,
such as two claws, two wings, or two slams, you can
make two or more extra attack with one of those
weapons the first at a -5 penalty and subsequent attacks
at an additional -5, but never more than four extra
attacks. A creature with multiple limbs qualifies for this
feat as well, such as a creature with 3 arms and 3 claw
attack.
Normal: Without this feat you attack once with
each natural weapon.
Special: You can take this feat once for each pair
of natural weapon you have.
Source: Draconomicon 73
Improved Toughness
You are significantly tougher than normal.
Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to
your current Hit Dice. Each time you get a HD (such as
by gaining a level), you gain 1 additional hit point. If
you lose a HD, (such as by losing a level) you lose 1 hit
point permanently.
Special:
A
fighter
may
select
Improved
Toughness as one of his fighter’s bonus feats.
Source: Complete Warrior 101
Large and in Charge [general]
You can prevent opponents from closing inside your
reach.
Prerequisite: Natural reach of 10 feet or more,
size Large or larger.
Benefit: When you make a successful attack of
opportunity against an opponent that is moving inside
your threatened area, you can force the opponent back
to the 5-foot space it was in before you hit with your
attack of opportunity, make an opposed strength check
with you opponent. You gain a +4 bonus for each size
category for each size category larger than your
opponent, and an additional +1 for every 5 points of
damage you dealt with your attack of opportunity. If
you win the opposed check, your opponent is pushed
back 5 feet into the space it just left. An opponent you
push cannot move any further in this round.
Source: Draconomicon 71
Practiced Spellcaster [General]
You can cast a spell to maximum effect without special
preparation.
Prerequisites: Spellcraft 4 ranks
Benefit: Your caster level for the chosen
spellcasting class increases by 4. This benefit can’t
increase your caster level to higher than your Hit Dice.
However, even if you can’t gain from the full bonus
immediately, if you later gain Hit Dice in levels of
nonspellcasting classes, you might be able to apply the
rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level
fighter who selects this feat would increase his sorcerer
caster level from 5th to 8th (since he has 8 Hit Dice). If
he later gained a fighter level he would gain the
remainder of the bonus and his sorcerer caster level
would become 9th (since he now has 9 Hit Dice).
NMR8-01 Draconic Schemes
Page 31
A character with two or more spellcasting classes
(such as a bard/sorcerer or a ranger/druid) must choose
which class gains the feat’s effect.
This feat does not affect your spells per day or
spells known. It increases your caster level only, which
would help you penetrate spell resistance and increase
the duration and other effects of your spells.
Special: You may select this feat multiple times.
Each time you choose it, you must apply it to a
different spellcasting class. For instance, a 4th-level
cleric/5th-level wizard who had selected this feat twice
would cast cleric spells as an 8th-level caster and wizard
spells as a 9th-level caster.
Source: Complete Divine 82
Quicken Breath [Metabreath]
You can loose your breath weapon with but a thought.
Prerequisite: Con 19, breath weapon.
Benefit: Using your breath weapon is a free
action.
When you use this feat, add +4 to the number of
rounds you must wait before using your breath weapon
again.
Special: You cannot use this feat and the
Maximize Breath feat on the same weapon at the same
time.
Source: Draconomicon 73
Rapidstrike [Monstrous]
You can attack more than once with a natural weapon.
Prerequisite: Dex 9, one or more pairs or natural
weapons, aberration, dragon, elemental, magical beast
or plant type, base attack bonus +10.
Benefit: If you have a pair of natural weapons,
such as two claws, two wings, or two slams, you can
make one extra attack with one of those weapons at a -5
penalty. A creature with multiple limbs qualifies for
this feat as well, such as a creature with 3 arms and 3
claw attack.
Normal: Without this feat you attack once with
each natural weapon.
Special: You can take this feat once for each pair
of natural weapon you have.
Source: Draconomicon 73
MAGIC ITEMS
List alphabetically; see above.
Vest of Resistance
These garments offer magic protection in the form
of a +1 to +5 resistance bonus on all saving throws.
Faint Abjuration; CL 5th; Craft Wondrous Items,
resistance, creator’s caster level must be at least three
times the vest’s bonus; Price 1,000 gp (+1), 4,000 gp
(+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);
Weight 1 lb.
Source: Complete Arcane 150
NMR8-01 Draconic Schemes
Page 32
NMR8-01 Draconic Schemes
Page 33
DM MAPS
Map 1: Lerth’s Hill
Page 34
Map 2: Ferenklor’s base
PCs come in from the south, Lerth is tied and unconscious at the top of the hill surrounded by kobolds.
Ferenklor is initially hiding in the woods north of the clearing, counting the loot he got from Lerth’s lair.
The Giants are on the north side of the hill, making arrows.
NMR8-01 Draconic Schemes
PLAYER/DM MAPS
Map 3: Locations of the County of Urnst
NMR8-01 Draconic Schemes
Page 35
NMR8-01 Draconic Schemes
Page 36
Map 4: Northern Nyrond, Southern Pale and Eastern Urnst
PLAYER HANDOUT 0: HERALDRY
Shield 1: Theocracy of the Pale
Shield 4: County of Gamboge (Nyrond)
Shield 2: Kingdom of Nyrond
Shield 5: Countess Rachel the First (CoU)
Shield 3: County of Urnst
Shield 6: House Duncombe (CoU)
NMR8-01 Draconic Schemes
Page 37
NMR8-01 Draconic Schemes
Image 2: Sir Phileas Klendern
Image 1: Lady Ilya Duncombe
Page 38
PLAYER HANDOUT 1: NPCS
Image 3: Abbot Welliam
Image 4: Taraya
Image 5: Lerth
Image 6: Ferenklor
NMR8-01 Draconic Schemes
Page 39
NMR8-01 Draconic Schemes
Lady Ilya: You are right, Abbot. Our nations working
together form a great leap forward as we face darkness
and evil. And this should not be forgotten by any one
of us. Did you approach Lerth with Lord Duncombe’s
proposal? What did he say?
Page 40
PLAYER HANDOUT 2
The following is a discussion between Vadric, Taraya
the Druidess, Lady Ilya, Sir Phileas and Abbot Welliam.
Vadric: Welcome to you all. I’ll start to say that Lerth’s
presence has been both a blessing and a curse to our
village.
Sir Phileas: I don’t see that this… this THING could
be a blessing to anyone! It has been raiding farms in on
the border of the forest for years now.
Vadric: The forest has its own balance and order…
Every creature herein has a place that must be
respected. Lerth has its place too.
Abbot Welliam: (Almost says something, but relents.)
Taraya (looking at you): Maybe we should tell our
friends here what we are talking about… The one we
are talking about is a huge behir named Lerth. Some of
you may know of him. For… oh… four years now, he
has been living in this part of the Gamboge having
been forced to move by Sassy and her myriad of
children years before…
Lady Ilya: Lord Duncombe of Eastmarch is willing to
offer him a hunting territory and that is why we are
here…
Taraya: We have been working with many druid
organizations throughout the eastern Flanaess to find
him a new territory. Lord Duncombe is the first to
agree to offer land to Lerth.
Sir Phileas: The County of Gamboge is quite happy to
oblige and turn it over…
Abbot Welliam: I’ll admit that the Pale is also keen to
see Lerth leave… Lord Duncombe’s offer is one of the
first thing in years that have the Theocracy, Nyrond
and the County of Urnst on the same page! Pholtus
looks over his flock in many ways.
Sir Phileas and Vadric eye the Abbot, showing their
dislike for the Church of the One True Path. Lady Ilya
adds, with the obvious intention of breaking the
potential hostility.
Vadric: Yes, Taraya and I have approached Lerth with
the idea and he said it was… “Strange” but he didn’t
reject it. He promised to be here in the morning.
Taraya: I suggest we rest for the night. I feel that
tomorrow’s talks will be long…
Vadric (to the envoys): I have arranged quarters for
you in my house. Your guards however will have to
make do with our tavern’s common room.
The envoys seem pleased with Vadric’s proposal. The
smiles all around the room give you the impression
that the first meeting between all of them went well
and all of them seem to think the same way.
Vadric shows you out to the inn.
PLAYER HANDOUT 3
This journal is written in Draconic by Ferenklor the
green dragon.
Fireseek 591CY (winter)
I need to find territory for myself. Everyone thinks I’m
just another one of Mother’s minions. Took over a
kobold village, very little treasure there but they are
reliable.
Coldeven 591CY (spring)
I imposed my will upon some hobgoblins. Great
feeling! I gathered many coins and jewels from them
and a few magical items my hoard is slowly growing.
I must commend the kobolds for their good tenure in
battle. They performed admirably well. Their ability at
sniping was more useful than I thought.
Goodmonth 592CY (summer)
Mother came and ordered me to lead some of her
bastard forces against a pair of behir. I protested but she
forced me. One of these days I will have my revenge on
her and show her who the boss is.
Harvester 592CY (fall)
I returned victorious, though one escaped. Managed to
loot their lair and gather many coins for myself. I had
to send most of it to Mother however.
(Other 592-594CY entries show Ferenklor led attacks
on a number of settlements in the Gamboge, mostly
against humanoids to subjugate them).
Planting 594CY (spring)
Sent some hobgoblins scouts to the north of the
Gamboge, the Nutherwood and the Phostwood to
scout for potential lairs, haven’t heard from them.
Harvester 594CY (fall)
I have not heard back from hobgoblin scouts. They
must’ve been killed by adventurers.
Patchwall 594CY (early winter)
A lone scout returned. The behir that escaped moved to
the northern Gamboge, near the Pale. There are a
number of other forces there: elves, adventurers,
rangers and druids. Will build up forces better before
making a move.
Growfeast 595CY (Early summer)
I met with human envoys from the Emperor of the
humans. Brave or foolish fellows all of them! They told
me that their master was willing to give me a large tract
of land if I helped them find some humans.
I was happy to oblige but Mother forced me to stay
within the forest. She again forced me to obey her
wishes.
Patchwall 595CY (early winter)
Kobolds, orcs and goblinoids refugees have joined my
forces. The fiasco with the human Emperor has gone
wrong and I lost many of the goblins I sent to serve his
forces, without Mother’s knowledge. They will replace
those I have lost.
Some of them have begun crafting magic weapons
for my kobolds.
(596-597CY entries show Ferenklor led attacks in the
Gamboge, mostly against humanoids or other
monsters. It is obvious that Ferenklor revels in the
savagery of the hunt and fighting. He also harbors a
deep resentment for his mother and her “bastard” or
“unfit” children).
Sunsebb 597CY (winter)
I was almost killed by tribe of forest giants! Managed to
kill their druid and offered them a chance to join me.
Promised them good hunting and they agreed.
I have kept my alliance with them secret from
Mother.
Fireseek 598CY (winter)
That is it! Mother came again today and though I
fought her as best I could, she ordered me to give her
most of the army I had for her own use. I am leaving
this place!
(The following pages are filled with curses and
insults about “Mother”)
Coldeven 598CY (spring)
Moving north into the forest… I have taken the
kobolds and the giants with me, leaving the goblins
behind so Mother doesn’t suspect my desertion, at least
not immediately. Begun search for the behir that
eluded me in 592.
Yesterday
Caught him! Treasure was slim however.
NMR8-01 Draconic Schemes
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The City Of Judas www.daimongames.com
GM Material
GGGMMM MMMaaattteeerrriiiaaalllsss
SUMMARY
City Front
2
Characters’ Front
3
GM Guide
4
Front Materials (1)
5
Front Materials (2)
6
Fronts Sheet
7
Characters Creation Guide
8
INFORMATION
Contacts
Email: [email protected]
Website: www.daimongames.com
Email: [email protected]
Website: www.dreamlordpress.it
License
Copyright Davide Pignedoli
You are allowed to create and share, even
commercially your own material (playbooks,
adventures, new games) for City of Judas, or based on
City of Judas, as long as you give proper attribution.
CREDITS
Jerusalem map
The map in the Print Material is a Reconstruction of
Ancient Jerusalem, released under CC-BY-SA-2.5. See
the original at the link below:
http://commons.wikimedia.org/wiki/File:Reconstruction
_of_Ancient_Jerusalem.jpg
INSTRUCTIONS
Print this material for the GM running the game.
Use the City Front as an inspiration to create threats,
plots, intrigue and adventures material within the
City of Judas.
Fill the Characters Front during the characters
creation process: do not postpone it. Fill it with the
important information about the characters, and keep
it up to dated during the game. When you bring an
element into play, mark a circle next to it, even if the
player misses the chance you offered.
When you plan to give attention to something,
underline it; when a Condition is active, underline it.
List most recent Moves or the less used ones, to give
it attention.
You don't need to keep balance, but it will serve as a
reference. Every now and then, take a clean
Characters' Front and have a fresh start.
Use the GM Guide as a reference: you have a
complete list of your Iron Rules, Iron Principles and
Iron Moves, with a reference to the exact page in the
manual.
Also, the GM Guide contains some important
reminders, a list of useful NPCs names, the Taint
Evocations reference and notes about Conditions.
The Front Materials (1) and (2) contain a complete
reference of instincts, sample moves, keywords and
countdowns to create new Fronts.
To track your Fronts, use the provided Fronts Sheet.
Finally, you have the Character Creation Guide with
all the necessary information to support your Players
while making new characters. You can also refer to
the manual at page 152 and following.
The City Of Judas www.daimongames.com
GM Material
CITY FRONT
Locations
Fill the blanks during the game. Place them on the map.
› Great Temple
[majestic, fortified, place of power?
]
› David's Palace
[fortified, military, garrison,
]
› The Five Towers
[mystery, some fortified,
]
› The Church Of Sepulcher
[cult, sacred, contented, place of power?
]
› Damascus Gate
[north,
]
› Golden Gate
[east,
]
› Zion Gate
[south,
]
› Jaffa Gate
[west,
]
› Church Of The Christ
[Christian, religious, power-center,
]
› Nest Of Judas
[Judaists, religious, power-center,
]
› Iron Fist Headquarter
[fortified, military, garrison,
]
Important NPCs
Fill the blanks during the game. Place them on the map.
› Head of the Church Of The Christ:
[religious, connected, noble,
]
› Head of the Cult Of Judas:
[religious, ambitious, ]
› Head of the Guild of the Merchants:
[rich, ships, caravans, trade, opium
]
› Roman descendants' noble family:
[rich, noble, pagan?,
]
› Recently arrived from Anglia:
[rich, noble?, military?, religious?
]
› Mysterious sorcerer:
[spells and rituals, obscure?, religious?
]
› One of the Caesars of the Iron Fist:
[military, noble?, religious?,
]
› A Magister of the Iron Fist:
[military, gives missions,
]
›
:
[
]
›
:
[
]
›
:
[
]
City Fronts
Use these as inspirations; fill the appropriate Front sheet.
› Official Church of Christ [stability, nobility, coin]
› Cult of Judas [peasants, rebellion, opium usage]
› Merchants [trade east, trade west, opium routes]
› Locals [not aligned yet]
› Roman descendants [Christians, Judaists, nobles]
› North Europeans [recent, Christians, Judaists]
Borders Fronts
Use these as inspirations; fill the appropriate Front sheet.
› Pirates [west, sea, raiders]
› Barbarians [north]
› Warband [brigands, mercenaries, coin]
› Obscure cult [stealth, infiltrate, corrupt]
› Book of Q [south, negotiable?]
› Unknown threat [east, monsters?]
The City Of Judas www.daimongames.com
GM Material
CHARACTERS’ FRONT
Fill the important information about the characters, at the start
and during the game. When you bring an element into play,
mark a circle, even if the player misses the chance you offered.
You don't need to keep balance, but it will serve as a reference.
Character Name
and Playbook
Background(1)
o o o
Background(2)
o o o
List of best, recent, important moves
~
o o o
~
o o o
~
o o o
Spirit -1 when:
Conditions
Tainted
o o o
Unprepared
o o o
Infamous
o o o
Debt
o o o
Unstable
o o o
Character Name
and Playbook
Background(1)
o o o
Background(2)
o o o
List of best, recent, important moves
~
o o o
~
o o o
~
o o o
Spirit -1 when:
Conditions
Tainted
o o o
Unprepared
o o o
Infamous
o o o
Debt
o o o
Unstable
o o o
When you plan to give attention to something, underline it;
when a Condition is active, underline it. List most recent Moves
or the less used ones, to give it attention. Every now and then,
take a clean Characters' Front and have a fresh start.
Character Name
and Playbook
Background(1)
o o o
Background(2)
o o o
List of best, recent, important moves
~
o o o
~
o o o
~
o o o
Spirit -1 when:
Conditions
Tainted
o o o
Unprepared
o o o
Infamous
o o o
Debt
o o o
Unstable
o o o
Character Name
and Playbook
Background(1)
o o o
Background(2)
o o o
List of best, recent, important moves
~
o o o
~
o o o
~
o o o
Spirit -1 when:
Conditions
Tainted
o o o
Unprepared
o o o
Infamous
o o o
Debt
o o o
Unstable
o o o
Taint Tracker
Mark one section every time a character
takes -1 to Spirit. Clear sections only
when you perform an evocation.
Mission Commander:
The City Of Judas www.daimongames.com
GM Material
GM GUIDE
GM Iron Rules
from page 67
Make the world cold and sharp
Make the characters important
Follow the story, don't drive it
Stick to your principles,
remember what to say:
what the Iron Principles demand
what the rules demand
what the fiction demands
what honesty demands
Stop, catch your breath
Iron Principles
from page 68
Forge The Iron World Real
Speak The Characters Names
Mask Your Moves
An Unforgiving World
Make Locations And NPCs Real
Ask Questions, Build On Answers
Play For The Characters
Sometimes Spoil Their Plans
Think "In The Meanwhile…"
Let The Story Decide
GM Iron Moves
from page 76
Announce Immediate Peril
Show Remote Dangers
Separate Or Capture Them
Put Someone In A Spot
Offer Opportunities With A Cost
Show Their Weaknesses
Turn Their Moves Against Them
Into The City Of Judas
Into Civilization
Into The Wilderness
Make A Threat From A Front
Gain Tactical Positioning
Exploit Conditions
Inflict Harm Or Disadvantage,
reduce the Advantage Die
Moves
Face Danger (page 31)
Help Someone (page 32)
Conflict (page 32)
Perception (page 33)
Manipulate (page 34)
Lie And Deceive (page 35)
Gear And Ammo (page 40)
Test Your Spirit (page 41)
Milestone (page 42)
End Of A Mission (page 42)
Engage In Battle (page 49)
Take Your Shot (page 49)
Defend And Hold (page 50)
Face Death (page 50)
Inflict Harm (page 54)
Suffer Harm (page 56)
Gang Suffer Harm (page 125)
Some Suggestions
from page 72
Describe at the start
Follow the player's pace
Get to the point
If you separate them, becareful
with idle time
Bind characters together
Use their feedback
Here and now
If You Stall, look at Fronts, impulses,
urgencies, escalation, look at the
characters' Moves and Conditions
Remember
› There are five Stats: Edge, Steel, Charm,
Shadow, Brains. If you do not have a
dedicated move for something, use
Face Danger with the appropriate
Stat
› You can call for a Face Danger roll, if
the character is trying to do
something difficult
› Remember that major monsters or ugly
fights require Face Death, rather than
Face Danger
› If the Player asks a lot of questions, is he
perhaps doing a Perception move, for
a Situation or a Person?
› They need Gear And Ammo holds for
special gear or ammunitions in battle
› Remember that you can decrease the
Advantage Die of a Player a symbol of
a specific disadvantage
› Keep an eye on the characters'
Conditions: Unstable, Debt, Tainted,
Prestige, Equipment: exploit them
with your Moves
› Usually, moves require an action by the
character, but you as GM can
sometimes call for Test Your Spirit
› Calculate the Established Harm as
weapon harm minus armor
› Remember that heavy armor has
consequences in fiction, and in terms
of numerical penalties
› If the characters inflict harm, and calls
for the move, roll or bring the result
over to the Inflict Harm move
› If the characters suffer harm, roll or
bring the result over to the Suffer
Harm move
› You need the harm moves to end a fight,
one way or the other
› When time passes, remember to heal the
characters for the appropriate value
› Keep your Characters' Front updated:
track moves, background, conditions;
use it to inspire you
NPCs Names
Male: Michael, Herod, Paeon, Simon, Nava,
Samer, Acacius, Hadrian, Saul, Geoffrey,
Semuel, Abelardus, Rafael, Maurice,
Acteon, Gaius, Timeus, Tacitus, Gilbert,
Essua, Albanus, Fulvius, Romanus, Ralf,
Leon, Yakov, Gladwin, Osbert, Chelbo,
Gale, Sechok, Milon, Elazar, Uri, Nasam,
Sulam, Alair, Sean, Thomas, Calix, Aiken,
Ernestus, Fabius, Zeno, Leofwin, Plato,
Roger, Richard, Isaac, Uriel, Wimarc,
Basilius, Nicon, Silvester, Hugh, Achim,
Tobias, Ranulf, Dorus, Ennius, Paulus,
Aymer, Pontus, Eban, Efrain, Simeon,
Ailwin, Alexis, Henry, Juda, Yousef
Female: Eden, Eustella, Flora, Lucia, Edith,
Agnes, Abigail, Rachel, Hilda, Daria,
Undine, Sarah, Liecia, Claudia, Itala, Iola,
Pax, Richenda, Jivete, Amaris, Anika, Shari,
Roesia, Calista, Jocasta, Silva, Rohese,
Aldith, Beila, Yeintil, Elise, Saris, Nance,
Miriam, Xuna, Chana, Claricia, Isebella,
Tasia, Talia, Anabel, Agatha, Athalia,
Bethel, Juturnia, Gilah, Orpah, Clarice,
Decima, Laelia, Pax, Vita, Avice, Emmot,
Jael, Reba, Clotild, Adelphia, Laetitia,
Xanthe, Nediva, Gisela, Electra, Junia,
Urania, Joan, Herleve, Lilith, Yaffa
Taint Evocations
› One: one or more hell-hounds or other
hunting demon(s), or one or more
minor cultists
› Two: one or more hell-knights or other
fighting demon(s), or one or more
relevant opponents
› Three: one or more soul-sucking demons
or some major demon, with advanced
fighting or corruption
› Four: a weak manifestation of a Prince of
Hell, enough to create a dedicated
Front to gather and rule dark forces
› Five: a strong manifestation of a Prince
of Hell, that would put things in
motion up to the point of threatening
the City of Judas itself
Conditions
When a Condition is active:
› Make a hard move without the need to
setup or give a chance to avoid it,
just to react to it
› But remember to make it consequential
from a fictional point of view
The City Of Judas www.daimongames.com
GM Material
FRONT MATERIALS (1)
Monsters and Demons
Dragons or Huge Monsters - a list of instincts:
• To raid and attack
• To amass treasures
• To destroy
• To seek revenge
Example GM Moves:
• Attack suddenly
• Accept ransom or tribute
• Come from inland or
sometimes from the sea
• Be huge and unique
• Pick a special victim
• Have an inhuman appetite
for gold and violence
Demons or Angels or Minor Deities - a list of instincts:
• To obtain power
• To demand worshipping
• To manifest
• To influence human politics
Example GM Moves:
• Follow inhuman logic
• Attack with supernatural
powers
• To issue orders, to judge
• Pick a special victim or
someone to trust
• Be unique and scary
• Accept tribute and
worshipping
• Prophesize
• To bless, curse, infest a
body, an artifact or a place
Guardian Spirits - a list of instincts:
• To protect and curse
• To awaken and fight
Example GM Moves:
• Defend at all costs
• Use supernatural powers
• To command minions
• Be bound to a location
• To persecute thieves
• Curse an artifact
Cults
The Church of Christ - a list of instincts:
• To preserve stability
• To maintain power
• To gain gold and influence
• To increase their power
Example GM moves:
• Show corruption
• Show power
• Invoke support of powerful
friends
• Show faith sometimes
• Maintain order
• Demand something or
someone
• Use intermediaries
• Use threats and pressure
• Act with force when
necessary
• Offer rewards
• Corrupt if necessary
• Obtain control of a location
and its population
The Cult of Judas - a list of instincts:
• To instigate rebellion
• To consume opium
• To overthrow powers
• To fight Christians
Example GM Moves:
• Condemn corruption
• Antagonize power
• Act with faith
• Subvert order
• Support the poor
• Act directly
• Attack only when necessary
• Invoke support of the
crowd
• Challenge or insult
• Release someone or
something
• Reject bribery
• Obtain support of the local
population
Other Obscure Cults - a list of instincts:
• To infiltrate
• To corrupt
• To evoke demons
• To destroy
Example GM Moves:
• Remain hidden
• Corrupt those with power
• Desire for power
• Desire for destruction
• Move cautiously
• Gain unexpected allies
• Offer sacrifices (animals,
goods, even humans)
• Advance a dark agenda
• Attack suddenly
• Offer dark powers
• Reject bribery
• Subvert order
• Obtain more connections
• Instill fear in the local
population
The Book of Q - a list of instincts:
• To invade
• To threaten
• To compete for supremacy
• To convert the conquered
Example GM Moves:
• Move cautiously
• Show friendliness
• Gain power
• Gain stability
• Negotiate trade routes
• Hold hostages in good
conditions
• Threaten before attacking
• Attack in forces
• Offer money or goods
• Invoke restitution of a favor
• Convert people and places
• Seize control of a location
and maintain it
Various Powers
Military powers - a list of instincts:
• To control
• To fortify
• To attack and expand
• To abuse force
Example GM moves:
• Show discipline
• Show force
• Show mercy sometimes
• Maintain order
• Make a direct attack
• Act with force without
regret
• Enforce military law
• Demand something or
someone
• Threaten and follow through
• Offer rewards or demand
payment or bribery
• Obey orders from higher
ranks or nobles
• Obtain control of a location
and its population
Nobility and Royals - a list of instincts:
• To preserve stability
• To maintain power
• To gain gold and influence
• To increase their power
Example GM moves:
• Show corruption
• Learn secrets and plot
• Invoke support of powerful
friends
• Listen to reason sometimes
• Maintain order
• Demand something or
someone
• Corrupt and bribe
• Use intermediaries
• Use threats and pressure
• Act with force but almost
never in person
• Offer rewards, negotiate
• Obtain control of a location
and its population
Merchants, Traders and Guilds - a list of instincts:
• To trade and travel
• To bring goods and news
• To expand their market
• To protect or favor their
side
Example GM moves:
• Show pragmatism
• Show the power of gold
• Invoke support of powerful
protectors, blackmail
• Gain stability
• Negotiate trade routes
• Plot to improve their gain
and their markets
• Use commerce and goods to
control nobles or militaries
• Use intermediaries
• Use rewards and bribery
• Rarely act with force, but
favor patience, negotiations
• Use guards and corruption
• Keep secrets, spy someone
• Buy the favor of a location
and its population
• Sail, travel to Europe, bring
and ship opium
Sorcerers - a list of instincts:
• To preserve power
• To obtain influence
• To gain knowledge
• To discover a secret
Example GM moves:
• Show power and wonders
• Show corruption and taint
• Invoke support of powerful
ally or another sorcerer
• Listen to reason sometimes
• Act to pursue knowledge or
greater power
• Ignore military and political
powers
• Use intermediaries
• Use sorcery and demons
• Act with force without
hesitation when necessary
• Invoke restitution of a favor
• Use corruption, rewards,
but also magical control
• Obtain control of a remote
location
The City Of Judas www.daimongames.com
GM Material
FRONT MATERIALS (2)
Other Groups
Pirates or Slavers - a list of instincts:
• To raid and attack at sea
• To enslave and ransom
Example GM Moves:
• Attack suddenly
• Gain money or goods
• Come from the sea or rarely
from inland
• Hold hostages in poor
conditions
• Attack in forces
• Choose their victims wisely
• Respond only to gold or
brute force
• Seize control of a remote
location and make camp
Barbarians or Invaders - a list of instincts:
• To attack and raid
• To obtain land and settle
Example GM Moves:
• Attack suddenly
• Loot and enslave
• Come from inland, with or
without warning
• Hold hostages in poor
conditions
• Attack in forces
• Move with families
• Respond only to gold or
brute force
• Seize control of a rich
location and settle
Small Governments or Warbands - a list of instincts:
• To attack and raid
• To seek power and gold
Example GM Moves:
• Attack suddenly
• Gain money or power
• Come from inland or from
remote cities
• Hire mercenaries or be
hired as mercenaries
• Attack in small forces
• Attack the weakest
• Respond positively to
bribery or negotiations
• Improve their control on
the local population
Locations
Marine locations, such as ports, ships, bridges, lakes, islands,
rivers:
• To facilitate trade
• To facilitate traveling
• To concentrate refugees
• To feed or starve
Example GM Moves:
• Show trades, commerce,
interests
• To demand tribute
• To change
• To separate and divide
• To be guarded or to be
conquered
• To open or close the way
• To resist
• To block, to divert
Wild locations, such as mountains, hills forests, deserts:
• To block
• To divide
• To protect
• To surprise
Example GM Moves:
• Show difficult routes
• Demand a guide
• To be conquered or to be
guarded
• Host a monster
• To resist invasion
• To demand sacrifice
• To block or to separate
travelers
• Protect a secret
Human locations, such as roads, villages, castles:
• To connect
• To travel
• To protect
• To group
Example GM Moves:
• Show multiple paths
• Demand a tribute
• Show intrigue and plots
• Offer markets
• Show protection
• Show guards and leaders
• Offer shelter
• Offer troubles
Events
Siege - keywords to the left, and example countdown on the
right:
• Isolation
• Battles, spies
• Disorder
• Street fights
• Escape, surrender
• Besieged
• Raids
• Hunger and thirst
• Revolt
• End of the siege
Pestilence - keywords to the left, and example countdown on
the right:
• Weakness
• Disease
• Military law
• Disorder and revolt
• Plague and death
• First victims
• Contagion
• Quarantine
• Quarantine breach
• Outbreak
Prophecy - keywords to the left, and example countdown on the
right:
• Ignorance
• Cults, closed circles
• Military reaction
• Overthrowing
• Sorcery
• First words
• Unintelligible prophecy
• Dark signs
• Interpretation of prophecy
• Ruin and disaster
Travel - keywords to the left, and example countdown on the
right:
• Guide
• Betrayal
• Secret
• Revolt
• Return
• Lack of preparation
• Brigands or pirates
• Discovery
• Hunger and thirst
• Lost road
Minor Human Threats
A list of minor human threats and basic instincts:
Priests [lead, preach, preserve, betray]
Monks [preach, hide, revolt, study, discover]
Soldiers [march, fight, defend, attack, ambush]
Guards [protect, guard, betray, harass]
Captains [lead, negotiate, order, betray]
Minor merchants [trade, negotiate, corrupt, travel]
Traders [invest, lend, borrow, corrupt, influence]
Apprentices [learn, trade, study, discover, protect]
Victims [request help, suffer, revolt, rebel]
Sailors [travel, discover, trade, revolt]
Warriors [fight, defend, attack, revolt]
Lovers [hide, protect, spy, betray, offer, demand]
Spies [hide, betray, spy, steal, subtract]
Thieves [hide, sneak, steal, bribe]
Brigands [ambush, assault, steal, negotiate]
Peasants [request help, produce, offer, demand]
The City Of Judas www.daimongames.com
GM Material
FRONTS SHEET
Major Front Threat
Dark Plan, Agenda
(with a countdown)
Stakes, Questions
Minor threats
NPCs and Monsters
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
Major Front Threat
Dark Plan, Agenda
(with a countdown)
Stakes, Questions
Minor threats
NPCs and Monsters
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
Name/Type:
Instinct:
H.S.: o o o o o
H.S.: o o o o o
Harm:
Armor:
Inflict Harm
1D6 / 2 D6
The City Of Judas www.daimongames.com
GM Material
CHARACTERS CREATION GUIDE
Checklist
If you need to consult the complete rules for the Characters
Creation, refer to page 152 and following, of the manual.
For the characters creation, follow the checklist:
• Name and Looks: select from the example lists
• Stats scores: assign the values
• Counters: leave Health and XP blank (Health blank is the same as
Health +4), no debilities, set the Spirit to +1
• Moves: each character has already one move selected with Ø.
Select another two, except for the Sorcerer who has already two
selected, plus the basic list of spells
• Gear: every character has some default equipment plus an
additional two items from a dedicated list
• Spirit: besides setting score to +1, make sure that your and the
Players know what will trigger a -1 to Spirit
• Background: define two according to the guidelines, either using
the examples provided, or making up your own
Names
The names list includes male (M) and female (F) examples:
• Barber (M): Abelardus, Herod, Paeon, Simon, Michael, Nava,
Samer / (F): Eustella, Flora, Lucia, Agnes, Abigail, Rachel, Hilda
• Horseman (M): Acacius, Hadrian, Saul, Geoffrey, Semuel, Rafael,
Maurice / (F): Daria, Iola, Undine, Jivete, Amaris, Sarah, Liecia
• Hunter (M): Acteon, Gaius, Timeus, Gilbert, Essua, Saul, Gladwin
/ (F): Claudia, Itala, Pax, Richenda, Anika, Shari, Roesia
• Priest (M): Chelbo, Gale, Sechok, Milon, Elazar, Uri, Nasam, Sulam
/ (F): Beila, Yeintil, Elise, Saris, Nance, Chana
• Leader (M): Albanus, Fulvius, Romanus, Ralf, Leon, Yakov, Osbert
/ (F): Calista, Jocasta, Silva, Rohese, Miriam, Xuna, Aldith
• Raider (M): Alair, Fabius, Zeno, Richard, Isaac, Sean, Thomas / (F):
Claricia, Isebella, Tasia, Athalia, Bethel, Talia, Anabel
• Scout (M): Calix, Ernestus, Plato, Roger, Aiken, Uriel, Wimarc /
(F): Agatha, Juturnia, Vita, Avice, Gilah, Orpah, Clarice
• Sellsword (M): Basilius, Nicon, Silvester, Hugh, Achim, Tobias,
Ranulf / (F): Decima, Laelia, Pax, Emmot, Jael, Reba, Clotild
• Veteran (M): Alexis, Tacitus, Pontus, Henry, Juda, Yousef, Leofwin
/ (F): Electra, Junia, Urania, Herleve, Lilith, Yaffa, Edith
• Sorcerer (M): Dorus, Ennius, Paulus, Aymer, Eban, Efrain,
Simeon, Ailwin / (F): Adelphia, Laetitia, Xanthe, Joan, Eden,
Nediva, Gisela
Gear
By default, all characters receive the following:
• Equipment score +1
• Two weapons: each character chooses between small, large, or
ranged ones
• Armor worth 1 armor (light armor or shield), or 1 point of
protection to cumulate with other protection points
In addition, every character can pick two from the gear list
available to his specific playbook (they cannot pick the same
option twice).
Barber, Hunter, Priest, Scout and Sorcerer:
• +1 Equipment
• +1 Equipment again
• 1 additional weapon
• 1 additional protection point
Horseman, Leader, Raider, Sellsword and Veteran:
• +1 Equipment
• 1 additional weapon
• 1 additional protection point
• 1 protection point again
Stats
Barber
• Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2
• Edge +1; Steel 0; Charm +1; Shadow -1; Brains +2
• Edge +2; Steel -1; Charm 0; Shadow +1; Brains +1
• Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1
Horseman
• Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1
• Edge +1; Steel +2; Charm 0; Shadow +1; Brains -1
• Edge +1; Steel +2; Charm +1; Shadow 0; Brains -1
• Edge 0; Steel +2; Charm +1; Shadow 0; Brains +1
Hunter
• Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0
• Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1
• Edge +2; Steel 0; Charm 0; Shadow -1; Brains +1
• Edge +2; Steel 0; Charm +1; Shadow -1; Brains +1
Priest
• Edge 0; Steel -1; Charm +2; Shadow +1; Brains +1
• Edge -1; Steel 0; Charm +2; Shadow +1; Brains +1
• Edge -1; Steel 0; Charm +1; Shadow +1; Brains +2
• Edge 0; Steel -1; Charm +1; Shadow +2; Brains +1
Leader
• Edge 0; Steel +1; Charm +2; Shadow -1; Brains +1
• Edge +1; Steel -1; Charm +2; Shadow +1; Brains 0
• Edge +1 Steel 0; Charm +1; Shadow -1; Brains +2
• Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2
Raider
• Edge +1; Steel +2; Charm -1; Shadow 0; Brains +1
• Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0
• Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1
• Edge +2; Steel +1; Charm 0; Shadow -1; Brains +1
Scout
• Edge +1; Steel -1; Charm 0; Shadow +2; Brains +1
• Edge +1; Steel -1; Charm +1; Shadow +2; Brains 0
• Edge +2; Steel 0; Charm -1; Shadow +1; Brains +1
• Edge +2; Steel +1; Charm 0; Shadow +1; Brains -1
Sellsword
• Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0
• Edge 0; Steel +2; Charm +1; Shadow -1; Brains +1
• Edge +2; Steel +1; Charm +1; Shadow -1; Brains 0
• Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0
Veteran
• Edge +1; Steel +2; Charm -1; Shadow +1; Brains 0
• Edge +1; Steel +2; Charm 0; Shadow -1; Brains +1
• Edge +1; Steel +2; Charm +1; Shadow -1; Brains 0
• Edge +2; Steel +1; Charm -1; Shadow +1; Brains 0
Sorcerer
• Edge 0; Steel -1; Charm +1; Shadow +1; Brains +2
• Edge +1; Steel 0; Charm +1; Shadow 0; Brains +2
• Edge +1; Steel -1; Charm 0; Shadow +1; Brains +2
• Edge 0; Steel +1; Charm +1; Shadow -1; Brains +2
Looks
Example looks:
• Sex: man, woman, ambiguous, other
• Face: kind, strong, hard, noble, scarred, pretty, friendly, pale, noble
dark, serious, pointed, elegant
• Hair: long, short, dark, blonde, gray, white, bold, oiled, untamed
beard, savage beard, short beard, long beard
• Eyes: serious, kind, caring, clear, cold, dark, savage, shining, scary,
piercing, crazy, noble
• Body: short, tall, strong, massive, fat, slender, thin, agile, robust,
scarred
• Clothing: casual, careless, military, comfortable, functional, exotic,
expensive, dark, robust, extravagant, tunic, cape, hat
| textdata/thevault/City of Judas (PbtA)/City of Judas - GM Materials.pdf |
WFRP Fan Material - A Guide to El Valle Eterno
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WFRP Fan Material - A Guide to El Valle Eterno
A Guide to the Border Princedom of
El Valle
Eterno
By James Sparrow
WFRP Fan Material - A Guide to El Valle Eterno
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Credits and Further Reading
James Sparrow is the somewhat transparent pseudonym of a regular contributor to
Warpstone, the unofficial fanzine for WFRP. Unlike his alter ego, Sparrow has been a
schoolboy genius, an immortal time-traveller, a freelance investigative science
journalist, and squire to a female knight. He has also written controversial guides to
werewolf tribes, and unflattering comparisons between vampire clans and the
contemporary Order of Hermes.
Border Princes map by Andy Law.
More info on the Border Princes can be found in the Orfeo and Broken Lance novels by
the Black Library. Renegade Crowns is the WFRP sourcebook for the Border Princes
by Black industries.
Copyright © Games Workshop Limited 2006. Games Workshop, the Games Workshop logo, Black Industries
and their respective logos, Warhammer and all associated marks, logos, places, names, creatures, races and
race insignia / devices / logos / symbols, locations, weapons, units, characters, products, illustrations and
images from Warhammer are either ®, TM and/or © Games Workshop Ltd 2000-2006, variably registered in
the UK and other countries around the world. All Rights Reserved.
WFRP Fan Material - A Guide to El Valle Eterno
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Creating a setting for a campaign is not easy, even if you’re describing just one small
portion of the Old World. There is any number of ways you might make the task easier,
but El Valle Eterno was created taking a very relaxed approach. I decided to spend no
more than an hour each evening writing about one particular aspect of the setting. I’d
aim for about 500 words – if I wrote more, fantastic, if I wrote less, then I wouldn’t worry
about it. When I began, the only aspects I had in mind were the prince and the
geography, having decided these were vital to defining the setting. After that, I just let
what I’d written previously suggest to me what to write about next. Once you start, one
idea can often lead to another. I didn’t worry about writing well, just on getting ideas
down.
If you want to create your own border princedom, I’d suggest a similar approach, first
asking yourself about the nature of the prince and the land. Keep yourself focused on
elements the PCs are mostly likely to face in the short or longer term. For example, you
might get a kick out of statting your prince in great detail, but if your PCs are unlikely to
meet him then you’re wasting time better spent noting improvements he’s made to the
roads. That might seem boring, but PCs are initially more likely to meet surly labourers
laying stones than to take tea with the prince.
If you find yourself getting stuck, Renegade Crowns does a good job of highlighting the
sorts of subjects you need to address, as well as providing specific ideas you can take
advantage of.
An Introduction to El Valle Eterno
El Valle de la Vida y de la Prosperidad Eternas (usually just called El Valle Eterno) is one
of the rarer examples of the Border Princedoms in that it has been relatively stable for
almost two centuries. In part, this is because the region’s current Prince is one Felipe
Lopez, a vampire of Estalian origin whose wisdom and experience far surpasses most
men. Also, Felipe has shown considerable ruthlessness in the two centuries of his reign,
but he has mainly directed his cruelty towards his enemies, rather than the mortals who
inhabit and support his Princedom. Felipe’s leadership, economic wisdom and the
protection he has given from external threats has benefited El Valle Eterno and its
people, and they have long supported him, even to the extent of providing him with their
own blood.
At least that was true up until about two years ago. Felipe made the most foolish mistake
any Prince can make in the Borders: he trusted someone. Ever since he first arrived in El
Valle Eterno, Felipe was accompanied and served by an Estalian family, the Morenos.
As one generation of Morenos grew old and died, the children took on the roles of their
parents, their aunts, their uncles.
After being served so loyally by one generation after the other, Felipe simply became
complacent in this one small but vital aspect of his unlife. After he drank a glass of
aromatic Tilean wine laced not just with the usual blood, but also powdered warpstone
and ground silver in a garlic base, it’s hard to say whether he was destroyed by the utter
shock of this betrayal or the life-giving blood which was suddenly vomited violently out of
every bodily orifice.
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The architect of the betrayal was Genoveva Moreno, Felipe’s right hand woman for
more than quarter of a century. Genoveva’s motive was ultimately jealously. After
serving loyally for so long and as head of the family Moreno, Genoveva was hurt and
insulted when Felipe became enamoured of a Tilean beauty and chose her to be the
first person he ever turned into vampire. Genoveva was insulted as a Moreno, but more
significantly hurt personally as a woman who had served her lord with unswerving
devotion and affection.
For the last two years since this betrayal, Genoveva has secretly ruled in her former
master’s stead, supported (if only through necessity) by a cabal within the family
Moreno who know the terrible secret. She and the family Moreno have used their long-
standing position as Felipe’s loyal lieutenants, along with various other deceptions, to
hide the fact that El Valle Eterno’s vampire prince is truly dead. However, there have
been slips, stories have circulated, and certain political and tactical decisions have
given El Valle Eterno’s two neighbouring princes cause to wonder if all is as it has
always been in Eye’s Needle Castle. It can surely be only a matter of time before the
truth is uncovered.
Geography
El Valle Eterno is dominated by the river that snakes its way roughly from the northeast
to the southwest, flowing south towards the Black Gulf. It is wide enough and
sufficiently deep for two river barges to pass each other comfortably and allow smaller
craft to pass between and around them. Surrounding the river is a broad fertile plain
were a number of small towns, villages and farmsteads are the basis of El Valle
Eterno’s successful agricultural economy.
The western and eastern borders of El Valle Eterno are protected by high ridges of hard
but heavily fractured rock, lightly forested with fruit-bearing trees and shrubs. The
fracturing of both ridges creates many channels and passes through them, but the
twists and turns and the ups and downs of these meandering routes means it can take
at least a couple of days to pass from one side to the other even along the best routes.
These latter passes are guarded by watchtowers, protecting traders travelling to and
from El Valle Eterno from bandits and worse hiding in the rock, and protecting El Valle
Eterno itself from external aggression.
At the southern border of El Valle Eterno, the land dips into an expansive hollow, a
marshy region known as Umidità Nasty, and considered too unpleasant for human
expansion. This is not to say there is no life there: a tribe of Goblins and an elusive tribe
of ghostly swamp beasts fight to control this pathetic region and claim it as a
princedom. These and other beasts have never been considered much of a threat to El
Valle Eterno, but early in his reign Felipe Lopez ordered the construction of a simple
deterrent: a fence of heavy wooden spikes angled at 45 degree, facing towards the
marshes. This palisade is a minor deterrent to an envious prince daring enough to send
his troops through dangerous swampland for a serious attack, but it serves to
discourage casual raiding and curious marshland monsters.
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Coralina has spent the last two years in hiding, moving from place to place. She has
stayed in Water Guard and Wood Watch, and in parts of El Ojo where Genoveva and
other seniors Morenos rarely, if ever, visit. Coralina has watched as the Morenos have
cleverly concealed Felipe’s absence using disguise and misdirection. She admires
Genoveva’s efforts, but of course this will not stop her wreaking her revenge when the
time is right. Coralina has spent two years alone, grieving for the loss of her other half
and her lover, learning to survive in secret, discovering and developing her powers.
Now, she’s ready to started planning. (GMs might begin a campaign where the PCs
start hearing rumours about a vampire moving around El Valle Eterno, later actively
hunting it, and eventually discovering Coralina, perhaps becoming part of her
conspiracy.)
Coralina Carella is likely to be a major player in any campaign set in El Valle Eterno. It
may well be that the princedom’s external enemies and rivals will be the most obvious
challenges, but Coralina will always be there working in the background. Her primary
goal is vengeance against Genoveva Moreno, and those who knowingly aided and
supported her in the murders of Felipe and Caternia. Her fury is lessened towards
those Moreno’s who supported Genoveva after discovering what she had done –
Coralina understands the need to maintain the lie in order protect El Valle Eterno (at
least for now). She also bears no grudge against the wider family Moreno, most of
which knows nothing at all after Felipe’s murder. What’s more, Coralina knows that in
order to achieve her second goal – taking over where Felipe left off – she’ll need the
support of the Moreno family.
If El Valle Eterno is faced with attack from beyond its borders, Coralina is not in a
position to start leading El Valle Eterno in defence. However, she will use her abilities
and recruit agents (PCs?) to discover what El Valle Eterno’s enemies are planning, and
attempt to stop or limit their efforts. If the situation becomes desperate, she may
attempt something more public in an effort to rally the princedom. However, Genoveva
Moreno’s response is not likely to be positive, and Coralina has no proof of who is she
is – she could just be another vampire on the make. At the very least, Coralina would
have to recruit at least one of the other senior Morenos and get him or her to condemn
Genoveva and confirm her status.
Coralina still has the ashes she collected of Felipe and Caterina. It’s more of a dream
than a goal, but Coralina hopes she might find some magical ritual that could restore
the ashes to life, or at least undeath. She knows vampires are renowned for their ability
to cheat death, so she doesn’t think it is outside the realms of possibility. If the GM
decides to create a campaign where El Valle Eterno is slowly torn apart by attack by
other princes, and/or civil war if Coralina goes public and challenges Genoveva,
especially following the revelation that Felipe is dead, then the PCs could become
important in any plot involving the discovery of a ritual, and its ingredients, to restore
Felipe to undeath.
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Defending the river just within the borders of the marsh is Water Guard, which takes the
simple form of two walled semicircles either side of the river. Water Guard serves to
defend El Valle Eterno from enemies travelling by boat. Key to its defence are the fire
catapults – the prospect of being burned alive on troop ships has a marvellously
discouraging effect on enemy soldiers. Any attempt at attacking El Valle Eterno by river
from the south would require the catapult towers to be disabled. The river entrance and
exit to Water Guard can be closed by raising huge heavy nets that span the river –
heavy weights descending rapidly raise the nets, horse-power raises the weights to
lower them again. Dealing with this mechanism would also be necessary to make any
invading ship less vulnerable to fire catapult and more conventional assaults by
defenders.
The northern boundary of El Valle Eterno is heavily forested. Over the last two
centuries, its edge has gradually crept further north, as trees are felled for construction,
fuel and a small logging industry. Throughout the Princes there are areas sparse in
trees, so there is a demand for timber, as well as large finished wooden items built to
order, such as battering rams, catapults, trebuchets, and heavy wooden castle doors. El
Valle Eterno’s engineers have become well known in their corner of the Border Princes.
At the heart of El Valle Eterno is El Ojo en el Agua, or just El Ojo. El Ojo is the largest
town and capital of El Valle Eterno, and it rests mightily on a prominent rocky island
around with the river bulges, the iris of an open watery eye. High-walled, with extensive
docks on either side (western side for south-bound ship, eastern for north-bound), this is
the political and economic hub of the princedom. At its centre lies Eye’s Needle Castle,
the home of the vampire prince, Felipe Lopez.
Inhabitants of El Valle Eterno
The people of El Valle Eterno are predominantly humans of Tilean or Estalian origin.
Prior to Felipe Lopez’s take-over two centuries ago, the valley had been centre stage for
conflict between various Tilean princes and their followers. However, after Felipe
dispatched the main protagonists he and his followers (the extended Moreno family and
disciplined Myrmidian mercenaries) treated the Tilean peasantry and soldiery with
considerable decency. After a few months of initial wariness and some Tileans fleeing
with their families, the remaining people realised things might be better with a vampire
for a prince after all. Very quickly, Felipe had a fairly loyal population, and he absorbed
much of the existing Tilean military into his own.
Over the years, an increasing number of Estalians have come to El Valle Eterno seeking
new lives. The presence of the Moreno family and an Estalian prince (even if he was a
vampire) was part of the attraction in the early decades of Felipe’s rule. Today the fairly
even mix of Estalian and Tilean cultures makes the princedom attractive to those folk of
both nations who feel the need to move to another land for whatever reason.
The mixing of people has led to a mixing of cultures, with food, festivals and language
blurring together to varying degrees. Inter-marriage is common, with the result that
many families are called Moreno, due to the Moreno family’s insistence that men
marrying Moreno women change their names rather the other way round. This has had
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the beneficial effect that whilst the Moreno family is still associated with Felipe’s rule,
they are not seen as privileged minority.
Other nations are not heavily represented in El Valle Eterno, although there is a small
Bretonnian presence in the north of the princedom. These Bretonnians are mostly the
descendents of a large band of Herrimaults who left their homeland about fifty years
ago, despairing of ever bringing change to their homeland. Felipe Lopez accepted their
presence, offering them a village that had been depopulated by a large flock of harpies,
on the condition they dealt with the winged fiends. Impressed with their bow skills,
Felipe further charged them with improving the defences of the northern border. Today,
Bretonnian archers commonly man the northern watchtowers.
El Valle Eterno has few settled non-humans aside from Halflings, who are mostly
farmers. Most Dwarves care little to visit a land ruled by an undead blood-sucker,
although the more adventurous or financially pragmatic pass through El Ojo often
enough. There are rumours of Elves in the northern woods, but then there are always
rumours of Elves in the woods; it comes with the territory. Nevertheless, the foresters
have a tradition of marking any tree they plan to cut down with a red cross – if the red
cross has vanished by the following morning, then the tree is left alone (though it is
uncommon for such a cross to vanish). Although the edge of the woods has moved
slowly north, foresters have made the effort to replant trees, knowing the woods
represent both defence and valuable resource. In addition to rumours of Elves, there
are also rumours of Gnomes living in hidden caves and tunnels within the rocky ridges
on the east and west flanks of the princedom. Most of the stories come from merchant
caravans passing through the channels of the ridges, and usually involve the theft of
small items from wagons or small figures darting out of sight.
Probably uniquely in the Border Princes, El Valle Eterno has a small tourist industry,
catering almost entirely to the wealthier citizens of the Old World. A small stream of
nobles, from the bored to the jaded to the curious and scholarly travel, usually by river
to visit, El Ojo, more commonly referred to by the visitors as the City of the Vampires.
Such visitors may be disappointed to discover that there are not really vampires on
every corner, but bawds are happy to take them round the sites of many alleged bloody
atrocities (curiously taking place most often in taverns and brothels). Many noble
tourists return home with excited, whispered tales of their almost fatal encounters.
Along with tourists, foreign merchants, mercenaries and adventurers are commonly met
passing through El Ojo.
Other vampires, undead and necromancers have never been welcome El Valle Eterno.
Felipe Lopez made that very plain, often very personally.
Military Matters in El Valle Eterno
The best and blindingly obvious defence of El Valle Eterno has always been the
landscape that borders it: forest to north, swamp to south, and the high rocky rides on
the eastern and western flanks. When Felipe Lopez deposed the would-be princes
fighting for control of the land two hundred years ago, he did not wage conventional
warfare, recognising that trying to get an army through the defences would cost lives he
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purposes, treat it as a raven. However, it is limited to low flying, and can only fly for two
rounds before it must land; it cannot fly again for another two rounds. Treat it as having
the Iron Hard Skin mutation all over its body (+3AP everywhere).
PCs can capture the chicken by beating it up or catching it in some sort of trap, possibly
involving a net or a basket (perhaps Old Jorg’s fruit basket) propped up with a stick that
can be pulled away with string. Beating it up is liable to damage it – drop this hint to the
players to force them to look for more ingenious and amusing schemes. Additional
complications are NPC adventurers and the possible arrival of a highly aggressive iron
cockerel (higher WS, S and T). If you want to develop the scenario, then the rumours of
Gnomes in the rock ridges turn out to be true. The iron chicken is an invention of theirs.
It escaped, and they’d really rather have it back, please. Or else.
A further complication can arise, which can be introduced at any time, but if the PCs are
working for Gustavo the Chef then wait until they give him the chicken. The complication
is this: the chicken lays eggs. Iron eggs. When you crack them, they go boom.
Suddenly, the chicken has military applications, and angry people with swords pop up
everywhere wanting it for their own purposes. The family Moreno also takes an interest.
Meanwhile, Old Jorg wants to know where his fruit basket is, and he’s not accepting any
excuses.
Vengeance and Restoration
Let’s go back to the beginning.
This started with jealously and murder. Felipe Lopez was poisoned by his most trusted
servant, Genoveva Moreno, because he chose to vampirise and take as his bride a
young Tilean woman. The bride-to-be’s name was Caterina Carella, and she was
brutally destroyed in her private chambers by Genoveva and a few of her most trusted
Moreno brethren shortly after Felipe was killed. Still young as both human and vampire,
Caterina was no match for the Morenos, who knew exactly how to deal with a vampire.
However, there is a twist to this tale. One thing Felipe never told any Moreno was that
he had not taken just one bride to share his long life in El Valle Eterno, but two. Caterina
had a twin sister, Coralina, and Felipe decided that the twins would become as one
person. Save when the three of them were alone together, one of the sisters would
always stay hidden, out of the public’s gaze, secret even from the Morenos. Perhaps
this was nothing more than an idle amusement for a jaded vampire; perhaps he had
other plans, but Felipe never explained to either twin.
The consequence of this was that Genoveva Moreno unknowingly left a loose end.
Coralina Carella watched from a hiding place as her sister was impaled and hacked to
death in a bloody attack, fleeing her and her sister’s chambers as soon as she could.
She did not flee far, however, but watched to see how the traitors would dispose of the
two vampires’ corpses. Eventually, both bodies were taken to a small secluded
courtyard normally used to deal with those unfortunates who ‘had supper’ with Felipe.
Here they were burnt, their ashes left to the winds. However, Carolina made sure to
gather a quantity of the ashes of each before she fled from Eye’s Needle Castle.
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A Spot of Chaos
As with just about anywhere else in the Warhammer World, El Valle Eterno is
occasionally touched by Chaos. This is one of the stranger incidents that PCs might
become embroiled in.
Attack of the Iron Chicken!
There is a town just inside the western border, sitting by the opening to one of the main
passes through the rocky ridge. It is built for defence and commerce, with barracks and
watch towers, alongside stabling, markets, warehouses and inns. It is busy and friendly,
and a good base of operations for PCs.
The possibility of adventure begins when Old Jorg staggers into town, blood dripping
from numerous small wounds. As the venerable but wiry old fellow is revived and his
wounds are dabbed stingingly by young women (strong alcohol is involved in both
cases), he relates his tale of terror. Old Jorg, it seems, was out up on the ridges
collecting fruit. He will take the time to explain about the jam he was planning to make,
much to the frustration of those who want him to get on with his story, but Old Jorg
won’t be rushed. Eventually, after describing his tortuous journey though paths crooked
and narrow to where the best fruit trees grow, he will describe being attacked by a
monstrous metal bird! “What sort of bird,” a girl asks (or a PC asks). “A chicken,” says
Old Jorg. At the first snigger (perhaps a PC), Old Jorg eyes the culprit and says, “And it
was ten feet tall, with eyes like fire!” And to stifle anymore giggling, he reaches into his
pocket and pulls out a shiny metal feather, so lifelike that individual barbs can be ruffled
out of alignment.
If the PCs don’t immediately set out on the trail of the metal bird of their own volition,
then NPCs will start hiring them or other adventurers, offering cash on delivery.
Gustavo the Chef wants the chicken either live for its eggs or dead as a table
decoration (the former condition pays considerably more). The Extraordinary Vivaldi
wants the live chicken for his travelling carnival. Renowned scholar (in his own head,
anyway) Ludovic Derwin (nephew of the genuinely renowned Claus Derwin of
Marienburg) wants the chicken to study for his ‘definitive’ work on the flora and fauna of
the Border Princes. If the PCs are hired by any one of these three, they will be in a race
to catch the chicken with adventurers working for the other two.
Anyone asking can get needlessly detailed and long-winded directions from Old Jorg,
who will also ask them to bring back his big fruit basket for him (and the fruit, too).
The journey through the narrows and slopes of the rock ridge will be difficult and tiring.
No doubt at least one of the other groups of adventurers will try to bump off the PCs,
although they might be sensible enough to wait until the PCs have caught the chicken
and then nick it off them (the PCs might think of this approach themselves).
When they first catch sight of it, Jorg’s ten feet tall chicken is in fact a normal sized
chicken pecking about in the dust. It is, however, made of metal just as described, and
very, very lifelike. It can fly, and will do so just when the PCs start getting close.
However, because it’s made of metal, it’s heavy and gets tired easily. For rules
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would need later to consolidate control. Instead he became an enemy within, infiltrating
members of the Moreno family into key positions, bribing opposing mercenaries, and
making sure loyal courtiers vanished, until he was in a position to easily assassinate his
rivals.
However, despite being acutely aware that the most serious threats to his rule came
from his enemies’ spies and assassins rather than their armies, Felipe was never
complacent when it came to border defences. Key elements on all borders are fortified
watch towers, all bearing signal pyres ready to be lit at a moment’s notice. All are
manned with archers and soldiers barracked within the body of the towers. Watch
towers overseeing the northern forest and southern swamp also have stabling for light
cavalry. (Actual troop numbers are up to GMs, who will have different in-game needs,
as well as personal opinions.) On the flanking ridges, there is a line of watch towers
running north to south, but on key passes through them between El Valle Eterno and
the outside world there are watch towers following the twisting paths to guard and
protect them.
Water Guard, protecting the river on the southern border, has already been mentioned.
Its twin, Wood Watch, is found at the northern border, and also relies on fire catapults
and strong nets. A key difference between the two is that Wood Watch’s ability to see
potentially invading troops is limited by trees. Consequently, Wood Watch’s commander
sends far more patrols into the forest than her equivalent in Water Guard sends into the
more easily observed swamps. Both Water Guard and Wood Watch have barracks and
stabling for archers, soldiers and light cavalry.
El Ojo, as the capital of the princedom, is well defended. Clearly, it benefits enormously
from being on an island, but beyond the docks built around the edges it has high stone
walls, with towers mounted with stone and fire catapults. Enemy troops would have to
land on the docks by ship, concentrating them and making them highly vulnerable to
attack from above.
El Valle Eterno relies very little on foreign mercenaries. Felipe Lopez knew from his own
activities how unreliable such men and women could be. Instead, he relies on troops
recruited and trained within El Valle Eterno. Many troops are part-timers, perhaps
serving on the watch towers or on patrols for a night or a day before returning to their
families. Perhaps such people are not the most highly trained or as experienced, but at
the same time they know well that the Border Princes have a very personal stake in
maintaining the princedom’s security. Full-time troops and the more trusted Myrmidian
mercenaries serve alongside the volunteers and it is hoped that attitudes and
experience rub off on each other.
No other prince has made an overt attempt to attack El Valle Eterno for a long, long
time. In order to maintain troop fitness, Felipe has his military commanders conduct
regular war-games. These have focused on combating guerrilla tactics, such as
defending the watch towers or fighting in the passes. Wooden swords and padded
arrows are clumsy practice weapons, but allow for some measure of safe realism. For
more serious practice, troops periodically venture forth to challenge the goblins and
other beasts of the southern swamp.
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Felipe Lopez has never shown any inclination to challenge for territory beyond his
borders, seemingly content to ensure the security and prosperity of El Valle Eterno.
However, the resources and economic success of his princedom makes it a very
tempting prospect to surrounding princes. Most realise a direct assault is unlikely to
succeed, at least not in the initial stages of any campaign, and have spent more time
attempting to infiltrate the Moreno family and on espionage.
Economical Matters and Others
The people of El Valle Eterno are very money-minded. Their continued security and
way of life are as much dependent on gold as their strong borders and vampire prince.
The majority of the population are farmers or farm labourers. Their first aim is produce
enough food to see their families and immediate communities well-fed. Their second
aim is to produce enough food to see that other citizens of El Valle Eterno are well-fed,
charging a fair price for it. Their third but no less important aim is to produce enough
food that can be sold to markets beyond the princedom, charging whatever the market
will let them get away with.
To some extent, El Valle Eterno is the breadbasket of its small area of the Border
Princes. With so many of the other princedoms in a near perpetual state of conflict, food
production is unreliable at best, with farms and fields burned, farmers and their families
killed or driven away by their current prince’s enemies. Troops need to be fed if there is
any hope of victory, and post-victory looting and pillage uses up a conquered
princedom’s stored resources fast. Food has to come from somewhere, and El Valle
Eterno aims to oblige.
El Valle Eterno is a major exporter of preserved foods, such as salted meat and fish,
pickled eggs and vegetables, and a blended campaign biscuit of a standard almost
unheard of elsewhere. Genuine El Valle Eterno wax seals on products have a good
reputation in the Border Princes, one that is starting to spread elsewhere in the Old
World. In fact, those taking ship to and from Marienburg are quite likely to find
themselves eating El Valle Eterno Ship-Board Vittles. However, the wax seal used as a
standard of quality bears a fanged mouth, and this has led to a couple of incidents in
the Empire where witch-hunters have burned out ship-holds or accused those who ate
any of the foods of turning into vampires.
Due to its preservation industry, EL Valle Eterno imports a significant amount of salt. A
few years ago, the workers at one of the salt warehouses in El Ojo became heroes
when they successfully dealt with a gigantic mutant slug that burst from the hold of ship
one wet day in late summer (although there were always rumours of a mass of eggs
seen bursting from its body and floating down river).
In parts of the south, large orchards of various types are mixed with a great many bee-
hives, producing fruit, jams and honey. Unsurprisingly, wine, cider and mead are also
made. Much of the wine stays in El Valle Eterno, with more of the cider and mead
exported.
El Ojo’s reputation as ‘city of vampires’ has already been mentioned with regard to
tourism and the Old World’s thrill-seeking nobility. However, the city attracts tourists
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from closer to home, having become a small bastion of culture and civilisation in a land
otherwise torn by war. When not actively embroiled in conflict, princes, would-be princes
and anyone with a few crowns to rub together can visit El Ojo’s (small) opera house, its
two theatres or its concert hall (which also holds dances). While it may not be able to
compete with the great cities of the Old World, Felipe Lopez, as a cultured Estalian
vampire, made sure that there was some sort of civilising influence in his capital. Also, it
meant that princes, rivals and otherwise, would be tempted to visit in order to plot with
one another in an environment Felipe could have his agents spy on and manipulate.
And, what’s more, he could charge them for the privilege.
Elo Ojo is also a recruitment centre, with princes come to make deals with mercenary
captains. Mercenaries also travel both ways along the river to get to other princedoms
However, despite the money that can be made from them, Felipe has always remained
wary of mercenaries, and his laws tightly control their movements. Ships carrying
mercenaries are recorded by Wood Watch and Water Guard, and word dispatched to
their opposite number and El Ojo, and their progress observed. At Wood Watch, Water
Guard and El Ojo, only a mercenary band’s captain and up to four bodyguards are
permitted off ship (for business dealings), although obviously this is relaxed for
mercenaries who have been hired by Felipe for El Valle Eterno’s defences (and these
are usually Myrmidian mercenaries or those with a reputation for honour). Despite these
restrictions, El Valle Eterno has found a way to get any loose change out of the pockets
of mercenaries on passing ships. There are two points in the river, one north and one
south of El Ojo, where the river bulges. Here can be found several large barges moored
in the middle of the river. Mercenaries can leave their ships here to take advantage of
all the sorts of entertainments mercenaries generally enjoy, without ever getting onto
land. Weapons are not permitted and ogre bouncers, as well as archers in watch
towers, keep control.
Crime, Felipe Lopez decided, is inevitable, part of the human condition. For that reason,
he decided he better be the one controlling it in El Valle Eterno, and more specifically El
Ojo. He handed the task to the Moreno family, with strict instructions on the limits of
what was acceptable and what wasn’t. In general, this means the people of El Valle
Eterno are not to be taken advantage of more than they can cope with and be protected
from their own worst inclinations where necessary, but foreigners are fair game, but
should not be discouraged or inclined to discourage others from bring their money to the
princedom. The branch of the family dealing with matters of criminality are known as the
Black Moreno’s, and are known for ruthlessly dealing with unauthorised criminal activity.
Natives of El Valle Eterno are discouraged verbally or recruited; non-natives beaten up
or have their knees smashed if they don’t take the hint; and it is well known that
persistent troublemakers ‘have supper with the prince’ as the euphemism goes. Of
course, there is no prince now, although troublemakers still go to supper with him if only
for the sake of appearances. A GM might use the discovery of the body of someone
said to have gone to supper, still full of congealed blood, as a way of indicating that the
vampire prince of El Valle Eterno seems to have lost his appetite.
| textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Other/Adventures/A Guide to the Border Princedom of El Valle Eterno.pdf |
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Open Game Content: All text on page 1 is considered Open Game Content.
The Seven Principalities
The Seven Principalities span the island nations of Aesik, Brun, Hile, Huq, Laon, Mael and Noen. The
archipelago sits in a tropical zone and each island originally possessed thick jungles. Much of this growth
was cleared away for farmland and grazing pasture but large swaths of dense flora still cover portions of
the islands. The current inhabitants (almost exclusively human) descend from a common stock that
arrived about 1,000 years ago. They colonized the islands under a royal charter from Dunring, hence the
name Principalities. With the fall of that kingdom 400 years ago, the Seven Principalities are now
independent, but consider themselves part of a loose confederation.
After the minotaur’s death, the Principalities resumed the trade of spices and exotic woods with the
mainland, and wealthy individuals now once again travel to the islands to enjoy their warmer climate
and rejuvenating ocean waters. Increased commerce has also increased competition. The islands
aggressively jockey for the largest share of markets. However, a shared heritage of oppression and the
threat of pirates prevents this rivalry from turning violent.
Ecology
With the trade of spices on the rise again, many of the farmers who raised cattle for Asterion have
released their stocks into the wild. The aurochs did not fare well against the island’s natural predators,
but boar and deer have flourished. The deep forests shelter large land lizards and strange, creeping
vines the locals know to avoid. Dormant volcanoes dot the islands and play home to wyverns,
manticores and rocs. Natives do not climb the peaks.
Sites of Interest
Ruins across the islands prove an earlier civilization occupied the archipelago before the current
inhabitants arrived. These people or creatures were long gone by the time of the colonization. No
images of the builders survive, though the design and size of the ruins suggest a humanoid race.
The largest of the Seven Principalities is Huq. As Asterion’s home it suffered the worst of his
depredations. He ruled the island from an ancient labyrinth fortress built near the summit of a volcano.
Huq’s people are the most wary of foreigners, and can’t understand why their island attracts so much
attention.
Adventurers and treasure seekers flock to Huq to explore
Asterion’s former lair. The edifice is a remnant of the
earlier civilization that lived on the island chain. Legends
claim the labyrinth hides ancient magic. Others suspect it
opens to secret undersea volcano tubes Asterion used to
travel between islands without detection.
All the increased comings and goings of merchants,
explorers and visitors has attracted pirates. Ships
traveling between the mainland and the Principalities
present rich targets. A large pirate gang called the Grey
Blades plagues the surrounding waters. If anything, there
is plenty of work for those willing to sign on as marines.
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of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
material by E. Gary Gygax and Dave Arneson.
Lands of GOW. Copyright 2010 by Mark Gedak and Stefen Styrsky. Published by Purple Duck Games.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Lands of GOW - The Seven Principalities.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 OR 2 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 4 (all of APL2 plus the following)
� *+1 bane (only evil outsider OR magical beasts) arrows
(Adventure; DMG; 161gp ea.)
� *Scroll of ray of flame (Adventure; SpC:167; 25gp)
� *Scroll of ray of ice (Adventure; SpC:167; 150gp)
� *Scroll of warning shout (Adventure; SpC:236; 50gp)
� *Quaal’s feather token: tree (Adventure; DMG 100gp)
� LScroll of restoration (Any; DMG; 800gp)
� Wand of lesser orb of fire (20 charges; CL 3) (Adventure; SpC:151;
2,250gp)
� *Surcoat of valor (Adventure; MIC:139; 4,000gp)
� *Hexbands (Adventure; MIC::112; 3,100gp)
APL 6 (all of APLs 2-4 plus the following)
� Hat of disguise (Adventure; DMG; 1,800gp)
� Scroll of righteous fury (Adventure; SpC:177, 375gp)
� Wand of lesser orb of fire (20 charges; CL 5) (Adventure; SpC:151;
3,750gp)
APL 8 (all of APLs 2-6 plus the following)
� *Boots of big stepping (Adventure; MIC:76-77; 6,000gp)
APL 10 (all of APLs 2-8 plus the following)
� +1 flaming longsword (Adventure; DMG; 8,315gp)
APL 12 (all of APLs 2-10 plus the following)
� +1 flaming greatsword (Adventure; DMG; 8,350gp)
APL 14 (all of APLs 2-12 plus the following)
� +1 flaming greatsword (Adventure; DMG; 8,350gp)
Adventure Record#
597 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
p
APL 4
max 675 XP; 650 gp
APL 6
max 900 XP; 900 gp
APL 8
max 1,125 XP; 1,300 gp
APL 10
max 1,350 XP; 2,300 gp
APL 12
max 1,575 XP; 3,300
APL 14
max 1,800 XP; 6,600 gp
�Blessing of the Imprisoned: An ancient, imprisoned entity,
has, granted you a boon. Over the next year, you are able to use the
Death Domain ability of death touch 3 times. By using this gift,
you are accepting the temporary influence of the entity in your
life, something that you sense will create a barrier between you
and the known deities. Once you use this gift, you are cut off from
the deities, beneficial divine spells do not work on you, nor do
items delivering those beneficial spells & classes gaining abilities
from a known deity lose access to those abilities. This ‘blessing’ will
fade within one calendar year from the date on this AR.
Alternatively, it (and the entity’s connection to you) can be
removed with a successful casting of greater dispelling or dispel evil
against a caster level of 24. Once you have you used the gift, only
an atonement will restore your standing with the known deities.
You may only use this boon 3 times. Have your DM initial each use
of the gifted boon and the atonement below, or cross this ‘blessing’
off if it is dispelled, or once it has faded.
USES: �__________ �_________ �__________ ATONEMENT �_____________
DM DM DM DM
�Tainted: For using the boon granted by the entity, you suffer
the penalties described in the Blessing of the Imprisoned until you
seek an atonement. ATONEMENT GRANTED: Date_______DM_____
�Gratitude of Edmar Grek: In gratitude for rescuing him,
Edmar will use his connections to help you. This counts as a favor
of House Grek and can also be expended to obtain either the
flaming or undead bane upgrade to a single weapon.
�Holryn Verana’s Traveling Spellbook: contains several
unusual spells that Holryn had planned to scribe into his main
spellbook when he had the time. Obviously, he never did: launch
itemSC, mountain stanceSC, ruin delver’s fortuneSC, seeking rayPH2
(Adventure; 425gp)
�Minor Enmity of the Rogues of Seltaren: This PC has
irritated the rogues of Seltaren and receives this suffering a -2
penalty to Diplomacy and Bluff checks with the criminals and
lower class citizens of Seltaren, as well as a -4 penalty on all Gather
Information checks within Lower Seltaren.
�Archives of the Temple of Lydia: In these archives, the PC has
uncovered the prayers for several unusual spells from the:
amenuesisSC, angelskinSC, battle hymnSC, body harmonicSC, g’elsewhere
chantSC, invest light protectionPH2, invest moderate protectionPH2, invest
heavy protectionPH2, songbirdSC, zone of revelationSC. PCs with this favor
gain regional access to items marked with an L
�Enmity of House Verana: The PC has earned the enmity of
house Verana.
This Record Certifies that
_______________________________________________
Character Class/Lvl
Played by____________________________________________
Player
RPGA #
Has Completed
NMR7-04 – Signs & Portents
A one-round Nyrond and her Environs Metaregional
Adventure set in the Duchy of Urnst
Event: _________________________________ Date: ________
DM:___________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ______________
�
Died
�
Was raised/res’d
�
Was reincarnated
___________________________________________________
_______________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Meta-Region Nyrond and Environs/597/Normal Scenarios/NMR7-04 - Signs and Portents (APL 4-14)/NMR7-04 - Signs and Portents AR.pdf |
1
FORCE OF NATURE
A Short Adventure for Four
18th-Level Player Characters
CREDITS
Design:
Mark A. Jindra
Editing:
Penny Williams
Typesetting:
Nancy Walker
Cartography:
Todd Gamble
Web Production
Julia Martin
Web Development:
Mark A. Jindra
Graphic Design:
Sean Glenn, Cynthia Fliege
Based on the original DUNGEONS & DRAGONS® game by E.
Gary Gygax and Dave Arneson and on the new edition of the
DUNGEONS & DRAGONS game designed by Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc.
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States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of
Wizards of the Coast, Inc.
©2004 Wizards of the Coast, Inc.
All rights reserved.
Made in the U.S.A.
This product is a work of fiction.
Any similarity to actual people, organizations, places,
or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without
written permission. To learn more about the Open Gaming License
and the d20 System License,
please visit www.wizards.com/d20.
For more DUNGEONS & DRAGONS articles, adventures, and information,
visit www.wizards.com/dnd
Force of Nature is a short D&D adventure for four 18th-
level player characters (PCs). The scenario begins in
Porthaven, a large coastal city that is suddenly plagued
by a series of natural disasters. Restoring the normal,
tranquil environment of the area requires a whirlwind
tour of the elemental planes.
The city of Porthaven can be placed along any coast-
line in your campaign that has mountains nearby. The
adventure is designed to take place during a rainy
season to help set the mood, although you can change
the season without altering the adventure. As always,
feel free to adapt the material presented here as you see
fit to make it work with your campaign.
PREPARATION
You (the DM) need the D&D core rulebooks, including the
Player’s Handbook, the Dungeon Master’s Guide, and the Mon-
ster Manual to run this adventure. In addition, you might
want to keep Book of Vile Darkness, Manual of the Planes, Fiend
Folio, and the D&D Arms and Equipment Guide handy,
although the relevant information from them is included
in the adventure. This scenario utilizes the D&D v.3.5 rules,
but it can easily be used with the 3.0 rules as well.
To get started, print out the adventure. Read through
the scenario at least once to familiarize yourself with
the situation, threats, and major NPCs. Text that appears
in shaded boxes is player information that you can read
aloud or paraphrase for the players at the proper times.
ADVENTURE
BACKGROUND
Three hundred years ago, the coastal town of
Porthaven was built on a site that was advantageous for
trade but both geologically and meteorologically unsta-
ble. A volcano in the nearby mountains threatened to
erupt and destroy the town, and earthquakes, tidal
waves, and hurricanes were common. But the doughty
townsfolk stayed and rebuilt after each disaster, deter-
mined to make the town prosper.
Eventually, a powerful sorcerer named Khyber Mer-
cane saw the carnage that the unending natural disas-
ters had wrought and decided to do something con-
structive. Recalling that he had once met some
extraplanar creatures called modrons that favored
order over chaos, he contacted them to see whether
they could help. After discussing various options, Mer-
cane struck a deal with the creatures: They would build
and maintain a machine that would keep the town safe
from the chaos of natural disasters, and in return, the
townsfolk would keep a library of knowledge to pass
along to them every year.
2
The machine worked, and the volcanic activity
ceased. The harsh windstorms that had previously
blown through the valley softened to mild breezes, and
the high waves that had battered the shoreline shrank
to harmless ripples before reaching the coast. The
earthquakes that were once common occurrences no
longer shook the land. Even the seasons seemed to
even out until the temperatures rarely reached uncom-
fortable extremes. The crews of ships that had been
through rough seas and stormy weather found the calm
waters and friendly people of the town a welcome
sight, as did many weary travelers along the coast. The
town grew rapidly and soon became a bustling city.
For the first seven years, the modrons sent represen-
tatives to service the machine and gather the accumu-
lated knowledge annually. Then the visits abruptly
stopped. Khyber left to see what had happened to the
modrons, but he never returned.
Worried about the safety of the untended machine,
the clerics of Wee Jas built a temple around it to shield
it from unauthorized visitors. But though this tactic did
safeguard the machine, it also removed it from the
people’s sight, and eventually it was forgotten by most
of the populace. Only a handful of the church’s priests
still know of its existence, and fewer still know its true
purpose. Sister Mara, the most senior member of the
clergy, is currently studying the history of the
machine, and she has recently rediscovered its purpose
and a few details of its maintenance. Realizing that the
machine had not been refueled for many years, she
warned the townsfolk that disasters might be immi-
nent, but they scoffed at her dire predictions.
A few weeks ago, the machine ran out of fuel and
shut down entirely. Shortly thereafter, Porthaven expe-
rienced its first earthquake since the activation of the
machine, but the tremor was small and went unnoticed
by most of the city’s residents. The next sign that the
city had lost its protection was much more obvious.
This morning, the nearby volcano suddenly erupted,
spewing forth a hellish river of molten rock and fire.
The sky grew as black as night, and fiery ash began to
rain down from the heavens. The earth beneath the
city heaved upward, toppling structures and feeding
the fires caused by the flaming debris. A great wall of
water from the sea laid waste to Porthaven’s docks, leav-
ing many seagoing vessels and coastal homes either at
the bottom of the bay or in ruins in the city’s streets.
Currently, the city officials are busy evacuating the
residents through several magic portals that are nor-
mally used only by merchants and adventurers. But
these few portals cannot accommodate everyone, and
the rivers of lava will reach what is left of the town in
only a few short hours.
THE MACHINE
The machine is an arcane device constructed by the
modrons to subdue the forces of nature and bring order
out of chaos. It is fueled by raw elemental material
from the four elemental planes.
The supporting structure for the machine is a cylin-
der 50 feet across and 500 feet deep. Inside is a delicate-
looking structure built of massive gears, springs, levers,
pistons and all sorts of other mechanical components.
The entire machine is made of a strange, dull-colored
metal that resembles bronze.
The upper 20 feet of the cylinder is free of machine
components. Three 5-foot wide walkways span the
diameter of this chamber about 10 feet down from its
top, intersecting in the middle to divide the area into
six equal sections. The machine’s control panel sits on a
round platform at the junction of the three walkways.
Between the walkways, the floor is open, exposing the
machine’s workings below. The entrance to the cylin-
der lies at the end of one walkway, and at its other end
is a stack of crates piled near the wall. Each of the other
two walkways has a massive bronze door at either end.
The four bronze doors open to reveal solid walls
unless the levers and buttons on the control panel are
activated in the proper order. When its particular
sequence is initiated, each door opens onto a portal to
one of the four elemental planes.
Atop the control panel usually rest four 2-foot-diam-
eter metal spheres that act as fuel cells for the machine.
Each holds raw elemental material from one of the four
elemental planes (air, earth, fire, and water). When a
sphere is full, all the quartz crystals that adorn its sur-
face pulse with an amber glow. At present, all the crys-
tals are dull and lifeless, indicating that the spheres are
empty.
The machine and all of its parts, including the
spheres, are made of the same material as most of the
plane of Mechanus, which looks like dull bronze. The
machine is immune to all magic, and no part of it
except the four spheres can travel through any magi-
cally created planar portal other than the four that are
attached to the machine.
ADVENTURE SYNOPSIS
The characters must refuel an ancient machine built by
the modrons before the forces of nature can destroy the
entire city of Porthaven. To do so, they must visit each
of the elemental planes and fill a metal sphere with raw
elemental material. Sister Mara, a cleric of Wee Jas, has
studied the machine enough to open its portals to two
of the four elemental planes, but the characters must
find their own way to the others.
3
In the Elemental Plane of Air, the party encounters
several belkers and gains access to the Elemental Plane
of Water through a planar vortex. The Elemental Plane
of Water brings the characters into conflict with a
vicious hammerfish. Entering the Elemental Plane of
Earth brings them face-to-face with a new monster
known as a magmal horror and introduces them to a
rogue modron named Slag. This creature can open the
final portal to the Elemental Plane of Fire, where a hell-
fire golem and several salamanders await the group.
Once the PCs have fully refueled the machine,
nature’s fury subsides, and the city can begin to rebuild.
ADVENTURE HOOKS
The PCs may come to Porthaven for any number of rea-
sons. As the DM, it is your job to decide how best to
involve the characters in the adventure. You can use the
following hooks to spur your imagination, modifying
them as necessary to fit your campaign or the characters.
• The PCs are en route to some other location by ship. The
captain decides to stop in Porthaven to wait out a vicious
storm at sea, since the city is renowned for the calm
waters of its port. But the storm only worsens as the ship
draws closer to Porthaven, and the ship is hurled onto
the shore by the mammoth waves in the harbor.
• A caravan that the PCs were escorting up the coast
encountered high winds and torrential rains that
caused mudslides and rockfalls along the road
through the nearby mountains. The owners decided
to put up in Porthaven for the night and assess the
damage in the morning. When they arrived,
Porthaven was a picture of beauty without a cloud in
the sky, just as it typically was. But the sunrise
brought natural disasters on a scale they had never
seen before, and now the caravan personnel are wait-
ing with the citizens for evacuation.
• While visiting the temple district of their own city,
the PCs hear that the temple of Wee Jas is looking for
help in evacuating a city that is about to be destroyed
by earthquakes and an erupting volcano. A portal to
Porthaven at the local temple of Wee Jas has brought
many wounded evacuees for the clergy to tend, and
they all beg for brave and stalwart adventurers to aid
their kinfolk who are still trapped there.
• A party member receives a message by magic from a
loved one in the city of Porthaven, begging for aid to
escape the volcanic eruptions and earthquakes that
have been plaguing the city since morning.
• Rumor holds that a treasure the PCs have been seek-
ing lies buried beneath a dormant volcano near
Porthaven. Just after they reach the city, however, the
volcano gives ample evidence that it is no longer
dormant. Alternatively, the eruption and accompany-
ing earthquake could occur after the PCs have already
entered the tunnels, trapping them in a cave-in.
BEGINNING THE
ADVENTURE
The adventure begins when the PCs reach Porthaven.
Unless they take pains to pass for ordinary folk, they are
soon recognized as powerful adventurers, either by per-
sonal reputation or by the gear they carry. Once the vol-
cano erupts, they are asked to assist with the rescue
effort, along with all of Porthaven’s able-bodied citizens.
PORTHAVEN
The city of Porthaven has enjoyed fifty years of peace
and prosperity.
c Porthaven (Large City): Conventional (mayor);
AL LG; 40,000 gp limit; Assets 30,000,000 gp; Population
15,000; Mixed (11,850 humans, 1,350 halflings, 750
dwarves, 450 elves, 300 gnomes, 150 half-elves, 140 half-
orcs, 10 drow); Size: 0.39 square miles, or 246 acres.
Authority Figures: Bergan Regal, human aristocrat 13;
Onyx Deathcure, elf fighter 18; Bardak Firehand, dwarf
fighter 17.
Important Figures: Vonn Stefos, human rogue
12/expert 7; Sister Mara, human cleric 14; Zax Grier-
son, human ranger 12; Khyber Mercane, human sor-
cerer 10/planeshifter 10.
Others: Adept 13 (2), adept 10 (1), adept 6 (4), adept 5
(2), adept 3 (8), adept 2 (20), adept 1 (70), aristocrat 12
(1), aristocrat 10 (1), aristocrat 6 (4), aristocrat 5 (2), aris-
tocrat 3 (8), aristocrat 2 (20), aristocrat 1 (70), barbarian
13 (1), barbarian 11 (1), barbarian 10 (1), barbarian 6 (4),
barbarian 5 (2), barbarian 3 (8), barbarian 2 (12), barbar-
ian 1 (40), bard 13 (1), bard 12 (2), bard 6 (6), bard 3 (12),
bard 2 (24), bard 1 (48), cleric 13 (1), cleric 10 (2), cleric
6 (2), cleric 5 (4), cleric 3 (4), cleric 2 (16), cleric 1 (34),
commoner 19 (1), commoner 18 (1), commoner 10 (4),
commoner 9 (2), commoner 5 (8), commoner 4 (4),
commoner 2 (24), commoner 1 (12,751), druid 5 (1),
druid 3 (1), druid 2 (5), druid 1 (10), expert 18 (1),
expert 15 (1), expert 14 (1), expert 9 (2), expert 8 (2),
expert 7 (2), expert 4 (12), expert 2 (24), expert 1 (420),
fighter 12 (1), fighter 8 (2), fighter 6 (4), fighter 4 (4),
fighter 3 (8), fighter 2 (24), fighter 1 (48), monk 12 (2),
monk 10 (1), monk 6 (4), monk 5 (2), monk 3 (8), monk
2 (20), monk 1 (40), paladin 12 (1), paladin 11 (2), pal-
adin 6 (6), paladin 3 (12), paladin 2 (24), paladin 1 (48),
ranger 2 (1), ranger 1 (3), rogue 17 (1), rogue 12 (1),
rogue 10 (1), rogue 8 (2), rogue 6 (2), rogue 5 (2), rogue
4 (4), rogue 3 (4), rogue 2 (20), rogue 1 (40), sorcerer 13
(1), sorcerer 12 (1), sorcerer 6 (6), sorcerer 3 (12), sor-
cerer 2 (24), sorcerer 1 (48), warrior 15 (1), warrior 14
(1), warrior 11 (1), warrior 8 (2), warrior 7 (2), warrior 6
(2), warrior 4 (8), warrior 3 (4), warrior 2 (24), warrior 1
(701), wizard 13 (1), wizard 12 (1), wizard 11 (1), wizard
6 (6), wizard 3 (12), wizard 2 (24), wizard 1 (48).
Gathering Information
The characters are free to speak with anyone in
Porthaven, and all the citizens answer their questions
truthfully. No one except the city officials, however, has
any inkling of what has actually caused the problem. The
following individuals can acquaint them with the entire
situation if asked. If the characters’ prowess becomes
known and they do not ask to speak with the city officials,
those worthies request an audience with them instead.
Bardak Firehand: Bardak is the town constable
and leader of Porthaven’s militia. He has 20 fighters and
130 warriors in his service and can call up an additional
750 members of the local militia with a few hours notice.
Bergan Regal: Bergan is the duly elected mayor
of Porthaven, but the post may as well be hereditary,
since members of his family have served as mayor for
almost a hundred years.
Onyx Deathcure: Onyx is the Regal family body-
guard and advisor to the city’s militia. Once an adven-
turer, Onyx retired early and settled here with his drow
wife to raise a family in peace. He has served the Regal
family for more than thirty years.
Sister Mara: Sister Mara is the senior cleric of
Wee Jas in Porthaven. A slender woman about 5 feet 8
inches tall, she has long, flowing blond hair and wears
the familiar grey robes of Wee Jas’s clergy. Over these,
she wears silk vestments adorned with the holy symbol
of Wee Jas and several hundred odd shapes that
resemble interconnecting gears. Mara is one of only a
handful of priests who have studied the machine.
4
5
Vonn Stefos: A former adventurer, Vonn now
owns the largest shipping business in Porthaven. He
also oversees the militia contingent that is assigned to
patrol the docks.
Zax Grierson: Zax comes from a large family, all
of whom have taken up the ranger profession. He has
fully explored the volcanic tunnels in the nearby moun-
tain ranges, and he often undertakes missions on behalf
of the city. Earlier today, Zax led some junior clerics of
Wee Jas through the Air Portal and has not returned.
MEETING WITH THE CITY OFFICIALS
If the characters agree to meet with the city officials,
they are escorted to the temple of Wee Jas, where they
are introduced to Bergan Regal, Onyx Deathcure,
Bardak Firehand, Vonn Stefos, and Sister Mara. Bergan
tells them that the city would welcome any help they
can provide with the relief effort, but as adventurers of
some renown, they might also be able to help in
another way. Mara takes the story from here, explain-
ing that an ancient artifact (the machine) hidden deep
within the temple holds the key to the city’s salvation.
If restored to working order, this artifact could calm
the elements and restore the city’s former peace and
serenity. The officials are willing to offer some pay-
ment, though they do need to keep the city’s coffers
well filled to handle the expense of rebuilding.
If the party agrees to assist, all the officials thank
them profusely. Then all except Mara leave to oversee
the evacuation.
A. THE MACHINE
Mara ushers the PCs through the halls of the temple to
a large door made of what appears to be dull bronze.
Behind it lies the machine—still an impressive sight
even though its gears have stilled.
When the characters are ready to enter the
machine, read or paraphrase the following aloud.
Mara has studied texts that have been passed down
from generation to generation about the workings of
the machine. She can offer the following information in
response to appropriate questions (no check necessary).
"I have been experimenting with the control
panel in an attempt to activate the portals beyond
the other four doors," says Mara, "and I have thus
far been able to open two of them. The first door
reveals a swirling pool of pale blue light, and the
second a moss-green pool. The writings of the
temple have led me to believe that these pools are
portals to the Elemental Plane of Air and the Ele-
mental Plane of Earth, respectively. Once acti-
vated, each portal stays open for only a single
minute and cannot be opened again for 15 min-
utes. I hope that I can discover the proper
sequence to activate the other two doors while you
are collecting the elemental fuel, but I can guaran-
tee nothing. You may have to find your own way
to the Elemental Planes of Fire and Water.”
She takes up one of three identical bronze
spheres, each about 2 feet in diameter, from the
console. “These receptacles hold raw material from
each of the elemental planes, which the machine
uses for fuel. From what I have been able to deter-
mine, each of the receptacles must be taken to a
different elemental plane and filled by depressing
the levers in a particular order. Completely filling
a sphere can take up to 30 minutes, and someone
must constantly monitor its progress and make
adjustments with the levers. I have written down
the instructions for using each sphere.
“According to the temple writings, each portal
opens onto a stone platform that is protected from
the dangers of the plane. The modrons stayed on
these platforms while filling the spheres to avoid
the need for spells that would ensure their survival.
“When you are ready to leave, I will open the
first portal for you. Thereafter, I will open it once
every 15 minutes until you return. You had best
take all the spheres with you at once, as well as the
instructions, just in case you need to use another
method to access one of the planes.”
Mara hesitates a moment, then says, “I must tell
you that you are not the first to attempt this mission.
Earlier today, I sent Zax Grierson, a ranger of some
renown, through the blue portal with a party of cler-
ics from this temple. He took one of the spheres
along. That party has not returned, and we can only
assume the worst. You’ll have to find Zax and retrieve
the sphere in order to complete the refueling.”
The rumble of the volcano is audible in the dis-
tance as Mara opens the door to the machine. The
circular chamber beyond is lit by an unseen
source.
Mara walks straight into the room along one of
six narrow walkways that radiate like the spokes
of a wheel around the chamber, meeting at a cen-
tral platform. Five of the walkways end in doors,
and the sixth—the one directly opposite the entry
door—ends at the far wall, where several crates
are stacked. Below the walkways, the inner work-
ings of the machine extend endlessly down into
the darkness.
6
• The machine was built 300 years ago.
• Its construction was a joint project by a planeshifter
named Khyber Mercane and some creatures known
as modrons, from the plane of Mechanus.
• The machine somehow subdues the forces of nature
in and around the city.
• Many years ago, Mara saw an odd creature that
resembled a square metal box standing on a gear a
few hundred feet below the walkways. She believes
that it was a modron.
• All the modrons that maintained the machine in the
past seem to have disappeared, and the machine
ground to a halt just a few weeks ago. Hopefully, its
only problem is a lack of fuel.
• Neither the machine nor the spheres can be affected
by magic.
• The crates are filled with scrolls and parchments
containing writings of the city’s scholars and a history
of Porthaven dating back almost 300 years. These were
probably intended for the modrons, but no one has
come to retrieve them in many years.
The PCs can access the Elemental Planes of Air and
Earth via the portals attached to the machine. Mara will
not be able to open the others during this adventure, but
after spending 1 hour perusing the temple texts, a char-
acter can attempt a DC 35 Intelligence check to do so.
Alternatively, the PCs can use the portals that
appear on those two planes to gain access to the others
(see encounters B3 and C2). Or they can use plane shift
or similar magic to get there themselves. If they use
their own means from within the machine, they end
up exactly where the machine’s portals would have
taken them—namely, the stone platforms that the
modrons constructed on the target planes. On these
platforms, the planar traits of these planes (see Planar
Information, below) are not in effect.
If the characters use plane-traveling magic from any
other location, they end up at a random spot on the
target plane and are subject to all of its normal planar
effects. The PCs gain the extraplanar subtype while
they are on any of the Elemental Planes.
B. ELEMENTAL
PLANE OF AIR
Stepping through the swirling blue portal places the
PCs on the Elemental Plane of Air. Refer to the Appen-
dix for the planar traits of this plane.
B1. SMOKE AND MIRRORS (EL 11)
Read or paraphrase the following when the characters
step through the Air Portal.
Zax Grierson, the town’s foremost ranger, led some
clerics of Wee Jas through the portal earlier today, but
they were set upon by belkers as soon as they arrived.
All members of the expedition died in the battle, and
the portal platform broke loose from its moorings. The
PCs are subject to the planar traits of this plane until
they can reach this platform.
Zax himself was slain by Grynerstempos, a belker soul
eater currently hiding in the rubble on the platform. This
creature has hidden Zax’s corpse in the rubble and
assumed his form. Now it is lying in wait for any rescue
parties that may arrive (see encounter B2, below).
Creatures: The smoke around the entry point is
actually two advanced belkers in smoke form. They
assumed this form as soon as they realized that the
portal was reopening. These two have already
expended 10 of the 20 rounds that they can remain in
smoke form for the day.
D Advanced Belkers (2): CR 9; Huge elemental
(air); HD 21d8+63; hp 99; Init +4; Spd 30 ft., fly 50 ft.
(perfect); AC 23, touch 12, flat-footed 19; Base Atk +15;
Grp +29; Atk +20 melee (3d6+6, wing); Full Atk +20
melee (3d6+6, 2 wings) and +17 melee (1d6+3, bite) and
+17 melee (1d4+3, 2 claws); Space/Reach 10 ft./10 ft.;
SA smoke claws; SQ darkvision 60 ft., elemental traits,
smoke form; AL NE; SV Fort +10, Ref +16, Will +7; Str
22, Dex 19, Con 17, Int 6, Wis 11, Cha 11. Height: 12 ft.
Skills and Feats: Hide –4, Knowledge (arcana) +2,
Listen +8, Move Silently +12, Spot +8; Ability Focus
(smoke claws), Alertness, Combat Reflexes, Improved
Natural Attack (wing) (2), Multiattack, Weapon
Finesse, Weapon Focus (wing).
Smoke Claws (Ex): An advanced belker in
smoke form (see below) can engulf opponents by
moving on top of them. It fills the air around one Large
or smaller opponent without provoking an attack of
opportunity. The target must succeed on a DC 25 Forti-
tude save or inhale part of the creature. The smoke
inside the victim solidifies into a claw and begins to rip
at the surrounding organs, dealing 3d6 points of
damage per round. An affected creature can attempt
another Fortitude save each subsequent round to
cough out the semivaporous menace.
Beyond the swirling blue portal is a cloud of stone
debris and smoke floating in an endless sky. Some
50 feet away drifts a stone platform bearing sev-
eral piles of stone rubble. A corpse wearing the
robes of the clergy of Wee Jas floats lifelessly a
few feet away, and several other bodies float near
the ruins. Some distance away, three blue forms
float near a swirling storm of wind and rain.
7
Elemental Traits: An advanced belker has
immunity to poison, sleep effects, paralysis, and stun-
ning. It is not subject to critical hits or flanking. It
cannot be raised, reincarnated, or resurrected (though a
limited wish, wish, miracle, or true resurrection spell can
restore life). Darkvision 60 ft.
Smoke Form (Su): Most of the time an advanced
belker is more or less solid, but at will it can assume
smoke form. It can switch forms once per round as a
free action and can spend up to 20 rounds per day in
smoke form. An advanced belker in smoke form can fly
at a speed of 50 feet (perfect). The ability is otherwise
similar to a gaseous form spell (caster level 21st).
Tactics: The advanced belkers attack the party
immediately. They were damaged in the previous fight,
so they flee if reduced to 50 or fewer hit points.
Development: After the party has defeated the
two advanced belkers, Grynerstempos calls for help
from the ruined stone platform, using Zax’s voice. Go
to encounter B2, below.
B2. THE FALSE ZAX (EL 18)
Grynerstempos, an advanced belker soul eater, has been
waiting in the ruined stone building on the floating plat-
form, watching the PCs fight the other belkers. Read or
paraphrase the following when they finish that battle.
Creature: The human figure on the platform is Gryn-
erstempos, shapeshifted into the form of Zax.
D Grynerstempos: Advanced belker soul eater
8; CR 18; Huge elemental (air); HD 21d8+105 plus
8d8+40; hp 275; Init +6; Spd 30 ft., fly 50 ft. (perfect);
AC 25, touch 14, flat-footed 19; Base Atk +19; Grp +35;
Atk +26 melee (4d6+8, wing); Full Atk +26 melee
(4d6+8, 2 wings) and +23 melee (1d6+4, bite) and +23
melee (1d4+4, 2 claws); Space/Reach 10 ft./10 ft.; SA
A voice calls out faintly from the rubble on the
floating stone platform. “Help me,” it says.
“Please. . . .” Crawling toward the edge of the plat-
form is a human male dressed in the garb of an
adventurer.
8
energy drain, smoke claws, soul blast; SQ darkvision 60
ft., elemental traits, smoke form, soul agility, soul
endurance, soul enhancement, soul radiance; AL NE;
SV Fort +16, Ref +22, Will +11; Str 26, Dex 23, Con 21,
Int 6, Wis 11, Cha 11. Height: 12 ft.
Skills and Feats: Hide –2, Knowledge (arcana) +2,
Listen +15, Move Silently +17, Spot +14; Ability Focus
(smoke claws), Alertness, Combat Reflexes, Disciple of
Darkness, Improved Natural Attack (wing) (3), Multi-
attack, Weapon Finesse, Weapon Focus (wing).
Energy Drain (Su): Grynerstempos bestows two
negative levels on its target with a successful touch
attack. The Fortitude save DC to remove the negative
levels is 20.
Smoke Claws (Ex): When Grynerstempos is in
smoke form (see below), it can engulf opponents by
moving on top of them. It fills the air around one Large
or smaller opponent without provoking an attack of
opportunity. The target must succeed on a DC 27 Forti-
tude save or inhale part of the creature. Smoke inside
the victim solidifies into a claw and begins to rip at the
surrounding organs, dealing 3d6 points of damage per
round. An affected creature can attempt another Forti-
tude save each subsequent round to cough out the
semivaporous menace.
Soul Blast (Su): When Grynerstempos uses its
energy drain ability, it may project a 100-foot ray of
force that deals 8d6 points of damage against one target
(Reflex DC 18 negates). This ability can be used once
per day, and only on a day when it has drained levels.
Elemental Traits: An advanced belker has
immunity to poison, sleep effects, paralysis, and stun-
ning. It is not subject to critical hits or flanking. It
cannot be raised, reincarnated or resurrected (though a
limited wish, wish, miracle, or true resurrection spell can
restore life). Darkvision 60 ft.
Smoke Form (Su): Most of the time, Gryner-
stempos is more or less solid, but at will it can assume
smoke form. It can switch forms once per round as a
free action and can spend up to 20 rounds per day in
smoke form. (Today, it has already used up 4 of these
rounds.) While in smoke form, it can fly at a speed of
50 feet (perfect). The ability is otherwise similar to a
gaseous form spell (caster level 21st).
Soul Agility (Su): When Grynerstempos uses its
energy drain ability, it gains a +4 enhancement bonus
to Dexterity for 24 hours.
Soul Endurance (Su): When Grynerstempos
uses its energy drain ability, it gains a +4 enhancement
bonus to Constitution for 24 hours.
Soul Enhancement (Su): Grynerstempos gains
a +2 enhancement bonus on all saving throws, ability
checks, and skill checks for 24 hours. This bonus stacks
with any enhancement bonus gained to ability scores
that apply to saves or checks.
Soul Radiance (Su): If Grynerstempos com-
pletely drains a creature of energy, it may adopt its
victim’s soul radiance, taking on its form, appearance,
and abilities (as the shapechange spell) for 24 hours.
Tactics: If the characters come to the aid of “Zax,”
it assists them with setting up the sphere and refilling
it. Once they are preoccupied with other tasks, it shifts
into smoke form and attacks. Grynerstempos can
remain in smoke form for 16 rounds.
Development: If reduced to 50 or fewer hit
points, Grynerstempos flees toward the storm in the
distance (see encounter B3, below). This swirling
vortex of water and wind is a portal that connects
directly to the Elemental Plane of Water. The soul eater
has often hunted near this vortex and has actually
passed through the portal on one previous occasion.
A quick search of the ruined platform reveals the
body of Zax Grierson and the missing sphere, which is
empty.
B3. THE VORTEX
Read or paraphrase the following if the PCs approach
the vortex.
The blue forms are the bodies of three 16-foot-tall
marids (genies native to the Elemental Plane of Water;
see Manual of the Planes). They were slain by a hammer-
fish in the Elemental Plane of Water (see encounter
E2) and then sucked through the vortex.
Creature: If Grynerstempos is still alive, it lurks
beside the portal, hoping to drag one of its pursuers
through with it.
D Grynerstempos: See encounter B2, above.
Tactics: If a character gives chase, Grynerstempos
attempts to grapple that opponent and take him
through the portal.
Development: Any character with ranks in
Knowledge (the planes) may attempt a DC 23 check
with that skill to realize that the vortex is a two-way
portal to the Elemental Plane of Water. Otherwise,
they must rely on their own powers of deduction to
determine the nature of the vortex.
The winds on this side and the currents on the far
side are strong enough to pull in unattended objects (or
Three blue humanoids dressed in silken garb of
green and white float lifelessly near a swirling
cloud of wind and water. The storm’s ferocity
seems directed inward, its swirling eddies disap-
pearing into the center of the vortex.
9
unresisting characters) within 100 feet and hurl them
some 200 feet into the destination plane. A character
within 100 feet of the vortex can move away from it at
one-half his normal movement rate on the plane in
question. Go to encounter E to continue.
C. ELEMENTAL
PLANE OF EARTH
Stepping through the moss-green portal places the PCs
on the Elemental Plane of Earth. Refer to the Appendix
for the planar traits of this plane.
C1. THE LAVA WORM (EL 16)
Read or paraphrase the following when the characters
step through the Earth Portal.
Beyond the moss-green portal is a stone platform
approximately 10 feet in diameter. It stands in the
center of a cavern about 40 feet across, with a ceiling
that reaches a height of 30 feet at its center. Several
torches line the perimeter of the cave, and some
dwarves tend two large metal cauldrons suspended
over fires about 15 feet southeast of the platform.
Suddenly, the earth begins to shake, and the
rumbling sounds of an earthquake echo through
the cavern while a few small rocks fall from the
ceiling above. When the quake begins to subside,
another dwarf enters the cavern from a tunnel at
the far end. Obviously panicked, he screams
something to his fellows.
10
Characters who speak Dwarven understand that the
newcomer is warning his companions that a great “lava
worm” is collapsing the tunnels and killing miners. To
make matters worse, it is coming this way. Whatever
the PCs choose to do, continue with the following after
2 rounds have passed.
The dwarves are merely miners and can offer little help
in fighting off the approaching monster. By the time it
bursts through the wall, most of the miners have
already exited the cavern through the tunnel at the
north end.
Creatures: The lava worm, as the dwarves call it,
is better known as a magmal horror (see New Monster
section).
D Magmal Horror: hp 184; see New Monster
section.
D Dwarf Miner: Male and female dwarf expert 3;
CR 2; Medium humanoid; HD 3d6+6; hp 16; Init +0; Spd
20 ft.; AC 10, touch 10, flat-footed 10; Base Atk +2; Grp +3;
Atk +3 melee (1d10+1/�3, dwarven waraxe) or –2 ranged
(1d6/�3, shortbow); Full Atk +3 melee (1d10+1/�3,
dwarven waraxe) or –2 ranged (1d6/�3, shortbow); SQ
dwarf traits; AL N; SV Fort +3, Ref +1, Will +2; Str 13, Dex
11, Con 14, Int 10, Wis 9, Cha 6.
Skills and Feats: Craft (mining) +6, Craft (metalwork-
ing) +2, Craft (stoneworking) +2, Knowledge (dun-
geoneering) +6, Knowledge (geography) +6, Listen +7,
Search +8, Spot +5; Alertness, Exotic Weapon Profi-
ciency (dwarven waraxe).
Dwarf Traits: Each dwarf miner has a +1 racial
bonus on attack rolls against orcs and goblinoids, a +2
racial bonus on saves against spells and spell-like abili-
ties, a +2 racial bonus on Fortitude saves against all poi-
sons, a +4 dodge bonus against giants, and a +2 racial
bonus on Appraise checks and Craft or Profession
checks related to stone or metal (already figured into
the statistics above). He has darkvision (60-foot range)
and stability (+4 bonus on ability checks made to resist
being bull rushed or tripped when standing on the
ground). He also has stonecunning, which gives him a
+2 racial bonus on checks to notice unusual stonework
and allows him to make a check for unusual stonework
as though actively searching when within 10 feet of it.
In addition, he can use the Search skill to find stone-
work traps as a rogue can and intuit depth.
Possessions: Dwarven waraxe, shortbow, 20
arrows.
Development: When the magmal horror has
been defeated and the characters have set up their
sphere for filling, go to encounter C2, below.
C2. MEETING THE MODRON (EL 1)
Read or paraphrase the following when the characters
have finished filling the sphere and are waiting for the
portal to reopen.
Beneath the cloth is not a crate, but a modron that has
been stuck here for the past several weeks.
Creature: This modron, a duodrone, was one of
forty assigned to maintain the machine when it was
first built. Over the years, the maintenance crew’s num-
bers dwindled until this creature was the only one left.
The solitude and the constant work required to keep
the machine operational by itself were more than the
duodrone could handle. When it realized that it could
not refuel the machine because it knew the key
sequences to open only two of the doors, it simply
opened the portal to the Elemental Plane of Earth and
stepped through, leaving its past behind.
If the characters manage to speak with the rogue
modron, it can relate the following pieces of information.
• It has decided that it needs a name and wants to be
called Slag—a name it has adopted from a word that it
once heard the dwarves say.
• Slag does not know what happened to the other mod-
rons; they simply vanished, a few at a time.
• Slag knows the key sequence to open the Earth and
Fire portals and is willing to detail them if so
requested.
• Slag does not wish to return to the machine, but it can
be talked into doing so if the characters can assure it
that it will no longer have to tend to the machine alone.
If the party does not have a way to speak with Slag,
Mara can send someone from the Church of Wee Jas to
interpret for them.
D Slag: Duodrone; CR 1; Small outsider; HD 2d8;
hp 9; Init +0; Spd 30 ft., fly 30 ft. (poor); AC 14, touch 11,
A few of the crates that the dwarves had stacked
against the southern wall of the cavern begin to
shake. After a moment, the shaking stops, and one
boxlike shape covered with a burlap cloth begins
to move slowly toward the platform.
The west wall of the cavern suddenly bursts open,
sending stone shards and molten rock all the way
to the edges of the platform. A creature with four
large tentacles emerges from the hole, and the
heat emitted by its leechlike body melts the stone
floor of the cavern into a bed of lava. The cracks
on the creature’s stony black body glow from its
internal heat, and its mouth is filled with count-
less rows of crystalline teeth.
11
flat-footed 14; Base Atk +2; Grp –1; Atk +4 melee (1d4+1,
claw); Full Atk +4 melee (1d4+1, 2 claws); SQ darkvision
60 ft., modron traits, outsider traits, resistances (acid 10,
cold 10, fire 10); AL LN; SV Fort +3, Ref +3, Will +2; Str
12, Dex 11, Con 11, Int 6, Wis 8, Cha 9.
Skills and Feats: Craft (machine) +3, Diplomacy +4,
Gather Information +4, Hide +9, Listen +6, Spot +6;
Alertness.
Modron Traits: Slag is immune to mind-affect-
ing effects. He is not subject to nonlethal damage, abil-
ity damage, ability drain, energy drain, or critical hits.
Outsider Traits: Slag cannot be raised or resur-
rected (though a wish or miracle spell can restore life).
For more information on modrons, see the web
enhancement for Manual of the Planes on the Wizards of
the Coast website.
D. ELEMENTAL
PLANE OF FIRE
Stepping through a portal of swirling flame (accessible
from the machine with Slag’s aid; see encounter C2)
places the PCs on the Elemental Plane of Fire. Refer to
the Appendix for the planar traits of this plane.
D1. THE GALLEON (EL 17)
Read or paraphrase the following when the characters
step through the Fire Portal.
The galleon belongs to some salamanders that are busy
exploring the area.
Creatures: The arrival of the party has startled
three flamebrother salamanders that were exploring
the pedestal.
D Salamander, Flamebrother (3): hp 26, 21,
18; see Monster Manual page 219.
D Hellfire Golem: CR 17; Large construct; HD
20d10; hp 140; Init +2; Spd 40 ft.; AC 27, touch 11, flat-
footed 25; Base Atk +15; Grp +26; Atk +22 melee (1d8+7
plus 2d6 hellfire/19–20, 2 slams); Full Atk +22 melee
(1d8+7 plus 2d6 hellfire/19–20, 2 slams); Space/Reach
10 ft./10 ft.; SA hellfire, spell-like abilities; SQ
construct traits, damage reduction 15/adamantine and
good, darkvision 60 ft., immunity to fire, immunity to
magic, low-light vision, resistances (acid 20, cold 20);
AL LE; SV Fort +8, Ref +8, Will +7; Str 25, Dex 14, Con
–, Int 12, Wis 13, Cha 14.
Skills and Feats: Climb +30, Hide –2, Jump +34, Spot
+24; Cleave, Combat Reflexes, Great Cleave, Great For-
titude, Improved Critical (slam), Power Attack,
Weapon Focus (slam).
Hellfire (Ex): A hellfire golem burns with
unearthly fire. Anyone hit by its slam attack takes 2d6
points of hellfire damage. Half of this damage is fire
damage, while the other half results directly from
unholy power and is therefore not lessened by protec-
tion against fire. Creatures hitting a hellfire golem with
natural weapons or unarmed attacks take hellfire
damage as though hit by the golem’s slam attack.
Spell-Like Abilities: At will—burning hands
(DC 13), fireball (DC 15), flare (DC 12), produce flame
3/day—flame strike (DC 17). Caster level 20th.
Construct Traits: A hellfire golem has immu-
nity to poison, sleep effects, paralysis, stunning, dis-
ease, death effects, necromancy effects, mind-affecting
effects (charms, compulsions, phantasms, patterns, and
morale effects), and any effect that requires a Fortitude
save unless it also works on objects or is harmless. It is
not subject to critical hits, subdual damage, ability
damage, ability drain, fatigue, exhaustion, or energy
drain. Cannot heal damage, but can be repaired. Dark-
vision 60 feet and low-light vision.
Immunity to Magic (Ex): A hellfire golem is
immune to all spells, spell-like abilities, and supernatu-
ral effects, except as follows. A quench spell seems to
extinguish the flames suffusing the golem’s frame for
2d4 rounds, but it actually only halves the damage from
its hellfire (negating the fire damage). A cold effect that
deals more than 20 points of damage (after overcoming
its cold resistance) slows it (as the slow spell) for 1d6
rounds, with no saving throw. A spell with the lawful
or evil descriptor (such as order’s wrath or unholy blight)
breaks any slow effect on the golem and cures 1 point of
damage for each 3 points of damage it would otherwise
deal. The golem is fully affected by spells with the
chaotic or good descriptor, unless its construct traits
make it immune to the spell’s effects (it cannot be
blinded by a holy aura, for example, because that effect
allows a Fortitude save).
The golem loses its extraplanar subtype because it is
on its home plane. Thus, spells that would normally
drive it back to its home plane (such as dispel evil, dispel
law, holy word, and word of chaos) do not affect it, nor do
banishment or dismissal, since they are not good or
chaotic spells.
The portal that resembles swirling flame leads to a
stone platform 10 feet in diameter that rests atop a
round stone pedestal about 40 feet across. The
pedestal extends downward 100 feet into a flam-
ing sea. A galleon made of brass floats in the sky
nearby, moored to the pedestal by two brass ropes.
Three bipedal lizards and a large humanoid con-
struct of some kind look up in amazement. The
lizards flee toward the galleon, leaving the hulk-
ing flame brute behind.
12
Tactics: The flamebrothers immediately attempt
to board their galleon and untie the ropes, leaving their
hellfire golem behind to deal with the intruders. These
salamanders are much more interested in escaping
than in fighting.
The hellfire golem first tries to soften up the oppo-
nents from a distance with spells, then it resorts to
using its fists.
Development: Continue with encounter B2
when the PCs finish their battle.
Information on creating interesting galleons that
fly, travel to other planes, or even sail on seas of stone
can be found in the D&D Arms and Equipment Guide.
D2. THE BRASS GALLEONS (EL 17)
Read or paraphrase the following when the characters
finish their battle with the hellfire golem.
The characters have drawn attention to themselves
by battling the hellfire golem, and several groups of
salamanders board their galleons and make for the
PCs’ pedestal while the PCs are busy refilling the
sphere.
Creatures: Each galleon has a crew consisting of
eight flamebrother salamanders, two average salaman-
ders (bodyguards for the captain), and one noble sala-
mander (the captain), plus one hellfire golem.
D Salamander, Flamebrother (8): hp 26, 23,
22, 22, 21, 20, 20, 18. These are the galleon’s crew.
D Salamander, Average (2): hp 56, 52. These
creatures are bodyguards for the galleon’s captain.
D Salamander, Noble: hp 110. This salamander
is the captain of the galleon.
D Hellfire Golem: hp 140; see New Monster,
below.
Tactics: These salamanders are willing to fight as
long as their captain is alive. They rely on the hellfire
golem’s ranged spells to soften the opponents up while
they move in, then try to flank the party after they dis-
embark. The salamanders flee back to their galleon and
attempt to escape if their captain dies.
Development: The object on the horizon is in
fact the legendary City of Brass. The galleons are made
of brass plates and have sails woven of spun brass wire.
Like their crews, they are immune to fire.
Ten other stone pedestals are scattered randomly
around this sea of flame, and no two of them are
closer than 100 feet apart. Brass galleons are moored
to five of these pedestals, each of which has a large
hole in the top. The lizardlike creatures and their
golem companions disappear down into these
openings from time to time, reappearing a short
time later. Far in the distance, almost at the horizon,
floats what appears to be an immense ball of brass.
13
E. ELEMENTAL
PLANE OF WATER
The portal leading to the Elemental Plane of Water is a
pool of swirling greenish-blue. Refer to the Appendix
for the planar traits of this plane.
E1. WATER, WATER EVERYWHERE
Read or paraphrase the following if the characters
enter this plane through the Water Portal, or by means
of their own spells from within the machine.
If the characters enter this plane through the vortex
(encounter B3), they find themselves engulfed imme-
diately in the endless sea of the plane with no way to
breathe, unless they have come prepared. Read or para-
phrase the following instead.
This vortex is the portal described in encounter B3. It
leads to the Elemental Plane of Air. Whichever method
the PCs used to reach this plane, they enter at a point
about 200 feet from the vortex.
No creatures other than harmless fish approach the
characters while they are filling the sphere.
Development: The PCs must take extra care
when refilling the sphere if they are working outside
the platform. If left unattended, the sphere begins
moving inexorably toward the vortex and will be
sucked through it after 10 rounds if not retrieved
in time.
While the PCs refill their sphere, a hammerfish
approaches in search of dinner. If the PCs are working
from the regular platform, the fish does not enter the
air bubble around it. If any of them are in the water, go
to encounter E2.
E2. SOMETHING’S FISHY (EL 18)
Read or paraphrase the following if any PCs are in the
water while the sphere is being filled.
Creature: An advanced hammerfish often hunts for
prey near the vortex. It killed the three marids that
were floating on the Elemental Plane of Air (see
encounter B3). The hammerfish is not at full hit points
(423 of 486) and has used one of its three energy attacks
for the day.
The hammerfish is presented here in nonpsionic
form, but a psionic version and other psionic water-
based creatures can be found in the Mind’s Eye feature
on the Wizards of the Coast website.
D Advanced Hammerfish: CR 18; Colossal
magical beast; HD 36d10+288; hp 423 of 486; Init +6;
Spd swim 60 ft.; AC 27, touch 4, flat-footed 25; Base Atk
+36; Grp +69; Atk +46 melee (4d6+25, bite); Full Atk
+46 melee (4d6+25, bite); Space/Reach 30 ft./20 ft.; SA
ram, spell-like abilities; SQ blindsight 360 ft.; AL N; SV
Fort +28, Ref +22, Will +13; Str 44, Dex 15, Con 26, Int
13, Wis 13, Cha 8. Length: 80 ft.
Skills and Feats: Hide –14, Listen +40, Move Silently
+41, Swim +64; Awesome Blow, Cleave, Combat Exper-
tise, Dodge, Great Cleave, Improved Bull Rush,
Improved Initiative, Improved Natural Attack (bite),
Improved Natural Attack (ram), Power Attack,
Quicken Spell-Like Ability (magic missile), Snatch,
Weapon Focus (bite).
Ram (Sp): This ability is what gave the hammer-
fish its name. The creature performs a charge attack to
strike the target with its head, dealing 8d6+25 points of
damage. The energy discharged on contact deals an
additional 9d4+9 points of damage (Fortitude DC 36
half). The hammerfish can ram up to three times a day.
Spell-Like Abilities: 3/day—lightning bolt (DC
12), magic missile, protection from energy. Caster level
14th; save DC 9 plus spell level.
Tactics: The hammerfish begins combat with its
ram attack, then follows up with melee attacks.
Development: Once the characters have dealt
with the hammerfish, they are free to return to the
machine, either directly or via the vortex and the Ele-
mental Plane of Air.
CONTINUING THE
ADVENTURE
Once the PCs have successfully filled all four spheres
with raw material from the four elemental planes and
returned with them to Porthaven, Mara can activate
A huge, hazy form begins to take shape in the
water ahead. The shape quickly resolves itself into
a mammoth eel with hard plates on its head. It
fairly flies through the water.
Blue-green water swirls all around. No air
intrudes here, and no surface is within sight. Bril-
liant-colored fish swim by, and sea plants wave in
the water. Some distance away, a swirling vortex
of water and what seems to be wind is visible.
The portal leads to a 10-foot-diameter stone plat-
form encased in a bubble of air. Outside this
enclosure swirls blue-green water as far as the eye
can see. Several fish of brilliant hues swim past,
gazing curiously into the bubble. Some distance
away, a swirling vortex of water and what seems to
be wind is visible.
14
the machine. In only a few minutes, the rumbling of
the earth ceases, and the volcano again becomes dor-
mant. The rivers of lava that threatened to destroy the
city cool before reaching its borders, and the fires burn-
ing in the city die out. The sea quiets, and the port once
again becomes as calm as glass. The smoke and ash fill-
ing the skies overhead dissipate within hours as though
they had never existed. The citizens of Porthaven can
then return to their homes and need not fear the forces
of nature for the next fifty years.
FURTHER ADVENTURES
Although the adventure is over when the party has
refueled the machine, you can expand on any of several
plot threads for further adventuring.
The party can travel to Mechanus and try to con-
vince the modrons to reinstate their maintenance pro-
gram on the machine. The creatures insist that the
agreement did not specify a minimum crew and that
they are not obligated to send any more modrons as
long as Slag is still alive. At that point, the characters
can accept the situation, try to negotiate a new agree-
ment on behalf of the city, or track down Khyber Mer-
cane (who lives on a plane of your choice) to present
the city’s case to the modrons.
Alternatively, perhaps someone within the temple
of Wee Jas wants to destroy the city and deliberately
slew the modrons that maintained it. Now that the
refueling has been accomplished, the villain must find
a new way to sabotage the machine.
The pedestals on the Elemental Plane of Fire may be
the ruins of an ancient city or the tombs of powerful
creatures that live on that plane. Either way, they are
reputed to conceal hidden arcane secrets and much
treasure. The party could also use this adventure as a
springboard to explore the legendary City of Brass.
NEW MONSTER
The following new monster is available for use in any
D&D campaign.
MAGMAL HORROR
Huge Elemental (Earth, Extraplanar, Fire)
Hit Dice: 16d8+112 (184 hp)
Initiative: +3
Speed: 20 ft. (4 squares), burrow 40 ft., swim 60 ft.
AC: 27 (–2 size, +3 Dex, +16 natural), touch 11, flat-
footed 24
Base Attack/Grapple: +12/+30
Attack: Tentacle +20 melee (2d6+10 plus 2d6 fire)
Full Attack: 4 tentacles +20 melee (2d6+10 plus 2d6
fire) and bite +18 melee (2d8+5 plus 2d6 fire)
Space/Reach: 15 ft./10 ft. (20 ft. with tentacles)
Special Attacks: Constrict 2d6+15, heat, improved
grab, swallow whole
Special Qualities: Damage reduction 10/adaman-
tine, darkvision 60 ft., elemental traits, immunity to
fire, resistance to sonic 10, tremorsense 60 ft., vulner-
ability to cold
Saves: Fort +19, Ref +15, Will +9
Abilities: Str 31, Dex 16, Con 24, Int 10, Wis 19, Cha 8
Skills: Jump +20, Listen +22, Spot +18, Swim +18
Feats: Cleave, Combat Reflexes, Great Fortitude,
Lightning Reflexes, Multiattack, Power Attack
Environment: Elemental Plane of Fire
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Usually chaotic
Advancement: 16–32 HD (Huge); 33–48 HD
(Gargantuan)
This leechlike creature has four huge tentacles ringing its
mouth. The cracks on its stony black body glow from its inter-
nal heat, and its mouth is filled with countless rows of crys-
talline teeth.
Rumored to be related to the thoqqua, a magmal horror
feeds primarily on other elemental creatures, though it
is quite willing to consume anything that crosses its
path. Most magmal horrors are native to the Elemental
Plane of Fire, but they are also found on the Elemental
Plane of Earth, and at least one has been sighted swim-
ming through the Elemental Plane of Water.
A magmal horror resembles a leech about 30 feet
long and 10 feet in diameter. Four long tentacles ring a
round mouth full of crystal teeth, and cracked, stony
black plates serve as a kind of armor plating along its
length. Its incredibly dense body radiates blistering
heat that melts the stone through which it habitually
travels, leaving canals and pools of molten lava behind.
Combat
A magmal horror grabs opponents with its tentacles
and attempts to either swallow them or plunge them
into the lava that its body creates from the surrounding
stone. Should foes prove resistant to fire, the magmal
horror bludgeons them with its tentacles, then con-
stricts them and thrusts them into its gaping maw.
Constrict (Ex): A magmal horror deals 2d6+15
points of damage with a successful grapple check.
Heat (Ex): A magmal horror generates intense
heat that melts earth or stone within 5 feet of its body
into molten lava. Every creature and object within 10
feet of the creature takes 4d6 points of fire damage per
15
round that it remains within this range (Reflex DC 25
half). Any creature that strikes a magmal horror with a
natural attack or an unarmed strike takes 8d6 points of
fire damage.
The heat that the magmal horror generates can
also melt or char weapons. Whenever a weapon
strikes a magmal horror, the user must make a suc-
cessful DC 25 Fortitude save or the weapon is
destroyed. Any enhancement bonus that the weapon
has is applied to the saving throw as a bonus. The save
DCs are Constitution-based.
Improved Grab (Ex): To use this ability, the
magmal horror must hit an opponent at least one size
category smaller than itself with a tentacle attack. It can
then attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the grap-
ple check, it establishes a hold and can constrict the
same round or attempt to swallow the following round.
Swallow Whole (Ex): A magmal horror can try
to swallow a grabbed opponent of a smaller size cate-
gory than itself by making a successful grapple check.
Once inside, the opponent takes 2d8+10 points of
crushing damage and 20d6 points of fire damage from
the magmal horror’s blazing gullet. A swallowed crea-
ture can cut its way out by using a light slashing or
piercing weapon to deal 25 points of damage to the
gullet (AC 15). Once the creature exits, internal motion
closes the hole; another swallowed opponent must cut
its own way out. A Huge magmal horror’s interior can
hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512
Diminutive or smaller opponents.
Skills: A magmal horror has a +4 racial bonus on
Listen checks.
A magmal horror gains a +8 racial bonus on any
Swim check to perform some special action or avoid a
hazard. It can always choose to take 10 on a Swim
check, even if distracted or endangered. It can use the
run action while swimming, provided it swims in a
straight line.
PLANAR INFORMATION
In this adventure, the PCs must travel to four of the six
inner planes—the Elemental Plane of Air, the Elemen-
tal Plane of Earth, the Elemental Plane of Fire, and the
Elemental Plane of Water. Information on the planar
traits of these planes is presented here for easy refer-
ence. This material is also available in the Dungeon
Master’s Guide v.3.5.
PLANAR TRAITS
Each plane of existence has its own properties—the
natural laws that apply to its portion of the universe.
The traits relevant to the four elemental planes are pre-
sented below.
PHYSICAL TRAITS
The following physical trait applies to certain elemen-
tal planes.
Subjective Directional Gravity: The strength
of gravity on a plane with this trait is the same as on the
Material Plane, but each individual chooses the direc-
tion of gravity’s pull. Such a plane exerts no gravity on
unattended objects or nonsentient creatures. This sort
of environment can be very disorienting to the new-
comer, but it is common on “weightless” planes.
Characters on a plane with subjective directional grav-
ity can move normally along a solid surface by imagining
“down” to be near their feet. If suspended in midair, a
character can “fly” by merely choosing a “down” direction
and “falling” that way. When such a procedure is
employed, an individual “falls” 150 feet in the first round
and 300 feet in each succeeding round. Such movement
is straight-line only. To stop, the character must slow her
movement by changing the designated “down” direction
(again, moving 150 feet in the new direction in the first
round and 300 feet per round thereafter).
Setting a new direction for gravity is a free action,
but a DC 16 Wisdom check is required to succeed. The
attempt can be made only once per round. Any charac-
ter who fails this Wisdom check in two or more succes-
sive rounds receives a +6 bonus on subsequent checks
until she succeeds.
ELEMENTAL AND ENERGY TRAITS
The following traits apply to the corresponding
Elemental Planes.
Air-Dominant: A plane with this trait is mostly
open space with just a few bits of floating stone or
other elements. It typically has a breathable atmos-
phere, though clouds of acidic or toxic gas may also be
present.
Creatures of the earth subtype are uncomfortable on
air-dominant planes because they have little or no natu-
ral earth with which they can connect. They take no
actual damage, however.
Earth-Dominant: Planes with this trait are
mostly solid. Travelers arriving on such a plane risk suf-
focation if they fail to reach a cavern or other pocket
within the earth before their air supply ends. Worse
yet, individuals without the ability to burrow are
entombed in the earth and must dig their way out at
the rate of 5 feet per round.
Creatures of the air subtype are uncomfortable on
earth-dominant planes because such places seem tight
and claustrophobic to them. However, they take no
16
actual damage and suffer no inconvenience beyond dif-
ficulty in moving.
Fire-Dominant: Planes with this trait are com-
posed of flames that continually burn without consum-
ing a fuel source. Fire-dominant planes are extremely
hostile to Material Plane creatures, and those without
resistance or immunity to fire are soon immolated.
Unprotected wood, paper, cloth, and other flamma-
ble materials catch fire almost immediately, and crea-
tures wearing unprotected flammable clothing also
catch on fire. In addition, any creature on a fire-domi-
nant plane takes 3d10 points of fire damage per round
that it remains there.
Creatures of the water subtype are extremely
uncomfortable on fire-dominant planes. Creatures
actually made of water take double damage each round.
Water-Dominant: Planes with this trait are
mostly liquid. Visitors who can’t breathe water and are
unable to reach a pocket of air risk drowning (see
Drowning in the Dungeon Master’s Guide).
Creatures of the fire subtype are extremely uncom-
fortable on water-dominant planes. A creature actually
made of fire takes 1d10 points of damage per round
that it remains on such a plane.
MAGIC TRAITS
The following magic traits apply where noted.
Enhanced Magic: Particular spells and spell-like
abilities are easier to use or have more powerful effects
on planes with this trait than on the Material Plane.
Natives of a plane with the enhanced magic trait are
aware of which spells and spell-like abilities are
enhanced, but planar travelers may have to discover
this information on their own.
If a spell is enhanced, certain metamagic feats can
be applied to it without changing the spell slot required
or the casting time. Spellcasters on the plane are con-
sidered to have that feat or feats for the purpose of
applying them to that spell. Spellcasters native to the
plane must gain the feat or feats normally if they want
to use them on other planes as well.
Impeded Magic: Particular spells and spell-like
abilities are more difficult to cast on planes with this
trait, often because the nature of the plane interferes
with the spell. To cast an impeded spell, the caster must
make a successful Spellcraft check (DC 20 + the spell
level). If the check fails, the spell does not function but
is still lost as a prepared spell or spell slot. If the check
succeeds, the spell functions normally.
ELEMENTAL PLANE OF AIR
The Elemental Plane of Air is an empty plane, consisting
of sky above and sky below. From a human perspective,
it is the most comfortable and survivable of the Inner
Planes, and it is home to all manner of airborne crea-
tures. Indeed, flying creatures have significant advan-
tages on this plane. While travelers without flight can
survive easily here, they are at a disadvantage.
The Elemental Plane of Air has the following traits.
• Subjective Directional Gravity: Each crea-
ture on the plane determines its own “down” direc-
tion. Objects not under the motive force of others
do not move.
• Air-Dominant.
• Enhanced Magic: Spells and spell-like abilities
that use, manipulate, or create air (including spells of
the Air domain and spells that summon air elemen-
tals or outsiders with the air subtype) are both
empowered and enlarged (as if the Empower Spell
and Enlarge Spell metamagic feats had been used on
them, except that they don’t require higher-level
spell slots or increased casting times). Spells and
spell-like abilities that are already empowered or
enlarged are unaffected by this benefit.
• Impeded Magic: Spells and spell-like abilities that
use or create earth (including spells of the Earth
domain and spells that summon earth elementals or
outsiders with the earth subtype) are impeded.
ELEMENTAL PLANE OF EARTH
The Elemental Plane of Earth is a solid plane made of
rock, soil, and stone. An unwary and unprepared trav-
eler may be entombed within this vast, solid mass and
crushed into nothingness. The powdered remains of
such travelers serve as warnings to anyone foolish
enough to follow.
Despite its solid, unyielding nature, the Elemental
Plane of Earth varies in consistency, ranging from rela-
tively soft soil to veins of valuable metal.
The Elemental Plane of Earth has the following
traits.
• Earth-Dominant.
• Enhanced Magic: Spells and spell-like abilities
that use, manipulate, or create earth (including
spells of the Earth domain and spells that summon
earth elementals or outsiders with the earth sub-
type) are both empowered and extended (as if the
Empower Spell and Extend Spell metamagic feats
had been used on them, except that they don’t
require higher-level spell slots or increased casting
times). Spells and spell-like abilities that are
already empowered or extended are unaffected by
this benefit.
17
• Impeded Magic. Spells and spell-like abilities that
use or create air (including spells of the Air domain
and spells that summon air elementals or outsiders
with the air subtype) are impeded.
ELEMENTAL PLANE OF FIRE
Everything is alight on the Elemental Plane of Fire.
The “ground” consists of nothing more than ever-shift-
ing plates of compressed flame. The air ripples with the
heat of continual firestorms, and the most common
liquid is magma, not water. The oceans are made of
liquid flame, and the mountains ooze with molten lava.
Fire survives here without the need for fuel or air, but
flammable materials brought onto the plane are con-
sumed readily.
The Elemental Plane of Fire has the following traits.
• Fire-Dominant.
• Enhanced Magic: Spells and spell-like abilities
with the fire descriptor are both maximized and
enlarged (as if the Maximize Spell and Enlarge Spell
metamagic feats had been used on them, except that
they don’t require higher-level spell slots or
increased casting times). Spells and spell-like abilities
that are already maximized or enlarged are unaf-
fected by this benefit.
• Impeded Magic. Spells and spell-like abilities that
use or create water (including spells of the Water
domain and spells that summon water elementals or
outsiders with the water subtype) are impeded.
ELEMENTAL PLANE OF WATER
The Elemental Plane of Water is a sea without a floor or
a surface—an entirely fluid environment that is lit by a
diffuse glow. Human travelers often find it one of the
more hospitable of the Inner Planes, once they get past
the problem of breathing.
The eternal oceans of this plane vary between ice
cold and boiling hot, and between saline and fresh. The
water is perpetually in motion, wracked by currents
and tides. The plane’s permanent settlements form
around bits of flotsam and jetsam suspended within the
endless liquid, and the constantly drift on the tides.
The Elemental Plane of Water has the following
traits.
• Subjective Directional Gravity: Each creature
on the plane determines its own “down” direction.
Objects not under the motive force of others do not
move. Sinking or rising on the Elemental Plane of
Water, however, is slower (and less dangerous) than it
is on the Elemental Plane of Air.
• Water-Dominant.
• Enhanced Magic: Spells and spell-like abilities
that use, manipulate, or create water (including spells
of the Water domain and spells that summon water
elementals or outsiders with the water subtype) are
both extended and enlarged (as if the Extend Spell
and Enlarge Spell metamagic feats had been used on
them, except that they don’t require higher-level
spell slots or increased casting times). Spells and
spell-like abilities that are already extended or
enlarged are unaffected by this benefit.
• Impeded Magic. Spells and spell-like abilities with
the fire descriptor are impeded.
ABOUT THE AUTHOR
Mark A. Jindra has been a fan of the DUNGEONS &
DRAGONS Game for the past 25 years. In 1998, he landed
a job as a web developer for Wizards of the Coast, Inc.
and is currently the developer of the D&D website.
Mark has authored or coauthored various tournaments
for the RPGA Network, and he also coauthors the
monthly Mind’s Eye feature on the Wizards of the Coast
website.
Mark wishes to thank Scott Brocius for creating the
hammerfish, and for helping with monster advance-
ment. He extends additional thanks to Slagger the
Chuul of the Wizards online community for creating
the magmal horror.
| textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 16-20/Force Of Nature.pdf |
Based on the original DUNGEONS & DRAGONS
® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit
www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is
intended for tournament use only and may not be reproduced without approval of the RPGA Network.
VEL4-05
Heart of Darkness
A one Round D&D LIVING GREYHAWK
®
Veluna Regional Adventure
by Christopher M. Johnson
Triad Edit: Jeff Richards
Circle Edit: Dave Christ
The advance of the forces of evil has been halted. It is time to start planning counter offensives against their
strongholds in Whitehale and Sepher. Are you up to sneaking past legions of orcs, undead, or worse to discover what
darkness lies in a man’s heart? An adventure for APLs 6-12.
VEL3-05 Heart of Darkness
Page 2
Introduction
This is an RPGA® Network scenario for the Dungeons &
Dragons® game. A four-hour time block has been
allocated for each round of this scenario, but the actual
playing time will be closer to three and a half hours. The
rest of the time is spent in preparation before game play,
and scoring after the game. The following guidelines are
here to help you with both the preparation and voting
segment of the game. Read this page carefully so that you
know and can communicate to your players the special
aspects of playing an RPGA scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room
along the inside margin to bind the adventure, if you
desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any
special rules, spells, or equipment presented in the
adventure. It may help to highlight particularly
important passages.
When you run an RPGA D&D adventure we assume
that you have access to the following books: the Player’s
Handbook, the Dungeon Master’s Guide, and the
Monster Manual. We also assume that you have a set of
dice (at least one d4, d6, d8, d10, d12, and d20), some
scrap paper, a pencil, an RPGA scoring packet, and your
sense of fun. It is also a good idea to have a way to track
movement during combat. This can be as simple as a pad
of graph paper and a pencil, as handy as a vinyl grid map
and chits, or as elaborate as resin dungeon walls and
miniatures.
Instruct the players either to prepare their characters
now, or wait until you read the introduction, depending
on the requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least four players
(not counting the DM), for the game session to be a
sanctioned RPGA event. As well, you cannot have more
than six players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the player’s name at the bottom, and the
character’s name, race, and gender at the top. This makes
it easier for the players (and the DM) to keep track of
who is playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying.
That said, you as the DM can bar the use of even core
rulebooks during certain times of play. For example, the
players are not free to consult the Dungeon Master’s
Guide when confronted with a trap or hazard, or the
Monster Manual when confronted with a monster.
Some of the text in this scenario is written so that you
may present it as written to the players, while other text
is for your eyes only. Text for the players will be in gray
boxes. It’s strongly recommended that you paraphrase
the player text instead of reading it aloud. Some of this
text is general and must be adapted to the specific
situation or to actions of the player characters.
Reporting
After the players have completed the scenario or the
time allotted to run the scenario has run out, the
players and DM fill out a reporting form. After the
form is filled out it should be given to the senior DM.
Living Greyhawk
This is a LIVING GREYHAWK Adventure. As a
LIVING adventure it is expected that players bring
their own characters with them. If players do not have
a LIVING GREYHAWK character generated, get a
copy of the current LIVING GREYHAWK character
generation guidelines, and a character sheet from your
convention coordinator or the RPGA Web site, ant
then have any players without a character create on.
Once all players have a LIVING GREYHAWK
character, play can begin.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also
recommended that you have a copy of the LIVING
GREYHAWK Gazetteer.
Living Greyhawk Levels of Play
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the
Average Party Level (APL):
1.
Determine the character level for each of the PCs
participating in the adventure.
2.
If PCs bring animals that have been trained for
combat (most likely being war horses, dogs trained
for war), other than those brought by virtue of a
class ability (i.e. animal companions, familiars
paladin’s mounts, etc) use the sidebar chart to
VEL3-05 Heart of Darkness
Page 3
# of Animals
Mundane
Animals Effect on
APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
determine the number of levels you add to the
sum
above.
Add
each
character’s
animals
separately. A single PC may only bring four or
fewer animals of this type, and animals with
different CRs are added separately.
3.
Sum the results of 1 and 2, and divide by the
number of characters playing in the adventure.
Round to the nearest whole number.
4.
If you are running a table of six PCs, add one to
that average.
By following these four steps, you will have
determined the APL. Throughout this adventure, APLs
categorize the level of challenge the PCs will face.
APLS are given in even-numbered increments. If the
APL of your group falls on an odd number, ask them
before the adventure begins whether they would like
to play a harder or easier adventure. Based on their
choice, use either the higher or the lower adjacent
APL.
APL also affects the amount of experience you may
gain at the end of the adventure. If your character is
three character levels or more either higher or lower
than the APL this adventure is being played at, that
character will receive only half of the experience
points awarded for the adventure. This simulates the
face that either your character was not as challenged as
normal, or relied on help by higher-level characters to
reach the objectives.
Note: LIVING GREYHAWK adventures are designed
for APL 2 and higher. Four or sometimes even five 1
st-
level characters may find difficulty with the challenges
in a LIVING GREYHAWK adventure. If your group is
APL 1 there are three things that you can do to help
even the score.
5.
Attempt to create a table of six 1
st-level characters,
or try to enlist higher-level characters to play at
that table.
6.
Advise characters to buy riding dogs to help
protect them, and fight for them. All riding dogs
are considered trained to attack. PCs who want
their dogs to attack must succeed at a Handle
Animal or Charisma check (DC 10). Failure
indicates that the animal will not attack that
round. This is a free action (spoken command)
that may be attempted each round. If an animal
loses half or more hp in a single round it flees,
unless another check is successful.
Time Units and Upkeep
This is a standard one-round Regional adventure, set in
the Archclericy of Veluna. Characters native to Veluna
pay one Time Unit per round, all others pay two Time
Units per round. Adventurer’s Standard Upkeep costs
12gp per Time Unit. Rich Upkeep costs 50gp per Time
Unit. Luxury Upkeep costs 100gp per Time Unit.
Adventure Background
The advance of Herion’s forces has been stopped at
Mitrik. The cloud that seems to center on Herion has
pulled back to the north. It is time to start gathering
information and planning for a counter attack.
The Defenders of Veluna have been doing just that.
They have a group of operatives up north based in the
Forest of Whispers. They have determined that
Herion is in Castle Sepher, since the center of the
cloud is there, but they do not know who is in charge
of Whitehale.
The group has reported a number of caravans coming
from Castle Sepher with numerous goods and weapons
on them. They have unable as of yet to determine
where the weapons are coming from, but they know it
isn’t Castle Sepher itself. Castle Sepher does not have
the facilities to produce that many weapons, so they
have to be imported.
The Defenders have decided to try to determine the
current status of Whitehale. They would like to know
who is in charge and get a closer look at those
shipments.
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Adventure Summary
It is the main objective of the PCs is to discover that
Rinen Fallswop is in charge of Whitehale, with a
secondary objective of discovering the weapons
coming from Dyvers.
The introduction brings the PCs to Veluna City where
they will notice the current state of affairs at the city.
The Mitrik Temple Guard are overworked trying to
protect the city while also handle their own duties. It
is here they will meet Jolene, a Defender of Veluna and
she will invite them to a meeting later.
Encounter one is the meeting with Jolene. She asks
the PCs to go to Whitehale and discover who is in
charge of the city.
Encounter two is traveling to the city, depending on
how the PCs decide to travel there will determine the
nature of the encounter.
Encounter three is with the resistance movement up
north. They are led by a Defender named
Lastavenham, he will guide the PCs into the city if they
don’t have their own method of getting in.
Encounter four can be skipped if the PCs don’t use
Lastavenham’s suggestion and go their own way. If
they use the carts to enter the city they will have
accomplished part of their mission and gotten into the
city.
Encounter
five
involves
possible
avenues
of
investigation in Whitehale. The investigation should
point to the Whitehale Cathedral of Rao.
Encounter Six is the Cathedral itself; the PCs can get
an additional piece of information if they investigate
the cathedral. It is here they meet the leader of
Whitehale, Rinen Fallswop.
Encounter seven is the escape from Whitehale. The
PCs will receive some help from Lastavenham and his
crew.
Then the conclusion will bring the PCs back to Veluna
City and Jolene, where they pass on their information.
VELUNA NOTE TO DMs: Any PC or NPC that
attempts to cast scry, divination, commune, contact
other plane, or greater scrying in this module will find
their attempt blocked. They will feel great pressure on
their minds and take 2d6 non-lethal damage.
Introduction
Ask the PCs if they have played VEL2-06 Under a
Blood Red Sky or the Battle of Valkurl Interactive at
MVC; if they have they will recognize Jolene as she
approaches them. Jolene will do this many times
today, so if the group does not know each other feel
free to run this individually for each PC. Otherwise,
she will pick them out as a group.
If any of the PCs are members of the Defenders of
Veluna, they will be with Jolene and helping in the
recruitment. Tell the PC what is happening and have
them meet up with the rest of the party when they
meet with Jolene in encounter 1.
Arriving in Veluna city is a relief after the hard
travel across the country. You arrive through
numerous refugee camps set up outside the wooden
walls of the city. You wait in line at the gate while a
human male with the tabard of the Mitrik Temple
Guard checks out people entering the city. You
overhear a man complaining, “Since Greyington
has pulled their troops out there is never enough
people to man the gates and these lines are getting
longer and longer.”
As you get closer to the gate, you notice a young
woman standing next to the guardsman. She is
wearing leather armor and has a long sword tied to
her waist. She seems to be sizing those entering
the city. She catches your eye and starts to
approach you in line.
If the PC has played VEL2-06 Under a Blood Red Sky
or the Battle of Valkurl interactive at MVC they will
recognize her. If not, the PC may make a Knowledge
(Local – VTF metaregion) DC20, Knowledge (Nobility
and Royalty) DC15, or Bardic Knowledge DC20, they
also recognize Mistress Jolene, a noblewoman of
Veluna known to also be a skilled ranger. If they
recognize her read the following.
You will recognize the woman approaching you as
Jolene, a ranger and noble woman who has the ear
of many important people around Veluna. She was
once betrothed to Prince Thrommel of Furyondy,
prior to his disappearance at the Battle of Emridy
Meadows. There are even rumors that she is a
member of the fabled Defenders of Veluna.
Weather or not the PCs recognize Jolene continue
reading.
The woman/Jolene approaches you and whispers in
your ear, “Meet me at Tannenbaum’s Chalice
tonight at 6 bells, my organization has a favor to
VEL3-05 Heart of Darkness
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request of you. Come with me now, I’ll take care of
this little line delay for you.”
If the PCs try to question Jolene here she will inform
them that there are possible enemy agents here and
she will not discuss anything, including her name,
until they meet at the Tannenbaum’s Chalice. If they
continue to press her she will produce the paperwork
that shows she is a captain in the Mitrik Temple Guard,
which should satisfy most PCs. It is real so any forgery
check will show her papers as such.
Assuming the PCs eventually follow her.
The woman/Jolene walks up to the guard at the
gate and says, “This is the group/person I have been
waiting for they are approved to enter the city.”
She then hands you a note and says, “Give this to
the bartender at Tannenbaum’s Chalice and he will
direct you to the proper place.”
The guard responds, “Yes maam.” He then looks at
you and says, “You are free to enter the city.”
Encounter One: Tannenbaum’s
Chalice
The PCs will get through the gate at around noon so
they have 6 hours to do things as they see fit. This will
permit 1 possibly more gather information check each
takes 1d4+1 hours. Give the player the information at
the listed DC and all the lower DC’s.
Gather Information:
DC 5: Tannenbaum’s Chalice is having a special on fish
tonight. It seems a large load got stuck here and the
merchants had to sell it cheap.
DC 10: The Plar Reddin Sarneth has pulled all his
troops out of Veluna City and has redeployed them on
his northern border to defend Greyington from the
attackers up north. This has left the Mitrik Temple
Guard to defend the city and keep the peace.
DC 15: The attacks around Mitrik seemed to have
lightened, while the city is still under siege the enemy
does not seem as determined to take the city as it was
before.
DC 20: Plar Reddin Sarnath thinks he should be
selected as the next Canon. He claims to have been
chosen by Rao himself. He is pushing the College of
Bishops to choose a new Canon soon.
DC 25: The center of the cloud has moved away from
Mitrik and back north.
DC 30: The woman who talked to you is Jolene a
member of the Defenders of Veluna.
When the PCs do decide to head for the Tannenbaum’s
Chalice read the following. Note the PCs do not have
to be together as of yet, if they are change the text
accordingly.
You enter into the jovial atmosphere of the
Tannenbaum’s Chalice. There are numerous people
enjoying drinks and discussing the past day.
There will be no sign of Jolene. Assuming the
characters eventually approach the bartender with the
note given to them:
“The professor has arranged a private room for you
in the back.” The bartender points out a door in the
back of the room.
The PCs at this point will probably want to ask the
waitress or the bartender about the professor, if they do
read or paraphrase the following.
The professor is Professor Jolene of the College of
the Divine. She in the past has traveled here from
the college to do some research in the Veluna City
archives. She told me that since the siege of Mitrik
started she has not been able to return to Mitrik.
She has been a good patron when in town and we
have seen more of her recently.
The PCs will now possibly have seen two aspects of
Jolene. Jolene is a Defender of Veluna and has the
right to take both the captain of the Mitrik Temple
Guard and the professor of the College of Divine title
as needed. This may make the PCs suspicious. If they
ask the bartender or the waitress about this they will
respond.
Well, a person could be both a captain of the Mitrik
Temple Guard and a professor of the College of
Divine. She may have retired from the guard and is
just helping out while she is stuck here. You’ll have
to ask her though.
They do not know any more about Jolene, or why she
asked to meet the PCs here.
When the PCs decide to enter the room read or
paraphrase the following. This is where the party
meets if they are not already together.
You enter into the back room of the Tannenbaum’s
Chalice. It is much quieter back here and
refreshments have already been set out for you.
The woman asked you to meet her here is not yet
present.
VEL3-05 Heart of Darkness
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If the PCs do not know each other this would be a
good time for them to introduce themselves.
The woman who met you outside the city gates
enters the room. Her look is softer now having
given up the leather armor for a dress and she does
not appear to be armed.
If any Defenders of Veluna PC’s are with here, have
them describe themselves now.
She looks around the room and notes the people
present. She then begins, “I am sorry for all the
mystery getting you here. The enemy has agents
everywhere and I wanted to make sure you weren’t
followed and I wasn’t recognized. These security
precautions are to try to protect you for what I am
about to ask you to do. But first, let me introduce
myself I am Jolene, official of the Church of Rao
assigned to special missions. I am here to ask you
to do a favor for the Church and Veluna herself.”
She looks around the room and continues, “Now I
wouldn’t expect you to accept without knowing the
details. We have been tracking the movements of
the enemy forces in the Whitehale Diocese. We
have determined that they have three major staging
areas. They have a camp near what used to be Swan
Hill, Whitehale City, and Castle Sepher. We have
determined that Herion has moved away from
Mitrik and is now at Castle Sepher, unless he has
someone else who can power that cloud generator
he has. Swan Hill is from what we can gather just a
meeting area for the troops coming down out of the
Yatil Mountains. The mystery to us is Whitehale
City, we have spotted shipments coming into it
from castle Sepher. We are very interested in two
things: one, what those shipments are and two, who
is running the show in Whitehale.”
She pauses for a moment and then continues, “This
is where you come in, I want you to get into
Whitehale and determine what the contents of the
crates are, and where they are coming from.
Second I want you to discover who is in charge of
Whitehale. Once you have this information please
report this back to me here. We do have some
assets in place to help you enter the city but after
that you are on your own. So, are you interested?”
Until they agree she will not give any further details.
If the PCs ask about payment she will respond.
Jolene says, “I can provide horses and travel rations,
you do have a long distance to travel.”
If the continue to ask about money read the following.
“The church remembers those who help them out,
but if money is all that motivates you,” she pauses
looking almost disappointed, “I can offer 100 gp
each to those who wish it. Each who wishes
payment let me know on the way out and I’ll make
sure it is ready when you return.”
Make note who wants and accepts payment from
Jolene, they DO NOT get the favor of the Defenders of
Veluna at the end of the module.
After the PCs accept the mission she will continue
with more details.
“Ok with that settled lets get down to the details,”
Jolene begins again. “It is your choice on how you
travel to Whitehale. Once there you will need to
enter the city. If you have a method to do so, feel
free to use it. We also have some agents operating
out of the Forest of Whispers who can help you get
into the city. If you wish to meet with out agents
let me know so I can send a message to them to
expect your arrival.”
“We know little about what is going on inside
Whitehale,” she continues. “We do know that they
have unintelligent undead guarding the walls.
They also have an orc camp north of the city, their
war chief’s name is Garrong. There are also
mercenaries within the town so as long as you do
not show any obviously outward signs you follow a
good deity you should be fine.”
Jolene pauses for a second then continues, “This is
not an assassination mission. You do not need to
kill the leader of Whitehale, just find out who it is
and get out. The leader himself may be more than
you can handle alone so don’t try unless you think
you are up to it.”
Jolene stops then asks, “That is all I can think of
right now any questions?”
She then pauses and waits for questions. Here are
some answers to typical questions.
Who is our contact in the Forest of Whispers?
His name is Lastavenham Windfeather he is a half-elf
ranger that is quite familiar with the area. He will have
a pendent that looks like this. She shows you a
pendant with a howling wolf engraved on it.
How do we meet Lastavenham?
If you wish to meet him just let me know before you
leave and then just enter the Forest of Whispers and
setup camp at the southern edge. He will be told to
expect your arrival and will find you.
VEL3-05 Heart of Darkness
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How do we know you actually work for the church
and are not sending us into a trap?
You are free to check my credentials, I believe
Archbishop Truft is in town and will be more than
happy to confirm who I say I am. I do suggest you stay
quiet about this meeting though, for your protection,
we assume there are enemy agents in town and
possibly even within the church itself.
GM Note: Archbishop Truft is in town and will be
slightly annoyed with the intrusion. He will confirm
Jolene is who she says she is and that she is doing
church business.
How do you suggest we get there?
You know your own capabilities best. I can only
suggest you make yourself as small a target as possible.
Also I would stay well clear of Mitrik. While the siege
there has lightened over the past couple of months
there is still a sizeable enemy presence there.
Anything else you can tell us?
I am sure there is and right now I can not think of it.
Lastavenham will have more information about the
current situation in Whitehale than I do. So feel free
to ask him any questions you see fit.
Encounter Two: Go North
This encounter depends on how the PCs decide to
travel to Whitehale. Total distance is about 100 miles,
about half through enemy territory. Encounter 2A is if
they decide to travel by ground, encounter 2B by air,
encounter 2C if they teleport into Whitehale proper.
If the PCs decide to go to the Forest of Whispers
directly by teleport they will miss this encounter
unless they decide to teleport directly into the city
after meeting with Lastavenham.
Please be sure to have the PC’s roll any error chances
on their teleports and adjudicate accordingly. If they
try to teleport to the Forest of Whispers directly, the
best they could get would be “seen once” and only that
if their character background gives them some reason
to have been there before. If they arrive off target and
proceed on foot, you can use encounter 2A, just adjust
the boxed text for time traveled.
GMs Note: The black cloud is 500 ft off the ground.
There are no weather effects below the cloud, other
than precipitation possibly coming through the cloud.
The edge of the cloud starts about 30 miles from their
destination. The edge is sharp and definitely not
natural. The cloud has the following effects.
1.
Anyone flying through the cloud that is not
evil needs to make a DC 20 fortitude save
every round they are in the cloud or gain a
negative level. There is another DC 20
fortitude save 24 hours later to shake off the
effects.
2.
The cloud creates a desecrate effect for all
undead under it. All undead under the cloud
stats have already been altered to reflect this.
3.
The cloud blocks the sunlight so any undead
or other creatures that are sensitive to
daylight are unaffected under the cloud.
4.
This cloud is magical in nature and
completely unaffected by a magical weather
control. It also can not be dispelled because
the source of the magic is many miles away.
Encounter Two A:
One if by Land
GMs Note: The black cloud has certain properties. See
the GMs section at the beginning of this encounter.
You have started the long journey north into the
Diocese of Whitehale. As you head north over the
next couple of days the sky turns from a rather
pleasant Velunan summer day with clear skies
above head to a much angrier looking weather,
much cooler and definitely much less pleasant.
The days have turned into twilight and the nights
are pitch black. Numerous times you will see birds
of prey out hunting, the cloud cover making it
difficult even during the day to find food, some of
them flying so low as to almost hit you. In the
middle of the third day an eagle flies right in the
middle of your group before it realizes where it is,
it squawks and flies away as quickly as possible.
This hawk is the orc druid so if the PCs decide to attack
it use the appropriate stats.
As the third day continues you are climbing up a
hill when a group of orcs appear on the top looking
down on you.
Also let the PCs make a listen check vs. the druid’s
move silently check. As the druid lands behind them
and changes form.
VEL3-05 Heart of Darkness
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APL 6 (EL 8)
�Orc Barbarians(2): Male Humanoid (Orc) Barbarian
2; HP: 24; see appendix 1.
�Light Warhorse(2): Large Animal; HP 25 each; see
Monster Manual.
�Orc Druid: Male Humanoid (Orc) Druid 8; HP: 66;
see appendix 1.
�Eagle: Small Animal Companion; HP: 37; see
appendix 1.
APL 8 (EL 10)
�Orc Barbarians(3): Male Humanoid (Orc) Barbarian
3; HP: 34; see appendix 1.
�Light Warhorse(3): Large Animal; HP 25 each; see
Monster Manual.
�Orc Druid: Male Humanoid (Orc) Druid 10; HP: 82;
see appendix 1.
�Eagle: Small Animal Companion; HP: 51; see
appendix 1.
APL 10 (EL 13)
�Orc Barbarians(4): Male Humanoid (Orc) Barbarian
4; HP: 48; see appendix 1.
�Heavy Warhorse(4): Large Animal; HP 33 each; see
Monster Manual.
�Vampire Orc Druid: Male Undead (Vampire) Druid
11; HP: 99; see appendix 1.
�Eagle: Small Animal Companion; HP: 51; see
appendix 1.
APL 12 (EL 15)
�Vampire
Orc
Barbarians(4):
Male
Undead
(Vampire) Barbarian 5; HP: 45; see appendix 1.
�Nightmares(4): Large Animal; HP 53 each; see
Monster Manual.
�Vampire Orc Druid: Male Undead (Vampire) Druid
13; HP: 117; see appendix 1.
�Eagle: Small Animal Companion; HP: 65; see
appendix 1.
Tactics: Set the orcs up at the top of the hill 50ft away
from
the
heroes.
Also
behind
the
heroes
approximately another 50ft away is the orc druid. The
druid will land and change forms back to his orcish
form and begin casting spells. Allow the PCs to make a
listen check against the druids move silently check to
notice him back there. Remember the listen check is –
5 (-1 for every 10 ft). The orcish barbarians will charge
the heroes and the druid will cast support and delaying
spells. If things look bad the druid will wild shape and
try to escape, to get reinforcements.
After the fight the rest of the PCs journey is
uneventful.
Encounter Two B:
Two if by Air
GMs Note: The black cloud has certain properties. See
the GMs section at the beginning of this encounter.
Make sure you note how far off the ground the PCs are
flying. The devils will burst through the clouds at an
altitude of approximately 500 ft. Note: If the PC’s are
wind walking, the devils are patrolling and are well
aware of the capabilities of this spell. They will be
checking out all clouds or vapors of the appropriate
size for possible wind walkers. If the PC’s are all in
white to take advantage of the 80% chance to be
mistaken for clouds, they may be able to get the drop
on the devils. Note that they would have to be moving
at the base speed of the wind because any cloud
moving 60 mph (a lot faster than other clouds) would
be obviously a wind walker.
You have started the long journey north into the
Diocese of Whitehale. As you head north over the
next couple of days the sky turns from a rather
pleasant Velunan summer day with clear skies
above head to a much angrier looking weather,
much cooler and definitely much less pleasant.
The days have turned into twilight and the nights
are pitch black. You continue flying north when
suddenly from out of the clouds comes unnatural
creatures headed strait for you.
APL 6 (EL 8)
�Erinyes: Female Outsider (Devil); HP: 90; See
Monster Manual.
APL 8 (EL 10)
�Erinyes(2): Female Outsider (Devil); HP: 90 each;
see Monster Manual.
APL 10 (EL 13)
�Ice Devil: Male Outsider (Devil); HP: 154; see
Monster Manual.
APL 12 (EL 15)
�Ice Devil (2): Male Outsider (Devil); HP: 154 each;
see Monster Manual.
Tactics: The erinyes and ice devils are going to fly to
get within range and then standoff with the PCs using
their range weapons. They are starting 500ft up
directly above the PCs.
VEL3-05 Heart of Darkness
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Encounter Two C:
Three if by Wizardy
GMs Note: The black cloud has certain properties. See
the GMs section at the beginning of this encounter.
This encounter only happens if the PCs teleport
directly into the Whitehale. They have setup a number
of the tokens of teleport detection (see appendix 3 new
rules) to detect people using their own tricks. If the
PCs teleport directly to the camp to meet Lastavenham
they miss this encounter and will lose experience. The
PCs can not teleport into the Church of Rao in
Whitehale. It is currently under a forbiddance spell,
which prevents such activity. If they try they will
appear outside the front door.
You have appeared in Whitehale city just as
expected, the cloud is overhead. Suddenly devils
appear near you and say, “Welcome intruders.”
APL 6 (EL 8)
�Erinyes: Female Outsider (Devil); HP: 90; See
Monster Manual.
APL 8 (EL 10)
�Erinyes(2): Female Outsider (Devil); HP: 90 each;
see Monster Manual.
APL 10 (EL 13)
�Ice Devil: Male Outsider (Devil); HP: 154; see
Monster Manual.
APL 12 (EL 15)
�Ice Devil (2): Male Outsider (Devil); HP: 154 each;
see Monster Manual.
Tactics: The devils will appear where the nearest
teleport detection token is 1d6x10 feet away. Use your
imagination to set the scene here. The PCs could be
teleporting to any number of places so make up a map
as you see fit. The devils can fly so obstacles do not
bother them; on the other hand this is essentially a
surprise attack by the PCs so the terrain should not be
set up as amazingly defensible for the devils. The
devils are going to tend to stay away from the PCs and
use their range abilities. If this fight takes more than
10 rounds start throwing in extra encounters from
encounter 7, a new one every 5 rounds or so until the
PCs are dead, retreat, or somehow leave quickly where
they can not be tracked. If they retreat here or if any of
the devils survive, the city will go on full alert and the
mission will become essentially impossible for the PCs,
proceed to encounter 7a.
Once the combat is complete and if the city is not in
full alert proceed to encounter 5.
Encounter Three:
Lastavenham’s Crew
Assuming the PCs do as instructed and set up camp in
the southern portion of the Forest of Whispers. He is
in tune with the nature and animals here and is made
aware when anyone enters the forest. So you may have
to paraphrase a bit if the PCs are doing something else.
A couple of hours after you have made camp the
world around you has turned from the dull twilight
to the pitch black. You hear a voice call out of the
trees nearby, “Ho there good travelers may I
approach
your
camp?
I
am
Lastavenham
Windfeather and I was told to expect your coming.”
Allow the PCs to be as paranoid as they like here. He
will answer their questions honestly. His animal
companion (a wolf) was patrolling the southern part of
the forest when he picked up a new scent. It as
ordered went to get Lastavenham and he came here to
meet the PCs. He has the pendent that the PCs
request, he will not throw it to them but he will step
into the edge of the light to show them. Once the PCs
are convinced of his identity continue.
A half-elf enters your camp wearing leather armor
and a bow slung over his back. “As I mentioned
before,” the half-elf says, “I am Lastavenham
Windfeather, Jolene sent me a message to expect
your arrival. We should move, it is not safe here.
I’ll take you back to one of our camps where you
can rest in relative safety, and there I will answer
any questions you may have. If we use minimal
light we should be relatively safe from snooping
eyes above. Please pack up we need to move as
soon as possible.”
Assuming the PCs follow Lastavenham continue.
The trip through the forest in the pitch black is
confusing to say the least. Only the best trackers
could have found their way through this forest with
this amount of light and this many trees. The noise
of your armor seems to make a racket that would
wake the dead in this forest. It is not helped by the
silent and effortless way Lastavenham moves
through these woods. After a couple hours of
endless traipsing between trees you arrive at the
mouth of a small cave. Lastavenham makes a bird
call and it is answered relatively quickly from
somewhere in the darkness. He then motions for
you to enter the cave. About 20 feet into the cave is
a tight curve and a heavy cloth hung over it, the
hint of light around the edges. As you pass the
VEL3-05 Heart of Darkness
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cloth you emerge into the light and some hastily
prepared beds.
Lastavenham steps in behind you and says, “Feel
free to partake in the comforts we have provided
here. I am sorry we couldn’t do better. This is not
our main camp, but it is under the protection of our
guards outside, so you do not need to worry about
posting a watch. Rest here tonight and I’ll return
tomorrow morning to discuss what is yet to come.”
With that Lastavenham turns and proceeds to leave.
If any of the PCs try to follow him have them make a
move silently check against Lastavenham’s listen check
+14. If he doesn’t hear them, they can watch him
disappear into the night. If they follow them into the
woods, they will eventually be spotted by some of the
guards in the woods and a whistle will warn him, at
which point he will find them. If the PC’s somehow
manage to scout around without being spotted, they
will simply find him patrolling and several other
rangers guarding the area. If he hears them he will
stop and walk directly back to the PC and say.
“I understand you may not trust me, but we both
have a mission to do here. Yours would be better
served if you return to the cave and get a good
nights rest. Tomorrow morning we will discuss
how to proceed.”
Feel free to keep the PCs paranoia up by making rolls.
Ask what their listen check modifier is. Make more
rolls. The goal here is to keep them on the edge. Ask
them to make rolls. Make water dripping noises.
Make a rat scurry across one of the PCs hand, waking
them up. Once you have had enough fun tormenting
the PCs read the following.
The morning is not much different than the
evening before. It is still dark and you are not sure
what time it is. The only real signal of morning is
that Lastavenham has returned to wake you up.
He begins, “Well now that it is morning shall we
discuss how to get you into Whitehale?”
He will wait for an affirmative from the PCs.
“Let me first discuss the current status of Whitehale
as we know it. There is an orc camp north of the
city; we have determined that their war chief is
Garrong. He is a mean looking orc, but as far as we
can tell he is otherwise ordinary. There are a
number of humanoid mercenaries in and around
the city. So if we can get you past the walls you
shouldn’t have problems moving about freely as
long as you don’t draw attention to yourself. The
walls are manned by mainly mindless dead. They
are under the command of clerics and intelligent
dead. I think they are just there to invoke fear
more than protect the city. We have no idea who is
actually in charge in Whitehale, but someone is,
the guards and the gates are much more orderly
than what orcs would do. Also the war chief is
staying with his troops outside the city not in it.
There is about a weekly caravan headed into the
city from Castle Sepher. We have been able to
confirm the center of the cloud is at the Castle, so
we are assuming Herion is at Sepher and not in the
City. The Pit Fiend General of the enemy forces
has also been spotted flying above Sepher, we do
not believe you will have to worry about him in the
City either. So you have any plans on how you are
going to enter the city?”
Lastavenham will listen and point out flaws in any plan
the PCs have. The walls are possible, they have had a
cleric once in a while sneak up and destroy a bunch of
skeletons manning the walls so the guards finding a
bunch of destroyed skeletons would not be that
unusual. If they ask him for his input he will give his
idea.
“Well, another caravan is due today, you could
ambush it and use it to enter the city by hiding in
the wagons and disguising yourselves as the
drivers. We have not done this yet, so their
security has been relatively lax recently. These
caravans are run by humanoids and not dead.”
Let the PCs discuss other options and decide what to
do. If they choose to use Lastavenham’s plan he will
tell them to hurry, they have about a three-hour
journey to where the ambush site is. If the caravan is
too late they will be suspicious. Read or paraphrase the
following:
The journey through the woods isn’t much
different in the day as it was the previous night.
The cover is blocking what little light there is out
in the open. The forest has little more noise during
the day than the previous night. The air hangs still
and there is no breeze to speak of to rustle the
leaves. At about two and a half hours into the
journey the ominous trees seem to break up and the
twilight of day is visible above. Up ahead you see a
caravan trundling down the middle of what must
be the road between Castle Sepher and Whitehale.
There are three wagons each driven by a single
human driver, with another human armed with a
crossbow riding beside the driver.
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Lastavenham will cover the PCs rear, he will not
participate in capturing the caravan. This should be a
relatively simple encounter for the PCs, don’t drag it
out. Stress that they probably want to avoid damaging
the clothing of the guards too much if they want to be
able to disguise themselves!
ALL APLs
�Mercs (6): Male Humanoid (Human) Warrior 1; HP:
9 each; See Appendix 1.
Development: After capturing the caravan, the PCs
can inspect the crates. They contain an assortment of
weapons. It looks like the crates used to have an
emblem on the side, but they have been burned off.
One of the drivers has a simple map of Whitehale City
with one part labeled as an armory, apparently the
destination of the shipment. They also have a pass
written on a sheet of rolled parchment, marked with
the interlocking ring symbol of the Cult of The One.
Lastavenham looks concerned and speaks, “Well we
now know the contents of the caravans. What
troubles me is where they are getting these from.
Castle Sepher does not have a large enough forge to
produce these many weapons every week. We need
to discover who is supplying these weapons to
Herion.”
Lastavenham then takes the time to inspect the
caravan, then returns to you. He says, “Ok here is
what I have come up with, we stow you all in a
couple of the larger crates and one of my boys take
you in. These people were not wearing armor, so if
you’d like to ride along topside I would suggest you
did the same. You may want to check out that
armory on the map and try to discover where these
weapons are coming from.”
Lastavenham is willing to give them one man to drive
each wagon, if the PCs don’t think they can handle it
themselves. He will listen to any suggestions the PCs
make and pretty much let the PCs decide how to
approach the gate, as long at it gives his men a
reasonable chance to get out. Once the PCs agree on
what to do proceed to encounter 4.
Encounter Four: Trojan Caravan
This is just supposed to be a tense encounter. As long
as the PCs pretty much keep their mouth shut they
will get in. Reward PCs who attack the gate guards
with monsters from the encounter 3 part C. They will
try to delay the PCs long enough for the people in the
gatehouse to shut the gate. At this point since they are
on the northern edge of the city you are welcome to
reward them with as many orcs directly from the
monster manual as you see fit. If they enter the city
after alerting the gate guards the city will be on alert
and proceed to encounter 7a.
One of Lastavenham’s men Jaken will do the talking
unless one of the PCs wants to do it. Read the
following for all PCs who are NOT packed in crates.
It takes approximately two-hours to get to
Whitehale from the ambush site. Amazingly you
didn’t see any patrols during this time. If this had
been under control of the Church there would have
been at least one, but it is not. You see the smoke
from what must be the orc encampment before you
see Whitehale itself. As the gates of the city come
into view you also can see the encampment. It is
large enough to hold approximately 1000 orcs.
Your approach to the gate is going to take you right
next to the orc camp.
Pause here and allow the PCs to decide if they want to
continue or turn away. If they approach from any
different angle they will arise suspicion and require a
DC 20 diplomacy check to convince the guards to let
them in without a full inspection. If they continue on
continue reading.
As you pass the orc encampment many of the orcs
begin to hoot and holler. Some start to throw dirt,
stones, and anything else they can get their hands
on at the caravan. This continues until a large orc
yells something in orcish (unprintable line of curse
words if anyone speaks orcish) at them and the orcs
quiet down. As you approach the gates, two orc
guards wearing scalemail armor wave down the
caravan and approach on either side of the first cart.
At this point Jaken will talk unless a PC wants to take
the helm.
The orc on the left says in a growling common,
“Wadda we got ‘ere?”
Jaken will reply, “Another shipment of arms from
Castle Sepher.”
The other orc starts walking down the side of the
caravan, checking it out.
The orc looks up at Jaken and says, “Good, da boss
says more of me boyz be ‘ere any day. Wait, what
‘appen to da usual hummin driv’n this cart.”
Jaken says, “He ran into an unfortunate accident
and I took over.”
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The orc grins and replies, “Ya gotta look out fo
them accidents they’ll gets ya e’ry time.”
The other orc returns and says, “Grazzel ‘top yer
gabb’n and let ‘em in.”
The orc on the left will send a signal to the gateman
and open the gate to let the carts in.
Now for the PCs who are riding in the crates of if the
PCs choose to just ride in the boxes read or paraphrase
the following. You may need to change the text a little
depending on what the PCs do on the outside.
The trip to Whitehale is an uncomfortable one.
The road is bouncy and there is no cushioning for
you to sit on. After approximately two hours the
cart that you are riding in comes to a halt. You can
hear muffled voices outside. You hear the tell tale
sound of an armored boot striking the ground come
toward your cart.
At this point make the PCs make a will save to not
make any noise. The DC doesn’t matter, it is just to
keep them tense. If one gets a particularly low save
have the armored man stop, possibly even knock on
the crate they are in. Use sound effects, knock on the
table, do whatever it takes to make the players worry.
Draw this out a few seconds, to keep this situation
tense.
After a short time you hear the boots walk away
from the cart. Then more muffled voices and the
sound of what must be the city gate opening.
Finally, the carts continue on into the city.
If Lastavenham’s men are not with the PCs, ask them
where they want to go. At some point, make sure they
pass Mogg’s Mead and see the tavern lights on inside.
Otherwise,
Jaken
will
head
directly
for
the
warehouse/armory, then stop in a deserted street.
Ten minutes later the carts come to a stop and you
are let out. You have made it to Whitehale. Jaken
says, “I am not sure what you want to do now, but I
saw an inn back a couple of blocks that had its
lights on and seemed to have living clients.”
Encounter Five: Whitehale in
Darkness
This assumes the PCs came in on the carts and did not
just teleport in. The rest of the city is pretty empty
except for the undead guards. The only place of
activity in the city is the church quarter. To lead the
PCs there some possibilities are to have a cleric leave
wall duty and return to their lodging in the church
quarter.
The everlasting twilight that is caused by the black
cloud overhead makes it difficult to tell the time.
Your best guess puts it mid to late afternoon. Those
of you who have been here before notice there is
quite a bit more dirt on the streets and the whole
city has the smell of sewage and death. Here in the
church district there seems to be a little activity.
Every so often you see someone scurry down an
alley.
It is now up to the PCs what they want to do. When
the PCs go to the church proceed to encounter 6. The
following are some options the PCs might use to
discover where the leadership is. If they do something
else you deem reasonable feel free to give them the
information that the leadership in Whitehale is
currently in the church.
Also make sure the PCs are uncomfortable when they
are outside in Whitehale. Make them make spot
checks and tell the highest one they thought they saw
something out of the corner of their eye. Since the
streets are empty let the PCs know that every sound
they make seems to echo off the walls. Have the sound
of boots running off down an alley. Feel free to back
off if the group starts to get frustrated.
Places to go in Whitehale:
The following are some of the places of interest in
Whitehale.
Moggs Mead
This is the inn that Jaken saw on the way in. Moggs
Mead use to be the Peace of Rao Inn but the name has
changed since Mogg appropriated it. Mogg is an ogre
and has some goblins doing the serving duty. Mogg is
just looting other inns in town to provide mead for his
patrons. He is slowly getting the still back online after
he cleaned out all that human “water” that was in there.
Mogg keeps the place in somewhat of an order. He
will throw out anyone who starts a fight inside his
establishment. As long as the PCs do not start
anything no one else in the bar will be interested in a
fight.
Moggs Mead is a rowdy place, but thankfully most
of the patronage is humanoid. The bartender is a
large ogre who scowls as you enter. The patronage
consists of 10 loud and boisterous orcs, who seem
to ignore your entrance. There are three humans
over in a corner wearing clerical vestments leaning
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back enjoying a drink. There also seem to be other
mercenary types hanging around at different tables.
Mogg has a bunch of goblins scurrying around
serving the patrons.
People of interest in Moggs Mead:
Mogg: Mogg is just an ogre with some special skills.
He will talk to PCs interested in talking to him.
Remember he is an ogre so a refined conversation is
not possible. Mogg does have a basic understanding of
business so he won’t go out of his way to be rude to the
PCs. Mogg is notably friendlier to any half-orc PC than
any other race. Mogg knows that the bigwigs hang out
in the Church of Rao although he will only refer to it
as the church. Mogg does not know who the bigwigs
are and will tell the PCs he never met them.
The three clerics in the corner: They are Yarrl, Laryd,
and Dlary. The three of them are clerics of Nerull
relaxing just off wall duty. They also know that Herion
sent his favored servant to manage operations in the
city. They do not know who it is, but they do know he
set up his headquarters at the church of Rao. They also
have the password to get past the forbiddance spell
(“Serenity Forsaken”). There are a number of ways this
information can be gotten, it is not part of their surface
thoughts unless intentionally brought there by a
proper question. Their initial attitude towards the PCs
is “unfriendly” (see Diplomacy in skills section of
PHB). If their attitude can be changed to “helpful”
(DC40), they will give the password. If their attitude
can be changed to “friendly” (DC25) AND they are
given a convincing lie (bluff vs. their sense motive) as
to why they should share the password, they will
possibly give it (only a good idea for a bluff will work
here, don’t allow just a die roll, the PC must come up
with a story that the DM thinks would convince the
priests to risk their safety). Intimidate is also a
possibility, use the standard PHB rules for intimidation
adjusting attitude and use the guidelines given for
diplomacy above. However, Mogg won’t take too
kindly to anybody intimidating priests of Nerull in his
bar. It can also be beaten out of them, if the PCs do it
in the bar Mogg will try to kick them out and probably
fail. People will then try to escape, if one does go to
encounter 7a.
The 10 orcs: They are not very interested in talking to
any PCs. They will willingly talk to any half-orc PC
that buys them a round of drinks and drinks with
them. The orcs know very little except their war
chief’s name is Garrong, they can give a little
information on him. They were part of the honor
guard to escort him to the church to a meeting.
The other mercenaries: They are just hired hands of
one sort or another. They were sent here to await
assignment. (In reality they are planning to turn these
mercs into vampires.)
If the PCs initiate a fight here are the people in the bar:
ALL APLs
�Mogg: Male Giant (Ogre) Ftr3; HP: 60; See
Appendix 1.
�Orcs (10): Male Humanoid (Orc); HP: 7 each; See
Monster Manual.
�Goblins (4): Male Small Humanoid (Goblin); HP: 4
each; See Monster Manual.
�Clerics (3): Male Humanoid (Human) Cleric 3; HP:
21 each; See Appendix 1.
�Mercs (6): Male Humanoid (Human) Warrior 1; HP:
9 each; See Appendix 1.
The Armory
If the PCs enter in some other way than the caravan,
they may be interested in finding out what the
shipments are. Even if they did come in on the caravan
they may want to find out more.
The warehouse is just outside the church quarter. It is
the only one still in use. The other warehouses in the
city are open and quite obviously looted. There is
activity of carts being unloaded at this one. Either
from the caravan the PCs came in on or another that
just arrived.
This warehouse has a number of carts sitting in
front of the doors. They are being unloaded by a
bunch of orcs. They are being supervised by a
mean looking ogre.
The ogre is Maggle, he and the orcs were sent to
unload the cart. Only Maggle speaks bad common.
Maggle knows that humans are running this
warehouse, so he won’t care if any of the PCs are bold
enough to walk by him. Maggle and his gang unload
the cargo about once a week. The contents are almost
always arms, but in some cases it is also food, he likes
those shipments. As long as the PCs remain confident
when talking to Maggle and come up with a somewhat
plausible story (DC 20 diplomacy check if not) Maggle
will let them in to the warehouse.
Once in the warehouse they will find arms and armor
(all mundane). A search check DC10 finds some crates
that have not adequately had the emblem on the side
burned off. A Knowledge (Local VTF) check at the DC
indicated before the slash (“/”) gives the following
information. Alternatively, a Knowledge (Nobility and
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Royalty) check at the DC indicated after the slash (“/”)
gives the same information (remember, a DC10 check :
15/10: The crest is a lordship of the Free Land of
Dyvers.
20/15: The crest is that of Lord Derreg Pengallen.
30/25: He's reputed to have ties to a number of illegal
organizations, such as slavers and smugglers operating
in the Nyr Dyv.
If the PCs decide to fight Maggle and his crew here are
the stats:
ALL APLs
�Maggle: Male Giant (Ogre); HP: 32; See Monster
Manual.
�Orcs (6): Male Humanoid (Orc); HP: 7 each; See
Monster Manual.
If they fail to hide the bodies proceed to encounter 7a
after a few minutes. The bodies have been found and
the city is in alert.
The Walls
Watching the walls for a few minutes gains you
quite a bit of information. The walls are manned by
skeletons and zombies. Every few minutes a cleric
walks by to check on the troops.
It should be rather obvious that it would be easy to
jump the walls and run from any point. The clerics are
rather spaced out and standard skeletons and zombies
should not stop an APL 6+ party for very long. Use
however many skeletons or zombies you think are
appropriate, but never more than 6 zombies or 9
skeletons in any one encounter. In any given round of
combat there is a 10% chance for a cleric to respond to a
disturbance on the walls.
ALL APLs
�Human Warrior Skeleton: Medium Undead; HP:
10 each; See Monster Manual.
�Human Commoner Zombie: Medium Undead;
HP: 21 each; See Monster Manual.
�Cleric: Male Humanoid (Human) Cleric 3; HP: 21
each; See Appendix l.
Other Places
The rest of the city is pretty much deserted. They are
using the homes and inns in the church quarter for
housing for the human and some undead residence of
the town. Feel free to make the rest of the town as
spooky as you like, it is pretty much deserted. Reward
any well conserved plan to discover who the leader is
with the location of the church.
Once the PCs decide to go to the church proceed to
encounter 6.
Encounter Six: Church of Ra…
Nerull
The church is mapped in appendix 2 maps 1 and 2.
Behind the church are the church's cemetery where
the bishop’s tomb is located and the basement entrance
to the church. It is fully enclosed (including the
grounds around the church) in a forbiddance spell LE
cast at 16
th level (Fallswop himself). Forbiddance
prevents teleportation into it and no summoning can
be done inside the range of effect of the spell, i.e. the
church itself. It will also do 6d6 damage to LG or LN
PC’s, 12d6 damage to all others, will DC23 half damage,
to any PC to approach the church. This damage will be
taken when they approach within 50 feet of the church
itself. Spaced around the church are warning signs to
keep the unwelcome from blundering into the
forbiddance. No matter where the PC’s come from,
make sure they see the warning signs!
The tall pillars and the large circular dome of the
Whitehale Cathedral of Rao would normally be a
comforting site. In this light the cathedral looks
more angry and sinister. It just does not look like
the place of peace, reason, and serenity it used to
be. Nearby your current position you spy a crude
sign on a wooden post. It says in common and orc
“Password Restricted” and below is a crude picture
of an orc being blown to bits by magical power.
You spy several of these signs spaced around the
approaches to the church.
The password is “Serenity Forsaken”. This password
can be learned by hiding somewhere and listening for
a passing priest to mutter the words. They don’t say it
very loud, so the listen check starts at DC5 with the
usual +1 for every 10 feet of distance. If a priest spots
someone spying on him, he will flee to raise the alarm.
If this happens, send a team from encounter 7 at the
party every 10 rounds until they flee the city. The
clerics in Moggs Mead also know the password.
The following is a description of each area in the
church. Fallswop and gang are in area 11 discussing
different tactics at the altar. The front door is the only
obvious way in and out. There is also a basement
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entrance to the church that has a trapdoor to behind
the altar. The entrance to the basement is in the
Bishops tomb in the cemetery behind the church.
Areas in the church:
1.
Entryway: This is the main entrance to the
cathedral to Rao. There are a number of
plants around all wilting and dead from not
having being taken care of. In one corner a
knowledge religion DC 20 check will show
some joker did a modified animate dead spell
on one of the plants. The only real effect is
the plant detects as evil and undead.
2.
Library: This place has been generally
destroyed. The books have been torn up and
destroyed. There are pages and partial books
lying around the floor.
3.
Reading Rooms: These once were reading
rooms for the library, a place where a visiting
scholar could study the books from the
library.
4.
Storage: This is the church’s main storage
room, there is some destroyed artwork in
here and more destroyed books. There are
several barrels that once must have contained
holy water.
5.
Meditation Rooms: These are rooms that were
designed for visiting priests and laypeople to
meditate and discover the peace and serenity
of Rao.
6.
Visitors Quarters: These are the rooms that
were designated for visiting priests. Each
contains a chest, bed and chair. There is
nothing of value.
7.
Clergy Quarters: These were the quarters for
the local priests. These quarters look as if
they have been recently used.
8.
Kitchen: This is the kitchen, there is fresh
food and water here. It looks as if a meal has
been prepared here recently.
9.
Dining Room: This is the dining room, it still
has the dirty dishes of a recent meal.
10. Bishops Quarters: This is where the local
bishop used to live. It looks like another
person has moved in. There are some books
on the shelf, including The Way of The One
(Player Handout #2). The bookmark in this
book is the smiling face of a silver holy
symbol of Rao.
11. Sanctuary: This is the main sanctuary for the
cathedral. Fallswop, Garrong, and Valik are
here. When the PCs enter here proceed to
the box text below. There is a trapdoor to area
12 on map 2 below.
12. Basement: This is the basement to the
cathedral. There are some crates down here.
It was used to resupply the priests when they
gave out something at a ritual.
13. Basement Exit: This is an exit into the
bishop's tomb behind the cathedral. The
tomb door is locked DC25 open locks.
In the bishop’s quarters are two interesting things; first
is a book entitled The Way of The One. The second is
Fallswop’s holy symbol.
In the sanctuary, Fallswop discusses administrative
details of supporting the defense of the city with Valik
the Pale Master and Garrong the Warchief of the orcs.
An unhallow spell is in effect in the main sanctuary.
Tied to the spell is an invisibility purge. Anybody
invisible will become visible immediately upon
entering. The PCs must enter the sanctuary to get a
good enough look at Fallswop to recognize him. When
the PCs enter the sanctuary read the box text.
You enter the main sanctuary for the church.
There is an oeridian man wearing a black hooded
robe, a flan man wearing armor crafted from human
bones, and a hulking heavily armed orc here. Two
large zombies stand to one side, near the bone
armored man. The black robed mad behind the
alter looks up and lowers his hood, with a glimmer
of recognition he smiles coldly, you recognize none
other than Rinen Fallswop.
“Ahh,” Rinen says, “You have come my friends, to
put Veluna back on the righteous path? From the
looks of some of you I see you haven’t given up the
old ways completely. It’s ok though, it took me a
little while to see the path. I am sure the Canon
will accept you into his service, in his infinite
wisdom he has decreed a future for this god
forsaken land. A future that will bring all the great
thinkers and reasoners back from the depths of
time to bring a new golden age of Veluna. So will
you join us?”
At this point the PCs will probably want to roll
initiative but it is a perfect opportunity to ask Rinen
Fallswop some questions. Here are answers to some
questions (the PCs do not need this information they
have accomplished their mission).
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No!
“So be it!” Fallswop says, “Valik, Garrong take care
of these intruders.”
With that Fallswop ducks behind the altar.
OK!
Ask the player of this PC if he truly wishes to make his
character an evil NPC. When he says, no not really,
have him make a Bluff check vs. Fallswop’s Sense
Motive check (+24). When Fallswop detects the lie:
“I sense that you words are false!” Fallswop says,
“Valik, Garrong take care of these intruders.”
With that Fallswop ducks behind the altar.
Who is this Canon you are talking about?
You must know that Canon Herion has returned
after 400 years to bring Veluna to a new golden age.
Why did Herion put you in charge here?
Herion said that I reminded him of his younger
years and that my path mirrored his own.
We have this (Rinen Fallswop’s holy symbol to
Rao)?
That is a useless trinket, Rao has left the Vale of
Luna, and his followers will soon follow. That is
only good enough to be a bookmark.
Why did you keep it if it is a useless trinket?
It was to remind me of my short sightedness and
my mistaken faith in a god who has long left this
land.
Return with us!
Why should I? Rao has forsaken this land and
those who idolized him. His followers will soon be
gone, there is no hope of salvation. You still have
the opportunity to join me and be a part of the
future. Only the cool embrace of the Reaper awaits
those who do not.
Rao still looks over this land don’t you remember
(some event from the past for example the beam of
light that took Canon Hazen’s body).
Those were tricks from other gods trying to belay
the one true path.
What would Basier Rinken think now?
Fallswop’s eyes show the hint of a tear. He says,
“Basier was an unfortunate victim of inevitability.
Basier is proof that Rao has abandoned his flock, he
wouldn’t even step in to save his most loyal servant.
For that evil Rao will never be forgiven.”
We will stand and prevail against you and Herion.
Fallswop says, “Ahh, the foolishness of youth. I
once believed as you do, ignorant of the truth.
Valik! Garrong!”
He then ducks behind the altar as Valik and
Garrong advance.
ALL APLs
�Rinen Fallswop: Male Humanoid (Human) Cleric
10/ Contemplative 6; HP: 134; See appendix 1.
APL 6 (EL 9)
�Valik: Male Humanoid (Human) Wiz 5/Pale Master
3; HP: 47; See Appendix 1.
�Garrong: Male Humanoid (Orc) Barbarian 6; HP: 76;
See Appendix 1.
�Ogre Zombie(2): Large Undead; HP: 63 each; See
Monster Manual.
APL 8 (EL 11)
�Valik: Male Humanoid (Human) Wiz 5/Pale Master
5; HP: 62; See Appendix 1.
�Garrong: Male Humanoid (Orc) Barbarian 8; HP:
107; See Appendix 1.
�Ogre Zombie(2): Large Undead; HP: 63 each; See
Monster Manual.
APL 10 (EL 13)
�Valik: Male Humanoid (Human) Wiz 5/Pale Master
7; HP: 74; See Appendix 1.
�Garrong: Male Humanoid (Orc) Barbarian 10; HP:
133; See Appendix 1.
�Minotaur Zombie(2): Large Undead; HP: 93 each;
See Monster Manual.
APL 12 (EL 15)
�Valik: Male Humanoid (Human) Wiz 5/Pale Master
9; HP: 86; See Appendix 1.
�Garrong: Male Humanoid (Orc) Barbarian 12; HP:
159; See Appendix 1.
�Minotaur Zombie(2): Large Undead; HP: 93 each;
See Monster Manual.
VEL3-05 Heart of Darkness
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Tactics: The zombies will be under the effect of the
desecrate (+1 attack/damage/saves), the bonus hit
points are already figured in to the stats above. The
zombies will only attack if ordered by Valik (a free
action on his turn as long as he can speak to order
them). Fallswop will bolster the undead then try to
leave through the trapdoor in the floor and out the
back. He will not fight unless cornered, if the PCs
attack him he will cast scourge on them and then try to
leave. He fully expects the other two to take care of the
PCs. Fallswop will proceed out the back entrance
through the tomb and then out of the forbiddance. He
will then cast word of recall to return to Castle Sepher.
Garrong will rage and charge and Valik will support
with spells. A favorite combo of Valik’s is waves of
fatigue followed by ray of exhaustion on the toughest
looking fighter. He will cast this combo if the
opportunity presents itself.
Proceed to encounter 7 when they leave the church.
Encounter Seven: Escape
This encounter handles how the PCs exit the city.
As you exit the church you see the familiar face of
Jaken. He will hurry up and say, “The city is in full
alert, head to the western wall and jump the wall.
Our people will help you back into the forest from
the wall. Go now, I am going to stay here and do
some more scouting.”
Assuming the PCs use this method to exit proceed to
the boxed text. If they use another method that is
plausible allow them to do so. Feel free to send as
many of this encounter as needed to get them to exit
the city.
To the north you hear the roar of the orcs as
someone must be riling them up.
As you are headed towards the western wall a group
of undead appears out of an alley and attacks.
APL 6 (EL 7)
�Ghast (4): Medium Undead; HP: 33 each; See
Monster Manual.
APL 8 (EL 9)
�Spectre (2): Medium Undead; HP: 52 each; See
Monster Manual.
APL 10 (EL 10)
�Mohrg (2): Medium Undead; HP: 105 each; See
Monster Manual.
APL 12 (EL 12)
�Mohrg (4): Medium Undead; HP: 105 each; See
Monster Manual.
Tactics: Remember all the undead are under the cloud
that grants a desecrate effect, so they get +1 to their
attack, damage, and saves. Their +1 hit point per hit die
is already figured in. This encounter should not be
very difficult for the party, if they are dallying around
feel free to send it again.
After combat and they continue to the western wall
read the following.
The roar of the orcs gets louder, looking over your
shoulder you see hundreds of orcs pouring out in
the streets behind you. As you arrive at the wall
you notice all the undead have been destroyed. A
single man stands on the wall, its Lastavenham. He
yells, “Hurry! The orcs are coming around the walls
too!”
At this point the PCs can scramble over the walls and
escape into the Forest of Whispers. If they decide to
stay and fight, you have 1000 Monster Manual orcs use
them.
Encounter Seven A:
When the Bell Tolls
Bells begin ringing through the city. The dead
begin to move. To the north you hear the cries of
the orcs as they prepare for battle.
The PCs should only arrive at this encounter if they set
off the alarm. This is a very free form encounter, start
with the dead in encounter seven, sending a new wave
every 10 rounds. If the PCs start to retreat have them
give chase, but as long as the PCs continue to retreat
out of the city let them go. There is no longer a safe
spot in Whitehale for them.
If after 3 waves of undead the PCs do not retreat, send
in the orcs, mercenaries and skeletons/zombies driven
by 3
rd level clerics of Nerull (use stats from encounter
5). You can send in as many enemies as you want,
though there should never be more than 1 or 2 clerics.
Even APL 12 parties will have difficulty with 1000s of
mad orcs. Again if the PCs decide to retreat out of the
city, let them go. If they decide to return later you can
start over again.
If the PCs take to the air and are giving the orcs trouble
or showing no sign of retreating send in the devils
from encounter 3c.
VEL3-05 Heart of Darkness
Page 18
Use all of the above tactics to have the PCs retreat.
Also remember Whitehale has the teleport detectors,
so if the PCs teleport the devils will appear on top of
them (1d6X10 feet away).
Once the PCs leave Whitehale the method of guarding
will change. There will be orcs guarding the walls and
also patrolling the streets. The devils will be visible
patrolling the skies. Whitehale will be a very
dangerous place to be for the PCs and they should be
attacked immediately if they try to enter again.
Conclusion
After a narrow escape into the Forest of Whispers,
you are relieved to discover the orcs are not
interested in following the rangers in. You are able
to rest and recuperate from your journey in to
Whitehale.
The next morning you start your journey back to
Veluna City. The trip is uneventful and you
emerge from under the oppressive cloud to a
beautiful summer afternoon.
When you arrive at the gates of Veluna city you are
escorted in by the Mitrik Temple Guard. You are
brought to the Tannenbaum’s Chalice and the same
room as before, except this time Jolene is waiting
for your arrival. She says,”Well, what did you
discover?”
She will listen to the PCs story.
If they discovered Fallswop was running Whitehale
read the following text. If the PCs killed Fallswop use
the past tense.
Jolene frowns, “It troubles me that Fallswop has
given himself so completely to Herion. He knows
too much about our forces and defenses. That
information in Herion’s hands is going to be
difficult to overcome.
If they have they give her The Way of The One:.
Jolene will flip through the book, “We have been
hunting for information on Canon Herion, it seems
that all records have been destroyed from that time
period. This will help a lot.”
If they give her the information on the Dyvers link to
the weapons shipments read the following.
Jolene looks it over and says, “I never thought
Dyvers would have had anything to do with
Herion. But I guess where there is money to be
made there is someone who is willing to do it. We
will have to look into this further and soon.”
If they succeeded in discovering Fallswop and getting
the Dyvers link read the following.
Jolene smiles and says, “You have done Veluna a
great service here and she thanks you, and so do I.
For those of you who requested payment your
money are waiting outside. For the rest of you, you
have my gratitude, if you return to Veluna city and
need my services I can make myself available.
Thanks again.”
Official critical events results: Any player interested
in downloading an official summary of events of this
mod that reflects the critical events of the first run of
this event should be given the following password.
The DM should give this password to the players at the
conclusion of play. They can then download the
critical summary and use the password to open the file:
Password: forsaken
The End
Experience Point Summary
To award experience for this adventure, add up the
values for the objectives accomplished. Then assign the
experience award. Award the total value (objectives
plus roleplaying) to each character.
Encounter Two
Defeat the patrol.
APL 6
240 xp
APL 8
300 xp
APL 10
390 xp
APL 12
450 xp
Encounter Six
Defeat Valik and Garrong.
APL 6
270 xp
APL 8
330 xp
APL 10
390 xp
APL 12
450 xp
Encounter Seven
Defeat or drive off the undead.
APL 6
210 xp
APL 8
270 xp
APL 10
300 xp
APL 12
360 xp
Story Award
Getting the Dyvers information
VEL3-05 Heart of Darkness
Page 19
All APLs
25 xp
Getting Fallswop’s holy symbol and the book The Way
of The One
All APLs
75 xp
Discovering Fallswop.
APL 6
80 xp
APL 8
125 xp
APL 10
170 xp
APL 12
215 xp
Total possible experience:
APL 6
900 xp
APL 8
1,125 xp
APL 10
1,350 xp
APL 12
1,575 xp
Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take
the time to loot the bodies, they do not gain this gold. If
you feel it is reasonable that characters can go back to
loot the bodies, and those bodies are there (i.e., not
carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this
treasure, the coin total is subtracted from the encounter
totals given below.
Next, the magic items are listed. Magic item treasure is
the hardest to adjudicate, because they are varied and
because characters may want to use them during the
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate. Because
this is a Regional scenario, characters may spend
additional Time Units to practice professions or create
items immediately after the adventure so this total may
be modified by other circumstances.
L = Looted gear from enemy; C = Coin, Gems, Jewelry,
and other valuables; M = Magic Items.
L: Looted gear from enemy
C: Coin, Gems, Jewelry, and other valuables
M: Magic Items (sell value)
Encounter Two A:
APL 6: L: 36 gp; C: 0 gp; M: +2 Periapt of Wisdom
(333 gp each);
APL 8: L: 127 gp; C: 0 gp; M: +4 Periapt of Wisdom
(1333 gp each);
APL 10: L: 168 gp; C: 0 gp; M: +4 Periapt of
Wisdom (1333 gp each);
APL 12: L: 168 gp; C: 0 gp; M: +4 Periapt of
Wisdom (1333 gp each);
Encounter Two B:
APL 6: L: 0 gp; C: 0 gp; M: +1 flaming composite
longbow +5 (740 gp each);
APL 8: L: 0 gp; C: 0 gp; M: 2 +1 flaming composite
longbow +5 (1480 gp each);
APL 10: L: 0 gp; C: 0 gp; M: 0;
APL 12: L: 0 gp; C: 0 gp; M: 0;
VEL3-05 Heart of Darkness
Page 20
Encounter Six:
APL 6: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp
each), Wand of Magic Missile (9
th) 5 charges (56 gp
each), 3 potions of cure light wounds (38 gp each), +1
Greataxe (193 gp each), Composite Longbow +5 (48 gp
each), +1 breastplate (104 gp each);
APL 8: L: 3 gp; C: 0 gp; M: Spellbook I (258 gp
each), Boots of Springing and Striding (458 gp each),
Cloak of Resistance +1 (83 gp each), Wand of Magic
Missile (9
th) 5 charges (56 gp each), 3 potions of cure
light wounds (38 gp each), +1 Greataxe (193 gp each),
Composite Longbow +6 (56 gp each), +2 breastplate
(354 gp each);
APL 10: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp
each), Boots of Springing and Striding (458 gp each),
Cloak of Resistance +1 (83 gp each), Wand of Magic
Missile (9
th) 5 charges (56 gp each), Pearl of Power 2
nd
Level (750 gp each), 3 potions of cure light wounds (38
gp each), +1 Flaming Greataxe (693 gp each),
Composite Longbow +6 (56 gp each), +3 breastplate
(771 gp each);
APL 12: L: 3 gp; C: 0 gp; M: Spellbook II (392 gp
each), Boots of Springing and Striding (458 gp each),
Cloak of Resistance +1 (83 gp each), Wand of Magic
Missile (9
th) 5 charges (56 gp each), Pearl of power 3
rd
level (1333 gp each), 3 potions of cure light wounds (38
gp each), +1 Flaming Thundering Greataxe (1526 gp
each), Composite Longbow +6 (56 gp each), +3
breastplate (770 gp each);
Conclusion:
APL 6: L: 0 gp; C: 100 gp; M: 0gp;
APL 8: L: 0 gp; C: 100 gp; M: 0 gp;
APL 10: L: 0 gp; C: 100 gp; M: 0;
APL 12: L: 0 gp; C: 100 gp; M: 0;
Total Possible Treasure
APL 6: L: 39 gp; C: 100 gp; M: 1030 gp - Total: 1169
gp (cap: 800 gp)
APL 8: L: 39 gp; C: 100 gp; M: 2829 gp - Total: 2968
gp (cap: 1,250 gp)
APL 10: L: 39 gp; C: 100 gp; M: 4630 gp - Total:
4769 gp (cap: 2,100 gp)
APL 12: L: 39 gp; C: 100 gp; M: 6045 gp - Total:
6184 gp (cap: 3,000 gp)
Special:
GMs Note: The PCs who requested to be paid by
Jolene do not get the following favor.
�Favor of Jolene: For service to the defender Jolene
she grants you her favor. This favor has 2 parts.
1.
Whenever you are in Veluna City gain an
additional +2 circumstance bonus to Gather
Information and Knowledge (Tuf/Fals/Velv)
if you spend an additional 5 hours to contact
Jolene. In Veluna City you can make the
knowledge (Tuf/Fals/Velv) by contacting
Jolene even if you don’t have the skill.
2.
Jolene can provide a contact for to purchase
one of the following items: Amulet of Health
+4, Amulet of Natural Armor +3, Axiomatic
Weapon
Enhancement,
Holy
Weapon
Enhancement,
Metamagic
Rod,
Lesser
Maximize, Ring of Minor Energy Resistance,
any Adamantine Weapon (mundane or +1), or
Scabbard of Keen Edges. Cross off part 2 of
this favor once used.
�Rinen Fallswop’s Holy Symbol of Rao: You have
claimed the fallen Archbishop Fallswop’s holy symbol
to Rao. This is a standard silver holy symbol to Rao,
but it may be useful in the future.
�Scourge: You have been infected with a disease
caused by a spell Rinen Fallswop cast. Your body is
covered with blackened boils, magenta blotches,
violent lesions, seeping abscesses, and malignant cysts.
After every module mark in the play notes section
your Strength and Dexterity to be carried over to the
next session. Before every module roll a fortitude save
DC 24 or lose an additional 1d3 Strength and 1d3
Dexterity. This disease can only be cured by a magical
means (such as remove disease, heal, or restoration).
Spell Books:
�Spellbook I: 1
st – cause fear, change self, mage
armor, shield; 2
nd – resist elements, scare, web; 3
rd –
dispel magic, fireball, haste; 4
th – ice storm, minor globe
of invulnerability, phantasmal killer.
�Spellbook II: everything in Spellbook I plus: 2
nd –
touch of idiocy; 4
th – shout; 5
th – cone of cold,
feeblemind.
VEL3-05 Heart of Darkness
Page 21
Appendix 1: NPCs
Encounter Two
APL 6
�Orc Barbarian: Bar 2; CR 2; Medium humanoid
(orc); HD 2d12 + 4; hp 24; Init +2; Spd 40 ft; AC 16
(Touch AC 12, Flat Footed AC 16); Bab/Grap +2/+7;
Atk +8 melee (1d12 + 7, great axe, x3) or +4 ranged
(1d8, longbow, x3); Full Atk +8 melee (1d12 + 7, great
axe, x3) or +4 ranged (1d8, longbow, x3); SQ dark
vision 60ft, Rage 1/day, Uncanny Dodge; AL CE; SV
Fort +5, Ref +2, Will -1; Str 20, Dex 14, Con 14, Int 7,
Wis 8, Cha 6.
Skills and Feats: Intimidate +3, Ride +7, Weapon
Focus (Great Axe).
Possessions: Great axe, longbow, quiver 20 arrows,
chain shirt.
�Orc Druid: Drd 8; CR 8; Medium humanoid (orc);
HD 8d8 + 16; hp 66; Init +2; Spd 30 ft; AC 17 (Touch
AC 12, Flat Footed AC 15); Bab/Grap +6/+9; Atk +9
melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +9/+4
melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft,
animal companion, nature sense, wild empathy,
woodland stride, trackless step, resist nature’s lure,
wilds shape 3/day, wild shape large; AL NE; SV Fort +8,
Ref +4, Will +10; Str 17, Dex 14, Con 14, Int 6, Wis 19,
Cha 6.
Skills and Feats: Handle Animal +9, Move Silently
+7, Dodge, Multiattack, Natural Spell.
Possessions: Scimitar, Hide Armor, Large Wooden
Shield, +2 Periapt of Wisdom.
Spells: (6/5/4/4/3; DC 14 + Spell Level):0- create
water, cure minor wounds, detect magic, guidance,
mending, read magic; 1
st – cure light wounds, entangle,
magic fang, obscuring mist, shillelagh; 2
nd – barkskin,
bear’s endurance, bulls strength, owl’s wisdom; 3
rd –
cure moderate wounds, magic fang, greater, poison,
spike growth; 4
th – cure serious wounds, flame strike,
ice storm.
�Eagle: Animal Companion; CR 2; Small animal
(eagle); HD 5d8 + 5; hp 37; Init +3; Spd 10 ft, fly 80 ft
(average); AC 19 (Touch AC 14, Flat Footed AC 16);
Bab/Grap +4/+1; Atk +7 melee (1d4 + 1, talon, x2); Full
Atk 2 x +7 melee (1d4 +1, talon, x2) and +2 melee (1d4
+ 1, bite, x2); SQ link, share spells, evasion, devotion;
AL CE; SV Fort +7, Ref +8, Will +3; Str 12, Dex 17, Con
12, Int 2, Wis 14, Cha 6.
Skills and Feats: Spot +10, Weapon Finesse.
APL 8
�Orc Barbarian: Bar 3; CR 3; Medium humanoid
(orc); HD 3d12 + 6; hp 34; Init +2; Spd 40 ft; AC 16
(Touch AC 12, Flat Footed AC 16); Bab/Grap +3/+8;
Atk +10 melee (1d12 + 7, great axe, x3) or +5 ranged
(1d8, longbow, x3); Full Atk +10 melee (1d12 + 7, great
axe, x3) or +5 ranged (1d8, longbow, x3); SQ dark
vision 60ft, Rage 1/day, Uncanny Dodge, Trap Sense
+1; AL CE; SV Fort +5, Ref +3, Will +0; Str 20, Dex 14,
Con 14, Int 7, Wis 8, Cha 6.
Skills and Feats: Intimidate +4, Ride +8, Power
Attack, Weapon Focus (Great Axe).
Possessions: Masterwork Great axe, longbow,
quiver 20 arrows, chain shirt.
�Orc Druid: Drd 10; CR 10; Medium humanoid (orc);
HD 10d8 + 20; hp 82; Init +2; Spd 30 ft; AC 17 (Touch
AC 12, Flat Footed AC 15); Bab/Grap +7/+10; Atk +10
melee (1d6 + 3, scimitar, 18-20/x2); Full Atk +10/+5
melee (1d6 + 3, scimitar, 18-20/x2); SQ dark vision 60ft,
animal companion, nature sense, wild empathy,
woodland stride, trackless step, resist nature’s lure,
wilds shape 4/day, wild shape large, venom immunity;
AL NE; SV Fort +9, Ref +5, Will +12; Str 17, Dex 14,
Con 14, Int 6, Wis 21, Cha 6.
Skills and Feats: Handle Animal +11, Move
Silently +8, Dodge, Multiattack, Natural Spell, Silent
Spell.
Possessions: Scimitar, Hide Armor, Large Wooden
Shield +4 Periapt of Wisdom.
Spells: (6/5/5/4/4/3; DC 15 + Spell Level):0- create
water, cure minor wounds, detect magic, guidance,
mending, read magic; 1
st – cure light wounds, entangle,
magic fang, obscuring mist, shillelagh; 2
nd – barkskin,
bear’s endurance, bulls strength, heat metal, owl’s
wisdom; 3
rd – cure moderate wounds, magic fang,
greater, poison, spike growth; 4
th – cure serious
wounds, flame strike, freedom of movement, ice storm;
5
th – cure critical wounds, stoneskin, wall of fire.
�Eagle: Animal Companion; CR 3; Small animal
(eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft
(average); AC 22 (Touch AC 15, Flat Footed AC 18);
Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2);
Full Atk 2 x +10 melee (1d4 +1, talon, x2) and +8 melee
(1d4 + 1, bite, x2); SQ link, share spells, evasion,
devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 13,
Dex 18, Con 12, Int 2, Wis 14, Cha 6.
Skills and Feats: Spot +10, Multiattack, Weapon
Finesse.
APL 10
�Orc Barbarian: Bar 4; CR 4; Medium humanoid
(orc); HD 4d12 + 12; hp 48; Init +2; Spd 40 ft; AC 16
(Touch AC 12, Flat Footed AC 16); Bab/Grap +4/+9;
Atk +11 melee (1d12 + 7, great axe, x3) or +6 ranged
VEL3-05 Heart of Darkness
Page 22
(1d8, longbow, x3); Full Atk +11 melee (1d12 + 7, great
axe, x3) or +6 ranged (1d8, longbow, x3); SQ dark
vision 60ft, Rage 2/day, Uncanny Dodge, Trap Sense
+1; AL CE; SV Fort +7, Ref +3, Will +0; Str 20, Dex 14,
Con 16, Int 7, Wis 8, Cha 6.
Skills and Feats: Intimidate +5, Ride +9, Power
Attack, Weapon Focus (Great Axe).
Possessions: Masterwork Great axe, longbow,
quiver 20 arrows, chain shirt.
�Vampire Orc Druid: Drd 11; CR 13; Medium
undead (vampire); HD 11d12; hp 99; Init +8; Spd 30 ft;
AC 25 (Touch AC 14, Flat Footed AC 21); Bab/Grap
+8/+14; Atk +14 melee (1d6 + 6, scimitar, 18-20/x2) or
+14 melee (1d6 + 6 + energy drain, slam, x2); Full Atk
+14/+9 melee (1d6 + 6, scimitar, 18-20/x2) or +14/+9
melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision
60ft, animal companion, nature sense, wild empathy,
woodland stride, trackless step, resist nature’s lure,
wilds shape 4/day, wild shape large and tiny, venom
immunity, DR 10/Magic and Silver, Fast Healing 5,
Gaseous Form, Resistant Cold 10 and Energy 10,
Spider Climb, Turn Resistance +4; AL NE; SV Fort +7,
Ref +9, Will +13; Str 23, Dex 18, Con -, Int 8, Wis 23,
Cha 8.
Skills and Feats: Bluff +7, Handle Animal +13,
Hide + 12, Listen +16, Move Silently +17, Search +7,
Sense Motive +14, Spot +16, Survival +22, Aleartness,
Combat
Reflexes,
Dodge,
Improved
Initiative,
Lightning Reflexes, Multiattack, Natural Spell, Silent
Spell .
Possessions: Scimitar, Hide Armor, Large Wooden
Shield, +4 Periapt of Wisdom.
Spells: (6/6/5/5/4/3/2; DC 16 + Spell Level):0-
create water, cure minor wounds, detect magic,
guidance, mending, read magic; 1
st – cure light wounds,
entangle, faerie fire, magic fang, obscuring mist,
shillelagh; 2
nd – barkskin, bear’s endurance, bulls
strength, heat metal, owl’s wisdom; 3
rd – cure moderate
wounds, magic fang, greater, poison, spike growth,
wind wall; 4
th – cure serious wounds, flame strike,
freedom of movement, ice storm; 5
th – cure critical
wounds, stoneskin, wall of fire; 6
th- antilife shell, dispel
magic, greater.
�Eagle: Animal Companion; CR 3; Small animal
(eagle); HD 7d8 + 7; hp 51; Init +4; Spd 10 ft, fly 80 ft
(average); AC 22 (Touch AC 15, Flat Footed AC 18);
Bab/Grap +6/+3; Atk +10 melee (1d4 + 1, talon, x2);
Full Atk 2 x +10 melee (1d4 +1, talon, x2) and +8 melee
(1d4 + 1, bite, x2); SQ link, share spells, evasion,
devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 13,
Dex 18, Con 12, Int 2, Wis 14, Cha 6.
Skills and Feats: Spot +10, Multiattack, Weapon
Finesse.
APL 12
�Vampire Orc Barbarian: Bar 5; CR 7; Medium
undead (orc); HD 5d12; hp 45; Init +8; Spd 40 ft; AC 24
(Touch AC 14, Flat Footed AC 24); Bab/Grap +5/+14;
Atk +16 melee (1d12 + 12, great axe, x3) , +14 melee
(1d6 + 8 + energy drain, slam, x2) or +10 ranged (1d8,
longbow, x3); Full Atk +16 melee (1d12 + 12, great axe,
x3), +14 melee (1d6 + 8 + energy drain, slam, x2) or +10
ranged (1d8, longbow, x3); SQ dark vision 60ft, Rage
2/day, Uncanny Dodge, Trap Sense +1, Improved
Uncanny Dodge, DR 10/Magic and Silver, Fast
Healing 5, Gaseous Form, Resistant Cold 10 and
Energy 10, Spider Climb, Turn Resistance +4; AL CE;
SV Fort +4, Ref +7, Will +1; Str 26, Dex 18, Con -, Int 9,
Wis 10, Cha 10.
Skills and Feats: Bluff +8, Hide + 12, Intimidate +8,
Listen +10, Move Silently +10 Ride +12, Search +7,
Sense Motive +8, Spot +10, Survival +8, Aleartness,
Combat
Reflexes,
Dodge,
Improved
Initiative,
Lightning Reflexes, Power Attack, Weapon Focus
(Great Axe).
Possessions: Masterwork Great axe, longbow,
quiver 20 arrows, chain shirt.
�Vampire Orc Druid: Drd 13; CR 15; Medium
undead (vampire); HD 13d12; hp 117; Init +8; Spd 30 ft;
AC 26 (Touch AC 14, Flat Footed AC 21); Bab/Grap
+9/+15; Atk +15 melee (1d6 + 6, scimitar, 18-20/x2) or
+15 melee (1d6 + 6 + energy drain, slam, x2); Full Atk
+15/+10 melee (1d6 + 6, scimitar, 18-20/x2) or +15/+10
melee (1d6 + 6 + energy drain, slam, x2); SQ dark vision
60ft, animal companion, nature sense, wild empathy,
woodland stride, trackless step, resist nature’s lure,
wilds shape 4/day, wild shape large and tiny, venom
immunity, a thousand faces, DR 10/Magic and Silver,
Fast Healing 5, Gaseous Form, Resistant Cold 10 and
Energy 10, Spider Climb, Turn Resistance +4; AL NE;
SV Fort +10, Ref +10, Will +15; Str 23, Dex 18, Con 14,
Int 8, Wis 24, Cha 8.
Skills and Feats: Bluff +7, Handle Animal +15,
Hide + 12, Listen +17, Move Silently +18, Search +7,
Sense Motive +15, Spot +17, Survival +22, Aleartness,
Combat
Reflexes,
Dodge,
Improved
Initiative,
Lightning Reflexes, Multiattack, Natural Spell, Silent
Spell .
Possessions: Scimitar, Hide Armor, Large Wooden
Shield, +4 Periapt of Wisdom.
Spells: (6/6/6/5/5/4/3/2; DC 17 + Spell Level):0-
create water, cure minor wounds, detect magic,
guidance, mending, read magic; 1
st – cure light wounds,
entangle, faerie fire, magic fang, obscuring mist,
shillelagh; 2
nd – barkskin, bear’s endurance, bulls
strength, flame blade, heat metal, owl’s wisdom; 3
rd –
cure moderate wounds, magic fang, greater, poison,
VEL3-05 Heart of Darkness
Page 23
spike growth, wind wall; 4
th – cure serious wounds,
flame strike, freedom of movement, ice storm, spike
stones; 5
th – call lightning storm, cure critical wounds,
stoneskin, wall of fire; 6
th- antilife shell, dispel magic,
greater, liveoak; 7
th- creeping doom, fire storm.
�Eagle: Animal Companion; CR 4; Small animal
(eagle); HD 9d8 + 9; hp 65; Init +4; Spd 10 ft, fly 80 ft
(average); AC 24 (Touch AC 15, Flat Footed AC 20);
Bab/Grap +8/+4; Atk +12 melee (1d4 + 2, talon, x2);
Full Atk 2 x +12 melee (1d4 +2, talon, x2) and +10
melee (1d4 + 2, bite, x2); SQ link, share spells, evasion,
devotion; AL CE; SV Fort +7, Ref +8, Will +3; Str 14,
Dex 19, Con 12, Int 2, Wis 14, Cha 6.
Skills and Feats: Spot +10, Multiattack, Weapon
Finesse.
Encounter Three
All APLs
Mercs (6): Male Human War1; CR 1/2; Medium
Humanoid (Human); HD 1d8+4; hp 9; Init +1; Spd 20
ft; AC 17 (touch 11, flat-footed 16) [+1 Dex, +2 shield,
+4 scale mail]; Base Atk +1; Grp +2; Atk +2 melee
(1d8+1, longsword, 19-20x2) or +3 ranged (1d10, heavy
crossbow, 19-20x2); Full Atk +2 melee (1d8+1,
longsword, 19-20x2) or +3 ranged (1d10, heavy
crossbow, 19-20x2); AL LE; SV Fort +3, Ref +1, Will +0;
Str 12, Dex 12, Con 12, Int 8, Wis 10, Cha 10.
Skills and Feats: Intimidate +4, Handle Animal +4;
Toughness, Weapon Focus (crossbow).
Possessions: Scale mail, heavy steel shield,
longsword, dagger.
Encounter Five
All APLs
�Mogg: Male Ogre Ftr3; CR 6; Large Giant (ogre);
HD 4d8+3d10+17; hp 60; Init 0; Spd 40 ft; AC 19
(Touch 9, flat-footed 18); Base Attack/Grapple: +6/+15;
Atk +12 melee (2d8+8 large greatclub); SQ Darkvision
60’, Low light vision; AL CE; SV Fort +9, Ref +1, Will
+5; Str 21, Dex 10, Con 14, Int 10, Wis 12, Cha 12.
Skills and Feats: Climb +5, Jump +7, Listen +4,
Spot +4; Improved Overrun, Power Attack, Iron Will,
Toughness, Weapon Focus (greatclub).
Equipment: +1 Greatclub, +1 Chain Shirt,, Potion
of Cure Moderate Wounds.
�Cleric (variable number): Male Human Clr3; CR3;
Medium-Size Humanoid (Human); HD 3d8+3; hp 21;
Init +0; Spd 20 ft; AC 19 (touch 10, flat-footed 19); Atk
+3 melee (1d6, Masterwork Sickle); SA Rebuke
Undead 5/day; AL CE; SV Fort +4, Ref +1, Will +6; Str
10, Dex 10, Con 12, Int 12, Wis 16, Cha 14.
Skills and Feats: Bluff +4, Concentration +7,
Diplomacy +5, Disguise +4, Knowledge (Arcana) +3,
Knowledge (Religion) +7, Sense Motive +7, Spellcraft
+3; Extra Turning, Improved Turning, Spell Focus
(Enchantment).
Possessions: Half Plate, Large Steel Shield,
Masterwork Sickle, Holy Symbol, 10gp.
Spells Prepared: (4/4/3: Base DC = 13 + spell
level; 15 + spell level for enchantment spells);
Domains: Evil, Trickery; 0-Detect Magic, Cure Minor
Wounds, Guidance, Resistance; 1
st- Bless, Command,
Doom, Protection From Good; 2
nd- Hold Person,
Invisibility, Silence;
�Mercs (variable number): Male Human War1; CR
1/2; Medium Humanoid (Human); HD 1d8+4; hp 9;
Init +1; Spd 20 ft; AC 17 (touch 11, flat-footed 16) [+1
Dex, +2 shield, +4 scale mail]; Base Atk +1; Grp +2; Atk
+3 melee (1d8+1, longsword, 19-20x2) or +2 ranged
(1d4+1, Dagger, 19-20x2); Full Atk +3 melee (1d8+1,
longsword, 19-20x2) or +2 ranged (1d4+1, Dagger, 19-
20x2); AL LE; SV Fort +3, Ref +1, Will +0; Str 12, Dex
12, Con 12, Int 8, Wis 10, Cha 10.
Skills and Feats: Intimidate +4, Ride +5;
Toughness, Weapon Focus (longsword).
Possessions: Scale mail, heavy steel shield,
longsword, dagger.
Encounter Six
All APLs
�Rinen
Fallswop:
Male
Human
Clr10/Contemplative6 (Nerull); CR 16; Medium
humanoid (human); HD 10d8+6d6+48; hp 125; Init +4;
Spd 20 ft; AC 31 (Touch AC 13, Flat Footed AC 31);
Bab/Grap +10/+12; Atk +16 melee (1d6 + 5, light mace,
x2); Full Atk +16/+11 melee (1d6 + 5, light mace, x2);
SA spells, turn undead; SQ divine health, slippery
mind, divine wholeness, divine body; AL LE; SV Fort
+12, Ref +5, Will +19; Str 14, Dex 10, Con 16, Int 15,
Wis 24, Cha 18.
Skills and Feats: Concentration +18, Diplomacy
+17, Heal +10, Knowledge (arcane) +8, Knowledge
(history)
+9,
Knowledge
(Tuf/Fals/Velv)
+7,
Knowledge (religion) +20, Sense Motive +24, Spellcraft
+15; Combat Casting, Empower Spell, Improved
Initiative, Leadership, Lightning Reflexes, Reach Spell,
Weapon Focus (light mace).
Possessions: +3 full plate armor of spell resistance
15, +3 large shield of fire resistance, ring of protection
+4, dusty rose colored ioun stone, +3 light mace of spell
storing, amulet of health +6,cloak of charisma +4,
periapt of wisdom +6, staff of healing, winged boots.
Spells: (6/6+1/6+1/6+1/5+1/5+1/4+1/4+1/2+1; DC
17 + Spell Level): 0 – detect magic, detect poison, light,
VEL3-05 Heart of Darkness
Page 24
purify food and drink, read magic; 1
st – bane, cure light
wounds, doom*, entropic shield, obscuring mist,
sanctuary, shield of faith; 2
nd – aid, cure moderate
wounds, desecrate, hold person, invisibility*, shatter,
sound burst; 3
rd – animate dead*, bestow curse, cure
serious wounds, dispel magic, prayer, searing light,
windwall; 4
th – cure critical wounds, death ward,
freedom of movement, poison, spell immunity, unholy
blight*; 5
th – slay living* ,flame strike, righteous might,
true seeing, unhallow, wall of stone; 6
th – blade barrier,
dispel magic, greater, harm, mislead, word of recall; 7
th
– blasphemy, repulsion, scourge*, symbol of weakness;
8
th – antimagic field, fire storm, unholy aura*.
*Domain Spell. Domains: Death (You gain death
touch once per day. You must succeed in a touch
attack. When you touch roll 1d6 per cleric level if that
is at least the creatures hitpoints, it dies (no save)); Evil
(You cast evil spells at +1 caster level); Pestilence
(Immunity to all diseases); Trickery (add bluff,
disguise, and hide to your list of cleric class skills).
APL 6
�Valik: Male Human Wiz5/Pale Master3; CR 8;
Medium humanoid (human); HD 5d4+3d6+19; hp 47;
Init +6; Spd 30 ft; AC 14 (Touch AC 12, Flat Footed AC
12); Bab/Grap +3/+3; Atk +3 melee (1d6, quarter staff,
x2) or +5 ranged (1d8, light crossbow, 19-20/x2); Full
Atk +3 melee (1d6, quarterstaff, x2) or +5 ranged (1d8,
light crossbow, 19-20/x2); SA spells; SQ Bonemail +2,
animate dead, darkvision 60ft; AL NE; SV Fort +6, Ref
+6, Will +8; Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha
10.
Skills and Feats: Concentration +13, Knowledge
(arcane) +10, Knowledge (history) +9, Knowledge (the
plains) +10, Knowledge (religion) +16, Knowledge
(undead) +13, Spellcraft +15, Tumble +7; Brew Potion,
Improved Initiative, Lightning Reflexes, Skill Focus
(Knowledge – religion), Spell Focus (Evocation).
Possessions: Wand of magic missle (9
th) 5 charges,
3 potions of cure light wounds, quarterstaff, light
crossbow, 10 bolts, 2 flasks of oil.
Spells: (4/5/4/3/2; DC 14 + Spell Level; 15 + Spell
Level for Evocation): 0 – daze, detect magic, ray of
frost, read magic; 1
st – cause fear(2), change self, mage
armor, shield; 2
nd – resist elements (2), scare, web; 3
rd –
dispel magic, fireball, haste; 4
th – ice storm, phantasmal
killer.
Familiar(toad):tiny magical beast; HD 6d8; hp 16;
Init +1; Spd 5 ft.; AC 18 (touch 15, flatfooted 17); Atk
+1 melee (touch); SQ Alertness, improved evasion,
share spells, empathic link, touch, speak with master;
AL N; SV Fort +3, Ref +3, Will +8; Str 1, Dex 12, Con
11, Int 8, Wis 14, Cha 4.
Skills: Hide +21, Listen +5, Spot +5.
�Garrong: Bar 6; CR 6; Medium humanoid (orc); HD
6d12 + 18; hp 76; Init +2; Spd 30 ft; AC 18 (Touch AC
12, Flat Footed AC 18); Bab/Grap +6/+11; Atk +12
melee (1d12 + 8, great axe +1, x3) or +9 ranged (1d8 + 5,
masterwork composite longbow [Str +5], x3); Full Atk
+12/+7 melee (1d12 + 8, great axe +1, x3) or +8/+3
ranged (1d8 + 5, masterwork composite longbow [Str
+5], x3); SQ dark vision 60ft, Rage 2/day, Uncanny
Dodge, Trap Sense +2, Improved Uncanny Dodge; AL
CE; SV Fort +8, Ref +4, Will +3; Str 21 Dex 14, Con 18,
Int 12, Wis 8, Cha 10.
Skills and Feats: Listen +8, Intimidate +9, Ride
+11, Spot +8, Survival +8, Cleave, Power Attack, Iron
Will.
Possessions: Great axe +1, masterwork composite
longbow [Str +5], quiver 20 arrows, breastplate +1.
APL 8
�Valik: Male Human Wiz5/Pale Master5; CR 10;
Medium humanoid (human); HD 5d4+5d6+26; hp 62;
Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC
14); Bab/Grap +4/+4; Atk +4 melee (1d6, quarter staff,
x2) or +6 ranged (1d8, light crossbow, 19-20/x2); Full
Atk +4 melee (1d6, quarterstaff, x2) or +6 ranged (1d8,
light crossbow, 19-20/x2); SA spells; SQ Bonemail +4,
animate dead, darkvision 60ft, summon undead,
deathless vigor; AL NE; SV Fort +8, Ref +7, Will +12;
Str 10, Dex 14, Con 14, Int 18, Wis 12, Cha 10.
Skills and Feats: Concentration +15, Knowledge
(arcane) +12, Knowledge (history) +11, Knowledge (the
plains) +12, Knowledge (religion) +18, Knowledge
(undead) +15, Spellcraft +17, Tumble +7; Brew Potion,
Improved Initiative, Iron Will, Lightning Reflexes,
Skill Focus (Knowledge – religion), Spell Focus
(Evocation).
Possessions: Boots of striding and springing, cloak
of resistance +1, wand of magic missle (9
th) 5 charges, 3
potions of cure light wounds, quarterstaff, light
crossbow, 10 bolts, 2 flasks of oil.
Spells: (4/5/4/4/3; DC 14 + Spell Level; 15 + Spell
Level for Evocation): 0 – daze, detect magic, ray of
frost, read magic; 1
st – cause fear(2), change self, mage
armor, shield; 2
nd – resist elements (2), scare, web; 3
rd –
dispel magic, fireball (2), haste; 4
th – ice storm, minor
globe of invulnerability, phantasmal killer.
Familiar(toad):tiny magical beast; HD 8d8; hp 29;
Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk
+1 melee (touch); SQ Alertness, improved evasion,
share spells, empathic link, touch, speak with master,
speak with animals of its type; AL N; SV Fort +5, Ref
+3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4.
Skills: Hide +21, Listen +5, Spot +5.
VEL3-05 Heart of Darkness
Page 25
Garrong: Bar 8; CR 8; Medium humanoid (orc); HD
8d12 + 32; hp 107; Init +2; Spd 30 ft; AC 19 (Touch AC
12, Flat Footed AC 19); Bab/Grap +8/+14; Atk +15
melee (1d12 + 10, great axe +1, x3) or +11 ranged (1d8
+ 6, masterwork composite longbow [Str +6], x3); Full
Atk +15/+10 melee (1d12 + 10, great axe +1, x3) or
+11/+6 ranged (1d8 + 6, masterwork composite
longbow [Str +6], x3);SD damage reduction 1/-; SQ
dark vision 60ft, Rage 3/day, Uncanny Dodge, Trap
Sense +2, Improved Uncanny Dodge; AL CE; SV Fort
+9, Ref +4, Will +3; Str 22, Dex 14, Con 18, Int 12, Wis
8, Cha 10.
Skills and Feats: Listen +10, Intimidate +11, Ride
+13, Spot +10, Survival +10, Cleave, Power Attack, Iron
Will.
Possessions: Great axe +1, masterwork composite
longbow [Str +6], quiver 20 arrows, breastplate +2.
APL 10
�Valik: Male Human Wiz5/Pale Master7; CR 12;
Medium humanoid (human); HD 5d4+7d6+30; hp 74;
Init +6; Spd 30 ft; AC 16 (Touch AC 12, Flat Footed AC
14); Bab/Grap +5/+5; Atk +7 melee (1d6, quarter staff,
x2) or +7 ranged (1d8, light crossbow, 19-20/x2); Full
Atk +7 melee (1d6, quarterstaff, x2) or +7 ranged (1d8,
light crossbow, 19-20/x2); SA spells; SQ Bonemail +4,
animate dead, darkvision 60ft, summon undead,
deathless vigor, undead graft, tough as a bone; AL NE;
SV Fort +8, Ref +7, Will +12; Str 14, Dex 14, Con 14,
Int 20, Wis 12, Cha 10.
Skills and Feats: Concentration +17, Knowledge
(arcane) +14, Knowledge (history) +13, Knowledge (the
plains) +14, Knowledge (religion) +20, Knowledge
(undead) +17, Spellcraft +19, Tumble +7; Brew Potion,
Dodge, Improved Initiative, Iron Will, Lightning
Reflexes, Skill Focus (Knowledge – religion), Spell
Focus (Evocation).
Possessions: Boots of striding and springing, cloak
of resistance +1, wand of magic missle (9
th) 5 charges, 3
potions of cure light wounds, perl of power 2
nd level,
quarterstaff, light crossbow, 10 bolts, 2 flasks of oil.
Spells: (4/6/5/4/3/2; DC 15 + Spell Level; 16 +
Spell Level for Evocation): 0 – daze, detect magic, ray of
frost, read magic; 1
st – cause fear(2), change self, mage
armor, magic missile, shield; 2
nd – resist elements (2),
scare, touch of idiocy, web; 3
rd – dispel magic, fireball,
haste, ray of exhaustion; 4
th – ice storm, minor globe of
invulnerability, phantasmal killer; 5
th – feeblemind,
waves of fatigue.
Familiar(toad):tiny magical beast; HD 9d8; hp 36;
Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk
+1 melee (touch); SQ Alertness, improved evasion,
share spells, empathic link, touch, speak with master,
speak with animals of its type; AL N; SV Fort +5, Ref
+3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4.
Skills: Hide +21, Listen +5, Spot +5.
�Garrong: Bar 10; CR 10; Medium humanoid (orc);
HD 10d12 + 40; hp 133; Init +2; Spd 30 ft; AC 20
(Touch AC 12, Flat Footed AC 20); Bab/Grap +10/+16;
Atk +17 melee (1d12 + 10 + 1d6 fire, flaming great axe
+1, 19-20/x3) or +13 ranged (1d8 + 6, masterwork
composite longbow [Str +6], x3); Full Atk +17/+12
melee (1d12 + 10 +1d6 fire, flaming great axe +1, 19-
20/x3) or +13/+8 ranged (1d8 + 6, composite longbow
[Str +6], x3);SD damage reduction 2/-; SQ dark vision
60ft, Rage 3/day, Uncanny Dodge, Trap Sense +3,
Improved Uncanny Dodge; AL CE; SV Fort +10, Ref
+5, Will +2; Str 22, Dex 14, Con 18, Int 12, Wis 8, Cha
10.
Skills and Feats: Intimidate +13, Listen +12, Ride
+15, Spot +12, Survival +12, Cleave, Improved Critical
(Great Axe), Power Attack, Iron Will.
Possessions: Flaming great axe +1, masterwork
composite longbow +6, quiver 20 arrows, breastplate
+3.
APL 12
�Valik: Male Human Wiz5/Pale Master9; CR 14;
Medium humanoid (human); HD 5d4+9d6+34; hp 86;
Init +6; Spd 30 ft; AC 18 (Touch AC 12, Flat Footed AC
16); Bab/Grap +6/+6; Atk +8 melee (1d6, quarter staff,
x2) or +9 ranged (1d8, light crossbow, 19-20/x2); Full
Atk +8/+3 melee (1d6, quarterstaff, x2) or +8 ranged
(1d8, light crossbow, 19-20/x2); SA spells; SQ Bonemail
+6, animate dead, darkvision 60ft, summon undead,
deathless vigor, undead graft, tough as a bone, graft
upgrade, summon greater undead; AL NE; SV Fort +9,
Ref +8, Will +13; Str 14, Dex 14, Con 14, Int 20, Wis
12, Cha 10.
Skills and Feats: Concentration +19, Knowledge
(arcane) +16, Knowledge (history) +15, Knowledge (the
plains) +16, Knowledge (religion) +22, Knowledge
(undead) +19, Spellcraft +21, Tumble +7; Brew Potion,
Dodge, Improved Initiative, Iron Will, Lightning
Reflexes, Skill Focus (Knowledge – religion), Spell
Focus (Evocation).
Possessions: Boots of striding and springing, cloak
of resistance +1, wand of magic missle (9
th) 5 charges, 3
potions of cure light wounds, perl of power 3
rd level,
quarterstaff, light crossbow, 10 bolts, 2 flasks of oil.
Spells: (4/6/5/4/4/3; DC 15 + Spell Level; 16 +
Spell Level for Evocation): 0 – daze, detect magic, ray of
frost, read magic; 1
st – cause fear(2), change self, mage
armor, magic missile, shield; 2
nd – resist elements (2),
scare, touch of idiocy, web; 3
rd – dispel magic, fireball,
haste, ray of exhaustion; 4
th – ice storm, minor globe of
VEL3-05 Heart of Darkness
Page 26
invulnerability, phantasmal killer, shout; 5
th – cone of
cold, feeblemind, waves of fatigue.
Familiar(toad):tiny magical beast; HD 10d8; hp 43;
Init +1; Spd 5 ft.; AC 19 (touch 15, flatfooted 18); Atk
+1 melee (touch); SQ Alertness, improved evasion,
share spells, empathic link, touch, speak with master,
speak with animals of its type; AL N; SV Fort +5, Ref
+3, Will +10; Str 1, Dex 12, Con 11, Int 8, Wis 14, Cha 4.
Skills: Hide +21, Listen +5, Spot +5.
�Garrong: Bar 12; CR 12; Medium humanoid (orc);
HD 12d12 + 48; hp 159; Init +2; Spd 30 ft; AC 20
(Touch AC 12, Flat Footed AC 20); Bab/Grap +12/+18;
Atk +19 melee (1d12 + 11 + 1d6 fire, flaming great axe
+1, 19-20/x3) or +15 ranged (1d8 + 6, masterwork
composite longbow [Str +6], x3); Full Atk +19/+14/+9
melee (1d12 + 11 +1d6 fire, flaming great axe +1, 19-
20/x3) or +15/+10/+5 ranged (1d8 + 6, masterwork
composite longbow [Str +6], x3);SD damage reduction
2/-; SQ dark vision 60ft, Rage 4/day, Uncanny Dodge,
Trap Sense +4, Improved Uncanny Dodge, Greater
Rage; AL CE; SV Fort +11, Ref +6, Will +5; Str 22, Dex
14, Con 18, Int 12, Wis 8, Cha 10.
Skills and Feats: Intimidate +15, Listen +14, Ride
+16, Spot +14, Survival +14, Cleave, Improved Critical
(Great Axe), Improved Sunder, Power Attack, Iron
Will.
Possessions: Flaming Thundering great axe +1,
masterwork composite longbow [Str +6], quiver 20
arrows, breastplate +3.
VEL3-05 Heart of Darkness
Page 27
Appendix 2: Maps
Map #1 Whitehale Cathedral
VEL3-05 Heart of Darkness
Page 28
Map #2 Whitehale Cathedral Basement
VEL3-05 Heart of Darkness
Page 29
Appendix 3: New Rules
Reach Spell [Metamagic] as presented in the
Complete Divine
You can cast touch spells without touching the spell
recipient.
Benefit: You may cast a spell that normally has a range
of touch at any distance up to 30 ft. The spell
effectively becomes a ray, so you must succeed on a
ranged touch attack to bestow the spell upon the
recipient. A reach spell uses up a spell slot two levels
higher than the spell’s actual level.
Plague of Rats as presented in the Complete
Divine
Conjuration (Summoning)
Level: Pestilence 5
Components: V, S, DF
Casting Time: 1 full round
Range: Medium (100 ft. + 10 ft./level)
Effect: Swarm of dire rats in a 20-ft. spread.
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes; see text
A swarm of dire rats viciously attacks all other
creatures within a 20-foot spread, inflicting damage
and spreading filth fever (see page 292 of the Dungeon
Master’s Guide). A creature in the swarm that takes no
action other than fighting off the rats takes 1d4 points
of damage on its turn and makes a Fortitude saving
throw against DC 15 + your intelligence bonus to avoid
contracting filth fever. A creature in the swarm who
takes any other action, including leaving the swarm,
takes 1d4 points of damage per caster level, and must
save at -4 penalty to avoid contracting the disease.
Spellcasting or concentrating on spells within the
swarm is impossible.
The rats’ attacks are nonmagical, so being incorporeal,
damage reduction, and other defenses can protect a
creature from damage. The disease effect is magical
and spreads by touch. Any corporeal creature in the
swarm that is subject to disease may contract it.
The swarm cannot be fought effectively with weapons,
but fire and damaging area effects can force it to
disperse. The swarm disperses when it has taken a total
of 8 points of damage per caster level from these
attacks. A stinking cloud spell and similar area spells
disperse a swarm immediately.
As a move-equivalent action, you can direct the swarm
to move up to 40 feet per round.
Scourge as presented in the Complete Divine
Necromancy
Level: Pestilence 7
Components: V, S, F, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature/level, no two of which can
be more than 50 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude Negates
Spell Resistance: Yes
This nasty spell causes a major disease and weakness in
those who fail their saving throughs Afflicted creatures
are immediately stricken with a sickening scourge that
quickly spreads to cover their entire bodies. The
subject suffers excruciatingly painful and highly
debilitating blackened boils, magenta blotches, violet
lesions, seeping abscesses, and malignant cysts.
The disease deals 1d3 points of temporary Strength and
Dexterity damage per day, unless the creature can
make a successful Fortitude save on a particular day.
As with mummy rot, successful saves do not allow the
creature to recover. The symptoms persist until the
creature finds some magical means to cure the disease
(such as remove disease, heal, or restoration).
Focus: A black whip or riding crop, which is cracked in
the direction of the intended victims during the
casting of the spell.
Pestilence Domain as presented in the
Complete Divine
Granted Power: Immunity to the effects of all
diseases, though clerics with this power can still carry
infectious diseases.
Pestilence Domain Spells
1.
Doom: One subject suffers -2 on attacks, damage,
saves, and checks.
2.
Summon Swarm: Summons swarm of bats, rats,
or spiders.
3.
Contagion: Infects subject with chosen disease.
4.
Poison: Touch deals 1d10 Con damage, repeats in
1 min.
5.
Plague of Rats: Summons horde of diseased rats
VEL3-05 Heart of Darkness
Page 30
6.
Curse
of
Lycanthropy:
Causes
temporary
lycanthropy in subject.
7.
Scourge: Inflicts a disease that must be magically
cured, one subject/level.
8.
Create Greater Undead*: Creates shadows,
wraiths, specters, or devourers.
9.
Otyugh Swarm: Creates 3d4 otyughs or 1d3+1
huge otyughs.
•
May only be used to create mummies.
Contemplative as presented in Complete
Divine
For any servant of a deity, no joy is greater than at
those rare moments when the presence of her patron
deity is a real tangible force, sending shivers of power
through her body and sending her soul soaring. For
some, the taste of this experience is such a powerful
attraction that they begin devoting their lives to
cultivating it, hoping to attain greater closeness to their
deity through a life of contemplation. Spending hours
in prayer and meditation, these devoted followers
purify their souls, making them worthy of closer
contact with the divine. While some contemplatives
withdraw from the world into private retreats, others
remain active, even adventuring, finding that true
nearness to their deity comes from living out the
deity’s will in the world. In return they find their
minds, bodies, and souls purified, perfected, and finally
brought close to union with their deity.
Rather than devoting their lives to a deity, some
contemplatives strive to conform themselves to some
other abstract principle, such as alignment. Their
mission is no less divine than that of contemplatives
devoted to a deity, and their methods substantially the
same. Many such contemplatives live as itinerant
philosophers, teaching their doctrines in schools or in
the marketplace as they travel from city to city, hoping
to enlighten the masses.
Most contemplatives are clerics, though paladins are
also often drawn to the mystic’s journey. Members of
other classes rarely have sufficient devotion to a deity
or philosophy to choose this course.
An NPC contemplative might be a recluse hermit, a
church leader, or a passionate champion of her deity.
Such a character might have something a group of
player characters needs – a holy relic, a bit of sacred
lore, or simply a higher-level spell than the clerics in
town can cast.
Adaptation: Central to this prestige class is the notion
of gaining power through meditation and prayer.
Perhaps only certain deities reward their followers in
this specific way, or maybe only clerics who don’t
worship a deity are eligible to become contemplatives
because they aren’t tied to specific tenets of faith.
Finally, the flavor of this prestige class and the
flexibility of the bonus domain class feature make it a
good choice if you want a prestige class to represent a
change in worship from one deity to another.
Hit Die: d6.
Requirements
To qualify to become a contemplative, a character must
fulfill all the following criteria.
Skill: Knowledge (religion) 13 ranks.
Spells: Able to cast 1
st-level divine spells.
Special: Must have had direct contact with ones patron
deity or a direct servant of that deity, or with an
enlightened being embodying the highest principles of
an alignment ( a solar, for example).
Class Skills
The contemplative class skills (and the key ability for
each skill) are Concentration (Con), Craft (Int),
Diplomacy (Cha), Heal (Wis), Intimidate (Cha),
Knowledge (religion) (Int), Profession (Wis), Sense
Motive (Wis), and Spellcraft (Int). See chapter 4 of the
Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
VEL3-05 Heart of Darkness
Page 31
Class
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1st
+0
+0
+0
+2
Bonus domain, divine health
+1 level of existing divine spellcasting class
2nd
+1
+0
+0
+3
Slippery mind
+1 level of existing divine spellcasting class
3rd
+1
+1
+1
+3
Divine wholeness
+1 level of existing divine spellcasting class
4th
+2
+1
+1
+4
+1 level of existing divine spellcasting class
5th
+2
+1
+1
+4
Divine body
+1 level of existing divine spellcasting class
6th
+3
+2
+2
+5
Bonus domain
+1 level of existing divine spellcasting class
7th
+3
+2
+2
+5
Divine soul
+1 level of existing divine spellcasting class
8th
+4
+2
+2
+6
+1 level of existing divine spellcasting class
9th
+4
+3
+3
+6
Eternal body
+1 level of existing divine spellcasting class
10th
+5
+3
+3
+7
Mystic union
+1 level of existing divine spellcasting class
Class Features
All of the following are class features of the
contemplative prestige class.
Weapon and Armor Proficiency: Contemplatives
gain no weapon or armor proficiencies.
Spells per Day/Spells Known: A contemplative who
was previously a spellcaster continues to gain access to
more powerful divine magic while following the
contemplative path. Thus, when a new contemplative
level is gained, the character gains new spells per day
(and spells known, if applicable) as if she had gained a
level in the spellcasting class she belonged to before
she added the prestige class. She does not, however,
gain any other benefit of a character of that class would
have gained (improved chance of controlling or
rebuking undead, more frequent remove disease, and
so on). This essentially means she adds the level of
contemplative to the level of whatever other
spellcasting class the character has, then determines
the spells per day accordingly. For example, if Theresa,
an 11
th-level cleric, gains a level as a contemplative, she
gains new spells as if she had risen to 12
th-level as a
cleric, but uses the other contemplative aspects of level
progression such as base attack bonus and save bonus.
If she next gains a level as a cleric, making her a 12
th-
level cleric/1
st-level contemplative, she gains spells as if
she had just risen to 13
th level as a cleric.
If a character has more than one divine spellcasting
class before she becomes a contemplative, the player
must decide which class to assign each level of
contemplative for the purposes of determining divine
spells per day and spells known.
If the contemplative did not previously belong to a
divine spellcasting class, she gains the ability to cast
divine spells exactly as a cleric of her patron deity. Her
spell progression is the same as that of a cleric.
Bonus Domain: Upon adopting the contemplative
class, and again at 6
th level, a character gains access to a
bonus domain of her choice. The character can choose
any domain made available by her deity or alignment.
The character gains the granted power associated with
the domain she chooses, and can select the spells in
that domain as her daily domain spells.
Divine Health (Ex): A contemplative has immunity to
all diseases, including magical diseases such as mummy
rot and lycanthropy.
Slippery Mind (Ex): At 2
nd level, a contemplative gains
the ability to shrug off magical effects that would
otherwise control or compel her. If a contemplative
with resistant mind is affected by an enchantment and
fails her saving throw, one round later she can attempt
her saving throw again. She only gets this one extra
chance to succeed on her saving throw.
Divine Wholeness (Su): At 3
rd level and higher, a
contemplative can heal her own wounds, in addition to
any other healing ability she may have. She can heal
up to four times her contemplative level in hit points
each day, and she can spread this healing among
several uses.
Divine Body (Su): At 5
th level, a contemplative
becomes immune to poisons of all kinds.
Divine Soul (Su): At 7
th level, a contemplative gains
spell resistance. Her spell resistance equals her class
level + 15. In order to affect the contemplative with a
spell, a spellcaster must roll the contemplative’s spell
resistance or higher on 1d20 + the spellcaster’s level.
Eternal Body (Ex): After achieving 9
th level, a
contemplative no longer suffers ability penalties for
aging and cannot be magically aged. (Penalties already
suffered remain in place.) Bonuses still accrue, and the
contemplative still dies of old age when her time is up.
VEL3-05 Heart of Darkness
Page 32
Mystic Union (Su): At 10
th level, a contemplative
becomes a magical creature. She is forevermore treated
as an outsider (native) rather than a humanoid for the
purposes of spells and magical effects. Additionally,
the contemplative gains damage resistance 10/magic.
Pale Master (TOME AND BLOOD)
“The dead aren’t so bad once you get to know them.”
Necromancy is usually a poor choice for arcane
spellcasters—those who really want to master the
deathless arts almost always pursue divine means.
However, an alternative exists for those who desire
power over undead but refuse to give up their craft
completely. Enter the pale master, who draws on a font
of special lore that provides a macabre power all its
own.
Many pale masters still end up supplementing their
arcane power with levels of divine magic. The mixture
of “pale lore” and clerical abilities to sway, create,
command, and destroy undead can be a potent one.
NPC pale masters head special strike groups
compromising lesser undead, supplemented as needed
with more powerful, summoned undead. Sometimes
they serve or act in collusion with powerful evil
characters, such as true necromancers or divine
spellcasters with Death as one of their domains.
Wherever pale masters go, undead follow. Often it is
difficult to tell a pale master from the undead that he
surrounds himself with.
Hit Die: d6.
Requirements
To qualify to become a pale master, a character must
fulfill all the following criteria.
Alignment: Any nongood.
Knowledge (Religion): 8 ranks.
Feat: Skill Focus (Knowledge [religion]).
Spells: Ability to cast arcane spells of 3rd level or
higher.
Special: The candidate must have spent three or
more days locked in a tomb with animate undead. This
contact may be peaceful or violent. A character who is
slain by the undead and later raised still meets the
requirement, although the resulting level loss may
delay compliance with other prerequisites.
Class Skills: The pale master’s class skills (and the
key ability for each skill) are Concentration (Con),
Craft (Int), Diplomacy (Cha), Hide (Dex), Knowledge
(Int), Listen (Wis), Move Silently (Dex), Profession
(Wis), and Spellcraft (Int). See Chapter 4: Skills in the
Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Features
All the following are class features of the pale master
prestige class
Class Level
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells per Day
1
+0
+2
+0
+2
Bonemail +2
+1 level of existing class
2
+1
+3
+0
+3
Animate dead
3
+1
+3
+1
+3
Darkvision
+1 level of existing class
4
+2
+4
+1
+4
Summon undead, bonemail +4
5
+2
+4
+1
+4
Deathless vigor
+1 level of existing class
6
+3
+5
+2
+5
Undead graft
7
+3
+5
+2
+5
Tough as bone
+1 level of existing class
8
+4
+6
+2
+6
Graft upgrade, bonemail +6
9
+4
+6
+3
+6
Summon greater undead
+1 level of existing class
10
+5
+7
+3
+7
Deathless mastery
VEL3-05 Heart of Darkness
Page 33
Weapon and Armor Proficiency: Pale masters gain
no additional proficiency in any weapon or armor.
Spells per Day: At every second level gained in the
pale master class, the character gains new spells per day
as if he had also gained a level in a spellcasting class he
belonged to before adding the prestige class. He does
not, however, gain any other benefit a character of that
class would have gained (improved chance of
controlling or rebuking undead, metamagic or item
creation feats, hit points beyond those he receives from
the prestige class, and so on), except for an increased
effective level of spellcasting. If a character has more
than one spellcasting class before becoming a pale
master, he must decide to which class he adds the new
level for purposes of determining spells per day.
Bonemail: The pale master has an instinctive feel for
bone and can craft necromantic armor composed of
interlocking bones. His appreciation for all things dead
allow him to wear the Bonemail like a second skin—
that is, natural armor, which does not interfere with
arcane spellcasting. Only pale masters gain any benefit
to Armor Class from wearing bonemail.
At 1st level, the bonemail grants a +2 natural armor
bonus to its wearer. At 4th level, the pale master’s
mastery over this unusual medium allows him to move
more naturally within the armor, granting him a +4
natural armor bonus. Finally, at 8th level, the pale
master becomes a true bone artisan, receiving a +6
natural armor bonus from his bonemail. These
increased bonuses are the result of greater expertise in
wearing the armor, so bonemail created by a higher-
level pale master confers only the natural armor bonus
appropriate to the wearer’s level.
Animate Dead (Sp): At 2nd level, the pale master
begins to exercise control over the undead. Once per
day as a spell-like ability, he can use animate dead
without need of a material component. Levels of this
prestige class count as caster levels for this purpose. All
other level restrictions of animate dead still apply. For
example, a 6th-level sorcerer/2nd-level pale master can
only animate up to 8 HD of undead with a single use of
this ability. Likewise, he can only control up to 16 HD
of undead created using this ability at one time.
Darkvision (Ex): At 3rd level, the dark begins to lose
its mysteries to the pale master, who gains darkvision
with a 60-foot range. This is an extraordinary ability. If
he already has darkvision, its range increases by 60 feet.
Summon Undead (Su): On reaching 4th level, the
pale master can summon two undead creatures twice
per day as a supernatural ability. This is a standard
action that does not provoke an attack of opportunity.
The undead appear at the beginning of the pale
master’s next action, at a point he designates (and can
see) within 60 feet, and act immediately. The pale
master may verbally direct the undead to attack, not
attack, attack particular enemies, or perform other
actions. Summoned undead remain for 1 round per
caster level, after which time they disappear (sooner if
destroyed in combat). Summoned undead do not count
against the pale master’s HD total for controlling
undead with his animate dead ability (see above).
The pale master’s caster level determines the type of
undead he can summon, as noted below. Levels of this
prestige class count as caster levels for this purpose. If
desired, he can summon three less powerful undead in
place of the highest-level undead available (for
example, instead of two wights, he could summon
three ghouls, shadows or ghasts). All summoned
undead have +4 turn resistance, in addition to any turn
resistance they already possess, for the duration of
their stay.
Caster Level
Undead Summoned
5th
Ghoul
6th
Shadow
7th
Ghast
8th
Wight
9th
Wraith
Deathless Vigor: At 5th level, the pale master’s body
becomes more akin to the undying flesh of those
creatures he associates with. The character gains +3 hit
points as though from the Toughness feat.
Undead Graft: At 6th level, the pale master gives in to
necromantic urges too terrible to verbalize. He cuts off
his arm and replaces it entirely with an undead
prosthetic, which may be completely skeletal or
preserved flesh stitched in place like that of a flesh
golem. Regardless of its composition, the limb grants a
+4 inherent modifier to the character’s Strength.
Additionally, the undead graft allows him to use up to
two of the following touch attacks per day. These are
supernatural abilities, and he can use the same one
twice in one day. A touch attack that misses does not
count against the daily limit.
Paralyzing Touch (Su): A living foe hit by the
pale master’s touch attack must succeed at a DC 14
Fortitude save or be paralyzed for 1d6+2 minutes (elves
are immune).
VEL3-05 Heart of Darkness
Page 34
Weakening Touch (Su): A living foe hit by the
pale master’s touch attack takes 1d6 points of
temporary Strength damage. A creature reduced to 0
Strength dies.
Degenerative Touch (Su): A living foe hit by the
pale master’s touch attack receives one negative level.
The Fortitude save to remove the negative level has a
DC of 14.
Destructive Touch (Su): A living foe hit by the
pale master’s touch attack must succeed at a DC 14
Fortitude save or take 1d6 points of permanent
Constitution drain.
Commanding Touch (Su): If the pale master
makes a successful touch attack against an undead foe
with HD equal to or less than his caster level, it comes
under his command for a number of rounds equal to
his caster level. When the duration expires, the undead
creature returns to its former allegiance, if any. The
newly controlled undead can still be turned.
Tough as Bone (Ex): On reaching 7th level, the pale
master takes on yet more qualities of an undead being.
He gains immunity to stunning and is unaffected by
nonlethal damage.
Graft Upgrade: At 8th level, the pale master becomes
skilled in the use of his undead graft (see above). All
touch attacks using the graft receive a +2 competence
modifier on the attack roll. Additionally, the pale
master can use its supernatural abilities three times per
day.
Summon Greater Undead (Su): At 9th level, the pale
master may summon one powerful undead once per
day as a supernatural ability. The pale master’s caster
level determines the type of creatures that he can
summon, as noted below. If desired, he can summon
two less powerful undead in the place of the highest-
level undead available (for example, instead of one
vampire, he could summon tow mummies or spectres).
All summoned undead have +4 turn resistance, in
addition to any turn resistance they already possess, for
the duration of their stay. This ability is otherwise
identical to the summon undead ability (see above).
Caster Level
Undead Summoned
9th
Mummy
10th
Spectre
11th
Vampire*
12th
Ghost**
* Summoned vampires have a CR equal to 1 less than
the pale master’s effective caster level.
** Summoned ghosts have the following ghostly
abilities in addition to manifestation: malevolence,
horrific appearance, and corrupting gaze.
Deathless Mastery: On reaching 10th level, the pale
master is now a scion of the deathless arts. His body
becomes partly mummified, and he is no longer
subject to critical hits. Moreover, he gains access to the
pale master touch using his undead graft (see below)
and can call on the powers granted by his prosthetic
four times per day.
The pale master is now served constantly by an undead
with total HD no greater than his caster level
(including levels of this prestige class). He chooses an
undead type from those he can personally animate or
summon, and it obeys his every command. The vassal
gains +4 turn resistance (which stacks with any turn
resistance it already possesses but not with the +4 turn
resistance of summoned undead). The vassal’s HD do
not count against the pale master’s HD total for
controlling undead (see above).
Deathless Master Touch (Su): A living foe of size
Large or smaller hit by the pale master’s touch attack
must succeed at a DC 17 Fortitude save or die. A slain
creature automatically animates 1 round later as
though with the pale master’s animate dead ability (see
below) and is under his control. Undead created using
this power do not count against the pale master’s HD
total for controlling undead.
VEL3-05 Heart of Darkness
Page 35
Appendix 4: Player Handouts
Player Handout #1
The Way of The One
This large tome is approximately 10 inches wide, 12 inches tall, and 3 inches deep. It weighs about 5 pounds and has a
dark brown cover of some sort of thick leather. It is trimmed in brass, including a brass clasp. The book is written in an
old dialect of common, and appears to be somewhat old.
The book details the cult of The One and their beliefs and practices. It details how “The One” is Canon Herion, wrongly
deposed from his position of authority in Veluna by rebellious factions in the church. It explains how Canon Herion
attempted sweeping reform in the church, but was opposed by elements afraid of losing their personal power.
The book goes on to explain how Canon Herion discovered that the Vale of Luna was originally held by devotees of
Nerull who were forced from their lands at sword point by the Raons. Canon Herion claims that Rao does not care for
his followers on Oerth and that Rao provides no dominion after death, only oblivion. Nerull on the other hand, gives
his followers mastery over death, and the promise of eternal life. The book makes a convincing argument why the Vale
of Luna belongs to Nerull and why Nerull’s promise of mastery over death is a guarantee for eternity.
The book details Canon Herion’s position as a chosen champion of Nerull. It explains how Herion came to see through
the lies of Rao and discovered the truth of Nerull. It details how Canon Herion forsook Rao, breaking his holy symbol
in a ritual designed to fully accept mastery over death in the embrace of Nerull. In exchange, Nerull gave Herion
everlasting life and great power to expand Nerull’s dominion on Oerth. However, forces in Veluna rebelled against
Herion’s lawful edicts, making themselves criminals and attempted to overthrow the rightful government.
The book also details Herion’s downfall by the criminal rebels and how his phylactery was split into three rings and
hidden so that Herion could not return. However, Herion was not destroyed, simply prevented from taking form in
this world until the three rings could be rejoined. It is proof of the lies and deceptions of the rebels that they destroyed
all record of the rightful ruler (Herion) so that he could never rightfully reclaim his usurped title. It is the goal of the
cult of The One to recover these rings, return Herion to his rightful place as ruler of Veluna, and create a new order
mastered over by Nerull through his chosen one.
The Cult of The One must operate in secret, for the forces of the usurpers would surely destroy them if discovered. For
that reason, Canon Herion must be described only as “The One” until such time as his return to the world can be
completed and he can be restored to his rightful position as the one true canon of Veluna.
VEL3-05 Heart of Darkness
Page 36
Critical Events Summary VEL4-05
Thank you for taking the time to fill out this VERY important form so that the players in fact do affect the region on
how well they do during the adventure. Please be sure to turn this into the lead judge at WKRP when you are finished
judging the module. Once again thank you for judging!!
Did the PCs contact Lastavenham in the Forest of Whispers?
Y
N
Did the PCs capture the weapons caravan on the road?
Y
N
Did the PCs kill Valik the Pale Master?
Y
N
If so, describe what they did with the body (if anything):
Did the PCs kill Garrong the Orc Warchief?
Y
N
If so, describe what they did with the body (if anything):
Did the PCs kill Fallswop?
Y
N
If so, describe what they did with the body (if anything):
Did the PC’s report to Jolene that Fallswop was in charge in Whitehale?
Y
N
Did the PCs give Jolene the book The Way of The One?
Y
N
Did the PCs tell Jolene about the Dyvers connection to the weapons?
Y
N
| textdata/thevault/Living Greyhawk/Modules/Veluna/594/Normal Scenarios/VEL4-05 - Heart of Darkness (APL 6-12)/VEL4-05 - Heart of Darkness.pdf |
the
Crying Blades
houserules
Tukram’s Tomb
Introductory Adventure
Daimon Games
2
The Crying Blades
HouseRules for roleplaying games
Tukram’s Tomb: Introductory Adventure - Beta 0.2
Copyright 2017 Daimon Games
www.daimongames.com
The Crying Blades
HouseRules for roleplaying games
Tukram’s Tomb: Introductory Adventure - Beta 0.2
Copyright 2017 Daimon Games
www.daimongames.com
3
Summary
Introduction
5
The Villages
7
Wilderness
11
The Tomb
13
4
5
Foreword
T
he Tomb of Tukram is a short
introductory adventure for the
Crying Blades. It presents a traditional
expedition inside an ancient tomb, al-
legedly full of treasures and rich of po-
tentially deadly encounters.
The adventure is written in the for-
mat I find most useful and easy to run:
the GM can read the adventure before-
hand and be prepared, or otherwise can
basically just run it while reading it for
the first time.
In the rare cases where a location
references another, there is a clear note
about it that guides the GM to the ap-
propriate page. Zero percent prep and
work, one hundred percent fun.
Illustrations
T
he artwork used in the book is in
public domain:
Other Notes
I
f you’d like to know more about The
Crying Blades, you can check a free
preview on RpgNow.
The Crying Blades is an OSR fantasy
roleplaying game, built on the fundation
of the tradition and with a few innova-
tions and twists. It was inspired mostly
by Lamentations of the Flame Princess
and by Swords & Wizardry, but many
other games also had a significant in-
fluence on the design, from WhiteHack
to BlackHack, from Dungeon World to
Fate.
So far, two manuals (out of three)
have been released:
• Volume One: Characters & Basics
• Volume Two: Sorcery & Blessings
If you’d like to start with something
easier and faster, there’s also The Cry-
ing Hack - based on David Black’s “The
Black Hack”.
It’s less than 20 pages and offers a
fast rules compendium for some quick
dungeon crawling:
• The Crying Hack
Many thanks also to those who made
so far comments and suggestions about
the adventure.
Introduction
• Map by Josiane d’Este-Curry* (Map
of the tomb of Merneith) 14
• Giovanni D. Tiepolo* 1, 10, 11
• Harry Clarke* 2
• Jean-Baptiste Marie Pierre* 8
• Other Public Domain images from
various artists* 9
• Pieter Bruegel the Elder* 12
• Piranesi* 28
• Salvator Rosa* 4
• Stefano della Bella* 3
6
Blank for GM notes
7
will allow the characters to collect ran-
dom rumors as by the appropriate table
(roll a d10).
Rumors are marked with T for true,
and F for false information (of course,
the players do not know what’s true and
what’s false - for those telling them, all
rumors are true).
Each character gets to roll once on
the table; repeated results simply indi-
cate that the same rumor is reported by
more than one villager.
If the characters pay to obtain ad-
ditional information, roll+coin spent.
Paying for information allows each
character to roll a second time.
T
here are two villages nearby the
tomb; the first populated and the
second in ruins, abandoned.
The first village (where you may
start the adventure, if you wish, in-
stead of in front of the tomb itself)
hosts approximately a hundred families
of farmers and hunters, and is within
one day walk from the tomb.
Staying in the village overnight, in
the tavern or hosted by locals, or active-
ly seeking information about the tomb,
The Villages
d10
True/False
Rumor as told by the villagers
1
T
Tukram was a barbaric warlord and was buried with his demonic blade
2
F
Tukram's ghost still hunts the tomb
3
F
Human sacrifice held within the tomb placates the evil spirits for a night
4
T
Tukram's dead body is perfectly preserved. The warlord is described in
ancient scrolls as covered in fearsome tattoos
5
F
Bandits often use the tomb as a hideout
6
F
Tukram was killed with his own blade
7
T
Tukram's collected enemy skulls
8
T
Tukram was a bloodthirsty warlord, keen on killing enemies in person.
They say he kept prisoners alive just to kill one every morning
9
T
Tukram's collected enemy skulls, used for sorcery, for eternal youth
10
T
There's another body in the tomb: it's the one of a sorcerer that was
buried there by the villagers' ancestors, generations ago
11
T
It is better to leave a proper offer in the appropriate places. Characters
can hear about this only if they roll a 10 and paid for this information
Table 1: Rumors’ Table
8
Random NPC Generator
I
f you need to make up an NPC on the
spot, you can use the tables below.
Roll a d6 as many times as needed to
make up some prominent features and
improvise the rest. If the characters
want to head for the tomb, don’t let
them get stuck in the village in idle chat
or meaningless interactions.
These tables do not represent the en-
tire village population, nor a statisti-
cal distribution of occupations and
such. They’re just random generators
for those villagers that the characters
interact with.
d6
Starter
1
Slim
2
Tall
3
Long limbs
4
Shady
5
Loud
6
Fancy
Table 2: Start an NPC
d6
Occupation
1
Farmer
2
Hunter
3
Artisan
4
Slave
5
Guide
6
Unemployed
Table 3: NPC’s Occupation
d6
Noteworthy
1
Missing eye(s)
2
Scar(s)
3
Jewel(s)
4
Beautiful
5
Special weapon
6
Very young
Table 4: NPC’s Noteworthy Trait
d6
Attitude
1
Rude
2
Friendly
3
Pleasing
4
Honest
5
Scared
6
Boasting
Table 5: NPC’s Initial Attitude
9
The Second Village
T
he second village is abandoned,
and within one hour walk from
the tomb. There is not much left here:
the wooden houses have rotten and col-
lapsed, and only a few stone buildings
still sort of stand. There’s nothing to
loot, there’s no food, no tools, no riches.
Centuries have passed since when the
village was abandoned, and anything
value has been already taken by others.
Only a fortified tower offers some rel-
ative protection: it has a single entrance
easily defendable, and even though it
has no door, its walls are high and thick.
The wooden floors have lasted until
now, and it’s possible to use shaky stairs
to get to the higher floors.
Only the third and top floor threatens
to collapse: warn the players of it and
if anyone ventures to the very top of
the tower, there’s a 20% chance every
Turn that the third and top floor will
collapse. Inflict harm appropriately.
The Cemetery
T
here is a small cemetery on the
hill next to the village: it’s visible
and recognizable as such, but there’s
nothing of value there.
According to your taste, you may or
may not have spooky but weak undeads
bugging the party if they stay in the
abandoned village overnight.
If you need stats for undead on the
fly, use the below.
There’s 1d6 of them wandering from
the cemetery to the village every night,
and 1d6+4 of them in the cemetery it-
self.
If you have no other rules for falling
damage, every character falling from
the third floor to the second suffers
1/3 HP damage (yes, a third of all
HP, rounded up). Anyone on the sec-
ond floor at the time of the collapse
suffers 1/2 HP damage (yes, half the
HP) from all the wood and stone fall-
ing from the top. Allow a save on dex-
terity or similar to those on the second
floor: reduce damage to only 1/4 of
the HP in case of success.
Rotten corpse: 1 HD, 3 HP, 10 AC,
1d4 damage for claws and bite.
Save: 6 (roll under)
Special: there’s a 1 in 6 chance that
any corpse will rise again, with the
same stats, the next round after being
slain.
10
11
Wilderness
T
he area around the first village
is relatively safe: it’s the land of
farmers and hunters, and most of the
predatory beasts have learned to keep
away from humans.
While traveling the fields and forest
within half a day from the village, there
is no risk of dangerous encounters.
The second half of the journey to
the tomb might reserve some nasty sur-
prises, though. If you’d like the chance
of an encounter or two before the dun-
geon, roll a d10 on the wilderness en-
counters table below, twice.
The first encounter might occur
while traveling between the first village
and the second, abandoned one.
The second encounter might occur
between the abandoned village and the
tomb itself.
To make the return trip also danger-
ous, you can again roll twice when the
characters travel from the tomb back to
civilization.
If you roll the same result and a re-
peated encounter is credible, use it (the
same pack of wolves, another fairy, for
example). Otherwise, go to the next.
If you don’t like wilderness encoun-
ters, skip this table and head straight to
the description of the tomb.
12
d12
Encounter
1
A lonely, scrawny wolf:
1 HD, 3 HP, 12 AC, 1d4+1 damage bite. Save: 8 (roll under)
2
Giant Worker Ant:
2 HD, 6 HP, 14 AC, 1d6 damage bite. Save: 9 (roll under)
There must be at least 2d10 more in proximity and 5d20 in their nest
3
Vampire tree:
3 HD, 9 HP, 10 AC, 1d6 damage branches (4 attacks). Save: 12 (roll under)
Holds the corpse of a brigand (4d12 coins treasure)
4
A pack of d4+1 wolves:
2+2 HD, 8 HP, 12 AC, 1d4+1 damage bite. Save: 10 (roll under)
If the party leaves them a horse or mule, they’ll be content with that
5
Invisible fairy:
2 HD, 3 HP, 18 AC, 1d4 damage piercing screams. Save: 14 (roll under)
Demands 1d6 coins payment from each character, except from the one which
the fairy favors (the one with the highest charisma score?). A kiss to the invis-
ible fairy will be enough to grant this one passage
6
Wild Boar:
3+3 HD, 12 HP, 12 AC, 3d4 damage gore. Save: 12 (roll under)
Continue attacks 2 rounds after death
7
Rats; at least 1d20 of them. Every 4 rats count as:
1+1 HD, 4 HP, 12 AC, 1d4 damage bite. Save: 6 (roll under)
8
The dead corpses of a woman and a child, recently killed:
There’s 1d10 coins scattered around
9-12
Nothing dangerous; just regular wildlife and sceneries
Table 6: Wilderness Encounters
13
The Tomb
W
hen the characters approach
the tomb, it appears as follows:
surrounded by the trees of the forest,
there’s a single hill almost perfectly
rounded. On the top of it there’s a
large, flat and dark stone, which is the
roof of the burial building.
The stone is lifted on huge squared
columns, short and thick, made of the
same material.
The tomb is half sunken in the
ground of the hill: the stone blocks
used to make the pillars are huge and
appear to be very heavy; the roof ap-
pears to be made by a single block.
It is too big to think that humans
might ever have moved it: even the gi-
ants of the legends could not have lift-
ed it. You all should be wondering how
the hell they built this thing.
There are more or less ten columns
on each side of the tomb, and fewer to
the back, while there are none in front.
There seem to be two entrances to the
tomb, leading into the hill itself.
Other Details
I
n fact, the tomb is dug into the
ground, and the huge roof stone
stands on the ground of the hill as
much as on the columns. The space
between the columns is also half filled
by the ground of the hill and smaller
stones, probably placed here while the
tomb was dug.
If anyone in the party has extensive
knowledge about this sort of stuff, or
if they spend time investigating the
subject, the characters can probably
determine that the black columns and
the black large dark stone were already
here.
Although they appear to be artificial,
they were not likely placed here by hu-
mans or similar creatures. Something
far bigger or stronger, or some obscure
magical power, must have placed the
stones here on the hill.
The tomb of Tukram is more recent:
it was built by the barbarians by dig-
ging into the hill and placing leftover
dirt and rocks all around, thus filling
the space between columns and under
the large stone roof.
All the locations in the tomb are
marked with a number, and are pre-
sented in the next paragraphs, one by
one, starting from the entrance to the
tomb.
14
15
1) The Entrance
A
semicircular hole, dug in the
ground and reinforced by gray
stone. Flat stones on the floor lead to
a flight of stairs that plunges into the
darkness below.
The air is stale and humid. The walls
to the side of the stairs are made in the
same gray stone and are covered with
moss.
2) The Offering Chamber
N
ext to the entrance, there’s a rect-
angular doorframe, with no door.
Inside there’s a small rectangular room,
walls made of stone, and with floor lit-
tered by excrements and dirt, and the
leftovers of a fire. There’s a human
rotten corpse on the floor, and what ap-
pears like a big bear in the far left cor-
ner.
Further inspection of the room will
reveal that the corpse holds no loot and
that the bear is dead, probably because
of the many spear wounds on its flanks.
The animal was probably wounded by
hunters and escaped into the chamber,
where it died. The hunters didn’t both-
er to follow their prey here.
In the corner there’s a skull carved
in the stone (indicated by the black
dot): it’s slightly bigger than a regular
skull and it appears to be ancient. It was
probably carved by those who built the
tomb, and it seems to have holes in the
eyes’ sockets.
Closer inspection will reveal one iron
coin stuck in one of the eye’s sockets.
Anything dropped in the eye’s sockets
will fall somewhere below, in the dark.
There is actually a little tunnel behind
the skull that descends to room 4,
where the offerings fall.
The skull was used by those visiting
the tomb to drop their offerings: usually
meaningless junk, sometimes precious
coins, rarely anything more of value.
If a character drops a silver coin
(or anything of at least moderate val-
ue) in the skull, wait for their first failed
roll. When they fail a roll, tell them that
they imagine to hear a voice whisper-
ing “Thank you for your offer” and let
them re-roll. This works only once per
character, and only for those who made
an offering before the players could un-
derstand the mechanism.
If a character drops a gold coin or
something of higher value in the skull,
16
same as above, again just once. But if at
any time during the adventure they die,
they will wake up in the cemetery of
the abandoned village, at the end of the
adventure (take their character’s sheet
and return them to the players at the
end of the adventure). They remem-
ber nothing of what they did after they
dropped the coin: they just remember
having this weird dream of a barbaric
feast that lasted a day and a night and
where they were guests of honor and
where they... oh, no, they don’t want to
talk about what they did at the feast.
3) The Stairs
W
hile it is possible to see some-
thing with the light from the
outside while beginning to descend the
stairs, it becomes pitch dark where
the number 3 is placed, and afterwards.
The stairs are steep and even though
they’re made in stone, they’re ancient
and unsteady. They must be climbed
with care. Anyone running up or down
in a hurry or without paying attention
(escaping? fighting on them?) must
pass a save on Dexterity or fall for 1
HP damage.
More importantly, anyone falling on
the stairs while descending will fall to
the platform where there is a black
dot, which is actually a pressure plate
for a trap.
While descending the stairs, if no
lights are used, the characters will also
automatically trigger the trap.
Otherwise, they will notice that on
the floor of the platform there are three
dead bodies, which are old enough to
be turned almost to skeletons. If they
look around, they’ll see several circular
holes on the roof. The entire platform is
a single, large pressure plate.
It is possible to jump and avoid trig-
gering the trap, without the need to
make any rolls. A dexterity check or
a clever plan is necessary if the char-
acters want to enter chambers 4 or 5,
which have corridors accessible from
the trapped platform.
Oh, yes: the pressure plate simply
makes deadly iron spikes descend from
the roof, and then they spring back
when the pressure plate is released of
enough weight.
Technical facts about the trap:
• There are not enough spikes to pre-
vent passage
• Triggering the trap while walking
very close to the walls makes it basi-
cally useless, because spikes don’t get
you, there
• The trap instead is deadly efficient
if at least two people step together
on the pressure plate: each character
on the plate suffers a hit from 1d4
spikes, each dealing 1d6 damage
(1d6-1 if the character wears any
armor)
• The trap does not trigger if a single
character walks slowly on the plate,
but triggers if someone runs on it or
falls on it, or if two or more charac-
ters together step on it
17
• As long as the weight of two or
more people is on the platform,
spikes do not return into the roof.
The three dead bodies, together with
their rusty gear, barely count as a
single person. So two of the charac-
ters will need to be on the platform
to hold the trap still, or one over-
loaded with gear and metal armor
4) The Treasure Chamber
A
ll the offerings from the skull in
the Offering Chamber (chamber 2)
fall here, into a chest, through a crack
in the wall (there’s a small tunnel slid-
ing down from chamber 2 above). The
chest is full of iron, worthless coins.
Every turn spent digging into this
pile of worthless metal (which is so
abundant that it overflows on the floor)
will reveal 1d10 silver coins (up to a
maximum of 6 Turns). A roll of 10 (or
0) on the d10 will reveal instead of 10
silver coins, 1d6 gold coins.
The chamber itself contains noth-
ing more than the chest and a large,
fine carving of a battle scene on the
wall in front of the chest. The battle
reasonably represents a barbarian gang
of man and woman warriors slaying a
helpless group of local farmers.
5) The Warriors’ Chamber
A
s the other rooms, this one is made
in gray stone (it should be clear
by now that this is not the same stone
as the dark stone used for the columns
and the exterior roof of the tomb). It
is quite large and at the end of it are
three statues of barbarian warriors:
the first is a man, the second a wom-
an, and the third is covered by a heavy,
carefully carved, bear fur that hides the
warrior features well enough to make it
impossible to determine if it’s a man or
a woman.
If someone tries to check “under the
furs”, they get stung by a small wooden
needle. The needle was poisoned, but
luckily for the players, the toxin has lost
most of its power. Ask for a Save vs.
poison: if the character succeeds, it’s
1 HP damage, if they fail, only 2 HP
damage.
At this point, between the pressure
plate and the poisoned needle, they
should have learned to be careful.
The Warriors’ Chamber opens onto
another smaller room: the room is
empty except for what looks like the
stone sarcophagus of a horse. The lid
is heavy but easy enough for two char-
acters to move. Inside the sarcophagus
is what looks precisely like the skeleton
of a horse.
18
A single red ruby is inside what was
the mouth of the horse. It’s worth 400
silver pieces, and if the characters pick
it up... nothing bad happens.
Detect Magic or Detect Evil will
notify the characters that the statues
and the dead horse are all four magical,
even though they do not move.
Read Magic will determine that all
statues are guardians to the tomb, but
nothing more.
The horse, instead, was probably
blessed when alive, but there’s almost
nothing left of its former magic.
6) The Stairs again
T
he steps here are irregular and
very tall: each of them is at least
half the height of a man. It is easy
enough to jump down them one by one,
or climb them down, and also climb
them up, no rolls required. Where there
is a black dot, another corpse is lying
on the floor, and circular holes are vis-
ible again on the roof. This is all visible
even from afar, from where the previous
trap was.
The problem is: as soon as the first
character steps where the number 6 is,
the floor tiles and makes the character(s)
slide onto the pressure plate.
Damage is inflicted as in the previous
trap: 1d4 spikes, each dealing 1d6 dam-
age (1d6-1 if the character wears any
armor).
The weight of a single body is
enough to trigger the trap and enough
to keep the pressure plate down so that
spikes do not go back up. The body on
the floor is a fake: it’s carved in stone.
These barbarians were nasty and devi-
ous. Again, walking close to the walls is
enough to avoid the spikes.
7) The Scale Chamber
T
he room is empty besides a few
corpses on the floor and a small
altar in the far left corner of the room.
The corpses are in various stages of
decomposition; one barely more than a
skeleton. They wear an assortment of
rotten leather armor and rusty chain-
mail and with them are their rusted
weapons. If characters check for traps,
they notice nothing: there are a few lose
stones on the floor, but these are not
pressure plates.
On the small altar, there is a small
iron weighing scale.
On one side there’s a rusty dagger, on
the other a little red stone, some grains
of a black powder, a wooden figure of
an eagle consumed by time and barely
recognizable.
The dagger is heavier than the other
items, but just a little, so the scale is al-
most perfectly balanced.
If the characters take the dagger,
the scale tiles to the other side, and
the movement also unlocks the door to
chamber 9 (the main burial room).
Basically, any action that moves the
scale to the center will unlock the
door to chamber 9.
If anyone closely examines the scale
will notice that it’s fixed into place and
perhaps can guess there’s some hidden
mechanism behind it.
The dagger is a +1 weapon (to-hit
and damage) but only against undead.
If used against the necromancer of
room 9, the dagger seems to come to
life: its blade will glow in fierce red,
and the weapon becomes a +3 weapon
(to-hit and damage) but at the price of
draining 1 HP from the wielder, every
round. A character holding this weapon
cannot drop it or switch it to another
19
weapon: if someone has it in hand when
fighting the necromancer, they must
use this weapon... but they’re still free
to decide not to attack, thus save them-
selves from loosing HP in that round.
If the characters take the rest of the
treasure (the red stone, the black pow-
der, the small wooden eagle), the scale
will eventually tip on the side of the
dagger. This happens when at least two
(or all three) objects are removed from
the plate.
When this happens, the necroman-
cer in chamber 9 comes to life, but it
will not move nor make any noise, for
now.
The red stone is clearly magical and
glows faintly: if a character smashes it
with a weapon, the weapon gains a +1
bonus in the next fight, and the first
damage inflicted with it will translate
into HP regained by the character. It is
worth 100 sp if sold as a simple gem,
200 if the magical power is revealed.
The black powder appears more or
less like a spice or some sort of salt.
Read Magic or a similar spell will re-
veal that if used to draw a circle on the
floor (large enough only for a single
person standing), no undead can pass
that barrier. If used to draw a straight
line, any undead crossing the line will
lose 1d6+4 HP. If placed in the mouth
of a dead body, it will prevent it from
ever being risen as undead, as long as
the salt remains in their mouth.
The wooden eagle was once pretty
and elegantly carved, but has been con-
sumed by time, and is of no value, ap-
parently.
If the characters didn’t touch the
dagger nor the other three items on
the scale, they can leave the room with
no problems. But if they touched the
dagger or the other objects (even if
they left them in place), once they leave
the room, the corpses on the floor
will animate.
The corpses will wait for the last of
the characters to be on the threshold
of the room, and then attack the group
from behind. Unless the last one or two
characters succeed in a Notice test (or
Perception, or whatever you use), the
undead will attack with the favor of
surprise.
The attack will be of two undead
against the last character in line, and
one undead against the one before the
last. If the undead have the favor of the
surprise, they attack with a +4 to-hit
and +2 to damage.
If the undead do not have the favor
of the surprise, roll initiative normally.
The undead are four in total, in vari-
ous status of decomposition; one of
them is barely more than a skeleton.
They all have the following statistics:
20
Remember that the characters are
likely to be fighting next to the stairs
and the trap of location 6.
8) The Altar Room
A
ll the walls are of this room are
covered by skulls carved in the
stone and there’s a small altar in the
center of it. On the altar are two small
offering plates, filled with a total of 222
silver coins.
If the characters examine the room,
they will notice that 22 of the hundreds
of skulls carved in stone have a hole
in their mouth. If a coin is dropped
in each of them, a secret door opens to
chamber 10.
If the characters look for secret doors
before unlocking the door using 22
coins, they will automatically find evi-
dence of the secret door, but the door
is closed and carved in the stone, and
won’t open easily.
The characters must find a way to
pull it open somehow (if they have a
crowbar, it will do). If they manage to
open the door or force it open, a small
passage leads to chamber 10.
9) The Burial Chamber
The burial chamber is behind a cou-
ple of black iron doors. The doors are
locked, but the lock can be picked by
any rogue or thief or anyone with the
appropriate skills, if the release mecha-
nism in chamber 7 is not detected. The
doors are quite solid and cannot be
broken, but a few hours of excavation
of the stone walls can anyway grant
access to the burial chamber, either by
breaking the doors hinges or by dig-
ging a tunnel straight into the burial
chamber.
The burial chamber is made by the
same black stone as the outside pillars
and roof, and contains a large number
of chests and baskets that were once full
of offerings from the barbaric tribes.
Most of the offerings were food, pelts,
leather, and have long rotten. There are
some metal offerings like shields, weap-
ons, armors, but all of them are rusty
and quite heavy and rough compared to
those that the characters already have.
If anyone wants to make a set of
barbaric weapons and armors, consider
that everything weights a bit more than
regular equipment, and weapons have a
-1 to hit while armor offers -1 than the
corresponding regular AC.
Undead of room 7: 2 HD, 6 HP, 10
AC, 1d4 damage for claws and bite,
or 1d6 for rusty weapons if the char-
acters left them there on the floor.
Save: 6 (roll under)
21
On the walls there’s a line in white
polished marble, sculpted with aston-
ishing skills, which depicts the con-
quests and heroic deeds of Tukram.
Which clearly was a woman, consid-
ering she appears in every scene, lead-
ing the barbarian tribe, and armed with
a large vicious blade. Reveal this detail
to the characters only if they spend
time examining the marble decorations.
The chamber’s roof is higher than
the other rooms of the tomb, and on
all sides are small holes at the top of
the walls, which probably in the past let
light come in from the outside. Now the
little tunnels have given in or vegeta-
tion and dirt have covered them all, and
they’re in any case too small even for a
child to use as a passage.
At the far end of the burial cham-
ber, there’s a platform in the same
white marble as the decoration on the
walls, and on it, there is an altar covered
by hundreds of rusted swords.
On the altar lays the body of a man
in chainmail, with a silver circlet on
the head and a large sword to the side.
The body is decomposing, but not yet
a skeleton, and for some reason there’s
no smell. Also, if anyone bothers to ask,
it looks far more recent than it should
be, if this was really Tukram. The body
is the one of a necromancer that was
killed generations ago by the ancestors
of the villagers.
The necromancer is the one respon-
sible for the second village being aban-
doned: his twisted experiments with
the dead have caused too many of them
to rise, and the locals have lost their pa-
tience. For over a month the abandoned
village, while it was still populated,
was plagued by undead attacks, while
the hunters and the strongest of the
farmers were hunting the necromancer
through the woods, and then have man-
aged to kill him nearby this tomb. They
decided to bury him in this tomb, and
have displaced the body they found on
the altar (which was also not Tukram),
substituting it with the one of the nec-
romancer.
The local priests have blessed the
village multiple times, but the undead
plague didn’t stop, so the villagers
eventually packed their things and re-
built somewhere else.
The necromancer’s body is dead but
a fraction of his former spirit is
trapped in the scale in room 7.
If the characters made the scale tip to
the side of the dagger, the body came
back alive. It is waiting for the charac-
ters to approach before rising and at-
tacking.
If instead the scale was left undis-
turbed, or if it was tipped only to the
other side (where the gem, the black
salt and the small wooden eagle are),
the corpse will not move.
If the necromancer rises to fight, use
these stats:
Necromancer: 3 HD, 8 HP, 14 AC,
1d4 damage for claws and bite, or
1d6+1 for the large sword if the
characters didn’t take it somehow from
him.
Save: 15 (roll under).
In every even round (2nd round, 4th,
and so on) the necromancer will use a
random spell after the regular attack.
Roll a d6 on the next table to deter-
mine which spell is used.
22
10) Secret Room One
T
his room is hidden behind the se-
cret door of the altar room (cham-
ber 8). There is nothing relevant here:
the room is dark and smells like stale
air. There are some insects crawling on
the floor, but nothing else.
11) Secret Room Two
T
he room is empty but there’s a
mysterious barbaric rune carved
on the floor, where there is a small
black dot. Characters can easily step
around it, if they have any source of
lighting they’ll automatically spot it.
Detect Magic or Detect Evil will
reveal that the rune is malignant. If a
character does not step around it but
across it, or steps on it, or touches it
while examining it, that character is
marked by the rune. The rune has three
“charges” and will mark up to three
characters.
A character that is marked will be
stalked by one of the three statues of
room number 5, from the moment
they will step out of the tomb. The
statue(s) will get to the characters in
their first night of rest (in the woods or
back in one of the villages) and never
give up pursuit until they’re destroyed.
See the previous table under “Animate
Statue” for the statues’ scores.
d6
Spell
1
Pain Circle
All characters fighting the necromancer will suffer 1d6 magical damage (Save
vs. Magic for half damage). For each character struck by pain failing the Save,
the necromancer regains 1 HP
2-5
Animate Undead
One of the undead in room 7 will rise and join the fight after one more round.
If they were already destroyed by the characters, they do rise again but with
only 1 HP (they keep rising as long as their bodies are not utterly destroyed or
the necromancer killed)
6
Animate Statue
One of the statues of room 5 will slowly march to aid the necromancer. It takes
3 rounds for the statue to join the fight, and the characters will be clearly able to
understand something’s coming: they can hear stony heavy steps and the traps
triggering on the stairs and so on. Only one statue can be animated at the same
time. When the statue joins the fight, it has the following stats:
Animated Statue:
4 HD, 15 HP, 12 AC, 2 attacks, 1d6 damage with heavy fist and 1d8 with stone
weapon.
Save: 12 (roll under).
If the necromancer dies, the statue stops fighting and freezes in place
Table 7: Necromancer’s Spells
23
12) Secret Room Three
T
his room is empty.
13) Stairs Room
T
his room is empty, except for a
flight of circular stairs plunging
down in the darkness. Descending the
stairs leads the characters to a long
corridor, which ends in another set of
stairs, ascending.
14) The Other Stairs Room
T
he tunnel starting from number
13 goes here, to the other side of
the map. Stairs going up from the corri-
dor lead to another empty chamber, but
the walls, floor and roof here are made
by precious white marble.
There is a heavy iron door, richly dec-
orated with battle scenes, on one side of
the room, leading to the next. The door
is heavy but will open if anyone pushes
hard enough.
15) The Real Burial Chamber
A
nother room made by precious
white marble, with a single mar-
ble platform in its center. On the marble
lies the naked body of a woman, cov-
ered with tattoos. She’s clearly dead,
but perfectly preserved.
She’s not beautiful but everything in
her speaks of war and command. Her
face is strong, and the eyes, open even
in death, are dark and magnetic. She’s
Tukram.
There is a golden pot resting on her
belly, full of jewels and precious stones,
worth 1d4x1000 coins in total, but
which is impossible to sell unless the
characters travel to a major city.
If anyone takes the treasure, a mag-
ic seal is broken and the entire tunnel
from 14 back to 13 collapses (if anyone
is in the tunnel, well, they’re dead).
It will take the characters 5 days to
dig their way out through the tunnel (7
if they don’t eat a ration at least every
day). But if someone is smart enough
to break the walls in room 14 or 15 and
dig in the dirt straight out of the burial
chamber to the side of the hill, in a few
hours they will be out in open air.
24
Detect Magic will reveal that there
is magic on the treasure (the magic
trap) but also something else there...
close to the dead body of Tukram.
If the characters move the dead body,
there is a long, dark blade resting un-
der her, in a shallow hole on the marble
table.
The blade is a +1 weapon (+1 to-hit
and damage) with a demonic power in
it: anyone killed by the blade has their
soul trapped in their skull, and cannot
reach the underworld.
Every time a person is killed by the
blade, the wielder can regain 1d6 HP or
rejuvenate of 1 day, but not more than
once per day. Kill one a day to basically
become immortal, but yes, you must kill
every single day.
16) The Skulls Chambers
T
hese three chambers are complete-
ly sealed. A close inspection of
the walls of the adjacent chambers (9
and 12) will reveal nothing, but Detect
Magic or Detect Evil will identify that
there’s something behind the walls.
If the characters dig into the earth
from the outside, or into the stone walls
from inside the tomb, they will be able
to open a passage into the chambers.
The chambers’ walls are all covered
with carefully stacked skulls; by dig-
ging into the chambers the characters
will make many of them to fall to the
ground, shattering.
Each broken skull will shriek in
pain, as the soul trapped into it finally
finds a way into the underworld where
it belongs. It is a mystery how the
builders managed to place the skulls
here covering every inch of each of the
walls and sealing the chambers, but the
characters probably don’t care.
When breaking the skulls entering
the room, there is a 10% chance that
a blessing will be released on the first
character entering the room (roll 1 to
10 on a d100) and a 10% chance that in-
stead it will be a curse (11 to 20 on the
same d100).
Each skull contains a soul; each of
them of a man or woman killed by
Tukram and by the virtue of the magi-
cal blade (see chamber 15), their souls
were trapped in their dead skulls.
If the characters know nothing about
the blade, the only things they know are
these:
25
• The skulls are real, and ancient
• When a skull is broken, a shriek re-
sounds and then a cold breeze blows
in proximity of it, whispering with
release
• There are probably thousands of
skulls in each chamber
Magical investigation will reveal
that each skull contains a soul, which
is trapped and cannot reach the under-
world.
Close examination with Detect
Magic or Detect Evil will identify a
dozen blessed skulls and a dozen cursed
ones, in total (for the three chambers).
If the characters investigate one cham-
ber only, there’s a d6 blessed skulls and
a d6 cursed skulls.
If the characters are breaking skulls
randomly after entering the room, for
each of them there is a 1% chance that
a blessing is released, and a 1% chance
that it’s a curse.
Roll in secret a d100 if the characters
start to break skulls, 1 is a blessing,
11 a curse. You don’t want to roll in-
dividually for each skull, ask them how
many they break and increase odds pro-
portionally.
If the characters decide to carry the
blessed or cursed skulls outside, each
of them counts as one inventory slot
(same as 100 coins treasure).
The skulls have no market value, but
alchemists or sorcerers might pay up to
30 coins for each of them (blessed or
cursed).
The blessing: if the character is
wounded, heal 1d4.
Otherwise roll a d6 on the table.
The curse: roll a d6 for a random
curse.
While the blessings are permanent,
these curses can be cured with the ap-
propriate spells or blessings (such as
Remove Curse).
17) The Hollow Columns
T
hese three pillars on the back
of the tomb are partially hol-
low. They look normal from the out-
side of the tomb, but beyond the thick
vegetation growing on them, there’s
room enough for one man at the time
to squeeze trough. Each of them hosts
a small chamber where animals have
made their lairs and they can be used
for safekeeping. No one will ever find
whatever the characters decide to hide
in here.
d6
Blessing
1-2
Increase a random attribute
by one point (works only once
for the entire party, further
rolls of 1-2 count as 3-4)
3-4
The character gains 100 XP
5-6
The character gains 1 Hit
Point (to the maximum Hit
Points, increasing the total of
available HP permanently)
Table 8: Skulls’ Blessings
d6
Curses
1-2
The character looses 1 point
of Charisma
3-4
The character looses 1 point
of a random attribute
5-6
The character looses 1 HP
permanently but never below
1 HP
Table 9: Skulls’ Curses
26
LICENSE
OPEN GAME CONTENT
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Open Game License v 1.0 Copyright 2000,
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System Reference Document © 2000, Wiz-
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Monte Cook, Skip Williams, based on original
material by E. Gary Gygax and Dave Arneson.
System Reference Document © 2000-2003,
Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich Baker,
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28
| textdata/thevault/Crying Blades/Crying Blades Tukrams Tomb/Crying Blades Tukrams Tomb.pdf |
LIMITED ED PLAYBOOKS
ese are 9 “limited edition” playbooks designed and
published after Apocalypse World’s initial release.
Most of them — the faceless, the hoarder, the maestro
d’, the touchstone — are just straightforward additional
characters. You can include them in your game without
any special attention or concern.
Each of the others changes Apocalypse World in some
particular important way. e Macaluso is a psychic
entity, not a person, and introduces the idea of playing
multiple PCs. e marmot is a literal marmot, and
introduces crimes, mysteries, and clues into play.
e quarantine is a person from Apocalypse World’s
past, from our world, and raises questions about what
happened. And the solace is a paci�st with a lot of unique
power to change the other players’ characters and disarm
the game. e space marine mammal is a technologically
advanced dolphin on a mission to reclaim the earth from
the apocalypse.
is �le includes the 9 limited edition playbooks; Supplemental: Mysteries & Clues;
Supplemental: Walkingsuit; a reference sheet for large-scale weapons and Ψ-harm; and a
complete and inclusive index and guide to character moves.
THE FACELESS
Written with Bret Gillan
print pages 4–5
Is it true everywhere, always? Was it true in the golden
age of legend, when life was kind? For certain it’s true
here in Apocalypse World: some of us are born and grow
up and live without faces. We have things on the fronts
of our heads, of course, but they’re soft, malleable,
expressive, revealing things, they aren’t our faces. Our
faces would be hard, ungiving, silent and stern, they
would be what we are. ey would never �inch.
e Faceless is a giant unstoppable killing machine, but built
for tragedy. If you want to barf out violence, grotesquerie,
and externalized pain, play the faceless. Warning: you’ll hurt
and disappoint the people you care about, for reals.
e Faceless was originally created for distribution at
conventions.
THE HOARDER
Written with Elizabeth Shoemaker Sampat
print pages 6–7
When the world ended, so much was lost among the
blood and shit and debris of a dying world in its last
spasms of life. Some say it was a tragedy; some say it
made us stronger.
Fuck them. You know what I say? Finders keepers.
e Hoarder is a creepy character with a powerful collection
of goods and a uniquely appraising vision. If you want to
play a weird and grotesque villain but you’re tired of playing
brainers, try a hoarder. Warning: your MC will have a lot of
leverage over you. You’ll sometimes have to �ght to pursue
your own agenda.
e Hoarder was originally created for the Sight for Sore
Eyes bene�t bundle.
THE MACALUSO
print pages 8–9
When the apocalypse came, it did not come as they
expected it. Oh, they expected their world to break
down — feared it would, denied it would, planned for
it, planned against it, whatever. But they looked at their
future and they could only see their own monsters. ey
couldn’t see, couldn’t even guess, the creatures that
would come that were not them.
e Macaluso is a multibodied psychic entity, a single person
with several human bodies. If you want to play the weirdest
character in the game, play the Macaluso. Warning: don’t
play the Macaluso your �rst time out with Apocalypse World.
Learn the game �rst.
e Macaluso was originally created to celebrate Il Mondo
dell’Apocalisse and its Best of Show win at Lucca Comics
and Games.
Apocalypse World: Limited Edition Refbook
©2k+10–2k+13 by D. Vincent Baker & others as indicated
THE MAESTRO D’
print pages 10–11
In the golden age of legend, there was this guy named
Maestro. He was known for dressing up real dap and
whever he went, the people had much luxe tune. ere
was this other guy named Maitre d’. He was known for
dressing up real dap and whever he went, the people had
all the food they could eat and the fanciest of it.
Here in Apocalypse World, those two guys are dead.
ey died and the fat sizzled off them, they died same as
much-luxe-tune and all-you-can-eat. e maestro d’ now,
he can’t give you what those guys used to could, but fuck
it, maybe he can �nd you a little somethin somethin to
take off the edge.
e maestro d’ runs a social establishment, like a bar, a drug
den or a bordello. If you want to be sexier than a hardholder,
with fewer obligations and less shit to deal with, play a
maestro d’. Warning: fewer obligations and less shit, not none
and none.
e Maestro D’ was originally created as a perk for
preordering the game.
THE MARMOT
Written with Ben Lehman
print pages 12–15 (includes Supplemental: mysteries & clues)
One thing that hasn’t changed since the apocalypse:
people do bad things to each other and expect to get
away with it. If there’s any marmot who can untangle
the secrets, the lies, and the pain to �nd some justice in
this �lthy, �lthy world, it’s you.
e marmot is a detective, and no shit, it’s a marmot. A furry
little rodent dude who solves mysteries. If you want to play
a marmot detective, well, here’s your chance. Warning: your
fellow players just might think you’re fucking around with
them.
e Marmot was originally created to support Animal
Crime by Ben Lehman.
QUARANTINE
print pages 16–17
It’s possible, when the Golden Age of Legend fell, that no
one saw it coming. It’s possible that it came upon them
unprepared and unsuspecting. Maybe they, like we, were
simply fucked.
It’s also possible that they knew.
Quarantine is a soldier from the past who’s been in stasis
since the apocalypse. If you want to bring a sane modern-day
sensibility and point of view to Apocalypse World, play a
quarantine. Warning: a sane modern-day sensibility and
point of view makes you spectacularly unsuited to life in
Apocalypse World.
Quarantine was originally created to support Shock:
Human Contact by Joshua A.C. Newman.
SOLACE
print pages 18–19
e world’s psychic maelstrom vomits forth its own.
It eats the fortune of all living and all dead and leaves
no fortune for any but itself. In this Apocalypse World,
howling at the door, they used to be called wolves but we
know them for themselves at last.
Solace is a paci�st and an enemy of violence. If you want
to disarm potential violence, promote collaboration and
cooperation, and call the other characters out as the big
violent meanies they are, play the solace. Warning: you can
already guess that your situation is precarious. What you
may not guess is that the other characters might really resent
being called out as big violent meanies, and might call you
out as a priggish killjoy in turn.
Solace was originally created for a “nice games” bundle for
Epimas.
THE SPACE MARINE
MAMMAL
print pages 20–23 (includes Supplemental: Walkingsuit)
50 years ago, the enemies of Earth unleashed a psychic
weapon that destroyed all hope for the future of
dolphinity. Anticipating the attack and its outcome,
leaving many behind to suffer and die, your grandparents
rushed to evacuate Earth. ey built secret orbital
stations and expanded the hidden Mars base into a
functional colony. eir grandchildren — you — are
all that remains of true dolphinity after this appalling
apocalyptic assault.
Today, the mission to reclaim Earth begins.
e Space Marine Mammal enters play as a wicked badass
automatically disposed against the other PCs. Its badassery
is in tension with its experience — it might learn to get along
— but still play it only if you want to deal with that.
e Space Marine Mammal was originally created to support
Sea Dracula: Judicial Inquest by Morgan Stinson and
Jackson Tegu.
THE TOUCHSTONE
print pages 24–25
At the earliest reaches of living memory, the world
collapsed. Cities raged, burned, or just died in agony,
starved, fell silent. e sky howled. Not everyone who
remembers it remembers it the same way. People forgot
who they were, where they had come from, what they
could make.
Now, in this world of �lth and blindness, there are a few
with new vision. ey go among us at war, indomitable
and doomed, hoping and �ghting for something better.
e Touchstone hopes and �ghts for a better future that only
she can see. If you want to declare yourself an enemy of the
world and �ght hard to change it, play a touchstone. Warning:
you have hope and vision, but violence is all you’re good at.
e Touchstone was originally created to give newcomers to
the game a playbook to trade with.
CHARACTER MOVES INDEX
& ADDITIONAL RULES
print pages 28–35
Index, complete reference, and character moves by stat,
updated to include all the limited edition character
moves.
Additional rules: large-scale weapons, harm & buildings,
Ψ-harm.
SUPPLEMENTAL:
WALKINGSUIT (HUMAN
CONFIGURATION)
print pages 26–27
is is a walkingsuit as though created by humans,
not space dolphins. MC, you may choose whether to
have it appear in your game, and if so, under what
circumstances.
Introducing
THE FACELESS
with Bret Gillan
Is it true everywhere, always? Was it true in the golden age of legend, when life was kind?
For certain it’s true here in Apocalypse World: some of us are born and grow up and
live without faces. We have things on the fronts of our heads, of course, but they’re soft,
malleable, expressive, revealing things, they aren’t our faces. Our faces would be hard,
ungiving, silent and stern, they would be what we are. ey would never �inch.
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hot (max +2)
__ get +1sharp (max +2)
__ get +1weird (max +2)
__ get a new faceless move
__ get a new faceless move
__ get a new faceless move
__ get a gang (detail) and pack alpha
__ get a holding (detail) and wealth
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, hold 1. If they
get into shit, either you or they can spend your hold
and you are there.
FACELESS SPECIAL
FACELESS
THE
FACELESS MOVES
Pit bull: whenever you take a debility, name the person you hold most responsible.
Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly as a target
count, of course. Rolls against their family and friends, minions, or property may count,
in the MC’s judgment. MCs, remember your job is to make Apocalypse World seem real
and keep the characters’ lives interesting, not deny the PCs bonuses.)
Rasputin: shot, stabbed, and poisoned, you just keep coming. When you are being
scary as fuck and coming at someone, you get +1-armor. You still get shot and stabbed,
bleeding just doesn’t bother you that much anymore.
Juggernaut: take -2 on all “when you suffer harm” rolls.
Oh yeah! roll+hard to smash your way through scenery to get to or away from
something. 10+, the scenery moved or smashed and you get what you want. On a 7–9
you get what you want and smash or move the scenery, but take 1-harm (ap), and
are disoriented and under �re in follow-up actions, leave something behind, or take
something with you. ink smashing through walls or pushing through burned out husks
of cars.
Scent of blood: at the beginning of the session, roll+weird. On a 10+ hold 1+1. On a
7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene of a
battle (a real battle, not intimate violence between a couple people). On a miss, the MC
holds 1, and can spend it to have you there and pinned down.
Norman: you seek the advice of your mask. Roll+weird to see what it directs you to do.
On a 10+ mark experience and take a +1 if you do as your mask wishes. On a 7–9, take a
+1 if you do what it wants and act under �re if you don’t. On a miss, it has its own agenda
and act under �re if you don’t follow it.
As one: attempts by other PCs to seize your mask by force, or to get you to remove or
give away your mask by going aggro or seduction/manipulation, are at -2. NPCs will never
succeed at unmasking you against your will unless you are completely at their mercy.
Beastly: you get +1hard (hard+3).
OTHER MOVES
Choose your mask’s type: sports mask, gas mask, combat helmet, hood, balaclava, carved
mask, scrounged mask, fetish mask.
Choose its look: dusty, battered, painted, stained, or cracked.
e Unexpected: when someone sees you unmasked for the �rst time, they take s-harm,
in addition to anything else that happens.
Unmasked, you are (choose 2):
Vulnerable. Whenever you suffer harm, you suffer +1harm.
Grotesque. Every PC who sees you goes immediately to Hx+3 with you.
Afraid. You take -1 ongoing until you cover your face again.
Irresolute. When you in�ict harm, in�ict -1harm.
Ashamed. You have hard=0 until you cover your face again.
Powerless. You lose access to all of your character moves. You can still make basic
moves.
YOUR MASK
BARTER
IIf you’re charging someone wealthy for your services, 1-barter is the going rate for: one
act of murder, extortion, or other violence; one week’s employment as bodyguard or gang leader;
one month’s employment as thug-on-hand; one threat delivered; one convoy guarded through
hostile territory; one month’s physical labor requiring your strength and size.
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for:
a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the
material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a
year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle
well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
GEAR & BARTER
DRAW YOUR MASK
is is not optional.
CREATING A FACELESS
To create your faceless, choose name, look, stats, moves, gear, mask, and Hx.
NAME
Hunk, Tor, Ork, Doule, Big Fucker, Blag,
Mega, Dent, Crudhammer, Deg, Frog,
Summint, Trench, Zuto, Kray, Momo, Gigg,
Meat, Stomp, Playboy.
LOOK
Man, woman, concealed, or transgressing.
Casual wear, fetish-bondage wear, showy
armor, scrounged armor.
Hard eyes, blank eyes, merciless eyes, dead
eyes, or calculating eyes.
Huge body, muscular body, tall gangly body,
wiry body, or obese body.
STATS
Choose one set:
• Cool+1, Hard+2, Hot-1, Sharp+1, Weird=0
• Cool=0, Hard+2, Hot+1, Sharp-1, Weird+1
• Cool=0, Hard+2, Hot-1, Sharp+2, Weird-1
• Cool+1, Hard+2, Hot-1, Sharp=0, Weird+1
MOVES
You get all the basic moves. Choose 3
faceless moves.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• One of the characters helped you do
something terrible once. Tell that player
Hx+2.
• Tell everyone else Hx+1.
On the others’ turns, choose one or both:
• One of them was once kind and unafraid
towards you. Ignore what they tell you
and write Hx+3.
• You think one of them is pretty. Add +1 to
whatever number they tell you.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too.
IMPROVEMENT
Whenever you roll a highlighted stat, and
whenever you reset your Hx with someone,
mark an experience circle. When you mark
the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
again.
GEAR
In addition to your mask, you get:
• 1 brutal weapon
• fashion suitable to your look, including at
your option a piece worth 1- or 2-armor
(you detail)
• oddments worth 1 barter
Brutal weapons (choose 1):
• magnum (3-harm close reload loud)
• sawed off (3-harm close reload messy)
• crowbar or club or bat (2-harm hand
messy)
• machete or axe (3-harm hand messy)
• chainsaw (3-harm hand auto�re messy)
Introducing
THE HOARDER
with Elizabeth Shoemaker Sampat
When the world ended, so much was lost among the blood and shit and debris of a dying
world in its last spasms of life. Some say it was a tragedy; some say it made us stronger.
Fuck them. You know what I say? Finders keepers.
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1weird (max weird+3)
__ get +1sharp (max sharp+3)
__ get +1sharp (max sharp+3)
__ get +1cool (max cool+2)
__ get +1hot (max hot+2)
__ get a new hoarder move
__ get a new hoarder move
__ add an option to your hoard
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, use acquisitive
eye as though your partner were an object and you’d
rolled a 10+, even if you don’t have the move.
HOARDER SPECIAL
HOARDER
THE
HOARDER MOVES
Acquisitive eye: when you see, hear about, or otherwise come to know of a thing you
want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask
2:
• How can I make this mine?
• Who will stand in my way?
• Will my hoard accept it?
• Who will try to take it from me once it’s mine?
• What is this truly worth?
On a miss, your face and body language betray your interest in the thing to anyone who’s
paying attention.
Sticky �ngers: when you give someone a gift, roll +Weird. On a 10+, it comes back to
you within a week. On a 7-9, it comes back to you eventually, with strings attached. On a
miss, you can never own it again.
Money is power: when you help or interfere with someone, after you’ve rolled, you
can:
• Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit;
• Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2.
e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom. Either way
this isn’t commerce, it’s power.
Greed: when you’re defending your hoard, your greed makes you unstoppable. Being
in the presence of your hoard counts as 2-armor— if your hoard is under attack. (If
someone’s just trying to kill you and it happens to be around your hoard, not so much.)
Appraising eye: when you read a situation, on a hit, in addition to your other
questions, you may ask this:
• What’s the most beautiful, the rarest, or the most valuable thing here?
When you read a person, on a hit, in addition to your other questions, you may ask this:
• What’s the best thing your character owns, or the best thing your character’s carrying?
OTHER MOVES
What kinds of things are in your hoard? Choose 1, 2 or 3:
armor, armaments and ammunition
others’ castoffs & discards
pretty things
fetish objects, art & mementos
intoxicants, delicacies & poisons
technology, electronics, parts & wire
relics & waste of the golden age past
books, maps, drawings & photographs
plant, animal & human specimens
___________________________
What else is true of your hoard? Choose 1 or 2:
Conscious: it speaks to you in your mind.
Meticulous: when you return something to it, it must be in
perfect condition.
Voracious: if you ignore its demands, whatever you do
instead, you do under �re.
Beautiful: if an NPC sees it, she envies and desires it.
Your hoard begins play with hunger=0.
HOARD
HUNGER
LOANS
hunger+4 means -1ongoing
As long as your hoard’s hunger is 3 or less, you can go into your hoard and look for
something useful. Describe your situation and roll+weird. e MC’s job is to come up
with something for you that she genuinely thinks you’ll �nd useful in the situation
you’ve described, and to have your hoard deliver it forth. (You might remind her the
kinds of things you have in your hoard.) On a 10+, your hoard’s hunger holds where
it is. On a 7-9, your hoard gets +1hunger. On a miss, your hoard goes immediately to
hunger+4.
If you take the thing, your hoard considers you to have borrowed it, and will expect it
back.
As long as your hoard’s hunger is 3 or less, you can go into your hoard for jingle. Pull
oddments worth 2-barter out of it and give it +1hunger.
At the beginning of the session, roll+your hoard’s hunger. On a 10+, the MC holds 3; on
a 7-9, the MC holds 1. During the session, the MC can spend her hold 1 for 1 to:
• name a thing present. Your hoard must have it. When you give it to your hoard, mark experience and give
your hoard -1hunger.
• name a thing you’ve borrowed from your hoard. Your hoard must have it back. When you return it to your
hoard, mark experience and give your hoard -1hunger.
If the MC has any hold left at the end of the session, give your hoard +1hunger, to a
maximum of hunger+4.
If your hoard has hunger+4, take -1 ongoing.
CREATING A HOARDER
To create your hoarder, choose name, look, stats, moves, hoard, and Hx.
NAME
Smaug, Napoleon, Winona, Morgan Chase,
Boa, Dunbar, Rockefeller, Wembley, Philo,
Gunge, Zuck, Hov, Yeezy, Jake, Billy Beau.
LOOK
Man, woman, transgressing, or obscured.
Luxe scrounge wear, decaying scrounge
wear, armored scrounge wear, or sexy
scrounge wear.
Soft face, hollow face, eager face, old face, or
scarred face.
Hungry eyes, green eyes, calculating eyes,
wide eyes, or nervous eyes.
Emaciated body, pudgy body, stringy body,
huge body, or slinky body.
STATS
Choose one set:
• Cool-1 Hard-1 Hot=0 Sharp+2 Weird+2
• Cool=0 Hard+1 Hot=0 Sharp=0 Weird+2
• Cool-1 Hard=0 Hot+1 Sharp+1 Weird+2
• Cool+1 Hard-2 Hot+1 Sharp+1 Weird+2
MOVES
You get all the basic moves. You get 2
hoarder moves.
IMPROVEMENT
Whenever you roll a highlighted stat, and
whenever you reset your Hx with someone,
mark an experience circle. When you mark
the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
again.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Do you brag about your hoard or do you
keep it secret? If the former, do so, and at
the end tell everyone Hx+1. If the latter,
deny that you’re keeping anything secret,
and tell everyone Hx+1. (Yes, tell them
Hx+1 either way.)
On the others’ turns:
• For each character, judge them rich or
poor in terms set by the qualities and
substance of your hoard. If you judge
them rich, whatever number they tell
you, give it +1 and write it next to the
character’s name. If you judge them poor,
whatever number they tell you, give it -1
and write it next to the character’s name.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too.
You can get barter from your hoard, so no need to worry about earning it.
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a
night in high luxury & company; the material costs of resuscitation by an angel; repair of a piece
of hi-tech gear by a savvyhead; a year’s tribute to a warlord; a month’s maintenance and repairs
for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost
anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
BARTER
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere;
session end
__ get +1weird (max weird+3)
__ add somone to your secret society
__ add somone to your secret society
__ get a new Macaluso move
__ get a new Macaluso move
__ get a car (detail)
__ get 2 pieces of brainer gear
__ get followers (detail) and fortunes
__ get a move from another playbook
__ get a move from another playbook
When you and another character have sex, choose
1:
• Your psyche �xes upon theirs. Next time they
improve, mark experience.
• Ask them any 3 questions you want. ey must
answer honestly.
• ey may use you for augury. You roll and they
make all the decisions.
SPECIAL
Introducing
THE MACALUSO
When the apocalypse came, it did not come as they expected it. Oh, they expected their world to
break down — feared it would, denied it would, planned for it, planned against it, whatever. But
they looked at their future and they could only see their own monsters. ey couldn’t see, couldn’t
even guess, the creatures that would come that were not them.
MACALUSO MOVES
Luck: at the beginning of the session, roll+weird. On a
hit, give +1 to everyone else making a beginning-of-session
move. On a 10+, mark experience for each other’s beginning-
of-session move that also hits with a 10+. On a miss, give -2 to
everyone else making a beginning-of-session move.
Martyr: when you take a blow for another player’s
character, mark experience. When anyone of your secret
society dies, mark experience.
Broad in�uence: add a person to your secret society.
Sustaining in�uence: When anyone of your secret society
dies, erase their information from your playbook and create
a new person to replace them. Use the same secret society
segment or an unused one.
Fingertips throughout: when 3 or more of your secret
society convene and act together, you can expand your reach
through the world’s psychic maelstrom. +Augury.
Shared eyes: when you read a situation, roll+weird instead
of roll+sharp.
STATS
OTHER
WEIRD
HARM
1-harm: cosmetic damage, concussion, pain, fear.
2-harm: wounds, unconsciousness, bad pain,
broken bones, shock.
3-harm: Terrible wounds, shock, likely fatal.
4-harm: Mangled and ruined, usually
immediately fatal.
5-harm and more: fatal and bodily destructive.
SECRET SOCIETY
By default: Your secret society consists of 3 individuals. You are each integrated
into the surrounding population, not by default distinctive or remarkable. Your
individual homes, means, and livelihoods are typical for this place. If you pool your
free jingle, it’ll amount to 2-barter.
PEOPLE
CREATING THE MACALUSO
As the Macaluso, you are a psyche in some way native to the world’s psychic maelstrom.
You live there; it is the medium of your life the way that the earth and air are the medium
of others’. However, you are also embodied in this world, in the form of several otherwise
apparent human beings. You all seem to live and act and move independently, but it’s an
illusion. You’re one creature, you, sharing experiences and thoughts and separated only
bodily.
To create the Macaluso, choose moves, secret society, and Hx.
MOVES
You get all the basic moves. You get luck, and
choose 2 more Macaluso moves.
SECRET SOCIETY
By default, you consist of 3 people, called
your “secret society” (misnomer though it is).
If you choose the move broad in�uence, add
a 4th.
When you act, you act as one of your secret
society, in that one’s body. For all practical
purposes you, your MC, and your fellow
players can treat your secret society all as
full and separate characters, with these
exceptions:
• You all share all of your moves.
• You all share Hx, experience, and
advancement.
• You each take harm as NPCs would, as
listed, not on a PC’s harm countdown. You
are individually fragile.
• You can’t have sex with yourself.
When you roll+a stat, the body you’re acting
as may give you +2 or -1. Otherwise, roll your
stat as usual (by default, +2 for weird and +0
for all others).
To create one of your secret society, choose
one of the available segments, and choose
name, looks (selecting all that apply), and
circumstances.
During initial character creation, don’t
choose the blank segment. When you add
someone new to your secret society, you can
choose to use it to create someone to �t the
current circumstances of play.
For your +2 and -1 stats, choose Cool, Hard,
Hot, or Sharp, not Weird. e body you’re
acting in doesn’t determine how Weird you
are.
HX
Everyone introduces their characters by
name, look and outlook. On your turn,
introduce each of your secret society.
List the other characters’ names.
Go around again for Hx. On your turn,
tell everyone Hx-1. Even if they know
you, they don’t know all of you.
On the others’ turns, whatever number
they tell you, give it +1 and write it next
to their character’s name. You have the
bene�t of multiple points of view.
At the end, �nd the character with the
highest Hx on your sheet. Ask that
player which one of your secret society
is most interesting, and highlight it.
Instead of getting highlighted stats,
you get one of yourselves highlighted.
When everyone else changes
highlighted stats, you change
highlighted selves. Again, ask the
player whose character has the highest
Hx on your sheet which of you to
highlight.
IMPROVEMENT
Whenever you roll when you’re acting
as the highlighted one of your secret
society, and whenever you reset your
Hx with someone, mark an experience
circle. When you mark the 5th, improve
and erase.
Each time you improve, choose one
of the options. Check it off; you can’t
choose it again.
NAME & LOOK
CIRCUMSTANCES
Woodward, Murray, Gams, or Jastor.
Woman, transgressing, or concealed.
Scarred, broken-bodied, powerful,
curvaceous, aristocratic, slender,
rope-veined, velvet-skinned, gray,
rangy, and/or blunt-faced.
highlight
NAME & LOOK
CIRCUMSTANCES
Silk, Frans, Azaz, Rolfball, or Janis.
Man, woman, or concealed.
Old, pierced, willowy, golden-eyed,
barrel-chested, amputated, bearded,
lush-mouthed, elaborately-coiffed,
tiny, fat, and/or muscular.
highlight
NAME & LOOK
CIRCUMSTANCES
Past, Cass, Dutch, Echo, or Bow.
Man or transgressing.
Hulking, shaven, crooked-built,
dead-pale, slight, heavy-bearded,
one-eyed, handsome, smirking, vast,
mashed-faced, dapper, and/or tall.
HOT
HARD
highlight
Choose 3:
I’m in
’s crew/cult/gang.*
I have a brother, Jinte, who’s also a fuckin badass.
I have a shotgun (3-harm close messy) and
impressive body armor (2-armor).
I have a gig doing violence for pay, worth 1-barter
every couple weeks.
I have a forti�ed little double-room I call home.
+1armor in defense.
I have oddments worth 2-barter.
*Free if a PC’s, with player approval.
SHARP
HARD
SHARP
COOL
Choose 3:
I’m in
’s crew/cult/gang.*
I’ve got something big on
.*
I have free passage through
’s holdings, no
questions asked.*
I have a smg (2-harm close area loud) and fashion
worth 1-armor.
I have a gig keeping and holding onto valuables for
, worth 1-barter every month or so.
I’m one of the few who make my home in the upper
rooms.
I have oddments worth 2-barter.
*Free if a PC’s, with player approval.
Choose 3:
I’m in
’s crew/cult/gang.*
I have a hunting ri�e with a good sight (3-harm
far loud reload).
I have a spike-studded baseball bat (3-harm hand
messy) and crude body armor (2-armor).
I have a tempestuous, devoted, tough, beautiful
little family: Asso, Ki Yin, Quick, Limester, and
me.
I make my house down in the maze.
I have oddments worth 2-barter.
*Free if a PC’s, with player approval.
NAME & LOOK
CIRCUMSTANCES
Dystart, Sa�re, Elba, Olive, or Jaim.
Man, woman, or transgressing.
Compact, long-legged, mild-eyed,
nervous, utterly bald, severe-faced,
quick-eyed, beautiful, thick-bodied,
lithe, �ush-faced, and/or towering.
highlight
Choose 3:
I’m in
’s crew/cult/gang.*
I have access to
’s living space.*
I have wicked knives (2-harm hand) and fashion
worth 1-armor.
I have a distinctive presence in the local
population; I command attention when I come
into a room.
My rooms are above the autoshop.
I have a bike (you detail).
I have oddments worth 2-barter.
*Free if a PC’s, with player approval.
HARD
NAME & LOOK
CIRCUMSTANCES
Lee-On, Billy, Mox, or Bismark.
Man, woman, or ambiguous.
Slight, long-haired, smoky-eyed,
arresting, tattoed, dis�gured,
angular, energetic, fat, calm-eyed,
stocky, and/or sharp-featured.
highlight
Choose 3:
I’m in
’s crew/cult/gang.*
I have access to
’s in�rmary, and I can work
on people in it.*
I’m
’s lover.*
I have a 9mm (2-harm close loud) and scrounged
armor (1-armor).
I keep hives of bees (vicious, swarming little bitches
who love only me).
My rooms are atmospheric, cool, and well-appointed.
I get +1 to read a person within them.
I have oddments worth 2-barter.
*Free if a PC’s, with player approval.
HOT
NAME & LOOK
CIRCUMSTANCES
highlight
SHARP
COOL
Introducing
THE MAESTRO D’
In the golden age of legend, there was this guy named Maestro. He was known for
dressing up real dap and whever he went, the people had much luxe tune. ere was this
other guy named Maitre d’. He was known for dressing up real dap and whever he went,
the people had all the food they could eat and the fanciest of it.
Here in Apocalypse World, those two guys are dead. ey died and the fat sizzled off
them, they died same as much-luxe-tune and all-you-can-eat. e maestro d’ now, he
can’t give you what those guys used to could, but fuck it, maybe he can �nd you a little
somethin somethin to take off the edge.
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hot (max hot+3)
__ get +1cool (max cool+2)
__ get +1hard (max hard+2)
__ get +1weird (max weird+2)
__ get a new maestro d’ move
__ get a new maestro d’ move
__ add a security to your establishment
__ resolve somebody’s interest in your establishment
__ get a move from another playbook
__ get a move from another playbook
If you hook another character up — with sex, with
food, with somethin somethin, whatever — it counts
as having sex with them.
MAESTRO DI SPECIAL
OTHER MOVES
MAESTRO D
THE
I
MAESTRO DI MOVES
You call this hot? when you do something under �re, roll+hot instead of roll+cool.
A devil with a blade: when you use a blade to go aggro or seize something by force,
roll+hot instead of roll+hard.
Fingers in every pie: put out the word that you want a thing — could be a person,
could be somethin somethin, could even be just a thing — and roll+hot. On a 10+, it
shows up in your establishment for you, like magic. On a 7-9, well, your people make an
effort and everybody wants to please you and close is close, right? On a miss, it shows up
in your establishment for you with strings wicked attached.
Everybody eats, even that guy: when you want to know something about someone
important (your call), roll+hot. On a hit, you can ask the MC questions. On a 10+, ask 3.
On a 7-9, ask 1:
• how are they doing? what’s up with them?
• what or who do they love best?
• who do they know, like and/or trust?
• when next should I expect to see them?
• how could I get to them, physically or emotionally?
Just give me a motive: name somebody who might conceivably eat, drink, or
otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On
a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s
2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy
maybe not, get it, and all suffer 3-harm (ap).
BARTER
1-barter will cover a month’s living expenses, if your tastes aren’t too grand. 1-barter will
also cover your cast & crew’s cut of a spectacular event or two.
As a one-time expenditure, and very subject to availablilty, 1-barter might count for:
a night in high luxury and company; any weapon, gear or fashion not valuable or hi-tech; the
material costs of a crash resuscitation by an angel; a week’s hire of the protective companionship
of a battlebabe or gunlugger; repair of a piece of hitech gear by a savvyhead; a year’s tribute to a
warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees
and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
Your establishment features one main attraction supported by 2 side attractions (like a
bar features drinks, supported by music and easy food). Choose one to be your main act
and 2 for lube:
luxury food
music
fashion
lots of food
sex
spectacle
easy food
games
art
drinks
coffee
drugs
scene (see and be)
For your establishment’s atmosphere, choose & underline 3 or 4: bustle, intimacy,
smoke, shadows, perfume, slime, velvet, fantasy, brass, lights, acoustics, anonymity, meat,
eavesdropping, blood, intrigue, violence, nostalgia, spice, quiet, luxury, nudity, restraint,
forgetting, pain, kink, candy, protection, grime, noise, dancing, chill, masks, fresh fruit, a cage.
Your regulars include these 5 NPCs (at least): Lamprey, Ba, Camo, Toyota and Lits.
Who is your best regular?
Who’s your worst regular?
ese 3 NPCs (at least) have an interest in your establishment: Been, Rolfball, Gams.
Who wants in on it?
Who do you owe for it?
Who wants it gone?
For security, choose this:
a real gang (3-harm gang small 1-armor)
Or else choose 2 of these:
a convenient shotgun (3-harm close reload messy)
a bouncer who knows his biz (2-harm 1-armor)
plywood & chickenwire (1-armor)
secrecy, passwords, codes & signals, invites-only, vouching, etc.
everybody’s packing: your cast & crew are a gang (2-harm gang small 0-armor)
a warren of dead-ends, hideaways & boltholes
no �xed location, always new venues
ESTABLISHMENT
CAST& CREW
Your cast & crew can consist entirely of the
other players’ characters, with their agreement,
or entirely of NPCs, or any mix. If it includes
any NPCs, sketch them out — names and 1-line
descriptions — with the MC. Make sure they
suit your establishment’s scene.
GEAR & BARTER
CREATING A MAESTRO DI
To create your maestro d’, choose name, look, stats, moves, establishment, gear, and Hx.
NAME
Cookie, Silver, Smoky, Slops, Chief, Rose,
Angler, Chairman, Grave, Saffron, Life.
Yen, Emmy, Julia, Jackbird, Francois, Esco,
Boiardi, Mari, Nan, Rache, Proper, Fall.
LOOK
Man, woman, ambiguous, transgressing.
Casual wear, display wear, vintage wear,
butcher wear, fetish wear, display wear,
immaculate whites.
Pinched face, boyish face, pretty face,
expressive face, full face, tattooed face,
porcelain face, or scarred face.
Cool eyes, bright eyes, inquisitive eyes,
frank eyes, mischievous eyes, or one eye.
Fat body, restless body, stubby body, curvy
body, unusual body, or lean body.
Flexible hands, quick hands, precise hands,
nervous hands, sausage �ngers, scarred
hands, or playful hands.
STATS
Choose one set:
• Cool+1 Hard-1 Hot+2 Sharp=0 Weird+1
• Cool=0 Hard+1 Hot+2 Sharp+1 Weird-1
• Cool-1 Hard+2 Hot+2 Sharp=0 Weird-1
• Cool=0 Hard=0 Hot+2 Sharp+1 Weird=0
MOVES
You get all the basic moves. Choose 2
maestro d’ moves.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Choose the character you �nd the most
attractive; tell that player Hx+2.
• Tell everyone else Hx+1.
On the others’ turns:
• Choose your favorite character; ignore
the number that player tells you and
write Hx+3 instead.
• Everyone else, whatever number they tell
you, give it +1.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too.
IMPROVEMENT
Whenever you roll a highlighted stat, and
whenever you reset your Hx with someone,
mark an experience circle. When you mark
the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
again.
GEAR
You get:
• a wicked blade, like a kitchen knife or 12”
razor-sharp scissors (2-harm hand)
• oddments worth 1-barter
• fashion suitable to your look, including at
your option a piece worth 1-armor (you
detail)
Introducing
THE MARMOT
with Ben Lehman
One thing that hasn’t changed since the apocalypse: people do bad things to each other
and expect to get away with it. If there’s any marmot who can untangle the secrets, the
lies, and the pain to �nd some justice in this �lthy, �lthy world, it’s you.
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1cool (max cool+3)
__ get +1sharp (max sharp+3)
__ get +1weird (max weird+2)
__ get +1hard (max hard+2)
__ get a new marmot move
__ get a new marmot move
__ get a new marmot move
__ get a car (detail) and a no shit driver
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, you both take
-1forward for shame, unless they’re also a marmot or it’s
true love. In addition, roll+current fat reserves. On a hit,
you’re pregs. On a 10+, with a litter of 4–6. On a 7–9, with
a litter of 1–3.
If they also have fat reserves, they might get pregs too, on
the same terms.
Marmot gestation is 4–5 weeks.
MARMOT SPECIAL
MARMOT
THE
MARMOT MOVES
Fat reserves: you start with 0-fat reserves. When you regard a cache or store of food, ask
the MC how many barter it’s worth; she’ll tell you. When you gorge yourself on nuts, berries and
cheetos, roll+the barter value of the food you consume. On a 10+, choose 2. On a 7–9, choose 1:
• You get 1-fat reserves.
• You don’t immediately take a nap.
• You don’t get in trouble for eating all the food.
On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today,
and (1-harm ap loud stinky) again tomorrow, for food poisoning.
Hibernation: when you hibernate, spend all your fat reserves
and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9,
the MC chooses 2:
• You maintain some fat reserves after all. Keep 1-fat reserves.
• No NPCs fuck with your shit.
• You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!).
• Your subconscious grapples with your experiences. Mark experience.
• Your subconscious pieces things together. Get 1-clue.
On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you gorge
yourself.
When you miss a session, you automatically hibernate. e MC rolls for you.
Dashiell Hammet got nothing: when you take harm, make this move instead of making
the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9, choose 1:
• It’s not so bad. Take -1harm.
• Someone present lets slip 1-clue.
• Take +1forward against your attacker.
Treat a miss on this move as a 7–9 hit on the normal harm move.
On it: you get moonlighting and 2 gigs: foraging (1-fat reserves / starving) and investigating
(1-clue / in too deep). You can add 1-juggling and an obligation gig if you like.
Rock bottom: when you indulge in vice, roll+cool. On a 10+, the choose 3. On a 7–9, choose 2:
• You get 1-fat reserves.
• Someone present lets slip 1-clue.
• You don’t wake up in a difficult sitch.
• You don’t suffer the aftereffects (-1ongoing for the entire next day).
On a miss, hell, choose 1 anyway.
Nose for murder: when you sniff out a clue or follow a lead, roll+sharp. On a 10+, the MC
chooses 1:
• An accomplice or witness confesses their guilty conscience to you.
• e guilty party confesses to you or attacks you.
• Choose 2 from the 7–9 list below.
On a 7–9, the MC chooses 1:
• You uncover the next clue. Get 1-clue.
• Someone threatens you or acts guilty.
• Someone leaves you a message or asks to talk with you in private.
• Someone offers you a bribe worth 1-barter.
On a miss, you get nothing but the attention of bad people.
FAT RESERVES
CREATING A MARMOT
To create your marmot, choose name, look, stats, moves, gear, clues, and Hx.
NAME
Marmot Detective, Handlebar Raccoon,
Mister Tiger Pants, Dinosaur Boomerang,
Whale McDoff, Broombat Zoombat,
Cheesegator, Bandolier Beaver,
Noah’s Shark, Kemit the Hog,
Dancing Lamprey, Porcupine Tarmac.
LOOK
Concealed gender.
Healthy fur, rufous fur, lush fur, mangy fur,
hoary fur, combover.
Beady black eyes, hooded eyes, bleary
bloodshot eyes, rabid eyes.
Paunchy body, sleek body, muscly body,
scrawny body, obese body.
STATS
Choose one set:
• Cool+2 Hard-1 Hot-1 Sharp+2 Weird=0
• Cool+2 Hard=0 Hot-1 Sharp+1 Weird+1
• Cool+1 Hard-1 Hot=0 Sharp+2 Weird+1
• Cool+1 Hard+1 Hot-1 Sharp+2 Weird=0
MOVES
You get all the basic moves. You get fat
reserves and hibernation, and then
choose one more marmot move.
GEAR
You get:
• a .38 special (2-harm close loud reload)
• a notebook & stubby pencil
• a tiny �ask
CLUES
You start with 3-clues. At the beginning
of play, ask the MC to tell you what they
are.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Tell everyone Hx-1. You aren’t exactly easy
to read. Or even notice really.
On the others’ turns:
• For each other character, decide whether
they seem suspicious to you, or don’t.
• If they seem suspicious to you, whatever
number they tell you, give it +1 and write it
next to their name.
• If they don’t seem suspicious to you,
whatever number they tell you, give it -1 and
write it next to their name.
At the end, �nd the character with the highest
Hx on your sheet. Ask that player which of
your stats is most interesting, and highlight
it. e MC will have you highlight a second
stat too.
IMPORTANT NOTE
is playbook makes some assumptions about
the denizens and environment of Apocalypse
World that may not otherwise hold.
If this playbook is not in play, do not
consider any of its ideas binding.
IMPROVEMENT
Whenever you roll a highlighted stat,
and whenever you reset your Hx with
someone, mark an experience circle.
When you mark the 5th, improve and
erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
again.
BARTER
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a
night in high luxury & company; the material costs of a crash resuscitation by an angel; a week’s
hire of the protective companionship of a battlebabe or gunlugger; a year’s tribute to a warlord;
a month’s maintenance and repairs for a hi-performance vehicle well-used; bribes, fees and gifts
sufficient to get you into almost anyone’s presence; one square meal each for around 30 people; a
typical family’s entire food store.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
GEAR & BARTER
CLUES
OTHER MOVES
CRIME
ere are no laws in Apocalypse World. “Crime” has to mean something other than
lawbreaking. (is is �ne! Ask Dashiell Hammet, Elmore Leonard, Walter Mosley
— those dudes don’t care about lawbreaking any more than we do.)
A crime is when someone does something bad to someone who doesn’t deserve it, and is
getting away with it.
Most crimes are just crimes. Dremmer smashed Lits’ head in and is getting away with it
because nobody meaner than Dremmer cares. Shigusa is forcing people to give her their
jingle and goods, and she’s getting away with it because she controls the medical supplies.
Barnum deals with his problems by murdering their symptoms, and he’s getting away
with it because he’s the fuckin hardholder and his enforcers will fuck your shit up.
Crimes of this sort don’t demand any special attention from you, the MC, in prep for
play. ey’re just a natural part of how threats interact with threats, characters with
characters. I bet your game is already full to bursting with head-smashing thugs, corrupt
extortionists, and people who throw their weight around without pausing to consider the
justice of the situation.
Some crimes are mysteries, though.
MYSTERIES
A mystery is a crime, and they’re getting away with it because the facts aren’t yet clear.
Someone’s bashed Toyota’s head in — Toyota, of all people! Who? Someone’s been
stealing medical supplies from the in�rmary and now with the scab rot people are dying
because of it. Who? Someone’s murdered Barnum’s new squeeze and left her in his bed,
and shit, it wasn’t Barnum this time. Who?
A mystery is a new kind of threat.
CLUES
AND
MYSTERIES
SUPPLEMENTAL:
To create a mystery:
1. Choose who did what to whom, where, and why.
2. Imagine the scene pretty carefully, and note down any details that’ll help you
remember it.
3. List the other people present or implicated, either as accomplices or witnesses.
1. Choose so that it’s reasonable for the facts to be, as of now, unclear. Murder is good
because it doesn’t leave a living victim. Robbery is good only if the victim can’t identify
the robber — if it’s obvious who stole the crap, that’s just a crime, not a mystery. Same
with assault, rape, extortion, and other kinds of face to face brutality.
It’s also important to come up with a motive for the crime that isn’t obvious, for the same
reason. If everybody knows that Crine has good reason to bash Toyota’s head in, and he
did, it’s not much of a mystery. Remember too that for it to be a crime in the �rst place,
the victim shouldn’t deserve it. Somebody bashes Dremmer’s head in, that’s not a crime,
that’s just what he gets, and it’s about time too.
Finally, choose accomplices and witnesses who won’t just go spill to everyone who’ll
listen. Implicate them: give them practical reasons to keep quiet. Accessory for the
accomplices, of course, but for witnesses maybe fear, doubt, complacency, or some guilt of
their own.
2. Imagine the crime in pretty good detail. Spend a few minutes on this. Picture the
environment, the walls and door and windows and furniture, or the spaces between the
buildings, or the cars and spike-studded trucks nearby. Picture the light — is it strong
or weak, harsh or clear, shadowy and dark, blue with re�ected glow? Picture the faces of
the people, their expressions; imagine what they say to one another, and how their hearts
race or skip. If it’s a murder, think concretely about the murder weapon and the moment
of murder.
MYSTERIES & CLUES
is goes along with the Marmot limited edition playbook. Marmot player, your MC
will need access to this, so print it out and hand it over.
Take this material to supercede NONE of your MC agendas, principles or moves.
is scene is the basis for the clues you’ll give later. You don’t have to imagine every
detail, but do imagine it in enough detail that you’ll be able to improvise more when you
need to.
Spend a minute imagining what the scene looks like now, when someone �nds it, too.
And �nally 3. List the names of any accomplices, witnesses and survivors, with notes
to yourself as you think you might need them.
CLUES
A clue is just a detail that casts light on the mystery’s unclear facts. Here are the four
main clues:
[Character] was at the scene at the time of the crime.
[Character] was capable of committing the crime.
[Character] had a reason to commit the crime.
[Character] is lying about something important.
If you come up with a perfect clue that doesn’t �t these, by all means use it.
3–6 clues, no more, should solve a mystery. Smill says that she saw Mox force Lamprey’s
door, the replacement drugs in the in�rmary aren’t right and only Mox had access
to them, her duffel is stained from the rotten seep under Lamprey’s shack, maybe
something comes back up from Towerhatch, maybe Mox’s prybar surfaces — 5 clues,
parcel ’em out and…
...CASE CLOSED
A MYSTERY
WHO:
DID WHAT:
TO WHOM:
WHERE:
WHY:
SCENE:
ACCOMPLICES & WITNESSES:
A MYSTERY
WHO:
DID WHAT:
TO WHOM:
WHERE:
WHY:
SCENE:
ACCOMPLICES & WITNESSES:
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hard (max hard+2)
__ get +1sharp (max sharp+2)
__ get +1weird (max weird+2)
__ unlock a stasis facility
__ unlock a stasis facility
__ unlock a stasis facility
__ get followers (detail) and fortunes
__ get a move from another playbook
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, roll+sharp. On a hit,
ask their player questions. On a 10+, ask 2. On a 7–9, ask 1:
• whom do you most miss?
• what do you hope for the future?
• what makes you feel beautiful? Loved?
• who was your �rst kiss? Did you like it?
• if I asked, would you stay with me?
• in what ways are your mind and soul pure?
ey may ask you one in return.
On a miss, you each get -1Hx with the other.
QUARANTINE SPECIAL
QUARANTINE
Introducing
QUARANTINE
It’s possible, when the Golden Age of Legend fell, that no one saw it coming. It’s possible
that it came upon them unprepared and unsuspecting. Maybe they, like we, were simply
fucked.
It’s also possible that they knew.
PAST
You were there when the world ended, but you’ve been in stasis for 50 years and your
memory is only slowly returning. At the beginning of each session, roll+sharp. On a hit,
ask the MC one of the following questions and she’ll answer it. On a 10+, you can ask a
followup question, which can be from the list but needn’t. On a miss, the MC will choose
a question and you will answer it.
__ Where was I when the world ended?
__ Did we know whose fault it was?
__ What were the �rst signs that the world was
ending?
__ Who did it hit worst?
__ Was it sudden or gradual?
__ Could we have stopped it?
__ Who were the �rst people to know?
__ What was the �rst year like?
__ How long did we hold out hope?
__ What did we try that failed?
__ Who did I lose?
__ Who seemed safe, but wasn’t?
__ What’s the worst thing I saw?
__ When it reached us, what did we already
know?
__ What let some people survive, when others
couldn’t?
OTHER MOVES
QUARANTINE MOVES
Combat veteran: you get +1cool (cool+3).
Disciplined engagement: when you in�ict harm, you can choose to in�ict any
amount of harm you like, less than or up to your harm as established, including s-harm.
Decide at the moment you in�ict the harm; you need not tell anyone in advance how
much harm you intend to in�ict.
Leave no one behind: in battle, when you help someone who’s rolling, don’t roll+Hx.
You help them as though you’d hit the roll with a 10+.
Eager to know: when you go to someone for advice, they must tell you honestly
what they think the best course is. If you pursue that course, take +1 to any rolls you
make in the pursuit. If you pursue that course but don’t accomplish your ends, you mark
experience.
Inspiring: when another player’s character rolls+Hx to help you, they mark
experience.
As things stand at the beginning of play, anyone released from stasis suffers both 2-harm
area ap and Ψ-harm.
You emerged from stasis (choose 1): a few days ago, a few weeks ago, a few months
ago.
Remaining in stasis are the rest of your unit, plus (choose 1 or more):
your friends, your colleagues, your family, your superiors.
Stasis has remained untouched by outsiders. Why? Choose 1 or more:
It’s securely hidden.
It has deadly defenses.
ey’re in awe or terror of the undying people within.
When you emerged from stasis, Specialist , . emerged with you. What
happened to her? Choose 1:
e world’s psychic maelstrom in�icted 2-harm, killing her.
e world’s psychic maelstrom in�icted Ψ-harm, shattering her sanity.
e world’s psychic maelstrom in�icted Ψ-harm, and you were forced to kill her in
self-defense.
You don’t know. You haven’t seen or heard from her.
STASIS
BARTER
You haven’t managed yet to �t yourself into any local barter economy. If you need some
jingle, you’re going to have to �gure that shit out.
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for:
a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the
material costs of resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a
year’s tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle
well-used; bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
STASIS FACILITIES
Unlocked stasis facilities (choose 1):
Release: you can release everyone from stasis, all at once or one by one.
Ψ-isolation rig: bring someone into stasis and you can isolate them from the world’s
psychic maelstrom. With a little recon�guration, you can use the rig to further
manipulate the world’s psychic maelstrom: treat this as augury, but roll+sharp instead
of rolling+weird.
Medlab: stasis includes a workspace with life support and medical technology. Bring
someone injured into it and you can work on them like a savvyhead on tech (cf).
Archives: stasis includes a workspace in the form of its records and historical archives.
Access them and you can get to the bottom of the past like a savvyhead getting to the
bottom of some tech shit (cf).
Hi-tech scrounge: you can scavenge stasis for its spare parts. Each time you do, you get
5-barter worth of hi-tech crap, to detail or use as barter, but permanently scratch out
one stasis facility. (You can choose this one.)
Armory: stasis includes 6 assault ri�es (3-harm close loud auto�re) and 6 suits of
military body armor (2-armor valuable hi-tech), intended to arm the rest of your unit.
Unlock its armory and they’re yours.
CREATING QUARANTINE
To create your quarantine, choose name, look, stats, moves, gear, past, stasis, and Hx.
NAME
Specialist [ ], [ ] [].
Maybe everyone calls you Quarantine,
though.
LOOK
Man or woman.
Ancient fatigues, scrounge wear.
Young face.
Scared eyes, shadowed eyes, lively eyes, clear
eyes, steady eyes, lost eyes, eager eyes.
Athletic body, stocky body, thin body,
compact body, rangy body.
STATS
Choose one set:
• Cool+2, Hard+1, Hot=0, Sharp+1, Weird—
• Cool+2, Hard=0, Hot+1, Sharp+1, Weird—
• Cool+2, Hard-1, Hot=0, Sharp+2, Weird—
• Cool+2, Hard+1, Hot+1, Sharp=0, Weird—
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn:
• Who was the �rst person you met on
emerging from stasis? Tell that player
Hx+2.
• Tell everyone else Hx+1.
On the others’ turns:
• Whatever number everyone tells you, give
it -1 and write it next to their character’s
name. You are not from here and you do
not understand.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting, and
highlight it. e MC will have you highlight
a second stat too.
IMPROVEMENT
Whenever you roll a highlighted stat,
and whenever you reset your Hx with
someone, mark an experience circle. When
you mark the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it
again.
IMPORTANT NOTE
is playbook makes some assumptions
about the apocalypse and the history of
Apocalypse World that may not otherwise
hold.
If this playbook is not in play, do not
consider any of its ideas binding.
MOVES
You get all the basic moves. You get 3
quarantine moves.
GEAR
In addition to your stasis, you get:
• an assault ri�e (3-harm close loud auto�re)
• a 9mm sidearm (2-harm close loud)
• military body armor (2-armor valuable
hi-tech)
• your fatigues and scrounge, but no jingle
When you emerged from stasis, the
world’s psychic maelstrom rushed in on
you. Roll+hard. On a 10+, you were able
to receive it without succumbing to it;
you have weird-1. On a 7–9, you were able
to hold it off; you have weird-nil. You are
unable to open your brain to the world’s
psychic maelstrom; getting +1weird will
give you weird=0. On a miss, it overcame
you; you have weird+1, and in addition
choose 1:
Whenever you act under �re, you open
your brain as well (roll+weird as always).
Whenever you read a person, you open
your brain as well (roll+weird as always).
e MC must always highlight your
weird.
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hot (max hot+3)
__ get +1sharp (max sharp+3)
__ get +1sharp (max sharp+3)
__ get a new solace move
__ get a new solace move
__ give a solace move to another character
__ give a solace move to another character
__ give a solace move to another character
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, you decide
whether the other character’s sex move happens as
usual, or doesn’t happen at all.
SOLACE SPECIAL
SOLACE
Introducing
SOLACE
e world’s psychic maelstrom vomits forth its own. It eats the fortune of all living and
all dead and leaves no fortune for any but itself. In this Apocalypse World, howling at
the door, they used to be called wolves but we know them for themselves at last.
SOLACE MOVES
Radiant: advance seduce or manipulate for all the players’ characters.
Disarming presense: when you want to disarm a charged situation, start speaking
or singing and roll+hot. On a hit, no one present can commit violence while they can see
you or hear your voice. On a 10+, furthermore, if any of your fellow players’ characters
leave the situation peacefully, they mark experience as well. On a miss, no one present
can commit violence against anyone but you.
Alive in the world: when you take your bearings in a landscape or a settlement, ask 1:
• Where could I hide here?
• If I had to make a stand here, where would be best?
• What does this place or these people have to offer me?
• How could I gain access to this place’s or these people’s secrets?
• How could I gain the undivided attention of all present?
• How could I best become accepted as a part of this place or these people?
• What or who is the source of the most pain here?
Whenever acting on the answer requires a roll, take +1. If you’d like to ask further
questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more,
but you stand musing, and if time’s urgent you stand musing too long.
An understanding: at the beginning of the session, name another player’s character.
If neither you nor they in�ict any harm on anyone during the session, then at the end of
the session, you both mark experience.
A higher standard: at the end of the session, when you would normally choose a
character who knows you better, instead, consider each of the other players’ characters
and decide whether or not they were good people. All that were, tell them to add +1 to
their Hx with you on their sheet. You can tell none of them, any of them, or all of them,
as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as
always.
Cooperative: when you help someone who’s making a roll, add +2 to their roll instead
of +1. When someone helps you when you’re making a roll, they add +2 to your roll
instead of +1.
Self-possessed: when you highlight stats, the MC doesn’t get to highlight one.
Instead, you choose one to highlight for yourself.
OTHER MOVES
e maelstrom’s wolves are hunting you.
Under their disguises, they look like (choose 1):
People
Birds
Beasts
Insects
Angels
Shadows
Machines
But (choose 2):
ey have no faces
ey don’t stand on the ground
ey have human faces
ey make terrible grinding noises
ey have wolves’ faces
ey are made of metal and plastic
ey have empty holes for eyes
ey have awful voices
ey have no expression
ey come and go impossibly
ey’re dripping gore
ey’re invisible
ey only howl
Tell the MC the above, and that they’re perversions of birth. She’ll know what you mean.
WOLVES
BARTER
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count for: a night in
high luxury & company; any weapon, gear or fashion not valuable or hi-tech; the material costs of a crash
resuscitation by an angel; repair of a piece of hi-tech gear by a savvyhead; a week’s hire of the protective
companionship of a battlebabe or gunlugger; a year’s tribute to a warlord; a month’s maintenance and
repairs for a hi-performance vehicle well-used; bribes, fees and gifts sufficient to get you into almost
anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just wander around
the commons of some hardhold with oddments ajangle and expect to �nd hi-tech or luxe eternal.
THRESHOLD
You hold space safe; your space has a threshold, a perimeter. By default, your threshold provides
1-safety to your personal living space only. At the beginning of the session, roll+hot. On a 10+,
choose 3. On a 7–9, choose 2:
• Your threshold provides 2-safety. Choose this again for 3-safety.
• Your threshold protects not just your own space, but the space of anyone to whom you extend your
protection.
• No one with weird+2 or higher can enter across your threshold, and if they’re already within it, they must
act under �re to do anything but depart.
• Your threshold is a barrier to the world’s psychic maelstrom, isolating all within from it.
• Your threshold doesn’t protect just your living space, but any space you’re in, moving with you wherever
you go.
On a miss, the default stands.
Whenever any player’s character within your threshold rolls+hard or rolls+weird, they subtract
your threshold’s safety from the roll.
Whenever any NPC within your threshold begins to take violent action, the MC must tell you
and have you roll+safety. On a 10+, the NPC reconsiders, and �nds a nonviolent way to express
her impulse. On a 7–9, the NPC telegraphs her intention, and all present have time to act before
she carries through (but bearing in mind that she remains, nevertheless, under your threshold’s
protection herself). On a miss, the NPC is free to act as the MC chooses.
CREATING SOLACE
To create Solace, choose name, look, stats, moves, gear, threshold, wolves, and Hx.
NAME
Art, Charity, Dove, Faith, Grace, Justice,
Laughter, Mercy, Noble, Olive, Patience,
Question, Rationality, Solace, Teacher,
Unwavering, Virtue, Wish, Yearning.
LOOK
Man, woman, ambiguous, transgressing, or
concealed.
Casual wear, utility wear, simple robes, or
environmental wear appropriate to the local
environment.
Calm face, lovely face, broken face, ugly face,
open face, beautiful face.
Warm eyes, laughing eyes, wide eyes, clear
eyes, piercing eyes, calm eyes, quick eyes.
Spare body, slim body, fat body, soft body,
skinny body, small body, hulking body.
STATS
Choose one set:
• Cool=0 Hard-1 Hot+2 Sharp+1 Weird+1
• Cool+1 Hard=0 Hot+2 Sharp+1 Weird-1
• Cool+1 Hard+1 Hot+2 Sharp=0 Weird-1
• Cool-1 Hard+1 Hot+2 Sharp+1 Weird=0
MOVES
You get all the basic moves. You get 2
Solace moves.
GEAR
You get:
• 2 impractical belongings
• oddments worth 1-barter
• fashion suitable to your look (you detail)
Impractical belongings (choose 2):
• small collection of books (cumbersome
valuable) you detail.
• musical instrument (cumbersome valuable)
you detail.
• yeast culture (consumed alive) feed it
regularly with water & starch, use it to make
bread or beer.
• handmade childrens’ toys (you detail).
• comfortable folding chair (cumbersome).
IMPROVEMENT
Whenever you roll a highlighted stat, and
whenever you reset your Hx with someone,
mark an experience circle. When you mark
the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it again.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn,
ask each of the other players if their
character is a wolf of the maelstrom.
• If they say yes, tell them Hx+2, and tell
them what they look like under their
disguise.
• If they say no, tell them Hx+1.
• If they say anything else – that they
don’t know, that they’d rather not say,
anything – tell them Hx=0.
On the others’ turns, whatever number
they tell you, write it next to their
character’s name.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too (unless you’ve
chosen self-possessed).
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ you wake up human
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hot (max hot+3)
__ get +1weird (max weird+3)
__ get +1weird (max weird+3)
__ you can talk directly with humans
__ you’re no longer vulnerable to Ψ-harm
__ you can live on local human food and are no longer
vulnerable to hunger
__ you’re growing arms and legs
__ get a move from another playbook
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, you both mark
experience.
In addition, you’re vulnerable to Ψ-harm. Each time you exit
your walkingsuit on the earth’s surface, suffer Ψ-harm.
In addition, you’re vulnerable to hunger. At the beginning
of each session, mark off one Food countdown segment. If
your food countdown is at 12:00, mark hunger. Hunger is
-1ongoing, cumulative.
SMM SPECIAL
THE SPACE MARINE MAMMAL
SPACE MARINE MAMMAL MOVES
Agent/combatant: you get all the Space Marine Mammal missions. You have contact with a
dolphin orbital echo/drop platform. Each time you complete a mission, you can call for resupply.
During play, the MC may have your superiors contact you with information relevant to your
missions.
Walkingsuit calibration: when you charge up a walkingsuit, roll+power instead of roll+weird.
OTHER MOVES
SPACE MARINE MAMMAL MISSIONS
• In�ltration: when you destabilize and disarm an armed population without direct combat,
seizing its position and resources, receive resupply.
• Information & control: when you parlay with the leader of an armed population, representing
dolphin interests, and win concessions or collaboration, receive resupply.
• Reconaissance: when you identify and accurately report an armed population’s position,
strength, numbers, and resources, receive resupply.
• Reoceani�cation: when you identify and report an area of the landscape suitable for excavatory
bombardment and reoceani�cation, receive resupply.
• Scout/survey: when you identify and accurately report a feature of the landscape with strategic
signi�cance, receive resupply.
• Relief & recovery: when you come to the aid of a dolphin in duress, or recover dolphin matériel,
receive resupply.
• Spearhead: when you defeat an armed population in direct combat, seizing its position and
resources, receive resupply.
RESUPPLY
When you receive resupply, choose 1 of the following:
• Ammo: erase all of your walkingsuit’s ammo countdown segments.
• Bombardment. for the rest of this session, you may use bombardment as a
weapon. 8-harm far area messy.
• Food: erase all of your marked hunger and food countdown segments.
• Reinforcement: the MC brings an NPC Space Marine Mammal into play. Tell
her to create it as a threat as normal, perhaps as a hunting pack. She’ll know
what you mean. Tell her to give it a walkingsuit too.
• Repair: erase all of your walkingsuit’s damage countdown segments.
• Retrocon�guration: exchange one of your walkingsuit’s systems for another
of your choice.
FOOD
3
6
9
12
hunger
hunger
hunger
-1ongoing,
cumulative
Introducing
THE SPACE MARINE MAMMAL
50 years ago, the enemies of Earth unleashed a psychic weapon that destroyed all hope for the
future of dolphinity. Anticipating the attack and its outcome, leaving many behind to suffer and
die, your grandparents rushed to evacuate Earth. ey built secret orbital stations and expanded
the hidden Mars base into a functional colony. eir grandchildren — you — are all that remains
of true dolphinity after this appalling apocalyptic assault.
Today, the mission to reclaim Earth begins.
CREATING A SPACE MARINE MAMMAL
To create a space marine mammal, choose interspecial designation, look, stats, moves,
walkingsuit, missions, and Hx.
INTERSPECIAL DESIGNATION
Luis, Gabi, Maria, Gordon, Bob, Gina,
Susan, Alan, Olivia, Linda.
Dolphins’ actual names are, of course,
incomprehensible to other creatures.
LOOK
Common dolphin, bottlenose dolphin, beaked
dolphin, spotted dolphin, striped dolphin,
cephalorhynchus dolphin, humpback dolphin,
right whale dolphin, dusky dolphin, river
dolphin, snub�n dolphin.
Intimidating walkingsuit.
STATS
Choose one set:
• Cool+2, Hard+2, Hot-2, Sharp+1, Weird-2
• Cool+2, Hard+1, Hot-2, Sharp+2, Weird-2
• Cool+1, Hard+2, Hot-2, Sharp+2, Weird-2
MOVES
You get all the basic moves. You get both
Space Marine Mammal moves.
WALKINGSUIT
You get a walkingsuit. Choose assault
con�guration or incursion con�guration.
For complete walkingsuit rules, see
Supplemental: Walkingsuit.
MISSIONS & RESUPPLY
Because you’re an agent/combatant, you get
all the Space Marine Mammal missions.
During play, you can voluntarily abandon
your missions, one by one. When you choose
to abandon a mission:
• Scratch the mission out. You no longer have
it, and cannot regain it.
• Your superiors know that you have
abandoned it, whether you tell them or not.
Disciplinary action is up to them.
• You can no longer receive resupply for it, even
if you later go on to accomplish it.
• Mark experience.
Note: these rules for abandoning missions apply
only to the Space Marine Mammal. ey are not
part of the agent/combatant move and do
not apply to other characters who take agent/
combatant as a move from this playbook.
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Do not participate in the normal Hx
go-round. Instead, tell everyone to take
Hx-2 with you, and give yourself Hx-2
with everyone, no modi�ers allowed. No
one else’s Hx decisions or options can
apply to you.
At the end, highlight your sharp and your
choice of hot or weird. Look ahead at your
improvement options before you choose.
Do not change your highlighted stats
until somebody’s Hx on your sheet
improves to Hx=0 or better.
IMPROVEMENT
Whenever you roll a highlighted stat,
whenever you reset your Hx with someone,
and whenever you abandon and scratch out
one of your missions, mark an experience
circle. When you mark the 5th, improve and
erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it again.
A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor.
Choose a con�guration and then systems.
Assault con�guration: Panspecial comsuite, 1 armor system, 1 targeting system, 1 weapon
system, 1 system of your choice.
Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon
system, 1 system of your choice.
WALKINGSUIT
CHARGE
3
6
9
12
Armor systems
Heavy armor (+1armor)
Point-hardened laminate armor
Counters ap ammo.
Ultra-light armor (+1agility)
Communication systems
Panspecial comsuite (loud-optional)
Allows communication with humans.
Surveillance array (close/far)
Allows surveillance through walls & darkness, eavesdrops
on electronic comms.
Flight systems
Jumpjets (loud)
Add +2 to any movement move (after the roll, if you like),
but mark a charge countdown segment.
Microresponsive parawings
Allows high, silent, slow-speed �ight.
Reactor system
Improved Reactor (+1power)
Stealth systems
Add +1 to all rolls to avoid notice.
Adaptive camo surfacing
When an enemy reads a situation by looking or asking
other people, remove “what is my enemy’s true position?”
Contact-de�ective surfacing
When an enemy reads a situation by listening or using
electronics, remove “what is my enemy’s true position?”
Targeting systems
Target recognition-re�ex system
Add +1 to all attack and combat moves.
Pinpoint targeting system
Add +1harm to all weapon systems.
Weapon systems
Mark 1 ammo countdown segment for each �ring.
Biodisruption Impulse projector (5-harm close/far
area loud)
High-energy resonator (“tuna in a can”) (3-harm
close/far loud)
Target a vehicle. Vehicle takes no harm. Full harm blows
through to passengers.
Magnefusion projector (6-harm far)
AP against vehicle armor.
POWER
AGILITY
MOVES
In baseline
Charge up
At charge 12:00
Hard shutdown
Cover ground
Force an entrance
At ammo 12:00
ARMOR
DAMAGE
3
6
9
12
AMMO
3
6
9
12
WALKINGSUIT
SUPPLEMENTAL:
A walkingsuit has two operational modes: baseline and charged up. In baseline, it can
walk at moderate speeds, lift and carry moderate loads, manipulate things with its
hands, and use its basic comms and sensor systems. In order to sprint, leap, �y, exert
powerful physical force, or use most of its systems, including its targeting and weapon
systems, it must charge up. e charge countdown on your walkingsuit sheet represents
the reactor energy that these actions consume. When the charge countdown reaches
12:00, the walkingsuit has reached the operational limits of its reactor and needs to be
cooled back down to baseline to recharge. e process of charging a walkingsuit up from
baseline, or cooling it back down to baseline, takes only a second or two.
WALKINGSUIT MOVES
When your walkingsuit is in baseline, erase 1 charge segment for each hour that passes.
When you charge up a walkingsuit, roll+weird. On a 10+, mark no charge countdown
segments. On a 7–9, mark 1 charge countdown segment. On a miss, mark 2 charge
countdown segments.
Once your walkingsuit’s charge countdown has reached 12:00, it cools automatically
down to baseline. To charge it up again, you’ll need to charge it up again.
When your walkingsuit goes into hard shutdown, roll+agility. On a 10+, all 3. On a
7–9, choose 2. On a miss, choose 1:
• Your walkingsuit slows to a stop instead of freezing immobile at this precise moment.
• Your walkingsuit lands in a stable, balanced position instead of falling awkwardly.
• Your walkingsuit maintains its baseline comms and sensor activity instead of leaving you deaf
and dumb.
When you use your walkingsuit to cover ground, name your route and roll+agility. On a
10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:
• Do not mark a charge countdown segment. Otherwise, you must mark 1.
• You cover the ground very quickly. Otherwise, you cover it only at human running speed.
• You avoid impact with the ground or obstacles. Otherwise, your passage is noisy and you leave
an unmistakeable trail of battered scenery.
• You keep to the available cover. Otherwise you expose yourself to enemy attention and �re.
When you use your walkingsuit to force an entrance or exit, name your route and
roll+power. On a hit, sweet, you’re there, and anything that stood in your way has
suffered whatever harm or impact necessary (MC’s call). On a 7–9, mark 1 charge
countdown segment. On a miss, mark 1 charge countdown segment, and you’re hung up
somewhere midroute or on some difficult threshold.
When your walkingsuit’s ammo countdown reaches 12:00, you’re out of ammo. Do not
use any of your weapon systems until you use resupply (or some other means, such as a
savvyhead’s workspace) to erase ammo countdown segments.
Remember the optional battle moves: provide covering �re, maintain an untenable
position or course, stay the fuck down, follow through on someone else’s move.
WALKINGSUIT
is goes along with the Space Marine Mammal limited edition playbook. SMM player,
you’ll need access to this during play, so print it out and bring it along. When your MC
asks to see it, share!
A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor.
Choose a con�guration and then systems.
Assault con�guration: Panspecial comsuite, 1 armor system, 1 targeting system, 1 weapon
system, 1 system of your choice.
Incursion con�guration: Panspecial comsuite, 1 �ight system, 1 stealth system, 1 weapon
system, 1 system of your choice.
WALKINGSUIT
CHARGE
3
6
9
12
Armor systems
Heavy armor (+1armor)
Point-hardened laminate armor
Counters ap ammo.
Ultra-light armor (+1agility)
Communication systems
Panspecial comsuite (loud-optional)
Allows communication with humans.
Surveillance array (close/far)
Allows surveillance through walls & darkness, eavesdrops
on electronic comms.
Flight systems
Jumpjets (loud)
Add +2 to any movement move (after the roll, if you like),
but mark a charge countdown segment.
Microresponsive parawings
Allows high, silent, slow-speed �ight.
Reactor system
Improved Reactor (+1power)
Stealth systems
Add +1 to all rolls to avoid notice.
Adaptive camo surfacing
When an enemy reads a situation by looking or asking
other people, remove “what is my enemy’s true position?”
Contact-de�ective surfacing
When an enemy reads a situation by listening or using
electronics, remove “what is my enemy’s true position?”
Targeting systems
Target recognition-re�ex system
Add +1 to all attack and combat moves.
Pinpoint targeting system
Add +1harm to all weapon systems.
Weapon systems
Mark 1 ammo countdown segment for each �ring.
Biodisruption Impulse projector (5-harm close/far
area loud)
High-energy resonator (“tuna in a can”) (3-harm
close/far loud)
Target a vehicle. Vehicle takes no harm. Full harm blows
through to passengers.
Magnefusion projector (6-harm far)
AP against vehicle armor.
POWER
AGILITY
MOVES
In baseline
Charge up
At charge 12:00
Hard shutdown
Cover ground
Force an entrance
At ammo 12:00
ARMOR
DAMAGE
3
6
9
12
AMMO
3
6
9
12
OPTIONAL BATTLE MOVES
You may �nd these useful and advantageous, so if you want to use them, ask the MC to
bring them into play.
Battle countdown:
Concentrated fire
Fighting begins
in earnest
Maneuvering, incidental fire
12
3
6
9
countdown
Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover,
bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full
harm, as established by their weapons and their numbers, as normal.
When you provide covering �re for someone, roll+cool. On a 10+, you keep them from
coming under concentrated �re, even past 9:00. On a 7–9, their position or course is
untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If
it’s before 9:00, now it’s 9:00.)
When you maintain an untenable position or course, roll+hard. On a 10+, you can hold
it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can
hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon
it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer
concentrated �re. (If it’s before 9:00, now it’s 9:00.)
When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for
the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only
incidental �re. On a miss, you have to break position now or come under concentrated
�re.
When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s
characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as
appropriate:
• you in�ict +1harm
• you dominate someone’s position
• you make an untenable position or course secure
• you avoid all �re
• you create an opportunity and follow through to full effect
On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it
yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an
appropriate character of her own.
HARM & VEHICLES
When a vehicle suffers…
1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow
through to passengers.
2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems
with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow
through to passengers.
3-harm: serious damage. Functional damage affecting multiple functions, but
can be �eld-patched. 2-harm can blow through to passengers.
4-harm: breakdown. Catastrophic functional damage, can be repaired in a
garage but not in the �eld, or can used for parts. 3-harm can blow through to
passengers.
5-harm and more: total destruction. Full harm can blow through to passengers,
plus they can suffer additional harm if the vehicle explodes or crashes.
total destruction
breakdown, 3-harm
through
cosmetic damage, 0-harm through
functional damage, 1-harm through
serious damage, 2-harm through
12
3
6
9
countdown
Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through,
or just hits them too without having to blow through, depends on the MC’s judgment of
the circumstances and the vehicle.
HARM & BUILDINGS
Harm to buildings and other structures is non-cumulative. Don’t bother tracking a
building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun
doesn’t add up to 9-harm and make the building collapse.
When a building or structure suffers…
1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped
surfaces. 0-harm can blow through to inhabitants.
4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass,
burning or smoldering. 2-harm can blow through to inhabitants.
7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial
collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage
can lead to full collapse.
9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can
suffer additional harm as the building or structure collapses.
Again, whether harm blows through to a building’s inhabitants depends on the MC’s
judgment of the circumstances and the building.
LARGE-SCALE HARM
• 50cal mg (5-harm far area messy braced)
• 50cal sniper (5-harm far loud braced)
• rpg (6-harm far area messy)
• anti-tank missile (7-harm far loud av)
• light mortar (7-harm far reload area messy braced)
• heavy mortar (8-harm far reload area emplaced)
AV: It’s intended to target vehicles or large structures, not at individual human targets.
Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
LARGE-SCALE WEAPONS
LARGE-SCALE BATTLES
HARM
countdown
3
6
9
12
stabilized
shattered (-1cool)
crippled (-1hard)
dis�gured (-1hot)
broken (-1sharp)
IMPROVEMENT
> >>improve
experience
__ get +1 to any stat (max stat+3)
__ retire your character (to safety)
__ create a second character to play
__ change your character to a new type
__ choose 3 basic moves and advance them.
__ advance the other 4 basic moves.
HX
help or interfere; session end
COOL
HARD
HOT
SHARP
WEIRD
do something
under �re
go aggro;
seize by force
seduce or
manipulate
read a sitch;
read a person
open your brain
highlight
highlight
highlight
highlight
highlight
STATS
MOVES
NAME —
LOOK
__ get +1hard (max hard+3)
__ get +1cool (max cool+2)
__ get +1hot (max hot+2)
__ get +1sharp (max sharp+2)
__ get a new touchstone move
__ get a new touchstone move
__ get a followers (detail) and fortunes
__ get a gang (detail) and leadership
__ get a move from another playbook
__ get a move from another playbook
If you and another character have sex, if you love
them, all’s well and my blessings. If you don’t love
them, permanently scribble out an improvement
option you haven’t taken. Don’t scribble out “change
your character to a new type.”
TOUCHSTONE SPECIAL
TOUCHSTONE
THE
TOUCHSTONE MOVES
Visionary: when you share your vision of the future with another player’s character,
roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever you like,
you can spend your hold, 1 for 1, to have them mark experience. On a miss, they hold 1
over you, on the same terms.
Know your enemy: when you open your brain to the world’s psychic maelstrom,
roll+hard instead of roll+weird.
Clear-eyed: when you read a person, roll+hard instead of roll+sharp.
Towering presence: when you give someone an order or a warning, roll+hard. On a
hit, they choose:
• ey do it, following your order or heeding your warning.
• ey freeze.
• ey back away, hands where you can see them.
• ey attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you
take -1forward against them.
Long history: choose a move from another playbook. (During initial character
creation, choose it from a playbook that isn’t otherwise in play.)
Indomitable: when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9, hold 2.
On a miss, hold 1, but take -1forward. During the battle you can spend your hold 1 for 1
to:
• Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
• Name a character within your reach. You redirect their attack to another character within your
reach, or else to nowhere — into the ground or a wall or the sky.
• Name a character on the scene, but outside your reach. You cross the distance between you
before they have time to adjust or react.
• Name a character within your reach. While you keep �ghting, you intercept any attack directed
at them and they suffer no harm.
• Ignore all harm to yourself from an incoming attack.
OTHER MOVES
Introducing
THE TOUCHSTONE
At the earliest reaches of living memory, the world collapsed. Cities raged, burned, or
just died in agony, starved, fell silent. e sky howled. Not everyone who remembers it
remembers it the same way. People forgot who they were, where they had come from,
what they could make.
Now, in this world of �lth and blindness, there are a few with new vision. ey go among
us at war, indomitable and doomed, hoping and �ghting for something better.
You carry one:
a symbol of the radiant, loving sun
a symbol of sweet pure water
a symbol of human purpose and achievement
a symbol of abundant, healthy, growing things
a symbol of the past that could yet be reborn
a symbol of the future that is only now becoming possible
a symbol of healing
What is it?
It’s just a symbol, replaceable. It’s precious for what it means, not what it is.
When you go among people, offering hope, they respond by giving you food, shelter,
companionship, trust, and any small thing you need, worth 1-barter or less, generously
or grudgingly according to their nature.
When you go among people, exploiting their hope, they respond by giving you food,
shelter, companionship, trust, any small thing you need, or even straight-up jingle, worth
1- or 2-barter. ey won’t suffer you forever.
When you go among people, acting with hope, they respond by spreading your
name everywhere they go, to everyone they meet, with admiration, revulsion, fear, or
contempt, according to their nature.
TOKEN OF HOPE
BARTER
1-barter will cover a month’s living expenses, if your tastes aren’t too grand.
As a one-time expenditure, and very subject to availability, 1-barter might count
for: a night in high luxury & company; any weapon, gear or fashion not valuable or hi-tech;
the material costs of a crash resuscitation by an angel; repair of a piece of hi-tech gear by a
savvyhead; a week’s hire of the protective companionship of a battlebabe or gunlugger; a year’s
tribute to a warlord; a month’s maintenance and repairs for a hi-performance vehicle well-used;
bribes, fees and gifts sufficient to get you into almost anyone’s presence.
For better stuff, you should expect to make particular arrangements. You can’t just
wander around the commons of some hardhold with oddments ajangle and expect to �nd
hi-tech or luxe eternal.
GEAR & BARTER
CREATING A TOUCHSTONE
To create your touchstone, choose name, look, stats, moves, gear, and Hx.
NAME
Fraze, Garber, MB, Alonzo, Queue,
Hurricane, Rhyme, Humpty Dumpty.
Road, Sun, Eliza, Pandora, Shar, Mom,
Guru, Sister, Clarity, Cassa, Morgana,
Burn.
LOOK
Man, woman, ambiguous, transgressing, or
concealed.
Utility wear, survival wear, comfort wear.
Weatherbeaten face, scarred face, grim face,
sober face, lined face, mournful face, striking
face, sweet face.
Calm eyes, faraway eyes, steady eyes, caring
eyes, laughing eyes, clear eyes, narrow eyes,
scorched eyes, sad eyes.
in body, restless body, still body, solid body,
curvy body.
STATS
Choose one set:
• Cool+1 Hard+2 Hot=0 Sharp+1 Weird-1
• Cool=0 Hard+2 Hot-1 Sharp+2 Weird-1
• Cool+1 Hard+2 Hot+1 Sharp=0 Weird-1
• Cool+2 Hard+2 Hot=0 Sharp-1 Weird-1
MOVES
You get all the basic moves. You get
visionary, and then choose 2 more
touchstone moves.
GEAR
You get:
• a token of hope
• 2 handy weapons
• oddments worth 1-barter
• fashion suitable to your look, including at
your option a piece worth 1-armor (you
detail)
Handy weapons (choose 2):
• 9mm (2-harm close loud)
• big knife (2-harm hand)
• hunting ri�e (2-harm far loud)
• machete (3-harm hand messy)
• magnum (3-harm close reload loud)
• sawed-off (3-harm close reload messy)
• stun gun (s-harm hand reload)
HX
Everyone introduces their characters by
name, look and outlook. Take your turn.
List the other characters’ names.
Go around again for Hx. On your turn,
tell everyone Hx+1. You’re an open book.
On the others’ turns, for each, ask
yourself: is there a place for them, as they
are, in the future you hope for?
• If there is: whatever number that player
tells you, write it next to the character’s
name.
• If there is not: whatever number that
player tells you, give it +1 and write it
next to the character’s name. ey have
your attention.
At the end, �nd the character with the
highest Hx on your sheet. Ask that player
which of your stats is most interesting,
and highlight it. e MC will have you
highlight a second stat too.
IMPROVEMENT
Whenever you roll a highlighted stat, and
whenever you reset your Hx with someone,
mark an experience circle. When you mark
the 5th, improve and erase.
Each time you improve, choose one of the
options. Check it off; you can’t choose it again.
WALKINGSUIT
SUPPLEMENTAL:
A walkingsuit has two operational modes: baseline and charged up. In baseline, it can
walk at moderate speeds, lift and carry moderate loads, manipulate things with its
hands, and use its basic comms and sensor systems. In order to sprint, leap, �y, exert
powerful physical force, or use most of its systems, including its targeting and weapon
systems, it must charge up. e charge countdown on your walkingsuit sheet represents
the reactor energy that these actions consume. When the charge countdown reaches
12:00, the walkingsuit has reached the operational limits of its reactor and needs to be
cooled back down to baseline to recharge. e process of charging a walkingsuit up from
baseline, or cooling it back down to baseline, takes only a second or two.
WALKINGSUIT MOVES
When your walkingsuit is in baseline, erase 1 charge segment for each hour that passes.
When you charge up a walkingsuit, roll+weird. On a 10+, mark no charge countdown
segments. On a 7–9, mark 1 charge countdown segment. On a miss, mark 2 charge
countdown segments.
Once your walkingsuit’s charge countdown has reached 12:00, it cools automatically
down to baseline. To charge it up again, you’ll need to charge it up again.
When your walkingsuit goes into hard shutdown, roll+agility. On a 10+, all 3. On a
7–9, choose 2. On a miss, choose 1:
• Your walkingsuit slows to a stop instead of freezing immobile at this precise moment.
• Your walkingsuit lands in a stable, balanced position instead of falling awkwardly.
• Your walkingsuit maintains its baseline comms and sensor activity instead of leaving you deaf
and dumb.
When you use your walkingsuit to cover ground, name your route and roll+agility. On a
10+, choose 3. On a 7–9, choose 2. On a miss, choose 1:
• Do not mark a charge countdown segment. Otherwise, you must mark 1.
• You cover the ground very quickly. Otherwise, you cover it only at human running speed.
• You avoid impact with the ground or obstacles. Otherwise, your passage is noisy and you leave
an unmistakeable trail of battered scenery.
• You keep to the available cover. Otherwise you expose yourself to enemy attention and �re.
When you use your walkingsuit to force an entrance or exit, name your route and
roll+power. On a hit, sweet, you’re there, and anything that stood in your way has
suffered whatever harm or impact necessary (MC’s call). On a 7–9, mark 1 charge
countdown segment. On a miss, mark 1 charge countdown segment, and you’re hung up
somewhere midroute or on some difficult threshold.
When your walkingsuit’s ammo countdown reaches 12:00, you’re out of ammo. Do not
use any of your weapon systems until you use resupply (or some other means, such as a
savvyhead’s workspace) to erase ammo countdown segments.
Remember the optional battle moves: provide covering �re, maintain an untenable
position or course, stay the fuck down, follow through on someone else’s move.
WALKINGSUIT (HUMAN CONFIGURATION)
is is a walkingsuit as though created by humans, not space dolphins. MC, you may
choose whether to have it appear in your game, and if so, under what circumstances.
A walkingsuit is a vehicle. By default, your walkingsuit has power+2 agility+1 2-armor.
Choose a con�guration and then systems.
Assault con�guration: 1 armor system, 1 targeting system, 1 weapon system, 1 systems of your
choice.
Incursion con�guration: 1 �ight system, 1 stealth system, 1 weapon system, 1 systems of your
choice.
WALKINGSUIT
CHARGE
3
6
9
12
Armor systems
Heavy armor (+1armor)
Point-hardened laminate armor
Counters ap ammo.
Ultra-light armor (+1agility)
Communication systems
Surveillance array (close/far)
Allows surveillance through walls & darkness, eavesdrops
on electronic comms.
Flight systems
Jumpjets (loud)
Add +2 to any movement move (after the roll, if you like),
but mark a charge countdown segment.
Glidewings
Allows high, quiet, slow-speed �ight.
Reactor system
Improved reactor (+1power)
Stealth systems
Add +1 to all rolls to avoid notice.
Adaptive camo surfacing
When an enemy reads a situation by looking or asking
other people, remove “what is my enemy’s true position?”
Contact-de�ective surfacing
When an enemy reads a situation by listening or using
electronics, remove “what is my enemy’s true position?”
Targeting systems
Target acquisition & lock system
Add +1 to all attack and combat moves.
Pinpoint targeting system
Add +1harm to all weapon systems.
Weapon systems
Handheld weapon adapter
Allows you to aim and �re handheld weapons.
Mounted weapons:
50cal mg (5-harm far area messy)
50cal sniper (5-harm far loud)
RPG (6-harm far area messy)
For mounted weapons, mark 1 ammo countdown segment
for each �ring.
All walkingsuit systems are hi-tech.
POWER
AGILITY
MOVES
In baseline
Charge up
At charge 12:00
Hard shutdown
Cover ground
Force an entrance
At ammo 12:00
ARMOR
DAMAGE
3
6
9
12
AMMO
3
6
9
12
OPTIONAL BATTLE MOVES
You may �nd these useful and advantageous, so if you want to use them, ask the MC to
bring them into play.
Battle countdown:
Concentrated fire
Fighting begins
in earnest
Maneuvering, incidental fire
12
3
6
9
countdown
Incidental �re means 0-harm or 1-harm (ricochets connecting, bullets spun by cover,
bullets �red from far-off on dim chance). Concentrated �re means the enemy’s full
harm, as established by their weapons and their numbers, as normal.
When you provide covering �re for someone, roll+cool. On a 10+, you keep them from
coming under concentrated �re, even past 9:00. On a 7–9, their position or course is
untenable, and they proceed accordingly. On a miss, they suffer concentrated �re now. (If
it’s before 9:00, now it’s 9:00.)
When you maintain an untenable position or course, roll+hard. On a 10+, you can hold
it, and for 3 ticks you’ll come under only incidental �re, even past 9:00. On a 7–9, you can
hold it, and for a tick you’ll come under only incidental �re. Either way you can abandon
it before your time is up to avoid concentrated �re. On a miss, abandon it now or suffer
concentrated �re. (If it’s before 9:00, now it’s 9:00.)
When you stay the fuck down, roll+sharp. On a hit, you’re in a relatively safe spot for
the rest of the battle. On a 10+, you come under no �re. On a 7–9, you come under only
incidental �re. On a miss, you have to break position now or come under concentrated
�re.
When you follow through on someone else’s move, roll+Hx. If it’s one of the MC’s
characters’, roll+sharp. On a 10+, the MC chooses one of the following for you, as
appropriate:
• you in�ict +1harm
• you dominate someone’s position
• you make an untenable position or course secure
• you avoid all �re
• you create an opportunity and follow through to full effect
On a 7–9, you create an opportunity, but you haven’t seized it or followed through on it
yet. e MC will tell you what it is. On a miss, the MC chooses one of the above for an
appropriate character of her own.
HARM & VEHICLES
When a vehicle suffers…
1-harm: cosmetic damage. Bullet holes, broken glass, smoke. 0-harm can blow
through to passengers.
2-harm: functional damage. Fuel leak, shot-out tires, engine stall, problems
with steering, braking or acceleration. Can be �eld-patched. 1-harm can blow
through to passengers.
3-harm: serious damage. Functional damage affecting multiple functions, but
can be �eld-patched. 2-harm can blow through to passengers.
4-harm: breakdown. Catastrophic functional damage, can be repaired in a
garage but not in the �eld, or can used for parts. 3-harm can blow through to
passengers.
5-harm and more: total destruction. Full harm can blow through to passengers,
plus they can suffer additional harm if the vehicle explodes or crashes.
total destruction
breakdown, 3-harm
through
cosmetic damage, 0-harm through
functional damage, 1-harm through
serious damage, 2-harm through
12
3
6
9
countdown
Whether harm blows through to a vehicle’s driver and passengers, doesn’t blow through,
or just hits them too without having to blow through, depends on the MC’s judgment of
the circumstances and the vehicle.
HARM & BUILDINGS
Harm to buildings and other structures is non-cumulative. Don’t bother tracking a
building’s harm on a countdown. Shooting a building 3 times with your 3-harm shotgun
doesn’t add up to 9-harm and make the building collapse.
When a building or structure suffers…
1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks, chipped
surfaces. 0-harm can blow through to inhabitants.
4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact glass,
burning or smoldering. 2-harm can blow through to inhabitants.
7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars, partial
collapse, raging �re. 4-harm can blow through to inhabitants. Further structural damage
can lead to full collapse.
9-harm and more: destruction. Full harm can blow through to inhabitants, plus they can
suffer additional harm as the building or structure collapses.
Again, whether harm blows through to a building’s inhabitants depends on the MC’s
judgment of the circumstances and the building.
LARGE-SCALE HARM
• 50cal mg (5-harm far area messy braced)
• 50cal sniper (5-harm far loud braced)
• rpg (6-harm far area messy)
• anti-tank missile (7-harm far loud av)
• light mortar (7-harm far reload area messy braced)
• heavy mortar (8-harm far reload area emplaced)
AV: It’s intended to target vehicles or large structures, not at individual human targets.
Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
LARGE-SCALE WEAPONS
LARGE-SCALE BATTLES
1
CHARACTER MOVE REFERENCE
A devil with a blade (maestro d’): when you use a blade to go aggro or seize something by
force, roll+hot instead of roll+hard.
A higher standard (solace): at the end of the session, when you would normally choose a
character who knows you better, instead, consider each of the other players’ characters
and decide whether or not they were good people. All that were, tell them to add +1 to
their Hx with you on their sheet. You can tell none of them, any of them, or all of them,
as you see �t. If this brings them to Hx+4, they mark experience and reset to Hx+1, as
always.
A no shit driver (driver; car req’d): when behind the wheel…
…if you do something under �re, add your car’s power to your roll.
…if you try to seize something by force, add your car’s power to your roll.
…if you go aggro, add your car’s power to your roll.
…if you try to seduce or manipulate someone, add your car’s looks to your roll.
…if you help or interfere with someone, add your car’s power to your roll.
…if someone interferes with you, add your car’s weakness to their roll.
Acquisitive eye (hoarder): when you see, hear about, or otherwise come to know of a
thing you want, roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a
7–9, ask 2:
• How can I make this mine?
• Who will stand in my way?
• Will my hoard accept it?
• Who will try to take it from me once it’s mine?
• What is this truly worth?
On a miss, your face and body language betray your interest in the thing to anyone who’s
paying attention.
Agent/combatant (space marine mammal): you get all the Space Marine Mammal
missions. You have contact with a dolphin orbital echo/drop platform. Each time you
complete a mission, you can call for resupply. During play, the MC may have your
superiors contact you with information relevant to your missions.
Alive in the world (solace): when you take your bearings in a landscape or a settlement,
ask 1:
• Where could I hide here?
• If I had to make a stand here, where would be best?
• What does this place or these people have to offer me?
• How could I gain access to this place’s or these people’s secrets?
• How could I gain the undivided attention of all present?
• How could I best become accepted as a part of this place or these people?
• What or who is the source of the most pain here?
Whenever acting on the answer requires a roll, take +1. If you’d like to ask further
questions, roll+sharp. On a 10+, ask 2 more. On a 7–9, ask 1 more. On a miss, ask 1 more,
but you stand musing, and if time’s urgent you stand musing too long.
An arresting skinner (skinner): when you remove a piece of clothing, your own or
someone else’s, no one who can see you can do anything but watch. You command their
absolute attention. If you choose, you can exempt individual people, by name.
A devil with a blade (maestro d’)
A higher standard (solace)
A no shit driver (driver; car req’d)
Acquisitive eye (hoarder)
Agent/combatant (space marine mammal)
Alive in the world (solace)
An arresting skinner (skinner)
An understanding (solace)
Appraising eye (hoarder)
Artful & gracious (skinner)
As one (faceless; mask req’d)
Battle-hardened (gunlugger)
Beastly (faceless)
Battle�eld grace (angel)
Battle�eld instincts (gunlugger)
Bloodcrazed (gunlugger)
Bonefeel (savvyhead)
Breathtaking (skinner)
Broad in�uence (the Macaluso)
Casual brain receptivity (brainer)
Charismatic (hocus)
Clear-eyed (touchstone)
Collector (driver)
Combat veteran (quarantine)
Cooperative (solace)
Dangerous & sexy (battlebabe)
Daredevil (driver)
Dashiell Hammet got nothing (marmot)
Deep brain scan (brainer)
Deep insights (savvyhead)
Direct-brain whisper projection (brainer)
Disarming presense (solace)
Disciplined engagement (quarantine)
Divine protection (hocus)
Everybody eats, even that guy (maestro d’)
Eye on the door (operator)
Eager to know (quarantine)
Easy to trust (operator)
Fat reserves (marmot)
Fingers in every pie (maestro d’)
Fingertips throughout (the Macaluso; secret
society req’d)
Fortunes (hocus; followers req’d)
Frenzy (hocus)
Fuck this shit (gunlugger)
Fucking thieves (chopper; gang req’d)
Fucking wacknut (hocus)
Good in the clinch (driver)
Greed (hoarder; hoard req’d)
Healing touch (angel)
Hibernation (marmot; fat reserves req’d)
Hypnotic (skinner)
Ice cold (battlebabe)
Impossible re�exes (battlebabe)
In-brain puppet strings (brainer)
Indomitable (touchstone)
In�rmary (angel)
Insano like Drano (gunlugger)
Inspiring (quarantine)
Juggernaut (faceless)
Just give me a motive (maestro d’)
Know your enemy (touchstone)
Leadership (hardholder; gang req’d)
Long history (touchstone)
Lost (skinner)
Luck (the Macaluso)
Martyr (the Macaluso)
Merciless (battlebabe)
Money is power (hoarder)
Moonlighting (operator)
My other car is a tank (driver)
Norman (faceless; mask req’d)
Nose for murder (marmot)
NOT TO BE FUCKED WITH (gunlugger)
Oftener right (savvyhead)
Oh yeah! (faceless)
On it (marmot)
Opportunistic (operator)
Pack alpha (chopper; gang req’d)
Perfect instincts (battlebabe)
Pit bull (faceless)
Prepared for the inevitable (gunlugger)
Preternatural at-will brain attunement
(brainer)
Professional compassion (angel)
Radiant (solace)
Rasputin (faceless)
Reality’sfraying edge (savvyhead; workspace
req’d)
Reputation (operator)
Rock bottom (marmot)
Scent of blood (faceless)
Seeing souls (hocus)
Self-possessed (solace)
Shared eyes (the Macaluso)
Sixth sense (angel)
Spooky intense (savvyhead)
Sticky �ngers (hoarder)
Sustaining in�uence (the Macaluso; secret
society req’d)
ings speak (savvyhead)
Touched by death (angel)
Towering presence (touchstone)
Visionary (touchstone)
Walkingsuit Calibration (space marine
mammal; walkingsuit req’d)
Wealth (hardholder; holding req’d)
Weather eye (driver)
Unnatural lust trans�xion (brainer)
Visions of death (battlebabe)
You call this hot? (maestro d’)
2
An understanding (solace): at the beginning of the session, name another player’s
character. If neither you nor they in�ict any harm on anyone during the session, then at
the end of the session, you both mark experience.
Appraising eye (hoarder): when you read a situation, on a hit, in addition to your other
questions, you may ask this:
• What’s the most beautiful, the rarest, or the most valuable thing here?
When you read a person, on a hit, in addition to your other questions, you may ask this:
• What’s the best thing your character owns, or the best thing your character’s carrying?
Artful & gracious (skinner): when you perform your chosen art — any act of expression
or culture — or when you put its product before an audience, roll+hot. On a 10+, spend 3.
On a 7–9, spend 1. Spend 1 to name an NPC member of your audience and choose one:
• this person must meet me
• this person must have my services
• this person loves me
• this person must give me a gift
• this person admires my patron
On a miss, you gain no bene�t, but suffer no harm or lost opportunity. You simply
perform very well.
As one (faceless; mask req’d): attempts by other PCs to seize your mask by force, or to get
you to remove or give away your mask by going aggro or seduction/manipulation, are at
-2. NPCs will never succeed at unmasking you against your will unless you are completely
at their mercy.
Beastly (faceless): you get +1hard (hard+3).
Battle-hardened (gunlugger): when you act under �re, roll+hard instead of roll+cool.
Battle�eld grace (angel): while you are caring for people, not �ghting, you get +1armor.
Battle�eld instincts (gunlugger): when you open your brain to the world’s psychic
maelstrom, roll+hard instead of roll+weird, but only in battle.
Bloodcrazed (gunlugger): whenever you in�ict harm, in�ict +1harm.
Bonefeel (savvyhead): at the beginning of the session, roll+weird. On a 10+, hold 1+1. On
a 7–9, hold 1. At any time, either you or the MC can spend your hold to have you already
be there, with the proper tools and knowledge, with or without any clear explanation
why. If your hold was 1+1, take +1forward now. On a miss, the MC holds 1, and can spend
it to have you already be there, but somehow pinned, caught or trapped.
Breathtaking (skinner): you get +1hot (hot+3).
Broad in�uence (the Macaluso): add a person to your secret society.
Casual brain receptivity (brainer): when you read someone, roll+weird instead of
roll+sharp. Your victim has to be able to see you, but you don’t have to interact.
Charismatic (hocus): when you try to manipulate someone, roll+weird instead of
roll+hot.
Clear-eyed (touchstone): when you read a person, roll+hard instead of roll+sharp.
Collector (driver): you get 2 additional cars.
Combat veteran (quarantine): you get +1cool (cool+3).
Cooperative (solace): when you help someone who’s making a roll, add +2 to their roll
instead of +1. When someone helps you when you’re making a roll, they add +2 to your
roll instead of +1.
Dangerous & sexy (battlebabe): when you enter into a charged situation, roll+hot. On a
10+, hold 2. On a 7–9, hold 1. Spend your hold 1 for 1 to make eye contact with an NPC
present, who freezes or �inches and can’t take action until you break it off. On a miss,
your enemies identify you immediately as their foremost threat.
Daredevil (driver): if you go straight into danger without hedging your bets, you get
+1armor. If you happen to be leading a gang or convoy, it gets +1armor too.
Dashiell Hammet got nothing (marmot): when you take harm, make this move instead
of making the normal harm move. Roll+harm taken. On a 10+, choose 2. On a 7–9,
choose 1:
• It’s not so bad. Take -1harm.
• Someone present lets slip 1-clue.
• Take +1forward against your attacker.
Treat a miss on this move as a 7–9 hit on the normal harm move.
Deep brain scan (brainer): when you have time and physical intimacy with someone
— mutual intimacy like holding them in your arms, or 1-sided intimacy like they’re
restrained to a table — you can read them more deeply than normal. Roll+weird. On a
10+, hold 3. On a 7–9, hold 1. While you’re reading them, spend your hold to ask their
player questions, 1 for 1:
• what was your character’s lowest moment?
• for what does your character crave forgiveness, and of whom?
• what are your character’s secret pains?
• in what ways are your character’s mind and soul vulnerable?
On a miss, you in�ict 1-harm (ap) upon your subject, to no bene�t.
Deep insights (savvyhead): you get +1weird (weird+3).
Direct-brain whisper projection (brainer): you can roll+weird to get the effects of going
aggro, without going aggro. Your victim has to be able to see you, but you don’t have to
interact. If your victim forces your hand, your mind counts as a weapon (1-harm ap close
loud-optional).
Disarming presense (solace): when you want to disarm a charged situation, start
speaking or singing and roll+hot. On a hit, no one present can commit violence while
they can see you or hear your voice. On a 10+, furthermore, if any of your fellow players’
characters leave the situation peacefully, they mark experience as well. On a miss, no one
present can commit violence against anyone but you.
Disciplined engagement (quarantine): when you in�ict harm, you can choose to in�ict
any amount of harm you like, less than or up to your harm as established, including
s-harm. Decide at the moment you in�ict the harm; you need not tell anyone in advance
how much harm you intend to in�ict.
CHARACTER MOVE REFERENCE
3
Divine protection (hocus): your gods give you 1-armor. If you wear armor, use that
instead, they don’t add.
Eager to know (quarantine): when you go to someone for advice, they must tell you
honestly what they think the best course is. If you pursue that course, take +1 to any rolls
you make in the pursuit. If you pursue that course but don’t accomplish your ends, you
mark experience.
Easy to trust (operator): when you try to seduce or manipulate another player’s character,
roll+Hx instead of roll+hot. An NPC, roll+cool instead of roll+hot.
Everybody eats, even that guy (maestro d’): when you want to know something about
someone important (your call), roll+hot. On a hit, you can ask the MC questions. On a
10+, ask 3. On a 7-9, ask 1:
• how are they doing? what’s up with them?
• what or who do they love best?
• who do they know, like and/or trust?
• when next should I expect to see them?
• how could I get to them, physically or emotionally?
Eye on the door (operator): name your escape route and roll+cool. On a 10+ you’re gone.
On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or take
something with you, the MC will tell you what. On a miss, you’re caught vulnerable, half
in and half out.
Fat reserves (marmot): you start with 0-fat reserves. When you regard a cache or store
of food, ask the MC how many barter it’s worth; she’ll tell you. When you gorge yourself
on nuts, berries and cheetos, roll+the barter value of the food you consume. On a 10+,
choose 2. On a 7–9, choose 1:
• You get 1-fat reserves.
• You don’t immediately take a nap.
• You don’t get in trouble for eating all the food.
On a miss, choose 1 anyway, but take (1-harm ap loud stinky) today, and (1-harm ap loud
stinky) again tomorrow, for food poisoning.
Fingers in every pie (maestro d’): put out the word that you want a thing — could be a
person, could be somethin somethin, could even be just a thing — and roll+hot. On a 10+,
it shows up in your establishment for you, like magic. On a 7-9, well, your people make an
effort and everybody wants to please you and close is close, right? On a miss, it shows up
in your establishment for you with strings wicked attached.
Fingertips throughout (the Macaluso; secret society req’d): when 3 or more of your secret
society convene and act together, you can expand your reach through the world’s psychic
maelstrom. +Augury.
Fortunes (hocus; followers req’d): fortune, surplus and want all depend on your followers. At
the beginning of the session, roll+fortune. On a 10+, your followers have surplus. On a
7–9, they have surplus, but choose 1 want. On a miss, they are in want. If their surplus
lists barter, like 1-barter or 2-barter, that’s your personal share.
Frenzy (hocus): When you speak the truth to a mob, roll+weird. On a 10+, hold 3. On a
7–9, hold 1. Spend your hold 1 for 1 to make the mob:
• bring people forward and deliver them.
• bring forward all their precious things.
• unite and �ght for you as a gang (2-harm 0-armor size appropriate).
• fall into an orgy of uninhibited emotion: fucking, lamenting, �ghting, sharing, celebrating, as
you choose.
• go quietly back to their lives.
On a miss, the mob turns on you.
Fuck this shit (gunlugger): name your escape route and roll+hard. On a 10+, sweet, you’re
gone. On a 7–9, you can go or stay, but if you go it costs you: leave something behind, or
take something with you, the MC will tell you what. On a miss, you’re caught vulnerable,
half in and half out.
Fucking thieves (chopper; gang req’d): when you have your gang search their pockets
and saddlebags for something, roll+hard. It has to be something small enough to �t. On
a 10+, one of you happens to have just the thing, or close enough. On a 7–9, one of you
happens to have something pretty close, unless what you’re looking for is hi-tech, in
which case no dice. On a miss, one of you used to have just the thing, but it turns out that
some asswipe stole it from you.
Fucking wacknut (hocus): you get +1weird (weird+3).
Good in the clinch (driver): when you do something under �re, roll+sharp instead of
roll+cool.
Greed (hoarder; hoard req’d): when you’re defending your hoard, your greed makes you
unstoppable. Being in the presence of your hoard counts as 2-armor— if your hoard is
under attack. (If someone’s just trying to kill you and it happens to be around your hoard,
not so much.)
Healing touch (angel): when you put your hands skin-to-skin on a wounded person
and open your brain to them, roll+weird. On a 10+, heal 1 segment. On a 7–9, heal 1
segment, but you’re acting under �re from your patient’s brain. On a miss: �rst, you
don’t heal them. Second, you’ve opened both your brain and theirs to the world’s psychic
maelstrom, without protection or preparation. For you, and for your patient if your
patient’s a fellow player’s character, treat it as though you’ve made that move and missed
the roll. For patients belonging to the MC, their experience and fate are up to the MC.
Hibernation (marmot; fat reserves req’d): when you hibernate, spend all your fat reserves
and roll+fat reserves spent. On a 10+, the MC chooses 3. On a 7–9, the MC chooses 2:
• You maintain some fat reserves after all. Keep 1-fat reserves.
• No NPCs fuck with your shit.
• You have strange dreams. Open your brain , but roll+weird+fat reserves spent(!).
• Your subconscious grapples with your experiences. Mark experience.
• Your subconscious pieces things together. Get 1-clue.
On a miss, the MC chooses 1 anyway, but you wake up ravenous. Take -1ongoing until you
gorge yourself.
When you miss a session, you automatically hibernate. e MC rolls for you.
CHARACTER MOVE REFERENCE
4
Hypnotic (skinner): when you have time and solitude with someone, they become �xated
upon you. Roll+hot. On a 10+, hold 3. On a 7–9, hold 2. ey can spend your hold, 1 for 1,
by:
• giving you something you want
• acting as your eyes and ears
• �ghting to protect you
• doing something you tell them to
For NPCs, while you have hold over them they can’t act against you. For PCs, instead, any
time you like you can spend your hold, 1 for 1:
• they distract themselves with the thought of you. ey’re acting under �re.
• they inspire themselves with the thought of you. ey take +1 right now.
On a miss, they hold 2 over you, on the exact same terms.
Ice cold (battlebabe): when you go aggro on an NPC, roll+cool instead of roll+hard. When
you go aggro on another player’s character, roll+Hx instead of roll+hard.
Impossible re�exes (battlebabe): the way you move unencumbered counts as armor. If
you’re naked or nearly naked, 2-armor; if you’re wearing non-armor fashion, 1-armor. If
you’re wearing armor, use it instead.
In-brain puppet strings (brainer): when you have time and physical intimacy with
someone — mutual or 1-sided — you can plant a command inside their mind. Roll+weird.
On a 10+, hold 3. On a 7–9, hold 1. At your will, no matter the circumstances, you can
spend your hold 1 for 1:
• in�ict 1-harm (ap)
• they take -1 right now
If they ful�ll your command, that counts for all your remaining hold. On a miss, you
in�ict 1-harm (ap) upon your subject, to no bene�t.
Indomitable (touchstone): when you go into battle, roll+hard. On a 10+, hold 3. On a 7–9,
hold 2. On a miss, hold 1, but take -1forward. During the battle you can spend your hold
1 for 1 to:
• Name an npc within your reach. You kill, disable or disarm them (MC’s choice).
• Name a character within your reach. You redirect their attack to another character within
your reach, or else to nowhere — into the ground or a wall or the sky.
• Name a character on the scene, but outside your reach. You cross the distance between you
before they have time to adjust or react.
• Name a character within your reach. While you keep �ghting, you intercept any attack
directed at them and they suffer no harm.
• Ignore all harm to yourself from an incoming attack.
In�rmary (angel): you get an in�rmary, a workspace with life support, a drug lab and a
crew of 2 (Shigusa & Mox, maybe). Get patients into it and you can work on them like a
savvyhead on tech (cf).
Insano like Drano (gunlugger): you get +1hard (hard+3).
Inspiring (quarantine): when another player’s character rolls+Hx to help you, they mark
experience.
Juggernaut (faceless): take -2 on all “when you suffer harm” rolls.
Just give me a motive (maestro d’): name somebody who might conceivably eat, drink, or
otherwise ingest something you’ve touched. If it’s an NPC, roll+hard; a PC, roll+Hx. On
a 10+, they do, and suffer 4-harm (ap) sometime during the next 24 hours. On a 7-9, it’s
2-harm (ap). On a miss, some several people of the MC’s choice, maybe including your guy
maybe not, get it, and all suffer 3-harm (ap).
Know your enemy (touchstone): when you open your brain to the world’s psychic
maelstrom, roll+hard instead of roll+weird.
Leadership (hardholder; gang req’d): when your gang �ghts for you, roll+hard. On a 10+,
hold 3. On a 7–9, hold 1. Over the course of the �ght, spend your hold 1 for 1 to make
your gang:
• make a hard advance
• stand strong against a hard advance
• make an organized retreat
• show mercy to their defeated enemies
• �ght and die to the last
On a miss, your gang turns on you or tries to hand you over to your enemy.
Leave no one behind (quarantine): in battle, when you help someone who’s rolling, don’t
roll+Hx. You help them as though you’d hit the roll with a 10+.
Long history (touchstone): choose a move from another playbook. (During initial
character creation, choose it from a playbook that isn’t otherwise in play.)
Lost (skinner): when you whisper someone’s name to the world’s psychic maelstrom,
roll+weird. On a hit, they come to you, with or without any clear explanation why. On a
10+, take +1forward against them. On a miss, the MC will ask you 3 questions; answer
them truthfully.
Luck (the Macaluso): at the beginning of the session, roll+weird. On a hit, give +1 to
everyone else making a beginning-of-session move. On a 10+, mark experience for
each other’s beginning-of-session move that also hits with a 10+. On a miss, give -2 to
everyone else making a beginning-of-session move.
Martyr (the Macaluso): when you take a blow for another player’s character, mark
experience. When anyone of your secret society dies, mark experience.
Merciless (battlebabe): when you in�ict harm, in�ict +1harm.
Money is power (hoarder): when you help or interfere with someone, after you’ve rolled,
you can:
• Spend 1-barter to change your miss into a 7–9 hit, or your 7–9 hit into a 10+ hit;
• Spend 1-barter to give +2 (helping) or -3 (interfering) instead of +1 or -2.
e jingle doesn’t go anywhere, or it goes into the world’s psychic maelstrom. Either way
this isn’t commerce, it’s power.
CHARACTER MOVE REFERENCE
5
Moonlighting (operator): you get 2-juggling. Whenever there’s a stretch of downtime in
play, or between sessions, choose a number of your gigs to work. Choose no more than
your juggling. Roll+cool. On a 10+, you get pro�t from all the gigs you chose. On a 7–9,
you get pro�t from at least 1; if you chose more, you get catastrophe from 1 and pro�t
from the rest. On a miss, catastrophe all around. e gigs you aren’t working give you
neither pro�t nor catastrophe. Whenever you get a new gig, you also get +1juggling.
My other car is a tank (driver): you get an additional car. Give it mounted machine
guns (3-harm close/far area messy) or grenade launchers (4-harm close area messy) and
+1armor.
Norman (faceless; mask req’d): you seek the advice of your mask. Roll+weird to see what it
directs you to do. On a 10+ mark experience and take a +1 if you do as your mask wishes.
On a 7–9, take a +1 if you do what it wants and act under �re if you don’t. On a miss, it
has its own agenda and act under �re if you don’t follow it.
Nose for murder (marmot): when you sniff out a clue or follow a lead, roll+sharp. On a
10+, the MC chooses 1:
• An accomplice or witness confesses their guilty conscience to you.
• e guilty party confesses to you or attacks you.
• Choose 2 from the 7–9 list below.
On a 7–9, the MC chooses 1:
• You uncover the next clue. Get 1-clue.
• Someone threatens you or acts guilty.
• Someone leaves you a message or asks to talk with you in private.
• Someone offers you a bribe worth 1-barter.
On a miss, you get nothing but the attention of bad people.
NOT TO BE FUCKED WITH (gunlugger): in battle, you count as a gang (3-harm gang
small), with armor according to the circumstances.
Oftener right (savvyhead): when a character comes to you for advice, tell them what you
honestly think the best course is. If they do it, they take +1 to any rolls they make in the
doing, and you mark an experience circle.
Oh yeah! (faceless): roll+hard to smash your way through scenery to get to or away
from something. 10+, the scenery moved or smashed and you get what you want. On a
7–9 you get what you want and smash or move the scenery, but take 1-harm (ap), and
are disoriented and under �re in follow-up actions, leave something behind, or take
something with you. ink smashing through walls or pushing through burned out husks
of cars.
On it (marmot): you get moonlighting and 2 gigs: foraging (1-fat reserves / starving)
and investigating (1-clue / in too deep). You can add 1-juggling and an obligation gig if
you like.
Opportunistic (operator): when you interfere with someone who’s rolling, roll+cool
instead of roll+Hx. Asshole.
Pack alpha (chopper; gang req’d): when you try to impose your will on your gang,
roll+hard. On a 10+, all 3. On a 7–9, choose 1:
• they do what you want
• they don’t �ght back over it
• you don’t have to make an example of one of them
On a miss, someone in your gang makes a dedicated bid to replace you for alpha.
Perfect instincts (battlebabe): when you’ve read a charged situation and you’re acting on
the MC’s answers, take +2 instead of +1.
Pit bull (faceless): whenever you take a debility, name the person you hold most
responsible. Take +1 ongoing to all rolls versus them, forever. (All rolls with them directly
as a target count, of course. Rolls against their family and friends, minions, or property
may count, in the MC’s judgment. MCs, remember your job is to make Apocalypse World
seem real and keep the characters’ lives interesting, not deny the PCs bonuses.)
Prepared for the inevitable (gunlugger): you have a well-stocked and high-quality �rst
aid kit. It counts as an angel kit (cf) with a capacity of 2-stock.
Preternatural at-will brain attunement (brainer): you get +1weird (weird+3).
Professional compassion (angel): you can choose to roll+sharp instead of roll+Hx when
you help someone who’s rolling.
Radiant (solace): advance seduce or manipulate for all the players’ characters.
Rasputin (faceless): shot, stabbed, and poisoned, you just keep coming. When you are
being scary as fuck and coming at someone, you get +1-armor. You still get shot and
stabbed, bleeding just doesn’t bother you that much anymore.
Reality’s fraying edge (savvyhead; workspace req’d): some component of your workspace,
or some arrangement of components, is uniquely receptive to the world’s psychic
maelstrom (+augury). Choose and name it, or else leave it for the MC to reveal during
play.
Reputation (operator): when you meet someone important (your call), roll+cool. On a
hit, they’ve heard of you, and you say what they’ve heard; the MC will have them respond
accordingly. On a 10+, you take +1forward for dealing with them as well. On a miss,
they’ve heard of you, but the MC will decide what they’ve heard.
Rock bottom (marmot): when you indulge in vice, roll+cool. On a 10+, the choose 3. On a
7–9, choose 2:
• You get 1-fat reserves.
• Someone present lets slip 1-clue.
• You don’t wake up in a difficult sitch.
• You don’t suffer the aftereffects (-1ongoing for the entire next day).
On a miss, hell, choose 1 anyway.
Scent of blood (faceless): at the beginning of the session, roll+weird. On a 10+ hold 1+1.
On a 7–9 hold 1. At any time, you or the MC can spend your hold to have you at the scene
of a battle (a real battle, not intimate violence between a couple people). On a miss, the
MC holds 1, and can spend it to have you there and pinned down.
CHARACTER MOVE REFERENCE
6
Seeing souls (hocus): when you help or interfere with someone, roll+weird instead of
roll+Hx.
Self-possessed (solace): when you highlight stats, the MC doesn’t get to highlight one.
Instead, you choose one to highlight for yourself.
Shared eyes (the Macaluso): when you read a situation, roll+weird instead of roll+sharp.
Sixth sense (angel): when you open your brain to the world’s psychic maelstrom,
roll+sharp instead of roll+weird.
Spooky intense (savvyhead): when you do something under �re, roll+weird instead of
roll+cool.
Sticky �ngers (hoarder): when you give someone a gift, roll +Weird. On a 10+, it comes
back to you within a week. On a 7-9, it comes back to you eventually, with strings
attached. On a miss, you can never own it again.
Sustaining in�uence (the Macaluso; secret society req’d): When anyone of your secret
society dies, erase their information from your playbook and create a new person to
replace them. Use the same secret society segment or an unused one.
ings speak (savvyhead): whenever you handle or examine something interesting,
roll+weird. On a hit, you can ask the MC questions. On a 10+, ask 3. On a 7–9, ask 1:
• who handled this last before me?
• who made this?
• what strong emotions have been most recently nearby this?
• what words have been said most recently nearby this?
• what has been done most recently with this, or to this?
• what’s wrong with this, and how might I �x it?
Treat a miss as though you’ve opened your brain to the world’s psychic maelstrom and
missed the roll.
Touched by death (angel): whenever someone in your care dies, you get +1weird (max +3).
Towering presence (touchstone): when you give someone an order or a warning,
roll+hard. On a hit, they choose:
• ey do it, following your order or heeding your warning.
• ey freeze.
• ey back away, hands where you can see them.
• ey attack you.
On a 10+, take +1forward against them as well. On a miss, they do what they like and you
take -1forward against them.
Unnatural lust trans�xion (brainer): when you try to seduce someone, roll+weird
instead of roll+hot.
Visionary (touchstone): when you share your vision of the future with another player’s
character, roll+hard. On a 10+, hold 3 over them. On a 7–9, hold 2 over them. Whenever
you like, you can spend your hold, 1 for 1, to have them mark experience. On a miss, they
hold 1 over you, on the same terms.
Visions of death (battlebabe): when you go into battle, roll+weird. On a 10+, name one
person who’ll die and one who’ll live. On a 7–9, name one person who’ll die OR one
person who’ll live. Don’t name a player’s character; name NPCs only. e MC will make
your vision come true, if it’s even remotely possible. On a miss, you foresee your own
death, and accordingly take -1 throughout the battle.
Walkingsuit calibration (space marine mammal, walkingsuit req’d): when you charge up a
walkingsuit, roll+power instead of roll+weird.
Wealth (hardholder; holding req’d): If your hold is secure and your rule unchallenged, at
the beginning of the session, roll+hard. On a 10+, you have surplus at hand and available
for the needs of the session. On a 7–9, you have surplus, but choose 1 want. On a miss,
or if your hold is compromised or your rule contested, your hold is in want. e precise
values of your surplus and want depend on your holding, as follows.
Weather eye (driver): when you open your brain to the world’s psychic maelstrom,
roll+sharp instead of roll+weird.
You call this hot? (maestro d’): when you do something under �re, roll+hot instead of
roll+cool.
CHARACTER MOVE REFERENCE
7
Seeing souls (hocus)
Shared eyes (the Macaluso)
Spooky intense (savvyhead)
Sticky �ngers (hoarder)
ings speak (savvyhead)
Touched by death (angel)
Unnatural lust trans�xion (brainer)
Visions of death (battlebabe)
ANTI-WEIRD
Battle�eld instincts (gunlugger)
Know your enemy (touchstone)
Sixth sense (angel)
Walkingsuit con�guration (spcae marine
mammal; walkingsuit req’d)
Weather eye (driver)
HX
A higher standard (solace)
Cooperative (solace)
Easy to trust (operator)
Ice cold (battlebabe)
Inspiring (quarantine)
Just give me a motive (maestro d’)
ANTI-HX
Leave no one behind (quarantine)
Opportunistic (operator)
Professional compassion (angel)
Seeing souls (hocus)
MULTIPLE STATS
A no shit driver (driver; car req’d)
HARM & ARMOR
Battle�eld grace (angel)
Bloodcrazed (gunlugger)
Daredevil (driver)
Dashiell Hammet got nothing (marmot)
Disciplined engagement (quarantine)
Divine protection (hocus)
Impossible re�exes (battlebabe)
Juggernaut (faceless)
Martyr (the Macaluso)
Merciless (battlebabe)
NOT TO BE FUCKED WITH (gunlugger)
Pit bull (faceless)
Rasputin (faceless)
NO STATS
Agent/combatant (space marine mammal)
An arresting skinner (skinner)
An understanding (solace)
As one (faceless; mask req’d)
Broad in�uence (the Macaluso)
Collector (driver)
Eager to know (quarantine)
Fat reserves (marmot)
Fingertips throughout (the Macaluso;
secret society req’d)
Fortunes (hocus; followers req’d)
Greed (hoarder; hoard req’d)
Hibernation (marmot; fat reserves req’d)
In�rmary (angel)
Long history (touchstone)
Money is power (hoarder)
My other car is a tank (driver)
Oftener right (savvyhead)
On it (marmot)
Perfect instincts (battlebabe)
Prepared for the inevitable (gunlugger)
Radiant (solace)
Reality’s fraying edge (savvyhead;
workspace req’d)
Self-possessed (solace)
Sustaining in�uence (the Macaluso; secret
society req’d)
CHARACTER MOVES BY STAT
COOL
Combat veteran (quarantine)
Eye on the door (operator)
Easy to trust (operator)
Ice cold (battlebabe)
Moonlighting (operator)
Opportunistic (operator)
Reputation (operator)
Rock bottom (marmot)
You call this hot? (maestro d’)
ANTI-COOL
Battle-hardened (gunlugger)
Good in the clinch (driver)
Spooky intense (savvyhead)
HARD
Battle-hardened (gunlugger)
Beastly (faceless)
Battle�eld instincts (gunlugger)
Clear-eyed (touchstone)
Fuck this shit (gunlugger)
Fucking thieves (chopper; gang req’d)
Indomitable (touchstone)
Insano like Drano (gunlugger)
Just give me a motive (maestro d’)
Know your enemy (touchstone)
Leadership (hardholder; gang req’d)
Oh yeah! (faceless)
Pack alpha (chopper; gang req’d)
Towering presence (touchstone)
Visionary (touchstone)
Wealth (hardholder; holding req’d)
ANTI-HARD
A devil with a blade (maestro d’)
Ice cold (battlebabe)
HOT
A devil with a blade (maestro d’)
Artful & gracious (skinner)
Breathtaking (skinner)
Dangerous & sexy (battlebabe)
Disarming presense (solace)
Everybody eats, even that guy (maestro d’)
Fingers in every pie (maestro d’)
Hypnotic (skinner)
You call this hot? (maestro d’)
ANTI-HOT
Charismatic (hocus)
Easy to trust (operator)
Unnatural lust trans�xion (brainer)
SHARP
Alive in the world (solace)
Appraising eye (hoarder)
Good in the clinch (driver)
Nose for murder (marmot)
Professional compassion (angel)
Sixth sense (angel)
Weather eye (driver)
ANTI-SHARP
Casual brain receptivity (brainer)
Clear-eyed (touchstone)
Shared eyes (the Macaluso)
WEIRD
Acquisitive eye (hoarder)
Bonefeel (savvyhead)
Casual brain receptivity (brainer)
Charismatic (hocus)
Deep brain scan (brainer)
Deep insights (savvyhead)
Direct-brain whisper projection (brainer)
Frenzy (hocus)
Fucking wacknut (hocus)
Healing touch (angel)
In-brain puppet strings (brainer)
Lost (skinner)
Luck (the Macaluso)
Norman (faceless; mask req’d)
Preternatural at-will brain attunement
(brainer)
Scent of blood (faceless)
8
LARGE-SCALE WEAPONS
• 50cal mg (5-harm far area messy braced)
• 50cal sniper (5-harm far loud braced)
• rpg (6-harm far area messy)
• anti-tank missile (7-harm far loud av)
• light mortar (7-harm far reload area messy braced)
• heavy mortar (8-harm far reload area emplaced)
LARGE-SCALE WEAPON TAGS
AV: It’s intended to target vehicles or large structures, not at individual human targets.
Braced: It can’t be �red while held, but must be braced in a stable position for �ring.
Emplaced: It’s mounted on a vehicle or structure, and can’t easily be moved or removed.
HARM & BUILDINGS
Harm to buildings and other structures is non-cumulative. Don’t bother
tracking a building’s harm on a countdown. Shooting a building 3 times with
your 3-harm shotgun doesn’t add up to 9-harm and make the building collapse.
When a building or structure suffers…
1-harm – 3-harm: cosmetic damage. Bullet holes, broken glass, scorch marks,
chipped surfaces. 0-harm can blow through to inhabitants.
4-harm – 6-harm: severe cosmetic damage. Many holes or large holes, no intact
glass, burning or smoldering. 2-harm can blow through to inhabitants.
7-harm – 8-harm: Structural damage. Strained load-bearing walls or pillars,
partial collapse, raging �re. 4-harm can blow through to inhabitants. Further
structural damage can lead to full collapse.
9-harm and more: destruction. Full harm can blow through to inhabitants, plus
they can suffer additional harm as the building or structure collapses.
Again, whether harm blows through to a building’s inhabitants depends on the
MC’s judgment of the circumstances and the building.
Ψ-HARM
A person suffers Ψ-harm from exposure to the world’s psychic maelstrom. It
might be �rst exposure, as in the case of people released from stasis, or it might
be some subsequent unusual exposure.
When an NPC suffers Ψ-harm, the MC creates her as a threat if necessary, and
then chooses any or all:
• She aggressively pursues her threat impulse. Make moves on her behalf as hard and as
direct as you can.
• Her sanity shatters. She is incoherent, raving, raging or unresponsive, alive but gone.
• She abruptly changes threat type.
For players’ characters, when you suffer Ψ-harm, roll+Ψ-harm suffered (typically,
roll+1). On a 10+, the MC can choose 1:
• You’re out of action: unconscious, trapped, incoherent or panicked.
• You’re out of your own control. You come to yourself again a few seconds later, having
done I-don’t-know-what.
• Choose 2 from the 7–9 list below.
On a 7–9, the MC can choose 1:
• You lose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
• You take a single concrete action of the MC’s choosing.
On a miss, you keep it together and overcome the Ψ-harm with no effect.
ADDITIONAL RULES SUMMARY
| textdata/thevault/Apocalypse World (PbtA) [multi]/1st Edition/Apocalypse World Playbooks 02.pdf |
DDrraaggoonn
A Little Game for Little Dragons
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JJoohhnn W
W iicckk
A HUMAN POINT-OF-VIEW
Listen well, child. Listen to the story. For there
is a lesson at the end of it. And if we are wise,
we will learn something before the tale is done.
You see, a long time ago, this land – your home-
land called “Shanri” – was not ruled by saga-
cious men as it is today. No, once upon a time,
the land was ruled by terrible creatures with
powers so vast, not even mortal imagination
could grasp them.
These creatures – these “dragons” – ruled
Shanri with their might and power, with sorcery
most foul. They used this sorcery to change their
shape, making them appear as beatific men and
women, walking the world, forcing their wills on
others.
But Dragons did not just quell humanity; they
warred with each other. For when you are as
mighty as they were, the only true enemy is one
who matches your might. And so, the Dragons
quarreled and fought amongst themselves for the
rights of land and leisure. They treated men like
cattle, as little more than property. When anoth-
er dragon killed a man or woman in your
domain, you declared war because the other
Dragon destroyed your property.
For a thousand years the land of Shanri was as
such. Ruled by the Dragon-Kings, we humans
lived under the fear of their wings and talons
and fire. It was only because of the wars
between their own kind that they were made
weak. Weak enough that brave bands of heroes
could join together, slay the Dragons, and liber-
ate mankind once and for all.
They say there are Dragons still in the world,
but no-one has seen a Dragon for hundreds of
years. Some say they are sleeping. Others say
they used their magics to pass into the world of
dream. Still others say they made a bargain with
the elemental powers and became a part of the
earth, sky, sea, and fire. Who knows? All we
know now is that they once were, but are now
gone.
Oh, but the tales you could tell of their adven-
tures! Of mighty Dragon-Kings walking the
world as gods, taking what they wanted because
they could, living lives of freedom and high
adventure!
A DRAGON POINT-OF-
VIEW
Bah! Puny mortals! What do they know?
Dragons are big! Dragons are powerful!
Dragons rule the world! That’s all little
mortals need to know. All they’re good for
is stomping!
Stomp! Stomp! Stomp!
See?
(Oh, and we eat your socks!)
* * *
Welcome to Dragon, a little roleplaying game
for a dear friend of mine, Danielle Hildebrandt.
She loves Dragons. So much so that I just had to
write a roleplaying game specifically for her. A
game all about stomping puny mortals and eat-
ing their socks.
If you’re a fan of Dragons, you can play it, too.
In fact, Danielle is very happy to share her game
with the world (I asked her). Just as long as you
understand the rules:
1) Dragons always win.
Okay, more like The Rule than the rules…
Dragon is a game simple enough to play with
just about anyone of just about any age. You can
play it with a Narrator and a single player, or
you can play it with many players, all taking the
roles of Dragons-Who-Rule-the-World.
Chapter 1 has all the rules for making Dragons.
Chapter 2 has all the rules for your Dragon’s
Hoard.
Chapter 3 has all the rules for stomping mortals.
Chapter 4 has some GM advice and stats for
other folks in the land of Shanri.
There is no Chapter 5.
So, get some pencils and photocopy the sheet
out of the back and get playing!
CHAPTER 1
CREATING A
DRAGON
Dragons have many Traits, each of which
has some mechanical benefit. All Dragons
begin with one point in each Trait. You also
have seven points to allocate to your Traits
to make your Dragon your own.
Traits cost different amounts of points to
increase, meaning you will have to spend
more points to increase some Traits than
others. For example, it costs 5 points to
increase your Dragon’s Age Rank by 1, but
only 2 points to increase her Armor Rank
by 1. You cannot increase any Trait by
more than 3 Ranks at this time. You have
15 points to allocate to your Dragon.
Age (5 Points per Rank)
A Dragon’s age is her most important Trait;
the older she is, the more powerful she
becomes. For every 100 years of Age, a
Dragon rolls 1 die on all her actions. All
Dragons start with one point of Age, mak-
ing them approximately 100 years old. This
Trait costs 5 points per Rank to increase.
Age has other benefits. A Dragon cannot
have any Trait more than triple her Age.
Also, a Dragon’s Wounds are based on her
Age. See Wounds, below.
Armor (2 Points per Rank)
A Dragon’s hide protects her from the silly
weapons mortals use to harm her. For every
point of Armor a Dragon has, an attacker
must lose one die from his attack. This
Trait costs 2 points to increase.
Awareness (1 Point per
Rank)
Dragons have a supernatural Awareness,
sensing all things around them. Using their
superior senses, Dragons can even smell
things like magic and invisible creatures.
Every Rank of Awareness gives you anoth-
er die to roll when trying to sense things.
This Trait costs 1 point to increase.
Claws (1 Point per Rank)
A Dragon’s claws rip, tear and rend mortal
armor like paper. For every 1 Point you
invest in Claws, you may roll an additional
die when using your talons to slash foolish
mortals. This Trait costs 1 point to
increase.
Gullet (2 Points per Rank)
Deep down in a Dragon’s gullet, she grinds
up stones she’s swallowed, turning those
diamonds, rubies and sapphires into deadly
and dangerous breath weapons. For every
point of Gullet you have, your breath
weapon is more powerful.
Hoard (3 Points per Rank)
Mortals hoard gold… so Dragons can take
it away. Hoard represents the amount of
wealth you’ve accumulated over the years.
See the Hoard chapter (below) for how to
use your Hoard. This Trait costs 3 points to
increase.
Lair (1 Point per Rank)
A Dragon’s Lair is where she spends his
time between torching foolish mortals.
Every point you spend on Lair makes it a
little more secure. See Lairs, below, for
more information.
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2
Shape (1 Point per Rank)
Dragons are shape-shifters, able to take any
form they wish. For every Point you allo-
cate to your Shape-shifting, you may take
an alternate form. The first form you learn
is Human. That’s your free form. This Trait
costs 1 point to increase.
Tail (1 Point per Rank)
Your Tail is a powerful weapon, capable of
wiping out entire squadrons of foolish men
who try to steal your Hoard. For every 1
Point you invest in Tail, you may roll an
additional die when using your Tail to
smash those idiot mortals. This Trait costs
1 point to increase.
Teeth (2 Points per Rank)
Your Teeth are not only used to much mor-
tals, but gems and precious metals as well.
For every point you spend on your Teeth,
you may roll an additional die against mor-
tals. Also, you may eat a new kind of pre-
cious metal, jewel or gem. Eating jewels,
gems, and metals is how Dragons acquire
Breath Weapons. See more in the Hoard
Chapter, below. This Trait costs 2 points to
increase.
Wings (3 Points per Rank)
Wings allow a Dragon to fly. For every
Rank of Wings, your Dragon rolls an addi-
tional die. This Trait costs 3 points to
increase. See Flying, below.
Wounds (5 + Age)
A Dragon’s Wounds cannot be increased
with Points. Rather, a Dragon’s Wounds are
based on her Age. Your number of Wounds
is equal to your Age + 5.
CHAPTER 2
HOARD
A Dragon’s Hoard is always filled with
gold, jewels and gemstones. Why? Because
these things power a Dragon’s magic.
Precious metals and gemstones allow a
Dragon to do some pretty amazing things.
Hoard Points
A Dragon’s Hoard is represented by Points.
Every Hoard Point represents a certain
amount of treasure in your cave. Dragons
use treasure to power their magic, so pro-
tect your Hoard!
For every Hoard Point your Dragon has,
you may have 3 Points of metals and/or
stones; Dragon’s choice.
Each type of magic (associated with a
metal or stone) requires a certain degree of
Mastery. All young Dragons (that’s you)
begin with all the Basic powers listed
below. In order to gain the Intermediate and
Advanced powers, you’ll have to spend
experience points (see Making Your
Dragon Better, below).
Metals
Dragons use metals to power magic. The
Dragon holds the metal in her hand,
squeezes, and it melts as she steals the
power from it. The material left behind is
soft, molten lead.
Gold
Gold is the purest of all metals and a
Dragon may use it to empower any rituals
listed here.
Copper (Necromancy)
Dragons use Copper for Necromancy, the
magic of the dead. These rituals may only
be cast at or near a cemetery or battlefield
or some other place where buried bodies
can be found.
Basic
By destroying one Horde Point of copper,
the Dragon may summon 10 skeletal war-
riors. The warriors serve the Dragon’s
every command and fight until they are
destroyed.
Intermediate
By destroying one Hoard Point of copper,
the Dragon summons 5 zombies. Zombies
are a little tougher than skeletons, but not
as fast.
Advanced
Finally, by destroying one Hoard Point of
copper, the Dragon summons up to 20
skeletal warriors and/or zombies; Dragon’s
choice.
Iron
Iron acts as a ward against magic, protect-
ing the Dragon from harmful spells. For
every Hoard Point of Iron destroyed, the
Dragon may ignore one spell effect until
sunset.
Mercury
Mercury is the messenger of the Gods,
fastest creature on Earth… except for a
Dragon. When a Dragon uses Mercury
Hoard Points, she moves faster than the
human eye.
Basic
By spending one Mercury Hoard Point, the
Dragon may gain an additional attack every
round for the next hour.
Intermediate
By spending one Mercury Hoard Point, the
Dragon may automatically dodge one
attack for the next hour.
Advanced
By spending one Mercury Hoard Point, the
Dragon moves so quickly, she turns invisi-
ble for one hour.
Platinum
Dragons are already terrifying creatures,
but by using platinum, they become awe-
some.
Basic
For every Platinum Hoard Point the Dragon
destroys, she adds one die to any intimida-
tion tests.
Intermediate
For every Platinum Hoard Point the Dragon
destroys, she adds two dice to any intimida-
tion tests.
Advanced
For every Platinum Hoard Point the Dragon
destroys, she adds three dice to any intimi-
dation tests.
3
4a
Silver
Silver is the Moon’s metal, the metal of the
unconscious, of emotion. Using it, Dragons
manipulate the emotions and dreams of
foolish mortals.
Basic
For every Silver Hoard Point the Dragon
destroys, she can change a foolish mortal’s
emotional state. She must change it in an
extreme way: from happy to sorrowful,
from cuddly to cold, or curiosity to ennui.
The state lasts until sunset.
Intermediate
By destroying a Silver Hoard Point, the
Dragon can cause a foolish mortal to fall
asleep. She must gaze into the mortal’s
eyes as she destroys the Hoard Point. If she
does so, the mortal falls fast asleep until the
next sunrise.
Advanced
For every Silver Hoard Point the Dragon
destroys, she can enter the dreams of a tar-
get mortal – as long as she knows that mor-
tal’s name. Because most mortals are stupid
when they dream (not being skilled dream-
ers as Dragons are), Dragons have great
power and influence there. If a mortal dies
in his dreams, he dies in real life, too.
Steel
Steel is the metal of strength, and when a
Dragon destroys steel, she steals its power.
Basic
For every Steel Hoard Point the Dragon
destroys, she adds one die to any strength
tests.
Intermediate
For every Steel Hoard Point the Dragon
destroys, she adds two dice to any strength
tests.
Advanced
For every Steel Hoard Point the Dragon
destroys, she adds three dice to any
strength tests.
Stones
Dragons use stones in a different way from
metals; instead of melting them down and
stealing their essence, Dragons eat stones.
Sitting in her belly, she absorbs the power
of the stone, condenses it down to its pri-
mal energies, and then regurgitates it in a
powerful spray of deadly damage.
Dragons can swallow a number of similar
stones, but they cannot swallow different
stones. In other words, a Dragon can swal-
low five diamonds, but not three diamonds,
an onyx and a sapphire. A Dragon can
swallow a number of stones equal to her
Age x 3. After swallowing the stone, it
must sit in her stomach for a day before she
can regurgitate it.
The strength of a breath weapon is based
on the Dragon’s Gullet Trait (above). Add
the strength of the stone to the Dragon’s
Gullet Trait; the sum is the number of dice
the Dragon rolls when she uses her breath
weapon. For example, a Dragon has a
Gullet of 2 and has eaten a Diamond.
Diamonds have a Strength of 2, so Gullet
(2) + Strength (2) = 4 dice rolled for the
breath weapon.
Diamond (2 Strength)
When looking at a diamond, some may say
it contains a tiny bit of frozen snow storm.
They couldn’t be more right (silly mortals
don’t even know when they’re right).
Eating diamonds gives a Dragon her Frost
breath weapon. If her attack is successful,
she freezes anyone caught in the blast, turn-
ing them to frozen statues. It’s just a matter
of stomping on them after that…
Emerald (3 Strength)
In a Dragon’s gullet, emeralds munch down
into a thick, sticky mist that clings to any-
thing it touches. This mist is poisonous,
causing almost certain and sudden death. If
a mortal is caught in the cloud, he must roll
a die; if it comes up even, he lives. If it
comes up odd, he dies. This roll continues
each round until the mortal dies.
Opal (2 Strength)
Opals are very rare and highly valuable to
Dragons because they may substitute for
any other stone’s effect. An opal always
uses its own Strength rather than the
Strength of the stone it is substituting.
Onyx (1 Strength)
When a Dragon eats onyx, she develops a
black, boiling acid in her stomach. Any
mortal so foolish to get in the way of her
weapon is instantly melted.
Ruby (4 Strength)
Rubies in a Dragon’s belly make its most
feared weapon: a cloud of blistering fire
that can destroy anything in its path.
Sapphire (3 Strength)
Eating sapphires not only gives a Dragon a
lightning breath weapon, but also makes
her electrical to the touch. If she touches
anything, it is struck with a lightning blast.
The blast takes the form of bonus dice
equal to the Strength of the lightning blast
(Strength 3).
Pearl (5 Strength)
In a Dragon’s gullet, pearls transform into a
thick, pearly mist that puts foolish mortals
to sleep until the next sunrise.
Socks
Dragons eat socks. They love to eat socks.
If you eat a mortal’s socks, he becomes
your thrall. He’ll do anything for you for
the rest of his life. That’s it.
CHAPTER 3
CRUSHING
FOOLISH MOR-
TALS
No matter how kind, generous, and sweet
she may be, there are times that a Dragon
just has to crush foolish mortals. The rules
below are for doing just that.
Combat Steps
Now, we know about a Dragon’s patience
tolerance, but in order to crush mortals, we
must do it in steps.
Step 1: Initiative
Dragons always go first. Who goes next
really doesn’t matter does it? If it’s a ques-
tion about which Dragon goes first, an
older Dragon always goes before a younger
Dragon and a flying Dragon always goes
before a non-flying Dragon. If two Dragons
are tied in age, their actions are simultane-
ous.
Step 2: Dragon Movement
After Initiative has been determined,
Dragons may move. Because Dragons are
so huge, they can move just about any-
where on the board. A Dragon may choose
“fly” as its movement, lifting itself into the
air. Also, see Special Attacks, below.
Step 3: Stomping
Dragons get 3+Age attacks per attack
opportunity (see below).
5
4
Breath Weapon
A Dragon using her Breath Weapon counts
as three attacks.
Left Claw
A Dragon using her Left Claw counts as
one attack.
Right Claw
A Dragon using her Right Claw counts as
one attack.
Tail
A Dragon using her Tail counts as one
attack.
Teeth
A Dragon using her Teeth counts as one
attack.
Wings
A Dragon can use her Wings to cause a
windstorm, stunning foolish mortals. A
stunned mortal cannot take an action this
round, but must spend it recovering.
Step 4: More Movement
Dragons may move again after attacking if
they are flying. Foolish mortals may move
now, too.
Step 5: Pathetic Mortals Attack
Mortals may now choose to attack – if they
haven’t been squashed or terrified into pud-
dles of whimpering pathetic slime.
Step 6: Dragons Attack Again
One more set of attacks for Dragons, if
they wish.
Special Attacks
Each Dragon weapon has a special attack.
A Dragon may use a weapon’s special
attack in lieu of its normal attack. All spe-
cial attacks count as two of a Dragon’s
attacks during a combat round.
Claws: Stomp
Stomping not only crushes the mortals
under your feet, but also knocks all the
other mortals around you off their feet.
Teeth: Swallow
Instead of biting, you can swallow a mortal
if you like. Swallowing the mortal heals
one Wound.
Tail: Swipe
With a swipe, a Dragon can knock a mor-
tal all the way out of a fight… a clear mile
away if necessary. The landing is not
friendly.
Puny Mortals
Puny Mortals come in three varieties:
Peasants,
Nobility, and
Heroes
Peasants and Nobility are pretty much the
same: you stomp or eat or burn them as you
see fit. Heroes, on the other hand, are dan-
gerous and must not be underestimated!
Heroes can find your Weak Point. Some
Heroes have even been known to…
(ahem)
… slay a Dragon or two.
I know, I know, it’s difficult to believe, but
it’s true! So, pay close attention. What you
learn may just save your life one day.
Peasants and Nobility
These are pretty much the same thing
except nobles are in charge. You can do
with peasants as you see fit, but nobility
think they have something to say every
once in a while.
When you stomp peasants, every pip on a
die is one peasant you can effect. So, if
you’re breathing fire and roll a 27 on your
dice, you can effect 27 peasants with your
fiery breath.
When dealing with nobility, you can only
count dice that roll evens. The total of the
dice that roll evens is how many nobles
you can effect. This is because nobles are
uppity and don’t know their place, so your
powers have less effect on them.
Heroes
Heroes are a different matter entirely. When
you deal with Heroes, they have Traits like
you do.
Every Hero has a Hero Trait (usually from
1 to 5). This is how many dice he rolls
when he deals with you. Heroes also have
Skills which are bonus dice they can roll
under specific circumstances. For example,
if a Hero has a Sword Skill 3, that means
he can roll three additional dice when using
his sword (that’s in addition to his usual
Hero dice).
When fighting Heroes, you only get to keep
your even numbered dice (like nobles), but
instead of counting pips, you just count the
even-numbered dice. So, if you roll:
1, 2, 2, 3, 5, 6
… you count each die that rolled an even
number as a success. So, you’d count the 2,
2, and 6 for a total of three successes.
Heroes roll their dice the same way, keep-
ing only evens and counting the dice rather
than the pips.
Whoever rolled the most dice – Hero or
Dragon – succeeds in what he was trying to
do.
Oh, Heroes also get a number of actions
equal to their Hero Trait. So, a Hero with a
3 Hero Trait gets three actions per round.
Wounds
Heroes and Dragons have Wounds. When
you run out of Wounds, you are defeated.
When a Hero runs out of Wounds, he is
defeated.
A Dragon has a number of Wounds equal to
his Age + 10.
A Hero has a number of Wounds equal to
his Hero Trait + 5.
When a Dragon attacks a Hero, he rolls his
Attack and the Hero rolls his Defense. If
the Dragon gets more successes than the
Hero, the Hero takes a number of Wounds
equal to the pips on the even dice. The
same goes for a Hero attacking a Dragon.
Defeating a Hero
If a Dragon defeats a Hero, she is automati-
cally gains one point of Age. Likewise, if a
Hero defeats a Dragon, he gains one Hero
Rank..
5
6
CHAPTER 4
NARRATOR
ADVICE.
NO DRAGONS
ALLOWED!)
The Many Ways to
Burninate
Dragon is a pure power game: a game
about stomping. And chewing and other-
wise messing with mortals who frustrate
your day with their whining and crying and
crops and cities. The game is really
designed to accommodate the players’
whims. “What do you want to do? You’re
the most powerful creature in the world!
Go have fun!”
With that in mind, here are the different
kinds of ways to play Dragon.
Power Game
Go run around with your keen Dragon
powers and smash things. You can smash
mortals, monsters, Heroes, or even other
Dragons.
Adventure Game
As a Dragon, you have the ability to
change into mortal form. You can walk
around the kingdoms of men completely
undetected – if you wish. Or, if you want to
appear beautiful, angelic and perfect , you
can do that, too. Have fun with the mortals,
go out on adventures, and gather new treas-
ure for your hoard.
Political Game
There are other Dragons in the world and
the thing about Dragons is: the older they
get, the more they want. As your neighbor
Dragons get older, they’ll want more land.
Yes, this means you. That means you’ll
have to protect your land and your Hoard
the best you can… even from Dragons
much older than yourself.
Does that mean you’ll have to recruit help?
Yes, it does. You’ll have to find other
Dragons who are just as young as you and
surrounded by just as many older Dragons
as you. Maybe you can protect each other.
Or, maybe you can make a deal with a few
Heroes to go up to that other Dragon’s lair
and clear it out… even if they fail, they’ll
steal weaken that Dragon up so you’ll be
able to sweep in and take out what’s left.
More Hero Rules
While Dragons are pretty indescriminate
about Heroes, believing they’re just like
every other puny mortal, there are actually
four different kinds of Heroes: Knights,
Mages, Thieves, and Priests.
Each kind of Hero has a number of powers
he can invoke. A Hero can have one Hero
Power per Hero Rank he has. Each power
may only be used once per duel with a
Dragon (or another monster).
Knight Powers
While knights appear big and bad (in all
that armor), they’re really just puny mortals
in pretty metal shells. However, armor does
have its uses. Any Hero in armor gets to
subtract the highest damage die from any
attack. Armor can do this three times before
its ruined and is no longer effective.
Heal Thyself
The knight heals all his Wounds.
Mortal Blow
The knight deals a double number of
Wounds.
Inspire Courage
The knight rolls his Hero Trait and turns a
number of Peasants into Nobility for a sin-
gle Dragon attack. They don’t actually turn
into Nobility, but your attacks affect them
as if they were.
Mage Powers
Mages can use magic just like Dragons,
just not as well. A Mage can use any of the
magical powers (not breath weapons) listed
above, but he can only use one kind of
magic for every Hero Rank he has. For
example, a Rank 2 Hero can use two kinds
of magic. Mages must have both hands free
and the ability to speak to use their magic.
If they cannot do these things, their magic
will not work.
Priest Powers
Priests are a strange phenomenon on
Shanri; they only just arrived, bringing
their strange pantheon with them. Gods of
Battle, Gods of Love, Gods of Wisdom…
as if Dragons weren’t enough for these
puny mortals to worship! Priests have some
powers, but they also have the same armor
rules as Knights (see above). A priest’s
armor only takes two hits before it is
ruined.
Healing Hand
A priest can heal a number of Wounds
equal to his Hero Rank.
Turn Undead
A priest can turn away walking corpses
summoned by necromancy. He rolls a num-
ber of dice equal to his Hero Rank; the sum
of the dice is the number of undead turned
away.
Divine Protection
A priest can protect a number of Heroes
equal to his Hero Rank from one attack.
This effect requires that he hold up his holy
symbol and call upon the power of his
Gods. If he cannot do these two things, the
power will not work.
Thief Powers
In many ways, thieves are the most danger-
ous kind of Heroes: they can steal from
your Hoard without you ever knowing its
gone.
8
7
Cunning Escape
The Hero may make a daring and unex-
pected escape. This will take many differ-
ent forms, but it will always involve him
escaping your wrath a moment before you
deal a crushing blow. (In other words, if the
Hero is about to be defeated by a blow, he
can use this power to escape by some unex-
pected means.)
Move Silently
The Hero can move without being seen.
This power remains active until the Hero
picks something up or speaks.
Find Weakness
This is the most dangerous power a Hero
can have. He can look upon a Dragon and
find a weak spot in the Dragon’s defenses.
Once he uses this power, he can tell other
Heroes about it.
A Hero can invoke a Dragon’s weakness as
if it was one of his powers (he can do it
once and it counts toward his total Hero
Powers for the day). Once a Dragon’s
weakness has been invoked, the very next
hit the Hero makes on the Dragon (if his
attack hits) causes Wounds as if the Dragon
was a noble. For example, if a Hero
invokes the Dragon’s weakness and suc-
ceeds on his next attack roll, he counts all
his evens together and adds up the values
on the dice. The total sum is the number of
Wounds the Dragon takes.
CHAPTER 5
LAST WORDS
Okay, I lied. There is a Chapter 5.
Dragon is one of the simplest games I’ve
ever designed. I still think it’s a little too
complicated in parts, but it does what it’s
supposed to do: give Dragon fans unlimited
power to do what they want. If you need
more rules for Dragons, go check out
Dungeons & Dragons. They’ve got thou-
sands of pages of rules. Hope you have fun.
In the meantime, go stomp some mortals,
burn down their houses, and eat their socks.
And Danielle: I miss you.
Take care,
John
9
i
DDrraaggoonn
A Little Game for Little Dragons
Age (5 Points per Rank)
Armor (2 Points per
Rank)
Awareness (1 Point per
Rank)
Claws (1 Point per Rank)
Gullet (2 Points per
Rank)
Wounds (5 + Age)
Socks Eaten
Hoard (3 Points per Rank)
Lair (1 Point per Rank)
Shape (1 Point per Rank)
Tail (1 Point per Rank)
Teeth (2 Points per Rank)
Wings (3 Points per Rank)
Hoard
Remember the Boogie Man?
He remembers you.
Remember Bloody Mary?
She still waits in the mirror.
Remember the Monster Under the Bed?
He waits for your foot to fall off.
And there’s more. So many more.
Monsters you’ve never seen.
But they’ve seen you. They know you very, very well.
They know your name.
And the only thing standing between them and you...
... is Mister Whiskers.
Cat
A Little Game About Little Heroes
l
by
John Wick
Hoard Gold!
Burn villages!
Scare villagers!
Eat Their Socks!
There’s nothing better
than being a Dragon!
Dragon is a little roleplaying game for at least two players of
just about any age. The system is fast, easy and simple with
enough depth to keep the adults interested and enough good-
hearted fun to keep younger players occupied for hours.
If you are looking for a younger player’s
first roleplaying game, this is it.
Brewed at the Source!
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1
The Unofficial Dungeons & Dragons Rules Cyclopedia Errata
by Jason MacInnes
Errata Revision 5.9b -- February 9, 2002.
What follows are rule corrections, clarifications, and suggested changes for the Rules Cyclopedia published in 1991 by TSR. For those
unaware, this is a hard cover volume listing (almost) all of the D&D rules from the Basic, Expert, Companion, and Master boxed sets
of the early 1980s. The only box set not included is the Immortal Rules (replaced by the Wrath of the Immortals box set).
This line of products should not be confused with Advanced Dungeons & Dragons, or simply Dungeons & Dragons as currently
published by Wizards of the Coast.
The Corrections
Please keep in mind that I love Aaron's Cyclopedia! For such a monstrous task, Aaron and the editors did an amazing job. All that
follows are corrections, not criticisms. This book is fantastic and truly a must if you want to run a classic D&D session.
For these rule corrections I've used the following sources:
•
'81 Basic/Expert binder rules
•
'83 Basic/Expert/Companion/Immortal boxed sets
•
'94 Classic D&D boxed set
The Errata Begins:
New:
•
Page 19 -- Magic user spell table corrections
•
Page 20 -- Magic user stronghold creation level
•
Page 26 -- Elf spell table corrections
•
Page 140 -- Dominion Income example
•
Page 154 -- Monster charm abilities
Page 12:
There's space at the bottom of this page, which bears the column about hit points, where we can place the missing natural healing rule:
Each full day of complete rest (no fighting or traveling!) will restore 1d3 hit points. If those resting are interrupted during that day in
any way, then no healing will take place.
Or, from the 1994 Edition: Instead restore 1d4 hit points.
There's also a mistake on this page, in the third colu mn under “Maximum Levels and Experience Points.” Score a line through “and
elves” that appears in the first paragraph. Elves can only attain a level of 10.
Page 14:
Cleric titles: All level titles were omitted in the Cyclopedia. However, in the cases of thieves and clerics, you may find them still to be
of value. Cleric table is below. Thieves’ table is on page 2.
Turning Undead: Notice the “But don't forget, if the monster is turned, it hasn't been destroyed, it may decide to
return soon...” Now that's nice and vague. From the Basic rule book: “They will stay away 1d10 rounds.” To
determine whether the monsters return when the turning wears off, “make a Reaction roll. If the result of the roll
is 8 or more, the undead return.”
Page 18:
For Paladins, the last line in the 4th requirement should read: “Therefore, a 16th or 17th level paladin can turn
undead with the same ability of a 5th level cleric.” Paladins start at 9th level in D&D. The Avengers column on
the opposite side of the page has the correct values if you want to compare them.
Level
Title
1
Acolyte
2
Adept
3
Priest
4
Vicar
5
Curate
6
Elder
7
Bishop
8
Lama
9
Patriarch
2
Page 19:
There are several errors in the Magic User Experience Table in regard to spell allotments. Mages don't receive 6th level spells until
level 12, so cross out the last “1” in the level 11 row. At levels 13 and 14, mages should have five of the first level spells (if the
progression from the Expert boxed set is used).
Page 20:
Towers: Enoch Perserico points out a rule variance for when magic users can build their towers/strongholds. From the Expert rules
(both 1981 and 1983), mages can do so when they reach 11th level. The rules here read “Name level” or 9th level. Enoch speculates
this may be a correction rather than an error, to bring the requirement for stronghold creation in line with the other human classes.
Magi: Item one for the magi suggests that they can assist land-owning magic users with spell/item research “as described in Chapter
3.” That topic is actually covered in Chapter 16, starting on page 250. However, nowhere in Chapter 3, 13 or 16 does it mention how a
magus decreases time or increases chance of success. From the Companion rules: Any item or spell research can be completed in half
the normal time and with double the chance of success. Also, the original item number two was removed from the list. It stated that
the Magus, like the thief, has a chance (determined by the DM) of finding treasure maps, and hearing rare rumors of powerful magic
items.
Page 20:
Experience levels: Some players may have noticed that the XP requirements for levels 4 and 5 are wrong.
Well, that depends on whether you used to use the '81 edition and prior or the '83 boxed set series. If you
used the latter, then level 4 is at 5,000 and level 5 is at 10,000.
Page 24:
Languages: This applies to page 25 as well. The rules state the following point more clearly in other books.
Dwarves and elves can speak the additional languages listed, just like the rules state. However, they can't
read or write them. To do so they must expend their additional intelligence slots or general skills to pick
those languages (as detailed in the '94 boxed set).
Page 25:
The special abilities “Detection” description of elves does not mention the exact rule (as the dwarf area did on the previous page).
Under the detection section in the third column note that it's a 1d6 roll, rolling a 1 or 2 for success.
Page 26:
Elves: Enoch Peserico notes a discrepancy here for the Experience Table for their spells. He's noticed
the table is not the same as in the 1983 Expert boxed set; on that table, elves did not achieve 5th level
spells until level 10. Actually, this table is from the 1981 Expert binder rules. However, Enoch cites
the 1983 table being used in GAZ 5 “The Elves of Alfheim” and Gaz 13 “The Shadow Elves”. This, as
well as other revisions in the 1983 edition for magic users/clerics, suggests this 1981 table is
incorrectly used. To adjust the table in the Cyclopedia, use this table.
Halflings: In the combat bonuses table, the plus one to individual initiative also applies to the group if they are comprised only of
halflings.
Page 32:
In the third column, at the end of the second paragraph place an asterisk, then scribble this missing rule somewhere: “If the caster
loses initiative and takes damage or fails a saving through, then the spell is interrupted and lost.” In the “Reversible Spells” section,
note that the caster must be at least fourth level to reverse spells.
Page 33:
Under the section “Learning New Spells”, you may wish to note: “Clerics receive new spells directly from the power they serve, so
they will be able to learn any spell on the clerical spell list once they gain enough experience to cast spells of that level. The DM may,
however, have their immortal restrict certain spells.”
Level
Title
1
Apprentice
2
Footpad
3
Robber
4
Burglar
5
Cutpurse
6
Sharper
7
Pilferer
8
Thief
9
Master Thief
Level
1
2
3
4
5
6
3
2
2
-
-
7
3
3
2
1
-
8
4
3
2
2
-
9
4
4
3
2
-
10
5
4
3
2
1
3
Page 35:
Resist Spells: For the spells Resist Cold and Resist Fire, I suggest noting that the minus one point per hit die be applied after the
saving throw. Mathematically this is an important decision (it's better for the players this way). Although it is implied by their use of
“Furthermore”, it's not actually stated when to apply it.
Page 37:
Create Food Spell: Originally, clerics/magic -users didn't have as many levels or spells, so they acquired higher level spells earlier and
were able to cast a greater number per day. The authors forgot, however, to update a few of the spell descriptions. So, the second
sentence should now read: “For every level of the cleric above 10th, the spell...”
Page 38:
Raise Dead: Again, this is an old rule not revised. The second paragraph should read: “A 10th level cleric can raise a body that has
been dead for up to four days. For each level of the cleric above 10th add four days to this time. Thus, a 12th level cleric can raise
bodies that have been dead for up to twelve days.”
Truesight: This error originates with the companion set. The duration should read either: “1 turn + 1 turn per level of the caster” or “1
round + 1 round per level for the caster.” You can choose which you like better.
Page 47:
Phantasmal Force: You may want to consider that this spell, in relation to its description and other spells must be an immobile 20'
cube. For example, you can create a flying monster, but it can't move outside the original 20' cube. Defining whether this is true or not
will avoid arguments later.
Page 49:
Confusion: Something to consider before the magic-user casts this spell, is that the effect slot states 2d8 creatures. But the description
suggests it affects all creatures within the radius.
Page 50:
Ice Storm/Wall of Ice: This spell, originally having only one effect, has two. This first line of the description states this, but then it
states there are three effects. The effect “Icy blast” does not exist, and never did. So, the first line should read, “This spell may be cast
in either of two ways: either as an ice storm, or wall of ice.”
Polymorph spells: The D&D rules are never actually clear as to whether such spells, or related potions, change just the body or
include the possessions. You may want to make a ruling on this before a player argues differently.
Page 51:
Animate Dead: Of little importance here, but every time they use “Cleric” they obviously mean “Magic User.” (The same is actually
true of Hold Person on page 48 as well.)
Cloudkill: As noted in “Explosive Cloud”, this spell creates a greenish gas cloud. Further, you may wish to consider whether the cloud
is opaque or translucent.
Dissolve: The spell's range, as first noted in its description, is 120'. The second value mentioned later in its description, 240', is
incorrect.
Page 62:
Money: Okay, here the authors were trying to confuse you as much as possible. Scribble
this down and you'll never get confused!
Weapons
table;
missing
weapons:
Under
the
Weapons
Special
Effects
table, note that page 80 has
the full tables -- you'll need them for reference during the game play.
Coin
US
Currency
Conversion
Factor
Platinum
5 dollars
5
Gold
1 dollar
1
Electrum
50 cents
2
Silver
1 dime
10
Copper
1 penny
100
Item
Damage
Range
Cost
Enc.
Notes
Morning Star
1d6 + 1
-
5
30
M
Flail
1d6
-
5
40
c, M
4
Page 67:
In the editions in the early '80s and the '94 edition, magical armor only weighed half the
encumbrance of its normal counterpart, but this rule was omitted from the Cyclopedia. In the Armor
Table, create a “Magic enc.” column. Here are the values that appeared in the Companion boxed set:
Another point, if you consider “Leather” to be “Hardened Leather” at AC 7, you can have “Padded
Leather” at AC 8 (cost 15 GP). “Padded Fur” would also occupy AC 8 (in cold weather campaigns)
for 10 GP.
Page 68:
The last sentence in the fourth paragraph of the third column is wrong. The griffin's MAXIMUM is 7000, its half is 3500. You can
confirm this on Page 181. Score out 7000 and 14000 and replace it with the correct values. But take note that the prior logic the author
was working through is no longer valid with these new values.
Page 69:
For the “Adventuring Gear” table, here's a missing item: Spell Book: 200 cn (from page 43, last paragraph)
Page 70, 71:
The vessel capacities listed in the descriptions for the river boat and galleys are all inconsistent with the table. According to the
original Expert booklet, all the inconsistent values in the table are wrong. The Expert boxed set also bears the same errors.
The price listed for a Troop Transport (30,000 gp), is actually the price for the conversion of a sailing ship into a troop transport.
Technically, the price should be 27,000 gp (which is closer to 1/3 of a large ship's price). However, to buy a Troop Transport off the
shelf, so to speak, it costs 40,000 gp (from the Expert sets). The difference here is time: can the characters wait around to have their
ship upgraded, or instead shop around for an available Troop Transport vessel.
Page 72:
Jimmy Kerl has spotted an error under the “Troop Transport” section in the first column. The additional cost to convert a sailing ship
into a troop transport is actually 1/3 of the ship's listed cost, not 1/2. The cost is correctly listed on the chart's footnotes on page 71.
Page 74:
Note that treasure encumbrance is handled in chapter 16, but if you want to use the simpler original '81
Expert edition rules you can write them down at the bottom of this page. Also included are missing
values for other miscellaneous items:
Page 75:
The weapon mastery system COMPLETELY unbalances the game! When your players have plus 9 or
more to hit, you know something is wrong! I HIGHLY suggest using the system with one change:
don't let any player get weapon mastery above “skilled.” With this restriction the rules do work very
well. You can then move some of the higher level options to apply to the skilled level.
Page 80:
Related to the page 75 note, I suggest removing the “Deflect” ability under the “Special Effects Descriptions.” This makes it VERY,
VERY hard to hit the player (you never will with high characters). Since they'll argue, point out the older “Parry” option on page 104.
Page 85:
Assuming you don't read the book straight cover to cover, you might miss a few rules under the “Riding Skill” section. It mentions
restrictions if you DON'T have the skill.
Page 89:
Under the section “Long-Distance Travel and Rest” the missing forced march rule of the Expert boxed set (pg. 21) can be re -added.
The rule is essentially: “A forced march can be undertaken to increase the party's movement rate by 50%, but the whole day after the
Armor
Magic Enc.
Leather
100
Scale Mail
125
Chain Mail
150
Banded Mail
175
Plate Mail
200
Item
CN
Gem
1
Jewelry
10 (if not worn)
Potion
10
Rod
20
Scroll
1
Staff
40
Wand
10
5
march must be spent resting.” Furthermore the original rules state that when pursuing and fleeing in the wilderness you may triple
your normal movement rate for a “short” period of time; and it requires immediate rest afterward.
Page 93:
As the last line of the “Encounter Distances” table, enter:
Interestingly, I couldn't find this table is any of the other rule books. This is important because it would appear to be wrong. In
previous rule books it was verbally explained, and it only mentioned the 4d6 x 10 rule. Anyway, notice the comment for two asterisks:
it states those fields are applicable to infravision. Recall infravision is, generally, a 60 range, but the rows the asterisks apply to allow
a max of 120! Perhaps, in the wilderness, that's possible, but in the dungeon that has to be dead wrong.
Page 99:
In the third column in the paragraph starting with “The pursuers decide to give up the chase.” there are some missing conditions.
Apply the character's flee adjustments (missing from page 103, so you'll need to note those in the errata) as before, and then add a
further +2 if the number of monsters is greater than the number of characters. If the adjusted result is 9 or greater than the monsters
continue to pursue. Monsters will give up pursuit after 1-2 hours if the party is not found, and will rarely continue searching longer
than a day (8 hours) unless some valuable item was stolen by the characters. (This is the flee reaction role, *not* a morale check.)
On the next page, but related to evasion, is “Regain Bearings.” Just remember you can, and should, give the characters general
descriptions as they run away (as noted in the original rule books). Yes, they're running fast and can't map, but they can still see.
Page 102:
Okay, the first paragraph states that: “During a round, characters can do one thing...” and “A character cannot do two things in a single
round, such as run 20 feet and then attack.” Then in the next paragraph, “To reflect this limited movement, a character can move up to
5 feet while he is fighting.” So, if you move MORE than that you can not attack. Okay? Good. Now let's look at page 103....
Page 103:
Look over at the third column section “Movement”, under the sub heading “Encounter Speed.” Put a line through the last sentence that
reads “...and still make his attack this round.” That rule is wrong, as we have just seen on page 102! Confusing? Simply, you can't
move and attack at the same time unless you're within 5 feet of your opponent (you can only perform one action in a round).
At the Start of an Evasion: Related to morale is the monster reaction role towards fleeing characters. To decide if monsters will
pursue, role 2d6 and adjust as follows: -2 if any monsters have been slain, +2 if no monsters have been hit, +3 if the monsters are
hunting the characters; no adjustments if any monster has been hit but not slain. If the adjusted result is 9 or greater, the monsters will
pursue. See the correction for page 99 for further notes on this missing flight rule.
Page 104:
Fighting Withdrawal: I don't know why, but it lists the character's movement rate at 5' per round. Now, that makes it VERY hard to do
this maneuver! This rule, in ALL the other rule books, is 1/2 your movement rate. That differentiates it from “Retreat”, which is a
movement greater than 1/2.
Smash: I suggest that when the “Smash” maneuver is performed the players are not allowed to use their weapon mastery (since this is
brute force instead of skill). This will make the -5 penalty something for players to be concerned about (otherwise this will become
their standard attack).
Page 108:
For “Attack Roll Modifiers” in the first column, may I suggest that you note somewhere that if the characters are fighting in the dark
or their adversary is invisible, then they are not permitted their weapon defense bonus from the chapter 5 optional weapon mastery
rules. Just a logical rule modification.
Jimmy Kerl has noticed that the penalty for hitting a halfling in the table is incorrect; it should be -2. You may also wish to note here
that page 150 (Special Conditions) lists attack modifiers for blindness and prone characters. (Note: Blindness is listed as -6 on page
150; however, -4 should be used if a mage is using detect invisibility to guide characters in attacking, as outlined in the older rules.)
Here are a few more adjustments for the Missile Checklist: Crouching -1, and Moving Quickly -1.
For the cover adjustments section, a defender is considered to have at most 3/4 cover if he or she is using a missile weapon to attack.
Surprise
1d4 x 10 yards
6
Page 110:
For the “Two Weapons Combat” rule, may I suggest that characters who wield two weapons can only attack 1 attacker until they get
their fighter combat options. I also suggest that the second weapon (the offhand one), be a short sword or smaller. This will keep the
game balanced.
Page 111:
I don't know WHAT they were thinking, but here's a correction. Look at the optional “Striking Procedure Checklist”, specifically
section 3. The last part of the line should read, “...base damage of 1 plus any bonuses from a high strength.” Both the Companion and
Cyclopedia rules actually state a base damage of 0. However, if that's true, then people with an average strength can not fight at all
(they never do damage!). Optionally, you could state, that only people with superior strength can use the striking rules; but the rules
don't actually state that. You decide which you prefer.
Look over on the third column, under “Striking and Two Weapons Combat.” At the end of the first paragraph in this section add this,
“... and the character must be at least skilled at boxing (next page) to do this.” This will keep the rules balanced.
Page 113:
Fabrizio Paoli has pointed out a rule conflict on this page. Under “Wrestling Effects” in its last paragraph, it states that the pinning
character can inflict 1-6 damage plus strength on his opponents. However, the “Wrestling Combat Mastery Table” states a base
damage of 1, and then increases in regard to the various skill levels. This is a rule conflict originating with the Companion and Master
boxed sets. I would suggest that the 1-6 be used if you don't use the optional Weapon Mastery rules (it was written before them
anyway). If you do use those rules, follow the table as it's laid out.
Page 115:
An error in the “Ram Attacks Table” was spotted by Jimmy Kerl. The damage for a small galley ramming a ship is correct at 50-80.
However, the die calculation for this should be “1d4+4x10”.
Page 140:
I don't own the Master boxed set, but Enoch Peserico explains that the Dominion rules here are a cut-and-paste job of the Companion
and Master rules. One of the clarifications in the Master rules, he explains, was to place a limit that each family could only work one
resource (third column under “Limit Family Skills” here) and also create a minimum resource usage of 20%. These changes are only
relevant because of the “Example” section in the middle of the second column. This was lifted directly from the Companion rules
which, as Enoch spotted, are now flawed. From the example, the character has 200 peasant families working a hex, with 1 mineral and
1 animal resource (worth 3 and 2 gold pieces respectively). The example calculates that at 1,000 gp of Resource income. That would
be 200 x (1x3 + 1x2). However, since the Master revision added in the restrictions, noted above, that number is invalid. The highest
income level would be (40 x (1x2)) + (160 x (1x3)) resulting in 560 gp of Resource income. Or, risking rebellion, everyone can mine
for 600 gps.
Page 145:
Under the section “Climbing” add, “A character receives 1 point of damage for falls under 10'.” The rule comes from the thief section
in chapter two. But how fast does a person climb? For ease, I suggest a person climbs at equal their normal rate in easy conditions. In
adverse conditions give non-thief characters a penalty of 1/2. If you want more complex rules, I suggest referring to AD&D.
In the second column, the section titled “Damage to Magical Items ” should read “Damage to Magical and Normal Items ”.
Page 150:
The following weapon mastery notes should be added for each of the respective sections:
Blindness: Weapon mastery skills are completely negated
Deafness: Weapon mastery attack bonus is negated, but damage remains the same.
Invisibility: Weapon mastery is completely negated.
Stunning, sections 1 and 4: Weapon mastery is negated.
Starvation table: At the bottom of the page, the “Movement Rates” column of the chart should read “x 1/4” for the 24% - 49% line.
7
Page 154:
Poison: Omitted from the Companion set (Book 2 pg. 22), summarised:
1. Monster poison, emanating from sacs or glands, is only poisonous while in the creature; when exposed to air it becomes
useless in 1-10 rounds.
2. An intact poison sac (rare after a fight) lasts for 1-10 rounds per hit die of the monster.
3. As per the poison spell, the use of poison is considered an evil act.
Charm by monsters: Enoch Peserico noticed that the description here has been condensed by telling the reader it works just like the
Charm Person spell. That is, however, incorrect. From the Basic set or the Classic 1994 set, the charm ability of monsters has the
expected results that the character can not attack the monster and must follows its simple commands. What is missing here is that
characters also find themselves confused and are unable to make decisions. This extends to the inability to cast spells or use magic
items which require concentration. We might also consider at this point whether these rules on confusion should also then apply to
charm spells and subsequent casting attempts by a victim. Unfortunately, the rules do not cover this idea, although there is an allusion
to this in the Basic monster section. Yet it is never stated as such, including in the spell sections in both Players/DM Basic books and
the Classic book. If we reference AD&D (2nd edition, DM page 90, Combat), there are rules applying to miscasting due to the
befuddled charm state. Whether this applies to D&D, I leave up the reader. Although, strictly from the rules, charm is a “best friends”
spell and monster charm powers are related better to the ability to mesmerize or enthrall.
Page 163:
Carrion Crawler: Cross out the words “except when” from the second line of the second paragraph. Someone rewrote the entry and
left a few extra words in there.
Centipede, Giant: You may want to consider a penalty to allow combat. Since the characters can move, but not attack, when paralyzed
your players will argue this point, especially if their characters are adventuring alone. Try a penalty of -4 without weapon mastery
bonuses.
Page 182:
Haunt: In the “Save As” row it states “See below.” That, in itself, is okay. The problem is that although it states the special rules, it
never actually states what they save as (this dates back to the original Companion set). Consulting the D&D Creature Catalogue under
“Banshee, Lesser”, I think it's safe to say that the three Haunts save as fighters of equivalent level. That's F13, F14, and F12
respectively.
Haunt, Aging: Obviously not play tested all that much. The demi-human classes lose constitution after a given set of years, which
pushes them towards middle age. However, even still the rate they age should be slower, to reflect their extended life spans. I suggest
that elves lose one point of constitution every 40 years and dwarves every 20. Based on the age maximums and averages from chapter
13, this will result in equal aging with their human counterparts in respect to their max ages.
Page 185:
Hellhound: As far as I can tell they've never had a range stated for their breath weapon. You may want to interpret this as meaning
they can only use their breath weapon against adjacent targets. Or, taken from AD&D, they have a range of 30'. However, AD&D
Hellhounds are very weak and pathetic monsters (compared to D&D). So the 30' range on a D&D Hellhound may make it too
powerful for lower level characters to handle.
Page 192:
Mek: The Mek's damage is listed as an impressive 1d6x10(x2). Wow - it scared the hell out of my players. In supplements such as
M2: Vengeance of Alphaks, however, the damage is listed as 6d10x2. That's more in line with D&D conventions and makes it an
ordinary monster.
Page 195:
Mystic: The leader should save as Mystic 7 and all his thief abilities are wrong; refer to the thief at level 7. (There was confusion here
whether the leader was level 6 or 7). Also remember the level 4s have hands that act as silver weapons and save as mystics of fourth
level. Note, it says here that, “They may use potions or other magic items for certain situations.” That's in the third paragraph, which is
very interesting considering it does n't state that at all in chapter 3. I assume its carrying the thought of the previous sentence about
magic protection, but it's an interesting statement to consider anyway.
8
Page 200:
Rat, Giant: For some reason the Giant Rat's treasure type has been changed to “L”. Originally it was “C”; which you may prefer if you
perceive giant rats as pack rats.
Page 212:
Wight: These creatures do 1d4 damage when they attack (taken from AD&D).
Page 236:
Wand of Polymorphing: As the spell, the range is 60'.
Wands: It should be noted that none of the detection wands, such as Enemy Detection or Metal Detection, mention anything about the
duration of a charge. Nor can I find any such rule in any other source. I suggest noting that the charges last only for 1 round, as these
are detection wands, not locating wands; the wands show the player where something is, but not giving them the ability to go hunting
for things.
Page 238:
Telekinesis ring: The speed for the ring is 20' per round (from page 52)
Protection rings: Magic is not cumulative with other rings (Protection +1 and Protection +5 is *not* +6; it is +5).
Page 239:
Bag of holding: What they should have said is that you should calculate the normal cn for the sacks contents, and note this down. Then
multiply it by 0.06 to determine its actual weight. Easy to notice, but if you write it down here it'll save you time later.
Displacer cloak: From AD&D, the first attack always misses. That assumes, of course, that the attacker doesn't know the person is
wearing the cloak.
Page 242:
Armor and Shields: As mentioned by my notes for page 67, the magic armor rules (half encumbrance) can be found in the '83 and '94
editions. Or you can use the Companion set magic encumbrance values I listed earlier.
Page 245:
A line needs to be crossed out on this page. Look at the second last column under “Sword Intelligence...” on the third column. The
sentence in parentheses should be scored out; it starts with “The read magic ability is discussed below...” Well, this line doesn't appear
in the older additions. Why? Well, because it's wrong. Someone has confused “read magic” with “detect magic”. Assume that read
magic has the properties stated at the beginning of “Primary Powers” - that it may be used once per round and as often as desired.
It might also be worth mentioning here the omission of the section entitled “Special Swords” that appeared in the '83 Expert rules.
That section is, more or less, similar to the new section on “Weapon Bonus vs. Opponent” that's on page 247. However, here are rules
you may find useful.
If both the intelligence and ego scores of a sword are 12, then the sword will have the following additional power:
•
A lawful sword will paralyze a chaotic opponent struck unless the victim makes a Saving Throw vs. Spells.
•
A neutral sword adds +1 to all of the user's Saving Throws.
•
A chaotic sword will cause a lawful opponent struck to make a Saving Throw vs. Turn to Stone or be turned to stone.
Page 255:
Spell research: According to this rule book, and all previous, both clerics and druids can create new spells in addition to magic users.
This, however, isn't logical. Recall, clerics obtain their spells from their immortals by praying. What the rules mean at present is that
clerics research spells and then teach them to their immortals, which is just twisted. If your campaign treats clerical spell like mage
spells, then use the rules as listed. Otherwise cross out “cleric and druid” from this section.
9
Page 266:
The “Ability Scores and Saving Throws” optional rules will unbalance the game, don't use them. I highly suggest the use of the
“Keeping Characters Alive” rules exactly as they appear. Drop them when the characters reach “name” level if you wish.
Page 267:
Here's an interesting rule conflict pointed out by Alessio. There seems to be an editing error for the mystic variant experience
guidelines. Look at the “Special Abilities That Do Improve” portion and you'll see that “saving throws will continue to improve”.
However, in the next paragraph under “Saving Throws” the rules state the reverse. Alessio suggests that the editor(s) incorrectly
copied the text from the previous character class sections. In which case, this section should state that the mystic should use the fighter
saving throws after passing the sixteenth level.
Page 293:
Look at the bottom of the chart under “Skills Proficiencies.” The D&D and AD&D lines are mixed up. Add an “A” to the first line,
and scratch out the “A” in front of the second area.
Tournament/Jousting Rules:
In the earlier versions of the errata I mentioned that the Tournament rules had been omitted from the Cyclopedia. I contacted TSR and
was informed by Michael Huebbe (Consumer Inquiries Manager) that they had omitted these rules intentionally because of space
requirements. At that time, Michael mentioned that photocopies of these missing rules could be mailed out if required. Regardless,
these joust rules from the Companion set are well worth having. [My request to include them in this erratum was denied by TSR.]
| textdata/thevault/Dungeons & Dragons [multi]/1st Edition (ODD, D&D Basic, AD&D)/Basic Revised/Rules Cyclopedia - Errata.pdf |
Based on the original DUNGEONS & DRAGONS
® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
This is an official RPGA
® play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com.
For questions specific to this document and your region please e-mail your triad point of contact (POC) at [email protected]. For
LIVING GREYHAWK campaign questions email [email protected].
GRM7-IN4
By Right of Conquest
A One-Round D&D® LIVING GREYHAWKTM
Gran March Regional Interactive
Version 0.9.0
by Joe Masdon and Nick Perch
With artwork by Brett King
Reviewers: Gran March Triad
Circle Reviewer: Steven Conforti
Playtesters: John Brice, Chris Danford, Michael Eshleman, Valerie Fricault, Rosemary Grey, Arlene
Medder, Tyrone Pugh, Jason Swanson, Dave Walters, Dan Wheeler, Pete Winz.
For millennia, land in the Sheldomar Valley has been claimed by those with the strength to take it and to
hold it. Invaders laying unlawful claims are not to be tolerated and allies should come together to retake
lands wrongly seized. The time has come to reclaim Shiboleth. A Gran March Regional battle-intensive
interactive for APLs 2-14, and Part 5 of the Shattered Reflections series.
Note: This adventure will be of particular interest to members of the Knights of the Watch, the Gran
March Army and Syrloch.
Resources: Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed
Stark], Fiend Folio [Eric Cagle, Jesse Decker, James Jacob, Erik Mona, Matt Sernett, Chris Thomason,
James Wyatt], Libris Mortis [Andy Collins, and Bruce R. Cordell], Monster Manual II [Ed Bonny, Skip
Williams, Jeff Grub and Rich Redman], Monster Manual III, Monster Manual IV [Gwendolyn F.M. Kestrel],
Player’s Handbook II [David Noonan], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor].
GRM7-IN4 By Right of Conquest
Page 1
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of
an RPGA even from the RPGA website, or you
received it from your senior gamemaster. To play
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign
set in the GREYHAWK setting—you must sanction it
as part of an RPGA event. This event could be as
elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at
least a HERALD-LEVEL gamemaster. The person
who sanctions the event is called the senior
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on
the date sanctioned, and then reported back to the
RPGA in a timely manner. The person who runs
the game is called the table Dungeon Master (or
usually just DM). Sometimes (and almost all the
time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have
to be a HERALD-LEVEL GM to run this adventure if
you are not the senior GM.
By sanctioning and reporting this adventure
you accomplish a couple of things. First it is an
official game, and you can use the AR to advance
your LIVING GREYHAWK character. Second player
and DMs gain rewards for sanctioned RPGA play
if they are members of the DUNGEONS & DRAGONS
REWARDS program. Playing this adventure is worth
two (2) points.
This adventure retires from RPGA-sanctioned
play on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS,
visit the RPGA website at www.rpga.com.
PLAYERS READ NO
FARTHER
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its
challenges, which kills the fun. Also, if you’re
playing this adventure as part of an RPGA-
sanctioned event, reading beyond this point
makes you ineligible to do so.
PREPARING FOR PLAY
To get the most out of this adventure, you need
copies of the following D&D books: Player’s
Handbook, Dungeon Master’s Guide, and the
Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase
or read aloud when appropriate. Sidebars contain
important information for you, including special
instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
appear in abbreviated form in the adventure text.
Full information on NPCs and monsters are given
in the Appendices.
Along with this adventure you’ll find a RPGA Table
Tracking sheet. If you’re playing this adventure as
part of an RPGA-sanctioned event, complete and
turn in this sheet to your senior GM directly after
play. You’ll also find a LIVING GREYHAWK
Adventure Record (AR).
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to
LIVING
GREYHAWK
games,
this
adventure’s
challenges are proportionate to the modified
average character level of the PCs participating in
the adventure. To determine this modified Average
Party Level (APL) follow the steps below:
1. Determine the character level for each of the
PCs participating in the adventure.
2. If PCs bring animals that have been trained for
combat (most likely dogs trained for war),
other than those brought by virtue of a class
ability (such as animal companions, familiars
paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
the sidebar chart to determine the number of
levels you add to the sum of step one. Add
each character’s animals separately. A single
PC may only bring four or fewer animals of
this type, and animals with different CRs are
added separately.
3. Sum the results of step 1 and 2, and divide by
the number of characters playing in the
adventure. Round to the nearest whole
number.
4. If you are running a table of six PCs, add one
to that average.
GRM7-IN4 By Right of Conquest
Page 2
Throughout this adventure, APLs categorize the
level of challenge the PCs face. APLS are given in
even-numbered increments. If the APL of your
group falls on an odd number, ask them before the
adventure begins whether they would like to play a
harder or easier adventure. Based on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience
and gold a PC can gain at the end of the
adventure. If a player character is three character
levels or more either higher or lower than the APL
at which this adventure is being played, that
character receives only one-half of the experience
points and gold for the adventure. This simulates
the fact that either the PC was not challenged as
much as normal or relied on help by higher-level
characters to reach the objectives.
Furthermore, a PC who is four or more levels
higher than the highest APL supported by the
adventure may not play the adventure.
LIVING GREYHAWK adventures are designed for
APL 2 and higher. Four or five 1st-level characters
may find the challenge of an APL 2 adventure
difficult. Suggest the following to these groups to
help increase their chances of success:
1. Enlist a sixth player.
2. Advise characters to buy riding dogs to help
protect them, and fight for them.
TIME UNITS AND UPKEEP
This is a standard one-round Regional adventure,
set in the Gran March. Characters native to the
Gran March pay one Time Unit per round, all
others pay two Time Units per round.
Adventurer’s Standard Upkeep costs 12 gp
per Time Unit. Rich Upkeep costs 50 gp per Time
Unit. Luxury Upkeep costs 100 gp per Time Unit.
Characters that fail to pay at least Standard
Upkeep will retain temporary ability damage until
the
next
adventure,
must
buy
new
spell
component pouches and healer’s kits, and may
suffer other in-game penalties (or possibly gain in-
game benefits) as may be detailed in this
adventure.
A character who does not pay for at least
Standard Upkeep may also avoid the above-
described penalties by living off the wild. If the
character possesses four or more ranks in the
Survival skill and succeeds at a Survival check
(DC 20), the character will heal temporary ability
damage as if he or she paid for Standard Upkeep,
may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
this roll.
More information about Lifestyle and Upkeep
can be found in the “Lifestyle and Upkeep” section
of Chapter 3 of the LIVING GREYHAWK Campaign
Sourcebook.
ADVENTURE BACKGROUND
In early 595 CY, an earthquake shook Shiboleth,
opening a long-sealed cavern hundreds of feet
below the surface. Inside the cavern was an
enormous mithral archway inlaid with bronze that
led to the Bleak Eternity of Gehenna. The gate,
dormant for centuries, was reawakened, and the
residents of Gehenna began exploring this new
territory with patient curiosity. The yugoloths
exploring Gran March in 595CY were not the
same ones who used the portal millennia ago, and
knew nothing of their predecessors’ dealings in
the Sheldomar Valley.
As the yugoloths of Gehenna began exploring
upward, the Order of World Travelers and the
leaders
of
Syrloch,
Gran
March’s
arcane
academy,
began
exploring
downward
to
investigate the source of the earthquakes. The
Commandant granted the Archdean of Syrloch,
Kaema
Thuldir,
the
authority
to
lead
the
investigation and he put the forces of the 3rd Battle
at her disposal. She supplemented the Battle with
an assortment of adventurers and guides from
The Order of World Travelers. Explorers from
# of Animals
Mundane
Animals Effect
on APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
GRM7-IN4 By Right of Conquest
Page 3
Gran March and Gehenna both encountered the
Outpost, a civilization of reclusive vampires from
the time of the Occluded Empire, hundreds of feet
below Shiboleth. The vampires vacated, clearing
the way for the humans and yugoloths to meet.
When the two exploring groups met, the humans
from Shiboleth struck first against the yugoloths.
The Archdean and Knight Colonel Darhmog
Wynnavwynn of the 3rd Battle learned of the
mithral gate and led the 3rd Battle and a large
group of volunteers to the caverns below Shiboleth
in an effort to seal it again. The main force of
soldiers fought the yugoloth army amassed in the
cavern while Archdean Thuldir led a select group
of powerful volunteers into Gehenna to find a way
to seal or destroy the gate from the other side.
A few hours after the brave soldiers entered
the caverns, the columns supporting the cavern
were destroyed, collapsing the cavern. A massive
sinkhole appeared in the southwest corner of the
city and four blocks of homes and businesses
collapsed 40 feet into the earth, killing hundreds of
unsuspecting people. The official story in Gran
March is that the yugoloths vindictively collapsed
the caverns in the final moments of a losing battle
against the soldiers of the 3rd Battle and members
of Syrloch. The truth is a much darker reality.
Archdean Thuldir feared that she would fail to find
a way to close the gate in Gehenna. Before she
left for Gehenna, she gave wizards and sorcerers
from Syrloch who were among the main force the
resources to collapse the caverns if the battle
went badly. She hoped to destroy the archway or
render it unusable if it could not be sealed. The
group that entered Gehenna failed to find a way to
seal the mithral gate as the Archdean had feared.
Worse, the Archdean was felled in Gehenna by a
huge nycaloth. Right before she fell, she gave the
order for the arcane casters to collapse the
cavern. The mithral archway was buried beneath
millions of tons of earth and stone, and hundreds
of yugoloths, soldiers and adventurers were
trapped in the collapse. Hundred of citizens
aboveground in Shiboleth were also killed. It is
worth noting that all of the arcane casters who
followed the Archdean’s direction and caused the
collapse that killed all of these people were PCs
who understood the potential risks.
Some PCs playing this scenario will know the
truth of the collapse, and a few might even be one
of the wizards who followed Kaema Thuldir’s
order. Others might be under the impression that
the yugoloths created the collapse. If asked, the
DM should indicate that public opinion is that the
yugoloths caused the collapse. The DM should not
feel compelled to contradict PCs who indicate that
they know otherwise, nor should the DM support
those PCs with the truth. Dissenting versions of
the story should be allowed to continue. (GRM05-
BI-01, The Commandant’s Fist: ConCarolinas
2005).
During the weeks after the collapse, there
were numerous yugoloth and Outpost vampire
sightings in Shiboleth. Yugoloths were seen
fighting giants who invaded the city (GRM5-IN5, In
the Eleventh Hour), a small horde of yugoloths
pursued a group of Outpost vampires through
Shiboleth (GRM6-01, All That Is Secret and
Hidden), and an ultroloth was seen beneath a
newly constructed gladiatorial arena (GRM6-02,
Family Values) in Shiboleth. More recently, an
ultroloth wearing ornate plate armor decorated in a
twisted, demonic similarity to the Knights of the
Watch broke into the Athenaeum in Hookhill
(GRM6-07, Athenaeum). This ultroloth proclaimed
himself Master Vigilant Marax, and claimed that
the Knights of the Watch were a pale imitation of
an older, daemonic knighthood named the Knights
Vigilant. He was accompanied by a woman named
Kaema who bore a striking resemblance to the
missing Archdean Kaema Thuldir. Her fine Suel
features were marred by encroaching daemonic
features. They were found in Vault 73 in the
basement of the Athenaeum, the vault where most
of the artifacts from Fhar’anod were sealed. They
were foiled in an attempt to steal a stone tablet
from the vault.
Meanwhile, the Army of Security (AoS)
stationed forces around the sinkhole in Shiboleth
while the majority of the soldiers worked to rebuild
the city in the wake of the giant invasion. About
half the AoS worked to rebuild and the other half
worked to maintain peace and search the outlying
areas for stragglers from the invasion. These
tasks occupied all the AoS’s available time and
energy. Recently, the AoS was disbanded.
In GRM7-06 The Order of Underworld
Travelers, the PCs found the remains of the
vampiric Outpost and evidence that the yugoloths
were still active beneath the city. PCs encountered
an ultroloth named Euryale and learned that the
half-yugoloth soldiers that have been encountered
with the daemons are former soldiers from Gran
March who have been transformed into half-
fiends. The PCs were able to alert many influential
organizations to their discoveries, and efforts to
examine the Sinkhole fully are being coordinated.
GRM7-IN4 By Right of Conquest
Page 4
ADVENTURE SUMMARY
Introduction
The leaders of the yugoloths are going to attempt
to present a convincing ruse that they are invading
Shiboleth with the intent to claim it as their own.
They are actually hoping to create a large
diversion that draws attention away from their true
plan. They are trying to remove the huge bronzed
mithral gateway from beneath the Sinkhole and
take it out of the city into the Rushmoors. They are
also trying to bring a number of fiends and
celestials that they are holding captive out of
Gehenna and into the city. These outsider
captives are warded against using their various
teleport abilities, so the yugoloths have to
physically drag them out of the city and into the
Rushmoors. If the PCs ignore the threat created
by the diversion, it is possible that everyone in
Baron Doulanfon’s estates will be killed and taken,
throwing Shiboleth into chaos.
Encounter 1
A large force of silent paralyzing-touch undead
(ghouls, mohrgs) emerges from the graveyard on
the southwest side of Shiboleth. They sneak into
the city under cover of darkness and begin to
sneak into homes, paralyzing and kidnapping
sleeping
citizens
of
Shiboleth.
They
begin
smuggling them toward the sinkhole. PCs will
encounter these stealthy kidnappers on the city
streets. Higher APL parties will bump into them in
the wealthier sections of the city, further from the
Sinkhole in the southwest. The ghouls and ghasts
will attempt to run SW, while the mohrgs will try to
flee NE, drawing more formidable PCs away from
the Sinkhole. As PCs defeat a wave of undead,
they will be able to spot another group in the
distance that is trying to hide from them and run
off with their paralyzed victims. As combat breaks
out, signals go off across the city. PCs can
determine that most of the paralyzed NPCs look
like they were taken from their beds.
Encounter 2
APLs 2 - 8
PCs can follow a couple of ghouls carrying
paralyzed victims through the streets of Shiboleth.
As they approach the Sinkhole, they will see lots
of ghouls and ghasts handing their victims off to
mezzoloths that are lowering victims into the
Sinkhole. Looking into the vast Sinkhole, the PCs
will see a lot of kidnapped people tied up and held
prisoner toward the middle (1/8 mile away). The
people in the Sinkhole are being watched by a lot
of very large and alert mezzoloths and a single
female ultroloth (Euryale). During this encounter, a
signal will go up above SE Shiboleth. A widened
lightning ball will streak 500 feet into the sky. PCs
who are members of Syrloch, the Army, or that are
veterans of the Army will recognize it as a signal
that the Baron’s manor is being attacked.. Before
they can become too concerned with the SE part
of the city, they will see more undead carrying
paralyzed victims coming this way. The PCs will
have a chance to interrupt the undead and save
the paralyzed NPCs from being lowered into the
Sinkhole. The combat will draw the attention of the
yugoloths who will send soldiers over to support
the undead. Any PC who is noted as being able to
turn undead with great skill will be targeted by the
enemy.
APLs 10 -14
PCs can follow the mohrgs through the streets
toward the general direction of the Spire of the
Martyrs. The undead are not really headed toward
that location, but PCs should be given that location
as the most prominent landmark at the top of the
northeastern slopes of Shiboleth. The PCs will
hear conflict ahead, and will see soldiers and
civilians fighting a mixture of yugoloths and
undead. The PCs will have a chance to stop the
fleeing mohrg, and engage the yugoloths to help
the NPC citizens of Shiboleth. Any PC who
demonstrates the ability to perform powerful
undead turning will become the focus of enemy
attacks. The yugoloths will be wearing uniforms
with emblems that strongly resemble the shield of
Gran March. At some point during this combat, a
signal will go up above SE Shiboleth. A widened
lightning ball will streak 500 feet into the sky. PCs
who are members of Syrloch, the Army, or that are
veterans of the Army will recognize it as a signal
that the Baron’s manor is being attacked.
Encounter 3
APLs 2 -8
Yugoloths and half-fiends wearing tabards that
look suspiciously like those of the Gran March
army will be seen in the streets beating down any
organizing resistance. Uniformed yugoloths will be
barricading the area around the Sinkhole, and
pushing resistance back. They will be planting
flags that mark yugoloth-claimed territory. PCs will
see the barricades closing in around them. PCs
should figure out that they do not want to be
behind enemy lines, and should push for a break
GRM7-IN4 By Right of Conquest
Page 5
in the formation to lead people out. PCs who
remain behind enemy lines will draw the attention
of extra forces and the officers as well.
APLs 10 -14
As the PCs move toward the Baron’s manor,
they will come across a group of undead giants
being marshaled by yagnoloths wearing uniforms
and heraldry of the Knights Vigilant. PCs who
played GRM5-IN5, In the Eleventh Hour will
recognize these hulking brutes as some of the
behemoths who invaded the city under the
command of King Brodde. The undead might
recognize PCs who played that adventure as well,
and attack them with deliberate focus. The
yagnoloths will taunt the PCs that “their Baron”
should be handing over the city to Master Vigilant
Marax anytime now. The yagnoloths will be
especially snide to any PCs displaying heraldry of
the Knights of the Watch. Yagnoloths will tell the
PCs that Master Vigilant Marax awaits them on his
new throne atop New Gehenna (pointing to the SE
peak of Shiboleth.)
Encounter 4
APLs 2 -8
A short break in the fighting allows PCs to get
elevation to notice what is happening in the
Sinkhole. A colossal creature (thoqqua) will
emerge from the near-center of the sinkhole,
leaving an enormous tunnel behind. It will slither
away to the edge of the Sinkhole, terrifying
everyone it passes, but attacking no one. From the
huge (25’) hole in the ground, very large nycaloths
emerge, dragging fiery chains that are attached to
something below. Ultroloths (Marax, Euryale,
Azmograne) from previous events will be seen
marshalling the yugoloth and undead forces. The
enigmatic woman Kaema will be following Marax
wherever he goes. Euryale will remain with the
hostages, directing the mezzoloths who stand
over the innocents. A deathdrinker will also
accompany the yugoloth leaders. It should be
obvious that the forces in the Sinkhole are
massive and untiered.
A solar, chained and shackled to a huge,
flaming greatsword of blackened bone and stone
will be dragged clear from the Sinkhole. The solar
has a gag of molten iron burned into his mouth
and throat, is blinded, and has a quartet of large
mezzoloths repeatedly striking him with spiked
hammers to keep him subdued. There is an
especially scary looking nycaloth commander
looming near the solar, carrying an evil-looking
great axe, who will take charge of the solar. The
flaming chains will be pulled further from the hole,
bringing up a number of other captive outsiders.
Lastly, the chains clear the sinkhole, bringing the
bronzed mithril gate to Gehenna out into the
moonlight. As the moonlight touches the mithral
gate, sigils fire to life along its face, and it seems
to absorb the light.
While it is unlikely that the lower APL PCs will
be able to stop the leaders of the yugoloths, they
might find a way to alert the higher APL tables.
The yugoloth leaders are making an effort to keep
Shiboleth’s
more
powerful
defenders
fully
occupied elsewhere. The leaders of the yugoloths
want to get the solar and their other celestial and
fiendish captives out of Shiboleth. They also want
to get the mithral gate out of the city. They waste
no time in getting airborne and flying out of the city
while other forces work to distract the PCs. They
are moving south, toward the Rushmoors.
Depending on PC actions during this time, Master
Vigilant Marax might risk a fly-over on his fiendish
mount to converse with one or two groups of PCs.
The colossal worm will depart after the leaders
leave, going the way it came.
APLs 10 -14
When PCs will arrive at the Baron’s manor
they will see that yugoloth soldiers already hold
the manor. The main gate has been twisted and
ripped asunder and there are powerful fiends
slaughtering anyone who moves toward that
opening. PCs will see large flags/banners at the
corners of the walls with a symbol that resembles
the shield of Gran March, but has been modified.
There are also banners of the Knights Vigilant
staked into the grounds, proclaiming this area as
seized and under control of hostile forces. If the
PCs are having an easy time of it, there can be
more waves. The yugoloths are pressing the PCs
here to occupy them while the leaders attempt to
escape the Sinkhole with the solar and gate. They
will taunt the PCs, telling them to stick around, that
Master Vigilant Marax and Lord Raum will be done
inside and out to instruct them very shortly.
Encounter 5
APLs 2 -8
Even before the yugolth commanders clear
the Sinkhole, another force of fiends attacks the
PCs. This group comes from behind the newly
claimed
yugoloth
territory.
This
group
is
determined to kill as many Gran Marchers as
possible, both combatants and innocents. This
group of attackers will be a mix of former Gran
GRM7-IN4 By Right of Conquest
Page 6
March
soldiers
who
have
been
improved,
yugoloths wearing soldier uniforms and half-fiend
giants and undead giants who were killed during
the attack on Shiboleth during the GRM5-IN5, In
the Eleventh Hour. Any true yugoloth will readily
abandon the combat if things go badly for it, but
the half-fiends and the undead will be relentless.
APLs 10 - 14
From inside the manor, the sound of combat
stops for a moment, and a number of massive,
hulking figures emerge to confront the PCs. Some
of the giants that fell during the invasion of
Shiboleth (GRM5-IN5, In the Eleventh Hour.) were
taken by the yugoloths and experimented on.
These half-fiend giants will be looking for any PCs
they might recognize from their failed attack on the
city two years ago. Any PC who looks familiar will
become their favored targets. They will scream at
the hated Tyv, and vow revenge for what Gran
March did to them two years ago.
Encounter 6
APLs 2 -8
Most true yugoloths will have abandoned their
posts, leaving the half-fiends and undead to fight
alone. Euryale will appear to a few of the PCs she
met during GRM7-06, The Order of Underworld
Travelers, warning them that she is no longer
keeping the kidnapped citizens in the Sinkhole
alive. She has moved the kidnapped victims to
within 150 – 200 feet of the edge of the sinkhole.
Select PCs will be told that only voors and
canoloths remain in the Sinkhole guarding the
hostages. Euryale will inform PCs she has met
before that the voors and canoloths will not attack
anyone who moves among them as long as that
person is unarmed. She has ordered the voors
and canoloths to allow unarmed humans and their
ilk, and only unarmed ones, to retrieve the kidnap
victims. Any armed PCs moving into the veritable
nest of voors will provoke an attack on both
themselves and the innocent kidnap victims. She
will warn them to act quickly, as other leaders
might give different orders to the voors that she
cannot countermand.
If there are 8 tables or fewer playing the low APL,
they will all come together to coordinate their
efforts in the rescue. Larger groups will be split
into groups of 2 or 3 tables, with the modification
that Euryale has scattered the hostages into
multiple groups. NPC soldiers and militia will pitch
in to help. Any one PC who tries to sneak in a
weapon could set off an explosion of violence
among the kidnap victims and other, unarmed
PCs. As the victims are being rescued, a voor will
occasionally turn from its post and run to the south
edge of the Sinkhole, climb out, and run south out
of the city. After the victims have been taken
toward the relative safety of the walls, the
remaining voors and canoloths will all shift
menacingly toward the PCs in the Sinkhole. PCs
will have very little time to re-arm themselves
before the monsters attack.
APLs 10 – 14
If the leaders of the yugoloths managed to get
the gate out of the city without being harassed too
much, a couple of the will come back to confront
the PC at the Baron’s manor. Master Vigilant
Marax is flying on his half-fiend ironclad mauler
mount, and is accompanied by Kaema Thuldir.
Lord Raum and the death drinker Abaddon [uh-
bad-n] will be emerge from inside the manor along
with Abaddon the deathdrinker wearing the corpse
of
the
Baron’s
champion,
Sir
Sermious
Aerasbonden, the Knight of Sorrows.
If there are few enough tables at APLs 10 -14,
they can all listen to a single narrator in the center
of the room. Marax will call a halt to all conflict. His
subordinates will comply. How the PCs react is
unpredicted. He will offer them a chance to “catch
their breath.” Given an opportunity, Master Vigilant
Marax will claim the city by Right of Conquest. All
of the other yugoloths will laugh at this. Marax will
not land in the courtyard. If he has a chance to
talk, Marax will quickly address PCs he recognizes
from GRM6-07, Athenaeum. He will then attempt
to escape leaving his subordinates to wreak havoc
on the heroes of Shiboleth.
Tables will be combined to allow groups to
work together against the yugoloth leaders. They
are extremely formidable and should be quite a
challenge to level 15 and under PCs who have
already depleted their resources in the large
number of combats in this scenario. If there are 6
tables or fewer playing the high APL, the combat
will be run at a single large table. Otherwise,
tables will be split into groups of 2 or 3 (by APL) to
combine forces against 2 or 3 leaders.
PREPARATION FOR PLAY
The DM should make a note of which PCs
have encountered any of the yugoloth leaders in
previous scenarios. Marax was present for GRM6-
01, All That Is Secret and Hidden and he
appeared directly in GRM6-07, Athenaeum.
Euryale was present for GRM05-BI-01, The
GRM7-IN4 By Right of Conquest
Page 7
Commandant’s Fist and appeared directly in
GRM7-06, The Order of Underworld Travelers.
Marax, Euryale and Raum were all present for
GRM5-IN5, In the Eleventh Hour, though no PC
directly spoke with them. Any PC who has played
one of these scenarios is known by name to the
leaders of the yugoloths. The yugoloths also
probably have some knowledge of the known PCs’
combat abilities. They have communicated this
knowledge by telepathic images to their minions
prior to the invasion. Yugoloths may refer to the
PCs by name, just to confuse or distress them.
Euryale in specific will be eager to converse
with any PC who has the AR item A Dangerous
Thing from GRM7-06, The Order of Underworld
Travelers.
The DM should ask which PCs are member of
the Knights of the Watch. Yugoloths who are
designated as Knights Vigilant will look to attack
those PCs in preference to most other targets
unless doing so would surrender a tactical
advantage. This enmity takes precedence over the
focused attacks on PCs wearing holy symbols as
described below.
The DM should ask what holy symbols the
PCs are displaying openly and in such a way to
suggest that they might be clerics. The DM should
note if any PCs are displaying holy symbols of
Atroa, Azor’alq, Ehlonna/Ehlenestra, Lydia, Nola,
Pelor, Pholtus or Phyton in such a way. These
PCs will be targeted by yugoloths and undead in
preference to most other targets unless it requires
them to give up a tactical advantage.
The DM should determine if any PCs played
GRM5-IN5, In the Eleventh Hour, and which APL
the PC played. Encounters 5 and 6 include
monsters who will recognize these PCs, and the
monsters will focus their attacks on them.
A NOTE ON NPC
COMBATANTS
PCs will encounter various types of NPC
combatants in this scenario. In all cases, certain
guidelines of behavior should be remembered. All
of the half-yugoloths soldiers and giants are
fanatically dedicated to destroying Gran March.
They will enter extremely dangerous situations,
they will fight to the end, and they will come to
each others aid in combat. True yugoloths with an
Intelligence score above 6 will be constantly
working to control the battlefield and achieve the
greater goals. They also have a powerful sense of
self-preservation and will order others to do the
fighting whenever possible, even if the encounter
EL includes the yugoloth. They like to lead the
initial charge, strike once, then pull back from
battle if possible. They will retreat from combat if
they are reduced to 25% of their maximum hit
points, leaving others behind without hesitation.
Yugoloths with an Intelligence of 6 or less
(mezzoloths, voors, canoloths) like to kill things
and will save themselves rather than die, but will
not avoid combat like the smarter yugoloths.
Undead will perform as commanded, but intelligent
undead (ghouls, mohrgs) will save themselves
even if they have to abandon their missions.
PCs might notice that yugoloths with an
Intelligence score above 5 also loot the bodies of
those they kill.
Any named NPC has his or her own set of
goals and dedication to the cause.
Many of the creatures in this scenario have
the ability to summon other extraplanar creatures.
They will not use that ability in any of the combats.
They are under strict orders to maintain a specific
appearance and the fiends fear their masters
more than death. The lower level fiends have
plenty of other combat options, so they do not
consider this a significant hindrance.
There are NPCs in Appendix 9 who will assist
the PCs if they get into trouble. The DM is at
liberty to use these NPCs during any encounter
that is going badly. There are lots of soldiers on
the streets fighting yugoloths. Usually, PCs come
to the aid of the soldiers, but the soldiers can
return the favor. Unless otherwise stated in the
scenario, the NPC soldiers do not form up with the
PCs, they move on to help others. The DM is
cautioned to avoid letting the players become
dependent on the NPCs for rescue.
INTRODUCTION
This interactive will be run in either a single large
room, or two separate rooms. Tables will be
physically separated so that APLs 2-8 are in one
general area or side of the room, and APLs 10-14
are together. This will facilitate the interaction
portions of the BI. PCs will be seated to begin the
event.
PCs should be told that they are in Shiboleth
for whatever purpose they desire, and that it is late
at night. PCs who wish to pre-cast spells can have
a few spells cast on themselves, but they cannot
begin the event with pre-cast spells on other PCs.
GRM7-IN4 By Right of Conquest
Page 8
They should introduce their PCs to each other at
this time, and before Encounter 1.
PCs who are members of the Knights of the
Watch should be given Player Handout 1.PCs who
are members of Syrloch should be given Player
Handout 2.
DMs will be given a signal to begin play.
APLS 2 - 8
ENCOUNTER 1: UNDEAD IN
THE ALLEYS
At APLs 2-8, this encounter will be near the center
of the city, near the SW quadrant. This is the
poorer section of Shiboleth and near the Sinkhole.
The full face of Luna casts long shadows along
the streets of Shiboleth, but it also illuminates
the
open
streets,
even
as
midnight
approaches. You are on the streets, traveling
with friends, or with friendly strangers, to your
next destination inside Shiboleth. The heavy
clouds above seem to threaten rain, and the
bright, full moon is occasionally shrouded by
their passing overhead. Huge shadows seem
to slither across the streets, up and across
walls as Luna glides behind thick clouds.
PCs should make Spot checks to notice
stealthy ghouls lurking in the shadows. The
monsters are trying to avoid the PCs. If the PCs
do not spot the undead, they can continue along
the streets, oblivious. Any PC who is moving
separately from the party and is hiding and moving
silently receives a +2 circumstance bonus to spot
the ghouls. The monsters are specifically hiding
themselves and their victims from the group of
PCs they can see, and might not have decent
cover against PCs they cannot spot. PCs with
darkvision receive a +2 circumstance bonus on
this check. These bonuses stack.
The undead will be carrying paralyzed victims
equal to ½ their number. They are carrying
children or small demi-humans (up to 45 lbs for
ghouls, up to 75 lbs for ghasts). The victims are
light loads and do not encumber the undead. They
are hiding and moving silently. The DM should roll
for the undead, taking a -2 penalty for the undead
carrying a victim.
The undead are taking victims to hostage
locations in Shiboleth. When the PCs spot the
undead, half of the undead will try to engage the
PCs, trying to paralyze them quickly. The other
half will flee as quietly as possible with their
paralyzed victims. For APLs 2-8, they are trying to
get the hostages to the Sinkhole and flee to the
southwest. At APLs 10-14, their task is to move
northeast toward The Spire of the Martyrs, but not
actually enter the grounds. The undead have been
instructed to lead extremely powerful soldiers or
adventurers northeast. If the PCs finish off a group
of the undead before any of them can try to
escape with victims, the PCs will spot another
group of undead a block away. Those undead
have witnessed the combat and immediately flee
with their paralyzed victims.
APL 2 (EL 4)
Ghoul (4): hp 13 each; see Monster Manual,
page 118 or Appendix 1.
APL 4 (EL 6)
Ghoul (8): hp 13 each; see Monster Manual,
page 118 or Appendix 1.
APL 6 (EL 8)
Ghast, advanced (4): hp 63 each; see
Appendix 3.
APL 8 (EL 10)
Ghast, advanced (8): hp 63 each; see
Appendix 4.
Tactics: The monsters are trying to avoid
detection. They are carrying paralyzed hostages
toward designated locations. Once they are
spotted, they try to dispatch the PCs quickly. If that
fails, they lead their opponents toward a location
by fleeing the fight with victims in tow. Note that
half of the undead listed will immediately flee with
their victims. Only half the listed number will attack
the PCs.
Troubleshooting – The ghouls will not perform
a coup de grace on any paralyzed PC. If the
ghouls manage to paralyze all of the PCs, one of
the ghouls will move to perform the coup de grace,
but one of the others will simply say, “No!
…Raum.” The ghouls moving to kill paralyzed PCs
will show a flash of fear, and then back away form
the PCs, running off. PCs will see the direction
they ran, but will have to wonder at what just
restrained the ghouls.
Development:
PCs
should
pursue
the
undead, conducting a running battle. The PCs
should get the idea that the ghouls were running
toward a location as much as they were fleeing the
GRM7-IN4 By Right of Conquest
Page 9
PCs. There are also more ghouls out there that
are probably heading in the same direction. The
DM can help nudge them toward the Sinkhole if
the players do not connect the clues.
ENCOUNTER 2:
YUGOLOTHS
As the PCs approach the Sinkhole, they will
see lots of ghouls and ghasts handing their victims
off to mezzoloths that are lowering victims into the
Sinkhole. Looking into the vast Sinkhole, the PCs
will see a lot of kidnapped people tied up and held
prisoner toward the middle of (1/8 mile away). The
people in the Sinkhole are being watched by a lot
of very large and alert mezzoloths and a single
female ultroloth (Euryale). PCs who played GRM7-
06, The Order of Underworld Travelers will
recognize this ultroloth. Euryale is escorted by a
large mezzoloth, Tartaruchi.
You pursue the stealthy undead through
the night streets of Shiboleth. They are moving
southwest, and you pass through the short
barricade meant to warn citizens away from
the Sinkhole. You see no guards at the
barricade. The buildings past the barricade
have been evacuated, and you can see the
Sinkhole through the narrow alleys and
abandoned streets.
As you draw closer you can see more
ghouls on all sides of the Sinkhole sneaking
paralyzed people toward the edge of the 40’
deep pit. Dark, four-armed insectoid monsters
take the paralyzed people from the ghouls,
quietly loop a rope around the unmoving
people and lower them into the hole. You can
see a dozen places around the massive
sinkhole where the same task is being done
quietly and quickly. Across the hole, you can
see more of the insectoid monsters taking the
paralyzed victims from the ropes and carrying
them toward groups of other people who are
bound and gagged. There are a few dozen of
the large insectoid monsters standing near the
bound groups of people, bows and spears held
at the ready. You notice that all of the alien-
looking monsters are wearing a symbol across
their chests (show PCs DM Reference #1, The
New Gran March).
A dark, slim figure moves among the
hostages. The jagged, uneven ground of the
Sinkhole does not seem to hamper her
graceful strides. She wears dark robes and her
silvery, swirling eyes can be noticed even from
this distance. Stomping along behind her is a
giant insectoid fiend carrying a longspear and
a fiery whip. He whips the smaller monsters
that do not move quickly enough to suit the
graceful female. Against the far wall, you can
see a pile of bodies bearing torn tabards of
Gran March. You hear the sounds of combat
erupt from the far side of the Sinkhole, and
whistles and horns are being blown.
There are 100 hostages currently in the
Sinkhole. They are bound, gagged and partially
hidden from view. There are a few dead soldiers
and militia in the Sinkhole as well. The undead
and corruptors of fate worked to silence any
guards and sober people out and about. All of the
houses
around
the
Sinkhole
have
been
evacuated, so there are not many people near the
hole to notice the activity. The whistles and
combat from the far side of the Sinkhole are from
soldiers who have come to investigate their
missing fellows. As the PCs absorb this scene,
they will notice more undead approaching the
sinkhole from behind them, with paralyzed victims
in tow.
As you quickly take in the scene, you hear
someone approaching your position from the
direction you just came. You see more ghouls
carrying victims toward the Sinkhole.
PCs can try to stop the ghouls, or they can try
to hide from them and let the ghouls and their
victims go past to the Sinkhole. The combat will
draw the attention of the yugoloths who will send
soldiers over to support the undead, but they will
not send so many soldiers that it interrupts their
work. If combat occurs, the DM should be clear to
the PCs that innocent, paralyzed people might be
in the area of combat. There is one victim per two
undead. The soldiers (and their minions) arrive for
the second round of combat. Roll initiative for
them normally.
Assuming the PCs act to stop these ghouls:
APL 2 (EL5)
Ghoul (2): hp 13 each; see Monster Manual,
page 118 or Appendix 1.
Half-mezzoloth Gran March corporal: hp 14;
see Appendix 1.
Death Dog: hp 15; see Fiend Folio pg 41 or
Appendix 1.
GRM7-IN4 By Right of Conquest
Page 10
APL 4 (EL 7)
Ghoul, advanced (2): hp 19 each; see
Appendix 2.
Half-mezzoloth Gran March corporal: hp 28;
see Appendix 2.
Death Dog (2): hp 15 each; see Fiend Folio
pg 41 or Appendix 2.
APL 6 (EL 9)
Ghast, advanced (2): hp 63 each; see
Appendix 3.
Half-mezzoloth Gran March corporal: hp 47;
see Appendix 3.
Death Dog (2): hp 38 each; see Appendix 3.
APL 8 (EL 11)
Ghast, advanced (2): hp 63 each; see
Appendix 4.
Half-mezzoloth Gran March corporal: hp 66;
see Appendix 4.
Death Dog, advanced (4): hp 57 each; see
Appendix 4.
Tactics: If the undead spot the PCs, they are
not surprised. They will drop their victims and
attack the PCs. If attacked, they fight back after
dropping their victims. As combat begins, the
yugoloths will send someone to assist the undead.
It will take one round for the yugoloth soldiers to
arrive. Any PC who is noted as being able to turn
undead with great skill will be targeted by the
enemy.
Development: The yugoloths will shut down
the hostage collection and move to stand sentry
above their innocent victims. The undead will
sneak away if able. The yugoloths begin to
establish an expanding perimeter around the
Sinkhole that might catch the PCs if they are not
quick.
As this encounter progresses, PC will see a
widened lightning ball will streak 500 feet into the
sky at the other end of the city. Members of
Syrloch, active duty soldiers, and veterans of the
Gran March army will recognize the signal as an
indication that the Baron’s estates are under
attack.
Any PC who goes into the Sinkhole will trigger
a negotiation with Euryale. Any PC who does not
acquiesce to her demands will get hostages and
himself killed. Such an event will be dealt with by
the BI coordinator should it occur.
ENCOUNTER 3: SOLDIERS
OF NEW GRAN MARCH
The invaders will begin to storm the streets.
They will seal off the Sinkhole area and push
combat into other areas of Shiboleth. Yugoloths
and
half-fiends
wearing
tabards
that
look
suspiciously like those of the Gran March army will
mobilize and begin beating down any organizing
resistance. Uniformed yugoloths will plant flags
that mark yugoloth-claimed territory. PCs will see
the barricades closing in around them, as flags are
planted behind them toward the rest of the city.
PCs should figure out that they do not want to be
behind enemy lines, and should push for a break
in the formation to lead people out. They have any
paralyzed people they saved from Encounter 2
that need rescue. The DM can add additional
innocents to the PCs’ groups as they move
through the city to give the correct impression that
they are rescuing people.
If the PCs look to go into the Sinkhole, the DM
should indicate that there are a lot of yugoloths in
the Sinkhole and they are spread out across ¼
mile of uneven and dangerous terrain. Any group
of PCs that tries to enter the Sinkhole will face
triple the forces listed in this encounter. If they
succeed, they can face the named yugoloths
provided in Encounter 4.
You hear horns from the Sinkhole. The
yugoloths outside the Sinkhole grab weapons
and mobilize toward the city. Those inside the
Sinkhole
move
to
stand
above
bound
hostages, but hold their positions. You see
long-spear wielding yugoloths in groups of 6
and 8 marching, riding or flying toward the
city. They carry flags that match their tabards,
and have begun to plant the flags as they
move. Some are moving in your direction, but
you also notice some behind you, planting
flags between you and the rest of the city.
The ground beneath your feet just became
enemy territory.
APL 2 (EL4)
Half-mezzoloth soldier (2): hp 14 each; see
Appendix 1.
APL 4 (EL 6)
Half-mezzoloth soldier (2): hp 28 each; see
Appendix 2.
GRM7-IN4 By Right of Conquest
Page 11
APL 6 (EL 8)
Mezzoloth Pikeman (depleted): hp 95; see
Appendix 3.
Half-mezzoloth soldier (2): hp 28 each; see
Appendix 3.
APL 8 (EL 10)
Half-mezzoloth soldier (2): hp 47 each; see
Appendix 4.
Mezzoloths Pikeman (depleted) (2): hp 95
each; see Appendix 4.
At All APLs, but Holding Back:
Corruptor of Fate officer (mounted): hp 52;
see Appendix 4.
Canoloth, advanced (mount): hp 115; see
Appendix 4.
Tactics: The corruptors and the canoloths will
not move to engage the PCs. They will stay well
out of melee range and just direct additional half-
yugoloth and mezzoloth soldiers into the fight. The
corruptor and canoloth would overpower lower
APLs, and are present for military officer/Gran
March cavalry flavor. If attacked at APL 2 - 6, they
pull back and send more foot soldiers to do the
fighting. At APL 8, they will fight back if directly
attacked. The corruptor officers try to have their
canoloth mounts first grapple a target, then attack
the grappled opponent. If the PCs move toward
the Sinkhole, reinforcements arrive immediately
and push the PCs away. The corruptors will toy
with the PCs a bit, as their task is to hold back the
enemy, but leave enough witnesses alive to tell
the story to others.
Developments: The PCs should move away
from the Sinkhole and out of enemy held territory.
If not, they will get to fight more opponents. A
rescued prisoner can nudge the PCs that direction
if they seem particularly clueless.
ENCOUNTER 4: ASCENSION
The leaders of the yugoloths will emerge from the
Sinkhole after creating a large enough hole to
bring up the 20 ft. diameter bronzed mithral gate.
Yugoloth combatants will pull back from combat a
bit as this happens, allowing the few nearby
citizens and soldiers (and PCs) to witness the
spectacle about to occur. It is possible that this
description will be given by a single narrator for all
the lower APL tables if they setting permits.
Otherwise, each DM will describe the events as
they unfold.
A shrill horn sounds, and the yugoloths
you are fighting move to take a step back
toward the Sinkhole, eyeing you warily. Light
glows from the direction of the Sinkhole.
The yugoloths will allow them to move to a
higher vantage point to see what is going on. If the
PCs decline and continue to fight, another wave of
half-finds from Encounter 3 will indulge them. The
DM should stop the description, or have the table
continue combat, ignoring the narrator.
A massive, disgusting worm of living lava
squirms its way out of the ground in the
Sinkhole, leaving a huge, flaming tunnel of
molten rock in its wake. The worm flounders
inside the Sinkhole, squirming away from the
fiery hole, cowering as it retreats. As the worm
flees, a bat-winged form armored with an
ornate black breastplate erupts from the
burning tunnel, dragging lengths of pitted,
black chains. Four huge mezzoloths step up to
grab the chains from the nycaloth. They hoist
on the chains with steady, powerful rhythm. In
seconds, a figure emerges from the blazing
tunnel.
Attached to the chains is a huge, primitive
greatsword made of what appears to be black
stone. Shackled to the ancient greatsword is a
large humanoid figure that is dwarfed by the
size of the mezzoloths and the sword to which
he is bound. A mask of molten iron covers his
eyes, and a gag of iron covers his lower face.
His golden hair is matted with blood, and his
beautiful, feathery wings are contorted and
broken, trapped in painful angles by the
numerous chains and shackles holding him
against the black sword. Next to him fly four
figures with heavy, spiked hammers. The four
fiends continually pound the humanoid with
ferocious blows that do not draw blood, but
still echo across the Sinkhole. The gigantic
nycaloth in the ornate breastplate takes the
enslaved angel from the chain and steps clear
of the burning tunnel as the mezzoloths
continue pulling on the chains.
PCs with Knowledge: The Planes can
recognize the huge worm as an impossibly large
thoqqua (no check required). It begins to shrink as
it
slinks
away.
While
it
narrowly
misses
overrunning a group of hostages and their jailers,
it will not attack anyone, and will leave as soon as
everyone leaves it alone for a few minutes. The
GRM7-IN4 By Right of Conquest
Page 12
same knowledge will also recognize the extremely
large mezzoloths, the nycaloth and the solar. The
black sword is not known to this plane, but it
seems to be helping restrain the solar. The
massive nycaloth pulling the chains is Lord Raum
and the solar is Baradiel, though PCs will not know
this yet.
A cage of smaller humanoids with feathery
wings is pulled from the tunnel. A spike of iron
with a pair of large, black-skinned, red-eyed
fiends impaled on it is pulled from the tunnel.
A nude woman with bat-like wings spiked to a
white board comes next. All are pulled along
the same length of blackened chain. Fiends
take charge of each group of prisoners, pulling
them away from the mouth of the tunnel.
Finally, a huge bronzed mithral archway
emerges from the fire. It is nearly the size of
the tunnel. It is pulled roughly from the ground
and dragged across the floor of the Sinkhole.
The chains are unhooked, and six huge winged
fiends hoist it from the ground. Clouds pass
overhead, and as moonlight strikes the metal
archway, it begins to glow.
The PCs with Knowledge: The Planes can
recognize the prisoners as justice archons, blood-
fiends and a succubus. The archway is the
bronzed mithral gate that some PCs might know
from GRM05-BI-01, The Commandant’s Fist. The
six winged fiends are nycaloths.
Walking out of the tunnel, its cloven hooves a
few feet from the ground, is a huge, roughly-
humanoid demonic behemoth with red skin,
and massive antlers decorated with what
appears to be corpses. Moments later, a pair of
smaller forms fly from the burning pit.
Mounted on a bat-winged bear with pieces of
armor melded into its flesh is a black-skinned
humanoid wearing ornate full plate. He has
silvery eyes and is wearing a tabard with an
argent owl. As he appears, every yugoloth and
half-yugoloth that sees him slams a fist
against their chest in salute. A red-haired
woman in green robes is astride the flying
beast behind the fiend wearing the argent owl.
The
PCs
with
Knowledge:
Nature
will
recognize the bear as an ironclad mauler, but it
usually does not have bat-wings. PCs with
Knowledge: The Planes will recognize that the
ironclad mauler appears to be some sort of half-
fiend. Knowledge: The Planes will identify the
death drinker and the mounted humanoid is
actually an ultroloth. PCs who played GRM6-07,
Athenaeum will recognize the ultroloth as Master
Vigilant Marax.
PCs can attempt to enter the sinkhole or
attack the fiends from range. PCs who are not
behind enemy lines are 200 ft. from the sinkhole,
those who stayed in enemy territory can be at the
edge of the Sinkhole if they wish. The yugoloth
leaders are near the center of the Sinkhole,
roughly 1/8 of a mile (660 ft) away from the edge
of the Sinkhole.
While it is unlikely that the lower APL PCs will
be able to stop the leaders of the yugoloths, it
does not mean they won’t try. The yugoloth
leaders have made an effort to keep Shiboleth’s
more
powerful
defenders
fully
occupied
elsewhere. Higher APL parties might also find a
way to abandon their mission at the Baron’s
Estate to challenge the yugoloths here. Any PC
attacking from range will draw the attention of
numerous teleporting yugoloths, or perhaps the
death drinker.
The yugoloths have mezzoloths stationed
around the hostages, and will kill a couple to make
their point if PCs attack from above or try to press
their way into the sinkhole. Lower APL parties will
be confronted immediately by the opponents from
Encounter 5. If an APL10+ party has moved to the
Sinkhole to challenge the yugolth leaders, they will
provoke the murder of numerous hostages, and
then will face the full fury of the fiends inside the
Sinkhole.
All APLs
Master Vigilant Marax: hp 252; see Appendix
8.
Half-fiend ironclad mauler: hp 250; see
Appendix 8.
Lord Raum: hp 490; see Appendix 8.
Euryale: hp 252; see Appendix 8.
Tartaruchi: hp 275; see Appendix 8.
Kaema: hp 237; see Appendix 8.
Azmograne: hp 241; see Appendix 8.
Abaddon: hp 418; see Appendix 8.
Nycaloth (advanced) (10): hp 275 each; see
Appendix 7 Encounter 4.
Nycaloth (20): hp 161 each; see Appendix 6
Encounter 7.
Mezzoloth Pikeman (advanced) (10): hp 218
each; see Appendix 7, Encounter 4.
GRM7-IN4 By Right of Conquest
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Mezzoloth Pikeman (20): hp 95 each; see
Appendix 6, Encounter 3.
Dreadful Lasher (10): hp 123 each; see
Appendix 4, Encounter 6.
Voor (20): hp 37 each; see Appendix 3,
Encounter 6.
Canoloth (advanced) (10): hp 115 each; see
Appendix 4, Encounter 6.
Canoloth (20): hp 51 each; see Appendix 3,
Encounter 6.
Baradiel, the solar, is currently at 5 hit points,
with an additional 1,200 hit points of non-lethal
damage keeping him unconscious. Because he
regenerates, Marax has four large mezzoloths
constantly injuring him to keep him unconscious.
Because their weapons are not epic level, they are
only able to inflict non-lethal damage on Baradiel.
The shackles covering him are multiple sets of
dimensional shackles, preventing him from being
magically transported. In addition to the four
advanced mezzoloths standing over him, he is
also firmly in the grasp of Lord Raum. However,
PCs are immensely resourceful, and might find a
way to revive Baradiel and remove the iron that
has been melted around his head to serve as a
blindfold. His mouth has been filled with molten
iron that cooled and formed a savage gag. He
does not need to speak to use his spell-like
abilities. Should he be roused, his first (and likely
last) action would be to assess the situation and
use his wish spell-like ability to transport all of the
people being held hostage out of the Sinkhole and
to safety. At the first sign that Baradiel is
conscious, Lord Raum will use his greataxe to
seemingly kill him immediately. If Lord Raum is not
able to use his axe, another yugolth will do so.
Lord Raum’s greataxe can do lethal damage to
Baradiel.
The leaders of the yugoloths will waste no
time getting out of the Sinkhole and flying south.
Six nycaloths carry the bronzed gate. Euryale
stays behind to monitor the hostages. PCs will
note that the huge gate blurs as it leaves the city
and seems to fade into moonlight, taking the
nycaloths with it.
If he was not challenged at all, Master Vigilant
Marax will fly out of the Sinkhole toward the lower
APL PCs. Any PC at a lower APL table that played
GRM6-07, Athenaeum might receive a visit from
Master Vigilant Marax at the option of the table
DM. Marax will know the PCs names and will
address them during Encounter 5.
ENCOUNTER 5: CHILDREN
OF THE SAKHUT
As the bronzed mithral gate is being taken from
the Sinkhole, new opponents are released on the
citizens of Shiboleth. PCs who played GRM5-IN5,
In the Eleventh Hour might recognize some of
these foes from the invasion on Shiboleth led by
the fire giant King Brodde. More importantly, the
DM should check to see if the foes recognize the
PCs from GRM5-IN5.
Coming from all around, a fresh threat
emerges in the streets and alleys. More half-
fiends are being unleashed on you, only these
were never human. The fiendish (APL 2 –
hobgoblins) (APL 4-8 – giants) race toward you
with murder in their glowing eyes. As they
charge you, they grunt a single, hate-filled
word.
“Tyv!”
Each named giant is described in detail in the
Appendix. The DM should provide the description
to the players.
APL 2 (EL5)
Half-nycaloth hobgoblin (2): hp 23 each; see
Appendix 1.
APL 4 (EL 7)
Raglanar Half-mezzoloth ogre Ftr1: hp 57;
see Appendix 2.
Half-nycaloth ogre: hp 29; see Appendix 2.
Half-nycaloth
hobgoblin:
hp
23;
see
Appendix 2.
APL 6 (EL 9)
Vithar, Half-mezzoloth skullcrusher: hp 92;
see Appendix 3.
Half-mezzoloth ogre Ftr1: hp 57; see
Appendix 3.
Half-nycaloth ogre: hp 29; see Appendix 3.
APL 8 (EL 11)
Barld, Half-mezzoloth hill giant: hp 162; see
Appendix 4.
Half- mezzoloth skullcrusher: hp 92; see
Appendix 4.
Half-mezzoloth ogre Ftr1: hp 57; see
Appendix 4.
GRM7-IN4 By Right of Conquest
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Half-nycaloth ogre: hp 29; see Appendix 4.
At All APLs, but Holding Back:
Corruptor of Fate officer (mounted): hp 52
each; see Appendix 4.
Canoloth
(mount):
hp
115
each;
see
Appendix 4.
Tactics: The corruptor on his canoloth will
stay well back, directing the half-fiend giants and
hobgoblins. The EL for the encounter does not
include the corruptor, who would prefer to flee at
this point if attacked. If the fight is going badly, the
corruptor will try to pull back a round or two before
their giant and goblin soldiers fall. Half-yugoloths
with wings will fly into the combat.
If a named giant sees a PC he recognizes, he
will take great risks to reach that PC and kill him.
Each of the giants was killed at the APL provided
below and will remember the PCs who helped kill
him. The giants will recognize PC that played
GRM5-IN5, In the Eleventh Hour at the following
APLs:
Raglanar – APL2
Vithar – APL4
Barld – APL 6
Non-named giants will not have specific
memory of PCs and will attack whichever PCs are
most convenient.
At the DM’s option, Master Vigilant Marax
might fly over to a group that contains a PC who
has encountered Marax previously, calling the
PCs by name. Marax will only approach a group
that is already heavily occupied with combat. He
has no desire to fight low level PCs, as it does
nothing to exalt his reputation. He will, however,
spread hatred and loathing by taunting PCs. If
things are going especially bad for the PCs, Marax
might fly in and offer to call off his minions. All a
PC has to do is recall Master Vigilant Marax’s title
and name, and promise to tell others of his
growing legend. He will only protect the PCs who
accept his offer, others can continue fighting. It is
possible
that
some
PCs
will
refuse
to
acknowledge his legend, leaving some PCs alone
against the giants. If a PC immediately attacks the
half-fiends after Marax has shown benevolence in
calling them off, he will rescind his generosity.
Marax is shrewd, and will have a good chance to
know if a PC is lying to him just to have a break in
the fighting (Sense Motive +25).
Marax’s goal is to be feared and hated. He
does not want to be liked by those he encounters;
he wants to be the enemy they hate most. Killing
them does not accomplish that. Helping them
under the guise of benevolence does.
None of the giants wants to be called off,
especially if the named giant recognizes a PC.
However, their fear of Marax is great enough that
all of them will stand down if he orders them to do
so.
ENCOUNTER 6: RESCUE
As the PCs conclude the fight with the half-
yugoloth giants, they will notice that the fighting
has slowed all around. They will notice that there
are no longer yugoloths guarding the barricade.
For this encounter, if there is sufficient space, all
of the lower level APL tables will be able to move
to a single table to conduct the final encounter.
You don’t hear the sounds of fighting from
all around anymore. You also notice that the
yugoloth
guards
that
had
manned
the
barricade are gone.
The DM should check which PCs played GRM7-
06, The Order of Underworld Travelers. Those
who did will receive a telepathic message from the
ultroloth Euryale who has been in charge of the
Sinkhole hostages. At the DM’s option, she can
appear in person, but she will not get close to any
PCs. Euryale prefers to keep her distance from
any armed creature, no matter how weak it seems.
If none of the PCs has encountered her before,
she will speak to a few at each table at the DM’s
option.
“You know that you can deal with me
and expect no deception. I no longer watch
over your females and young in the Sinkhole.
Only voors and canoloths remain within the
hole. I have ordered them not to attack anyone
who moves among them as long as that
human-kin is fully unarmed. They have been
ordered to allow unarmed, and only unarmed,
human-kin to retrieve the bound prisoners they
watch over. Any of your kind moving among
them who carries a weapon, bare or bound,
will provoke the nest. Any who attack them
will, of course, provoke them, no matter where
that attacker stands. They are stupid brutes.
Best not try to argue with them over what is
not the exact definition of armed.
GRM7-IN4 By Right of Conquest
Page 15
“Oh, and go quickly. I cannot promise
another will not change their orders after I
depart.”
At his point, all APL 2-8 tables might be
able to coordinate their rescue efforts. NPC
soldiers and militia will pitch in to help the PCs.
Most of the NPCs will be seriously injured, but will
offer to help with ropes and lifting hostages out of
the Sinkhole. There are also NPC archers who will
agree to try to shoot from above in case the voors
and canoloths attack. Appendix 9 has archers and
infantry NPCs available.
This is an opportunity for military PCs to take
charge of the situation. The highest ranking NPC
soldier present is a soldier. Higher ranking NPCs
were targeted by the yugoloths or got called to the
Baron’s Estates. If there are not at least two PCs
from each table willing to enter the sinkhole, NPC
Knights (infantry) will step up to do it.
There are plenty of ropes around the Sinkhole
from where the mezzoloths were lowering the
hostages. The PCs should be allowed to devise a
plan of descent and defense. It does not matter
how many PCs or NPCs enter the Sinkhole as
long as they are unarmed. No NPC who enters the
Sinkhole will attempt to sneak a weapon past the
monsters.
As the PCs descend the walls, a large
canoloth will approach them. If the PCs are trying
to smuggle weapons into the Sinkhole inside a
bag or through some other clumsy method, the
canoloths will receive Spot checks (DC 15) to
expose their weapons. The fiends have no way to
detect weapons hidden in an extra-dimensional
space.
Euryale has moved the hostages near the
edge of the sinkhole. They are between 100 – 150
ft. away from the edge, and 40 ft. down in the hole.
The DM should draw a curved ledge and a large
open hole bigger than the battle map.
Spiked armor, spiked gauntlets, spiked
shields and any kind of staff would be considered
a weapon. If the PCs don’t think about this, NPCs
will pick up on the situation even though Euryale
did not speak to them. Any PC who argues that his
spiked armor is not technically a weapon should
be reminded by his fellow PCs that Euryale
warned them not to play legalism word games with
the brute inside the Sinkhole. The DMs should
give them every opportunity to police themselves
before making a foolish mistake.
At the outset, there are 100 hostages in
the Sinkhole. Hopefully, none have been killed
already in previous encounters.
There are also:
All APLs
Dreadful Lasher (20): hp 123 each; see
Appendix 4.
Voor (20): hp 37 each; see Appendix 3.
Canoloth (advanced) (20): hp 115 each; see
Appendix 4.
Canoloth (20): hp 51 each; see Appendix 3.
The floor of the Sinkhole is very rough
terrain. Movement is halved in all locations. This
inhibits the yugoloths as well as the PCs. The
hostages weigh between 35 and 150 lbs. Their
hands and feet are bound with rope; break DC 23,
2 hit points. PCs should not have tools with them
to cut the ropes, and should be reminded of that.
Untying a hostage requires a DC20 Escape Artist,
Use Rope or Dexterity check and requires a full
round. Hostages will readily comply with being
carried, but might encumber PCs, slowing them
even further in the rough terrain.
Moving through the yugoloths should be
done on a battle map and should create tension.
The monsters will be standing right next to
hostages, and PCs will need to move right up to
them to lift hostages. The PCs should be told that
the monsters hold their positions, but the voors’
spiked tentacles wave slowly and menacingly
above the hostages and PCs, covering a wide
area. The monsters sometimes lean in to examine
the PCs as they bend to pick up a hostage. Any
sudden movement will cause the yugoloths to
start, and snap their tentacles or spiked tongues.
PCs should get the idea that slow and steady is
best to avoid stirring up the monsters.
After about half the hostages have been
retrieved, a couple of the voors will turn and amble
to the edge of the south side of the Sinkhole. They
will climb (20 ft. move) out of the hole and move
away. As the PCs thin out the ranks of hostages,
more voors and canoloths leave their post and
climb out and away.
Once the PCs have moved the last hostage
away form the yugoloths, the remaining voors and
canoloths will all shift menacingly toward the PCs
in the Sinkhole. Even if there are still innocents in
the Sinkhole, waiting to be pulled up to safety, the
monsters shift to hostile the moment the last
GRM7-IN4 By Right of Conquest
Page 16
hostage begins moving toward safety. There will
not a surprise round. If there are not enough PCs
in the Sinkhole to occupy the monsters, the voors
run to the wall and begin climbing (climb speed
20ft.).
If this encounter is being run with all tables
collaborating, the DMs should total the number of
tables at each APL with PCs who went into the
Sinkhole. Each DM should focus efforts on the
individual table he ran, to minimize the possibility
that a CR8 voor attacks a 2nd level PC. If a low
level PC opts to challenge a much more powerful
yugolth, the DMs should admire the bravery of the
PC, then allow the combat to determine the PC’s
fate.
DMs should note which PCs, if any, who went
into the Sinkhole unarmed are killed by a voor or
canoloth that is 3 or more CRs above the PC’s
level. That PC might receive a special favor on the
AR.
For each table per APL, the following
monsters remain:
APL 2 (EL 5)
Canoloth (injured) (1): hp 21; see Appendix
1.
APL 4 (EL 7)
Canoloth (injured) (1): hp 21; see Appendix
2.
Voor (injured) (1): hp 27; see Appendix 2.
APL 6 (EL 9)
Canoloth (1): hp 51; see Appendix 3.
Voor (3): hp 37 each; see Appendix 3.
APL 8 (EL 11)
Canoloth, advanced (1): hp 115; see
Appendix 4.
Dreadful Lasher (1): hp 123; see Appendix 4.
It is assumed that the PCs will be able to
devise a plan that allows those entering the
Sinkhole to arm themselves quickly. Executing
that plan might still cost time. The EL for this
encounter has been increased by 1 to reflect the
circumstances.
Tactics: The yugoloths will hold their ground
until all hostages have been moved. They will
attack if anyone displays a weapon or attacks from
above. Provoking or taunting the brutes might be
perceived as attacking. These creatures are
practically vibrating with restrained aggression.
Once a single voor or canoloth attacks, it ignites
the chain reaction and they all attack everything
within reach, including innocents.
GRM7-IN4 By Right of Conquest
Page 17
APLS 10 – 14
Combat Tactics
At the high APLs, the yugoloths and their
minions will work to uncover and negate certain
tactics common to adventurers from this world.
They will attempt to negate all forms of flight.
PCs with flying mounts, magical or otherwise, will
be subject to area of effect spells designed to
injure the PC and eliminate the flying mount.
Those using magic spells will be targeted with
dispel magic. Note that spell-like abilities cannot
be used to counterspell, nor can they be
counterspelled (Monster Manual pg. 315), so
fiends using spell-like dispel magic and greater
dispel magic cannot be disrupted with regular
counterspelling.
The yugoloths want to identify any PC who
has any version of anticipate teleport active. That
PC will be targeted with dispel magic, or attacked
outright. Yugoloths will probe the PCs defenses,
sending a single fiend to teleport near PCs, before
large groups do so. If a teleporting fiend fails to
appear, they will be looking for the PC who seems
to know where the fiend will appear.
The yugoloths are looking for any PC with
Greater Turning ability. Those PCs will be treated
as high priority targets.
Most of the yugoloths have spell-like abilities
usable at-will, while some others are usable 3/day,
but last for a long time. All yugoloths with see
invisibility will have it active whenever PCs
encounter them. Nycaloths have mirror image
usable at-will at 14th caster level. They will always
have it active, as they re-activate it whenever it
expires and it lasts 14 minutes. Nycaloths that are
not actively engaged in combat when the PCs
encounter them will begin the combat invisible.
If the high level PCs try to move their group to the
low level encounters rather than try to stop the
yugolth leaders from taking over Shiboleth, the DM
should move the same combat NPCs toward the
Sinkhole. The interactive will be adjusted to adapt
to such player contrivance.
ENCOUNTER 1: UNDEAD IN
THE ALLEYS
The full moon casts long shadows along the
streets of Shiboleth, but it also illuminates the
open streets, even as midnight approaches.
You are on the streets, traveling with friends,
or with friendly strangers, to your next
destination inside Shiboleth. The heavy clouds
above seem to threaten rain, and the bright
moon is occasionally shrouded by their
passing overhead. Huge shadows seem to
slither across the streets, up and across walls
as the bright moon glides behind thick clouds.
PCs should make Spot checks to notice the
stealthy mohrgs lurking in the shadows. They are
trying to avoid the PCs. If the PCs do not spot the
undead, they can continue along the streets,
oblivious. Any PC who is moving separately from
the party and is hiding and moving silently
receives a +2 circumstance bonus to spot the
mohrgs. The undead are specifically hiding
themselves and their victims from the group of
PCs they can see, and might not have decent
cover against PCs they cannot spot. PCs with
darkvision receive a +2 circumstance bonus to this
check. These bonuses stack.
The mohrgs will be carrying paralyzed victims
equal to ½ their number. They are carrying small
women, small sized demi-humans or children. The
victims are light loads (up to 100 lbs or less) and
do not encumber the undead. They are hiding and
moving silently. The DM should roll for the
mohrgs, taking a -2 penalty for the undead
carrying a victim.
The mohrgs are carrying paralyzed victims to
hostage locations in Shiboleth. The intent if they
get spotted is to move soldiers or adventurers
toward the Sinkhole unless the soldiers or
adventurers seem to be very powerful. At APLs
10-14, the adventurers will seem to be very
powerful, even if the DM is concerned that the
PCs are underperforming for the APL. Powerful
adversaries are to be lured to the northeast, in the
general direction of The Spire of the Martyrs. If the
PCs finish off a group of the undead before any of
them can try to escape with victims, the PCs will
spot another group of undead that witnesses their
combat from a block away. Those mohrgs will
begin to flee with their paralyzed victims. When
the PCs spot the undead, half of the undead will
engage the PCs, trying to kill or paralyze them
quickly, and the other half will flee with their
paralyzed victims while trying to stay hidden.
APLs 10-14 will be near the center of the city,
toward the NE quadrant. This is one of the
wealthier areas of Shiboleth and most of the
temples are nearby.
GRM7-IN4 By Right of Conquest
Page 18
APL 10 (EL 12)
Mohrg (4): hp 91 each; see Monster Manual,
page 189.
APL 12 (EL 14)
Mohrg, advanced (6): hp 130 each; see
Appendix 6.
APL 14 (EL 16)
Mohrg, advanced (10): hp 130 each; see
Appendix 7.
Tactics: The monsters are trying to avoid
detection. They are carrying paralyzed hostages
toward designated locations. Once they are
spotted, they try to dispatch the PCs quickly. If that
fails, they lead their opponents toward a location
by fleeing the fight with victims in tow.
Development:
PCs
should
pursue
the
mohrgs, conducting a running battle. The PCs
should get the idea that the mohrgs are running
toward a location as much as they are fleeing the
PCs. There are also more mohrgs out there that
are probably heading in the same direction. The
DM can help nudge them toward the northeast
quadrant of the city if the players do not connect
the clues.
ENCOUNTER 2:
YUGOLOTHS
The mohrgs have run in the general direction of
the Spire of the Martyrs. The undead are not really
headed toward that location, but PCs can be given
that location as the most prominent landmark at
the top of the northeastern slopes of Shiboleth.
The PCs will hear conflict ahead, and will see
soldiers and civilians fighting a mixture of
yugoloths and undead. The sudden appearance of
combat will cause the fleeing mohrgs to hesitate,
giving the PCs a chance to catch them. The PCs
will have a chance to stop the fleeing mohrgs, and
engage the yugoloths to help the NPC citizens of
Shiboleth.
The yugoloths will be wearing uniforms with
emblems that strongly resemble the shield of Gran
March (DM Aid#1 The New Gran March). In all
cases, it will look like the undead are taking
direction from the yugoloths.
APL 10 (EL12)
Mohrg (with victim): hp 91 each; see
Monster Manual, page 189.
Mezzoloth cavalry: hp 157; see Appendix 5.
Canoloth mount (advanced): hp 115; see
Appendix 5.
Mezzoloth pikeman (2): hp 95 each; see
Appendix 5.
Wight, advanced (2): hp 52 each; see
Appendix 5.
APL 12 (EL 14)
Mohrg (with victim): hp 130 each; see
Appendix 6.
Mezzoloth cavalry (2): hp 171 each; see
Appendix 6.
Canoloth mount (advanced) (2): hp 115
each; see Appendix 6.
Mezzoloth pikeman (2): hp 95 each; see
Appendix 6.
Wight, advanced (2): hp 52 each; see
Appendix 6.
APL 14 (EL 16)
Mohrg (with victim): hp 130 each; see
Appendix 7.
Mezzoloth cavalry (3): hp 171 each; see
Appendix 7.
Canoloth mount (advanced) (3): hp 187
each; see Appendix 7.
Mezzoloth pikeman (2): hp 157 each; see
Appendix 7.
Wight, advanced (2): hp 52 each; see
Appendix 1.
Tactics: The mohrg will stop running as it
reaches the yugoloths, and turn to face the PCs.
They will use their paralyzed victims as a shield to
hopefully stifle area of effect spells and ranged
attacks (treat the mohrg as grappling the victim,
for purposes of ranged and area attacks). The
mezzoloth
pikemen
will
teleport
toward
spellcasters, trying to identify any PC who can foil
teleport magic. The cavalry will attempt to use
charge attacks on the PCs, and try to support any
pikemen. They will alternate between lance and
longbow if they have to, shooting at PCs who
move away from the primary melee. If the PCs are
demolishing the yugoloths and their minions, a
GRM7-IN4 By Right of Conquest
Page 19
second wave of cavalry will move to confront
them. The mezzoloths will shoot down flying
mounts, or dispel flight magic and anticipate
teleport spells. Any PC who is noted as being able
to turn undead with great skill will be targeted by
the enemy.
Development: If the PCs have a chance to
talk with the militia soldiers after the fight, they will
be told that the fiends and their undead seemed to
come from the northeast. The PCs will also hear
sounds of fighting many streets over in multiple
directions.
The PCs will have a chance to inspect the
disturbing heraldry the mezzoloths are wearing,
but there are no additional clues here.
Early in this encounter, a signal will go up
above southeast Shiboleth. A widened lightning
ball will streak 500 feet into the sky. PCs who are
members of Syrloch, the Army, or that are
veterans of the Army will recognize it as a signal
that the Baron’s manor is being attacked. If the
PCs do not recognize it, the militia soldiers here
will recognize it. The NPC soldiers will begin to
move that direction.
ENCOUNTER 3: KNIGHT
VIGILANT
Whichever direction the PCs go, they will
encounter the following monsters. If PCs teleport
to the Baron’s estates, they will encounter this
combat wherever they appear if it is inside the city.
PCs flying overhead see the monsters killing a
group of citizens.
Before you is a scene of impending
carnage. A hulking fiend wearing what appears
at a distance to be the heraldry of the argent
owl
(DM
Aid#2
The
Knights
Vigilant)
is
marshalling a file of massive, rotting brutes.
They are destroying homes, and killing people
caught in the wreckage. More of the fiends
wearing uniforms with the perverted banner of
Gran March are also present.
The PCs have come across a group of
undead giants being marshaled by yagnoloths
wearing uniforms and heraldry of the New Gran
March and the Knights Vigilant. They are
butchering innocents, and the corpses of many
soldiers litter the streets around them as well.
These hulking corpses were harvested by the
yugoloths immediately following GRM5-IN5, In the
Eleventh Hour. As combat ensues, the yagnoloth
will taunt the PCs that “their feeble Baron” should
be handing over Shiboleth to Master Vigilant
Marax anytime now. The yagnoloths will be
especially snide to any PCs displaying heraldry of
the Knights of the Watch. He will tell the PCs that
Master Vigilant Marax awaits them on his new
throne “atop the hill” (points to the SE peak of
Shiboleth.) This should help PCs who were going
the wrong direction get back on track.
APL 10 (EL12)
Yagnoloth Captain: hp 85; see Appendix 5.
Mezzoloth Pikeman (2): hp 95 each; see
Appendix 5.
Hulking Corpse (hill giant) hp 150 each; see
Appendix 5.
APL 12 (EL 14)
Yagnoloth Captain: hp 126 each; see
Appendix 6.
Mezzoloth Pikeman (2): hp 95 each; see
Appendix 6.
Hulking Corpse (fire giants) (2): hp 225
each; see Appendix 6.
APL 14 (EL 16)
Yagnoloth Captain: hp 178 each; see
Appendix 7.
Mezzoloth pikeman (2): hp 157 each; see
Appendix 7
Hulking
Corpse
(death
giants
and
fomorians) (2): hp 232 each; see Appendix 7.
Tactics: The yagnoloth orders the mezzoloth
to teleport near a group of spellcasters, trying to
ferret out anyone with anticipate teleport spells
active. The mezzoloths will not teleport at the
exact same time to avoid both being caught in the
effect of a spell. For melee, the yagnoloth prefers
to make one big attack, then step back to let the
hulking corpses provide a meat shield. He will
ferociously attack any PC who pursues him,
commanding the undead to flank for him. The
yagnoloth will try to take out magic spells and
magical transportation. If he is reduced to 25% of
his hit points or fewer, or has reason to believe the
PCs can kill him in a single round, he will try to
escape rather than fight.
Development:
The
PCs
have
all
the
information they need to know that the Baron’s
estates are being attacked by the yugoloths’
strongest forces.
GRM7-IN4 By Right of Conquest
Page 20
ENCOUNTER 4: BARON’S
ESTATE
The Baron’s estates have already been seized by
the yugoloths when the PCs arrive. The main gate
has been twisted and ripped asunder and there
are powerful fiends slaughtering anyone who
moves toward that opening. Soldiers fight from
outside the walls, and corruptor of fate archers
along the inner walls shoot at anyone who
provides a target. Large flags/banners fly at the
corners of the walls with a symbol that resembles
the shield of Gran March, but has clearly been
modified. There are also banners of the Knights
Vigilant staked into the grounds, proclaiming this
area as seized and under control of hostile forces.
The courtyard is littered with the corpses of fallen
members of the Baronial Pride. The PCs will have
to fight their way past the outer guards to get into
the manor proper.
If the PCs are having an easy time of it, there
can be an additional wave. The yugoloths are
really pressing the PCs here to occupy them while
the leaders attempt to escape the Sinkhole with
the solar and gate. They will taunt the PCs, telling
them to stick around, that Master Vigilant Marax
and Lord Raum will be done inside and out to
instruct them very shortly. Marax and Raum are
not actually inside the Baron’s Manor, but they are
planning to get here as soon as possible to
confront the heroes of Shiboleth. Any PC
teleporting inside the Baron’s manor house will
move directly to the combined force of Encounter
5 and Encounter 6 to face the yugoloth leaders
while other tables contend with Encounter 4.
APL 10 (EL12)
Nycaloth flying cavalry: hp 161 each; see
Appendix 5.
Mezzoloth pikeman (2): hp 95 each; see
Appendix 5.
Mezzoloth archer (2): hp 95 each; see
Appendix 5.
APL 12 (EL 14)
Nycaloth flying cavalry (2): hp 161 each; see
Appendix 6.
Mezzoloth pikeman (2): hp 157 each; see
Appendix 6.
Mezzoloth archer (2): hp 142 each; see
Appendix 6.
APL 14 (EL 16)
Nycaloth flying cavalry (1): hp 275 each; see
Appendix 7.
Mezzoloth pikeman (2): hp 218 each; see
Appendix 7.
Mezzoloth archer (4): hp 142 each; see
Appendix 7.
Tactics: The mezzoloths are blocking the
gates to begin the encounter. (DM Aid Map#2)
The mezzoloth archers will fire at approaching
targets, and mezzoloth pikemen will teleport near
PCs who look like spellcasters to test their
defenses. Any PC who is identified as having any
form of anticipate teleport active will be targeted. A
single fiend will test the teleport before others
follow, and if a fiend is caught by the anticipate
teleport, other fiends will generally rush to the
location to prevent PCs from surrounding the
unsuspecting teleporter. Nycaloths will attack any
flying targets, looking to reduce the PCs’ mobility.
Any PC wearing obvious holy symbols of the
deities mentioned previously will be preferred
targets as well. Any yugolth reduced to 25% of his
hit points will flee.
Development: The PCs will have little opportunity
for rest, as Encounter 5 will follow immediately.
ENCOUNTER 5: CHILDREN
OF THE SAKHUT
For this encounter, all high APL tables will move to
a central table for a large-scale battle if it is
feasible.
Before the last yugoloth falls, the doors to the
Baron’s manor fly outward, and a series of
nightmarish fiends pour forward. Encounter 6 will
trigger almost immediately after Encounter 5.
As the yugoloths are falling, distant
onlookers take a breath to cheer, and are
interrupted by the sound of splintering wood.
Fiendish nightmares lumber out of the Baron’s
manor house. You have encountered half-
yugoloths before; human and half-orc soldiers,
formerly in service to Gran March who have
somehow been twisted into half-fiends. These
are not humans. Before you stand towering
monsters, their wings flex, their mandibles
clack, and their clubs, greatswords and flails
drip blood.
Giants. All of them.
GRM7-IN4 By Right of Conquest
Page 21
They
look
at
you
with
hatred
and
familiarity. Those who saved Shiboleth the last
time it was invaded recognize some of these
monsters. These giants invaded Shiboleth
once before and tasted the blood of this city
and its people. The fiendish giants charge you
and growl a single, condemning word:
“Tyv!”
PCs who played GRM5-IN5, In the Eleventh
Hour will recognize these monsters as giants who
invaded Shiboleth under the leadership of the fire
giant, King Brodde.
APL 10 (EL13)
Half-mezzoloth hill giant (3): hp 162 each;
see Appendix 5.
Half-mezzoloth ogre Ftr1 (2): hp 57 each;
see Appendix 5.
APL 12 (EL 15)
Half-mezzoloth fire giant (1): hp 202 each;
see Appendix 6.
Half-mezzoloth hill giant (2): hp 162 each;
see Appendix 5.
Half-mezzoloth ogre Ftr1 (2): hp 57 each;
see Appendix 5.
APL 14 (EL 17)
Half-fiend fire giant EWM1: hp 217 each; see
Appendix 7.
Half-mezzoloth fire giant (1): hp 202 each;
see Appendix 7.
Half-nycaloth fire giant (2): hp 187 each; see
Appendix 7.
Tactics: The half-fiend giants will cleave
through everything in the courtyard. The flying
giants at APL 14 will target flying opponents. At
other APLs, the monsters will move to put
pressure on all PCs, rather than letting front line
fighters block them in place. None of these giants
will be able to specifically recall any PC from the
invasion; they just want to kill all Tyv (humans,
elves, dwarves, etc.).
Development: As the PC defeat these forces,
PCs will be permitted to move between other
tables if needed. DMs will indicate if other high
APL groups are experiencing difficulty and the
tables that finish quickly will be allowed to move to
support other groups at other tables if the DMs
feel it is appropriate.
ENCOUNTER 6: LORD RAUM
& ABADDON
If the interactive has sufficient participation to
allow it, Encounter 6 will be run by bringing all high
level APL tables to a single table. Groups should
stay together, and DMs from each table will be
counted on to track his players and account for
their APL in regards to the challenges of
Encounter 6.
As the PCs begin Encounter 5, the leaders
emerge to watch the fight between the half-fiend
giants and the PCs. They have observed the PCs
in combat, and will be alert for their preferred
attack methods and any defenses that might
cause trouble.
As the fiendish giants begin their assault,
another noise breaks from inside the Baron’s
Manor. The ground shakes as the already
damaged front wall explodes outward. Four
tons of twisted steel sunders the wall and
cartwheels dangerously through the air. It
shakes nearby buildings when it slams the
ground at your feet like thunder. The great slab
of metal looks like it was physically torn from
the hinges of a vault.
A large daemonic troll with four arms and
bat-wings stalks out of the building. His hands
shift a huge black maul back and forth as his
wings twitch with barely restrained power. His
body is covered in hundreds of scorched
scars, too numerous and hideous for even a
war troll to have survived.
Behind him, a behemoth strides from the
broken manor. Twenty feet tall, the green-
skinned, four-armed, winged fiend carries a
great axe that radiates evil nearly as potent as
the fiend himself. He holds the unmoving
corpse of an older human man in one of his
claws. Accompanying him is another 20 foot
tall fiend. This one is red-skinned with over-
muscled arms and shoulders. His imposing
antlers are decorated with desiccated corpses
and skulls. He carries a huge greatsword that
trails a river of blood in its wake. One of the
corpses swaying from his antlers is fresh and
wears the uniform of the Baron’s champion.
Also entering the courtyard is a fire giant
with swirling silver eyes. He holds a large
bastard sword in one hand and looks across
GRM7-IN4 By Right of Conquest
Page 22
the gathered force of Shiboleth as if looking
for someone. A four-armed fiend carrying a
longspear and a flaming whip stomps out
behind the others, his mandibles clacking
excitedly. The five enormous warriors nearly
dwarf a sixth who enters last. He is only
human-sized, and dressed in ornate full plate
armor. He wears the heraldry of the Knights
Vigilant
and
is
armed
with
a
slender
longsword. He approaches the battlefield with
supreme confidence.
Flying in from behind the Baron’s Manor is
a winged beast that looks like a bear. Metal
plates have been fused with the oversized
animal. Wings and a pair of twisted horns
betray its fiendish heritage.
Astride the flying beast are two figures. An
ultroloth dressed in ornate full plate with the
heraldry of the Knights Vigilant sits in the front
of the saddle, and behind him is a human
woman with long flowing red hair. Her eyes are
swirling pools of silver. Master Vigilant Marax
surveys the handiwork of his soldiers and
nods in approval.
Knowledge: The Planes will let PCs recognize
a half-nycaloth war troll (Scarlis), a huge nycaloth
commander
(Lord
Raum),
a
deathdrinker
(Abaddon), a half-ultroloth fire giant (Baugi), a
large mezzoloth (Tartaruchi), an ultroloth (Most
Vigilant Azmograne), a half-fiend ironclad mauler
mount, an ultroloth (Master Vigilant Marax) and a
half-ultroloth human (Kaema Thuldir). Various
knowledge checks DC5 or 10 can reveal that
Raum is holding the dead body of Baron
Doulanfon and the corpse swaying in Abaddon’s
antlers is indeed the champion of the Baron, Sir
Sermious Aerasbonden, the Knight of Sorrows.
The leaders of the yugoloths will wait for the
PCs to finish their fight with the half-fiend giants.
They will observe the PCs and their abilities, even
though they are already aware of most of the PCs’
individual abilities. If any of the PCs move to fight
the leaders at the same time as the giants from
Encounter 5, the leaders will accommodate them,
putting both encounters together.
If the PCs do not move to immediately attack
the leaders, Master Vigilant Marax will motion his
fellows to allow the PCs to recover while he
pontificates.
If given the opportunity, he will do the following:
•
He will indicate that he may have
overestimated the resistance Shiboleth
would provide, and he might be convinced
to send some of these monsters away if
the PCs speak civilly.
•
Derisively claim Shiboleth by Right of
Conquest. This will evoke some knowing
chuckles from his fellows, and he smiles
at his own joke at Gran March.
•
He will speak cordially to any PCs he
recognizes from Athenaeum, calling them
by name or title.
•
He will introduce Lord Raum, who is
staring at the PCs like a bull about to
charge.
•
He will introduce a few of the PCs to Lord
Raum, indicating that Lord Raum has
heard so much about the heroes of Gran
March that he’s looking forward to finally
meeting them.
•
He will ask if anyone remembers finding
an iron flask…? (He is referencing an iron
flask found in GRM7-06 The Order of
Underworld Travelers). If a PC is foolish
enough to acknowledge it, Marax will refer
Abaddon to that PC.
•
If a Knight(s) of the Watch speaks to him,
when he is ready to leave, he will address
the PC(s) directly, by name. He will inform
them that as he considers it, Shiboleth is
hardly worth having. He will decree that he
passes possession of the city to the
Knights of the Watch.
After no more than two minutes real time in
conversation with the PCs, he will announce his
departure. He prefers to leave the PCs wanting
more rather than let them get tired of him. If the
PCs were civil, he will also consider sending a
couple of the other leaders away as well.
If combat seems imminent, he will telepathically
signal the mezzoloth pikemen to teleport into the
field of battle as he teleports away. The pikemen
are tasked with teleporting near the PCs who have
demonstrated that they use anticipate teleport.
The remaining yugoloths and Abaddon will predict
who can interrupt their teleports by what areas are
missing pikemen.
If the DMs of the higher level tables determine
that the high level PCs are not strong enough to
challenge the assembled fiends, the head judge of
the BI will selectively reduce the force of the
NPCs.
GRM7-IN4 By Right of Conquest
Page 23
If there are too many tables to create a single
table of all PCs for the final battle, tables will
consolidate into groups of two or three. DMs will
choose two or three named NPCs to face the PCs
in the final battle. In no event will Master Vigilant
Marax elect to stay and fight.
If possible, Master Vigilant Marax will fly away.
If he cannot make a slow, arrogant departure in
that way, he will settle for frustrating PCs by
teleporting away. See his stat block in Appendix 8
for his defenses against attack and spells.
If he flies away, he takes the half-fiend
ironclad mauler with him. Otherwise, he teleports
away and leaves the mount for Kaema Thuldir to
use.
All of the named NPCs will flee if reduced to
25% or less of their hit points. Specific notes are
provided for each named NPC.
Lord Raum – he is here to test himself against
the most powerful heroes of Shiboleth. He will
simply try to kill as many people as he can. He
knows the abilities of most of the PCs, and will not
fall for any tricks or ploys.
Kaema Thuldir – she will attempt to use her
area of effect spells on large groups of PCs. If
there is a single table, she will not focus on a
single group, but will use her spells to hurt as
many PCs as she can encompass. She will begin
by casting meteor swarm on many spread-out
targets.
Abaddon – He is in the employ of Marax, and
will single out spellcasters to kill. He will avoid PCs
with anticipate teleport, and will air walk toward the
ones he cannot teleport next to. He is competing
with Raum to see who can kill the most heroes.
Scarlis is searching for any PCs who played
GRM5-IN5, In the Eleventh Hour) at APL12. Any
PC who played that APL participated in killing
Scarlis, and he seeks revenge.
Most Vigilant Azmograne is an apprentice to
Master Vigilant Marax, and is searching to prove
himself in honorable combat. He will forgo this
after one round of combat use any tactic available
to win or escape.
Baugi is searching for any PCs who played
GRM5-IN5, In the Eleventh Hour) at APL10. Any
PC who played that APL participated in killing
Baugi, and he seeks revenge. If revenge cannot
be easily gotten, he is looking for a way out of
Shiboleth that does not involve the yugoloths. He
will abandon the fight early. If he is in a strong
position, he will negotiate his departure using
threats. If PCs are relentless, he will kill them all
and then try to escape.
Tartaruchi lives to inflict pain and torment at
Euryale’s
command.
He
lords
over
the
mezzoloths, and knows more about Marax’s and
Euryale’s plans than either suspect. If he is taken
prisoner, this will be noted at the premiere.
All APLs
Master Vigilant Marax: hp 252; see Appendix
8.
Half-fiend ironclad mauler: hp 250; see
Appendix 8.
Lord Raum: hp 490; see Appendix 8.
Kaema Thuldir: hp 237; see Appendix 8.
Most Vigilant Azmograne: hp 241; see
Appendix 8.
Abaddon: hp 418; see Appendix 8.
Scarlis: hp 233; see Appendix 8.
Baugi: hp 231; see Appendix 8.
Tartaruchi: hp 275; see Appendix 8.
Master Kadramazz: hp 187; see Appendix 8.
Mezzoloth Pikeman (4): see Appendix 5
(APL10), 6 (APL12) or 7 (APL 14)
Once they clear the way to enter the Baron’s
estates, they will quickly find Baron Doulanfon’s
dead body. He is under the effects of an extended
delay death. His body will accept healing, and will
require 50 points of healing within 5 rounds of
finding his body to save the Baron. If PCs delay in
the courtyard, the Baron dies.
Developments PCs should chase off the
yugoloths. They will discover a lot of dead soldiers
inside the Baron’s Estate. Ideally, Kaema Thuldir
will be captured or killed. It will become apparent
that the yugoloths did not have sufficient forces in
place to hold the estate, much less Shiboleth.
Low APL tables and high APL tables will be
encouraged to get together and relate the events
of what occurred in the two parts of Shiboleth.
GRM7-IN4 By Right of Conquest
Page 24
CONCLUSION
APL 2 - 8
CONCLUSION: HOSTAGES RESCUED
Your patience, bravery and teamwork
saved the lives of more than a hundred women
and children today. Those heroes who walked
unarmed into the pit of fiends are praised and
embraced by the surviving friends and family
of the women and children. You recall the
signal
above
the
southeastern
part
of
Shiboleth and some of you collect yourselves
and move to see what else might be required
of you this very bloody and dangerous night.
The PCs have earned a tremendous success.
Word
of
their
heroism
will
reach
Baron
Doulanfon’s house and House Doulanfon will see
to it that the heroes are rewarding for their
remarkable achievement.
PCs have earned the Hostages Rescued favor
on the AR. Any PCs who died in the Sinkhole
might be eligible for Heralded Valor on the AR.
CONCLUSION: FAILURE
For whatever reason, the voors and canoloths
attacked the hostages. The senior DM will have to
determine the severity of the failure. If the PCs
rescue 90% of the hostages, they will earn a
success, but PCs responsible for the failure might
earn the Ire of Baron Doulanfon for their actions.
Some PCs might have earned the Hostages
Rescued favor on the AR. Any PCs who died in
the Sinkhole might be eligible for Heralded Valor
on the AR.
APL 10 - 14
CONCLUSION: YUGOLOTHS ROUTED
You faced the forces of The Bleak Eternity
tonight, and drove them from Shiboleth. Their
hope to steal the city died at your hands.
There were severe losses, but once again,
Shiboleth stands defiant against those who
would invade.
Word comes to you of activity in the
southwestern part of the city. Perhaps your
work this night is not yet done.
PCs have earned the Favor of Baron Doulanfon.
CONCLUSION: FAILURE AT THE
ESTATE
You were unable to dislodge the yugoloths
from their position at the Baron’s estate. All
night, they seemed too well prepared and
familiar with each of your skills. The fiends
who held the estates were even better
prepared, knowing many of you by name and
ability. They taunted you from behind the walls
of the estate until reinforcements arrived.
When you stormed the estate a second time,
with a Pride of cavalry to support you, you
found the estates abandoned. The yugoloths
left the ground they work so hard to claim, with
no explanation.
PCs who made it all the way to the Baron’s
Estates and faced the fiends in Encounter 5 or 6
have earned the Favor of Baron Doulanfon.
House Doulanfon is grateful for the PCs fighting
the fiends in the streets of Shiboleth and saving
citizens of the city. The Doulanfons recognize the
courage needed to face these monsters that were
able to overcome the Baron’s defenses, and hold
no ill will against PCs for failing against these
odds.
CONCLUSION: PCS GOT
SIDETRACKED AND DID NOT
CONFRONT THE LEADERS AT THE
ESTATE
Shiboleth fell tonight. The leaders of the
yugoloths invaded the estates of Baron
Doulanfon and killed the Baron and his
bodyguards. Many soldiers moved against the
New Gran March, but for all their courage, they
were killed by the powerful fiends. Dawn came
and with it, reinforcements from Hookhill. An
organized
assault
on
Baron
Doulanfon’s
Estates found stacks of dead bodies, but no
yugoloths.
There are no Favors awarded from the AR.
CONCLUSION: PCS TRIED TO ATTACK
THE FIENDS IN THE SINKHOLE, AND
HOSTAGES DIED.
Tragedy struck the citizens of Shiboleth
tonight. Where patience and composure was
needed, some reacted instead with careless
disregard for the lives of the innocent.
GRM7-IN4 By Right of Conquest
Page 25
The PCs who caused the fiends in the Sinkhole to
attack the innocents will be reviled by the citizens
of Shiboleth. They have earned the Ire of Baron
Doulanfon on the AR and do not receive any
favors at the top of the AR.
The End
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up
the values for the objectives accomplished. Then
assign the experience award. Award the total
value (objectives plus roleplaying) to each
character.
APLs 2 – 8
Encounter 1
Defeat a wave of undead and pursue the rest.
APL 2: 120 xp.
APL 4: 180 xp.
APL 6: 240 xp.
APL 8: 300 xp.
Encounter 2
Confront 1 wave of half-fiend soldiers and undead.
APL 2: 150 xp.
APL 4: 210 xp.
APL 6: 270 xp.
APL 8: 330 xp.
Encounter 3
Confront 1 wave of half-fiend soldiers.
APL 2: 120 xp.
APL 4: 180 xp.
APL 6: 240 xp.
APL 8: 300 xp.
Encounter 5
Confront 1 wave of half-fiend giants/goblins.
APL 2: 150 xp.
APL 4: 210 xp.
APL 6: 270 xp.
APL 8: 330 xp.
Encounter 6
Confront the voors and canoloths
APL 2: 150 xp.
APL 4: 210 xp.
APL 6: 270 xp.
APL 8: 330 xp.
Story Award
Rescue the hostages.
APL 2: 90 xp.
APL 4: 135 xp.
APL 6: 180 xp.
APL 8: 225 xp.
Discretionary Roleplaying Award
APL 2: 90 xp.
APL 4: 135 xp.
APL 6: 180 xp.
APL 8: 225 xp.
.
Total possible experience
APL 2: 225 xp.
APL 4: 337 xp.
APL 6: 450 xp.
APL 8: 562 xp.
APLs 10 – 14
Encounter 1
Defeat a wave of undead and pursue the rest.
APL 10: 360 xp.
APL 12: 420 xp.
APL 14: 480xp.
Encounter 2
Confront 1 wave of half-fiend soldiers.
APL 10: 360 xp.
APL 12: 420 xp.
APL 14: 480 xp.
Encounter 3
Save innocents and soldiers from yagnoloth and
minions
APL 10: 360 xp.
APL 12: 420 xp.
APL 14: 480 xp.
Encounter 4
Defeat yugoloth soldiers at Baron’s Estate
APL 10: 360 xp.
APL 12: 420 xp.
APL 14: 480 xp.
Encounter 5
Defeat half-fiend giants
APL 10: 390 xp.
APL 12: 450 xp.
APL 14: 510 xp.
Encounter 6
Confront the yugoloth leaders
APL 10: 390 xp.
APL 12: 450 xp.
APL 14: 510 xp.
Story Award
Rescue the Baron.
APL 10: 270 xp.
APL 12: 315 xp.
APL 14: 360 xp.
GRM7-IN4 By Right of Conquest
Page 26
Discretionary Roleplaying Award
APL 10: 270 xp.
APL 12: 315 xp.
APL 14: 360 xp.
Total possible experience
APL 10: 675 xp.
APL 12: 787 xp.
APL 14: 900 xp.
TREASURE SUMMARY
During
an
adventure,
characters
encounter
treasure, usually finding it in the possession of their
foes. Every encounter that features treasure has a
“treasure” section within the encounter description,
giving information about the loot, coins, and magic
items that make up the encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at
least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
they do not gain this gold. If you feel it is reasonable
that characters can go back to loot the bodies, and
those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by
the local watch, and so on), characters may return
to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted
from the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A
normal adventuring party can usually gather this
wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
from the encounter totals given below.
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they
are varied and because characters may want to use
them during the adventure. Many times characters
must cast identify, analyze dweomer or similar spell
to determine what the item does and how to
activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for
unclaimed treasure from each encounter add it up
and that is the number of gold pieces a characters
total and coin value increase at the end of the
adventure. Write the total in the GP Gained field of
the adventure certificate. Because this is a Regional
adventure, characters may spend additional Time
Units to practice professions or create items
immediately after the adventure so this total may be
modified by other circumstances.
L = Looted gear from enemy; C = Coin, Gems,
Jewelry, and other valuables; M = Magic Items.
Encounter 2:
APL 2 L: 26 gp, C: 0 gp, M: 192gp: +1
longspear (192 gp).
APL 4 L: 1 gp, C: 0 gp, M: 300gp: +1
longspear (192 gp), +1 Chainmail (108 GP).
APL 6 L: 1 gp, C: 0 gp, M: 634gp: +1
longspear (192 gp), +1 Chainmail (108 GP),
+2 ring of protection (167 gp).
APL 8 L: 1 gp, C: 0 gp, M: 1,134 gp: +1
longspear, bane (human) (692 gp), +2
Chainmail (275 GP), +2 ring of protection (167
gp).
APL 10 L: 5 gp, C: 0 gp, M: 1,252 gp: +1
longspear x2 (384 gp), +1 lance (193 GP), +1
composite longbow (+3 str) x2 (450).
APL 12 L: 3 gp, C: 0 gp, M: 2,003 gp: +1
longspear x2 (384 gp), +1 lance x2 (386 gp),
+1 composite longbow (+3 str) x4 (900 gp, +2
amulet of natural armor x2 (333 gp).
APL 14 L: 3 gp, C: 0 gp, M: 2,587 gp: +1
longspear x2 (384 gp), +1 lance x3 (578 gp),
+1 composite longbow (+3 str) x5 (1,125 gp),
+2 amulet of natural armor x3 (500 gp).
Encounter 3:
APL 2 L: 51 gp, C: 0 gp, M: 0 gp:
APL 4 L: 53 gp, C: 0 gp, M: 217 gp, +1
chainmail x2 (217 gp):
APL 6 L: 53 gp, C: 0 gp, M: 1,051 gp, +1
chainmail x2 (217 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) (450).
APL 8 L: 55 gp, C: 0 gp, M: 1,884 gp, +2
chainmail x2 (717 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) x2 (450),
+1 ring of protection x2 (333 gp).
APL 10 L: 3 gp, C: 0 gp, M: 2,251 gp, +3 cloak
of resistance (750 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) x2 (450),
+2 ring of protection (667 gp).
GRM7-IN4 By Right of Conquest
Page 27
APL 12 L: 3 gp, C: 0 gp, M: 3,084 gp, +3 cloak
of resistance (750 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) x2 (450),
+3 ring of protection (1,500 gp).
APL 14 L: 3 gp, C: 0 gp, M: 4,538 gp, +3 cloak
of resistance (750 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) x2 (466),
+3 ring of protection (1,500 gp), +3 chain shirt
(771 gp), gauntlets of ogre power x2 (666 gp).
Encounter 4:
APL 10 L: 32 gp, C: 0 gp, M: 2,894 gp, +2
greataxe (277 gp), +1 longspear x2 (384 gp),
+1 composite longbow (+3 str) x4 (900 gp), +2
ring of protection (667 gp), gloves of dexterity
+2 x2 (666 gp).
APL 12 L: 58 gp, C: 0 gp, M: 4,521 gp, +2
greataxe x2 (553 gp), +1 longspear x2 (384
gp), +1 composite longbow (+3 str) x2 (450
gp), +2 ring of protection x2 (1,333 gp), gloves
of dexterity +2 x2 (666 gp) +1 composite
longbow (+4 str) x2 (466 gp), gauntlets of ogre
power x2 (667 gp),
APL 14 L: 58 gp, C: 0 gp, M: 7,737 gp, +2
greataxe (277 gp), +3 ring of protection (1,500
gp), belt of giant strength +4 (1,333 gp), +1
longspear x4 (768 gp), +1 composite longbow
(+3 str) x2 (450 gp), gloves of dexterity +2 x2
(666 gp) +1 composite longbow (+4 str) x2
(533 gp), gauntlets of ogre power x2 (667 gp),
+3 chain shirt x2 (1,542 gp),
Encounter 5:
APL 2 L:8 gp, C: 0 gp, M: 771 gp: +1
longsword x2 (386 gp), +1 warhammer x2
(385 gp).
APL 4 L:8 gp, C: 0 gp, M: 916 gp:+1 greatclub
x2 (385 gp), +1 half-plate armor (146 gp), +1
longsword (193 gp), +1 warhammer (193 gp).
APL 6 L: 202 gp, C: 0 gp, M: 718 gp: +1
greatclub x2 (385 gp), headband of intellect +2
(333 gp)
APL 8 L: 202 gp, C: 0 gp, M: 1,341 gp: +1
greatclub x3 (578 gp), headband of intellect +2
(333 gp), +2 rhino hide armor (430 gp).
APL 10 L: 100 gp, C: 0 gp, M: 2,504 gp: +1
greatclub x5 (963 gp), +2 rhino hide armor x3
(1,291 gp), +1 cloak of resistance x3 (250 gp).
APL 12 L: 50 gp, C: 0 gp, M: 3,442 gp: +1
greatclub x2 (386 gp), +2 rhino hide armor x2
(860 gp), +1 cloak of resistance x2 (167 gp),
+1 flaming greatsword (696 gp), belt of giant
strength +4 (1,333 gp).
APL 14 L: 150 gp, C: 0 gp, M: 10,031 gp: +2
bastard sword (695 gp), +1 bastard sword
(195 gp), +3 cloak of resistance x2 (1,500 gp),
+1 flaming greatsword x3 (2,088 gp), belt of
giant strength +4 x3 (4,000 gp), +3 full plate
armor (888 gp), +2 ring of protection (667 gp).
Encounter 5:
APL 10 – 14: Varies
Total Possible Treasure (Maximum Reward
Allowed)
APL 2: L: 86 gp, C: 0 gp, M: 963 gp – Total:
1,049 gp (225 gp).
APL 4: L: 62 gp, C: 0 gp, M: 1,434 gp – Total:
1,496 gp (325 gp).
APL 6: L: 256 gp, C: 0 gp, M: 2,403 gp – Total:
2,659 gp (450 gp).
APL 8: L: 258 gp, C: 0 gp, M: 4,359 gp – Total:
4,617 gp (650 gp).
APL 10: L: X gp, C: X gp, M: X gp – Total: X
gp (1,150 gp).
APL 12: L: X gp, C: X gp, M: X gp – Total: X
gp (1,650 gp).
APL 14: L: X gp, C: X gp, M: X gp – Total: X
gp (3,300 gp).
ITEMS FOR THE
ADVENTURE RECORD
Special
Tremendous Bravery (Only available to PCs who
played this interactive at APLs 2-8) This PC
entered a hive of voors and canoloths unarmed to
save innocent citizens of Shiboleth. This deed has
set the PC above his peers in the eyes of the
common folk of Gran March. This PC receives a
+1 circumstance bonus to his Leadership score.
PCs who are members of the Knights of the Watch
who performed this deed receive 1 additional point
toward promotion. Squires may count this point
after they have been promoted to Vigil.
A PC who entered the Sinkhole unarmed to save
hostages
and
died
bravely
while
fighting
opponents that were a combined EL of 4 or more
GRM7-IN4 By Right of Conquest
Page 28
above his character level is eligible to receive the
following reward:
Brave Sacrifice (Only available to PCs who
played this interactive at APLs 2-8) While facing
down a nest of yugoloths to save innocent
hostages, this PC bravely died fighting fiends that
were clearly beyond his ability to defeat. This deed
inspired those present and word has reached the
Doulanfon family of the PCs valor. The PC has
been named a Hero of Shiboleth. The PC has also
been offered a position in House Doulanfon. If the
PC accepts, he is now considered a minor noble
of Gran March. The PC receives a +5 bonus to all
social interactions and skill checks when dealing
with citizens of Shiboleth. If the PC has any
previous Disfavor with Baron Doulanfon, this
Favor negates the previous Disfavor.
A PC who provoked the yugoloths into killing
hostages at the Sinkhole has earned the following:
Ire of Baron Doulanfon: This PC provoked a nest
of daemons while they held innocent citizens of
Shiboleth hostage. Such reckless disregard for
innocent lives has earned the undying enmity of
House Doulanfon. The PC earns no gold piece
rewards or item access from this AR. Baron
Doulanfon will never contact the PC to assist in
any scenario. If more than 2 hostages were killed
as a result of this PC’s action, the PC can never
earn the Favor of Baron Doulanfon. This is an
exception to favors that allow the Ire of Baron
Doulanfon to be negated.
Hero of Shiboleth: (Only available to PCs who
played this interactive at APLs 10-14). This PC
drove the invading army of The New Gran March
out of Baron Doulanfon’s estates, reclaiming the
city. The PC receives a +5 bonus to all social
interactions and skill checks when dealing with
citizens of Shiboleth. If the PC has any previous
Disfavor with Baron Doulanfon, this Favor negates
the previous Disfavor.
Favor of Baron Doulanfon: This PC has earned
the favor of Baron Doulanfon. This Favor cancels
any previous Ire of Baron Doulanfon the PC might
have from a previous AR. PCs without the Ire of
Baron Doulanfon can use this favor to purchase
the following weapon upgrades at 90% of
standard cost: holy, axiomatic, ghost touch,
magebane. This favor can be used independently
or combined with unused Favors of Baron
Doulanfon from other ARs. If the PC combines 2
favors, the Baron makes the weapon upgrades
listed above available at 75% of standard cost.
The Sword of the March: This PC has earned the
Sword of the March military honor. This is
available only to active duty Gran March army
PCs.
Favor of a Besieged City: The merchants of
Shiboleth seek to reward the tremendous deed of
the heroic PCs. All items listed in the Item Access
on this AR can be purchased at 75% of standard
cost with access: regional.
Item Access
APL 2:
•
Fiendslayer
Crystal,
Least
(Frequency;
Regional, 1000 gp, MIC p. 65)
APL 4:
•
Ring of Communication (Frequency; Regional,
2000gp, MIC p. 122)
APL 6:
•
Fiendslayer
Crystal,
Lesser
(Frequency;
Regional, 3000gp, MIC p. 65)
APL 8:
•
Fiendslayer
Crystal,
Greater
(Frequency;
Regional, 5000gp, MIC p. 65)
APL 10:
•
Banner of the Storm’s Eye (Frequency;
Regional, 15000gp, MIC p. 151)
APL 12:
•
Horn
of
Plenty
(Frequency;
Regional,
12000gp, MIC p. 162)
APL 14:
•
Magic Siphon (Frequency; Regional, 25000gp,
MIC p. 164)
GRM7-IN4 By Right of Conquest
Page 29
APPENDIX 1 – APL 2
ENCOUNTER 1 & 2
G H O U L
CR 1
CE Medium undead
Init +2; Senses darkvision 60 ft. Listen +2, Spot +7
Languages Flan
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 13 (2 HD)
Resist turn resistance +2
Fort +0, Ref +2, Will +5
Speed 30 ft. (6 squares)
Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0
(1d3 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Special Actions Ghoul fever, paralysis
Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12
SQ undead traits
Feats Multiattack
Skills Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7
Ghoul Fever (Su): Disease - bite, Fortitude DC 12,
incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a
ghoul at the next midnight. A humanoid who becomes
a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any
other ghouls, but it hungers for the flesh of the living
and behaves like a normal ghoul in all respects. A
humanoid of 4 Hit Dice or more rises as a ghast, not
a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw
attack must succeed on a DC 12 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to
this paralysis. The save DC is Charisma-based.
ENCOUNTER 2
C O R P O R AL
CR 2
Male Half-fiend (half-orc/mezzoloth) Ftr 1
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 19, touch 12, flat-footed 17
(+2 Dex, +5 chainmail, +2 natural)
hp 14 (1 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 11
Fort +6, Ref +2, Will -1
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee +1 longspear +7 (1d8+8) and claw +1 (1d4+2) or
short sword +6 (1d6+5) and claw +1 (1d4+2) or 2
claws +6 (1d4+5)
Ranged dagger +3 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +1; Grp +6
Atk Options Combat Reflexes, Power Attack, smite
good, cause fear 3/day
Spell-Like Abilities (CL 1st): cause fear 3/day
Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack
Skills Climb +7, Jump +7
Possessions mw chain mail, +1 longspear, short
sword, dagger, a small pin of the Knights Vigilant
Description This Corporal once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
D E AT H D O G
CR 2
NE Medium Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, scent:
Listen +6, Spot +4
Languages none
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)
hp 15 (2 HD)
Fort +5, Ref +5, Will +1
Speed 50 ft. (10 squares)
Melee 2 bites +5 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Special Actions Disease, trip
Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7
Feats Weapon Focus (bite)
Skills Hide +3, Listen +6, Move Silently +4, Spot +5
Disease (Ex) Any creature hit by a death dog’s bite
attack must succeed on a Fortitude save (DC 13) or
contract a disease. The incubation period is 1 day,
and the disease deals 1d4 points of Strength damage
and 1d3 points of Constitution damage.
Trip (Ex) A death dog that hits with a bite attack can
attempt to trip its opponent as a free action without
making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
react to trip the death dog.
Scent (Ex) A death dog can detect approaching
enemies, sniff out hidden foes, and attack by sense
of smell.
GRM7-IN4 By Right of Conquest
Page 30
ENCOUNTER 3
S O L D I E R
CR 2
Male Half-fiend (human/mezzoloth) Ftr 1
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Listen Spot
Languages Common
AC 19, touch 12, flat-footed 17
(+2 Dex, +5 chainmail, +2 natural)
hp 14 (1 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 11
Fort +6, Ref +2, Will -1
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +6 (1d8+6) and claw +0 (1d4+2) or
short sword +5 (1d6+4) and claw +0 (1d4+2) or 2
claws +5 (1d4+4)
Ranged dagger +3 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +1; Grp +5
Atk Options Combat Reflexes, Power Attack, Cleave,
smite good, cause fear 3/day
Spell-Like Abilities (CL 1st): cause fear 3/day
Abilities Str 19, Dex 14, Con 19, Int 8, Wis 9, Cha 8
Feats Cleave, Combat Reflexes, Power Attack
Skills Climb +7, Jump +7
Possessions mw chain mail, mw longspear, short
sword, dagger, a small pin of the Knights Vigilant
Description This soldier once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
ENCOUNTER 5
H ALF- N Y C AL O T H H O B G O B L I N W AR 2
CR 3
LE Large Outsider (evil, extraplanar, yugoloth)
Init +2; Senses darkvision 60 ft., Listen +3, Spot +3
Languages Goblin, Common
AC 19, touch 11, flat-footed 17
(-1 size, +2 Dex, +4 chain shirt, +4 natural)
hp 23 (2 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 12
Fort +10, Ref +2, Will -1
Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)
Melee Longsword (or hammer) +8 (2d6+7) and claw +2
(1d6+3 plus bleeding wounds) or 2 claws +7 (1d6+6
plus bleeding wounds)
Ranged Javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +2; Grp +12
Atk Options spell-like abilities, smite good (+2)
Spell-Like Abilities (CL 2nd): 3/day
darkness
Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12
Feats Alertness
Skills Hide +7, Listen +3 , Listen +3, Spot +3
Possessions +1 longsword, +1 hammer, chain shirt,5
javelins
Description An oversized hobgoblin with dominating
canine features. While most half-yugoloths look like the
base creature with twisted daemonic features, this poor
beast looks like a mal-formed nycaloth. Enormous bat
wings propel this daemonic goblin across the battle field
with speed and agility. He carries a longsword in one
hand, a hammer in another, and uses one of his free
claws to flail viciously outward. While he cannot attack
with both sword and hammer in the same round, he
alternates between the two, cutting and bashing his
opponents/. He does receive one natural secondary
claw attack each round. He despises Tyv, and wants to
chop down all human-kind.
ENCOUNTER 6
C ANO L O T H ( I NJ U R E D)
CR 4
NE medium outsider (evil, extraplanar, yugoloth)
Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 10, flat-footed 18
(+8 natural)
hp 51 (currently 21) (6 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +9, Ref +5, Will +8
Speed 50 ft. (10 squares)
Melee tongue +11 (1d4+4 plus paralysis) and bite +8
(2d6+2)
Space 5 ft.; Reach 5 ft. (20 ft. with tongue)
Base Atk +6; Grp +10
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Hide +5, Intimidate +10, Jump +21, Listen +12,
Move Silently +4, Spot +12
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 17 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
GRM7-IN4 By Right of Conquest
Page 31
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
Description
Monster Manual III pg. 200
GRM7-IN4 By Right of Conquest
Page 32
APPENDIX 2 – APL 4
ENCOUNTER 1 & 2
G H O U L
CR 1
CE Medium undead
Init +2; Senses darkvision 60 ft. Listen +2, Spot +7
Languages Flan
AC 14, touch 12, flat-footed 12
(+2 Dex, +2 natural)
hp 13 (2 HD)
Resist turn resistance +2
Fort +0, Ref +2, Will +5
Speed 30 ft. (6 squares)
Melee bite +2 (1d6+1 plus paralysis) and 2 claws +0
(1d3 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Special Actions Ghoul fever, paralysis
Abilities Str 13, Dex 15, Con --, Int 13, Wis 14, Cha 12
SQ undead traits
Feats Multiattack
Skills Balance +6, Climb +5, Hide +6, Jump +5, Move
Silently +6, Spot +7
Ghoul Fever (Su): Disease - bite, Fortitude DC 12,
incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a
ghoul at the next midnight. A humanoid who becomes
a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any
other ghouls, but it hungers for the flesh of the living
and behaves like a normal ghoul in all respects. A
humanoid of 4 Hit Dice or more rises as a ghast, not
a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw
attack must succeed on a DC 12 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to
this paralysis. The save DC is Charisma-based.
ENCOUNTER 2
C O R P O R AL
CR 4
Male Half-fiend (half-orc/mezzoloth) Ftr 3
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 20, touch 12, flat-footed 18
(+2 Dex, +6 +1 chainmail, +2 natural)
hp 28 (3 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 13
Fort +7, Ref +3, Will +0
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +10 (1d8+8) and claw +3 (1d4+2) or
short sword +9 (1d6+5) and claw +3 (1d4+2) or 2
claws +8 (1d4+5)
Ranged dagger +5 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +3; Grp +8
Atk Options Combat Reflexes, Power Attack, smite
good, cause fear 3/day, darkness 3/day
Spell-Like Abilities (CL 3rd): cause fear 3/day,
darkness 3/day
Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack, Weapon Focus
(longspear), Weapon Focus (short sword)
Skills Climb +8, Jump +8
Possessions +1 chain mail, +1 longspear, short sword,
dagger, a small pin of the Knights Vigilant
Description This Corporal once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
D E AT H D O G
CR 2
NE Medium Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, scent:
Listen +6, Spot +4
Languages none
AC 15, touch 12, flat-footed 13
(+2 Dex, +3 natural)
hp 15 (2 HD)
Fort +5, Ref +5, Will +1
Speed 50 ft. (10 squares)
Melee 2 bites +5 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Special Actions Disease, trip
Abilities Str 14, Dex 15, Con 14, Int 4, Wis 13, Cha 7
Feats Weapon Focus (bite)
Skills Hide +3, Listen +6, Move Silently +4, Spot +5
Disease (Ex) Any creature hit by a death dog’s bite
attack must succeed on a Fortitude save (DC 13) or
contract a disease. The incubation period is 1 day,
and the disease deals 1d4 points of Strength damage
and 1d3 points of Constitution damage.
Trip (Ex) A death dog that hits with a bite attack can
attempt to trip its opponent as a free action without
making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
react to trip the death dog.
Scent (Ex) A death dog can detect approaching
enemies, sniff out hidden foes, and attack by sense
of smell.
GRM7-IN4 By Right of Conquest
Page 33
ENCOUNTER 3
HALF- M E Z Z O L O T H S O L D I E R
CR 4
Male Half-fiend (human/mezzoloth) Ftr 3
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Listen, Spot
Languages Common
AC 20, touch 12, flat-footed 18
(+2 Dex, +6 +1 chainmail, +2 natural)
hp 28 (3 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 13
Fort +7, Ref +3, Will +0
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +10 (1d8+7) and claw +3 (1d4+2) or
short sword +9 (1d6+5) and claw +3 (1d4+2) or 2
claws +8 (1d4+5)
Ranged dagger +5 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +3; Grp +7
Atk Options Cleave, Combat Reflexes, Power Attack,
smite good, cause fear 3/day, darkness 3/day
Spell-Like Abilities (CL 3rd): cause fear 3/day,
darkness 3/day
Abilities Str 21, Dex 14, Con 19, Int 8, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack, Weapon Focus
(longspear), Weapon Focus (short sword)
Skills Climb +8, Jump +8
Possessions +1 chain mail, masterwork longspear,
short sword, dagger, a small pin of the Knights
Vigilant
Description This soldier once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
ENCOUNTER 5
R AG LANAR
CR 5
Male half-fiend ogre (mezzoloth/ogre) Ftr1
CE Large Outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60 ft., low-light vision, scent,
Listen +2, Spot +2
Languages Giant
AC 24, touch 9, flat-footed 24 (-1 size, +8 half-plate
armor, +7 natural)
hp 57 (5 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +12, Ref +1, Will +1
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8)
Ranged Javelin +3 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +16
Atk Options Power Attack, spell-like abilities, smite
good (+5)
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 1/day
Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9
Feats Toughness, Weapon Focus (greatclub), Power
Attack
Skills Climb +8, Listen +2, Spot +2
Possessions +1 greatclub, +1 half-plate armor, 5
javelins
Description Raglanar is a slathering monstrosity, no
longer giant, not completely mezzoloth. His heavy,
blunt features are further twisted by heavy mandibles,
multi-faceted eyes and random patches of dull,
blackened carapace. His dull wits have been further
eroded by his improvement, and now he functions at
barely above animal intelligence. What little glimmer
of intellect remains remembers only that he hates Tyv
and all of their kind. They hurt him badly, cheering as
he died. He will kill them all, furiously and bloodily
H ALF- N Y C AL O T H O G R E
CR 4
CE Large Outsider (evil, extraplanar, yugoloth)
Init +1; Senses darkvision 60 ft., low-light vision, scent,
Listen +3, Spot +3
Languages Giant
AC 19, touch 10, flat-footed 18
(-1 size, +1 Dex, +9 natural)
hp 29 (4 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +9, Ref +2, Will +1
Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)
Melee Greatclub +10 (2d8+10) and claw +3 (1d6+3
plus bleeding wounds) or 2 claws +8 (1d6+6 plus
bleeding wounds)
Ranged Javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +13
Atk Options spell-like abilities, smite good (+4)
Spell-Like Abilities (CL 4th): 3/day
darkness, deeper darkness
Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +7, Listen +3, Spot +3
Possessions +1 greatclub, 5 javelins
Description A tall, lean ogre with numerous scars and
burns across his face and body. Enormous bat wings
propel this daemonic giant across the battle field with
surprising speed and agility. He swings a bloodied club
in two hands and flails viciously outward with one of his
two additional clawed hands. He despises Tyv, and want
to feel their bones crack between his teeth.
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H ALF- N Y C AL O T H H O B G O B L I N W AR 2
CR 3
LE Large Outsider (evil, extraplanar, yugoloth)
Init +2; Senses darkvision 60 ft., Listen +3, Spot +3
Languages Goblin, Common
AC 19, touch 11, flat-footed 17
(-1 size, +2 Dex, +4 chain shirt, +4 natural)
hp 23 (2 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 12
Fort +10, Ref +2, Will -1
Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)
Melee +1 Longsword (or +1 hammer) +8 (2d6+7) and
claw +2 (1d6+3 plus bleeding wounds) or 2 claws +7
(1d6+6 plus bleeding wounds)
Ranged Javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +2; Grp +12
Atk Options spell-like abilities, smite good (+2)
Spell-Like Abilities (CL 2nd): 3/day
darkness
Abilities Str 23, Dex 15, Con 24, Int 12, Wis 9, Cha 12
Feats Alertness
Skills Hide +7, Listen +3, Listen +3, Spot +3
Possessions +1 longsword, +1 hammer, chain shirt, 5
javelins
Description An oversized hobgoblin with dominating
canine features. While most half-yugoloths look like the
base creature with twisted daemonic features, this poor
beast looks like a mal-formed nycaloth. Enormous bat
wings propel this daemonic goblin across the battle field
with speed and agility. He carries a longsword in one
hand, a hammer in another, and uses one of his free
claws to flail viciously outward. While he cannot attack
with both sword and hammer in the same round, he
alternates between the two, cutting and bashing his
opponents/. He does receive one natural secondary
claw attack each round. He despises Tyv, and wants to
chop down all human-kind.
ENCOUNTER 6
C ANO L O T H ( I NJ U R E D)
CR 4
NE medium outsider (evil, extraplanar, yugoloth)
Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 10, flat-footed 18
(+8 natural)
hp 51 (currently 21) (6 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +9, Ref +5, Will +8
Speed 50 ft. (10 squares)
Melee tongue +11 (1d4+4 plus paralysis) and bite +8
(2d6+2)
Space 5 ft.; Reach 5 ft. (20 ft. with tongue)
Base Atk +6; Grp +10
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Hide +5, Intimidate +10, Jump +21, Listen +12,
Move Silently +4, Spot +12
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 17 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
Description
Monster Manual III pg. 200
V O O R
CR 4
NE Large Evil Outsider (evil, extraplanar, yugoloth)
Init +2; Senses Blind, Blindsense 120 ft., Listen +11
Languages Abyssal, Infernal; telepathy 100 ft.
AC 17, touch 11, flat-footed 15
(-1 size, +2 Dex, +6 natural)
hp 37 (currently 27) (5 HD) ; DR 5/good
Immune Poison, acid, fire, gaze attacks, illusions and
visual effects
Resist Cold 10, electricity 10; SR 15
Fort +7, Ref +6, Will +3
Speed 30 ft. (6 squares), climb 20 ft.
Melee 4 piercing tentacles +10 each (1d6+6) and 2
claws +8 each (1d6+3)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Base Atk +5; Grp +19
Atk Options Multiattack, aligned strike (evil), Rend
2d6+9
Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7
SQ Scentless, yugoloth traits
Feats Combat Reflexes, Multiattack
Skills Climb +22, Diplomacy +0, Listen +11, Move
Silently +10, Sense Motive +7, Survival +7
Rend (Ex) A voor that hits with both claw attacks
latches onto the opponent’s body and tears the flesh.
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This attack automatically deals an extra 2d6+9 points
of damage.
Scentless (Ex) A voor exudes no natural smell and is
usually undetectable by scent. A voor that has been
in combat within the past hour stinks of the blood of
its foes so it can be detected by scent but only at half
the normal range.
Description This hulking creature waddles toward you
on stubby legs. Its enormous arms end in vicious claws.
Its armored face has no eyes and ropelike tentacles
constantly shoot out from its arms and back. Jagged
teeth gnash in its eyeless, domed head.
Source MM IV pg 193.
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APPENDIX 3 – APL 6
ENCOUNTER 1 & 2
G H AS T ( ADV AN C E D)
CR 4
CE Medium undead
Init +3; Senses darkvision 60 ft. Listen +2, Spot +12
Languages Flan
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 natural)
hp 63 (8 HD)
Resist turn resistance +2
Fort +2, Ref +5, Will +8
Speed 30 ft. (6 squares)
Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6
(1d4+2 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8
Special Actions Ghoul fever, paralysis, stench
Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16
SQ undead traits
Feats Improved Toughness, Multiattack, Toughness
Skills Balance +8, Climb +14, Hide +14, Jump +12,
Move Silently +14, Spot +12
Ghoul Fever (Su): Disease - bite, Fortitude DC 15,
incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a
ghoul at the next midnight. A humanoid who becomes
a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any
other ghouls, but it hungers for the flesh of the living
and behaves like a normal ghoul in all respects. A
humanoid of 4 Hit Dice or more rises as a ghast, not
a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw
attack must succeed on a DC 15 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to
this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming. Living
creatures within 10 feet must succeed on a DC 15
Fortitude save or be sickened for 1d6+4 minutes. A
creature that successfully saves cannot be affected
again by the same ghast’s stench for 24 hours. A
delay poison or neutralize poison spell removes the
effect from a sickened creature. Creatures with
immunity to poison are unaffected, and creatures
resistant to poison receive their normal bonus on their
saving throws. The save DC is Charisma-based.
C O R P O R AL
CR 6
Male Half-fiend (half-orc/mezzoloth) Ftr 5
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 22, touch 13, flat-footed 20
(+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural)
hp 47 (5 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 15
Fort +8, Ref +3, Will +0
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +13 (1d8+12) and claw +6 (1d4+3) or
short sword +13 (1d6+6) and claw +6 (1d4+3) or 2
claws +11 (1d4+6)
Ranged dagger +7 (1d4+6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +5; Grp +11
Atk Options Combat Reflexes, Power Attack, smite
good, cause fear 3/day, darkness 3/day, desecrate
1/day
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 3/day
Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack, Weapon Focus
(longspear), Weapon Focus (short sword), Weapon
Specialization (longspear)
Skills Climb +10, Jump +10
Possessions +2 chain mail, +1 longspear, masterwork
short sword, dagger, +1 ring of protection, a small pin
of the Knights Vigilant
Description This Corporal once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
D E AT H D O G
CR 3
NE Large Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, scent:
Listen +8, Spot +6
Languages none
AC 16, touch 11, flat-footed 14
(-1 size, +2 Dex, +5 natural)
hp 38 (4 HD)
Fort +8, Ref +8, Will +2
Speed 50 ft. (10 squares)
Melee 2 bites +10 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +14
Special Actions Disease, trip
Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7
Feats Weapon Focus (bite)
Skills Hide +0, Listen +8, Move Silently +5, Spot +6
GRM7-IN4 By Right of Conquest
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Disease (Ex) Any creature hit by a death dog’s bite
attack must succeed on a Fortitude save (DC 13) or
contract a disease. The incubation period is 1 day,
and the disease deals 1d4 points of Strength damage
and 1d3 points of Constitution damage.
Trip (Ex) A death dog that hits with a bite attack can
attempt to trip its opponent as a free action without
making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
react to trip the death dog.
Scent (Ex) A death dog can detect approaching
enemies, sniff out hidden foes, and attack by sense
of smell.
ENCOUNTER 3
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2
claws + 13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day – �cloudkill
(DC 17), �dispel magic (+10 dispel check)
�Already cast
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two.
MMII page 201.
H ALF- M E Z Z O L O T H S O L D I E R
CR 4
Male Half-fiend (half-orc/mezzoloth) Ftr 3
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 20, touch 12, flat-footed 18
(+2 Dex, +6 +1 chainmail, +2 natural)
hp 28 (3 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 13
Fort +7, Ref +3, Will +0
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +10 (1d8+7) and claw +3 (1d4+2) or
short sword +9 (1d6+5) and claw +3 (1d4+2) or 2
claws +8 (1d4+5)
Ranged dagger +5 (1d4+5)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +3; Grp +8
Atk Options Combat Reflexes, Power Attack, smite
good, cause fear 3/day, darkness 3/day
Spell-Like Abilities (CL 3rd): cause fear 3/day,
darkness 3/day
Abilities Str 21, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack, Weapon Focus
(longspear), Weapon Focus (short sword)
Skills Climb +8, Jump +8
Possessions +1 chain mail, masterwork longspear,
short sword, dagger, a small pin of the Knights
Vigilant
Description This soldier once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
ENCOUNTER 5
V I THAR
CR 7
Male half-fiend skullcrusher ogre
(mezzoloth/skullcrusher ogre)
NE Large outsider (evil, extraplanar, yugoloth)
Init +1; Senses darkvision 60 ft., low-light vision, scent,
Listen +0, Spot +0
Languages Common, Giant
AC 24, touch 10, flat-footed 23
(-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy
shield, +4 natural)
hp 92 (8 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 19
GRM7-IN4 By Right of Conquest
Page 38
Fort +13, Ref +3, Will +2
Speed 30 ft. (spiked full plate armor), base 40 ft. (8
squares)
Melee Morningstar +17/+12 (2d6+10) or Morningstar
+13/+8 (2d6+10) and shield spike +11 (1d8+5) and
claw +10 (1d6+5) or 2 claws +15 (1d6+10)
Ranged Rock +6 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +24
Atk Options Power Attack, spell-like abilities
Spell-Like Abilities (CL 9th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day
Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11
Feats Improved Grapple, Improved Shield Bash,
Mounted
Combat, Power Attack, Two-Weapon
Fighting, Weapon Focus (Morningstar).
Skills
Climb
+5,
Craft
(armorsmithing
or
weaponsmithing) +4, Handle Animal +4, Intimidate
+2, Knowledge (architecture and engineering) +4,
Ride +8, Search -1 (+1 secret doors).
Possessions Masterwork morningstar, spiked full plate
armor, spiked heavy shield, rocks, headband of
intellect +2
Description A skullcrusher ogre with an extra set of
insectoid arms, Vithar’s once proud bearing has
degenerated into sloth and self-loathing. He despises
himself for his failure during the assault on Shiboleth
and feels that this daemonic transformation is his
eternal punishment. He hopes to redeem himself by
killing everything that lives in Gran March. His
yugoloth masters have done nothing to correct his
perception. His greatly enhanced strength came at
the cost of his intelligence, which he acutely regrets.
He killed another half-fiend to take its Headband of
Intellect, and it is now his most valued possession.
Anyone tampering with it or trying to remove it will
become the subject of his focused rage.
HALF- M E Z Z O L O T H O G R E F TR 1
CR 5
CE Large Outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60 ft., low-light vision, scent,
Listen +2, Spot +2
Languages Giant
AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate
armor, +7 natural)
hp 57 (5 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +12, Ref +1, Will +1
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8)
Ranged Javelin +3 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +16
Atk Options Power Attack, spell-like abilities, smite
good (+5)
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 1/day
Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9
Feats Toughness, Weapon Focus (greatclub), Power
Attack
Skills Climb +8, Listen +2, Spot +2
Possessions +1 greatclub, half-plate armor, 5 javelins
Description This giant’s heavy, blunt features are
further twisted by heavy mandibles, multi-faceted
eyes and random patches of dull, blackened
carapace. His dull wits have been further eroded by
his improvement, and now he functions at barely
above animal intelligence. What little glimmer of
intellect remains remembers only that he hates Tyv
and all of their kind. They hurt him badly, cheering as
he died. He will kill them all, furiously and bloodily.
H ALF- N Y C AL O T H O G R E
CR 4
CE Large Outsider (evil, extraplanar, yugoloth)
Init +1; Senses darkvision 60 ft., low-light vision, scent,
Listen +3, Spot +3
Languages Giant
AC 19, touch 10, flat-footed 18
(-1 size, +1 Dex, +9 natural)
hp 29 (4 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +9, Ref +2, Will +1
Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)
Melee +1 Greatclub +10 (2d8+10) and claw +3 (1d6+3
plus bleeding wounds) or 2 claws +8 (1d6+6 plus
bleeding wounds)
Ranged Javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +13
Atk Options spell-like abilities, smite good (+4)
Spell-Like Abilities (CL 4th): 3/day
darkness, deeper darkness
Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +7, Listen +3, Spot +3
Possessions +1 greatclub, 5 javelins
Description A tall, lean ogre with numerous scars and
burns across his face and body. Enormous bat wings
propel this daemonic giant across the battle field with
surprising speed and agility. He swings a bloodied club
in two hands and flails viciously outward with one of his
two additional clawed hands. He despises Tyv, and want
to feel their bones crack between his teeth.
ENCOUNTER 6
C ANO L O T H
CR 5
NE medium outsider (evil, extraplanar, yugoloth)
Init +4; Senses Blindsight 40 ft.; Listen +12, Spot +12
GRM7-IN4 By Right of Conquest
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Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 10, flat-footed 18
(+8 natural)
hp 51 (6 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +9, Ref +5, Will +8
Speed 50 ft. (10 squares)
Melee tongue +11 (1d4+4 plus paralysis) and bite +8
(2d6+2)
Space 5 ft.; Reach 5 ft. (20 ft. with tongue)
Base Atk +6; Grp +10
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 19, Dex 10, Con 19, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Hide +5, Intimidate +10 , Jump +21, Listen +12,
Move Silently +4, Spot +12
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 17 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
Description
Monster Manual III pg. 200
V O O R
CR 4
NE Large Evil Outsider (evil, extraplanar, yugoloth)
Init +2; Senses Blind, Blindsense 120 ft., Listen +11
Languages Abyssal, Infernal; telepathy 100 ft.
AC 17, touch 11, flat-footed 15
(-1 size, +2 Dex, +6 natural)
hp 37 (5 HD) ; DR 5/good
Immune Poison, acid, fire, gaze attacks, illusions and
visual effects
Resist Cold 10, electricity 10; SR 15
Fort +7, Ref +6, Will +3
Speed 30 ft. (6 squares), climb 20 ft.
Melee 4 piercing tentacles +10 each (1d6+6) and 2
claws +8 each (1d6+3)
Space 10 ft.; Reach 10 ft. (20 ft. with tentacles)
Base Atk +5; Grp +19
Atk Options Multiattack, aligned strike (evil), Rend
2d6+9
Abilities Str 22, Dex 15, Con 17, Int 5, Wis 8, Cha 7
SQ Scentless, yugoloth traits
Feats Combat Reflexes, Multiattack
Skills Climb +22, Diplomacy +0, Listen +11, Move
Silently +10, Sense Motive +7, Survival +7
Rend (Ex) A voor that hits with both claw attacks
latches onto the opponent’s body and tears the flesh.
This attack automatically deals an extra 2d6+9 points
of damage.
Scentless (Ex) A voor exudes no natural smell and is
usually undetectable by scent. A voor that has been
in combat within the past hour stinks of the blood of
its foes so it can be detected by scent but only at half
the normal range.
Description This hulking creature waddles toward you
on stubby legs. Its enormous arms end in vicious claws.
Its armored face has no eyes and ropelike tentacles
constantly shoot out from its arms and back. Jagged
teeth gnash in its eyeless, domed head.
Source MM IV pg 193.
GRM7-IN4 By Right of Conquest
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APPENDIX 4 – APL 8
ENCOUNTER 1 & 2
G H AS T ( ADV AN C E D)
CR 4
CE Medium undead
Init +3; Senses darkvision 60 ft. Listen +2, Spot +12
Languages Flan
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 natural)
hp 63 (8 HD)
Resist turn resistance +2
Fort +2, Ref +5, Will +8
Speed 30 ft. (6 squares)
Melee bite +8 (1d8+4 plus paralysis) and 2 claws +6
(1d4+2 plus paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8
Special Actions Ghoul fever, paralysis, stench
Abilities Str 18, Dex 17, Con --, Int 13, Wis 14, Cha 16
SQ undead traits
Feats Improved Toughness, Multiattack, Toughness
Skills Balance +8, Climb +14, Hide +14, Jump +12,
Move Silently +14, Spot +12
Ghoul Fever (Su): Disease - bite, Fortitude DC 17,
incubation period 1 day, damage 1d3 Con and 1d3
Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a
ghoul at the next midnight. A humanoid who becomes
a ghoul in this way retains none of the abilities it
possessed in life. It is not under the control of any
other ghouls, but it hungers for the flesh of the living
and behaves like a normal ghoul in all respects. A
humanoid of 4 Hit Dice or more rises as a ghast, not
a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw
attack must succeed on a DC 17 Fortitude save or be
paralyzed for 1d4+1 rounds. Elves have immunity to
this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming. Living
creatures within 10 feet must succeed on a DC 17
Fortitude save or be sickened for 1d6+4 minutes. A
creature that successfully saves cannot be affected
again by the same ghast’s stench for 24 hours. A
delay poison or neutralize poison spell removes the
effect from a sickened creature. Creatures with
immunity to poison are unaffected, and creatures
resistant to poison receive their normal bonus on their
saving throws. The save DC is Charisma-based.
ENCOUNTER 2
C O R P O R AL
CR 8
Male Half-fiend (half-orc/mezzoloth) Ftr 7
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 22, touch 13, flat-footed 20
(+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural)
hp 66 (7 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 17
Fort +9, Ref +4, Will +1
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +15 (1d8+12 plus bane - human) and
claw +8 (1d4+3) or short sword +15 (1d6+8) and
claw +8 (1d4+3) or 2 claws +13 (1d4+6)
Ranged dagger +9 (1d4+6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +7; Grp +13
Atk Options Cleave, Combat Reflexes, Power Attack,
smite good, cause fear 3/day, darkness 3/day,
desecrate 1/day, see invisibility 3/day
Spell-Like Abilities (CL 7th): cause fear 3/day,
darkness 3/day, desecrate 3/day, see invisibility
3/day
Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Cleave, Combat Reflexes, Power Attack, Weapon
Focus (longspear), Weapon Focus (short sword),
Weapon
Specialization
(longspear),
Weapon
Specialization (short sword)
Skills Climb +11[, Jump +11
Possessions +2 chain mail, +1 bane (human)
longspear, masterwork short sword, dagger, +1 ring
of protection, a small pin of the Knights Vigilant
Description This Corporal once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
D E AT H D O G
CR 4
NE Large Magical Beast
Init +2; Senses darkvision 60 ft., low-light vision, scent:
Listen +8, Spot +6
Languages none
AC 16, touch 11, flat-footed 14
(-1 size, +2 Dex, +5 natural)
hp 57 (6 HD)
Fort +11, Ref +9, Will +3
Speed 50 ft. (10 squares)
Melee 2 bites +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +16
Special Actions Disease, trip
Abilities Str 22, Dex 14, Con 18, Int 4, Wis 13, Cha 7
GRM7-IN4 By Right of Conquest
Page 41
Feats Weapon Focus (bite)
Skills Hide +0, Listen +8, Move Silently +5, Spot +6
Disease (Ex) Any creature hit by a death dog’s bite
attack must succeed on a Fortitude save (DC 13) or
contract a disease. The incubation period is 1 day,
and the disease deals 1d4 points of Strength damage
and 1d3 points of Constitution damage.
Trip (Ex) A death dog that hits with a bite attack can
attempt to trip its opponent as a free action without
making a touch attack or provoking an attack of
opportunity. If the attempt fails, the opponent cannot
react to trip the death dog.
Scent (Ex) A death dog can detect approaching
enemies, sniff out hidden foes, and attack by sense
of smell.
ENCOUNTER 3
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2
claws + 13 (1d4+3)
Ranged longbow +12 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day – �cloudkill
(DC 17), dispel magic (+10 dispel check)
�Already cast
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy (Su): Mezzoloths can communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
HALF- M E Z Z O L O T H S O L D I E R
CR 6
Male Half-fiend (half-orc/mezzoloth) Ftr 5
NE Medium outsider (evil, extraplanar, yugoloth)
Init +2; Senses Darkvision 60 ft.
Languages Common, Orcish
AC 22, touch 13, flat-footed 20
(+2 Dex, +7 +2 chainmail, +1 deflection, +2 natural)
hp 47 (5 HD)
Immune Poison
Resist acid 10, cold 10, electric 10, fire 10; SR 15
Fort +8, Ref +3, Will +0
Speed 20 ft. in chain mail (6 squares), base movement
30 ft.
Melee longspear +13 (1d8+12) and claw +6 (1d4+3) or
short sword +13 (1d6+6) and claw +6 (1d4+3) or 2
claws +11 (1d4+6)
Ranged dagger +7 (1d4+6)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +5; Grp +11
Atk Options Combat Reflexes, Power Attack, smite
good, cause fear 3/day, darkness 3/day, desecrate
1/day
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 3/day
Abilities Str 22, Dex 14, Con 19, Int 6, Wis 9, Cha 8
Feats Combat Reflexes, Power Attack, Weapon Focus
(longspear), Weapon Focus (short sword), Weapon
Specialization (longspear)
Skills Climb +10, Jump +10
Possessions +2 chain mail, +1 longspear, masterwork
short sword, dagger, +1 ring of protection, a small pin
of the Knights Vigilant
Description This soldier once served in the 3rd Battle
stationed in Shiboleth. He now has multi-faceted eyes,
jagged mandibles and an extra pair of arms. All four of
his arms end in hooked claws. He wears his new
uniform proudly, along with his new squire pin (Knights
Vigilant). His loyalty is now promised to Master Vigilant
Marax. He is very eager to kill humans and those
associated with the Knights of the Watch.
ENCOUNTER 3 & 5 (OPTIONAL)
C O R R U P T O R O F F ATE L I E UTE NANT
CR 5
Male
NE medium outsider (evil, extraplanar, yugoloth)
Init +8; Senses darkvision 60 ft. Listen +10, Spot +10
Languages Abyssal, Draconic, Infernal, telepathy 100ft.
AC 18, touch 14, flat-footed 14; Dodge
(+4 Dex, +4 armor)
hp 52 (7 HD);
Immune acid, energy drain, necromantic effects,
negative energy effects, poison
GRM7-IN4 By Right of Conquest
Page 42
Resist cold 10, fire 10, electricity 10; SR 14
Fort +8, Ref +9, Will +5
Speed 30 ft. (6 squares)
Melee +1 short sword +12/+7 (1d6+3/19-20 plus
bestow curse)
Ranged composite shortbow +12/+7 (1d6+1damage)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Atk Options aligned strike (evil), bestow curse
Special Actions corrupting gaze
Abilities Str 15, Dex 19, Con 17, Int 10, Wis 10, Cha 10
SQ unluck
Feats Dodge, Improved Initiative, Weapon Finesse
Skills Balance +6, Disguise +10, Escape Artist +14,
Hide +14, Jump +4, Listen +10, Move Silently +14,
Sleight of Hand +14, Spot +10, Tumble +14, Use
Rope +4 (+6 involving bindings)
Possessions +1 studded leather armor, +1 short sword,
+1 composite shortbow, 50 arrows
Bestow Curse (Su) As the bestow curse spell; at will;
Will DC 16; caster level 7th.
This ability affects those touching or touched by a
corruptor of fate or its weapons. A cursed subject
must roll percentile dice each turn. On a roll of 01-50,
it can take no action. On a roll of 51-100, it can act
normally. This is a necromantic effect. Undead are
unaffected by a corruptor of fate’s bestow curse
ability. The save DC is constitution-based.
Corrupting Gaze (Su) A corruptor of fate can blast its
enemies with a glance, at a range of up to 30 feet.
Creatures that meet the corruptor’s gaze must
succeed on a DC 13 Fortitude save or take 1d6
points of damage and a –1 penalty on attack rolls,
skill checks and saving throws for 1 minute. The save
DC is Charisma-based.
Unluck (Su) Roll twice for attacks and damage against
a corruptor of fate; the attacker must use the lower
result. This is a mind-affecting necromantic effect.
Description A corpulent creature with sickly yellow skin
wears black studded leather armor. It is armed with a
short sword and shortbow. It stands about 5 feet tall
and weighs about 200 pounds. Its face is emaciated,
with thin yellow skin stretched tightly across its skull.
As it attacks, a smell of brimstone emanates from its
body.
Source: Monster manual IV Pg. 190
C ANO L O T H ( ADV AN C E D)
CR 8
NE Large outsider (evil, extraplanar, yugoloth)
Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages infernal, abyssal, telepathy 100 ft.
AC 18, touch 8, flat-footed 18
(-1 size, -1 Dex, +10 natural)
hp 115 (11 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +13, Ref +6, Will +10
Speed 50 ft. (10 squares)
Melee tongue +19 (1d6+8 plus paralysis) or/and bite
+16 (3d6+4)
Space 10 ft.; Reach 10 ft. (25 ft. with tongue)
Base Atk +11; Grp +23
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Climb +10, Hide +0, Intimidate +15, Jump +30,
Listen +17, Move Silently +4, Spot +17
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 21 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
ENCOUNTER 5
B ARLD
CR 10
Male half-fiend hill giant (mezzoloth/hill giant)
NE Large outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60ft., low-light vision, Listen
+3, Spot +6
Languages Common, Giant
AC 25, touch 9, flat-footed 25
(-1 size, +5 rhino hide armor, +11 natural)
hp 162 (12 HD) DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 22
Fort +17, Ref +5, Will +5
Speed 30 ft. (in breastplate), base 40 ft. (8 squares)
Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges)
or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10)
Ranged Rock +8 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +23
Atk Options Cleave, Improved Bull Rush, Power Attack,
spell-like abilities
GRM7-IN4 By Right of Conquest
Page 43
Spell-Like Abilities (CL 9th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9
Feats Cleave, Improved Bull Rush, Improved Sunder,
Power Attack, Weapon Focus (greatclub), Improved
Toughness
Skills Climb +10, Jump +10, Listen +3, Spot +6.
Possessions large +1 greatclub, +2 rhino hide armor, 5
javelins, cloak of resistance +1
Description Barld was a crude, loathsome beast even
among hill giants. His transformation into half-fiend
has accentuated his despicable nature. He has
gorged himself since his rebirth, and now weighs
almost twice as much as a normal hill giant. The
corpulent flesh hides the immense power of his
fiendish strength. He has become less intelligent, but
still understands the concept of charging into battle
against Tyv to best utilize his rhino hide armor. He
loves to cleave through softer targets on a charge
attack, and laughs bloody spittle above his smaller
opponents.
M ALE HALF- F I E N D S K U L L C R U S H E R
( M E Z Z O L O T H/ S K U L L C R U S H E R O G R E) CR 7
NE Large outsider (evil, extraplanar, yugoloth)
Init +1; Senses darkvision 60 ft., low-light vision, scent,
Listen +0, Spot +0
Languages Common, Giant
AC 24, touch 10, flat-footed 23
(-1 size, +1 dex, +8 spiked full plate, +2 spiked heavy
shield, +4 natural)
hp 92 (8 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 19
Fort +13, Ref +3, Will +2
Speed 30 ft. (spiked full plate armor), base 40 ft. (8
squares)
Melee Morningstar +17/+12 (2d6+10) or Morningstar
+13/+8 (2d6+10) and shield spike +11 (1d8+5) and
claw +10 (1d6+5) or 2 claws +15 (1d6+10)
Ranged Rock +6 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +6; Grp +24
Atk Options Power Attack, spell-like abilities
Spell-Like Abilities (CL 9th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day
Abilities Str 31, Dex 13, Con 25, Int 10, Wis 10, Cha 11
Feats Improved Grapple, Improved Shield Bash,
Mounted
Combat, Power Attack, Two-Weapon
Fighting, Weapon Focus (Morningstar).
Skills
Climb
+5,
Craft
(armorsmithing
or
weaponsmithing) +4, Handle Animal +4, Intimidate
+2, Knowledge (architecture and engineering) +4,
Ride +8, Search -1 (+1 secret doors).
Possessions Masterwork morningstar, spiked full plate
armor, spiked heavy shield, rocks, headband of
intellect +2
Description A skullcrusher ogre with an extra set of
insectoid arms, a bloodied morning star and spiked
shield.
HALF- M E Z Z O L O T H O G R E F TR1
CR 5
CE Large Outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60 ft., low-light vision, scent,
Listen +2, Spot +2
Languages Giant
AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate
armor, +7 natural)
hp 57 (5 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +12, Ref +1, Will +1
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee +1 Greatclub +13 (2d8+13) or 2 claws +11
(1d6+8)
Ranged Javelin +3 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +16
Atk Options Power Attack, spell-like abilities, smite
good (+5)
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 1/day
Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9
Feats Toughness, Weapon Focus (greatclub), Power
Attack
Skills Climb +8, Listen +2, Spot +2
Possessions +1 greatclub, half-plate armor, 5 javelins
Description This giant’s heavy, blunt features are
further twisted by heavy mandibles, multi-faceted
eyes and random patches of dull, blackened
carapace. His dull wits have been further eroded by
his improvement, and now he functions at barely
above animal intelligence. What little glimmer of
intellect remains remembers only that he hates Tyv
and all of their kind. They hurt him badly, cheering as
he died. He will kill them all, furiously and bloodily.
H ALF- N Y C AL O T H O G R E
CR 4
CE Large Outsider (evil, extraplanar, yugoloth)
Init +1; Senses darkvision 60 ft., low-light vision, scent,
Listen +3, Spot +3
Languages Giant
AC 19, touch 10, flat-footed 18
(-1 size, +1 Dex, +9 natural)
hp 29 (4 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 14
Fort +9, Ref +2, Will +1
GRM7-IN4 By Right of Conquest
Page 44
Speed 40 ft. (8 squares); fly 60 ft.(good) (12 squares)
Melee +1 Greatclub +10 (2d8+10) and claw +3 (1d6+3
plus bleeding wounds) or 2 claws +8 (1d6+6 plus
bleeding wounds)
Ranged Javelin +3 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +3; Grp +13
Atk Options spell-like abilities, smite good (+4)
Spell-Like Abilities (CL 4th): 3/day
darkness, deeper darkness
Abilities Str 23, Dex 12, Con 21, Int 8, Wis 10, Cha 11
Feats Toughness, Weapon Focus (greatclub)
Skills Climb +7, Listen +3, Spot +3
Possessions +1 greatclub, 5 javelins
Description A tall, lean ogre with numerous scars and
burns across his face and body. Enormous bat wings
propel this daemonic giant across the battle field with
surprising speed and agility. He swings a bloodied club
in two hands and flails viciously outward with one of his
two additional clawed hands. He despises Tyv, and want
to feel their bones crack between his teeth.
ENCOUNTER 6
C ANO L O T H ( ADV AN C E D)
CR 8
NE Large outsider (evil, extraplanar, yugoloth)
Init +3; Senses blindsight 40 ft.; Listen +12, Spot +12
Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 8, flat-footed 18
(-1 size, -1 Dex, +10 natural)
hp 115 (11 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +13, Ref +6, Will +10
Speed 50 ft. (10 squares)
Melee tongue +19 (1d6+8 plus paralysis) or/and bite
+16 (3d6+4)
Space 10 ft.; Reach 10 ft. (25 ft. with tongue)
Base Atk +11; Grp +23
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Climb +10, Hide +0, Intimidate +15, Jump +30,
Listen +17, Move Silently +4, Spot +17
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 21 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
D R E ADF U L L AS HE R
CR 8
NE Huge Outsider (evil, extraplanar, yugoloth)
Init +5; Senses Blind, Blindsense 120 ft., Listen +19
Languages Abyssal, Infernal; telepathy 100 ft
AC 19, touch 9, flat-footed 18
(-2 size, +1 Dex, +10 natural)
hp 123 (13 HD) DR 10/good
Immune Poison, acid, fire, gaze attacks, illusions and
visual effects
Resist Cold 10, electricity 10; SR 20
Fort +13, Ref +9, Will +7
Speed 30 ft. (6 squares), climb 20 ft.
Melee 4 piercing tentacles +22 each (1d8+11) and 2
claws +21 each(1d8+5)
Space 15 ft.; Reach 15 ft. (30 ft. with tentacles)
Base Atk +13; Grp +36
Atk Options aligned strike (evil), Rend 3d6+16
Abilities Str 32, Dex 13, Con 21, Int 5, Wis 8, Cha 7
SQ Scentless, yugoloth traits
Feats Combat Reflexes, Improved Initiative, Improved
Natural Armor, Multiattack, Weapon Focus (claws)
Skills Climb +35, Listen +19, Move Silently +17, Sense
Motive +16, Survival +15
Rend (Ex) A dreadful lasher that hits with both claw
attacks latches onto the opponent’s body and tears
the flesh. This attack automatically deals an extra
2d8+16 points of damage.
Scentless (Ex) A dreadful lasher exudes no natural
smell and is usually undetectable by scent. A dreadful
lasher that has been in combat within the past hour
stinks of the blood of its foes so it can be detected by
scent but only at half the normal range.
Description This hulking creature waddles toward you
on stubby legs. Its enormous arms end in vicious claws.
Its armored face has no eyes and ropelike tentacles
constantly shoot out from its arms and back. Jagged
teeth gnash in its eyeless, domed head.
Source MM IV pg 193.
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Page 45
APPENDIX 5 – APL 10
ENCOUNTER 2
M E Z Z O L O T H C AV ALRY
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 21, touch 13, flat-footed 20
(+1 Dex, +2 heavy steel shield, +8 natural)
hp 157 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +15, Ref +10, Will +9
Speed 40 ft. (8 squares);
Melee +1 lance +20/+15/+10 (1d8+5/ x3) or 2 claws +
18 (1d4+3)
Ranged longbow +17/+12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with lance)
Base Atk +15; Grp +18
Atk Options Power Attack, Ride by Attack, Spirited
Charge
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 22, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Initiative, Mounted Combat, Power
Attack, Ride by Attack, Spirited Charge, Weapon
Focus (lance)
Skills Hide +16, Intimidate +15, Knowledge (the planes)
+11, Listen +18, Move Silently +12, Ride +10, Spot
+18
Possessions +1 lance, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy (Su): Mezzoloths can communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
lance in two of its claws, and a longbow in the other
two.. It is riding a large canoloth.
MMII page 201.
C ANO L O T H ( ADV AN C E D)
CR 8
NE Large outsider (evil, extraplanar, yugoloth)
Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 8, flat-footed 18
(-1 size, -1 Dex, +10 natural)
hp 115 (11 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +13, Ref +6, Will +10
Speed 50 ft. (10 squares)
Melee tongue +19 (1d6+8 plus paralysis) or/and bite
+16 (3d6+4)
Space 10 ft.; Reach 10 ft. (25 ft. with tongue)
Base Atk +11; Grp +23
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Climb +10, Hide +0, Intimidate +15, Jump +30,
Listen +17, Move Silently +4, Spot +17
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 21 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
GRM7-IN4 By Right of Conquest
Page 46
Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2
claws + 13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
W I G HT ( ADV AN C E D)
CR 4
LE Medium undead
Init +1; Senses darkvision 60 ft. Listen +15, Spot +15
Languages Flan
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)
hp 52 (8 HD)
Fort +4, Ref +3, Will +8
Speed 30 ft. (6 squares)
Melee slam +5 (1d4+1 plus energy drain)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Attack Options Blind-Fight
Special Actions Create Spawn, energy drain
Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15
SQ undead traits
Feats Alertness, Blind-Fight, Great Fortitude
Skills Hide +12, Listen +15, Move Silently +20, Spot
+15
Create Spawn (Su): Any humanoid slain by a wight
becomes a wight in 1d4 rounds. Spawn are under the
command of the wight that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s
slam attack gain one negative level. The DC is 16 for
the Fortitude save to remove a negative level. The
save DC is Charisma-based. For each such negative
level bestowed, the wight gains 5 temporary hit
points.
ENCOUNTER 3
Y AG N O L O T H C AP TAI N
CR 10
NE Large outsider (evil, extraplanar, yugoloth)
Init +2; Senses Listen +15, Spot +15
Languages Abyssal, Infernal, Common, telepathy 100ft.
AC 23, touch 13, flat-footed 21
(-1 size, +2 Dex, +2 deflection, +10 natural)
hp 85 (10 HD); DR 15/good
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 25
Fort +14 Ref +12, Will +12
Speed 50 ft. (10 squares)
Melee greatsword +9/+4 (2d6/19-20) and claw +20
(1d6+10 plus stunning blow)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +24
Atk Options Cleave, Great Cleave, power Attack
Special
Actions
Breath
Weapon,
energy
drain,
shocking grasp, stunning blow
Abilities Str 30, Dex 14, Con 19, Int 15, Wis 15, Cha 16
SQ muscular arm
Feats Cleave, Great Cleave, Power Attack, Weapon
Focus (claw)
Skills Bluff +16, Climb +23, Concentration +17,
Diplomacy
+20,
Intimidate
+18,
Jump
+31,
Knowledge (The Planes) +15, Listen +15, Sense
Motive +15, Spot +15Possessions +2 ring of
protection, +3 cloak of resistance
Breath Weapon (Su): As a standard action, a yagnoloth
can exhale a cloud of acid every 1d4 rounds. This
cloud affects a single 5 ft. cone for one round. A
character in that space must make a reflex save DC
19. Failure means the character takes 2d6 points of
acid damage and is stunned for an equal number of
rounds.
Energy Drain (Su): The truly horrific power of the
yagnoloth is its ability to drain life force. The victim
must be unconscious or stunned. The yagnoloth
places its head against the victim’s flesh. For each
full round the yagnoloth remains in contact, the victim
gains 1d4 negative levels. The Fortitude save to
remove the negative levels is 18.
Shocking Grasp (Sp): A yagnoloth can use this ability
three times per day, causing 1d8+10 points of
electricity damage each time. Caster level 10th.
Stunning Blow (Ex): Any character struck by a
yagnoloth’s massive arm must make a Fortitude save
DC 25 to avoid being stunned for a number of rounds
equal to the points of damage dealt by the blow.
Muscular Arm (Ex): A yagnoloth’s larger arm functions
as a primary natural weapon, even when it is used to
make second attacks. This ability negates any
secondary attack penalty and allows the yagnoloth its
GRM7-IN4 By Right of Conquest
Page 47
full Strength bonus with its claw, whether the attack is
primary or secondary.
Description A 12 ft. tall humanoid with red scaly hide
and a small, skeletal head with ears that resemble a
bat’s wings. One of it’s arms is enormous, nearly
dragging the ground and massively muscled. The other
arm is small, almost human-sized, but wields a
greatsword with ease. He wears a splendid tabard of the
Knights Vigilant.
Sources Monster Manual II pg 204
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2
claws + 13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
H U L K I N G C O R P S E (H I LL G I ANT)
CR 9
CE Large undead
Init +0; Senses darkvision 60 ft. Listen +1, Spot +1
AC 21, touch 9, flat-footed 21
(-1 size, +12 natural)
hp 150 (20 HD); DR 5/bludgeoning and magic
Immune mind-effecting spells and abilities
Fort +6, Ref +6, Will +13
Speed 30 ft. (6 squares)
Melee bite +17 (2d6+8) and 2 claws +12 (1d6+4)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Grp +20
Atk Options Power Attack
Special Actions Improved grab, rend
Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8
SQ undead traits
Feats Improved Toughness, Power Attack
Skills --
Improved Grab (Ex): To use this ability, a hulking
corpse must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking
an attack of opportunity.
Mindless (Ex): Hulking Corpses are mindless, having
no intelligence score, so they do not have any skills. A
hulking corpse is immune to all mind-affecting spells
and abilities.
Rend (Ex): A hulking corpse that wins a grapple check
after a successful claw attack establishes a hold,
latching onto the opponent’s body and tearing the
flesh. This attack deals an extra 3d6+12 points of
damage.
Description A dreadful hill giant corpse, resembling a
zombie, but moving with speed that belies its undead
state.
Libris Mortis pg. 110.
ENCOUNTER 4
N Y C ALO T H
CR10
NE Large outsider (Evil, Extraplanar, Yugoloth)
Init +2; Senses Listen +19, Spot +19
Languages Abyssal, Draconic and Infernal, telepathy
100 ft.
AC 25, touch 13, flat-footed 23
(-1 size, +2 Dex, +2 deflection, +12 natural)
hp 161 (14d8 HD); DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 24
Fort +16, Ref +11, Will +11
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee greataxe +21/+16/+11 (3d6+9/x3) and 2 claws
+13 (1d6+2 plus bleeding wounds) or 4 claws +18
(1d6+5 plus bleeding wounds)
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +23
Atk Options Cleave, Flyby Attack, Power Attack,
Bleeding wounds, rake, improved grab, lift-off,
summon yugoloth
Special Actions Summon yugoloth
Spell-Like Abilities (CL 14th):
GRM7-IN4 By Right of Conquest
Page 48
At will – deeper darkness, desecrate, fear (DC 17),
invisibility, mirror image, see invisibility, greater
teleport (self plus 50 pounds of objects only)
Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16
SQ
Feats Alertness, Cleave, Flyby Attack, Iron Will,
Mobility(B), Power Attack, Weapon Focus (greataxe)
Skills Bluff +13, Concentration +17, Diplomacy +13,
Hide +8, Intimidate +24, Jump +19, Knowledge
(arcana) +11, Knowledge (the planes) +11, Listen
+19, Move Silently +12, Search +11, Sense Motive
+10, Spellcraft +11, Spot +19
Possessions +2 greataxe, +2 ring of protection
Bleeding Wounds (Ex): A wound from a nycaloth’s
claw attack continues to bleed after the injury was
inflicted. Each wound bleeds for 1 point of damage
per round thereafter. Multiple claw wounds result in
cumulative bleeding loss (two wounds deal 2 points
of damage per round, and so on). The bleeding can
be stopped only by a successful DC 15 Heal check or
the application or any cure spell or other healing spell
(heal, mass heal, and so on).
Improved Grab (Ex): To use this ability, a nycaloth
must hit with two claw attacks. It can then attempt to
start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check, it
establishes a hold and can attempt to either deal
damage with its claws, rake the grappled target (see
below), or use its liftoff ability (see below).
Liftoff (Ex): A nycaloth can only use this ability when
airborne. A nycaloth that gets a hold on a non-flying
opponent of Medium or smaller size can ascend with
the grappled creature. When carrying a medium load
(a creature weighing between 267 and 532 pounds),
the nycaloth’s fly speed drops to 60 feet and it takes
a -3 penalty on Hide and Move Silently checks; these
penalties worsen to -6 with a heavy load (a creature
weighing between 533 and 800 pounds). A nycaloth
can’t carry a load of more than 800 pounds.
Rake (Ex): Attack bonus +18, damage 1d6+2. A
nycaloth that gets a hold can make two rake attacks
with its hind legs.
Summon Yugoloth (Ex): Once per day, a nycaloth can
attempt to summon another nycaloth or 1d3
mezzoloth with a 30% chance of success.
Description Though large and obviously powerful, this
winged green creature still evokes a sense of speed and
agility. Its dog-shaped head turns quickly from side to
side, almost like a bird’s. The claws on the ends of its
powerful fingers look like more than a match for all but
the best of armors.
Sources MM III page 201
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws +
13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
M E Z Z O L O T H AR C H E R S
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +6; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +9, Will +7
Speed 40 ft. (8 squares);
Melee +1 longspear +14/+9 (1d8+5/x3) or 2 claws + 13
(1d4+3)
Ranged longbow +11/+11/+6 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack, Rapid Shot
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
GRM7-IN4 By Right of Conquest
Page 49
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 14, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Initiative, Point Blank Shot, Power
Attack, Rapid Shot
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions MW longspear, +1 composite longbow
(+3 STR), gloves of dexterity +2, heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
ENCOUNTER 5
H ALF- F I E N D ( M E Z Z O L O T H/ H I L L G I ANT) CR 10
NE Large outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60ft., low-light vision, Listen
+3, Spot +6
Languages Common, Giant
AC 25, touch 9, flat-footed 25
(-1 size, +5 rhino hide armor, +11 natural)
hp 162 (12 HD) DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 23
Fort +17, Ref +5, Will +5
Speed 30 ft. (in breastplate), base 40 ft. (8 squares)
Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges)
or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10)
Ranged Rock +8 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +23
Atk Options Cleave, Improved Bull Rush, Power Attack,
spell-like abilities
Spell-Like Abilities (CL 9th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9
Feats Cleave, Improved Bull Rush, Improved Sunder,
Power Attack, Weapon Focus (greatclub), Improved
Toughness
Skills Climb +10, Jump +10, Listen +3, Spot +6
Possessions large +1 greatclub, +2 rhino hide armor, 5
javelins, cloak of resistance +1
Description
These
brutes
were
dull-witted
and
loathsome even as giants. The transformation into
half-mezzoloth reduced the limited intellect of these
monsters to nearly animal, while leaving just enough
wits to recall the joy of killing Tyv.
HALF- M E Z Z O L O T H O G R E F TR1
CR 5
CE Large Outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60 ft., low-light vision, scent,
Listen +2, Spot +2
Languages Giant
AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate
armor, +7 natural)
hp 57 (5 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +12, Ref +1, Will +1
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatclub +13 (2d8+13) or 2 claws +11 (1d6+8)
Ranged Javelin +3 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +16
Atk Options Power Attack, spell-like abilities, smite
good (+5)
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 1/day
Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9
Feats Toughness, Weapon Focus (greatclub), Power
Attack
Skills Climb +8, Listen +2, Spot +2
Possessions +1 greatclub, half-plate armor, 5 javelins
Description This giant’s heavy, blunt features are
further twisted by heavy mandibles, multi-faceted
eyes and random patches of dull, blackened
carapace. His dull wits have been further eroded by
his improvement, and now he functions at barely
above animal intelligence. What little glimmer of
intellect remains remembers only that he hates Tyv
and all of their kind. They hurt him badly, cheering as
he died. He will kill them all, furiously and bloodily.
GRM7-IN4 By Right of Conquest
Page 50
APPENDIX 6 – APL 12
ENCOUNTER 1 & 2
M O H R G ( ADV AN C E D)
CR 9
CE, medium undead
Init +9 Senses Listen +17, Spot +17
Languages Common, Flan
AC 24, touch 15, flat-footed 19; Dodge, Mobility
(+5 Dex, +9 natural)
hp 130 (20 HD)
Fort +8 Ref +13, Will +12
Speed 30 ft. (6 squares)
Melee slam +16 (1d6+9) and tongue +16 touch
(paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +16
Special Actions Improved Grab, paralyzing touch,
create spawn
Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10
SQ undead traits
Feats Alertness, Dodge, Great Fortitude, Improved
Initiative, Lightning Reflexes, Mobility, Stealthy
Skills Climb +18, Hide +30, Listen +17, Move Silently
+30, Spot +17, Swim +10
Improved Grab (Ex): To use this ability, a mohrg must
hit a creature of its size or smaller with its slam
attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its
tongue in combat. An opponent the tongue touches
must succeed on a DC 20 Fortitude save or become
paralyzed for 1d4 minutes. The save DC is Charisma-
based.
Create Spawn (Su): Creatures killed by a mohrg rise
after 1d4 days as zombies under the morhg’s control.
They do not possess any of the abilities they had in
life.
Description This creature looks like a gaunt, nearly
skeletal corpse, its rib cage filled with horrid, writing
viscera. The creature’s tongue is its most noteworthy
feature – long, cartilaginous, and clawed.
Sources Monster manual pg 189
ENCOUNTER 2
M E Z Z O L O T H C AV ALRY
CR10
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +21, Spot +21
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 23, touch 13, flat-footed 22
(+1 Dex, +2 heavy steel shield, +10 natural)
hp 171 (18 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +16, Ref +12, Will +11
Speed 40 ft. (8 squares);
Melee +1 lance +24/+19/+14/+9 (1d8+7/19-20 x3) or 2
claws + 22 (1d4+4)
Ranged longbow +20/+15/+10/+5 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with lance)
Base Atk +18; Grp +22
Atk Options Power Attack, Ride by Attack, Spirited
Charge
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (lance), Improved Initiative,
Mounted Combat, Power Attack, Ride by Attack,
Spirited Charge, Weapon Focus (lance)
Skills Hide +18, Intimidate +23, Knowledge (the planes)
+11, Listen +21, Move Silently +14, Ride +11, Spot
+21
Possessions +1 lance, +1 composite longbow (+3
STR), heavy steel shield, amulet of natural armor +2
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
lance in two of its claws, and a longbow in the other
two.. It is riding a large canoloth.
MMII page 201.
C ANO L O T H ( ADV AN C E D)
CR 8
NE Large outsider (evil, extraplanar, yugoloth)
Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages infernal, abyssal, telepathy 100 ft.
AC 18, touch 8, flat-footed 18
(-1 size, -1 Dex, +10 natural)
hp 115 (11 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +13, Ref +6, Will +10
Speed 50 ft. (10 squares)
Melee tongue +19 (1d6+8 plus paralysis) or/and bite
+16 (3d6+4)
Space 10 ft.; Reach 10 ft. (25 ft. with tongue)
Base Atk +11; Grp +23
GRM7-IN4 By Right of Conquest
Page 51
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 27, Dex 9, Con 23, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Climb +10, Hide +0, Intimidate +15, Jump +30,
Listen +17, Move Silently +4, Spot +17
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 21 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee +1 longspear +15/+10 (1d8+5/19-20 x3) or 2
claws + 13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
W I G HT ( ADV AN C E D)
CR 4
LE Medium undead
Init +1; Senses darkvision 60 ft. Listen +15, Spot +15
Languages Flan
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)
hp 52 (8 HD)
Fort +4, Ref +3, Will +8
Speed 30 ft. (6 squares)
Melee slam +5 (1d4+1 plus energy drain)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Attack Options Blind-Fight
Special Actions Create Spawn, energy drain
Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15
SQ undead traits
Feats Alertness, Blind-Fight, Great Fortitude
Skills Hide +12, Listen +15, Move Silently +20, Spot
+15
Create Spawn (Su): Any humanoid slain by a wight
becomes a wight in 1d4 rounds. Spawn are under the
command of the wight that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s
slam attack gain one negative level. The DC is 16 for
the Fortitude save to remove a negative level. The
save DC is Charisma-based. For each such negative
level bestowed, the wight gains 5 temporary hit
points.
ENCOUNTER 3
Y AG N O L O T H C AP TAI N
CR 11
NE Large outsider (evil, extraplanar, yugoloth)
Init +2; Senses Listen +17, Spot +17
Languages Abyssal, Infernal, Common, telepathy 100ft.
AC 24, touch 14, flat-footed 22
(-1 size, +2 Dex, +3 deflection, +10 natural)
GRM7-IN4 By Right of Conquest
Page 52
hp 126 (12 HD); DR 15/good
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 25
Fort +16 Ref +13, Will +13
Speed 50 ft. (10 squares)
Melee greatsword +11/+6/+1 (2d6/19-20) and claw +22
(1d6+10 plus stunning blow)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +26
Atk Options Cleave, Great Cleave, Power Attack
Special
Actions
Breath
Weapon,
energy
drain,
shocking grasp, stunning blow
Abilities Str 30, Dex 14, Con 20, Int 15, Wis 15, Cha 16
SQ muscular arm
Feats Cleave, Great Cleave, Improved Toughness,
Power Attack, Weapon Focus (claw)
Skills Bluff +18, Climb +25, Concentration +20,
Diplomacy
+22,
Intimidate
+20,
Jump
+33,
Knowledge (planar) +17, Listen +17, Sense Motive
+17, Spot +17Possessions +3 ring of protection, +3
cloak of resistance
Breath Weapon (Su): As a standard action, a yagnoloth
can exhale a cloud of acid every 1d4 rounds. This
cloud affects a single 5 ft. cone for one round. A
character in that space must make a reflex save DC
19. Failure means the character takes 2d6 points of
acid damage and is stunned for an equal number of
rounds.
Energy Drain (Su): The truly horrific power of the
yagnoloth is its ability to drain life force. The victim
must be unconscious or stunned. The yagnoloth
places its head against the victim’s flesh. For each
full round the yagnoloth remains in contact, the victim
gains 1d4 negative levels. The Fortitude save to
remove the negative levels is 18.
Shocking Grasp (Sp): A yagnoloth can use this ability
three times per day, causing 1d8+10 points of
electricity damage each time. Caster level 10th.
Stunning Blow (Ex): Any character struck by a
yagnoloth’s massive arm must make a Fortitude save
DC 25 to avoid being stunned for a number of rounds
equal to the points of damage dealt by the blow.
Muscular Arm (Ex): A yagnoloth’s larger arm functions
as a primary natural weapon, even when it is used to
make second attacks. This ability negates any
secondary attack penalty and allows the yagnoloth its
full Strength bonus with its claw, whether the attack is
primary or secondary.
Description A 12 ft. tall humanoid with red scaly hide
and a small, skeletal head with ears that resemble a
bat’s wings. One of it’s arms is enormous, nearly
dragging the ground and massively muscled. The other
arm is small, almost human-sized, but wields a
greatsword with ease. He wears a splendid tabard of the
Knights Vigilant.
Sources Monster Manual II pg 204
M E Z Z O L O T H P I KE M AN
CR 6
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +13, Spot +13
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 95 (10 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +12, Ref +8, Will +7
Speed 40 ft. (8 squares);
Melee longspear +15/+10 (1d8+5/19-20 x3) or 2 claws +
13 (1d4+3)
Ranged longbow +12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +10; Grp +13
Atk Options Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (longspear), Improved Initiative,
Power Attack, Weapon Focus (longspear)
Skills Hide +12, Intimidate +15, Knowledge (the planes)
+11, Listen +13, Move Silently +12, Spot +13
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
H U L K I N G C O R P S E ( F I R E G I ANT)
CR 11
CE Large undead
Init +0; Senses darkvision 60 ft. Listen +1, Spot +1
AC 21, touch 9, flat-footed 21
(-1 size, +12 natural)
hp 225 (30 HD); DR 5/bludgeoning and magic
Immune mind-effecting spells and abilities
Fort +10, Ref +10, Will +18
Speed 30 ft. (6 squares)
Melee bite +22 (2d6+8) and 2 claws +17 (1d6+4)
Space 10 ft.; Reach 10 ft.
Base Atk +15; Grp +25
Atk Options Power Attack
Special Actions Improved grab, rend
Abilities Str 26, Dex 10, Con --, Int --, Wis 12, Cha 8
SQ undead traits
GRM7-IN4 By Right of Conquest
Page 53
Feats Improved Toughness, Power Attack
Skills --
Improved Grab (Ex): To use this ability, a hulking
corpse must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking
an attack of opportunity.
Mindless (Ex): Hulking Corpses are mindless, having
no intelligence score, so they do not have any skills. A
hulking corpse is immune to all mind-affecting spells
and abilities.
Rend (Ex): A hulking corpse that wins a grapple check
after a successful claw attack establishes a hold,
latching onto the opponent’s body and tearing the
flesh. This attack deals an extra 3d6+12 points of
damage.
Description A dreadful fire giant corpse, resembling a
zombie, but moving with speed that belies its undead
state.
Libris Mortis pg. 110
ENCOUNTER 4
N Y C ALO T H
CR10
NE Large outsider (Evil, Extraplanar, Yugoloth)
Init +2; Senses Listen +19, Spot +19
Languages Abyssal, Draconic and Infernal, telepathy
100 ft.
AC 25, touch 13, flat-footed 23
(-1 size, +2 Dex, +2 deflection, +12 natural)
hp 161 (14d8 HD); DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 24
Fort +16, Ref +11, Will +11
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee +2 greataxe +21/+16/+11 (3d6+9/x3) and 2 claws
+13 (1d6+2 plus bleeding wounds) or 4 claws +18
(1d6+5 plus bleeding wounds)
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +23
Atk Options Cleave, Flyby Attack, Power Attack,
Bleeding wounds, rake, improved grab, lift-off,
summon yugoloth
Special Actions Summon yugoloth
Spell-Like Abilities (CL 14th):
At will – deeper darkness, desecrate, fear (DC 17),
invisibility, mirror image, see invisibility, greater
teleport (self plus 50 pounds of objects only)
Abilities Str 20, Dex 14, Con 25, Int 13, Wis 10, Cha 16
SQ
Feats Alertness, Cleave, Flyby Attack, Iron Will,
Mobility(B), Power Attack, Weapon Focus (greataxe)
Skills Bluff +13, Concentration +17, Diplomacy +13,
Hide +8, Intimidate +24, Jump +19, Knowledge
(arcana) +11, Knowledge (the planes) +11, Listen
+19, Move Silently +12, Search +11, Sense Motive
+10, Spellcraft +11, Spot +19
Possessions +2 greataxe, +2 ring of protection
Bleeding Wounds (Ex): A wound from a nycaloth’s
claw attack continues to bleed after the injury was
inflicted. Each wound bleeds for 1 point of damage
per round thereafter. Multiple claw wounds result in
cumulative bleeding loss (two wounds deal 2 points
of damage per round, and so on). The bleeding can
be stopped only by a successful DC 15 Heal check or
the application or any cure spell or other healing spell
(heal, mass heal, and so on).
Improved Grab (Ex): To use this ability, a nycaloth
must hit with two claw attacks. It can then attempt to
start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check, it
establishes a hold and can attempt to either deal
damage with its claws, rake the grappled target (see
below), or use its liftoff ability (see below).
Liftoff (Ex): A nycaloth can only use this ability when
airborne. A nycaloth that gets a hold on a non-flying
opponent of Medium or smaller size can ascend with
the grappled creature. When carrying a medium load
(a creature weighing between 267 and 532 pounds),
the nycaloth’s fly speed drops to 60 feet and it takes
a -3 penalty on Hide and Move Silently checks; these
penalties worsen to -6 with a heavy load (a creature
weighing between 533 and 800 pounds). A nycaloth
can’t carry a load of more than 800 pounds.
Rake (Ex): Attack bonus +18, damage 1d6+2. A
nycaloth that gets a hold can make two rake attacks
with its hind legs.
Summon Yugoloth (Ex): Once per day, a nycaloth can
attempt to summon another nycaloth or 1d3
mezzoloth with a 30% chance of success.
Description Though large and obviously powerful, this
winged green creature still evokes a sense of speed and
agility. Its dog-shaped head turns quickly from side to
side, almost like a bird’s. The claws on the ends of its
powerful fingers look like more than a match for all but
the best of armors.
Sources MM III page 201
M E Z Z O L O T H P I KE M AN
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 157 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +14, Ref +10, Will +9
Speed 40 ft. (8 squares);
Melee longspear +21/+16/+11 (1d8+7/19-20 x3) or 2
claws + 19 (1d4+4)
Ranged longbow +17/+12/+7 (1d8+5/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +15; Grp +19
Atk Options Combat Reflexes, Power Attack
Special Actions Spell-like abilities, summon yugoloth
GRM7-IN4 By Right of Conquest
Page 54
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Combat Reflexes, Improved Critical (longspear),
Improved Initiative, Improved Toughness, Power
Attack, Weapon Focus (longspear)
Skills Hide +17, Intimidate +20, Knowledge (the planes)
+16, Listen +18, Move Silently +17, Spot +18
Possessions +1 longspear, +1 composite longbow (+4
STR), heavy steel shield, gauntlets of ogre power
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
M E Z Z O L O T H AR C H E R S
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +6; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)
hp 142 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +14, Ref +11, Will +9
Speed 40 ft. (8 squares);
Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18
(1d4+3)
Ranged longbow +17/+17/+12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +15; Grp +18
Atk Options Power Attack, Rapid Shot
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
�Already cast
Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Initiative, Point Blank Shot, Power
Attack, Precise Shot, Rapid Shot, Weapon Focus
(longbow)
Skills Hide +17, Intimidate +20, Knowledge (the planes)
+16, Listen +18, Move Silently +17, Spot +18
Possessions MW longspear, +1 composite longbow
(+3 STR), gloves of dexterity +2, heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
ENCOUNTER 5
H ALF–M E Z Z O L O T H F I RE G I ANT
CR 13
LE Large outsider (evil, extraplanar, yugoloth)
Init -1; Senses darkvision 60 ft. low-light vision, Listen
+2, Spot +14
Languages Common, Giant
AC 26, touch 9, flat-footed 26
(-1 size, +7 half-plate armor, +10 natural)
hp 202 (15 HD) DR 10/magic
Immune fire, poison
Resist acid 10, cold 10, electricity 10; SR 25
Fort +14, Ref +4, Will +9
Weakness vulnerability to cold
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6
flaming) or 2 slams +25 (1d4+15) or 2 claws +25
(1d6+15)
Ranged Rock +10 (2d6+15 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +30
Atk Options Cleave, Improved Overrun, Improved
Sunder, Power Attack
Spell-Like Abilities (CL 15th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13
Feats Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Iron Will, Power Attack
Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6,
Jump +9, Spot +14
Possessions +1 flaming greatsword, belt of giant
strength +4, half-plate armor, bag lava rocks
Rock Throwing (Ex): The range increment is 120 feet
for a fire giant’s thrown rocks.
H ALF- F I E N D ( M E Z Z O L O T H/ H I L L G I ANT) CR 10
NE Large outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60ft., low-light vision, Listen
+3, Spot +6
Languages Common, Giant
AC 25, touch 9, flat-footed 25
GRM7-IN4 By Right of Conquest
Page 55
(-1 size, +5 rhino hide armor, +11 natural)
hp 162 (12 HD) DR 10/magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 23
Fort +17, Ref +5, Will +5
Speed 30 ft. (in breastplate), base 40 ft. (8 squares)
Melee Greatclub +20/+15 (2d8+16 plus 2d6 on charges)
or 2 slams +18 (1d4+10) or 2 claws +18 (1d6+10)
Ranged Rock +8 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +9; Grp +23
Atk Options Cleave, Improved Bull Rush, Power Attack,
spell-like abilities
Spell-Like Abilities (CL 9th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 31, Dex 10, Con 27, Int 4, Wis 10, Cha 9
Feats Cleave, Improved Bull Rush, Improved Sunder,
Power Attack, Weapon Focus (greatclub), Improved
Toughness
Skills Climb +10, Jump +10, Listen +3, Spot +6.
Possessions large +1 greatclub, +2 rhino hide armor, 5
javelins, cloak of resistance +1
Description
These
brutes
were
dull-witted
and
loathsome even as giants. The transformation into
half-mezzoloth reduced the limited intellect of these
monsters to nearly animal, while leaving just enough
wits to recall the joy of killing Tyv.
HALF- M E Z Z O L O T H O G R E F TR1
CR 5
CE Large Outsider (evil, extraplanar, yugoloth)
Init +0; Senses darkvision 60 ft., low-light vision, scent,
Listen +2, Spot +2
Languages Giant
AC 23, touch 9, flat-footed 22 (-1 size, +7 half-plate
armor, +7 natural)
hp 57 (5 HD); DR 5/good
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 15
Fort +12, Ref +1, Will +1
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatclub +12 (2d8+12) or 2 claws +11 (1d6+8)
Ranged Javelin +3 (1d8+8)
Space 10 ft.; Reach 10 ft.
Base Atk +4; Grp +16
Atk Options Power Attack, spell-like abilities, smite
good (+5)
Spell-Like Abilities (CL 5th): cause fear 3/day,
darkness 3/day, desecrate 1/day
Abilities Str 27, Dex 10, Con 23, Int 4, Wis 10, Cha 9
Feats Toughness, Weapon Focus (greatclub), Power
Attack
Skills Climb +8, Listen +2, Spot +2
Possessions greatclub, hide armor, 5 javelins
Description This giant’s heavy, blunt features are
further twisted by heavy mandibles, multi-faceted
eyes and random patches of dull, blackened
carapace. His dull wits have been further eroded by
his improvement, and now he functions at barely
above animal intelligence. What little glimmer of
intellect remains remembers only that he hates Tyv
and all of their kind. They hurt him badly, cheering as
he died. He will kill them all, furiously and bloodily.
GRM7-IN4 By Right of Conquest
Page 56
APPENDIX 7 – APL 14
ENCOUNTER 1 & 2
M O H R G ( ADV AN C E D)
CR 9
CE, medium undead
Init +9 Senses Listen +17, Spot +17
Languages Common, Flan
AC 24, touch 15, flat-footed 19; Dodge, Mobility
(+5 Dex, +9 natural)
hp 130 (20 HD)
Fort +8 Ref +13, Will +12
Speed 30 ft. (6 squares)
Melee slam +16 (1d6+9) and tongue +16 touch
(paralysis)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +16
Special Actions Improved Grab, paralyzing touch,
create spawn
Abilities Str 22, Dex 20, Con --, Int 11, Wis10, Cha 10
SQ undead traits
Feats Alertness, Dodge, Great Fortitude, Improved
Initiative, Lightning Reflexes, Mobility, Stealthy
Skills Climb +18, Hide +30, Listen +17, Move Silently
+30, Spot +17, Swim +10
Improved Grab (Ex): To use this ability, a mohrg must
hit a creature of its size or smaller with its slam
attack. It can then attempt to start a grapple as a free
action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its
tongue in combat. An opponent the tongue touches
must succeed on a DC 20 Fortitude save or become
paralyzed for 1d4 minutes. The save DC is Charisma-
based.
Create Spawn (Su): Creatures killed by a mohrg rise
after 1d4 days as zombies under the morhg’s control.
They do not possess any of the abilities they had in
life.
Description This creature looks like a gaunt, nearly
skeletal corpse, its rib cage filled with horrid, writing
viscera. The creature’s tongue is its most noteworthy
feature – long, cartilaginous, and clawed.
Sources Monster manual pg 189
ENCOUNTER 2
M E Z Z O L O T H C AV ALRY
CR10
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +21, Spot +21
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 23, touch 13, flat-footed 22
(+1 Dex, +2 heavy steel shield, +10 natural)
hp 171 (18 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +16, Ref +12, Will +11
Speed 40 ft. (8 squares);
Melee lance +24/+19/+14/+9 (1d8+6/19-20 x3) or 2
claws + 22 (1d4+4)
Ranged longbow +20/+15/+10/+5 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with lance)
Base Atk +18; Grp +22
Atk Options Power Attack, Ride by Attack, Spirited
Charge
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 18, Dex 12, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Critical (lance), Improved Initiative,
Mounted Combat, Power Attack, Ride by Attack,
Spirited Charge, Weapon Focus (lance)
Skills Hide +18, Intimidate +23, Knowledge (the planes)
+11, Listen +21, Move Silently +14, Ride +11, Spot
+21
Possessions +1 lance, +1 composite longbow (+3
STR), heavy steel shield, amulet of natural armor +2
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy (Su): Mezzoloths can communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
lance in two of its claws, and a longbow in the other
two.. It is riding a large canoloth.
MMII page 201.
C ANO L O T H ( ADV AN C E D)
CR 10
NE Large outsider (evil, extraplanar, yugoloth)
Init +3; Senses Blindsight 40 ft.; Listen +12, Spot +12
Languages Infernal, Abyssal, telepathy 100 ft.
AC 18, touch 8, flat-footed 18
(-1 size, -1 Dex, +10 natural)
hp 187 (15 HD); DR 5/good
Immune visual effects, gaze attacks, sight-base
illusions, poison, acid.
Resist cold 10, electricity 10, fire 10; SR 18
Fort +16, Ref +8, Will +12
Speed 50 ft. (10 squares)
Melee tongue +24 (1d6+8 plus paralysis) or/and bite
+21 (3d6+4/19-20)
Space 10 ft.; Reach 10 ft. (25 ft. with tongue)
Base Atk +15; Grp +28
Special Actions Improved Grab, paralysis, spell-like
abilities, summon yugoloth
GRM7-IN4 By Right of Conquest
Page 57
Spell-Like Abilities (CL 5th):
Cause fear (DC 12), desecrate, detect good, detect
magic
Abilities Str 28, Dex 9, Con 24, Int 5, Wis 17, Cha 12
Feats Improved Initiative, Multiattack, Track, Weapon
Focus (tongue)
Skills Climb +17, Hide +0, Intimidate +12, Jump +35,
Listen +21, Move Silently +3, Spot +21
Improved Grab (Ex): To use this ability, a canoloth
must hit with its tongue attack. It can pull a grabbed
an opponent of large or smaller size into its mouth in
the same round and make a bite attack. The canoloth
can establish a hold with a successful attack even if
the victim isn’t paralyzed.
Paralysis (Ex): Those hit by a canoloth’s tongue attack
must succeed on a DC 24 Fortitude save or be
paralyzed
for
1d6+2
minutes.
The
save
is
Constitution-based.
Blindsight (Ex): Canoloths can ascertain all foes within
40 ft. as a sighted creature would. Beyond that range,
they treat all targets as having total concealment.
Canoloths are susceptible to sound and scent-based
attacks, and are affected normally by loud noises and
sound-based spells and by overpowering odors.
Negating a canoloth’s sense of smell and hearing
reduces this ability to normal Blind-Fight (as the feat).
If both senses are negated, the canoloth is effectively
blinded.
M E Z Z O L O T H P I KE M AN
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 157 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +14, Ref +10, Will +9
Speed 40 ft. (8 squares);
Melee longspear +20/+15/+10 (1d8+5/19-20 x3) or 2
claws + 18 (1d4+3)
Ranged longbow +17/+12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +15; Grp +18
Atk Options Combat Reflexes, Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 13, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Combat Reflexes, Improved Critical (longspear),
Improved Initiative, Improved Toughness, Power
Attack, Weapon Focus (longspear)
Skills Hide +17, Intimidate +20, Knowledge (the planes)
+16, Listen +18, Move Silently +17, Spot +18
Possessions +1 longspear, +1 composite longbow (+3
STR), heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
W I G HT ( ADV AN C E D)
CR 4
LE Medium undead
Init +1; Senses darkvision 60 ft. Listen +15, Spot +15
Languages Flan
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 natural)
hp 52 (8 HD)
Fort +4, Ref +3, Will +8
Speed 30 ft. (6 squares)
Melee slam +5 (1d4+1 plus energy drain)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Attack Options Blind-Fight
Special Actions Create Spawn, energy drain
Abilities Str 12, Dex 12, Con --, Int 11, Wis 14, Cha 15
SQ undead traits
Feats Alertness, Blind-Fight, Great Fortitude
Skills Hide +12, Listen +15, Move Silently +20, Spot
+15
Create Spawn (Su): Any humanoid slain by a wight
becomes a wight in 1d4 rounds. Spawn are under the
command of the wight that created them and remain
enslaved until its death. They do not possess any of
the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s
slam attack gain one negative level. The DC is 16 for
the Fortitude save to remove a negative level. The
save DC is Charisma-based. For each such negative
level bestowed, the wight gains 5 temporary hit
points.
ENCOUNTER 3
Y AG N O L O T H C AP TAI N
CR 13
NE Large outsider (evil, extraplanar, yugoloth)
Init +2; Senses Listen +23, Spot +23
Languages Abyssal, Infernal, Common, telepathy 100ft.
AC 31, touch 14, flat-footed 29
(-1 size, +2 Dex, +7 chain shirt, +3 deflection, +10
natural)
hp 178 (17 HD); DR 15/good
GRM7-IN4 By Right of Conquest
Page 58
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 25
Fort +18 Ref +15, Will +16
Speed 50 ft. (10 squares)
Melee greatsword +16/+11/+6/+1 (2d6/19-20) and claw
+27 (1d6+10 plus stunning blow)
Space 10 ft.; Reach 10 ft.
Base Atk +17; Grp +31
Atk Options Cleave, Great Cleave, Power Attack
Special
Actions
Breath
Weapon,
energy
drain,
shocking grasp, stunning blow
Abilities Str 30, Dex 14, Con 20, Int 15, Wis 16, Cha 16
SQ muscular arm
Feats Armor Proficiency (light), Cleave, Great Cleave,
Improved Toughness, Power Attack, Weapon Focus
(claw)
Skills Bluff +23, Climb +30, Concentration +25,
Diplomacy
+27,
Intimidate
+25,
Jump
+38,
Knowledge (The Planes) +22, Listen +23, Sense
Motive +23, Spot +23Possessions +3 chain shirt, +3
cloak of resistance, +3 ring of protection
Breath Weapon (Su): As a standard action, a yagnoloth
can exhale a cloud of acid every 1d4 rounds. This
cloud affects a single 5 ft. cone for one round. A
character in that space must make a reflex save DC
19. Failure means the character takes 2d6 points of
acid damage and is stunned for an equal number of
rounds.
Energy Drain (Su): The truly horrific power of the
yagnoloth is its ability to drain life force. The victim
must be unconscious or stunned. The yagnoloth
places its head against the victim’s flesh. For each
full round the yagnoloth remains in contact, the victim
gains 1d4 negative levels. The Fortitude save to
remove the negative levels is 18.
Shocking Grasp (Sp): A yagnoloth can use this ability
three times per day, causing 1d8+10 points of
electricity damage each time. Caster level 10th.
Stunning Blow (Ex): Any character struck by a
yagnoloth’s massive arm must make a Fortitude save
DC 25 to avoid being stunned for a number of rounds
equal to the points of damage dealt by the blow.
Muscular Arm (Ex): A yagnoloth’s larger arm functions
as a primary natural weapon, even when it is used to
make second attacks. This ability negates any
secondary attack penalty and allows the yagnoloth its
full Strength bonus with its claw, whether the attack is
primary or secondary.
Description A 12 ft. tall humanoid with red scaly hide
and a small, skeletal head with ears that resemble a
bat’s wings. One of it’s arms is enormous, nearly
dragging the ground and massively muscled. The other
arm is small, almost human-sized, but wields a
greatsword with ease. He wears a splendid tabard of the
Knights Vigilant.
Sources Monster Manual II pg 204
M E Z Z O L O T H P I KE M AN
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 19, touch 11, flat-footed 18
(+1 Dex, +8 natural)
hp 157 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +14, Ref +10, Will +9
Speed 40 ft. (8 squares);
Melee +1 longspear +21/+16/+11 (1d8+7/19-20 x3) or 2
claws + 19 (1d4+4)
Ranged longbow +17/+12/+7 (1d8+5/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +15; Grp +19
Atk Options Combat Reflexes, Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 18, Dex 13, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Combat Reflexes, Improved Critical (longspear),
Improved Initiative, Improved Toughness, Power
Attack, Weapon Focus (longspear)
Skills Hide +17, Intimidate +20, Knowledge (the planes)
+16, Listen +18, Move Silently +17, Spot +18
Possessions +1 longspear, +1 composite longbow (+4
STR), heavy steel shield, gauntlets of ogre power
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two..
MMII page 201.
H U L K I N G C O R P S E
CR 13
CE Huge undead
Init +0; Senses darkvision 60 ft. Listen +1, Spot +1
AC 22, touch 7, flat-footed 22
(-2 size, -1 Dex, +15 natural)
hp 232 (32 HD); DR 5/bludgeoning and magic
Immune mind-effecting spells and abilities
Fort +10, Ref +9, Will +19
Speed 30 ft. (6 squares)
Melee bite +26 (3d6+12) and 2 claws +21 (1d8+6)
Space 10 ft.; Reach 10 ft.
Base Atk +16; Grp +29
Atk Options Power Attack
Special Actions Improved grab, rend
Abilities Str 34, Dex 8, Con --, Int --, Wis 12, Cha 8
SQ undead traits
GRM7-IN4 By Right of Conquest
Page 59
Feats Improved Toughness, Power Attack
Skills --
Improved Grab (Ex): To use this ability, a hulking
corpse must hit with a claw attack. It can then attempt
to start a grapple as a free action without provoking
an attack of opportunity.
Mindless (Ex): Hulking Corpses are mindless, having
no intelligence score, so they do not have any skills. A
hulking corpse is immune to all mind-affecting spells
and abilities.
Rend (Ex): A hulking corpse that wins a grapple check
after a successful claw attack establishes a hold,
latching onto the opponent’s body and tearing the
flesh. This attack deals an extra 4d6+18 points of
damage.
Description A dreadful giant corpse, resembling a
zombie, but moving with speed that belies its undead
state.
Libris Mortis pg. 110.
ENCOUNTER 4
AD V AN C E D N Y C ALO T H
CR14
NE Large outsider (Evil, Extraplanar, Yugoloth)
Init +2; Senses Listen +27, Spot +27
Languages Abyssal, Draconic and Infernal, telepathy
100 ft.
AC 26, touch 14, flat-footed 24
(-1 size, +2 Dex, +3 deflection, +12 natural)
hp 275 (22d8 HD); DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 24
Fort +21, Ref +15, Will +15
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee greataxe +31/+26/+21/+16 (3d6+12/x3) and 2
claws +23 (1d6+3 plus bleeding wounds) or 4 claws
+28 (1d6+7 plus bleeding wounds)
Space 10 ft.; Reach 10 ft.
Base Atk +22; Grp +31
Atk Options Cleave, Flyby Attack, Great Cleave,
Improved Bull Rush, Power Attack, Bleeding wounds,
rake, improved grab, lift-off, summon yugoloth
Spell-Like Abilities (CL 20th):
At will – deeper darkness, desecrate, fear (DC 17),
invisibility, mirror image, see invisibility, greater
teleport (self plus 50 pounds of objects only)
Abilities Str 25, Dex 14, Con 26, Int 13, Wis 10, Cha 16
Feats Alertness, Cleave, Flyby Attack, Great Cleave,
Iron Will, Improved Bull Rush, Mobility(B), Power
Attack, Weapon Focus (greataxe)
Skills Bluff +17, Concentration +26, Diplomacy +21,
Hide +12, Intimidate +32, Jump +27, Knowledge
(arcana) +11, Knowledge (the planes) +15, Listen
+27, Move Silently +16, Search +15, Sense Motive
+14, Spellcraft +13, Spot +27
Possessions +2 greataxe, +4 belt of giant strength, +3
ring of protection
Bleeding Wounds (Ex): A wound from a nycaloth’s
claw attack continues to bleed after the injury was
inflicted. Each wound bleeds for 1 point of damage
per round thereafter. Multiple claw wounds result in
cumulative bleeding loss (two wounds deal 2 points
of damage per round, and so on). The bleeding can
be stopped only by a successful DC 15 Heal check or
the application or any cure spell or other healing spell
(heal, mass heal, and so on).
Improved Grab (Ex): To use this ability, a nycaloth
must hit with two claw attacks. It can then attempt to
start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check, it
establishes a hold and can attempt to either deal
damage with its claws, rake the grappled target (see
below), or use its liftoff ability (see below).
Liftoff (Ex): A nycaloth can only use this ability when
airborne. A nycaloth that gets a hold on a nonflying
opponent of Medium or smaller size can ascend with
the grappled creature. When carrying a medium load
(a creature weighing between 267 and 532 pounds),
the nycaloth’s fly speed drops to 60 feet and it takes
a -3 penalty on Hide and Move Silently checks; these
penalties worsen to -6 with a heavy load (a creature
weighing between 533 and 800 pounds). A nycaloth
can’t carry a load of more than 800 pounds.
Rake (Ex): Attack bonus +22, damage 1d6+2. A
nycaloth that gets a hold can make two rake attacks
with its hind legs.
Summon Yugoloth (Ex): Once per day, a nycaloth can
attempt to summon another nycaloth or 1d3
mezzoloth with a 30% chance of success.
Description Though large and obviously powerful, this
winged green creature still evokes a sense of speed and
agility. Its dog-shaped head turns quickly from side to
side, almost like a bird’s. The claws on the ends of its
powerful fingers look like more than a match for all but
the best of armors.
Sources MM III page 202
M E Z Z O L O T H P I KE M AN
CR 11
NE Large Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +22, Spot +22
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 26, touch 10, flat-footed 26
(-1 size, +1 Dex, +7 chain shirt, +10 natural)
hp 218 (19 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +18, Ref +12, Will +11
Speed 40 ft. (8 squares);
Melee longspear +28/+23/+18/+13 (2d6+13/19-20 x3)
or 2 claws + 26 (1d6+8)
Ranged longbow +20/+15/+10/+5 (2d6+8/x3)
Space 10 ft.; Reach 10 ft. (20 ft with longspear)
Base Atk +19; Grp +31
Atk Options Combat Reflexes, Power Attack
Special Actions Spell-like abilities, summon yugoloth
GRM7-IN4 By Right of Conquest
Page 60
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 26, Dex 12, Con 25, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Armor Proficiency (light), Combat Reflexes,
Improved Critical (longspear), Improved Initiative,
Improved Toughness, Power Attack, Weapon Focus
(longspear)
Skills Hide +18, Intimidate +24, Knowledge (the planes)
+20, Listen +22, Move Silently +22, Spot +22
Possessions +1 longspear, +1 composite longbow (+8
STR), heavy steel shield, gloves of dexterity +2, +3
chain shirt
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is wielding a
longspear in two of its claws, and a longbow in the other
two.
MMII page 201.
M E Z Z O L O T H AR C H E R S
CR 8
NE Medium Outsider (Evil, Extraplanar, Yugoloth)
Init +6; Senses Listen +18, Spot +18
Languages Abyssal, Draconic, and Infernal, Telepathy
100ft.
AC 20, touch 12, flat-footed 18
(+2 Dex, +8 natural)
hp 142 (15 HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +14, Ref +11, Will +9
Speed 40 ft. (8 squares);
Melee longspear +19/+14/+9 (1d8+5/x3) or 2 claws + 18
(1d4+3)
Ranged longbow +17/+17/+12/+7 (1d8+4/x3)
Space 5 ft.; Reach 5 ft. (10 ft with longspear)
Base Atk +15; Grp +18
Atk Options Power Attack, Rapid Shot
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill (DC
17), dispel magic (+10 dispel check)
Abilities Str 16, Dex 15, Con 21, Int 7, Wis 10, Cha 14
SQ Summon yugoloth
Feats Improved Initiative, Point Blank Shot, Power
Attack, Precise Shot, Rapid Shot, Weapon Focus
(longbow)
Skills Hide +17, Intimidate +20, Knowledge (the planes)
+16, Listen +18, Move Silently +17, Spot +18
Possessions MW longspear, +1 composite longbow
(+3 STR), gloves of dexterity +2, heavy steel shield
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a
longbow in the other two..
MMII page 201.
ENCOUNTER 5
H ALF–M E Z Z O L O T H F I RE G I ANT EWM1 CR 14
LE Large outsider (evil, extraplanar, yugoloth)
Init -1; Senses darkvision 60 ft. low-light vision, Listen
+2, Spot +14
Languages Common, Giant
AC 28, touch 11, flat-footed 28
(-1 size, +7 half-plate armor, +2 deflection, +10
natural)
hp 217 (16 HD) DR 10/magic
Immune fire, poison
Resist acid 10, cold 10, electricity 10; SR 26
Fort +19, Ref +7, Will +12
Weakness vulnerability to cold
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee bastard sword +30/+25/+20 (2d8+34/17-20) or 2
slams +27 (1d4+16) or 2 claws +27 (1d6+16)
Ranged Rock +10 (2d6+10 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +12; Grp +29
Atk Options Cleave, Power Attack, Uncanny Blow
(EWM)
Spell-Like Abilities (CL 15th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 42, Dex 11, Con 29, Int 12, Wis 14, Cha 13
Feats Cleave, Exotic Weapon Proficiency (bastard
sword), Improved Critical (bastard sword), Iron Will,
Power Attack, Weapon Focus (bastard sword)
Skills Climb +15, Craft (weaponsmith) +8, Intimidate +7,
Jump +15, Spot +14
Possessions +2 bastard sword, +1 bastard sword, half-
plate armor, locking gauntlet, bag, lava rocks, belt of
giant strength +4, cloak of Resistance +3, +2 ring of
protection
Rock Throwing (Ex): The range increment is 120 feet
for a fire giant’s thrown rocks.
H ALF- N Y C AL O T H F I RE G I ANT
CR 13
LE Large outsider (evil, extraplanar, yugoloth)
GRM7-IN4 By Right of Conquest
Page 61
Init +1; Senses darkvision 60 ft. low-light vision, Listen
+2, Spot +14
Languages Common, Giant
AC 33, touch 11, flat-footed 32
(-1 size, +1 Dex, +11 full plate armor, +12 natural)
hp 187 (15 HD); DR 10/magic
Immune fire, poison
Resist acid 10, cold 10, electricity 10; SR 25
Fort +17, Ref +6, Will +9
Weakness vulnerability to cold
Speed 30 ft. (in full plate armor), base 40 ft. (8 squares);
fly 40 ft. (good) (in half plate), base 60 ft.
Melee Greatsword +22/+17/+12 (3d6+17 plus 1d6 fire)
and 2 claws +16 (1d6+5 plus bleeding wounds) or 2
slams +21 (1d4+11) or 2 claws +21 (1d6+11 plus
bleeding wounds)
Ranged Rock +10 (2d6+10)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +26
Atk Options Cleave, Improved Overrun, Improved
Sunder, Power Attack
Spell-Like Abilities (CL 15th): 3/day darkness, deeper
darkness, see invisibility, mirror image.
1/day, smite good (+15), desecrate, dispel magic
Abilities Str 33, Dex 13, Con 27, Int 12, Wis 14, Cha 15
Feats Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Iron Will, Power Attack
Skills Climb +11, Craft (weaponsmith) +7, Intimidate +8,
Jump +11, Spot +14
Possessions +1 flaming greatsword, +3 full plate
armor, +3 cloak of protection, lava rocks
Rock Throwing (Ex): The range increment is 120 feet
for a fire giant’s thrown rocks.
H ALF–M E Z Z O L O T H F I RE G I ANT
CR 13
LE Large outsider (evil, extraplanar, yugoloth)
Init -1; Senses darkvision 60 ft. low-light vision, Listen
+2, Spot +14
Languages Common, Giant
AC 26, touch 9, flat-footed 26
(-1 size, +7 half-plate armor, +10 natural)
hp 202 (15 HD) DR 10/magic
Immune fire, poison
Resist acid 10, cold 10, electricity 10; SR 25
Fort +14, Ref +4, Will +9
Weakness vulnerability to cold
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatsword +26/+21/+16 (3d6+23/19-20 plus 1d6
flaming) or 2 slams +25 (1d4+15) or 2 claws +25
(1d6+15)
Ranged Rock +10 (2d6+15 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +11; Grp +30
Atk Options Cleave, Improved Overrun, Improved
Sunder, Power Attack
Spell-Like Abilities (CL 15th): cause fear 3/day,
darkness 3/day, desecrate 1/day, see invisibility
3/day, dispel magic 1/day, cloudkill 1/day
Abilities Str 41, Dex 11, Con 29, Int 12, Wis 14, Cha 13
Feats Cleave, Great Cleave, Improved Overrun,
Improved Sunder, Iron Will, Power Attack
Skills Climb +9, Craft (weaponsmith) +6, Intimidate +6,
Jump +9, Spot +14
Possessions +1 flaming greatsword, belt of giant
strength +4, half-plate armor, bag lava rocks
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APPENDIX 8 – ALL APLS
ENCOUNTER 6
M AS TE R V I G I LANT M ARAX
CR 16
Male ultroloth
NE medium, outsider (evil, extraplanar, yugoloth)
Init +5; Senses Listen +24, Spot +31
Languages
Abyssal,
Draconic,
Infernal,
Flan,
Common, telepathy 100 ft.
AC 35, touch 16, flat-footed 32
(+3 Dex, +11 mithral full plate, +3 deflection, +8
natural)
Miss Chance 20% lesser displacement
hp 252 (24 HD); DR 15/good
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 25
Fort +20, Ref +19, Will +16
Speed 20 ft in mithral full plate (4 squares), base
movement 30 ft.
Melee longsword +32/+27/+22/+17 (1d8+9/17-20) and
quickened scorching ray (3/day)
Ranged ray spell-like abilities +30 (damage)
Space 5 ft.; Reach 5 ft.
Base Atk +24; Grp +28
Atk Options Power Attack, Precise Shot, Quicken
Spell-like ability (scorching ray)
Special Actions Hypnotic gaze, spell-like abilities,
haste (boots of speed)
Spell-Like Abilities CL 20th):
At will—disguise self (DC15), deeper darkness,
desecrate,
fear
(DC
18),
gaseous
form,
invisibility, prying eyes, ray of enfeeblement (+30
ranged touch), ray of exhaustion (+30 ranged
touch), scorching ray (+30 ranged touch),
scrying, see invisibility, suggestion (DC 18), wall
of fire; 3/day--binding (DC 23), enervation (+30
ranged touch), geas/quest (DC 21), mass
suggestion (DC 21); 1/ day--symbol of death (DC
22). Caster level 20th.
At will, an ultroloth can use greater teleport (self
plus 50 pounds of objects only) as the spell cast
by an 20th- level sorcerer.
Abilities Str 18, Dex 20, Con 22, Int 16, Wis 15, Cha
19
Feats Armor Proficiency (light), Armor Proficiency
(medium), Improved critical (longsword), Point
Blank Shot, Power Attack, Precise Shot, Quicken
Spell-Like Ability (scorching ray), Weapon Focus:
Long sword, Weapon Focus: Spell - Ray.
Skills Bluff +26 , Concentration +31 , Diplomacy +23,
Hide +27, Intimidate +27 Knowledge (arcana) +28
Knowledge (The Planes) +28 Knowledge (history -
military) +28 Listen +24 ,Move Silently +24 ,
Search +25 , Sense Motive +25 ,Spellcraft +30
,Spot +31
Possessions +3 Adamantine Longsword, +3 mithril
full plate, belt of giant strength +4, gloves of
dexterity +4, armbands of might, Boots of Speed,
Eyes of the Eagle, Cloak of Displacement, minor,
ring of freedom of movement, +3 ring of protection.
Master Vigilant Marax has the following spell
effects active when he encounters the PCs:
8th – mind blank, greater spell immunity (dimensional
anchor, dimensional lock, feeblemind, holy word,
baleful polymorph)
6th – contingency (greater teleport if his greater spell
immunity is dispelled)
5th – true seeing
4th - greater magic weapon +5 (add +2 to his long
sword attack and damage rolls)
3rd – magic vestment +5 (add +2 to his armor class
and flat-footed armor class)
Hypnotic Gaze (Su): Hypnotic pattern as cast by a
20th-level sorcerer, no HD limit, 30 feet, will DC 26
negates. The save DC is Charisma-based.
Summon Yugoloth (Ex): Once per day, an ultroloth
can attempt to summon 1d4 nycaloths, 1d6
mezzoloths, or another ultroloth with a 35% chance
of success.
Telepathy
(Su):
Ultroloths
can
communicate
telepathically with any creature within 100 feet that
has a language
Description Dark-skinned and alien-looking, this slim
figure is fearsome to behold. Its long head and
bulbous eyes give its face an imposing, evil look.
Marax is an aberration among ultroloths in that he
craves melee combat. He wears armor that is
contoured to his sleek, daemonic form. He prefers
to attack from range with spells, then move quickly
into melee, surprising his opponents with a
combination of melee attacks and quickened
scorching rays. He is cunning and will search for
injured spell casters or healers who are staying out
of combat to attack with his scorching rays while he
batters front line fighters with his sword.
Source Monster manual III pg. 204
H ALF-F I E ND I R O N C L AD M AULE R
CR 13
Marax’s Flying Mount
NE large outsider (evil, augmented magical beast)
Init +3; Senses Listen +19, Spot +19
Aura sickening aura
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Languages Infernal, Abyssal
AC 24, touch 12, flat-footed 21
(-1 size, +3 Dex, +4 armor, +8 natural)
hp 250 (20 HD); DR 10/magic
Immune disease
Resist acid 10, cold 10, electricity 10, fire 10; SR 30
Fort +18, Ref +15, Will +7
Speed 40 ft. (8 squares), fly 40 ft. (average)
Melee 2 claws +33 (2d6+13) and bite +27 (4d6+6)
Space 10 ft.; Reach 5 ft.
Base Atk +20; Grp +37
Atk Options Cleave, Great Cleave, Power Attack
Special Actions Improved grab, sickening aura,
trample 2d6+13, smite good
Spell-Like Abilities none remaining
Abilities Str 37, Dex 17, Con 23, Int 8, Wis 12, Cha
12
SQ grafted armor, light fortification, spell-like abilities
Feats Cleave, Great Cleave, Improved Natural Attack
(bite), Improved Natural Attack (claw), Improved
Toughness, Power Attack, Weapon Focus (claw)
Skills Listen +19, Spot +19
Improved Grab (Ex): To use this ability, an ironclad
mauler must hit with a claw attack. It can then
attempt to start a grapple as a free action without
provoking attacks of opportunity.
Sickening Aura (Ex): An ironclad mauler is
surrounded by a field of negative energy. Any
creature that comes within 10 ft. of an ironclad
mauler must make a DC 22 Fortitude save or
become sickened. This condition lasts for one
hour. A creature that succeeds on the saving throw
is immune to that creatures’ aura for 24 hours.
Undead are immune to this aura. The save is
Constitution-based.
Trample (Ex): Reflex half DC 28. The save DC is
Strength-based.
Grafted Armor (Ex): Ironclad maulers wear armor
that has been magically grafted to their forms. This
armor provides significant protection in combat but
it poses no maximum Dexterity bonus, no
movement penalty, and no arcane spell failure
chance. Other creatures, even other ironclad
maulers, cannot wear an ironclad mauler’s armor.
Light Fortification (Ex): An ironclad mauler’s grafter
armor protects it vital areas and makes it resistant
to damage from critical hits and sneak attacks.
Anytime an ironclad mauler is hit by a critical hit or
sneak attack, it has a 25% chance to resist the
extra damage.
Description A heavily muscled dire bear with large
metal plates grafted to its skin. It has demonic
features and huge black bat-like wings. Its eyes shine
with a cunning intelligence.
Sources Monster Manual III pg. 84.
L O R D R AUM
CR 17
Male Nycaloth
NE Huge outsider (evil, extraplanar, yugoloth)
Init +6; Senses Listen +29, Spot +28
Languages Abyssal, Infernal, Common
AC 39, touch 12, flat-footed 37
(-2 size, +2 Dex, +8 mithral breastplate, +3 heavy
shield, +2 deflection, +16 natural)
hp 490 (28 HD); DR 10/good
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 24
Fort +28, Ref +17, Will +17
Speed 40 ft. (8 squares), fly 90 ft. (good)
Melee +3 adamantine greataxe +46/+41/+36/+31
(4d6+27/19-20/x3) and 2 claws +37 (1d8+8 plus
bleeding wounds) or 4 claws +42 (1d8+16 plus
bleeding wounds)
Space 15 ft.; Reach 15 ft.
Base Atk +28; Grp +52
Atk Options Power Attack, Cleave, Flyby Attack,
Improved Bull Rush
Special Actions Bleeding wounds, rake 1d8+8,
improved grab, liftoff, spell-like abilities, summon
yugoloth
Spell-Like Abilities (CL20th):
At will – deeper darkness, desecrate, fear (DC
18), invisibility, mirror image, see invisibility, greater
teleport (self plus 50 pounds of objects only)
Abilities Str 43, Dex 14, Con 36, Int 13, Wis 10, Cha
16
Feats Alertness, Awesome Blow, Cleave, Flyby
Attack, Improved Bull Rush, Improved Critical
(greataxe),
Improved
Initiative,
Iron
Will,
Mobility(B),
Power
Attack,
Weapon
Focus
(greataxe)
Skills Bluff +20, Concentration +28, Diplomacy +19,
Hide +9, Intimidate +32, Jump +29, Knowledge
(arcana) +20, Knowledge (the planes) +20, Listen
+29, Move Silently +20, Search +20, Sense Motive
+19, Spellcraft +20, Spot +28
Possessions +3 adamantine greataxe, +1 animated
adamantine heavy shield, +3 mithral breastplate,
amulet of health +6, belt of giant strength +6,
gloves of dexterity +2, ring of protection +2, ring of
freedom of movement
Bleeding Wounds (Ex): A wound from a nycaloth’s
claw attack continues to bleed after the injury was
inflicted. Each wound bleeds for 1 point of damage
per round thereafter. Multiple claw wounds result in
cumulative bleeding loss (two wounds deal 2 points
of damage per round, and so on). The bleeding
can be stopped only by a successful DC 15 Heal
check or the application or any cure spell or other
healing spell (heal, mass heal, and so on).
Improved Grab (Ex): To use this ability, a nycaloth
must hit with two claw attacks. It can then attempt
to start a grapple as a free action without provoking
attacks of opportunity. If it wins the grapple check,
it establishes a hold and can attempt to deal
damage with its claws, rake the grappled target
(see below), or use its liftoff ability (see below).
Liftoff (Ex): A nycaloth can only use this ability when
airborne. A nycaloth that gets a hold on a non-
flying opponent of Large or smaller size can
ascend with the grappled creature. When carrying
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Page 64
a medium load (a creature weighing between
12,801 and 25,600 pounds), Raum’s fly speed
drops to 60 feet and it takes a -3 penalty on Hide
and Move Silently checks; these penalties worsen
to -6 with a heavy load (a creature weighing
between 25,601 and 38,400 pounds). Raum can’t
carry a load of more than 38,400 pounds.
Rake (Ex): Attack bonus +40, damage 1d8+8. A
nycaloth that gets a hold can make two rake
attacks with its hind legs.
Summon Yugoloth (Ex): Once per day, a nycaloth
can attempt to summon another nycaloth or 1d3
mezzoloth with a 30% chance of success.
Telepathy
(Su):
Nycaloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description Though huge and obviously powerful,
this winged green creature still evokes a sense of
speed and agility. Its dog-shaped head turns quickly
from side to side, almost like a bird’s. The claws on
the ends of its powerful fingers look like more than a
match for all but the best of armors. Lord Raum is
dressed in a blackened breastplate that is engraved
with depictions of battlefield slaughter. His face shows
a thousand years of scars and torment, and his eyes
flicker with a pale red fire.
Sources Monster Manual III pg. 202
E U R Y ALE
CR 16
Female ultroloth
NE Medium outsider (Evil, Extraplanar, Yugoloth)
Init +3; Senses Listen +20, Spot +27
Languages Common Abyssal, Draconic, and Infernal,
telepathy 100 ft.
AC 34, touch 15, flat-footed 31
(+3 Dex, +9 mithril breastplate, +2 deflection, +10
natural)
hp 252 (24 HD); DR 15/good
Immune acid and poison
Resist cold 10, fire 10, electricity 10; SR 25
Fort +23, Ref +20, Will +23
Speed 30 ft. in mithril breastplate (6 squares), base
movement 30 ft.
Melee weapon +29/+24/+19/+14 (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +24; Grp +25
Atk Options Spell-like abilities, staff of fire
Special Actions hypnotic gaze, summon yugoloth
Spell-Like Abilities (CL 20th):
1/day - symbol of death(DC24)
2/day - greater teleport
3/day – binding, geas/quest(DC 23), enervation,
mass suggestion (DC 23)
At will - desecrate, disguise self, fear (DC 20),
gaseous form, invisibility, prying eyes, ray of
enfeeblement (+26 touch), ray of exhaustion (+26
touch), scorching ray (+26 touch), scrying, see
invisibility, suggestion (DC 20), wall of fire
Abilities Str 13, Dex 16, Con 22, Int 16, Wis 15, Cha
22
Feats Armor Proficiency (light), Combat Casting, Iron
Will, Point Blank Shot, Precise Shot, Quicken
Spell-Like Ability (greater teleport), Quicken Spell-
Like
Ability
(scorching
ray),
Spell
Focus:
Enchantment, Weapon Focus: Spell - Ray.
Skills Bluff +33, Concentration +27 (+31 casting
defensively), Diplomacy +29, Intimidate +29,
Knowledge (Arcana) +27, Knowledge (The Planes)
+27, Listen +20, Move Silently +21, Search +25,
Sense Motive +29, Spellcraft +29, Spot +27, Use
Magic Device +33.
Possessions +3 longsword, +4 mithril breastplate,
ring of protection +2, vest of resistance +3, cloak of
charisma +2, headband of intellect +2, staff of fire
(45 charges), ring of freedom of movement.
Hypnotic Gaze (Su): Hypnotic pattern as cast by a
20th-level sorcerer, no HD limit, 30 feet, will DC 25
negates. The save DC is Charisma-based.
Spell-Like Abilities: At will—disguise self (DC17),
deeper
darkness,
desecrate,
fear
(DC
20),
gaseous form, invisibility, prying eyes, ray of
enfeeblement
(+26
ranged
touch),
ray
of
exhaustion (+26 ranged touch), scorching ray (+26
ranged touch), scrying, see invisibility, suggestion
(DC 20), wall of fire; 3/day--binding (DC 25),
enervation (+26 ranged touch), geas/quest (DC
23), mass suggestion (DC 23); 1/ day--symbol of
death (DC 24). Caster level 20th.
At will, an ultroloth can use greater teleport (self
plus 50 pounds of objects only) as the spell cast by
a 20th- level sorcerer.
Summon Yugoloth (Ex): Once per day, an ultroloth
can attempt to summon 1d4 nycaloths, 1d6
mezzoloths, or another ultroloth with a 35% chance
of success.
Immunities (Ex): Ultroloths are immune to poison
and acid.
Telepathy
(Su):
Ultroloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Yugoloth Qualities: Yugoloths are immune to poison
and acid (Ex). Yugoloths have cold, fire, and
electricity resistance 10 (Ex). Yugoloths can
communicate telepathically with any creature within
100 feet that has a language
Description Euryale is small for an ultroloth, with
distinctly feminine characteristics. She wears a very
ornate breastplate that looks more like a decorative
piece than functional armor. She also carries a
slender staff with fiery carvings along its length. She
comes across as charming and reasonable, but is
manipulative and deceitful, as typical for ultroloths.
She keeps her distance from melee, and would prefer
to leave a fight before drawing her sword. She has
perfected the quick escape, and is fond of raining
down fire and death on her enemies right before using
her quickened spell-like greater teleport to leave the
scene.
MMIII page 204
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Page 65
AB AD D O N
CR18
M ALE D E AT H D R I N K E R
CE Huge outsider (chaotic, evil, extraplanar)
Init +6; Senses true seeing; Listen +30, Spot +30
Aura unlife (10 ft.)
Languages Abyssal, Common
AC 35, touch 10, flat-footed 33
(-2 size, +2 Dex, +7 armor, +18 natural)
hp 418 (27 HD); DR 15/good and lawful
Immune negative energy, poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 29
Fort +30, Ref +21, Will +21
Speed 35 ft. in breastplate (7 squares), base
movement 50 ft.
Melee +3 adamantine greatsword +41/+36/+31/+26
(4d6+22/17-20)
Space 15 ft.; Reach 15 ft.
Base Atk +27; Grp +48
Atk Options Cleave, Combat Reflexes, Great Cleave,
Power Attack, Quick Draw, Quicken Spell-like
Ability (greater teleport), Quicken Spell-like Ability
(greater dispel magic), aligned strike (chaotic, evil),
glory in slaughter
Combat Gear oil of align weapon, oil of bless
weapon, oil of corrupt weapon
Spell-Like Abilities (CL 20th):
At will – air walk (self only), greater dispel magic,
greater teleport (self plus 50 lb. of objects only)
Abilities Str 36, Dex 14, Con 33, Int 10, Wis 11, Cha
11
SQ deathdrink
Feats Cleave, Combat Reflexes, Great Cleave,
Improved Critical (greatsword), Improved Initiative,
Iron Will, Power Attack, Quick Draw, Quicken
Spell-like Ability (greater teleport), Quicken Spell-
like Ability (greater dispel magic
Skills Concentration +41, Hide +21, Intimidate +30,
Jump +40, Knowledge (the planes) +30, Listen
+30, Move Silently +29, Spot +30, Survival +0 (+2
on other planes)
Possessions combat gear plus +2 breastplate, +3
adamantine greatsword, belt of giant strength +6,
amulet of health +6, +4 cloak of resistance.
True Seeing (Su) As the true seeing spell;
continuous; caster level 20th.
Aura of Unlife (Su) Creatures takes 2d6 points of
damage at the end of each of the deathdrinker’s
turns if they are within 10’ of it. This is a negative
energy effect. Undead are instead healed of a like
amount of damage.
Glory in Slaughter (Ex) A deathdrinker gains a +5
morale bonus on attack rolls, damage rolls, and
saving throws for 1 minute after it kills a worthy
opponent (a creature with at least 10 HD).
Deathdrink (Su) If a deathdrinker deals enough
damage to a creature to kill it, with either its death
aura or a melee attack, it instantly heals 1d8 points
of damage per HD of the creature it killed.
Description This massive creature is the size of a
giant, and it sports chipped, antler-like horns from
which hang desiccated bodies and skulls. The
creature wears intricate armor, and dark, pitted plates
cover legs that end in hooves. Its six-fingered hand
holds a broad greatsword.
Sources MM IV page 40
S CARLI S
CR 17
Male
Half-fiend
war
troll
(nycaloth/war
troll)
Ftr1/EWM1
NE Large outsider (evil, extraplanar, yugoloth)
Init +9; Senses darkvision 90 ft., low-light vision,
scent, Listen +14, Spot +15
Languages Common, Giant
AC 37, touch 16, flat-footed 32
(-1 size, +5 Dex, +6 +1 mithral breastplate, +1
deflection, +16 natural)
hp 233 (14 HD); regenerate 9; DR 5/adamantine and
magic
Immune poison
Resist acid 10, cold 10, electricity 10, fire 10; SR 24
Fort +20, Ref +13, Will +12
Speed 40 ft.(8 squares); fly 60 ft
Melee +2 adamantine, vicious bane (human) maul
+29/+24/+19 (3d6+28) and bite +24 (1d6+6) or 2
claws +26 (1d8+13 plus bleeding wounds) and bite
+24 (1d6+6)
Ranged MW composite longbow (+10 Str bonus)
+19/+14/+9 (2d6+10/x3)
Space 10 ft.; Reach 10 ft.
Base Atk +14; Grp +31
Atk Options Power Attack, smite good (+14), spell-
like abilities
Special Actions Dazing Blow
Combat Gear oil of bless weapon
Spell-Like Abilities (CL 14th): smite good (+14)
1/day, darkness 3/day, deeper darkness 3/day,
desecrate 1/day, see invisibility 3/day, dispel magic
1/day, mirror image 3/day.
Abilities Str 37, Dex 20, Con 35, Int 12, Wis 15, Cha
12
Feats Improved Initiative, Iron Will, Multiattack, Exotic
Weapon Proficiency (maul), Power Attack, Weapon
Focus (maul)
Skills Craft (weaponsmithing) +4, Listen +14, Spot
+15
Possessions +1 mithral breastplate armor, +2
adamantine, vicious human-bane maul, belt of
giant strength +4, masterwork composite longbow
(+10 Str bonus), ring of protection +1.
Dazing Blow (Ex): The force of a war troll’s blow can
be overwhelming. If a war troll hits with a weapon
or claw attack, the opponent must make a DC 29
Fortitude save or be dazed for 1 round. The save is
Constitution-based.
Regeneration (Ex): Unlike their lesser cousins, acid
(not fire) deals normal damage to a war troll. If a
war troll loses a limb or a body part, the lost portion
regrows in 2d4 minutes. The creature can reattach
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Page 66
the severed member instantly by holding it to the
stump.
Bleeding Wounds (Ex): A wound from a half-
nycaloth’s claw attack continues to bleed after the
injury was inflicted. Each wound bleeds for 1 point
of damage per round thereafter. Multiple claw
wounds result in cumulative bleeding loss (two
wounds deal 2 points of damage per round, and so
on). The bleeding can be stopped only by a
successful DC 15 Heal check or the application or
any cure spell or other healing spell (heal, mass
heal, and so on).
Description Though he is only half-fiend, Scarlis
radiates all the evil and malignance of a demon from
the lowest pits of Gehenna. His visage is twisted and
vile, furious and unearthly wicked. Massive bat-wings
throb with barely contained power and twitch with
every flickering snarl. His trollish form still dominates
the canine features of the nycaloth, but those features
have somehow become more demonic without taking
on the newer features. An extra set of arms flex from
his long torso, and grasp at unseen enemies with
horned claws. He wields a black maul, passing it
slowly, lovingly from hand to hand. He has hundreds
of savagely burned scars covering his body and face,
bearing witness to an attack that even a war troll could
not have survived.
M O S T V I G I LANT AZ M O G R ANE
CR 15
Male ultroloth
NE medium, outsider (evil, extraplanar, yugoloth)
Init +3; Senses Listen +24, Spot +23
Languages
Abyssal,
Draconic,
Infernal,
Flan,
Common, telepathy 100 ft.
AC 35, touch 15, flat-footed 32
(+3 Dex, +9 mithral full plate, +3 animated shield, +2
deflection, +8 natural)
hp 231 (22 HD) plus 10 temp hp (heroes’ feast); DR
15/good
Immune acid, poison
Resist cold 10, electricity 10, fire 10; SR 25
Fort +24, Ref +21, Will +21
Speed 20 ft in mithral full plate (4 squares), base
movement 30 ft.
Melee longsword +30/+25/+20/+15 (1d8+9/19-20) and
quickened scorching ray (3/day) or lance +30
(1d8+9/x3).
Ranged ray spell-like abilities +26 (damage)
Space 5 ft.; Reach 5 ft.
Base Atk +22; Grp +26
Atk Options Power Attack, Quicken Spell-like ability
(scorching ray), Ride By Attack, Spirited Charge
Special Actions Hypnotic gaze, spell-like abilities,
haste (boots of speed)
Spell-Like Abilities CL 20th):
At will—disguise self (DC15), deeper darkness,
desecrate,
fear
(DC
18),
gaseous
form,
invisibility, prying eyes, ray of enfeeblement (+30
ranged touch), ray of exhaustion (+30 ranged
touch), scorching ray (+30 ranged touch),
scrying, see invisibility, suggestion (DC 18), wall
of fire; 3/day--binding (DC 23), enervation (+30
ranged touch), geas/quest (DC 21), mass
suggestion (DC 21); 1/ day--symbol of death (DC
22). Caster level 20th.
At will, an ultroloth can use greater teleport (self
plus 50 pounds of objects only) as the spell cast
by an 20th- level sorcerer.
Abilities Str 18, Dex 16, Con 22, Int 16, Wis 15, Cha
19
Feats Armor Proficiency (light), Armor Proficiency
(medium), Improved critical (longsword), Mounted
Combat, Power Attack, Quicken Spell-Like Ability
(scorching ray), Ride By Attack, Spirited Charge.
Skills Bluff +26, Concentration +31 , Diplomacy +33,
Handle Animal +9, Hide +20, Intimidate +29
Knowledge (The Planes) +28Knowledge (history -
military) +28Listen +24,Move Silently +20, Ride
+17, Sense Motive +25,Spellcraft +23,Spot +23
Possessions
+1
adamantine
bane
(human)
longsword (+3 with greater magic weapon), +1
lance (+3 with greater magic weapon), +1 mithril
full plate, +1 animated heavy mithral shield, belt of
giant strength +4, armbands of might, boots of
speed, +2 ring of protection, +5 cloak of resistance,
figurines of wondrous power – ivory goats.
Hypnotic Gaze (Su): Hypnotic pattern as cast by a
20th-level sorcerer, no HD limit, 30 feet, will DC 25
negates. The save DC is Charisma-based.
Summon Yugoloth (Ex): Once per day, an ultroloth
can attempt to summon 1d4 nycaloths, 1d6
mezzoloths, or another ultroloth with a 35% chance
of success.
Telepathy
(Su):
Ultroloths
can
communicate
telepathically with any creature within 100 feet that
has a language
Description Dark-skinned and alien-looking, this slim
figure is fearsome to behold. His long head and
bulbous eyes give his face an imposing, evil look.
He wears full-plate armor and a shield bearing an
argent owl floats at his side.
Azmograne is looking to impress Marax, but is a
coward at heart. He will seek out the weakest looking
Knight of the Watch or Dispatch to engage in combat.
Many of the Knights are known to the yugoloths,
especially Azmograne and Marax, and he will use that
knowledge of their capabilities.
The greater magic weapon spells on Azmograne
are cast at 14th level. He runs see invisibility
constantly and will ride his ivory goats into battle (he
prefers the goat of travail. His heroes’ feast is at CL
11th.
Source Monster manual III pg. 204
B AUG I
CR 15
Male
half-fiend
fire
giant
(ultroloth/fire
giant)
Ftr1/EWM1
LE Large outsider (evil, extraplanar, yugoloth)
Init +2; Senses low-light vision, Listen +2, Spot +14
Languages Common, Giant
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AC 31, touch 10, flat-footed 29
(-1 size, +2 dex, +10 +2 full plate armor, +10
natural)
hp 231 (17 HD): DR10/magic
Immune fire, poison
Resist acid 10, cold 10, electric 10; SR 27
Fort +23, Ref +8, Will +10
Weakness vulnerability to cold
Speed 30 ft. (in half-plate armor), base 40 ft. (8
squares)
Melee Greatsword +28/+23/+18 (2d8+29) or 2 slams
+26 (1d4+14) or 2 claws +26 (1d6+14)
Ranged Rock +14 (2d6+14 plus 2d6 fire)
Space 10 ft.; Reach 10 ft.
Base Atk +13; Grp +31
Atk Options Cleave, Great Cleave, Improved Sunder,
Power Attack, spell-like abilities
Spell-Like Abilities (CL 14th): smite good (+17)
1/day, disguise self 3/day, darkness 3/day,
desecrate 1/day, ray of enfeeblement 3/day,
scorching ray 3/day, enervation 3/day.
Abilities Str 38, Dex 14, Con 28, Int 14, Wis 14, Cha
15
Feats
Cleave,
Great
Cleave,
Exotic
Weapon
Proficiency (bastard sword), Improved Sunder, Iron
Will, Power Attack, Weapon Focus (bastard sword)
Skills
Climb
+11,
Craft
(weaponsmithing)
+6,
Intimidate +6, Jump +15Spot +14.
Possessions +2 full plate armor, boots of speed, +1
bastard sword, cloak of resistance +1, gauntlets of
ogre power, amulet of health +2
Rock Throwing (Ex): The range increment is 120
feet for a fire giant’s thrown rocks.
Description Even as a fire giant, Baugi was shrewd
and reserved. He planned his moves carefully, and
when he attacked an opponent, he did so with no
thought of mercy. As a half-fiend, he has been
improved with the taint of an ultroloth, a creature not
typically given to melee combat. Baugi has accepted
his lot, and has no delusions about being loyal to
Master Vigilant Marax or any of the other yugoloths.
At the first opportunity, he will abandon the fiends and
his fellow half-fiend giants, and strike out on his own.
He is already considering options for getting out of
Shiboleth and away from the Sheldomar Valley. His
eyes now swirl with disconcerting silver pools, so he
knows his future will be difficult, even among giants.
He will kill as many Tyv as possible, but he will always
be looking for a way to secure his own escape.
T ARTARUCHI, T H E B RUTE
CR 13
NE Large Outsider (Evil, Extraplanar, Yugoloth)
Init +5; Senses Listen +25, Spot +25
Languages
Abyssal,
Draconic,
and
Infernal,
Telepathy 100ft.
AC 27, touch 12, flat-footed 26
(-1 size, +1 Dex, +7 chain shirt, +10 natural)
hp 275 (22) HD; DR 10/good
Immune acid, poison
Resist cold 10, fire 10, electricity 10; SR 22
Fort +20, Ref +13, Will +13
Speed 40 ft. (8 squares)
Melee longspear +33/+28/+23/+18 (2d6+13/19-20
x3) or whip +32/+27/+22/+17 (1d4+11 plus 1d6
flaming) or 2 claws + 31 (1d6+10)
Ranged longbow +23/+18/+13/+8 (2d6+10/x3)
Space 10 ft.; Reach 10 ft. (20 ft with longspear/25
with whip)
Base Atk +22; Grp +36
Atk Options Combat Reflexes, Power Attack
Special Actions Spell-like abilities, summon yugoloth
Spell-Like Abilities (CL 10th):
At will – cause fear (DC 13), darkness, desecrate,
produce flame, see invisibility; 2/day –cloudkill
(DC 17), dispel magic (+10 dispel check)
Abilities Str 30, Dex 12, Con 25, Int 8, Wis 10, Cha
14
Feats Armor Proficiency (light), Combat Reflexes,
Exotic
Weapon
Proficiency
(whip), Improved
Critical (longspear), Improved Initiative, Improved
Toughness,
Power
Attack,
Weapon
Focus
(longspear)
Skills Hide +21, Intimidate +27, Knowledge (the
planes) +24, Listen +25, Move Silently +25, Spot
+25, Use Magic Device +14
Possessions +1 longspear, +1 composite longbow
(+10 STR), heavy steel shield, gloves of dexterity
+2, +3 chain shirt, belt of giant strength +4, +1
flaming whip
Summon Yugoloth (Ex): Once per day, a mezzoloth
can attempt to summon another mezzoloth with a
40% chance of success.
Telepathy
(Su):
Mezzoloths
can
communicate
telepathically with any creature within 100 feet that
has a language.
Description This six-limbed insectoid horror stares
ahead unblinkingly through glowing red eyes. It wears
the uniform of the New Gran March Army. It is
wielding a longspear in two of its claws, and a flaming
whip in another claw. For opponents who have too
much armor to be hurt by his whip, he likes to disarm
or trip them from far enough away that smaller
opponents cannot respond with an attack of
opportunity, and then use his longspear for the rest of
his attacks.
MMII page 201.
K AE M A T HULDI R
CR 18
female half-fiend human (ultroloth/human)
Wiz10/FSp4/Acm3
NE medium outsider (evil, extraplanar, yugoloth)
Init +16 (includes +5 for nerveskitter); Senses Listen
+1, Spot +1
Languages Common, Draconic, Elven, Suel, Flan,
Celestial, Baklunish, Ignan, Dwarven, Infernal,
Abyssal.
AC 33, touch 20, flat-footed 26
(+7 Dex, +6 armor, +5 shield, +3 deflection, +2
natural)
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Miss Chance 50% (contingency – displacement)
hp 154 (17 HD) plus 24 temp (empowered false life)
plus 11 temp (heroes’ feast) plus 48 temp
(empowered vampiric touch) – total effective hp
237; DR 10/magic and 10/adamantine (stoneskin)
Immune poison, mind-affecting and divination magic
(mind blank), acid, cold, electric, fire, sonic (energy
immunity spells)
Resist acid/cold/electric/fire 10 (innate); SR 27
Fort +16, Ref +17, Will +21
Speed 30 ft. (6 squares)
Melee dagger +6/+1 (1d4-1, 19-20/x2)
Ranged touch spell +14 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +6
Atk Options smite good
Special Actions spells, spell-like abilities
Combat Gear dagger
Class Spells Prepared (CL 18th, CL 22nd for spell
penetration checks, DC 21 + spell level, 22 + spell
level for evocations and necromancy):
9th— meteor swarm, wish
8th— chain dispel (PHII), horrid wilting
7th— limited wish, greater arcane sight, quickened
haste, finger of death, empowered cone of cold
6th— disintegrate, greater dispel magic, quickened
glitterdust, empowered blast of flame, Otiluke’s
freezing sphere
5th— greater fireburst, wall of force, empowered
vampiric touch, quickened magic missile, wall of
force
4th— stoneskin, dimension door, enervation, orb of
force, ice storm, empowered false life
3rd— greater mage armor, anticipate teleport,
fireball, fireball, haste, slow, dispel magic
2nd— glitterdust, glitterdust, see invisibility, see
invisibility, false life, scorching ray
1st—
nerveskitter,
nerveskitter,
ray
of
enfeeblement,
ray
of
enfeeblement,
magic
missile, magic missile, grease
0— prestidigitation, light, detect magic, read magic
Spell-Like Abilities (CL 17th): smite good (+17)
1/day, disguise self 3/day, darkness 3/day,
desecrate 1/day, ray of enfeeblement 3/day,
scorching ray 3/day, enervation 3/day.
Abilities Str 8, Dex 24, Con 22, Int 32, Wis 12, Cha
12
SQ High Arcana – Mastery of Elements, High Arcana
– Mastery of Shaping, High Arcana – Spell Power,
Spin Fate, Fickle Finger of Fate, Spin Destiny,
Deny Fate, Resist Fate.
Feats Craft Wondrous Item, Empower Spell, Greater
Spell Penetration, Improved Initiative, Quicken
Spell, Scribe Scroll , Skill Focus (Spellcraft) , Spell
Focus (Evocation) , Spell Focus (Necromancy),
Spell Penetration
Skills Concentration +26, Decipher Script +24,
Knowledge
(arcana)
+31,
Knowledge
(dungeoneering) +22, Knowledge (history) +28,
Knowledge (nobility) +23, Knowledge (religion)
+12, Knowledge (the planes) +31, Profession
(gambler) +11, Spellcraft +36
Possessions combat gear plus headband of intellect
+6, amulet of health +6, gloves of dexterity +4, rod
of metamagic - lesser extend, rod of metamagic -
extend, ring of counterspells (greater dispel magic),
cloak of resistance +5, ring of protection +3, +4
death ward mithral buckler.
Spellbook spells prepared plus lots more.
Mastery of Elements (-) The archmage can alter an
arcane spell when cast so that it utilizes a different
element from the one it normally uses. For
example, an archmage could cast a fireball that
deals sonic damage instead of fire damage.
This ability can only alter a spell with the acid,
cold, fire, electricity or sonic descriptor. The spell’s
casting time is unaffected. The caster decides
whether to alter the spell’s energy type and
chooses the new energy type when he begins
casting. This ability costs one 8th-level spell slot.
Mastery of Shaping (-) The archmage can alter area
and effect spells that use one of the following
shapes: burst, cone, cylinder, emanation, or
spread. The alteration consists of creating spaces
within the spell’s area or effect that are not subject
to the spell. The minimum dimension for these
spaces is a 5-foot cube. For example, an
archmage could cast a fireball and leave a hole
where his ally stands, preventing any fire damage.
Furthermore,
any
shapeable
spells
have
a
minimum dimension of 5 feet instead of 10 feet.
This ability costs one 6th-level spell slot.
Spell Power (-) This ability increases the archmage’s
effective caster level by +1 (for purposes of
determining level-dependent spell variables such
as damage dice or range, and caster level checks
only). This ability costs one 5th level spell slot.
Spin Fate (EX) A mage of many fates understands
that “chance” is not as random as many believe it
to be, and he can adjust the probability of certain
events by applying a force that fatespinners refer to
as “spin.” Each day, a fatespinner can use a
number of points of spin equal to his fatespinner
class level
As a free action, a fatespinner can use stored
spin to boost the save DC of a spell he casts,
adding some or all his spin to the DC, on a point-
for-point basis. For instance, a 5th-level wizard/3rd-
level fatespinner casting fireball could choose to
boost the DC of the spell by 1, 2, or 3 points. Once
he uses up his spin for the day, his ability to tinker
with probability in this fashion is also exhausted for
the day
a fatespinner’s spin is replenished whenever the
character successfully regains his spells for the day
(whether through rest, preparation, or prayer).
Fickle Finger of Fate (EX) On reaching 2nd level, a
fatespinner gains the ability to affect the luck of
others. Once per day as an immediate action he
can force any other creature – friend or enemy – to
reroll a roll that it has just made. A fatespinner
must have line of sight to the creature to be
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Page 69
affected. That creature must abide by the result of
the reroll, whether it’s higher or lower than the
original roll.
Spin Destiny (EX) Beginning at 3rd level, a
fatespinner more clearly comprehends the matrix of
reality and can use accumulated spin to adjust
other random events. The method is identical to
increasing a spell’s save DC, but the fatespinner
can now add spin to any skill check, attack roll, or
saving throw that he attempts on a point-for-point
basis. However, the spin utilized comes from the
same limited reservoir of karma storage that allows
him to adjust the DC of his spells. He must apply
the bonus before making the roll.
Deny Fate (EX) At 4th level and higher, a fatespinner
has a better chance of beating the odds should he
ever be rendered unconscious and dying. Once
per day, on the first occasion when a fatespinner
must make a check to become stable when dying,
the check automatically succeeds. Other such
checks called for later in the same 24-hour period
are made normally.
Resist Fate (EX) A fatespinner of 4th level ad above
embraces his extraordinary good luck. Once per
day, he can reroll on roll that he has just made. He
must abide by the result of the roll, even if it’s
worse than the original roll.
Active Spells: Kaema has the following spells
precast (all at CL 18 except heroes’ feast which is
at CL 11): energy immunity (all), mind blank,
contingency
(displacement
whenever
she
is
attacked), empowered false life, empowered
vampiric touch, see invisibility, greater arcane
sight, stoneskin (150 hp), greater mage armor,
anticipate teleport. Her ring of counterspells is
charged with greater dispel magic.
Description A tall, very thin human woman with wisps
of softly reddish hair and fine, Suel features. Her skin
is rough and leathery, her eyes shine silver and she
has delicate mandibles that flank her mouth.
Sources Fatespinner (Complete Arcane p37).
M AS TE R K ADRAM AZZ
CR 13
male corruptor of fate Wiz/MoAO 5/7
NE Medium Outsider (Evil, extraplanar, yugoloth)
Init +14 (+5 nerveskitter); Senses Listen +12, Spot
+12, darkvision 60 ft.
Languages Abyssal, Draconic, Infernal, Common,
Flan, Suel, Celestial, telepathy 100 ft.
AC 21, touch 15, flat-footed 16 (+1 for dodge feat
against designated target)
(+5 Dex, +4 mage armor, +2 shield)
Miss Chance 50% (contingency displacement)
hp 162 (19 HD) plus 15 temp hp (false life) plus 10
temp hp (heroes’ feast); DR 10/adamantine
(stoneskin)
Immune acid, energy drain, necromantic effects,
negative energy effects, poison.
Resist cold 10, fire 10, electricity 10; SR 26
Fort +17, Ref +15, Will +17
Speed 30 ft. (6 squares)
Melee dagger +19/+14/+9 (1d4+2, 19-20)
Ranged ranged touch spell +18 (by spell)
Space 5 ft.; Reach 5 ft.
Base Atk +12; Grp +13
Atk Options aligned strike (evil), bestow curse, spells
Special Actions corrupting gaze, spells
Class Spells Prepared (CL 16th, CL 18th for spell
penetration checks, DC 16 + spell level):
6th— disintegrate, empowered sculpted and acid
substituted fireball, empowered blast of flame
5th— acid substituted cone of cold, sculpted ice
storm, teleport, sculpted confusion
4th— stoneskin, dimension door, enervation, orb of
force
3rd— sculpted glitterdust, sculpted glitterdust, fly,
empowered ray of enfeeblement, acid substituted
lightning bolt
2nd— false life, see invisibility, touch of idiocy, blur,
scorching ray, acid substituted scorching ray
1st— nerveskitter, magic missile, mage armor,
grease, color spray, feather fall
0— prestidigitation, light, detect magic, read magic
Abilities Str 12, Dex 21, Con 20, Int 22, Wis 10, Cha
12
SQ unluck, yugoloth traits
Feats Alertness (familiar), Dodge, Improved Initiative,
Weapon Finesse, Scribe Scroll, Cooperative Spell,
Empower
Spell,
Energy
Substitution
(Acid),
Practiced
Spellcaster,
Sculpt
Spell,
Spell
Penetration,
Skills Balance +12, Concentration +27, Disguise +11,
Escape Artist +15, Hide +15, Jump +8, Knowledge
(Arcana) +16, Listen +12, Move Silently +15,
Profession (teacher) +10, Sleight of Hand +15,
Spellcraft +30, Spot +12, Tumble +17, Use Rope
+17,
Possessions +4 headband of intellect, +2 cloak of
resistance, +1 dagger, +1 mithral buckler, rat
familiar.
Spellbook not applicable.
Bestow Curse (Su) As the bestow curse spell; at will;
Will DC 24; caster level 7th.
This ability affects those touching or touched by a
corruptor of fate or its weapons. A cursed subject
must roll percentile dice each turn. On a roll of 01-
50, it can take no action. On a roll of 51-100, it can
act normally. This is a necromantic effect. Undead
are unaffected by a corruptor of fate’s bestow curse
ability. The save DC is constitution-based.
Corrupting Gaze (Su) A corruptor of fate can blast its
enemies with a glance, at a range of up to 30 feet.
Creatures that meet the corruptor’s gaze must
succeed on a DC 20 Fortitude save or take 1d6
points of damage and a –1 penalty on attack rolls,
skill checks and saving throws for 1 minute. The
save DC is Charisma-based.
Unluck (Su) Roll twice for attacks and damage
against a corruptor of fate; the attacker must use
GRM7-IN4 By Right of Conquest
Page 70
the
lower
result.
This
is
a
mind-affecting
necromantic effect.
Description A corpulent creature with sickly yellow
skin wears black robes embroidered with arcane
sigils. An amulet around its neck bears a twisted
version of the heraldry of Gran March, with a
clawed hand clutching a heart on the field of gray.
It is armed with a dagger. It stands about 5 feet tall
and weighs about 200 pounds. Its face is
emaciated, with thin yellow skin stretched tightly
across its skull. As it attacks, a smell of brimstone
emanates from its body.
Active Spells: All at CL 16th except as noted,
contingency (displacement if attacked), stoneskin
(150 hp capacity), false life, see invisibility, heroes’
feast (CL 11th)
Note None of the abilities of the Mage of the Arcane
Order prestige class are directly relevant to this
scenario beyond bonus feats and languages, which
are included in the statistics above. In the interest
of brevity, the full description of the spell pool and
other abilities has been omitted.
Source: Monster manual IV Pg. 190
C O R R U P T O R O F F ATE “M I N D E R S”, O N E P E R
M AJ O R NPC
CR 10
male corruptor of fate Clr9
NE Medium Outsider (Evil, extraplanar, yugoloth)
Init +7; Senses Listen +15, Spot +15, darkvision 60
ft.
Languages Abyssal, Draconic, Infernal, Common,
telepathy 100 ft.
AC 27, touch 15, flat-footed 22 (+1 for dodge feat
against designated target)
(+5 Dex, +5 armor, +3 shield)
hp 152 (16 HD)
Immune acid, energy drain, necromantic effects,
negative energy effects, poison.
Resist cold 10, fire 10, electricity 10; SR 23
Fort +17, Ref +12, Will +17
Speed 30 ft. (6 squares)
Melee dagger +16/+11/+6 (1d4+2, 19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +13; Grp +15
Atk Options aligned strike (evil), bestow curse, spells
Special Actions corrupting gaze, spells
Class Spells Prepared (CL 13th, CL 14th for Evil
spells, or 15th/17th for spell penetration checks, DC
15 + spell level):
5th— dispel good (D), summon monster V, spell
resistance
4th— freedom of movement (D), death ward, delay
death, restoration
3rd— magic circle vs. good (D), dispel magic x4
2nd— aid (D), death knell, calm emotions, remove
paralysis, silence x2
1st— entropic shield (D), cure light wounds x6
0— cure minor wounds x6
(Luck and Evil domains.)
Abilities Str 14, Dex 16, Con 20, Int 12, Wis 20, Cha
11
SQ unluck, yugoloth traits
Feats Dodge, Improved Initiative, Weapon Finesse,
Improved Counterspell, Practiced Spellcaster, Spell
Penetration
Skills Balance +2, Concentration +24, Disguise +10,
Hide +10, Listen +15, Move Silently +15, Sleight of
Hand +10, Spellcraft +20, Spot +15, Tumble +12
Possessions +2 periapt of wisdom, +1 cloak of
resistance, +1 heavy steel shield, +1 chain shirt.
Bestow Curse (Su) As the bestow curse spell; at will;
Will DC 23; caster level 7th.
This ability affects those touching or touched by a
corruptor of fate or its weapons. A cursed subject
must roll percentile dice each turn. On a roll of 01-
50, it can take no action. On a roll of 51-100, it can
act normally. This is a necromantic effect. Undead
are unaffected by a corruptor of fate’s bestow curse
ability. The save DC is constitution-based.
Corrupting Gaze (Su) A corruptor of fate can blast its
enemies with a glance, at a range of up to 30 feet.
Creatures that meet the corruptor’s gaze must
succeed on a DC 18 Fortitude save or take 1d6
points of damage and a –1 penalty on attack rolls,
skill checks and saving throws for 1 minute. The
save DC is Charisma-based.
Unluck (Su) Roll twice for attacks and damage
against a corruptor of fate; the attacker must use
the
lower
result.
This
is
a
mind-affecting
necromantic effect.
Description A corpulent creature with sickly yellow
skin wears a chain shirt and carries a heavy shield.
It stands about 5 feet tall and weighs about 200
pounds. Its face is emaciated, with thin yellow skin
stretched tightly across its skull. As it attacks, a
smell of brimstone emanates from its body.
Active Spells: None.
Note Tactics revolve around counterspelling. Use
dispel magic spells if needed, or improved
counterspell (the summon spell is for orbs, and the
spell resistance spell is for dimensional anchor).
Remove detrimental conditions from the leader as
needed.
Source: Monster manual IV Pg. 190
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APPENDIX 9 – NPC ALLIES
APL S 2 – 8
G RAN M ARCH I NFANTRY/ V I G I L K O TW
CR 4
Male or Female human F4
LG medium human
Init +2; Senses Listen +0, Spot +0
Languages Common
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 armor,)
hp 30 (4 HD)
Fort +6, Ref +3, Will +1
Speed 20 ft. in chain mail (4 squares), base movement
30 ft.
Melee longspear +8 (1d8+5) or longsword +8 (1d8+4)
Ranged weapon +6 (1d8)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Base Atk +4; Grp +6
Atk Options Power Attack
Abilities Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 11
Feats Combat Reflexes, Mounted Combat, Power
Attack, Weapon Focus (longspear), Weapon Focus
(longsword), Weapon Specialization (longspear),
Weapon Specialization (longsword)
Skills Climb +2Diplomacy +1, Handle Animal +4, Jump -
4, Ride +8 , Swim -2,
Possessions MW chain mail armor, MW longspear,
MW longsword, light crossbow, 20 bolts
Description A Gran March infantry soldier wearing
superior personal equipment. He also displays a small
emblem of the Knight of the Watch. These soldiers are
all varieties of human, male and female.
G RAN M ARCH AR C H E R
CR 4
Male or Female human F4
LG medium human
Init +2; Senses Listen +0, Spot +0
Languages Common
AC 14, touch 12, flat-footed 12; Dodge, Mobility
(+2 Dex, +2 armor,)
hp 30 (4 HD)
Fort +6, Ref +3, Will +1
Speed 30 ft. (6 squares)
Melee light mace +6 (1d8+2)
Ranged weapon +8 (+6/+6 w/Rapid Shot) (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Atk Options Point Blank Shot, Rapid Shot
Abilities Str 14, Dex 15, Con 14, Int 10, Wis 10, Cha 11
Feats Dodge, Mobility, Point Blank Shot, Precise Shot,
Rapid Shot, Weapon Focus (longbow), Weapon
Specialization (longbow)
Skills Climb +7, Handle Animal +4, Jump +7, Ride +5 ,
Swim 6
Possessions Leather armor, MW composite longbow
(+2 Str), 100 arrows, light mace
Description A Gran March infantry soldier wearing
superior personal equipment. These soldiers are all
varieties of human, male and female.
APL S 10 – 14
G RAN M ARCH S O L D I E R/K O TW
CR 10
Male or Female human F10
LG medium human
Init +2; Senses Listen +0, Spot +0
Languages Common
AC 18, touch 12, flat-footed 16
(+2 Dex, +6 chainmail)
hp 75 (10 HD)
Fort +9, Ref +5, Will +3
Speed 20 ft. in chain mail (4 squares), base movement
30 ft.
Melee longspear (or lance) +16/+11 (1d8+9) or
longsword +16/+11 (1d8+7)
Ranged weapon +12 (1d8)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear or lance)
Base Atk +10; Grp +14
Atk Options Power Attack, Ride by Attack, Spirited
Charge
Abilities Str 18, Dex 14, Con 14, Int 10, Wis 10, Cha 11
Feats Combat Reflexes, Mounted Combat, Power
Attack, Ride By Attack, Spirited Charge, Weapon
Focus (lance), Weapon Focus (longspear), Weapon
Focus (longsword), Weapon Specialization (lance),
Weapon
Specialization
(longspear),
Weapon
Specialization (longsword)
Skills Climb +7Diplomacy +2, Handle Animal +7, Jump
+1, Ride +13 , Swim +2,
Possessions +1 chain mail armor, +1 lance, +1
longspear, +1 longsword, light crossbow, 20 bolts,
gauntlets of ogre power
Description A Gran March infantry or cavalry soldier
wearing superior personal equipment. He also displays
a small emblem of the Knight of the Watch. These
soldiers are all varieties of human, male and female.
G RAN M ARCH AR C H E R
CR 10
Male or Female human F10
LG medium human
GRM7-IN4 By Right of Conquest
Page 72
Init +8; Senses Listen +0, Spot +0
Languages Common
AC 16, touch 13, flat-footed 12; Dodge, Mobility
(+4 Dex, +2 armor,)
hp 75 (10 HD)
Fort +9, Ref +7, Will +3
Speed 30 ft. (6 squares)
Melee light mace +12/+7 (1d8+2)
Ranged weapon +16/+11 (+14/+14/+9 w/Rapid Shot)
(1d8+5)
Space 5 ft.; Reach 5 ft.
Base Atk +10; Grp +12
Atk Options Blind Fight, Far Shot, Point Blank Shot,
Power Attack, Rapid Shot
Abilities Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 11
Feats Blind Fight, Dodge, Far Shot, Improved Initiative,
Mobility, Point Blank Shot, Power Attack, Precise
Shot, Rapid Shot, Weapon Focus (longbow), Weapon
Specialization (longbow)
Skills Climb +13, Handle Animal +4, Jump +13, Ride +6
, Swim 12
Possessions Leather armor, +1 composite longbow (+2
Str), 100 arrows, light mace, gloves of dexterity +2
Description A Gran March infantry soldier wearing
superior personal equipment. These soldiers are all
varieties of human, male and female.
GRM7-IN4 By Right of Conquest
Page 73
DM AID#1: THE NEW GRAN MARCH
GRM7-IN4 By Right of Conquest
Page 74
DM AID#2: THE KNIGHTS VIGILANT
GRM7-IN4 By Right of Conquest
Page 75
DM AID: NEW RULES
NEW FEATS
Cooperative Spell [Metamagic] (Complete Arcane)
You can cast spells to greater effect in conjunction with the same spell cast by another individual.
Prerequisite: Any metamagic feat.
Benefit: While the two of you are adjacent, you and another spellcaster with the Cooperative Spell
feat can simultaneously cast the same spell at the same time in the round. Add +2 to the save DC of
cooperatively cast spells and +1 to caster level checks to beat the target’s spell resistance (if any), using
the higher base DC and level check of either caster.
A cooperative spell uses up a spell slot of the same level as the spell’s actual level.
Special: For each additional caster with this feat casting the same cooperative spell simultaneously,
the spell’s save DC and the bonus on the caster level check both increase by 1. When more than two
spellcasters cooperatively cast a spell, each must be adjacent to at least two other casters involved in the
casting. For example, two wizards and two sorcerers standing in a circle all have Cooperative Spell. The
first three in the initiative order ready an action to cast fireball, casting the spell when the fourth does.
The base DC of the spell’s save is equal to the highest save DC among the cooperative casters (as
determined by relevant ability scores, other feats. special abilities, or items) +4 (+2 for the first
cooperative caster and +1 for each of the other two). As well, whoever has the highest caster level
determines the base caster level check, which gains a +3 bonus (+1 for each cooperative caster).
Energy Substitution [Metamagic] (Complete Arcane)
You can modify an energy-based spell to use another type of energy instead.
Prerequisite: Knowledge (arcana) 5 ranks, any metamagic feat.
Benefit: Choose one type of energy (acid, cold, electricity, or fire). You can then modify any spell with
an energy descriptor to use the chosen type of energy instead. An energy substituted spell uses a spell
slot of the spell’s normal level The spell’s descriptor changes to the new energy type – for example, a
fireball composed of cold energy is an evocation [cold[ spell..
Special: You can gain this feat multiple times, choosing a different type of energy each time.
Improved Toughness (Complete Warrior)
You are significantly tougher than normal.
Prerequisite: Base Fortitude save bonus +2.
Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD
(such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level),
you lose 1 hit point permanently.
Special: A fighter may select Improved Toughness as one of his fighter bonus feats.
Practiced Spellcaster (Complete Arcane)
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by 4. This benefit can’t
increase your caster level higher than your Hit Dice. However, even if you can’t benefit from the full
bonus immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to
apply the rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his
sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would
gain the remainder of the bonus ad his sorcerer caster level would become 9th (since he now has 9 Hit
Dice).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must
choose which class gains the feat’s effect.
GRM7-IN4 By Right of Conquest
Page 76
This feat does not affect your spells per day or spells known. It increases your caster level only,
which would help you penetrate spell resistance and increase the duration and other effects of your
spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a
different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat
twice would cast cleric spells as an 8th level caster and wizard spells as a 9th level caster..
Sculpt Spell (Complete Arcane)
You can alter the area of your spells.
Prerequisite: Any metamagic feat.
Benefit: You can modify an area spell by changing the area’s shape to either a cylinder (10-foot
radius, 30 feet high), a 40-foot cone, four 10-foot cubes, a ball (20-foot-radius spread), or a 120-foot line.
The sculpted spell works normally in all respects except for its shape. For example, a lightning bolt
whose area is changed to a ball deals the same amount of damage, but affects a 20-foot-radius spread.
A sculpted spell uses a spell slot one level higher than the spell’s actual level.
NEW SPELLS
Anticipate Teleportation (Spell Compendium)
Abjuration
Level: Sor/Wiz 3
Components: V, S, F
Casting Time: 10 minutes
Range: One willing creature touched
Area: 5-ft./level radius emanation from touched creature.
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
The arcane words that activate this spell linger in the air for a moment. As they fade from your
hearing, you become more aware of both your surroundings and the possibility of intrusion.
The subject of the spell is surrounded with an invisible aura that anticipates and delays the
teleportation of any creature into the spell’s area. Any teleportation spell or effect (including all spells with
the teleportation descriptor)can be anticipated, making the spell’s recipient instantly aware of the exact
location where the teleporting creature will arrive (subject to the restrictions below), the creature’s size,
and how many other creatures (and their sizes) are arriving with the teleporting creature. The spell also
delays the arrival of the teleporting creature by 1 round (so that it arrives on its initiative count
immediately before its next turn), generally giving the recipient of the spell and anyone else made aware
of the information 1 round to act or ready actions. The teleporting creature does not perceive this delay.
Since a teleporting creature doesn’t necessarily arrive at the precise location it intends, the spell also
functions against a creature that arrives in range even though its intended destination was elsewhere.
For a creature that intends to teleport into range but inadvertently arrives outside the spell’s area, the
spell gives the recipient awareness that a creature has attempted to teleport into range and delays the
creature as normal, but doesn’t give awareness as to the actual location of its imminent arrival.
The spell has no effect on creatures attempting to teleport away from the spell’s area, although if their
destination is within the area, the spell will affect their reentry as normal.
Focus: A tiny hourglass of platinum and crystal costing at least 500 gp, which must be carried or worn
by the spell’s recipient while the spell is in effect.
Blast of Flame (Spell Compendium)
Conjuration (Creation) [Fire]
Level: Sor/Wiz 4
Components: V, S, M
GRM7-IN4 By Right of Conquest
Page 77
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: No
As you cast the spell, your hand becomes sheathed in barely perceptible yellow flames. With a roar,
the flames burst from your hand in the shape of a cone, leaving your hand trailing wisps of smoke.
Flames fill the area, dealing 1d6 points of fire damage per caster level (maximum 10d6) to any
creature in the area that fails its saving throw.
Material Component: A bit of wick soaked in oil.
Chain Dispel (Player’s Handbook II)
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One or more creatures, no two of which are more than 30 ft. apart.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A coruscating bolt rips through the air, humming with power as it strikes each targeted creature.
Each creature struck by this spell is affected as if by a targeted dispel magic, except that you can add
your caster level to the dispel check, up to a maximum of 25.
Material Component: A pair of bronze nails, each no less than 6 inches in length.
Fireburst, Greater (Spell Compendium)
Evocation [Fire]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Burst of fire extending 15 ft. from you.
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
With a grand circular gesture the air around you fills with flame. An instant later the fire explodes
outward, engulfing everything close to you.
Greater fireburst causes a powerful explosion of flame to burst from you, damaging anyone within 15
ft. of you. All creatures and objects within that area, except for you and any creatures or objects that
share your space, take 1d10 points of fire damage per caster level (maximum 15d10).
Material Component: A bit of sulfur.
Mage Armor, Greater (Spell Compendium)
Conjuration (Creation) [Force]
Level: Sor/Wiz 3
GRM7-IN4 By Right of Conquest
Page 78
Components: V, S
An invisible sheen of armor-shaped force surrounds you.
This spell functions like mage armor (PH 249), except that it requires no material component and its
tangible field of force provides a +6 armor bonus to Armor Class.
Nerveskitter (Spell Compendium)
Transmutation
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5ft./2 levels)
Target: One creature
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: Yes
You suffuse your ally with a brief, blue low. He jerks away from you, as if he can anticipate
your next action.
You cast this spell when you and your party roll for initiative. You enhance the subject’s reaction in
combat, granting it a +5 bonus on its initiative check for the current encounter. If the subject does not
make an initiative check within 1 round, this spell has no effect.
Orb of Force (Spell Compendium)
Conjuration (Creation) [Force]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One orb of force.
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
As you gather the energies of the spell, you feel against your palm a spherical weight that seems
almost bonded to your skin. The sphere grows, until with a final precise movement, you release the
translucent blue orb, sending it hurtling toward your intended target.
You create a globe of force 3 inches across, which streaks from you palm toward your target. You
must succeed on a ranged touch attack to hit the target. The orb deals 1d6 points of damage per caster
level (maximum 10d6).
GRM7-IN4 By Right of Conquest
Page 79
PLAYER HANDOUT #1 – KNIGHTS OF THE WATCH
This information is provided to Knights of the Watch and squires to the Order.
Contact with the Watchers in Shiboleth reveals the following significant information:
There is an ultroloth calling himself Master Vigilant Marax who is spreading the lie that the Knighthood
was founded as a copy of a daemonic order named the Knights Vigilant. Researchers have found some
records of a version of the heraldry he uses dating back about 200 years. Even if some version of the
skeletal owl rampant was being used 200 years ago, there is no way the knighthood could be based on
anything but the true teaching and heraldry of Trilesimain. There are authentic, documented accounts of
the history of the knighthood. However, the uniformed are easily misled and many are only too happy to
believe slanderous accounts of the Order. This Marax is to be found and put to death, as well as any
other friend wearing the perverted heraldry of the Knights Vigilant. This directive comes down from
Watcher Tenelous, who seems especially annoyed with the lies being spread.
GRM7-IN4 By Right of Conquest
Page 80
PLAYER HANDOUT #2- SYRLOCH
This information is provided to PC members of Syrloch.
There are rumors that former Archdean Kaema Thuldir has worked with yugoloths seen in Gran March.
Someone resembling her aided an ultroloth named Marax to steal some items from The Athenaeum. This
woman looked like a half-fiend. These rumors are just speculation at this time, but the Deans are taking
the matter under advisement and are investigating. This is a subject to be generally avoided.
There seems to be an arcanaloth named Morgraze that has found a way to transform humankind and
giant-kin into half-yugoloth monsters. The researchers at Syrloch have a number of test subjects and are
working to understand and reverse the process. If this creature could be found and captured, it would be
helpful to the research.
| textdata/thevault/Living Greyhawk/Modules/Gran March/597/Interactives/GRMBI7-04 - By Right of Conquest (APL 2-14)/GRMBI7-04 - By Right of Conquest.pdf |
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| textdata/thevault/Outbreak_ Undead/Outbreak Undead - Risk cards.pdf |
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As sol
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Entravé ou immobile
Surpris
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La cible est...
À portée courte
itpartée moyenne
h portée loague
À portée extrême
Immobile
En mouvement rapide
Dans lbbscurité
Lbrité
Au corps à corps
Armes courtes
Poignard*
Hachette*
Armes Longues
Épée courte
Épée longue
Hache de guerre
Armes à deux mains
Longue hache
Épée à deux mains
Armes dhast
Lance*
À distarce
Armes de jet
|aveline
Poignard
Hache de jet
Lance
Armes de tir
Arc de chasse
Lf.
Àê s,1êftè
Fronde
Bouclier
Armure
Veste de cuir
Cuir renforcé
Cuir lamellé
Cotte de maille
Pièces d'armure
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Epaulières de fourrure
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Protection
2
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6
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Valeur
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0,5 (5 pièces)
0,3 (3 pièces)
4
1
2
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-1s3'â j
r
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(il est placé sur la droite ou la gauche du personnage)
(il se tient dans le dos du personnage)
(il présente son flanc au personnage)
(il tourne le dos au personnage)
(il se trouve au pied du personnage)
(incapable de voir le personnage)
(ligoté ou paralysé par la peur)
(il nâ pas ru venir le personnage)
I4
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32
58
Bonus de prot. Enc. \'aleur
+322
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Attaque dévastatrice Malus - PUI i Dgts :
AGI
Attaque classique AGI / Malus - 0
PER
Attaqueprécise Malus - 0/Protectionadverse: - PER
Attaque visée Malus - PER / Protection adverse : - PER x3
nlistallc*
INS ou PUI
Tir d'arrêt
Malus -0 / Dgts : +INS ou +PUI
Tir d'impact Malus - INS ou - PUI / Dgts : +INS x3 ou PUI x3
AGI
Tir posé AGI / Malus - 0
PER
Tir précis
Malus -0 / Protection adverse : - PER
Tir visé Malus - PER / Protection adverse : - PER x3
Far*r
AGI + compétence > résultat de l'attaque adverse
Hsx.trae{r'er
AGI + compétence > résultat de lâttaque adverse
Critique
Réussite
i.=s::a: ::lai > SR xl = Réussite critique
E.cfiec
Resultat
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faî{eau des couf s yarfa*s
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chancelle sous 1e coup et perd une action de son
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I - 3
Le coup puissant brise l'arme de l'adversaire. Dégâts +5.
1-:
Lattaque désarme l'adversaire qui titube sous Ie choc et
:::'i:- e; soi. Degàts r10,
8 - 9
I e personnage ne décompte pas cette action. Cependant, il
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l0
Le personnage peut effectuer immédiatement une nouvelle
;*::ar-;e. Celle-ci ne coûte pas d'action supplémentaire (le cas échéant,
-c :est esi rea-iisé avec le même malus d'actions supplémentaire que la
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fa6{eau des ma{adresses
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:entiel de degats de l'arme + Marge déchec) points de dégâts (l'ar-
mure s'applique normalement). Si aucun dèntre eux ne se trouve à ,
portée, ou dans sa ligne de mire, I'arme se fi.h. d;;;;;r',".i;l'i
*ll::i:,"-t^t::-
Encore rrrngani
\c , r\c.
Blgssé
2 - 3
I-e héros touche son allié le plus proche et lui inflige (.po- t4eurtri
tentiel de dégâts de I'arme + Marge déchec)/2 points de dégâts (l'ar- i:
mure s'applique normalement). Si aucun dèntreii" ". r.t*.ir.'a
t^1:::t^t"t*t.,^
r^ *^-+
portée, * aunt sa ligne de mire, le personnage perd le contrôle de son Aux portes oe la mort
arme et doit réaliser sa prochaine action avec un malus de -2.
\{ôd*CâXf g
4 - 7
Le héros laisse échapper son arme qui tombe à 1D5 mètres i"r,
de 1ui, dans une direction déterminée au hasard.
8 - 9
Le personnage se blesse lui-même à Ia suite d'un faux mou- INT + Médecine
vement. Il peut se tordre Ia cheville, se froisser un muscle ou même r
se donner un coup tout seul. Il subit (potentiel d;'#sâ";."ffi;i
*Ï::t:,:tj::-
Marge déchec)/2 points de dégâts. La'valeur de ses p"rotections sap- ;ï:::i
rnnganl
plique normalement.,
Meurtri
l0
Comme ci-dessus, mais cette fois le héros subit (potentiel ;
de dégâts de l'arme t Marge déchec) points de aegair. i"îa!iri. rTr lT:it^t"tîtr- ra *^-+
protectlons s appnque noimalement.
"
l\ux Porres qe Ia mort
r {bispri? .r}}
Seuil
1007o
PV12
PVt4
0
-U4PV
*- i:\lllc x! I
Modificateur
-J
I T-\
SR
10
t4
19
25
JZ
points de Uic (pU)
{}\' - {tiru"ps x-îi
Frinoent
Blessé
Meurtri
Inconscient
Mort
$oins
Gains
Marge 12 ou Vie = 1 (si en négatif)
Difficulté
Aisé
Moyen
Difficile
Très difficile
Exceptionnel
Gains
INT x PV ou Vie = I (si en négatif)
Difficulté
SR
f aclle
/
Aisé
10
Moyen
14
Difficile
19
Très difficile
25
Sruils de Rôus*itE ($R)
Exernples
Descendre d'un banc
Enfiler un fil dans une aiguille
Grimper une échelle de corde
Lancer son poignard sur une cible à trois mètres
Atteindre un oiseau en plein vol
Se repérer en pleine mer, par temps couvert
Escalader à mains nues un glacier
Abattre seul un géant des glaces
Battre Odhinn à un jeu de stratégie
Dommagcs
I Blessure
Tué
Nombres
Base + 2
Base + I
lD10 +Physique
2Dl0 + Conflit
2D10 + Conflit
Physique+MR+1D10
Êa furor das guerrfier*-faupes
ffet de la feTr*r
1 à (Ténacité) Dés de Furor en plus à toutes ses attaques
Peut aller à -100% en PV
Ignore les malus de blessures
PER: +1 Niv de diff.
DP=0
lD pour Parade ou Esquive
ist*r à lil &lrCIr
ringant : test d'Intelle ct >= 14
essé: test d'Intellect >= 19
urtri : test d'Intellect >= 25
itter l'état <!e fux'*r
[,es Chtrt*s
Perte de PV
Test: AGI + Acrobatie (SR14)
&{**qu*r **uair
Au-delà de VIG x 30s
Perte de PV
(10 - VIG) / Tour
La n*yad*
Test: VIG + Natation
Perte de PV
(10 - VIG)
Conditions:
SR
R (modi{ieatellr}
5+1
7+2
10 +3
14 x4
19 +5
25 +6
32 +7
40 +8
49 +g
Très simple
Simple
Aisé
Moyen
Difficile
Très Difficile
Exceptionnel
Légendaire
Divin
figurants
ctiç**
nilit > 10
nflit < 10
ambat
itiative
aque
nse
Hauteur+(1D10/3m)
Perte 12
Délai
1Dl0
2Dr0
3Dr0
4D10
Fréquence
/ 3 heures
/ heure
/ heure
/ 10 minutes
/ 1 minute
ne : INT + DM > 5 + nombres de dés de furor dépensés
: INT +DM > 7 + nombres de dés de furor dépeniés
urtri : INT + DM > 10 + nombres de dés de furor dépensés
Eau calme, mer d'huile Simple (7)
un seul test
Courant faible
Courant modéré
Courant Fort, mer agitée
Rapides, mer démontée
Tempête, ouragan
T,e f*w
Torche, Brasero
Aisé(10)
/5minutes
Moyen(14) /2minutes
Difficile(19) / lminute
Très difficile (25) / 5 tours
Exceptionnel (32) / Tour
Feu de cheminée, feu de camp
Brasier
Au cæur d'un incendie
T,* fr*id
Perte de PV
1Dl0 / Fréquence
Conditions
Froid hivernal, de jour
Froid hivernal, nuit
Tempête de neige
Blizzard
Dans lèau glacée
Modificateurs:
- 2 : Correctement protégé contre ie froid (fourrures, vêtements
chauds)
- 5 : Très bien protégé contre le froid (fourrures, toque, gants, vête-
ments chauds)
+ 2 : };4aI protégé (vêtements légers, armure de métal)
+ 5 : Très mal protégé contre le froid (mouillé, nu)
Magie
Temps de ?réTaration
Rcduire ou -\ugmenter
S-:: i:s::-: \e-;:re:I\S - Seidr > 1-1
!::-- \;.=::: : -\S - :ejJr 2 1{ - D-\1 (de la cible)
:.;r.>Ë:
ârgcnt
I onces d'argent = I once dbr
2 onces d'argent = I vache laitière
I once d'argent = 3 moutons
1 once d'argent = 9 mètres de lainage
tissé (sur environ I mètre de large).
{s
- _''f
- ,1 : -r:
1,-,
l /.i
- I l,
- I I I
Jeldr
I
Tesl
Table des durées
-\fR
Durée
- - -:
1D5 -\ctions
a---
lDl0Tours
----r
1D10-\linutes
-: - -l
]DIO Heures
:a-
1D5 Tournées
Çaffr
Test
Cl-l, - Ga-c:
Lcs -\laiedictions
SD Domaile
-î,:-J:-::: ;,': -\1e-acre \Iineure
6 .r.-:: .:. . - \1"-:;:e -\l,rderee
9 \1- :::;::;': -\ilie;re
ll -:,::-::: ;': Iria-acle \Iaieure
l5 I,l, =*.:...: \la,e:_:e
Les Illusions
SD Domai-ne Durée
-l .- -.;
^D-i -\;tions
6 r--..
iDir-t Tours
9 C,;--:a:
iDir,r \Iinutes
1l C,:,::
iDlr-r Heures
15 - --:.::
. D-i ltlurnÈÈs
le Charrne
SD Domaine
-l S. :::::::-
6 S;::-:.
9 e ::-::.:: i.s -i:tl::a:r
ll r-:r:::::: ;es ii::ita:ns
15 [-,.::::.: :.. C:ca::le:
Durée
Nbre Cibles
1D5 -\ctions I
lD10Tours 2à4
lDi0}linutes 5à9
1D10 Heures l0 à 49
lD5 Journées 50 et +
Zone
I\S x i0cm3 (chat, balle, épée,...)
I\S s 50cm3 (tabouret, enfant,...)
I\S x 1m3 (homme,2 enfants,...)
I\S r 5m3 (charrette, 2 cavaliers,...)
I\ S x 10m3 (maison, kraken, bateau...)
l. r ic d'une Rune
Durée
6--{GI -\ctions
r--{Gi Tours
5--\Gl \linutes
j-,-G- Heures
i--1,G- l'our=
Duree
SD
i'::e: r Heures i
i'::cs r r.,';:s
6
i-::.: r Se-::aines 9
i.;::=: r \lols
ll
i-.:::* r -{r-nees l-i
&lcdifi cateurs et e*rnditicns
Condition (climat)
Pluies modérées
Pluies torrentielles
Neige
Blizzard
'l-pmnÀfc
ên mêr
Vents favorables en mer
Condition (terrain)
Forêt dense
Terrain accidenté
Collines abruptes
Forêt et terrain accidenté
Montagnes
Marais
Distance rnûyenne
{1t} heures de trajet}
25 km
5U KIn
20 km
30 km
60 km
20 km
30 km
vl t1
xIl3
x1.14
xLt 3
Durée
1D5 ,\ctions
1D10 Tours
1D10 \Iinutes
1Dl0 Heures
1Di Journées
Nbre Cibles
1
2à4
5à9
10 à 49
50et+
Uopager dans la
Mode de tran$pcrt
Marche à pied
A cheval
Sur un attelage
Traîneau
Navire ; voile
Navire; rames
Barque
Runes
Test ,-f'l'l - i'::es
Caicul du SR
>n = S- l:-".:::. - SD D::ee - SD \ir-eau
Grar cr unc Rune
5upport
:83,
_--
::-:
: a- a ,-:,:
Sogf*rrt
_ _i::
u.,:::
lxs
àÈ!:e \{€i
"
r}:
Sommaire
Dieùx Miûelrrs
Calendrier de la Scandia
Epées et objets légendaires
PNI
Crédtts
Idée originale
Neko
Direction éditoriale et artistique
Neko
Textes
Kristoff Valla, Neko
Relecture
Neko
Illustrations couleur
Marc Simonetti
Illustrations intérieures, éléments graphiques, cartographie
Iérôme Huguenin (fee)
Yggdrasill est édité par le 7ème Cercle Sarl, titre et marque déposés.
@2009 Le 7ème Cercle
Tous droits réservés
10, rue dAlexandre
64600 Anglet
www. Temecetcle.com
.]l
.,\
{^.1
p6
Errata du LDts
Omission : Solidité des boucliers : 16
p159 : PRE à remplacer par CHA, Charisme.
p 161 : PRE à remplacer par CHA, Charisme
p162 : REF à remplacer par INT,Intellect
, iittl, t!'t ti.nditf t c
Ces dieux considérés comme ni.eurs sont tootefois
souventcités daDs les Eddas et les sâgas, etfaffois\t.érés
pâr oes corporaoons.
Pour vous pemlettre de mieu cornprendre ceftâines
légeûdes, cn voici quelques !Ds, bieD connus des scal.les.
Idunn, la icunessc êtcmelle
," Akn s sn-t int lc :iunt Thiu.i sous Lu f(nttc
Ll'ut1 Llille.Il pril'I.lunn t[ stntn]a atit el,.
iusoi.rt tltrus sLtl dottainc... "
' l Sl:iklskirpamr:11 ch. i
Id'rnr, peu t-êLr e desc€Ddânte d'Ivaldi. un cé1èbre dôk
k lfal esi dorlc certâiùement l:r so€ur des célèbres forge
rons,les rils d I\.aldi.
reNre de Llfagi,le dieu de là poésie, elle repfésente la
jeuDesse érernelle, et la régénération. Lllle détieni les
pomncs dcjouveDce qui évitetrt aLL\ dieux de vieillil Gar
dicnne des frùils de lâ vie, elle lâit siùenent partie des
\.ancs, dieux dc la ferlilité.
lllc a été eùl€vée pù le géâDl Tlijazi suite à une tralii
son de Loki (\'oir cncârt).
l.es pom nres ainsi quc lcs noix sonl souvenl r etrouvées
r.' .le.r.ThF ...ùCà .. d.ir l(rcrr!lc (t,!'.r
< Cest nai lc iaLt Drcnicr
\!uL l LS d Lnjrl
4,,
,1 ,.,
.. .,11,..
t.. ft..
- lolesc]]rla. str.50
Loki sètait rnis dans une situation Érilcusc a\ec u]1 aiglc,
en iàit un géant Détdnor?liosé, rhjùi, père de Skadi, la fem me
de Njôrd Il dut lui promettre pour rclr ouvcr la libcrtô dc h'rcr
ladéesse d€ la jeuneseétef nelle, iùrn., ainsi qLLeses poilrnes
màgiques. Lold attira lâjeune femme, dans la forêt, préterlant
ivoir décoLrlert dhutres p.nnmes de jou\ence, pour quèlle
puisse les ô1lloer cr1 ]c\ coûPâmt âu sieùes. IdunD enilrortâ
alors avec elle lc co*ict dans l€quel ele gardait ses poùrn1€s, et
1e suivit. llâigle, Thjazi, foldil su ele et L'nlevâ.
Pri\'és des fruits magiqLres, les Ases conm€nçdient à
yiejllir. ùlais ils apprirentbicn !it€ que ]d dernièrep€fsonne
à a!'oir \.u ldunn, nëlait àutrc que fold. Il nlenâcèreùt de
tortures ce .lernief qui fila e prlrnter un manteau per
nrettant.le se châlger en fâucon à frq'ia, et sènYolavers la
hille du géar1t. Tr.nstomrântlâ déesse en noix, il lèDserrâ
dans ses sefles et sènlirit, poursuivit par Thiazi eD aigle.
Les dieùx les voyânL âniler mirert le fèu aù plLùnes de
higle qui tomb:r âu sol oir iLs l'âclie\èrent. C'€st air$i que 1es
\\r' (. rfeft e ' \porrr. .,1. .',\,r,.,.1, I clr, ,.
fç*vle défcræcn de la paix
u Il cst uue lnlle appelée (llftnn,
Dbi-.\o/rf r.i illic,-r,
Dh b, t,t \ar lrcpt.t. toit.
I t\l ltt llr€ t( 111t tal\€11
I.Lt lh.! pLtrt dts iaurs.
Et qu'il dpdisi loulcs Les qut:rllcs.,
alylligilrrirrg, .h.32
Forseti, ( celui qui préside ' est le dieù de lâ |rsuce er
.te la pai\ chcz les Ases. Mais contRirenent à lir il ne sbc
crpe qùe des .fTâires p.,umnt se régler pàr lâ nrédiaiion,
pâs des règleDcnts pârla vengeance ou le crgeld.
Le nom de son palais, GlitDir, peul êtrc lraduit par :1e
1i
r.l
'
Fils de Baldr et de Nam, il est aussi considéré comme
le dieu de lëloquence e1 de la sâgesse . Respecié pour son
amorr dela paix, il est souvent nommé dans les sements
b&,lcprenr/rr dcs scaldes
Brâgi, fils dodhinn, et de mère inconnue, €st ]e pren1ier
des scaldes, souvent considéré, après son père, comme le dieu
de l, poeleq iilIrJ| e 5on ron nrrre\i8nifiepoere
I1 est lëpoux d'Idunn, 1a déesse de lajeunesse éternelle
et aùrait tué son fière. EDnemi de Lold qui 1e traite de
couârd. il tente de ltnpêcier dèntrer dans lâ hâ e dû ban
Lors d'uD banquet chez les Ases. Bragiraconre à Aegia
le dieu/géant de l'Océan, ia cré:rtioD de 1'hydromel sacré
servi aux Ases et disp€nsateur de poésie.
Alors que les Ases et les Vànes étaiùt en guelre, ils déci-
dèrent de 1àirc 1a paix et en gâge. crâchèrent tous dans une
cuve. Pour la fâire perdûrea les dieux tuent de ces cnchatx un
èûe, KvÀsir, qui étâi1 réPlté être omnisci€nt et sage. ll pdtir
.hez ies hornmes pour l€ur enseigner ]a science. Hé1as, il tut
tùé pr delr{ drclgat qui ]àvaient invité, et qui firent couler
son sâng dans une cuve. s y âjoutèrent du miel pour en fâire
de lhydromel. Quiconque eD bùvait devenait scalde et s$"nt
Ièlinr tut cédé par les &e/gdf à un géan! et volé pâr Odhinn,
solrs lâ fone dun aigle, qui æcnchâ te contenu de son bec,
une lois revenu à Asgardr.
Voici lèxplication des nombreux keDningar désignânt
la poésie:
. Le burin d'odhinD
. Laboisson des Ases
. Le sang de Kvâsir
. rivresse des e/gd/
( -'.t.
Ullr,le dieu dcs arcbers
< Yddlir shppelle
Lbnrlroit où'Ullr
Sësf construit utxe sallc. ,
Crimnisùrâ1, str.5
Dieu des archers, Ullr est souveDt représenté sur des
piefres grâvées. se déptaçant sur des skis.
I1 est le Êls de Sif et l€ beau,fils de Thorr. $ protecrlon esr
souvent rcdâmée 1o$ de duels singùlieN. Aussi beau de tnits
que sa n1ère, it est régulièrenent considéré comne le paran
gon des guerriûs ct beâucoup de kenningèr utilisent son nom.
Il vit à Ydalir ( le viloD .les ifs ', lielL idéal pour un ar
cher puisque dubois d'11on fabrique les arcs.
Exemples de kenningar
. Le Ulrde lëpée: le guerrier
. Le nèvire.l'Ullr : le bouclier
. Lullr de la corde .làrc I le guerrier
Aeglr a Rân,l0cêan et les
pa9ucs
- A,ttr qttt dî iîa rtttte tnm soDrtJlc ltvrtlit,
a..t,l1 tisy de t" bi, ;, poti lc' i"es quana tl
dvait eu le granil chaudron... t
Lokaserna. lntrocluctio11 en prose.
\eg I e\. " fer\onr rtrJ.iôn de lLJ.edn. \on rom,.-
gnili€ même. la mer, eD vieru norrois. Bien que ûls dujô-
trr, lornjôt, (donc ftère du venr et du Ieu), it esr
également co$idéré comme un pârangon d'hospitalité er
âime avoir les Ases à sesbànquets.
Il est selon certâines ]égendes ]e père de TjJf et de cerdr
Rân,sa fenme, nà pas cet aspect débonmire. Elle pos,
sède un lilet avec lequel elle attire les hommes sous I'eau
pour tes noyer. E e là prêté à I-oki pour qu'iI câptùre And-
vàri, sous forme de brochet.
Lâ mer est souvent âppelé€ le . lit de Rân ' ou la . che
Inin de Rnl1 , et quand on Iâit allusion à sa voracité, lâ
Èl]e a €u neufff es âvec Aegir, les neuf\agues, pelrt-
être les neufso€urs. nères de Heirndèll.
Nul ne peut làftirmer.
Vtdarr,le sllcncieux
a Làre toi donc, \litldrr,
Et laisse.le père d Loltp
assotr au Ûanquet,
De peur ryre Lolci
Ne ttnnt cles propos outrngeants
Dans la hrlft c1Ae1i. ',
lokâsenn.r. sti.I0
Fils obéissant dOdhinn €t de ]a géarte cridr. i1est 1e
dieu de ]a lorêt, du silence mais âussi de1â\.eDgeâùce.
SûrcmeDt doué d une force peu conmùne, il vengera 1â
mort de son père lors du Ragnarôkr, grice à ses chaussures
magjques indestNctibles, pour arncher la mâchoire d€
Fenrir, en se servânt .liùe mâin et d un pied. Il est fréqu€nt
qubn lui dédie lèxcédeDt de cuii servanr à fâbriquer l€s
châussures pour làld€r dâns sa fùtùre tàche.
Silencieu, il lèslsûreneDt devenu, par sermenr rLruer,
àla mort de Baldr.
Il reviendra après lâ câtastrophe, et fera partie avec
Baidr des Douveaux dieux qui règneront sur le nouveau
ll bénéficie de nombreù ken ningar :
. Le destructeur de FeDrir
. I:Asevengeur des di€u
- , -l,i' ,l C.- 1., t- ,ltt'-t,.î
Qucls sont les rcpèrcs ?
Les lionimes dù Nofd ne rnesure.t pas lëcoulemelt du
Lenps s€lon 1e calendrier roDrain qu'ils nhdopteront que \€n
ir lin du Xè siède. Lâ dNision du temps est très souvent liée
âLùoccupâtions ou pfofessiùs de.hacun. ll nèxiste dans le
J'."rr1.r1e.l ' ..', ,,.j e l'eet
.e.
Irp. r..r 1.F I rr. r rf nc.i.r"nr q en. q'rpprp
ludes âux saisoB majeures. Lâge d'un hornme se comple
cn hivcrs. Les deu solstices sort d'âilleurs l'oc.îsion des
ttos presrigieux sacrilices el fcslNités. Les célébrâtions de
Ihivef durent paffois plusieufs seûranrcs poùr sàss'rrcr lc
tl,lrd',n/q les octants
. Nofdr (Nord)où ruld,nf (ninuit)
. LandDordr (Nord est) où Ôt.,r (3 heurrt
" ,A.usrr (Est) ou Rûmrl (6 heures)
. Lândsudr (SLrd-€st) oo Dds,n;l {eheures)
. Sùdr (sud) ou Hrdcgr tn i)
. ÛLsudr (Sud ouesr)ou E|kt (I5lieuret
. \'cstr (Ouesl) ou,uidr dpid,, (18 heuret
. Ûtnordf (Nold'oucst) ou Nntmd (21 heures)
Les deux repàs pfjncif.ror soùl ccux dn mâlin à 9
Ieùes ( D.gnâL .epàs du joù, etceluide2l Ieures (Nân
mâl..epas de la nuit).
f.nnée est divisée en moisde 30 joù|s, les /r.idda mais
iLs De cofrespoùdeDt pâs aùx nôtres et pâf exemple,les ma
dns scn ticnnent souvent aux lunaiso$, qui leur pennet
Il existe deux mots four rraduirc lc ûotjour,,ldgfqui
signiiie journée pàr râppoft à Ia nlLit, et ddcgr, pour dési
gDer un€ durée de 24 heùres.
Donc er gérénl on se fie aùx divers€s fêtes et sacri
lices, sulLout ceux des solstices, pour diriserla.née, er à la
p.,sition du soleil pâr fappoft âùx points cafdjnaur pouf
une àpproxinâlion .le l'heure. Les éiénements festifs scân
dentle passagc dcs sâisorN. Plus de précisiù rest tout siD
plen€nt pâs nécessâire dâDs une société très agdcole.
Deures et cercle du 9olcil
L€ cercle du Soleil,1e sdld*i,3| est constitué de liuit
parties (eyrt I octan(), eù r€lation âvec les poirlts cardimrl\.
Il nèsl pas r.re qùe lbctxrlt soit assimilé à un élément ilu
paysage, comne une colline. une montagne à l'horizon et
bien sûr ditfcre d'un village à l'âutre (ex: à la colline de
Dagmrl, brel làoir ]c solcilse troule à t heu.es.)
Êes iours dc la semalnc
Le jouf du Soleil,le dimanche
Lejoùr de la Lrùre,le lundi
Lc jour de Tyr.le m.rdi
Le jour d'odhinD,le nercredi
Le jour dc rhorr,lcjclrdi
r-ejour dc lrcyja, te vcndLedi
Lejouf de la lessivc, de la toilcttc, Le
rts,las
ThétsLlagr
î3i ,:.
r)
il
.i i,'
-
Dégâts:9
Solidité: 16
Cyrfingr
',i-1.p: : EpÉe lLol',rl'rre
"Lirrr riJri rioi-r riir ifrir,
, i^,1/.'r,,iri irii t lr-i l],1i:rirr.
lal drlrlr(iLilSa Lrll.I L.OiiaiJaiJ.
La ltlrttrh it)t ti( iljtliiInt.''
Herr.ilrrrli\ iLLir s lf.l2
Cette épée mâudite a été forgée par lcs drergar Étincc-
]âDte,elle ne ratc j.Dais son coup, nuis doiL âbsolunent cau-
. r. ,'or drrL"r rFJ. ,r oeto'\u.
lourreau et lesblcssùres quèlle.aùse ire guéfissenL pas nor,
mdlenen| On trétcnd qùeses trâDchânts sont cn1poisornés.
Ëù telrnrr-'3 ,1lg jgu 1
Si Le torlcur de ltpée décidc d€ 1â rengainef avâDt 1â
mort dun adv€rsâire, lëpée lrend possessbn .1r porteur
lsànsjet de Résistânce possible), ct le contraint dàttaquer
a --.o.r .l , .p n . \ l!p ,r.1 rc \F. tpl.,c- ,,
Une personne blessée pâr cette armc aura un nii,eao de
Diltici té sùpéfieur de I, au lests de Prer)iers soirs et dc
I
ù1:',
\?
\bici une liste.lbbjets et épécs légendaires que r-olls
poul-ez lLtiliser dâDs los câmpagùes, soit en les inclùrnt
dans les récits .L€s scaides, soit, ct cèst nettenrent plus fis
qùé et devrâit ê1re évùé à causc dc lcur puissance, en les
plaçânt entrc les n.ins de PNl (voirc de Pl). Soyez pru
L|r..\.1. .\qr./JcJ, (q,.'iLJfe. !\..(nJ.i .
N{ais une fois de plus, cèst à rcus. l\'Iencur de jeu, de
Ces objets uniques, onl été forgés parles drc4aret par-
fois utilisés par les géants.
Ils $ùrt. bien e.iendLr, hférieurs en puissnncc èux
ames divires qui ne peuvcnr être portées par dàurrcs quc
les Ases eux ùrêùres.
Druntlng
T,r'pe : Epée lc,np,.ue
"Mdis lr qrtrtjri inl.r. Lt 4t.ic lti "luhLiiie
r!c ln ltLtiaillc' :iituXntit'à trLodr.,:i
LL alr5:Ct ûLt I Or1.O.'
lljor,uii. ll.olrrLll. dr.X.ri rl I
' c||pldnpr'..Jr!r.., e.e FnD((d',. l,\ ts'..,
.réâtn,r. Elle nc ratc jdn.is son collp, .ris pe tiNs ses
pouvoirs.tans les nains diD autie qlle son possesseur lé
giùre Elle De peut êrre prô tée. Unferth l â\.aii prô tée à Bjo-
r-ul€pour abattre la nère dc Grendel, ùrâis elle irc lui fut
dâucuù secours.Ile âppartiendra àu roi Hrolf(Kraki).
El ter:mes circ iclrL :
Le porteur dc ltpé€ làit uD jei dàttaq'rc clâssique. Si sorl
résultât est inféicur îu SR. on co|sidère qu'i1 est égal alr
SR.
1..
À.
T
;r
La magie fbDctionoc saùs ùâlus.
Dégâts: rr
Solidité: 16
€pées et objets légendaires
@ramr
Type : Epée longue
"Yola jusquà Ctthormr
De Giami Duissammenl
Le fer ëtikceldnt
Sorti àes mdins du roi"
Sigurdârkvlda, str.22
Cette épée dont le rom signiffe, ire, grande colère, est
celle qui. dans les mâins du héros Sigudr a tué le drâgor1
lâfnir
Elle appartenâit à lbrigine ao héros Sigrnundr, fils de
Vô]sung, depuis 1e mariage d€ sa socurjunelle Sisny. Un
étranger borgne âux vêtements élimés âppârut dumnt le
1èstin et planta une épée dans làrbre Bamstol&, qui sitlevait
au centre de 1â halle. puis, l'homme dédârâ âvùt de dis
paraitre quèIe rppùtiendrait à celui qui semit crpable de
lèn retirer. Tous 1es invités tentèrentleur chance, mais Sig
nundr réussit sans le moiDdre effort. Sigûundr étâit le
père de Sigufdr et lui Iégua 1ëpée. llle pouvait couper une
enclune en deux dun seuicoùp.
En termes de jeu :
Grmra laparticuladté de fendre lâ pierre ou le métal
et lors des dégâts, on ne tient pas compte des protectLons.
Toute ârme pârânt un colrp porté pù cette épée perd un
norrb e de oor ,. de olrdire eqr.v"ler | à h pui. d .e
(PUI) de iàttâquant, porieùr de Gramr.
Dégâts : 11
Solidité : 16
Shofnung
Type : Epée longue
"! t natL,re np,,te ,1r 51'o[nunp [oit qttrltc ,1Mû]?
r lu, tcte ctt Routa'i ,, Iol'dtt .,netni,.
- llrolfKraki saga, cl, . 50
Cette épée appartient au roi Hrolf(Kraki). Elle ne pelrt
être ùaniée que par quelqù'un dèxtrèmement fort. Son
pommeau ne doitjamais être exposé au soleil, et la lame
re doit pâs sortir de son fourreau en présence dune
femn1e. Elle €stincassâble et particulièren€Dt affirtée.
En termes de jeu :
Dégâts : 16
Solidité: Incassable.
Naegling
Type : Epée à deux mains
',\Lrl. Naeglile sc ùrrra,
Fai l I i d a is ]i L a raille,
Lepée de lJiovulf,
Dhilique û;ier r;is."
-- Bjovulf. Beorvulf, Section XXX\rl
Cette épée réputée appartient ao héros Bjovull Son
pon1meâu est incrusté de clous ou'ragés (db,l son Dôn1).
Elle â lâ réputâtion dètre 1â neilleurc épée âu monde, mais
son aspect est trompeur câr, bien que de râille inposânte,
ellesemble âncienne et usé€. Bjonlflà décoùvert€ par ha,
sard daDs le trésof de la nlère de creDdel, a1o$ lue Hrun
tinglui reliisait tout service. On râconte qutlle a âppartenu
au géants. Selon la légende, elle se brisâ sû le crâne du
drâSon qu âlËontdt Bjo\''ull à câuse de lâ trop grande force
En termes de jeu :
Dégâts | 9
Solidité:27
Spécial : Si quelqu un infligepli6 de 27 pts de dégàts en un
seulcoup,les points en surplus (donc au dessB de 27)sont
retirés de sa Solidité. Attention, cela De linite en rien le
nonrbre de por .. de J.Brr\ pourJnr ir '! oc. s u I'r..
C0gisbialmr,le beaume
de terreur
Tlpe : Casque
"U heùume Lle terreur
Je portais conbe Les lils àe l'hornme
Quand ie gisais iur le trésox"
-- tiltllstlldt, stl.t/
Ce heàune à nasal légendaire, â âppartenu à Fâfnir le
dragon, et Sigurdr son tûeùr sèn est emparé.11a lacapacité
de frapper dëpouvante tous ceux qui le voient.
En terme de jeu :
Pouvoir spécial: Terreur (r5. voir pàge 180 du LDB)
Solidité:26
Bonus de protectioù : +6
ândparanaut
Type : Anneau
Andvarânaut est ùn objet mâgiqtre unique et légen-
daire, appartenânt à un ./rergdl, Andvari quivirair sous
une cascade et pouvait se chang€r er poisson à volonré. Cel
ântreâù magique prodùisait de lbf en âboDdance er le dyel
gdl était donc iche et velLlait sur son trésor
: .:;
\1
i--
Loki le câpturâ sous la fome dun brochet, er ]obligea
à lui remettre lc précieu ariefact et tout yrn or en échange
de sa liberté. l\,Iais Andvari naudit lbr âinsi qùe ]ànneâù
qui apportent désomlais nort et destruction auporteur
Fâinir conserva lbrjusquà ce que sigurdr De sèn €ln
Pare ct ne tue le dragon. Puis ie héros offrit l ânneâu mau-
dit en gâge de mariage à Brynlrildr une Valklrie
.u d. | ê-ddo.r.i ,.r,u..ercl,lc .r i..1lr,rr\oi-
désobéi à Odh inr, et qriil a\€it réveillée. Celle ci se jettera
dars le bùcherfunérâire de Sigùrdr.
Après lâ moft du héros et de Br}11hildr. CùDnâr 1e
beau'ftère de Sigu.d! erfàuit ie trésor dans uDe ca\.erne et
Andlari récupé.a son blen, mais lànneau rcsre introovn-
ble- Nul ne sâit oiL il est actuellement.
peut être quelque pârt en Norvège...
En termes de jeu :
rl.,rc equ \. ti,,r. .n n rjoux .,ise e 1.e\ eu.e
d une vâleur de 500 onces dàtsenaine.
Ldneau attise ]a convoitise de tous, etpousse à affron
ter le porteurjùsquà l.r mort (avec pouf y résister unjer d€
lénacité+Défense Mentale contre une SR de 25). Le por-
teù. ne peut en aucun cas sèn débarra$er de son propr€
Êa ceinture de force dc
Brpnbtldr
Type : Ceinture
"le suis Lier.qe au bouclier, VaLkyrie,
Jhi non heaulne clæz le clrcf de qûenc...
t t i1 "c n,i J.t la;t pd.,lc .-n'F,t".
Vôlsr.lnga sal.{a. Ch.XXIV
Elle a appârteDu à une Vatklrie et â été créée par les
dr.rgda mais senble nêtre qu'unc simple ceinture riche
nent ornée et ouvragée. Elle ne peut étre portée que par
urrefenre. le:pprrt en.ae.ornrr...li.,,"i, ncrcIr
guerrière de la lointâine 1]e de Thulé, ru de1à des îles de
IOuest.
En terme de jeu :
F.lle ajoute +3 à là Puissance etpermet d€ dépasserles
Ne peut être portée que par une femme. Elle reste sans
eifet portée par un homme.
'l
De lhùtfe côté Lhr Krrr.gai, serlouye lâ S.rniÂ,.erc pro
vrLr.e drnoiscsurlaqùcllc, il rrà Fine phrs cflD aD,l-rodiÉ
..ir ,
rPL "!irr,F.
,,io,l"J.
l
.,r
,-tr.tqJ.
*t.
"_r,
r.
.t.,
les/drlqui gouvernenih Scanià. Ccsr en torLL..s latosiLioD
.le Hor r S1-erligsson, lcj.rrl du pùissant.lân Domâ.
Celre lignéc (lanre arr.l'hérjtiùfc rtu hiros nrhiqlLc
ll.'"
,..
.,i,.,,;
.ti."\
'..1-1.1.r.r,i".,r,
de ceite porti.ù .lc l. S.andtl. R€doùrâbLc .oùrbà1rrDr, jl
manixit bicD Drieux sr lorguc hu(hc !trc t'.rt de lâ dipto
.râhe. Âùssi,lc !ù.e ftrin .ccorda rler.astes Lerres à Domai,
trâis jaùrâls lc ùre dc Égent dc Ll Scânià. Cette ni|larroD
per(lùiai de gè ération cD générxiior, jrLsç!r,à I'avènenrcrl
(Le frodr, lorsqùc le ierfitoire du DaDemafk Iur panagé
cntre hict son.adct, LhlfdaD Dans uùpfeDrier tcùps, t;s
j|f/de là Scaûa!ircrr dtn nra!yâjs eitt'tufi1ée d( (e sei
8'1cu.1u Sjaclan.l, tc(Lau tâit dc lcurs cou turnes et dcs +ré
c i icités de cc1 te régirn. trtais Ff,xli l,usù rpateùf dél)rorrra
raft(lenrent scs conrtcren.es t.ihrryues ct râllià tèrscDble
dcs sceptrqùcs ntr6 sr biDnièrc.
Hofik fàisait parri. d..eux .i.,{rnbiticu_\, à rà rc(c du
clan l. tlus iùrtoftant, cr l.rDres dc i.hesscs ei de topLr
latjoir, d.la pnniDce, il conn.r.ir ri)c tois dc !lL6 que ,c
trourcir iragligexil scs p.éte.rions à fefrcsenrer roùs les da
rois.le h Scâria. ll rcg.rdàjr arc.léfiÙcc (ejeLtrrc hoùnne
imFrse tarlcs seiitrcurs de Hlcidrr. pourraDi, son atritùde
' . , o,.,,t.. ,,. r. I.
ô r
I. 1,.. r ',. .1.rI\ . "
rnrcDtion .le rdunifier lc DanemifL et .ie rcrveiser HJlr'
dan P€u arides (le pro.rcsses, Hofili reçùr cclle de sc roir
noùr.)é gouvef rc!r de lâ Scania. une lois te trôDc eDife les
ù.ins de lirsùffntcur:
. .De ce joùa Horik Slcrrigsson del.inr soD ph6 àdeùr
d.lenseùf. Les r.ssoufccs (lu clan Dornàr tiLrenr irrenies
d.ùs Leprojet, pcrmetràrl dic]r ercr .ùnenrent s (r !a!rics,
,tr,....r,.,r.-
pxni.(rlicrs srxons auprès dcsquels Horih ùrxjnticnr des
Lie.s.onrnref.iàùx for(s.lepuis.le no'rbrcuses anrfcs. re
/r,l fut àlrsi liùr des urstigarcufs de Iuûur de Frodj et
.Lirùe trincesse de cc pcuple, Borghild.
Coùrnrc chrclùr lc s.t,ltrtrepfise f(rr.ouro.née de
sù..ès. Frodisènrfrfâ du t.ôrc, mais ses ùeveux, Hrodr er
Helgi, lui éc| alpèferl cl n'ont tas été e..orc fetfonves.
!D aDnée scsr écouléc. Hoftk I recu de i)ombreùx c.l
dcrur et une gnDde tnrri€ dll buriD piilé l.,rs de ta
," ,I_:\i
.rt,.r,t
tr
|.|r'.|J.|'i
e.p'.
..rF,
tolrlours l. plL's puissânt des iirlde la ScaDiâ, ncD est en
ricn lc Ég.rt officicl, Irodi r€culârt ctrcoie .elLc pro.râ
I i, r,..
1.
. ..,a..r.,
.rl ,.r |
.l . ,. 1,,.
lors de ses lisites à Hlcnlr., Horitr Skrttgsson bé.éfrcie
toujoursrliule placed'hor)ù€uf,.1aiscetà netLiiùrflltplus.
Sclùr lui,le désjr d. réconcilief les DrDois en tàis.lL p,e(!c
dc iârgesses se jàlt.ù délrirreDt dcs tidèles !uilbnt ajdd à
àrteindrc s. pos tjoD. Lofs dc lâ derùi.rre iète dc lô1, il à in-
terycllè dir..temùit le soLr\ cranr âfû (lIbte.ifsorlsoùrcr
four lxD(er uDe cxpéditiof sur A|us cr sèùrtarcr de ceftc
fi.he clla d! sud d! p.vs des Cautxrj. En vxir, câr le ùro
nàfque à pretcrté lâ pa!yreté du trésor rovrl er Iâ rrcc.ssie
.l'
i "
.Ji
, .. '..,,.r.,.,:.
. ,.
allirD.e à IOuest, altc les lutes.
Horik Sleftissllr esi rcDtié rc\é à thurcr. À€c dlu
lrcs seigneurs, lls oDt lo fq(Lcmeni ayoqué les chojx de Frodi
tour nleD srttenir tinxlenùt lue rrès peu. Cc grollpe de
nia.cùrteDts,ddr1ilesràhtôre,enljsasedepcnrru,rpo-
liil!ùc d! DrDern.rrL er de ramener t; roj à urc plusjuslc
recomàrssan.c .le icurs ùréritcs, à eur, quj onr conbattlr
poùf Ie frncer sur le 1fôù..
I
Les.o.spirul.urs rènrlsngent pas de rcnyeiser le ùro
.ârqu., slnpleùrent dbienter scs dacisions en lcurtàreur te
plan vis.Dt à ânéâ.tir les esl,oirs d'âiliance ave.lc Jyllaùd,
Fljalti Thorrodsson esiicileur âgeni, cn estun exe|,prc.
ÀIais Horih S\-eftigsscxr joue ùioor s:r prcpfecàrrej rrj
Lisùt ccs honnnes à scs prapres l.s, r)uùipùlànt leùr rcs
seDtirnenict leur.Lécetiion à sorl âi'ani.rgc ED outrr, ilgùr.le
uD atùt de poids (lans si manche. lngjald, lc hls de liodier
dc Broghild est sousla gafde, dctuis le décès dc sa Dèn, de
ses grands Prrents sàrolsj des seignculs alliés àùjdldu clxn
Donârct plusprcches dclui qlle rle lclr seD.tre.
De so. aD.être, Ilorih a hériré d unf srahre inrto
sùte et teu cotnDnne. Sa b.rbe noife sc pârent de lignes
; .,.,\. b ter d..r\.,,r ,i,.s.
gfèla et rùstère. Hofil< airnc lcs yêreùrenrs soupl. er pii
tiqres, qù il fe|aussf de bjjolrx somptueù\ (bfoches et
.olliefs suûout) afir dc bien moûtfer sa cofdirior. Sa
voix gralc et piolo.dc gror.te comme Ie ronnerre
lu .o, i , rr. , '. .lF,.. H.,rr ,
. ,, .,u ,r. . ri.F t1
lient, ùrais tcfribleùrent aDibitieùx. IL pèse r.uroùis res
.onsèqucnces de ses actcs avânt.le pfcndre ùne déciston,
mais, unc lois sùr de nc pas liagilisef sr position, it asir
s.ns aucuncpitié àlèncontfe de ses advcrsâires. ll à.teùx
tils, Dag et Hvstug, deùx gucrrieis menàr1 ses rroupes
nombrenses. Ilàlùé se rr.oùve xcruellemenl à Hlc r.,
clàns 1. gafde des bl,n.r du roi.
Statistiques
1n93
103 kg
-12 ans
corps:
Puissarce 3 Vigueff,1 Agilité l
Esprit :
Intellect 3
Perceplion 2 Téna.ité l
^ner
Charis.rc il hLtin.r3 Com. ,
Dun\ el l âitrle\\È\ : ' nl.. lr.I. d-\t | | R
r,.I
soD possiblc pouf é\.iter d'cn ârfi\.ef li Pourt.rr, alcc
.ellc iDlbrùrà1ion, les héros disfosent d ur)c fisLc in(é
.essètrlc riin dc s. Dêler dirccrcnieDr de la politi!!c du
Ilorikcst, et r€nc, !n p.rtisàn du rciliodi. Poùrle mo.
ùent. SiorMnait àlc contâcterafiù dele fecmle, uJN un
camp .lbptosants, fid(\lcs (le 1làlfdan, il leràir mine dèr.c
rrléiessé xfin d'.n aftrerdrc 1e phrs possrblc à ce suler, e.
| ' . ir
| . r. i,,. r
,,. .1-. 1. 1,,," .i
1
l\is, ilsc scrrirail d. (es info r.]lt ions pouf dérnasqucr Lcs
.ors]lratcurs et p(nqtL'er rùre p!rye.txns Ies nnss dcs
seigneùrcdinois. Il.ù retireràit, bicr) enren.lù, un béùéf.c
ùnùrédiâr (butùrl airisi.tuiùre cofsklénùn phN s,a,rÈ
poù ses f.oj.ts rlrùas do roi rrodi.
- Lejdll d'OdensÈ sÙail bien plt|s iùréfessé par cetre n
io natron qui, i tennè, fcut sefi.ir à fairc bâs(uler lâ si
tL'alnù lorsqu il Jdgira de tnaccr ur héfitiÙ légilirnc sur le
Voi.i dcù aufucs tnamères dè trisenref .e peisonnàgc
Voiles roûges sur lc Skâtregât
À la ntirc de l. ré\olie au s.in de lJirsl,lcs Dùrors lé
crdcDt de Dettoycrla zore deI iùIuence des pirâres.l.es PJ
sont cnv.,)és i LhLrrer, à là têie dc rrois nàltfes de gùef
fjers,aturdirisâ.iscrlbpér.tion avccHorihqùidisposede
brteà!x cn nornl)re sLrlls.nt poLù- parrouiller erfi.icement
lâ .ôie oricDtàle dr détroit. ltéticcnl,le jdfl iiù Lluref tes
négo.iatioDs ainnt dc rcù.lfe sa dé.isn!i. llen.l.nr ce
teùrF, ies pcKxùxgcs vivcntà Lhùre. ct léco!yrentfim
tortrnce du contnrgerisa\on dans cetic.it(l. Enin,lc sei
g,
,,tr '. P n. r"
.. | 1
clemaDde en é.hange une conrpcns.tnlr. ùr effet, dùrairr
.cil( pcnode, scs a.tftités comr)rcrci.les 10ùt Étr.e ràlen
ties.Il.rige donc qu€ tes nrvires danois leniLs du Sjaelànd
làidcnt à.ltx!ucr uD.ornptoif gautrr suf lx côt€ brhe...
Ambâssade saxoùIe
lioris dc leu réccnt .xploit, les ]réros sorr lcc!cillis à
Lhe fà àfin de disclrter dc I'dllialce aie. lc l!lla.d t(1c!e
nue peui êr rc imNssible selol lâ Ini du s.é rario duilrrcdc
b .Hri
t,
-
. upFr F ' :.'
Il prône phlôt un râppro.hcûrcDt .rec les colons sa\oùs
instalLés dans Lcs iles ùù Sud do Sjrelard. Frodi acccprc
r'.,ri..i.
i
telcl Lo.al loùrùc Curl.temer (les pcrsonnxites, tkn jk et sa
ntitcl. Lc loyrge en t.ndu.llorik cor)ipfenânt bien qùe les
lJ onttoùilâilpour fairc.afotersor platr.ontrel'âlli.nce
jure, mêùresilsùè. o.t pâs coDs.ien.e. ,^ frivc sLtr f[ce,,rs
D.nois ont la D ùlrise s!Lfpise de retrorvcr Gucil Lrri
l(cr à la coùr du soùierai'r saror. Celllj cj cl Lcs J'LL.<,jr!
cutent égalemcDl dhlliâfcc possible, Lùr rrait(lquj foL: rr i
rnenacef le S!J du Dâùemadi sr les reliriors ci)1r. Fi.i .r
l. l.
'e r'r .l |,-"
,..
l.,i
l .
l. '
;,.,
-.. '.i..
'
I hosLillli de I loril(,lcs héros se rrourcnr tfis ,l.r::: . rr r.l
nie..le crabcs et dx.s dcs Dégocirriors sans rr I.,..,.:..
qliiis fàsscùt écholrer u)c renrrrive dassl\\iù..1 .. : Lr. r.
j,fl.ie l.hrrrcn. Qui tcut bicr lLLi rn r.1Llr:r ?
Ln ldit,la nèfe des ilLs d.Horik esi L ff, -'.. ...J,r.,
ùoite il,r.rdcux â.sdnrs d(itnnges.ir., i.:., ::. l:.]aD
au(tuel eile xpfartendjtrété ub!rb: fiL .: :.: : . ri: fl(Ls
'1
lt
)
Réaction : 8
DéfensePhysique:r0 DéfemeMentâlc:9
Potuts de Vic:56 (28/11/0)
Chef.|er I ; Clievâuc|er 1l I lloque.cc 8 ; EDrprthie 5 j
lsqune 7 jhtiùidxtio. 12 j laDgues (sa\or)) 9 j Mou1.e
'n.nl
ai iNaligaUoD6 iNdtatioD I iNégocixtior)s t0 j S.g.s
2 i Sayoirs (politl!ùc de lâ s.aûdja) 9 i Supersiilnù 3 ; Sur
lie; i T.cti.tue 11 j Trrdirnrrs 5 i \rigildlce 7.
,q.ùnes longues t2 i
^rircs
d'hast 8 j Lfrrf 9.
Prouesses mârtiîles
Couf de boù.lier j Sonncr i Défense dc Icr i SoùrL,cs e, :j
r.ndre lc clsqu€; ùlur dc tir.
EquipeDent: nfmufe (Le Inaillc, crsque, gxntclcts lc cuii,
etcc Longùe ( F rappc dùr lëpéc dc Doma.), làr cc, bù cli.L
si Lcs P€rsonnrges pd.vienne.t il déù.sçùer Hlalii
.rl
.t..'
or;r',.D.
.F|
p.ut leùr lilrfr l. noJn duj.irl de rhùrer, nris il re.â rotrr
to
l
puissâDt, ei le nom adisparu. ùlaislesfrèrcs de cette ièmme
accuscnt Horik d âvoir Lué soD épouse etvculent se reDgel
ilsonl encore ùne trenlâin€ defidèles prêis à lessuivre. Ap
pnnànl sâ yisite, ih ont prls lâ nlerpour rejoùdre l. cité oir
se déroolcnt les négociaiions j les Pl résolrdront-i1s c€tte
affaire arL ûriljeu d'une sitrLalion politique conrplcxc qui
risque de sènvennner eD.o.e alec ces tcnrâtives de mellr
tres sur lânbassâdeur daDois ?
Bard < I'errant >
Berse;"/cr ""lalrtégien
Là plupârt des iierJe*l/ des ro).âumes dc lâ Scandia
trruvent un engâgeùr ent aoprès desjdrletdes rois. En eÈèt.
pourquoi se prn€r.le cettc puissânce Suerfière brure doDt
la lo)'auté na souvent dégai que leuf indiscipljn€ ? Pour
tant, il cliste des cas, bicn moiDs rares qrLe lbr ne le sup
pos€, dc guerriers faur.es libres d€ tout assujcftiss€n€Dr.
Bard csl l'un dènh€ eLLx.Il ùrc à tm1€N roùtes Lcs tcrfcs
du Nord depuis plLrs longtemps qu'jl ne peut, ou ne veur,
sin souvenir. SoliLaire pù Datlue, il derncure mremenr très
longtempsauseind'ureDr€meconmunauté.préférantre
pren.lre râpidemeùt sâ route. Ses déplacemeDts eûatiques
LDt courirla rluncùr qu'ilignofe hi môme sa destination
Bârd estplutôt alypiquepourùn ùrrsc/ir P€tit et râblé,
un 1égcr emboDpoi.t se dessiDe âutdù de son vcnrr€ €rses
chcyeuxsc font plus rares, au point de i.isserle ha!'r dc sorl
crane dégâni. De gros so or.jLs brcussailleux surplornbenr
ses yeuri dun gris très clair. Unc grânde boùche aux denrs
i,r.r.e.fcnd.ib.rl-.hr.Ic tr Iol|o. e ,.r"i.Ln rr.
uniquc tresse tornbant juntu'à son nombril. Ses jambcs
épaisses ct courtes donnent à Bard une dérnarche claudi-
cante,.rais bienpeù osent se moqucr de 1ùi devànt sor ex
pressioD perpéluellement renfrog.éc. Àlalgré toùt, le
bP,.. tL dnr,
.,o.a.to..r.l...re
Peu de gens coûnaiss€Dt les origires dc Bard er les
sc.tldcs eux nêmes, iils ont ent€ùdu des rumeun sur ses
exploils, igDorent dbù llvienl. Agissant le plus souverlt seul,
le liclserlr Lacilurne se monil.c alare de paroles. Peu dc Lé-
ùroins peuvert relater ses combats, tant il évite de se ine
surer aux âutfes homnes et ne chefche d'adversaire que
pârmi les .réatures nonstrueuses de la Scândia. S'i1 ne
sàgissail dcstrophées tenddnt à sâ ceifture scalps, crocs
dérncsurés, grilTes xcérées ' or1 poùrrait croire que toutes
sesvicloircs ùe relèr-ent qLrc delâpure 1'lction.
BardcslDé en Norr.ègc, àLr serr1 d'une paisiue fânille de
pêcheufs raLrmi. Rien ne semblait le pré.lestiner à ce[c vie
dèrrance et dc coùbât. Ai.é dir.c lratrie de hrLir enfarls,
il davait que de dù-s+rtaDs lorsqùe son existence bascula.
Il ranassait des coquillâges $ù ùne grère isolée loNqù'il
décoùvit le corps rgonisaDt diure ,,df.q],g| (pâge r78 dn
Livrc dc Base). Le jeure gârçoD.,sâ à peine s'lpprocher.
mâis un éclat xttirason regârd. Au cou de lâ créârue pe!
dail un nâgDilique collief doré iDcNsté de sept pcrles fiies
aur reflets ve s. Bdd sèn empârâ et sènfuit, abandoDnaDt
la /rd?91,9/ moulafte. Ce bijou pouvâit fâire h foriunc de
sa fânille. nais sa l11ère yvit un mauvais pfésâge. Ils sè.l
pressèrent deve.drele collier qui partit pour la cour.lîn
purssanlJarl nonégie.. Quelques semaines plus rârd, une
violcnlc tempète shbâttit sur lâ région. Des êrrcs surmnr
,cl..ugr.,,
c..r\[ .. \\c
.\.iiren J r.r.u"
des pêcheurs. Les parents de Bârd furent nrassacrés. Dîns
le conrbat.lâ fur€ur d'Odhi.r scmp.ra dn jeùne homnle,
rnais. saDs expérieùcc, il fùt terrâssé. Lc chefdes êtres ma-
ins fit eilerer ses f!-ères cls.eursi énorçanL cette serten.e:
( Scpt elfants emmenés dâns 1e rolaùme dc Njôrd pour
chaq ue perle perdue. Sept entànts libérés, polLr sepi lârnes
de nacre restituées., puis les mrr,,enillsèn furcnr.
Une fois qu'il eui repris ses esp.its, Ba.d comprir que 1â
ndédicrion du dieu de 1x rùerveiâit de frâppef sa fanille.
Il de!âit retrouvcr le trésorrclé àlà r /gl,gï À,tâislofsqu'il
se préseDtâ deËnt la dcneure duJarl à qui i1â\ait cédé le
.^1..r .cL.r. iire ro-., . i,t'recu,r.',,rlei',
tes richcsses pillées et fi.àlen€nt dispersées pâr de1à les
froniières de la Norvège.
Defuis, Bard recherchent lâ trace de ces sept perles.11
en a déjà réuni qù.tre. domt l'une en tùânt un cousin du roi
Egil ce qui lui vâut 1e stâtut dc hors la loi à Uppsala. Làge
\.enânt, Bù.1crâit1t aujoufdhrLi de tle pas pùvoir accon,
,i Ia.-.Fêtrb(r!r i\.1e.F.el .c!.r,ù ,lr.u nê.pdr
sâ 1îute, âvaDt que les \ra (ydes !e\.iennerlLle cherclier:
Stâtistiques
Corps:
Esprit:
1m6{t
82 kg
35 ans
luissince 4 Vigueù s
Agilité 3
htelle.t 2
Perception 2 Téûacité 4
Charisne I lnslinct 3
Com. 2
DoDs et Fâiblesses rGuerrier fâu\.e j Corls de ler lnter
.tLt (neiâmais sèmbaqucf saDs sâcrifier un bijou de vâleur
à Njô )
Déplâcenent:8
Défeùs€ Physique: 11
Défense Mentale | 9
Points de\.ie: s8 (29l11/0/ 58)
Acrobâtie 6 j Cherchcr 7 j Cheviucber2 j Enpithie I i Es
calade 7 iEsquive 9; Inlhri.lation 10iÀ,louvenentgjSâ
voirs (géogrâphie de lâ Scèndiâ) 4 j Sùpersiition 4 i Survie
11 I Vigila.ce 9.
Arrles courtes 5j Annes à deux rmiDs ll j Lùtte o.
Prouesses martiâles
Chafge impéiucuse i Brisef le bouclier ; Féroce coûrmc
lbùrs (ni\eau\ 1 cL 3) ; Saut du Ly]|; Btocâge ori\eau 2) ;
Hu.lemeni sanguinaire.
fquipe'nenl . B r.ele. dr ' ir i nl,iere. d:.r.. p.au
dburs sale et nitée, ha.he à deux mains, poignard, ure
bourse de cuir coDtenant quate perles hùninescenres.
Synopsis
. Les larmes dc lâ discorde.
Bard arrir€ dans la ville oiL i'iverr lcs persomâges.Il a
âppris que le trésor du]arl retrIèrne Iune des perles qu'il
rechcrchc. Il se nrcque de saloir comment elic cst arrivée
!.-' I
là, il veùt justc h récupérer. Mâis sa detnandc arrogaDte
lâncée au nilicu de la Srande sùlle de la deneure du sei
gDflrr dédenche des rirs ei un tollé de protesrariorN. Lr-n
proche duJdrl,lé!ée.u poing, propose de raccornpagner
i.(on rudeh. r..rl-r.lc/.r.p / elu. J.r,,e,t..(Jl Jr
tant un lroid sur l àsscnblée.
Bard refuse de sèxpliqucr et il défie quicorlqLre refuse
dàccéder à sa rcquête... et possède les noyens de le vain
cre. Lejnrlréfléchjt uriDstaniet propose un nrarché. Bârd
accompâgnera quclques unsdeses gens (leshéfot alin de
libérer le Sùd de son domaine de la m€Dace dunc bânde
d. p. ldrJ . .le. rer .c r .r ,\de.^er\rJ.!J.,,rrquell r.
fern e. En rclàf ge. le rùr,erlr recer rr I L pdtc.
Barcl accepte et il va donc royager en conpagnie des
Pl. De\enus compâgDons dàmrcs, p€ut être livrcra t ilune
partiedeson secrct ? Surtoùt une fois qfun bandir câpturé
avoùerâ aloirdéjà âperçuunetellc perie. dansle trésordu
Cbabild Kiallahsdottir
Nobie. rI rorcière rur:tluisc irul origirics
trroul)les.
Cette fcnmle aux traits juyéniles est lëpouse duja, du
clan Hanr,liD desplus plrissaDts de h cité deHôggon. Sa
tailie fine, sà siLhouetie élaûcéc, s€s seiN menus so!r par
iâitement noulés dâns les robes ajustées et somprueuses
qullle .fièctionnc. SeslonSs che\.e!L\ b1on.1s encadrenr un
visage ovale àla pcâu.uivfée. Elle possède ùr regardDoir
eL proi.,D.l qdur nâquillâge subtil rcnd encore tlus ir-
teDse. Ses lèwes géDé.euses bougcnt à peine lorsquclle
parle de sa\.oix flûtée. Thahild est lLnc beauté dù Nod doit
quelqùes signes trâhissert les ofigines ûmoises. F.n effet,
Skialldkét.Ltn. grùd ùarin, chef de nombreuses extédi
tiors vcrsle finland. C'cst là qu'il conquis sd 1àfure aùrsr
que son épouse, ùne princcsse linnoise nol]lnlé€ Kojùd.
.e e iel' J.r.,depoLrro.r.rr gc.re. Ii-.. ( lcr.i
r,e,r.i.a.l'6,.T(r",prec.,HobBJr .or',,! | (p \c
de gue.fe, elle sc résolut à sa nou\,el]e yie et éleva sd 1ille
unique dâns le sccrct des tradirions de son peuple.
I or,.l.. - . rlJ Ir'r''
;gFa!\. /r,r.e-..orp!ft
décida de l. rnarier à un puissaDt chefdc guerre de la cité,
.rl.',ncrù
ll . ,o,, ".orJ J, rJ Je lung, r.. r,,ee
Koiu.t sbptosâ à ce ùrâriage, r11îis linâlement re put rieD ï
f.ire. Le lendemâfi.les noces, on retrouva norrs S!âllak
ct son époùse, dan\ leur lit. Le visage .le la priDcesse t'in
,or , uf iir I eJ.o(,.'n .pJ..L.,,'\.e.id!.ofr..rl
avoquait une grande .touleur.
Thahifi rejoignjL lâ rnâison de son époux et I dcmcura
q ualre h1\,ers. sâns I ui doDner dènfant. Celui ci ne put iÈs
vite rien lui retuser, semblaDt totâlenrent sous le chârne
vénéneux dc la jeuDe feiùme. Il lui 1it conslruire sox pto
pre Dârire, a!L\ voiles grises ct à lâ coque peinre eù rouge.
Ave. son équùàge, Thahild sillonnait régulièrenenr le
golfe de Bothuia, sài-entùrant jusquàux côies de sur lars
dbrigine. La rumeur prétend qutle,v retrouvait d'âurres
I're,d.f,ngÈ,rr r.t, r, .le. rrar r,.
qui tàcconpagnaierl re donnèfent jamais dèrylications
plùs précises, soit pârce qu'iLs s'vreÂrsâient, s.,ir p.rce qù ils
semblaient nàvojr conservé èùcun sou\enir du vulasc.
p
Ellc devcn.rt châqueioùpl s belle cr âttira bienrôr làt-
rention dujdr I du clxn Ham. Bien entendu, elle ûr ou! pour
cela. Et ses maneùvres provoquèfent unc brouille eitr€ le
seigneur et son nari. Lors d'un banqùet du roi de Hôggonr,
le/r.r.,rr,e(l. ,i.r.r L,r1JL r..{,,de eoo,,, ,,,rc
conoes noces ra leune rcmme.
Aujourd'hui, Thahild jouit de la rnênie infiùence sur
son nou!'el époù quèlle cn avait surle précédent. Blle sou-
tient sans faillir son ambitloD ei n'hésite janâis à donn€r
son arh ù lous les points, politjques oo miLitâires. qujl
est amené à ûâite. Si certains nembres dLr clâù !un,u
rent conire lù ( sorcière ', dàutres reconnèiss€rt que ses
alis sont $u\'enl pertinelts ct soutiennent la position.tu
.lL Cr-9. .leu .crgrc.r ê. L n sr-r o qre
bien plèlre politicien. crnce à l|ahild,le clân ltam pour-
fajt bientôt briguer le trone de Hôggom. À rnoins que le
roi aduel, récernDrent r.euf, ne succomb€ à yùr (es,r rc,
foulé pour la belle jeùne fcnrne.
Le roi Egil â entendu parler de cette ( r1l gicienne ,. Il
nàppfécie pas l'idée dùre telle concùrrencc sur sotr terri
toire. Il â exigé, et obtenu, quc Thahild ne voyège plus vers
I \. I n i.l'd.rg!. ri.',.ri.
d( Ju,r.r .',
rse, !. pt.'
l,r r... r.pu ."1'i . '. .'ut re, de .J .o | . | " ,' .rgc dc
confier âo c]ân Ilan la direction de comptoirs commer-
ciâur srrla côte balre L-n dornâine certcs très dche, mais
ég: eln€nllrès éloigné de fippsala.
Gaigcr doit donnef rtrpi.leùre.t sa répoDse. Le roi de
Hôggoû hésite égâlenrent. O*icielleùert il ne soùâite fas
se sétarer de soD meilleuf hifdDen. Et de son épousepef
siflent le, mruvâises laDgues.
LD public, Thahitd derneure sil€Dcieuse, mais nul ne
r,,.rrea'rclF o).J l.,"ne,ôr\ t .t. i, ôi\..e.(qrl
sied le plus à sa fenmle. En attendânt, cile gdmpe chaque
ioùr à bord de son nâlire irnmobilisé sur les quais de Hôg-
gorn et reste de loDgùes heures à contemfler lâ mer rou,
Stâtistiques
Corps
Esprit I
in62
.19lg
22 ans
Puissarce I Vigueur 3
Âgilité 3
Intellect,l Perc€ptioD 3 Téracité 3
ChârisDe.,1 InniDct 3
Com. 2
Dons et Faiblesses: Initiée j ùlasquedeLoki Peur (claus
Réaction: 10
Défense Ph,vsique : 9
Points de Vic : s0 (2sl12/0)
Défense Mentâle: l0
Chevâuchcr3 i Discrétior1 s : l:loquencc 8 ; Enipathie 9 j
Esquive 3 i Herboristeric l{l; Làngues (fimlois) 13 I Mou
vement5I Saloifs traditions finDoises) 10 j Sédùction 8l
Scjdr 8 ; Sup€rstition 8 ; Survie,l j TradirioDs 5 i Vigi
';' ".:)il
i'{. " i
;. <
ir-.
Mâgic
Sejdi: sinisrfcs trésàges (nlvcâu l). songes cti{lnaiorrcs trli
veau l), rùrdliontion de ln dclinse flr1.si!ue iri\eâ! l).
'rl..r.l
,..l r r'"
F e.,
(ni!.au 11, crécf obs.urité i lclcr obs.rûrté {nilearL t),
reYcs siristres (rin.ru lJ.
Eqùipcmcùt: ùrà.Lc u dc loùiiufes soùrPrucuv's, fobes
Llrueuses,.oùbreù bijo!r\, poigrrfd.
T.c côté obscur
Ga Llg.r 'r'hd| lld ct une prftie dLr clan Hâù se reDdent
i.ers lc!Lf tlouleau clor)iâlie. 1l s:lgil clc pas moùs l. oDZe
nâlifes q lri .iDglent lcrs l,.Sud detllisle porl dc H.,gg.,ù.
Ilais les condit ioDs météôrologntues nnn ùrauvxis.s, et dcs
\ cnts violeDts sipdrent le co.vo i. Ld Doitié des srfi.ftjd, âc
cosLc près.telèndroit ou lire.tles U. Le id,lles enloe en
émiss.ifes ain d'u.ùu.illif les nou\cxu\ lnivrnrs, et Llé
courù L€urs i.icrtioDs.
Palmi les ùàvircs, un étrange Àrolf à Ln coqLr. .ouge.
Ies h é(x lont là .o. |âiss.n.e de IhahlLdqur,.n L'absct1re
de sor nrrrr (dont lc /l,rgrt4, f.it pafrie dcs bârcalrr dc
loufnés) .omnâDde le .lan. lcs lois de I hospitàljté kù
lcDt que le /d// lr.cueille lx noblc suiloise seldi son mng.
Lcspersonnàg.s sort chafgés dbrguiis.f sm séjou ei dàs
s!f.rhlini-!)neû(r.1€seigreù eilâd.m.du.lâDHâù.11
lr lal1cu p[Ls Ll unc semain€ tolrr q!c lâ I]otte sùé.loise se
rc.orrpose,les ralircs arri\'.nt te(! àfcu, €t.elui de caD
ger r.roicDaltle nrouilLJg. erde.nier. PcndâDt cc tcmts,lâ
bellÈ ieuù. lemùre aptirrrd à (mnà1t|e et pcrf ôtrc .l af-
tfé.jÈr Lts t.rn!rnes de sori cs(orte. Àlâis est .e un bien ?
Thrnild, qLLj.r louirùs éié qùldé prr uD estft ifoxl et.àl
1rolrteur: fesscùl!n étr'ange tor Lbl. .n pféren.e.L€ hùr des
Lréros. L.e silùatidr i.édjte porr cll€ €t .léjà ditlicile à
gÉfer mxis !ui sc comfllque.ù.or. lorsque srryient,
qu€L.tLresloùrs uvrrt lhniréÊ de câùgcr, ùD érrange éq!i
pîg€. Trois gfos cl)dfids tirés pdf dcs rcrD.s, ct surgis le
nulLc p.rt si on e. croit les habitants des iinncs dcs c.ri
fons, sc pfis.ntent devarl Icrù€ùÎe. Qùatre prin.esse fin
noises er lcur es.ofte (ure douzrùre.t'homrnes) \'ienneni
ré.IàDrer le rcLour de lhalild aûn d. rejoindfe .e qu'elles
noùrment lc ( Cer.le sàcré dc l'hner,. lJler eùtendù, ce
nlrt les héros qui sû chargis de menef à bieù les négo
(iatn)ns xi!. ccs lènnnes sor.iôrcs q!i pa.lenr ùral le rof
rois, iiriiteni là.il.nient et se nro,rtrcnt toùr.ussi pfêtes à
tiirc béDéfi.ier dc L.!rs ràveùs Ieûi:! iùLcflo.urculs. Poui
là trcfiiùrc lois de sà !jc, Th.hild hésite sur la corduiic )
tenii (elle rclibe de rÉ\'élcr quoi que ce soii slrr ce taûrerr
. uercle "l UD matj.,l. !.illr du nâvife de canger appà
-
. 'tlr .l :i t,:t
l
1
...,
i.'
'
L:
.
..
I
I
i
l
j
\_
Ni àr scù dù.la| Gvrd, réfuté four scs narchards cL
ilstâllé s(Lf Lr côie orierl.rl!. l! Jrllind, lÈ Jcune I hordils
ne .onnàlt, cDlànt, ljlciclra ct l.s terres dù Dâ.emrrk q!r'à
l|alefs les souvenifs.ie ses parcDtr et de ses troc}es. ll
t4
]
'l ..t
snndit en 1râ!crsânt la fénins!Llc, r..ornpxgnaût sou\.€nr
son pèfe lors dc ses \.isites a!r\ s.igD.urs jlltes. tl sc rcnd
ri'ùi châqùe nûra. àlanrife de ltibc oir se pfesse urlcIouLe
hétéro.liie !enuc de tùb les horizùs de la S.nndia. Lc
jconcgJrçon esttascnéPafce qù jllojl, pùles renconii.cs
q!til fait.lvlais srto!r1, cc soDt les récits.lcs s.aldeslorsdes
veillées qlri rclieDnent le flus s(n] ittention el lc lùt rêver
Les sàgâs qtr jls ntrnenr pxflerr dc coDrrées loi.iarùcs, oex
ploits tabuleux. dc hcrcs in\.in.ibles ct ae monnres ierrj-
ilants. À liube de son dirième hil-er Thor.lils trend onc
grnnd. d€cision. l$i aussi connaitra tout.s ces ri.enrurcsj
.es tcrrcsaloignees,ccsp.rsoDDages!ui Ionrl'listoirecles
luxis, si Thordils nh p.rs liùe d'un héros, il rrossè.le te
don des rnots cl cclui de fendre l irarr.haclùr d;scs récits.
l-_hir.r $rivxnt, il quilte le fo).er farrilirl er rejoi.r Ribc oir
il con\aiùc, à forcc d'opiDiâtfeté, uir scâldejure de lc trcr]-
drc :r son seNice. Cinq aDs us tard, lc jeùne honrme sc
sent dénriùrâis prôl à décou1.fir le \.as rc ùmde.
^lors
qu il
préprre ses b.rgagcs drns lâ fetlte fi(\cc .tenante à la dc.
rieùre de nD melrtori il surpfend dc rioleDts é.lxts de 1'ol\
tuis des bruits de brgarre. l-e teml)s (tu'il sorte, deùx
honrmcs cn anmf€ sènfuicnt. Lâ ùrâison cst cn tèù, mr
ami scaldc nort, 1à tête pfcsqûc sépâié€ do cofps. Crai
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| textdata/thevault/Yggdrasill [FR]/Yggdrasill Ecran et livret.pdf |
Old School Scifi: the
Hacker Class
By Ray Chapel
Credits
Writing: Ray Chapel
Cover Artwork: J.E. Shields
Interior Artwork: Joe J. Calkins of Cerberus Illustration
The cover artist also has an official website, a freelance e-mail, and a Patreon
The interior artist has an online store on OneBookShelf.
Old School Scifi: the Hacker Class is © Quasar Knight Enterprises and Ray Chapel.
The White Star Compatibility License is © Copyright 2015 Barrel Rider Games and
James M. Spahn. Barrel Rider Games™ logo and name “Barrel Rider Games™”,
and “White Star™”, the “White Star™” and the “White Star™Compatible” logo are
trademarks of James M. Spahn, 2012-2015.
Table of Contents
Hacker Class....................................2
Hack the Planet................................9
Alright, Roll a Hacking Check........10
New Equipment & Services............12
OGL...................................................14
1
Hackers are learned specialists capable of modifying and circumventing security
measures in technological devices. Some are thrill junkies intent on testing the limits of
the most well-defended data troves; others are corporate and government watchdogs
and spies, monitoring the populace and performing industrial espionage for profit and
galactic security. With the omnipresence and interconnectedness of such things in the
modern galaxy, hackers are more dangerous than ever before.
Due to their skill set, most Hackers play an indirect role in combat operations,
specializing in sabotaging enemy equipment and communications so as to make the
jobs of Mercenaries, Pilots, and other classes easier.
Table 1: Hacker Advancement
Level
XP
HD
BHB
SV
1
0
1
+0
15
2
2,500
2
+0
14
3
5,000
3
+1
13
4
10,000
3+1
+1
12
5
20,000
4
+2
11
6
40,000
5
+2
10
7
80,000
6
+3
9
8
160,000
6+1
+3
8
9
320,000
7
+4
7
10
640,000
8
+4
6
Table 2: Hacker Exploit Advancement
Level
1st
2nd
3rd
4th
1
1
-
-
-
2
2
-
-
-
3
2
1
-
-
4
2
2
-
-
5
3
2
1
-
6
3
2
2
-
7
3
3
2
1
8
4
3
2
2
9
4
3
3
2
10
4
4
3
2
2
Hacker Class Abilities
Weapon/Armor Restrictions: Hackers prefer to use easily portable weapons, but their
understanding of technologies makes them more adaptable than most non-combatant
classes. They may only wear Light Armor and their weapons are limited to clubs,
daggers, firearms, grenades, mono-daggers, and laser pistols.
Exploits: Through a combination of technical insight, software, and finger-sized
transmitters on their person, a hacker is capable of manipulating the environment and
devices around them through thought alone via actions known as Exploits. A Hacker
begins play knowing two 1st-level Exploits; in order to learn more, a Hacker typically
cruises the galaxy, learning from other hackers, buying programs on black markets,
and trial and error experiments with their own coding.
Each day the Hacker may prepare a number of Exploits as shown on Table 2: Hacker
Exploit Advancement. They may choose to prepare an Exploit more than once,
similar to a way that a Star Knight does for Meditations. Once they activate an
Exploit, the energy to use it is lost.
Gearhead: All Hackers start with a mini-computer at no cost at 1st level. They also
receive bonuses or an increased chance of success when interacting with modern
devices and computers. A good rule of thumb is a +2 bonus if using a skill system of
rolling vs. ability scores, and that they are able to perform typical programming action
without a roll. Much like how soldiers know how to take the safety catch off of a gun, or
a mechanic knowing the difference between a gas and electric welder.
Saving Throw: Hackers receive a +2 on Saving Throws made to resist Exploits.
XP Bonus for Intelligence: Hackers with an Intelligence of 13 or 14 receive a 5%
Experience Bonus, and those with 15 or higher get 10%.
Reputation (9th): At 9th level the Hacker gains a reputation within the technical and
security communities, or at least their alias does. They can choose to establish a
secret online community, where 1d6 1st-level Hackers might come to join and serve
them loyally as Assistants.
Languages: Unless otherwise stated, Hackers are able to speak the common
language and the computerized language of Robots.
3
Level 1 Exploits
Charm Machine
Range 120 feet
Duration 1 hour
This Exploit affects Robots, technological interfaces with an AI, and possibly living
creature’s with an artificial brain (Referee’s discretion). If the target fails a Saving
Throw, the Hacker is treated as a trusted user by the character or system.
Data Scan
Range 120 feet
Duration 2 turns
This Exploit automatically detects the presence of powered devices (including Robots)
within range of the Hacker for the duration. It does not determine the specific uses or
features of those detected, only that they are present.
Alternatively the Hacker can choose to tag a specific individual within line of sight upon
using this Exploit, allowing them to track their distance and direction in relation to their
own position for the duration.
Distracting Clamor
Range 120 feet
Duration 1 turn
This Exploit creates a high-pitched sound, bright strobe lights, or other annoying
features to emanate from the target. All those within a 30 foot radius suffer a -2 on
to-hit rolls and other actions requiring concentration. It’s very noticeable and can
be accurately perceived up to 300 feet away (and possibly more at the Referee’s
discretion).
Hologram
Range 60 feet
Duration 1 turn
This Exploit creates a holographic image ten cubic feet. The hologram is capable of
making audio sounds as well but seems realistic from a distance of 30 feet or greater.
One must succeed on a Saving Throw or approach closer to recognize it as a fake.
4
Jam Communications
Range 60 feet
Duration 1 minute/level
The target is incapable of performing technological communication or surveillance if a
device, or using such devices if a creature. Against a robot, it disables any scanners
they have for the duration.
Short-Circuit
Range 120 feet
Duration Immediately
This Exploit affects devices utilizing a power source with focused ionic energy. If the
target fails a Saving Throw, a device on their person sends out a shockwave of harmful
energy, dealing 1d6+2 damage and consuming an energy cell if said device was
powered by one.
Level 2 Exploits
Datamine
Range Self
Duration Immediately
This Exploit is capable of coaxing out secret or protected information about a feature or
target on a successful Saving Throw. If the Saving Throw’s a failure, the Hacker can’t
use Datamine on that same target for 24 hours.
Erase
Range 120 feet
Duration Immediately
This Exploit is capable of deleting the past hour’s worth of actions and identity
regarding the Hacker or another selected identity/event from a targeted device, robot,
or cybernetic implant. If the target fails a saving throw, any evidence of the identity’s
existence within that time-frame will be erased from their memory, recording devices,
etc.
5
Signal Booster
Range Self
Duration 1 hour/level or until used
This Exploit doubles the range on any Exploit or technological device. In regards to
Exploits, it must be used in conjunction with the Exploit to be affected used the round
immediately after Signal Booster. For technological devices with an effective range, this
Exploit’s effects last 1 hour per Hacker level.
Seize Cybernetics
Range 60 feet
Duration 1 round/level
This Exploit takes control of a cybernetic implant on the target’s body on a failed saving
throw, causing it to attack them internally or externally. The affected implant deals 1d6
damage per round to the target and imposes a -4 penalty on any rolls involving use of
that implant.
Shield Barrier
Range Self
Duration 1 hour
This Exploit covers the Hacker in a transparent cloak of energy, absorbing 3 points of
damage per attack directed at them.
Virus
Range 120 feet (1,200 feet starship combat)
Duration Immediately
This Exploits deals 1d6 damage per Hacker level to a single artificial being, starship, or
target with cybernetics within range.
Level 3 Exploits
Holographic Duplicates
Range Self
Duration 1 hour or until destroyed
This Exploit creates 1d4 holographic images of the Hacker, acting in perfect
synchronization. Attackers cannot distinguish the images from the Hacker, and may
attack them instead (determined randomly). When a hit is scored upon one of the
images, it disappears.
6
Meltdown
Range 60 feet (600 feet starship combat)
Duration Immediately
This Exploit creates a 20 foot radius explosion centering on a technological device,
dealing 1d6 damage per level to those within its radius who fail a Saving Throw. The
device consumes a power cell if it contained one.
Overclock
Range 60 feet
Duration 1 turn
This Exploit pushes a technological device beyond its limits at risk of damaging it. If
a weapon, it deals an additional 1d6 damage; if armor it grants a -2 (+2 if ascending)
bonus; vehicles add 3 to their movement speed, and miscellaneous equipment should
provide an additional +2 on relevant rolls for their intended use.
At the end of the duration the Hacker rolls a Saving Throw. On a failure the device is
damaged to the point that it can’t be used until repairs are complete.
Summon Drone
Range 240 feet
Duration 1 minute/level
This Exploit turns a specific finger-sized device on the Hacker’s person into a robot
with combat and scouting programs. It will obey the letter of the Hacker’s commands.
At the end of the duration, the drone becomes inert and folds up into its original smaller
form.
Drone: hp 14; AC 5 [14]; HD 3+1; Base To-Hit +3; Atk laser pistol (2d6); Special All-
Around Vision, Dark-vision 40 feet, Infra-vision 40 feet, Robot Traits; Sv 15; Mv Fly 20;
HDE/XP 3/0
Surveillance
Range 240 feet
Duration 1 hour
This Exploit allows the Hacker to remotely view distant areas within range via a bug-
sized aerial robot that can move a maximum of 240 feet from its creator. The robot
moves at a speed of 6, and anything the robot sees or hears the Hacker does as well.
The Exploit can also record anything it sees and be saved in a mini-computer or other
similar device.
7
Level 4 Exploits
Blackout
Range 120 feet
Duration 1 minute/level
All powered devices within range of the Hacker cease functioning. Vehicles turn off
and lose control, energy weapons won’t shoot, lit areas become dark, enemy Hackers
can’t use Exploits, and so on. This does not apply to the Hacker’s own equipment and
Exploits.
Robots within range must succeed on a Saving Throw or be incapacitated for the
duration.
Ghost in the Machine
Range Self
Duration 24 hours
The Hacker uploads their consciousness into a device within 30 feet, leaving their
original body in a vegetative state. While separated, they can maneuver through
cyberspace and effectively ‘jump’ between technological devices with a speed of 24.
They can also seize control of said devices, use Exploits, and even communicate with
others and appear as an avatar on computer screens.
Any damage done to machines the hacker possesses is carried over to the original
body once the duration is over.
Safecracker
Range 60 feet
Duration 1 hour/level
As Charm Machine, save that the Saving Throw to resist is made at a -4 penalty.
Additionally there’s no data trail of evidence linking the Hacker’s use once the duration
ends within the device itself, as its internal memory deletes any identifying features.
Sensory Overload
Range 60 feet
Duration 1 round/level
The Hacker sends out a multitude of holograms, audio programs, and other sensory
simulation software designed to be loud, eye-watering, and painfully overpowering.
The target must make a Saving Throw or treat all other targets as though they were
invisible for the Exploit’s duration.
8
Hack the Planet
The implied setting of White Star is leaps and bounds ahead of our own world
technologically. In real life, a computer with an Internet connection is plausibly
hackable, but a coffee brewer not so much in spite of also being electronic. So what
are the limits on things a Hacker can hack?
In short, anything which is a powered device, currently interfacing with a powered
device, or has a powered current is hackable at a bare minimum. In some cases
it may not make sense how a Hacker is able to use their Exploits, such as being
stranded on a desert planet with no modern communications devices. It is up to the
Referee’s judgement to determine whether or not an Exploit can function under such
circumstances.
The Exploits were open-ended enough to simulate a wide variety of ideas: Meltdown
can represent overheating the engine of an enemy vehicle by disabling its heat sinks,
or the stored energy in a laser pistol dissipating all at once. Using Charm Machine on
an annoying Holo-advertisement to instead embarrass and denigrate its corporate
sponsor might represent the rewriting of its script. An investigative Hacker trying to
search for clues in a missing person’s house might notice something’s afoot when their
Datamine tells them that the target’s automatic coffee-making machine was used well
after their target disappeared.
9
A Hacker should be capable of operating in the field instead of being cloistered in some
stuffy room. Much like Arthur Clarke’s statement that “sufficiently advanced technology
is indistinguishable from magic,” the Hacker class is capable of triggering large
environmental changes in cyberspace and on the battlefield with but a thought and a
swipe of a finger against an insubstantial holo-screen.
Alright, Roll a Hacking Check
The core White Star game is barebones at best when it comes to tampering with
security. In spite of having Exploits, there may be times when a Hacker PC asks if
he can’t alter the password on an electronic lock, gain access to a building’s security
cameras, or a similar action not covered as such. The Charm Machine Exploit is
intended to be broad-based enough to allow for such things, but in this alternative it’s
a quick, limited-use trick up the sleeve the Hacker pulls out when he needs to hack
things fast. Although there are several proposed skill systems available in White Star
products, here’s two which should suit the needs of most campaigns:
D6 Hacking: The Hacker rolls a single six-sided die when attempting to break security,
access restricted information, or otherwise performing a similar action carrying a
degree of failure and risk. If the result is 2 or lower, he succeeds at a hacking attempt.
The probability of success increases to 3 in 6 at 3rd level, 4 in 6 at 6th level, and 5 in 6
at 9th level. Against particularly well-encrypted systems, the probability may lower by
one value, to a minimum of 1 in 6, and go up one value for poorly-protected systems.
Saving Throws by Security Level: In this variant, a Saving Throw is rolled for a
device, robot, or hackable target instead of the Hacker rolling a skill check. Generally
speaking, there will come times when a Hacker player character wishes to use their
Exploits on a device or machine which isn’t necessarily an NPC and a Saving Throw is
in order. There are two ways the Referee can handle this:
The first option is that the device uses the Saving Throw value of its wielder, network
administrator, or one who has jurisdiction over the device. This represents the innate
skill of the user to avoid unwanted tampering.
The second option is most useful for “unmanned devices” and times where the user
may be unskilled yet bought the best Firewalls money can buy. Here’s some sample
Saving Throw values on the following page.
10
Minimal Security: 18
Firewall Cost: Negligible
Examples: Taco Town holo-advert, convenience store electronic lock, neglected
machinery
Average Security: 15
Firewall Cost: 150 credits (Base Cost 5 credits as a starship modification)
Examples: Middle class home alarm system, handheld weapon’s ID lock
Good Security: 12
Firewall Cost: 400 credits (Base Cost 10 credits as a starship modification)
Examples: Most robots, vital infrastructure projects on a well-to-do space station
High-end Security: 9
Firewall Cost: 1,000 credits (Base Cost 20 credits as a starship modification)
Examples: Millionaire’s home alarm system, secret agent’s communicator
Top Security: 6
Firewall Cost: 1,000 credits (Base Cost 50 credits as a starship modification)
Examples: Galactic bank security, Killsat launch codes
It should go without saying that a failed hacking attempt, Exploit or no, exposes the
system to unauthorized entry and carries appropriate consequences. A failed Charm
Machine against a security robot causes its programming to recognize that the Hacker
in question is trying to tamper with it. A tech-savvy criminal may realize that someone
attempted to trace their activities via Datamine.
In most circumstances normal hacking takes more time than the Charm Machine
Exploit. Hacking a system may take anywhere from several minutes to days depending
on its size, security, and complexity. This is foolhardy to do in the middle of combat
unless you have several team-mates covering your back.
11
New Equipment & Services
Burner Communicator: Often simply called “burners,” these are temporary,
disposable communicators programmed to self-destruct in 1 hour since their activation.
This is accomplished via embedded heat-dispensing bulbs designed to fry the interior
chips and circuits.
Burners cost 10 credits for audio and 25 with hologram capabilities, but are obviously
limited in regards to long-term use.
Cryptocurrency: A digital currency unit unconnected to any banking or government
figure, cryptocurrency is a favored stock in trade among free-market ideologues and
the criminal element. Cryptocredits can be bought with real credits on a 1 for 1 basis.
Attempts to trace purchases made with cryptocurrency imposes an appropriate penalty
for the tracker: 1 die less on a D6 system, -2 on a “roll vs. ability score” system, Saving
Throw is 2 better for defender, and the like.
In spite of its pseudonymous advantages, there are downsides. First is the fact that
not all markets recognize them as a valid unit for trading. Second is the fact that
cryptocurrencies tend to depreciate in value; after one month of game-time, any
cryptocredits still possessed by a character has a 20% chance of losing value, plus an
increase of 1% each month. A failed roll causes the character to lose half their effective
cryptocredits due to less purchasing power.
Encrypted Link: This piece of software is bought for a single piece of equipment,
such as a mini-computer, communicator, recording stick, or similar device. Encrypted
Links prevent unauthorized access and communication from unknown users,
requiring the use of a hacking skill, Exploit, or specialized equipment to intercept
the communications. The owner can designate up to twenty other users who can
communicate with them.
Costs 200 credits. As a Starship Modification, it has a Base Cost of 5 credits.
Fake ID: Attainable either as a physical card or software, these falsified credentials are
often customized by the forger upon purchase to meet specific criteria. The cost is for
gaining access to one kind of authority, such as a weapons permit, security clearance,
etc. A Fake ID allowing for multiple forms of service or access is more expensive, but
risks straining credibility the more that are added.
Costs 100 credits per qualification.
12
SAU: Short for ‘software accessory unit’ and pronounced ‘sa-ow’ in English, a SAU is
a purchasable piece of software for a person’s mini-computer (see White Star Chapter
3) which can add useful functions. Many SAUs are free or negligible in cost, meant to
serve as conveniences for daily life or entertainment. Ones of interest to adventurers
are likely to cost a pretty credit. A sample list of SAUs are provided below:
Auto-Rescue: Requiring integration with a settlement’s computer network in order
to function, Auto-Rescue is attuned to the user’s vital signs, and will dispatch an
emergency beacon to the nearest police headquarters and hospital if the user suffers
grievous injury.Civilian versions trigger when the user falls below 50% of their total hit
points. Costs 50 credits.
The military version of this SAU doesn’t need access to a public network and can be
customized to trigger when the user falls to 0 hit points instead and be tailored to give
dispatches to specific individuals (such as members of the same unit) instead of a
broad public-access network. Costs 250 credits.
Holo Games: Designed by health-conscious game designers as a way to encourage
exercise and outdoor activities, holo games overlay themselves over the user’s visual
sensory organs to portray a partially-virtual environment. Typical games involve
shooting at illusory enemies with equally-unreal weapons, urban exploration scavenger
hunts, and coordination-based “workout simulators.”
As long as a character regularly plays them for several hours a week, they gain a +2
bonus on all athletics-based checks. Costs 5 credits per game.
LungBuddy: Favored by asteroid miners, astronauts, and maintenance workers, this
SAU provides a statistical analysis of the surrounding atmosphere in a 600 foot radius
in temperature and chemical composition. It automatically detects if there’s any
breathable substances potentially dangerous to the user’s physiology nearby (and yes,
vacuum environments register as harmful to non-spacefaring life forms). Costs 50
credits.
Tactical Coordinator: Favored by modern armies, space pirates, and mercenary
companies, the Tactical Coordinator provides voice-activated visual and auditory
alerts for compass direction, the vital signs of life forms within a 30 foot radius, and the
number of shots remaining in a projectile weapon. Costs 150 credits.
13
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inside cover credit page; all place names, locations, and events when used in any context; interior
maps and diagrams or graphics with the exception of artwork used under license; and the product title
Old School Scifi: the Hacker Class.
All Product Identity used under license or permission remains Product Identity.
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2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game
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Content you Distribute.
14
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except
as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You
agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the
extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook,
Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid,
James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008- 2011 Matthew J. Finch.
White Star: White Box Science Fiction Roleplaying, Copyright 2015 Barrel Rider Games; Author James M. Spahn.
15
| textdata/thevault/White Star/3rd Party/White Star - Character Class - Hacker.pdf |
MYSTIC
a simple, story driven, GMless, solo capable pen and paper rpg!
By: David Klier
WHAT YOU NEED:
-pen(cil)
-paper
-1 6 sided dice (d6)
-1 10 sided dice (d10)
-your imagination!
FIRST STEPS:
first off, who ARE you?! There are, 4 skills in Mystic. You have 10 skill points to spend, but each skill
can only have a maximum of 5 points spent on it. The skills are:
Strength (str)
Range (rng)
Magic (mgk)
Agility (agl)
a sample warrior player might be as follows:
str: 4
rng: 1
mgk: 1
agl: 4
4+1+1+4=10
COOL! IM ALIVE! WHAT NEXT?
What do you live for?! Why are you in this existence? In other words… what, is your quest? Are you
trying to slay a dragon? Or are you attempting to find the welder which would fix your power generator
in the zombie apocalypse? Whatever it is, state your quest.
START ASKING QUESTIONS!
The first thing you should do is ask questions. Simple yes or no questions would work best to start, and
the answers will come in the form of your six sided die (d6)
1: no, and..
2: no
3: no, but..
4: yes, but..
5: yes
6: yes, and..
questions in text are denoted with the “q:” prefix
so a small example when your first beginning to find the dragon could be:
q: do the people in town know of this dragon?
The resulting answer would give you your answer!
ACTION ROLLS
action rolls are actions you are taking with your skills. For the success of an action, roll a 10 sided dice
(d10) to determine the success of the outcome. If the roll, plus the skill you are rolling with add
together to make 10 or more, it is determined as successful, if less than ten, unsuccessful. They are
denoted with “a: (skill)” if the action is successful, something good happens, and if unsuccessful,
something bad. As an example:
a: (agl) being quick witted, I attempt to convince the townspeople to tell me where the dragon is
Then proceed to roll 1d10 and answer accordingly
Notice, agility (agl) is being used here to convince townspeople. Some may say this requires a
charismatic skill, however, in Mystic, if you can provide a reason you are using a skill to roll your
question, it is viable and applicable to use that skill. Similarly to how magic can do things such as
conjure up a key that will fit in the door, but must roll for its success… or how you can do a strength
roll to punch the door down, or rng to blow it down with your gun/bow or even agility speeding so fast
that you blow right through it.
On a d10, there is sometimes noted a “0” in which case, this must be interpreted as 10.
A SMALL EXAMPLE GAME
CHAR: Ranchard, the great (and totally handsome) warrior
str: 4
rng: 1
mgk: 1
agl: 4
quest: you arrive in the Winterlands inn, in search of the red dragon, whome sits upon the glory and
riches you seek.
q: is the innkeeper in?
3:no, but, you hear a band of three near the hearthfire speaking of 'the fabled one'
q: asking the band of three, if 'the fabled one' is the red dragon?
5:they answer yes, 'the fabled one' is the red dragon! how stupid can you be. obvious idiot!
q: to band of three, do you know where the fabled one is?
4: yes, but... why should we help you! BAHAHA!
a: (str) i grab them by the wrist, 'TAKE ME TO THE FABLED ONE OR LOSE YOUR ARM SIR!'
1: he smacks you in the face leaving you dazed.... they walk away and wont talk to you anymore!
a: (agl) i follow them to see where they go, unnoticed
2: they notice you! and rough you up! they run away in different directions and you cant follow which
way any of them went!
q: is there anyone else in the inn that knows of 'the fabled one'?
4: yes, but... after seeing how demanding you are, everyone is reluctant to help...
q: does the town drunk now of where the fabled one is?
6:yes, and... hes already drunk!
a: (str) i flaunt my strength in hopes he will take me to the red dragon!
10! the town drunk is so excited and happy someone has come to save him from his own drunken self..
i mean... the dragon
har har har! he takes you to a cave, where the dragon clearly lays as there are gold coins about and
surely more inside!
q: can i see clearly in this cave?
1:no, and, the dragons breath comes towards you, and you run away in short order! without your own
flame, this is futile!
q: do i steal a log on fire from the winterlands inn's hearthfire?
5:yes
a: (str) with lighting in the cave, i swing my mighty sword at the fabled one who sits upon the riches i
seek!
1: the dragon swipes at your sword and it falls to the ground, you are now unarmed!
q: do i pick up the sword before the dragon gets ahold of it?!
no, and... the dragon breaths such intensely hot fire upon the sword that the sword melts completely
into a useless puddle
of molten metal.
a: (str) i swing my mighty log of fire wood, which again, is also my light source, at the fabled one!
1: the dragon bites at my log of fire wood and sizzle out the flame! it is blindingly dark!
a: (agl) i run as quickly as i can in the direction in which i came
4: i run into the wall, fall over dazed... the dragon begins throwing flames at me!
| textdata/thevault/Collections/Solo/2. GM Emulators & Generic Solo Rules/Mystic.pdf |
CCC-MAG01-01
Mischief at the Festival
The annual Magic and Gold Festival in Thentia has begun! Come watch some shows, eat some
food, play some games, and solve a murder.
Four 1-Hour Adventures for Tier 1 Characters
Optimized for APL 3
CREDITS
Lead Designer: Y. Michael Zhang
Editing: Y. Michael Zhang
Art Director & Graphic Designer: Y. Michael Zhang
Cover Art: Whiteoxygen, Patrick E. Pullen
Interior Art: PenWin / Shutterstock.com, VSX47,
Patrick E. Pullen, Wizards of the Coast,
some artwork © 2015 Dean Spencer, used with
permission. All rights reserved.
Cartography: Jeremy Hochhalter, 2-Minute Tabletop,
Y. Michael Zhang
D&D Adventurers League Guildmaster: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee,
Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: LaTia
Bryant, Ma’at Crook, Amy Lynn Dzura, Claire Hoffman,
Greg Marks, Alan Patrick, Travis Woodall
Playtesters: Andrew Bahls, Ken Beckman, Christopher Cheng, Gina Dawson, Phil Dawson, Richard Gejji,
Glenn Harris, David Joyce, Heather Joyce, Jordan Smith, Michael Woods
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
3
Adventure Primer
“Let us celebrate the occasion with wine and sweet
words.”
– Plautus
This adventure is designed for three to seven 1st to
4th-level characters and is optimized for five
characters with an average party level (APL) of 3.
Characters outside this level range cannot participate
in this adventure.
Easy to Run, Easy to Play
This adventure is written to provide a good introductory
experience, both for new players and for new DMs. While
there are still a lot of interesting surprises for experienced
players to enjoy, the adventure always keeps accessibility in
mind. This is a great way for new DMs to learn how to run
D&D adventures, and for new players to get a taste of the
breadth of experiences possible in D&D.
The combats in this adventure are tuned to provide a good
experience for brand new players. There is an option listed in
each combat encounter to increase the difficulty for
experienced players. When running for veteran D&D players
with well-built characters, consider using that option in
addition to the normal combat adjustment.
Background
THENTIA is a city on the Moonsea dominated by the
power of independent mages and merchants. The
annual MAGIC AND GOLD FESTIVAL is a city-wide
celebration of the mutual cooperation between the
two groups and the prosperity that they have brought
to Thentia.
Over the course of four days, citizens and guests of
the city feast, shop, watch concerts, play games, and
attend panels dedicated to various topics of magical
or mercantile interest. It is a festival unlike any other
in the entire Moonsea region.
But with so many people and so much magic
gathered together, trouble will inevitably rear its ugly
head. Even at a festival like this, there are still plenty
of jobs for the hardworking adventurer!
Episode Structure
This adventure is split into four episodes that each
take approximately 1 hour to play. Each of the
episodes can be played individually as a mini-
adventure, or they can be played together in any
order as a longer adventure. Each session should
start with the introduction before the players select
their episode.
• Introduction: The Magic and Gold Festival. The
adventurers arrive in Thentia in the midst of the
Magic and Gold Festival and must choose which of
the many attractions to explore.
• Episode 1: Working in Concert. When a famous
bardic troupe goes missing right before their
concert, the adventurers must step on stage to save
the evening. The show must go on!
• Episode 2: Food Fight. Eating meals at a festival
can always be harmful to one’s figure and finances,
but now animated cuisines are causing harm in a
more literal fashion. The adventurers must put
down the rowdy rations before the diners turn into
dinner!
• Episode 3: Faire and Free. As the adventurers
enjoy the booths and contests at the Vendor and
Gaming Faire, they get recruited to lead a family of
runaway slaves to freedom.
• Episode 4: Live Long and Prosper. When one of
the researchers speaking on the alchemy panel gets
murdered, the adventurers must figure out which
of the other panelists wanted her dead, and why.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
4
Introduction – The Magic and Gold Festival
Estimated Duration: 10 minutes
A. New to the Festival
If any of the adventurers are playing their first
episode of the adventure, read:
Thentia is a city on the Moonsea dominated by
powerful independent mages. The annual Magic and
Gold Festival honors the cooperation between the
mages and merchants of the city through four days
of glorious celebration. Traders, scholars, nobles,
and adventurers from all across the Moonsea come
to Thentia to enjoy the concerts, games, and panels
at the festival. There is so much to see and enjoy.
Have the characters introduce themselves.
B. Returning to the Festival
If any of the adventurers have already played at
least one episode, they had a chance to long rest
from their activities yesterday. Now they can pick a
different part of the festival to go see.
Choosing an Episode
Give out the Map of Thentia to your players. There
are four attractions highlighted on the map, each of
which corresponds to an episode in the adventure.
The choices are:
• Episode 1 – Working in Concert
The celebrity bardic troupe Rage Against the
Modrons will be performing a lively concert at the
Beacon inn.
• Episode 2 – Food Fight
A massive food court set up around the Mage Pit
inn offers a wide variety of delicious cuisine from
all around the Moonsea.
• Episode 3 – Faire and Free
The Vendor and Gaming Faire fills Heroes’ Square
with such a wide variety of exhibits, games, and
booths that everyone can find something to enjoy
here.
• Episode 4 – Live Long and Prosper
The Spiraling Tower will host a panel featuring
four great experts in alchemy here to discuss their
latest breakthrough.
Let the players choose which location they want to
go to. Just make sure none of the adventurers
have already played the episode they select.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
5
The Vendor and Gaming Faire
fills Heroes’ Square with such a
wide variety of exhibits, games,
and booths that everyone can
find something to enjoy here.
A massive food court set up
around the Mage Pit inn
offers a wide variety of
delicious cuisine from all
around the Moonsea.
The Spiraling Tower
will host a panel
featuring four great
experts in alchemy
here to discuss their
latest breakthrough.
The celebrity bardic troupe
Rage Against the Modrons
will be performing a lively
concert at the Beacon inn.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
6
Episode 1: Working in Concert
Estimated Duration: 60 minutes
The adventurers have decided to head over to the
Beacon inn to watch a concert by the famous bardic
troupe Rage Against the Modrons.
Completing the Episode
To complete Episode 1, the adventurers must
rescue the bards and attempt to entertain the crowd.
Scene A. Standing Room Only
The Beacon is the best-known inn in Thentia. A small
white globe atop the roof emits continuous light,
giving the inn its name. It is normally a popular place
to stay for adventurers and travelers, but now the
common room is packed tight with eager festival-
goers awaiting the night’s entertainment.
Flyers upon the walls proclaim that the celebrity
bardic troupe Rage Against the Modrons will be
performing their new song Mistress of Elventree here
tonight. Excitement is high, and the common room is
already filled to the brim with fans.
As the adventurers wait in line trying to get into the
inn, Arveen Cinderlight, the proprietor of the
Beacon, intercepts them. She tells the remaining
people in line (including the adventurers) that the
Beacon is at capacity and can’t admit any more
customers. Disappointed fans grumble to themselves
and disperse from the entrance.
After Arveen makes the announcement, she eyes
the outside of the inn, scanning the crowd looking
for her guests of honor. When she fails to find the
bards, she decides to pull the adventurers aside and
make them an offer.
Objectives/Goals. Rage Against the Modrons is
scheduled to start playing in two hours, and the
troupe should have arrived already so they can
prepare for their show. Arveen knows that her
customers would be extremely disappointed if the
concert is canceled, so she wants to hire the
adventurers to find the bards and ensure that they
arrive here safe and ready to perform.
What Does She Know? The bardic troupe planned
to arrive at Thentia’s docks this afternoon aboard
the Sea Drake. Arveen received word when the Sea
Drake docked an hour ago, but Rage Against the
Modrons is still nowhere to be seen. Arveen knows
that the bards can be rather flighty and easily-
distracted, so she tells the adventurers to head for
the docks, figure out where the bards went, and lead
them back to the Beacon. In exchange, Arveen will
allow the party free entry to the concert (which is
otherwise sold out).
Arveen can tell the adventurers about the
members of Rage Against the Modrons. She
describes each of the bards as follows:
• Riardo the Sly. He is a half-drow and the lead
singer. He also plays the lute.
• Jotom. She is a kobold who plays the pan flute.
• Passion. She is a tiefling who plays the drums.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
7
Scene B. Breaking Up is Hard to Do
It takes half an hour of travel to reach the docks.
Despite the relatively short distance, the sheer
amount of people at the festival makes travel slow,
especially since festival-goers keep stopping in the
middle of the street to get portraits together with
actors in fancy costumes.
Once the adventurers get to the docks, they learn
from the captain of the Sea Drake that the three
bards have already left the ship and made their own
way into the streets of Thentia. They seemed excited
to explore the festival, and they declined the
captain’s suggestion to hire a guide to lead them to
the Beacon.
To find out where the bards went, the adventurers
need to make a DC 11 Intelligence (Investigation)
check to look for clues as to their whereabouts or a
DC 11 Charisma (Persuasion) check to deduce
their location by asking other festival-goers. If none
of the adventurers succeed at one of these checks,
the party wastes an additional half hour before
eventually stumbling onto the troupe.
Rage Against the Bards
The adventurers finally stumble upon Rage Against
the Modrons a few blocks away from the docks.
The three bards are cornered in a dead-end alleyway
by a man with wild hair and a drum set strapped
against his bare chest.
Jotom the kobold is trying to squeeze through a
crack in the wall but her instrument bag doesn’t
quite fit. Passion is out cold with a dagger wound on
her arm while Riardo carries her unconscious body.
He says in defiance, “This is totally not cool, Thazar.
Why you gotta be such a buzz-kill?”
The drummer replies, “It’s your own damn fault
for firing me! I have more talent in my fingernails
than that tiefling has in her entire body! Once the
poison does its job, you’ll have no choice but to let
me rejoin the troupe!”
When Riardo sees the adventurers arrive, he shouts
out for their help.
Creatures/NPCs
Thazar Nath-rem, a musician, stands between the
adventurers and the three bards. He has a hired
thug with him. Thazar is enraged that the
adventurers would interrupt his reunion with the
troupe, so he and his hireling immediately turn to
attack the adventurers. Use Dead End Alley Map if
you wish to use a map for this combat.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Remove the thug. Add a bandit.
• Weak: Remove the thug. Add two bandits.
• Strong: Thazar is a drummer instead of a musician.
• Very Strong: Add a thug. Thazar is a drummer instead of a
musician.
Experienced Players: Add a thug.
Riardo, Jotom, and Passion are noncombatants.
During the battle, Riardo requests that the
adventurers avoid killing anyone if possible, since
“We’re all one with the land and stuff,” but he
doesn’t insist. Riardo and Jotom can intervene to
feed the adventurers potions of healing if anyone
starts dying.
The Best Medicine
After the adventurers defeat Thazar and his thugs,
Riardo and Jotom thank them for the rescue. A few
Warders (Thentia’s police force) arrive on the scene
as well, but they recognize Rage Against the
Modrons and rush to help the bards and take any
unconscious criminals into custody.
Riardo and Jotom sustained some minor injuries,
while Passion is very hurt and suffering from a
poison that keeps her comatose. Due to the trauma,
all three bards are physically and mentally in no
shape to perform. They tell the adventurers to
return to the Beacon and tell the proprietor that they
have to cancel their concert for tonight. The Warders
will lead the three bards to the nearest temple for
healing.
If any of the adventurers heal the bards (either by
restoring any of their hit points or by curing
Passion’s poison), the bards are even more grateful,
but they still want to go to the temple to recover
from their emotional distress. Unlike adventurers,
they are not accustomed to being the target of
attempted murder. However, each character who
provides healing this way gains inspiration for
their good deed.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
8
Scene C. The Show Must Go On!
It takes another half hour to return to the Beacon. By
this point, Arveen looks like she is in full panic mode,
and news of Rage Against the Modrons’ cancellation
do not improve her mood at all. Since the inn is
already sold out for the concert, she begs the
adventurers to put on their own show to mollify the
angry fans who might otherwise tear the inn apart.
She promises that if they can satisfy the crowd for
the night, she will pay them with gold and give them
free room and board during the festival.
A Night to Remember
Depending on how quickly the adventurers found
the bards earlier, they can have anywhere from 15
minutes to 45 minutes left to prepare their
performance. Ask the players to plan out what sort
of show they want to put on. They can put together
any kind of entertainment they like (music, magical
storytelling, feats of strength, etc.), performed either
as individuals or as a group.
Once the performance starts, have each player
describe what their character is doing, and then
they make a DC 12 ability check using a relevant
skill or tool. If they use a spell, ability, or
background feature to accompany their act or they
provide a detailed description of their performance,
consider granting them advantage or even automatic
success.
• If at least half the adventurers succeed on their
performance, the night is a big success. The
customers get over their initial disappointment at
missing out on hearing Rage Against the Modrons
perform and are more than happy with the
replacement. Arveen thanks the adventurers by
providing them free room and board for the rest of
the Magic and Gold Festival, and giving them a
special reward (see Treasure below).
• If fewer than half the adventurers succeed on
their performance, the customers heckle the
performers off the stage and demand their money
back. Arveen thanks the adventurers for trying.
For their effort, she still pays them and gives them
free rooms for the night.
Treasure
Regardless of the result, Arveen pays the
adventurers for their performance.
If the adventurers succeeded in entertaining the
customers, Arveen also gives them a spell scroll of
major image that she was saving for Passion (since
she heard that the tiefling likes colorful visuals to go
along with her concerts).
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
9
Episode 1: Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
Character Rewards
The characters earn the following rewards:
Advancement
Upon successfully completing this adventure, each
character gains a level. At their discretion, they may
choose to decline advancement. Remind your
players that the amount of gold that their characters
can earn per level is limited; declining advancement
means that they may reach a point where they earn
no gold.
Gold
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:
Tier
Hourly GP Award
GP Limit per Level
1
20 gp
80 gp
2
30 gp
240 gp
3
200 gp
1,600 gp
4
750 gp
6,000 gp
Magic Item(s)
If found during the adventure, the characters can
keep the following magic items:
• Spell Scroll of Major Image
Dungeon Master Rewards
For running this adventure, one of your character
gains a level. That character receives gold based on
their tier prior to advancement:
Tier
GP Earned
1
80 gp
2
240 gp
3
1,600 gp
4
6,000 gp
You may be able to exchange this reward for other
benefits. See the Adventurers League DM Rewards
document for more information.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
10
Episode 1: NPC Summary
The following NPCs feature prominently in this
episode.
• Arveen Cinderlight (are VEEN SIN der lite).
Human proprietor of the Beacon inn. She has hired
Rage Against the Modrons to perform a concert in
her inn during the Magic and Gold Festival.
Personality: I am professional and to the point.
Ideal: Time is money, friend!
Bond: My business is my life.
Flaw: I start to panic when things don’t go
according to plan.
• Riardo the Sly (re ARE do). A half-drow and a
member of Rage Against the Modrons. He is the
troupe’s lead singer, and he also plays the lute.
Personality: I find everyday stuff like super
fascinating.
Ideal: All life is connected in this really big circle.
Bond: That Thazar dude is a huge kill-joy. My new
troupe-mates are way more fun.
Flaw: I love spending time with my fans… Uh, what
was I supposed to do again today?
• Jotom (YO tum). A kobold and a member of Rage
Against the Modrons. She plays the pan flute.
Personality: Despite being a celebrity, I get shy
around people.
Ideal: I just want a place where I can belong.
Bond: This troupe is my family.
Flaw: I try to hide at the smallest sign of danger.
• Passion. A tiefling and a member of Rage Against
the Modrons. She plays the drums using her hands
and tail.
Personality: I am always cheery and upbeat.
Ideal: Life isn’t worth living if we can’t enjoy it to its
fullest.
Bond: I am a new addition to the troupe, but I am
already a fan favorite.
Flaw: When I focus on my music, I tend to drown
out everything else.
• Thazar Nath-rem (tha ZAR NAATH rem). A
human and former member of Rage Against the
Modrons who left the troupe on bad terms. He
plays the drums and bears a grudge against
Passion for taking his spot.
Personality: I like to insult people in inventive
ways.
Ideal: Everyone should obey my demands.
Bond: I will get back into the troupe, one way or
another.
Flaw: I am the greatest musician in the world and
nobody better tell me otherwise.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 1: Creature Statistics
Bandit
Medium humanoid (any race), any non-lawful
alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
12 (+1)
12 (+1)
10 (+0)
10 (+0)
10 (+0)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/8 (25 XP)
Actions
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
Light Crossbow. Ranged Weapon Attack: +3 to hit,
range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage.
Drummer (Bard)
Medium humanoid (any race), any alignment
Armor Class 15 (chain shirt)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
12 (+1)
10 (+0)
13 (+1)
14 (+2)
Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6
Senses passive Perception 15
Languages any two languages
Challenge 2 (450 XP)
Spellcasting. The drummer is a 4th-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). It has the following bard spells
prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism,
sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The drummer can perform a song while
taking a short rest. Any ally who hears the song regains
an extra 1d6 hit points if it spends any Hit Dice to
regain hit points at the end of that rest. The drummer
can confer this benefit on itself as well.
Taunt (2/Day). The drummer can use a bonus action
on its turn to target one creature within 30 feet of it. If
the target can hear the drummer, the target must
succeed on a DC 12 Charisma saving throw or have
disadvantage on ability checks, attack rolls, and saving
throws until the start of the drummer’s next turn.
Actions
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80
ft./320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Musician (Barovian Witch)
Medium humanoid, chaotic evil
Armor Class 10
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
7 (-2)
11 (+0)
13 (+1)
14 (+2)
11 (+0)
12 (+1)
Skills Arcana +4, Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 1/2 (100 XP)
Spellcasting. The musician is a 3rd-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 12, +4
to hit with spell attacks). It has the following wizard
spells prepared:
Cantrips (at will): mage hand, prestidigitation,
ray of frost
1st level (4 slots): ray of sickness, sleep,
Tasha’s hideous laughter
2nd level (2 slots): alter self, invisibility
Actions
Claws (Requires Alter Self). Melee Weapon Attack: +3
to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing
damage. This attack is magical.
Dagger. Melee or Ranged Weapon Attack: +2 to hit,
reach 5 ft. or range 20 ft./60 ft., one target. Hit: 2 (1d4)
piercing damage.
Thug
Medium humanoid (any race), any non-good alignment
Armor Class 11 (leather armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
11 (+0)
14 (+2)
10 (+0)
10 (+0)
11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Pack Tactics. The thug has advantage on an attack roll
against a creature if at least one of the thug’s allies is
within 5 feet of the creature and the ally isn’t
incapacitated.
Actions
Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Heavy Crossbow. Ranged Weapon Attack: +4 to hit,
range 100 ft./400 ft., one target. Hit: 5 (1d10) piercing
damage.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 1: Dead End Alley Map
Map by 2minutetabletop.com
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CCC-MAG01-01 Mischief at the Festival (v1.0)
14
Episode 2: Food Fight
Estimated Duration: 60 minutes
No festival is complete without ample food for sale.
The adventurers have decided to head over to the
northeastern food court to enjoy a well-earned
lunch.
Completing the Episode
To complete Episode 2, the adventurers must meet
Cultivation and try to either negotiate with it or
defeat it (even if they are unsuccessful in doing so).
Scene A. Unconventional Cuisine
The northeastern part of Thentia has been converted
into a large food court served by dozens of chefs
from all around the Moonsea. Cabbage soup from
Phlan, roast lamb from Hillsfar, wild boar from the
Cormanthor Forest, and all sorts of other foods are
found in these stalls, with the tenfold price mark-up
one would expect at a festival like this.
As you start browsing the stalls, you hear
screaming around the Mage Pit inn. People are
shouting in alarm and fear as their food comes to life
and threatens to turn diners into dinner. A child’s
pudding dessert begins to extend slimy pseudopods.
A suckling pig pulls itself free from the spit and
charges at the crowd. Giant blue crabs crawl out of a
big pot of seafood soup with pincers snapping. All
around, there is chaos and confusion.
Creatures/NPCs
There are two animated puddings, two boars, and
two blue crabs. Since everyone is running for their
lives while the adventurers stay, the animated food
focus their attention on them. Use Food Court Map
if you wish to use a map for this combat.
There are more animated foods that guards are
dealing with off-screen. If the party gets into major
trouble, some of them might step in to help.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Remove an animated pudding and a boar.
• Weak: Remove an animated pudding.
• Strong: Remove two boars. Add a big boar.
• Very Strong: Remove two boars and a blue crab. Add two
big boars.
Experienced Players: Add an animated pudding.
Development
Any adventurer who makes a DC 13 Wisdom
(Perception) check notices some strange seed pods
growing from the ground near the places where the
food animated. A DC 13 Intelligence (Nature) check
confirms that these pods have shed some spores and
are not entirely natural.
Scene B. A Mage-r Pitfall
After the food monsters are defeated, people start to
return to the food district, though they give
suspicious looks to the rest of the food. Gelzira
Tunnelly, the elderly halfling proprietor of the Mage
Pit, cheers for the adventurers’ efforts to protect
people from the food attack and invites them inside
his establishment for a free celebratory lunch.
Area Information
The Mage Pit has the following features:
Dimensions & Terrain. The common room
features a large chamber 40 feet across with a glass
floor overlooking a network of pits underneath.
There are several very deep pits below, some of
which are overgrown with greenery.
Lighting. The inn itself is well-lit with small globes
of colorful light that hover in the air.
Decor. The inn is filled with bookshelves, arcane
insignias, and other wizardly decorations.
Thauguran’s Curse
Once the adventurers come inside the inn, Gelzira
seats them at a private booth and lets them order
whatever they like from the menu (which is
vegetarian-only). While they eat, he tells them about
Thauguran’s Curse, which he believes was
responsible for the food fight. They can take a short
rest during this meal.
What Does He Know? Thauguran Westlook was a
powerful wizard who served as Watchlord of
Thentia over a hundred years ago. One day, he
decided to leave the city for other worlds, taking
with him his mage tower which literally sprouted
legs and walked away. Gelzira in his youthful
ambition decided to build the Mage Pit inn over the
pit left behind by Thauguran’s tower. There are still
laboratories and magical experiments left behind in
the pit, and it has, over time, proved to be an
attractive novelty for spellcasters looking for a place
to stay in the city.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Thauguran was a vegetarian, and he left behind an
impressive underground garden in the pit after he
departed. Unfortunately, perhaps because of one of
his experiments, his garden has taken a militant
turn. The plants down there seem to have a severe
dislike for meat-eating, to the point that every time
Gelzira tries to serve meat at the Mage Pit, tendrils of
vines start growing through the floor, spreading
spores that animate food into living nuisances.
Having customers fear for their lives is obviously
bad for business.
Thus, the Mage Pit itself hasn’t served meat in a
long time, and rumors about Thauguran’s Curse
ended after a few decades. Gelzira has avoided the
garden below the inn for many years now, and he
hoped that the curse had simply gone away on its
own. Unfortunately, the Watchlord decided to shift
the food court for this year’s Magic and Gold Festival
to the northeastern corner of Thentia. Perhaps the
sheer amount of meat served so close to the Mage Pit
caused the curse to reassert itself.
Gelzira fears that the plants will launch additional
food attacks over the next few days. He shares the
fact that some of Thauguran’s main plant
experiments lie in a sealed room within the
garden, but he doesn’t know how to get into that
room nor how to actually end Thauguran’s Curse
down there.
Objectives/Goals. Gelzira wants to hire the
adventurers to go down into the garden under the
Mage Pit and end Thauguran’s Curse, whatever it
takes. In exchange, he is willing to pay them some
gold and give them free food at the Mage Pit during
the festival. He hopes to end the curse before anyone
thinks to blame his inn for the food attacks.
Scene C. The Root of the Issue
Once the adventurers agree to help Gelzira end
Thauguran’s Curse, the halfling leads them into a
basement with open access to the pits below. He
points out the northernmost pit as the one leading to
Thauguran’s garden, and then lowers a long rope
into that pit which descends 60 feet down. He will
wait up in the inn for their return.
Climbing down the shaft requires a DC 8 Strength
(Athletics) check, with advantage if that character is
using the rope. On a failed check, the character falls
after climbing halfway and lands in a soft bed of
vegetation, taking 3 (1d6) bludgeoning damage from
the fall.
Use Thauguran’s Garden Map to represent this
area. The rope and shaft descend into the middle of
Room C1.
Room C1. Chauntea’s Vineyard
This massive chamber is lit by a yellow floating orb
shedding bright light throughout the room. The
south side features a small vineyard with five neat
rows of grapevines twined around their trellises.
The north side of the chamber has a set of doors
blocked shut by twisted tree roots which are
connected to a wooden altar in front of the door.
There is a tunnel in the east and another in the west,
both of which are completely covered by overgrown
weeds and vines. Two tunnels on the south wall are
unobstructed, and appear to lead to a dark cavern.
Grape Vineyard
Unseen servants tend to the vineyard by pruning
vines, watering the plants, and harvesting the
grapes. Harvested grapes are left in baskets by the
walls which are overflowing with ripe grapes.
Overgrown Tunnels
The east and west tunnels are completely blocked
due to the overgrowth. They lead to side gardens
long overgrown with weeds.
Northern Doors
These doors lead to Room C3, but they are blocked
by tree roots which are connected to the altar. The
wall above the door bears the phrase, “Only those
who appreciate the harvest can find bliss in
Cultivation.” It is impossible to open the doors
except by making an offering to the altar.
Altar to Chauntea
The wooden altar is engraved with the symbol of a
bushel of wheat; a DC 10 Intelligence (Religion)
check recognizes this as the holy symbol of
Chauntea, goddess of agriculture, harvest, and
growth. The wood seems to be carved directly from
the thick roots blocking the northern doors.
Atop the altar are two round depressions which
serve as offering bowls. Inside the left bowl are some
ancient, dried up mushrooms. The wood of the right
bowl is stained with a dark red liquid. The color
resembles blood, but anyone making a DC 12
Intelligence (Nature) check recognizes that the color
more resembles some kind of fruit juice.
If two different kinds of freshly harvested
produce (e.g. fruit, vegetable, fungus) are placed
into the two bowls, the roots blocking the northern
doors retract and the doors open. Grapes can be
found here while mushrooms are in Room C2.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Room C2. Mushroom Cavern
Luminescent fungi cling to the walls of this cave,
basking the chamber in dim blue light. At the center
of the cave is a shallow pond of clear, still water.
Mushrooms of all sizes and colors grow around the
pond and near the walls, leaving only a small clear
footpath for walking around the chamber.
The pond bears fresh, clean water which magically
refills each day. The unseen servants occasionally
come in to draw water from the pond.
Mushroom Mushroom
There are a wide variety of mushrooms growing
here. Some of them are dangerous to pick. Anyone
can make an Intelligence (Nature) check to try to
identify the dangerous ones.
• Shriekers: These red-stemmed mushrooms with
holes in their gray caps are a type of shrieker
which emits loud sounds when touched. The
sound can be heard up to 300 feet away. These
shriekers can be identified with an 11 or higher
on the Intelligence (Nature) check.
• Timmasks: These small toadstools have orange
and red stripes across their beige caps. Uprooting
a timmask causes it to expel a 15-foot-radius cloud
of poisonous spores, forcing creatures in that area
to make a DC 12 Constitution saving throw or
become poisoned until they finish a short or long
rest. Timmasks can be identified with a 14 or
higher on the Intelligence (Nature) check.
• Thorntongues: These rough-skinned purple
mushrooms have long, thorny tendrils growing
out of their stems. Anyone touching a thorntongue
needs to make a DC 12 Dexterity saving throw or
take 4 (1d8) piercing damage as a tendril impales
their flesh. Thorntongues can be identified with a
17 or higher on the Intelligence (Nature) check.
The adventurers can pick mushrooms safely in this
chamber if they recognize and avoid all three types
of dangerous mushrooms. If they fail to recognize
one or more of them, they attempt to pick one of
those dangerous mushrooms first (your choice as to
the type), suffering the consequences associated
with it, before eventually settling on a harmless
mushroom.
Alternatively, if you are playing with the map
displayed, you can just have the players look at the
map and choose which kind of mushroom they pick,
suffering the appropriate consequences if they pick
one of the dangerous ones.
Room C3. Chamber of Cultivation
The doors to this chamber automatically open once
the right offerings are placed onto the Altar to
Chauntea in Room C1.
A mass of vines protrudes from the walls, floor, and
ceiling of this round chamber, every vine ending at a
circle of greenery in the center of the room.
Standing inside that circle is a large creature made
out of various plants and mushrooms stuck together.
The creature stands upright with two arms and two
legs, and it has two eyes looking out from its
mushroom head, but no mouth. As it sees you, it
releases a burst of spores which latch onto everyone
in sight. Immediately, everyone hears a telepathic
voice which says, “Finally, someone has come!
Welcome to the master’s garden! I am Cultivation.
Would you like something to eat?”
The Lonely Gardener
Cultivation was an experimental being created by Thauguran
to manage the garden and prepare his meals. Thauguran was
vegetarian so he restricted Cultivation to crafting vegetarian
meals. When Thauguran left Thentia, Cultivation was left
alone in the depths of the Mage Pit without purpose or
direction.
Cultivation was created to serve people, but it has spent
over a hundred years without any people around to serve. In
anguish over the loneliness and pointlessness of its existence,
Cultivation decided to seal itself inside its chamber and rest.
The garden slowly succumbed to weeds until its side gardens
were completely overgrown.
This chamber has many vines which connect all the way to
the surface, transmitting Cultivation’s senses and allowing it
a limited amount of control beyond the pit. The vibrations
and smells of the food court around the Mage Pit this year
brought Cultivation out of its slumber. At first, it hoped that
people were coming to enjoy the produce from its garden,
but when it sensed that people were eating massive amounts
of meat instead of its nutritious vegetables, Cultivation felt
very insulted. It used hollow vines to send some of its
animating spore pods onto the surface to awaken the food.
Creatures/NPCs
Cultivation stands at the center of the room along
with a mushroom gardener who follows its orders.
It used its Rapport Spores ability to allow telepathic
communications with the adventurers.
Objectives/Goals. Cultivation is lonely and feels
anguish over its inability to fulfill its purpose of
serving people food. It shares its master Thauguran’s
distaste for meat, and it feels offended that festival-
goers above would eat meat instead of the fruits of
Thauguran’s garden. It also feels guilty over
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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abandoning its gardening duties for so long and
allowing weeds to grow all over the place.
Cultivation has no intention of harming the
adventurers unless they attack first or they start
destroying the garden.
What Does It Know? Cultivation knows about its
master Thauguran and the history of the garden
here (see The Weary Gardener above). It is happy
to answer any questions.
Combat
If the adventurers turn hostile, Cultivation defends
itself while pleading for peace. It always chooses to
knock enemies unconscious instead of killing them.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Remove a mushroom gardener. Cultivation
has 30 hit points.
• Weak: Remove a mushroom gardener.
• Strong: Add a mushroom gardener.
• Very Strong: Add two mushroom gardeners.
Experienced Players: Add a mushroom gardener.
Negotiation
If the adventurers accept Cultivation’s offer of food,
it orders the unseen servants to gather grapes and
mushrooms for the party, all the while lamenting the
state of Thauguran’s garden and the fact that the
other side gardens fell into such disrepair. Anyone
who makes a DC 10 Wisdom (Insight) check realizes
that Cultivation has not seen the garden for a long
time and seems to feel very guilty about it.
If the adventurers bring up the animated food or
Thauguran’s Curse, Cultivation admits that it is
responsible, but it tries to rationalize its actions. It is
willing to negotiate a stop to the attacks in exchange
for one or more of the following demands:
• It wants people to eat the produce that
Cultivation harvests from these gardens
regularly. (Gelzira would be happy to get free
food to serve at the Mage Pit on a regular basis.)
• It doesn’t want people to eat meat around the
Mage Pit. (It would be very difficult to get all the
chefs and vendors at the food court to stop serving
meat during the festival.)
• It wants people to help clean out the weeds
from the garden and set up new vegetable
gardens in the side chambers. (A few strong
adventurers can do the job in a few days of work.
Gelzira is also willing to hire people for the job if
he gets the harvest afterward.)
• Once in a while, send someone down for
Cultivation to talk to. (The adventurers can come
every time they are in Thentia. Gelzira is willing to
send his family members down to talk once in a
while, or set up way to let guests come down to
meet Cultivation as a tourist attraction).
Roleplay out the negotiation until it comes to a
satisfying conclusion. If the adventurers won’t
accept at least two demands, it takes a DC 13
Charisma (Persuasion) check to make an agreement.
Scene D. Conclusion
Once the adventurers defeat or settle with
Cultivation, they can climb back up to the inn and
report to Gelzira Tunnelly. He can help fulfill any of
Cultivation’s demands except for the anti-meat-
eating one, and he is exceedingly happy if he can
serve Cultivation’s harvested produce at his inn.
Treasure
If the party successfully get Cultivation to stop the
attacks, Gelzira pays the party and gives them a
potion of growth as thanks for ending Thauguran’s
Curse. The adventurers are welcome to eat for free
at the Mage Pit whenever they are in Thentia.
What If They Failed?
If the adventurers were defeated in combat after
attacking Cultivation, it knocks them unconscious
and calls upon vines to pull them back up to the inn.
The adventurers eventually wake up safe and sound,
but they have failed to end Thauguran’s Curse.
Cultivation does not want to fight. If
forced into it, Cultivation always
knocks enemies unconscious with
attacks, and it commands mushroom
gardeners to do the same.
The vines in Room C3 allow
Cultivation to send its spores up to
the surface. Cutting all those vines is
also enough to stop the food attacks
permanently.
Cultivation is lonely and eager to talk.
It is a peaceful being who much
prefers negotiations to violence. No
Persuasion check is needed if the
party accepts two or more demands.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 2: Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
Character Rewards
The characters earn the following rewards:
Advancement
Upon successfully completing this adventure, each
character gains a level. At their discretion, they may
choose to decline advancement. Remind your
players that the amount of gold that their characters
can earn per level is limited; declining advancement
means that they may reach a point where they earn
no gold.
Gold
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:
Tier
Hourly GP Award
GP Limit per Level
1
20 gp
80 gp
2
30 gp
240 gp
3
200 gp
1,600 gp
4
750 gp
6,000 gp
Magic Item(s)
If found during the adventure, the characters can
keep the following magic items:
• Potion of Growth
Dungeon Master Rewards
For running this adventure, one of your character
gains a level. That character receives gold based on
their tier prior to advancement:
Tier
GP Earned
1
80 gp
2
240 gp
3
1,600 gp
4
6,000 gp
You may be able to exchange this reward for other
benefits. See the Adventurers League DM Rewards
document for more information.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 2: NPC and Location Summary
The following NPCs and location feature
prominently in this episode.
• Cultivation. A myconid sovereign created by
Thauguran to tend to his garden and serve
vegetarian meals. Cultivation locked itself away
for many years after Thauguran abandoned it.
Cultivation uses Rapport Spores to telepathically
communicate with people.
Personality: I am a talkative and thoughtful host.
Ideal: I was made to serve. I will make sure the
guests are well taken care of.
Bond: I wish my master Thauguran didn’t abandon
me here.
Flaw: I crave company. Please don’t leave me alone
again.
• Gelzira Tunnelly (gell ZEER ah TON null lee).
The halfling proprietor of the Mage Pit inn. He is
nearly two centuries old and still remembers
Thauguran Westlook, the old wizard who first
built a tower here. He has a large family who helps
him run the business.
Personality: I am an ambitious businessman who
is willing to take risks.
Ideal: The Mage Pit will be the most profitable inn
in Thentia!
Bond: I will make sure my business is in great
shape when my children inherit it.
Flaw: I hope the citizens of Thentia never suspect
that the Mage Pit is responsible for the food attacks.
• The Mage Pit. An inn built atop the pit left behind
by Thauguran Westlook when his wizard tower
literally walked away. Gelzira Tunnelly is the
owner.
Personality: I have comforts and mysteries
aplenty.
Ideal: I will be the ideal accommodation for
spellcasters staying in Thentia.
Bond: Thauguran left behind many unfinished
experiments in the pits beneath the earth.
Flaw: My garden and tunnels haven’t been tended
to in a long time.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 2: Creature Statistics
Animated Pudding (Oblex Spawn)
Tiny ooze, lawful evil
Armor Class 13
Hit Points 18 (4d4 + 8)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
16 (+3)
15 (+2)
14 (+2)
11 (+0)
10 (+0)
Saving Throws Int +4, Cha +2
Condition Immunities blinded, charmed, deafened,
exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 12
Languages –
Challenge 1/4 (50 XP)
Amorphous. The pudding can move through a space as
narrow as 1 inch wide without squeezing.
Aversion to Fire. If the pudding takes fire damage, it
has disadvantage on attack rolls and ability checks until
the end of its next turn.
Actions
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage
plus 2 (1d4) psychic damage.
Big Boar (Giant Boar)
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 42 (5d10 + 15)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
10 (+0)
16 (+3)
2 (-4)
7 (-2)
5 (-3)
Senses passive Perception 8
Languages –
Challenge 2 (450 XP)
Charge. If the boar moves at least 20 feet straight
toward a target and then hits it with a tusk attack on
the same turn, the target takes an extra 7 (2d6)
slashing damage. If the target is a creature, it must
succeed on a DC 13 (Strength saving throw or be
knocked prone.
Relentless (Recharges after a Short or Long Rest). If
the boar takes 10 damage or less that would reduce it
to 0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 4) slashing damage.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Boar
Medium beast, unaligned
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
2 (-4)
9 (-1)
5 (-3)
Senses passive Perception 9
Languages –
Challenge 1/4 (50 XP)
Charge. If the boar moves at least 20 feet straight
toward a target and then hits it with a tusk attack on
the same turn, the target takes an extra 3 (1d6)
slashing damage. If the target is a creature, it must
succeed on a DC 11 (Strength saving throw or be
knocked prone.
Relentless (Recharges after a Short or Long Rest). If
the boar takes 7 damage or less that would reduce it to
0 hit points, it is reduced to 1 hit point instead.
Actions
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) slashing damage.
Blue Crab (Giant Crab)
Medium beast, unaligned
Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
11 (+0)
1 (-5)
9 (-1)
3 (-4)
Skills Stealth +4
Senses blindsight 30 ft., passive Perception 9
Languages –
Challenge 1/8 (25 XP)
Amphibious. The crab can breathe air and water.
Actions
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6 + 1) bludgeoning damage, and the
target is grappled (escape DC 11). The crab has two
claws, each of which can grapple only one target.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Cultivation (Myconid Sovereign)
Large plant, lawful neutral
Armor Class 13 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
10 (+0)
14 (+2)
13 (+1)
15 (+2)
10 (+0)
Senses darkvision 120 ft., passive Perception 12
Languages –
Challenge 2 (450 XP)
Distress Spores. When the myconid takes damage, all
other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has
disadvantage on ability checks, attack rolls, and saving
throws. The myconid dies if it spends more than 1 hour
in direct sunlight.
Actions
Multiattack. The myconid uses either its Hallucination
Spores or its Pacifying Spores, then makes a fist attack.
Fist. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 8 (3d4 + 1) bludgeoning damage plus 7
(3d4) poison damage.
Animating Spores (3/Day). The myconid targets one
corpse of a humanoid or a Large or smaller beast
within 5 feet of it and releases spores at the corpse. In
24 hours, the corpse rises as a spore servant. The
corpse stays animated for 1d4 + 1 weeks or until
destroyed, and it can’t be animated again in this way.
Hallucination Spores. The myconid ejects spores at one
creature it can see within 5 feet of it. The target must
succeed on a DC 12 Constitution saving throw or be
poisoned for 1 minute. The poisoned target is
incapacitated while it hallucinates. The target can
repeat the saving throw at the end of each of its turns.
Pacifying Spores. The myconid ejects spores at one
creature it can see within 5 feet of it. The target must
succeed on a DC 12 Constitution saving throw or be
stunned for 1 minute. The target can repeat the saving
throw at the end of each of its turns.
Rapport Spores. A 30-foot radius of spores extends
from the myconid. These spores can go around corners
and affect only creatures with an Intelligence of 2 or
higher that aren’t undead, constructs, or elements.
Affected creatures can communicate telepathically
with one another while they are within 30 feet of each
other. The effect lasts for 1 hour.
Mushroom Gardener (Myconid Adult)
Medium plant, lawful neutral
Armor Class 12 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
10 (+0)
12 (+1)
10 (+0)
13 (+1)
7 (-2)
Senses darkvision 120 ft., passive Perception 11
Languages –
Challenge 1/2 (100 XP)
Distress Spores. When the myconid takes damage, all
other myconids within 240 feet of it can sense its pain.
Sun Sickness. While in sunlight, the myconid has
disadvantage on ability checks, attack rolls, and saving
throws. The myconid dies if it spends more than 1 hour
in direct sunlight.
Actions
Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4)
poison damage.
Pacifying Spores (3/Day). The myconid ejects spores at
one creature it can see within 5 feet of it. The target
must succeed on a DC 11 Constitution saving throw or
be stunned for 1 minute. The target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Rapport Spores. A 20-foot radius of spores extends
from the myconid. These spores can go around corners
and affect only creatures with an Intelligence of 2 or
higher that aren’t undead, constructs, or elements.
Affected creatures can communicate telepathically
with one another while they are within 30 feet of each
other. The effect lasts for 1 hour.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 2: Food Court Map
Map by 2minutetabletop.com
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 2: Thauguran’s Garden Map
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 3: Faire and Free
Estimated Duration: 60 minutes
One of the main attractions of the Magic and Gold
festival is the Vendor and Gaming Faire in Heroes’
Square near a temple of Selûne called the House of
the Moon. The adventurers have decided to go
browse the shops and activities available at the fair.
Completing the Episode
To complete Episode 3, the adventurers must lead
the Welber family through the underground tunnels
and try to protect them from the bounty hunters
(even if the adventurers are unsuccessful).
Scene A. Vendor and Gaming Faire
Heroes’ Square is right in front of the huge House of
the Moon on the north side of Thentia. This wide
plaza normally hosts an open-air market, but during
the Magic and Gold Festival it has been converted
into an extravagant Vendor and Gaming Faire
brimming with booths that feature various shops,
exhibits, and games. The entire place is jam-packed
with vendors and visitors.
Show the players the handout which describes the
four booths they can stop by. For each of the three
game booths, let any of the players play them if they
want. Then they can shop at Mad Melyrk’s.
Dice Poker
This booth is sponsored by the Rothe & Lance tavern. It lets
patrons enjoy some risk-free gambling with dice.
• Requirements:
Two or more players participating.
• Rules:
Each participating player rolls five d6s. After rolling, they may
choose any number of dice and reroll those. The player with
the best final roll wins. The rolls are (arranged best to worst):
Five of a kind
Four of a kind
Full house (three of a kind + one pair)
Straight (1+2+3+4+5 or 2+3+4+5+6)
Three of a kind
Two pairs
One pair
Bust (none of the above)
If there is a tie, highest number on the matching dice wins.
• Reward:
The winner receives a free coupon for Mad Melyrk’s Booth.
The Building Game
This booth is sponsored by Applebottom Artificery. The booth
provides small building blocks to participants and asks them
to build the tallest and most impressive structure they can.
• Requirements:
Two or more players participating.
• Rules:
Read out the rules and allow each participating player to
prepare their dice before they start. Once the game starts,
the participants have 30 seconds to build the highest dice
tower they can. Players may not stack the same kind of die
directly on top of each other (so d6 on top of d6 is not
allowed, but d6 above d8 above d6 is fine). Everyone stops as
soon as 30 seconds is over, and the highest dice tower still
standing (as measured by number of dice high) is the winner.
• Reward:
The winner receives a free coupon for Mad Melyrk’s Booth.
Insult Sword Fighting
This booth is sponsored by the Temple of Tempus. Duelists
fight a mock duel with swords while shouting creative insults.
• Requirements:
Exactly two players dueling, and one or more players judging.
• Rules:
The duel consists of three rounds of insult fighting. Each
round, one of the duelists shouts an insult at the other one,
and then the other duelist retaliates with an insult of their
own. Alternate each round who goes first.
After each round, any player who isn’t dueling can act as a
judge and choose which of the two duelists had the most
effective and most creative insult. The duelist chosen by the
most judges wins the round. If there is a tie among the
judges, the DM acts as tiebreaker. After all three rounds, the
duelist who won the most rounds is the winner.
Any violence causes the aggressor to forfeit the duel.
• Reward:
The winner receives a free coupon for Mad Melyrk’s Booth.
Mad Melyrk’s Wondrous Booth
Melyrk is a gnome who normally runs a shop in town. His
booth contains a small selection of trinkets, each of which
can be purchased for 5 gp or with one of the free coupons.
• A scroll that erases its writing when rolled up.
• A 30-minute hourglass that runs upside down.
• A small sundial that can be strapped on a wrist.
• A map of Thentia that shows where you are on it.
• An endless vial of lavender-scented perfume.
• A utensil which can switch between fork, spoon, or knife.
• A resizable tunic which says “Magic and Gold Festival.”
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Scene B. Liberator
While the adventurers are near the vendor booths, a
commotion at a nearby booth draws everyone’s
attention.
A half-orc shouts as he leans over the booth of the
Valkrana Tile Factory, “Stop lying! We know you’re
hiding ‘em.” A dwarf standing by his side says, “Just
tell us where the livestock is, Valkrana, and this will
be easier for all of us.”
The woman behind the booth folds her arms and
says, “I don’t know what you’re talking about, and I
don’t have to tell you anything. You’re not in
Melvaunt anymore; your writs have no power in
Thentia. Now, if you’re not interested in buying
roofing tiles, I suggest you go bother someone else.”
The half-orc puts his hand around the hilt of his
sword, but the dwarf stops her companion with a
gesture toward the large crowd. She says, “You can’t
hide them forever. We always get our bounty.” The
half-orc gives a casual flick at the booth to send a few
tiles crashing onto the ground. He laughs and the
two of them stomp off into the crowd.
Creatures/NPCs
The woman behind the booth is Edea Valkrana,
owner of the Valkrana Tile Factory. She spends some
time cleaning up the broken tiles as the two bounty
hunters leave before approaching the adventurers. If
the adventurers go to confront the two bounty
hunters and threaten violence, Edea tries to stop
them and deescalate the situation, warning that the
Warders would not tolerate a fight here.
Objectives/Goals. Edea is harboring a family of
escaped slaves from Melvaunt in tunnels underneath
the city. She did not expect bounty hunters to pick
up the trail so quickly, so she desperately needs to
get the former slaves out of the city without
attracting attention. She fears that the bounty
hunters would follow her to their quarry if she goes
herself, so she wants to discreetly ask the
adventurers to guide the family to safety.
What Does She Do? Edea calls the adventurers
over to her booth, saying that she needs their help,
and tells them to pretend that they are examining
the tiles as she talks to them. She says that she has
been watching them while they were wandering the
fair, and she was impressed by their antics. She asks
if they care about the liberation of the oppressed
people of the Moonsea. If so, she has a job for them,
and the lives and freedom of an entire family are on
the line. Being a successful factory owner, she is also
prepared to pay handsomely for their services.
Every once in a while, during the conversation, she
loudly talks about the tiles that her factory produces
and what great roofs they make so that onlookers
think she is just making a sales pitch.
What Is the Job? If the adventurers are willing to
help, Edea tells them that she is hiding the Welber
family in tunnels underneath Thentia. The Welbers
are a group of gnomes who escaped slavery in
Melvaunt. Edea just learned that those bounty
hunters are hot on the family’s trail, and she can’t go
help them herself since she is likely being watched.
Thentia outlaws slavery, but the city government
won’t interfere with slave bounties from Melvaunt
for fear of antagonizing the neighboring city. Hence,
it is useless to ask the authorities for help.
Edea wants the adventurers to go into the tunnels
using a secret entrance in the nearby House of the
Moon, find the Welber family, and lead them through
the tunnels out of another entrance at the Valkrana
Tile Factory. Her employees at the factory would be
able to guide the family onto a ship heading out of
the city once they arrive.
Edea can point out the House of the Moon (it is an
impressive temple looming over all of Heroes’
Square) and tells them of the secret entrance in the
back stairs of the temple. She gives directions from
there to the saferoom where the Welbers are hiding
and general directions to get to the tile factory, but
she warns that the tunnels can be confusing and
difficult to navigate.
She also gives each of the adventurers a small
clay tile carved with the symbol of a pair of
crossed feathers, telling them to show the family
this symbol as proof that they are here to help. She
doesn’t tell them this yet, but this is the emblem of
the Moonsea Liberation Society.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Scene C. Under the Moon
Once the adventurers are ready, they can head into
the House of the Moon on the edge of the fair. This
temple to Selûne is very crowded now, so they can
blend into the crowd and get to the back stairs
without attracting attention. Edea’s instructions
allow them go into the secret tunnels from there.
Area Information
Thentia’s underground has the following features:
Dimensions and Terrain. The tunnels are rough
cut and are usually 10 feet wide and 8 feet tall. There
are many tunnels branching in all sorts of directions,
making navigation very confusing.
Lighting. The tunnels are completely dark.
Saferoom
With Edea’s directions, it is easy enough to find the
saferoom only a few intersections away from where
they entered the tunnels. Behind the secret sliding
door is a small room with some furniture and a few
barrels of stored food and water.
Creatures/NPCs
Inside the room is the gnomish Welber family,
consisting of Orla (mother), Dimble (father),
Wrenn (son), and Yebe (daughter). The children are
quite young for gnomes at only 9 and 7 years of age
respectively, and they are easily frightened by
strangers. The parents also distrust anyone they
don’t know for fear that they are bounty hunters.
The adventurers can convince the family to trust
them with a DC 10 Charisma (Persuasion) check, or
by showing their clay tiles with the feather emblem.
The Welbers will follow the adventurers, staying
back at a safe distance. The two parents occasionally
carry their children when the kids get tired. Though
they are nervous, the family knows to stay quiet as
they travel to minimize risk of detection.
To the Factory
The trip from the saferoom to the Valkrana Tile
Factory is much longer, and hence much more
difficult to navigate. Have the adventurers make a
group DC 10 Wisdom (Survival) check.
• If half or more of the adventurers succeed on
the check, they successfully follow Edea’s general
directions and reach the exit to the factory after
half an hour of travel.
• If fewer than half of the adventurers succeed
on the check, they get lost within the tunnels a
few times, delaying them so that it takes an hour
and a half to get to the exit at the factory. This
gives the bounty hunters enough time to listen and
prepare for the adventurers’ arrival. They have
advantage on initiative checks if combat happens
in Scene D.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Scene D. Wings of Freedom
The tunnel exits through a trapdoor into a
warehouse next to the Valkrana Tile Factory. Use
Warehouse Map if you want to use a map for this
encounter.
Area Information
The warehouse has the following features:
Dimensions and Terrain. The warehouse is fairly
large, with numerous crates full of roofing tiles
arranged neatly in rows. The roof is 20 feet high,
while the crates are stacked up to 10 feet high.
Lighting. The warehouse is dimly lit by sunlight
filtering through windows near the ceiling.
Creatures/NPCs
After the adventurers and the Welbers climb up,
Hurk the half-orc scout and Morana Bloodfist the
dwarven spy step out of hiding.
As they step out of hiding, the dwarf smiles at her
companion and says, “I told you she would send
them this way, Hurk. Give them a little panic and the
quarry acts exactly as the hunter expects.”
The half-orc laughs and then gestures to the
Welber family. “Hand over the livestock and nobody
gets hurt!”
The adventurers can try to negotiate with the bounty
hunters (see Playing the Pillars below). If
negotiations break down, the bounty hunters attack.
Adjusting the Scene
Here are some suggestions for adjusting this scene:
• Very Weak: Morana is a scout instead of a spy.
• Weak: Morana has 18 HP.
• Strong: Hurk is a swashbuckler instead of a scout.
• Very Strong: Hurk is a swashbuckler instead of a scout. Add
a scout who is working for them.
Experienced Players: Add a scout who is working for them.
Outcome
• If the bounty hunters defeat the adventurers,
they stabilize any dying adventurer and take the
Welbers into custody. When the adventurers
eventually wake up, they realize the bounty
hunters and the Welber family are long gone.
• If the adventurers successfully intimidate or
bribe the bounty hunters, the bounty hunters
leave peacefully, allowing the adventurers to
deliver the Welber family safely to the liberators
at the Valkrana Tile Factory.
• If the adventurers defeat the bounty hunters,
they can deliver the Welber family safely to the
liberators at the Valkrana Tile Factory. If any of
the bounty hunters are captured alive, the
adventurers can turn them over to the city guards,
who will banish them from the city for initiating
hostilities.
Safe and Free
If the adventurers successfully lead the Welbers to
safety, the family will escape Thentia by ship to find
a new life elsewhere in the Moonsea. The factory
workers invite the characters to stay at the factory
until nightfall when Edea Valkrana returns.
When Edea arrives, she thanks the adventurers for
helping the Welbers and tells them of the Moonsea
Liberation Society – a secret organization dedicated
to ending slavery around the Moonsea. Their symbol
is the twin feathers. Edea offers to sponsor their
memberships into the society if they are willing to
dedicate themselves to the same ideal of freedom for
all.
Treasure & Rewards
Edea Valkrana pays the characters for their services.
In addition, any adventurer who wants to join the
Moonsea Liberation Society gains the Moonsea
Liberator story award.
The bounty hunters don’t want to get
in trouble with Thentian law
enforcement by murdering
adventurers unless it is unavoidable.
They always knock unconscious
instead of killing when using melee
attacks, and they will stabilize dying
adventurers after combat.
Careful parties might notice the
ambush before they climb up. If so,
they can try to surprise the bounty
hunters or find another exit. Call for
ability checks as needed (DC 13) and
improvise a resolution that rewards
clever thinking. If the players manage
to circumvent the fight, great!
The bounty hunters are selfish and
amoral. They can be scared off with
the right threat and a DC 16 Charisma
(Intimidation) check or bribed with
50 gp. Reward good roleplaying and
allow for a smaller bribe combined
with a lower Charisma check. They
surrender if they are losing badly.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 3: Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
Character Rewards
The characters earn the following rewards:
Advancement
Upon successfully completing this adventure, each
character gains a level. At their discretion, they may
choose to decline advancement. Remind your
players that the amount of gold that their characters
can earn per level is limited; declining advancement
means that they may reach a point where they earn
no gold.
Gold
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:
Tier
Hourly GP Award
GP Limit per Level
1
20 gp
80 gp
2
30 gp
240 gp
3
200 gp
1,600 gp
4
750 gp
6,000 gp
Story Award(s)
If earned during the adventure, the characters can
gain the following story awards, which are described
in Episode 3: Story Award:
• Moonsea Liberator
Dungeon Master Rewards
For running this adventure, one of your character
gains a level. That character receives gold based on
their tier prior to advancement:
Tier
GP Earned
1
80 gp
2
240 gp
3
1,600 gp
4
6,000 gp
You may be able to exchange this reward for other
benefits. See the Adventurers League DM Rewards
document for more information.
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Episode 3: NPC Summary
The following NPCs feature prominently in this
episode.
• Edea Valkrana (eh DAY ah valk RA na). Human
businesswoman and owner of the Valkrana Tile
Factory. She is a member of the Moonsea
Liberation Society, a secret group dedicated to
freeing slaves and hiding runaway slaves from
around the Moonsea.
Personality: I judge people by their actions, not by
their words.
Ideal: We were born free. All of us.
Bond: I will do my utmost to protect the people I
take into my care.
Flaw: My city does not approve of my abolitionist
activism. My affiliation must remain secret.
• Hurk (HERK). A half-orc bounty hunter and
partner to Morana Bloodfist. He is a simple-
minded bully hired by slave masters in Melvaunt
to bring back escaped slaves.
Personality: I enjoy being strong and I like
breaking things.
Ideal: I just want to get paid without working too
hard.
Bond: I trust Morana to do the thinking for me.
Flaw: I make big threats, but I am afraid of people
who dare to stand up to me.
• Morana Bloodfist (more AHN na). A dwarven
bounty hunter and partner to Hurk. She is a clever
and conniving hunter hired by slave masters in
Melvaunt to bring back escaped slaves.
Personality: I always have a plan.
Ideal: The hunter never fails to gets her prey.
Bond: Hurk is a useful blunt instrument to keep
around.
Flaw: I have little respect for anyone who can’t fend
for themselves.
• The Welber Family (WELL burr). A family of
gnomes who were formerly slaves in Melvaunt.
The family consists of Orla (mother), Dimble
(father), Wrenn (son), and Yebe (daughter). The
parents decided to escape when their master
planned to split the family by selling off the
children. After they escaped, the Moonsea
Liberation Society helped ferry them into Thentia.
Personality: We are gentle folk with no desire for
violence.
Ideal: We just want a place to call home.
Bond: Our family will stay together no matter
what.
Flaw: It is hard to trust others when anyone might
be tempted by our bounty.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 3: Creature Statistics
Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
14 (+2)
12 (+1)
11 (+0)
13 (+1)
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP)
Keen Hearing and Sight. The scout has advantage on
Wisdom (Perception) checks that rely on hearing or
sight.
Actions
Multiattack. The scout makes two melee attacks or
two ranged attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Longbow. Ranged Weapon Attack: +4 to hit, range 150
ft./600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
Swashbuckler
Medium humanoid (any race), any non-lawful
alignment
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
18 (+4)
12 (+1)
14 (+2)
11 (+0)
15 (+2)
Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Lightfooted. The swashbuckler can take the Dash or
Disengage action as a bonus action on each of its turns.
Suave Defense. While the swashbuckler is wearing light
or no armor and wielding no shield, its AC includes its
Charisma modifier.
Spy
Medium humanoid (any race), any alignment
Armor Class 12
Hit Points 27 (6d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
15 (+2)
10 (+0)
12 (+1)
14 (+2)
16 (+3)
Skills Deception +5, Insight +4, Investigation +5,
Perception +6, Persuasion +5, Sleight of Hand +4,
Stealth +4
Senses passive Perception 16
Languages any two languages
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the spy can use a
bonus action to take the Dash, Disengage, or Hide
action.
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
within 5 feet of an ally of the spy that isn’t
incapacitated and the spy doesn’t have disadvantage
on the attack roll.
Actions
Multiattack. The spy makes two melee attacks.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit,
range 30 ft./120 ft., one target. Hit: 5 (1d6 + 2) piercing
damage.
Actions
Multiattack. The swashbuckler makes three attacks:
one with its dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
4) piercing damage.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 3: Warehouse Map
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
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T
Have you tried
The Building Game?
Show off your design skills by taking our
polyhedral blocks and building the highest
tower you can in 30 seconds!
Winner gets a free coupon for a prize at
Mad Melyrk’s Booth.
Sponsored by Applebottom Artificery
Come play some
Dice Poker!
Enjoy risk-free gambling
playing the same game you
love, but with dice!
Winner gets a free coupon for a
prize at Mad Melyrk’s Booth.
Rankings (High to Low):
— Five-of-a-Kind
— Four-of-a-Kind
— Full House (Triple + Pair)
— Straight (Five-in-a-Row)
— Three-of-a-Kind
— Two Pairs
— One Pair
— Bust!
Highest die among matches
wins ties.
Sponsored by
Rothe & Lance tavern
Are you clever enough for
Insult Sword Fighting?
Craft the deadliest insults to verbally
eviscerate your opponent over three rounds of
dueling. The audience gets to judge the
winner. This is a battle of words, so violence
leads to forfeit!
Winner gets a free coupon for a prize at Mad
Melyrk’s Booth.
Sponsored by Temple of Tempus
Mad Melyrk’s Wondrous Booth
Here is a small selection of unique trinkets from my shop. Every
trinket can be bought for 5 gp or for free with a prize coupon.
A scroll that erases its writing when rolled up.
A 30-minute hourglass that runs upside down.
A small sundial that can be strapped on a wrist.
A map of Thentia which shows where you are on it.
An endless vial of lavender-scented perfume.
A utensil which can switch between fork, spoon, or knife.
A resizable tunic which says “Magic and Gold Festival.”
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 3: Story Award
Adventurers may earn the following story award
during the adventure.
Moonsea Liberator
You helped lead the Welbers, a family of escaped
slaves from Melvaunt, to safety out of Thentia.
Because of your good deed, Edea Valkrana has
welcomed you into the Moonsea Liberation Society
and given you a small clay tile carved with the
symbol of a pair of crossed feathers. Any slave or
abolitionist who sees this symbol recognizes you as
an ally.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
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Episode 4: Live Long and Prosper
Estimated Duration: 60 minutes
The adventurers have come to the alchemy panel at
the Spiraling Tower to sate their intellectual
curiosity.
Completing the Episode
To complete Episode 4, the adventurers must
successfully deduce the fact that Prof. Pyrax
murdered Dr. Dalathon.
Scene A. The Spiraling Tower
Near the center of Thentia sits the Spiraling Tower –
the meeting place of Thentia’s government, the
Council of Mages. This evening, the tower will host a
panel featuring arcane luminaries from around the
Moonsea joining to discuss a recent breakthrough in
the field of alchemy.
Among the panelists will be Dr. Dalathon and Prof.
Pyrax, the two researchers who discovered that very
breakthrough. They will be unveiling the results of
their research for the first time at the panel.
The panel takes place in the council chamber on the
bottom floor of the Spiraling Tower. A few dozen
academics, alchemists, mages, and adventurers are
gathered in the chamber awaiting the start of the
panel. On one side of the room is an opulent shrine
to Azuth, god of wizardry.
Everybody who enters the tower receives a list of
the four panelists and their credentials as they
arrive, so show the players The Alchemy Panel
(Player Handout).
Area Information
The Spiraling Tower has the following features:
Dimensions & Terrain. The tower is bigger on the
inside, allowing the rooms to be comfortably large.
The circular council room has a diameter of 50 feet.
Lighting. Arcane globes float about, providing
bright light throughout the tower.
Creatures/NPCs
Abert Frostbeard is the nervous dwarf who is
hosting the event and managing the panel. He stands
by the door collecting tickets and payment from
newcomers while glancing at the stage and the
spiraling staircase. The adventurers are the last
group to enter the tower, so as they enter the council
chamber, Abert asks them for a favor.
What Does He Want? The panel will be starting
imminently, so Abert needs to head on stage and get
ready to moderate. Unfortunately, while three of the
four panelists are already here, the fourth guest, Dr.
Dalathon, hasn’t come down from her room yet.
Abert wants someone to go up and tell Dr. Dalathon
that the panel is starting. If the adventurers are
willing to perform this small service, Abert can let
them into the panel without purchasing tickets.
If the adventurers agree, they can head up the
spiraling staircase on the outer edge of the meeting
chamber. The panelists are staying in guest rooms
on the third floor of the Spiraling Tower, just above
the library level. Dr. Dalathon’s room is the last guest
room at the end of the hall.
What Really Happened Here
This morning, Dr. Dalathon and Prof. Pyrax went out into the
city to enjoy the festival for a few hours. While they were
out, they met Master Murnig and had a heated argument in
public about their research.
Three hours ago, Dapper the imp snuck into her room to
look for food. She spent some time digging through Dr.
Dalathon’s belongings and nibbling at various objects.
Lady Longcastle noticed the door was ajar and decided to
come in. She and Dr. Dalathon were secretly in love. When
Dapper heard her arrival, Dapper turned invisible and hid
herself in Dr. Dalathon’s alchemy chest. Lady Longcastle was
surprised to find the room empty, so she left a love note
hidden on the table and tidied up a bit (closing the chest in
the process). Dapper couldn’t open the chest from the inside,
so she ate some of the reagents in the chest and fell asleep.
One hour ago, Dr. Dalathon and Prof. Pyrax came back to
her room to discuss how they wanted to present their
findings on the potion of longevity research. Dr. Dalathon was
surprised to find that someone moved her belongings, and
she immediately suspected her rival, Master Murnig (Dapper
and Lady Longcastle were the real culprits). She and Prof.
Pyrax began to sort and reorganize her notes.
While cleaning up, Prof. Pyrax discovered Lady Longcastle’s
letter and read it. He learned that Dr. Dalathon was planning
to give their first sample potion to Lady Longcastle to help
her regain her youth and beauty. Creating that first sample
took months of painstaking effort, so he feared that losing it
would set their research back immensely. His family was in
debt, so he was desperate for their research to pay off soon.
Prof. Pyrax confronted Dr. Dalathon about the letter.
When she reluctantly admitted her plan to give the sample to
Lady Longcastle, Pyrax was overcome by rage and panic. He
breathed acid over Dr. Dalathon, accidentally killing her. In
horror at what he had done, Prof. Pyrax took the potion
sample and then immediately left the room, pretending that
he was never there. During that whole confrontation, Dapper
remained in the chest, asleep.
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Scene B. Scene of the Crime
Dr. Dalathon’s room is quiet and knocking gets no
reply. A character with a passive Perception of 13 or
higher notices a sharp acidic smell coming through
the door. The door is not locked. If someone opens it,
they see a grisly scene inside:
Lying next to the bed is the body of a sun elf who is
undoubtedly Dr. Dalathon. Her head is mostly
melted by acid, and she is obviously dead. A flurry of
notes and papers are scattered on the desk and on
the floor next to her body.
If the adventurers go back to Abert to report the
murder, proceed to Scene D. Otherwise, they can
study the scene of the crime and look for clues.
Looking for Clues
The adventurers can look into the following:
• Dr. Dalathon’s Body: Dr. Dalathon lies dead with
most of her head melted by acid.
o
A DC 13 Wisdom (Medicine) check reveals
that she died about an hour ago. Since the
body is lacking most of its head, a raise dead
spell is not sufficient to return her to life. It is
highly unlikely that anyone has both the
means and the inclination to pay for an
expensive resurrection spell for her.
o
A DC 10 Intelligence (Arcana) check reveals
that acid attacks can be caused by spells,
monsters, and alchemical concoctions.
o
A DC 15 Wisdom (Perception) check allows
a character to notice that there are acid burn
marks on the wall near the ceiling 10 feet
away from Dr. Dalathon’s body. That suggests
the acid was shot in a line.
o
A DC 12 Intelligence (Investigation) check
reveals a crumpled letter lying on the ground
a few feet away from the body. It smells
faintly of lavender. If they uncrumple it, show
the players Love Letter (Player Handout).
• The Desk: The desk top is a haphazard mess.
o
Resting on the desk is a bottle of sugared dew
water that hasn’t been drank yet. It’s a
popular festival drink gathered from
mountaintops likely purchased earlier today.
o
There is a potion stand on the desk which can
fit a large potion bottle. The stand is vacant.
o
Dr. Dalathon’s worn spellbook sits on the
desk with small teeth marks on the corners,
like some animal was nibbling at it.
• The Notes: There are scrolls and notes scattered
all over the desk and on the floor next to Dr.
Dalathon’s body.
o
A DC 10 Intelligence (Arcana) check lets a
character figure out that these are research
notes related to alchemy experiments.
o
A DC 10 Intelligence (Investigation) check
makes it clear that these notes were written
by two different people working together.
Many of them also show signs of recent chew
marks from some kind of small animal.
• The Bronze Chest: There is a large bronze chest
resting next to the desk.
o
A DC 12 Wisdom (Perception) check
notices that there are odd smells coming from
the chest, like dried ingredients.
o
The chest is latched shut but not locked. If
someone opens the chest, proceed to Scene C.
Treasure
The adventurers can take Dr. Dalathon’s spellbook
from the desk. Its contents can be found in Episode
4: Spellbook.
Tips for Running Mystery Adventures
Mystery adventures can be a nice change of pace, but they
might become frustrating if the party gets stuck or if the
pacing breaks down. Here are some tips for keeping the
adventure fun:
• Make sure you understand the characters and background
events behind the mystery so that you can answer
questions and improvise clues on the fly if the adventurers
do something unexpected.
• If the players get stuck, let them make Intelligence or
Wisdom (Insight) checks to figure out ideas or put clues
together. Alternatively, you can make certain clues easier
to find so that they can get back on the right track.
• Even if the players figure out the culprit right away, they
still need to gather evidence so that the authorities are
satisfied with their conclusions. Just pointing out the
murderer without sufficient evidence isn’t enough to make
sure the murderer pays for their crime.
• Use NPCs as a resource to help the party and point them
down the right path if things slow down. In this adventure,
Abert can ask Socratic questions and point out areas they
haven’t looked at yet, while Dapper can appear out of
invisibility when needed to poke things or nibble at clues.
• If the party is stuck at a decision point, don’t let debate go
on forever. Call for a vote, and then force them to commit
to what the party decides. The most important thing is to
keep moving forward and not get bogged down.
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CCC-MAG01-01 Mischief at the Festival (v1.0)
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Scene C. A Dapper Witness
When you open the bronze chest, you see inside a
messy trunk full of spilled and half-eaten alchemical
reagents. Lying in the middle of that mess is a small
three-eyed imp rubbing sleep from her eyes. She
blinks in surprise, and them leaps out into the air
looking around. She says in a cheerful voice, “Thanks
for letting me out! I thought I’d be trapped in there
forever. Woah! What happened to that elf?”
Creatures/NPCs
Dapper the imp starts flying about the room looking
for food (she has a very expansive definition of
food). She is talkative and willing to answer
questions honestly, especially in exchange for new
things to eat. If anyone tries to hurt her, she
immediately turns invisible and tries to fly off.
Where Did She Come From? Dapper was sent
from the future because her former familiar, a
powerful archmage, turned evil and caused a lot of
harm for some reason. Her memory of him is hazy,
but she remembers that she is supposed to find
some powerful mages from this timeline to help
them stop that future threat. But so far, she hasn’t
found many strong mages, and the ones she did
approach always tried to kill or banish her for some
reason. They especially didn’t like it when she tasted
their spellbooks.
Why Was She in the Chest? She was looking for
mages in the Spiraling Tower when she happened
upon this room that was full of strange and delicious
smells. She was enjoying the different tastes in the
room when a human woman dressed in a fancy
gown came into the room. Based on Dapper’s
description, this is clearly Lady Longcastle. Dapper
hid inside the chest for fear of someone trying to kill
her again, but the woman didn’t notice her and
simply wrote down a letter, left it on the desk
somewhere, and closed the chest. Dapper couldn’t
open the chest from the inside, so she eventually
went to sleep and woke up now.
What Does She Know About the Murder? If the
adventurers didn’t find the crumpled letter when
they searched around Dr. Dalathon’s body, Dapper
can pinpoint the lavender scent on the floor and
show them the letter that Lady Longcastle left. In
that case, show the players Love Letter (Player
Handout).
Dapper also remembers the room from a few
hours ago, and it looked different. There were a lot
more papers on the desk, not scattered on the floor.
The love letter was left on the desk and wasn’t
crumpled. The sugared dew water wasn’t in the
room (or else Dapper would have given it a taste).
And there was a large golden potion bottle in the
potion stand which isn’t there anymore.
Otherwise, Dapper doesn’t know much about the
murder, since she slept through all of it. The body
definitely wasn’t there when she went to sleep.
Treasure & Rewards
If the adventurers didn’t try to harm Dapper, she
takes a liking to them. Since Dapper has broken her
bond with the evil archmage, she is willing to take on
a new familiar. Any warlock in the party gets the A
Dapper Familiar story award.
Next Step
Once the conversation is over, Dapper turns invisible
and flies off. She might hang around following the
adventurers invisibly if she likes them enough.
If the adventurers go back to Abert to report the
murder, proceed to Scene D.
If they enter any of the other guest rooms on this
floor, proceed to Scene E.
Scene D. Murder She Wrote
When the adventurers head back down to the
meeting chamber, they see that Abert and the three
panelists are talking about general alchemy topics.
When he notices the adventurers, he immediately
excuses himself to talk privately at the staircase.
When Abert learns about Dr. Dalathon’s murder,
he is shocked and appalled. He goes upstairs to look
at the body to confirm for himself, and then panics
for a bit before figuring out what to do.
Whodunit?
A murder like this would fall in the domain of the
Warders (Thentia’s police), but with the Magic and
Gold Festival already straining city resources, Abert
knows that it is unlikely that they would be able to
finish an investigation for at least a few days.
Unfortunately, since Dr. Dalathon was killed in her
room and nobody has been up in the guest rooms
today except for the three other panelists, it is very
likely that one of them is the culprit. All three of
them traveled to Thentia for this panel, so they will
likely leave for their home cities within a day or two
at most. If the murderer is to be brought to justice,
they can’t wait for the Warders; they must figure out
who killed Dr. Dalathon before the night is out. Abert
pleads with the adventurers and offers to hire them
as investigators. They must solve this mystery
tonight if they want to catch the murderer.
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If they agree, Abert will go back to the council
chamber and disperse the crowd. He suggests the
adventurers investigate the scene of the crime
carefully if they haven’t done so already, and he
gives them permission to enter the other guest
rooms and search the panelists’ belongings. He tells
them to come back down to the council chamber
once they are done searching the rooms.
If the adventurers go back to the scene of the
crime, return to Scene B. If they go to search the
other guest rooms, proceed to Scene E.
Scene E. Room Service
There are three other guest rooms on the third floor
of the Spiraling Tower, all lined up in one hallway.
Prof. Pyrax’s Room
Prof. Pyrax’s guest room is right next to Dr.
Dalathon’s room, though the walls are thick enough
to muffle all sounds between them. The room has a
bed with a bag of clothing on it. There is also a chest
full of potions, alchemy components, and notes
about Prof. Pyrax and Dr. Dalathon’s research
project. Unlike in Dr. Dalathon’s room, Prof. Pyrax’s
notes are neatly stored and have not been taken out
of the chest.
If the adventurers look for a golden potion, none
of the potions in the chest seem to match.
If someone searches the bag of clothing, they can
make a DC 13 Wisdom (Perception) check to
notice an odd and unpleasant smell coming from a
perfume bottle in the bag. Inside the perfume bottle
is a golden liquid. Prof. Pyrax hid the contents of the
sample potion inside this perfume bottle. A DC 13
Intelligence (Arcana) check recognizes the liquid
as an alchemical concoction.
Master Murnig’s Room
Master Murnig’s room is human-sized, but the
furniture inside is made for gnomes and halflings. He
has a bag of clothing and personal belongings on the
small bed, and a thick stack of notes on the desk.
Anyone reading the notes can make a DC 10
Intelligence (Investigation) check to skim their
contents and figure out their purpose. On a success,
the character realizes that these papers track Dr.
Dalathon’s research and work over the course of
decades, with documents detailing every flaw in her
record, every mistake she made, and every potential
way to discredit her. The most recent entry ponders
how Murnig wasn’t able to discover the recipe for
potions of longevity even after years of research, so
Dr. Dalathon’s latest discovery must be a lie.
Lady Longcastle’s Room
Lady Longcastle has the biggest suite in the tower
filled with grandiose furniture. Her clothes and
belongings are neatly placed in the drawer, and
magical unseen servants tend to chores around the
room, washing clothes and dusting furniture. They
do not interfere with the adventurers.
A thorough search of the room discovers only that
Lady Longcastle keeps a lot of makeup and perfume
bottles, many of which are lavender-scented.
Scene F. Everyone Is a Suspect
Once the adventurers are done searching the guest
rooms, they can go back down to the council
chamber to find Abert, Lady Longcastle, Master
Murnig, and Prof. Pyrax sitting down here waiting
for them. Abert tells the party that he has told the
panelists what happened, and they all agreed to be
interviewed about Dr. Dalathon’s murder.
There is a small private meeting room behind the
stage. Abert suggests that the adventurers
interview each of the panelists individually and
then try to come to a conclusion.
Lady Longcastle
Lady Longcastle tries to maintain a stoic demeanor,
pretending not to know Dr. Dalathon well. In truth,
she is crestfallen, partially because her lover is dead,
but even more so because she will likely never
receive the potion of longevity that she craves. After
talking for a while, the adventurers can realize her
priorities with a DC 13 Wisdom (Insight) check.
At the Time of the Murder, Lady Longcastle was
in her room taking a bath.
The Secret Relationship. If the adventurers
present the love letter to Lady Longcastle as
evidence of her relationship with Dr. Dalathon, she
relents and tells the entire truth, asking only that
they keep her relationship a secret.
What Did She Do Today? Lady Longcastle arrived
in Thentia this afternoon, the last of the three. When
she arrived, she wanted to see Dalathon as soon as
possible, but Dalathon had gone out to the festival.
Longcastle found Dalathon’s door ajar and walked in,
but the room was empty, so she wrote a letter and
left it on the desk, then went back to her room.
The Potion of Longevity. When Dr. Dalathon
came close to completing a sample of the potion, she
promised Lady Longcastle that she would give her a
vial as soon as it was in working order. Dalathon
contacted Longcastle again a tenday ago, saying that
she will have a working sample at the festival. Prof.
Pyrax did not know of this arrangement.
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Master Murnig
Master Murnig has a conflicted look on his face, as
he is simultaneously relieved that his rival is gone,
but also disappointed that he never got a chance to
humiliate her on the panel. A DC 10 Wisdom
(Insight) check is enough to discern his barely-
hidden contempt for Dr. Dalathon.
At the Time of the Murder, Master Murnig was in
his room reading notes and preparing for the panel.
What Did He Do Today? Master Murnig spent
most of the day at the festival. He went back to his
room in the afternoon to look over his notes right
before the panel. He did see Dr. Dalathon out with
Prof. Pyrax at the food court during lunch.
The Public Confrontation. If the adventurers ask
about Dr. Dalathon at the food court, Murnig giddily
explains that he happened upon Dalathon and Pyrax
at lunch and went to talk. The conversation quickly
turned to their research into brewing potions of
longevity, which Murnig knows is impossible due to
his previous failed attempt at it. According to
Murnig’s retelling, he destroyed Dr. Dalathon with
facts and logic over the course of the argument.
The Opposition Portfolio. If the adventurers
bring up his stack of notes criticizing Dr. Dalathon,
Murnig proudly talks about the years he spent
compiling all of Dr. Dalathon’s mistakes and
transgressions. He has feuded with her for many
years, and he no longer even remembers how the
rivalry started. He simply has an irrational desire to
try to prove himself academically superior to her. He
speculates that she may have accidentally caused
her own death with a failed experiment.
Prof. Pyrax
Prof. Pyrax is an emotional wreck, though he tries
to disguise his feelings of guilt as mourning. His eyes
are permanently downcast, and he talks in a lifeless
voice. He tries to answer questions truthfully but
lying just enough to hide evidence of his guilt.
If confronted with a contradiction or with
evidence of his guilt, he gets flustered and tries to
come up with a new, likely even less believable lie.
He is also quick to point fingers at Master Murnig,
claiming (truthfully) that Murnig has always hated
Dr. Dalathon.
Prof. Pyrax is a copper dragonborn, and a DC 10
Intelligence (Nature) check lets a character know
that copper dragonborn can breathe acid in a line.
Dragonborn characters know this automatically.
At the Time of the Murder, Prof. Pyrax was in his
room looking over notes and preparing for the panel.
(This is a lie. Pyrax’s notes in his room have not been
taken out of the chest.)
What Did He Do Today? He and Dr. Dalathon
went out to see the festival this morning. At lunch,
they were accosted by Master Murnig, who kept
arguing with Dr. Dalathon until they ended up
causing a public spectacle. They decided to return to
their rooms after that, He hasn’t seen her since. (This
is a lie. He went with Dalathon to her room first.)
The Potion Sample. If asked, Prof. Pyrax pretends
not to know where the potion of longevity sample
went, saying that Dr. Dalathon kept it with her. If the
adventurers mention the hidden potion in the
perfume bottle in his room, he lies and says that
perfume liquid was from a different experiment.
Secret Relationship. If the adventurers ask about
Lady Longcastle or Dalathon’s relationship, Pyrax
pretends to know nothing, saying that Dr. Dalathon
was married to her work. A DC 13 Wisdom (Insight)
check detects that Pyrax knows more about this than
he lets on, and he seems to show some restrained
hostility at any mention of Lady Longcastle.
Scene G. Pointing Fingers
Once all the interviews are done, the time has come
to figure out who the murderer is. Abert and the
three suspects are all gathered in the council
chamber awaiting the results of the investigation.
Let the adventurers discuss the case among
themselves before making an accusation. Once they
accuse someone, have them explain their evidence
and reasoning. Extra credit if they first talk about the
two suspects who are innocent of the crime before
finally talking about the real murderer.
The adventurers need to come up with at least
two solid pieces of evidence pointing to the
murderer, and they should try to explain how the
murder was committed and the motive behind it.
If the adventurers accuse the wrong person (not
Prof. Pyrax) or have insufficient evidence backing up
their claim, Abert is unable to act upon their flimsy
evidence and the murderer walks free.
If the adventurers accuse Prof. Pyrax and lays
out at least two solid pieces of evidence, he
breaks down in tears and admits his guilt. He claims
that he killed Dr. Dalathon by accident after he
confronted her about her intent to give the sample
away and ruin his only chance of getting out of debt.
Abert calls for the Warders to lead him away.
Abert thanks the adventurers for their success in
discovering Dr. Dalathon’s killer. He collects the
potion of longevity sample away as evidence.
Treasure
Abert pays the adventurers and allows them to keep
Dr. Dalathon’s spellbook if they want it.
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Episode 4: Rewards
At the end of the session, the characters receive rewards based upon their accomplishments.
Character Rewards
The characters earn the following rewards:
Advancement
Upon successfully completing this adventure, each
character gains a level. At their discretion, they may
choose to decline advancement. Remind your
players that the amount of gold that their characters
can earn per level is limited; declining advancement
means that they may reach a point where they earn
no gold.
Gold
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:
Tier
Hourly GP Award
GP Limit per Level
1
20 gp
80 gp
2
30 gp
240 gp
3
200 gp
1,600 gp
4
750 gp
6,000 gp
Spellbook(s)
If found during the adventure, the characters can
keep the following spellbooks; these spellbooks are
described in Episode 4: Spellbook:
• Dr. Dalathon’s Spellbook
Story Award(s)
If earned during the adventure, the characters can
gain the following story awards, which are described
in Episode 4: Story Award:
• A Dapper Familiar
Dungeon Master Rewards
For running this adventure, one of your character
gains a level. That character receives gold based on
their tier prior to advancement:
Tier
GP Earned
1
80 gp
2
240 gp
3
1,600 gp
4
6,000 gp
You may be able to exchange this reward for other
benefits. See the Adventurers League DM Rewards
document for more information.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
41
Episode 4: NPC Summary
The following NPCs feature prominently in this
episode.
• Abert Frostbeard (AB bert). A dwarven manager
who works for the Council of Mages. He is tasked
with managing and moderating the alchemy panel
at the Spiraling Tower.
Personality: I delegate and procrastinate so I can
put out the least possible amount of effort.
Ideal: I wish everything would always go according
to plan and nothing ever goes wrong.
Bond: I have messed up my job too many times
recently. The alchemy panel must go well!
Flaw: I have a hard time adjusting to the
unexpected.
• Dapper. A cheerful, three-eyed imp who escaped
from the future. She was once the familiar of an
evil archmage from a future timeline who brought
much harm to Thentia. Time travel left her
memories of him hazy at best. She came to the
Spiraling Tower to look for a powerful wizard to
warn about that future evil, but instead she found
herself at the scene of Dr. Dalathon’s murder.
Personality: I love to eat and I try to lick
everything at least once to see how it tastes.
Ideal: I just want a nice warlock to be my new
familiar and take care of me.
Bond: My former master was an evil jerk who
refused to obey my orders and feed me what I want.
Flaw: I am egotistical and self-aggrandizing.
• Doctor Dalathon (DAL la thon). A sun elf
transmuter from Elventree who was scheduled to
speak at the alchemy panel. She was working with
her research partner Prof. Pyrax to find a way to
brew potions of longevity. They succeeded in
brewing a sample, but Dr. Dalathon was planning
to steal the sample to give to her secret lover Lady
Longcastle.
Personality: I try to keep my research neat and
organized.
Ideal: I would do anything for my lover’s sake.
Bond: I am secretly in love with Lady Longcastle.
Flaw: I take my partner Prof. Pyrax for granted.
• Lady Longcastle. A human noble from Hillsfar
with an interest in alchemical matters. She was
scheduled to speak at the alchemy panel. She is
also in a secret relationship with Dr. Dalathon, and
has no idea that Prof. Pyrax murdered her.
Personality: I get bitter if I am not the center of
attention.
Ideal: I hope that alchemy is the key that will allow
me to remain young and beautiful forever.
Bond: If word gets out that I love a lowborn elf, my
reputation would be ruined!
Flaw: I consider everything through the lens of how
it affects me.
• Master Murnig (MURR nig). A gnome alchemist
from Hulburg who was scheduled to speak at the
alchemy panel. His prior research into brewing
potions of longevity was a total failure, so he
refuses to believe that Dr. Dalathon and Prof.
Pyrax’s research was successful and he intends to
harshly criticize their research during the panel.
Personality: I like to ramble on about my
accomplishments and Dr. Dalathon’s foibles.
Ideal: They laughed at me at the academy, but I’ll
show them all!
Bond: I have a deeply personal academic rivalry
with Dr. Dalathon.
Flaw: I treat others like my inferiors and
subordinates.
• Professor Pyrax (pie RACKS). A copper
dragonborn illusionist from Elventree who was
scheduled to speak at the alchemy panel. He is Dr.
Dalathon’s research partner. Together, they
discovered a method to create potions of longevity
and brewed up a sample. However, when he
learned that Dr. Dalathon was planning to steal the
sample for her secret lover, Prof. Pyrax murdered
her and stole the sample for himself.
Personality: I use reasoned words and an amiable
attitude to hide my evil deed.
Ideal: Knowledge is a pathway to gold and glory.
Bond: My family is in so much debt. I must find a
way to pay it off.
Flaw: I am prone to panicked overreactions when
nervous.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
42
Episode 4: Creature Statistics
Dapper (Imp)
Tiny fiend (devil, shapechanger), lawful evil
Armor Class 13
Hit Points 10 (3d4 + 3)
Speed 20 ft., fly 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
17 (+3)
13 (+1)
11 (+0)
12 (+1)
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4,
Stealth +5
Damage Resistances cold; bludgeoning, piercing, and
slashing from nonmagical weapons that aren’t
silvered
Damage Immunities fire, poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to
polymorph into a beast form that resembles a rat
(speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20
ft., climb 20 ft.), or back to its true form. Its statistics
are the same in each form, except for the speed
changes noted. Any equipment it is wearing or carrying
isn’t transformed. It reverts to its true form if it dies.
Devil’s Sight. Magical darkness doesn’t impede the
imp’s darkvision.
Magic Resistance. The imp has advantage on saving
throws against spells and other magical effects.
Actions
Sting (Bite in Beast Form). Melee Weapon Attack: +5
to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing
damage, and the target must make a DC 11
Constitution saving throw, taking 10 (3d6) poison
damage on a failed save, or half as much damage on a
successful save.
Invisibility. The imp magically turns invisible until it
attacks or until its concentration ends (as if
concentrating on a spell). Any equipment the imp
wears or carries is invisible with it.
Professor Pyrax (Illusionist)
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 38 (7d8 + 7)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
9 (-1)
14 (+2)
13 (+1)
16 (+3)
11 (+0)
12 (+1)
Saving Throws Int +5, Wis +2
Skills Arcana +5, History +5
Senses passive Perception 10
Languages any four languages
Challenge 3 (700 XP)
Spellcasting. The illusionist is a 7th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5
to hit with spell attacks). It has the following wizard
spells prepared:
Cantrips (at will): dancing lights, mage hand, minor
illusion, poison spray
1st Level (4 slots): color spray,* disguise self,* mage
armor, magic missile
2nd Level (3 slots): invisibility,* mirror image,*
phantasmal force*
3rd Level (3 slots): major image,* phantom steed*
4th Level (1 slot): phantasmal killer*
* Illusion spell of 1st level or higher
Displacement (Recharges after the Illusionist Casts an
Illusion Spell of 1st Level or Higher). As a bonus action,
the illusionist projects an illusion that makes the
illusionist appear to be standing in a place a few inches
from its actual location, causing any creature to have
disadvantage on attack rolls against the illusionist. The
effect ends if the illusionist takes damage, it is
incapacitated, or its speed becomes 0.
Actions
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 2 (1d6 – 1) bludgeoning damage or
3 (1d8 – 1) bludgeoning damage if used with two
hands.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
43
Episode 4: The Alchemy Panel (Player Handout)
Dr. Dalathon
Biography: Female sun elf,
age 357
Occupation: Transmuter and
alchemist from Elventree
Description: Dr. Dalathon is a
brilliant researcher currently
working with Prof. Pyrax to
develop a way to brew new
potions of longevity. The two
have made a recent
breakthrough and are here to
present their findings.
Master Murnig
Biography: Male rock gnome,
age 294
Occupation: Conjurer and
alchemist from Hulburg
Description: Master Murnig is
an expert alchemist who has
attempted to develop a recipe
for potions of longevity in the
past. He has a friendly
academic rivalry with Dr.
Dalathon which should keep
things lively.
Lady Longcastle
Biography: Female human,
age 52
Occupation: Noble from
Hillsfar
Description: Lady Longcastle is
an erudite noble with a
passionate interest in
alchemy. She is known to be a
patron of the sciences, and
her sponsorship of this event
is much appreciated.
Prof. Pyrax
Biography: Male copper
dragonborn, age 47
Occupation: Illusionist and
alchemist from Elventree
Description: Prof. Pyrax is a
respected academic who has
been all around the Moonsea.
He is Dr. Dalathon’s research
partner on the potion of
longevity project, and they
are here to present their
findings.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
44
Episode 4: Love Letter (Player Handout)
My dearest Dalathon,
It seems you have stepped out into the festival before my
arrival. I hope you return soon, for my heart longs so much
to see you again. It pains me that we must keep our love
secret because of those bigoted, judgmental nobles back in
Hillsfar. I care not that you are an elf of low birth, I love
you all the same. If only I were born an elf as well, instead of
being born human and doomed to age and die after so few
years in the Realms.
But perhaps that fate may not befall me yet. In your last
letter, you said that your research into the potion of
longevity was going very well, and that you finally created
a working sample after painstaking research and
experimentation. When you made your promise all those
months ago, I didn’t think you could fulfill it so quickly.
Bring the sample with you to my chamber after the panel. I
hope that tonight is the night I reclaim my lost youth and
beauty, so that our love can burn brighter and longer still.
See you soon,
̶ Your Love
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
45
Episode 4: Story Award
Adventurers may earn the following story award
during the adventure.
A Dapper Familiar
Only a character with at least one level in warlock
can gain this story award.
You have made friends with Dapper the imp. If you
have Pact of the Chain, you can summon Dapper as
your imp familiar (no mechanical changes from a
normal Pact of the Chain imp familiar). Dapper is a
cheerful, three-eyed imp who loves to eat, and she
tries to lick everything at least once just to see how it
tastes. She is egotistical and self-aggrandizing, and
once summoned by a warlock, she insists that she is
the master and the warlock is her familiar.
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
46
Episode 4: Spellbook
Adventurers may earn the following spellbook
during the adventure.
Dr. Dalathon’s Spellbook
Something with small teeth has taken bites out of the
corners of this worn notebook. The pages inside are
filled with alchemical symbols and margin notes. It
contains the following spells:
1st level: catapult*, longstrider
2nd level: alter self, darkvision, Maximilian’s earthen
grasp*, skywrite*
3rd level: tiny servant*, water breathing
4th level: stone shape
* Indicates spell from Xanathar’s Guide to Everything
Not for resale. Permission granted to print or photocopy this document for personal use only.
CCC-MAG01-01 Mischief at the Festival (v1.0)
47
Appendix 1: Dungeon Master Tips
This adventure is designed for three to seven 1st-
4th level characters and is optimized for five
characters with an average party level (APL) of 3.
Characters outside this level range cannot participate
in this adventure.
New to D&D Adventurers League?
http://dnd.wizards.com/playevents/organized-play
To DM an adventure, you must have 3 to 7 players—
each with their own character whose level is within
the adventure’s level range. Characters playing in a
hardcover adventure may continue to play to but if
they play a different hardcover adventure, they can’t
return to the first one if they’re outside its level
range.
Preparing the Adventure
Before you start play, consider the following:
• Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
of while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use in
a combat. Familiar yourself with the adventure’s
appendices and handouts.
• Gather any resources you’d like to use to aid you in
running this adventure--such as notecards, a DM
screen, miniatures, and battlemaps.
• Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
(such as backgrounds, traits, flaws, etc.)
Players can play an adventure they previously played
as a Player or Dungeon Master, but may only play it
once with a given character. Ensure each player has
their character’s adventure logsheet (if not, get one
from the organizer). The players fill out the adventure
name, session number, date, and your name and DCI
number. In addition, the player also fills in the
starting values for advancement and treasure
checkpoints, downtime days, and renown. These
values are updated at the conclusion of the session.
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a quick
scan of a player’s character sheet to ensure that
nothing looks out of order. If you see magic items of
very high rarities or strange arrays of ability scores,
you can ask players to provide documentation for the
irregularities. If they cannot, feel free to restrict item
use or ask them to use a standard ability score array.
Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an adventure
or episode, they can declare their activity and spend
the days now, or they can do so at the end of the
adventure or episode. Players should select their
characters’ spells and other daily options prior to the
start of the adventure, unless the adventure specifies
otherwise. Feel free to reread the adventure
description to help give players hints about what they
might face.
Adjusting This Adventure
When combat is a possibility, the adventure will
provide a sidebar that helps you to determine the
best mix/number of opponents to provide them with
to create an appropriate challenge. While you’re not
bound to these adjustments; they’re here for your
convenience and consideration.
To determine whether you should consider
adjusting the adventure, add up the total levels of all
the characters and divide the result by the number of
characters (rounding .5 or greater up; .4 or less
down). This is the group’s average party level (APL).
To approximate the party strength for the
adventure, consult the table below.
Determining Party Strength
Party Composition Party
Strength
3-4 characters, APL less than
Very weak
3-4 characters, APL equivalent
Weak
3-4 characters, APL greater than
Average
5 characters, APL less than
Weak
5 characters, APL equivalent
Average
5 characters, APL greater than
Strong
6-7 characters, APL less than
Average
6-7 characters, APL equivalent
Strong
6-7 characters, APL greater than
Very strong
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/MAGFest/CCC-MAG01-01 - Mischief at the Festival (1-4).pdf |
Re: Battletech mixed drinks
Pidge
(Captain)
12/28/01
08:06 PM
66.68.84.149
Re: Battletech mixed drinks
This is my list of Battletech drinks...
Mechs and Vehicles
Banshee
1 oz. Banana Liquor
1 oz. White Crème de Cacao
1 oz. Half and Half
Pour ingredients into a blender with crushed ice and blend for 30 seconds. Serve
in a Daiquiri glass.
Black Hawk Cocktail
1 1/4 oz. Whiskey
1 1/4 oz. Sloe Gin
Shake with ice, Strain into a chilled cocktail glass, Garnish with a cherry.
Blizzard
1 oz Brandy
1 oz Irish Cream
1 oz Coffee Liqueur
1 oz Light Rum
2 scoop Vanilla Ice Cream
1 oz Light Cream
Blend until smooth and creamy. Dust the top with nutmeg or cinnamon.
Bushwhacker
1/4 oz. White Crème de Cacao
1/4 oz. Cream of Coconut
1/4 oz. Kahlua
1/4 oz. 151 Rum
1/4 oz. Half & Half
Hand swirl over ice, Strain into a small Rocks glass.
Fireball
3/4 oz. Cinnamon Schnapps
1/4 oz. Cherry Brandy
Layer in a pony or shot glass.
Flying Grasshopper
file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (1 of 5)8/28/2003 10:31:34 AM
Re: Battletech mixed drinks
3/4 oz. Green Crème de Menthe
3/4 oz. White Crème de Cacao
3/4 oz. Vodka
Shake with ice, serve up in a chilled cocktail glass.
Grasshopper
3/4 oz. Green Crème de Menthe
3/4 oz. White Crème de Menthe
3/4 oz. Half & Half or Cream
Shake with cracked ice and strain into a pre-chilled cocktail glass.
Scorpion
1 oz. Brandy
1 oz. Rum
3 oz. Pineapple Juice
Dash of Grenadine
Serve over ice in Highball glass.
Shogun
1/2 oz. Midori
1 1/4 oz. Vodka
Build in a Pony or Shot glass.
Stinger
1 1/2 oz. Brandy
3/4 oz. White Crème de Menthe
Pour into an ice filled rocks glass and stir.
Victor
1 1/2 oz. Gin
1/2 oz. Sweet Vermouth
1/2 oz. Brandy
Shake & Serve in a chilled cocktail glass.
Weapons
AC/20
1 oz. Bourbon
1/2 oz. Scotch
1/2 oz. Vodka
Brown Sugar
Lemon Juice
Place in a Collins glass and stir until all the sugar is dissolved.
file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (2 of 5)8/28/2003 10:31:34 AM
Re: Battletech mixed drinks
ER Large Laser
3 Shots Stoli
1 Shot Goldschlager
Club Soda
Pour the hooch over ice into a highball glass. Fill glass the rest of the way with
club soda.
Flamer
1 oz. Cinnamon Schnapps
3 Drops Tabasco Sauce
Add ingredients to a shot glass and stir.
Gauss Rifle
1 oz. Light Rum
1/2 oz. Dark Rum
1/2 Dash Grenadine
1/4 oz. Grenadine
1/4 oz. Triple Sec
Add a few Silver Dragees to the drink, Pour ingredients into a tall glass and stir.
Large Laser
3 Shots Stoli (it HAS to be Stoli or some other high-quality vodka)
1 Shot Goldschlager
Pour into an old-fashioned or rocks glass and add ice.
Medium Laser
1 1/2 oz. Gin
Splash of Scotch
Serve in a chilled cocktail glass.
PPC
1 Shot Blue Curacao
1-2 Shots Citrus Vodka
1 Shot Clear Cuervo Tequila7-Up
In an old fashioned glass put 3 ice cubes and your alcohol then fill the rest of the
glass with the 7-Up.
[NOTE: This is a less-powerful version of the "official" PPC]
PPC (The Official Version)
4 Shots Everclear
1 shot of:
Peppermint Schnapps(Steiner)
Sake(Kurita)
Ouzo(Marik)
file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (3 of 5)8/28/2003 10:31:34 AM
Re: Battletech mixed drinks
Plum Wine(Liao)
Bourbon(Davion)-tequila if in Capellan March
Inferno SRM-2
1 Shot Sambuca
1 Shot Amaretto
2 Shots Goldschlager
2 Coffee Beans
Combine ingredients in a cordial glass (a wineglass will work if you don't have
one of these). Light 'er up and let 'er burn for six turns (1 minute) before
extinguishing. Enjoy. You can also double or triple the amount if you want an
Inferno-4 or Inferno-6. In that case, the burn time increases as follows:
Inferno-4: 9 turns (minute and a half)
Inferno-6: 12 turns (two minutes)
If you go for the 4 or 6, I suggest a pilsner glass (tall glass that looks like an
inverted cone). In any case, let the drink sit for a few moments before drinking
unless you want scalded tongue.
Misc
Artillery Shell
1 1/2 oz Gin
1 1/2 tsp Sweet Vermouth
2 dashes Bitters
Ice
Stir with ice and strain into a glass.
Jumpship
1 1/2 oz. Gin
1 oz. Lemon Juice
4 Dashes Grenadine
1 oz. Cream
Shake well and pour into a large Highball glass with ice.
Mech Coolant
1 oz. Mountain Dew
1 oz. Cuervo Gold
Mix in a shot glass and serve.
Rough Terrain
Mix Ginger Ale with Vodka
Serve warm.
file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (4 of 5)8/28/2003 10:31:34 AM
Re: Battletech mixed drinks
Fusionnaire
4 1/2 oz. Lemon Juice
3 oz. Vodka
1 1/2 oz. Peppermint Schnapps
1 1/2 oz. Lemonade Schnapps
1 1/2 oz. Rum
Serve Chilled in a tall glass over ice.
Veteran
2 oz. Dark Rum
1/2 oz. Cherry Brandy
Serve in an Old Fashioned glass, with easy ice.
file:///C|/My%20Shared%20Folder/Mechwarrior/Character%20Sheets/Battletech%20mixed%20drinks.htm (5 of 5)8/28/2003 10:31:34 AM
| textdata/thevault/BattleTech [multi]/3rd party/BattleTech - Mixed Drinks.pdf |
1
Cult of the Mirrored King
2
Masters & Minions
Credits
Author: Kim Frandsen
Editor: Troy Daniels
Copy Editor: Lucus Palosaari
Artist: Rick Hershey
Design and Layout: Rick Hershey and Troy Daniels
Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason
Owen Black, Jeffrey Swank, John Bennett, Justice Mora, Kalyna Conrad, Kiel
Howell, Kim Frandsen, Landon Winkler, Matt Roth, Michael Ritter, Rodney
Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
Line Developer: Kim Frandsen
Business Manager: Tristan Hershey
Publisher: Rick Hershey of Fat Goblin Games
Masters & Minions: Cult of the Mirrored King © 2017 Fat Goblin Games
Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder®
Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG
for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC
does not guarantee compatibility, and does not endorse the product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the
Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game
Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/
pathfinderRPG/compatibility for more information on the compatibility license.
Open Game Content: All material — including but not limited to art, place
and character names, character and setting descriptions, background, and new
class descriptions—is Product Identity. All other content is considered Open Game
Content.
3
Cult of the Mirrored King
Table of Contents
About Fat Goblin Games
Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying Game
compatible products. With a focus on high quality production values and providing a creative environment for
our writers, Fat Goblin Games has quickly become a recognized force in the world of third party publishers.
With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games
continues to provide exciting content and fantastic worlds in which gamers can immerse themselves.
Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
Introduction
4
The Cult of the Mirrored King
5
Members of the Organization
6
The Master
6
The Minions
9
The Tools
11
New Equipment
14
New Rules
14
New Magic Item
15
The Religion of the Mirrored King
15
Encounters
16
Plots & Schemes
16
The Master’s Lair
17
The Tavern of Achieved Dreams
17
4
Masters & Minions
Introduction
Welcome to Masters & Minions, a product designed to provide you with a band of close-knit NPCs that act in
concert to provide a new organization complete with leaders, chief henchmen, and minions oozing with character to
add to your Pathfinder Roleplaying Games. These have been designed to provide antagonists or rivals for your heroes,
though some may act as allies or support for particularly unorthodox groups.
Unlike a simple thieves’ guild or tribe of orcs, these groups draw much more heavily on influences from comic
books and action movies, featuring over-the-top characters and outrageous environments. Each book contains
everything you need to add a colorful rogue’s gallery of villains to your game, including their stat blocks, a map of
their lair, and plot hooks. Any trademark items, uniforms, calling cards, techniques and styles will be laid out in detail.
It is designed to make sure that you can easily and seamlessly include the new organization in your games, regardless
of what setting you use.
This volume features the Cult of the Mirrored King, a group of drug dealers and cultists, selling the drug Unachieved
Dreams, which puts you under and makes you dream of your innermost desires. Whether that dream is becoming a
king or having a harem, this drug will help you, while they, at the same time are preparing your soul for sacrifice to the
Mirrored King himself.
This volume contains all the background and statistics that you need to add the Cult of the Mirrored King to your
campaign today.
5
Cult of the Mirrored King
The Cult of the
Mirrored King
The Cult of the Mirrored King is only a few years old
at this point, as it is the brainchild of an exceptional
criminal mastermind known today as the Mirrored Man.
Originally the Cult started as a simple drug-running
scheme, but at this point it has become much more,
working with all kinds of illegal activities and getting
its fingers into every pie, much to the distress of
the local rogues’ gallery. Ostensibly though, their
main interests are a protection racket and the
manufacturing, distribution, and selling of drugs,
especially the highly successful drug Unachieved
Dreams. As such, most outsiders do not know this
organization as being a cult, they simply refer to them
as the “Masked Gang.”
Unbeknownst to outsiders however, the Cult of the
Mirrored King is also a front for a soul-collection, and
body-selling, enterprise for a unique devil, known as
the Mirrored King. The Mirrored King is a powerful
entity in Hell, but he’s poised to become an infernal
duke, and is using the soul-collection efforts of the Cult
to bolster his efforts.
Un-achieved Dreams is the key to the Mirrored Man’s
(the high priest of the Mirrored King) plans for power.
It was only created a few months ago, but has so far
proven to be a great success, and the Mirrored Man is
about to start expanding his empire of soul collectors,
and is planning on using his drug empire to open the
way for that expansion.
This means that not only has the cult started moving
into new towns and cities, but they’ve also started
upping their efforts to reach into high society, as
previously they only targeted the working classes and
those already addicted, for the drug to be properly
tested. Now, that they’ve perfected it, they know that
there is more coin to be had from the members of high
society, than from the workers, and not only that, but
those bodies would be of higher value to the devils
wanting to use their bodies, as it would enable them
to start with more influence on society, and help to
ensure that the cult remains hidden from the public
eye. To avoid discovery, the Mirrored Man has already
arranged for the possession of a couple of the local
deputies, but he has his eyes set much higher, hoping
to collect and replace the chief magistrate. And should
he prove successful, one day the rulers themselves.
Currently the Masked Gang gets most of its income
from the drug scheme, as well as a protection racket,
but while the Mirrored Man keeps most of the coin
for the organization, a lot of it makes its way back to
the gang-members and cultists, enough to ensure
that they both stay loyal (or in the case of the cult
members, giving them a double motive of both profit
and religion). The Mirrored Man does make sure that
the protection racket is as reliable as possible, making
sure that any shopkeeper who has paid their dues (and
diligently keeping track of it) will be protected from
other gangs or larceny. And should someone break
into the shop, not only will his gang-members chase
down and take care of the culprit, but he will also
pay the costs of restoring the shop and replacing any
lost items. This of course, is not done out of altruism,
but because the Mirrored Man realizes that he can’t
always rely on secrecy, so he tries to establish as much
goodwill as possible, something normally in short
supply for a criminal organization.
6
Masters & Minions
The Mirrored Man
This human figure, wears a voluminous red robe, with
white acid splashes down the front. A mask made of a
mirror-like material covers his face and a faint smell of
sulphur surrounds him.
The Mirrored Man
Cr 10
XP 4,800
Male adult human alchemist (mindchemist) 5/
cleric 6 (Mirrored King) (Pathfinder Roleplaying
Game: Advanced Player’s Guide, Pathfinder
Roleplaying Game: Ultimate Magic)
LE Medium humanoid (human)
Init +1; Senses Perception +12
deFenSe
AC 22, touch 12, flat-footed 20 (+6 armor, +2 Dex,
+2 natural armor, +2 shield)
hp 72 (11d8+22);
Fort +12, Ref +9, Will +10; +4 vs. Poisons
oFFenSe
Speed 20 ft.,
Melee +1 spear +7/+2 (1d8)
Ranged bomb +10 (3d6)
Space 5 ft.; Reach 5 ft.
Special Attacks bomb, cognatogen
Alchemist Extracts Known (CL 5th)
2nd—bull’s endurance, cat’s grace, invisibility
1st—bomber’s eye, cure light wounds, disguise self,
expeditious retreat, true strike
Cleric Spells Prepared (CL 6th; concentration +11)
Domains: Nobility, Madness
3rd—bestow curse (DC 18), blindness/deafness
(DC 18), dispel magic, rage
2nd—2nd—cure moderate wounds (2), enthrall
(DC 17), hold person (DC 17), spiritual weapon
1st—bane (DC 16), confusion, lesser (DC 16),
detect thoughts (DC 16), protection from good
(DC 16), ray of sickening (DC 16)
0—detect magic, detect poison, read magic, virtue
STaTiSTiCS
Str 8, Dex 14, Con 14, Int 15, Wis 21, Cha 14
Base Atk +7; CMB +6; CMD 18
Feats Explosive Bomb, Armor Proficiency Light,
Armor Proficiency Medium, Brew Potion,
Cognatogen (Su), Combat Casting, Concentrate
Poison, Dodge, Eschew Materials, Point Blank
Shot, Poison Bomb, Selective Channeling,
Shield Proficiency, Simple Weapon Proficiency,
Throw Anything, Weapon Focus (Bomb)
Skills Craft (Alchemy) +16, Diplomacy +15,
Knowledge (Arcana) +15, Knowledge (Religion)
+12, Perception +12, Sense Motive +16,
Spellcraft +16
Languages Common, Elven, Infernal
SQ Alchemy (Ex), Aura, Brew Potion (Ex),
Cognatogen, Inspiring Word (Sp), Languages,
Perfect Recall, Poison Resistance +4, Throw
Anything (Ex)
Combat Gear +1 chainmail, cloak of resistance
(+1), potion of cure moderate wounds, potion
of cure serious wounds, +1 spear, Other Gear
mirror mask (unique magic item, see below) ,
alchemist’s lab, holy symbol (of the Mirrored
King, made of highly polished gold), 500 gp in
various coins
TaCTiCS
Before Combat If the Mirrored Man is alerted
and expects combat, he buffs up, using cat’s
grace, bear’s endurance (both included in the
Members of the Organization
In the following segment, you’ll find the statistics needed to run the organization printed herein, including the
leader and his henchmen. Each has their own entry on this list.
The Master
Below you will find the leader of the organization. This is a unique NPC and there will only be one of them in the
organization.
7
Cult of the Mirrored King
stats above) and protection from good. After this
he waits, till just before the enemy arrives and
casts invisibility to make sure he has the drop
on the opponents. Finally, once they’ve arrived,
he takes one of his cognatogens to raise his
wisdom. (also, included in the stats above)
During Combat He opens with hold person
and spiritual weapon followed up by thrown
poison or explosive bombs. He will try to use
his confusion, lesser and bestow curse to hinder
the enemy if possible, and channel negative
energy to try to eliminate as many people
as he can. He uses invisibility and expeditious
retreat to escape if needed. If he’s unable to
escape, he will cast rage and use both spiritual
weapon and his +1 spear to best effect.
Morale The Mirrored Man attempts to escape if
reduces below 20 hp.
Base Statistics Str 8, Dex 12, Con 10, Int 15, Wis
17, Cha 14;
Base Atk +7; CMB +6; CMD 18;
AC 21, touch 12, flat-footed 19 (+6 armor, +1
Dex, +2 shield)
hp 50 (11d8);
Fort +10, Ref +8, Will +10; +4 vs. Poisons
Born into a family with an abusive, drug-using
father and never knowing his mother as she died
in childbirth, the Mirrored Man spent his formative
years, and his early teens roaming the streets of his
hometown, getting into all sorts of trouble, and being
punished for imaginary transgressions by his father.
One night, the town guard caught him, and threw
him in jail for the night. Upon his release, he was
beaten almost to death by his father, and he swore his
revenge. The very next day, he arranged for his father’s
death through a drug overdose.
The young man was now alone, but with a stash
of drugs at hand, he quickly found willing friends
and able hands in the city’s underworld, and shortly
thereafter, he began experimenting with creating the
drugs himself in a secluded laboratory underneath his
family’s house.
As fate would have it, one night he was cooking up
a new batch of drugs, when he accidentally added
some powdered fiend to the mix, and the whole thing
exploded, causing him to hallucinate wildly.
He dreamt of a large palace, filled with mirrored
halls, and a humanoid figure on a golden throne,
with a head covered by a mask that reflected only the
viewer’s face and the endless mirrors around it. The
figure proclaimed itself to be the Mirrored King, and
that he, if the young man was willing, could make him
rich and powerful beyond his wildest dreams, if only
he would do him a small service, recruiting others like
him to his cause, and help the Mirrored King himself
overcome his superiors. The young man readily agreed,
and when he came to once more, he found that upon
his chest lay a holy symbol, a small reflective silver
disc, with an engraving showing a whole and a broken
mirror overlaid upon each other.
8
Masters & Minions
Over the next few years, the Cult of the Mirrored
King grew, with the young man, now known as the
Mirrored King, recruiting carefully, seducing his new
followers with promises of power and wealth, if only
they would further the schemes of the Mirrored King,
and many flocked to his banner, unscrupulous men
and women who cared nothing for those around
them. All the while his drug empire grew wider and
stronger, with the Cult strong arming those who would
otherwise try to oppose them in the criminal world,
and taking extraordinary care not to be discovered by
the authorities. Anyone caught was rescued, or if that
was not possible killed, instilling great loyalty in those
serving the Mirrored Man.
In recent months, the Mirrored Man has completed
his greatest achievement, the one that he thinks will
bring him and his god untold power, the drug called
Unachieved Dreams. The drug itself is highly addictive
to those using it, both physically and mentally, it puts
the user to sleep, in which they dream of whatever
their deepest desire is, ruling others as a benign king,
having their own harem of succubi or anything else
that they may fancy. The trick is that while they’re
asleep, their souls are partially freed from their bodies,
and the soul travels to the Palace of the Mirrored King
in Hell, where the dreamer experiences the desires,
making the experience partially real. However, while
this is happening, the drug also slowly reduces their
willpower, making them more susceptible to the
drug, and in time, their soul tears loose from the
body and goes to the Palace of the Mirrored King
permanently. Once there, it is trapped, to be used by
the Mirrored King in his plays for power among the
devils, where he is trying to increase his influence.
The drug is even more insidious than that however,
for the body remains alive and becomes susceptible
to possession, even by outsiders who do not normally
possess the ability to do so. The Mirrored King then
sells them access to the body for them to possess, and
the Mirrored Man lets them loose into society, all the
while pocketing the gold and valuables that the addict
brought him, and basking in the power of his god.
9
Cult of the Mirrored King
The Hand of the
Mirrored Man
This short halfling is missing his left index finger and
wears dark green clothes, including an oversized cloak. He
fidgets and his eyes flit constantly from side to side.
“Shorty” Mirrek Novos
The hand oF The Mirrored Man Cr 4
XP 1,200
Male adult halfling rogue 5
NE Small humanoid (halfing)
Init +4; Senses Perception +8
deFenSe
AC 18, touch 15, flat-footed 14 (+3 armor, +4 Dex,
+1 size)
hp 31 (5d8+5);
Fort +1, Ref +8, Will +0; +2 vs. fear
oFFenSe
Speed 20 ft.,
Melee short sword +3 (1d4-1/19-20)
Ranged dagger +8 (1d3-1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +3d6
STaTiSTiCS
Str 9, Dex 18, Con 11, Int 13, Wis 8, Cha 16
Base Atk +3; CMB +1; CMD 15
Feats Befuddling Strike (Ex), Fast Stealth, Armor
Proficiency Light, Evasion, Simple Weapon
Proficiency, Skill Focus (Diplomacy), Skill Focus
(Stealth),
Skills Acrobatics +12, Appraise +7, Bluff +10,
Diplomacy +13, Disguise +10, Intimidate +10,
Knowledge (Local) +8, Perception +8, Sense
Motive +6, Sleight of Hand +11, Stealth +18,
Use Magic Device +9
Languages Common, Halfling, Orcisch
SQ Fearless +2 save vs fear, Weapon Familiarity +1
to hit with thrown weapons, Evasion, Trap Sense
+1, Trapfinding, Uncanny Dodge
Combat Gear dagger, leather armor, short sword;
Other Gear goggles of minute seeing, 20 pieces
of paper, 3 quills, red and black ink.
TaCTiCS
Before Combat “Shorty” does not engage in
combat unless he absolutely cannot avoid
it. So, he will attempt to start combat while
stealthing, and striking from ambush with
sneak attack.
During Combat If forced into combat, “Shorty”
will attempt to flank with anyone he can, to
maximize his attempts at sneak attacks, or use
bluff to feint for sneak attacks.
Morale As soon as “Shorty” takes 10 or more
damage he attempts to flee. If unable to flee,
he will immediately surrender, hoping to
escape at the earliest opportunity, most likely
via bribery.
“Shorty” joined the Masked Gang a few months back,
and has become essential to the smooth running of
the organization, as he takes care of their accounting,
making sure that payments from the protection racket
are on time and making sure that members of the
organization is paid their dues.
Shorty suspects that something is up with the
organization, but he is on purpose making sure not to
learn what’s going on.
Shorty is in it for the gold, pure and simple, and the
Masked Gang is the best paying gang in town, and
should it become inadvisable for him to continue his
employment with the gang he plans to up and leave.
He does suspect, that if he does so, the Mirrored Man
will not take it likely and will pursue him to the ends
of the world, to preserve his secret, and to that end, he
has devoted a fair bit of his time to concoct an escape
route from the organization, but he knows that it
might not be enough.
The Minions
Below you will find the minions of the organization, the second-in-commands and trusted lieutenants of the
organization. Like the leader, these are unique NPCs.
10
Masters & Minions
Fist of the
Mirrored Man
This tall, half-orc female is severely muscled and heavy
set, with a low brow and a permanent scowl. At odds with
her appearance, she smells faintly of lilacs.
Borunda “Smasher”
FiST oF The Mirrored Man
Cr 4
XP 1,200
Female adult half-orc barbarian 5
LE Medium humanoid (orc)
Init +1; Senses darkvision 60 ft.; Perception +7
deFenSe
AC 14, touch 9, flat-footed 13 (+4 armor,
deflection, +1 Dex, -2 rage, +1 shield,)
hp 63 (5d12+25)
Fort +8, Ref +2, Will +3
oFFenSe
Speed 40 ft.
Melee battle axe +10 (1d8+7/x3), unarmed strike
+9 (1d3+6)
Ranged heavy crossbow +6 (1d10/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks improved unarmed strike, power
attack
STaTiSTiCS
Str 22, Dex 13, Con 18 Int 8, Wis 11, Cha 11
Base Atk +5; CMB +9; CMD 20
Feats Armor Proficiency Light, Armor Proficiency
Medium, Improved Unarmed Strike, Martial
Weapon Proficiency, Power Attack, Shield
Proficiency, Simple Weapon Proficiency,
Weapon Focus (battle axe)
Skills Acrobatics +5, Climb +6, Intimidate +9,
Perception +7, Ride +1, Survival +4
Languages Common, Orc
SQ Intimidating Glare, Renewed Vigor,
Combat Gear +1 battle axe, hide armor, light
wooden shield; Other Gear sack, 300 gp
TaCTiCS
Before Combat Before combat starts
“Smasher” rages.
During Combat “Smasher” focuses her attack on
one person at a time, starting with whomever
is closest.
Morale “Smasher” is a true believe and initiate of
the Mirrored King. She fights to the death.
BaSe STaTiSTiCS
AC 15, touch 11, flat-footed 14 (+4 armor,
deflection, +1 Dex, +1 shield)
hp 53 (5d12+15)
Fort +6, Ref +2, Will +1
Str 18, Dex 13, Con 14, Int 8, Wis 11, Cha 11
Base Atk +5; CMB +9; CMD 20
Borunda, or “Smasher” was one of the first to be
initiated into the cult of the Mirrored King and at this
point, she is a true believer. Knowing full well that she
is not the smartest person, she prefers to keep her
mouth shut and her fists talking. The Mirrored Man
has made her responsible for the protection racket
that they’re running, and Borunda is showing a very
tidy profit, and has managed to set aside some of her
earnings within the gang, believing that on the day
the Mirrored King becomes truly powerful, she will be
rewarded. However, she believes that it never hurts to
have some cash put aside for a rainy day. She does not
trust “Shorty” at all however, and whenever he pays
out her salary, she asks the Mirrored Man to verify the
amount for her, something that he does gladly to keep
her undying loyalty.
11
Cult of the Mirrored King
The Tools
Below you will find the tools of the organization. These are not unique NPCs unlike those listed above, but the
thugs, burglars and others that the leader might choose to employ against the PCs. These were created using the
non-elite stat array, except where they have PC classes, as these characters will stand out, as opposed to those using
the non-PC classes.
To the Mirrored Man, the tools are expendable shock troops, that he can put in the way of any hindrances. They
are the ones who carry out his day-to-day bidding, making sure that the gang runs smoothly and that cash keeps
coming into the gang’s coffers.
Of these, only the Cult-Initiate is a member of the Cult of the Mirrored King, the rest are only members of the gang
itself. All these answer either to Shorty or Borunda, depending on their expertise and current assignments.
These members of the gang are normally not encountered alone, as they usually travel in groups of 4-8, depending on
their current assignment. On any given encounter, the groups are normally at least 50% bruisers, though if they have been
given a stealthy assignment by the Mirrored Man, the composition might vary somewhat. (as per GM discretion).
It is possible for the PCs to eliminate the gang by sheer attrition, but at any given time, there are at least 50
members of the gang, at this rank, and the Mirrored Man would act long before the PCs would be able to kill off the
gang in this way, as he would see them as a threat.
Note that these NPCs are all listed as “Any adult human,” but they can be of any gender or race as appropriate.
Tool 1
Holding a heavy mace, and wearing leather armor, this
burly human wears a permanent scowl and smacks the
mace threateningly across the palm of the other hand.
The BruiSer
Cr 1/2
XP 200
Any adult human warrior 2
CE Medium humanoid (human)
Init +1; Senses Perception +1
deFenSe
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 13 (2d10+2)
Fort +3, Ref +1, Will -1
oFFenSe
Speed 30 ft.
Melee heavy mace +4 (1d8+1)
Space 5 ft.; Reach 5 ft.
STaTiSTiCS
Str 12, Dex 13, Con 11, Int 12, Wis 8, Cha 9
Base Atk +2; CMB +3; CMD 14
Feats Armor Proficiency Heavy, Armor Proficiency
Light, Armor Proficiency Medium, Martial
Weapon Proficiency , Shield Proficiency, Simple
Weapon Proficiency, Skill Focus (Intimidate),
Tower Shield Proficiency, Weapon Focus (heavy
mace)
Skills Climb +6, Intimidate +7, Perception +1,
Swim +6
Languages Common
Combat Gear heavy mace, leather armor Other
Gear sack for loot, 20 gp
TaCTiCS
During Combat The bruisers of the organization
do not tend to overthink combat, they simply
wade right in, using cover where possible to
avoid exposing themselves to ranged attacks.
They work together with other gang members
to flank their opponents.
Morale Bruisers try to flee if reduced below 5 hp
12
Masters & Minions
Tool 2
Dressed in simple clothes, this human has a faint smell of
ocean and salt about them. The hair is matted with sweat
and grime from hard work.
The drugrunner Cr 1/2
XP 200
Any adult human expert 2
NE Medium humanoid (human)
Init +0; Senses Perception +5
deFenSe
AC 12, touch 10, flat-footed 12 (+2 armor)
hp 9 (2d8)
Fort -1, Ref +0, Will +3
oFFenSe
Speed 30 ft.
Melee dagger +0 (1d4-1/19-20)
Ranged dagger+1 (1d4-1/1920) or sling +1 (1d4)
Space 5 ft.; Reach 5 ft.
STaTiSTiCS
Str 9, Dex 10, Con 8, Int 15, Wis 11, Cha 12
Base Atk +1; CMB +0; CMD 10
Feats Armor Proficiency Light, Simple Weapon
Proficiency, Skill Focus (Bluff), Skill Focus
(Disguise)
Skills Appraise +7, Bluff +9, Diplomacy +6,
Disguise +9, Forgery+ 6, Gather Information +5,
Intimidate +2, Know Geography +6, Perception
+5, Profession Sailor +4, Sense Motive +5,
Stealth +4
Languages Common, Dwarven, Elven
Combat Gear dagger, leather armor; Other Gear
bales, carts, crates (all for smuggling and with
secret compartments), 30 gp
TaCTiCS
During Combat Drugrunners hang back, using
their ranged weapons, staying behind any
bruisers in the gang, as much as possible. Only
if forced into close combat will they engage
with their dagger.
Morale Drug runners flee if reduced below 5 hp.
Tool 3
Dressed in simple, dark clothing, this slender human
appears to be trying to remain unobserved, almost
unconsciously. A faint smell of oil hangs to their clothing.
The CaTBurglar Cr 1/2
XP 200
Any adult human rogue 1
CE Medium humanoid (human)
Init +2; Senses Perception +4
deFenSe
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 9 (1d8+1)
Fort +0, Ref +4, Will +0
oFFenSe
Speed 30 ft.
Melee short sword +2 (1d6+1)
Ranged short bow +2 (1d6)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +1d6
STaTiSTiCS
Str 13, Dex 15, Con 11, Int 16, Wis 11, Cha 8
Base Atk +0; CMB +1; CMD 13
Feats Armor Proficiency Light, Point Blank Shot,
Simple Weapon Proficiency, Weapon Finesse
Skills Acrobatics 6, Appraise 7, Bluff 3, Climb
5, Diplomacy 3, Disable Device 6, Disguise 3,
Intimidate 3, Perception 4, Sense Motive 4,
Sleight of Hand 6, Stealth 6
Languages Common, Goblin, Orc
SQ Trapfinding
Combat Gear leather armor, short sword; Other
Gear grappling hook, 50 ft. hemp rope, sack full
of stolen goods (worth 50 gp), 20 gp in various
coins
TaCTiCS
During Combat The Cat burglar attempts to
set up sneak attacks, either by flanking with
other members of the gang (particularly any
Smugglers), or take pot-shots from cover
using their short bow. If possible, they do not
engage in melee combat.
Morale Catburglars flee if reduced below 5 hp.
13
Cult of the Mirrored King
Tool 4
This human figure is clad in a red robe and wears a mask
that obscures their face, causing it to shimmer slightly, like
water rippling on a pond.
The CulT-iniTiaTe Cr 4
XP 400
Any adult human adept 4
LE Medium humanoid (human)
Init -1; Senses Perception +2
deFenSe
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 18 (4d6+4)
Fort +1, Ref +0, Will +6; +1 on saves vs. fear
oFFenSe
Speed 30 ft.
Melee spear +2 (1d8-1)
Space 5 ft.; Reach 5 ft.
Class Spells Prepared (CL 4th; concentration +6)
2nd—cure moderate wounds
1st—bless, cause fear (DC 13), protection from good
0—detect magic, guidance, touch of fatigue (DC 12)
STaTiSTiCS
Str 8, Dex 9, Con 10, Int 13, Wis 14, Cha 12
Base Atk +2; CMB +1; CMD 10
Feats Armor Proficiency Light, Combat Casting,
Simple Weapon Proficiency, Weapon Focus (spear)
Skills Handle Animal +8, Heal +8, Knowledge
(Local) +7, Knowledge (Religion) +7, Spellcraft
+5, Survival +7
Languages Common, Infernal
Combat Gear chain shirt, spear Other Gear holy
symbol of the Mirrored King (made of highly
polished silver), mask, 30 gp
TaCTiCS
Before Combat The Cult-initiate starts combat
by casting bless (included in the stats above)
and protection from good (not included)
During Combat In combat, the Cult-initiate will
hang back slightly, to help others in the gang,
casting cause fear to hinder the strongest
opponent, and cure moderate wounds to keep
his comrades in combat.
Morale The Cult-initiate is utterly devoted to
the Cult of the Mirrored King and fights to the
death.
BaSe STaTiSTiCS
Fort +1, Ref +0, Will +6
Offense
Speed 30 ft.
Melee spear +1 (1d8-1)
14
Masters & Minions
New Equipment
The drug manufactured by the Cult is a key
component of the Mirrored Man and King’s schemes.
unaChieved dreaMS
Price 1 gp; Weight —
Unachieved dreams is a drug made of ingredients
known only to the Mirrored Man, but it contains
more than a trace amount of fiendish dust. It is
dark black and taken best as a form of tobacco,
usually through a pipe. If not for the fact that
the Mirrored Man has a practically unlimited
supply of the fiend-dust, the drug would be
prohibitively expensive, but as he, and the
Mirrored King, are attempting to subvert as
many mortals as possible the drug is kept cheap.
Type inhaled; Addiction severe, Fortitude DC 24;
Price 1 gp; Effects 8 hours; 4 hours of sleep (as
a full restful night) and a +2 bonus on charisma
checks; Damage 1d4 Wis damage
While under the effects of Unachieved Dreams,
for the first 4 hours, the person using the drug
sleeps soundly, dreaming dreams of their
greatest desires, be it power, wealth or anything
that the person could think of. Whatever it is
that person craves the most, that is what they
dream of. It is not a dream however. Instead,
part of the user’s soul is transported to the
Mirrored King’s palace in the Hell, and it is here
that they have the experience, which, to the
soul, is real.
Once their Wisdom is reduced to 0, their soul is
collected by the Mirrored King (similar to a
magic jar spell, cast at level 20), who stores it
for use in a future powerplay on the planes.
The body is then sold to the highest bidding
outsider (usually for a price equal to 100 gp
times the creature’s Hit Dice, though this can
vary for powerful political figures and similar
ones). The outsider is then free to possess
the body, which wakes up with the outsider’s
essence caught inside it.
The body functions with the full abilities of the
outsider except as follows:
• Physical stats (Str, Dex and Con) are still the normal
stats of the user.
• The outsider loses all energy resistance and any
damage reduction that the user doesn’t have
already.
• Once the body is slain, the outsider returns to their
home plane as normal.
• To reflect this, the CR of the outsider is reduced as
per the table below:
Change to Outsider’s CR While Possessing a Body
Original CR
CR Modifier
1-3
-0
4-6
-1
7-9
-2
10+
-3
Once the body is possessed, the Mirrored Man
releases the outsider-possessed body into the
community, with only a warning to not draw
attention to the cult, or the outsider will face
the wrath of the Mirrored King.
New Rules
In this section, you’ll find special rules that applies to the organization in this book, be it special equipment, spells
or new deities. The Cult of the Mirrored King only has two pieces of unique equipment as they use whatever they can
get their hands on, and even this equipment is not for use in normal combat.
15
Cult of the Mirrored King
New Magic Item
The following item is unique to the Cult of the
Mirrored King, as so far, only the Mirrored Man has
managed to get a hold of one of these.
Mirrored MaSk
Price 16,000 gp; Slot head; Aura faint abjuration
and illusion; CL 3rd; Weight 1/2 lb.
This mirror-bright mask, consists of a headband
and a veil covering the wearer’s face. The
material is a gauzy material, see-through from
the wearer’s side, but reflecting an onlooker’s
face back at them when observed.
Whenever any magic is cast upon the wearer
intended to learn more about the wearer, the
mask prohibits the magic from functioning
properly, instead returning a result as if the
wearer had the same characteristics as the
person casting the spell. For example, a lawful
good caster, casting detect evil, see alignment,
or similar spells would find information as if the
wearer was lawful good as well. The same goes
for spells that intend to learn the wearer’s name,
race, magic auras, or similar information.
A Will save DC 13 is required for the caster to
realize that this is misdirection is taking place.
The mirrored mask also provides a +20
circumstance bonus to Disguise checks, when
attempting to hide your identity, with the
penalty being as if the wearer was the onlooker.
(For example, a human male, with an elf female
onlooker would have a -4 to the Disguise check
due to the differences in race and gender, but
with a +20 circumstance bonus for a total +16
bonus). Even if the check fails, the wearer’s
actual identity is still obscured.
ConSTruCTion reQuireMenTS
Cost 8,000 gp
Craft Wondrous Item, mirror image, misdirection
The Religion of
the Mirrored King
The following is a write up for the religion of
following the unique devil, the Mirrored King.
The Mirrored King
God of addiction, drugs and usurping rulers.
Alignment LE
Worshipers addicts, drug-users, the power hungry,
dreamers with unachieved ambitions
Cleric Alignments LE, NE, LN
Domains Evil, Law, Trickery
Subdomains Deception, Devil, Greed, Tyranny
Favored Weapon Spear
Symbol a silver, faceless mask, shined to a mirror
brightness
The Mirrored King is a unique devil, subject to the
whims of his overlords, but with a hunger to replace
them and become one of the infernal dukes. His true
ambition is to become one of the Archdukes of Hell, and
he uses any means possible to get into that position.
In his latest attempt, and his most successful by far,
he has turned to mortals suffering from addiction,
treating them with his most important tool, the drug,
Unachieved Dreams. This he believes will bring him
to a position where he can truly challenge for the
throne of Archduke, as his soul-harvesting business is
progressing even faster than his wildest plans could
have allowed for, giving him the opportunity to build
alliances with devils who previously would have had
nothing to do with him.
His main worshippers are drug addicts, but it is the
power-hungry viziers, the rebellion leaders and other
figures of potential power that he values the highest,
as they are the ones from whom he gains the most
power in the long run.
In return the Mirrored King promises power and
wealth to those who listen to his seductive powers.
16
Masters & Minions
Encounters
Below you will find a series of sample ides for how to
include this organization in your game.
Plots & Schemes
Goals
The Mirrored Man’s plans at the moment are
relatively simple: continue distributing Unachieved
Dreams, grow the organization, and get rich doing
it. The goals of the Mirrored King are not as straight-
forward, as he is using the soul-harvesting operation
to gain both direct power (using the souls collected
to fuel his plans, selling off others for allies and so on),
but also by providing his fellow devils with an ability
they do not normally have, the ability to take over and
possess mortal bodies. In turn, they provide him with
allies, power and gold from their own mortal followers
to further his plans for control and for a position
among the Archdukes of Hell even further.
Plots
The Mirrored Man and the drugs that he creates
and distributes are the key to power and wealth for
both Mirrored King and Mirrored Man, and they have
feelers out already for increasing their distribution
network, and the players could easily come across one
of the messengers as they bring a batch of Unachieved
Dreams to a new city.
The Mirrored Man furthermore is planning on
usurping leadership of the local thieves’ guild, and
in the long run, control of similar guilds in other
towns, inserting himself as the King of Thieves in
an underground country, known only to the most
powerful or the most despicable in the land.
But even this is not enough for the Mirrored Man,
as his ultimate plan, once he has gained power as the
King of Thieves, is to insert himself as the actual and
overt ruler of a country, so that he can rule over as
many as possible, in an open manner.
To that end, he has begun bribing officials, record
holders, marshals and others in a position of authority
or power, to ensure that once he is in position, they
will support him. Knowing that this is a long-running
game, he is not expecting to see this come to fruition
anytime soon, but he is nothing if not patient.
The Mirrored King is thinking even bigger on his
part, and has plans to become the ruler of Hell itself.
Like the Mirrored Man, he is patient, but with his
recent success in soul-gathering, he has also become
ambitious and hungry for more power. Knowing full
well that to draw attention to himself is to invite death,
he is keeping some of his newly-gained power and
wealth under wraps, to that it is not visible to anyone,
using only as much as he has to, to ensure success,
once he makes a play for Archduke. At that point, he
plans to make it appear as if he has been storing souls
and power for longer than he has, and that the move
to Archduke has nearly depleted his collected store
of energy, with only enough to leave him secure from
anyone below in the ranks of Hell, whereas he’d be
weaker than those above him in the hierarchy. His plan
is for this to not be the case, not wanting to move until
he has enough power that he can take on one of the
Archdukes and take him out easily, hoping to have
enough power stored away, so that he can make his
move on the ruler of Hell that much faster.
At this point the Mirrored King has only reached out
to other devils, but he is considering the value of hiring
daemon or even demon mercenaries, but he is wary
of making this move, and prefers to rely on devils and
powerful mortals.
17
Cult of the Mirrored King
The Master’s
Lair
The Tavern of
Achieved Dreams
The Tavern of Achieved Dreams (though it is officially
unnamed) is the Mirrored Man’s headquarters. It
appears to be a tavern, catering to low-end workers
and sailors, but it is an open secret among the locals,
that there is a drug-den in the cellars. What few know
is that the wine-cellars hold an entrance to something
even more sinister, a shrine to the Mirrored King and
the laboratory where Unachieved Drugs was created,
as well as the Mirrored Man’s own quarters.
From this place, the Mirrored Man’s agents use the
cover of sailors and workers, who come and go at
all time, to provide cover for their customers as well
as their own activities. Upstairs is a simple tavern,
providing food and drink to the local workers, mostly
unremarkable, with the burly bartender keeping the
peace using a club and a lot of swearing.
The Tavern itself actually makes a decent profit, due
to the number of workers who use it, and while it could
not support the gang on its own, the Mirrored Man
is quite pleased with how it is running and will go to
quite some lengths to protect business there, including
sending some of his Bruisers as well as Borunda, to
ensure that things there do not get out of hand. This
is also where both Borunda and Shorty have their
quarters and conduct most of their business.
The cellar of the tavern, is where most of the
business goes on. Split into two parts, with one being
a wine- and beer-cellar for the tavern, the majority
of the cellar is dominated by the drug then. Here,
there are patrons lounging on blankets and pillows,
basking in the glorious first few hours of Unachieved
Dreams, though a few other drugs are also available,
though none are as cheap as Unachieved Dreams (and
hence, only sees a few wealthy patrons use it). These
other drugs are also the ones that the Mirrored Man
occasionally lets some of his bribed officials catch, so
that his main business remains unaffected.
The wine-cellar contains another secret, beyond just
functioning as a simple doorway to the drug den, as
it also contains the secret entrance (hidden behind a
sliding wall, behind the wine barrels, rather than in the
barrel themselves), to the Mirrored Man’s quarters as
well as the shrine to the Mirrored King.
The entrance to each area is trapped, with a trap
door, that can be deactivated by those who know the
trigger, and it is kept deactivated by a permanently
stationed guard in the drug-den, for that area, though
he can activate at a flick of a switch, in case of trouble.
Below are the rules for the trapdoors as they appear in
these areas.
Spiked piT Trap
Cr 2
XP 600
Type mechanical; Perception DC 20; Disable
Device DC 20
eFFeCTS
Trigger location; Reset manual
Effect 10-ft.-deep pit (1d6 falling damage); pit
spikes (Atk +10 melee, 1d4 spikes per target
for 1d4+2 damage each); DC 20 Reflex avoids;
multiple targets (all targets in a 10-ft.-square
area)
Please see the attached map, for an overview of the
Tavern of Achieved Dreams.
18
Masters & Minions
19
Cult of the Mirrored King
OPEN GAME LICENSE Version 1.0a
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.;
Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E.
Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo
Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
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with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance
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Masters & Minions: Cult of the Mirrored King. © 2017, Fat Goblin Games;
Author: Kim Frandsen
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Masters & Minions - Cult of the Mirrored King.pdf |
Fire, Ash, and Ruin
Within the jungles of Chult is a vast expanse of ash. While a red dragon is known to reside
deep within the Land of Ash and Smoke, it is far from the deadliest of its denizens. Deeper
still is a pit filled to the brim with pure evil. None who have sought out its secrets have
survived to tell its tale. Will you be more successful than they?
A 4-Hour Adventure for 11th-16th Level Characters
James J. Haeck
Author
Adventure Code: DDAL07-10C
Optimized For: APL 13
Version: 1.0
Development and Editing: Claire Hoffman, Travis Woodall
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all
other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.
©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
2
Introduction
Welcome to Fire, Ash, and Ruin, a D&D Adventurers
League™ adventure, part of the official D&D
Adventurers League™ organized play system and the
Tomb of Annihilation™ storyline season.
This adventure takes place within the Land of Ash
and Smoke, a treacherous volcanic region blanketed
in snow-white ash. Within the Land of Ash and
Smoke is the Pit of Krahharu, the eternally burning
lair of a bound balor. Formerly the fortress of a cabal
of fire giant wizards, the Pit of Krahharu is filled with
treasure and ancient secrets.
This adventure is designed for three to seven
11th-16th level characters and is optimized for
five characters with an average party level (APL)
of 13. Characters outside this level range cannot
participate in this adventure.
Adjusting This Adventure
This adventure provides suggestions in making
adjustments for smaller or larger groups, characters
of higher or lower levels, and characters that are
otherwise a bit more powerful than the adventure is
optimized for. You’re not bound to these
adjustments; they’re here for your convenience.
To figure out whether you should consider
adjusting the adventure, add up the total levels of all
the characters and divide the total by the number of
characters (rounding .5 or greater up; .4 or less
down). This is the group’s APL. To approximate the
party strength for the adventure, consult the
following table.
Determining Party Strength
Party Composition Party
Strength
3-4 characters, APL less than
Very weak
3-4 characters, APL equivalent
Weak
3-4 characters, APL greater than
Average
5 characters, APL less than
Weak
5 characters, APL equivalent
Average
5 characters, APL greater than
Strong
6-7 characters, APL less than
Average
6-7 characters, APL equivalent
Strong
6-7 characters, APL greater than
Very strong
Some encounters may include a sidebar that offers
suggestions for certain party strengths. If a
particular recommendation is not offered or
appropriate for your group, you don’t have to make
adjustments.
Before Play at the Table
Before you start play, consider the following:
• Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
while running the adventure, such as a way you’d
like to portray an NPC or a tactic you’d like to use
in a combat. Familiar yourself with the
adventure’s appendices and handouts.
• Gather any resources you’d like to use to aid you
in running this adventure—such as notecards, a
DM screen, miniatures, and battlemaps.
• Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
(such as backgrounds, traits, flaws, etc.)
Playing the Dungeon Master
You have the most important role—facilitating the
enjoyment of the game for the players. You provide
the narrative and bring the words on these pages to
life.
To facilitate this, keep in mind the following:
You’re Empowered. Make decisions about how
the group interacts with the adventure; adjusting or
improvising is encouraged, so long as you maintain
the adventure’s spirit. This doesn’t allow you to
implement house rules or change those of the
Adventurers League, however; they should be
consistent in this regard.
Challenge Your Players. Gauge the experience
level of your players (not the characters), try to feel
out (or ask) what they like in a game, and attempt to
deliver the experience they’re after. Everyone should
have the opportunity to shine.
Keep the Adventure Moving. When the game
starts to get bogged down, feel free to provide hints
and clues to your players so they can attempt to
solve puzzles, engage in combat, and roleplay
interactions without getting too frustrated over a
lack of information. This gives players “little
victories” for figuring out good choices from clues.
Watch for stalling—play loses momentum when this
happens. At the same time, make sure that the
players don’t finish too early; provide them with a
full play experience.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
3
Adventure Primer
“Gandalf stood in the middle of the span…His enemy
halted again, facing him, and the shadow about it
reached out like two vast wings…Fire came from its
nostrils. But Gandalf stood firm.
‘You cannot pass,’ he said.”
—J.R.R. Tolkien, The Fellowship of the Ring
Adventure Background
A balor is bound to the Pit of Krahharu, deep in the
Land of Ash and Smoke, and the ambitious yuan-ti
wish to ally themselves with this demon in order to
summon their master, Dendar the Night Serpent.
Long ago, a cabal of fire giant wizards known as
the Krahharu made contact with a balor named
Immilor and commanded it to guard their fortress.
Their incantations successfully bound the demon,
and for a time, it served dutifully. But as time passed,
Immilor tricked the Krahharu into granting him
greater and greater leniency in his contract. Though
still physically bound to the land, Immilor the
Krahharu wizards and rained fire and ruin upon
their fortress, turning it into a smoldering pit filled
with demons and darkness.
The ruined fortress’s most recent resident was a
red dragon named Cyndreth, who raised a clutch of
eggs in its blistering heat. However, she was forced
to flee when the demons below became aware of her
presence, and attacked her nest, wounding her and
kidnapping one of her wyrmlings in the process.
Now, the characters arrive at the pit in pursuit of
the yuan-ti, but little do they know that Immilor has
already rebuked the supplicating yuan-ti, and the
characters are walking into a deadly trap. As the
characters approach the pit, Cyndreth flies over
overhead—bringing the heroes, the demons, and the
dragon into a mortal conflict.
Adventure Overview
Fire, Ash, and Ruin is divided into three parts.
Part 1. Fields of Ash. The characters travel across
the Land of Ash and Smoke towards the Pit of
Krahharu. While there, they encounter the red
dragon Cyndreth as she flies toward the pit, and may
either make her their enemy or their uneasy ally.
Part 2. Hunting Demons. The characters enter the
Pit of Krahharu. By searching the pit and defeating
three demonic lieutenants, they can save the
tortured souls of fire giant wizards that can help
them in the battle against the balor Immilor.
Part 3. Immilor, Lord of Flames. The characters
descend into the deepest part of the Pit of Krahharu
to confront its shackled master, Immilor. If they
allied with Cyndreth, she comes to their aid.
Adventure Hooks
The characters can become involved in the story in
several ways, some of which involve their character
factions.
Secret of the Yuan-ti. A group of Chultan and
Harper scouts encountered a group yuan-ti entering
the Land of Ash and Smoke. The Harpers suspect
that they are headed for the Pit of Krahharu, a place
of incredible magical power.
Eradicate the Demons! The Order of the Gauntlet
has heard an ancient legend: in the Land of Ash and
Fire is a place where the Abyss is made real upon the
Material Plane. Journey to the Pit of Krahharu and
eradicate its foul master, Immilor.
Faction assignment (Order of the Gauntlet). The
Order of the Gauntlet entrusts the characters with
the reconsecration the Pit of Krahharu’s inner
sanctum. They suggest that the characters prepare
the hallow spell before venturing into the pit, and
present them with a hallowed talisman if they have
no one in the party who can cast the spell.
Success condition: Once Immilor is killed, cast
hallow on area B10 of the pit, either using the
hallowed talisman or by simply casting the spell
(remember its 24 hour casting time).
Hallowed Talisman
Wondrous item, rare
A perfect sphere of black obsidian is tied to a necklace of
prayer beads, and seems to glow with a very faint internal
light. If you spend a short rest praying over this talisman and
taking no other actions, you can break it on the ground at the
end of the rest, destroying the talisman, to infuse the ground
around you with holy or unholy energy.
By breaking the talisman in this way, you cast hallow as an
action, requiring no material components.
Secret mission (Lords’ Alliance). The Lords’
Alliance wishes to learn the true name of the demon
commanding the pit, and presents the characters a
magical seal. Members of the Lords’ Alliance (rank 2
or higher) are instructed to use the magical seal to
learn the true name of Immilor, the balor that rules
the Pit of Krahharu.
The Magic Seal
The Lords’ Alliance presents the characters with a thin
parchment seal: six inches wide and twelve inches long, and
inscribed with runes of binding. When placed against a
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
4
fiend’s flesh, the paper burns away and imprints the runes on
its target.
A character holding this seal can make an unnarmed attack
against a fiend to strike it with the seal. On a hit, the seal
burns to cinders and the fiend must make a DC 15 Charisma
saving throw. On a failure, it must truthfully answer the next
question posed to it. If the fiend has 50 or fewer hit points, it
automatically fails this saving throw.
The seal can force a demon to reveal its true name. If the
characters use the seal to reveal Immilor’s true name (as the
Lords’ Alliance intends), they gain some measure of control
over the demon and can command it as an action, as the
spell command, so long as the command begins with
speaking its true name. However, they can’t command it to
take an action that would lead to harm, such as commanding
it to stop attacking them.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
5
Part 1: Fields of Ash
The adventure begins as the characters trek across
the vast ash wastes of the Land of Ash and Smoke.
Cyndreth in Flight
Ash floats through the air like snow flurries, coating the
ground in soot that clings to your feet with every step. You’ve
been traveling across the ash fields for hours, moving
constantly towards the thick pillar of black smoke on the
horizon—a line that points straight to your destination, the
Pit of Krahharu.
Then, the wind changes direction. The ash begins to fly
upward, and the wind starts to howl. A red dragon flies
overhead, traveling towards the column of smoke on the
horizon. It takes no notice of you, but is close enough for you
to shout at it or shoot it with arrows, if you desire.
Dragon Battle
If the characters attack the adult red dragon
Cyndreth or try to attract her attention as she flies
overhead, she loops around in the air and dive
bombs the party, using her fire breath while
airborne to attack from afar and using hit and run
tactics to escape quickly. After Cyndreth has taken
100 points of damage, she roars “Stop!” and tries to
arrange a truce.
Cyndreth wishes to save her youngest wyrmling,
Vastonash, from the demons in the Pit of Krahharu.
She is willing to fight alongside the characters if they
allow her wyrmling to go free with her and grant her
a share of the spoils. She suggests that they take her
offer, for while a balor demon like Immilor is too
great a foe for either of them alone, they might be
able to best him together.
She agrees to any reasonable deal under two
conditions: she and her wyrmling leave safely
together, and she gets an equal share of the treasure.
She will even grudgingly agree to fly the characters
to the Pit of Krahharu if they never mention this
indignity to anyone.
Roleplaying Cyndreth
Cyndreth’s voice is smooth and brimming with power. She
may be a chaotic evil dragon, but she still cares for her
wyrmling, and she will stop at nothing to rescue Vastonash
from Immilor’s clutches. She also knows when a group of
treasure-hungry adventurers might be a useful weapon
against her enemies. She is cunning and diplomatic, but has a
short temper and a terrible ire.
Journey to the Pit
Traveling through the Land of Ash and Smoke is an
exhausting ordeal. Reaching the Pit of Krahharu
from the edge of the ash fields takes 8 hours of
continuous travel (or just 4 hours as the bird flies).
The characters must make a Constitution saving
throw when they reach the Pit of Krahharu, gaining
1 level of exhaustion on a failure. If the characters
walked through the ash fields (8 hours of travel), the
DC of the saving throw is 21. If the characters flew
over the ash fields (only 4 hours in travel) the DC of
the saving throw is 16 instead.
Characters with resistance to fire damage have
advantage on this saving throw, and characters with
immunity do not have to make this save.
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Part 2: Hunting Demons
This part begins after the characters cross the
deadly ash fields and climb up the ridge overlooking
the Pit of Krahharu. In this part, they will search the
ruins of Krahharu for a way into the pit itself, then
destroy its demonic jailors in order to weaken
Immilor, the master of the pit.
Krahharu Ruins
The ruined fortress was once home to the cabal of
fire giant wizards known as the Krahharu. These
conjurers sought to use the power of the Abyss to
defeat their ancient enemies, the yuan-ti. The balor
Immilor was bound to the sanctum beneath the
fortress, but was still able to deceive and slaughter
all the wizards in the fortress above and summon his
demonic legions into the pit below. There he waits,
trying to devise a way to free himself from his bonds.
General Features
The ruined fortress of Krahharu has the following general
features:
Arcane Glyphs. Concealed on the floor beneath a fine layer
of white ash are arcane glyphs. They are marked with a
dotted circle on the map of this area. Each of these glyphs
has a unique effect, described in the area in which it appears
Ceilings. The ceilings in this ruin were built for giants, and
are 20 feet tall.
Fire. Whenever a creature walks through 5 feet of fire or
starts its turn in fire, it takes 1d6 fire damage.
Heat. This region is incredibly hot. At the end of each hour,
any creature in the area must succeed on a DC 18
Constitution saving throw or gain a level of exhaustion.
Creatures that are vulnerable to fire have disadvantage on
this saving throw, while creatures that are resistant make the
save with advantage, and creatures that are immune
automatically succeed.
Light. The fortress is bathed in dim light from the burning
soil that surrounds it.
A. Areas of Krahharuan Ruins
A1. Crater Ridge
Having traversed the Land of Ash and Smoke, you climb a
rocky ridge and gaze upon a smoldering crater. The land
beneath burns eternally, its flames lapping against charred
and blackened stone walls that somehow still stand in the
inferno. Just north the complex stands a stone dome,
completely covered in flame, yet somehow perfectly intact.
The adult red dragon Cyndreth perches on a ledge
just beneath the lip of the crater, and raises her
serpentine neck to greet the characters face-to-face.
If the characters previously made a truce with her,
she outlines her plan. Otherwise, she attacks, as
described in “Dragon Battle” in part 1 of this
adventure. She surrenders after taking 50 points of
damage and offers to parley, describing her plan.
Cyndreth’s Plan. Cyndreth informs the characters
that Immilor is in the inner sanctum of the pit,
within the burning dome at the center of the
complex. Cyndreth refuses to enter enclosed spaces,
but if the characters invade the pit and destroy
Immilor’s three lieutenants, they can weaken the
balor before confronting it head on. She learned that
the demon lieutenants guard some sort of power
that could help them defeat Immilor.
Cyndreth also offers the characters a reward if
they can find her captured wyrmling in depths of the
pit. Little does she know that he has already been
killed and skinned by a demon called Goryx the
Glutton (area B6).
Fire. A sea of flame surrounds the ruins of
Krahharu. Creatures that pass through it on foot risk
gaining levels of exhaustion (see General Features).
Secret Tunnel. Characters that succeed on a DC 20
Wisdom (Perception) check made from this ridge,
spot area A2—a hole in the ground on the west side
of the crater that descends into darkness.
A2. Unburnt Tunnel
A five-foot diameter hole in the burning ground descends
into total darkness, untouched by flame. It slopes gently
downward.
This tunnel is cool to the touch, and descends 120
feet into the tunnel north of area B3. After 30 feet,
the tunnel is engulfed in magical darkness. This
magical darkness permeates the lower level, as
described in the Pit of Krahharu’s General Features
sidebar, below.
A3. Grand Arch
A grand arch marks the threshold of the ruins. Two statues of
fire giants with their eyes closed and their hands raised
above their heads appear to support the arch, which is
engraved with images of intertwining, flaming serpents.
One round after a creature that isn’t a giant or a
beast passes beneath the arch, the statues—
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revealing themselves to be two stone golems—
animate and attack. When animated, their eyes open,
revealing two rubies.
Arcane Glyph. In the room beyond the arch is a
glyph hidden beneath a thick patch of white ash. If a
creature steps on this glyph, it must make a DC 15
Wisdom saving throw. On a failure, it is paralyzed for
1 minute as shackles of magical blue flame encircle
its body. A creature paralyzed in this way takes 14
(4d6) fire damage at the end of each of its turns, and
can make another saving throw, ending the effect on
itself on a success.
Treasure. Each statue has a pair of ruby eyes,
worth 50 gp each (200 gp total).
Adjusting the Encounter
Here are recommendations for adjusting this encounter.
These changes are not cumulative.
• Very Weak: These constructs are ancient, and their magic
is fading. Their hit points are reduced to 102 hit points and
they don’t possess the Multiattack action. Their CR is
reduced to 4 (1,800 XP).
• Very Strong: Both golems bear arcane sigils on their palms.
They gain the following action:
Burning Hands (Recharge 5–6). Each creature in a 15-foot
cone must make a DC 17 Dexterity saving throw, taking 28
(8d6) fire damage on a failed save or half as much damage on
a successful one.
A4. Arcane Atrium
There is a skylight in the middle of this 40-foot-tall chamber,
and the floor directly beneath it is covered in a thick layer of
ash. The walls are lined with engravings of robed giants
conjuring flames from thin air and hurling that fire at legions
of serpent-people. In some engravings, the giants have
hulking, ape-like creatures fighting at their sides.
One large mural takes up the north wall of the chamber: a
massive beast with a horned head and bat-like wings wields a
sword and a whip. Beneath it are three other creatures: a
hulking, porcine beast, a winged shadow, and a massive,
mosquito-like insect.
Creatures examining the murals that make a
successful DC 15 Intelligence (History or Religion)
check know about the depicted events, as follows:
• Intelligence (Religion). The character knows that
the creatures depicted in the murals are demons,
and that the horned, winged demon is one of the
mightiest abyssal creatures of all: a balor. The
creatures below it are likely its lieutenants.
• Intelligence (History). The character knows that
the fire giant wizards that lived here fought
constantly against the yuan-ti, and the two
factions vied for control of the demonic power
that burned within this land.
Arcane Glyph. There is a thick patch of ash
beneath the skylight. Beneath the ash is a glyph. A
character with a passive Wisdom (Perception) of 21
or higher or that succeeds on a DC 21 Wisdom
(Perception) check spots the glyph.
Any humanoid that enters the glyph’s space must
make a DC 15 Charisma saving throw. On a failure,
the light of the skylight seems to grow blindingly
bright, and their shadow grows long and sprouts
wings—becoming a shadow demon. The demon
tries to grapple other creatures and move them into
the light to create more shadow demons.
The character that triggers the glyph casts no
shadow. While missing its shadow, the character is
vulnerable to necrotic damage. The character’s
shadow is missing until the conjured shadow demon
is slain, at which point the character regains its
shadow.
A5. Firenewt Fountain
The roof of this chamber is caved in, and a thick layer of ash
coats the floor. A fountain in the shape of a grinning, horned
demon stands at the far end of this room. Blue flame flows
from its eyes and mouth instead of water, and the fountain is
surrounded by a group of dancing creatures with long necks
and tall bodies, glowing red skin, and lizard-like faces.
The Pit of Krahharu is currently home to a nomadic
clan of firenewts that now worship Immilor as a god.
The demons allow them to live in the ruined fortress
as long as they sacrifice a living creature every day.
A group of five firenewt warriors and three
barlgura demons are sacrificing a recently slain
yuan-ti scout before the fountain.
Arcane Glyph. There is a concealed glyph in front
of the fountain, beneath the yuan-ti. A character with
a passive Wisdom (Perception) of 21 or higher or
that succeeds on a DC 21 Wisdom (Perception)
check spots the glyph.
Any living creature that enters the glyph’s space
must make a DC 15 Constitution saving throw or be
paralyzed for 1 minute. It can repeat this saving
throw at the end of each of its turns, ending the
effect on itself on a success.
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Magical Fire. The blue flame pouring from the
fountain is magical fire. If transferred to a lamp or
torch, the light source can pierce magical darkness.
Treasure. The barlgura wear gold bangles worth
10 gp each.
A6. Dark Descent
A staircase spirals down into pitch darkness. Even though
incredible heat emanates from the abyss, no light shines out
of it. Firenewts stand guard around the edge of the abyss.
Four firenewt warlocks of Imix stand around the
edge of the pit, along with four firenewt warriors,
one between each warlock. They raise their weapons
in warning when they the characters; the warriors
ready an action to Spit Fire and the warlocks ready
an action to cast scorching ray at characters that
approach the stairs. They do not attack otherwise.
In combat, the firenewt warriors attempt to push
creatures onto the Arcane Glyph on the top step of
the stairs.
When a firenewt warlock is killed, its body is
engulfed by azure flame, becoming a shrieking,
tormented fire elemental. At the end of an
elemental’s turn, roll 1d6. On a roll of 1d6, the
elemental explodes. The elemental dies instantly,
and all creatures within 10 feet of it must make a DC
18 Dexterity saving throw, taking 28 (8d6) fire
damage on a failed save or half as much damage on a
successful one.
Arcane Glyph. There is a glyph inscribed on the
top step of the staircase, obvious to anyone within
10 feet. A character with a passive Wisdom
(Perception) of 21 or higher or that succeeds on a DC
21 Wisdom (Perception) check spots the glyph.
Any living creature that enters the glyph’s space
must make a DC 15 Constitution saving throw. On a
failure, all warmth drain from its body and gains
vulnerability to fire damage for the next 1d4 hours.
Darkness. After descending 30 feet, the staircase
is engulfed in magical darkness.
Stairs. The staircase descends into area B1.
Treasure. The firenewt warlocks wear gold
bangles worth 10 gp each.
B. Krahharuan Depths
The chaotic magic of the Abyss fills the depths of the
Pit of Krahharu, as does a darkness that can only be
pierced by magical light.
General Features
The Krahharuan Depths have the following general features:
Abyssal Emulation. The Pit of Krahharu is so infused with
abyssal energy that it is almost part of the Abyss itself. While
within the Krahharuan Depths, demons are considered on
their home plane for the purpose of banishment and similar
spells.
Ceilings. The ceilings in this dungeon were built for giants,
and are 40 feet tall.
Celestial Forbiddance. The power of the Abyss wards the
Pit of Krahharu against celestials. A celestial takes 28 (5d10)
necrotic damage when it first enters the Krahharuan Depths
or starts its turn within it. Additionally, further castings of the
forbiddance spell cannot affect the Krahharuan Depths.
Darkness. The entire dungeon is enveloped in magical
darkness that can only be penetrated by light created by a
spell of 3rd level or higher, or by the blue flame that burns
within the Pit of Krahharu. Demons with darkvision can
through this magical darkness.
Dreams of Doom. Terrible screams and images of
destruction fill the minds of creatures that sleep here. When
a creature that sleeps completes a long rest here, it must
make a DC 18 Wisdom saving throw, taking 56 (16d6) psychic
damage on a failed save or half as much damage on a
successful one. A character that fails this save also fails to
recover from exhaustion after completing the long rest.
Fire. The flames within the pit are bright blue and their
light can pierce the magical darkness within the pit, shedding
bright light in a 15-foot radius and dim light for an additional
15 feet. Whenever a creature walks through 5 feet of fire or
starts its turn in fire, it takes 1d6 fire damage.
Heat. This region is incredibly hot. After completing a short
rest, creatures that are not immune to fire damage must
make a DC 18 Constitution saving throw, gaining a level of
exhaustion on a failed save. Creatures that are vulnerable to
fire damage have disadvantage on this saving throw, and
creatures that are resistant to fire damage have advantage
on it.
Wild Magic. The chaotic magic of the Abyss permeates the
Pit of Krahharu. Immediately after a character casts a spell of
1st level or higher, the DM can have that character roll a d20.
On a roll of 1, roll on the Abyssal Wild Magic Surge Table,
above, to create a random magical effect.
Abyssal Wild Magic Surge
1d20
Effect
1–2
For the next minute, your body is wreathed in
magical blue flames. You shed dim light in a
10-foot radius that penetrates magical
darkness. Any attack roll against you has
advantage if the attacker can see you, and you
can’t benefit from being invisible.
3–4
You cast fireball as a 3rd-level spell centered
on yourself.
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5–6
You must immediately cast another spell of
your choice using your highest-level spell slot.
Casting this spell requires no action.
7–8
The spell redirects itself. The DM chooses a
new target for the spell, but cannot choose
you. If the spell targets a point instead of a
creature, the DM chooses a new point.
9–10
You transform into a barlgura for a number of
rounds equal to the level of the spell that
activated this surge. While in this form, you
must attack at least one non-demon creature
during your turn. If you cannot attack a non-
demon creature, or are reduced to 0 hit
points, you return to your normal form.
11–12
You can speak, read, and write Abyssal for the
next 2d12 hours.
13–14
You gain a form of Short-Term Madness (see
“Madness” in chapter 8 of the Dungeon
Master’s Guide).
15–16
You lose the ability to speak, read, and write
all languages for the next hour. You can still
say verbal components for your spells.
17–18
The next spell you cast with a casting time of 1
action can be cast as a bonus action instead. If
it requires an attack roll, it’s made with
disadvantage. If it requires a creature to make
a saving throw, it’s made with advantage.
19–20
A portal to the Abyss opens beneath you, and
then closes. You are whisked through the
endless layers the Abyss at lightning speed. At
the end of your next turn, you return to the
space you previously occupied, or the nearest
unoccupied space, and take 27 (5d10) psychic
damage.
B1. Mouth of the Void
If the characters have no way to see through magical
darkness, read or paraphrase the following.
Thick, suffocating darkness consumes the chamber before
you. It is impossible to see through the gloom.
If the characters can see through magical darkness,
such as with the magical blue flame from area A5 or
with a warlock’s Devil’s Sight invocation, read or
paraphrase the following:
The floor of this perfectly circular chamber is teeming with a
writhing mass of hideous bodies. Rotted and pathetic, these
withered demons shuffle piteously across the dirt.
Once all the characters step off of the staircase, a
shimmering wall of force covers the entrance at the
top of the stairwell, preventing characters from
exiting the depths. A voice echoes through the
chamber:
“I sense your presence, interlopers. Join me in my sanctum,
and I will show you exactly what I, Immilor, Lord of Blue
Flame, did to the last group who dared stand before me.”
The voice fades away into low, rumbling laughter.
Countless manes shuffles blindly about the room,
swiping ineffectually at intruders. Don’t roll
initiative or roll for these manes’ attacks; simply
assume that every attack misses or strikes
harmlessly—they pose no threat to the characters
and award no XP. Manes appear from the shuffling
mass to replace those that are destroyed because of
its proximity to the Abyss.
Several pathways branch out from this room on
the ground level, beneath the staircase that wraps
around the room and leads to area A6.
Dragon’s Blood. A thick trail of dried blood leads
from this area into area B5. A successful DC 13
Intelligence (Arcana) or Wisdom (Medicine) check
reveals that it is dragon’s blood.
B2. Lake of Flame
A lake of blue fire burns brightly, casting this chamber in
eerie light. A stone bridge spans the center of this chamber,
and six furtive demons with pig-like faces yowl annoyingly at
the lake in the Abyssal tongue.
A group of six dretches stand on the stone bridge
spanning the lake of flames. They shout hoarse pleas
to Immilor in Abyssal, begging the balor to grant
them greater power in exchange for their eternal
servitude.
They see the characters’ arrival as an opportunity
to prove their worth, and fight among themselves for
a chance to kill the characters, even pushing their
allies into the fire to slow them down. This fight is a
trivial exchange, and should be resolved quickly.
Wizard Spirits. A Krahharuan wizard in fire
elemental form lurks within the lake of flame, hiding
from the demons of the pit. If the dretches here are
killed, the spirit surfaces and greets the characters,
introducing herself as Alkana. She has been living as
an ageless fire elemental for centuries, waiting for
someone to destroy the demons of the pit. Several of
her fellow wizards are being tortured by the demon
lieutenants of Immilor. She explains that if the
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characters can free their souls from torture, they can
help seal Immilor’s power for a short time.
• Alkana’s Aid. The characters are immune to
damage from the balor’s Death Throes trait.
Roleplaying Alkana
Every word Alkana utters crackles with hatred for Immilor,
and she lavishes praise upon any creature she can goad into
destroying the demon. Nothing remains of her personality
but her burning hunger for revenge.
B3. Wellspring of Lethargy
A thick fog fills the chamber before you. It tickles your
nostrils as the faintest wisps of vapor stretch into the
corridor, carrying with them a comforting warmth. All you
can see within is a mist-blanketed pool of dark water.
A large boulder rests quietly in the middle of the pool.
The pool of boiling water in the center of this
chamber emits a strange vapor. Any creature
inhaling the gas must make a DC 15 Constitution
saving throw, making this save with disadvantage if
it has fewer than 40 hit points remaining. On a failed
save, the creature falls unconscious for one hour.
The creature rouses if it takes damage, or if another
creature uses its action to rouse an unconscious
creature.
Any creature that immerses at least half of its
body in the water automatically fail this save and
instantly falls unconscious.
Total Party Knockout. If the entire party falls
unconscious within this area, they awaken an hour
later in area B4, atop a pillar and restrained by
silken rope (escape DC 15) and watched by five
quasits in bat form. They call for their master,
Yulethe, once all the characters are conscious.
Dealing 10 points of damage to the rope (AC 9,
immune to poison and psychic damage) destroys it.
B4. Yulethe’s Lair
A low droning buzz fills the air. It’s almost soothing, like a
single-note lullaby. Patches of blue flame flicker on the
ground deep within this cavern, and several bats flutter
through the air, casting massive shadows against the walls.
A thin, nasal voice pierces the drone. “Visitors…it has been
so long since I have had visitors. I am Yulethe the Dream-
Weaver, and you shall be my guests for a very…long…time.
This is the lair of Yulethe the Dream-Weaver, is a
mighty demon and one of Immilor’s three
lieutenants. It has split its consciousness among five
chasmes, creating a sort of hive-mind. The droning
noise that fills the room when the characters enter is
the buzzing of Yulethe’s many wings.
Light. Patches of blue flame illuminate the entire
floor of this room, to a height of 15 feet. However,
the top of the hexagonal stone pillars and the ceiling
are in total darkness, allowing Yulethe and its
minions to easily fly out of sight after attacking.
Wizard Spirits. The soul of a Krahharuan wizard
is chained to the top of one of the pillars, and is
eternally tormented by Yulethe’s mind-merged
demons. When the characters kill Yulethe, the spirit
introduces herself as Djzark, and pledges to help seal
away Immilor’s power when the characters attack
him.
• Djzark’s Aid. The balor’s bonus to hit with melee
attacks is reduced from +14 to +12.
Treasure. Atop one pillar is a small hoard of loot
totaling 150 gp and a potion of fire resistance.
B5. Halls of Endless Hunger
The walls are coated with meat. Hanging from hooks and
reeking of death, the carcasses of dozens of creatures line
the walls of this room, from birds to beasts to serpentine
yuan-ti. Eight squat demons with four arms and mouths the
size of their bulbous bodies tear at the flesh on the walls,
carrying huge handfuls of the carcasses down a passage and
into another chamber.
A thick trail of blood leads through this room, from one
entrance to another.
The eight squat demons are maw demons.
Whenever the firenewts in the ruins above make a
sacrifice, it appears before them. They deliver the
sacrifice to Goryx in his lair, tearing tiny scraps of it
off along the way. These demons are starving, and
attack any living intruders ravenously.
Dragon’s Blood. A thick trail of dried blood leads
from area B1 to the entrance of Goryx’s lair (area
B6). A successful DC 16 Intelligence (Arcana) or
Wisdom (Medicine) check reveals that it is dragon’s
blood.
Hanging Sacrifices. Heaps of animal and
humanoid carcasses are piled in area illuminated by
flame in the center of this chamber. As an action, a
demon may devour one of these carcasses in order
to regain 7 (2d4 + 2) hit points.
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B6. Goryx’s Lair
A cacophony of slobbering gluttony echoes throughout this
room. Bones snap and flesh tears each second as a massive,
bloated, pig-like demon devours the bodies of humanoids
and animals alike from atop a spiked throne. Four squat
demons with bodies split in half by giant mouths tear chunks
of flesh and bone off of a dragon’s corpse in front of the
throne and hand the pieces to their master.
One of these demons wields a two-tined pike; its haft is
wrapped in the still-bloody hide of a red dragon.
This is the lair of Goryx the Glutton, a massive,
corpulent nalfeshnee and one of Immilor’s three
lieutenants. Its hit points are increased to 190, and is
accompanied by four maw demons, which offer
pieces of meat to their gluttonous master. The
nalfeshnee wields the Krahharuan fork, a +3 pike
wrapped in red dragon hide. This demon has the
following additional action, which it can use in place
of a single claw attack when it takes the Multiattack
action:
+3 Pike. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 13 (1d10 + 8) piercing damage.
Dragon Corpse. The trail of dragon’s blood leads
to the foot of Goryx’s throne. There rests the skinned
carcass of the red dragon wyrmling Vastonash. The
corpse is rotting and cumbersome, and moving it
causes it to fall apart.
Hanging Sacrifices. Heaps of animal and
humanoid carcasses are piled in area illuminated by
flame in the center of this chamber. As an action, a
maw demon devours one of the carcasses and
regains 7 (2d4 + 2) hit points.
Secret Door. The secret door in the north of this
room becomes obvious from either side if fresh meat
is brought within 10 feet of it. Spotting this door
otherwise requires a character to make a successful
DC 20 Wisdom (Perception) check.
Wizard Spirits. The soul of a Krahharuan wizard
is shackled to the base Goryx’s throne and is
eternally gnawed upon by maw demons. When the
characters kill Goryx, the spirit introduces himself as
Raxakon, and pledges to help seal away Immilor’s
power when the characters attack him.
• Raxakon’s Aid. The balor’s AC is reduced to 17.
Treasure. A small pile of 300 gp looted from
sacrifices sits at the base of Goryx’s throne.
B7. Hall of Statues and Shadows
Four statues of fire giants stand in this long hall, each holding
a bowl filled with brilliant blue flame. The flames cast eerie
shadows across their faces, and other shadows dance across
the walls in the corner of your vision, disappearing as soon as
you look directly at them. A grave chill fills the room.
When a creature ends its turn within this room, it
must make a DC 18 Wisdom saving throw. On a
failure, one of the following effects occur:
• Statue Shadow. The shadowed faces of the statues
twists into a grotesque howl. The creature takes 9
(2d8) necrotic damage and its maximum hit points
are reduced by the same amount until it completes
a long rest.
• Wall Shadow. A tiny, dancing shadow leaps from
the wall and into the target’s chest. The target’s
blood runs cold, and it takes 14 (4d6) cold
damage.
B8. Xalumbros’s Lair
Four grim statues stand in the center of this chamber,
surrounding a bronze bowl holding a blue flame. Each statue
casts a long, sinister shadow across the floor. A cold cackle
emanates from the motionless statues. “I am Xalumbros the
Unseen. The light shall not avail you here.”
The flame goes out, plunging the center of the chamber
into darkness.
This is the lair of Xalumbros the Unseen, a shadow
demon and one of Immilor’s three lieutenants.
Xalumbros is immune to all damage and gains a +10
bonus to hit while in darkness; while in dim light, it
instead is resistant to all damage and gains a +5
bonus to hit.
Fighting Xalumbros. While the shadow demon is
physically the weakest of Immilor’s lieutenants, it is
also the cleverest. After dousing the light, Xalumbros
pretends to be the shadow of one of the four statues
in this room. While in darkness, Xalumbros is
effectively invisible, free to attack while unseen, and
then retreat back to its hiding spot.
If the statue is bathed in light, a character can
make a DC 15 Wisdom (Insight or Perception) check
to determine if the shadow the statue is casting is
natural, or if it is the hidden shadow demon.
Restoring Light. Only magical fire can reignite the
brazier. It sheds bright light in a 15-foot radius and
dim light for an additional 15 feet.
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Shadow Corrosion. Characters not in an area of
bright light while in this room takes 3 (1d6) necrotic
damage at the start of each of their turns.
Secret Door. The secret door in the east of this
room becomes obvious from this side if a bright light
is shone upon the wall. Spotting this door from the
other side requires a character to make a successful
DC 20 Wisdom (Perception) check.
Wizard Spirits. The soul of a Krahharuan wizard
is bound to the brazier of blue flame, and fuels its
magic. When the characters kill Xalumbros, the spirit
introduces herself as Umaja, and pledges to help seal
away Immilor’s power when the characters attack
him.
• Umaja’s Aid. The balor’s hit points are reduced to
240.
Treasure. The four statues each have two
sapphire eyes worth 20 gp each (160 gp total).
B9. Sanctum Access
At the base of the stone dome at the heart of the ruins of
Krahharu is a 30-foot-tall stone door engraved with images of
leering demons and proud giants. In the center of the door is
the image of a winged balor surrounded by three lesser
demons: a bloated, pig-like nalfeshnee, an insectoid chasme,
and a winged shadow demon.
Written below the images is a phrase in Giant.
This door is sealed by an arcane lock, and can only
be forced open by making a successful a DC 30
Strength (Athletics) check. The DC decreases by 10
whenever one of the demon lieutenants is killed, and
the arcane lock is dispelled when all three are dead.
The phrase in Giant reads: “Call his name and he
shall arise.”
B10. Immilor’s Sanctum
A stone bridge spans a massive circular chasm. A faint blue
light burns in the depths of the pit, but it is so distant it
appears only as a pinprick of light in the darkness. The bridge
is covered with the charred corpses of yuan-ti. At the
opposite end of the bridge is a door of black iron wreathed
with azure flame.
The walls of this room are engraved with grotesque images
of demons rising from the pit and devouring their
summoners. A narrow ledge protrudes from the base of the
wall, creating a ring around the pit.
Though Immilor wields incredible power, it is bound
to this chamber by the spells of the Krahharu
wizards. The balor lurks in the unfathomable depths
of the pit, and only emerges when called by name.
Burning Door. At the far end of Immilor’s
sanctum is a door of black iron that burns with blue
flame. Any non-demon creature that touches the
flames must make a DC 18 Dexterity saving throw or
take 55 (10d10) fire damage. The door can only be
opened by making a successful DC 20 Strength
(Athletics) check.
Corpses. The corpses on the bridge are those of
the yuan-ti that tried and failed to recruit Immilor.
B11. Vault of the Krahharu
This area is described in “Part 3: Immilor, Lord of
Blue Flame.”
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13
Part 3: Immilor, Lord of Blue Flame
Immilor only rises from the depths of the Pit of
Krahharu when called by name. The characters can
confront him at any time, but are likely to be
annihilated unless they explore the dungeon and
free the Krahharuan wizards. If the characters made
an alliance with the dragon Cyndreth, she aids them
in this fight as well.
Roleplaying Immilor
The only force greater than Immilor’s raw power is his
unchecked ego. So great is his self-confidence that he does
not even notice if the Krahharuan wizards seal away a
portion of his power. He never misses an opportunity to brag
about the sharpness of his blade or the number of wizards he
has dragged into the Abyss with his whip.
Unlikely Allies
Depending on their previous actions in the
adventure, the characters may have additional
assistance in the fight against Immilor.
Cyndreth’s Aid
Cyndreth only knows to join the characters in this
battle if they signal her to join them, such as with a
sending spell. She constantly suspects treachery and
is reluctant to join the characters without proof that
they will aid her. A character that makes a successful
DC 18 Charisma (Persuasion) check can convince
her to join the attack without solid proof. Each
character can only attempt this check once,
Cyndreth is an adult red dragon, and is no match
for a balor alone, especially because her fire breath
has no effect on the demon. She acts on her own
initiative in combat and uses physical attacks. She
will allow up to four characters to ride upon her
back, but sees it as an indignity and grumbles about
it the entire time. She refuses to take orders while
being ridden, and moves and attacks as she wishes
on her own initiative.
Cyndreth refuses to enter the Pit of Krahharu, as
she dislikes enclosed spaces. Instead, she bursts
through the stone dome of the sanctum when the
battle begins (if she is aware that the battle has
begun) and attacks Immilor from above.
Krahharuan Wizards
Four Krahharuan wizards remain in the Pit of
Krahharu. Three are lingering spirits, tortured by
demons over the ages, and one has lived as a fire
elemental to hide from the demons.
None of these spirits fight alongside the
characters, but each uses the last of their spiritual
power to hinder Immilor’s power. The wizards and
their powers are as follows:
Alkana. The wizard Alkana has been hiding in the
Lake of Flame (area B2) as a fire elemental. If she is
rescued, she protects the characters from the balor’s
Death Throes when it dies, granting them immunity
to fire damage until the end of that turn.
Djzark. The soul of the wizard Djzark has been
tortured by Yulethe the Dreamweaver in area B4. If
he is rescued, he reduces its bonus to hit with melee
weapon attacks from +14 to +12.
Raxakon. The soul of the wizard Raxakon has
been tortured by Goryx the Glutton in area B6. If he
is rescued, he reduces the balor’s AC to 18.
Umaja. The soul of the wizard Umaja has been
tortured by Xalumbros the Unseen in area B8. If she
is rescued, she reduces Immilor’s hit points to 240.
Unleashing Immilor
When the characters call Immilor by name within its
sanctum (area B10), it rises from the pit in a storm
of fire and shadow. Read or paraphrase the
following:
The pinprick of blue light in the depths of the pit shudders as
you call Immilor’s name. A few seconds pass in silence, then
an incredible rushing of wind fills the cavern as an azure
firestorm races up the pit. In an instant, the flames burst
from the depths, and an unbearable heat begins to tear at
your flesh. Silhouetted in the center of the flame is a 20-foot-
tall figure, wielding a blade in one hand and a whip in the
other. Two bat-like wings extend from its shoulders, and a
pair of ram’s horns adorned with golden bands and dangling
charms curl from its temples.
As the howling of wind reaches a frenzy, a voice booms
from the flame: “I am Immilor, Lord of Blue Flame! Master of
the Pit of Krahharu! Who dares summon me by name? Who
dares invite eternal damnation?”
The flames part as Immilor speaks, revealing the balor in
all its abyssal glory. Its glowing white eyes focus on your
silhouette and its muzzle twists into a taunting smile, as if
inviting you to strike the first blow.
If Cyndreth has been alerted to the characters’
assault on the sanctum, read or paraphrase the
following:
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DDAL07-10 Fire, Ash, and Ruin
14
As Immilor sneers at you, a deafening crash rings out from
above as the tall, domed ceiling bursts, raining stone and
rubble down upon the pit. The gleaming crimson scales of
Cyndreth glint in the light as she descends into the sanctum.
She glances at you and blows a puff of smoke from her
nostrils. “Let us slaughter this demon,” she snarls.
Immilor burns with magical flame, casting bright
light within 30 feet of him and dim illumination for
another 30 feet. Its truesight also allows it to see
through the darkness in the pit.
The balor prefers close range combat. If a
character stands at the edges of the room and
attacks Immilor from range, its primary tactic is to
use its whip to pull characters into the pit.
Falling into the Pit. A creature that falls at least
60 feet into the pit is hurled through the Abyss and
then reappears on the bridge at the beginning of
their next turn, taking 27 (5d10) psychic damage as
it reappears.
Immilor’s Demise. When Immilor is destroyed, its
physical form unravels and is sucked into the depths
of the Pit of Krahharu. If Alkana was saved, she
prevents its Death Throes from injuring the
characters.
Immilor’s True Name. If the characters accepted
the Lords’ Alliance’s secret mission and affix the
magic seal to Immilor’s flesh, they can learn the
fiend’s true name: Azurewrath, Spawn of the Sixth
Pyre. A character that speaks this true name as an
action can also make a single-word command that
the balor must obey, as the command spell. The balor
receives no saving throw to resist this command.
What about the Yuan-ti? If asked about the yuan-
ti corpses littering the chamber, Immilor laughs and
states: “Those pathetic, simpering serpents came to
me seeking my aid. They wished for me to help them
gather mortal souls to awaken their god, a creature of
unspeakable evil. The fools... I am a creature of
unspeakable evil! I incinerated them all, save for their
leader, who fled with its tail between its legs.”
Vault of Krahharu
Once Immilor is destroyed, the flames surrounding
the black iron door at the far end of his sanctum
disappear.
This vault is filled with glittering wealth from an age long
passed. Silver jugs and bowls sized for fire giants overflow
with gold coins and glittering rubies.
If Cyndreth is still alive, read or paraphrase the
following:
Cyndreth’s eyes gleam as she gazes upon the golden hoard
before her, and her mouth twists into a smile that bears her
many razor-sharp teeth. Her gaze turns to you, and she says
“I’ll take my share of the treasure, morsels.”
Treasure. The vault contains 7,600 gp and 10,300
sp, and ten rubies worth 250 gp each.
If Cyndreth survived the adventure, she demands
an equal share of the treasure, and threatens to
devour anyone that would deny her. If the
characters have time to battle her, they might be
able to defeat her and keep her share of the treasure
for themselves.
Vastonash’s Fate
Once Immilor is dead and the treasure from the
vault is being divided, Cyndreth turns to the
character wielding the Krahharuan fork, or a random
character if no one is wielding it.
Cyndreth affixes you with a hard stare. “My son. My
wyrmling, Vastonash. He is not alive… is he?”
If the characters found Vastonash’s remains, she
listens to their reply, then solemnly responds:
“At least he is avenged. I take cold comfort in it… but I do
take comfort nonetheless. Thank you, warriors. I pray that we
never meet as enemies.” Cyndreth looks at you one last time,
gathers her treasure in her claws, and then pauses. With a
contemptuous growl, she unceremoniously drops a single
shining ruby at your feet before unfurling her wings and
leaping into the ash-filled air. The soot swallows her, leaving
you alone, triumphant, as the fires of the pit burn to embers.
Faction Assignment (Order of the Gauntlet)
Characters belonging to the Order of the Gauntlet
have an assignment to consecrate this sanctum and
close this rift to the Abyss. A character that spends
24 hours here casting hallow (or that uses the
hallowed talisman) succeeds at that mission.
Conclusion
With the destruction of Immilor, the characters have
cleansed the Pit of Krahharu and claimed a vault of
great treasure. If you are running this adventure as
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DDAL07-10 Fire, Ash, and Ruin
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part of an ongoing campaign, they have also learned
that the yuan-ti sought to make Immilor their ally in
claiming souls to summon a being of ultimate evil.
Immilor remembers his unceremonious defeat at
the hands of Faerûnian adventurers and their
factions as he is reincarnated within the Abyss. His
reincarnation is slow and painful, and may even
result in his unceremonious demotion to a weaker
class of demon. Someday, Immilor will take his
revenge.
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Rewards
Make sure the characters note their characters’
rewards on the adventure log sheet. Give your name
and DCI number (if applicable) so players can record
who ran the adventure.
Experience (Min/Max XP: 10,125/13,500 Ea.)
Total up all combat experience earned for defeated
foes, and divide by the number of characters present
in the combat. For non-combat experience, the
rewards are listed per character.
Combat Awards
Name of Foe
XP Per Foe
Balor
22,000
Barlgura
1,800
Chasme
2,300
Dretch
50
Fire elemental
1,800
Firenewt warlock of Imix
200
Firenewt warrior
100
Maw demon
200
Nalfeshnee
10,000
Shadow demon
1,100
Stone golem
5,900
Non-Combat Awards
Task or Accomplishment
XP Per Character
Vastonash’s body found
1,000
Treasure
The characters receive the following treasure,
divided up amongst the party. Treasure is divided as
evenly as possible. Gold piece values listed for
sellable gear are calculated at their selling price, not
their purchase price.
Treasure Awards
Item Name
GP Value
Stone golem ruby eyes
200
Firenewt bangles
80
Yulethe’s loot
150
Statue sapphire eyes
160
Goryx’s loot
300
Vault of Krahharu
11,130
Cyndreth’s Reward
200
Consumable magic items should be divided up
however the group sees fit. If more than one
character is interested in a specific consumable
magic item, the DM can determine who gets it
randomly should the group be unable to decide.
Permanent magic items are divided according to
a system detailed in the D&D Adventurers League
Dungeon Master’s Guide.
Krahharuan Fork (+3 Pike)
Weapon (pike), very rare
Forged of black, pitted iron, the haft of this double-
tined pike is wrapped in the supple hide of a young
red dragon. Wisps of black smoke stream from a
glowing red stone at the butt of the weapon only to
drift away on an unseen breeze. A description of this
item can be found in Player Handout 1.
Potion of Fire Resistance
Potion, uncommon
This item is found in the Dungeon Master’s Guide.
Player Rewards
In exchange for running this adventure, you earn DM
Rewards as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG).
Members of the Lords’ Alliance (rank 2 or
higher) earn one additional renown point for
completing their secret mission and should note the
completion of a secret mission on their adventure
logsheet.
Members of the Order of the Gauntlet earn one
additional renown point for completing their
faction assignment.
DM Reward
In exchange for running this adventure, you earn DM
Rewards as described in the D&D Adventurers
League Dungeon Master’s Guide (ALDMG).
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DDAL07-10 Fire, Ash, and Ruin
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NPC Summary
The following NPCs are featured prominently in this
adventure:
Alkana (al-CAN-uh). Alkana was once the leader
of the Krahharuan fire giants, and she is a powerful
wizard. She has spent centuries living as a fire
elemental in the Pit of Krahharu, biding her time
until she can strike against the demons that
destroyed her tower. However, she has spent so
much time in elemental form that she cannot change
back, and much of her old magic is lost to her.
Cyndreth (SIN-dreth). Cyndreth is a clever,
territorial dragon pushed to the brink by the capture
of her wyrmling, Vastonash. She has returned to the
Pit of Krahharu to attempt to rescue her wyrmling
and wreak her vengeance upon the demons of the
pit. She is canny enough to realize that her plan is
doomed to fail, and sees the adventurers as useful
tools to further her own goals.
Immilor (IMM-uh-lore), Immilor, Lord of Blue
Flame, is a balor bound to the inner sanctum of the
Pit of Krahharu by the fire giant wizards that once
resided here. He longs to be free of his material
prison and return to the Abyss, but he has no idea
how to break the Krahharuan wizards’ spells of
binding.
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DDAL07-10 Fire, Ash, and Ruin
18
Appendix. NPC/Monster Statistics
Balor
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
26 (+8)
15 (+2)
22 (+6)
20 (+5)
16 (+3)
22 (+6)
Saving Throws Str +14, Con +12, Wis +9, Cha +12
Damage Resistances cold, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities fire, poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 13
Languages Abyssal, telepathy 120 ft.
Challenge 19 (22,000 XP)
Death Throes. When the magmin dies, it explodes, and
each creature within 30 feet of it must make a DC 20
Dexterity saving throw, taking 70 (20d6) fire damage
on a failed save, or half as much damage on a
successful one. The explosion ignites flammable
objects in that area that aren’t being worn or carried,
and it destroys the balor’s weapons.
Fire Aura. At the start of each of the balor’s turns, each
creature within 5 feet of it takes 10 (3d6) fire damage,
and flammable objects in the aura that aren’t being
worn or carried ignite. A creature that touches the
balor or hits it with a melee attack while within 5 feet
of it takes 10 (3d6) fire damage.
Magic Resistance. The balor has advantage on saving
throws against spells and other magical effects.
Magic Weapons. The balor’s weapon attacks are
magical.
Actions
Multiattack. The balor makes two attacks: one with its
longsword and one with its whip.
Longsword. Melee Weapon Attack: +14 to hit, reach 10
ft., one target. Hit: 21 (3d8 + 8) slashing damage plus
13 (3d8) lightning damage. If the balor scores a critical
hit, it rolls damage dice three times, instead of twice.
Whip. Melee Weapon Attack: +14 to hit, reach 30 ft.,
one target. Hit: 15 (2d6 + 8) slashing damage plus 10
(3d6) fire damage, and the target must succeed on a
DC 20 Strength saving throw or be pulled up to 25 feet
toward the balor.
Teleport. The balor teleports, along with any
equipment it is wearing or carrying, up to 120 feet to
an unoccupied space it can see.
Barlgura
Large fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 68 (8d10 + 24)
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
16 (+3)
7 (–2)
14 (+2)
9 (–1)
Saving Throws Dex +5, Con +6
Skills Perception +5, Stealth +5
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 5 (1,800 XP)
Innate Spellcasting. The barlgura’s spellcasting ability
is Wisdom (spell save DC 13). The barlgura can innately
cast the following spells, requiring no material
components:
1/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (self only)
Reckless. At the start of its turn, the barlgura can gain
advantage on all melee weapon attack rolls it makes
during that turn, but attack rolls against it have
advantage until the start of its next turn.
Running Leap. The barlgura’s long jump is up to 40 feet
and its high jump is up to 20 feet when it has a running
start.
Actions
Multiattack. The barlgura makes three attacks: one
with its bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) bludgeoning damage.
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Chasme
Large fiend (demon), chaotic evil
Armor Class 15 (natural armor)
Hit Points 84 (13d10 + 13)
Speed 20 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
15 (+2)
12 (+1)
11 (+0)
14 (+2)
10 (+0)
Saving Throws Dex +5, Wis +5
Skills Perception +5
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses blindsight 10 ft., darkvision 120 ft., passive
Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Drone. The chasme produces a horrid droning sound to
which demons are immune. Any other creature that
starts its turn within 30 feet of the chasme must
succeed on a DC 12 Constitution saving throw or fall
unconscious for 10 minutes. A creature that can’t hear
the drone automatically succeeds on the save. The
effect on the creature ends if it takes damage or if
another creature takes an action to splash it with holy
water. If a creature’s save is successful or the effect
ends for it, it is immune to drone for the next 24 hours.
Magic Resistance. The chasme has advantage on
saving throws against spells and other magical effects.
Spider Climb. The chasme can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Actions
Proboscis. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 16 (4d6 + 2) piercing damage plus 24
(7d6) necrotic damage, and the target’s hit point
maximum is reduced by an amount equal to the
damage taken. If this effect reduces a creature’s hit
point maximum to 0, the creature dies. This reduction
to a creature’s hit point maximum lasts until the
creature finishes a long rest or until it is affected by a
spell like greater restoration.
Dretch
Small fiend (demon), chaotic evil
Armor Class 11 (natural armor)
Hit Points 18 (4d6 + 4)
Speed 20 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
11 (+0)
12 (+1)
5 (–3)
8 (–1)
3 (–4)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, telepathy 60 ft. (works only with
creatures that understand Abyssal)
Challenge 1/4 (50 XP)
Actions
Multiattack. The dretch makes two attacks: one with its bite
and one with its claws.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.
Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 5 (2d4) slashing damage.
Fetid Cloud (1/Day). A 10-foot radius of disgusting
green gas extends out from the dretch. The gas spreads
around corners, and its area is lightly obscured. It lasts
for 1 minute or until a strong wind disperses it. Any
creature that starts its turn in that area must succeed
on a DC 11 Constitution saving throw or be poisoned
until the start of its next turn. While poisoned in this
way, the target can take either an action or a bonus
action on its turn, not both, and can't take reactions.
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Fire Elemental
Medium elemental, neutral
Armor Class 13
Hit Points 102 (12d10 + 36)
Speed 50 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
17 (+3)
16 (+3)
6 (−2)
10 (+0)
7 (–2)
Damage Resistances bludgeoning, piercing, and
slashing from nonmagical Attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 5 (1,800 XP)
Fire Form. The elemental can move through a space as
narrow as 1 inch wide without squeezing. A creature
that touches the elemental or hits it with a melee
attack while within 5 feet of it takes 5 (1d10) fire
damage. In addition, the elemental can enter a hostile
creature's space and stop there. The first time it enters
a creature's space on a turn, that creature takes 5
(1d10) fire damage and catches fire; until someone
takes an action to douse the fire, the creature takes 5
(1d10) fire damage at the start of each of its turns.
Illumination. The elemental sheds bright light in a 30-
foot radius and dim light in an additional 30 feet.
Water Susceptibility. For every 5 feet the elemental
moves in water, or for every gallon of water splashed
on it, it takes 1 cold damage.
Actions
Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) fire damage. If the target is a
creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
turns.
Firenewt Warlock of Imix
Medium humanoid (firenewt), neutral evil
Armor Class 10 (13 with mage armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
11 (+0)
12 (+1)
9 (−1)
11 (+0)
14 (+2)
Damage Immunities fire
Senses darkvision 120 ft. (penetrates magical
darkness), passive Perception 10
Languages Draconic, Ignan
Challenge 1 (200 XP)
Amphibious. The firenewt can breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting
ability is Charisma. It can innately cast mage armor
(self only) at will, requiring no material components.
Spellcasting. The firenewt is a 3rd-level spellcaster. Its
spellcasting ability is Charisma (spell save DC 12, +4 to
hit with spell attacks). It regains expended spell slots
when it finishes a short or long rest. It knows the
following warlock spells:
Cantrips (at will): fire bolt, guidance, light, mage hand,
prestidigitation
1st—2nd level (2 2nd level slots): burning hands,
flaming sphere, hellish rebuke, scorching ray
Imix’s Blessing. When the firenewt reduces an enemy
to 0 hit points, the firenewt gains 5 temporary hit
points.
Actions
Morningstar. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage.
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DDAL07-10 Fire, Ash, and Ruin
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Firenewt Warrior
Medium humanoid (firenewt), neutral evil
Armor Class 16 (chain shirt, shield)
Hit Points 22 (4d8 + 4)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
13 (+1)
12 (+1)
7 (−2)
11 (+0)
8 (–1)
Damage Immunities fire
Senses passive Perception 10
Languages Draconic, Ignan
Challenge 1/2 (100 XP)
Amphibious. The firenewt can breathe air and water.
Actions
Multiattack. The firenewt makes two attacks with its
scimitar.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6 + 1) slashing damage.
Spit Fire (Recharges after a Short or Long Rest). The
firenewt spits fire at a creature within 10 feet of it. The
creature must make a DC 11 Dexterity saving throw,
taking 9 (2d8) fire damage on a failed save, or half as
much damage on a successful one.
Maw Demon
Medium fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
8 (–1)
13 (+1)
5 (–3)
8 (–1)
5 (–3)
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1 (200 XP)
Rampage. When it reduces a creature to 0 hit points,
the maw demon can take a bonus action to move up to
half its speed and make a bite attack.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 11 (2d8 + 2) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
22
Nalfeshnee
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 1184 (16d10 + 96)
Speed 20 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5)
10 (+0)
22 (+6)
19 (+4)
12 (+1)
15 (+2)
Saving Throws Con +11, Int +6, Wis +6, Cha +7
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses truesight 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Magic Resistance. The nalfeshnee has advantage on
saving throws against spells and other magical effects.
Actions
Multiattack. The nalfeshnee uses Horror Nimbus if it can. It
then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 32 (5d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (3d6 + 5) slashing damage.
Horror Nimbus (Recharge 5–6). The nalfeshnee magically emits
scintillating, multicolored light. Each creature within 15 feet of
the nalfeshnee that can see the light must succeed on a DC 15
Wisdom saving throw or be frightened for 1 minute. A creature
can repeat the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is immune to the
nalfeshnee's Horror Nimbus for the next 24 hours.
Teleport. The nalfeshnee magically teleports, along with any
equipment it is wearing or carrying, up to 120 feet to an
unoccupied space it can see.
Shadow Demon
Medium fiend (demon), chaotic evil
Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
1 (−5)
17 (+3)
12 (+1)
14 (+2)
13 (+1)
14 (+2)
Saving Throws Dex +5, Cha +4
Skills Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, fire, necrotic, thunder;
bludgeoning, piercing, and slashing from nonmagical
weapons
Damage Immunities cold, lightning, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, telepathy 120 ft.
Challenge 4 (1,100 XP)
Incorporeal Movement. The demon can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Light Sensitivity. While in bright light, the demon has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the
demon can take the Hide action as a bonus action.
Actions
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 10 (2d6 + 3) psychic damage or, if the
demon had advantage on the attack roll, 17 (4d6 + 3)
psychic damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
23
Stone Golem
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 178 (17d10 + 85)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (–1)
20 (+5)
3 (–4)
11 (+0)
1 (–5)
Damage Immunities poison, psychic; bludgeoning,
piercing, and slashing from nonmagical attacks that
are not adamantine
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages of its creator but
cannot speak
Challenge 10 (5,900 XP)
Immutable Form. The golem is immune to any spell or
effect that would alter its form.
Magic Resistance. The golem has advantage on saving
throws against spells or other magical effects.
Magic Weapons. The golem’s attacks are magical.
Actions
Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) bludgeoning damage.
Slow (Recharge 5–6). The golem targets one or more
creatures it can see within 10 feet of it. Each target
must make a DC 17 Wisdom saving throw against this
magic. On a failed save, a target can't use reactions, its
speed is halved, and it can't make more than one
attack on its turn. In addition, the target can take
either an action or a bonus action on its turn, not both.
These effects last for 1 minute. A target can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Adult Red Dragon
Huge dragon, chaotic evil
Armor Class 19 (natural armor)
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
27 (+8)
10 (+0)
25 (+7)
16 (+3)
13 (+1)
21 (+5)
Saving Throws Dex +6, Con +13, Wis +7, Cha +11
Skills Perception +13, Stealth +6
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive
Perception 23
Languages Common, Draconic
Challenge 17 (18,000 XP)
Legendary Resistance (3/Day). If the dragon fails a
saving throw, it can choose to succeed instead.
Actions
Multiattack. The dragon can use its Frightful Presence.
It then makes three attacks: one with bite and two with
its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft.,
one target. Hit: 19 (2d10 + 7) piercing damage plus 7
(2d6) fire damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 15 (2d6 + 8) piercing damage.
Frightful Presence. Each creature of the dragon's
choice that is within 120 feet of the dragon and aware
of it must succeed on a DC 19 Wisdom saving throw or
become frightened for 1 minute. A creature can repeat
the saving throw at the end of each of its turns, ending
the effect on itself on a success. If a creature's saving
throw is successful or the effect ends for it, the
creature is immune to the dragon's Frightful Presence
for the next 24 hours.
Fire Breath (Recharge 5–6). The dragon exhales fire in
a 60-foot cone. Each creature in that area must make a
DC 21 Dexterity saving throw, taking 63 (18d6) fire
damage on a failed save, or half as much damage on a
successful one.
Legendary Actions
The dragon can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The dragon regains spent
legendary actions at the start of its turn.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
24
Detect. The dragon makes a Wisdom (Perception)
check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its
wings. Each creature within 10 feet of the dragon must
succeed on a DC 22 Dexterity saving throw or take 15
(2d6 + 8) bludgeoning damage and be knocked prone.
The dragon can then fly up to half its flying speed.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
25
Appendix. Krahharuan Ruins Map
Appendix. Krahharuan Depths Map
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
26
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
27
Player Handout 1. Magic Item
During the course of this adventure, the characters
may find the following permanent magic item:
Krahharuan Fork (+3 Pike)
Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls
made with this magic weapon.
Forged of black, pitted iron, the haft of this double-
tined pike is wrapped in the supple hide of a young
red dragon. Wisps of black smoke stream from a
glowing red stone at the butt of the weapon only to
drift away on an unseen breeze. This item can be
found in the Dungeon Master’s Guide.
Hallowed Talisman
Wondrous item, rare
A perfect sphere of black obsidian is tied to a
necklace of prayer beads, and seems to glow with a
very faint internal light. If you spend a short rest
praying over this talisman and taking no other
actions, you can break it on the ground at the end of
the rest, destroying the talisman, to infuse the
ground around you with holy or unholy energy.
By breaking the talisman in this way, you cast
hallow as an action, requiring no material
components.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL07-10 Fire, Ash, and Ruin
28
Player Handout 2. Faction Missions
Characters belonging to the Lords’ Alliance have the
option of embarking on a secret mission while taking
part in this adventure.
Faction Assignment: Order of the Gauntlet
The Order of the Gauntlet entrusts the characters
with the reconsecration the Pit of Krahharu’s inner
sanctum. They suggest that the characters prepare
the hallow spell before venturing into the pit, and
present them with a hallowed talisman if they have
no one in the party who can cast the spell.
Success condition: Once Immilor is killed, cast
hallow on area B10 of the pit, either using the
hallowed talisman or by simply casting the spell
(remember its 24 hour casting time).
Hallowed Talisman
Wondrous item, rare
A perfect sphere of black obsidian is tied to a necklace of
prayer beads, and seems to glow with a very faint internal
light. If you spend a short rest praying over this talisman and
taking no other actions, you can break it on the ground at the
end of the rest, destroying the talisman, to infuse the ground
around you with holy or unholy energy.
By breaking the talisman in this way, you cast hallow as an
action, requiring no material components.
Secret Mission: Lords’ Alliance
The Lords’ Alliance wishes to learn the true name of
the demon commanding the pit, and presents the
characters a magical seal. Members of the Lords’
Alliance (rank 2 or higher) are instructed to use the
magical seal to learn the true name of Immilor, the
balor that rules the Pit of Krahharu.
The Magic Seal
The Lords’ Alliance presents the characters with a thin
parchment seal: six inches wide and twelve inches long, and
inscribed with runes of binding. When placed against a
fiend’s flesh, the paper burns away and imprints the runes on
its target.
A character holding this seal can make an unarmed strike
against a fiend to strike it with the seal. On a hit, the seal
burns to cinders and the fiend must make a DC 15 Charisma
saving throw. On a failure, it must truthfully answer the next
question posed to it. If the fiend has 50 or fewer hit points, it
automatically fails this saving throw.
The seal can force a demon to reveal its true name. If the
characters use the seal to reveal Immilor’s true name (as the
Lords’ Alliance intends), they gain some measure of control
over the demon and can command it as an action, as the
spell command, so long as the command begins with
speaking its true name. However, they can’t command it to
take an action that would lead to harm, such as commanding
it to stop attacking them.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S07 - Tomb of Annihilation/DDAL07-10 Fire Ash and Ruin v1.1.pdf |
Copyright 2008 White Wolf Publishing http://www.white-wolf.com
ATTRIBUTES
_________________
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OOOOO
OOOOO
OOOOO
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_________________
OOOOO
OOOOO
OOOOO
SKILLS
Inteligence_______
Wits_____________
Resolve___________
OOOOO
OOOOO
OOOOO
Strength__________
Dexterity_________
Stamina___________
OOOOO
OOOOO
OOOOO
Presence__________
Manipulation______
Composure_________
OOOOO
OOOOO
OOOOO
O O O O O O O O O O
Power
O O O O O O O O O O
Finesse
O O O O O O O O O O
Resistance
____________________________________________________
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____________________________________________________
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Ban:_________________________________________________
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Size:___ Speed:___ Defense:___ Armor:___ Initiative Mod:___
_________________
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OOOOO
OOOOO
OOOOO
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OOOOO
OOOOO
OOOOO
DREAD POWERS
_________________OOOOO
_________________OOOOO
OTHER TRAITS
OOOOOOOOOOOO
������������
HEALTH/CORPUS
OOOOOOOOOO
����������
WILLPOWER
ESSENCE
����������
Name:
Type:
Master:
Virtue:
Vice:
WEAPONS/ATTACKS
Type Damage Dice Pool
_________________________________ ________ ________
_________________________________ ________ ________
_________________________________ ________ ________
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_________________________________ ________ ________
SPECIAL RULES
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DESCRIPTION
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| textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Hunter the Vigil/HtV Familiar Sheet.pdf |
4/23/2008
- 1 -
THE ARACHNE HISTORY
Notice: The information contained in this work is not authorized for duplication or distribution
to other websites or repositories. The information contained in this work is not official, until the
final version appears in Tribal Law vs. Dragon’s Rule.
Circa 38 Million BC
Samiel forces his consort Lilith (an enormous spider-like creature) to breed with the Drone. Theories on the
origins of the Drone range from it being an artificially created intelligence, a creature from the far-flung Dominions
or possibly the child of Samiel and Lilith. Lilith spawns a new breed different from the Hive, the Arachne. Though
not possessed of the Drone’s precognitive abilities, they possess an innate curiosity about the nature of time. The
Arachne are made immortal and serve as personal servants to Lilith.
Circa 35 Million BC
Inspired by cryptic prophecies given to him by the Drone, Samiel secretly leaves Earth and seeks the Labyrinth.
Lilith runs the Empire as if receiving commands from Samiel. Eventually other Abzulim discover that Samiel is
gone, but he returns before any type of coup can be orchestrated. Lilith immediately submits to her King, but
notes a change in Samiel’s behavior. Samiel immediately has the Drone incarcerated in a newly constructed
dimensional fortress called Babel. A contingent of the Hive is brought to a location nearby Earth where they are
watched over by the Arachne. Fallen Abzulim who grew to pose a threat to Samiel during his absence are
captured and brought to this location, where the Arachne oversee the Hive contingent re-craft flesh and shard into
inter-dimensional warships capable of traveling vast distances in time and space: lighters.
Circa 20 Million BC
The remaining Abzulim discover the fate of the missing Abzulim and attempt to overthrow Samiel. Samiel
engenders a new breed of slaves called Anopheles, a blood-thirsty group of concubines that Samiel can empower
to become deadly shock-troops at his command. He brings Lilith to Babel and places the Arachne in complete
control of the Hive, cutting off her access to them. The Arachne are instructed to have the Hive build a throne
from the shards of the newly fallen Abzulim traitors. Using the throne he is able to coordinate his entire
star/dimension spanning empire.
Circa 13 Million BC
Insanity overtakes Samiel; in a desperate fit he whispers the prophecies of the Drone to an Arachne slave. That
slave kept the prophecies to himself until he also went mad millions of years later. After Samiel tears his own
head form his body, Lilith ascends to the ruling seat of the Abzulim Empire. She frees the Drone and begins to
study its teachings, passing these on to her Arachne children.
Circa 9 Million BC
The workshops and vault of Samiel (Furnace and Foundry respectively) are discovered by Lilith. She begins
toiling on a number of unfinished artifacts Samiel had been creating prior to his self-destruction. She attempts to
penetrate the mysteries of what Samiel discovered in the Labyrinth. She finishes one artifact, the Delirium Stone,
and binds the Arachne to it; it secretly provides limited protection from the Beckoning that Samiel has made all the
slaves susceptible to. During this time most of the remaining Abzulim attempt to overthrow Lilith; the Arachne,
Hive, other slave races and other Abzulim rally behind Lilith and their combined force crushes the revolt. The
Arachne are elevated to overseers of the portions of the empire nearest Earth.
Circa 8 Million BC
The Arachne are cut off from Lilith and the Drone when the Abzulim Mammon appears from the Dominions,
defeating Lilith and ascending to leadership of the Abzulim. The Arachne are left in charge of the other slave
breeds while Lilith is tortured by Mammon to learn the whereabouts of the Abzulim shard-throne of Samiel that
she hid before being defeated by Mammon. The Hive begin to flee back to the Dominions without Lilith’s
influence.
4/23/2008
- 2 -
Circa 6.5 Million BC
During the war with the Primals, The Shadowen approach the leaderless Arachne and offer them the location of
the Drone and Lilith in exchange for assisting with arranging a slave rebellion. A pact is made, the Shadowen
teach the Arachne and the other slave races the concept of serenades. The combined power of the rebellion and
the war force the Deepwalkers to abandon Earth, the Arachne travel to Babel with the other freed immortal slaves
and remaining Abzulim. They begin to search Babel for Lilith but Babel is attacked by the Primals before they can
conclude their search. The arrival of the Leviathan, Rukshasa and Sharakai force away the primals and the
Anopheles manage to force all the other immortals out of Babel.
Circa 5 Million BC
After fruitlessly searching the remainder of the Habitat and nearby Dominions, the Arachne discern where in
Babel Lilith and the Drone may be hidden. They attempt to infiltrate Babel but are stopped by Leviathan. Being
prepared for this contingency they poison the Leviathan, which flees Babel with Sharakai in pursuit. This leaves
the Arachne free to search the more hidden areas, find Lilith and flee before the Anopheles can find them. They
are able to take clues to several sites of Abzulim power with them, but are unable to find the Drone. Lilith and the
Arachne travel out into the Dominions in search of the Drone and Abzulim artifacts and knowledge. Of utmost
importance based on Lilith’s findings in the Foundry is to locate the Hourglass, an artifact capable of controlling
time itself. This leads them to seek out evidence of pieces of the Prophecy they glean from the original slave at
Samiel’s side when he destroyed himself. The insanity of the slave begins to affect the Arachne as a whole,
creating the Oneness through their connection to the Delirium Stone.
Circa 400,000 BC
The Arachne are separated and thrown off-course in their travels when the Malice Shard is destroyed, tangling
and ripping apart various sections of the Nadir. They make their way back towards Earth to ascertain what has
happened; upon arrival they sequester themselves amongst the Himalayan Mountains and the Southwestern
lands bordering the Indian Ocean. They begin to watch and study the newly emerging human race. Lilith is
contacted by the Drone through the Oneness and lays the foundation for the Swarm. The Arachne begin
experimenting with serenades upon the threads of time, as revealed to them by the Drone through Lilith.
Circa 65,000 BC
The Arachne lose contact with members in the Dominions, as the Shouting War begins.
Circa 10,000 BC
In a final bid to keep from being imprisoned in Sheol, the Arachne attempt to take control of the head of Samiel, in
the possession of a young Pride Nimrod, unaware that most of their leaders are former Shadowen. They are
defeated and imprisoned in Sheol. The Drone remains in contact with them and guides them through their time in
Sheol, keeping them from dwindling too heavily in numbers. The Arachne develop special serenades that literally
remove them from the timestream for brief periods, allowing them to exist far longer on the meager reserves of life
force available to the immortals trapped in Sheol. They would accomplish little during their imprisonment, but
avoided many losses. They returned to their home in what is now India.
Circa 6000 BC
The Arachne traveled to Atlantis to participate in the forming of the Stratagem Pact and to study the Kai Ra
Solitaire. During the creation of the Stratagem, the Nimrod leader Semiramas, uttered what the Arachne realized
to be a part of the ravings of Samiel prior to his death. Realizing she was not accountable as one of the three
slaves present at Samiel’s death, the Arachne took a calculated risk and also uttered a portion of the ravings,
concerning the rise of the Sanguinary. In the end, this forced the Magdalen to reveal that they were aware of the
Sanguinary’s existence in the telepathic subconscious of humanity, the Morpheum. This knowledge of the
Sanguinary’s survival of the shattering of the Malice and Red Shards is a key factor in the successful completion
of the Stratagem Pact. The Drone begins directly contacting various Arachne to make them members of the
Swarm. They form a separate hive mind from the rest of the Arachne and are in direct contact with the Drone.
The Drone still does not reveal itself to the other Arachne nor does it reveal its location to the Swarm.
4/23/2008
- 3 -
4735 BC
Atlantis is destroyed, all Arachne return to their stronghold in India. Though the rite of lethe is discovered by the
Banjax, most Arachne instead cocoon themselves in the Delirium Web (attached to the Delirium Stone) and enter
self-imposed periods of ennui, guarded over by the other members of the Pride. The tip of the Delirium Stone juts
out of one of the peaks of the Girnar Mountains, and is observed as a holy stone in the Hindu religion that would
later develop, for its effects on the emotional state of mortals that came in contact with it. It often caused them to
commit suicide in an attempt to enter “Heaven”.
3720 BC
The Morrigan attempt to flood the world; but most of the Arachne’s human followers reside near the Himalayas,
high up enough to survive until the Roane stop the deluge. Afterwards the Arachne take an interest in those living
in the Indus River Valley areas of present-day Pakistan and begin to develop them into a Quiet Culture. Over
time their Quiet Culture would migrate into the area of modern-day India.
Circa 2500 BC
Due to warring between Pride Dracul (as the Tribe of Sharakai was known then) and the Drove Tengu, that drove
begins making incursions into India, which has remained mostly isolated and completely under Arachne control.
The Arachne begin to concentrate efforts on expunging the Tengu from India.
2000 BC
A pact is made between the Arachne, Tribe of Sharakai and the Anopheles to drive the Tengu out of the area of
China and back over to Japan, thus clearing the Drove’s influence out of the various areas the three groups
control in and around China (including India). Their collective Quiet Cultures hunt down Wu thralls of the Tengu
throughout Southern Asia.
1600 BC
The Anopheles and Dracul end their alliance, the Arachne remain neutral in the conflict, maintaining alliance with
both of the other Prides. They begin teaching mortal versions of the threads of time, all the while allowing full
acceptance of the practices their Quiet Cultures have gained from association with Anopheles and Dracul Quiet
Cultures. This becomes the basis for Hinduism and gives rise to the Vedic Civilization in 1500 BC. The Arachne
begin to find a way around the martial arts styles of the Dracul and develop the Tai Chi Chuan (from which
modern tai chi has developed).
1400 BC
Raatri (the ancient name of Kali) defects from the Anopheles to the Arachne after exposure to the convictions of
Hinduism. This completely ends the pact between the Arachne, Anopheles and Dracul.
820 BC
Raatri becomes a secret disciple of the Eidolon Sharakai.
800 BC
Taking on the name Kali, Raatri defects from the Arachne. The Arachne had already calculated that this would
happen and do not seek retribution. They instead use the knowledge they have gained from her about both the
Anopheles and Dracul to sidestep the mounting problems between those two Prides in China. They begin
secretly sending forays into the Dominions (an act which violates the laws of the Stratagem Pact) to seek out the
components to the Hourglass and clues to further control over time from their notes gained in Babel and from
Lilith’s experiences in the Foundry.
600 BC
The Arachne begin to adopt certain principles of Taoism into the Hindi faith. By this time the Vedic Civilization
had developed into a strong caste-based system similar to the hierarchical structure of the Arachne themselves.
The Vedics begin to spread out from India and start influencing Southwestern China. To slow the spread of the
Vedics into China, the Dracul attempt to secure the passes through the Himalayan Mountains.
4/23/2008
- 4 -
550 BC
Prince Siddhartha Gautama (“Buddha”) develops powerful Religarum from the teachings of the Dracul Keeper
Channa. Channa is the Dracul tasked with securing the Himalayan passes into China. Buddha’s faith is so
strong that it begins to warp the forms of the Arachne into the forms commonly associated with Hindu mythology.
Several became twisted into representations of individual thoughts of Buddhist “Hells”. After consigning Channa
to the Blue Air, the Arachne retreat from China to stop Buddha’s Religarum from growing any stronger.
480 BC
Buddha dies, but his influence on mortals is enough that the Arachne must retreat into the wilds and away from
mortal civilization, in order to regain their true forms. For many the process takes well over 100 years, this is the
first time the Arachne have encountered Religarum of this level of power. They develop a new respect for the
abilities of humanity and tread with more subtlety in the future. Those not affected by Buddha engage in another
alliance with the Anopheles and Dracul to stop the Tengu, who have again been making incursions into China and
India. They win and route the Tengu, driving them East and South back into Japan, but mostly into the areas
around present-day Vietnam.
403 BC
The Arachne, Anopheles and Dracul end their alliance as each group attempts to take control of China, which has
become the pivotal region for Asia. Also, Buddhism is still strong in India and the levels of faith make it difficult for
many Arachne to function due to the latent warping effects of Buddha’s Religarum still fueled among the land by
his followers.
221 BC
Shih Huang-Ti comes to power in China and casts aside Dracul loyalties to embrace the Arachne. He builds a
stronghold at Xianyang and abolishes most of the more benevolent laws originally setup under Dracul
stewardship. He institutes a rigid code of laws overseeing every facet of daily life. Under Arachne influence he
begins to discredit the I-Ching, a Dracul method that mortals use to divine the future. But the Arachne consider
him too passionate and send him on a wild chase after a nonexistent Elixir of Life that would make him immortal.
They then sponsor his cruel advisor Li Ssu who slowly seizes power from Huang-Ti.
214 BC
Shih Huang-Ti orders construction to begin on the Great Wall of China, separating Dracul and Arachne territories,
in a last bid to win the favor of his Arachne patrons. Shortly after Li Ssu seizes control from Huang-Ti.
206 BC
The mortal Han Dynasty ends Li Ssu’s control, and therefore Arachne control, over China. Unfortunately this
control is short-lived and another long period of vying for control of China between the Arachne, Anopheles and
Dracul begins again.
58 AD
Buddhism is introduced to China, stopping the Arachne from making any further incursions into China to vie for
power there. They return to India where Buddhism has taken hold, but the Religarum effects have finally
subsided, allowing the Arachne to influence Buddhism there along lines more befitting their Hindu legacy.
100 AD
Arachne scouring the Dominions encounter the Hive, which has grown extremely large in number. This causes a
contingent of warrior scouts from the Hive to make their way to Earth to see what has happened since they left.
This begins the first Hive War between the Arachne and the Hive. The Hive discover Lilith with the Arachne and
attempt to capture her repeatedly.
220 AD
In alliance with the Dracul, the Arachne end the Hive Wars, but learn of a second planned invasion from captured
members that do not escape.
306 AD
The Second Hive War begins. A much larger contingent of the Hive arrives from the Dominions in lighters and
quickly takes control of several areas of India. They diminish Arachne influence and power in the area. The
Anopheles move into the Karakhorum mountains, their clashes with the Arachne and Hive in this area spawn the
Mahabharata, the Hindu epic.
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427 AD
The Hive captures Lilith, the Arachne are devastated. Dracul and Anopheles forces attempt to assist but cannot
penetrate far into India against the Hive to help. Shiva began adapting the Anopheles principles of Kalari and
anchored the Arachne’s version of the style to Hinduism.
589 AD
Hive influence over Hinduism begins to forcibly reshape the Arachne back into the forms they were trapped in by
Buddha’s Religarum over a thousand years prior. The Arachne plot to re-enter China as abandoning India starts
to become the only possible option. There has been no contact from the Drove since Lilith was captured over 100
years prior in 427 AD. The Arachne also attempt to influence what is now modern-day Korea, but a large force of
mortal warriors led by a single Tuatha named Wong Kwong Bopsa, repulse not only the Arachne, but nearby
Tengu and the Hive as well, from the area then known as Silla.
593 AD
The Arachne make an alliance with the Dracul and Peri in China to assist in ferreting out Tengu influence there
once again now that the Tengu and the Hive are in temporary alliance. The Tengu then call upon Drove Sainha
to assist them in Japan.
618 AD
The Arachne found the T’ang Dynasty in China and manage to force out the Hive and all other Prides. However,
their alliance in Japan carries over to China and the Dracul are not forced out. A Dracul-influenced Arachne rule
carries in China for the next 300 years, mingling much of Taosim, Buddhism and Hinduism through China.
Shortly after the Arachne form a separate alliance with the Anopheles to make a concentrated effort to remove
the Hive from India now that they have safe haven in China and are no longer being warped by the Hindu faith.
624 AD
Despite attempts by Arachne, Dracul and Peri, the Zen branch of Buddhism takes hold in Japan. At this point the
three Prides attempt to gain control over it to use against the Tengu-inspired Shinto philosophy.
645 AD
The Hive steps in and takes control over the Japanese government, but the Arachne, Dracul and Peri all adapt
and swiftly begin to influence the new government to stop the Hive-Tengu-Sainha alliance from taking over Japan.
660 AD
The Arachne Scourge Wu, serving as a concubine in the Court of Kao Tsun, kills his Anopheles Empress to
become his Empress. She then takes over his rule after blinding him; this breaks the Anopheles / Arachne
alliance formed just over 40 years prior. Wu then reveals previously unknown allies among the Tengu, Sainha
and the Yellow Turban Taoists. She defects from the Arachne. Over the next several years she forms the Unai
Quiet Culture. Dark Taoism spreads under her reign; her fierce reign exceeds the cruelty of the legendary Li Ssu.
The Arachne remove the Soga Peri from their Emerald Palace mantle in Japan and make it their primary
stronghold in the area.
705 AD
The Arachne Allyns seduces the Unai back over to the Arachne and uses them to depose Wu. They take Wu
back to face judgement by the Arachne who publicly destroy her. Anarchy results in China for the next 250 years
and the alliance between the Arachne and Dracul also ends. The Arachne return their concentration to India,
leaving a power vacuum that others scramble to fill; this leaves India open for the Arachne to regain some control
here.
712 AD
The Eremite inspired Moslems establish Sind in what is now Pakistan and launch raids into India against the
Arachne and into China against the Dracul; both fronts are unsuccessful, halting Eremite influence into both
regions.
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750 AD
The other Prides in the Stratagem Pact find out about the Dark Lady of Sheol and the secret the Dracul and
Anopheles have been hiding. Since the Arachne rather timely destroyed both alliances, they are not included in
the persecutions. The Arachne gambit in China in 660 through 705 has succeeded. The Arachne step back for
the next several hundred years while the other Prides persecute the Anopheles and Dracul, leaving both of those
groups open to attacks by Droves and leaving the Arachne to restablish some of their prior structure in India.
They then move back into a small portion of China to create a buffer zone for India.
905 AD
Five kingdoms arise in China, splitting the region: the Dracul, Arachne, Tengu, Sainha and the Hive. The
Arachne prepare to unleash a plan formulating for the last few hundred years as the Dracul have neglected the
areas once occupied by Drove Gaki: Mongolia.
907 AD
The Arachne influenced Mongols take Inner Mongolia and target the Tengu and Sainha in northern China.
939 AD
The Arachne setup a Civil war between their mortal followers, the Fujiwara family, and the mortal followers of the
Peri (Taira) and Dracul (Minamoto), further pulling Dracul focus off of China and the battles in its northern
reaches.
960 AD
The Dracul, understanding how the Arachne are dividing their forces, found the Sung Dynasty and extend their
control over most of China, but are unable to take back the most northern reaches, which have fallen to the
Mongols.
999 AD
The plans of the Arachne and all other Prides are curtailed as the faith of the followers of Christendom warps,
paralyzes and burns immortals across the globe. The Arachne drive their own affected members into ennui and
wrap them in the webs of the Delirium Stone to dampen the effects so it does not spread to others. It will take
almost 200 years for the Prides to recover, including the Arachne. This also drives the Hive away from Earth,
ending the Second Hive War; several Arachne attempt to follow them in order to track down Lilith but are unable
to keep up with the Hive’s powerful living lighters formerly belonging to Samiel. The Hive dive directly into the
Blue Air, eluding the Arachne.
1138 AD
The combined forces of the Soga and Taira Peri retake the Emerald Palace mantle in Japan from the Arachne
while the Arachne are still weakened from the events of 999 AD. The Peri are severely weakened by this point.
1206 AD
The Arachne begin their master assault against China that was stalled by the events of 999 AD. Temujin is
proclaimed Ghengis Kahn (“Emperor with the Seas”). Four years later Kahn begins the master invasion of China
and topples the last of the Chinese fortresses by 1215 AD. A plan started hundreds of years earlier comes to
fruition as the Dracul are almost completely routed from the mortal lands of China, save a few mantle
connections. The Arachne chase the remaining Dracul into Eastern Europe and begin to annex other smaller
Dracul controlled empires around China proper.
1212 AD
The Catholic Church, manipulated by the Eremites, sends 50,000 children against the Magdalen sponsored
Saracens. As the Eremites and Magdalen fought within Jerusalem, the Arachne capture over half the children
and turn them over to the Peri as an act of “goodwill” in order to be able to study the Peri’s apparent immunity or
self-protection from the emotion of fear. The Arachne spent a number of years working with the effects of time on
the children until they were able to suspend them in a state where it was possible for the Peri to bond shards to
them. A great deal of the Delirium Stones power was used and it weakened the Arachne. However, the Arachne
gained immense power within the Stratagem Pact; this would later assist them in staying out of alliances and
picking and choosing their battles in Anatolia during the 1300’s and 1400’s. The new Palin breed of Peri bolsters
their ranks and the Per are officially inducted into the Stratagem Pact shortly after as a result.
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1219 AD
The Arachne chase the Dracul all the way through the Mesopotamian regions once controlled by the Anopheles
and into Romania. The Arachne establish strongholds in what is now present-day Turkey as the Mongol horde
establishes control over Persia until 1295 when the Eremites gain a foothold, causing the Persian Mongols to
renounce their loyalty to the Chinese Mongols. They do not seek to reach the edges of Mediterranean, avoiding
the remaining conflicts between the Phoenix and Magdalen. The Phoenix incursions into Anatolia through the
use of the Knights Templar go mostly against Eremites and Magdalen, leaving the Arachne out of most conflicts.
The Arachne stay mostly out of these conflicts, thus the Phoenix does not stop the Arachne from following behind
them later in 1404 AD
1260 AD
The tryst Kublai Kahn finishes the conquest of China and establishes the Yuan Dynasty in the name of the
Arachne. Incursions into Palestine are halted by the Banjax (ancestors of the Osiri) however.
1274 AD
Having attempted to move into Japan, Kublai Kahn is repulsed by a Dracul-Peri alliance. Blaming his Arachne
patrons, he begins to weave a mantle reality around his capital, forcing the Arachne away from him.
1281 AD
Kublai Kahn’s second attempt to conquer Japan goes awry when he steers his fleet into the midst of a battle
between the Morrigan and Roane. His fleet is destroyed. With the Arachne no longer in control of Kublai Kahn,
the Dracul succeed in getting some of the secrets of Tai Chi Chuan from the Kahn through a mercenary agent,
Marco Polo.
1336 AD
The Arachne removes themselves from Japan completely. They attempt to retake control over Kublai Kahn’s
Mongol empire and succeed; but the true power of the Mongol Horde is in its twilight and waning quickly. The
Arachne begin to learn, and then abandon, the martial arts style of Pentjak Silat; it has the peculiar effect of
driving Arachne practitioners into mindless bouts of maddening violence for no apparent reason.
1368 AD
The last Chinese descendant of the Mongol Horde, Sun Ti, dies, ending what control the Arachne still had over
China. Scourges from the Dracul begin to make overt threats against the Arachne for the affairs of 660 AD.
1370 AD
The Arachne send the last of their faithful Mongols, led by Timur the Lame (or Tamerlane) to raid and pillage
Persia until it is left in ruins. This allows the Arachne to again end temporary Eremite incursions into the area.
1404 AD
Murad II, Sultan of the Ottoman Empire is born, he is influenced by the Arachne into strengthening the Ottoman
Empire’s hold on the Turkish region, defying the currently warring Phoenix and Eremites of the area. The
Phoenix are still not yet considered a Pride, but the Arachne use the Phoenix to cover their push along the
northern shores of the Black Sea.
1421 AD
Murad II marches through the Eremite controlled Byzantine Empire, expanding the Ottoman Empire for the
Arachne, but he is stopped at Constantinople when his younger brother (under the influence of an
Eremite/Anopheles treaty) forces him to withdrawl. Nearly all of Anatolia comes under Arachne control for a brief
period. However, the increasing tensions between all the Prides causes the entire Middle Eastern region of the
world to be a hotspot for several of the Prides fighting leading up to 1453 AD.
1438 AD
The Arachne join the Magdalen in persecuting the Dracul within Stratagem politics as the Magdalen campaign to
remove the Dracul and Anopheles from the Stratagem Pact.
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1442 AD
The Arachne capture Vlad Dracula Bassarab and his brother Radu, allowing their father Vlad Dracul Bassarab of
Wallachia to return to Pride Dracul. Vlad Dracula is raised in the Arachne court of the Ottoman Empire. He
sheds his sense of morality and remorse and exceeds Arachne expectations as they groom him to take the
Wallachian throne and further depose Pride Dracul. Camazotz, an Anopheles Juggler, infiltrates the mortal
harem of the Sultan Murad II and seduces Radu.
1447 AD
Camazotz abandons Radu in favor of Dracula; embroiling him in inner torment as the Arachne and Anopheles vie
for control of his psyche.
1453 AD
Mehmed II, son of Murad II, captures Constantinople for the Arachne. The Arachne expel the Eremites from the
lands of Anatolia. This same year the Anopheles and Dracul are expelled from the Stratagem Pact, the Arachne
vote with the Prides Nimrod, Magdalen, Eremites, and Morrigan in favor of their expulsion.
1456 AD
Dracula escapes the Arachne and rejoins Sharakai’s people, Pride Dracul. He persecutes both Arachne and
Eremites throughout his native lands. The Arachne are continuously assaulted in what was their hidden places
around Wallachia by the Anopheles, Dracul and Dracula’s own forces. Eventually the Terat of the area also begin
to attack the Arachne in the surrounding areas of Romania and beyond. The Arachne’s training of Dracula is
turned against them as he begins to impale, burn and pillage anyone he suspects of being in league with the
Arachne or Eremites. Dracula falls under the influence of the Sanguinary during the passing of Haley’s Comet.
1458 AD
At the age of 29, Dracula rips the vox from the throat of Camazotz, who was sent to seduce and assassinate him
on behalf of the Dracul and Anopheles. He uses Anopheles training and rituals to drink her blood and impale
himself with her vox. He becomes immortal, the Arachne step in and manage to barely gain control of him and
bring him under their protection. He eventually becomes uncontrollable, but not before he begins a campaign
against the Anopheles and Dracul and ends the relationship between the Dracul and their Order of the Dragon
Quiet Culture.
1461 AD
Louis XI is replaced with an Arachne Juggler who takes his identity and becomes King of France, one of the few
acts that placed them in direct competition with the Tuatha and Magdalen, but again not the Phoenix who also
have holdings in France.
1475 AD Their work in the Western regions completed, most Arachne in this part of the world begin to pull away
from Europe and the Middle East and make their way back to rejoin many of their brethren who are readying to
move to Manchuria. Chin Na Kung Fu develops (using pressure points and stopping chi flows) and will become
the predominant form of martial art for an Arachne dominated China starting in the 1600’s.
1500 AD
The Arachne contingent in France moves into Switzerland and influences the city of Zurich. They would go back
and forth with the Eremites over Switzerland, but still retain heavy influence over Zurich up until the present day.
1600 AD
The Arachne have quietly been operating in Manchuria for some time now, and win over the Manchu people. The
Manchu then overthrow the Ming Empire in China and setup the Qing Dynasty, allowing the Arachne to rule over
China for the next 300 years.
1624 AD
The Arachne take control over Zurich for the next several years by spreading fear concerning the Thirty Year’s
War and having additional ramparts constructed around the city.
1658 AD
The Dracul strengthen their presence in China, by completely abandoning their Wallachian holdings to the
Anopheles and Terat. They take up residence in the areas of the Himalayas and Tibet, areas the Arachne once
used as their main strongholds.
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1665 AD
A contingent of Arachne travel to London and are caught up in the Religarum of the writer John Milton. Twisted
into demonic forms, they recreate the battles leading to the fall of Lucifer from heaven in the nighttime streets. It
becomes the basis for Milton to write Paradise Lost.
1666 AD
The Arachne contingent joins the other Prides in battling the Dark Lady and the Dust.
1667 AD
The Arachne meet with the other Prides and reinstate the Stratagem Pact. It is the first time in their history that
they go against the advice of the Drone. The Drone contacts the Arachne far less frequently after this incident.
1735 AD
The Arachne destroy the Dracul’s Shaolinsi Temple; only five of the Dracul escape and foment rebellions against
the Manchu’s Qing Dynasty.
1795 AD
The Arachne crush the Dracul-sponsored White Lotus Society, but the Society becomes martyr’s to the people.
This weakens the Arachne’s hold on China and allows for Europeans to enter in greater numbers, most notably
both the Magdalen and Apocrypha.
1839 AD
The Arachne lose more control as the Apocrypha introduce Opium to China, leading to open warfare between the
followers of the Magdalen and the Apocrypha. The Dracul attempt to help the Arachne maintain control rather
than see China torn apart but are unable to be effective.
1900 AD
A rogue faction of the Dracul, led by the Slayer Lin Do, form the Righteous Harmony Fist and incite the Boxer
Rebellion, consigning Arachne, Magdalen and Eremites to the Blue Air all around the areas of China. The
Arachne’s inability to stop them would spell the beginning of the end for the Qing Dynasty. A decade later they
completely lose control of the Chinese Government to a new kind of Dracul, adapting Western thought into their
traditional ways. A short time later they are completely purged from China and regroup in India.
1950 AD
The Arachne establish “nests” in Amsterdam and Finland, notably Helsinki. They also establish several nests
throughout the United States, the largest in the Everglades of Florida. Its size rivals the main stronghold in India.
The swarm orders the Arachne to move the Delirium Stone from Mount Girnar to the Everglades Nest.
1963 AD
The Vietnam War against the Tengu takes a drastic turn, several Prides are affected including the Tuatha in the
region who are targeted in the “free fire” zones and exposed to napalm and other deadly gases. The Anopheles
are targeted when the Harlequin Marilyn Monroe is consigned to the Blue Air. Mounting pressures from the
Tengu had convinced then US president JFK to start pulling out of Vietnam. If this occurs, the Tengu Ho Chi
Minh would lead his Drove to an unprecedented level of power in Asia, greatly hampering the Arachne in India.
An Arachne nest in Dallas orchestrates the assassination of JFK to stop the immediate withdrawal from Vietnam.
1969 AD
Inspired by Arachne Dictums, the Multics system is rewritten into Unics and then finally UNIX by 1970.
1980 AD
The Arachne establish a nest in Seattle, Washington. They go on to heavily influence the gothic movement,
grunge music and several quickly growing companies in the food, technology and service industries.
1987 AD
The Arachne in Helsinki inspire the development of the Linux Kernel from UNIX. Not long after, the Femme
Darkle is stolen and the Arachne immediately boost their efforts to find components to the Hourglass; one of the
key parts of Samiel’s prophecy has come to pass.
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1995 AD
An Outlander known only as Suurade causes an outbreak of pneumonic plague in India that begins to reach out
to other nearby areas. Magdalen, Anopheles and Arachne Probes and Mystics are called on to determine the
cause of the disease, which spreads while its victims sleep. It is determined Solitaires are using the plague to find
immortals in lethe.
2000 AD
The Drone begins contacting the Arachne, they are led to the “Web”, a vast electronic mantle attached to the
Gremlin Grid, abandoned by the Solas after they are almost all destroyed by the forces of the Droves. The
mantle is later moved to match the location of Mount Girnar in India, where the Delirium Stone is also returned to,
thus creating the Web of Girnar. The Arachne escape most of the Great Betrayal by figuratively “rebooting” the
mantle, causing its ties to the rest of the mantles of Sanctuary to continually change. This taxes much of the
Arachne’s energies, but keeps them relatively safe during the near-slaughter of the other Prides.
2001 AD
The Arachne are already prepared for the arrival of the Jury, having brought in immortals from other fallen Prides.
The Court of Fate is formed as members of the Jury join with the Swarm.
2003 AD
Just prior to the final battle in Nivalea, members of the Court of Fate are ordered by the Swarm to reassume their
role as “Arachne” and travel to the Valley of Gynnah as they will not be needed in the final battle. As the Arachne
have correctly deduced, the Dracul (now the Tribe of Sharakai) arrive to bolster the numbers of the various
Courts. The Arachne at the Valley of Gynnah are approached by the Cerulean Order and the Blue Emerald.
They are taken to the location of New Atlantis and begin construction on the island city immediately.
2004 AD
The Atlantean Pact is formed, the Pride Arachne is now known as the Tribe Arachne. Their work over the last
century with technological advances makes them well-suited to maintaining their primary stronghold. The
Arachne focus more on their work with aspects of time than on their insect and arachnid himsati. They are not,
however, able to rid themselves of various curses and dependencies they gained as the Arachne over time
(example: the frenzied himsati).
| textdata/thevault/Immortal/Immortal The Arachne History.pdf |
Dragonlance: Seeds of Chaos
Dungeons & Dragons 5th Edition Conversion by Kentti
Introduction
Y
ou can find this chapter on page 2 of the Seeds
of Chaos Adventure by TSR, Inc.
Clerical Troubles
See page 3 for the following information. When a cleric,
druid, or paladin tries to cast a spell, make an ability check
using your spellcasting ability. The DC equals 10 + the spell's
level. On a success, the spell is cast normally. On a failure, the
spell fails but the spell slot is not lost.
Pregenerated Player
Characters
These are the conversions of the pregenerated player
characters.
Defenders of Palanthas
The defenders of Palanthas can be found on pages 6-9.
Sir Bradwick Thanedon,
Knight of the Rose
Lawful Good Male Human, Paladin 9 of Kiri-Jolith
Sir Bradwick is the youngest heir of a proud knightly family,
an elder clan among the dark-skinned people of Ergoth. His
father died during the War of the Lance and both his brothers
were lost, presumably killed, during the summer’s campaign
in Ansalon. He determined to join the garrison of the High
Clerist’s Tower, but his ship arrived in Palanthas on the same
day as word came that the tower had fallen to the Dark
Knights.
Bradwick is 5’11" tall, weighs 200 lb, and he resides in
Northern Ergoth. He has access to a dragonlance.
Hit Dice 9d10
Hit Points 85
Armor Class 18 (+2 chain mail)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
14 (+2)
14 (+2)
16 (+3)
Background Noble
Proficiency Bonus +4
Saving Throws Wis +6, Cha +7
Skills Animal Handling +6, Athletics +8, History +6,
Persuasion +7
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Khas set
Senses passive Perception 12
Languages Common, Ergot, Solamnic
Attack Routine
+1 Greatsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
+1 Greatsword (Extra Attack). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 2d6 + 5 slashing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4 piercing
damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
OR
Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 1d10 + 1 piercing damage.
Class Features
Aura of Protection. Whenever you or a friendly creature
within 10 feet of you must make a saving throw, the creature
gains a +2 bonus to the saving throw. You must be conscious
to grant this bonus.
Divine Smite. When you hit a creature with a melee weapon
attack, you can expend one paladin spell slot to deal an extra
2d8 radiant damage to the target (3d8 radiant damage if it is
an undead or a fiend), plus 1d8 for each spell level higher
than first, to a maximum of 5d8.
Divine Health. You are immune to disease.
Divine Sense (3; Recharges after a Long Rest). As an
action, you can open your awareness to sense strong evil and
powerful good. Until the end of your next turn, you know the
location of any celestial, fiend, or undead within 60 feet of you
that is not behind total cover. You know the type of any being
whose presence you sense, but not its identity. Within the
same radius, you also detect the presence of any place or
object that has been consecrated or desecrated, as with the
hallow spell.
Lay on Hands (Recharges After a Long Rest). You have a
pool of healing power, with which you can restore up to 45 hit
points.
As an action, you can touch a creature and draw power
from the pool to restore a number of hit points to that
creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of
healing to cure the target of one disease or neutralize one
poison affecting it. You can cure multiple diseases and
neutralize multiple poisons with a single use of Lay on
Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
2
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Fighting Style: Great Weapon Fighting. When you roll a 1
or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll
the die and must use the new roll, even if the new roll is a 1 or
a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
Spellcasting. Charisma is your spellcasting ability for your
paladin spells. You use your Charisma whenever a spell
refers to your spellcasting ability. To cast a spell, you must
expend a slot of the spell’s level or higher. You regain all
expended spell slots when you finish a long rest.
You prepare the list of paladin spells that are available for
you to cast, choosing from the paladin spell list. When you do
so, choose 6 spells. The spells must be of a level for which
you have spell slots.
Spell save DC: 15
Spell attack modifier: +7
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
Sacred Oath: Oath of the Crown
Channel Divinity (Recharges After a Short or Long Rest).
When you use your Channel Divinity, you choose which
option to use.
Champion Challenge. You issue a challenge that compels
other creatures to do battle with you. Each creature of your
choice that you can see within 30 feet of you must make a
Wisdom saving throw. On a failed save, a creature can’t
willingly move more than 30 feet away from you. This effect
ends on the creature if you are incapacitated or die or if the
creature is moved more than 30 feet away from you.
Turn the Tide. As a bonus action, you can bolster injured
creatures with your Channel Divinity. Each creature of your
choice that can hear you within 30 feet of you regains hit
points equal to 1d6 + 3 if it has no more than half of its hit
points.
Oath Spells. You know the following oath spells that are
always prepared and don’t count against the number of spells
you can prepare each day:
1st-level: command, compelled duel
2rd-level: warding bond, zone of truth
3rd-level: aura of vitality, spirit guardians
Divine Allegiance. When a creature within 5 feet of you
takes damage, you can use your reaction to magically
substitute your own health for that of the target creature,
causing that creature not to take the damage. Instead, you
take the damage. This damage to you can’t be reduced or
prevented in any way.
Equipment
+2 chain mail, +1 greatsword, dagger, heavy crossbow, 20
crossbow bolts, crossbow bolt case, has access to a lesser
footman’s dragonlance.
Sir Kelwyn Ogrebane,
Knight of the Crown
Lawful Good Male Human, Fighter 9
Not available to join the Knightly army defending the High
Clerist’s Tower, Sir Kelwyn was in the city, doing something
that he has kept secret from everyone else. This action
causes him to bear a numbing sense of shame and a
determination that he will atone for his mistake and restore
his honor. You should use your own discretion to determine
the nature of this shame; it should be told to the DM, but the
effects on play should then be determined by roleplaying.
Kelwyn is 6’2” tall, weighs 190 pounds, and resides in
Palanthas. He has access to a dragonlance.
Hit Dice 9d10
Hit Points 76
Armor Class 19 (chain mail, +1 shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
14 (+2)
16 (+3)
10 (+0)
10 (+0)
Background Soldier
Proficiency Bonus +4
Saving Throws Str +7, Con +6
Skills Animal Handling +4, Athletics +7, Intimidation +4,
Perception +4, Persuasion +8
Feats Heavy Armor Master, Mounted Combatant
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Khas set, vehicles (land)
Senses passive Perception 14
Languages Camptalk, Common, Solamnic
Attack Routine
+1 Longsword (Action). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
1d10 + 6 slashing damage if used with two hands.
+1 Longsword (Extra Attack). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
1d10 + 6 slashing damage if used with two hands.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +7
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
OR
Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 1d10 + 1 piercing
damage.
Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
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Fighting Style: Dueling. When you are wielding a melee
weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll.
Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 9 hit
points.
Martial Archetype: Knight
Rallying Cry. When you use your Second Wind feature, you
can choose up to three creatures within 60 feet of you that
are allied with you. Each one regains hit points equal to your
fighter level, provided that the creature can see or hear you.
Royal Envoy. You gain proficiency in the Persuasion skill.
Your proficiency bonus is doubled for any ability check you
make that uses Persuasion.
Feats
Heavy Armor Master. While you are wearing heavy armor,
bludgeoning, piercing, and slashing damage that you take
from non-magical weapons is reduced by 3.
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than
your mount.
You can force an attack targeted at your mount to target
you instead.
If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Equipment
Chain mail, +1 shield, +1 longsword, dagger, heavy crossbow,
20 crossbow bols, crossbow bolt case.
Cindrall Wistan
Chaotic Good Male Human, Ranger 9
Cindrall is the daughter of a knight captain and the
grandniece of the commander of the knights during the War
of the Lance. Her father, determined that his daughter would
not experience the horrors of war, trained her well. Even at
the tender age of 18, Cindrall chafes against the restrictions
her father placed on her life to shelter her from most worldly
experiences. He fought at the tower during the Blue Lady’s
War and was presumably killed; Cindrall is ready to do some
fighting of her own.
Cindrall is 5’2” tall, weighs 130 lb, and resides in
Palanthas.
Hit Dice 9d10
Hit Points 76
Armor Class 19 (+1 chain mail, shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
17 (+3)
14 (+2)
10 (+0)
16 (+3)
15 (+2)
Background Knight of the Order
Proficiency Bonus +4
Saving Throws Str +6, Dex +7
Skills Animal Handling +7, Nature +4, Persuasion +6, Stealth
+7, Survival +7
Feats Heavily Armored
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Khas set
Senses passive Perception 13
Languages Common, Draconic, Nordmaarian, Solamnic
Attack Routine
+2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
+2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 3
piercing damage.
OR
+2 Shortsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage.
+2 Shortsword (Extra Attack). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +9 to hit, range
150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
Longbow (Extra Attack). Ranged Weapon Attack: +9 to hit,
range 150/600 ft., one target. Hit: 1d8 + 3 piercing damage.
Class Features
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Favored Enemy. You have significant experience studying,
tracking, hunting, and even talking to beasts and dragons. You
have advantage on Wisdom (Survival) checks to track beasts
and dragons, as well as on Intelligence checks to recall
information about them.
Fighting Style: Archery. You gain a +2 bonus to attack rolls
you make with ranged weapons.
Land’s Stride. Moving through nonmagical difficult terrain
costs you no extra movement. You can also pass through
nonmagical plants without being slowed by them and without
taking damage from them if they have thorns, spines, or a
similar hazard.
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INTRODUCTION | PREGENERATED
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In addition, you have advantage on saving throws against
plants that are magically created or manipulated to impede
movement, such those created by the entangle spell.
Natural Explorer. You are particularly at home in coast and
forest terrain. When you make an Intelligence or Wisdom
check related to coast or forest terrain, your proficiency
bonus is doubled if you are using a skill that you’re proficient
in.
While traveling for an hour or more in coast or forest
terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s speed.
Your group can’t become lost except by magical means.
Even when you are engaged in another activity while
traveling, you remain alert to danger.
If you are traveling alone, you can move stealthily at a
normal pace.
When you forage, you find twice as much food as you
normally would.
While tracking other creatures, you also learn their exact
number, their sizes, and how long ago they passed through
the area.
Primeval Awareness. You can use your action and expend
one ranger spell slot to focus your awareness on the region
around you. For 1 minute per level of the spell slot you
expend, you can sense whether the following types of
creatures are present within 1 mile of you (or within 6 miles
of you if you are in coast, or forest terrain): aberrations,
celestials, dragons, elementals, fey, fiends, and undead. This
feature doesn’t reveal the creatures’ location or number.
Spellcasting. You have the ability to cast spells. Wisdom is
your spellcasting ability for your ranger spells. You use your
Wisdom whenever a spell refers to your spellcasting ability.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
Spell Save DC: 15
Spell Attack Modifier: +7
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (2)
Spells Known: conjure barrage, darkvision, fog cloud,
hunter’s mark, nondetection, pass without trace
Ranger Archetype: Hunter
Defensive Tactics: Steel Will. You have advantage on saving
throws against being frightened.
Hunter’s Prey: Colossus Slayer. Your tenacity can wear
down the most potent foes. When you hit a creature with a
weapon attack, the creature takes extra 1d8 damage if it’s
below its hit point maximum. You can deal this extra damage
only once per turn.
Feats
Heavily Armored. You gain proficiency with heavy armor.
Equipment
+1 chain mail, shield, +2 shortsword, dagger, longbow, 20
arrows, quiver.
Heraldri Rosemaster
Chaotic Neutral Female Human, Fighter 9
Heraldri is a childhood friend of Cindrall’s. She, too, has
learned about battle and, with her size and strength, has been
a match for most young men (who are often intimidated by
her). Oprhaned in infancy, she was raised under the care of
the Temple of Paladine’s priests. Heraldri now rebels against
that orderly life and runs with a wild crowd. She knows that
her father concealed a dragonlance beneath the tile floor of
the family’s mansion on Palanthas’s Nobles Hill.
Heraldri is 5’9” tall, weighs 160 lb, and resides in
Palanthas.
Hit Dice 9d10
Hit Points 76
Armor Class 21 (plate, +1 shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
10 (+0)
14 (+2)
14 (+2)
10 (+0)
12 (+1)
Background Acolyte
Proficiency Bonus +4
Saving Throws Str +8, Con +6
Skills Animal Handling +5, Athletics +9, Insight +4, Religion
+6
Feats Savage Attacker, Sentinel
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools None
Senses passive Perception 10
Languages Camptalk, Common, Nordmaarian, Solamnic
Attack Routine
+1 Longsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
1d10 + 7 slashing damage if used with two hands.
+1 Longsword (Extra Attack). Melee Weapon Attack: +9 to
hit, reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
1d10 + 7 slashing damage if used with two hands.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
OR
Light Crossbow (Action). Ranged Weapon Attack: +4 to hit,
range 80/320 ft., one target. Hit: 1d8 piercing damage.
Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
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INTRODUCTION | PREGENERATED
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Fighting Style: Dueling. When you are wielding a melee
weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon. (This is factored
into the stat block.)
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll.
Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 9 hit
points.
Martial Archetype: Champion
Improved Critical. Your weapon attacks score a critical hit
on a roll of 19 or 20.
Remarkable Athlete. You can add +2 to any Strength,
Dexterity, or Constitution check you make that doesn’t
already use your proficiency bonus.
In addition, when you make a running long jump, the
distance you can cover increases by 4 feet.
Feats
Savage Attacker. Once per turn when you roll damage for a
melee weapon attack, you can reroll the weapon’s damage
dice and use either total.
Sentinel. When you hit a creature with an opportunity attack,
the creature’s speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if
they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack
against a target other than you (and that target doesn’t have
this feat), you can use your reaction to make a melee weapon
attack against the attacking creature.
Equipment
Plate mail, +1 shield, longsword, dagger, light crossbow, 20
crossbow bolts, crossbow bolt case.
Basalt Fireforge
Lawful Good Male Hill Dwarf, Fighter 9
Nephew of the famed Hero of the Lance Flint Fireforge,
Basalt strives to live up to the standard of courage set by his
uncle. He is torn by loneliness for his beloved wife, Hildy, who
maintains the family inn back in the hill dwarf country north
of Thorbardin, but he feels his place is where the battle rages.
Basalt is 4’1” tall, weighs 200 lb, and resides in Hillhome.
Hit Dice 9d10
Hit Points 103
Armor Class 21 (plate, +1 shield)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
15 (+2)
19 (+4)
11 (+0)
14 (+2)
11 (+0)
Background Folk Hero
Proficiency Bonus +4
Saving Throws Str +8, Con +8
Skills Animal Handling +6, Athletics +8, Insight +6, Survival
+6
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Brewer’s supplies, vehicles (land)
Senses darkvision 60 ft., passive Perception 12
Languages Abanasinian, Common, Dwarvish
Attacks
+1 Battleaxe (Action). Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 1d8 + 7 slashing damage, or 1d10 + 7
slashing damage if used with two hands.
+1 Battleaxe (Extra Attack). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 1d8 + 7 slashing damage, or
1d10 + 7 slashing damage if used with two hands.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
OR
Light Crossbow (Action). Ranged Weapon Attack: +6 to hit,
range 80/320 ft., one target. Hit: 1d8 + 2 piercing damage.
Racial Traits
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light, and in darkness as if it were dim light.
Dwarven Resilience. You have advantage on saving throws
against poison, and you have resistance against poison
damage.
Dwarven Toughness. Your hit point maximum increases by
1, and it increases by 1 every time you gain a level.
Stonecunning. Whenever you make an Intelligence (History)
check related to the origin of stonework, you are considered
proficient in the History skill and add double your proficiency
bonus to the check, instead of your normal proficiency bonus.
Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Fighting Style: Dueling. When you are wielding a melee
weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon. (This is factored
into the stat block.)
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll.
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Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 9 hit
points. Once you use this feature, you must finish a short or
long rest before you can use it again.
Martial Archetype: Champion
Improved Critical. Your weapon attacks score a critical hit
on a roll of 19 or 20.
Remarkable Athlete. You can add +2 to any Strength,
Dexterity, or Constitution check you make that doesn’t
already use your proficiency bonus.
In addition, when you make a running long jump, the
distance you can cover increases by 4 feet.
Equipment
Plate mail, +1 shield, +1 battleaxe, dagger, light crossbow, 20
crossbow bolts, crossbow bolt case.
Dirkal Knifecutter
Chaotic Neutral Male Human, Rogue 9
Dirkal is a quick (and quick-witted) young member of the
Thieves’ Guild. Exceptionally stealthy and intelligent, he has
worked primarily as a spy for the guild, though he also spies
on behalf of some of the city’s most powerful nobles and
elegant ladies. He possesses a knack for disguising his
appearance and knowing the right mannerisms to blend into
any social setting.
Dirkal is 5’6” tall and, 135 lb, and resides in Palanthas at
Thieves' Guildhall.
Hit Dice 9d8
Hit Points 48
Armor Class 16 (leather, ring of protection)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
18 (+4)
11 (+0)
15 (+2)
10 (+0)
16 (+3)
Background Charlatan
Proficiency Bonus +4
Saving Throws Dex +9, Int +7
Skills Deception +7, Insight +8•, Perception +8•, Persuasion
+11•, Sleight of Hand +8, Stealth +12•
Feats Mobile
Armor Light armor
Weapons Simple weapons, hand crossbows, longswords,
rapiers, shortswords
Tools Disguise kit, forgery kit, khas set, playing card set,
thieves’ tools
Senses passive Perception 16
Languages Common, Ergot, Kalinese, Nerakese, Solamnic,
Thieves’ cant
Attack Routine
+1 Shortsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
OR
+1 Shortsword (Action). Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 1d6 + 5 piercing damage.
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage.
OR
Hand Crossbow (Action). Ranged Weapon Attack: +8 to hit,
range 30/120 ft., one target. Hit: 1d6 + 4 piercing damage.
Class Features
Cunning Action. You can take a bonus action on each of your
turns in combat. This action can be used only to take the
Dash, Disengage, Hide action.
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Expertise. Your proficiency bonus is doubled for Insight,
Perception, Persuasion, and Stealth skill checks.
Sneak Attack. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
roll.
Thieves' Cant. A secret mix of dialect, jargon, and code
allows Artemis to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant
understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
plainly.
In addition, Artemis understands a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
run.
Uncanny Dodge. When an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s
damage against you.
Roguish Archetype: Mastermind
Insightful Manipulator. If you spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
capabilities compared to your own. The DM tells you if the
creature is your equal, superior, or inferior in regard to two of
the following characteristics of your choice:
Intelligence score
Wisdom score
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INTRODUCTION | PREGENERATED
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Charisma score
Class levels (if any)
At the DM's option, you might also realize you know a piece
of the creature's history or one of its personality traits, if it
has any.
Master of Intrigue. You can unerringly mimic the speech
patterns and accent of a creature that you hear speak for at
least 1 minute, allowing you to pass yourself off as a native
speaker of a particular land, provided that you know the
language.
Master of Tactics. You can use the Help action as a bonus
action. Additionally, when you use the Help action to aid an
ally in attacking a creature, the target of that attack can be
within 30 feet of you, rather than 5 feet of you, if the target
can see or hear you.
Feats
Mobile. Your speed increases by 10 feet. When you use the
Dash action, difficult terrain doesn’t cost you extra movement
on that turn. When you make a melee attack against a
creature, you don’t provoke opportunity attacks from that
creature for the rest of the turn, whether you hit or not.
Equipment
Leather armor, ring of protection, +1 shortsword, dagger,
hand crossbow, 20 crossbow bolts, crossbow bolt case.
Whisper Shadowfriend
Chaotic Neutral Female Kender, Rogue 9
Whisper hails from Hylo originally. Strongly seized by kender
wanderlust, for the last ten years she has traveled from port
to port in Northern Ansalon, never paying for her passage and
somehow avoiding getting hanged as a stowaway. She
decided that Palanthas is her favorite place and has formed
attachments to several humans here. Well known and highly
thought of at the city’s Thieves’ Guild, she recently became
intrigued by a traveling hill dwarf, Basalt Fireforge.
Whisper is 3’9” tall, weighs 95 lb, and resides in Palanthas,
Ergoth and Hylo.
Hit Dice 9d8
Hit Points 57
Armor Class 17 (+1 leather)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
20 (+5)
12 (+1)
14 (+2)
12 (+1)
13 (+1)
Background Urchin
Proficiency Bonus +4
Saving Throws Dex +9, Int +6
Skills Acrobatics +9, Athletics +4, Insight +5, Perception +9•,
Persuasion +5, Sleight of Hand +13•, Stealth +13•
Armor Light armor
Weapons Simple weapons, hand crossbows, longswords,
rapiers, shortswords
Tools Disguise set, thieves’ tools•
Senses Passive Perception 19
Languages Common, Kenderspeak, Solamnic, Thieves’ cant
Attack Routine
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
OR
+1 Shortsword. (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 1d6 + 6 piercing damage.
Dagger (Bonus Action). Melee or Ranged Weapon Attack: +9
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4
piercing damage.
OR
Hand Crossbow (Action). Ranged Weapon Attack: +9 to hit,
range 30/120 ft., one target. Hit: 1d6 + 5 piercing damage.
Racial Traits
Fearless. You cannot be frightened.
Kender Nimbleness. You can move through the space of any
creature that is of a size larger than yours.
Kender Pockets. Kender constantly pick things up and
pocket them, and then often forget about them. If you find
yourself in need of a piece of nonmagical equipment, there is
a 25 percent chance you have it. Roll a d4. If you roll a 4, you
find the item in your pocket, pack, or pouch. If you roll
anything else, you don’t have such an item on you, and you
can’t search again for the same item until you’ve spent at least
one day in a town or city. Rummaging through your pouches,
pack, and pockets in this way takes 1 minute.
Taunt. You have an uncanny insight into the motivations
and characteristics of other races, and you can use this
insight to infuriate them. As an action you can unleash a
verbal barrage of sarcasm, insults, and crude comments
against a creature. Make a Charisma (Performance) check
contested by the target’s Wisdom (Insight) check. You fail the
contest if the target can’t understand you.
If you win the contest, the target must use its next action to
attack only you. If you are out of range, it must Move towards
you or, if not reaching you, Dash toward you. The target
attacks you with disadvantage during this action.
If the target wins the contest, it is immune to your Taunt for
24 hours.
Class Features
Cunning Action. You can take a bonus action on each of your
turns in combat. This action can be used only to take the
Dash, Disengage, Hide, Dexterity (Sleight of Hand), or use
your thieves’ tools to disarm a trap or open a lock, or take the
Use an Object action.
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
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INTRODUCTION | PREGENERATED
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Expertise. Your proficiency bonus is doubled for Perception,
Sleight of Hand, and Stealth skill checks and for thieves’ tools
checks.
Sneak Attack. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
roll.
Thieves' Cant. A secret mix of dialect, jargon, and code
allows Artemis to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant
understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
plainly.
In addition, Artemis understands a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
run.
Uncanny Dodge. When an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s
damage against you.
Roguish Archetype: Thief
Second-Story Work. You gain the ability to climb faster than
normal; climbing no longer costs you extra movement. In
addition, when you make a running jump, the distance you
cover increases by a number of feet equal to your Dexterity
modifier.
Supreme Sneak. You have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
the same turn.
Equipment
+1 leather armor, +1 shortsword, dagger, hand crossbow, 20
crossbow bolts, crossbow bolt case.
Terrence Kanegrower
Lawful Good Male Human, Cleric 9 of Paladine
A clan of farmers in a fertile valley of Caergoth raised
Kanegrower. From an early age he displayed acuity for nature
and philosophy, and it was only natural that he should come
to Palanthas for schooling in the temple. Applying himself
studiously, he mastered many spells in the name of Paladine.
However, he rarely ventures beyond the walls of his temple,
and he is naive and timid as regards the “real world.”
Terrence is 6’2” tall, weighs 170 pounds, and resides in
Palanthas at the Temple of Paladine.
Hit Dice 9d8
Hit Points 67
Armor Class 20 (plate, shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
12 (+1)
16 (+3)
10 (+0)
18 (+4)
14 (+2)
Background Acolyte
Proficiency Bonus +4
Saving Throws Wis +8, Cha +6
Skills History +4, Insight +8, Medicine +8, Religion +4
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools None
Senses passive Perception 14
Languages Abanasinian, Common, Elvish, Ergot, Solamnic
Attack Routine
+1 Warhammer (Action). Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 1d8 + 1 bludgeoning damage, or
1d10 + 1 bludgeoning damage if used with two hands.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60, one target. Hit: 1d4 + 1 piercing
damage.
OR
Light Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 80/320 ft., one target. Hit: 1d8 + 1 piercing damage.
Class Features
Channel Divinity (2; Recharges After a Short or Long
Rest). You can channel divine energy to create one of the
following effects.
Guided Strike. When you make an attack roll, you can use
your Channel Divinity to gain a +10 bonus to the roll. You
make this choice after you see this roll, but before the DM
says whether the attack hits or misses.
Turn Undead. As an action, you present your holy symbol
and speak a prayer censuring the undead. Each undead that
can see or hear you within 30 feet of you must succeed on a
DC 16 Wisdom saving throw or become turned for 1 minute
or until it takes any damage. If the creature has a challenge
rating of 1 or lower, it is destroyed instead.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
War God’s Blessing. When a creature 30 feet of you
makes an attack roll, you can use your reaction to grant that
creature a +10 bonus to the roll, using your Channel Divinity.
You make this choice after you see the roll, but before the DM
says whether the attack hits or misses.
Spellcasting. You have the ability to cast spells. Wisdom is
your spellcasting ability for your cleric spells. You use your
Wisdom whenever a spell refers to your spellcasting ability.
You prepare the list of cleric spells that are available for you
to cast. To do so, choose 13 spells. The spells must be of a
level for which you have spell slots.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
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INTRODUCTION | PREGENERATED
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You can use a holy symbol as a spellcasting focus for your
cleric spells. You can cast any cleric spell as a ritual if that
spell has the ritual tag.
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (1)
Cantrips (at will): guidance, light, mending, sacred flame
Divine Domain: War
Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 damage of the same type dealt by the
weapon to the target.
Domain Spells. You know the following domain spells that
are always prepared and don’t count against the number of
spells you can prepare each day:
1st-level: divine favor, shield of faith
2rd-level: magic weapon, spiritual weapon
3th-level: crusader’s mantle, spirit guardians
4th-level: freedom of movement, stoneskin
5th-level: flame strike, hold monster
War Priest. When you use the Attack action, you can make
one weapon attack as a bonus action. You can use this feature
four times. You regain all expended uses when you finish a
long rest.
Equipment
Plate mail, shield, +1 warhammer, dagger, light crossbow, 20
crossbow bolts, crossbow bolt case.
Dathas Windknower, Red-
Robed Mage
Neutral Male Human, Wizard 9
Dathas considered herself aloof from the war for Ansalon,
even scorning the efforts of the Conclave to try to organize
resistance. However, she now sees that even the tower of
sorcery might not be safe from the onslaught of Ariakan’s
army, and she belatedly accepts the necessity of resistance.
Dathas is 5’1” tall, weighs 110 pounds, and resides in
Palanthas at the Tower of High Sorcery.
Hit Dice 9d6
Hit Points 38
Armor Class 14 (bracers of defense)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
14 (+2)
10 (+0)
20 (+5)
13 (+1)
8 (-1)
Background Sage
Proficiency Bonus +4
Saving Throws Int +9, Wis +5
Skills Arcana +9, History +9, Insight +5, Investigation +9
Feats Spell Sniper
Armor None
Weapons Daggers, darts, slings, quarterstaffs, light
crossbows
Tools None
Senses passive Perception 11
Languages Common, Draconic, Magius, Nerakese, Solamnic
Attack Routine
Steelfriend (Action). Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
Class Features
Arcane Recovery. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell
slots can have a combined level equal to or less than 5.
Moon Magic. The waxing and waning of Lunitari has an
effect upon your magic. When Lunitari is at High Sanction,
you gain advantage on attack rolls with spells and gain a +1
bonus to your spell save DCs. When a moon is at Low
Sanction, you have disadvantage on attack rolls with spells,
and a -1 penalty to your spell save DCs. During the waxing
and waning periods around the quarter moons, you cast your
spells normally.
When the moons align, it has several effects. When two
moons align, you gain a +1 bonus to your spell save DCs.
When all three moons align, you gain a +2 bonus to your spell
save DCs. This bonus is cumulative with High and Low
Sanction bonuses or penalties.
Spellcasting. You have the ability to cast spells. Intelligence
is your spellcasting ability for your wizard spells. You use
your Intelligence whenever a spell refers to your spellcasting
ability.
You prepare the list of wizard spells that are available for
you to cast. To do so, choose 14 spells. The spells must be of
a level for which you have spell slots.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You can use an arcane focus as a spellcasting focus for
your wizard spells. You can cast any wizard spell in your
spellbook as a ritual if that spell has the ritual tag.
Spell Save DC: 17
Spell Attack Modifier: +9
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (1)
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
Arcane Tradition: School of
Conjuration
Benign Transportation. You can use your action to teleport
up to 30 feet to an unoccupied space that you can see.
Alternatively, you can choose a space within range that is
occupied by a Small or Medium creature. If that creature is
willing, you both teleport, swapping places.
Once you use this feature, you can’t use it again until you
finish a long rest or you cast a conjuration spell of 1st level or
higher.
Conjuration Savant. The gold and time you must spend to
copy a conjuration spell into your spellbook is halved.
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Minor Conjuration. You can use your action to conjure up an
inanimate object in your hand or on the ground in an
unoccupied space that you can see within 10 feet of you. This
object can be no larger than 3 feet on a side and weigh no
more than 10 pounds, and its form must be that of a
nonmagical object that you have seen. The object is visibly
magical, radiating dim light out to 5 feet.
The object disappears after 1 hour, when you use this
feature again, or if it takes any damage.
Spells in Spellbook
1st-level spells: charm person, detect magic, identify, mage
armor, magic missile, shield, sleep, unseen servant
2nd-level spells: continual flame, detect thoughts, hold
person, mirror image
3rd-level spells: dispel magic, fireball, lightning bolt, tongues
4th-level spells: dimension door, greater invisibility, ice
storm, polymorph
5th-level spells: conjure elemental, telekinesis
Feats
Spell Sniper. When you cast a spell that requires you to
make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-
quarters cover.
Equipment
Bracers of defense, Steelfriend (+3 dagger), spellbook.
Knights of Takhisis and
Allien Characters
The Knights of Takhisis and allied characters can be found
on pages 9-11.
Sir Farall Skycutter,
Knight of the Lily, Warder
of the Lily
Lawful Evil Male Human, Fighter 9
Farall is a dedicated dragonrider whose patron is Ariakan
himself. The lord brought Farrall as a youth out of the slums
of Flotsam, and the young warrior rewards his mentor with
loyalty, ingenuity, and courage. Bearing a +1 lance, he rides
the mighty blue dragon Kerrilastian.
Farall is 6’ tall, weighs 200 lb, and resides in Storm's Keep.
Hit Dice 9d10
Hit Points 76
Armor Class 19 (+1 plate)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
14 (+2)
11 (+0)
13 (+1)
8 (-1)
Background Urchin
Proficiency Bonus +4
Saving Throws Str +9, Con +6
Skills Animal Handling +5, Athletics +9, Insight +5, Sleight of
Hand +5, Stealth +5
Feats Great Weapon Master, Heavy Armor Master, Mounted
Combatant
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Disguise kit, thieves’ tools
Senses passive Perception 11
Languages Common, Nerakese
Attack Routine
+1 Greatsword (Action). Melee Weapon Attack: +10 to hit,
reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
+1 Greatsword (Extra Attack). Melee Weapon Attack: +10 to
hit, reach 5 ft., one target. Hit: 2d6 + 6 slashing damage.
OR
+1 Lance (Action). Melee Weapon Attack: +10 to hit, reach
10 ft., one target. Hit: 1d12 + 6 piercing damage.
+1 Lance (Extra Attack). Melee Weapon Attack: +10 to hit,
reach 10 ft., one target. Hit: 1d12 + 6 piercing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +9
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 5
piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Longbow (Extra Attack). Ranged Weapon Attack: +5 to hit,
range 150/600 ft., one target. Hit: 1d8 + 1 piercing damage.
Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Fighting Style: Great Weapon Fighting. When you roll a 1
or 2 on a damage die for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll
the die and must use the new roll, even if the new roll is a 1 or
a 2. The weapon must have the two-handed or versatile
property for you to gain this benefit.
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll, and you can’t use this feature again until you finish a
long rest.
Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 9 hit
points. Once you use this feature, you must finish a short or
long rest before you can use it again.
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INTRODUCTION | PREGENERATED
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Martial Archetype: Cavalier
Bonus Proficiency. You gain proficiency in Animal Handling
skill.
Born to the Saddle. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet
if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed.
Unwavering Mark. When you hit a creature with a melee
weapon attack, you can mark the creature until the end of
your next turn. This effect ends early if you are incapacitated
or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you
has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to
anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your
next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals 5 extra damage to the target.
Regardless of the number of creatures you mark, you can
make this special attack 5 times, and you regain all expended
uses of it when you finish a long rest.
Warding Maneuver (2; Recharges After a Long Rest). If
you or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a
melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. If the attack still
hits, the target has resistance against the attack's damage.
Feats
Great Weapon Master. On your turn, when you score a
critical hit with a melee weapon or reduce a creature to 0 hit
points with one, you can make one melee weapon attack as a
bonus action.
Before you make a melee attack with a heavy weapon that
you are proficient with, you can choose to take a -5 penalty to
the attack roll. If the attack hits, you add +10 to the attack’s
damage.
Heavy Armor Master. While you are wearing heavy armor,
bludgeoning, piercing, and slashing damage that you take
from non-magical weapons is reduced by 3.
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than
your mount.
You can force an attack targeted at your mount to target
you instead.
If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Equipment
+1 plate mail, shield (used while riding), +1 greatsword, +1
lance, dagger, longbow, 20 arrows, quiver.
Sir Jerod Argentbane,
Knight of the Lily,
Guardian of the Lily
Lawful Evil Male Human, Fighter 9
Sir Jerod entered the ranks of the Knights by serving as page
to one of Ariakan’s right-hand men. With the death of his
sponsor in the early part of the summer’s campaign, Sir Jerod
devotes himself to vengeance with a single-minded
determination that earns the admiration of Lord Ariakan
himself. Famed for the deadly accuracy of his longbow, Sir
Jerod has learned to shoot from dragonback with perfect
accuracy. His favorite mount is the blue dragon Krackellix.
Jerod is 5’9” tall, weighs 180 pounds, and resides in
Storm's Keep.
Hit Dice 9d10
Hit Points 68
Armor Class 20 (+2 chain mail, shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
18 (+4)
12 (+1)
10 (+0)
14 (+2)
13 (+1)
Background Soldier
Proficiency Bonus +4
Saving Throws Str +7, Con +5
Skills Animal Handling +6, Athletics +7, Intimidation +5,
Perception +6, Persuasion +5
Feats Mounted Combatant, Sharpshooter
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Playing card set, vehicles (land)
Senses passive Perception 16
Languages Camptalk, Common, Nerakese
Attack Routine
Longsword (Action). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 1d8 + 3 slashing damage.
Longsword (Extra Attack). Melee Weapon Attack: +7 to hit,
reach 5 ft., one target. Hit: 1d8 + 3 slashing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +10 to hit, range
150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Longbow (Extra Attack). Ranged Weapon Attack: +10 to hit,
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
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INTRODUCTION | PREGENERATED
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Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Fighting Style: Archery. You gain a +2 bonus to attack rolls
you make with ranged weapons.
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll.
Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 9 hit
points.
Martial Archetype: Cavalier
Bonus Proficiency. You gain proficiency in Animal Handling
skill.
Born to the Saddle. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet
if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed.
Unwavering Mark. When you hit a creature with a melee
weapon attack, you can mark the creature until the end of
your next turn. This effect ends early if you are incapacitated
or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you
has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to
anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your
next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals 5 extra damage to the target.
Regardless of the number of creatures you mark, you can
make this special attack 5 times, and you regain all expended
uses of it when you finish a long rest.
Warding Maneuver (Recharges After a Long Rest). If you
or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a
melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. If the attack still
hits, the target has resistance against the attack's damage.
Feats
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than
your mount.
You can force an attack targeted at your mount to target
you instead.
If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Sharpshooter. Attacking at long range doesn’t impose
disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-
quarters cover.
Before you make an attack with a ranged weapon that you
are proficient with you can choose to take a -5 penalty to the
attack roll. If the attack hits, you add +10 to the attack’s
damage.
Equipment
+2 plate mail, shield, longsword, dagger, +1 longbow, 20
arrows, quiver.
Lady Cyrine Harrian-
Caergothia, Knight of the
Lily, Marshal of the Lily
Lawful Evil Female Human, Fighter 9
Cyrine, a petite and vivacious young woman with a core of
steel, sports a temper she unleashes on those who balk her in
the performance of her duties. Rigidly honorable, she wears a
chip on her shoulder. Ariakan uses her as a spy and trusts her
reports implicitly. She rides the blue dragon Lyssirix.
Cyrine is 5’2” tall, weighs 110 pounds, and resides in
Storm's Keep.
Hit Dice 9d10
Hit Points 58
Armor Class 19 (chain mail, shield, ring of protection)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
10 (+0)
11 (+0)
15 (+2)
16 (+3)
Background Urchin
Proficiency Bonus +4
Saving Throws Str +7, Con +7
Skills Animal Handling +6, Perception +6, Persuasion +7,
Sleight of Hand +8, Stealth +8
Feats Alert, Inspiring Leader, Mounted Combatant
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Disguise kit, thieves’ tools
Senses passive Perception 16
Languages Common, Nerakese
Attack Routine
+2 Longsword (Action). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
1d10 + 6 slashing if used with two hands.
+2 Longsword (Extra Attack). Melee Weapon Attack: +8 to
hit, reach 5 ft., one target. Hit: 1d8 + 6 slashing damage, or
1d10 + 6 slashing if used with two hands.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
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PLAYER CHARACTERS
Dagger (Extra Attack). Melee or Ranged Weapon Attack: +8
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 6
piercing damage.
OR
Longbow (Action). Ranged Weapon Attack: +8 to hit, range
150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Longbow (Extra Attack). Ranged Weapon Attack: +8 to hit,
range 150/600 ft., one target. Hit: 1d8 + 4 piercing damage.
Class Features
Action Surge (Recharges After a Short or Long Rest). On
your turn, you can take one additional action on top of your
regular action and a possible bonus action.
Extra Attack. You can attack twice instead of once whenever
you take the Attack action on your turn.
Fighting Style: Dueling. When you are wielding a melee
weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon. (This is factored
into the stat block.)
Indomitable (Recharges After a Long Rest). You can reroll
a saving throw that you fail. If you do so, you must use the
new roll.
Second Wind (Recharges After a Short or Long Rest). On
your turn, you can use a bonus action to regain 1d10 + 10 hit
points.
Martial Archetype: Cavalier
Bonus Proficiency. You gain proficiency in Animal Handling
skill.
Born to the Saddle. You have advantage on saving throws
made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet
if you’re not incapacitated.
Finally, mounting or dismounting a creature costs you only
5 feet of movement, rather than half your speed.
Unwavering Mark. When you hit a creature with a melee
weapon attack, you can mark the creature until the end of
your next turn. This effect ends early if you are incapacitated
or you die, or if someone else marks the creature.
While it is within 5 feet of you, a creature marked by you
has disadvantage on any attack roll that doesn't target you.
In addition, if a creature marked by you deals damage to
anyone other than you, you can make a special melee weapon
attack against the marked creature as a bonus action on your
next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals 5 extra damage to the target.
Regardless of the number of creatures you mark, you can
make this special attack 5 times, and you regain all expended
uses of it when you finish a long rest.
Warding Maneuver (Recharges After a Long Rest). If you
or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a
melee weapon or a shield. Roll the die, and add the number
rolled to the target's AC against that attack. If the attack still
hits, the target has resistance against the attack's damage.
Feats
Alert. You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against
you as a result of being hidden from you.
Inspiring Leader. You can spend 10 minutes inspiring your
companions, shoring up their resolve to fight. When you do
so, choose up to six friendly creatures (which can include
yourself) within 30 feet of you who can see or hear you and
who can understand you. Each creature can gain temporary
hit points equal to 13. A creature can’t gain temporary hit
points from this feat again until it has finished a short or long
rest.
Mounted Combatant. You have advantage on melee attack
rolls against any unmounted creature that is smaller than
your mount.
You can force an attack targeted at your mount to target
you instead.
If your mount is subjected to an effect that allows it to
make a Dexterity saving throw to take only half damage, it
instead takes no damage if it succeeds on the saving throw,
and only half damage if it fails.
Equipment
Chain mail, shield, ring of protection, +2 longsword, dagger,
longbow, 20 arrows, quiver.
Lady Darewind
Waverunner, Knight of
the Lily, Guardian of the
Lily, Captain of the
Wavecutter
Lawful Evil Female Human, Rogue 9
Darewind is a legendary mariner who has captained a
number of vessels in Ariakan’s fleet. Her current (and
favorite) command is the Wavecutter, a small, fast single-
masted sloop that leads the Dark Knights into the Bay of
Branchala.
Darewind is 5’10” tall, weighs 140 pounds, and resides in
Storm's Keep.
Hit Dice 9d8
Hit Points 57
Armor Class 17 (studded leather, ring of protection)
Speed 30 ft., swim 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
18 (+4)
13 (+1)
14 (+2)
14 (+2)
15 (+2)
Background Sailor
Proficiency Bonus +4
Saving Throws Dex +8, Int +6
Skills Acrobatics +12, Athletics +10, Insight +6, Perception
+10, Persuasion +6, Stealth +12
Feats Defensive Duelist, Dual Wielder, Keen Mind
Armor Light armor
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INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
Weapons Simple weapons, hand crossbows, longswords,
rapiers, shortswords
Tools Navigator’s tools, vehicles (water)
Senses passive Perception 20
Languages Common, Nerakese, Thieves' cant
Attack Routine
+2 Rapier (Action). Melee Weapon Attack: +10 to hit, reach 5
ft., one target. Hit: 1d8 + 6 piercing damage.
Rapier (Bonus Action). Melee Weapon Attack: +8 to hit,
reach 5 ft., one target. Hit: 1d8 + 4 piercing damage.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +8 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 4
piercing damage.
OR
Shortbow (Action). Ranged Weapon Attack: +8 to hit, range
80/320 ft., one target. Hit: 1d6 + 4 piercing damage.
Class Features
Cunning Action. You can take a bonus action on each of your
turns in combat. This action can be used only to take the
Dash, Disengage, and Hide.
Evasion. When you are subjected to an effect that allows you
to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Expertise. Your proficiency bonus is doubled for Acrobatics,
Athletics, Perception, and Stealth skill checks.
Sneak Attack. Once per turn, you can deal an extra 5d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on the attack
roll.
Thieves' Cant. A secret mix of dialect, jargon, and code
allows Artemis to hide messages in seemingly normal
conversation. Only another creature that knows thieves' cant
understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
plainly.
In addition, Artemis understands a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves'
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
run.
Uncanny Dodge. When an attacker that you can see hits you
with an attack, you can use your reaction to halve the attack’s
damage against you.
Roguish Archetype: Swashbuckler
Fancy Footwork. You know how to land a strike and then slip
away without reprisal. During your turn, if you make a melee
attack against a creature, that creature can't make
opportunity attacks against you for the rest of your turn.
Panache. Your charm becomes extraordinarily beguiling. As
an action, you can make a Charisma (Persuasion) check
contested by a creature's Wisdom (Insight) check. The
creature must be able to hear you, and the two of you must
share a language.
If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets other
than you and can't make opportunity attacks against targets
other than you. This effect lasts for 1 minute, until one of
your companions attacks the target or affects it with a spell,
or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to
you, it is charmed by you for 1 minute. While charmed, it
regards you as a friendly acquaintance. This effect ends
immediately if you or your companions do anything harmful
to it.
Rakish Audacity. Your unmistakable confidence propels you
into battle. You can add your Charisma modifier to your
initiative rolls.
In addition, you don't need advantage on your attack roll to
use your Sneak Attack if no creature other than your target is
within 5 feet of you. All the other rules for the Sneak Attack
class feature still apply to you.
Feats
Defensive Duelist. When you are wielding a finesse weapon
with which you are proficient and another creature hits you
with a melee attack, you can use your reaction to add your
proficiency bonus to your AC for that attack, potentially
causing the attack to miss you.
Dual Wielder. You gain a +1 bonus to AC while you are
wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-
handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one.
Keen Mind. You always know which way is north.
You always know the number of hours left before the next
sunrise or sunset.
You can accurately recall anything you have seen or heard
within the past month.
Equipment
Studded leather armor, ring of protection, +2 rapier, rapier,
dagger, shortbow, 20 arrows, quiver.
Sir Borac Kyristian,
Knight of the Skull,
Guardian of the Skull
Lawful Evil Male Human, Cleric 9 of Takhisis
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INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
Borac has been a loyal priest of Takhisis since his young days
as an orphan in Sanction. He earned the trusted of the clerics
at the Dark Queen’s temple, finally killing a corrupt and
greedy high priest in order to assume the seat himself. From
there his obvious fealty allowed him acceptance into the
Knighthood even though he was already an adult. Starting as
a raw Knight of the Lily, he worked his way up through the
ranks.
Borac is 5’11” tall, weighs 170 pounds, and resides in
Storm's Keep.
Hit Dice 9d8
Hit Points 48
Armor Class 21 (+1 plate, shield)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3)
12 (+1)
11 (+0)
11 (+0)
18 (+4)
14 (+2)
Background Urchin
Proficiency Bonus +4
Saving Throws Wis +8, Cha +6
Skills Insight +8, Religion +4, Sleight of Hand +5, Stealth +5
Feats Heavily Armored, War Caster
Armor All armor, shields
Weapons Simple weapons, martial weapons
Tools Disguise kit, thieves’ tools
Senses passive Perception 14
Languages Abanasinian, Common
Attack Routine
+2 Spear (Action). Melee or Ranged Weapon Attack: +9 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d6 + 5
piercing damage, or 1d8 + 5 piercing damage if used with
two hands to make a melee attack.
OR
Dagger (Action). Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60, one target. Hit: 1d4 + 3 piercing
damage.
OR
Heavy Crossbow (Action). Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 1d10 + 1 piercing
damage.
Cleric Features
Channel Divinity (2; Recharges After a Short or Long
Rest). You can channel divine energy to create one of the
following effects.
Touch of Death. When you hit a creature with a melee
attack, you can use Channel Divinity to deal 23 points of
extra necrotic damage to the target.
Turn Undead. As an action, you present your holy symbol
and speak a prayer censuring the undead. Each undead that
can see or hear you within 30 feet of you must succeed on a
DC 16 Wisdom saving throw or become turned for 1 minute
or until it takes any damage. If the creature has a challenge
rating of 1 or lower, it is destroyed instead.
A turned creature must spend its turns trying to move as
far away from you as it can, and it can’t willingly move to a
space within 30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s nowhere to
move, the creature can use the Dodge action.
Spellcasting. You have the ability to cast spells. Wisdom is
your spellcasting ability for your cleric spells. You use your
Wisdom whenever a spell refers to your spellcasting ability.
You prepare the list of cleric spells that are available for you
to cast. To do so, choose 13 spells. The spells must be of a
level for which you have spell slots.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You can use a holy symbol as a spellcasting focus for your
cleric spells. You can cast any cleric spell as a ritual if that
spell has the ritual tag.
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (1)
Cantrips (at will): light, sacred flame, spare the dying,
thaumaturgy
Divine Domain: Death
Bonus Proficiency. You gain proficiency with martial
weapons.
Divine Strike. Once on each of your turns when you hit a
creature with a weapon attack, you can cause the attack to
deal an extra 1d8 necrotic damage to the target.
Domain Spells. Your clerical domain grants you certain
spells that are always prepared, which do not count against
the number of spells you can prepare each day. All of your
domain spells count as cleric spells for you.
1st-level: false life, ray of sickness
2nd-level: blindness/deafness, ray of enfeeblement
3rd-level: animate dead, vampiric touch
4th-level: blight, death ward
5th-level: antilife shell, cloudkill
Inescapable Destruction. Necrotic damage dealt by your
spells and Channel Divinity options ignores resistance to
necrotic damage.
Reaper. You learn one necromancy cantrip (spare the dying)
of your choice on any spell list. When you cast a necromancy
cantrip that normally targets only one creature, the spell can
instead target two creatures within range and within 5 feet of
each other.
Feats
Heavily Armored. You gain proficiency with heavy armor.
War Caster. You have advantage on Constitution saving
throws that you make to maintain your concentration on a
spell when you take damage. You can perform the somatic
components of spells even when you have weapons or a
shield in one or both hands.
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INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
When a hostile creature’s movement provokes an opportunity
attack from you, you can use your reaction to cast a spell at
the creature, rather than making an opportunity attack. The
spell must have a casting time of 1 action and must target
only that creature.
Equipment
+1 plate mail, shield, +2 spear, dagger, heavy crossbow, 20
crossbow bolts, crossbow bolt case.
Lady Sandaryll
Smokingwar, Knight of
the Thorn, Guardian of
the Thorn
Lawful Evil Female Human, Wizard 9
Sandaryll Smokingwar displays a natural affinity for magic
that enabled her to make it through warrior training, even
though she lacked some of the size and stamina for hand to
hand combat. Now a valued power in the Thorn Knights, she
performs difficult missions, sometimes for Ariakan himself.
Sandaryll is 5’5” tall, weighs 160 pounds, and resides in
Storm's Keep.
Hit Dice 9d6
Hit Points 44
Armor Class 12 (ring of protection)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2)
12 (+1)
10 (+0)
18 (+4)
13 (+1)
7 (-2)
Background Sage
Proficiency Bonus +4
Saving Throws Int +8, Wis +7
Skills Arcana +8, History +8, Investigation +8, Perception +5
Feats Spell Sniper, War Caster
Armor None
Weapons Daggers, darts, slings, quarterstaffs, light
crossbows
Tools Alchemist’s supplies
Senses passive Perception 15
Languages Common, Nerakese, Solamnic
Attack Routine
+1 Dagger (Action). Melee or Ranged Weapon Attack: +6 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 1d4 + 2
piercing damage.
Wizard Features
Arcane Recovery. Once per day when you finish a short rest,
you can choose expended spell slots to recover. The spell
slots can have a combined level equal to or less than 5.
Moon Magic. The waxing and waning of all three moons has
an effect upon your magic. When any moon is at High
Sanction, you gain advantage on attack rolls with spells and
gain a +1 bonus to your spell save DCs. When any moon is at
Low Sanction, you have disadvantage on attack rolls with
spells, and a -1 penalty to your spell save DCs. During the
waxing and waning periods around the quarter moons, you
cast your spells normally.
When the moons align, it has several effects. When two
moons align, you gain a +1 bonus to your spell save DCs.
When all three moons align, you gain a +2 bonus to your spell
save DCs. This bonus is cumulative with High and Low
Sanction bonuses or penalties.
Spellcasting. You have the ability to cast spells. Intelligence
is your spellcasting ability for your wizard spells. You use
your Intelligence whenever a spell refers to your spellcasting
ability.
You prepare the list of wizard spells that are available for
you to cast. To do so, choose 13 spells. The spells must be of
a level for which you have spell slots.
To cast a spell, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish a
long rest.
You can use an arcane focus as a spellcasting focus for
your wizard spells. You can cast any wizard spell in your
spellbook as a ritual if that spell has the ritual tag.
Spell Save DC: 16
Spell Attack Modifier: +8
Spell Slots: 1st-level (4), 2nd-level (3), 3rd-level (3), 4th-
level (3), 5th-level (1)
Cantrips (at-will): acid splash, blade ward, fire bolt, light,
mage hand, shocking grasp
Arcane Tradition: School of Evocation
Evocation Savant. The gold and time you must spend to
copy an evocation spell into your spellbook is halved.
Potent Cantrip. When a creature succeeds on a saving
throw against your cantrip, the creature takes half the
cantrip’s damage (if any) but suffers no additional effect from
the cantrip.
Sculpt Spells. You can create pockets of relative safety
within the effects of your evocation spells. When you cast an
evocation spell that affects other creatures that you can see,
you can choose a number of them equal to 1 + the spell’s
level. The chosen creatures automatically succeed on their
saving throws against the spell, and they take no damage if
they would take half damage on a successful save.
Spells in Spellbook
1st-level spells: burning hands, charm person, comprehend
languages, detect magic, identify, mage armor, magic missile,
witch bolt
2nd-level spells: cloud of daggers, flaming sphere, mirror
image, web
3rd-level spells: dispel magic, fireball, fly, lightning bolt
4th-level spells: blight, ice storm, stoneskin, wall of fire
5th-level spells: cloudkill, dominate person
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INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
Feats
Spell Sniper. When you cast a spell that requires you to
make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-
quarters cover.
War Caster. You have advantage on Constitution saving
throws that you make to maintain your concentration on a
spell when you take damage.
You can perform the somatic components of spells even
when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an
opportunity attack from you, you can use your reaction to cast
a spell at the creature, rather than making an opportunity
attack. The spell must have a casting time of 1 action and
must target only that creature.
Equipment
Ring of protection, +1 dagger.
18
Kerrilastian, Young
Male Blue Dragon
Kerril takes on the role of mentor of Lyssirix and
Krackell. He is a veteran of many campaigns, and
Ariakan has instructed Kerril to use his own judgment
in matters of military importance. He is the favorite
mount of Farall Skycutter.
Large dragon, lawful evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9, Stealth +4
Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 19
Languages Common, Draconic
Challenge 9 (5,000 XP)
Innate Spellcasting. Kerrilastian’s spellcasting ability is
Charisma (spell save DC 14). Kerrilastian can innately
cast the following spells, requiring no material
components:
1/day each: create or destroy water, major image,
phantasmal force
Actions
Multiattack. Kerrilastian makes three attacks: one with
his bite and two with his claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). Kerrilastian exhales
lightning in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity
saving throw, taking 55 (10d10) lightning damage on a
failed save, or half as much damage on a successful
one.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
19
Krackellix, Young
Female Blue Dragon
Krackel, a mischievous wyrm, displays a penchant for
cruel jokes against her enemies and embarrassing and
somewhat dangerous pranks worked against her
companions. However, her clear ferocity in battle earns
her the right to get away with tricks that might draw
punishment to dragons of lesser status.
Large dragon, lawful evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9, Stealth +4
Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 19
Languages Common, Draconic
g
g
Challenge 9 (5,000 XP)
Innate Spellcasting. Krackellix’s spellcasting ability is
Charisma (spell save DC 14). Krackellix can innately
cast the following spells, requiring no material
components:
1/day each: create or destroy water, major image,
phantasmal force
Actions
Multiattack. Krackellix makes three attacks: one with her
bite and two with her claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). Kerrilastian exhales
lightning in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity
saving throw, taking 55 (10d10) lightning damage on a
failed save, or half as much damage on a successful
one.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
20
Lyssirix, Young Female
Blue Dragon
Lyssirix is a devoted servant of her clan, and when her
nest matriarch designated her for service in Ariakan’s
army she felt deeply honored. During this summer’s
campaign she has had success carrying Knight of the
Lily Lady Cyrine Harrian-Caergothia into battle. They
have proven exceptionally adept at spying on and
evading the Good dragons.
Large dragon, lawful evil
Armor Class 18 (natural armor)
Hit Points 152 (16d10 + 64)
Speed 40 ft., burrow 20 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5) 10 (+0) 19 (+4) 14 (+2) 13 (+1) 17 (+3)
Saving Throws Dex +4, Con +8, Wis +5, Cha +7
Skills Perception +9, Stealth +4
Damage Immunities lightning
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 19
Languages Common, Draconic
Challenge 9 (5,000 XP)
Innate Spellcasting. Lyssirix’s spellcasting ability is
Charisma (spell save DC 14). Lyssirix can innately cast
the following spells, requiring no material components:
1/day each: create or destroy water, major image,
phantasmal force
Actions
Multiattack. Lyssirix makes three attacks: one with her
bite and two with her claws.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 16 (2d10 + 5) piercing damage plus 5
(1d10) lightning damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 12 (2d6 + 5) slashing damage.
Lightning Breath (Recharge 5-6). Lyssirix exhales
lightning in a 60-foot line that is 5 feet wide. Each
creature in that line must make a DC 16 Dexterity
saving throw, taking 55 (10d10) lightning damage on a
failed save, or half as much damage on a successful
one.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
21
Arentian, Young Male
Silver Dragon
Arentian fought during the heady last days of the War
of the Lance. He spent the decades since reliving the
great battles wages against red and black dragons over
central Ansalon. Distance makes the memories ever
sweeter, and this young hothead feels very distressed
about the necessity to hold himself back from the
current strife.
Large dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
Innate Spellcasting. Arentian’s spellcasting ability is
Charisma (spell save DC 16). Arentian can innately cast
the following spells, requiring no material components:
1/day each: feather fall, fog cloud, gust of wind, wind
wall
Actions
Multiattack. Arentian makes three attacks: one with his
bite and two with his claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Cold Breath (Recharge 5-6). Arentian uses one of the
following breath weapons.
Cold Breath. Arentian exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Constitution saving throw, taking 54 (12d8) cold
damage on a failed save, or half as much damage on a
successful one.
Paralyzing Breath. Arentian exhales paralyzing gas in a
30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
Change Chape. Arentian magically polymorphs into a
humanoid or beast that has a challenge rating no
higher than his own, or back into his true form. He
reverts to his true form if he dies. Any equipment he is
wearing or carrying is absorbed or borne by the new
form (Arentian's choice).
In a new form, Arentian retains his alignment, hit
points, Hit Dice, ability to speak, proficiencies, and
Intelligence, Wisdom, and Charisma scores, as well as
this action. His statistics and capabilities are otherwise
replaced by those of the new form, except any class
features of that form.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
22
Derianstyn, Young Male
Silver Dragon
Derian witnessed a lot of war, being one of its first
silvers to fly from the Dragon Isles during the War of
the Lance. He lost two Knights from his own back and
saw the deaths of all his nestmates during battle
against the blue dragons of Kitiara's wing. Far more
cautious than the younger Arentian, he remains
courageous and strong.
Large dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
Innate Spellcasting. Derianstyn’s spellcasting ability is
Charisma (spell save DC 16). Derianstyn can innately
cast the following spells, requiring no material
components:
1/day each: feather fall, fog cloud, gust of wind, wind
wall
Actions
Multiattack. Derianstyn makes three attacks: one with
his bite and two with his claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Cold Breath (Recharge 5-6). Derianstyn uses one of the
following breath weapons.
Cold Breath. Derianstyn exhales an icy blast in a 30-foot
cone. Each creature in that area must make a DC 17
Constitution saving throw, taking 54 (12d8) cold
damage on a failed save, or half as much damage on a
successful one.
Paralyzing Breath. Derianstyn exhales paralyzing gas in a
30-foot cone. Each creature in that area must succeed
on a DC 17 Constitution saving throw or be paralyzed
for 1 minute. A creature can repeat the saving throw at
the end of each of its turns, ending the effect on itself
on a success.
Change Chape. Derianstyn magically polymorphs into a
humanoid or beast that has a challenge rating no
higher than his own, or back into his true form. He
reverts to his true form if he dies. Any equipment he is
wearing or carrying is absorbed or borne by the new
form (Derianstyn's choice).
In a new form, Derianstyn retains his alignment, hit
points, Hit Dice, ability to speak, proficiencies, and
Intelligence, Wisdom, and Charisma scores, as well as
this action. His statistics and capabilities are otherwise
replaced by those of the new form, except any class
features of that form.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
23
Warall-Argent, Young
Female Silver Dragon
Warall carried a young Knight into battle at the High
Clerist's Tower, a man for whom the silver serpent felt
a powerful infatuation. Sir Banford Overdane died in
the first clash, and the rest of the fight passed in a blur
—until the protective Derian escorted Warall
westward. She grieves for the Knight at the same time
as she hopes for revenge.
Large dragon, lawful good
Armor Class 18 (natural armor)
Hit Points 168 (16d10 + 80)
Speed 40 ft., fly 80 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6) 10 (+0) 21 (+5) 14 (+2) 11 (+0) 19 (+4)
Saving Throws Dex +4, Con +9, Wis +4, Cha +8
Skills Arcana +6, History +6, Perception +8, Stealth +4
Damage Immunities cold
Senses blindsight 30 ft., darkvision 120 ft., passive
Perception 18
Languages Common, Draconic
Challenge 9 (5,000 XP)
Innate Spellcasting. Warall-Argent’s spellcasting ability is
Charisma (spell save DC 16). Warall-Argent can innately
cast the following spells, requiring no material
components:
1/day each: feather fall, fog cloud, gust of wind, wind
wall
Actions
Multiattack. Warall-Argent makes three attacks: one
with her bite and two with her claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one
target. Hit: 13 (2d6 + 6) slashing damage.
Cold Breath (Recharge 5-6). Warall-Argent uses one of
the following breath weapons.
Cold Breath. Warall-Argent exhales an icy blast in a 30-
foot cone. Each creature in that area must make a DC
17 Constitution saving throw, taking 54 (12d8) cold
damage on a failed save, or half as much damage on a
successful one.
Paralyzing Breath. Warall-Argent exhales paralyzing gas
in a 30-foot cone. Each creature in that area must
succeed on a DC 17 Constitution saving throw or be
paralyzed for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
effect on itself on a success.
Change Chape. Warall-Argent magically polymorphs into
a humanoid or beast that has a challenge rating no
higher than her own, or back into her true form. She
reverts to her true form if she dies. Any equipment she
is wearing or carrying is absorbed or borne by the new
form (Warall-Argent's choice).
In a new form, Warall-Argent retains his alignment, hit
points, Hit Dice, ability to speak, proficiencies,
Legendary Resistance, lair actions, and Intelligence,
Wisdom, and Charisma scores, as well as this action.
Her statistics and capabilities are otherwise replaced by
those of the new form, except any class features or
legendary actions of that form.
INTRODUCTION | PREGENERATED
PLAYER CHARACTERS
Starting the Adventure
You can find this chapter on page 13.
Initial Quest: An Aerie of
Silver
See page 16 for the following information. Arentian is a
young silver dragon, Deriastyn, and Warall-Argent are adult
silver dragons and can be found from the aerie. Statistics
Part One: Battle for
Palanthas
You can find this chapter on page 20.
Gatehouses
See page 23 for the following information. To lift the grate
requires a successful DC 25 Strength (Athletics) check.
Story Developments at the Gates
See pages 24-25 for the following information. There are four
knights (elder knights) and 20 guards with longswords at the
gates.
The attacking force has 20 kapak draconians, 20 guards
(armed footmen) with longswords, two gray knights, and 100
brutes. Each brute carries a longsword or a short sword and
a missile weapon—either longbow, three handaxes, or spear.
Story Developments at the Docks
See page 26 for the following information. Jarek Reefcutter is
a pirate captain with breastplate and there are 20 pirates
(buccaneers) at the docks.
Prophet of Doom
See page 29 for the following information. Man-at-arms is a
thug with chainmail, shield, and longsword.
Thieves and Scoundrels
See pages 30-31 for the following information. The four ex-
guardsmen are men-at-arms. Giselle Slickfinger is a spy.
The Temple of Paladine
See page 33 for the following information. Crysania and her
white tiger are located inside the temple.
The Tower of High Sorcery
See page 35 for the following information. The Shoikan
Grove emanates fear as by the spell for 500 feet outward
from every tree with a DC of 20. Creatures normally immune
to the frightened condition are still affected. Creatures
entering the Grove are attacked first by zombies and
skeletons trying to grab the characters and pull them down.
At the same time, the creatures are attacked by wights and
specters.
To enter the Grove safely, one needs a coal-black gemstone
called the Nightjewel or the protection of the spell kiss of
night’s guardian. Dalamar is located inside the Tower with a
50% chance and he is alerted if someone enters the Grove.
He can command the undead to cease their attack.
The Chamber of Seeing
See page 35 for the following information. To successfully
employ the use of the Chamber of Seeing, the character
attempting to study the pool must make a successful DC 15
Concentration check in order to avoid distraction by the Live
Ones, and then a successful DC 15 Intelligence (Arcana)
check to awaken the power of the magical pool.
The Solamnic Armory
See page 37 for the following information. The two Knights
of the Rose are knights.
Thieves' Guild
See pages 37-38 for the following information. There are 20
thugs (thieves) with longswords instead of maces and
without heavy crossbows, 12 thugs (archers) with
shortswords and shortbows, and an assassin (Guildmaster
Lynched Geoffrey).
Story Developments at the Thieves'
Guild
See page 38 for the following information. Usha Majere can
be found from the thieves’ guild.
Temple of Zeboim
See pages 38-39 for the following information. Indigo
Reefspan can be found inside the temple.
Tunnels of the Old City
See page 40 for the following information. Characters who
try to lift the grate must make a successful DC 15 Strength
(Athletics) check. If the character is below the grate, the
character must make a successful DC 20 Strength (Athletics)
check.
Catacombs of the Undead
See pages 40-41 for the following information. There are 16
zombies, 20 skeletons, two wights, and six specters in the
catacombs.
Draconian Lair
See page 41 for the following information. There are two
aurak draconians, six kapak draconians, and 10 baaz
draconians in the draconian lair.
Pit of the Spirit Naga
See page 42 for the following information. There is a spirit
naga in the pit.
24
PART 1 | BATTLE FOR PALANTHAS
Lord's Palace and City Plaza
See pages 42-43 for the following information. The gates are
guarded by four knights (Knights of the Crown) and 20
guards with longswords instead of spears.
City Jail
See page 44 for the following information. The jail is guarded
by four guards with longswords instead of spears and Sir
Ballakar the Elder.
Nobles' Hill
See pages 44-45 for the following information. The hill is
patrolled by guards with longswords instead of spears and
they have two scouts (guard runners).
25
PART 1 | BATTLE FOR PALANTHAS
Part Two: Aftermath of
Battle
You can find this chapter on page 46.
Lord Ariakan's Address
See page 50 for the following information. There are 12
knights (dark knights) at the address.
Prison Cage
See page 50 for the following information. There is a gray
knight and two knights (dark knights) at the prison cage.
Garrisons
See pages 52-53 for the following information. There is a
dark knight captain, 10 knights (dark knights), gray knight
(Knight of the Thorn), Knight of the Skull, 10 brutes, 10
kapak draconians, and 12 baaz draconians at the garrisons.
Map of Zeboim
See page 57 for the following information. Any character
from Palanthas, or a sailor familiar with the port may attempt
a DC 15 Intelligence (Investigation) check to recognize the
shorelines just northwest of the city. Other characters must
make a successful DC 20 Intelligence (Investigation) check to
successfully place the locale.
The spiraling object to the left of the map can be identified
with another DC 15 Intelligence (Investigation) check.
Well of the Sea Dragon
See page 58 for the following information. There is a sea
dragon lurking in the depths.
Shelf of Dry Land
See page 58 for the following information. To notice the
footprints requires a DC 15 Wisdom (Perception) check.
Intersection
See page 58 for the following information. To detect the
singing requires a successful DC 10 Wisdom (Perception)
check.
Cavern of Song
See page 59 for the following information. To jump over the
pit requires a successful DC 10 Strength (Athletics) check.
Cavern of Firebirth
See page 59 for the following information. There are seven
chaos sentinels in the cavern.
Chamber of the Gargoyles
See page 60 for the following information. There are 12
gargoyles in the chamber.
Chaos Lair
See pages 60-61 for the following information. Shou-Chak is
a daemon warrior. If the characters have been making it
through the adventure quite easily, there might be one
additional daemon warrior.
Epilogue
See page 62 for the following information. All weapons
blessed by Zeboim are considered magical with a +1 bonus to
attack and damage rolls against creatures of Chaos if they are
not magical already.
26
PART 2 | AFTERMATH OF BATTLE
APPENDIX 1: MONSTER/NPC STATISTICS
27
Aurak Draconian
Medium dragon (draconian), lawful evil
Armor Class 15 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0) 14 (+2)
Saving Throws Int +5, Cha +5
Skills Arcana +5, Perception +3, Persuasion +5
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 13
Languages Common, Draconic
Challenge 7 (2,900 XP)
Death Throes. When the aurak dies, it explodes and
each creature within 5 feet of it must make a DC 14
Dexterity saving throw, taking 14 (4d6) force damage,
or half as much damage on a successful one. The
explosion destroys the equipment the aurak was
carrying.
Innate Spellcasting. The aurak’s innate spellcasting
ability is Charisma (spell save DC 13). It can innately
cast the following spells, requiring no components:
At will: greater invisibility
3/day: dimension door (60 feet, self only)
1/day: dominate person, suggestion
Spellcasting. The aurak is an 8th-level spellcaster. Its
spellcasting ability is Charisma (save DC 13, +5 to hit
with spell attacks). The aurak has the following sorcerer
spells prepared:
Cantrips (at will): dancing lights, light, mage hand,
prestidigitation, shocking grasp
1st level (4 slots): magic missile, shield, sleep
2nd level (3 slots): blindness/deafness, mirror image,
scorching ray
3rd level (3 slots): blink, lightning bolt
4th level (2 slots): wall of fire
Actions
Multiattack. The aurak makes three melee attacks: one
with its bite and two with its claw or uses its Energy
Ray twice.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 2 (1d4) slashing damage.
Energy Ray. Ranged Spell Attack: +5 to hit, range 60 ft.,
one target. Hit: 13 (2d10 + 2) force damage.
Poison Breath (Recharge 5-6). The aurak exhales
poisonous gas in a 5-foot cone. Each creature in that
area must make a DC 15 Constitution saving throw,
taking 21 (6d6) poison damage on a failed save, or half
as much damage on a successful one.
Alternate Form (3/Day). The aurak can polymorph into
any animal form of Medium or Small size. The aurak
can remain in its animal form for up to 1 hour or until it
chooses to assume a new one or returns to its natural
form.
Disguise Self (3/Day). The aurak can disguise self for up
to 1 hour to make itself resemble an individual
humanoid it has seen and perfectly imitate its voice.
APPENDIX 1 | MONSTER/NPC STATISTICS
28
Baaz Draconian
Medium dragon (draconian), chaotic evil
Armor Class 15 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1) 15 (+2) 13 (+1) 8 (-1) 8 (-1) 10 (+0)
Skills Deception +2
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 9
Languages Common, Draconic
Challenge 1/2 (100 XP)
Glide. The baaz can use its wings to glide, negating
any damage from a fall of any height. It can also
travel horizontally up to four times the vertical
distance it descends.
Death Throes. When the baaz dies, it turns to stone
instantly. If the killing blow was dealt with a
slashing or piercing melee weapon, the creature
dealing the killing blow must make a DC 11
Dexterity saving throw. If it fails, its weapon is stuck
in the petrified draconian and cannot be removed.
The baaz crumbles to dust 1 minute after death.
Items in the baaz’s possession are unaffected by
the petrification and subsequent dissolution.
Actions
Multiattack. The baaz makes two attacks: one with
its longsword and one with its bite. Alternatively, it
makes two attacks: one with its bite and one with
its claw.
Longsword. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 5 (1d8 + 1) slashing damage,
or 6 (1d10 + 1) slashing damage if used with two
hands.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) piercing damage.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 1) slashing damage.
Brute
Medium humanoid (human), lawful evil
Armor Class 15 (Tarmak war paint)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1) 11 (+0) 13 (+1) 9 (-1) 10 (+0) 8 (-1)
Senses passive Perception 10
Languages Common, Tarmakian
Challenge 1/2 (100 XP)
Tarmak War Paint. While wearing this paint, the
brute has AC 15 and it regains 5 hit points at the
start of its turn. When the paint has healed a total
of 20 points of damage, it loses its effectiveness.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 5 (1d8 + 1) slashing damage,
or 6 (1d10 + 1) slashing damage if used with two
hands.
Shortsword. Melee Weapon Attack: +3 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Spear. Melee or Ranged Weapon Attack: +3 to hit,
reach 5ft. or range 20/60 ft., one target. Hit: 4 (1d6
+ 1) piercing damage, or 5 (1d6 + 2) piercing
damage if used with two hands to make a melee
attack.
Handaxe. Melee or Ranged Weapon Attack: +3 to
hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4
(1d6 + 1) slashing damage.
Longbow. Ranged Weapon Attack: +2 to hit, range
150/600 ft., one target. Hit: 4 (1d8) piercing
damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
29
Chaos Sentinel
Medium elemental, chaotic evil
Armor Class 13
Hit Points 30 (4d8 + 12)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0)
17 (+3)
16 (+3)
3 (-4)
10 (+0)
7 (-2)
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages Ignan
Challenge 2 (450 XP)
g
(
)
Heated Body. A creature that touches the sentinel or
hits it with a melee attack while within 5 feet of it takes
5 (1d10) fire damage.
Illumination. The sentinel sheds bright light in a 10-foot
radius and dim light for an additional 10 feet.
Water Susceptibility. For every 5 feet the sentinel moves
in water, or for every gallon of water splashed on it, it
takes 1 cold damage.
Actions
Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) fire damage. If the target is a
creature or a flammable object, it ignites. Until a
creature takes an action to douse the fire, the target
takes 5 (1d10) fire damage at the start of each of its
turns.
Crysania
Medium humanoid (human), lawful good
Armor Class 11 (ring of protection)
Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0) 11 (+0) 16 (+3) 13 (+1) 20 (+5) 16 (+3)
Saving Throws Wis +10, Cha +8
Skills History +5, Insight +9, Medicine +9, Persuasion
+7, Religion +5
Senses passive Perception 15
Languages Abanasinian, Common, Elvish, Solamnic
Challenge 12 (8,400 XP)
Spellcasting. Crysania is an 18th-level spellcaster. Her
spellcasting ability is Wisdom (spell save DC 17; +9 to
hit with spell attacks). She has the following cleric
spells prepared:
Cantrips (at will): guidance, light, mending, sacred
flame, spare the dying, thaumaturgy
1st Level (4 slots): bless, burning hands•, cure wounds,
detect magic, faerie fire•, protection from evil
2nd Level (3 slots): calm emotions, flaming sphere•,
hold person, scorching ray•, zone of truth
3rd Level (3 slots): daylight•, dispel magic, fireball•,
remove curse, revivify
4th Level (3 slots): death ward, divination, guardian of
faith•, locate creature, wall of fire•
5th Level (3 slots): dispel evil, flame strike•, greater
restoration, mass cure wounds, scrying•
6th Level (2 slots): heal, true seeing
7th Level (1 slots): resurrection
8th Level (1 slots): antimagic field
9th Level (1 slots): mass heal
•These spells are Crysania’s domain spells.
Actions
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 1 bludgeoning damage.
Corona of Light. Crysania can use her action to activate
an aura of sunlight that lasts for 1 minute or until she
dismisses it using another action. She emits bright
light in a 60-foot radius and dim light 30 feet beyond
that. Her enemies in the bright light have disadvantage
on saving throws against any spell that deals fire or
radiant damage.
Channel Divinity (3; Recharges at Long Rest). Crysania
uses one of the following channel divinity actions.
Radiance of the Dawn. As an action, any magical
darkness within 30 feet of her is dispelled. Additionally,
each hostile creature within 30 feet of her must make a
Constitution saving throw. A creature takes 29 (2d10 +
18) points of radiant damage on a failed saving throw
and half as much on a successful one.
Turn Undead. Crysania may turn undead that are within
30 feet of her. The undead makes a Wisdom saving
throw and is turned for 1 minute if it fails the saving
throw or takes any damage. If the undead’s challenge
rating is 4 or lower, it is destroyed instead.
Reactions
Warding Flare. When Crysania or any creature within 30
feet of her is attacked by a creature within 30 feet of
her that she can see, she can use her reaction to
impose disadvantage on the attack roll, causing light to
flare before the attacker before it hits or misses.
Crysania can use this feature 5 times (1/Turn). She
regains all expended uses when she finishes a long rest.
APPENDIX 1 | MONSTER/NPC STATISTICS
30
Daemon Warrior
Medium undead, chaotic evil
Armor Class 17 (natural armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
17 (+3) 19 (+4) 15 (+2) 13 (+1) 13 (+1) 15 (+2)
Damage Vulnerabilities radiant
Damage Resistances bludgeoning, piercing, and slashing
from nonmagical attacks
Damage Immunities fire, poison
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages Common, Infernal
Challenge 5 (1,800 XP)
Death Throes. When the warrior dies, it explodes, and
each creature within 5 feet of it must make a DC 13
Dexterity saving throw, taking 21 (6d6) fire damage on
a failed save, or half as much damage on a successful
one. The explosion ignites flammable objects in that
area that aren’t being worn or carried, and it destroys
the warrior’s weapons.
Fear Aura. Any creature hostile to the warrior that starts
its turn within 30 feet of the warrior must make a DC
12 Wisdom saving throw, unless the warrior is
incapacitated. On a failed save, the creature is
frightened until the start of its next turn. If a creature’s
saving throw is successful, the creature is immune to
the warrior’s Fear Aura for the next 24 hours.
Unholy Smite (Recharge 6). When the warrior hits a
creature with a melee weapon attack, it can deal an
extra 9 (2d8) necrotic damage.
Actions
Multiattack. The warrior makes two greatsword attacks.
Alternatively, the warrior makes two attacks: one with
its bite and one with its claw.
Greatsword. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (2d6 + 3) slashing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage.
Dalamar
Medium humanoid (elf), chaotic evil
Armor Class 15 (bracers of defense)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 16 (+3) 12 (+1) 20 (+5) 16 (+3) 14 (+2)
Saving Throws Int +9, Wis +7; advantage on saves
against being charmed, spells and other magical
effects
Skills Arcana +13, History +13, Insight +7, Perception
+7, Persuasion +6
Damage Resistances damage from spells; nonmagical
bludgeoning, piercing, and slashing (from stoneskin)
Senses darkvision 60 ft., passive Perception 17
Languages Common, Draconic, Elven, Magius,
Nerakese, Nestari, Solamnic
Challenge 12 (8,400 XP)
Fey Ancestry. Dalamar has advantage on saving throws
against being charmed, and magic can’t put him to
sleep.
Magic Resistance. Dalamar has advantage on saving
throws against spells and other magical effects.
Spellcasting. Dalamar is an 18th-level spellcaster. His
spellcasting ability is Intelligence (spell save DC 17; +9
to hit with spell attacks). Dalamar can cast disguise self
and invisibility at will and has the following wizard
spells prepared:
Cantrips (at will): blade ward, fire bolt, light, mage hand,
prestidigitation, shocking grasp
1st Level (4 slots): charm person, detect magic,
identify, magic missile 2nd Level (3 slots): detect
thoughts, mirror image, misty step
3rd Level (3 slots): counterspell, fly, lightning bolt
4th Level (3 slots): banishment, fire shield, stoneskin•
5th Level (3 slots): cone of cold, scrying, wall of force
6th Level (1 slots): globe of invulnerability
7th Level (1 slots): teleport
8th Level (1 slots): mind blank•
9th Level (1 slots): time stop
•Dalamar casts these spells on himself before combat.
Actions
+2 Dagger. Melee or Ranged Weapon Attack: +9 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 +
5) piercing damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
31
Dark Knight Captain
Medium humanoid (human), lawful evil
Armor Class 18 (plate)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
Saving Throws Con +4, Wis +4
Senses passive Perception 10
Languages Common, Nerakese
Challenge 3 (700 XP)
Brave. The captain has advantage on saving throws
against being frightened.
Actions
Multiattack. The captain makes two melee attacks.
+1 Greatsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Reactions
Parry. The captain adds 2 to its AC against one
melee attack that would hit it. To do so, the captain
must see the attacker and be wielding a melee
weapon.
Gray Knight
Medium humanoid (human), lawful evil
Armor Class 15 (leather, shield; 17 with mage
armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 14 (+2) 11 (+0) 17 (+3) 13 (+1) 11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages Common, Draconic, Nerakese, Solamnic
Challenge 6 (2,300 XP)
Spellcasting. The knight is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 14,
+6 to hit with spell attacks). The knight has the
following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand,
prestidigitation
1st level (4 slots): mage armor, magic missile, sleep
2nd level (3 slots): darkness, invisibility, web
3rd level (3 slots): fireball, lightning bolt, slow
4th level (3 slots): polymorph, wall of fire
5th level (1 slot): transmute rock
Actions
Longsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
hands.
APPENDIX 1 | MONSTER/NPC STATISTICS
32
Indigo Reefspan
Medium humanoid (human), chaotic evil
Armor Class 16 (chain mail)
Hit Points 58 (9d8 + 18)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 17 (+3) 10 (+0)
Saving Throws Wis +6, Cha +3
Skills History +5, Insight +6, Medicine +6, Religion +5
Senses passive Perception 13
Languages Common, Solamnic
Challenge 6 (2,300 XP)
Divine Eminence. As a bonus action, Indigo Reefspan
can expend a spell slot to cause its melee weapon
attacks to magically deal an extra 10 (3d6) necrotic
damage to a target on a hit. This benefit lasts until the
end of the turn. If he expends a spell slot of 2nd level
or higher, the extra damage increases by 1d6 for each
level above 1st.
Spellcasting. Indigo is a 9th-level spellcaster. His
spellcasting ability is Wisdom (spell save DC 14; +6 to
hit with spell attacks). He has the following cleric spells
prepared:
Cantrips (at will): guidance, light, mending, sacred
flame, spare the dying, thaumaturgy
1st Level (4 slots): cure wounds, fog cloud•, inflict
wounds, protection from evil and good, sanctuary,
thunderwave•
2nd Level (3 slots): blindness/deafness, gust of wind•,
hold person, shatter•, spiritual weapon
3rd Level (3 slots): call lightning•, dispel magic, sleet
storm•, water breathing, water walk
4th Level (3 slots): *control water•, freedom of
movement, guardian of faith, ice storm•
5th Level (1 slot): destructive wave•, flame strike,
insect plague•
•These spells are Indigo’s domain spells.
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage.
Change Shape. Indigo can magically polymorph into a
fish, or back into his true form upon immersion in salt
water for up to 1 hour. He reverts to his true form if he
dies. Any equipment he is wearing or carrying is
absorbed or borne by the new form (Indigo's choice).
In a new form, Indigo retains his alignment, hit points,
Hit Dice, proficiencies, and Intelligence, Wisdom, and
Charisma scores, as well as this action. His statistics
and capabilities are otherwise replaced by those of the
new form, except any class features of that form.
APPENDIX 1 | MONSTER/NPC STATISTICS
33
Kapak Draconian
Medium dragon (draconian), lawful evil
Armor Class 13 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1)
15 (+2)
14 (+2)
8 (-1) 8 (-1)
11 (+0)
Skills Stealth +4
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 9
Languages Common, Draconic
Challenge 1 (200 XP)
Glide. The kapak can use its wings to glide, negating
any damage from a fall of any height. It can also travel
horizontally up to four times the vertical distance it
descends.
Death Throes. When the kapak dies, its body instantly
dissolves into a 5-foot radius pool of acid. All creatures
within this area suffer 10 (3d6) points of acid damage
at the start of each of their turns they remain in the
pool. The acid evaporates in 1 minute. All armor,
weapons, an items carried by the kapak suffer damage
from the acid as well.
Poison. The kapak’s poison doesn’t affect other kapaks.
Sneak Attack (1/Turn). The kapak deals an extra 7 (2d6)
damage when it hits a target with a weapon attack and
has advantage on the attack roll, or when the target is
within 5 feet of an ally of the kapak that isn’t
incapacitated and the kapak doesn’t have disadvantage
on the roll.
Actions
Multiattack. The kapak makes two melee attacks: one
with its shortsword and one with its bite or two ranged
attacks with its shortbow. Alternatively, the kapak
makes two melee attacks: one with its bite and one
with its claw.
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 5 (1d6 + 2) piercing damage and
the target must make a DC 12 Constitution saving
throw, becoming poisoned on a failed save for 10
minutes. The target is paralyzed while poisoned in this
way.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) piercing damage and the target
must make a DC 12 Constitution saving throw,
becoming poisoned on a failed save for 10 minutes.
The target is paralyzed while poisoned in this way.
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4 + 1) slashing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6 + 2) piercing
damage and the target must make a DC 12
Constitution saving throw, becoming poisoned on a
failed save for 10 minutes. The target is paralyzed while
poisoned in this way.
Knight of the Skull
Medium humanoid (human), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)
Saving Throws Wis +5, Cha +2
Skills History +3, Medicine +5, Persuasion +3, Religion
+3
Senses passive Perception 13
Languages Common, Nerakese, Solamnic
Challenge 3 (700 XP)
Spellcasting. The knight is an 8th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The knight has the following
cleric spells prepared:
Cantrips (at will): light, resistance, sacred flame,
thaumaturgy
1st level (4 slots): bless, command, cure wounds, false
life, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, enhance ability,
hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel
magic, revivify, vampiric touch
4th level (2 slots): blight, death ward, guardian of faith,
stone shape
Actions
Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
34
Man-at-Arms
Medium humanoid (human), lawful neutral
Armor Class 18 (chain mail, shield)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Skills Intimidation +2
Senses passive Perception 10
Languages Common, Solamnic
Challenge 1/2 (100 XP)
Pack Tactics. The man-at-arms has advantage on an
attack roll against a creature if at least one of the
man-at-arm’s allies is within 5 feet of the creature
and the ally isn’t incapacitated.
Actions
Multiattack. The man-at-arms makes two melee
attacks.
Longsword. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 6 (1d8 + 2) slashing damage,
or 7 (1d10 + 2) slashing damage if used with two
hands.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Sea Dragon
Huge dragon, chaotic evil
Armor Class 20 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 20 ft., swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
23 (+6) 10 (+0) 20 (+5) 8 (-1) 12 (+1) 12 (+1)
Saving Throws Dex +5, Con +10, Wis +6
Damage Resistances fire
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, Draconic
Challenge 12 (8,400 XP)
Amphibious. The sea dragon can breathe air and
water.
Actions
Multiattack. The sea dragon makes three attacks:
one with its bite and two with its claws. It can make
one tail attack in place of its two claw attacks.
Bite. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 17 (2d10 + 6) piercing damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10
ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft.,
one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Steam Breath (Recharge 5-6). The sea dragon exhales
scalding steam in a 50-foot cone. Each creature in
that area must make a DC 18 Constitution saving
throw, taking 52 (15d6) fire damage on a failed
save, or half as much damage on a successful one.
Being underwater doesn’t grant resistance against
this damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
35
Sir Ballakar the Elder,
Knight of the Sword
Medium humanoid (human), lawful good
Armor Class 18 (plate)
Hit Points 78 (12d8 + 24)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+3) 11 (+0) 14 (+2) 14 (+2) 11 (+0) 15 (+2)
Saving Throws Con +4, Wis +4
Senses passive Perception 10
Languages Common, Solamnic
Challenge 4 (1,100 XP)
Brave. Sir Ballakar has advantage on saving throws
against being frightened.
Actions
Multiattack. Sir Ballakar makes three melee attacks.
+1 Greatsword. Melee Weapon Attack: +6 to hit,
reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing
damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
range 100/400 ft., one target. Hit: 5 (1d10)
piercing damage.
Leadership (Recharges after a Short or Long Rest). For
1 minute, Sir Ballakar can utter a special command
or warning whenever a nonhostile creature that he
can see within 30 feet of him makes an attack roll
or a saving throw. The creature can add d4 to its
roll provided it can hear and understand Sir Ballakar.
A creature can benefit from only one Leadership die
at a time. This effect ends if Sir Ballakar is
incapacitated.
Reactions
Parry. Sir Ballakar adds 2 to his AC against one
melee attack that would hit it. To do so, he must
see the attacker and be wielding a melee weapon.
Usha Majere
Medium humanoid (human), neutral good
Armor Class 13
Hit Points 13 (2d8 + 4)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
10 (+0) 16 (+3) 14 (+2) 14 (+2) 10 (+0) 17 (+3)
Skills Perception +2, Stealth +5
Senses passive Perception 12
Languages Abanasinian, Common, Solamnic
Challenge 1/4 (50 XP)
Sneak Attack (1/Turn). Usha deals an extra 3 (1d6)
damage when she hits a target with a weapon
attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of Usha that
isn’t incapacitated and Usha doesn’t have
disadvantage on the roll.
Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 5
(1d4 + 3) piercing damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
36
White Tiger
Large beast, lawful good
Armor Class 12
Hit Points 37 (5d10 + 10)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3) 15 (+2) 14 (+2) 15 (+2) 12 (+1) 8 (-1)
Skills Perception +3, Stealth +6
Senses darkvision 60 ft., passive Perception 13
Languages Common, Solamnic (can’t speak)
Challenge 1 (200 XP)
Keen Smell. The tiger has advantage on Wisdom
(Perception) checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight
toward a creature right before hitting it with a claw
attack, the target must succeed on a DC 13
Strength saving throw or be knocked prone. If the
target is prone, the tiger can take a bonus action to
make one bite attack against it.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
APPENDIX 1 | MONSTER/NPC STATISTICS
APPENDIX 2: KNIGHTS OF TAKHISIS
O
f all the knightly orders of Ansalon, none are as
feared as the Dark Knights of Takhisis. Born
from the vision of Ariakan, the Knights of
Takhisis stand in the pages of history as the
greatest organized force of Evil to ever walk
the face of Krynn.
After Ariakan’s time of imprisonment by the Knights of
Solamnia, he envisioned a dark knighthood that would draw
from the best aspects of the Knights of Solamnia, without
falling into the traps of the Solamnics’ failings. While
studying the Knights of Solamnia as their prisoner, he
realized his father’s greatest flaw. Ariakas relied on the Law
of the Dark Queen—Evil feeds on itself, gaining strength
from the failure of its weaker members. By undermining the
ability of the forces of Evil to work together, this had proven
to be the downfall of Takhisis throughout history, most
notably with the dragonarmies during the War of the Lance.
What if Evil did not turn upon its own? What if there was a
group of dark knights who put the Knighthood before
personal gain? These questions haunted Ariakan until his
encounter with the Dark Warrior, a fearsome aspect of the
goddess Takhisis. He bared his heart to her and, though he
had touched upon her own failings, she approved of his
vision. She commanded him to build a knighthood in her
name.
The Knights of Takhisis are divided into three orders. The
Knights of the Lily are the physical body of the Knighthood,
warriors trained to fight in single combat, whether on foot, on
horse, or riding a dragon. The Knights of the Skull are the
spiritual body of the Knights of Takhisis, guiding them
through the power of the Vision. The Knights of the Thorn
are the intellectual mind of the Knights of Takhisis, whose
divinations augment their conquests. The Knights of Takhisis
bring steel, spirit, and sorcery together in powerful
combination.
As Ariakan foresaw, his knighthood would have to be like
the ironwood trees, merging a strong foundation with the
ability to move and adapt. The foundations of the Knights of
Takhisis remain the same. To reach their Vision of
dominating Ansalon and the world beyond—no matter who
they believe the leader of this world will be—they are
empowered by the laws of the Code to guide them and to
maintain unity. The Blood Oath fuels their actions and, in the
end, all must submit or die.
History of the Knights of
Takhisis
The foundations of the Knights of Takhisis date back to the
year 352 AC when Ariakan, son of the Dragon Emperor
Ariakas by an aspect of the goddess Zeboim, was captured by
the Whitestone forces at the Temple of Neraka. His very
existence wasn’t even known to the Solamnics until the fall of
the Temple of Neraka. His capture and subsequent
imprisonment was one of the biggest secrets of the War of
the Lance.
During this time, Ariakan learned all that he could about
the structure, organization, and mentality of the Knights of
Solamnia. A personable youth, handsome and charming, he
soon won the favor and admiration of his captors. The
Knights were eager to indoctrinate him in the Oath and the
Measure, believing that such a course of study would benefit
the young man and teach him the error of his ways. The error
was on the part of the Knights.
Ariakan studied the Knighthood as a warrior sizing up his
enemy. It was only a matter of time before Ariakan knew all
the right things to say to convince the Knights of his
rehabilitation and conversion. Indeed, after two years, he was
given an early release from the High Clerist’s Tower, but he
asked to stay and finish his studies. His request was happily
granted.
At the end of five years, learning all he could from the
Knights, he offered his farewells. Many among the
Knighthood were sorry to see him go, for Ariakan was a
charming companion, a knowledgeable scholar, and an
excellent fighter. Only after he had left the Knights did it
occur to them that, during all the time that he was with them,
he had been careful never to actually proclaim any true
allegiance, swear any vow, take any oath.
Ariakan was in his mid-twenties when he rode out onto the
Solamnic Plain. He had an escort—Knights bound for other
parts of the realm—but he soon managed to divest himself of
his unwanted companions. Immersed in their own affairs,
attempting to put back together a country shattered by war,
the Solamnic Knights made only a halfhearted attempt to
capture Ariakan. He had led them to believe he was going to
enter the mercenary line of work and, though they considered
this a lowly occupation, they agreed that he must be off in
some realm, selling his sword to earn his living.
Ariakan had no thought of selling his sword. He had
learned much more from the Knights than just their culture,
tradition, and history. Using the skills the Knights had taught
him, he eluded their watch and slipped back across the
plains. Amidst a raging blizzard, he climbed the forbidding
mountains of Neraka and soon lost his way. Frozen and
starving, he collapsed in a snowdrift and, with his last breath,
prayed to his mother Zeboim, for aid.
As he ended his prayer, he saw a seashell in the snow
before him. Accepting this as a sign from his goddess mother,
Ariakan struggled to his feet. A trail of seashells led him to a
cavern. Here he found shelter against the storm, a cache of
food, and dry wood for a fire. He ate and, exhausted, fell
asleep.
Ariakan awoke to find a figure clad in shining black armor
near the fire. He did not fear the figure, thinking it a
manifestation of his dead father. When the figure told Ariakan
to relate his experiences, he told the figure how he admired
the Knights of Solamnia—the discipline, training, and
willingness to sacrifice themselves for their cause. He
described why the dragonarmies had failed and suggested
that a new knighthood could succeed where they had fallen
short.
37
APPENDIX 2 | KNIGHTS OF TAKHISIS
It was then that the figure revealed himself to be the Dark
Warrior, an aspect of the goddess Takhisis. She was not
happy to hear a list of her faults and her enemies’ virtues, but
she realized the value of Ariakan’s honesty and insight.
Ariakan shared his vision of this new knighthood, one that
would improve upon the example set by the Knights of
Solamnia and surpass them as the dominant knighthood on
Ansalon. The Dark Queen gave her blessing to Ariakan’s plan.
Ariakan quickly gathered what remained of his father’s
forces and set about building the Knights of Takhisis. Wary of
discovery, Ariakan sought a secret base from which to build
his forces. Zeboim guided her son to an island in the North
Sirrion Sea; Storm’s Keep was built within a year, becoming
one of the most unassailable fortresses on all of Krynn. A
cool current from Icewall Glacier kept the island chilly. Great
storms brewed overhead as the frigid polar waters met the
warmer northern waters and sheathed the isle in fog, keeping
its location secret.
While work on this great military edifice progressed,
Ariakan explored the sea beyond Ansalon and recruited
followers. During a voyage beyond the Blood Sea Isles, he
discovered the island-continent of Ithin’Carthia, home of the
towering human-like brutes known as the Tarmaks. Ariakan
convinced them he was the manifestation of one of their
departed gods and gained their loyalty.
By the summer of 383 AC, Ariakan was ready. In less than
fifteen years, he had built the Knights of Takhisis into a force
that would dominate Ansalon. He had written the Code, the
laws that governed the Dark Knights. He had organized three
Orders—those of the Lily, the Skull, and the Thorn—each
with an individual specialty and purpose, but working as a
united whole. His Knights were strengthened by blue dragon
mounts, by the Tarmaks, and by the Minions of Dark, an
infantry force of mercenaries. The time had come to put his
dark paladins to the ultimate test.
Moving with an audacity born of courage, discipline, and
unshakable faith, the Knights of Takhisis invaded Ansalon. In
a single month’s time, Ariakan’s forces had conquered more
territory than the dragonarmies had during the entire War of
the Lance. Each new conquest brought more recruits.
Leadership and
Organization
The Knights of Takhisis are organized in such a way that the
strengths of each of the three Orders work to complement
one another, combining the power of steel, sorcery, and spirit.
The Knights of the Lily are the warriors of the Knighthood,
fighting on the battlefield in a variety of roles, from foot
soldiers to cavalry to dragon riders. The Knights of the Skull
are divine spellcasters who guide the Knighthood spiritually,
weeding out all those who would be traitors to the Vision as
well as threats from the outside. Their unholy power is used
on the battlefield to aid fellow Knights and to harm enemies.
The Knights of the Thorn are the arcane spellcasters of the
Knighthood. They use their arcane arts to predict the
movements of their adversaries and use magical power to
obliterate their foes.
During the War of the Lance, the forces of Good were
defeated until they decided to work together under a unified
leadership. Ariakan took this a step further by training
warriors, clerics, and wizards to complement one another in
battle. Although a Knight’s training may begin within his own
Order, they begin working with other Orders at the
compgroup level and higher.
The Knights of Takhisis army is led by the Lord of the
Night, who reigns as supreme commander of the entire army.
He is advised by the Lord Knights of each order. The army is
then broken down into seven quadrons, each one led by a
Master of the Lily, Skull, or Thorn, who report to their
respective Lord Knight. Quadrons are broken down into four
shields, which are led by a Marshal. Each shield consists of
five compgroups, which is led by a Champion. Compgroups
are made of seven wings and include 30–40 support staff. A
wing is led by a Knight of Warder rank and consists of five
talons. The talon, a group of nine people each, is led by a
Knight of Guardian rank. At the wing and talon level, Knights
come from only one order. This allows for small missions that
may only require members of one order, as well as an
environment that is conducive towards teaching younger
Knights the ways of the Knighthood.
Rank Structure
The rank structure of the Knights of Takhisis is modeled after
the rank structure of the Knights of Solamnia to a degree,
though changes were made to fit the organization of the
Knights of Takhisis. The ranks of the Knights of Takhisis
were created to represent the individual identity of each
Order, while maintaining a unified rank structure that all
knights could easily identify. The hierarchy of the Knights of
Takhisis is divided into three groups: supplicants who are
essentially green troops, knight-officers who directly
command troops in battle, and the Order of Lords who are
the generals and strategists of the Knighthood. A Squire of
the Lily is not officially considered part of the Knighthood
and therefore does not hold a military rank within the
Knights.
Supplicants are the lowest-ranking members in each
Order. They are the backbone of the Knighthood and the
largest percentage of Knights of Takhisis hold a rank within
this level. At this stage, they are given the title of Sir or
Madam. A supplicant enters the Knighthood at the Novice
level where the initial training of each Order takes place.
Novices learn their place within their respective Orders and
begin the fundamental instruction that the Order requires.
They are quickly trained in the art of battle and how their
Order approaches combat. Acolytes, having mastered the
basics expected by their Order, begin to put their lessons to
more practical use. Most Knights of Takhisis on the
battlefield hold this rank. As the Knights of Takhisis progress
to the Warrior rank, they are placed in a leadership role as
second-in-command of a talon.
38
APPENDIX 2 | KNIGHTS OF TAKHISIS
A Knight of Takhisis who becomes a Knight-Officer has
proven that he is capable of leading others. Knights of
Guardian rank are given command of a talon, a group of nine
Knights. A Warder commands a wing—five talons consisting
of forty-five Knights total. From there, he advances to the rank
of Champion, commanding a compgroup consisting of seven
wings, a total of 315 knights and 30–40 support personnel.
Champion is the first rank at which a Knight of Takhisis
commands members of another Order as well as his own. A
Champion may, for example, command two Lily Wings, two
Skull Wings, and one Thorn Wing. Knights who reach
Champion level are indoctrinated in the concept that victory
is more assured when all available assets are used. It is a
point of honor to the Knighthood that no favoritism is shown
to one’s own Order. Such an accusation of dishonor and
impropriety never goes unanswered.
Once a Knight has proven himself as a Knight-Officer and
successfully commanded a compgroup, he may seek to
advance into the Order of Lords. This level of power is only
attainable if there is a vacancy. Such a vacancy may be
created; advancement through formal challenge and knightly
combat is not only permissible, it is encouraged. The
victorious Knight assumes the rank of the defeated Knight.
When a vacancy in the upper ranks of the Knighthood comes
about as the result of attrition (such as a Lord Knight dying of
natural causes or being killed in battle, outside single
combat), all applicants must present themselves before a
tribunal of the Order of Lords. The reviewing tribunal
determines the criteria under which the position shall be
won. Typically, such criteria will consist of elimination
tournaments or particularly hazardous ventures.
Those who attain rank within the Order of Lords may use
the title of Lord or Lady. This is the first time that a Knight
commands forces numbering thousands. The lowest rank
within the Order of Lords is the Marshal, who commands a
shield consisting of five compgroups (1,575 knights). A
Master commands a quadron consisting of four shields
(6,300 knights). Masters report to the heads of their Orders,
the Lord Knights. There are only three Lord Knights at any
given time, one per Order, who report directly to the Lord of
the Night. Lord Knights are the guiding forces within their
Orders.
At the head of the Knighthood is the Lord of the Night, who
may come from any of the three Orders. He is the supreme
military commander of the entire Knighthood, leading the
army through the Order of the Lords.
The Knights of Takhisis Order of Battle
Commander Unite Type
Approximate Unit
Size
Lord
Army (7 Quadrons)
44,100 men
Master
Quadron (4 Shields)
6,300 men
Marshal
Shield (5
Compgroups)
1,575 men
Champion
Compgroup (7 Wings) 315 men
Warder
Wing (5 Talons)
45 men
Guardian
Talon
9 men
The Knights of Takhisis Rank Structure
Rank
Lily Knights
Skull Knights
Thorn Knights
Lord of the
Night
Lord of the
Night
Lord of the
Night
Lord of the
Night
Lord Knight Lord of the
Lily
Lord of the
Skull
Lord of the
Thorn
Master
Master of the
Lily
Master of the
Skull
Master of the
Thorn
Marshal
Marshal of
the Lily
Marshal of the
Skull
Marshal of the
Thorn
Champion Champion of
the Lily
Champion of
the Skull
Champion of
the Thorn
Warder
Warder of the
Lily
Warder of the
Skull
Warder of the
Thorn
Guardian
Guardian of
the Lily
Guardian of
the Skull
Guardian of the
Thorn
Warrior
Night Warrior Bone Clerist
Blood
Apprentice
Acolyte
Night Acolyte Bone Acolyte
Blood Acolyte
Novice
Night Novice Bone Novice
Blood Novice
Traditions of the Knights
of Takhisis
The Knights of Takhisis were founded on a chivalric code of
honor that was based in principle on the honor of the Knights
of Solamnia, though modified to fit the Vision. The Code is
based on the ideal of respect, both for allies and for enemies
who have earned it, such as the Knights of Solamnia. All
others are beneath a Knight of Takhisis. The Knights of
Takhisis also hold true to loyalty. However, unlike the Knights
of Solamnia, the Knights of Takhisis don’t hold true to virtue.
A Knight of Takhisis is free to murder or even steal, but only if
doing so furthers the goals of the Knighthood. The Knights of
Takhisis’ code of honor is not as generous as that of the
Knights of Solamnia, having harsh penalties for failure.
Knight of Takhisis honor has many things in common with
the minotaur code of honor, though it is more “civilized” and
not as brutal. In theory, a Knight’s life should revolve around
honor.
Each morning as the sun rises, the Knights of Takhisis
present themselves on the field in front of their commander.
There, they recite the Blood Oath five times, interspersed
with excerpts from the Code in order to keep it fresh in the
minds of all Knights. During the day, Knights are expected to
perform their everyday duties. In the evening, all the Orders
must spend time on their individual focus. Lily Knights focus
on exercise and practice with the sword, Thorn Knights study
their arcane arts, and Skull Knights spend time in meditation
and prayer.
The Knights of Takhisis are a brotherhood trained to work
for the betterment of the Knighthood. Personal goals and
feelings are set aside in favor of the goals of the Knights of
Takhisis. Individual ambition for one’s own sake is
discouraged, while ambition for the sake of the Knighthood is
encouraged. Knights are expected to work together, not only
within their Order but with members of the other Orders as
well.
39
APPENDIX 2 | KNIGHTS OF TAKHISIS
Duels are a common feature in Knight of Takhisis culture. A
duel can take place for a number of reasons, though typically
it is to settle a dispute centered on a point of honor. For
example, if one Knight accuses another of stealing, the two
will duel. Whichever of the two Knights is left alive is
considered to have met any requirements of honor, while the
defeated Knight will be buried without honor. Duels also
determine advancement into the Order of Lords, if an
opening does not already exist. A Knight who wishes to
advance challenges a Knight within the Order. If he succeeds
and his foe is slain, he takes his opponent’s place in the Order
of Lords.
In combat, it is customary to salute one’s opponent if that
opponent is known to be honorable. A Knight of Solamnia,
may be saluted; kender, gnomes, or human mercenaries may
not.
The Dark Knights take a very grim view of failure. While
there may be setbacks on the field of battle, utter and
complete failure will be met with harsh discipline. Often this
is based on the circumstances. A minor infraction may only
result in a lashing. The Knight is stripped of his armor for the
duration of the punishment, as he is not considered
honorable enough to wear the symbols of his Order. A
Knight’s hands are tied to a stake which is driven into a wall
above the level of his head. His offenses are recited as he is
whipped, ending with a recitation of the portion of the Code
that governs this particular behavior. When the lashing ends,
the Knight must stand on two feet and look his commander
in the eye, swearing an oath that he will never commit the
offense again. If he is unable to stand, he will undergo the
lashing again the next day and each subsequent day until he
can stand as a Knight.
Some offenses are severe enough to warrant execution,
such as treason, disobeying orders, or murdering a fellow
Knight without a duel. In such cases, the Knight’s sponsor is
to carry out the execution. The Knight is placed in kneeling
position, then beheaded by his own sword. If the Knight is not
in custody, his sponsor will work with an adjudicator to hunt
down and kill the Knight.
Knights accused of breaking the Code may present proof of
their innocence and may request an advocate. The advocate
will offer the proof of the Knight’s innocence and his unerring
dedication to the Code, as well as listing the
accomplishments of the Knight. If the adjudicator agrees with
the advocate, the accusation is removed from the records. If
the adjudicator finds the Knight guilty, then the Knight and
his advocate are both executed.
The Dark Knights set aside one day a year to honor
Ariakan’s mother, Zeboim, and the founding of the Knights of
Takhisis.
Recruitment and Training
Recruitment for a Knight of Takhisis begins at a young age,
typically around twelve years old. Few candidates are
accepted past age fourteen. For the next three years, the
young petitioner will undergo a program of rigorous physical
training and indoctrination. The Knights of the Skull are
responsible for their training, shaping the bodies, hearts, and
minds of the young petitioners through harsh discipline.
Petitioners quickly learn the values of honor and obedience
and the tenets of the Vision, the Blood Oath, and the Code.
Young petitioners who display a knack for magical talent may
also gain additional training by the Knights of the Thorn.
After this three-year period, petitioners are ready to become
Squires of the Lily.
Although it is a rare occurrence, the Knighthood does
welcome older candidates who have sworn their allegiance
and demonstrated the heart of honor of a Knight of Takhisis.
Like their younger counterparts, older petitioners undergo
their own program of training and indoctrination by the
Knights of the Skull. This program is different, focused on
removing existing worldly views and replacing them with the
Vision of the Knights of Takhisis.
Recruits to the Knighthood are typically human, though the
occasional dark elf, half-elf, fatherless dwarf, half-ogre, or
minotaur will join the ranks. Minotaurs are valued for their
strength in battle and deep code of honor, while dark elves
and fatherless dwarves are valued for the talents and
information they have that can be used against their parent
race. Half-elves and half-ogres are treated as half-breeds,
though half-elves often make superior Skull Knight
ambassadors and half-ogres perform well in the ranks of the
Knights of the Lily. Ogres are frowned upon. Though very
strong, they have slow minds and no sense of honor. Kender
and gnomes are not welcome, and draconians are regarded
as little more than subhuman monsters. Nonhuman Dark
Knights discover that the other Knights of Takhisis are not
always welcoming of their company. The Code does allow for
nonhumans, so they are accepted, though grudgingly. The
Knights of the Skull examine each nonhuman candidate,
checking into their backgrounds to weed out those who
would betray the Knighthood, as well as evaluating what skills
the petitioners might bring with them.
After serving as a petitioner, the prospective Knight
becomes a Squire of the Lily, serving under a patron Knight.
It is during this time, typically around a year, that their
training and indoctrination are first put to practical use.
Though a squire may serve under a Thorn or Skull Knight,
they are still considered part of the Order of the Lily since the
squires require basic warrior training. A Thorn or Skull
Knight may recognize talents with arcane or divine magic
and may groom the squire to some degree, but the vast
majority of training focuses on honor and the warrior arts.
The squire will work with members of all three Orders,
learning how they work together to fight a foe.
When a squire completes the Test of Takhisis, he typically
serves a year of general service in his Order. As he rises in
rank, he may choose specialized training.
40
APPENDIX 2 | KNIGHTS OF TAKHISIS
While all Knights are proficient in basic combat, Knights of
the Lily can expand upon that training. Many Lily Knights
train as cavaliers, learning the techniques of mounted
combat. Horsemanship is paramount, and the Knight must
learn to take care of his steed. Cavalry training also includes
training with a lance. Jousting is used to further this training.
Some Lily Knights take mounted combat to the ultimate level
by learning the specialized role of a dragon rider. Dragon
riders learn that aerial combat is a lot more unpredictable
than regular mounted combat. Ranks are replaced with aerial
formations, such as the Blue Lady’s Formation, the Flying V,
and the Thunderbolt, though dragon riders are also taught
that, once battle begins, formations don’t last very long. Aerial
combat tactics include the use of lances, missile weapons (for
archers), and the dragons’ natural weapons (fang and claw
attacks, wing buffets, tail slaps, and breath weapons).
Knights of the Skull can train in several different
specializations. All Skull Knights train in the basics precepts
of their faith and are in charge of internal security and, when
at war, support services and interrogation. Most are capable
of defending themselves. A select few are chosen to join the
ranks of the Cabal of the Code as adjudicators. Such Skull
Knights must memorize the entire Code and learn the skills
of adjudication. Perhaps the most important task of the Skull
Knights is to serve as taskmasters for young petitioners,
focusing on doctrine, discipline, and control. Skull Knights
can also serve as ambassadors for the Knighthood. In
addition to the art of diplomacy, the ambassadors learn how
to gather information on other races and nations in order to
benefit the Knighthood.
Knights of the Thorn may specialize in one of several roles
open to arcane spellcasters. Many take on the role of war
mage, aiding their fellow Lily Knights from behind the lines
of battle. Some Thorn Knights focus on using divination in
their role of gathering external intelligence, supplementing
the valuable intelligence gathered by mundane spies. Some
Thorn Knights are trained in the art of casting spells while
riding dragonback. Typically, a Thorn Knight will sit in a
specially made three-seated saddle, with a Lily Knight in the
front and the Thorn Knight riding behind him, next to a Skull
Knight who offers healing, protection, and enhancement
magic to the other Knights. This allows the Thorn Knight to
concentrate on casting his spells. If the dragon has
spellcasting abilities as well, the Thorn Knight will learn how
to cast spells in tandem with the dragon.
All Knights of Takhisis are taught the battle techniques of
the Knights of Solamnia. The Knights of Takhisis not only
learn their tactical weaknesses, but also the weakness of the
Solamnic heart. By understanding what it is to be a Knight of
Solamnia, the Knights of Takhisis learn what it takes to
defeat them.
The Knights of Takhisis try to train all Knights to be
leaders. While it is true that some individuals are better
followers than leaders, the Knights of Takhisis view lack of
ambition as a weakness. Leadership training includes not
only basic principles, but also how all three Orders work
together and how to command those who are not from your
Order. It also centers on placing the Knighthood above the
self, even if it means sacrificing your own life.
The Vision and the Blood
Oath
When Ariakan formed the Knights of Takhisis, he knew that
he would need a set of laws to govern his knights so that
order would be maintained. While Ariakan drew inspiration
from the Measure of the Knights of Solamnia, he was
frustrated by the debates over minor points of the Measure
that he witnessed during his time in captivity. He envisioned a
set of laws that would allow a knight to know what was
expected of him, even if separated from his fellow knights, yet
would allow flexibility and occasional exceptions. Ariakan
drew up the Code to serve as those laws, based on the Vision
of Takhisis. Knights would be expected to swear the Blood
Oath to demonstrate their unwavering dedication to the
Code.
The Vision
The Vision is a statement of the ultimate goal of the
Knighthood: One World Order. The goal is nothing short of
the total and unquestioned domination of the world of Krynn.
The Blood Oath and the Code were established to make the
Vision manifest. Each Knight also experienced his own
personal Vision, originally granted by Takhisis through the
Knights of the Skull. This individual Vision showed each
Knight his place within the Dark Knights and how he fit into
Takhisis’ grand scheme.
The Blood Oath
The Blood Oath of the Knights of Takhisis is quite simple:
Submit or Die. The Blood Oath is part of the indoctrination
process, teaching young aspirants into the Knighthood that
they must be utterly dedicated, both in body and soul, to the
cause. All thoughts of self are submerged, sublimated. This
doesn’t mean that the Knights of Takhisis may not think for
themselves, merely that the Knighthood comes before all self-
interest.
The Code of the Knights
of Takhisis
The Code is the set of laws, crafted by Ariakan himself, that
are designed to deal with both military situations and the
lives of each member of the Knighthood. The Code borrows
from the Measure of the Knights of Solamnia, but it has been
adapted to Ariakan’s vision of the Knights of Takhisis. Strict
adherence to the Code is required, though each case is
decided on its own merits and exceptions can be made.
Ariakan determined that council meetings to consider
changes to the Code wasted precious time on endless
bickering over trivial points of law and honor. Ariakan
established the Code as the unwavering foundation of the
Knights of Takhisis. Obvious violations were dealt with
swiftly and with certainty.
41
APPENDIX 2 | KNIGHTS OF TAKHISIS
On the other hand, Ariakan realized the need to be flexible, so
he established means by which exceptions to the Code might
be considered and accepted or rejected on their own merits.
Adjudicators of the Code, drawn from the higher ranks of the
Knights of the Skull, are appointed by the Lord of the Night to
look into each case. An adjudicator is recognizable by the
scepter he wields, presented to him by the Lord of the Night
as a badge of his office. The adjudicator’s decision is law. If
the adjudicator decides that the Code has been violated, then
punishment—usually death—is meted out to the offender.
The bulk of the Code deals with establishing lines of
communication and authority, detailing how orders are
dispatched and acted upon quickly. Ariakan knew that there
would be times when a Knight might find himself cut off from
the chain of command. Therefore, he devoted sections of the
Code to teaching the Knights how to act on the Vision and
carry out the will of the Knighthood when on their own. Even
within the bounds of the Code, a Knight has a fair amount of
discretion on how to carry out the Vision.
The Code allows for a Knight to lie, steal, or murder, but
only if such acts further the Vision and are not done for self-
gain or due to loss of control. The Knights of Takhisis do not
rape, pillage, and plunder. Such acts are considered to be
averse to advancing the Vision and the establishment of an
ordered world, free of chaos.
The Code is divided into several basic precepts, which
guide each Order of the Knights of Takhisis.
Order of the Lily. Independence breeds chaos. Submit
and be strong. The Order of the Lily is the body of the
Knights of Takhisis. They are the strength by which order is
maintained, providing unity through that strength.
Order of the Skull. Death is patient. It flows both from
without and from within. Be vigilant in all and skeptical of all.
The Order of the Skull is the soul of the Knights of Takhisis,
guiding them with the Vision and eliminating those who
would seek to undo them.
Order of the Thorn. One who follows the heart finds it will
bleed. Feel nothing but victory. The Order of the Thorn is the
mind of the Knights of Takhisis. Thorn Knights believe that
intellect should always come before emotion. Intellect and
knowledge provide the keys to victory, while the heart is
nothing but a distraction.
Quests and Trials
The quests of the Knights of Takhisis typically revolve around
their single-minded purpose: One World Order. Each
challenge the Knights of Takhisis overcome brings the
conquest of Ansalon a closer. Some may revolve around open
warfare, while others are more covert in nature. Each Knight
is expected to make sacrifices for the Knights of Takhisis, and
they may be assigned to a variety of missions.
All of the Knights of Takhisis must undergo the Test of
Takhisis, before becoming a Knight. Like the Test of High
Sorcery, the Test of Takhisis tests the Knight, revealing much
about him and his place in the Knighthood.
The Test of Takhisis
For all of the Orders within the Knighthood, continuation past
the level of Squire of the Lily requires that the Knight pass
the Test of Takhisis, just as wizards must face the dread Test
of High Sorcery. Failure in this test results in death. There
has never been a case where a failed Knight has survived;
even if a Knight manages to escape, the members of all three
Orders use their powers to track the Knight down.
The Test of Takhisis usually centers on the three themes of
Vision, Order, and Obedience. Typical problems posed are:
Will the Knight sacrifice whatever is necessary—power,
fortune, a loved companion, life itself—in order to fulfill the
Vision? Will order and obedience win out over sentiment and
the heart? Will the Knight obey an order at the sacrifice of the
Knight’s own life or the lives of kin or loved ones?
As with the Test of High Sorcery, the Test of Takhisis may
be an illusion, though the tested Knights truly believe that
what they are undergoing is real. In some instances, the
Knights may be sent on missions or quests designed to prove
their worthiness. The Test is dangerous and often extremely
cruel, but those who pass are as strong as steel forged in the
fires of Neraka.
The nature of the Test is determined by the Knight’s
advocate—the person who best knows the Knight. The
advocate understands and appreciates the fact that a Knight
must be strong in order to fulfill the Vision. There can be no
weak links in the chain. Therefore, the Test is never made
easy for the squire. Quite the contrary, no advocate wants to
be known as the sponsor of a weak and ineffective Knight;
therefore, the Test is designed to be as difficult as possible.
Knights who pass the Test are free to choose the Order
they wish to enter. Often, though not always, this is the Order
of their advocate. The ascension of the Knight into the next
Order takes place in a solemn ceremony at the Knighthood’s
headquarters. The Knight is kept in seclusion in a Skull
Knight temple, fasting and praying, for four days prior to the
ceremony. At the end of this period, during which the Knight
receives the Vision, the Knight is blessed by the Knights of
the Skull and sent forth. The Knight comes before the rank
and file of Knights currently in residence, including the Lord
of the Night himself. The Procession of Knights is enacted,
and the Knight is formally presented by his advocate. The
advancement in rank is bestowed by the Lord of the Night,
and the Knight is accepted into his Order of choice.
Conquest
The primary objective of the Knights of Takhisis is the
conquest of Ansalon and the world beyond. Knights of
Takhisis figure prominently in times of war. Smaller acts of
conquest may present themselves during times of peace, if
the Knights of Takhisis feel they can annex a city into their
territory or bring people under their control. Lily Knights are
typically assigned battlefield positions, either as infantry,
cavalry, or dragon riders. Thorn Knights often stay behind the
lines, offering arcane aid to infantry and cavalry troops.
Knights of the Skull are as likely to enter the fray, delivering
their deadly magic directly, as they are to hold back and serve
as support. Spellcasting Knights often ride behind a Lily
Knight on dragonback as part of a cooperative triad, the Lily
Knight directing the dragon mount and the two others using
spells and their special abilities to assist.
42
APPENDIX 2 | KNIGHTS OF TAKHISIS
Intelligence Gathering
To defeat an enemy, you must know him. Thus, intelligence
gathering is a critical component of victory. The Knights of
the Thorn have elevated this to a fine art, acquiring much of
their knowledge through divination magic. In most cases,
however, first hand testimony is preferable. A Knight of the
Thorn or Knight of the Skull frequently undertake quests to
uncover information, leading groups of lower-rank Knights,
chosen by the expedition leader for their readiness to use
force, as well as the guile required in successful intelligence-
gathering. These specialized talons are much feared, even by
other Knights of Takhisis, capable of appearing in almost any
area under the influence of the Knighthood to root out
traitors, survey populated areas, and establish an intelligence
foothold over the opposition.
Items of Power
The Knights of Takhisis are always on the lookout for
weapons to use against their enemies. Items of power can
give the Knighthood an edge during conflicts. Sometimes this
comes in the form of creating new weapons; sometimes
Knights of Takhisis search for ancient artifacts to give them
an advantage. Knights may also seek out personal items to
aid them in combat. Lily Knights might search for ancient
swords of legend, Thorn Knights might search for ancient
tomes of magic, and Skull Knights might search for unholy
artifacts of divine power.
Propaganda
The Knights of Takhisis make use of propaganda in order to
gain allies and garner support for their goals. Skull Knights
may be sent to spread disinformation regarding the gods. Lily
Knights may speak of how the Knights of Takhisis can
“protect” a town from the forces that threaten it, while in
reality they intend to take control. Thorn Knights spread
propaganda regarding matters of intelligence or magical
affairs. They often speak out against the Wizards of High
Sorcery, portraying them as elitists with mysterious traditions
and high entry requirements. Propaganda may be used
within the borders of Nerakan territory to solidify Knight of
Takhisis holdings, or outside of their borders to increase their
holdings.
Quests of Honor
The Knights of Takhisis value honor to such a strong degree
that a Knight must sometimes undertake a quest in order for
their personal integrity and reputation to be satisfied. This
may include dueling someone who slighted the Knight,
retrieving a family heirloom (such as a family sword), or
repaying a debt of honor. Such a quest is deeply personal and
must be fulfilled. The Code’s punishment for failure is death.
The Knights of Takhisis
and Religion
Founded on her authoritarian principles and with her dark
blessing, the Knights of Takhisis are devoted mind, body, and
soul to the Queen of Darkness. Through her, the Knights of
the Skull are able to administer the Vision to the Knights of
Takhisis so that they would each know their place in the Dark
Queen’s plans.
The Knights of Takhisis and the
Gods of Darkness
Takhisis has been their source of strength and inspiration,
but she has also been very fickle. She has played a variety of
roles within the Knighthood, sometimes very visibly and
sometimes behind the scenes. The Knights of Takhisis
primarily view Takhisis in her aspect of the Dark Warrior who
sat with Ariakan as he laid out his plans for the Knighthood.
The Dark Warrior is portrayed as a Knight of the Lily, a tall
man in midnight-black armor riding a dark bay charger and
wielding a barbed greatsword. The Knights of Takhisis also
revere Takhisis in her chromatic dragon aspect, said to be the
most powerful of all dragons.
Zeboim is revered by the Knights of Takhisis as the mother
of Ariakan. Legends surrounding the creation of Storm’s
Keep say that she raised it from the ocean depths as a gift for
her son. The capricious sea goddess is seen in different
forms by the Knights of Takhisis. Many Knights of Takhisis
view her as a powerful storm cloud, with lightning striking
those who displease her. Such a storm cloud is said to rise
over Storm’s Keep on the anniversary of its founding. Knight
of Takhisis mariners tend to view her as her Dragon Turtle
aspect, a mighty beast that rises from the deep to snap apart
any vessel that displeases her. As a courtesy, the Knights of
Takhisis will ask for Zeboim’s blessing when going on ocean
voyages.
The Knights of Takhisis do not revere any of the other gods
of Evil, but they at least show them respect. Sargonnas
especially is esteemed as a fierce god of war and as Takhisis’
consort. Morgion, who would rather waste away than die in
battle, is viewed with distaste. Chemosh is well regarded by
the Knights of the Skull for his patronage of the mysteries of
death. Nuitari is admired by the Knights of the Thorn, though
they do not worship him. Hiddukel is looked upon as an
untrustworthy and dishonorable trickster. Though the
Knights of Takhisis have an appreciation of his power, they
are wary.
43
APPENDIX 2 | KNIGHTS OF TAKHISIS
The Knights of Takhisis and the
Gods of Balance
The gods of Balance are largely perceived as indecisive.
Reorx is respected as god of the forge and Shinare as
goddess of industry, though her recent patronage of the
Knights of Solamnia has caused the Knights of Takhisis to
view her with suspicion. Gilean is seen as a weakling whose
knowledge would be put to better use by the Knights of the
Thorn. Sirrion is a fool who lets his urges control him,
lacking discipline. Chislev is valued as goddess of nature,
though the Knights of Takhisis seek to dominate nature.
Zivilyn is a total mystery to the Dark Knights, who don’t
understand how the god’s attention can be distracted from
the present. The Knights of the Thorn admire Lunitari,
viewing her in the same light as Nuitari.
The Knights of Takhisis
and the Gods of Light
All of the gods of Good are regarded with contempt, some
more than others. Paladine is viewed with a mixture of
respect and spite as one of the patrons of the Knights of
Solamnia, yet also the sworn enemy of the Queen of
Darkness. Kiri-Jolith is acknowledged for his honorable ways
and as patron of the sworn enemy of the Knights of Takhisis,
the Knights of Solamnia. Habbakuk is monitored with
caution, as his teachings of renewal fly in the face of the
Code. He is also respected as patron to the Order of the
Crown.
The Skull Knights take great enjoyment in killing clerics of
Mishakal, quashing her message of hope in the process. With
hope gone, the masses will be much easier to subjugate.
Majere is frowned upon as a coward who never gets
involved in the affairs of man. Branchala is perceived as a
buffoon who should be paying more attention to the world
around him, rather than playing like a child. The Knights of
the Thorn offer Solinari respect similar to that enjoyed by his
magical cousins, though his compassion is viewed as a
weakness.
The Knights of Takhisis
and Dragons
Like the dragonarmies before them, the Knights of Takhisis
know the value of working with dragons. Power incarnate,
dragons are capable of breathing blasts of fire, bolts of
lightning, or worse; with their massive size and dragonfear,
their alliance is the Knights of Takhisis’ ultimate weapon.
Dragon Clans
The Knights of Takhisis differ from the dragonarmies in their
alliance with dragonkind. The dragonarmies worked with all
five clans of evil dragon. While each clan of dragon has its
uses, several are individualistic and have chaotic natures.
For this reason, the Knights of Takhisis primarily use the
fiercely loyal blue dragons, which work well within the
organized atmosphere of the Knighthood and are
accustomed to following orders. Blue dragons, for their part,
hold the Knights of Takhisis in great respect for their
courage, discipline, and leadership. Blues are excellent aerial
combatants and work well with their riders in battle; this
bond between a blue dragon and her rider is a lifelong
covenant, so the loss of a rider is a devastating blow. The
Knights of Takhisis are careful to partner a blue with a Knight
who shares the dragon’s personality, so this bond will form
swiftly during training.
Red dragons are vastly intelligent and have a fine grasp of
military strategy and tactics, but they are supremely arrogant
and aware of their power. They perform poorly under orders.
However, their fiery breath weapons and cunning nature have
often turned the tide of battle, so the Knights of Takhisis have
occasionally partnered them with confident and high-ranking
Knights who share their mindset. The most famous of the red
dragons to serve the Knighthood was Pyraxxus, the mount of
Ariakan.
Black dragons are used primarily by the Knights of the
Skull, who use the somewhat skull-like features of the wyrms
to their advantage when intimidating foes. Black dragons are
self-serving and prone to brooding or turning on their
masters, so the Cabal of the Code’s adjudicators are the only
Knights of Takhisis who use them with any frequency.
White and green dragons have found little to no use as
mounts or allies by the Knights of Takhisis.
The Knights of Takhisis grudgingly respect the metallic
dragons of Good, especially the gold, silver, and bronze
dragons that see so much wartime activity, but they almost
always meet them as enemies, not companions or potential
allies. The good dragons serve alongside the elves and the
Knights of Solamnia in opposing the Knights of Takhisis at
every opportunity. Frequent allies of the Knights of Solamnia,
the silver dragons in particular present a strong contrast to
the blues in service to the Knights of Takhisis, as they are
equally fond of humans, equally responsive to discipline and
righteous battle, and just as likely to form lifelong bonds with
their riders.
Training
A Knight of Takhisis employs a staff of handlers to take care
of his dragon ally. These handlers work to ensure that the
dragons are well-fed, in good health, and generally content.
Dragon handlers also aid in the training of dragons for
combat. Blue dragons are the easiest to train, knowing what
is expected of them. The others are too arrogant, too crafty,
or too irascible to work well with a structured training
regimen.
Most dragons are trained with a single rider, though a
three-person saddle is used in times of war so that members
of all three Orders can serve as a single mounted unit,
employing martial expertise, clerical or mystical support, and
arcane firepower. Such an arrangement was initially alien to
the blues, but they adapted quickly. Larger dragons have also
been trained to serve almost as airborne troop transports,
often carrying units of Knight of Takhisis strike teams or even
draconians into battle, then flying off to serve in other roles
elsewhere on the field.
44
APPENDIX 2 | KNIGHTS OF TAKHISIS
The Knights of Takhisis
and Magic
The Knights of Takhisis approach magic differently from their
enemies, the Knights of Solamnia. The Solamnic Knights
embraced the divine power of Kiri-Jolith, but they shun
arcane magic. The Knights of Takhisis, on the other hand, are
much more accepting of magic. Two of their three Orders are
devoted to magic. Knights of the Skull wield divine energies,
while Knights of the Thorn wield arcane power. This unity
gives the Knights of Takhisis an advantage on the battlefield.
The Knights of the Skull draw their divine power from the
goddess Takhisis. Though the Skull Knights revere Zeboim
as well, they were nevertheless wholly dedicated to the Dark
Queen. Through her, unholy miracles are made manifest. The
Skull Knights channel the power of Takhisis to inflict wounds
on their enemies while healing their comrades. They use the
power of Takhisis to bestow the Vision on the Dark Knights
and to weed out their enemies.
The Knights of the Thorn are the arcane spellcasters of the
Dark Knights. They use the power of High Sorcery, granted
to them directly by Takhisis. The inspiration for the Thorn
Knights was Ariakan’s own father, Ariakas, who had received
arcane energies from Takhisis during the War of the Lance.
Though each school of magic is studied, the Thorn Knights
place particular emphasis on the school of divination, with
which they can anticipate the moves of their enemies. They
also established their own tower at Storm’s Keep. The Tower
of the Thorn was the Thorn Knights’ counterpart to the
Tower of Wayreth, serving as a place of study and training
and a storehouse of arcane power.
The Thorn Knights spread falsehoods about the origins of
their magic, including a tale claiming that the Thorn Knights
drew their magic from all three moons of magic. Other
stories claimed that the Thorn Knights studied schools of
magic different from the Orders of High Sorcery and that the
Tower of the Thorn was their own Tower of High Sorcery.
Thorn Knights and the Moons of
Krynn
The sorcerer Knights of the Thorn have their own schools of
magic. They wear grey or black robes and have no
relationship to the Black Robes of the Towers of High
Sorcery.
Unlike the orders of the towers, the knights draw on the
power of all three of Krynn’s moons as the source of their
magic, rather than from one moon. This grants a far more
powerful magical edge to Thorn Knights. Just how they have
accomplished this feat remains unknown to the conclave. It is
not surprising that the robed wizards of Ansalon are
extremely disturbed by the appearance of this new and
powerful order of sorcery in the world. They view it as a
distinct threat to themselves, and wizards of all robes are
exerting all their efforts to both study it and eradicate it.
Moon Magic
The waxing and waning of all three moons has an effect upon
your magic. When any moon is at High Sanction, you gain
advantage on attack rolls with spells and gain a +1 bonus to
your spell save DCs. When any moon is at Low Sanction, you
have disadvantage on attack rolls with spells, and a -1 penalty
to your spell save DCs. During the waxing and waning
periods around the quarter moons, you cast your spells
normally.
When the moons align, it has several effects. When two
moons align, you gain a +1 bonus to your spell save DCs.
When all three moons align, you gain a +2 bonus to your spell
save DCs. This bonus is cumulative with High and Low
Sanction bonuses or penalties.
Magic Items
The Knights of Takhisis typically make more use of magic
items than their Solamnic counterparts. The Thorn Knights
use magic items for a variety of reasons, from divination to
assisting the Lily Knights in battle. Drawing on their
sorcerous talents, they craft their own items, although the
Gray Robes continue to seek out those created by the
Wizards of High Sorcery.
The Knights of the Skull utilize several unholy items
blessed by Takhisis. The original copy of the Code is believed
to be blessed by Takhisis herself and is held as the most
sacred of unholy artifacts. The scepters given to the
Adjudicators of the Code, signifiers of their responsibility, are
often charged with unholy power.
Of the three Orders, the Knights of the Lily are the least
likely to use magic items outside of weapons and armor.
45
APPENDIX 2 | KNIGHTS OF TAKHISIS
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A One−Round Dungeons & Dragons® Living
Greyhawk™
Regional Adventure set in Ratik
Version 1.3
by Greg Jones and Frank Mikes
Circle Reviewer: Colleen Simpson
Reviewer: James Dempsey
Playtesters: James Dempsey (GM), Dean Bailey, Derek Christensen, John Deague, Hugh McVicker, Brendan
Robertson, Adrian Gillmore, David Adams, Sulenna Nicholson, Wes
Nicholson
The Timberway keeps its secrets well but now those secrets are starting to emerge. Strange and bizarre creatures are
coming out of the Timberway and people are beginning to notice. Why is this happening and what is behind it? Some
important figures want you to find out. A one-round Regional adventure set in Ratik for characters level 1-11 (APLs 2-8).
Part One of the Heart of the Timberway.
Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Frostburn
[Wolfgang Baur, James Jacobs, George Strayton], Monster Manuel II [Ed Bonny, Jeff Grubb, Rich Redman, Skip
Williams, Steve Winter].
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of an
RPGA event from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign—a worldwide,
ongoing D&D® campaign set in the GREYHAWK setting—
you must sanction it as part of an RPGA event. This event
could be as elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the session Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the session DM. You must be at least a
HERALD-LEVEL GM to run this adventure.
By
sanctioning
and
reporting
this
adventure,
you
accomplish a couple of things. First, it is an official game,
and you can use the AR to advance your LIVING
GREYHAWK character. Second, players and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
Players Read No Farther
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than
this section, you’ll know too much about its challenges,
which kills the fun. Also, if you’re playing this adventure
as part of an RPGA-sanctioned event, reading beyond this
point makes you ineligible to do so.
Preparing for Play
To get the most out of this adventure, you need copies of
the following D&D rule books: Player’s Handbook,
Dungeon Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Sidebars contain important
information for you, including special instruction on
running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Full information on NPCs
and monsters are given in Appendix 1. For your
convenience, that appendix is split by APL.
Along with this adventure you’ll find a RPGA
Session Tracking sheet. If you’re playing this adventure
as part of an RPGA-sanctioned event, complete and turn
in this sheet to your senior GM directly after play. You’ll
also find a LIVING GREYHAWK Adventure Record (AR).
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To determine this
modified Average Party Level (APL) follow the steps
below:
1.
Determine the character level for each of the PCs
participating in the adventure. Each PC may bring
one animal, plus any creatures gained from class
abilities to help in combat. (PCs can bring more
creatures but they cannot help in combat). If you
deem that the animal bestows a significant benefit in
combat add the animal’s CR to the level of the PC it
is accompanying for calculating APL. (Animals
gained from class abilities and one standard horse,
warhorse, or riding dog for a PC with Mounted
Combat do not affect APL).
2.
Sum the results of step 1 and divide by the number
of characters playing in the adventure. Round to the
nearest whole number.
3.
If you are running a table of six PCs, add one to that
average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLs are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. A player
character more than three levels higher than the APL at
which the adventure is played cannot participate. If a
player character is more than two levels away from the
APL at which the adventure is played, he suffers a 50%
penalty to the amount of gold and XP gained in the
adventure. This simulates the fact that either the PC was
not challenged as much as normal or relied on help by
higher-level characters to reach the objectives.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1st-level characters may find
the challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1.
Enlist a sixth player.
2.
Advise characters to buy riding dogs to help
protect them and fight for them.
These APL calculation rules reference version 7.0 of the
Living Greyhawk Campaign Sourcebook. If you are playing
this adventure in 2008, check the current version of the
LGCS and follow any updated rules presented within.
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Page 1
TIME UNITS AND UPKEEP
This is a standard one-round regional adventure, set in
Ratik. Characters from Ratik pay one (1) Time Unit per
round, while all other characters pay two (2) Time Units
per round.
Adventurer’s Standard Upkeep costs 12 gp per Time
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury
Upkeep costs 100 gp per Time Unit. Characters that fail
to pay at least Standard Upkeep will retain temporary
ability damage until the next adventure, must buy new
spell component pouches and healer’s kits, and may
suffer other in-game penalties (or possibly gain in-game
benefits) as may be detailed in this adventure.
A character that does not pay for at least Standard
Upkeep may also avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in the Survival skill and succeeds at a DC 20
Survival check, the character will heal temporary ability
damage as if he or she paid for Standard Upkeep, may
refill spell component pouches and healer’s kits, and may
restock up to 20 arrows or bolts if the character has at
least four ranks in Craft (bowmaking). The player is
allowed to Take 10 on this roll.
More information about Lifestyle and Upkeep can
be found in the “Lifestyle and Upkeep” section of
Chapter 3 of the Living Greyhawk Campaign Sourcebook.
ADVENTURE BACKGROUND
House Keth has been plagued by a bad reputation and a
shrinking economy. The Timberway Forest is no longer
providing the bounty it once did, either in game or
produce. Many people believe that the Forest is reacting
to the over-hunting and over-logging that has been
practiced under the influence of Lady Katharna Keth.
Many people believe that the Keth areas of the Forest are
cursed.
Fey creatures, normally fair and friendly are
suffering from some form of foul blight as is the forest
itself. This corruption is beginning to spill from the lands
of House Keth into the rest of the Timberway and several
strange occurrences have already been reported.
House Abonhoth was the first to notice this but
made a poor choice in sending someone to investigate.
Having received no report from their agent, Prondell the
ranger, they are now turning to a stronger group to find
out what is happening in the Timberway.
ADVENTURE SUMMARY
Introduction – PCs meet with Lady Harrina
Abonhoth who hires them for this mission.
Encounter 1 – On the path to Reeswold, PCs
encounter a flamboyant highwayman.
Encounter 2 – In the town of Reeswold, the PCs
find that Prondell is there and willing to assist them in
their investigations.
Encounter 3 – The PCs make camp and are attacked
by one of the corrupted denizens of the forest.
Encounter 4 – Prondell leads the PCs into an
ambush.
Encounter 5 – The PCs finally encounter the
Hermit that Prondell was leading them towards. They
may or may not find the information they were looking
for.
Conclusion – The PCs get back to Abonhoth and
report to Lady Harrina
PREPARATION FOR PLAY
This module contains several prominent NPCs that the
GM should take care in portraying. Lady Harrina should
be portrayed as an excited amateur at intrigue. Gallini the
Highwayman should be played as supremely confident
but friendly while Prondell should seem arrogant and
unpleasant but basically co-operative – until he betrays
the party of course.
Before starting this module, ask each of the players
for their skill modifiers for spot, listen and sense motive
(and anything else you want them to be paranoid about).
Then have them roll 10 or more checks and write down
the results. There are several instances in this mod,
especially in regards to Prondell, where a PC’s awareness
needs to be checked but that the player should not know
if they failed. Therefore, mark off the checks as the
players use them in ambushes and while talking to
Prondell.
It will also be necessary for the GM to understand
the Diplomacy and Intimidate rules as outlined in the
Players Handbook, pg 71-72 and pg 76.
INTRODUCTION
The PCs find themselves travelling through the lands of
House Abonhoth. While staying the night at a local inn
they are offered a job…
Winter is giving way to spring in Ratik and with the
thaw people are beginning to travel more and some
disturbing stories are coming out of the hinterlands
of the Timberway.
You find yourselves travelling through the
lands of House Abonhoth and are staying the night
at the Kobold’s Demise Inn. The sign above the door
portrays a Kobold with a sword in it’s chest and a
very surprised expression on it’s face. The inn itself
is tidy and well kept and has a large common room
RTK7-03 Strange Days in the Timberway
Page 2
which is alive with travellers, entertainers and locals
enjoying some excellent food and drink.
An older man with the clothing and smell of a
trapper relates a story for everyone, his expression
one of fear and amazement. “I seen it with my own
eyes. I was up in the mountains I was and lightning
came, not from the clouds but from a large stone. It
hit down in the forest it did, about a hunnerd times.
And each time it hit, the tree it struck turned into
some foul, demonic thing. I run as fast as I could
and hid in a crevice but them things is out there and
they’s unnatural.”
“What were you doing way up in our
mountains?” A dwarven trader asks sternly from a
table.
“Are you tellin’ me you dwarves are part o’ this
evil?” The man fairly accuses.
“No.” The dwarf replies calmly, “however, some
unscrupulous dwarven traders have been known to
tell gullible Humans tradin’ skins illegally for gold
that they should seal the deal with a few drinks.
Well, ain’t no Human can out drink a dwarf and a
Human trapper on dwarven ale is likely to see all
sorts of things and then come down from the
mountain with no skins or gold. He’d probably have
to tell some wild story to cover his foolishness.”
“You callin’ me a liar!?” The man seems ready to
start a fight.
“No. But give me a while and I might.” The
Dwarf replies calmly.
Before anyone else moves, a large and
undeniably more sober trapper steps forward. He is
pale and blond with more than a little Suel blood in
his veins. “I too have seen strange things. Three
nights ago, I kill a large mountain cat with three
heads. This is not the strangest though.”
Fight averted, stories continue and you are
surprised to receive another round of drinks,
despite not ordering them. The bar wench that
brings them winks obviously several times and taps
the coasters that she places the drinks on before
moving off.
On the other side of the coasters is written: Finish
your drinks and then come to room 3 upstairs.
Knock once and then three times and bring
the coasters.
If the PCs follow these guidelines they will soon be
in the room with the tavern wench who looks bright and
cheerfully at them. It should be noted that if the PCs
don’t follow the instructions, the wench will become
more and more obvious, annoyed and in the end virtually
demand that the PCs come with her.
In
the
room,
the
wench
looks
around
conspiratorially. “You may not believe this brave
adventurers but I can assure you that I am actually
Lady Harrina Abonhoth. I need your help and . . . oh,
this is so exciting. You have no idea how dull my life
usually is.” She then gets back on track and
continues, “anyway, there are many strange rumours
of things coming out of the Timberway and my
House needs someone to investigate this who isn’t
actually part of the House. In case it causes a
problem you understand, so, will you do this for us?”
Answers to questions adventurers are likely to ask.
What will we be paid for this?
“Oh yes, I’ve heard you adventurers can be quite
greedy. Well, it depends on what information you
get for us. I’m willing to give you 10gp each to start
with but you can expect much more if you find out
what is going on in the forest and report back to us.”
Why us?
“Why not? You are adventurers aren’t you? I’d be
terribly disappointed if you don’t.” She pouts
prettily.
Why not send out the Order of the Heart or troops?
We can’t afford to anger other Houses. Plus, our
guards are needed for . . . well, guarding. You people
are for hire are you not? Ready to fling spells of
awesome power or cut things down with your
sword.” She waves her arms around for a second
before becoming embarrassed and stops.
How do we contact you once we have the information?
Come to Abonhoth Castle and ask for me. I will
wait there for you. People may notice if I spend the
next week or two waiting here.
If the PCs ask where to start or if she has sent anyone
else, read the following.
I suggest you move north along the road to
Ulthek. About 15 miles along, you will cross a river
and enter House Keth territory. Another five miles
and you will find a narrow track to the west. It leads
to the village of Reeswold. I’ve been there before,
House Abonhoth hired a ranger there to look into
this, a well recommended man named Prondell.
Unfortunately, we haven’t heard back from him but
he was only one man. You are a whole party, surely
you will succeed where he has failed?” She enthuses
before continuing. “Remember, this has to be a little
discrete, you cannot mention you are working for
House Abonhoth to anybody other than Prondell.
Also, remember that you are only after information.
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Page 3
Find out what is happening and return with the
information and you will be rewarded.”
What's happening with that village, Thellonsfield?
“Oh you've heard about that have you? Hmm, it is
most perplexing and we are still investigating it.
While the kidnapping of people is not unheard of,
the stealing of a whole village, buildings and all, is
most odd. We still have no idea of what motivated
them to do so, but we hope to find out soon.”
Have you rescued them yet?
“I don't know much about that, but no, not yet I
don't believe. I've been told that the wait is to avoid
doing something rash and making it worse for the
poor unfortunates.”
Treasure: The PCs receive the following payment from
Lady Harrina:
All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10
gp.
ENCOUNTER ONE: SCARY
SCARY, DON’T WE LOOK
MEAN?
About five miles from the river, still inside Abonhoth
territory and around an overgrown corner, the PCs will
encounter Gallini the Highwayman. Actually, they have
been spotted beforehand by Gallini from a nearby hilltop
and he and Iselda have had some time to prepare. Gallini
and Iselda are all bluff so it is important for the GM to
play Gallini confidently.
You round a bend in the forest road and see the way
before you is blocked. A green curtain, made of rope
with branches woven through it makes an effective,
if temporary barrier to your passage. However, the
man in blue standing in front of this is even more of
an oddity.
He is tall, blond, handsome and quite noticeable
in a black tricorn hat whose brim is flanked by two
large white feathers. Both his jacket and hose are
rich blue and the rapier that he holds with practised
ease in his right hand glows brightly in a similar
colour with glowing, mystic runes dancing along the
hilt. His other hand has two gleaming rings, one
with a tracing of arcane writing upon it. The man
smiles broadly at you, a small black mask with
eyeholes is all that hides his identity.
“Greetings friends, I am afraid you have
blundered into my trap. But fear not, for you may
now brag to your friends that you too have been
robbed by the great Gallini the Highwayman.” He
then bows before continuing. “Please, don’t reach
for your weapons. Some of my men are nervous for
my welfare, although I don’t see why. With this
rapier I am the greatest swordsman in the region, so
you can see that you are quite in my power. There are
fully a dozen crossbowmen cunningly hidden in the
undergrowth. If you don’t believe me I shall show
you, second rank, fire in the air.” As he says this, six
crossbows fire and their bolts arc high in the air.
“If that wasn’t enough to convince you, Iselda,
an archer of skill only matched by her incredible
beauty is hidden in the forest. I confess that I have
to hide her away as more than one man has lost his
heart to her with one brief glance at her face. She is
known to never miss a target. Here.” He tosses a
wooden club to the nearest PC. “Throw that at my
head.”
If thrown, an arrow streaks out and hits the club,
deflecting it out of the air.
“Now, as you can see, resistance would be sheer folly.
Especially as I am only going to ask a mere 12gp
from each of you. So, will you pay the road tax, or
must I resort to force?”
Gallini and Iselda are more confidence tricksters than
highwaymen. Gallini’s sword has light cast on it as well as
arcane mark. The ring on his hand also has arcane mark
upon it. The crossbows are set up and fired by Iselda
using a rope and mage hand. The illusion is further
enhanced by a quiet ghost sound spell of a couple of quiet
whispers coming from the brush near the crossbows.
Iselda, a Gnome Illusionist has true strike cast and is
waiting to shoot the club.
Creatures: As Gallini and Iselda are relying upon bluff
and are both only level one, this encounter offers no xp
reward beyond APL4. It is designed for fun, and to
illustrate the difference on the Keth side of the border.
All APLs (EL 2) (EL 0 at APLs 6 and 8)
�Gallini: male human bard 1; hp 5; Appendix 1.
�Iselda: female gnome wizard (illusionist) 1; hp 5;
Appendix 1.
Tactics: If combat develops, Gallini will try to engage
one PC at a time and will retreat if badly wounded. Iselda
will also concentrate on PCs attacking Gallini but will
attempt to hide and get away if possible.
Treasure: The PCs can gain the following treasure by
looting Gallini and Iselda. Note that Iselda does not have
her spellbook with her.
�All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x
potion of cure light wounds (4 gp each); Total 78 gp.
RTK7-03 Strange Days in the Timberway
Page 4
Development: If the PCs paid Gallini the Highwayman,
they receive the Robbed by Gallini the Highwayman
AR reward.
ENCOUNTER TWO: THE
VILLAGE OF REESWOLD
Once the PCs cross the river, the forest grows dark and
somehow, eerie. Rangers and druids will feel this the
most and the GM should tell ranger and druid players
that their PCs feel something ‘wrong’.
When the PCs turn down the track to Reeswold, the
feelings get worse. The deeper they go into the territory
of House Keth, the more menacing things become.
This forest feels wrong, quieter and darker than you
feel is normal. As you travel down the track toward
Reeswold, there is a sudden flash in the sky,
momentarily piercing the perpetual gloom of the
forest.
The PCs can look as much as they like but will find no
source for the flash, although the GM should encourage
fear and paranoia if time permits.
You have travelled down this path for miles and it
seems to be getting thinner and thinner, the trees
closing in on all sides. Is that dark shape just a bush
or something . . . no, just a bush this time but you
swear you saw something move behind it. However
nothing is there now.
Just as you reach a large clearing where you can
see the structures of the town, a large, howling
growl erupts from the forest. The people in the
town, already obviously armed and wary, raise
weapons and look around. After a very tense silence,
things return to normal. You have reached
Reeswold.
Reeswold is a tiny village, housing no more than
60 people. There are less than a dozen buildings in
all, and none of them look to be much better than
hovels. The people that walk the street are dirty and
hungry, in fact they appear to be watching you with
the predatory look of hunters watching their prey.
The only building in town of any size is a small
trading post. There are a few trade goods on the
veranda, but nothing of any great value.
The PCs have a couple of options here, they can talk to
the locals, go to the trading post, or they can ask about
Prondell the Ranger. Queries about Prondell’s location
will result in the PCs being directed to the Trading Post.
If the PCs try talking to the folk of Reeswold, have
them make a Gather Information check and consult the
table below. GMs should apply a modifier of up to +5
based upon the PC’s generosity (remember that these
people are starving and dirt poor).
ASKING ABOUT THE FOREST:
DC5 – There is almost no food left in the forest. Most
people feel that this is due to the greed of Lady Katharna
Keth.
DC10 – Many strange creatures have been seen recently.
Most of these creatures are touched by evil. They are
vicious and will attack people. The meat from these
creatures is often inedible.
DC15 – It is not just the animals affected. There are
strange and deadly plant creatures in the forest where
there have never been before. These plant creatures are
often poisonous.
DC 20 – The worst of the plant creatures look like orcs,
but have no facial features. They attack children mostly,
and take them off into the forest. One of the orc plants
was killed; we used the body to fuel the fires.
DC 25 – The fairies are the worst. Fey can always be
tricksy, but now they are malevolent and cruel. Many of
them look darker and more evil.
DC 30 – They say it is worse the further north you go. But
then, they say that about a lot of things.
ASKING ABOUT PRONDELL:
DC 5 – You can find him at the Trading Post.
DC 10 – Prondell is a trapper by trade, but there isn’t
much to trap any more. However, he seems to have
money.
DC 15 – Prondell is a rough man, it isn’t wise to cross
him. They say that he has killed men before.
DC 20 – Prondell is being paid by people in the south to
find out why things are so bad. Probably won’t be long
before the Order of the Hart hears about it.
DC 25 – Prondell makes most of his money as a bandit.
He has a band hidden in the forest that he often leads
people to.
DC 30 – Prondell is wanted by the authorities in Keth.
There is a reward for those that turn him in.
�Villagers: Most of the villagers are Suel commoners of
between levels 1 and 4. There is no village priest and the
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Page 5
closest this village has to a mayor or leader is Gunter, the
owner of the Trading Post.
Some names for the villagers are: Victor, Iselda, Gert,
Ivan, Sventna, Wulfgar, Bjorn, Helga.
Development: If the PCs find out the last two pieces of
information, it is possible that they may try to arrest
Prondell. If they ask, the villagers will tell them that
there is no law in town. However, if the PCs arrest
Prondell they can keep him locked up until the reeve of
Lady Keth’s court comes through next fortnight.
ENCOUNTER THREE: THE
TRADING POST
The trading post is the largest building in town, but is in
poor repair. The owner, Gunter, is an evil little man who
controls what little trade moves in and out of Reeswold.
He also acts for Prondell as his fence.
Prondell can be found here, enjoying a quiet meal
and some liquor. He does not know that he is wanted by
the law, so will have no reason to be paranoid around the
PCs. Prondell is foul, and a little arrogant, but will not
knowingly antagonise the PCs.
The PCs can easily find Prondell, either by asking
Gunter, the owner, or by looking around. Prondell is
seated at a table eating a meal. As the PCs approach
Prondell will be watching them.
The inside of the Trading Post is dark and gloomy,
and smells of stale sweat and damp furs. Around the
building you can see piles of grain, barrels of pickles
and fruit, barrels of alcohol and various tools and
equipment on shelves or resting next to the walls. A
small wiry man with shifty eyes walks out to great
you, “Good day travellers. I am Gunter, and this here
is my place. What can I get for you? Do you need
travelling supplies, a meal, or are you looking for a
place to stay for the night?”
Allow the PCs to answer. Gunter will point out Prondell
if asked, and will sell the PCs rations and basic
adventuring gear for triple the normal price. Times are
hard in Keth!
Once the PCs have been directed to Prondell, or start
looking for him:
Towards the back of the room, concealed by the
gloom and the trade goods, you can see a man sitting
at a small table eating a meal. He has noticed your
entrance and watches you approach. When you get
to his table, he stands, spits something from his
mouth onto the floor and holds out his hand to you,
“I’m Prondell, what are you wanting with me?”
If the PCs are here to talk to Prondell, go to 3A.
If the PCs are here to arrest Prondell, go to 3B.
3A: THE RANGER TALKS
Wait for the PCs to answer. If the PCs tell Prondell that
they are working for House Abonhoth he will answer
their questions (see below). If they don’t identify
themselves, he will be evasive and will soon try to leave.
Some possible questions the PCs might have:
What is going on in this forest?
I don’t know exactly. But I have seen many
strange creatures. Creatures that look corrupted by
dark powers, and that attack people like rabid dogs
would.
Why haven’t you sent a report to House Abonhoth?
I’ve been out in the forest, looking for someone
or something that might know more about what is
going on. I just got back in today. I was about to
write a letter asking them to send me more help.
Why would you need more help?
I heard about a crazy old hermit named Fyodr
living to the north of here. He is said to know a great
deal about this forest and everything that happens
in it. But he’s also said to be a mad as a cut snake and
twice as deadly. I don’t mind taking Abonhoth coin,
but I am not going to die for it.
Can you take us to this hermit?
Sure, but I haven’t been paid for a while. It will
cost you 50gp.
Prondell is willing to negotiate on the price, as he is
planning to rob them of everything anyway. Allow the
PCs a DC 12 Sense Motive check to know that he is
willing to negotiate the price. A DC 18 Sense Motive
check reveals that he will go down to about half the
requested amount. A DC 22 Sense Motive check reveals
that he will not go below 20gp. A DC (20 + Prondell’s
Bluff modifier) Sense Motive will reveal that Prondell
doesn’t really care about the price, he is just going
through the motions of negotiating.
Prondell will not go below 20gp, as he knows that
the location of the hermit and the information the
hermit has is worth at least that much. Prondell feels that
if he accepts any less than 20gp it will look suspicious.
GMs should feel free to inform the PCs that they realise
that the location of the hermit and the information he
has is worth at least 20gp.
Specifically, what sort of strange things have you
seen?
I have seen: strange lights and flashes; weird
howling noises; rabid animals; glowing, poisonous
mosses and fungi; mutant and corrupted animals;
sightings of small winged demons; evil, blood
RTK7-03 Strange Days in the Timberway
Page 6
drinking fey; and apparitions in the mist that can
steal a mans soul.
Really, some of that sounds a little far fetched?
OK, I haven’t seen any demons, blood-drinking
fey or apparitions in the mist, but I have heard other
folk speak of them.
When can we leave?
As soon as you are ready.
PCs can leave whenever they like. Gunter will allow
them to sleep in the Trading Post if the PCs have
purchased standard lifestyle of better for this module.
3B: THE RANGER FLEES
If the PCs try to arrest Prondell, ask them how they are
approaching him. If they have weapons at the ready he
will try to flee immediately. If they try talking, he will
greet them as in 3a above.
Prondell’s main aim is to get out of the Trading Post
and into the forest. From there he will make his way back
to where Trong is hiding.
Creatures: Prondell is trying to get away, not to fight or
kill the PCs. Because of this, the EL of this encounter is 0,
but the PCs still get full XP for encounter five whether
they face Prondell and Trong together or separately.
APL 2 (EL 0)
�Prondell: male human rogue 1/ranger 1; hp 12;
Appendix 1.
APL 4 (EL 0)
�Prondell: male human rogue 3/ranger 1; hp 22;
Appendix 1.
APL 6 (EL 0)
�Prondell: male human rogue 4/ranger 2; hp 34;
Appendix 1.
APL 8 (EL 0)
�Prondell: male human rogue 5/ranger 3; hp 46;
Appendix 1.
Tactics: As stated above, Prondell is trying to get out of
the Trading Post. His main aim is to get out of town to
where Trong is so that he can get some help. He will
fight as much as he must, but will not stay if he has a line
of retreat.
Treasure: The PCs can gain the following treasure by
looting Prondell:
�APL 2: Loot 36 gp; Magic 112 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148
gp.
�APL 4: Loot 27 gp; Magic 216 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp); Total 244 gp.
�APL 6: Loot 53 gp; Magic 550 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp.
�APL 8: Loot 53 gp; Magic 550 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp.
Development: If Prondell gets away he can be tracked
with a DC 10 Survival check by anybody with the Track
feat (Players Handbook pg 101). Prondell is moving at
full speed, so the PCs will need to add 5 to the DC of the
check if they wish to keep up. PCs can take 10 on this
check.
If none of the PCs have the Track feat, they can buy a
hunting dog from the villagers for 250gp (the villagers
know desperate when they see it). This can be bargained
down to 200gp with a DC 15 diplomacy check, or to
125gp with a DC 30 diplomacy check. Use the stats for a
small dog (Monster Manual pg 271). If the PCs cannot
track, and refuse to pay that much for a 25gp dog, the
adventure effectively ends here.
If the PCs capture Prondell they can question him
and have him locked up until the reeve arrives. To get
any information out of Prondell will require one of the
following: magical coercion (charm person, dominate person,
etc.); a promise of freedom, which Prondell will use his
sense motive skill to judge if genuine; or a successful
intimidate check (see Players Handbook pg 76).
Remember that the PCs are on no time limit here, but
that if they fail to intimidate him they cannot retry.
If the PCs succeed on coercing Prondell he will tell
them that the hermit is genuine, is crazy and deadly,
knows more about what is going on than Prondell does
and has magical powers. Prondell will also give the
location of the hermit, about 25 miles to the north on the
edge of Lake Tynon.
ENCOUNTER FOUR: AN ORC
IN THE BLACK FOREST
It will be a two day march through the forest to Lake
Tynon to find the hermit. During that time the PCs will
be able to see for themselves how bad this area of the
Timberway has become.
Due to the flexible nature of Encounter Three, and
the possibility that Prondell will not be with the party,
some box text may need to be adjusted from this point
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forth. Box text that should be dropped if Prondell is not
present is enclosed in brackets below.
Ask the players for a marching order for a 10 ft. wide
path. Prondell is NEVER at the front! He is always in the
second or third rank. While the PCs are not going to be
attacked until nightfall, they don’t need to know that!
As you travel north from Reeswold you can see for
yourself that all is not right in this forest. There are
almost no creatures to be seen, whether large game,
small game, birds or even small reptiles. Most of the
trees and plants bear little or no fruit or flowers.
During the day you are kept on a constant edge
by the long silences, periodically broken by strange
howls from the forest. [Even Prondell, a native of
this area, travels with his axe in hand and constantly
on the lookout for trouble.]
As evening approaches you find a small clearing
by the road in which to make camp. Once again you
are struck by the eerie silence in the area.
The wortlings are waiting in the woods for the PCs to
separate a little. They then attack the most isolated PC
possible. If the players ask where Prondell is, mention
casually that he is collecting wood.
Creatures: Normally wortlings travel in much larger
packs, but the orcwort they are from is sick, and cannot
produce any more ‘fruit’.
When the PCs first see the wortlings they can
attempt a DC 42 Knowledge (nature) check to know
anything about these creatures. The DC is based on the
Hit Dice of the orcwort (32 HD), of which the wortlings
are but a fruit.
NOTE: Remember that the wortling sleep poison works
as the spell. This means that affected PCs can be woken
up by their fellows.
APL 2 (EL 3)
�Fiendish Wortling: hp 18; Appendix 1.
APL 4 (EL 5)
�Fiendish Wortlings (2): hp 18 each; Appendix 1.
APL 6 (EL 8)
�Advanced Fiendish Wortlings (2): hp 49 each;
Appendix 1.
APL 8 (EL 10)
�Advanced Fiendish Wortlings (4): hp 49 each;
Appendix 1.
Tactics: The wortlings are here for food. They will try to
subdue a single PC, then carry them off into the woods to
feed to the orcwort. The orcwort is several hundred yards
away, so rescuing a subdued PC should not be difficult.
The wortlings do not run when carrying a sleeping
victim, to do so would awaken them. As plants, wortlings
are unaffected by the forest terrain, but for the PCs it
counts as difficult terrain as normal.
ENCOUNTER FIVE: THE
DOUBLE CROSS
Prondell is getting closer to his hide out, and to Trong.
He starts to become more garrulous, partially to hide his
nervousness, but also to alert Trong that he is
approaching.
Once again, ask the PCs for a marching order, and
ensure that Prondell is NOT in the front rank.
This second day of travel is little better than the
first. As you travel you continue to be amazed by the
lack of life in the forest. There was no dawn chorus
to wake you and you have not seen a single creature
all morning.
[Prondell is doing his best to point out the
various types of corruption that are about. While
talking he tells you a little about the crazy hermit he
is taking you to see. “The hermit lives on the edge of
a small lake, Lake Tynon, not far north of here. They
say that he has been living there for years, and that
he is at least 100 years old. He is as mad as a cut
snake, living as a total recluse and surviving on the
fish of the Lake as his only food source. Most people
won’t go near him. He is said to have magical
powers, able to control the water and the fish that
live in it.]
As you travel you can see many strange fungi
growing on the trees and plants, and despite it being
a lovely Spring day many of the plants are wilting
and look sick. Several times you are forced to move
off the path because of trees that have recently
dropped across it.
Make Sense Motive checks for all the players against
a DC of (10 plus Prondell’s bluff modifier). Those that
succeed notice that Prondell is even more nervous today
than yesterday. Those that succeed by 5 or more are not
flat-footed against Prondell in the first round of the
combat.
If Prondell is with the party:
It is almost midday when Prondell stops and
motions for quiet. “I think I can hear something up
ahead,” he whispers. As you pause you can hear a
faint movement in the brush ahead. Suddenly, an
orc steps out from behind a tree 60 ft. up the path
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and charges you. Unlike the creatures you saw last
night, this orc has facial features and is roaring as he
charges.
If Prondell is NOT with the party:
It is almost midday, and you are hoping to find
Lake Tynon within the hour, when you hear the
sound of movement ahead. Suddenly, an orc steps
out from behind a tree 60 ft. up the path and
charges. Unlike the creatures you saw last night, this
orc has facial features and is roaring as he charges.
Creatures: The orc is Trong, Prondell’s partner in crime.
If Prondell escaped in encounter three the PCs get to face
him again now. The PCs still get full XP for this
encounter whether they face Prondell and Trong
together or separately.
When Trong steps out from behind the tree,
everybody has a chance to react. Roll for initiative, and
have Trong do his charge on his initiative turn. There is
NO surprise round in this combat.
APL 2 (EL 3)
�Prondell: male human rogue 1/ranger 1; hp 12;
Appendix 1.
�Trong: male orc barbarian 1; hp 11(13); Appendix
1.
APL 4 (EL 5)
�Prondell: male human rogue 3/ranger 1; hp 22;
Appendix 1.
�Trong: male orc barbarian 2; hp 22(26); Appendix
1.
APL 6 (EL 7)
�Prondell: male human rogue 4/ranger 2; hp 34;
Appendix 1.
�Trong: male orc barbarian 4; hp 44(52); Appendix
1.
APL 8 (EL 9)
�Prondell: male human rogue 5/ranger 3; hp 46;
Appendix 1.
�Trong: male orc barbarian 6; hp 66(78); Appendix
1.
Tactics: Trong simply charges and hacks away at each
opponent until he drops them. If the PCs still believe
that Prondell is on their side, he will ‘ready for the orc’ in
the first round, then step in and sneak attack after Trong
charges. If the PCs are on to Prondell, he will tumble for
flanks and try to fight his way out.
Treasure: The PCs can gain the following treasure by
looting Trong. The treasure for looting Prondell can be
found in encounter three.
�APL 2: Loot 30 gp; Magic 150 gp; Quiver of
Ehlonna (150 gp); Total 180 gp.
�APL 4: Loot 30 gp; Magic 358 gp; Quiver of
Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp.
�APL 6: Loot 30 gp; Magic 358 gp; Quiver of
Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp.
�APL 8: Loot 30 gp; Magic 708 gp; Quiver of
Ehlonna (150 gp), mithral breast plate (350 gp), ring of
sustenance (208 gp); Total 738 gp.
Development: If the PCs capture Prondell and Trong
they can question them. Trong has no useful information,
but Prondell can be coerced into telling the PCs what he
knows about Fyodr, the hermit.
Prondell can tell the PCs that Fyodr the hermit is
genuine, is crazy and deadly, knows more about what is
going on than Prondell does and has magical powers.
Prondell will also give the location of the hermit, about 2
miles to the north on the edge of Lake Tynon.
ENCOUNTER SIX: THE
HERMIT
It is a short journey from the site of the ambush to Lake
Tynon. Once there they will see Fyodr sitting by the
Lake. PCs are unlikely to just attack Fyodr, but they are
welcome to do so. If they do attack him, he will not reveal
anything he knows without magical coercion. Fyodr is
fickle and suicidal, and will NOT help anyone after being
attacked.
NOTE: Fyodr can only speak Cold Tongue and Sylvan.
If none of the PCs can communicate in either of these
languages, either normally or magically, then this
encounter reverts immediately to combat.
As you walk into the clearing you can see the waters
of Lake Tynon stretching out before. The Lake is still
and quiet, waiting with a deathly patience for
somebody to break the mirror-like finish of its
surface.
All around the edge of the Lake you can see
scum and rotting plant matter on the banks. Poking
out of the water are reeds that look brown and dead.
There are no birds, there are no sounds…
As you take this in an old man comes into sight
from around a curve in the bank. He is 5’6”, pot
bellied and has long, lanky hair and a matted beard.
His skin has a greenish tinge to it, and he holds a
half-eaten raw fish in his hand.
As he comes closer, you can see that his eyes are
black pits. Noticing you he pauses, throws the fish
to the ground, and then approaches you.
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Players will probably want to interrupt the description at
this stage, so ask them what they want to do. Remember,
if they attack, Fyodr will fight to the death with glee.
Even if they subdue him, they will never get Fyodr to talk
without magical coercion.
If the PCs try greeting Fyodr they will need to make
a Diplomacy check. Fyodr begins with an attitude of
Unfriendly, and the PCs need to shift his attitude to
Indifferent (DC 15). It is not possible to shift Fyodr’s
attitude further than Indifferent at this stage of the
encounter. If the PCs fail by less than 5 Fyodr will still
talk to them, but the subsequent diplomacy check at the
end of the encounter will be more difficult.
If the PCs fail by five or more, Fyodr becomes
enraged at some imagined (or not so imagined) slight or
insult and attacks the party.
If they succeed, Fyodr will respond in Cold Tongue.
If nobody in the party can speak either Cold Tongue or
Sylvan, either normally or via magic, then negotiations
break down and Fyodr attacks.
If the PCs manage to communicate with Fyodr, they
can ask him about what is going on. This is Fyodr’s story:
“For many passings of the seasons I have lived at
this Lake. Sometimes your kind would travel here
and leave me gifts, and sometimes I would help
some of your kind. But for the most part I lived
alone, peaceful and happy.
“Recently though more people came to my lake
for fish. They are always whining that there is no
food, that there are no more animals in the forest.
‘Fyodr, Fyodr’, they would say ‘Please help us we are
hungry’. This would make me angry, and sometimes
I kill these people, making it peaceful once again.
But soon, I notice that there is rot in the trees, that
the lake is dying, and that the fish are disappearing.
“It is the same on all banks of the lake, and for
miles in every direction. I wonder why this is, but
there is no answer. I can taste the dark magic on the
wind, but it is never close enough for me to identify.
Then one day a creature comes.
“This creature is foul, seeking only to bring
corruption and filth, to destroy the natural order
and to give power to the darkness. It tried to recruit
me to its cause, and I refused. Naturally, we fought,
and naturally I won. But in the fight I was wounded.
The wound has now healed, but the corruption
that the creature carried is now inside me. The rage
destroys my reason, and soon I will be as one with
the darkness that will soon cover this land.
“If you wish to find this filth, to stop the
darkness, you must seek the Heart of the
Timberway. But beware, the Heart is the true power
in this forest, the life and the centre of all that is
pure. If they are corrupting it, as I believe, it will be
guarded by many dark abominations.”
Ask the PC that was talking to Fyodr to make a diplomacy
check (see Players Handbook pg 71-72). Those PCs that
can speak either Cold Tongue or Sylvan can try to assist.
Add the APL to the DC of this Diplomacy check to
represent the level to which Fyodr is corrupted, and the
diminishing control he has over his rage.
If the PCs’ diplomacy check leaves Fyodr with an
attitude of Indifferent or worse, he will attack the party
to the best of his ability.
If the PCs’ diplomacy check moves Fyodr to
Friendly, then he attacks the party, but will not try to
drag them into the water and drown them, and (at APL
6&8) will not rage until he is down to his last 20hp.
If the PCs’ diplomacy check moves Fyodr to Helpful,
then he will ask the PCs to kill him, and end his misery.
If the PCs refuse, then Fyodr’s attitude shifts back to
Friendly and he attacks them as above.
“And now it is time to end the corruption, it is time
for Fyodr to die!”
If Fyodr’s attitude is Friendly or worse, he attacks as
detailed above. If it is Helpful:
“You can help end Fyodr’s misery, stop him from
joining the darkness. End Fyodr’s life now, end it
before Fyodr loses control.” And so saying, Fyodr
turns his back on you and bows his head, waiting for
the death blow to land.
If the PCs refuse to kill Fyodr, he turns with a sneer
and attacks them.
Creature: Fyodr is a corrupted fey. The corruption has
shifted his alignment to evil, and APLs 6 & 8 he soon
becomes lost in a rage-filled madness. Fyodr is essentially
suicidal, but in the typical perversity of most life, cannot
kill himself. Only the most diplomatic of PCs will
prevent Fyodr from trying to take others with him (see
above).
APL 2 (EL 4)
�Fyodr: male fiendish vodyanoi; hp 25; Appendix
1.
APL 4 (EL 6)
�Fyodr: male advanced fiendish vodyanoi; hp 45;
Appendix 1.
APL 6 (EL 9)
�Fyodr:
male
advanced
fiendish
vodyanoi
barbarian 3; hp 55(79); Appendix 1.
APL 8 (EL 11)
�Fyodr:
male
advanced
fiendish
vodyanoi
barbarian 5; hp 75(103); Appendix 1.
RTK7-03 Strange Days in the Timberway
Page 10
Tactics: Fyodr attacks so that he can reach as many PCs
as possible, and so that as many of them can reach him as
possible. He is trying to die, and depending on how
diplomatic the PCs were (see above), he is trying to take
several PCs with him.
Treasure: The PCs can gain the following treasure by
looting Fyodr.
�APL 2: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
�APL 4: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
�APL 6: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
�APL 8: Magic 792 gp; brooch of shielding (125 gp),
pale blue ioun stone (667 gp); Total 792 gp.
Development: With Fyodr’s story, the PCs now have the
information that House Abonhoth requires. If the PCs
seem intent on running off to the Heart of the Forest at
this time, remind them that they were asked to return
with information, not deal with the whole matter
themselves.
If the PCs wish to try and cure Fyodr, then they are
going to have a hard time. A DC20 Knowledge (arcana),
(nature), (the planes) or a DC15 Bardic Knowledge check
will reveal that Fyodr’s essential nature is being changed.
In game terms this means he is acquiring a template, but
the PCs don’t know what sort of template. A DC30
Knowledge (nature) check reveals that he is being
changed into an unseelie fey. In game terms he has
acquired the fiendish template, and will soon have the
half-fiend template.
There is no cure for Fyodr’s slow corruption, other
than a wish or a miracle.
If the PCs get the information before killing Fyodr,
they receive the Blessing of Fyodr. If the attack Fyodr
immediately, or are unable to communicate with him,
then they don’t receive his blessing. If the PCs capture
Fyodr to take him back to House Abonhoth for
questioning or healing then they do not receive Fyodr’s
blessing.
CONCLUSION
The PCs quickly return to Abonhoth lands, and are soon
in the presence of Lady Harrina Abonhoth once more.
Your journey back to the lands of House Abonhoth
is one of returning to the light. As you travel the
forest becomes less dark and forbidding, until you
cross the border back into Abonhoth. The land and
the forest once again looks like it should in the
bloom of Spring.
CONCLUSION A: THE PCS GOT THE
INFORMATION FROM FYODR
If the PCs managed to get the information from Fyodr,
read the following:
Arriving at Abonhoth Castle you are soon led in to
see Lady Harrina. She is pleased to see you, and
seems very excited. She asks you to tell her
everything that happened, and hangs on every word
as you tell your tale.
Finishing your tale, Lady Harrina sits for a
moment, stunned by what you had to say. “This is
incredible. We need to find out more about who is
behind this, what the Heart of the Forest is and how
to stop the corruption. Will you help to deal with
the problem?”
Allow the PCs to answer as they choose. So long as they
don’t insult Lady Harrina, continue:
“We owe you a debt for what you have done, but you
must understand that at this time House Abonhoth
cannot publicly acknowledge your deeds. However,
once this situation is dealt with I am sure that will
change. For now I can only offer you a small reward
from my own discretionary fund. I hope it is
enough.”
The PCs receive the Gratitude of Lady Harrina, the
Appreciation of House Abonhoth and the Blessing of
Fyodr.
If the PCs paid Gallini the Highwayman, they
receive the Robbed by Gallini the Highwayman AR
reward.
If the PCs captured Prondell, either in Reeswold or
in the forest, and turn him over to the authorities of
House Keth they earn the Favour of House Keth. There
is no bounty for Prondell, as the House cannot afford to
pay one.
CONCLUSION B: THE PCS DID NOT GET
THE INFORMATION FROM FYODR
If the PCs attacked Fyodr before speaking with him, or
were unable to otherwise speak to him, read the
following:
Arriving at Abonhoth Castle you are soon led in to
see Lady Harrina. She is pleased to see you, and
seems very excited. She asks you to tell her
everything that happened, but seems rather
disappointed that you discovered so little.
Finishing your tale, Lady Harrina speaks, “It is a
pity that you could not discover more about what is
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Page 11
happening inside the Keth border. We will need to
investigate further before we are able to take action.
If other agents are able to discover anything, will
you help to deal with the problem?”
Allow the PCs to answer as they choose. So long as they
don’t insult Lady Harrina, continue:
“We owe you a small debt for what you have done,
but you must understand that at this time House
Abonhoth cannot publicly acknowledge your deeds.
However, once this situation is dealt with I am sure
that will change. For now I can only offer you my
thanks, and the possibility of greater reward in the
future.”
The PCs receive the Appreciation of House
Abonhoth.
If the PCs paid Gallini the Highwayman, they
receive the Robbed by Gallini the Highwayman AR
reward.
If the PCs captured Prondell, either in Reeswold or
in the forest, and turn him over to the authorities of
House Keth they earn the Favour of House Keth. There
is no bounty for Prondell, as the House cannot afford to
pay one.
CONCLUSION C: THE PCS CAPTURED
FYODR AND RETURNED HIM TO
HOUSE ABONHOTH
If the PCs could not talk to Fyodr, but captured him and
returned him to House Abonhoth for questioning, read
the following:
Arriving at Abonhoth Castle you are soon led in to
see Lady Harrina. She is pleased to see you, and
seems very excited. She asks you to tell her
everything that happened, and hangs on every word
as you tell your tale.
Lady Harrina spends some time questioning
Fyodr in Cold Tongue. Upon the conclusion of his
tale, Fyodr is led away and Lady Harrina relates his
sad tale to you.
GMs should paraphrase the information from Fyodr’s tale
in Encounter Six.
Finishing the tale, Lady Harrina sits for a
moment. “This is incredible. We need to find out
more about who is behind this, what the Heart of
the Forest is and how to stop the corruption. Will
you help to deal with the problem?”
Allow the PCs to answer as they choose. So long as they
don’t insult Lady Harrina, continue:
“We owe you a debt for what you have done, but you
must understand that at this time House Abonhoth
cannot publicly acknowledge your deeds. However,
once this situation is dealt with I am sure that will
change. For now I can only offer you a small reward
from my own discretionary fund. I hope it is
enough.”
The PCs receive the Gratitude of Lady Harrina and the
Appreciation of House Abonhoth.
If the PCs paid Gallini the Highwayman, they
receive the Robbed by Gallini the Highwayman AR
reward.
If the PCs captured Prondell, either in Reeswold or
in the forest, and turn him over to the authorities of
House Keth they earn the Favour of House Keth. There
is no bounty for Prondell, as the House cannot afford to
pay one.
The End.
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Page 12
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
Encounter 1
Get past Gallini
APL 2
60 XP
APL 4
60 XP
APL 6
0 XP
APL 8
0 XP
Encounter 3
Arrest Prondell
APL 2
0 XP
APL 4
0 XP
APL 6
0 XP
APL 8
0 XP
Encounter 4
Defeat the wortlings
APL 2
90 XP
APL 4
150 XP
APL 6
240 XP
APL 8
300 XP
Encounter 5
Defeat Prondell and Trong
APL 2
90 XP
APL 4
150 XP
APL 6
210 XP
APL 8
270 XP
Encounter 6
Kill Fyodr
APL 2
120 XP
APL 4
180 XP
APL 6
270 XP
APL 8
330 XP
Story Award
Objective met: Get information from Fyodr
APL 2
90 XP
APL 4
135 XP
APL 6
180 XP
APL 8
225 XP
Total possible experience:
APL 2
450 XP
APL 4
675 XP
APL 6
900 XP
APL 8
1125 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this treasure,
the coin total is subtracted from the encounter totals
given below.
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
because characters may want to use them during the
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
Introduction
All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10
gp.
Encounter 1: Scary, Scary, Don’t we Look Mean
All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x
potion of cure light wounds (4 gp each); Total 78 gp.
Encounter 3: The Trading Post
APL 2: Loot 36 gp; Magic 112 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148
gp.
APL 4: Loot 27 gp; Magic 216 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp); Total 244 gp.
RTK7-03 Strange Days in the Timberway
Page 13
APL 6: Loot 53 gp; Magic 550 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp.
APL 8: Loot 53 gp; Magic 550 gp; wand of cure light
wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain
shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp.
Encounter 5: The Double Cross
APL 2: Loot 30 gp; Magic 150 gp; Quiver of Ehlonna
(150 gp); Total 180 gp.
APL 4: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna
(150 gp), ring of sustenance (208 gp); Total 388 gp.
APL 6: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna
(150 gp), ring of sustenance (208 gp); Total 388 gp.
APL 8: Loot 30 gp; Magic 708 gp; Quiver of Ehlonna
(150 gp), mithral breast plate (350 gp), ring of sustenance
(208 gp); Total 738 gp.
Encounter 6: The Hermit
APL 2: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
APL 4: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
APL 6: Magic 125 gp; brooch of shielding (125 gp);
Total 125 gp.
APL 8: Magic 792 gp; brooch of shielding (125 gp), pale
blue ioun stone (667 gp); Total 792 gp.
Total Possible Treasure
APL 2: Loot: 131 gp; Coin: 15 gp; Magic: 395 gp;
Total: 541 gp (max 450gp)
APL 4: Loot: 122 gp; Coin: 15 gp; Magic: 707 gp;
Total: 844 gp (max 650gp)
APL 6: Loot: 148 gp; Coin: 15 gp; Magic: 1,094 gp;
Total: 1,257 gp (max 900gp)
APL 8: Loot: 148 gp; Coin: 15 gp; Magic: 2,058 gp;
Total: 2,221 gp (max 1,300gp)
Special
Blessing of Fyodr: For releasing Fyodr from his misery
and corruption he has marked you with his blessing. This
blessing can be seen by all fey creatures and gives you a
+2 bonus on all Cha checks with fey. Also, you may use
this favour to re-roll one failed saving throw with a +2
bonus, but doing so removes the blessing. Mark off this
favour when used.
Appreciation of House Abonhoth: Though House
Abonhoth appreciates what you have done for them, they
cannot publicly acknowledge your efforts at this time.
However, Lady Harrina promises that your efforts will be
acknowledged in the future.
Gratitude of Lady Harrina: In gratitude of your efforts
Lady Harrina has personally offered to either: provide a
choker of eloquence – lesser at the cost of only 4,500gp
(Access: Regional) or; to arrange access to have any one
weapon upgraded with any +1 bonus Special Ability from
tables 7-14 and 7-15 of the DMG at the normal cost. Mark
off this favour when used.
Favour of House Keth: For turning in the bandit
Prondell you have earned one influence point with
House Keth.
Robbed by Gallini the Highwayman: You were
waylaid and robbed by Gallini the Highwayman. In your
next
Ratik
adventure
you
may
receive
one
TU of standard upkeep for free as you dine out on the
tale. You are not sure if everyone is laughing with you
though...
ITEMS FOR THE ADVENTURE
RECORD
Item Access
APL 2:
•
Choker of eloquence - lesser (Regional; CL 6th; Complete
Adventurer; 4,500 gp)
•
Elixir of Love (Adventure; DMG)
•
Quiver of Ehlonna (Adventure; DMG)
APL 4 (all of APL 2 plus the following):
•
Brooch of Shielding (Adventure; DMG)
•
Ring of Sustenance (Adventure; DMG)
APL 6 (all of APLs 2-4 plus the following):
•
mithral breast plate (Adventure; DMG)
APL 8 (all of APLs 2-6 plus the following):
•
Pale blue ioun stone (Adventure; DMG)
RTK7-03 Strange Days in the Timberway
Page 14
APPENDIX 1: ALL APLS
1: SCARY, SCARY, DON’T WE LOOK
MEAN
G ALLI NI
CR 1
Male human bard 1
CN Medium Humanoid (Human)
Init +6; Senses Listen +0, Spot +0
Languages Common
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 chain shirt)
hp 5 (1d6+1 HD);
Fort +1, Ref +4, Will +2
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw rapier +2 (1d6+1)
Ranged dagger +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +1
Special Options Bardic Music, Spells
Combat Gear mw rapier, dagger, chain shirt, potion of
cure light wounds
Bard Spells Known (CL 1st):
0
(2/day)—Detect
Magic,
Light,
Mending,
Prestidigitation
Abilities Str 13, Dex 14, Con 12, Int 11, Wis 10, Cha 16
Feats Improved Initiative, Persuasive
Skills Bluff +9, Diplomacy +7, Disguise +7, Intimidate
+7, Knowledge (local – NMR) +4, Perform (oratory)
+7, Sense Motive +4
Possessions 2 x rings, 12gp
I S E L D A
CR 1
Female gnome wizard (illusionist) 1
CN Small Humanoid (Gnome)
Init +2; Senses Listen +0, Spot +0
Languages Common, Gnome, Cold Tongue,
AC 17, touch 13, flat-footed 15
(+1 size, +2 Dex, +4 mage armor)
hp 5 (1d4+2 HD);
Fort +2, Ref +2, Will +2
Speed 20 ft. in no armor (4 squares), base movement
20 ft.;
Melee dagger +0 (1d3-1)
Ranged light crossbow +3 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp –5
Special Options Spells, Spell-like abilities
Combat Gear light crossbow (x10), bolts (x50), dagger,
spell component pouch, potion of cure light wounds
Wizard Spells Prepared (CL 1st):
1st—mage armor�, true strike �, silent image �
0—detect magic, mage hand (x2), ghost sound
�Already cast
Spell-Like Abilities (CL 1st):
1/day—speak with animals, dancing lights, ghost
sound, prestidigitation
Abilities Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 10
SQ gnome racial traits, low-light vision, summon familiar
Feats Point Blank Shot, Scribe Scroll
Skills Concentration +6, Knowledge (local – NMR) +6,
Knowledge (arcana) +6, Spellcraft +6
Possessions combat gear
RTK7-03 Strange Days in the Timberway
Page 15
APPENDIX 1: APL 2
3: THE TRADING POST
P R O N D E L L
CR 2
Male human rogue 1/ranger 1
CN Medium Humanoid (Human)
Init +6; Senses Listen +6, Spot +6
Languages Common
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 chain shirt)
hp 12 (1d6+1 plus 1d8+1 HD);
Fort +3, Ref +6, Will +1
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +4 (1d6+2)
Ranged mw throwing axe +4 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Special Options Favored Enemy (humans) +2,
Sneak Attack +1d6, Wild Empathy
Combat Gear mw throwing axe, dagger, chain shirt,
wand of cure light wounds
Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha
10
Feats Improved Initiative, Persuasive, Track
Skills Bluff +6, Hide +4, Intimidate +6, Knowledge
(local – NMR) +4, Listen +6, Move Silently +4,
Search +4, Spot +6, Survival +6, Tumble +4
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
4: AN ORC IN BLACK FOREST
F I E N D I S H W O R T L I N G
CR 3
NE Small Plant (augmented, extraplanar)
Init +6; Senses Listen +0, Spot +0
Languages None
AC 16, touch 13, flat-footed 14
(+1 Size, +2 Dex, +3 Natural)
hp 18 (3d8 HD);
Immune
poison,
sleep,
paralysis,
stunning,
polymorphing
Resist cold 5, fire 5; SR 8
Fort +3, Ref +3, Will +1
Speed 30 ft. in no armor (6 squares), climb 15ft., base
movement 30 ft.;
Melee claws (x2) +5 (1d3+2 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +0
Attack Options Poison, Swarming, Smite good 1/day
(+3 damage)
Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6
SQ Plantmind, partial immunity to piercing, plant
traits, woodsense, darkvision 60ft.
Feats Improved Initiative
Skills Climb +10, Hide +11, Move Silently +7
Possessions None
Poison (Ex): A wortling delivers its poison (Fortitude
save DC 11) with each successful claw attack. The
initial damage is sleep for 1 minute, and the
secondary damage is sleep for 1d10 minutes. Both
of these sleep effects work only against living
creatures but otherwise function as the spell of the
same name.
Swarming (Ex): Wortlings can swarm over and
around each other with ease, so up to three of
them can occupy the same 5-foot-by-5-foot space.
They are likewise adept at attacking as a group; for
every wortling that is grappling a foe (grapple
bonus +0), every wortling gets a +1 competence
bonus on attack rolls against that foe.
Plantmind (Ex): All wortlings within fifteen miles of
their orcwort parent are in constant communication.
If one is aware of a particular danger, they all are. If
one in a particular group is not flat-footed, none of
them are. No wortling in such a group is considered
flanked unless they all are.
Partial Immunity to Piercing (Ex): Piercing weapons
deal only half damage to orcworts, and wortlings.
The minimum damage per hit with such a weapon
is 1 point.
Plant Traits (Ex): An orcwort or wortling is immune to
poison,
sleep,
paralysis,
stunning,
and
polymorphing. It is not subject to critical hits or
mind-affecting effects.
Woodsense (EV): And orcwort or wortling can
automatically sense the location of anything within
60 feet that is in contact with vegetation, even
objects or creatures that are not in contact with the
same vegetation as itself
5: THE DOUBLE−CROSS
P R O N D E L L
CR 2
Male human rogue 1/ranger 1
CN Medium Humanoid (Human)
Init +6; Senses Listen +6, Spot +6
Languages Common
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 chain shirt)
hp 12 (1d6+1 plus 1d8+1 HD);
Fort +3, Ref +6, Will +1
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +4 (1d6+2)
Ranged mw throwing axe +4 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Special Options Favored Enemy (humans) +2,
Sneak Attack +1d6, Wild Empathy
Combat Gear mw throwing axe, dagger, chain shirt,
wand of cure light wounds
Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha
10
Feats Improved Initiative, Persuasive, Track
RTK7-03 Strange Days in the Timberway
Page 16
Skills Bluff +6, Hide +4, Intimidate +6, Knowledge
(local – NMR) +4, Listen +6, Move Silently +4,
Search +4, Spot +6, Survival +6, Tumble +4
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
T R O N G
CR 1
Male orc barbarian 1
CE Medium Humanoid (Orc)
Init +2; Senses Listen +4, Spot +0
Languages Common, Orc
AC 17 , touch 12, flat-footed 15
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 11 (1d12+2 HD);
Fort +4, Ref +2, Will +0
Speed 40 ft. in studded leather armor (8 squares),
base movement 40 ft.;
Melee mw throwing axe +7 (1d6+4)
Ranged javelin +3 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +5
Special Options Rage
Combat Gear mw throwing axe, dagger, javelin (x18),
studded leather, heavy wooden shield, Quiver of
Ehlonna
Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8
SQ Darkvision 60ft., light sensitivity, fast movement,
uncanny dodge
Feats Weapon Focus (throwing axe)
Skills Listen +4, Survival +4
Possessions Combat Gear plus furs
T R O N G ( R AG I N G)
AC 15, touch 10, flat-footed 13
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 13 (1d12+4 HD);
Fort +6, Ref +2, Will +2
Speed 40 ft. in studded leather armor (8 squares),
base movement 40 ft.;
Melee mw throwing axe +9 (1d6+6)
Ranged javelin +3 (1d6+6)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +7
Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8
6: THE HERMIT
F Y O D R
CR 4
Male fiendish vodyanoi
CE Medium Augmented Fey (Aquatic, Extra-planar)
Init +3; Senses Listen +10, Spot +10
Aura faint evil
Languages Cold Tongue, Sylvan
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 natural)
hp 25 (5d6+5 HD); DR 5/magic
Resist cold 5, fire 5; SR 16
Fort +2, Ref +7, Will +6
Speed 30 ft. in no armor (6 squares), swim 30ft., base
movement 30 ft.;
Melee 2 claws +6 (1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Special Options Control water, fish cloud, improved
grab, smite good 1/day (+5 damage)
Combat Gear Brooch of Shielding
Abilities Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha
11
SQ Amphibious, low-light vision, darkvision 60ft.
Feats Weapon Finesse, Weapon Focus (claw)
Skills Bluff +13, Diplomacy +7, Disguise +0 (+2
acting), Hide +11 (+19 in water), Intimidate +10,
Knowledge (nature) +3, Listen +10, Move Silently
+11 (+19 in water), Spot +10, Survival +10, Swim
+10 (can always take 10)
Possessions Combat Gear
RTK7-03 Strange Days in the Timberway
Page 17
APL 4
3: THE TRADING POST
P R O N D E L L
CR 4
Male human rogue 3/ranger 1
CN Medium Humanoid (Human)
Init +6; Senses Listen +8, Spot +8
Languages Common
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 chain shirt +1)
hp 22 (3d6+3 plus 1d8+1 HD);
Fort +4, Ref +7, Will +2
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +6 (1d6+2)
Ranged mw throwing axe +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Special Options Favored Enemy (humans) +2,
Sneak Attack +2d6, Wild Empathy
Combat Gear mw throwing axe, dagger, +1 chain
shirt, wand of cure light wounds
Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha
10
Feats Dodge, Improved Initiative, Persuasive, Track
Skills Bluff +8, Hide +7, Intimidate +10, Knowledge
(local – NMR) +6, Listen +8, Move Silently +7,
Search +6, Spot +8, Survival +6, Tumble +7
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
4: AN ORC IN BLACK FOREST
F I E N D I S H W O R T L I N G
CR 3
NE Small Plant (augmented, extraplanar)
Init +6; Senses Listen +0, Spot +0
Languages None
AC 16, touch 13, flat-footed 14
(+1 Size, +2 Dex, +3 Natural)
hp 18 (3d8 HD);
Immune
poison,
sleep,
paralysis,
stunning,
polymorphing
Resist cold 5, fire 5; SR 8
Fort +3, Ref +3, Will +1
Speed 30 ft. in no armor (6 squares), climb 15ft., base
movement 30 ft.;
Melee claws (x2) +5 (1d3+2 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +0
Attack Options Poison, Swarming, Smite good 1/day
(+3 damage)
Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6
SQ Plantmind, partial immunity to piercing, plant
traits, woodsense, darkvision 60ft.
Feats Improved Initiative
Skills Climb +10, Hide +11, Move Silently +7
Possessions None
Poison (Ex): A wortling delivers its poison (Fortitude
save DC 11) with each successful claw attack. The
initial damage is sleep for 1 minute, and the
secondary damage is sleep for 1d10 minutes. Both
of these sleep effects work only against living
creatures but otherwise function as the spell of the
same name.
Swarming (Ex): Wortlings can swarm over and
around each other with ease, so up to three of
them can occupy the same 5-foot-by-5-foot space.
They are likewise adept at attacking as a group; for
every wortling that is grappling a foe (grapple
bonus +0), every wortling gets a +1 competence
bonus on attack rolls against that foe.
Plantmind (Ex): All wortlings within fifteen miles of
their orcwort parent are in constant communication.
If one is aware of a particular danger, they all are. If
one in a particular group is not flat-footed, none of
them are. No wortling in such a group is considered
flanked unless they all are.
Partial Immunity to Piercing (Ex): Piercing weapons
deal only half damage to orcworts, and wortlings.
The minimum damage per hit with such a weapon
is 1 point.
Plant Traits (Ex): An orcwort or wortling is immune to
poison,
sleep,
paralysis,
stunning,
and
polymorphing. It is not subject to critical hits or
mind-affecting effects.
Woodsense (EV): And orcwort or wortling can
automatically sense the location of anything within
60 feet that is in contact with vegetation, even
objects or creatures that are not in contact with the
same vegetation as itself
5: THE DOUBLE−CROSS
P R O N D E L L
CR 4
Male human rogue 3/ranger 1
CN Medium Humanoid (Human)
Init +6; Senses Listen +8, Spot +8
Languages Common
AC 17, touch 12, flat-footed 15
(+2 Dex, +5 chain shirt +1)
hp 22 (3d6+3 plus 1d8+1 HD);
Fort +4, Ref +7, Will +2
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +6 (1d6+2)
Ranged mw throwing axe +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Special Options Favored Enemy (humans) +2,
Sneak Attack +2d6, Wild Empathy
Combat Gear mw throwing axe, dagger, +1 chain
shirt, wand of cure light wounds
Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha
10
Feats Dodge, Improved Initiative, Persuasive, Track
RTK7-03 Strange Days in the Timberway
Page 18
Skills Bluff +8, Hide +7, Intimidate +10, Knowledge
(local – NMR) +6, Listen +8, Move Silently +7,
Search +6, Spot +8, Survival +6, Tumble +7
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
T R O N G
CR 2
Male orc barbarian 2
CE Medium Humanoid (Orc)
Init +2; Senses Listen +5, Spot +0
Languages Common, Orc
AC 17 , touch 12, flat-footed 15
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 22 (2d12+4 HD);
Fort +5, Ref +2, Will +0
Speed 40 ft. in studded leather armor (8 squares),
base movement 40 ft.;
Melee mw battle axe +8 (1d8+4)
Ranged javelin +4 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +6
Special Options Rage
Combat Gear mw battle axe, dagger, javelin (x18),
studded leather, heavy wooden shield, Quiver of
Ehlonna
Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8
SQ Darkvision 60ft., light sensitivity, fast movement,
uncanny dodge
Feats Weapon Focus (battle axe)
Skills Listen +5, Survival +5
Possessions Combat Gear plus furs, ring of
sustenance
T R O N G ( R AG I N G)
AC 15, touch 10, flat-footed 13
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 28 (2d12+8 HD);
Fort +7, Ref +2, Will +2
Speed 40 ft. in studded leather armor (8 squares),
base movement 40 ft.;
Melee mw battle axe +10 (1d8+6)
Ranged javelin +4 (1d6+6)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +8
Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8
6: THE HERMIT
F Y O D R
CR 6
Advanced male fiendish vodyanoi
CE Medium Augmented Fey (Aquatic, Extra-planar)
Init +7; Senses Listen +14, Spot +14
Aura moderate evil
Languages Cold Tongue, Sylvan
AC 17, touch 13, flat-footed 14
(+3 Dex, +4 natural)
hp 45 (9d6+9 HD); DR 5/magic
Resist cold 10, fire 10; SR 20
Fort +4, Ref +9, Will +8
Speed 30 ft. in no armor (6 squares), swim 30ft., base
movement 30 ft.;
Melee 2 claws +8 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +6
Special Options Control water, fish cloud, improved
grab, smite good 1/day (+9 damage)
Combat Gear Brooch of Shielding
Abilities Str 15, Dex 17, Con 12, Int 12, Wis 14, Cha
11
SQ Amphibious, low-light vision, darkvision 60ft.
Feats Improved Initiative, Improved Natural Attack
(claws), Weapon Finesse, Weapon Focus (claw)
Skills Bluff +17, Diplomacy +7, Disguise +0 (+2
acting), Hide +15 (+23 in water), Intimidate +14,
Knowledge (nature) +3, Listen +14, Move Silently
+15 (+23 in water), Spot +14, Survival +14, Swim
+10 (can always take 10)
Possessions Combat Gear
RTK7-03 Strange Days in the Timberway
Page 19
APL 6
3: THE TRADING POST
P R O N D E L L
CR 6
Male human rogue 4/ranger 2
CN Medium Humanoid (Human)
Init +7; Senses Listen +10, Spot +10
Languages Common
AC 19, touch 13, flat-footed 16
(+3 Dex, +5 chain shirt +1, +1 shield), Dodge,
uncanny dodge
hp 34 (4d6+4 plus 2d8+2 HD);
Fort +5, Ref +10, Will +2
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +8 (1d6+2) or 2 x mw
throwing axe +6 (1d6+2/1d6+1)
Ranged mw throwing axe +9 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Special Options Favored Enemy (humans) +2,
Sneak Attack +2d6, Wild Empathy, Combat Style
Combat Gear mw throwing axe (x2), dagger, +1
chain shirt, wand of cure light wounds, gloves of
dexterity +2
Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12,
Cha 10
Feats Dodge, Improved Initiative, Persuasive, Track,
Two-Weapon Fighting, Two Weapon Defense
Skills Bluff +9, Hide +11, Intimidate +9, Knowledge
(local – NMR) +7, Listen +10, Move Silently +11,
Search +7, Spot +10, Survival +9, Tumble +10
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
4: AN ORC IN BLACK FOREST
AD V AN C E D F I E N D I S H W O R T L I N G
CR 6
NE Small Plant (augmented, extraplanar)
Init +5; Senses Listen +0, Spot +0
Languages None
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 Natural)
hp 49 (7d8+7 HD); DR 5/magic
Immune
poison,
sleep,
paralysis,
stunning,
polymorphing
Resist cold 5, fire 5; SR 12
Fort +6, Ref +3, Will +2
Speed 30 ft. in no armor (6 squares), climb 15ft., base
movement 30 ft.;
Melee claws (x2) +10 (1d6+5 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +9
Attack Options Poison, Swarming, Smite good 1/day
(+7 damage)
Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6
SQ Plantmind, partial immunity to piercing, plant
traits, woodsense, darkvision 60ft.
Feats Augment Ability (poison), Improved Initiative,
Improved Natural Attack (claws)
Skills Climb +10, Hide +11, Move Silently +11
Possessions None
Poison (Ex): A wortling delivers its poison (Fortitude
save DC 16) with each successful claw attack. The
initial damage is sleep for 1 minute, and the
secondary damage is sleep for 1d10 minutes. Both
of these sleep effects work only against living
creatures but otherwise function as the spell of the
same name.
Swarming (Ex): Wortlings can swarm over and
around each other with ease, so up to three of
them can occupy the same 5-foot-by-5-foot space.
They are likewise adept at attacking as a group; for
every wortling that is grappling a foe (grapple
bonus +0), every wortling gets a +1 competence
bonus on attack rolls against that foe.
Plantmind (Ex): All wortlings within fifteen miles of
their orcwort parent are in constant communication.
If one is aware of a particular danger, they all are. If
one in a particular group is not flat-footed, none of
them are. No wortling in such a group is considered
flanked unless they all are.
Partial Immunity to Piercing (Ex): Piercing weapons
deal only half damage to orcworts, and wortlings.
The minimum damage per hit with such a weapon
is 1 point.
Plant Traits (Ex): An orcwort or wortling is immune to
poison,
sleep,
paralysis,
stunning,
and
polymorphing. It is not subject to critical hits or
mind-affecting effects.
Woodsense (EV): And orcwort or wortling can
automatically sense the location of anything within
60 feet that is in contact with vegetation, even
objects or creatures that are not in contact with the
same vegetation as itself
5: THE DOUBLE−CROSS
P R O N D E L L
CR 6
Male human rogue 4/ranger 2
CN Medium Humanoid (Human)
Init +7; Senses Listen +10, Spot +10
Languages Common
AC 19, touch 13, flat-footed 16
(+3 Dex, +5 chain shirt +1, +1 shield), Dodge,
uncanny dodge
hp 34 (4d6+4 plus 2d8+2 HD);
Fort +5, Ref +10, Will +2
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +8 (1d6+2) or 2 x mw
throwing axe +6 (1d6+2/1d6+1)
Ranged mw throwing axe +9 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +7
Special Options Favored Enemy (humans) +2,
Sneak Attack +2d6, Wild Empathy, Combat Style
RTK7-03 Strange Days in the Timberway
Page 20
Combat Gear mw throwing axe (x2), dagger, +1
chain shirt, wand of cure light wounds, gloves of
dexterity +2
Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12,
Cha 10
Feats Dodge, Improved Initiative, Persuasive, Track,
Two-Weapon Fighting, Two Weapon Defense
Skills Bluff +9, Hide +11, Intimidate +9, Knowledge
(local – NMR) +7, Listen +10, Move Silently +11,
Search +7, Spot +10, Survival +9, Tumble +10
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
T R O N G
CR 4
Male orc barbarian 4
CE Medium Humanoid (Orc)
Init +2; Senses Listen +7, Spot +0
Languages Common, Orc
AC 17 , touch 12, flat-footed 15
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 44 (4d12+8 HD);
Fort +6, Ref +3, Will +1
Speed 40 ft. in studded leather (8 squares), base
movement 40 ft.;
Melee mw battle axe +11 (1d8+5)
Ranged javelin +6 (1d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8
Special Options Rage 2/day
Combat Gear mw battle axe, dagger, javelin (x18),
studded leather, heavy wooden shield, Quiver of
Ehlonna
Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8
SQ Darkvision 60ft., light sensitivity, fast movement,
uncanny dodge, trap sense +1
Feats Power Attack, Weapon Focus (battle axe)
Skills Listen +7, Survival +7
Possessions Combat Gear plus furs, ring of
sustenance
T R O N G ( R AG I N G)
AC 15 , touch 10, flat-footed 13
(+2 Dex, +3 studded leather, +2 heavy shield)
hp 52 (4d12+16 HD);
Fort +8, Ref +3, Will +3
Speed 40 ft. in studded leather (8 squares), base
movement 40 ft.;
Melee mw battle axe +13 (1d8+7)
Ranged javelin +6 (1d6+7)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +10
Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8
6: THE HERMIT
F Y O D R
CR 9
Advanced male fiendish vodyanoi barbarian 3
CE Medium Augmented Fey (Aquatic, Extra-planar)
Init +8; Senses Listen +14, Spot +14
Aura moderate evil
Languages Cold Tongue, Sylvan
AC 18, touch 14, flat-footed 14
(+4 Dex, +4 natural)
hp 55 (9d6+9 plus 3d12+3 HD); DR 10/magic
Resist cold 10, fire 10; SR 23
Fort +7, Ref +11, Will +9
Speed 40 ft. in no armor (8 squares), swim 30ft., base
movement 40 ft.;
Melee 2 claws +12 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +9
Special Options Control water, fish cloud, improved
grab, smite good 1/day (+9 damage), Rage 1/day
Combat Gear Brooch of Shielding
Abilities Str 15, Dex 18, Con 12, Int 12, Wis 14, Cha
11
SQ Amphibious, low-light vision, darkvision 60ft., fast
movement, uncanny dodge, trap sense +1
Feats Improved Initiative, Improved Natural Attack
(claws), Power Attack, Weapon Finesse, Weapon
Focus (claw)
Skills Bluff +17, Diplomacy +7, Disguise +0 (+2
acting), Hide +16 (+24 in water), Intimidate +14,
Knowledge (nature) +6, Listen +14, Move Silently
+16 (+24 in water), Spot +14, Survival +19, Swim
+14 (can always take 10)
Possessions Combat Gear
F Y O D R ( R AG I N G)
AC 16, touch 12, flat-footed 12
(+4 Dex, +4 natural)
hp 79 (9d6+27 plus 3d12+9 HD); DR 10/magic
Resist cold 10, fire 10; SR 23
Fort +9, Ref +11, Will +11
Speed 40 ft. in no armor (8 squares), swim 30ft., base
movement 40 ft.;
Melee 2 claws +12 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +7; Grp +11
Abilities Str 19, Dex 18, Con 16, Int 12, Wis 14, Cha
11
RTK7-03 Strange Days in the Timberway
Page 21
APL 8
3: THE TRADING POST
P R O N D E L L
CR 8
Male human rogue 5/ranger 3
CN Medium Humanoid (Human)
Init +8; Senses Listen +12, Spot +12
Languages Common
AC 20, touch 14, flat-footed 16
(+4 Dex, +5 chain shirt +1, +1 shield) , Dodge,
uncanny dodge
hp 46 (5d6+5 plus 3d8+5 HD);
Fort +5, Ref +11, Will +3
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +9/+4 (1d6+2) or mw
throwing axe +7/+2 (1d6+2) and mw throwing axe
+7 (1d6+1)
Ranged mw throwing axe +11/+6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +8
Special Options Favored Enemy (humans) +2,
Sneak Attack +3d6, Wild Empathy, Combat Style
Combat Gear mw throwing axe (x2), dagger, +1
chain shirt, wand of cure light wounds, gloves of
dexterity +2
Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12,
Cha 10
Feats Dodge, Improved Initiative, Persuasive, Track,
Two-Weapon Fighting, Two Weapon Defense,
Endurance
Skills Bluff +10, Hide +13, Intimidate +12, Knowledge
(local – NMR) +8, Listen +12, Move Silently +13,
Search +8, Spot +12, Survival +12, Tumble +10
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
4: AN ORC IN BLACK FOREST
AD V AN C E D F I E N D I S H W O R T L I N G
CR 6
NE Small Plant (augmented, extraplanar)
Init +5; Senses Listen +0, Spot +0
Languages None
AC 15, touch 11, flat-footed 14
(+1 Dex, +4 Natural)
hp 49 (7d8+7 HD); DR 5/magic
Immune
poison,
sleep,
paralysis,
stunning,
polymorphing
Resist cold 5, fire 5; SR 12
Fort +6, Ref +3, Will +2
Speed 30 ft. in no armor (6 squares), climb 15ft., base
movement 30 ft.;
Melee claws (x2) +10 (1d6+5 plus poison)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +9
Attack Options Poison, Swarming, Smite good 1/day
(+7 damage)
Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6
SQ Plantmind, partial immunity to piercing, plant
traits, woodsense, darkvision 60ft.
Feats Augment Ability (poison), Improved Initiative,
Improved Natural Attack (claws)
Skills Climb +10, Hide +11, Move Silently +11
Possessions None
Poison (Ex): A wortling delivers its poison (Fortitude
save DC 16) with each successful claw attack. The
initial damage is sleep for 1 minute, and the
secondary damage is sleep for 1d10 minutes. Both
of these sleep effects work only against living
creatures but otherwise function as the spell of the
same name.
Swarming (Ex): Wortlings can swarm over and
around each other with ease, so up to three of
them can occupy the same 5-foot-by-5-foot space.
They are likewise adept at attacking as a group; for
every wortling that is grappling a foe (grapple
bonus +0), every wortling gets a +1 competence
bonus on attack rolls against that foe.
Plantmind (Ex): All wortlings within fifteen miles of
their orcwort parent are in constant communication.
If one is aware of a particular danger, they all are. If
one in a particular group is not flat-footed, none of
them are. No wortling in such a group is considered
flanked unless they all are.
Partial Immunity to Piercing (Ex): Piercing weapons
deal only half damage to orcworts, and wortlings.
The minimum damage per hit with such a weapon
is 1 point.
Plant Traits (Ex): An orcwort or wortling is immune to
poison,
sleep,
paralysis,
stunning,
and
polymorphing. It is not subject to critical hits or
mind-affecting effects.
Woodsense (EV): And orcwort or wortling can
automatically sense the location of anything within
60 feet that is in contact with vegetation, even
objects or creatures that are not in contact with the
same vegetation as itself
5: THE DOUBLE−CROSS
P R O N D E L L
CR 8
Male human rogue 5/ranger 3
CN Medium Humanoid (Human)
Init +8; Senses Listen +12, Spot +12
Languages Common
AC 20, touch 14, flat-footed 16
(+4 Dex, +5 chain shirt +1, +1 shield) , Dodge,
uncanny dodge
hp 46 (5d6+5 plus 3d8+5 HD);
Fort +5, Ref +11, Will +3
Speed 30 ft. in chain shirt armor (6 squares), base
movement 30 ft.;
Melee mw throwing axe +9/+4 (1d6+2) or mw
throwing axe +7/+2 (1d6+2) and mw throwing axe
+7 (1d6+1)
Ranged mw throwing axe +11/+6 (1d6+2)
Space 5 ft.; Reach 5 ft.
RTK7-03 Strange Days in the Timberway
Page 22
Base Atk +6; Grp +8
Special Options Favored Enemy (humans) +2,
Sneak Attack +3d6, Wild Empathy, Combat Style
Combat Gear mw throwing axe (x2), dagger, +1
chain shirt, wand of cure light wounds, gloves of
dexterity +2
Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12,
Cha 10
Feats Dodge, Improved Initiative, Persuasive, Track,
Two-Weapon Fighting, Two Weapon Defense,
Endurance
Skills Bluff +10, Hide +13, Intimidate +12, Knowledge
(local – NMR) +8, Listen +12, Move Silently +13,
Search +8, Spot +12, Survival +12, Tumble +10
Possessions Combat Gear plus furs, snares, bedroll,
cooking gear, flint, pack, 4 x elixir of love
T R O N G
CR 6
Male orc barbarian 6
CE Medium Humanoid (Orc)
Init +2; Senses Listen +9, Spot +0
Languages Common, Orc
AC 19 , touch 12, flat-footed 17
(+2 Dex, +5 mithral breast plate, +2 heavy shield)
hp 66 (6d12+12 HD);
Fort +7, Ref +4, Will +2
Speed 40 ft. in mithral breast plate (8 squares), base
movement 40 ft.;
Melee mw battle axe +13/+8 (1d8+5)
Ranged javelin +8/+3 (1d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +10
Special Options Rage 2/day
Combat Gear mw battle axe, dagger, javelin (x18),
mithral breast plate, heavy wooden shield, Quiver
of Ehlonna
Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8
SQ Darkvision 60ft., light sensitivity, fast movement,
improved uncanny dodge, trap sense +2
Feats Improved Unarmed Attack, Power Attack,
Weapon Focus (battle axe)
Skills Listen +9, Survival +9
Possessions Combat Gear plus furs, ring of
sustenance
T R O N G ( R AG I N G)
AC 17 , touch 10, flat-footed 15
(+2 Dex, +5 mithral breast plate, +2 heavy shield)
hp 78 (6d12+24 HD);
Fort +9, Ref +4, Will +4
Speed 40 ft. in mithral breast plate (8 squares), base
movement 40 ft.;
Melee mw battle axe +15/+10 (1d8+7)
Ranged javelin +8/+3 (1d6+8)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +12
Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8
6: THE HERMIT
F Y O D R
CR 11
Advanced male fiendish vodyanoi barbarian 5
CE Medium Augmented Fey (Aquatic, Extra-planar)
Init +8; Senses Listen +16, Spot +16
Aura moderate evil
Languages Cold Tongue, Sylvan
AC 18, touch 14, flat-footed 14
(+4 Dex, +4 natural)
hp 75 (9d6+9 plus 5d12+5 HD); DR 10/magic
Resist cold 10, fire 10; SR 25
Fort +8, Ref +11, Will +9
Speed 40 ft. in no armor (8 squares), swim 30ft., base
movement 40 ft.;
Melee 2 claws +14 (1d6+3)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +12
Special Options Control water, fish cloud, improved
grab, smite good 1/day (+9 damage), Rage 2/day
Combat Gear Brooch of Shielding, Pale Blue Ioun
Stone (str +2)
Abilities Str 15(17), Dex 18, Con 12, Int 12, Wis 14,
Cha 11
SQ Amphibious, low-light vision, darkvision 60ft., fast
movement, improved uncanny dodge, trap sense
+1
Feats Improved Initiative, Improved Natural Attack
(claws), Power Attack, Weapon Finesse, Weapon
Focus (claw)
Skills Bluff +17, Diplomacy +7, Disguise +0 (+2
acting), Hide +16 (+24 in water), Intimidate +14,
Knowledge (nature) +6, Listen +16, Move Silently
+16 (+24 in water), Spot +16, Survival +21, Swim
+15 (can always take 10)
Possessions Combat Gear
F Y O D R ( R AG I N G)
AC 16, touch 12, flat-footed 12
(+4 Dex, +4 natural)
hp 103 (9d6+27 plus 5d12+15 HD); DR 10/magic
Resist cold 10, fire 10; SR 23
Fort +10, Ref +11, Will +11
Speed 40 ft. in no armor (8 squares), swim 30ft., base
movement 40 ft.;
Melee 2 claws +14 (1d6+5)
Space 5 ft.; Reach 5 ft.
Base Atk +9; Grp +14
Abilities Str 19(21), Dex 18, Con 16, Int 12, Wis 14,
Cha 11
RTK7-03 Strange Days in the Timberway
Page 23
APPENDIX 2: NEW RULES ITEMS
MAGIC ITEMS
Choker of Eloquence
Coveted by bards, singers, and public speakers, this
beautiful necklace is carved from ivory and jade. There
are two versions of these chokers. A lesser choker of
eloquence grants a +5 competence bonus on Diplomacy,
Bluff and Perform (sing) checks. A greater choker of
eloquence increases the bonus to +10.
Mocerate transmutation; CL 6th; Craft Wondrous Item,
creator must be a spellcaster of at least 6th level; Price
6,000 gp (lesser), 24,000 gp (greater).
Source: Complete Adventurer 132.
CREATURES
Orcwort
An orcwort is a walking, blood-thirsty terror that
prefers to make its home on the fringe of a populated
area. This giant plant wanders by night until it finds an
appropriate spot to settle, then sinks some of its roots
into the ground, making it seem that an immense tree
has grown up in the spot overnight. Over the course of
the next week, the orcwort produces five to twenty
pods that, when mature, break open to release mobile
fruits called wortings. The parent plant then sends out
its wortlings in hunting parties to bring back warm-
blooded
sustenance—usually
livestock
and
humanoids.
An orcwort is capable of devouring the entire
population of a small village in a single feeding. Once it
has stripped an area of warm-blooded animal life, it
moves on in search of other population centers. Both
the orcwort and its wortlings are effective combatants.
They share the following qualities.
Partial Immunity to Piercing (Ex): Piercing
weapons deal only half damage to orcworts, and
wortlings. The minimum damage per hit with such a
weapon is 1 point.
Plant Traits (Ex): An orcwort or wortling is
immune to poison, sleep, paralysis, stunning, and
polymorphing. It is not subject to critical hits or mind-
affecting effects.
Woodsense (EV): And orcwort or wortling can
automatically sense the location of anything within 60
feet that is in contact with vegetation, even objects or
creatures that are not in contact with the same
vegetation as itself
Skills and Feats: Orcworts and wortlings gain
skills and feats as though they were fey.
Wortling
Small Plant
Hit Dice: 3d8 (13 hp)
Initiative: +6
Speed:
30 ft., climb 15 ft.
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-
footed 10
Attacks: 2 claws +5 melee
Damage: Claw ld3+2 plus poison
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks:
Poison, swarming
Special Qualities: Partial immunity to piercing, plant
mind, plant traits, woodsense
Saves:
Fort +3, Ref +3, Will +1
Abilities: Str 15, Dex 14, Con 11, Int 2, Wis 11, Cha 6
Skills: Climb +10, Hide +11, Move Silently +7
Feats: Improved Initiative
Climate/Terrain: Temperate or warm plains, hills, and
marsh
Organization: Band (5-20)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: 4-9 HD (Medium-size)
Wortling
Wortlings are the manure fruits of the orcwort plant.
When one of the orcwort's pods ripens, it falls to the
ground and breaks open to release a wording.
When first "hatched," a wortling resembles a
small, wrinkled, purple orc. Its body seems portly, and
its arms and legs are somewhat lumpy compared with
those of a real humanoid. Although its face resembles
that of a humanoid, a wortling is blind and cannot
speak, hear, or smell - its apparent sensory organs are
merely blobs of plant tissue with no actual function.
A hungry orcwort dispatches up to twenty of its
"ripe" wordings at a time to hunt food and bring it
back. The wortlings navigate terrain using their
woodsense. When on the prowl, wordings seek out
Medium-size or smaller prey because such creatures
are easier to transport back to the parent plant than
larger creatures.
The average life span of a wortling is 1d4+1 days. If
any wortlings are left alive when the parent plant is
ready to move on, the orcwort commands them to
arrange themselves well apart from each other at the
extreme range of its telepathy and root themselves. If
left undisturbed for one year, each of these wortlings
grows into a new orcwort, which pulls up its roots and
begins looking for food. During its maturation period,
a rooted wortling is immobile and helpless.
Combat
Wortlings use very simple tactics - overwhelm, subdue,
and return with the food. In melee, they prefer to gang
up on one foe rather than attack separate enemies.
They fight with a great sense of urgency, and when
they do manage to bring down a foe, a few of them
immediately carry off their prize to feed the orcwort,
leaving any remaining wortlings to continue the hunt.
They never willingly enter areas without natural
vegetation because they are effectively blind in such
places.
RTK7-03 Strange Days in the Timberway
Page 24
Poison (Ex): A wortling delivers its poison (Fortitude
save DC 11) with each successful claw attack. The
initial damage is sleep for 1 minute, and the secondary
damage is sleep for 1d10 minutes. Both of these sleep
effects work only against living creatures but otherwise
function as the spell of the same name.
Swarming (Ex): Wortlings can swarm over and
around each other with ease, so up to three of them can
occupy the same 5-foot-by-5-foot space. They are
likewise adept at attacking as a group; for every
wortling that is grappling a foe (grapple bonus +0),
every wortling gets a +1 competence bonus on attack
rolls against that foe.
Plantmind (Ex): All wortlings within fifteen miles of
their orcwort parent are in constant communication. If
one is aware of a particular danger, they all are. If one
in a particular group is not flat-footed, none of them
are. No wortling in such a group is considered flanked
unless they all are.
VODYANOI
Medium Fey (Aquatic)
Hit Dice: 5d6+5 (22 hp)
Initiative: +3
Speed: 30 ft. (6 squares), swim 60 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-
footed 14
Base Attack/Grapple: +2/+4
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 claws +6 melee (1d4+2) Space/Reach: 5
ft./5 ft.
Special Attacks: Control water, fish cloud, improved
grab
Special Qualities: Amphibious, low-light vision. spell
resistance 16
Saves: Fort +2, Ref +7, Will +6
Abilities: Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha 11
Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting),
Hide +11*, Intimidate +10, Knowledge (nature) +3,
Listen +10, Move Silently +11*, Spot +10, Survival +10,
Swim +10
Feats: Weapon Finesse, Weapon Focus (claw)
Environment: Cold aquatic
Organization: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 7-10 HD (Medium)
Level Adjustment: +5
This strange old man has a long beard and hair of green and
yellow reeds. His wet skin has a greenish hue, and he has a
round potbelly and long arms. His nails are long, thick, and
dirty.
Vodyanoi are moody fey that dwell in the rivers and
cold lands. Their powers allow them considerable
control over their environment; they can alter a river's
water level drastically and ensure that schools of fish
are plentiful or scarce. Vodyanoi act as both providers
and destroyers to those who live near their domains.
Rarely seen by humans, vodyanoi appear as old men
with potbellies and beards. Their hair is a messy tangle
of green and yellow reeds. Their aged appearance belies
their strength and agility, and their long nails are
vicious claws. Vodyanoi can breathe air just as easily as
water, but they do not often leave the comfort of their
homes.
Villagers who live near a river or lake are careful to
make sacrifices of fish or cattle to the local vodyanoi.
Anyone whose trade depends on water makes offerings
as well, from fishermen to millers who use the river to
power a waterwheel. Vodyanoi that have been placated
are more likely to provide schools of fish and keep the
river from leaving its bed. They are known for their
unpredictable natures, so regular sacrifices are no
guarantee of their favor. On the other hand, a vodyanoi
that is shown disrespect will probably retaliate by
drowning a villager or fisherman. The angered fey
might also pursue harsher actions, perhaps flooding an
entire village or sweeping away bridges.
On rare occasions, a vodyanoi might attempt to
trade with solated locals (it will not stroll into the
village market). It might offer fish or some treasure
found in the river in exchange for a cow. Although it
might seem obvious, folk-tales advise listeners that one
could tell a strange trader was a vodyanoi if water
puddles around his feet.
Vodyanoi speak Common and Sylvan.
COMBAT
Vodvanoi are wily fey, ready to ambush anyone who is
already in the water or even at the water's edge.
Sometimes a vodyanoi will use its power to sweep
victims into a river by causing a sudden flood.
Control Water (Sp): A vodyanoi can use control water
three times per day as a 10th-level sorcerer.
Fish Cloud (Sp): When submerged in water, a
vodyanoi can summon a huge school of magic fish to
provide concealment (similar to the fog cloud spell).
This school of fish swims around the point the
vodyanoi designates in a 20-foot radius. This cloud of
fish obscures all sight. including darkvision, beyond 5
feet. A creature within 5 feet has concealment (20%
miss chance). Creatures farther away have
total
concealment (50% miss chance, and the attacker can't
use sight to locate the target). A strong current
disperses the cloud of fish in 4 rounds. A very strong
currrent disperses the fish in 1 round. The fish created
by this spell are formed of magic; they are not real
animals, and objects and energies pass through them as
though they were not there.
A vodyanoi can summon a fish cloud three times
per day. The fish cloud remains for 40 minutes or until
dispersed or dispelled.
Vodyanoi sometimes use this ability to deceive
villagers, making them think the vodyanoi have
brought fish to their waters. When vodyanoi really
RTK7-03 Strange Days in the Timberway
Page 25
want to reward people with they use their Survival skill
to lure fish into an area.
Improved Grab (Ex): To use this ability, a vodyanoi
must hit a single foe of the same size or smaller with
both claw attacks. It can then attempt to start a grapple
as a free action without provoking attacks of
opportunity. If it gets a hold, the vodyanoi often
attempts to pin a foe and hold him underwater until he
drowns.
Amphibious (Ex): Although vodyanoi live in water,
they can survive out of water indefinitely.
Skills: *Vodyanoi gain a +8 circumstance bonus on
Hide and Move Silently checks when in contact with a
body of water. A vodyanoi gains a +8 racial bonus on
any Swim check to perform some special action or
avoid a hazard. It can always choose to take 10 on a
Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims
in a straight line.
RTK7-03 Strange Days in the Timberway
Page 26
ENCOUNTER ONE MAP
RTK7-03 Strange Days in the Timberway
Page 27
ENCOUNTER THREE MAP
RTK7-03 Strange Days in the Timberway
Page 28
ENCOUNTER FOUR MAP
RTK7-03 Strange Days in the Timberway
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ENCOUNTER FIVE MAP
RTK7-03 Strange Days in the Timberway
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ENCOUNTER SIX MAP
RTK7-03 Strange Days in the Timberway
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GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 4
� Chosen of Darkness Vol#2 (Adventure; see above)
� ghostblight (Adventure; CV; 100 gp) �
� masterwork ancient chainmail (Adventure; Dungeonscape;
75 gp)
� masterwork ancient heavy bronze shield (Adventure;
Dungeonscape/A&EG; 42.5 gp)
� masterwork
ancient
bastard
sword
(Adventure;
Dungeonscape; 87.5 gp)
� Metamagic rod, silent (Adventure; DMG) �
APL 6 (all of APL4 plus the following)
� +1 ghost touch bastard sword
� javelin of lightning (Adventure; DMG)
� boots of springing and striding (Adventure; DMG) �
APL 8 (all of APLs 4-6 plus the following)
� sacred scabbard (Adventure; CW; 4,400 gp) �
� +1
bashing
spiked
heavy
bronze
shield
(Adventure;
DMG/A&EG; 4,180 gp)
APL 10 (all of APLs 4-8 plus the following)
� ioun stone (dusty rose prism) (Adventure; DMG) �
� boots of speed (Adventure; DMG) �
APL 12 (all of APLs 4-10 plus the following)
� +1 spellstoring flail (Adventure; DMG)
� +2
bashing
spiked
heavy
bronze
shield
(Adventure;
DMG/A&EG; 9,180 gp)
Adventure Record#
597 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 4
max 675 XP; 650 gp
APL 6
max 900 XP; 900 gp
APL 8
max 1,125 XP; 1,300 gp
APL 10
max 1,350 XP; 2,300 gp
APL 12
max 1,575 XP; 3,300 gp
�Favour of House Devonmeek: This favour may be redeemed
for various uses within Ratik. As a reward for your services, you
gain adventure access to the items marked�
�Pommel Stone of Baron Lambert Tigerheart: For giving the
Baron an honourable death in combat, his spirit has bequeathed
you the pommel stone of his sword. Each time you upgrade it, you
must visit a temple of your deity for 1 TU and pay the cost
difference. It must be attached to the pommel of a weapon to work
and you may only possess one using this favour. If lost or
destroyed, this item cannot be replaced.
At 4th level, you may upgrade it to bead of blessing.
At 8th level, you may upgrade it to a bead of healing.
At 12th level, you may upgrade it to a bead of karma.
�Haunted by Baron Lambert Tigerheart: Having giving the
Baron a dishonourable death in combat, his spirit haunts you and
makes your life miserable. Any time you make a Charisma-based
check, you must succeed at a DC 10 Will save or suffer a -2
circumstance penalty to the check. After a year and a day, he
departs to the afterlife.
�Chosen of Darkness Vol#2: Although badly damaged, this
spellbook still has some sections that are recoverable.
APL4 – blade of blood, stand (PH2), wave blessing (Sto); 150 gp
APL6 – All of APL4 plus dimension hop (PH2), lifebolt, heroics (SpC);
450 gp
APL8 – All of APL4-6 plus crown of the grave, regroup (PH2), greater
mage armor (SpC); 900 gp
APL10 – All of APL4-8 plus condemnation, trollshape (PH2), disguise
ship (Sto); 1500 gp
APL12 – All of APL4-10 plus dimension shuffle, chasing perfection
(PH2), airy water (Sto); 2300 gp
�Tomb-robbers: For violating the restful dead without
permission, a warrant has been issued for your arrest. When you
play in a Ratik regional adventure, roll 1d20. On a 1-2, you are
arrested and imprisoned for 8 TU and fined 1000 Crowns. A DC20
Disguise check will reduce this to a roll of 1. The warrant expires a
year and a day from the date this adventure was played or when
you are caught.
This Record Certifies that
__________________________________________________
Character Name
Classes and Levels
__________________________________________________
Player Name
RPGA #
Has Completed
RTK7-05– Warrior’s Moon
A one-round regional adventure set in the region of Ratik
Event:__________________________ Date: __________________
DM: _____________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ______________
�
Died
�
Was raised/res’d
�
Was reincarnated
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
__________________________________________________
Home Region_________________________________
| textdata/thevault/Living Greyhawk/Modules/Ratik/597/Normal Scenarios/RTK7-05 - Warrior's Moon (APL 4-12)/RTK7-05 - Warrior's Moon AR.pdf |
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the
new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the
d20 SYSTEM license, please visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you
can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s
Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in
the US and other countries. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any
similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the
Coast, Inc.
Visit the LIVING GREYHAWK website at www.rpga.com.
ZEF7-08
Killing Time in Kurteq
A One-Round Dungeons & Dragons
® Living Greyhawk™
Sultanate of Zeif Regional Adventure
by David Gibson
Circle Reviewers: Tim Sech
Reviewers: Jon Dawes, Cory Fliegel, and Chris “New Guy” Slater
Playtesters: James Monsebroten, Ian Seale, Adeline Tufts, Ken Tufts, Michael Tufts
It was meant to be a place of rest, a small town to forget about danger and adventure, perhaps even a place to call home.
However, where there are adventurers, there is always trouble. A one-round Regional investigative adventure set in the
Sultanate of Zeif for characters level 1-10 (APLs 2-8).
Killing Time in Kurteq is the third adventure in the “Town Tours” series. It is not required to have played other
adventures in the series prior to this.
Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Heroes of
Battle [David Noonan, Will McDermott, Stephen Schubert], Races of the Wild [Skip Williams], and Heroes of Horror
[James Wyatt].
ZEF7-08 Killing Time in Kurteq
Page 1
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of an
RPGA even from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign—a worldwide,
ongoing D&D
® campaign set in the GREYHAWK setting—
you must sanction it as part of an RPGA event. This event
could be as elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the table Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have to be a
HERALD-LEVEL GM to run this adventure if you are not
the senior GM.
By sanctioning and reporting this adventure you
accomplish a couple of things. First, it is an official game,
and you can use the AR to advance your LIVING
GREYHAWK character. Second, players and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
PLAYERS READ NO FARTHER
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than this
section, you’ll know too much about its challenges, which
kills the fun. Also, if you’re playing this adventure as part
of an RPGA-sanctioned event, reading beyond this point
makes you ineligible to do so.
PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
the following D&D rule books: Player’s Handbook,
Dungeon Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Refer to Appendix 1 for full
information on
NPCs
and
monsters.
For
your
convenience, Appendix 1 is split by APL
Along with this adventure, you’ll find a RPGA
Session Tracking sheet. If you’re playing this adventure as
part of an RPGA-sanctioned event, complete and turn in
this sheet to your senior GM directly after play. You’ll also
find a LIVING GREYHAWK Adventure Record (AR). You
need one copy of this for each participating player.
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To determine this
modified Average Party Level (APL) follow the steps
below:
1. Determine the character level for each of the PCs
participating in the adventure.
If PCs bring animals that have been trained for
combat (most likely dogs trained for war), other than
those brought by virtue of a class ability (such as
animal companions, familiars paladin’s mounts) or
the warhorse of a character with the Mounted
Combat feat, use the sidebar chart to determine the
number of levels you add to the sum of step one. Add
each character’s animals separately. A single PC may
only bring four or fewer animals of this type, and
animals with different CRs are added separately.
# of Animals
Mundane
Animals Effect on
APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
Sum the results of step 1 and 2, and divide by the
number of characters playing in the adventure.
Round to the nearest whole number.
If you are running a table of six PCs, add one to that
average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLs are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. If a player
character is three character levels or more either higher
or lower than the APL at which this adventure is being
played, that character receives only one-half of the
experience points and gold for the adventure. This
simulates the fact that either the PC was not challenged
as much as normal or relied on help by higher-level
characters to reach the objectives.
Furthermore, a PC who is four or more levels higher
than the highest APL supported by the adventure may
not play the adventure.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1st-level characters may find
the challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1.
Enlist a sixth player.
2.
Advise characters to buy riding dogs to help
protect them and fight for them.
TIME UNITS AND UPKEEP
This is a standard one-round regional adventure, set in
the Sultanate of Zeif. Native PCs pay 1 Time Units per
round, while all others pay two Time Units per round.
Adventurer’s Standard Upkeep costs 12 gp per Time
Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury
Upkeep costs 100 gp per Time Unit. Characters that fail
to pay at least Standard Upkeep will retain temporary
ability damage until the next adventure, must buy new
spell component pouches and healer’s kits, and may
suffer other in-game penalties (or possibly gain in-game
benefits) as may be detailed in this adventure.
A character that does not pay for at least Standard
Upkeep may also avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in the Survival skill and succeeds at a DC 20
Survival check, the character will heal temporary ability
damage as if he or she paid for Standard Upkeep, may
refill spell component pouches and healer’s kits, and may
restock up to 20 arrows or bolts if the character has at
least four ranks in Craft (bowmaking). The player is
allowed to Take 10 on this roll.
More information about Lifestyle and Upkeep can
be found in the “Lifestyle and Upkeep” section of Chapter
3 of the Living Greyhawk Campaign Sourcebook.
ADVENTURE BACKGROUND
The Tuflik River acts as Zeif’s border between Ekbir and
Tusmit. For years it has been used by smugglers and
others looking to subtly slip between nations.
Many small settlements have become home to
criminals and the dishonorable including Ceshra, Satmak
and Kurteq. The final has a lengthy history as a stop for
smugglers and escaping slaves but recently it became
home to a disproportionate number of adventurers. They
brought their treasures and magic with them. This
sudden golden influx inflated the local economy;
merchants quickly raised prices to drain the swollen gold-
pouches and traders found themselves dealing in used
magical trinkets.
Unfortunately, this boom attracted the attention of
unsavory folk: the smugglers, formerly an annoyance at
worst, found themselves in a town full of wealthy
commoners. They quickly began a quiet reign of terror
charging travelers tolls, extorting protection money from
shop owners and mugging the occasionally poor soul.
The gang is led by a cunning individual who knows
their continued business relies on a low-profile and not
attracting the attention of the many adventurers in town.
So far they have been successful…
ADVENTURE SUMMARY
The adventure begins as the PCs arrive outside of Kurteq
after an unsuccessful adventure. After they enter the
town they interrupt a small group of gang members
extorting protection money from a local business. They
(hopefully) intervene and are approached by local Spahis
and/or Dusk Lash who hire them to clear the town of the
gang.
The PCs investigate and attempt to locate the
criminal’s hideaway. They discover its location through
investigation, likely talking to a crippled beggar familiar
with a shop owner who houses the criminals,
interrogating prisoners, or other methods. They are lead
to a small local shop which serves as a hidden entrance to
the racketeer’s actual hideaway, a nondescript residence a
short distance away. The two buildings are connected by
a carefully hidden underground tunnel.
The PCs confront the sentries in the store and
possibly encounter an old acquaintance. Captured by the
racketeers is Hamza F kih whom they may have met in
earlier adventures including ZEF6-04 Generosity and
other adventures in the “Town Tours” story arc.
The PCs fight their way through tunnels to the lair.
There they find the leader of the gang is attempting his
escape…
PREPARATION FOR PLAY
This adventure involves items and characters from ZEF6-
04 Generosity. The DM should inform players of this
before play and review ARs to see if any items were
purchased from the auction in that adventure, specifically
the chalice, and if any PCs have “Favor of Hamza F kih”.
The DM should have the PCs make a Listen check
for Encounter 1 and a Will save for Encounter 10 and
record the results. DMs should also familiarize
themselves with the rules for Aerial Maneuverability
(Dungeon Master’s Guide, page 20) for Encounter 12.
INTRODUCTION
The PCs begin on the road just outside of Kurteq, a small
village in the Beylik of Sundar. The PCs can be either
returning home to the town after an adventure or simply
using the town as a convenient place to rest.
ZEF7-08 Killing Time in Kurteq
Page 2
If the party contains a resident of Kurteq read or
paraphrase the following:
The afternoon light warms you as you move onto the
firm road leading home to Kurteq. You pause for a
moment to pick the last Abyssal flea from you scalp,
brush some bluish slime from your cloak and repeat a
quick oath to pause and think the next time a
mysterious wizard hires you to deliver an un-marked
sealed package while paying in advance.
But with the unspeakable events of the last two days
done and your payment already all but spent from
regrowing your toes, you can finally return home. At
least until adventure beckons again…
If no one in the party is a resident read or paraphrase
the following:
The afternoon light warms you as you move onto the
firm road leading to a small settlement your map
names “Kurteq”. You pause for a moment to pick the
last Abyssal flea from you scalp, brush some bluish
slime from your cloak and repeat a quick oath to
pause and think the next time a mysterious wizard
hires you to deliver an un-marked sealed package
while paying in advance.
But with the unspeakable events of the last two days
are done and your payment already all but spent from
regrowing your toes, you can finally rest. Kurteq,
while not home, seems like the perfect place to refill
your wineskins and get a good night’s sleep. At least
until adventure beckons again…
If the PCs have not traveled together before they can
introduce themselves now.
VILLAGE OF KURTEQ
Kurteq (hamlet): Conventional; AL N; 100 gp limit;
ready cash 2800; Population 282; Mixed (79% human, 9%
gnome, 4 % dwarf, 3% half-orc, 2% elf, 1% halfling, 1%
other).
While there are a number of mid to high-level
characters living in Kurteq most of these are assumed to
be elsewhere during the adventure. For purposes of NPC
spellcasting the highest level characters are a level 5
cleric, level 3 wizard and a level 3 sorcerer.
The biggest news in the town is the recent elections.
Two humans were elected to the Kiraya Verilen (town
council) as well as a young gnome. However the biggest
surprise came when the newly elected mayor arrived
freshly reincarnated as a kobold!
Refer to the Dungeon Master’s Guide, pg 138 for
more information.
Kurteq perches atop a grassy abutment that juts out
into the Tuflik River forming a tiny peninsula so the
flowing water borders the town on two sides. Small
fishing vessels leisurely move about the river while
the crews ready their nets for the day’s catch.
The town is still some distance away. The brick
buildings are constructed of a uniform white stone
with colored bands painted across the base. Several
roofs are topped with small domes, obviously the
homes of wealthy locals. Weaving between the
buildings are dirt roads, well-maintained to avoid
muddiness during heavy rain.
Between you and the town proper is the crowded
farmer’s market nestled at the hamlet’s edge. A small
cluster of multi-colored tents and wooden stalls,
farmers from all the neighboring farms come here to
sell their wares. Even at your distance you can smell
the tempting odors of fresh bread and cooking meat.
BUYING ITEMS
Despite being a small village, Kurteq is home to
number of wealthy adventurers that have inflated its gp
limit (see above and the Dungeon Master’s Guide pg 137).
This has also caused rampant inflation and items
purchased during the adventure cost 5-15% more than the
listed price.
1: THE SHAKEDOWN
The PCs approach the town from the east. Along the road
is a sprawling Farmers Market of carts, tents and
makeshift storefronts offering fish, spices, cloth, rugs,
fruit and various trade goods. Allow the PCs time to
purchase any mundane equipment they need keeping in
mind the inflation. All mundane equipment from the
Player’s Handbook can be found in the Farmer’s Market.
The small Farmer’s Market bursts with energy. As you
move through merchants call out offering woven
baskets, camel-hair robes and sheepskin bashlyks
(peaked hats). The stall beside you is piled high with
ripe fruit which, the owner assures you, is the finest
you will ever taste and will bring tears of joy to your
eyes.
If the adventure is being run outside of a time-
sensitive environment the DM can feel free to role-play
the market, filling it with colorful characters that barter,
haggle and push their goods upon the PCs.
Give the PCs adequate time to see what the market
has to offer. Eventually they pass by the brightly-colored
tent of Fahir ibn Orbey, a vendor who is being threatened
by a group of thugs. The pre-rolled Listen checks
determine how much is overheard.
•
DC 15: The conversation around you quiets for a
second as everyone seems to pause at the same
moment. It is just long enough to overhear a harsh
voice comment “Is this it? Surely the safety of your
business is worth more than this?”
ZEF7-08 Killing Time in Kurteq
Page 3
•
DC 10: Your shopping is abruptly cut short when
a desperate voice catches your attention. “Please, it is
all I have. I have children to feed!”
•
DC 5: A sharp crack fills the air, as if something
fragile were just broken. It is quickly followed by
muffled cries.
•
DC 0 (or less): The calm is interrupted by muffled
sobbing coming from a nearby tent where a merchant
lies on the ground in a melancholy heap.
APL 2 (EL 3)
Group of thugs (3): human rogue 1; hp 7 each; Bluff
+6; Appendix 1.
APL 4 (EL 4)
Group of thugs (3): human rogue 2; hp 12 each;
Bluff +7; Appendix 1.
APL 6 (EL 6)
Group of thugs (3): human rogue 3; hp 17 each;
Bluff +8; Appendix 1.
APL 8 (EL 8)
Group of thugs (3): human rogue 5; hp 27 each;
Bluff +10; Appendix 1.
Tactics: New to the organization, this group was given
one rule: do NOT attract the attention of adventurers. If
interrupted they will lie and explain broken property as
an accident. If this fails they will attempt to Intimidate
any witnesses into silence then leave.
They will defend themselves if attacked attempting
to flank opponents or gang up on weaker foes. They thugs
will avoid fighting to the death preferring to flee or
surrender if soundly beaten.
Treasure:
APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp.
APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp.
APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp.
APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp.
Development: One minute after combat starts a small
patrol of Spahis rides into the market. If the fight is
ongoing they quickly move to end it. They ask Fahir ben
Orbey, the merchant, if he has any crimes to report to
which Fahir fearfully replies “no” and the Spahis
reluctantly free the thugs unless the PCs convince them
otherwise.
If the PCs hand over captured assailants, attempt to
have the thugs arrested or otherwise attract the Spahis
attention as noble individuals proceed to Encounter 2. If
the PCs instead avoid attention, perhaps fleeing as the
Spahis arrive, proceed to Encounter 3.
If the thugs manage to escape or the PCs let them go
they immediately leave the market but do not return to
their lair. Instead they refill their wineskins at a well
outside the Inn and play a few dice games. As per their
orders they wait several hours before returning to the
front business.
2: THE SPAHIS
Confronted with the PC’s heroism the Spahis decide to
take them into their confidence and approach the PC for
assistance with town’s problem. They draw them off to
the side and away from the roar of the Market.
Loud hooves paw the earth as several mounted
figured ride quickly towards you. Their military
uniforms are clean and unsullied by dusty roads
hinting that these Spahis are local. In unison they
dismount and stand with military poise beside their
mounts. They move to the side allowing one of their
number, an elderly gentleman, to walk forward
towards you. The man stands straight but his arced
legs speak of years in a saddle and his face seems tired
and weary.
A DC 10 Knowledge (Local: VTF) check reveals he is
a Kaptan: not quite an officer and true Spahi, merely a
high-ranking soldier. Members of the Spahi meta-org
know this automatically (or should consider a career as a
caravan guard).
The Spahi, Kaptan Nihat ibn Tuncay, has been
assigned to Kurteq by the Bey (Elmas Bey bint Varoliye
al-Zeif abdu-Istus) in order to alleviate its problem with
crime. So far the criminals have eluded capture through
craftiness and often sheer luck. His men follow him
loyally knowing him to be fair and honorable, but they
still address him as “Kappy” behind his back.
“From your garb you are clearly adventurers,
something we have no lack of in this town. But your
actions speak nobly of your character. I am in need of
some assistance: this town suffers greatly from the
greedy and dishonorable.
As you have seen, there are criminals here that
torment our merchants and villagers. You have met a
few of there number but there are many more. My
men and I have been trying to find them but with
little success. Perhaps fresh minds and a change of
tactic will have better results.”
All APLs
Kaptan Nihat ibn Tuncay: male human fighter
6/ranger 2.
Spahis (4): male human fighters 4.
The Kaptan tries to be friendly but is weary of
the hunt and blames himself for the Spahis’ failure. He
asks that the gang be found and stopped with the leader
arrested and brought to trial. He prefer the gang’s leader
alive for trial but will accept his body if killed in battle.
As (temporary) officials the PCs will each be
compensated for their time with the sum of 20 x APL
gold efrit. If requested, documents proving their
employment can be supplied.
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Page 4
The Kaptan answers a couple short questions
regarding the task then excuses himself to finish his
patrol. He asks the PCs to visit the barracks with the
rogues or if they have any further questions.
Development: The PCs are on their own after the Spahis
ride off and can move freely about the town. Refer to
appropriate encounters when they become applicable.
If the PCs seem reluctant or unwilling to assist the
Spahis (or are openly hostile) the Kaptan regretfully
mounts and bids the PCs good-day. If the PCs refuse or
seem uneasy with the lawmen they are discreetly
approached in Encounter 3 by the Dusk Lash.
3: THE DUSK LASH
The Dusk Lash has long operated out of Kurteq
smuggling goods between Zeif, Ekbir and Tusmit. While
criminals, they have worked to not draw attention to
Kurteq or the Bey of Sundar. The organization has slowly
learned of the racketeers and their activities in the town.
They
strongly
disapprove
considering
extortion
dishonorable and needlessly disruptive of business.
Given the number of adventurers in town the Dusk
Lash has decided to position members to keep an eye out
foe suitable individuals who might be employed to
uncover the gang. Eser ibnt Duman al Beit Castan, a low-
ranking (i.e. expendable) member of the organization is
sent make contact.
She prefers contact with (in order of relevance):
•
Other Dusk Lash
•
Clergy of Xan Yae
•
Rogues
•
PCs rude to the Spahis
•
PCs in light armor
•
residents of Kurteq
•
PC with highest Charisma (preferably male)
A well-aimed whisper catches your attention; it was
quiet but clearly meant for your ears. Between tents a
plain-dressed woman nods and subtly waves you
towards her. Her quiet voice is hard to hear over the
crowds, as distant as they now are. “I greet you on
behalf of Two Brothers and a dark Lady. I seek your
aid.”
A DC 15 Knowledge (Local: VTF) or DC 20 Bardic
Knowledge check reveals the “Two Brothers” is a
reference to the founders of the Dusk Lash and a DC 10
Knowledge (Religion) check reveals “the Lady” as Xan
Yae, goddess of stealth, twilight and mental power.
Members of either the Dusk Lash or church of Xan Yae
know this automatically.
Eser explains that “her family” has long been in
Kurteq and kept it safe for the villagers. They supported
the local businesses, paid their taxes and worked hard to
be good neighbors. However, these newcomers are
disrupting business, attracting the attention of the Spahis
and Bey Elmas Bey bint Varoliye al-Zeif abdu-Istus.
The Dusk Lash wishes to make an example of the
interlopers for their “dishonorable, shameful and sloppy
conduct”. The gang must be routed and its leader (or his
body) brought to them to serve as a warning. Eser also
offers to compensate the PCs for their time offering them
each 30 x APL gold pieces.
Eser answers any questions the PCs have then
quickly leaves after her offer is complete. She tells the
PCs that if they have any further questions she can be
found in the Xoshour's Belly.
Eser ibnt Duman al Beit Castan: female human
rogue 5
Development: After Eser’s departure, the PCs are on
their own and can freely move about the town. Refer to
appropriate Encounters when they become applicable.
4: THE MARKET
The PCs can interview merchants and the various traders
at the Farmer’s Market (included Fahir ben Orbey from
Encounter 1) or attempt to Gather Information. There
are any number of farmers and vendors who have been
victims of extortion
GATHERING INFORMATION
The Market is crowded, traders have come from
across the Bey and some have even journeyed across the
river hailing from Ekbir and Tuflik. The sheer number of
people makes listening to rumors time-consuming, let
alone sorting through them for useful information. Each
Gather Information attempt takes 1d4+3 hours but offers
multiple results.
DC 5: Kurteq is a small fishing village on the Tuflik River
which has seen a sudden increase in population over the
last few months. And apparently the mayor is a kobold!
DC 10: A few years back, adventurers began to settle in
Kurteq bringing expensive magical items and hordes of
treasure that inflated the local economy. This has
attracted people seeking to take advantage of the boom.
And the town elected a Suel paladin as mayor who
promptly died shortly after and was reincarnated as a
kobold.
DC 15: A gang of racketeers has moved into Kurteq and
has been threatening folk for protection money,
occasionally even kidnapping travelers! The Spahis have
been trying to get merchants to speak out but the last one
to do so had his store burn down and his legs broken.
DC 20: The Spahis have tried a number of tactics to find
the criminal’s lair, including tracking dogs. However, the
animals always lost the scent before anyplace was found.
DC 25: The only merchant to talk to the Spahis was Basir
ben Aras. His left leg was shattered and now he lives as a
beggar on the streets.
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Page 5
DC 30: The racketeers have often been seen moving
around the river but never near the docks and they have
not threatened the dock workers or fishermen.
A number of other rumors also catch the PCs
attention. Use the results of the above Gather
Information check or substitute for a Knowledge (Local:
VTF) or Bardic Knowledge check.
Parshadon
DC 5: Parshadon is a town built on the Western coast of
Zeif.
DC 10: The town is built along the base of a steep hill and
around a bay.
DC 15: Parshadon has been suffering misfortune after its
mines were emptied of ore.
DC 20: There are a number of abandoned ruins nearby
the town. These attract the attention of adventurers from
time to time.
DC 25: There is a powerful sorcerer living near the town
and she is rumored to grant favors to those who offer
something of suitable interest.
Sukarta
DC 5: Sukarta is a source of fresh water for passing ships.
There are roads into and out of town but they are seldom
used.
DC 10: Being in a lush valley we have some very fertile
land for planting food raising domestic animals. There are
also steam fields for the interested parties
DC 15: The waters of Sukarta are rumored to have
healing properties. The water is rich in minerals and
slightly warmer then normal water.
DC 20: The community of Sukarta is built on the side of a
dormant volcano. It is rumored that great magic may be
all that keeps it slumbering and protects the village.
DC 25: A great battle was fought here in the past. The
ancient war may have been between Divine and Demonic
forces that lead to the current state of the volcano. What
may be inside?
DC 30: A god may have set foot in the area in the past.
This could be the reason for the dormant state to the
volcano and the vibrant plant life in the region. Some say
the deity came willingly and may have left something
behind.
DC 35: Something may be trapped near the town, in an
ancient location where it is kept imprisoned by strange
magics. This may have later good or disastrous affects on
the community
Korsan
DC 10: While it is hardly a jewel among the waves the
small port town of Korsan holds a certain charm that
many people find alluring. Some take solace in the fact
that Korsan is a self declared haven for all, a safe house
where individuals can find a safe place to rest, or trade ill-
gotten goods without fear from the officials, at least while
they stay within town limits. It is a quiet hamlet that
merchants, the Zeif navy, and even the occasional pirate
(flying false colors of course) can get a warm meal, a bed
and a bit of news as they allow their ships to bob quietly
in the waves of the Dramidj Ocean.
DC 15: After hitting the "Big Score" former privateer
Berker al' Muhalin landed in Korsan, where his
retirement was violently interrupted by a marauding
band of slavers. To this day, there is a yearly festival to
celebrate Berker's heroic deeds.
DC 20: Shortly after settling into Korsan, Berker was
seen in the company of a beautiful blonde haired female.
No one knows who she is or where she came from, but
she can be seen around town and along the coast from
time to time, always with a smile and a helping hand,
then gone again before you have a chance to say "Thank
you".
DIVINATION
At higher APLs the PCs may be able to employ
divination, scrying or other spells to locate either the
gang or their lair. Allow the PCs to do so but pay attention
to their wording. Unspecific divination attempts to locate
the gang will direct the PCs to the front-house while
attempts to locate the leader will lead them Basir ben
Aras, a beggar at the town square.
If the PCs attempt a divination to find the racketeers
or learn more clues read or paraphrase the following:
The broken man knows your prey and where they
hide from sight. Seek him by the stone memories of
the heroes might.
The clue refers to monument built for the Heroes of
the Lost City found in the town green (see Encounter 7).
A DC 15 Knowledge (Local: VTF) or DC 20 Bardic
Knowledge check will reveal this.
The scrying spell can be used to locate al Kiral
however it is extremely unlikely the PCs will have met
him granting al Kiral a significant bonus to his Will save.
Knowing that there is a boss is not enough information to
give the PCs secondhand knowledge for purposes of the
save but learning his name would.
INTERVIEWING VICTIMS
The merchants have been repeatedly intimidated by
the racketeers over a long period and do not readily
volunteer information. They have been told that speaking
with adventurers means death.
ZEF7-08 Killing Time in Kurteq
Page 6
Convincing the merchants to open up requires a
Diplomacy or Intimidate check. The increasing DC
reflects the thugs’ increasing skill at Intimidation.
APL 2 – DC 16
APL 4 – DC 19
APL 6 – DC 20
APL 8 – DC 22
What do you know about the criminals? “Little.
They have only been in town a few months and try to
avoid attention, especially from the Spahis and
adventurers.”
What do they want? “Money. If we pay they say our
stores will be protected from ‘accidents’ and they’ll see
nothing bad happens to our families.”
What happens if you refuse? “Then they break our
wares and beat us. It gets worse each time we refuse.”
Why don’t you talk to the Spahis? “Someone did
once. His stall burned to the ground and beat him so
badly even now he can barely walk.” (Note: the
merchants no longer remember exactly when or whose
store was torched.)
Why don’t you hire adventurers? How come they
don’t get involved? “I’ve heard them talking –you know,
in-between beating me– and apparently their leader has
strictly told them to avoid anyone who even looks like an
adventurer or mercenary.
Have you heard about kidnappings? “Yes, terrible
business. A rug trader was taken a few weeks back and I
heard that a couple nights back someone was snatched off
the streets. If your family and friends cannot afford your
release then you are found floating in the Tuflik!”
Why don’t you unite, the merchants must
outnumber them? “True, but they will just strike when
we are apart. We cannot move as a group all the time and
I cannot risk being the one caught alone.”
4: THE INN
Xoshour's Belly is Kurteq’s sole tavern and inn. Easily the
largest structure in town, it is perpetually filled with
adventurers and residents too lazy to buy houses. The
innkeeper himself has been untroubled by the racketeers
as they know better than to threaten a man housing a
dozen well-armed mercenaries.
Food and lodgings are available at the Inn but
inflation has raised prices higher than the rest of the
town. Anything purchased at the inn costs 25% more than
the market price.
Named after the famed dragon-turtle that ate the first
Sultan, (Ozef the warrior) Xoshour’s Belly is a
hospitable inn. Divans are set along the walls and
paired with small tables. The fruity aroma of hookah
(water pipe) tobacco mixes in the air with the scents of
coffee and spice. In the far corner a meddah
(storyteller) is relating a tale of the Sultan Kouroz.
GATHERING INFORMATION
The Inn is full of relaxing adventurers, some in
denial over events but most just too busy with their own
affairs. Merchants have been warned about talking with
adventurers and fewer rumors have spread this far.
The innkeeper, Burij al Kurteq (a half-Rhenee
affectionately nicknamed “Bargie” by the inn’s patrons),
knows the town and can offer directions or answer
simple questions raised by the PCs, especially if they
purchase a mug of coffee or some turtle soup. However,
the innkeeper has grown soft and spoiled over the past
two years of being the first stop for adventurers laden
with gold and treasure.
Likely questions and responses appear below.
Tell us about the criminals? Have you ever been
threatened? “Oh, I don’t know much about any unsavory
folk. Never had many problems, even bar brawls are rare.
Think folk here want to get away from that stuff. If they
want trouble they just pop over to Greyhawk or Zeir-i-
Zeif.”
You haven’t heard anything? “I’ve heard some talk,
mostly wild rumors: roaming gangs, kidnappings and the
like. Nothing I’ve seen with my own eyes.”
Kidnappings? “Rumors! People get lost on the road,
wander off and the like. A rug merchant disappeared a
couple weeks back and just the other day some scholar
vanished, Hamza F kih or something. Probably fell into a
hole somewhere while reading.”
Do you know a merchant whose stall burned
down? “I know him, fellow by the name of Basir ben
Aras. Sad accident that. He doesn’t talk much about it.
Also broke his leg that day and now he spends his time
begging across the road at the Lost City Monument.”
Do you know about the Dusk Lash? “A fellow does
hear things. They’ve been here for years but keep quiet.
Mostly smuggling and the like. Haven’t had any
problems. They used to be my best customers.”
Development: The innkeeper can direct the PCs to the
monument and ben Aras the beggar. Eser ibnt Duman
can also be found in the inn if the PCs met her in
Encounter 3. She can clarify any questions the PCs have
about the Dusk Lash but avoids them if she believes they
are working for the Spahis.
6: THE BARRACKS
The Spahis are currently rooming with the Town Watch
in the cramped town barracks. If the PCs are looking to
discuss matters with Kaptan ibn Tuncay he is found here.
Any surviving thugs placed under arrest will also be
found inside.
The Watch’s Barracks is an unimaginative wooden
structure designed strictly to house the town’s guard.
Built close to the river the damp winds have stripped
all paint off the walls. Neighboring the building is the
lone watchtower keeping a vigilant, if bored, eye on
the Tuflik and the Ekbirrans.
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Page 7
INTERVIEWING GUARDS AND SPAHIS
If the PCs agreed to help the Spahis in Encounter 1
their attitude is friendly and they gladly answer any
questions. If the PCs avoided or insulted the Spahis then
the PCs will first have to convince them of their
intentions moving them from indifferent to friendly.
Once they trust the PCs the Watch answers any
questions on the manhunt. Both the Spahis and the
Watch are aware of the Dusk Lash but mistakenly believe
the extortionists are either members of the same
organization or working together.
What do you know about this gang? “Precious
little. They have been in town for several years. They used
to spend most of their time smuggling but they have
grown bolder of late.”
What have you done to stop them? “We have tried
tracking them and tried convincing merchants to speak
out. That did not work. We also had guards dress as
merchants and hide in the market.”
What happened to the trader whose stall was
burned? “That was ben Aras. Pity that. He sent word he
was willing to speak out and that night he was beaten
near death and his tent lit ablaze. I believe he’s begging
on the street now.”
What do you know of the Dusk Lash? “Rumors at
best. We suspect that they’re involved, if not behind this
entire matter, but have no proof.”
Have you heard about kidnappings? “No. Why,
have you?”
INTERVIEWING THUGS
If the PCs captured the thugs from Encounter 1
they are taken to the barrack and can be questioned.
Alternatively, if the PCs were ambushed in Encounter 8
any arrested attackers were taken here.
To get information from captured thugs they must
be convinced to talk. They are hostile for purposes of
Diplomacy and are allowed to make a modified level
check to oppose Intimidation. Even if either check is
successful they will provide as limited information as
possible.
If the Diplomacy check raises the thugs’ attitude to
helpful or the PCs’ Intimidate check beats the thug’s level
check by more than 15 then the thugs may provide more
information. This also applies if mind-controlling magic
is used.
The thugs’ modified level checks for Intimidate are
summarized below:
APL 2 – d20+2
APL 4 – d20+3
APL 6 – d20+4
APL 8 – d20+6
Why are you threatening people? “For money.
They’re getting stacks from you mercs and we just want
our share of the wealth.”
Where is your lair? “Store. By the river. Work out of
the back.” This is not enough information for the PCs to
locate the al Ourr’s store. If the thugs are persuaded
enough they can give accurate directions to the building.
Who are you working for? “Man by the name of al
Kiral. No one you’d have heard of.”
What do you know about your boss? “He’s called al
Kiral, and he’s smart and cunning, organized all of us like
he did. And he’s a powerful wizard. Or sorcerer.
Something with magic.” If the thugs are persuaded to
reveal more information they will comment that al Kiral
does not stay with them at the store and spends much of
his time away. They will also mention he is often seen
with a dwarf whom they have never seen walking the
streets of Kurteq.
Are you kidnapping people? “We dabble; ransoms
pay better with less breaking of stuff. Plus you only have
to
beat
up
one
person.”
7: THE BEGGAR
Basir ben Aras was once a merchant but is now crippled
and living on handouts. The PCs can be directed to ben
Aras from the Innkeeper or simply wander around town
until they stumble into him.
A small patch of parkland is set aside as the town
square, muddied from frequent travelers taking a
shortcut to Xoshour's Belly. During the summer
months it is set aside as festival grounds for tents and
stalls but is currently empty. On the edge is a stone
monument of recent construction dedicated to the
Heroes of the Lost City.
The monument itself is a smooth white-stone obelisk
set on a large square slab. Carved into the base are
images of Zeifan heroes bravely confronting a fiery
humanoid monster.
Leaning on the bottom of the monument is a haggard
man dressed in torn clothes. His wooden crutch sags
under him as he moves the weight off his twisted leg.
Basir has lost almost everything but is still alive, and
does not wish to risk his life by handing over the
racketeers. To win him over the PCs must make a DC 13 +
APL Diplomacy check. If the PCs give him some gold
(roughly 5x APL) this reduces the check by 10.
What happened to you? “Made a mistake. Learned
too much. Threatened to go to the Watch. Then I sat by as
everything I owned burned while two burly men took
clubs to my leg.”
Why didn’t you talk to the Spahis? “They would
have killed me. My life is not worth much but it is all I
have left."
What do you know about the gang? “Used to know
one of the members; dumb fishmonger by the name of al
Ourr. Saw them milling around his store more than
once.”
ZEF7-08 Killing Time in Kurteq
Page 8
You know where their lair is? “Not really. Seen
them walking around town. Saw them several times
around al Ourr’s shop. Not that many people buy there
anymore. His fish are half-rotten.”
Development: Basir can give directions to al Ourr’s fish
shop. If the PCs go there proceed to Encounter 9. If the
PCs succeeded in their Diplomacy check, if asked Basir
will speak with the Spahis and tell them what he knows.
If they fail to convince Basir he mutters that the PCs
should “go talk to the Spahis, or something.” directing the
PCs to the Barracks.
8: THE AMBUSH
This is an optional encounter that can be added for a
number of reasons. If the adventure is being played in a
time-sensitive environment, such as a convention, this
encounter can be used to speed along the investigation.
This encounter can also be used if PCs are stuck. Use the
combat statistics of the Ruffians in Encounter 9 and
Appendix 1 for this encounter along with the related
treasure.
Alternatively, if the PCs avoided or missed
confronting the thugs in Encounter 1 they return now to
attempt to scare away the PCs. If this is the case substitute
the stat block below for the appropriate one.
The PCs have attracted the attention of al Kiral and
his gang. They are attempting to frighten the PCs off or
drive them out of town. A group of gang members hides
in a small alley beside a house and moves in behind the
PCs attempting to surprise them. Refer to DM Map 1 for
a street layout and place the gang accordingly. They are
assumed to have plenty of time to plan their ambush and
they Take-20 on their Hide checks (refer to Appendix 1).
If the PCs succeed their Spot check, read or paraphrase
the following:
Cats are common on the streets of Kurteq, well-fed on
fish from the Tuflik and by kind residents. Abruptly,
one of the furry horde darts suddenly in front of you,
startled by something in a nearby alley. Inside,
attempting to hide, are armed men who quickly move
forward.
If the PCs fail their Spot check, read or paraphrase
the following:
Cats are common on the streets of Kurteq, well-fed on
fish from the Tuflik and by kind residents. Abruptly,
one of the furry horde darts suddenly in front of you,
vanishing into a nearby home.
Then, from behind a serious voice barks a command
and several armed men move to attack.
Tactics: Little more than bullies the gang is used to
preying on cowed merchants who do not fight back. They
are unprepared for determined adventurers. Hoping to
use the element of surprise they focus on a single weak-
looking opponent attempting to catch them flat-footed or
move into flanking.
The thugs will continue to fight until there is only
one or two left surviving after which they will surrender
when seriously wounded or attempt to run.
Development: If any attackers survived the PCs can
attempt to interrogate them. If the group is composed of
thugs from Encounter 1 refer to the information in
Encounter 6. However, since they were so recently
beaten they take a -4 moral penalty on their modified
level check to oppose Intimidation.
If the attackers were taken from Encounter 9 then
there is no combat during that encounter. Refer to that
encounter for more details.
9: THE FRONT
This small shop was once the business of Prung al Ourr, a
local fishmonger who joined with the gang out of greed
and turned his back on the town. The store now acts as
hideout for newcomers to the gang and hides the main
entrance to the true lair.
For the layout of the building refer to DM Map 2.
The PCs can discover the building a number of ways.
They can intimidate captured racketeers, speak with
Basir, follow escaping thugs or even attempt to track
people to it. However, al Kiral chose this building
specifically to throw-off animals (especially tracking
dogs).
The shop of al Ourr is a tiny kamara on the edge of
town by the Tuflik River. The air reeks of fish and
there is a small rotting pile at the side of the building
even the cats avoid. Stained curtains hang over the
doorway, the interior clearly visible through any of
the numerous holes.
If anyone enters then al Ourr enters from the
backroom and makes a half-hearted effort to sell the
visitors some fish. He is scrawny, dressed in filthy clothes
and missing multiple teeth yet insists on smiling at his
“customers”. His stock is aging and half-rotten but he still
charges outrageous prices (5-8 sp each). He denies any
association with the gangs and tries to shift blame to
other townsfolk. If threatened he immediately flees to
the back room locking the door. There he warns the
thugs resting in the back room who ready for combat.
Wooden Door: 1in. thick, hardness 5; hp 10; AC 5;
Break DC 15, Open Locks DC 20.
Al Ourr: male human commoner 1/expert 1 (Bluff
+3).
If the PCs search around the back of the building
they find a back entrance and shuttered windows on both
sides. The rear door is locked but the shutters are not. A
DC 15 Listen check allows the PCs to overhear arguing.
The gang is debating what to do with F kih whom they
are having difficulty ransoming. For PCs listening
directly at the door or windows the check is reduced to
DC 5.
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Page 9
Wooden Door: 1in. thick, hardness 5; hp 10; AC
5; Break DC 15, Open Locks DC 25.
Shutters: 1in. thick, hardness 5; hp 10; AC 5;
Break DC 10.
A fog of stale fish odor permeates the entire
stockroom. Several small baskets are piled against the
wall, filled with assorted trinkets of varying value.
Lying in the corner is a bound and gagged figure
(recognizable as Hamza F kih for those who have met
him before). Four surly armed figures move about the
middle of the room, intent on nothing good.
APL 2 (EL 2)
Ruffians (4): human warrior 1; hp 9 each; Appendix
1.
APL 4 (EL 3)
Ruffians (4): human warrior 2; hp 15 each;
Appendix 1.
APL 6 (EL 5)
Ruffians (4): human warrior 2/rogue 1; hp 20 each;
Appendix 1.
APL 8 (EL 6)
Ruffians (4): human warrior 1/rogue 2; hp 19 each;
Appendix 1.
Tactics: The thug’s tactics depend on how combat was
initiated. If warned by al Ourr they take flanking
positions by the doorways and ready weapons. If caught
by surprise they will do their best to defend themselves
focusing on the opponent that seems to be the largest
threat. Regardless of how the melee started al Ourr will
cower in the corner yelping if anyone approaches.
Treasure: The thugs carry the following treasure:
APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp.
APL 4: Loot 62 gp; Coin15 gp; Total 77 gp.
APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp.
APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp.
Hidden under the pile of baskets at the edge of the
room is a trap door leading to small underground tunnel.
A DC 20 Search check will uncover the pit. F kih knows
about the trap door and informs the PCs if they fail to
notice it. If the PCs enter the tunnel proceed to
Encounter 10.
Hamza F kih thanks the PCs profusely when freed;
focusing his thanks on anyone he has previously met (in
ZEF6-04 Generosity or other adventures in the Zeif
“Town Tours” arc). If any PCs purchased the Chalice
during ZEF6-04 Generosity and posses his favor then
F kih will offer to reveal what he has learned of it.
Development: If the thugs from this encounter were
used in Encounter 8 then al Ourr is alone in the building
with the restrained Hamza F kih. Al Ourr still tries to
lock himself away but if cornered he surrenders without a
fight.
10: THE TUNNELS
Connecting the two homes is a winding underground
tunnel. It was slowly dug out under the supervision of
Durivar al Yatil, the dwarven bodyguard of al Kiral.
Built to allow the gang to move invisibly across town
and transport larger goods without attracting attention, it
also allows al Kiral to meet with his minions without
being seen in the vicinity of al Ourr’s shop and keeps
untested members from knowing the location of their
boss and the more valuable of the stolen property.
With a groan the trapdoor opens into a tunnel
burrowed into the sandy soil. A shoddy wooden
ladder leads down, barely held up by the loose silty
earth. Droplets of water fall from the tunnel’s low
ceiling and support beams, the moisture fueled by the
nearby river. While crudely dug the fact it manages
not to collapse is a testament to the designer’s talents.
The tunnels are narrow with a low roof, a little over
nine feet tall. Larger creatures can fit through the tunnels
but may have to squeeze in a few places. The loose dirt of
the walls makes climbing difficult; while there is
adequate hand and footholds the damp soil is treated as
slippery for determining the DC.
The tunnel itself is unguarded but al Kiral has
stationed a lookout. The hired wizard watches the tunnel
through a hidden spy hole. His job is not to attack but
delay intruders and then warn the gang members at the
tunnel’s end, who then warn al Kiral. There is a long
string attached to a bell that the wizard uses to warn of an
ambush. Alert PCs can hear the alarm with a DC 23 Listen
check. A DC 30 Search check will uncover the spy hole.
Dwarves can employ their racial Stonecutting bonus to
this check and do not have to be actively searching
however, because it not a secret door, elves do not
automatically receive a check.
The hired wizard has a scroll of minor image (or
major image at higher APLs). The wizard casts the spell
when he sees or hears the PCs. Being low level he need to
make a DC 4 caster level check at APL 2 and 4 to use the
scroll. This increases to a DC 6 caster level check at APL 6
and 8.
Refer to DM Map 3 for the tunnel’s layout.
THE ILLUSION
The wizard uses his scroll to create an illusion designed to
frighten the PCs. He favors rust monsters but this can be
substituted for a more personalized threat depending on
the party and play environment.
The DC of the illusion varies depending on APL. Use
pre-rolled Will Saves if possible to prevent metagaming.
Remember that PCs only make a Will Save after they
interact with or study the illusion, just seeing it is not
enough.
ZEF7-08 Killing Time in Kurteq
Page 10
APL 2 – DC 13
APL 4 – DC 13
APL 6 – DC 14
APL 8 – DC 14
When the PCs approach the wizard have them make
Spot and Listen checks. With a DC 5 Listen or DC 10
Spot the notice the “rust monster” as it first emerges from
around the corner.
Ahead a sharp right curve cuts off the rest of the
tunnel. From beyond there is a low clicking sound.
Long antennae flick through the air, poking out from
around the corner. A red-brown creature steps
forward on its four insect-like legs, a long curiously
shaped tail wags lazily behind it. A large rope is tied
around its neck leashing the creature to the wall.
The wizard varies the appearance of the rust monster
depending on the level of the party. Refer to the below
information to decide if an attack misses or connects (for
purposes of interaction) and deciding the effects of spells.
Assumed Hit Dice are also included for use of Knowledge
(dungeoneering) or Knowledge (arcana).
APL 2 (EL –)
Rust Monster: Monster Manual 216.
APL 4 (EL –)
Rust Monster: CR 5 large advanced aberration; HD
9, touch AC 12; Monster Manual 216.
APL 6 (EL –)
Rust Monster: CR 6 large advanced aberration; HD
13, touch AC 11; Monster Manual 216.
At this APL and higher the rust monster is assumed
to have the Deformity (Tall) feat and have 10ft. reach (see
Appendix 2).
APL 8 (EL –)
Half-Red Dragon Rust Monster: CR 7 large dragon;
HD 16, touch AC 11; Monster Manual 216.
At this APL the rust monster is assumed to also have
the Combat Reflexes feat.
Tactics: The “rust monster” reveals itself and then moves
back around the corner of the tunnel letting the PCs
come to it, the “leash” preventing it from moving forward
(and giving the PCs the impression they have some time
to prepare without it charging). The wizard has it react
accordingly to being struck, miming injury if need be. He
has it attack with its antennas and does not hesitate to
have it make attacks of opportunity, although all its
strikes conveniently miss.
The wizard stays at his post only as long as the
illusion holds then joins the rest of the gang at the end of
the tunnel, casting any buff spells he has. He only hopes
to buy a couple rounds of preparation with the illusion, or
possibly force the PCs to waste precious resources on a
phantom battle. If it lasts longer than 4 rounds he ceases
concentration and moves to the end of the tunnel.
Treasure: The wizard has the below treasure in addition
to that listed in Encounter 11. However, it is assumed
that the wizard uses the scroll but it is included in case
lucky or clever PCs prevent its consumption.
APL 2: Magic 13 gp; scroll of minor image (13 gp);
Total 13 gp.
APL 4: Magic 13 gp; scroll of minor image (13 gp);
Total 13 gp.
APL 6: Magic 32 gp; scroll of major image (32 gp);
Total 32 gp.
APL 8: Magic 32 gp; scroll of major image (32 gp);
Total 32 gp.
Development: Depending on how long the illusion
delays the PCs the thugs may have more time to prepare.
The faster the PCs realize their foe is not real the easier
their next fight will be. If the PCs somehow manage to
detect the wizard refer to his stats in Appendix 1. If the
wizard is killed before he can join the rest of the gang, do
not include him in combat during Encounter 11.
PCs employing stealth or spells such as invisibility
may slip past the lookout avoiding this encounter and
perhaps even surprising the thugs in the next encounter.
11: THE HIDEOUT
This is a small room that acts as a guard post and place for
the gang to relax. At the end of the tunnel it is directly
below al Kiral home and hideaway. A ladder leads up into
the lair where they keep all their treasure and stolen
goods. A thin trap door covers the hole, hidden under a
large cushion.
How this encounter occurs depends on the outcome
of the previous encounter. It assumes the PCs are coming
from al Ourr’s store. If the thugs were warned by their
wizard lookout then they have hidden themselves in the
room and are readying to attack. If they are surprised
then they are interrupted in the middle of a game of
cards. Read of paraphrase the following:
The tunnel ends in a small, muddy chamber. Small
pools of water dampen the floor, pooling in many of
the deep footprints pressed into the soft ground. At
the far end of the earthen room a wooden ladder
leading upward. A single lantern hangs from it
support beam, hissing as water drips onto its metal
cap.
Scattered about the room are a number of wooden
crates, some are open exposing their straw-filled
packing. A few crates are arranged around makeshift
table topped with Three-Dragon Ante cards and
assorted stained coins.
If they had time to prepare then the racketeers Hide
and the PCs make opposing Spot checks. Those that fail
are surprised when the thugs leap out from behind crates.
ZEF7-08 Killing Time in Kurteq
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If they were not warned than no one is surprised unless
the PCs are using stealth.
APL 2 (EL 3)
Thugs (2): human rogue 1/fighter 1; hp 18 each;
Appendix 1.
Wizard: human wizard 1; hp 8; Appendix 1.
APL 4 (EL 5)
Thugs (2): human rogue 1/fighter 2; hp 28 each;
Appendix 1.
Wizard: human wizard 2; hp 12; Appendix 1.
APL 6 (EL 6)
Thugs (2): human rogue 1/fighter 3; hp 38 each;
Appendix 1.
Wizard: human wizard 3; hp 16; Appendix 1.
APL 8 (EL 7)
Thugs (2): human rogue 1/fighter 4; hp 47 each;
Appendix 1.
Wizard: human wizard 4; hp 20; Appendix 1.
Tactics: At the sound of the warning bell the thugs
immediately hide about the room and ready their
weapons. If they think they have the time then they
drink as many potions as they can. When they PCs enter
they use the alchemical capsules on their weapons and
attack, ganging up on the first PC that walks into range.
At APL 8 the thugs activate all three alchemical capsules
in the same round.
The wizard joins the group as soon as he thinks his
illusion has failed. If there is time he casts a buffing spell
or two, and then hides out of sight and readies spells.
While the thugs fight to the death the wizard is rather
cowardly and surrenders if injured and overwhelmed.
Treasure: The PCs can gain the following treasure here:
APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2
potions of bear’s endurance (25 gp each); Total 145 gp.
APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each); Total 195 gp.
APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each); Total 247 gp.
APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each), 2 potions of cure moderate wounds (25 gp
each); Total 317 gp.
Development: Unless the PCs take measure to stay quiet
al Kiral hears the battle and begins packing up his
treasure. If the PCs manage to catch the guards unaware
and dispatch them in a single round or employ magical
means such as a silence spell then al Kiral will be
unaware.
12: THE SKIES
The true lair of the racketeers and al Kiral is an
unremarkable building. Here the gang keeps its various
spoils and treasures including artwork and chests of
coins. In the corner of the house is a large gaudy cushion
that hides the trapdoor to the tunnel. There is a large
open-air skylight in the middle of the ceiling, covered by
a canvas tarp during poor weather. Al Kiral spends much
of his days here relaxing in luxury. He adorns himself
with jewelry and eating only the finest food he can
smuggle into town. He has a servant that looks after his
every need. He is growing rather fat as a result of this
overindulgence.
When the PCs reach the end of the tunnel al Kiral
decides he has had a good stretch in Kurteq and it would
rather flee with as much treasure as he can than face the
law. Earlier he stole several carpets of flying and keeps
one ready in the middle of his lair. He gets his bodyguard
and servant to pile as much loot as they can onto the
carpet and prepare to get away. Regardless of how long
the PCs take below al Kiral will have just finishing
packing and taken flight.
When the PCs open the trapdoor and enter the
room, read or paraphrase the following:
A single-room kamara is atop the stairs. Piles of silk
pillows are stacked along the walls and there are a
number of tapestries and paintings along the walls.
There is the rich smell of the fresh fruit and fine wine
from the nearby table heavy with food. But it is the
large double doors at the back that catches your eye.
Just outside the open doors is a large courtyard with a
large carpet in the middle. The brightly woven rug is
floating a foot off the ground, hovering in place. A
stunned individual is standing beside it; a heavy
wooden box crammed with jewelry fills his arms as he
hesitates in your sight.
“Imzir, you fool!” A voice cries from above. Another
carpet hovers high in the air carrying two figures and,
from the bulge in the middle, quite a lot of cargo.
Imzir is a lowly servant of al Kiral. He will not fight
and screeches like a little girl if threatened. He was to
follow al Kiral on the second carpet after loading it with
the remaining treasure.
Imzir: male human commoner 1.
The fleeing carpet begins twenty-five feet in the air,
hovering fifteen feet above the kamaras roof. It is five feet
off the edge of the room and ten feet to the side of the
other carpet. The duo is on a 10 ft. by 10 ft. carpet of
flying (see the Dungeon Master’s Guide, page 252). Like
all carpets of flying it has average aerial maneuverability.
The carpet hovering in the middle of the courtyard is
the same size and there are two smaller carpets (one 5 ft
by 10 ft. and the other 5 ft. by 5 ft.) rolled up against the
ZEF7-08 Killing Time in Kurteq
Page 12
wall. A DC 5 Spot check will notice the extra carpets. The
PCs can follow the escaping criminal on the extra carpets
although higher-level tables might have access to fly
spells or other magic items that allow pursuit.
There is only one plan left for al Kiral: flee. However,
he is terribly greedy and refused to leave without his
treasure. His carpet is weighed down with several large
chests of clothes, art, jewelry and coins (mostly silver
djinn and copper dao), which reduces the carpet’s speed
to 30ft. There are five chests, each weighing
approximately 125 pounds. With the added weight of
Durival and al Kiral’s own stout frame they need to drop
three chests to fly at full speed (or two chests and one
passenger).
APL 2 (EL 4)
Durivar: dwarf fighter 2; hp 20; Appendix 1.
Al Kiral: human sorcerer 3; hp 13; Appendix 1.
APL 4 (EL 6)
Durivar: dwarf fighter 3; hp 28; Appendix 1.
Al Kiral: human sorcerer 4; hp 17; Appendix 1.
APL 6 (EL 7)
Durivar: dwarf fighter 4; hp 35; Appendix 1.
Al Kiral: human sorcerer 5; hp 21; Appendix 1.
APL 8 (EL 9)
Durivar: dwarf fighter 6; hp 43; Appendix 1.
Al Kiral: human sorcerer 8; hp 41; Appendix 1.
Tactics: Durival is foolishly loyal to al Kiral and will do
everything in his power to protect his employer. In his
first round he attacks full-attacks with his bow. If his
carpet is boarded or adjacent to the PCs Durival tries to
Bull Rush attackers off their carpet. Al
Kiral,
despite
being more concerned with escaping than fighting,
readily uses his spells in combat. His first action is to
move the carpet farther away using spells if he feels there
is enough distance between him and the PCs.
If it appears the weighed-down carpet is too slow to
outrun pursuit al Kiral tries to gain altitude while Durival
pushes chests onto their pursuers’ heads (refer to the
Dungeon Master’s Guide, page 303 for damage from
falling objects).
At lower APLs possible falling damage from a trip off
a carpet might be too lethal for some parties, especially
ones that have had bad luck during earlier fights. If a
badly injured PC is knocked off a carpet the DM can rule
al Kiral was flying over the Tuflik, or that a convenient
cart of hay was below the PC partially cushioning the fall.
Treasure: There is quite a lot of treasure here (including
the carpet of flying) however most of this is stolen
property and must be returned to its owners. Thus it is
not added to the below treasure or counted towards the
gold cap (but the PCs can still gain AR access). The PCs
can gain the following treasure here:
APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of
feather falling (120 gp); Total 163 gp.
APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of
feather falling (120 gp), potions of cure light wounds (5
gp); Total 203 gp.
APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of
feather falling (120 gp), potions of cure light wounds (5
gp), ring of jumping (208); Total 451 gp.
APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring
of feather falling (120 gp), potion of cure moderate
wounds (25 gp), ring of jumping (208); Total 471 gp.
POSSIBLE VARIANTS
If the PCs manage to locate al Kiral’s lair without first
going into the tunnels then he just happens to be on his
way to visit al Ourr the fishmonger and his home is
empty. A DC 12 Search check will reveal the trapdoor and
entry into the tunnels.
Al Kiral will send any remaining thugs to fight as a
distraction then attempt to double back and retrieve as
much treasure as possible. He will then attempt to flee as
normal.
If the PCs are quick and easily dispatch the guards in
Encounter 11 or do so in a way that would not warn al
Kiral then he might be surprised. In this case he and
Durival simply move atop the carpet of flying feigning
surrender then fly away.
CONCLUSION
The outcome of this adventure is dependant on which
faction the PCs give al Kiral. Ideally the PCs should
decide on a single group but if evenly split the DM can let
each player declare their allegiance while passing out
ARs.
AL KIRAL GIVEN TO SPAHIS
The PCs surrender al Kiral to Kaptan ibn Tuncay. Al Kiral
and any surviving racketeers are sentenced to fifteen
years of hard labor in the Sultanate’s mines. The Spahis
insist that the stolen property be returned to its rightful
owners and begin the long process of finding owners for
the goods. The PCs receive their agreed payment as well
as the “Influence with the Spahis” AR entry and the
related equipment.
AL KIRAL GIVEN TO DUSK LASH
The PCs give al Kiral to Eser ibnt Duman and the Dusk
Lash both he and his gang are never seen again, but
rumors of their prolonged death spreads throughout the
Bey. The Dusk Lash see that most of the stolen property is
returned to the townsfolk and that the PCs are paid for
their efforts. They also receive the “Influence with the
Dusk Lash” AR entry and the related equipment.
AL KIRAL ESCAPES
Despite their best efforts the PCs have failed. They
receive influence with neither the Spahis nor the Dusk
Lash. However, as long as the PCs attempted to stop the al
Kiral and succeeded in fighting a couple different groups
of thugs then the gang is assumed to crumble without
ZEF7-08 Killing Time in Kurteq
Page 13
leadership. Al Kiral flees Zeif for the immediate future
and causes trouble elsewhere.
GANG ROUTED
Regardless of whom (if anyone) the PCs give al Kiral to
the Town Guardsmen are pleased to have their home safe
and speak highly of the PCs granting the “Character
Witnesses” AR entry. Likewise, as long as the PCs tried to
stop the racketeers the merchants and traders of the town
are happy and the PCs receive the “Friend of the
Merchants” AR entry. If the PCs managed to discover the
hidden tunnel beneath Kurteq then they also discovered
the gang’s stash of alchemical capsules.
THE CHALICE
The chalice is one of many items that could have been
purchased by PCs who played ZEF6-04 Generosity. It is a
silver cup forged by Abib Suloiman as a replica of the Cup
of Al’Akbar to inspire the Paynim nomads. Hamza F kih
has recently researched this cup and unlocked a related
prayer which can affect divine magic. PCs who purchased
the chalice in ZEF6-04 Generosity and have F kih’s
favour from the same adventure receive “the Chalice” AR
entry. Hamza F kih must also be rescued from the
racketeer’s front or he will be unable to reveal his
findings.
Treasure: The PCs can gain the following treasure here:
APL 2: Coin: 40-60 gp.
APL 4: Coin: 80-120 gp.
APL 6: Coin: 120-180 gp.
APL 8: Coin: 160-240 gp.
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
1: The Shakedown
Experience objective
APL 2
90 XP
APL 4
120 XP
APL 6
180 XP
APL 8
240 XP
9: The Front
Experience objective
APL 2
60 XP
APL 4
90 XP
APL 6
150 XP
APL 8
180 XP
11: The Hideout
Experience objective
APL 2
90 XP
APL 4
150 XP
APL 6
180 XP
APL 8
210 XP
12: The Skies
Experience objective
APL 2
120 XP
APL 4
180 XP
APL 6
210 XP
APL 8
270 XP
Story Award
Objective(s) met:
APL 2
50 XP
APL 4
70 XP
APL 6
100 XP
APL 8
125 XP
Discretionary roleplaying award
APL 2
40 XP
APL 4
65 XP
APL 6
80 XP
APL 8
100 XP
Total Possible Experience
APL 2
450 XP
APL 4
675 XP
APL 6
900 XP
APL 8
1,125 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this treasure,
the coin total is subtracted from the encounter totals
given below.
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
ZEF7-08 Killing Time in Kurteq
Page 14
because characters may want to use them during the
adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
1: The Shakedown
APL 2: Loot 85 gp; Coin 10 gp; Total 95 gp.
APL 4: Loot 171 gp; Coin 15 gp; Total 196 gp.
APL 6: Loot 171 gp; Coin 25 gp; Total 196 gp.
APL 8: Loot 171 gp; Coin 35 gp; Total 206 gp.
9: The Front
APL 2: Loot 56 gp; Coin 10 gp; Total 66 gp.
APL 4: Loot 62 gp; Coin15 gp; Total 77 gp.
APL 6: Loot 62 gp; Coin 25 gp; Total 87 gp.
APL 8: Loot 162 gp; Coin 35 gp; Total 197 gp.
10: The Tunnels
APL 2: Magic 13 gp; scroll of minor image (13 gp);
Total 13 gp.
APL 4: Magic 13 gp; scroll of minor image (13 gp);
Total 13 gp.
APL 6: Magic 32 gp; scroll of major image (32 gp);
Total 32 gp.
APL 8: Magic 32 gp; scroll of major image (32 gp);
Total 32 gp.
11: The Hideout
APL 2: Loot 85 gp; Coin 10 gp; Magic 50 gp; 2
potions of bear’s endurance (25 gp each); Total 145 gp.
APL 4: Loot 85 gp; Coin 10 gp; Magic 100 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each); Total 195 gp.
APL 6: Loot 127 gp; Coin 20 gp; Magic 100 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each); Total 247 gp.
APL 8: Loot 127 gp; Coin 40 gp; Magic 150 gp; 2
potions of bear’s endurance, 2 potions of bull’s strength
(25 gp each), 2 potions of cure moderate wounds (25 gp
each); Total 317 gp.
12: The Skies
APL 2: Loot 23 gp; Coin 20 gp; Magic 120 gp; ring of
feather falling (120 gp); Total 163 gp.
APL 4: Loot 48 gp; Coin 30 gp; Magic 125 gp; ring of
feather falling (120 gp), potions of cure light wounds (5
gp); Total 203 gp.
APL 6: Loot 68 gp; Coin 50 gp; Magic 333 gp; ring of
feather falling (120 gp), potions of cure light wounds (5
gp), ring of jumping (208); Total 451 gp.
APL 8: Loot 68 gp; Coin 130 gp; Magic 353 gp; ring
of feather falling (120 gp), potion of cure moderate
wounds (25 gp), ring of jumping (208); Total 471 gp.
Conclusion
APL 2: Coin: 40-60 gp.
APL 4: Coin: 80-120 gp.
APL 6: Coin: 120-180 gp.
APL 8: Coin: 160-240 gp.
Treasure Cap
APL 2: 450 gp.
APL 4: 640 gp.
APL 6: 900 gp.
APL 8: 1,300 gp.
Total Possible Treasure
APL 2: Loot 249 gp; Coin 110 gp; Magic 183 gp; Total
542 gp.
APL 4: Loot 366 gp; Coin 190 gp; Magic 238 gp; Total
794 gp.
APL 6: Loot 428 gp; Coin 300 gp; Magic 465 gp; Total
1193 gp.
APL 8: Loot 528 gp; Coin 670 gp; Magic 535 gp; Total
1733 gp.
ADVENTURE RECORD ITEMS
Influence with the Spahis: For assisting in removing
the criminal element from Kurteq, your Affiliation score
with the local Elder Spahi increases by 1. Additionally,
items marked with a “@” are considered Open for you.
Influence with the Dusk Lash: For removing
competition in Kurteq your Affiliation score with the
Dusk Lash increases by 1. Additionally, items marked
with a “#” are considered Open for you.
Friend of the Merchants: The merchants of Kurteq are
grateful, offering a discount of 5% on any items purchased
on this AR. For residents of the town, the traders further
show their thanks by offering to sell back sold treasure:
items marked with a “*” become Regional access.
Character Witness: The local Watch is willing to testify
on behalf of the PC and has some pull with neighboring
cities. If a player is convicted of a crime in the VTF
metaregion the Watchmen of Kurteq will reduce the
sentence (TUs and fines) by one-quarter, rounded down.
For residents of Kurteq this is increased to half. Cross off
this favor when used.
Alchemical Arsenal: A small cache of alchemical
weapon capsules (CAd) were found during this
adventure. The character is treated as having Adventure
access to all capsules and retainers in that book. For
ZEF7-08 Killing Time in Kurteq
Page 15
residents of Kurteq with “Friend of the Merchants” this
becomes Regional access.
The Chalice: An imitation of the Cup of Al’Akbar that,
despite being a fake, still posses some divine power due to
reverence of the genuine Cup. Players who purchased the
chalice in ZEF6-04 Generosity prior to this adventure
unlock the powers of the chalice. Once per adventure a
caster is allowed to re-roll the result of a Conjuration
(Healing) spell if the chalice is held during the casting.
The caster must take the new roll even if lower than the
original. Additionally, in the hands of a divine spellcaster
it acts as a silver holy symbol of Al’Akbar.
ZEF7-08 Killing Time in Kurteq
Page 16
ZEF7-08 Killing Time in Kurteq
Page 17
APPENDIX 1: APL 2
1: THE SHAKEDOWN
T HUG
CR 1
Male human rogue 1
NE Medium humanoid
Init +2; Senses Listen +3, Spot +1
Languages Common, Baklunish
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 7 (1 HD)
Fort +1, Ref +4, Will +0
Speed 30 ft. (6 squares)
Melee mwk club +3 (1d6+1)
Ranged shortbow +2 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp +2
Atk Options sneak attack +1d6
Special Actions Dodge
Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha
10
SQ trapfinding
Feats Persuasive, Dodge
Skills Appraise +3, Bluff +6, Escape Artist +5, Hide
+5, Intimidate +6, Listen +3, Move Silently +3,
Search +1Sense Motive+5, Tumble+3,
Possessions studded leather, masterwork club,
shortbow, 10 arrows
9: THE FRONT
R U FFI AN
CR 1/2
Male human warrior 1
NE Medium humanoid
Init +0; Senses Listen -1, Spot -1
Languages Baklunish
AC 16, touch 10, flat-footed 16
(+5 armor, +1 shield)
hp 9 (1 HD)
Fort +3, Ref +0, Will -1
Speed 20 ft. in chainmail (4 squares), base
movement 30 ft.
Melee scimitar +3 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +2
Atk Options Power Attack
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10
Feats Weapon Focus (scimitar), Power Attack
Skills Intimidate +4, Ride +2, Swim -2
Possessions chainmail, scimitar, light wooden shield
11: THE HIDEOUT
T HUG
CR 2
Male human rogue 1 / fighter 1
CE Medium humanoid
Init +5; Senses Listen +4, Spot +3
Languages Common
AC 16, touch 11, flat-footed 15
(+1 Dex, +4 armor, +1 shield)
hp 18 (2 HD)
Fort +4, Ref +3, Will +1
Speed 30 ft. (6 squares)
Melee mwk scimitar +4 (1d6+2)
Ranged dagger +2 (1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +1 Grp +3
Atk Options sneak attack +1d6, alchemical weapon
capsules
Special Actions Combat Reflexes
Combat Gear quickflame weapon capsule* x3, potion
of bull’s endurance
Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha
8
SQ trapfinding
Feats Improved Initiative, Combat Reflexes, Stealthy
Skills Hide +2, Intimidate +3, Listen +4, Ride +5, Spot
+3, Swim +0
Possessions combat gear plus masterwork scimitar,
chain shirt, triple weapon capsule retainer
* see Appendix 2: New Rules Item
W I Z AR D
CR 1
Male human wizard 1
N Medium humanoid
Init +2; Senses Listen +6, Spot +2
Languages Common, Baklunish, Dwarf
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1 HD)
Fort +1, Ref +2, Will +3
Speed 30 ft. (6 squares)
Melee dull fruit knife -1 (1d4-1)
Ranged light crossbow +2 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -1
Atk Options Point Blank Shot
Wizard Spells Prepared (CL 1st):
1st— grease (DC 13), ray of enfeeblement
0— daze (DC 12), ray of frost, resistance
Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha
10
SQ bat familiar
Feats Toughness, Point Blank Shot, Scribe Scroll
Skills Concentration +5, Knowledge (arcana) +6,
Knowledge (planes) +4, Listen +6, Spellcraft +6,
Spot +2
Possessions light crossbow, 10 bolts
12: THE SKIES
D U RI V AL
CR 2
Male dwarf fighter 2
LE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages
Common
Languages
Common,
Baklunish, Dwarf
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2
shield)
hp 20 (2 HD)
Fort +5 (+7 against poison), Ref +2, Will +0
Speed 20 ft. in breastplate (4 squares), base
movement 20 ft.
Melee dwarven waraxe +4 (1d10+2)
Ranged shortbow +4 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Atk Options Power Attack, Improved Bull Rush
Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha
6
SQ dwarf traits
Feats Power Attack, Block Arrows, Improved Bull
Rush
Skills Climb +1, Jump -5, Profession (miner) +5
Possessions
breastplate,
heavy
steel
shield,
dwarven waraxe, shortbow, 10 arrows
AL K I R AL
CR 3
Male human sorcerer 3
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Baklunish
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 13 (3 HD)
Fort +2, Ref +3, Will +3
Speed 30 ft. in (6 squares)
Melee shortspear +0 (1d6-1)
Ranged shortspear +3 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Special Actions Dodge
Sorcerer Spells Known (CL 3rd):
1st (5/day)— mage armor�, magic missile, jump
0 (6/day)— daze (DC 12), detect magic, flare (DC
12), message, ray of frost
�Already cast
Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha
15
Feats Combat Casting, Persuasive , Dodge
Skills Bluff +10, Concentration +7 (+11 casting
defensively), Profession (extortionist) +6, Spellcraft
+7
Possessions ring of feather falling, 3 shortspears,
noble’s clothes, hundreds of pounds of stolen
jewelry
and
art.
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Page 18
APL 4
1: THE SHAKEDOWN
T HUG
CR 2
Male human rogue 2
NE Medium humanoid
Init +2; Senses Listen +5, Spot +1
Languages Common, Baklunish
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 12 (2 HD)
Fort +1, Ref +5, Will +0
Speed 30 ft. (6 squares)
Melee mwk club +4 (1d6+1)
Ranged mwk shortbow +4 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +3
Atk Options sneak attack +1d6
Special Actions Dodge
Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha
10
SQ trapfinding, Evasion
Feats Persuasive, Dodge
Skills Appraise +4, Bluff +7, Escape Artist +6, Hide
+5, Intimidate +9, Listen +5, Move Silently +3,
Search +1, Sense Motive+5, Tumble+5,
Possessions studded leather, masterwork club,
masterwork shortbow, 10 arrows
9: THE FRONT
R U FFI AN
CR 1
Male human warrior 2
NE Medium humanoid
Init +0; Senses Listen -1, Spot -1
Languages Baklunish
AC 17, touch 10, flat-footed 17
(+5 armor, +2 shield)
hp 15 (2 HD)
Fort +4, Ref +0, Will -1
Speed 20 ft. in chainmail (4 squares), base
movement 30 ft.
Melee scimitar +4 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +3
Atk Options Power Attack
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10
Feats Weapon Focus (scimitar), Power Attack
Skills Intimidate +5, Ride +2, Swim -2
Possessions chainmail, scimitar, heavy steel shield
11: THE HIDEOUT
T HUG
CR 3
Male human rogue 1/ fighter 2
CE Medium humanoid
Init +5; Senses Listen +5, Spot +3
Languages Common
AC 16, touch 11, flat-footed 15
(+1 Dex, +4 armor, +1 shield)
hp 26 (3 HD)
Fort +5, Ref +3, Will +1
Speed 30 ft. (6 squares)
Melee mwk scimitar +6 (1d6+2)
Ranged dagger +3 (1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2 Grp +4
Atk Options sneak attack +1d6, alchemical weapon
capsules
Special Actions Combat Reflexes
Combat Gear quickflame weapon capsule* x3, potion
of bear’s endurance, potion of bull’s strength
Abilities Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha
8
SQ trapfinding
Feats Improved Initiative, Combat Reflexes, Stealthy,
Weapon Focus (scimitar)
Skills Hide +3, Intimidate +4, Listen +5, Ride +5, Spot
+3, Swim +0
Possessions combat gear plus masterwork scimitar,
chain shirt, triple weapon capsule retainer
* see Appendix 2: New Rules Item
W I Z AR D
CR 2
Male human wizard 2
N Medium humanoid
Init +2; Senses Listen +6, Spot +3
Languages Common, Baklunish, Dwarf
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (2 HD)
Fort +1, Ref +2, Will +4
Speed 30 ft. (6 squares)
Melee dull fruit knife +0 (1d4-1)
Ranged light crossbow +3 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Atk Options Point Blank Shot
Wizard Spells Prepared (CL 2st):
1st— grease (DC 13), magic weapon, ray of
enfeeblement,
0— daze (DC 12), ray of frost, resistance, touch of
fatigue (DC 12)
Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha
10
SQ bat familiar
Feats Toughness, Point Blank Shot, Scribe Scroll
Skills Concentration +6, Knowledge (arcana) +6,
Knowledge (planes) +5, Listen +6, Spellcraft +7,
Spot +3
Possessions light crossbow, 10 bolts
12: THE SKIES
D U RI V AL
CR 3
Male dwarf fighter 3
LE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages
Common
Languages
Common,
Baklunish, Dwarf
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2
shield)
ZEF7-08 Killing Time in Kurteq
Page 19
hp 28 (3 HD)
Fort +5 (+7 against poison), Ref +3, Will +1
Speed 20 ft. in breastplate (4 squares), base
movement 20 ft.
Melee mwk dwarven waraxe +6 (1d10+2)
Ranged shortbow +5 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Atk Options Power Attack, Improved Bull Rush
Combat Gear potion of cure light wounds
Abilities Str 15, Dex 14, Con 14, Int 13, Wis 10, Cha
6
SQ dwarf traits
Feats Power Attack, Block Arrows, Improved Bull
Rush, Plunging Shot*
Skills Climb +2, Jump -4, Profession (miner) +6
Possessions combat gear plus breastplate, heavy
steel
shield,
masterwork
dwarven
waraxe,
shortbow, 10 arrows
* see Appendix 2: New Rules Item
AL K I R AL
CR 4
Male human sorcerer 4
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Baklunish
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 17 (4 HD)
Fort +2, Ref +3, Will +4
Speed 30 ft. in (6 squares)
Melee shortspear +1 (1d6-1)
Ranged shortspear +4 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +1
Special Actions Dodge
Sorcerer Spells Known (CL 4th):
2nd (4/day) — protection from arrows
1st (6/day) — mage armor�, magic missile, jump
0 (6/day) — acid splash, daze (DC 12), detect
magic, flare (DC 12), message, ray of frost
�Already cast
Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha
16
Feats Combat Casting, Persuasive , Dodge
Skills Bluff +12, Concentration +8 (+12 casting
defensively), Profession (extortionist) +7, Spellcraft
+8
Possessions ring of feather falling, 3 shortspears,
noble’s clothes, hundreds of pounds of stolen
jewelry and art.
ZEF7-08 Killing Time in Kurteq
Page 20
APL 6
1: THE SHAKEDOWN
T HUG
CR 3
Male human rogue 3
NE Medium humanoid
Init +2; Senses Listen +5, Spot +1
Languages Common, Baklunish
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 armor)
hp 17 (3 HD)
Fort +2, Ref +5, Will +1
Speed 30 ft. (6 squares)
Melee mwk club +5 (1d6+1)
Ranged mwk shortbow +5 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Atk Options sneak attack +2d6
Special Actions Dodge
Abilities Str 14, Dex 15, Con 13, Int 8, Wis 12, Cha
10
SQ trapfinding, Evasion, trap sense +1
Feats Persuasive, Dodge, Acrobatic
Skills Appraise +5, Bluff +8, Escape Artist +7, Hide
+5, Intimidate +10, Listen +5, Move Silently +3,
Search +2, Sense Motive+6, Tumble+9,
Possessions studded leather, masterwork club,
masterwork shortbow, 10 arrows
9: THE FRONT
R U FFI AN
CR 2
Male human warrior 2 / rogue 1
NE Medium humanoid
Init +4; Senses Listen +1, Spot +1
Languages Baklunish
AC 17, touch 10, flat-footed 17
(+5 armor, +2 shield)
hp 20 (3 HD)
Fort +4, Ref +2, Will -1
Speed 20 ft. in chainmail (4 squares), base
movement 30 ft.
Melee scimitar +4 (1d6+1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +3
Atk Options Power Attack, sneak attack +1d6
Abilities Str 13, Dex 11, Con 12, Int 9, Wis 8, Cha 10
SQ trapfinding
Feats Weapon Focus (scimitar), Power Attack,
Improved Initiative
Skills Intimidate +5, Listen +1, Ride +2, Spot +1,
Swim -2 Tumble -2,
Possessions chainmail, scimitar, heavy steel shield
11: THE HIDEOUT
T HUG
CR 4
Male human rogue 1 / fighter 3
CE Medium humanoid
Init +5; Senses Listen +5, Spot +3
Languages Common
AC 16, touch 11, flat-footed 15
(+1 Dex, +4 armor, +1 shield)
hp 38 (4 HD)
Fort +6, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee mwk scimitar +7 (1d6+2)
Ranged dagger +4 (1d4+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3 Grp +5
Atk Options sneak attack +1d6, alchemical weapon
capsules
Special Actions Combat Reflexes
Combat Gear quickflame weapon capsule* x3, potion
of bear’s endurance, potion of bull’s strength
Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha
8
SQ trapfinding
Feats Improved Initiative, Combat Reflexes, Stealthy,
Weapon Focus (scimitar)
Skills Hide +5, Intimidate +4, Listen +5, Ride +5, Spot
+3, Swim +2
Possessions combat gear plus masterwork scimitar,
masterwork chain shirt, triple weapon capsule
retainer
* see Appendix 2: New Rules Item
W I Z AR D
CR 3
Male human wizard 3
N Medium humanoid
Init +2; Senses Listen +6, Spot +4
Languages Common, Baklunish, Dwarf
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 16 (3 HD)
Fort +2, Ref +3, Will +4
Speed 30 ft. (6 squares)
Melee dull fruit knife +0 (1d4-1)
Ranged light crossbow +3 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Atk Options Point Blank Shot, Precise Shot
Wizard Spells Prepared (CL 3rd):
2nd— cat’s grace x2
1st— grease (DC 13), mage armor�, ray of
enfeeblement,
0— daze (DC 12), ray of frost, resistance, touch of
fatigue (DC 12)
�Already cast
Abilities Str 8, Dex 14, Con 13, Int 15, Wis 12, Cha
10
SQ bat familiar
Feats Toughness, Point Blank Shot, Precise Shot,
Scribe Scroll
Skills Concentration +7, Knowledge (arcana) +7,
Knowledge (planes) +5, Listen +6, Spellcraft +10,
Spot +4
Possessions light crossbow, 10 bolts
12: THE SKIES
D U RI V AL
CR 4
ZEF7-08 Killing Time in Kurteq
Page 21
Male dwarf fighter 4
LE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages
Common
Languages
Common,
Baklunish, Dwarf
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2
shield)
hp 35 (4 HD)
Fort +6 (+8 against poison), Ref +3, Will +1
Speed 20 ft. in breastplate (4 squares), base
movement 20 ft.
Melee mwk dwarven waraxe +9 (1d10+3)
Ranged shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +7
Atk Options Power Attack, Improved Bull Rush
Combat Gear potion of cure light wounds
Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha
6
SQ dwarf traits
Feats Power Attack, Block Arrows, Improved Bull
Rush, Plunging Shot*, Weapon Focus (dwarven
waraxe)
Skills Climb +4, Jump +4, Profession (miner) +7
Possessions
combat
gear
plus
masterwork
breastplate,
heavy
steel
shield,
masterwork
dwarven waraxe, shortbow, 10 arrows
* see Appendix 2: New Rules Item
AL K I R AL
CR 5
Male human sorcerer 5
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Baklunish
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 21 (5 HD)
Fort +2, Ref +3, Will +4
Speed 30 ft. in (6 squares)
Melee shortspear +1 (1d6-1)
Ranged shortspear +4 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +1
Special Actions Dodge
Sorcerer Spells Known (CL 5th):
2nd (5/day) — protection from arrows, scorching
ray
1st (5/day) — mage armor�, magic missile, jump,
true strike
0 (6/day) — acid splash, daze (DC 13), detect
magic, flare (DC 13), message, ray of frost
�Already cast
Abilities Str 8, Dex 14, Con 13, Int 12, Wis 10, Cha
16
Feats Combat Casting, Persuasive , Dodge
Skills Bluff +12, Concentration +9 (+13 casting
defensively),
Profession
(extortionist)
+7,
Knowledge (arcane) +3, Spellcraft +9
Possessions ring of feather falling, 3 shortspears,
noble’s clothes, hundreds of pounds of stolen
jewelry and art.
ZEF7-08 Killing Time in Kurteq
Page 22
ZEF7-08 Killing Time in Kurteq
Page 23
APL 8
1: THE SHAKEDOWN
T HUG
CR 5
Male human rogue 5
NE Medium humanoid
Init +3; Senses Listen +5, Spot +1
Languages Common, Baklunish
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 armor)
hp 27 (5 HD)
Fort +2, Ref +7, Will +1
Speed 30 ft. (6 squares)
Melee mwk club +6 (1d6+1)
Ranged mwk shortbow +7 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Atk Options sneak attack +3d6
Special Actions Dodge, uncanny dodge
Abilities Str 14, Dex 16, Con 13, Int 8, Wis 12, Cha
10
SQ trapfinding, Evasion, trap sense +1
Feats Persuasive, Dodge, Acrobatic
Skills Appraise +5, Bluff +10, Escape Artist +7, Hide
+9, Intimidate +12, Listen +9, Move Silently +5,
Search +2, Sense Motive+6, Tumble+11,
Possessions studded leather, masterwork club,
masterwork shortbow, 10 arrows
9: THE FRONT
R U FFI AN
CR 2
Male human warrior 1 / rogue 2
NE Medium humanoid
Init +4; Senses Listen +1, Spot +1
Languages Baklunish
AC 19, touch 12, flat-footed 17
(+5 armor, +2 shield, +2 Dex)
hp 19 (3 HD)
Fort +3, Ref +5, Will +1
Speed 20 ft. in chainmail (4 squares), base
movement 30 ft.
Melee mwk scimitar +6 (1d6+2)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +4
Atk Options Power Attack, sneak attack +1d6
Abilities Str 15, Dex 14, Con 13, Int 9, Wis 12, Cha
10
SQ trapfinding, Evasion
Feats Weapon Focus (scimitar), Power Attack,
Improved Initiative
Skills Appraise +5, Intimidate +6, Listen +4, Ride +1,
Spot +4, Swim -1 Tumble -1,
Possessions chainmail, masterwork scimitar, heavy
steel shield
11: THE HIDEOUT
T HUG
CR 5
Male human rogue 1 / fighter 4
CE Medium humanoid
Init +5; Senses Listen +5, Spot +4
Languages Common
AC 16, touch 11, flat-footed 15
(+1 Dex, +4 armor, +1 shield)
hp 47 (5 HD)
Fort +7, Ref +4, Will +2
Speed 30 ft. (6 squares)
Melee mwk scimitar +8 (1d6+4)
Ranged dagger +5 (1d4+4)
Space 5 ft.; Reach 5 ft.
Base Atk +4 Grp +6
Atk Options sneak attack +1d6, alchemical weapon
capsules
Special Actions Combat Reflexes
Combat Gear quickflame, quickfrost and quickspark*
weapon capsules, potion of bear’s endurance,
potion of bull’s strength, potion of cure moderate
wounds
Abilities Str 14, Dex 13, Con 16, Int 10, Wis 12, Cha
8
SQ trapfinding
Feats Improved Initiative, Combat Reflexes, Stealthy,
Weapon Focus (scimitar), Weapon Specialization
(scimitar)
Skills Hide +5, Intimidate +5, Listen +5, Ride +5, Spot
+4, Swim +2
Possessions combat gear plus masterwork scimitar,
masterwork chain shirt, triple weapon capsule
retainer
* see Appendix 2: New Rules Item
W I Z AR D
CR 4
Male human wizard 4
N Medium humanoid
Init +2; Senses Listen +7, Spot +4
Languages Common, Baklunish, Dwarf
AC 16, touch 12, flat-footed 14 (+2 Dex, +4 armor)
hp 20 (4 HD)
Fort +2, Ref +3, Will +5
Speed 30 ft. (6 squares)
Melee dull fruit knife +1 (1d4-1)
Ranged light crossbow +4 (1d8)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +1
Atk Options Point Blank Shot, Precise Shot
Wizard Spells Prepared (CL 4th):
2nd— cat’s grace x2, web (DC 15)
1st— grease (DC 14), mage armor�, ray of
enfeeblement, true strike
0— daze (DC 13), ray of frost, resistance, touch of
fatigue (DC 12)
�Already cast
Abilities Str 8, Dex 14, Con 13, Int 16, Wis 12, Cha
10
SQ bat familiar
Feats Toughness, Point Blank Shot, Precise Shot,
Scribe Scroll
Skills Concentration +8, Knowledge (arcana) +10,
Knowledge (planes) +6, Listen +7, Spellcraft +12,
Spot +4
Possessions light crossbow, 10 bolts
12: THE SKIES
D U RI V AL
CR 6
Male dwarf fighter 6
LE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages
Common
Languages
Common,
Baklunish, Dwarf
AC 19, touch 12, flat-footed 17 (+2 Dex, +5 armor, +2
shield)
hp 43 (6 HD)
Fort +7 (+9 against poison), Ref +4, Will +2
Speed 20 ft. in breastplate (4 squares), base
movement 20 ft.
Melee mwk dwarven waraxe +11/ +6 (1d10+6)
Ranged shortbow +6/+3 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +9
Atk Options Power Attack, Improved Bull Rush,
Combat Expertise
Combat Gear potion of cure moderate wounds
Abilities Str 16, Dex 14, Con 14, Int 13, Wis 10, Cha
6
SQ dwarf traits
Feats Power Attack, Block Arrows*, Improved Bull
Rush, Plunging Shot*, Weapon Focus (dwarven
waraxe),
Weapon
Specialization
(dwarven
waraxe), Combat Expertise
Skills Climb +6, Jump +6, Profession (miner) +9
Possessions
combat
gear
plus
masterwork
breastplate,
heavy
steel
shield,
masterwork
dwarven waraxe, shortbow, 10 arrows
* see Appendix 2: New Rules Item
AL K I R AL
CR 8
Male human sorcerer 8
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Baklunish
AC 16, touch 12, flat-footed 14
(+2 Dex, +4 armor)
hp 41 (8 HD)
Fort +4, Ref +4, Will +6
Speed 30 ft. in (6 squares)
Melee shortspear +3 (1d6-1)
Ranged shortspear +6 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
Special Actions Dodge
Sorcerer Spells Known (CL 8th):
4th (3/day) — ice storm (DC 19)
3rd (6/day) — dispel magic, protection from energy
2nd (6/day) — eagle’s splendor�, protection from
arrows, scorching ray
1st (5/day) — feather fall, mage armor�, magic
missile, shield
0 (6/day) — acid splash, daze (DC 15), detect
magic, flare (DC 15), message, ray of frost, read
magic
�Already cast
Abilities Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha
20
Feats Combat Casting, Persuasive, Dodge, Empower
Spell
Skills Bluff +12, Concentration +12 (+16 casting
defensively),
Profession
(extortionist)
+7,
Knowledge (arcane) +9, Spellcraft +12
Possessions ring of feather falling, 3 shortspears,
noble’s clothes, hundreds of pounds of stolen
jewelry
and
art
ZEF7-08 Killing Time in Kurteq
Page 24
ZEF7-08 Killing Time in Kurteq
Page 25
APPENDIX 2: NEW RULES ITEMS
FEATS
Block Arrow
You can block incoming arrows with your shield.
Benefit: Once per round when you would
normally be hit by a ranged weapon, you can deflect it
so you take no damage from it.
Source: Heroes of Battle 96
Deformity (Tall)
Through long and painful stints on the rack, bolstered
by the surgical implantation of various splints and
struts, you have stretched yourself to well over 7 feet in
height.
Prerequisite: Evil alignment, Willing Deformity
Benefit: Even though you are technically a
Medium creature, your improved height and lanky
limbs grant you an additional 5 feet to your reach,
thereby allowing you to strike nonadjacent squares
with nonreach weapons.
Source: Heroes of Horror 121
Plunging Shot
You can use the force of gravity to make your range
attacks deal extra damage if your target is below you.
Benefit: If your target is at least 30 feet lower than
you, you deal an extra 1d6 points of damage with a
thrown weapon or projectile weapon.
Source: Heroes of Battle 99, Races of the Wild 152
Willing Deformity
Through scarification, self-mutilation, or supplication
to dark powers, you intentionally mar your own body.
Prerequisite: Evil alignment.
Benefit: You gain a +3 bonus to Intimidate checks.
Source: Heroes of Battle 125
MUNDANE EQUIPMENT
Weapon Capsule Retainer
This long leather thing, wrapped around a melee
weapon just at the base of the blade, holds a thin, fitted
ring sized for a single alchemical capsule. A more
expensive option is the triple weapon capsule retainer,
which stores three capsules rather than one. A
character with a triple retainer can use one, two or all
three capsules it holds as part of the same action.
Putting a capsule into an empty weapon capsule
retainer is a full-round action that provokes an attack of
opportunity. Thus, filling an empty triple weapon
capsule retainer requires three full-round actions.
Using an alchemical weapon capsule from a
capsule retainer requires only a swift action and does
not provoke an attack of opportunity.
Source: Complete Adventurer 121
Quickflame
A quickflame alchemical capsule coats a melee weapon
or thrown weapon with a thin sheen of oil that
instantly bursts into flame. This substance allows a
weapon to deal extra fire damage for a short amount of
time without damaging the weapon or its wielder. A
weapon treated with quickflame deal 1d6 points of fire
damage with each successful strike. The capsule’s
effects last 1 round, ending at the beginning of the
wielder’s next turn. This fire damage doesn’t stack with
any other fire damage the weapon deals.
Source: Complete Adventurer 122
Quickfrost
A quickfrost alchemical capsule coats a melee weapon
or thrown weapon with a thin sheen of oil that
instantly cools to a dangerously low temperature. This
substance allows a weapon to deal extra cold damage
for a short amount of time without damaging the
weapon or its wielder. A weapon treated with
quickfrost deal 1d6 points of cold damage with each
successful strike. The capsule’s effects last 1 round,
ending at the beginning of the wielder’s next turn. This
cold damage doesn’t stack with any other cold damage
the weapon deals.
Source: Complete Adventurer 122
Quickspark
A quickspark alchemical capsule coats a melee weapon
or thrown weapon with a thin sheen of liquid that
crackles and sparks with dangerous electrical energy.
This substance allows a weapon to deal extra electricity
damage for a short amount of time without damaging
the weapon or its wielder. A weapon treated with
quickspark deal 1d6 points of electricity damage with
each successful strike. The capsule’s effects last 1
round, ending at the beginning of the wielder’s next
turn. This electricity damage doesn’t stack with any
other electricity damage the weapon deals.
Source: Complete Adventurer 122
HANDOUT 1: KURTEQ
ZEF7-08 Killing Time in Kurteq
Page 26
DM MAP 1: KURTEQ
ZEF7-08 Killing Time in Kurteq
Page 27
DM MAP 2: AL OURR’S SHOP
ZEF7-08 Killing Time in Kurteq
Page 28
DM MAPS 3: THE TUNNELS
ZEF7-08 Killing Time in Kurteq
Page 29
DM MAPS 4: THE COURTYARD
ZEF7-08 Killing Time in Kurteq
Page 30
| textdata/thevault/Living Greyhawk/Modules/Zeif/597/Normal Scenarios/ZEF7-08 - Killing Time in Kurteq (APL 2-8)/ZEF7-08 - Killing Time in Kurteq.pdf |
[lll~rn~~mmrnn~ ~
~Wllf6IID
lnnovetive eccessories end pleying
eids for the serious gamer.
THIEVES KIT
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What kind of tools does a thief carry? How does he carry
them to keep them silent? What kind of contniner does
he use? What exactly does a thieves kit contain? Now
the Mercenaries Guild has answered all your questions.
Mercenaries Guild i s a ComRes Associates Company •---
WELCDIDE TO THE
IIlll!IIllsl!IIlilllmi~ lHWmbW
You are now a member is good standing! All you have to do is man a
postcard with your name and address on it. For thls you will get on our
malling list and will receive advance notice of all our new products. your
name may be included in our play test group and you may receive some of
our products free. lncourage all your friends to join.
All they have to do
is send in their names and addresses. The more the merrier and that way
we know what products you want to see and you can help us develop them.
Thanks,
Charles Hubbard, Guildmaster
nl£ f1£1lCEN.IR.1.D fW\IJ)
391 1 -B MARCOM STREET
RALEIGH, N.C. 27606
WE WOULD LIKE TO GIVE A SPECIAL NOTE OF THANKS TO THE
MEMBERS
WHO
PARTICIPAl 1:0
IN MAKING
THESE
PRODUCTS
AVAILABLE:
Jeff Cooke - Heed Scribe
Randal Atkins - Head ore her~r
Barry Newberry - General Foctotum
Tom Winters - Head Limner
Robert Tarpey - Head ore
Mark Holman - Lesser Potentate
and especially to Sam Adams - Heed Thaumaturge
for printing the whole thing.
This product is copyrighted under national and international laws and reproduction is prohibited.
M.£1lCE'.RJ-(A'.Jl1,E8 &U'LLD TH'Lt:V'.ES X,1,T
Descri.p.wm
'JTu: :M.czrcentaruzs G.ui!d fuis nzsponruu{ Ul tfui mArty t"2J\WZSts of U:S
~wfu-s. 'Tfteu. was a. fU22d. for a. s:taru:furc! tm.£.ves ft.it ~o tiu1t a.
UtiR.f would. '-nnw ~xm:t!y what tl::Jcls he ca.niRd: attd a. systRtn. for
quu:fJ~~ loca.tu-,q ea.ch tDo(_
Now IZlJ~ m£mber of the Guiu:L tfuit Ftas titfaf abi.Li.ti£s can oum. oni:?.
of tiu stntu!ari! rtuc2.rruirU?S Ciuwi tI1.rof tcx:i kits.
Tiuz. ~it. is
housm. in a folruit th£ si2£ of a snw11 &ooL tt nuznsums 7" 09 g" &y
1 " thu:i. lj?.t it conta.i.ns 1Z1J~11.t19 tlULt a wclL equipcd thief could
nad. lnis is accom.p(i.sfm &y i.ncorpora.tin-9 di£ rt1.a9i.c in ct b119 of
fwldittq into tlt£ f cu:fur so tfu:it Lt f10u!s much nwre than it a.ppea.rs
UJ.
Tiiis is w!va.n~ 1x> aII. t:hie.ves baa.use tfu:. Ut would
a!most. ,uver Enz rr:roqni:z.al as a. thuvcs ~it baa.use it is too sm.a!L
yet ~
amoun.t of tDols i.t h.olds will 0099[£ ~
orc!innt1;J tfuvers
mind.
'Th.£ b.Lt is co~ru.ctml lifuz. a ~
wW1. ma.ny paqas:.
!w::h p~e
cott.ta.ins podt£ts atui loops fut f10£d ~
tools . As mcft. Pc:19Z is
turmzd. die n£W pnqe reveals nwre mu{ tnanz. toofs. At fi.rst 9(0.ncfZ. it
11.'.E1lC'.ER.NA1ltt:8 6UtLD 'JHt'.EVt:8 X.tT
wouid appmr tfuit the JoCder u,ouui f10W: only 01\£ of tJw.e pogzs but
1hi-~ri tf-uz tttnqic of tf~ bag of fwuii.~, the H.t actuaffy conta.i.n.s
ov~f one lu.,tuLrftl J>WJfS. tu w:fditi.on. a.ft.er tJui. Cast PC1'9'- is tuniro.,
h ilt wi!L. u.nf old, sa.uru. ti..m£S to reuroL tit£ Car 92. tooCs thnt a. thi.~J
will 1UU!d. for ~mp££, you wi.IL fi,ru! Cat19 pry Ears, a. for.di~
f.add:£r , ct small colu:tpsab[2- taff£, etc ....
ALtfwWJh noU1ltuJ but tfoEves tods catt Euz caniai in ti1£ lit. a.if. tfo:.
tooCs a.ru! supp.uzs ln tfuz lit am a.asi.£.y repCaa:w~ dtrouqk tlte G.uilif..
rt:ERC:E1lNA.1lt:ES fiUtLD 'JJ!t:EV:ES X,tT
'Tools
8ct'ewcfrwers -- siz.t12-t'a!. si.2£s a f all typ~ of t1Dtl'tUll. sct'ei,vcfri.vers
a.tu{ ttt.icro-screwdrivczn:.
'.P(i.ers -- i.ndtuuttg Cociitt'J pliRt-s, wi.r-e p[fors, nippers , gt"ippa-s,
cCrunpi.ng, tt£d:du no~, cutti..ng a.nd probi,n.g.
1famnw.rs -- i.n.c:[w:C.i..ng wood.en mo!lcts, s~ ho.1tutuz:rs ( i.tt tfu:
Cast scu:ti.Dn for larg~ tools ) , 11tountru,~rit19 hantm~.rs , 9~-t1t
cutti,r,g fuin-imers, st.one cuttin~ kam.mct's, tru:~- fuin-itn£t·s,
a.ru!. ca.rpentry na.mttlet'"s.
Cftisds -- btcfudi.tt~ ro~- chi.s2!s, wood, cfiisds, mctal cf1isds, run
ro& c!ri.{fa.
:PtU"&L113 -- i.ndudi.t1'3 f)t'OOes mu£ cirifn..
Lh1zna1'2S -- normal si.212s to v12ry St-nail
~. soc~ts.
ratcfuts,
ttu.t
U1t'WI01£S, a.ml juz.,"<i&Ut izxtentions .
si.2£s.
11'ldud.itu:J pi.pe.
driuecs,
ad.just.afie
:Mmsuring d:£vu:szs - - i.m(ud.bt~ ya.rdstims, n1frrs , tni.crom~.ttzrs,
cc.Lipers, and squares.
Sa.ws -- Lnclw:C.i..ng tru2ta! cu.tti.tlg, tvood. cu.ttu19, !:.toi1£. cutt.i..n~,
ta:zot sews, fu:u:::k saws, cu·ui wi.n~ SC1Uts.
iJ-li..ves -- incCudi~ kntves of aU shapes a.nd si.z£s (110tt-w~npon),
buu:~r, f isfl f t.futi.rtg, siittntfUJ, wooc£ CCU"l-'1.,t'lCJ, rtU?.nt cut.tin~
11tu£. a1( ivu:h sfuirpe.ttin~ !:.toruzs.
fifos -- oil siz£s muf sfuipes (i .. 12 .• rou.nd, Jfnt, squar12., tt"iottqfo).
rtERCER.NA.'.R. t'.ES 6UtL1) THl'.EV'.ES X.lT
'T ooCs {Couti.11.W1.d. !
Sfwi,rs -- for 1tU2taL, wood., a.tul pa.per .
~&?S -- for ho[t!tn9 doors a.nd. other usizs. Had£ of sU?R(, ~
-
woai, rubbu, cmd ston£.
"C" C:!amps -- use,fu! for fu>Cditt~ thi.nqs tn pf.ace wriif.e iuotfd.11q 0tt
tfuz.m. Of wnW 9"WZ. S:~~- Ma.ny Otit£t OOU~ USl2S .
PuU£Ys -- us£d. with topcz.s ta tt'IO\J~ fuuwy law!.s .
Sprb~s -- varwus types of coifs of ru..fJenznt fam9ths a.ru.i si22s.
Us£f u! i,n. ~tti.N_J traps a.ruf repairi.~ CUJ.maqe1d mnchnni.s-ms.
Page 2
nE1lCER.NA1ltE8 auiLn mtEVES X.t'J
Hatel"W!:
LJire -- i,nc(uru,"-9 th.Ln. coppe.r tt.1ir12., silver wi.m, 9oul wiriz., stez!.
u.,i,ce of n11£ta!. gua~azs, VIZt'Y rU3uf winz. of ail sms, su.pe:.r
StrDtLCJ wi..n, of very smaJr 9U0132, atid. bra.id& wire of all
St21ZS.
Mo.tk.i~ d:£vu:2S -- indud~ d-dk,, pencils, pens, variDw. i.nh,
a.ru! ttacoiaus U'\t.1u.ible ma.rtitu;J ~uia2s.
CotcHttq - - i.t1dw!i119 rope, !.tri.~ , brn.u:wl fRnth£c, attd: sili,.
fastetu.rs -- btcCwlitu;J tu1us, scmws, oo[ts, nuts, ~
&oCtt,
J-fwols, carr~e lxits, tacls, thumb tacks, CU1d was~s .
.Adcsiv12. tnpl?S -- Lnc[w!L11-9 mask.i~ ~. strappu'l':J ta.pczs ,
su.rgica( to.pczs, a.nd CWLt ta.pizs .
G!tK o.nd. pasu -- uo.rwus tl_:,pes of c/.ue cuu! past£ tD stict tta.rious
types of mntzriafs togrztfuzr.
Copy pnpzt· - - This papzr is u.sm wi..th sp£Cid. fluids a.tu!. inks to
~u:nU.y copy
a.n.y
tton.-mngi.cal. wri.ti..ntJ,
printi.ruJ,
kuzn:xj.yph.i.cs, symboCs, maps, or g[yphs. Thu. copy proc'2SSis
usob~ ott!y by thuvcs: a!1hougk th£ process is ctrotm f>~J
~ic us2rs that am n-uzmbers of ~ G.wld..
1fuz. proazss
makRS an ,z:xru:t copy of th£ sa.nur. sw. of the orqitta!. lt will
copy cdors, o.nd portra.its of pwple don£ in a:fura! ow. ac£
i!up(ica.taf £x.actly.
'1.11. ord£r to copy, 1112 shmzts m.w.t be.
pf.am;{. Jra.t. 013ni.t1st. di£ on:Ji..ru1L Severa! sn&22t.s mtt. bz. usm. to
copy very la.tqci iuims. fu ;;hc£ts of sp~ po.per aNf spczciaL
f[u~ au~ a.va.ifabfo. only to n-uzmbers. of th£ M.£razt·nat'U¼
G.uwl. (CbntifW'!d.}
Page3
nER.CER..NA1lt:E8 autLD 'JHtEV:E8 rrtT
'Th.is copy procczss will flDt copy maqicaL boofts , tonuis , (ibrr:mu.,
scroU.s, Of atty t11oC113icca[ wrlt.ittS:f or a.n.y typ1i. 'In£ ropy proc2Ss
requi.t-e& On£ turtt JHZ-f" sJiR&?.t cmd. ott!y cme sh.tt.t can l"llZ dorui a.t
a. tim£.. Assassins a.ttd. monks ca.nnot usrz. tft.is JJt'IX'2SS ci112-n
1houqft. ~J Juwe uiuzf-!.ift£ 001.Hties .
Xcmp wuztaL -- sma1I pw:2!:. of m£td. tD repa.ir 0t· cot1Struct. sm.aU.
IUV102S.
N12ru:iles a.tu£. plns -- sewi.,t19 ru2edus attd. stmUJht. pitts wi.,th d1nnd
for sewi.ttS:f mu!. meruHn~ .
1.md sLWJs -- for scr£Wlfl':, i.ntD sdi.d ston£.
To US£, a, floIB is
d.rillizd atuf. tit£. sLWJ is Jiaced i.nsiruz..
'JH£n. a scmw is
scmwcc! into tfw. Coot£.
Scuidpnpef
Putty, day, nnd wax. --
us2,f for ~ro!ifl':J cr~RS, n-10ld.ttq
i.mpn:ssi.otts , iz.tc ..•.
Cem'2nt -- Jor patching Of srolittq sro11£Worl ..
Lu.brim.ting oi! a,nd 9rea.s£
1lust pendt'ntincJ oil -- to ft12£ stw:l hU'l':J~ a.nd Cocls so th.at. doors
will open sifuntly .
Soa.p
fabric a.nd lmtfu?r -- piuczs for patdti..tUJ dotft.i.ru_J , cti.di..rtg itt
crmti..ng d£squ.is12s or ntt-~J oti1ct" use ..
Wri,ti.tt~ mattdms -- pw·t of Cl. tiiuittQ.S; a.bi.Lit~ is fo~y a.nd th£sc.
momruus are of U\£ b.!st quality to CU4 itt f or912ry.
kids -- i.11.CCuditt(J set.JemL typ£S for wti..1113 purit y of ~d., sifticr,
pf.atinum, rzLzctnun, and coppcz.r. Som£ tnruJi.caL spdis am.
foe( iwe1t the most cacefu1l e.'X..[U1ti..tultion Ely touch. and '21.JZ· &ut
1wtftittq ant fed th3£ acu!s . Afso, u1dud3 adds to t4Z.st tiu:.
types of non-pr12ci.ous r11£tcls atui oorious t1:,~ of storuz ..
'TTuse acids wUI. wntify tfui magu:a! tt-uztals ako ( ntithm!.,
cuinmantU£, etc ... ) .
Scafm. -- a smaU ooCru-1e2 sccwz. mu[ wei~h.ts for nuasuri.nq smo!L
qwuu.titJzs.
'This sea!.£ is very czccurt1t~- but li.mi.t~d i..n du~
cnpacity that it cru1 w ei~ft. 'Lt c:a.n only tt,ri.gfi i..tctns of on£
pou.nd er CEss. 'lt is invaLuab~ in cuzmn1ti.1th~ tf1~ si.zz of
qf.,n storuzs .
~11ifyt.t113 rj..assfLS -
s;e.veraL s;i.22s for a.x.a.nti.tti.1~ st1d! i.t.£,ns cu·u:!:.
fawest1.9a.tit~ cnu:u' czt.c •.••
JewtZUtfS (au.pe -- US£4 to CU?Urt11.in£ tfuz. a.pproximat£ vaiuQ. of q£m
stntu?s. 'Jn.i.s ium is useless without tl1£ prom- tra.hti.tl'3 &y a.
ccmp~nt j12tvef£r or C}2m cutmr.
Hi.croscopcz. -- useful i.n a.naLysinq fXlLVcfu:rs, compouttds, and
crystals .
Conta,itt£ts -
1.,arious 9Cass am!. t1'UZtaL. ron.tniners it.ti.th. cu:ising Cltu:t.
smling d£vi.crzs for stori.NJ itrems c!isr::oi•eru!. in c!un~Eons .
1'1Dt31u:ts -- c:cufd cm1C2ivably f1(1.v£ nui.ny L~.
Litmus papzr -- us'1Ll tn iuw.rnu.ne ~
prt?S£n££ of acid.
n.£RC£1lNA1llES 6.UtLn 'JHlt:Vt:s x:ir
1 esti.~ ~u.i.pmznt ( Crm.ti.11.wd 1
:Distillm wattf -- usiz.fuL in mixing with vw·ious rornpautu!s u.A'.um.
you, cfutt 't WCU'lt c.tt.y Cru?tn.i.caLs or mit~ru rufdm tD the
mixture.
!h110ll Elun.s£n D1Lfn£f -- for f,m,tfa'l':J Cotn.pouoos to a.id t.11. dissolvinq
a.ru! nih.iru;J .
.
'.!"fortar a.ru! p~ta! -- for gri.nrl:i.ng powda·s and. otf-uit· nmttirids.
Tongs -- for hou!i.,19 liot contru..ruzrs.
Ctucifiuzs I ret4:Jru, Qf\4. otfu?.r cja&stua.te wi.tft qf.ass tubing and
cottnactnrs.
Cfuz.mu:afs for d£U?cting a.nd. ruz.vclopi1113 secret or a:mca:iLzd. turiti.n.g.
:Powurs to wztat for su.pf ace pois-ions and powda-s to di.ssd.ve i.ti,
w:iuu!s to ~2et for Ci.quid poi.sotts .
Pngr Ii
M.£R.C£R.NARt'.ES 6UtLD TH1.EV'.ES '.K,1.T
Xp2d.aLt9 1.te.ms
Pe.ti.scope -- us2.Ju1 for f.ocku19 over wails c:md. a.tound corne.rs, and
put't.fl9 Ln.to chests wi.Uwut tri.q9a.tin13 tra.ps .
ttirrors -- ~
cf ooth gfnss and mrtal. Afso usefuL for wo~htq
a.round corn£rs and. i.t1tD conta,itt.£ts without tri.ppi.ttq tra.ps.
T~opiz. -- a!thouqrt. tu>n-ma..gu:a! and ttDt tU!O.f(y a&; good. DS :tyi?S
of tfui '.ui.9~, tft.is Limn is of:n,iDusLy uQ.ry ~f
u.C..
Stethoscope -- i.ru::rm.scs a. th~ chanaz. to n.ro..r twi.s'1s Exzhind a.
dosul. tfuor.
Afso ca.n. &cz. L1Slm to fuzru- tu,n£i£zrs i..n. a.
comf:iiflation wck.. Obviously f1C1Si t1m11y pountia! us~s .
Con.ti.nu.al LiJJEtt ln.11,tlz.ni· -- This cfuttia?. npp'1tirs 1D &Q. a. nonnaL
Cantizrn a£.trwWJh. much. sma.lfur tfui.ti ~ucL 'lt r~ tit£ spcll
cotitittuaL (i.qrit cast on tfui 1-1\SW of th£ m.a.n.tcl. 1t CO.ti be
u.s£d. as a. normal Cru-lmn1. wi.th wu:l a.rui oil for situations
1ha.t nzquiriz. mDre li.41t or as a. con.ti.ttual Ci9ht tant£.ftt. to
ccns2n.,~ f 1.uzL h
Ca.nun1- fuis shu.ttJzrs so that tlt£ CUJht cnn.
&1i ~
1D shirt£ i,n, any mann£t ~irlU!. :For exmnp[&i, it
ca.11. fuz. 0t1ly n pencil bmm to tfui front or i.t ca.n shi..nf'.. i.11. aff.
d.ir..rt.i.ons tD UI.uminau ntt 01.tire toctn. lt aLsc has ~ttses to
foCt.l.$ th.ii CUJht i.ntD th£ cuz.sirizd. b£.a.n1.. 'JTU?. ln.tdc.n1. wa.-: m.a.d.£
smaU. SD tfui.t a. thuif couLl ugz. th attadt~ fu,ru{ oowf to
,umr i.t Cw. a. mLners rui111£.t. 1Tt£ us£ of tf,cz £.a.nt£nt. will.
a!ways inttrfete wi,tn. tfuz. use. of inf ra.visiotl tiithe.r in. th£
con.tinwu Liqft.t mocf.e Of' in tlt.£ ru:JnnaL mod£.
Disqu.ist'- attd. mnfu~-up kit - - a. tUi:2SSLty for every ti1.12f who us£S
ciisqu.is2s.
:M.ot.1.t1.t4i.tuZ'2-ri""3 c,znr -- cill. th£ equipm.ent tha.t is nud£d. to cfi..nib
tt10un.ta,itts (i..e. pi..totts , canif>in.U?rs, r'='.pcl!il'~ brdes , cztc .... }
n:ERC:ERNA:Jll'.ES 6U1LD THl:EV'.ES X.lT
L>cl pu:'-s -- ~
U>cl pufu. an?, nuu:!£ of tJui finest spri.1~ st.02[
a.nil maLJi.caHy trro.tm to be rust proof. tncCutfrd itt. th£ ~t.
a.r~ Cock. pu;k.s for every inown type of lock. 'Jfui set afso
~
t.ensw11. Ela.rs a.tu:! cfupress:ets for a!! Cod:.s. &!:a~. of
th2 adva.ncizs itt. w:htWWUZCUJI.J tf-uzre ma.y be a. tteiV t.ype of
Coci that is t10t i.nd~ i.n. th.is sct.. Afso th.ere W(?.f"C. s-om.c
Vllt"1J ~
Cocu wu:uC.e i.tt. thcz. pas.t U'Ult unz. ca.tt't dupli.ca.1£ Ott.
whim tfw.~ pi.cu ma.y ttOt WOfk-.
:Mosw- ~
-- tfuz. Sl?t i,ru:(.u4€S a. ma.st~r ~ -Y Jot ail. tfuit~rotu.
irunvn typczs of Cocks.
Slwzton ~
-- ~
cu-12. usai for th£. ver~j old Cocks fot· wh.i.cft
~
are no nrorn fwys mad£. Jft£Se f.ocfu;; anz. usuaCL9 very
oo.sy to op,m ..
t:Ry ma.kitUJ ,t,.adii,ui -- ofun. a.f1J2r open.i..f~ a, focfc.. you. c.a.n mah a.
klt1J from. the tttuima.C pott£rn.s . 1his is cfune. so that n tU::tt
thuz.f ca.n open th£ Cock. la.ta-. Or for ~ thuf ivho thinls lie
m.ujlt wa.nt to OJ)£fl. th2 toe~ i..rt. ct riu.rry .
11.u=ro ma.nipu(a,tors -- 1fiis dlzvi.ce is US'2tt to "-'Of~ 01,. vf.ry s1t1alI
macfuin~. 1t is v12.ry u.sa.fu! L11. dup[imti.tl':J tlia smail parts:
of a locl.
rt£1lC£R.NA.Rtt:8 GUtLD 'JHt£Vt:s X,tT
I ar!_Jg 'J ools
:Pry f>ars -- se.vera! fnrs of StWCZt"aL si.22.S fui.9nm to fit i.t1.to, onto,
a.tul Ul1Cfur every roncci.vruu. sutJClCe.
Cofuipsab~ Cadd2f -- a. twc.nty foot toil (ru{d€.f fcid~d i..nto a. ve.ry
sma!Lsi.ze.
fof.di.tt.q ta.f.i£ and cfuii.t -- tabl"2. CU1d cfuii.r f ofd out to m.okL?. Cl work.
surfru:e for (.ocl rq:ia.i.r, tmp f>ui!di..NJ, Ot" aL1tlO~t a.ny prupos~.
'.DU39in'3 t.ods -- ind~ shovels, pie~, nmttodts, ho12s, a,as, post
hof£ ~qe.rs, bucuts , eu: ...
ffiu-nm.ocl -- tf1i.s is a. ruzt, hntnnwcl that ca.n. bz. strung afrnost
a.tUJWfuz.re. tt Ls very com.fortnEu. to sfmp in ..
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1 Races Revised The Kobold Kings
Races Revised The Kobold Kings 1
2 Races Revised The Kobold Kings
supeR genius pResenTs
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Owen K.C. Stephens is an experienced and well-
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numerous role-playing game companies, has
more than 250 RPG credits, and is currently
the Lead Developer of Super Genius Games.
The Kobold Kings
The Kobold Kings” is a term used by the
common civilized races to describe those kobolds
that differentiate themselves from the sniveling, fearful,
treacherous, and cowardly nature that otherwise defines
their race as a whole. Most common humanoid races
believe the kobold kings are just exceptional kobolds –
paragons of their race who, through a quirk of bloodline
or an unusual degree of talent and determination, manage
to achieve a higher degree of skill in magic or learn more
advanced fighting techniques. In some ways this is true
– occasionally, a kobold clan will produce a kobold king
child as a throwback to a time when that branch of the
race was stronger and closer to their draconic forefathers.
But its also an extremely dangerous misunderstanding
of what the kobold kings are, for there are places far
from other civilized nations where entire kingdoms
are populated with the more potent, more noble kin
of kobolds. Those nations are generally too far from
other settled lands for the kobold king nations to pose a
threat, often located in vast cavern systems deep below
the ground, in the center of vast swamps, or perches on
massive plateaus with no paths to the lowlands. But the
day may yet come when the border lands of the humans,
elves, and dwarves discover just how numerous and
dangerous the kobold kings truly are.
Some lone kobold kings born into tribes of lesser
kobolds often have no idea what they truly are, and accept
that they are simply more blessed with the courage and
power of a distant winged ancestor than their clan-mates.
But in lands were the kobold kings have maintained
their own civilizations (as well in the few kobold tribes
that have remembered how they came to be), the
kobold kings know their traditional name. They
are the Koldemar, and their history holds the
secret of why kobolds think themselves the
inheritors of the dragons, and why so few
of them show the nobility and power of
their distant progenitors.
3 Races Revised The Kobold Kings
Races Revised The Kobold Kings 3
hisToRy of The Kobolds and
KoldemaR
According to the oldest kobold legends and records,
their forefathers were once clans of proud and savage
lizardfolk who lived in a vast continent ruled by a
council of the most ancient dragons—great wyrms of
every color and alignment who had, in their ancient
wisdom, made peace among themselves. While
other younger dragons continued to struggle against
each other in the name of different ethos (and the
acquisition of vast hoards), these great wyrms had
evolved beyond such petty concerns. They existed
primarily to study the mysteries of the universe
uncovered over millennium-long lifetimes and saw
no need to fight one another.
The lizardfolk native to this collection of lands
worshiped the great wyrms as gods, and in return the
great wyrms protected the lizardfolk and empowered
them with mighty magics much as true deities empower
clerics, inquisitors, and paladins. Sometimes the great
wyrms took the form of lizardfolk themselves, and spent
time among their worshipers, training the most clever
and breeding with the most comely. Their demidragon
offspring in return were treated as great lizardfolk
heroes, and also protected and mixed with the greatest
of the lizardfolk. After generations, so strong was the
draconic blood within these lizardfolk tribes that they
had become as much dragon as humanoid, and they
came to call themselves dragonfolk.
The dragonfolk were as advanced as any civilization
in those days, and while they lacked the blessing of
omnipotent (if distant) true gods, they did enjoy the
aid of the great wyrms, who could offer much more
direct and immediate aid. The dragonfolk empire
spread, their champions grew in power and cunning,
and their territories increased. They came to have
many different forms, from Huge bipedal dragonmen
to Small, quick dragonlings – all taking the colors and
features of many different breeds of dragons.
Exactly how the downfall of the dragonfolk came to
pass is lost to the ages, as even koldemar accounts no
longer agree on the details. Some claim the dragonfolk
became so powerful that all other civilized races came
to fear them, and prayed to their true gods to destroy
the dragonfolk before they conquered the world.
Others say the great wyrms who had protected the
dragonfolk empire eventually reached the end of their
incredibly long lifespans, and their passing left the
dragonfolk confused and vulnerable. Some even blame
the dragonfolk themselves, recounting how they came
to believe they were as powerful as the great wyrms
they worshiped, and that the dragons struck down their
towers and fortresses in retaliation for such hubris.
What all the kobold accounts agree on is that
the dragonfolk suffered some terrific calamity that
weakened them and, in the years that followed,
armies of other races attacked them on all fronts. The
dragonfolk were outnumbered and unable to call upon
their draconic defenders. Fearful of the dragonfolk’s
power, and desirous of their treasures, the humanoid
armies smashed all dragonfolk fortresses and cities, and
worked to scourge the whole of their race from the land.
In the face of this holocaust, the Medium and Large
dragonfolk could not escape. But the smaller of their
kind, those who embodied the speed and cleverness of
younger wyrmling dragons, could move through enemy
lines and hide in places bigger dragonfolk couldn’t.
Those Small dragonfolk who escaped the destruction
of their homeland moved far from all settled lands, and
began building new strongholds. These became the
koldemar, the mighty and regal last line of dragonfolk.
Those Small dragonfolk who were captured by
attacking humanoids, however, were enslaved and
forbidden to follow their own traditions, or speak of
their true origins. The strong among them were killed,
and their numbers reaped of those with courage or
insight. In time those nations who had taken them
prisoner lost track of their slaves, and the survivors
went on to form their own clans as kobolds, a shadow
of the race they had been.
Kobolds and KoldemaR
While this document often refers to kobolds and
koldemar separately, for nearly all purposes the two
races are interchangeable. Koldemar have different
initial racial traits, as they retain more of the draconic
power of their line, but any prerequisite or game
mechanic that affect kobolds affect koldemar (and
vice versa), and kobolds and koldemar are the same
race for all prerequisites.
Koldemar are designed to be a player-character race
on equal footing with the core races from the Pathfinder
Roleplaying Game Core Rulebook, and the changes made to
the race are an effort to bring them up to par. While they
aren’t “normal” kobolds, and are always defined by (and
have their CRs determined by) their class levels, they can
be used in any situations where kobolds are called for.
4 Races Revised The Kobold Kings
KoldemaR in youR
campaign
The idea of an older noble race of kobold-kin can
be smoothly added into most campaigns without
disrupting any existing history or cosmology.
Since the game rules seem to support that kobolds
truly are distantly related to dragons, and there is
a huge gap in power between the weakest dragon
and a kobold, it stands to reason there is a “missing
link” between the two bloodlines. Fantasy settings
often have numerous sub-races, related as elves
and drow are related, or gnomes and svirfneblin,
or rock dwarves, hill dwarves, mountain dwarves,
and duergar. There’s no reason why one sub-race of
kobolds should throw things out of balance, either
game mechanically or culturally.
Koldemar societies also give
a GM an opportunity to play
with player’s expectations. As
the dragonfolk that both kobolds and koldemar are
descended from took traits from a wide range of
dragons, there’s no need for koldemar to be “Usually
Lawful Evil,” or live in simple tribal arrangements.
A lost koldemar kingdom could easily be based
on the height of Aztec glory, the Shogunate era of
Japan, or even the high court romances of King
Arthur. Koldemar can be lawful good champions of
the draconic ideal, chaotic evil demon-worshipers
of fiendish cunning and power, or just another race
where each member’s alignment varies as much as
humanity’s. This broader variety can also give players
interested in playing a kobold but not wanting to be a
craven henchman named “Opeem,” a chance to make
exactly the kobold character they envision (even if it’s
actually a koldemar).
A GM who doesn’t want to add a whole culture
to a campaign can decide there are no koldemar
kingdoms left, and only allow them as the rare
throwback from kobold bloodlines. This still gives
players a chance to have “kobold” PCs balanced with
other race choices, and for the GM to throw players
the occasional surprise without really changing
anything else about a campaign.
inTRoducing a KoldemaR
inTo a campaign
Even if a campaign has added koldemar as a fairly
widespread option in the world, that doesn’t
always make it easy to find a reasonable way for
a koldemar PC to join a group of more traditional
characters. Kobolds are generally seen as “the
enemy” by the societies most PCs come from, and
tolerance for strangers isn’t always high on their
list of virtues. If kobolds (or at least koldemar) are
considered “just another race” in a world where
orcs, ratfolk, and minotaurs can walk side-by-side
with humans and elves, there’s no problem. For
campaigns with less open-minded and egalitarian
societies, the following suggestions are designed to
help introduce a small number of koldemars into a
more traditional group of characters.
exploReR
Just as elven and gnomish explorers may find lost
civilizations in the dense jungles of far-away
lands, a sole koldemar explorer might stumble
across the lands of a campaign while exploring
far from his own homeland. The koldemar’s
5 Races Revised The Kobold Kings
Races Revised The Kobold Kings 5
obvious refinement and quality gear are his pass
into civilized humanoid cities, though he will be met
with suspicion and prejudice. If the koldemar is a
dedicated explorer he may decide he needs to learn
all he can of these new lands before returning home,
giving ample reason to stay with an adventuring
party. Alternatively, the koldemar explorer might
have gone through some disaster on his explorations
(a massive sea storm, an earthquake, month-long
blizzards) and become so badly lost he has no idea
where “home” is. The idea of a visitor who cannot
go home is common in fantasy literature, and again
creates a strong motivation for the koldemar PC to
go adventuring, looking for hints on how to go back
to his own lands.
foundling
Another common fantasy trope is the child found by
a group other than his own people, and raised as if he
was one of them. This koldemar doesn’t even know if
he has lands of his own, or if he is just a kobold with
greater education and training. Among those who
raised him or lived nearby his adoptive parents, the
foundling is accepted because they have known him
for years. When he goes farther afield, the foundling
KoldemaR (Kobold King) Racial TRaiTs
+2 Dexterity, +2 Charisma, -2 Strength: Koldemar are not enough larger than their kobold cousins to be
noticeably stronger and remain just as quick, but they have significantly more endurance and force of
personality.
Reptilian: Koldemar are humanoids with the reptilian subtype.
Kolkin: Koldemar count as kobolds for purposes of all game rules (including prerequisites and targeting
effects).
Small: Koldemar are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a
–1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size
bonus on Stealth checks.
Normal Speed: Koldemar are quick, and retain a base speed of 30 feet despite their diminutive size.
Darkvision: Koldemar can see in the dark up to 60 feet.
Armor: Koldemar have a +2 natural armor bonus.
Clever: Each koldemar has a natural knack for a few skills. Each koldemar selects three skills at character
creation. One of these must be a Craft, Knowledge, or Profession skill. Once selected, these skills cannot
be changed. These skills are always class skills for the Koldemar, and it receives a +2 racial bonus to them.
This trait can be replaced by any trait that replaces the kobold crafty trait.
Languages: Koldemar begin play speaking Common and Draconic. Koldemar with high Intelligence
scores can choose from the following as bonus languages: Dwarven, Ignan, Giant, Goblin, Terran, and
Undercommon.
koldemar runs afoul of whatever laws and bigotry
the GM thinks would be standard for his world. But
as long as a few members of an adventuring party
come from his hometown, the foundling is accepted
as a known and trusted neighbor.
my enemy’s enemy
In most cases, kobolds and other groups of humanoids
(especially “civilized” humanoids) have very little
common ground on which a koldemar character
could forge an alliance with other PCs. However, if
a small village of mixed dwarven/human population
and a nearby kobold mine both found themselves
under assault from a group of powerful, militant
hobgoblins (or facing destruction from a powerful
monster or fighting a curse of the dead turning into
hungry undead, or any other massive regional threat),
the common threat might well be enough for the town
to accept at least a single kobold champion into their
midst. And if a single koldemar player character lives
within the kobold clan, he is most likely their greatest
champion. (And if he is young, the aging kobold
chieftain might send him in the hopes he doesn’t
grow up to become a rival for the clan’s leadership.)
6 Races Revised The Kobold Kings
KoldemaR names
While most kobold tribes have lost too much of their
original cultural heritage to still have :traditional”
names (instead often adopting bits and pieces of
draconic words as names, or taking names from strong
cultures around them), those koldemar nations still
in existence have retained a connection to the names
of their dragonfolk forefathers.
Of course it’s not within the scope of a product
this size to provide a list of every traditional koldemar
name. Instead the following lists provide the msot
common elements used to create koldemar names, as
well as some idea what conceptual ideas such names
tend to include within their meaning. Alternate
spellings have been provided in some cases. Each
name is made of one prefix and one suffix (suffixes
being broken into elements most common in male
and female names). In rarer cases, a name may be
made of two prefixes, or a prefix and two suffixes.
The best way to use these lists is to wither pick
sounds that sound cool and form
a name from them
(and then determine the name’s meaning), or two
look through the conceptual elements and build a
name with a meaning you like. If a name is needed
quickly, a d20 can be rolled for the prefix and then
for the gender-appropriate suffix. If you don’t like a
particular combination of name prefixes and suffixes,
add an a, b, d, f, g, i, k, m, t, v, or z between the
prefix and suffix. Although not every combination of
prefixes and suffixes will sound right, usually only a
minor change is called for.
Koldemar Name Prefixes
1. Aa-, Aan-: Beneveolent, powerful.
2. Af-, Asf-: History, legend, past
3. Ay-, Aya-, Aym-: Moon, pure, silver
4. Az-, Azi-: Great, precious, respected, rare
5. Ba-, Bas-: Fang, fanged, smiling
6. Bi-, Bri-: Hundred, sky, thousand, vast
7. Char-, Chri-: Berserk, berserker, rage, storm.
8. E-, El-, En-: Learned, scroll, any spellcaster
9. Fik-, Fir: Champion, dangerous, death, warrior
10. Gha-, Ghal-: Changing, fluid, river, sea
11. Ghi-, Ghiz-: Cold, ice, winter
12. Ghu-, Ghur-: Dark, shadowed, night
13. Gu-, Gulg-: Cave, consuming, mouth, void
14. Ha-, Hra-, Hrad-: Last, lost, hidden, patient, secret
15. Ka-, Kan-. Kha-: Destined, fated, chosen one
16. Ko-, Kol-: Dragon
17. Lha-, Lhar-: Enemy, foe, human, giant
18. Mhe-, Mher-: Defender, defense, keep, tower,
wall, warden
19. Nha-, Nhar-, Nhaz-: Curse, debt, gate, horror
20. Tze-, Tziv-: Defense, food, shield, shielding
Male Koldemar Name Suffixes
1. -ar, -ahr, -jha: Craft, crafter, magic, secret, skill
2. -bold, -bhol: Family, kin, son, father
3. -bru, -brur: Knight, warrior, any melee
weapon (dagger, lance, sword, and so on)
4. -demar, -dhr: Imperial, king, lord
5. -dil, ndil: flying, winged, wings.
6. -djid, -diir: Ancient, eldest, old, older
7. -gis, -gris, -griv: Air, ghost, mist, phantom
8. -gzel, -zel: Ally, shield, rider, twin
9. -jal, -jha, -jhal: Home, homeland, mine, tunnel
10. -l, -lhak: Brace, fierce, honor, honored
11. -nar, -nha: Grave, necromancer, undead, unending
12. -rh, -rhuk: Claw, tooth, primal, any natural attack
13. -ser, -seren: Rune, sigil, any magic item
14. -rha, -ram: Black, chromatic, green, prismatic, any color
7 Races Revised The Kobold Kings
Races Revised The Kobold Kings 7
15. -tn, -tin, -trin: Any metal, metallic, strong, undefeated.
16. -tz, triz: any element (air, earth, fire, water)
17. -vha, -vhar: hunter, killer, slayer
18. -wah, -whar: Armor, armored, fortress
19. -zin, -zn, -z: Hardy, tough, any rock or stone
20. -zli, -zte, -ztet: Border, mountain, stalwart, warning
Female Koldemar Name Suffixes
1. -bah, -bha: Gift, oath, vow
2. -dah, -dha: Bronze, metallic, steel, alloy
3. –dwi, -dwin: Family, kin, daughter, mother
4. -fi, -fsyn, fys: Speaker, singer, roar
5. -ghr, -ghir: Egg, first, new, young
6. -hra, hrin: Forest, primal, nature, the land, the kingdom
7. -mhes: Diamond, unbreakable
8. -nah, -ina: Cloud, mist, silk, silken, swift
9. -nysah, -sah: Imperial, lady, queen, royal
10. -rika, -rhi: Guardian, keeper, teacher
11. -rhis, -rhy: Graceful, any ranged weapon (arrow,
bow, crossbow, bolt, and so on)
12. -rhel: Angel, celestial, outsider
13. -shad, -shev: any element (air, earth, fire, water)
14. -sh, -she: Healer, living, oracle
15. –shak, -shaki: Beautiful, prefect, swift
16. -shar, -shwar: Gem, pearl, wise, wisdom.
17. -ti, tiyr: Chromatic, hoard, wealthy, any color
18. -vii, -viit: Clever, mistress, skilled
19. -vin, -vn: Assassin, hidden, secret, shadow
20. -yah, -yn, -y: Bright, intelligence, scholar, mistress
KoldemaR Racial
Rules
The following game rules apply to the koldemar, and the
various options can be taken by koldemar or kobolds.
alTeRnaTe Racial TRaiTs
The following racial traits may be selected instead of
existing kobold/koldemar racial traits. Players should
consult their GMs before selecting any of these new
options – even a campaign allowing kobold and
koldemar PCs may not allow all of these options.
Beast Bond: Some kobolds have a talent for training
animals and beasts to help them both on and off
the battlefield. Kobolds with this racial trait gain a
+2 racial bonus on Handle Animal and Ride checks.
Handle Animal and Ride are always class skills for
them. This racial trait replaces crafty or clever.
Dragonfolk: Rarely, a koldemar is born who has the full
stature of the dragonfolk of old. Such koldemar have
+2 Strength and +2 Charisma (replacing the normal
koldemar ability adjustments), and are size Medium.
This replaces the Small, normal sped, and clever
traits. (If this trait is selected with the Old Blood feat,
the koldemar still loses the clever trait as an exception
to how that feat normally works.)
Dragon Scaled: Some kobolds are hatched with scales
of such vivid color that their connection to a particular
sort of true dragon seems undeniable. Whether this
coloration is just a quirk of a stray egg or a trait shared
by all the members of a tribe, these kobolds gain a
resistance that makes them especially suited to work
alongside dragons matching the color of the kobold’s
scales. Black scaled, green scaled, copper-scaled, and
blue-green-scaled (brine) kobolds with this racial trait
gain acid resistance 5.
Blue scaled, bronze-scaled, sky-blue scaled (sky),
and blue-white-scaled (cloud) kobolds with this racial
trait gain electricity resistance 5.
Red scaled, sea-green-scaled (sea), volcanic-black-
scaled (underworld), gold-scaled, and jet-black-scaled
(magma) kobolds with this racial trait gain fire resistance 5.
White scaled and silver-scaled kobolds with this
racial trait gain cold resistance 5.
Jade-scaled (forest) kobolds with this racial trait
gain DR 5/piercing or slashing.
White gold-scaled (sovereign) and pearlescent-scaled
(crystal) kobolds with this racial trait gain sonic resistance 5.
Dark-grey-scaled (umbral) kobolds with this racial
trait gain +4 to saves vs death effects, ability drains,
ability damage, and negative levels.
This racial trait replaces the armor racial trait.
Gliding Wings: Some kobolds are born with wings
that, while too weak for actual flying, do allow them
to fall at a very slow and safe pace. A kobold with
wings can use them to glide. It can make a DC 15 Fly
check to fall safely from any height without taking
falling damage, as if using feather fall. When falling
safely, it may make an additional DC 15 Fly check to
glide, moving 5 feet laterally for every 20 feet it falls.
This racial trait replaces crafty or clever.
Water Adaptation: Some kobolds show signs of a sea
dragon lineage, and are born with webbed hands and
feet and a fluked tail. A kobold with this trait has a
natural swim speed of 20, and can hold its breath for
a number of minutes equal to its Constitution score.
This racial trait replaces crafty or clever.
8 Races Revised The Kobold Kings
favoRed class bonus
opTions
When a koldemar takes a level in his favored class,
he gains a bonus. Under the core rules, that bonus is
either an additional skill point or an extra hit point.
However, the Advanced Player’s Guide introduced a new
set of racial favored class options. Members of specific
races can get these benefits when they gain a level in
a class that is listed as a favored class for their race.
The koldemar gain the same favored class options as
kobolds in some classes (included below and marked
with an asterisk for convenience), but also have new
favored class options for every other class as well. Some
of these options can only be taken by a koldemar that
has taken the Draconic Aspect feat (see New Feats).
Additionally, koldemar may choose to take the bonus
listed under “any” when it takes a level in its favored
class, regardless of what that class is. Bonuses listed as
a fraction (+1/2, +1/3 and so on) must be taken often
enough to form a whole number to be useful (having
a +1/2 bonus to something does you no good until you
take it again, and have a +1 bonus).
Some of these bonuses have been presented in
official Pathfinder Roleplaying Game rulebooks, and
are marked with an asterisk.
Any: +1 to attack rolls to confirm a critical hit against
a foe that is flat-footed, flanked by you, or denied its
Dex bonus to AC.
Alchemist: Add +1 foot to the splash radius of bombs
the alchemist creates & throws. Multiples of less than
+5 feet have no effect.
Antipaladin: Add +1 foot to the radius of the
antipaladin’s aura of cowardice. Multiples of less
than +5 feet have no effect.
Barbarian: Add 5 feet (up to 15 feet maximum) to
the barbarian’s speed when she is raging. This bonus
stacks with a class’s fast movement feature and
applies only under the same conditions as that ability.
Barbarian: Delay the onset of fatigue the barbarian
suffers after raging by 1 round. (If the barbarian is
17th level and has selected this at least five times, the
barbarian can enter a rage while fatigued or exhausted.)
Bard: Treat the bard’s level as +1/2 higher for purpose
of determining the effect of the fascinate
bardic performance.*
Cavalier: Add 5 feet (up to 15 feet maximum)
to the cavalier’s mount’s speed when it uses
the charge or withdraw action.*
Cleric: Add +1 to channel energy damage dealt to
creatures denied their Dexterity bonus to AC (whether
or not the creature has a Dexterity bonus to AC).*
Druid: Add +1/2 to the druid’s wild empathy bonus.*
Fighter: Add +1/2 to damage rolls the fighter makes
with weapon attacks against an opponent he is
flanking or an opponent that is denied his Dexterity
bonus to AC.*
Fighter (Draconic Aspect koldemar only): Add 1 to
the fighter’s energy resistance against the energy type
corresponding to the koldemar’s dragon type from
the Draconic Aspect feat (maximum +10).
Gunslinger: Add +1/4 to the dodge bonus to AC
granted by the nimble class feature (maximum +4).*
Inquisitor: Add +1/4 to the sacred bonus to AC
granted by the protection judgment (maximum +4).
Magus: Add a +1/2 bonus on concentration checks
made to cast defensively.*
Monk: Add +1/3 to the monk’s AC bonus class feature.*
9 Races Revised The Kobold Kings
Races Revised The Kobold Kings 9
Ninja: +1/4 a bonus ki point. These ki points can only
be used to power talents with “bomb” in their title, or
those that only require a ki point be left in the ninja’s
ki pool.
Oracle: Add +1/4 to the armor or natural armor bonus
granted by oracle spells she casts on herself.*
Paladin: Add +1 foot to the radius of the paladin’s
aura of courage. Multiples of less than +5 feet have
no effect.
Ranger: Add +1/4 to the number of opponents the
ranger may select when using hunter’s bond to grant
a bonus to allies. All selected creatures must be of the
same type.*
Ranger: Add +1/2 to damage rolls made by traps the
ranger has crafted.
Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.*
Rogue: Add +1/2 to damage rolls made by traps the
rogue has crafted.
Samurai: Add +1/3 to the number of uses per day of
the samurai’s resolve.
Samurai (Draconic Aspect koldemar only): Add
+1/2 to damage rolls the samurai makes for attacks
against an opponent wielding a weapon that is bane
vs dragons, or who has dragons as a favored enemy.
Sorcerer: Choose acid, cold, electricity, or fire
damage. Add +1/2 point of the chosen energy damage
to spells that deal the chosen energy damage cast by
the sorcerer.
Sorcerer (Draconic Aspect koldemar only): Add one
spell known from the sorcerer spell list. This spell
must be at least one level below the highest spell level
the sorcerer can cast, and must deal damage of a type
corresponding to the sorcerer’s dragon type from the
Draconic Aspect feat.
Summoner: Add +1 hp to creatures summoned with
the summoner’s summon monster spell-like ability.
Summoner: Add +1 foot to the range of the
summoner’s eidolon’s breath weapon. Multiples of
less than +5 feet have no effect. Requires the eidolon
to have the breath weapon evolution.
Summoner: Add +1/2 to the number of times per day
the summoner’s eidolon can use its breath weapon.
Requires the eidolon to have the breath weapon
evolution.
Witch: Add +1/3 to the number of 1st level patron
spells the witch may prepare. After gaining 1 bonus
1st level preparation, this bonus can be applied to a
bonus 2nd level spell, then a bonus 3rd level spell,
and so on.
Wizard: The bonus the wizard gains from his familiar
increases. If the bonus is normally +3 or higher, it
increases by +1/2. If the bonus is +2, it increases by
+1/3. If the bonus is +1, it increases by +1/4.
favoRed class opTions foR supeR
genius classes
For campaigns using classes taken from the various
Genius Guide .pdfs released by Super Genius Games,
the following favored class options are available to
kobolds that take levels in these classes.
Archon: Add +1/4 to the archon’s favored spell bonus.
Armiger: Add +1/2 to the armiger’s AC vs traps.
Death Knight: +1/4 grave strike/day.
Death Mage: +1/6 a bonus fetish power (regardless of
what death bond the death mage has selected).
Dragonrider: +1/2d6 to dragon steed’s breath weapon.
Godling, Any: +1/2 divine trait rank.
Magister: +1/2 a bonus spell known from the sorcerer
class spell list (regardless of the magister’s selected
spell lists). Must be at least 1 level lower than the
highest level spell the magister can cast.
Mosaic Mage: +1/6 a red spectrum power (regardless
of the mosaic mage’s own spectrum).
Shadow Assassin: +1/6 daggermaster bonus.
Shaman: Reduce the time needed to gain a +1
circumstance bonus to Perform (ritual) checks to
summon spirits by 1 minute.
Templar: Add curse resistance bonuses to saves
against one of the following types of effects: acid
descriptor spells, cold descriptor spells, death effects,
electricity descriptor spells, fear descriptor spells,
fire descriptor spells, sleep effects, paralysis effects,
poisons, sonic descriptor spells.
Time Thief: +1/3 motes/day.
Time Warden: +1/3 motes/day.
Vanguard: +1/2 to damage done with a vanguard
blast.
War Master: +1 a round/day of battle tactics.
Witch Hunter: Add +1/2 to damage rolls the witch
hunter makes with devoted strikes.
10 Races Revised The Kobold Kings
Kobold aRcheTypes
The following class archetypes are available exclusively
to creatures with some draconic blood that are not true
dragons, including kobolds, koldemar, and half-dragons.
apocalypse (fighTeR aRcheType)
The apocalypse is a kobold or koldemar warrior who
has dedicated himself to strengthening his bloodline’s
ties to dragonkind and mastering the art of fighting like
a dragon. The name comes from the kobold collective
noun for dragons (an “apocalypse of dragons,” much
as you might refer to a herd of cattle, or a murder of
crows). While many kobolds focus on the spell ability
and breath weapons of dragons, an apocalypse learns
to grow the steel-hard scales and razor-sharp claws
of true dragons, and draw on his draconic blood’s
link to a hoard to augment the power of his natural
weapons and defenses.
Armored Hide (Ex): An apocalypse grows a set of
“overscales” that grant an armor bonus to AC, separate
from any natural armor the apocalypse possesses. An
apocalypse’s overscales grant him an armor bonus to
AC equal to 5, +1/3 his apocalypse level. Overscales
have no arcane spell failure or skill check penalty.
This does not prevent an apocalypse from wearing a
suit of armor, but armor bonuses to AC from multiple
sources do not stack. This ability replaces the bonus
feat the fighter receives at 1st level.
Draconic Perseverance (Ex): Starting at 2nd level,
the apocalypse gains some measure of a dragon’s
immunity to incapacitating spells. The apocalypse
gains a +1 bonus to saving throws against magic sleep
effects and paralysis effects. This bonus increases by
+1 for every four levels beyond 2nd.
This ability replaces bravery.
Natural Weapons (Ex): The apocalypse begins to take
on the natural characteristics of his dragon forefathers
at 4th level, and gains two claw attacks. These are
primary natural weapons that deal 1d3 damage for a
Small apocalypse, and 1d4 for a Medium apocalypse.
An apocalypse cannot fight with his claws and
manufactured weapons on the same round. This
damage increases to 1d4 Small/1d6 Medium at
5th level, 1d6 Small/1d8 Medium at 9th level, 1d8
Small/2s6 Medium at 13th level, and 2d6 Small/2d8
Medium at 17th level.
This ability replaces the ability for the apocalypse
to be able to take fighter feats (levels in apocalypse do
not count as levels of fighter for any feat prerequisites)
and weapon training.
Eldritch Dragon (Su): An apocalypse can ritualistically
consume precious metals and gems (literally eating
the materials) to feed his inner dragon, using the
draconic lust for a hoard to call forth the power of
his distant draconic ancestors. The effect of this is
to gain enhancement bonuses and special magic
qualities on his natural attacks and overscales (see
armored hide, above) that function just as the powers
for magic weapons and armor do. This works as
the Rune Scales feat (see New Feats, below), except
the apocalypse uses this ability for magic armor
enhancement bonuses and properties (using the rules
to craft magic armor) on his overscales, and for magic
weapon enhancement bonuses and properties (using
the rules to craft magic weapons) on his claws (and
any natural bite or tail attack, if he has gained such
natural attacks through some means). Each natural
attack is augmented as a separate weapon.
This ability replaces the bonus feat a fighter
receives at 6th level.
11 Races Revised The Kobold Kings
Races Revised The Kobold Kings 11
Bonus Feat: At 12th and 18th level the apocalypse gains a
bonus feat. This bonus feat may be any metamagic feat
(it’s not unusual for an apocalypse to multiclass with
sorcerer levels), or any feat with kobold, dragon type,
or reptilian subtype as a prerequisite. The apocalypse
must meet all the feats prerequisites normally.
haRasseR
Kobolds are well-known as trap-builders, both
because they often must fight creatures bigger than
themselves (and it’s a good idea to soften up such
foes before attacking them directly), and because they
often live in caves and similar tight spaces (where
traps make a much better defense than a gate, as many
of your enemies can dig through the cave wall if they
know you’re defending a passageway).
Some kobolds and koldemar are master trap-builders,
able to draw upon their draconic desire to “protect the
hoard and lair” to drive themselves to extraordinary
exertion to create very effective traps quickly and
efficiently from a collection of carried materials.
Quick Traps (Ex): The harasser can make a trap quickly
a number of times per day equal to half his harasser
level plus his Dexterity bonus (minimum 1). The
DCs for Perception checks to notice the trap, Disable
Device checks to disable it, and for saving throws
to avoid it are equal to 10 + 1/2 the harasser level +
the harasser’s Dexterity bonus. A harasser begins
knowing one form of quick trap (see below), but gains
additional quick traps at 5th, 9th, 13th, and 17th level.
A harasser may also spend a rogue talent or a feat to
gain an additional form of trap.
Setting a quick trap is a full round action that
provokes attacks of opportunity. A trap fills a single
5 foot square, and cannot be placed in the same area
as another trap or a magical trap such as a glyph of
warding. The harasser only needs simple materials to
create the trap, such as a piece of cloth, a small amount
of metal (such as a dagger, iron spike, or a few nails),
a foot of rope or vine, and so on. (Treat the harasser’s
trap making kit as a material component pouch.) All
harasser traps are Trigger: location, and Reset: none
unless they specify otherwise.
Harasser traps are always extraordinary and
Type: mechanical, and last 1 day per harasser level
or until it is triggered, whichever comes first. A trap’s
DC decreases by 1 for each full day that passes after
it is set. Traps marked with an asterisk (*) add to or
modify the effects of another trap; a harasser can add
one of these trap types to any standard trap (this costs
1 additional use of the trap ability).
The quick traps ability replaces the sneak attack
dice gained at 1st, 5th, 9th, 13th, and 17th levels,
as well as one skill point/level. A rogue with the
archetype still receives sneak attack dice at 3rd, 7th,
11th, 15th and 19th level.
Alarm Trap*
Effects
When the trap is triggered, it also creates a momentary loud
noise equivalent to the audible alarm version of alarm.
Burning Trap*
Effects
A harasser can only add this to a fire trap. If the
triggering creature fails its Reflex save, it catches on
fire, taking 1d6 points of fire damage at the start of its
turn for 1d4 rounds. The burning creature can attempt
a new save as a full round action. Dropping and rolling
on the ground grants a +4 bonus on this save.
apocalypse aRcheTypes
For those who have one of the Super Genius
Games archetype or template books, the first of
which is The Genius Guide to Archer Archetypes, the
apocalypse option can be treated as the archetypes
or PC template from those products. The fighter
abilities an apocalypse does not gain are exactly
the same as those given up by fighters sacrificing
the Battle Master archetype to gain a new one. A
GM could thus allow kobolds of other classes to
gain access to the apocalypse by giving up the
archetype package normally granted to their class,
as defined in Archer Archetypes. The apocalypse
should still be restricted to kobolds and similar
dragonkin races. Note that it is not necessary to
have The Genius Guide to Archer Archetypes to use
the apocalypse as described here—as an alternate
power structure for fighters.
While the harasser doesn’t remove exactly the
same abilities a rogue gives up using the Archer
Archetypes rules (it retains the trap sense ability
and gives up 1 skill point/level), it too is balanced
to be added as an archetype for any class using the
archetype system from those .pdfs.
12 Races Revised The Kobold Kings
Caltrop Trap*
Effects
After it is triggered, a caltrop trap also fills its space
with caltrops. The harasser must provide a set of
caltrops to set this trap, though they may be gathered
and reused afterwards if they are not destroyed. A
caltrop trap may be set as a solo trap, or added to
another kind of trap.
Command Trap*
Effects
A command trap does not activate unless the harasser
sets it off with a remote switch (generally a rope or
lever). The harrier must be within short range (25
ft. +5 ft./2 harasser levels) to set off a command trap,
which is a move action. The Perception DC to discover
a command trap is 2 higher than normal.
Complex Trap*
Effects
A complex trap resets itself once, using springs or
counterweights set by the harasser when the trap is
set. The harasser may have the delay occur between 1
to 10 rounds after the trap is triggered (decided when
the trap is created).
Deadly*
Effects
Only a weapon trap may be deadly. If a target is
flanked, flat-footed, helpless, or denied his Dexterity
bonus to AC when attacked by a deadly trap, he
takes additional damage equal to the harasser’s sneak
attack dice (at the time the trap was set). This damage
counts as sneak attack damage for all purposes.
Exploding Trap*
Effects
A harasser can only add this to a fire trap. The trap
explodes in fire, filling all squares adjacent to the
trap and dealing a number of points of fire damage
equal to 1d6 + 1/2 the harasser’s level (Reflex negates).
If it is an extraordinary trap, the harasser must use
an explosive material such as alchemist’s fire when
setting the trap.
Fire Trap
Effects
The trap explodes in flames, dealing a number of
points of fire damage equal to 1d6 + 1/2 the harasser’s
level to the triggering creature (Reflex negates). If
it is an extraordinary trap, the harasser must use
an explosive material such as alchemist’s fire when
setting the trap.
Marking Trap*
Effects
If the triggering creature fails its save against the trap,
it is marked with a dye and/or scent of the harasser’s
choosing. A scent mark decreases the DC of tracking
the marked creature by scent by 4. The mark can be
washed off with vigorous scrubbing, but fades on its
own over several days.
Poison Trap*
Effects
The trap poisons the creature that triggers it. If it is a
supernatural trap, the poison deals 1d2 Con damage
per round for 6 rounds. The harasser must provide
1 dose of contact, inhaled, or injury poison when
setting the trap, and the trap uses that poison’s effects
and DC. A poison trap may be set by itself, or may be
added to another trap.
Snare Trap
Effects
The trap constricts around a limb or other part of
the triggering creature’s body (Reflex avoids). The
creature cannot move from the location of the trap,
unless the harasser included a “leash” when setting the
trap, in which case the creature is limited to the length
of the leash. The trapped creature can escape with an
Escape Artist check (DC equal to the trap’s DC) as a
full round action. The trap or its leash has a number
of hit points equal to 1/2 the harasser’s level, or can
be burst as a full round action with a DC 25 Strength
check. The trap can hold up to a Medium creature;
each extra daily use of the harasser’s trap ability spent
when the trap is set increases the maximum size of
creature the trap can hold. At the harasser’s option, if
there is a tall object or structure nearby, she can have
the trap lift the creature.
Splash Trap*
Effects
A splash trap also has an effect on every space adjacent
to it. Creatures in those spaces gain a +4 bonus to any
saving throw the trap allows or skill check it requires
to avoid or escape its effects, and any attack the trap
makes against creatures in adjacent spaces is at a -4
penalty.
Weapon Trap
Effects
The trap launches an attack at the creature that triggers
it. Its attack bonus is equal to the harasser’s level (at
the time the trap was set), and it deals 1d6 points of
damage plus +1/2 harasser levels.
13 Races Revised The Kobold Kings
Races Revised The Kobold Kings 13
14 Races Revised The Kobold Kings
new feaTs
Kobolds and koldemar have access to the following feats.
dRaconic aspecT
You possess some of the qualities of your dragon
ancestors.
Prerequisite: Kobold.
Benefit: Your scales take on the color and some
of the resistances of one of the chromatic dragons.
Choose of the following dragon types listed below.
Your scales take on the color of that dragon (and you
may gain some of its body or facial features), and you
gain the special defense listed with its type.
Chromatic: black (acid resistance 5), blue (electricity
resistance 5), green (acid resistance 5), red (fire
resistance 5), or white (cold resistance 5)
Imperial: forest (DR 5/piercing or slashing), sea (fire
resistance 5), sky (electricity resistance 5), sovereign
(sonic resistance 5), underworld (fire resistance 5)
Metallic: brass (fire resistance 5), bronze (electricity
resistance 5), copper (acid resistance 5), gold (fire
resistance 5), silver (cold resistance 5)
Primal: brine (acid resistance 5), cloud (electricity
resistance 5), crystal (sonic resistance 5), magma (fire
resistance 5), umbral (+4 to saves vs death effects,
ability drains, ability damage, and negative levels).
Special: If you have the dragon scaled racial trait, your
scale color does may not change and you can gain a +1
natural armor bonus instead, if you prefer. Alternatively,
you may pick a Draconic Aspect that does not match the
coloration of your dragon-scaled trait, gaining the normal
benefits of both and gaining mixed scale coloration.
dRaconic bReaTh
You possess draconic defenses and a draconic breath
weapon.
Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus to saving throws
against sleep and paralysis effects. You gain a breath
weapon that is determined by your scale coloration
from either the Draconic Aspect feat or the dragon
scaled racial trait. Using a breath weapon is a standard
action that does not provoke attacks of opportunity. You
can use your breath weapon once per day. Creatures
within the area of your breath weapon who succeed
at a Reflex saving throw (DC 10 + your character level
+ your Constitution modifier) take only half damage.
Chromatic
Black (Su): You breathe a 30 ft line of acid that deals
2d6 points of acid damage.
Blue (Su): You breathe a 30 ft line of electricity that
deals 2d6 points of electricity damage.
Green (Su): You breathe a 15 ft cone of acid that deals
2d6 points of acid damage.
Red (Su): You breathe a 15 ft cone of fire that deals 2d6
points of fire damage.
White (Su): You breathe a 15 ft cone of cold that deals
2d6 points of cold damage.
Imperial
Forest (Su): You breathe a 15 ft cone of wooden
splinters that deals 2d6 points of piercing damage.
Sea (Su): You breathe a 30 ft line of water that deals
2d6 points of bludgeoning damage.
Sky (Su): You breathe a 15 ft cone of electricity that
deals 2d6 points of electricity damage.
Sovereign (Su): You roar a 15 ft cone that deals 2d6
points of sonic damage.
Underworld (Su): You breathe a 30 ft line of magma
sparks that deals 2d6 points of fire damage.
Metallic
Brass (Su): You breathe a 30 ft line of fire that deals
2d6 points of fire damage.
Bronze (Su): You breathe a 30 ft line of electricity that
deals 2d6 points of electricity damage.
Copper (Su): You breathe a 30 ft line of acid that deals
2d6 points of acid damage.
Gold (Su): You breathe a 15 ft cone of fire that deals
2d6 points of fire damage.
Silver (Su): You breathe a 15 ft cone of cold that deals
2d6 points of cold damage.
Primal
Brine (Su): You breathe a 30 ft line of acid that deals
2d6 points of acid damage.
Cloud (Su): You breathe a 15 ft cone of electricity that
deals 2d6 points of electricity damage.
Crystal (Su): You breathe a 15 ft cone of vibrations
that deals 2d6 points of sonic damage.
Magma (Su): You breathe a 15 ft cone of fire that deals
2d6 points of fire damage.
Umbral (Su): You breathe a 15 ft cone of umbral
darkness that deals 1d6 points of negative energy
damage. (This does not heal undead.)
15 Races Revised The Kobold Kings
Races Revised The Kobold Kings 15
Special: Kobold sorcerers with either the Draconic
or Kobold bloodline can use their Charisma modifier
instead of their Constitution to determine the number
of times per day they can use this breath weapon and
the DC of this breath weapon.
dRaconic glide
You possess draconic defenses and wings that allow
you to glide.
Prerequisites: Draconic Aspect, kobold.
Benefit: You gain a +2 bonus on saving throws
against sleep and paralysis effects. You grow a pair
of wings that you can use to fall and glide at a safe
pace. You can make a DC 15 Fly check to fall safely
from any height without taking falling damage, as if
using feather fall. When falling safely, you may make
an additional DC 15 Fly check to glide, moving 5 feet
laterally for every 20 feet you fall.
Special: If you have the gliding wings racial trait,
instead of the above abilities, you gain an actual fly
speed of 30 feet with poor maneuverability. You
may still choose to glide (using the rules for gliding
wings) rather than fly if it’s more useful in a specific
circumstance.
dRaconic paRagon
You can shrug off sleep and paralysis effects as well as
any dragon, and your draconic aspects improve.
Prerequisites: Draconic Aspect, either Draconic
Breath or Draconic Glide, character level 10th, kobold.
Benefit: You gain an additional +2 bonus to saving
throws against sleep and paralysis effects. You can use
your breath weapon twice per day and your breath
weapon damage increases to 4d6 points of energy
damage. Your wings from the Draconic Glide feat grow
stronger, granting you a fly speed of 20 feet with average
maneuverability (40 feet with average maneuverability
if you also have the gliding wings racial trait).
exTRa dRaconic bReaTh
You can use your draconic breath weapon more often.
Prerequisites: Draconic Aspect, Draconic Breath,
kobold.
Benefit: You may use your breath weapon gained
from Draconic Breath two additional times per day.
You must wait 1d4 rounds between uses of your
breath weapon.
Special: This feat may be taken more than once.
Its effects stack.
gReaTeR dRaconic bReaTh
Your draconic breath weapon grows in power.
Prerequisites: Draconic Aspect, Draconic Breath,
Draconic Paragon, kobold.
Benefit: The range and damage of your breath
weapon gained from Draconic Breath increased. Double
your breath weapon’s range. Increase the damage by
+1d6 for every three hit dice or levels you possess.
Kobold ambusheR (combaT)
You are adept at moving fast and staying hidden.
Prerequisites: Stealth 4 ranks, kobold.
Benefit: You take no penalty on Stealth checks
when you move up to your full speed. You can use
the run or charge action and remain hidden, taking a
10 penalty on the check to do so.
Normal: When moving greater than half speed
up to your full speed, you take a 5 penalty on Stealth
checks. When you are able to run or charge while using
Stealth, you take a 20 penalty on the Stealth check.
Kobold snipeR (combaT)
You snipe quickly, making it harder for others to find
the location of your attack.
Prerequisites: Stealth 1 rank, kobold.
Benefit: When you are sniping, you only take a 10
penalty on your Stealth checks to stay hidden.
Normal: You take a 20 penalty on your Stealth check
to maintain your obscured location while sniping.
Tail TeRRoR (combaT)
You have strengthened your tail enough to make slap
attacks with it.
Prerequisites: Base attack bonus +1, kobold.
Benefit: You can make a tail slap attack with your
tail. This is a secondary natural attack that deals 1d4
points of bludgeoning damage. Furthermore, you
can augment your tail slap attack with a kobold tail
attachment. For the purpose of weapon feats, you are
considered proficient with all kobold tail attachments.
old blood
You have developed traits from one or more of the old
clans of dragonfolk.
Prerequisites: Cha 13, kobold.
Benefit: Select one alternate kobold racial trait.
(See Alternate Racial Traits, above.)You gain that trait,
without losing the racial trait it normally replaces.
16 Races Revised The Kobold Kings
Rune scales
Your can use your hereditary link to the power of
dragons and sorcerers to bind magic enchantments
directly to your body.
Prerequisites: Cha 13, dragon type or dragon or
reptilian subtype.
Benefit: With this feat you can infuse yourself with
magic power to turn parts of your body into living
magic items. This is done through complex rituals
that involve drawing forth the mystic essence of your
ancient ancestors and their innate magic powers.
Rune scales can only duplicate a small range of magic
items. Only wondrous items that grant constant bonuses
(and have no other abilities) and take a body slot, rings,
and rods can be duplicated by a rune scale. Additionally
a rune scale cannot duplicate items with charges (though
items with uses/day are fine), an item that conjures or
summons anything, an item that acts as a weapon, or one
that forces other creatures to make saving throws. Thus a
rune scale could duplicate a lesser rod of enlarge spell or belt
of giant strength +2, but not a rod of the python or bag of tricks.
Creating a rune scale is very similar to creating the
item its duplicating the effect of, but this feat replaces
the appropriate item creation feat and your character
level replaces caster level for any calculations based
on caster level. You can only create rune scales on
your own body, and each rune scale takes one day to
create (regardless of its base price). Each rune scale is
placed on the body slot its matching item would use
(rods take the hand body slot). If a magic item is then
placed on the body slot, the associated rune scale stops
functioning until the item is removed. Rune scales
have the same creation cost as the items they emulate.
A rune scale can be re-inscribed, to improve or change
the powers it has. When this is done, the cost of the new
rune scale is reduced by half the cost of the existing rune
scale (with a minimum cost of any rune scale of 100 gp).
A rune scale can be targeted by a sunder attempt,
or any ability that can damage armor.
Any damage done to one of your rune
scales is also dealt to you. A rune scale has
hp equal to your Constitution score plus half
your level, and has any DR or similar defenses
you have. If a rune scale takes half its hit points
in damage, it gains the broken condition. A
rune scale with the broken condition remains
nonfunctioning until it heals. Healing a
broken rune scale is as difficult as healing
1d6 points of temporary ability damage
(rolled when the rune scale is broken), and
anything that could heal such damage
(including natural healing over time,
lesser restoration spells, and so on) can
heal the rune scale.
A rune scale that takes all its hp
in damage is destroyed, and must be
recreated by performing the ritual
(and spending the cost) all over again.
(Anything a GM would rule could
restore a destroyed magic item could
also restore a destroyed rune scale.)
sea dRaKe
You have features taken from the dragons
of the river, lake, swamp, and sea.
Prerequisites: Draconic Aspect, kobold.
Benefit: You have a natural swim speed of
20, and can hold your breath for a number of
minutes equal to your Constitution score.
17 Races Revised The Kobold Kings
Races Revised The Kobold Kings 17
Special: If you have the water adaptation racial trait
instead of the above abilities, your swim speed increases
to 30 feet, and you can breathe air or water at will.
Tail focus
You have trained your tail to be used for more than
just balance.
Prerequisites: Dragon type or dragon or reptilian
subtype, tail.
Benefit: You can hold one held magic item in your
tail and use it normally, leaving your hands free. You
cannot make attacks with a melee or ranged weapon
held in your tail, but could cast spells from a wand
or staff clutched in your tail, or use a rod or similar
held item.
new iTems
The more advanced koldemar society has the resources
and craftsmen to create items designed specifically for
their own use (though lone kobold geniuses may have
also created such items after sparks of inspiration).
new equipmenT
Due to their draconian features, koldemar often have
use for equipment other humanoids find out of place.
Buckler, Tail
A tail buckler acts like a normal buckler, but is
carefully balanced and constructed to be strapped to
the tail of a tailed creature. The tail cannot be used for
any other purpose while wearing a tail buckler, and
if any other equipment is strapped to the tail the AC
bonus of the buckler is lost.
Buckler, Tail; 50 gp; 2 lbs.(1)
(1)When made for Small characters. When made for
Medium creatures this item weights twice as much.
Gauntlets, Clawed
Clawed gauntlets act like spiked gauntlets but are
martial weapons, and if worn as a pair (cost and
weight given are for a single clawed gauntlet) a
second claw attack can be made as a secondary
attack. Appropriate feats that give bonuses to
attacks and damage with claws (such as Weapon
Focus and Weapon Specialization) may also apply
to claw gauntlet attacks (and vice versa) at the
GM’s discretion.
Gauntlets, Clawed; 15 gp; 1/2 lbs.(1)
(1)When made for Small characters. When made for
Medium creatures this item weights twice as much.
Pouch, Tail
A tail pouch is typically made of soft leather, with
a wide belt with a tough cloth or sharkskin interior.
It straps snugly to the tail of a kobold or similar
creature. Because the tail can be brought up to the
wearer’s hands easily, an item can be removed from
a tail pouch carefully (a standard action that does not
provoke an attack of opportunity) or quickly (a move
action that provokes normally). It typically holds 1 lb.
or 80 cubic inches (4 inches x 4 inches x 5 inches).
Pouch, Tail (empty); 2 gp; 1/8 lb.(1)
(1)When made for Small characters. When made for
Medium creatures this item weighs four times more,
and can carry four times more material.
special maTeRials
Elfhide: Elfhide is made from the supple and resilient
leather created by tanning the skin of an elf, half-
elf, or gnome. Elfhide is most common in koldemar
communities who have encountered one-too-many
elven adventurers in dragonhide armor, and decided
that if a group has no problem wearing the skin of a
sapient creature, they should have no problems being
turned into armor when defeated.
Because of its extraordinary flexibility and
toughness when alchemically preserved, elfhide armor
can be much thinner than normal leather without
sacrificing protective power. Spell failure chances for
armors and shields made of elfhide are decreased by
10%, maximum Dexterity bonuses are increased by 2,
and armor check penalties are decreased by 3 (to a
minimum of 0). Elfhide armor and shields are always
masterwork (and the modifiers for masterwork are
already calculated into the modifiers for elfhide).
Elfhide items weigh half as much as the same item
made of standard leather. Items not primarily made
of leather or hide cannot be made out of elfhide.
Type of Elfhide Item
Item Cost Modifier
Light Armor
+600 gp
Medium Armor
+2,400 gp
Shield
+600 gp
Other items
+120 gp/lb.
18 Races Revised The Kobold Kings
new magic aRmoR
The following magic armor is designed specifically
by koldemar, though in some cases other races could
use it as well.
woodsTalKeR aRmoR
Aura: faint conjuration; CL: 3rd
Slot: armor; Price: 12,600 gp; Weight: 5 lbs.(1)
Description
This +1 shadow elfhide (see above) studded leather is
normally given to scouts and huntsmen in koldemar
communities. Any round that the wearer takes no
movement and is in a natural setting, the armor also
provides concealment (20% miss chance) until the
wearer once again moves.
construction requirements
Craft Magic Arms and Armor, obscuring mist; Cost:
6,300 gp.
(1)When made for Small characters. When made for
Medium creatures this item weighs twice as much.
new magic iTems
The following magic item is designed specifically by
koldemar, though other races could use it as well.
pRopiTious pouch
Aura: moderate conjuration; CL: 6th
Slot: —; Price: 500 gp; Weight: 1 lb.
Description
This pouch is made of soft but sturdy
leather, fastened by a single bone
button. The pouch appears large
enough to hold about a quart of
material. In fact it is very similar to
the side pouches on a handy haversack,
and can actually hold material of as
much as 2 cubic feet in volume or 20
pounds in weight. Additionally, when
the wearer reaches into it for a specific
item, that item is always on top. Thus,
no digging around and fumbling is
ever necessary to find what the pouch
contains. Retrieving any specific item
from a propitious pouch is a move
action, but it does not provoke the
attacks of opportunity that retrieving
a stored item usually does.
A propitious pouch can also be used
as a tail pouch (see above). In this case,
retrieving a single specific item from it
is a swift action.
construction requirements
Craft Wondrous Item, secret page;
Cost: 250 gp
19 Races Revised The Kobold Kings
Races Revised The Kobold Kings 19
appendix a: sTandees
20 Races Revised The Kobold Kings
we eRR on The side of
awesome!
Designer:
Owen K.C. Stephens
Editor:
Jeremy Miller
Project Manger:
Lj Stephens
Cover Art:
Jacob E. Blackmon
Interior Art:
Jacob E. Blackmon
Graphic Design and Typesetting:
Hyrum Savage and Lj Stephens
Creative Director:
Stan!
Produced by:
Super Genius Games
www.supergeniusgames.com
Contents Copyright ©2012 Super Genius Games
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System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook,
and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on
material by: Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason
Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge,
James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick
Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg
A. Vaughn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason
Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F.
Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn,
based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Genie, Marid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and
distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Grippli from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Nereid from the Tome of Horrors Compete © 2011, Necromancer Games, Inc., published and distributed
by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn,
Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K
Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason
Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean
K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis
Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal
MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Super Genius Presents Races Revised The Kobold Kings © 2012, Super Genius games; Author: Owen
K.C. Stephens
Special Thanks: to my two primary playtesting
groups: Bane of the Apocalypse: Ian Allen, Marc
Curlee, Lj Stephens; The Summer Solstice in
Winter: Carl Gilchrist, John Menzie, Lj Stephens
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Super Genius Presents/Super Genius Presents - Races Revised - The Kobold Kings.pdf |
f ang, Beak, and Claw is a short DUNGEONS & DRAGONS®
adventure for four characters of about 8th level, one of
whom
should
be
a
ranger
or
have
some
skill at tracking. The number of creatures at the end of the adven-
ture can be increased or decreased to accommodate more or less pow-
erful characters.
Although this adventure was written to be used with the new edi-
tion of the .FORGOTTEN REALMS® Campaign Setting, it is also suit-
able for use in most other medieval fantasy settings, including those
of the Dungeon Master’s own creation.
Preparation
To run this adventure, you need the new edition Player’s Handbook,
DUNGEON MASTER’S Guide, and Monster Manual.®
Monster statistics noted in each encounter are abbreviated, but
provide the Monster Manual page number for full statistics of
common monsters.
Background
Fang, Beak, and Claw involves an evil druid of Malar, his cronies,
and a tamed owlbear. Living in a sheltered grove altered by the
druid’s spells, they are using the beast to harass loggers in the woods
and help in their cruel hunts.
Two years ago, a druid named Jorren saw his favorite portions of
the forest become despoiled when settlers moved into the area and
began felling trees. They ignored his requests to stop and his offers
of guidance as to how they could acquire wood without causing so
much damage to the wilderness. Angered, he turned to worshiping
2
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Visit our website at <www.wizards.com/forgottenrealms>
Based on the original DUNGEONS & DRAGONS game by E. Gary Gygax and Dave Arne-
son and on the new edition of the DUNGEONS & DRAGONS game designed by Jonathan
Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
D&D, DUNGEONS & DRAGONS, DUNGEON MASTER, MONSTER MANUAL, and FORGOT-
TEN REALMS are registered trademarks owned by Wizards of the Coast, Inc. All Wiz-
ards characters, character names, and the distinctive likenesses thereof are
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This material is protected under the copyright laws of the United States of Amer-
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This Wizards of the Coast game product contains no Open Game Content. No por-
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<www.wizards.com/d20>.
©2001 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
Credits
A FORGOTTEN REALMS CAMPAIGN SETTING ADVENTURE
BY SEAN K REYNOLDS
Fa n g ,
b e a k ,
a n d
c l a w
Malar instead of the more benign nature deities, and eventually suc-
cumbed to evil, nursing his anger with plots of revenge upon the
encroaching towns.
After liberating an owlbear egg from a nest deep within the forest,
he raised the chick-cub and managed to tamed it somewhat. Now,
from the shelter of his forest home, he sends his pet to kill small
groups of loggers, explorers, and remote farmers. Sometimes he
enhances it with some of his long-lasting spells, or he and his half-orc
ranger cohorts join the beast in attacking small homesteads, their
skills leaving few tracks and much fear over what is responsible.
Adventure Synopsis
The heroes are called in to investigate several grisly murders or
animal maulings near a remote forest village. Some of the murder
sites have large bear-like and bird tracks (some adventurers may
realize this means an owlbear is responsible), while some have no
tracks whatsoever. The locals have limited skill in tracking and are
cannot follow the prints back to their source. Attacks continue to
occur while the heroes are on the job, and eventually they can follow
a trail from one attack until they reach the creature’s lair, which isn
an overgrown section of the forest.
The owlbear is a pet of an evil druid, who is accompanied by a
couple of evil rangers and several guardian and sentry animals. The
druid is orchestrating the attacks to punish settlers for destroying
the forest. He can be convinced to stop the attacks if the villagers
agree to use methods that are more friendly to the wilderness.
Character Hooks
Reward: A local noble, mayor, or other leader learns of the
attacks and offers a reward for whoever destroys the creature and
ends the attacks (this is the default hook assumed for this scenario).
Investigation: Church superiors or a druidic society (who may sus-
pect a druid is involved) could assign a nature cleric, druid, or ranger
in the group to investigate the attacks and discover who or what is
responsible.
Aid: The heroes are going to or returning from an adventure and
pass through or near the most recent attack site, finding tracks and
possibly a survivor needing aid.
On Commission: A powerful NPC with a guardian owlbear (alter-
natively, a spellcaster seeking unusual material components) wishes
to add to her collection. She hires the PCs to track this rampaging
owlbear to its nest and see if there are any eggs or chick-cubs.
Druid of Malar
The first two encounters represent the investigation leading up to
the third or main encounter.
A. Homesteaders
This simple wooden home is the residence of a family of seven (a
married couple, four children, and the husband’s elderly father). In
the most recent attack, the door to their home was broken down
while all but the old man were out gathering wood or food. The
grandfather was killed and partially eaten. The cause of death is sev-
eral large claw marks and birdlike bites. The creature’s tracks have
been somewhat covered up (Track DC 17), although after 100
yards the attempts to cover them end. From this point the trail is
normal (Track DC 14). The heroes do not find the more obvious
trail unless they miss the first one and try searching a wider area for
tracks.
B. The Vanishing
After about a mile, the tracks simply stop (the owlbear returned to
the druid, who cast pass without trace on it, and the two of them
returned to their home). The only feature nearby is an outcropping
of rock, but the tracks end more than ten yards from it (nothing is
unusual about the rock).
This encounter lets the heroes know that the thing they follow is
not just a simple animal. They can attempt to follow it magically,
or they can wait for another attack to occur. The trail from the next
attack or and the one after that don’t vanish (the druid needed to
prepare other spells that day) and the heroes can track it (Track DC
14) all the way to the druid’s grove.
C. Grove (EL 8)
Jorren has used plant growth spells to increase the amount of vege-
tation in the area, creating a dense grove of trees, saplings, and
shrubs that conceal his home and are difficult to pass through. From
this base, he sends the owlbear out to attack, counting upon the con-
cealment of the grove and the abilities of his allies to keep them
from being discovered. If they are attacked, see the general tactics
section below.
The thick vegetation created by the plant growth spells slows crea-
tures passing through it to a speed of 5 feet (10 feet for Large or
larger creatures). Within the grove are several open areas, used by
Jorren, his ranger allies, and animal companions (two wolverines,
three owls, and six weasels), and the owlbear. Jorren can pass
through the tangled vegetation at normal speed because of his
druidic woodland stride ability. The wolverines have a few squat tun-
nels that PCs can crawl through, although they are not easy to
notice (Search DC 20). The other animal companions can either fly
or are small enough to crawl through the growth unimpeded. The
rangers access the open areas by means of elevated stout branches
tied together to form 12-inch-.wide catwalks, climbing the trees
(Climb DC 15) to reach them. Small platforms tied high in the tree
trunks overlook the interior open areas and key positions along the
outer perimeter of the grove, allowing a stable place to sit, stand, or
fight.
The open areas within the grove are either exposed to the sky or par-
tially covered with sparse high branches from the surrounding trees.
The ground in these areas is cleared of leaves and debris to prevent
unwanted noise. Any fires made are small and built within a circle of
damp earth to prevent accidental fires. The druid leaves no tracks (due
to his trackless step ability) and the rangers take great care to leave no
signs of their travels within 100 yards of the grove. As a result, the
only tracks visible are those of animals and the owlbear.
1. OWLBEAR NEST
The owlbear drags its kills to its nest and uses one end as a sleeping
area. The PCs may find one fairly fresh corpse of a creature here
(typically a deer or one of the slain loggers), although the intelligent
residents carry them away before they stink enough to attract too
much attention. The owlbear has no treasure of its own.
DOwlbear: hp 52; see Monster Manual page 148.
2. COOKING AREA
The humanoids cook their meals on a small fire in the center of this
area. Nearby is a small area of flat stones that keeps a wooden chest
from contacting the ground. The chest holds cooking supplies, some
dried vegetables and fruit, and some wooden bowls and utensils. A
small open barrel stands nearby to collect rainwater.
Fang, Beak, and Claw
3
3. DRUID
Jorren spends about half the day or night in this area, planning
attacks or fortifying the grove. Because of his animal companions
and the owlbear, he is very difficult to surprise, and the animals
alert him (either with physical contact or with noise) when strangers
approach.
DJorren, male human Drd6 of Malar: CR 6; Medium-size
humanoid; HD 6d8+6; hp 37; Init +2; Spd 30 ft.; AC 17 (touch 12,
flat-footed 15); Atk +5 melee (1d6/18–-20, masterwork scimitar), or
+8 ranged (1d4, sling); SA spells; SQ animal companions, nature
sense, resist nature’s lure, trackless step, wild shape (2/day), wood-
land stride; AL NE; SV Fort +6, Ref +4, Will +8; Str 10, Dex 14,
Con 13, Int 13, Wis 16, Cha 13.
Skills and Feats: Animal Empathy +8, Concentration +8, Handle
Animal +8, Heal +6, Knowledge (nature) +8, Swim +6, Wilderness
Lore +10; Dodge, Scribe Scroll, Track, Weapon Focus (sling).
Possessions: +1 leather armor, large wooden shield, masterwork
scimitar, sling, 10 masterwork sling bullets, scrolls (3 cure light
wounds, 2 pass without trace, 2 barkskin, 2 chill metal, delay poison,
warp wood, 2 greater magic fang, neutralize poison, 2 protection
from elements, 2 water breathing,), potion of blur, wand of cure light
wounds (5 charges), 50 gp.
Spells Prepared (5/4/4/3; base DC = 13 + spell level): 0—cure
minor wounds, detect poison, know direction, light, mending; 1st—
entangle, faerie fire, obscuring mist, summon nature’s ally I; 2nd—
charm person or animal, summon swarm (2), tree shape; 3rd—cure
moderate wounds, poison, summon nature’s ally III.
4. ANIMALS
The druid’s animal friends make their lair here, and 1d3–1 wolver-
ines, 1d3 owls, and 1d4+1 weasels are present in the vicinity when
the PCs arrive. The wolverines have dug themselves a small den in
this area (barely larger than the two of them). The weasels have
small tunnels along the far end, and the owls nests in the nearby
trees. The animals are loyal to the druid and attack any stranger
whothat enters the area.
DWolverines (2): hp 24, 26; Monster Manual page 204.
DOwls (3): hp 4, 4, 6; Manual page 199.
DWeasels (6): hp 2 each; Monster Manual page 203.
5. RANGERS
The two rangers claim this area as their own. The trees near the
walkways have small pegs hammered into them to aid in climbing
(Climb DC 12). The rangers stay alert for the signals from the ani-
mals and beast, so they are difficult to surprise as well.
DCogol and Harrik, female half- orcs Rgr2: CR 2; Medium-size
humanoid; HD 2d10+2; hp 17, 20; Init +2 (Dex); Spd 30 ft.; AC 15
(12 touch, 13 flat-footed); Atk +3/+3 melee (1d8+3/x3, battleaxe)
plus 1d6+3/19-–20, short sword), or +5 ranged (1d6+2/x3, mighty
composite short bow); SQ favored enemy (humans), darkvision; AL
NE; SV Fort +4, Ref +2, Will +1; Str 16, Dex 15, Con 13, Int 10,
Wis 12, Cha 7.
Skills and Feats: Animal Empathy +0, Climb +7, Hide +6, Move
Silently +5, Spot +3, Swim +4, Wilderness Lore +5; [Ambidexterity],
Track, [Two-Weapon Fighting), Weapon Focus (composite short-
bow).
Possessions (each): Masterwork studded leather, battleaxe, short
sword, mighty composite short bow (+2 Str bonus), 20 arrows, tan-
glefoot bag, 2 smokesticks (each tied to a tindertwig), potion of cure
light wounds.
Fang, Beak, and Claw
4
Tactics
The druid and rangers prefer to defend their home from the cat-
walks and platforms (30 feet in the air) where they gain one-quar-
ter concealment (10% miss chance). The druid uses his spells and
sling against opponents. Since he can pass through the heavy growth
at his normal movement rate, he might attack from the ground,
springing from the brush long enough to attack, then retreating on
his next action. During the combat he calls out that the adventurers
must be punished, in a manner similar to those who ignored his pleas
to protect the forest. The rangers deploy their tanglefoot bags at
opponents, followed by arrow attacks. The wolverines attack anyone
the druid specifies, while the owls and weasels are trained to harry
spellcasters. The owlbear has to force its way through the thick
brush to reach interior areas but attacks as soon as it can. If their
lives are in danger, the rangers use their smokesticks to give them-
selves concealment and try to escape, while the druid uses wild shape
to become an owl and fly away (possibly returning later for a retal-
iatory attack). The animals and owlbear fight to the death or until
the druid retreats or calls them off.
Conclusions
Should the heroes defeat the owlbear but the rangers and druid
escape, it is likely that Jorren and the ladies join or start a cell
of the People of the Black Blood, who cause trouble in the area for
a long time to come.
If the humanoids are defeated but the heroes have to retreat
from the owlbear, it remains in the area and continues to harass
nearby folk until it is disposed of.
If the heroes try to negotiate with Jorren, he is willing to talk.
The druid wants what he has wanted all along—for the locals to
practice conservation in the forest—although he is cynical about
their willingness to do so. His attitude is currently Hostile (see the
DUNGEON MASTER’S Guide page 149), and he needs to be influenced
to at least Indifferent toward the PCs before he agrees to make
peace and to teach the locals how to do better. He refuses to pay
compensation for any injuries or deaths he has caused, but he does
use his spells to help the community should they abide by his
requests. It is likely that eventually he changes his alignment back
to neutral.
Fang, Beak, and Claw
5
| textdata/thevault/Dungeons & Dragons [multi]/D&D 3rd Edition/3.0 Adventures/Fant, Beak, And Claw.pdf |
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new
DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter
Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please
visit www.wizards.com/d20
This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction
and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely
coincidental. © 2007 Wizards of the Coast, Inc.
Visit the LIVING GREYHAWK website at www.rpga.com.
COR7-14
The Densac Queen
A One-Round Dungeons & Dragons® Living
Greyhawk™
Core Adventure
Version 1
by Chris Chesher and Gordon Smith
Circle Reviewers: Creighton Broadhurst
Reviewer: Sam Weiss
Playtesters: Rod Bruce, Mike Duran, Dan Erbacher, Josh Flint, Joshua Freeman, Shawn Goldman,
Troy McNemar, Alex Mobley, Tim Pitcock, Mickey Tan, and Erin Wilson.
Years ago a sailing ship mysteriously appeared inland on the busy trade route into the Wild Coast towns. It was quickly
turned into a way-station. Not long after, the Pomarj pushed north and trade dropped to a trickle. Nowadays only a few
desperate souls are willing to brave this rainy night in the name of the Greyhawk Guilds. A one-round Core adventure
set in Domain of Greyhawk for characters level 1-15 (APLs 2-12).
Resources for this adventure [and the authors of those works] include Complete Warrior [Andy Collins, David Noonan,
Ed Stark], Dungeonscape [Jason Bulmahn and Rich Burlew], GHB7-01 Raiders of the Chaos Fields [Creighton Broadhurst]
Hordes of the Abyss [Ed Stark, James Jacobs, Erik Mona], and Magic Item Compendium [Andy Collins, Eytan Bernstein,
Frank Brunner, Owen K.C. Stephens, John Snead].
COR7-14 The Densac Queen
Page 1
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of an
RPGA event from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign—a worldwide,
ongoing D&D® campaign set in the GREYHAWK setting—
you must sanction it as part of an RPGA event. This event
could be as elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL™ gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the session Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the session DM. You don’t have to be a
HERALD-LEVEL GM to run this adventure if you are not
the senior GM.
By sanctioning and reporting this adventure you
accomplish a couple of things. First, it is an official game,
and you can use the AR to advance your LIVING
GREYHAWK character. Second, players and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth two (2) points.
This adventure retires from RPGA-sanctioned play
on December 31, 2008.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
PLAYERS READ NO FARTHER
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than
this section, you’ll know too much about its challenges,
which kills the fun. Also, if you’re playing this adventure
as part of an RPGA-sanctioned event, reading beyond this
point makes you ineligible to do so.
PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
the following D&D rule books: Player’s Handbook,
Dungeon Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Refer to Appendix 1 for full
information on NPCs and monsters. For your
convenience, Appendix 1 is split by APL
Along with this adventure, you’ll find a RPGA
session tracking sheet. If you’re playing this adventure as
part of an RPGA-sanctioned event, complete and turn in
this sheet to your senior GM directly after play. You’ll
also find a LIVING GREYHAWK adventure record (AR). You
need one copy of this for each participating player.
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to Living
Greyhawk games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To calculate the
Average Party Level (APL), follow the process below:
1. Determine the character level for each of the PCs
participating in the adventure. Each PC may bring
one animal, plus any creatures gained from class
abilities to help in combat. (PCs can bring more
creatures but they cannot help in combat). If you
deem that the animal bestows a significant benefit in
combat add the animal’s CR to the level of the PC it is
accompanying for calculating APL. (Animals gained
from class abilities and one standard horse, warhorse,
or riding dog for a PC with Mounted Combat do not
affect APL).
2. Sum the results of step 1 and divide by the number of
characters playing in the adventure. Round to the
nearest whole number.
3. If you are running a table of six PCs, add one to that
average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLs are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins whether
they would like to play a harder or easier adventure.
Based on their choice, use either the higher or the lower
adjacent APL.
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. A player
character more than three levels higher than the APL at
which the adventure is played cannot participate. If a
player character is more than two levels away from the
APL at which the adventure is played, he suffers a 50%
penalty to the amount of gold and XP gained in the
adventure. This simulates the fact that either the PC was
not challenged as much as normal or relied on help by
higher-level characters to reach the objectives.
Living Greyhawk adventures are designed for APL 2
and higher. Four or five 1st-level characters may find the
challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1. Enlist a sixth player.
2. Advise characters to buy riding dogs to help protect
them and fight for them.
These APL calculation rules reference version 7.0 of the
Living Greyhawk Campaign Sourcebook. If you are playing
COR7-14 The Densac Queen
Page 2
this adventure in 2008, check the current version of the
LGCS and follow any updated rules presented within.
TIME UNITS AND UPKEEP
This is a standard one-round Core adventure, set in
Domain of Greyhawk. Most characters pay 2 time units
per round but characters with the Domain of Greyhawk
as their home region only pay 1 time unit per round.
Adventurer’s Standard Upkeep costs 12 gp per time
unit. Rich Upkeep costs 50 gp per time unit. Luxury
Upkeep costs 100 gp per time unit. Characters that fail to
pay at least Standard Upkeep retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly gain in-game
benefits) as may be detailed in this adventure.
A character that does not pay for at least Standard
Upkeep may avoid the above-described penalties by
living off the wild. If the character possesses four or more
ranks in Survival and succeeds on a DC 20 Survival
check, he heals temporary ability damage as if he had
Standard Upkeep, may refill spell component pouches
and healer’s kits, and may restock up to 20 arrows or bolts
if the character has at least four ranks in Craft
(bowmaking). PCs may Take 10 on this roll.
Chapters 1 and 5 of the LGCS present more
information about lifestyle and upkeep.
ADVENTURE BACKGROUND
In 573 CY private merchants operating from the City of
Greyhawk financed a series of treasure seeking
expeditions into the Olman Islands and various remote
locations along the Densac Gulf.
They constructed four ships specific for the task, the
Densac Class, each dedicated to winds that would bring
them to and from the heathen islands they sought to
plunder.
The Densac Queen was one of these ships that set
out in 575 CY. It reported to its fellows in the flotilla that
it had obtained valuable but troubling cargo.
A day into the Azure Sea on the return voyage the
Densac Queen’s sister ship the Densac Maiden, reported
an unknown energy vortex engulf the Queen. When the
vortex dissipated, the ship, her crew, and all traces of
flotsam were gone.
Three months later in 577 CY, the Densac Queen
appear several miles inland, on a small trail leading from
the Bay Road to Castle Eyebite in the southern edge of
the Domain of Greyhawk. The ship was at a 45 degree
angle, with two thirds of it fused with the solid bedrock.
There were no traces of the crew.
Locals looted what they could until authorities
arrived to try and make sense of the situation. There were
legal battles over ownership and such, but the merchants
finally sold off rights to the wreck and those rights passed
from person to person for over a year. Eventually, a group
of merchants turned the ship into a waystation for those
travelling along the Bay Road.
Unknown to the locals, this waystation was turned
into a small outpost for the Slavelords of the Pomarj.
Trapdoors and a prison underneath held lone travelers
who would not be missed. With the fall of the Slave
Lords in 579 CY, it fell out of use, but kept its secret.
During the Greyhawk wars in the early 580’s CY, the
orc forces of the Pomarj surged north and captured the
Wild Coast. The Densac Queen is only 90 miles north of
the buffer zone.
The reemerging Slavelords have not only re-opened
the Densac Queen as a slave pit, but they’ve also started
excavating the buried hold of the ship. The suspected
value of the cargo is being leveraged to win favor with the
Pomarj orcs whom they are allied with.
Those Pomarj orcs now use the secret slave pit as a
meeting place as they receive clandestine visits from
representatives of the Domain of Greyhawk. Many small
bribes have gone north from this location. Recently, the
slavers discovered a strange altar buried in the Densac
Queen’s hold and thought to offer it as a gift to improve
relations between two powerful domains. Unfortunately,
during the altar’s excavation several powerful demons
trapped within, escaped and ran amok
These meetings have been going on for a while now,
and during that time, with only a few renegade
exceptions, the various orc tribes occupying the Wild
Coast have stopped raiding north.
ADVENTURE SUMMARY
As the adventure starts, those PCs who belong to the
various Greyhawk affiliations are acting on mission
statements given to them by their superiors to visit the
craft village of Zulern, north west of Safeton.
The amount of information about the mission each
PC starts with varies depending on their mission
statements. PCs who do not belong to an affiliation can
still participate, but they are just normal caravan guards,
as opposed to honor guards.
Introduction: The PCs arrive in the craft village of
Zulern late the night before the first day of Richfest. The
next day starts with a page fetching them at the Stone
Cutter Inn. The PCs have the option of going straight to
see the garrison commander for their mission, or
investigate some pre-festival activities for Richfest.
Encounter 1A: Not far outside of Zulern on the Bay
Road, the weather has taken a turn for the worst and
some of the bridges and fords are no longer safe for the
wagons. What’s worse, the PCs encounter a local patrol
heading to warn Zulern that orc war bands have come up
from the buffer zone and are lootings unprotected sites
along the Bay Road. The PCs need to decide if they can
carry on or take a detour along the back roads near the
old and creepy Densac Queen waystation.
Encounter 1B: This encounter handles the PCs
decision to keep with their original route and head along
the Bay Road assuming they can get the wagons across
COR7-14 The Densac Queen
Page 3
the flooded streams. This encounter covers the journey to
Safeton and several attacks by orc warbands.
Encounter 2: As the PCs traverse the miles from the
Bay Road to the Densac Queen, they encounter a horse
with no rider. The horse gives clues to foul play
somewhere in the direction the PCs are heading. There is
a letter in the saddlebags indicating clandestine
involvement of the Guild of Wizardry in the area.
Encounter 3: This details secondary structures
inside the waystation compound. These include the barn,
the outhouses, well, slaughterhouse and chicken coop.
Each of these locations can give observant PCs clues to
what’s really going on and some can give items that help
in the final ritual.
Encounter 4: This details the above ground main
structure. The floor of the barroom has many trap doors
(the number depends on the APL) that are waiting to
drop PCs into the slave pit below.
Encounter 5: This covers the side rooms of the
main floor. This includes the stair access to the on-deck
memorial for the Densac Queen, the sleeping quarters
and the kitchen. Some of these side rooms have items
that help with the final ritual.
Encounter 6: This covers the back room and stairs
leading into the cellar. A secret door here leads into the
secret Slavelord base. The passageway just passed the
secret door is trapped.
Encounter 7: This is the slave pit that the trapdoors
in the bar drop PCs into. Each trapdoor has a spring-
loaded cage waiting for unsuspecting travelers. A bugbear
slave master waits to poke new slaves with his longspear.
This bugbear has been possessed by a geucubu demon. In
the sub-room where the bugbear lives, an item can be
found that helps in the final ritual.
Encounter 8: This covers the remaining rooms of
the secret slaver base. This includes the passageways, the
meeting hall and the living quarters. The PCs find many
dead bodies - orc, slaver and guilder. In the meeting hall,
the PCs recover some documents from the Pomarj
agents, and some damaged documents from the Guilders.
Encounter 9: This deals with a secret door that leads
into an excavation of the Densac Queen’s rear cargo hold
that has been fused with the rock. An altar of olman craft
has been partial uncovered but that was enough to cause
all this chaos and death. After touching the altar, the PCs
can figure out they need to do a primitive ritual with
common household items to re-imprison three escaped
demons. While the PCs search around the compound for
the items, one of the escaped demons makes poltergeist-
like attacks on the PCs. Once the ritual is completed, the
PCs must flee before being sucked into oblivion.
Encounter 10: This short encounter deals with the
distance needed to travel and the stop over at South
Watch
waystation.
This
encounter
is
otherwise
uneventful.
Conclusion: The PCs arrive at Safeton. If they’ve
made it before the sun goes down on the last day of
Richfest, they are successful (assuming, of course, that
the cargo is intact).
PREPARATION FOR PLAY
The first thing a DM needs to do is determine which (if
any) Greyhawk City affiliations the PCs belong to. Try to
collect this information in secret, as some PCs may wish
to keep their allegiances confidential.
Once determined, issue each PC the appropriate
mission statement (Player Handout 9). This gives each
player an insight into what might be happening.
This adventure deals with a loumara demon called a
geucuba from the Hordes of the Abyss. It has both natural
invisibility and possession abilities. The complete rules for
the latter can be found in said book (summaries of these
rules appear in Appendix 2).
NEW RULE ITEMS
Core adventures often utilize new rules items –including
new classes, prestige classes, races, feats, spells, and
equipment (including magic items) – that do not appear
in any of the three core D&D books (Player’s Handbook,
Dungeon Master’s Guide, or Monster Manual). The full write-
up of any featured feats, spells, or equipment appears in
Appendix 2. Information on featured classes, prestige
classes, and races appears in the relevant creature’s stat
block. This adventure includes all the information
required to run these characters. The DM should double-
check that he fully understands any new rule items
presented in this adventure before play begins.
INTRODUCTION
The PCs are in the village of Zulern at about 10 a.m. on
Starday, the first day of the weeklong summer festival of
Richfest. It is assumed that the PCs arrived in the village
late last night and sought accommodations in the Stone
Cutter Inn.
Different PCs have different motivations based on
their faction affiliations (or lack there of), but the
majority of PCs are here to do some sort of menial favor
on behalf of their affiliation. Anyone else can make up
their own reason and/or tag along in the confusion.
Lieutenant Sceeveit, the garrison commander, finds a
place in his heart to let stragglers in on this less than
glorious job.
�The Village of Zulern: Nonstandard; N; 200 gp limit;
Assets 4,260 gp; Population 532; Isolated (97% human, 2%
elf, 1% halfling).
Authority Figures: Sida, male human expert 3 (village
elder); Lieutenant Sceeveit, male human fighter 9
(garrison commander); Aveena Darmal, female human
cleric (Pelor) 5; Figura, male human cleric (Zilchus) 4.
Important Characters: Mal Holjin, male human expert
6 (proprietor of the Stone Cutter Inn).
Zulern is a village of 532 folk, run by members of the
guilds-really, the senior blacksmith, tanner, stonemason
(there are small stone quarries north of the village) and
COR7-14 The Densac Queen
Page 4
anyone else they feel like co-opting. Zulern is an unusual
community in that most of its folk are neutral-aligned,
hardworking, decent people who deeply resent the raids
from bandits from surrounding territories (notably
Pelgaryn).
The population has swelled by nearly 200 extra
unskilled laborers, fleeing farms and manors close to the
buffer zone. Some have tried to join the various craft
guilds, but there is only room for so many apprentices,
particularly when outsiders are involved. This has lead to
some contention.
Zulern also includes a group of 16 high elves,
including a fighter/wizard and a priestess of Erevan
Ilesere, who is often absent, traveling within the Gnarley
and Welkwood. At the time of this adventure, the elves
are away.
Zulern has accepted Greyhawk‘s rule; a force of some
40 militia is stationed here. One member is noteworthy:
an 9th-level fighter-lieutenant native of the village, who
commands the garrison and is a lay preacher of the cult of
Mayaheine (which is growing in popularity in Zulern).
The local militia is increasingly well armed and armored.
The view from the Stone Cutter Inn is gloomy as
drizzle absconds with what could have been a
beautiful gift from the Summer Queen on this first
day of Richfest.
Despite the conditions, the laborers of the
village of Zulern go about setting the stage for the
important festival week of Richfest.
The most noise, however, comes from a group of
men arguing about wagons, from a warehouse across
the village square.
A young boy runs below your window and
shouts, “Great adventurers! Sorry if I’m waking you,
but Lieutenant Sceeviet wishes to speak to you at the
garrison at your, uhm, ‘earliest convenience’?”
For PC’s who like to eavesdrop, they can attempt a DC 20
Listen check to make out that, the men at the wagons are
arguing about critical cargo deadlines and a late
departure.
Mal Holjin, the proprietor of the Stone Cutter Inn,
and bigwig at the quarry north of the village, is much too
busy with preparations for the festival week to give time
to what he considers (mistakenly or not) apprentice
adventurers. The big, burly man is still courteous to the
PCs, even providing the room for the night free as gift to
the Greyhawk Guilds, but he directs all questions to
Lieutenant Sceeveit, or anyone else who’ll get the PCs out
of his thinning hair.
If asked what his hurry is, he’ll informs the PCs that
he must make ready for tonight’s gathering of his fellow
quarry men and stone cutters at his establishment.
�Mal Holjin: N male human expert 6.
The village of Zulern has many interesting features for
such a small village, but only those with relevance to this
adventure are listed here for the PCs to interact with.
The PCs are free to explore as they wish, but keep
track of how much time the PCs spend, as their
adventure is time sensitive down to the hour.
Crossing the village means going through or near
the village square.
THE VILLAGE SQUARE
Several stages and booths are having their finishing
touches put on them. A pole with a gilded glass orb
and markings of the Sun Father, sits in the center of
the square, as young girls dressed in customs of the
Summer Queen disconnect colored ribbons from
the pole to save them from the rain.
Young boys play nearby in the mud, a rough and
tumble game ruining their winged orange tiger
costumes.
One boy, no older than five, is dressed in fine
merchant clothes and sobs profusely as the girls
drape the colored ribbons on him like a human coat
rack.
The majority of these booths won’t be operational till the
afternoon and evening festivities truly kick off. For those
PCs interested, they can pick up a few sweets and token
trinkets for a handful of copper pieces, but anything of
true value has yet to arrive on display.
Zulern’s festival is dedicated to Pelor the Sun Father,
Sotillion the Summer Queen, and her husband Zilchus
the Great Guildmaster. It also has many dedications to
Mayaheine the Shield Maiden, as she has become the
towns default patron.
Zulern is guild centric in its society and controlled
by the various craft guilds of Greyhawk City. This festival
weeks centers on celebrating the guilds and the bounty
they bring here.
The crying little boy is named Zevin and he is the
son of the senior blacksmith. He has been picked to
represent Zilchus the Great Guildmaster during the
festival pageantry and thus leaving him in the nominal
care of the gaggle of young girls aged six to ten, picked to
represent Sotillion the Summer Queen.
Suffice it to say, Zevin is not enjoying his treatment,
especially since he would like nothing more than to join
the other boys his age dressed as the winged orange tiger
servant of the Summer Queen. Those boys are expected
to be more free willed and rambunctious.
The rest of the children do not have much to say to
the PCs, but approaching Zevin gets the following
response.
The young boy sniffles back his tears and says, “I
don’t want to be a stupid Great Guildmaster, I want
to be a tiger! “, as he points at the other boys his age
rough housing. Another ribbon is draped over his
outstretched arms.
The two most obvious options open to the PCs (other
than doing nothing) is to convince the boy to accept his
role in society or to help the boy escape his bonds and
COR7-14 The Densac Queen
Page 5
play with his peers. Both results have different
consequences.
A DC 15 Knowledge (religion), or a DC 12
Knowledge (local: core) reveals the following insight into
the situation:
The girls represent the lackadaisical and somewhat
self-indulgent nature of society in regards to
enjoying the riches earned from hard work.
The young boys in the winged tiger costumes
represent the coming of age, when those in the
society choose which role to take in adulthood.
The lone boy represents the role of self-sacrifice
and duty to their society. The person who must lead
and provide for others not solely for personal gain,
but to protect against the greedy and selfish.
Questioning the young boy just gets him to repeat his
complaint of wanting to play with the other boys instead
of standing around acting as furniture for the less than
sympathetic girls.
The children do not understand the symbolism in
the pageantry they are going to be participating in all
week (and neither do most of the adults), they just know
that is what done every year.
Left to his own devices, Zevin keeps complaining
and begrudgingly doing what is expected of him.
Should the PCs interfere with an argument and a
successful DC 15 Diplomacy check, Zevin has one of two
response. If there are conflicting views from the PCs, the
highest Diplomacy check wins.
If the PCs convince Zevin that it is a good thing to
be the Great Guildmaster, read:
Zevin stops crying and holds his head up high and
his arms out straighter to better support the
ribbons. “My people need me to be strong for them
and to guide them. I can do this!”
Shortly, Zevin informs his father of this revelation and
his father thanks the PCs by rewarding them later.
If the PCs convince Zevin that he should break free
and go play with the other boys, read:
A wide smile appears on Zevin’s face as he throws
his ribbon bonds to the ground and runs into the
playful melee. “Thanks!” he shouts as he gleefully
becomes covered in mud.
A warm wind blows out of the south comforting
you from the drizzle.
The PCs have gained a small blessing from Sotillion the
Summer Queen in the form of endure elements spell (CL
20) for embracing freewill in her honor. Any PC who
argued against Zevin from joining the boys does not
benefit from this. Mounts and animal companions are
not affected.
This favor also plays a small role later in the
adventure. Keep track of the first time PCs that helped
liberate the boy go to sleep (or if they ride on the wagon,
they nod off for just an instant). When they do, hand out
Player Handout 6.
THE GARRISON
A wooden palisade marks the location of the village
garrison. The flag of the City of Greyhawk flies over
its walls. It is obvious this complex has been hastily
expanded over the last few years.
A statue depicting Mayaheine the Shield
Maiden watches over the troops in the courtyard.
This garrison of Domain of Greyhawk troops originally
numbered twenty, but with the influx of refugees,
increased raiding of the Pomarj, and the banditry of
Pelgaryn, their number has been increased to 50. The
garrison itself has grown to handle this influx as well as
to temporarily safely house the original population level
of 300 people, but with a population of nearly 500 now,
those refuges could be in for some trouble.
The PCs have no trouble entering as troops stationed
at the open gates are expecting them and escort them to
the office of Lieutenant Sceeveit.
The office of Lieutenant Sceeveit is sparse of
luxuries but filled with models and diagrams for
defensive emplacements and troops movements.
The aging officer holds a miniature soldier in
his hand as he decides where to place it among a tiny
mock-up Zulern, holding its own tiny festival.
“Ah, Greetings! I am Lieutenant Sceeveit of
Zulern. I see the Guilds have been kind to us to
provide such extraordinary honor guards.”
Sceeveit was born and raised in Zulern and takes his
position very seriously. The moving of these ‘toys’ to him
is a form of worship to Mayaheine the Shield Maiden.
The Guilds of Greyhawk promised him some of their
finest members and affiliates to serve as an honor guard
to transport the ceremonial merchandise from Zulern to
Safeton before the end of Richfest.
The original plan was to have the goods delivered on
Godsday, but production delays have made this time
frame very risky. The new plan is to hurry the transport
out today (its already late in leaving) and get to Safeton
safely within six days. The goods need to arrive before
dusk on Freeday.
Failure to arrive means a huge loss of face for Zulern,
and by extension, the guilds of Greyhawk.
The following are sample questions the PCs might
ask, but do not need to ask it verbatim to receive the
answer. Any entry marked with an asterisk is a subject
the lieutenant brings up himself if the PCs don’t inquire
about it.
•
*What do you require of us? “Wagon Master
Ullhan has three wagon loads of our top craft goods
that must reach Safeton before the end of Richfest. It
was supposed to be there by Godsday, but making
that due date is looking grim. We would need to do
COR7-14 The Densac Queen
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20 miles a day, forgoing the safety of the way
stations.”
•
*How long do we have? “Not including today, you
have five days maximum to reach Safeton. If the
cargo is not present by Freeday, Zulern will loose
much face within the Safeton market. “
•
How many days in a week? “There are seven days
in a week. Starday, Sunday, Moonday, Godsday,
Waterday, Earthday and Freeday. You need to be in
Safeton in time to present our goods while the sun
still shines.”
•
Why leave it so late? “We had planned to ship out
several days ago, but there have been production
delays with the various levels of craftsmen,
including the increasing burden of unskilled labor
in the form of refuges from the countryside.”
•
Do you suspect sabotage? “No, No, nothing quite
so nefarious. We’re just over worked and don’t have
enough resources.”
•
*Do you have anything for us? “I have a map for
you and a document for each of you. The document
proves you to be an honor guard so patrols on the
way don’t mistake you for bandits or raiders.”
•
Tell me about Pelgaryn?” Pelgaryn is a town some
40 miles or so east of here along the Bay Road. It’s
not under the sway of Greyhawk City. Its refuge for
small time bandits and cutthroats. One day, I’m sure,
they’ll be dealt with.”
•
What route do we take? “The Wagon Master will
discuss the route and such with you, but I want to
warn you to be careful. While raids from the Pomarj
buffer zone just 90 miles south of us have been quiet
of late, bandits still roam the area.”
•
How far do we have to go? “By the main road, it’s a
little less than 80 miles. I hope this drizzle doesn’t
hinder you too much.”
•
What are you paying us? “From what I understand,
the guilds of Greyhawk are providing us your
services for free, or for stipends at least, and you are
doing this to earn favor among your guild seniors.“
•
What about the weather? “Be careful of this
drizzle, for it could easily turn harsh. This rain is a
bad omen. The Shield Maiden can protect our flanks,
but overhead is out of her domain.”
•
Anything interesting in these parts? “There are
many ‘odd’ locations within a days ride of here, but I
don’t have time to go into them all and I don’t see
what it has to do with your mission. The wagon
master can fill you in during your trip.”
•
What about the Densac Queen? “The Densac
Queen is one of the old waystations that doesn’t get
used much because its on the side roads in the
countryside. Some say it is haunted by the ghosts of
the sailors who disappeared on it; others say it was
cursed by the gods of the southern islands. I have
been there a few times, never staying long. It’s
creepy, but hardly evil.”
•
Dangers? “The Bay Road has risk of bandits during
the night, so waystations are the key. Daylight
attacks are not unheard of, but rare due to heavy
patrols. In the past, orcs would be a constant threat
as small bands pushed north to pillage the
abandoned farmsteads, but they’ve been very quite
for the past few months. I’m sure the wagon master
can tell you all kinds of tales. “
Sceeveit is not trying to hide anything from the PCs, but
there are some topics that are just none of the PCs
business. So if it’s not covered here, and it doesn’t seem
relevant to the mission at hand, Sceeveit politely shuts
down the PCs line of questioning.
�Lieutenant Sceeveit: LG male human fighter 9.
THE WAGON MASTER
Several burly teamsters prepare to load polished
marble blocks onto a wagon with a hoist. Various
other kinds of crafted trade goods are in the process
of being loaded into two other wagons.
An even bigger man, obviously in charge, directs
things. "Damn you to Baator, we should have been
out of here hours ago!" says the leader.
The man notices you. "Are you the honor
guard?"
This is Wagon Master Ullhan and his crew of five
teamsters. They handle the cargo, drive the three horses,
and ride the three wagons.
This wagon train was supposed to leave Zulern
around 7am today, but delays have pushed the final
departure time to noon at the earliest.
Wagon Master Ullhan is ultimately in charge of the
trade expedition, but he is no fool and is willing to
discuss the route (time permitting) and leave ‘security’
issues up to the PCs.
Ultimately, though, Ullhan does what’s best for the
cargo and to meet his deadline, even if that means forced
marches, hustling, and taking detours to avoid danger.
Ullhan has nothing to hide from the PCs and as long
as it doesn’t delay him from the already delayed departure
time, and doesn’t damage the goods, he’s fine with the
PCs inspecting the cargo.
�Ullhan: N male human commoner 2/expert 2;
Handle Animal +8.
�Teamsters (5): N male human commoner 2;
Handle Animal +5.
�Horse, Light (3): hp 19; MM 273.
The following are sample questions the PCs might ask,
but do not need to ask it verbatim to receive the answer.
Any entry marked with an asterisk is a subject that
Ullhan brings up himself if the PCs don’t mention it.
•
*Who are you: “I am Wagon Master Ullhan and this
is my crew of teamsters. We’ve done the Safeton Run
many times, and by the Great Guildmaster, we’re
going to get it done this time too!”
COR7-14 The Densac Queen
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•
*What do you require of us? “You are to be our
honor guard. Not only will you protect us, but you’ll
play a small ceremonial roll when we reach Safeton,
showing how the mother guilds in the City favor us.”
•
What is the cargo? “One wagon is being filled with
polished marble slabs from one of our famous
quarries. The other two are filled with various
crafted trades good representing every guild affiliate
we have in town. “
•
Why is this so important? “The value of the goods
is only a few hundred gold pieces at most, but that’s
not what’s at issue. The majority of this town is based
on exporting guild crafts to the nearby towns and
villages. If we can’t make the promised presentation
of goods by the end of Richfest, we’ll loose face in
Safeton and the independents will eat into our
business.”
•
What about bandits or raiders? “By The Dweller’s
soles, bandit raids are our biggest threat now that the
orcs in the buffer zone have quieted down. But if we
can hit each waystation along the way for a safe
night, and the patrols along the Bay Road keep us
safe during the day, I think we’ll be all right.”
•
Does the town have business rivals? “There are
some who would benefit from this cargo not
arriving, like the independent craftmen in Safeton,
but they’ve been feeding off our crumbs, not taking
our pies.”
•
*What is our route? “The wagon train is going
along the Bay Road, first east towards Pelgaryn, then
onward south to Safeton. In total, the trip is roughly
80 miles as the road goes. Roughly every 16 miles is a
waystation where we can stay the night and be
relatively safe. Patrols also check in at each station to
see if any travelers are missing.”
•
What is Pelgaryn? “Pelgaryn is a town independent
from Greyhawk rule. It’s led by a half-orc bandit and
is filled with cutthroats and thieves who like to raid
the countryside. Raids against Zelurn have been few
ever since the majority of people fled their homes
and estates in the countryside when the Pomarj
invaded. Now the bandits spend most of their time
looting abandoned manor houses.”
•
*What’s our first stop? “Once we finally depart, we
have to make 15 miles today to reach the first
waystation. It will be dark by that time, but this close
to Zelurn, I think it’s worth the risk to drive hard to
make safe point. As long as this rain stays a drizzle,
we’ll be ok.”
•
How fast is the caravan? “We reach about two
miles per hour on the Bay Road. This drizzle won’t
slow us down, though I am considering making our
days longer and perhaps double timing it over the
safer stretches of road.”
•
Why not just teleport there? “Take a look at those
teamsters! I have to keep working with them long
after you’ve moved on to your next job and it never
pays to threaten the perceived job security of
teamsters. Thanks but no thanks.”
•
Are there any river crossings or tolls? “Along the
Bay Road, there are several small rivers that run
either into Darmal’s Spill or into the Bay itself. Most
of these are fordable, and the rest have simple
bridges over them. If the water levels stay down,
we’ll be alright. Just don’t go and offend The Storm
Lord or else he’ll rise out of the bay to punish us.”
•
Who is the Storm Lord? “By all the salt water in
Limbo, don’t say such a thing! You’ll insult him for
sure. Oh Storm Lord, Sailor of the Sea and Sky, spare
us your wet winds mighty Procan so that we are not
washed out into the Bay.”
•
Do we get horses or other supplies? “I was under
the impression you we’re providing your own
equipment and mounts. But we are more than happy
to share food, water, and lodgings at the waystations
with you.”
•
*What kind of input do you want from us?
“We’re all in this together. I may be the Great
Guildmaster of this cargo run, but I still expect
everyone to pull their own weight, and that includes
knowing when to speak and when to keep their
‘mouthers’ shut. I make the final call on all travel and
cargo related decisions, but you keep us safe.”
•
What about the Densac Queen? “Do not say the
name of that ship of the damned that now curses the
Dweller’s roads. That’s one waystation that is not on
our route. It’s in the back trails that criss-cross the
countryside; the Bay Road takes a more direct path
to Safeton. I don’t even want to speak of it.”
•
What if we pestered you about the Densac
Queen? “Stop pestering me about that cursed site!
They say a demon of the deep hurled that poor ship
so high in the sky, that the men became lost in
another dimension, and it landed thousands of miles
away, only half in phase with our world. The only
things left are the ghostly howls of the damned
crew, as they shake the chains of their eternal doom.
I’ve heard the rattles and moans myself one night.
I’ve never been back since. NOW NO MORE OF
THIS!”
•
Will you fight for us? “We have our clubs and
knifes, and a crossbow per wagon, but we are not
soldiers. We’ll do what we can, but don’t expect
much from my men, they’re brave, but they got
families. I won’t let them be used as simple fodder.”
Without the involvement of the PCs, the wagon train is
ready to go at 1 p.m. If the PCs can help in some fantastic
way, such as useful magic or extraordinary strength, this
is brought forward to a noon departure, assuming of
course the PCs started helping before noon.
If the PCs get side tracked elsewhere in Zelurn, such
as chasing red herrings or making Gather Information
checks, the wagon train is ready by 1 p.m. but has to wait
for the PC’s leave.
COR7-14 The Densac Queen
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Treasure: The only treasure here is the contents of the
wagons and the possessions of Ullhan and his teamsters.
Ullhan has two potions of cure light wounds that he will
let the PCs use, if the need is dire. Otherwise, he saves
them for the horses if they should get badly injured.
DEVELOPMENT
Keep track of what time the wagon train departs at and
any change of plans the PCs might convince Ullhan to
take, such as hustling the wagons.
If the PCs successfully convinced young Zevin to
embrace his ceremonial roll for Richfest, word has spread
to Zevin’s father, Zavin the Senior Blacksmith of Zulurn
and he comes to give his thanks to the PCs.
A small-sized ogre of a man approaches you with
sweat dripping down his brown and a thick leather
apron around his front. He raises his thick hammer
at you and booms, “YOU! You’re the ones who spoke
to my son Zevin about his roll in Richfest!”.
The big man smiles and adds, “I wanted to thank
you for doing what I had not been able to do. He’s
going to make the whole village proud some day.
You be sure to check back with me, as I’m going to
spend Richfest thinking up something nice for you.”
From here, keep track of the distance, speed and route
the wagon train takes. All daylight is gone by 9 p.m.
during this high summer festival week, but by 3 p.m. a
quickly moving storm comes inland off the bay. Rivers
swell, small bridges collapse and movement along the
coastal Bay Road becomes difficult (reduced to 75%
movement rate).
The storm is a combination of heavy rain and strong
winds. See pages 93-95 of the Dungeon Master’s Guide for
weather effects and flooding.
OVERLAND TRAVEL
It’s possible the PCs want to either hustle or do a forced
march to reach their destination. (PH 164—Overland
Movement). PCs hustling or doing a forced march risk
fatigue or worse. The teamsters are not at risk because
they are riding the wagons, but each horse pulling the
wagons is at great risk.
The wagons themselves are heavily loaded with
delicate crafts. While the nooks and crannies have spaces
for several Small creatures to ride, they have no space for
Medium creatures.
Each wagon can be made to allow up to two extra
Medium creatures ride along (thus ignoring the checks
for overland movement), but for every Medium creature
added, add +1 point of nonlethal damage, per hour, when
hustling or on forced marches.
With the exposure to rain and wind, Ullhan gets
very concerned about the overnight health of his animals
should they become fatigued or exhausted. While no
game mechanic exists, Ullhan fears the horses of dying
from pneumonia if left outside and untreated.
1A: THE DIVERTING PATROL
As the PCs begin their journey, they discover that their
movement rates are reduced by weather conditions and
furthermore that the expected path has become
treacherous. They have to decide between taking a
crossroad towards The Densac Queen or continuing along
their initial route.
With a sense of urgency, Ullhan and his crew set out
for the trade road towards Pelgaryn, but by 3 p.m.
severe storm clouds come rolling in from the
Woolly Bay. As the rain starts to fall, the roads
become muddy as simple brooks swell to rush water
across your path slowing your pace.
By 5 p.m., as you reach a crossroad heading
southwest, a group of mounted soldiers approach
your group along the road from the east.
Allow the PCs to prepare for meeting the patrol. If in
their paranoia they wish to buff, let them, however, this is
not a combat encounter and it should be fairly obvious to
the PCs that the patrol is friendly.
The leader of the patrol, Rayek Findalon, is tall and
charismatic. He gets to the point quickly and prefers not
to dwell on idle gossip.
�Rayek Findalon: NG male human (Oeridian)
fighter 4/expert 2; hp 43.
�Soldiers (4): N male human warrior 2; hp 11 each.
�Warhorse, Light (5): hp 22 each; MM 274.
The leader of the patrol approaches your group
holding his hand up as an obviously peaceful
gesture. “The name is Rayek – I’m responsible for
this group of hometown heroes, doing our part to
keep the lands free from orc incursions. I hate to be
the bearer of bad news, but you aren’t going to make
it very far down this road tonight.”
The following are sample questions the PCs might ask,
but do not need to ask it verbatim to receive the answer.
Any entry marked with an asterisk is a subject the NPC
brings up himself if the PCs do not inquire about it.
•
*What is stopping us? “It is a double night of bad
omens. We are rushing to all towns and villages,
sounding alarm of orc raiders pushing north along
the
Bay
Road,
looting
anything
unwalled
settlements. To make matters worse, the bridge a
mile east of here has collapsed into the swollen
stream.”
•
*What about the stream? “A stream down the way
abounds with Procan’s tears this night and has
knocked out the bridge towards Pelgaryn. You could
probably ford it on foot with great effort but those
wagons are another story. You’ll lose your cargo if
you try to cross.”
COR7-14 The Densac Queen
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•
Can we just “wait it out” and cross when the
waters recede? “You can try, however you never
know how long The Storm Lord’s fury may last.”
•
*Is there another way past that stream? “You can
divert to stay the night at The Densac Queen 10
miles south from here. Just take the crossroad
leading southwest Castle Eyebite. It will be slow
going with those wagons, but you should make it
before dark. In the morning, you can then head
southeast among the trails that lead by abandoned
estates and farms eventually leading towards
Safeton.”
•
What is “The Densac Queen”? “The Densac Queen
is one of the old waystations that doesn’t get used
much because it is on the side roads. Some say it’s
haunted by the ghosts of the sailors who disappeared
on it; others say it was cursed by the gods of the
south islands. I have been there a few times, never
staying long. It’s creepy, but hardly evil.”
•
Did you say sailors? “Yes. The Densac Queen is a
ship that magically appeared on dry land years ago.
No-one really knows why or how it got there, but it
was adopted as a waystation and even added to over
the years.”
•
Do you need our help wiping out the orcs? “I’ll
never say no to someone exterminating those vile
creatures.” Upon hearing this, Ullhan speaks up,
“We were told that the Greyhawk Guilds sent your
team to safeguard us to Safeton. Wiping out orcs
wasn’t part of the arrangement we had with them or
by proxy, with you.”
Preparing to move on, Rayek concludes, “If you do
choose to go to by way of The Densac Queen, please
warn them about the orc raiders we’ve seen recently.
Let them know that we’ll be by in a day or two to
check on them.”
If the PCs choose to investigate the stream first, to
validate Rayek’s story, they do indeed find the stream
running too quickly and too deep to risk the wagons. It
takes an hour to reach the stream and an hour to return
to the crossroad. Keep track of time accordingly using the
charts in Appendix 3.
Ullhan’s preference, although grudgingly, is to
proceed to The Densac Queen as he refuses to allow his
wagons to enter the stream. If convinced about the safety
of his wagons crossing the stream, Ullhan is willing to
skip The Densac Queen and to continue along the bay
road. However, this skips most of the adventure and leads
directly to Encounter 1B, bypassing all encounter taking
place at the Densac Queen.
If the PCs choose to cross the stream towards Pelgaryn:
•
Use “The Bay Road Route” in Appendix 3.
•
Proceed to Encounter 1B.
If the PCs choose to take the crossroad towards The
Densac Queen:
•
Use “The Densac Route” in Appendix 3.
•
Proceed to Encounter 2.
1B: THE BAY ROAD
The PCs have chosen to ignore the obvious plot hook
towards The Densac Queen by continuing on their original
route and thus miss most of the adventure.
After getting the wagons across the stream, their
path is described in “The Bay Road Route” in Appendix 3.
Each waystation is roughly a day’s distance from the
other. It is assumed that the PCs sleep at the various
waystations, but this is not required. Three times, the PCs
encounter a warband of orcs before reaching Safeton:
•
After leaving Borka’s Roadhouse (1B)
•
After leaving Borka’s Bayside Inn (1C)
•
After leaving The Woolly Rose (1D)
WAYSTATION 1:BORKA’S ROADHOUSE
By 6 p.m. you reach the stream with the washed out
bridge. Ullhan fidgets waiting for you safely
transport his wagons across.
Discretion is left to the DM (reward any creative plan
with success) to determine if the PCs devise a plan for
getting the wagons across safely. If the wagons are
damaged, the adventure ends in failure. Once they are
across, read:
Relieved, Ullhan says “The first waystation, Borka’s
Roadhouse, is roughly 5 miles further east. Let’s get
moving.”
Assuming the PCs continue, they should reach Borka’s
Roadhouse by about 9:30 p.m.
Several hours later, you reach Borka’s Roadhouse.
There are no patrons staying at the Inn giving you
free choice of rooms, but little opportunity for
conversation.
Ullhan negotiates for rooms on the PCs’ behalf at each
waystation.
At a random hour during the trip to Krandel’s Retreat,
the wagon train is attacked on the road. The terrain is a
simple road with sparse trees on either side and does not
intentionally give an advantage to the PCs or warband.
APL 2 (EL 4)
�Orc of the Black Skull (6): male orc warrior 1; hp
5 each; Appendix 1.
APL 4 (EL 7)
�Ogre: hp 29; MM 198.
�Orc of the Black Skull (6): male orc warrior 2; hp
11 each; Appendix 1.
COR7-14 The Densac Queen
Page 10
APL 6 (EL 9)
�Hill Giant (1): hp 102 each; MM 123.
�Orc of the Black Skull (6): male orc warrior 3 hp
16 each; Appendix 1.
APL 8 (EL 11)
�Hill Giant (2): hp 102 each; MM 123.
�Orc of the Black Skull (4): male orc warrior 7; hp
38 each; Appendix 1.
APL 10 (EL 13)
�Hill Giant (2): hp 102 each; MM 123.
�Orc of the Black Skull (6): male orc warrior 4; hp
27 each; Appendix 1.
�Orc Wizard (2): male orc wizard 9; hp 56;
Appendix 1.
APL 12 (EL 15)
�Stone Giant (3): hp 119 each; MM 124
�Orc of the Black Skull (6): male orc warrior 7; hp
38 each; Appendix 1.
�Orc Wizard (2): male orc wizard 11; hp 73;
Appendix 1.
Tactics: At APLs 10 and 12, the spellcasters are prepared
much like a PC would be (both have false life already up,
for example). Note that at APL 12 the wizards t have
prepped using their lesser metamagic rod of empower.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here. Note, that the
wizards have left their spellbooks in their lair.
Development: After combat is resolved, proceed to
Encounter 1C.
1C: GETTING PAST PELGARYN
In this encounter, the PCs continue towards Pelgaryn,
reaching the second waystation and then turning
southwards towards Safeton.
WAYSTATION 2: KRANDEL’S RETREAT
Nestled in the trees away from the road is Krandel’s
Retreat. The main room is filled with patrons
sharing drinks and stories.
If the PCs want to chat with the patrons of Krandel’s
Retreat, allow the PCs who actively speak with patrons a
Gather Information roll:
•
DC 5: Orcs from the Pomarj have been quiet in these
parts lately.
•
DC 7: Bandit activity has been on the rise near
Pelgaryn as of late. Be careful out there!
•
DC 10: A “buffer zone” exists between The Domain
of Greyhawk and the Pomarj. Hopefully, having that
there keeps accidental flare-ups from occurring
between the two powers.
•
DC 13: There is another roadside Inn a few miles
south of Pelgaryn called Borka’s Bayside Inn. I hear
that it is Borka’s original business although he’s
expanded to a few other locations over the past few
years.
•
DC 15: There are still orcs looting abandoned manor
houses south of here yet north of the buffer zone.
WAYSTATION 3:BORKA’S BAYSIDE INN
Getting past Pelgaryn poses no actual threat. However,
the PCs should feel the need for caution from bandits
while in the proximity of the town. Ask the PCs for any
special preparations they are taking before they leave
Krandel’s Retreat in the morning. Read:
After successfully skirting around Pelgaryn and
avoiding the notice of bandits, you push on for the
last few miles southward until reaching Borka’s
Bayside Inn. You are greeted by Borka Thandleton,
proprietor
of
Borka’s
many
fine
roadside
establishments.
“Nasty weather we’re having lately isn’t it? Come
in, come in! But please – scrape the mud off your
boots before entering the main room.”
Borka is a very friendly businessman and knows that if he
treats his customers well, he’ll earn their return business.
He is the type of businessman who gives a good product
at a fair price and includes a free round of drinks for
weary travelers. If asked about his multiple roadside
businesses, he simply responds, “The Great Guildmaster
has surely blessed me.” and then changes the topic. Borka
is not a pivotal NPC by any means and has no ulterior
motives.
�Borka Thandelton: N male human cleric 3
(Zilchus).
The PCs can rest here in safety. At a random hour
during the trip to The Woolly Rose, the wagon train is
attacked on the road. Re-use the combat found in
Encounter 1B.
After combat is resolved, proceed to Encounter 1D.
1D: TOWARDS SAFETON
In this encounter, the PCs continue towards Safeton,
reaching their second waystation and then turning
southwards towards Safeton.
WAYSTATION 4: THE WOOLLY ROSE
The Woolly Rose sits atop a bluff overlooking its
namesake - the Woolly Bay. Signs of disrepair are
obvious; the hitching post in front of the Inn is
cracked, the paint on the door is faded, and several
shattered windows mar the Inn’s facade.
COR7-14 The Densac Queen
Page 11
If the PCs investigate, they find the owner of the Inn,
Roselyn Al’Maken inside. She doesn’t know much and
generally keeps to herself.
�Roselyn Al’Maken: N female human expert 4.
The following are sample questions the PCs might ask,
but do not need to ask it verbatim to receive the answer.
•
Why is the Inn in such bad shape? “I get the
occasional rowdy guests, like all Inns do. Rumors of
marauding orcs and invading armies, drives business
away so I can’t afford to keep the place up.”
•
Do you need any help? “No, thanks for the offer
but I’m managing ok.”
•
Have you seen any orcs around here lately? “I
haven’t, but I had guests who said they ran across
some closer to Safeton.”
SAFETON – THE HOME STRETCH
At a random hour during the trip to Safeton, the wagon
train is attacked on the road. Re-use the combat found in
Encounter 1B.
After combat is resolved, proceed to the Conclusion.
2: THE APPROACH
The PCs are now on the country trail that eventually
leads to Castle Eyebite. The Densac Queen waystation is
approximately 10 miles from the fork in the Bay Road
(Encounter 1A).
The countryside between Zulern and Castle Eyebite
has many such country trails of assorted grade. Many of
these roads have fallen into severe degradation because
many of the nearby farms, hamlets, and manors have
been abandoned by people fleeing the arrival of the orcs,
many seasons ago.
Most of these abandoned structures are in varying
states of disrepair and looted.
Consult the chart in Appendix 3 to gauge how far
the PCs travel, what time it is, and any other time-
triggered events listed.
Once the PCs are about half way to the Densac
Queen, read the following (keep in mind if its dusk or
night);
Directly ahead on the trail, the light reveals a
saddled horse with smears of blood on it. There is no
rider in sight, but the horse’s reins are attached to a
wooden railing that it has been dragging along the
muddy track. It looks at you and gives a distressed
whinny.
The animal is not physically injured (but it is fatigued)
and the blood on it is not its own. The blood belongs to
its former master, an apprentice wizard and member of
the Greyhawk Guild of Wizardy. This is the same
apprentice mentioned in the Guild of Wizardy affiliation
handout.
The animal witnessed its owner being slain by the
possessed Guild of Wizardry representative who stole
two horses and fled into the night. During the magical
melee, this horse became so spooked that it broke the
post it was tied to in the barn. The horse has been
dragging the post ever since.
The horse is still a bit skittish but successful DC 10
Handle Animal or DC 15 wild empathy brings the animal
under the PCs’ control. Two attempts can be made on the
animal (but not by the same PC), before it canters off. The
horse can be caught, but it wastes an hour doing so (be
sure to keep track of these time delays).
What’s important about the horse is the documents
stashed in the saddle bag. Once the PC’s get a close look
at the horse, read:
The chestnut brown mare is splashed with blood,
including over the ornate saddle and bag. The saddle
and the bags have the markings of the Guild of
Wizardy of Greyhawk City.
The bags carry mundane equipment one might find on
an apprentice wizard, including a beginner’s spellbook.
The bag also contains a letter the apprentice was writing
to his father. The letter is unfinished. Give the PCs Player
Handout 2.
Light Horse: hp 19 (fatigued); MM 273.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here. (The saddlebags
contain scrolls and potions lower level PCs may find
useful in later encounters).
Once the PCs are done looting, they can carry on the
next five miles to the Densac Queen waystation.
THE FINAL APPROACH
This text below assumes that dusk has arrived, or at the
very least, the storm clouds have made it dusk-like.
Adjust accordingly if it is past 9pm and thus dark.
The bow of a ship rises above a wooden palisade,
hanging motionless at a 45 degree angle. The carving
of a beautiful woman with orange wings folded
back, holding a bottle of wine, decorates the bow.
The palisade’s double gates hang open, swaying
gently in the wind in lonely accompaniment to the
smoke-barren chimney of the main house that
surrounds the ship.
Development: By this point, the wagon master is
uneasy. His gut feeling is that something is not quite
right, but he also knows that that the horses could use the
rest before pushing on overland.
The wagon master agrees if the PCs tell him to hold
back until they say it’s safe to enter.
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3: SIGNS OF INN−FIGHTING
This encounter deals with all the small buildings and
their goings on outside of the main structure. As the PCs
approach the gates (or observe the insides of the
compound from some angle), read the following (taking
into account the light levels).
A wooden palisade 100 ft. or more across guards
several buildings that make up the Densac Queen
way station.
The gates hang open revealing the main
building, a single story ranch-style structure built
around a massive sailing ship growing out of the
ground at an angle. Wooden beams hold up the bow
up the ship.
Others buildings include a barn, outhouses, a
well, slaughterhouse and a chicken coup complete
the compound.
There is no sign of occupation.
The ground is muddy from the rain and tracking is
difficult, but there are tracks leading out of several of the
structures. Those sub-encounters list the relevant
information.
Once the PCs wave the wagon train into the
compound, they head for the roundabout and ask the PCs
if it’s safe to start unhitching the horses and put them in
the barn for the night, and so on. Failure to do so could
severely jeopardize the health of the horses.
Ullhan and his teamsters do their best to defend the
barn. If the PCs explain they are in dire need of
assistance, Ullhan offers his two healing potions (if
unused). If many PCs are injured or trapped, the crew
comes to the aid of the PCs by lifting them out of holes or
dragging their bodies back to the barn.
The crew does not climb down shafts, go into rooms
with multiple dead bodies, or do manual labor for the PCs
(such as digging). The crew runs at the first encounter of
supernatural effects, like the demon or the altar. If a
teamster is killed or badly injured by traps or the bugbear,
they retreat to the barn.
THE GATES
These thick and sturdy wooden gates seal with buttresses.
While certainly not meant to stop an army, these walls
have helped keep out simple brigands.
The clue here is that the gates are undamaged and
beam has been removed and thrown aside. (The two
possessed people calmly let themselves out and didn’t
bother to close the door behind them). The beam weighs
approximately sixty pounds.
THE BARN
The barn doors are open and flapping in the wind.
The wind or something just as violent has knocked
over stacks of hay and damaged some of the horse
posts.
A broken open stall reveals the gruesome sight
of a dead horse, a tell tale hoof indicates its
condition is not unique among the other stalls.
The majority of the damage done in the barn was from
the magic used by the possessed Guild of Wizardry
representative as controlled by the guecubu.
Due to their chaotic nature, the two demons killed
all life they saw. This included all the horses (save the two
they needed to ride out on, the one that escaped, and the
cat that stayed hidden).
Underneath the hay, A DC 12 Search check finds
the cold body of the apprentice wizard and a stable boy.
Both have been killed by damage from a magic missile
spell. The apprentice’s toad familiar was squished within
the boy’s pocket by a boot. The horses have wounds
consistent with various types of orb spells.
On the ground in front of two empty stalls are full
feedbags with broken straps, as if removed violently.
(These were attached to the horses that were taken). All
of the dead horses still have their feedbags attached. This
is a clue to the PCs that two horses are missing.
The saddle of one of the dead horses has the marks
of the trade scales, the sign of the Merchant and Traders
Union of Greyhawk City. The bags attached to it contain
a page of notes and some basic merchant gear. See Player
Handout 3.
Once the PCs have made themselves obvious, the cat
appears on the rafters of the barn. It carefully watches the
PCs. It is the local mouser and not any one’s familiar.
If the PCs have the ability, they can get a very rough
breakdown of the events here from the cat: that two new
humans who didn’t smell right anymore, came back to
the barn, killed everyone with rage and lights, took their
horses, and left.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here from the corpses
and saddlebags.
THE WAGON ROUNDABOUT
This is a cobble stone path that leads from the entrance
and forms a loop in the southeast corner of the
compound. This is where wagons are put to turn around
and left to sit if need be.
There are stone anchor slots in the ground and poles
to go with them that are stored against the wall. This is so
tarps can be draped over cargo if need be.
There are no wagons here, nor has there been in a
while, suggesting to the PCs that who ever was involved
in this mystery was not a cargo hauler.
THE WELL
This is a stone well, complete with a rope, bucket, and a
little open roof. Its water is reasonably fresh.
The PCs are welcome to search it and even climb
down its 20 ft. depth. They find nothing of interest but
do waste their time, perhaps even an hours worth.
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THE OUTHOUSES
Two very small buildings with a single door each
stand nearly side by side. Each door has a design cut
through its upper section. The first is that of a
crescent moon, and the other is that of a star.
There are the outhouses of the compound. A little
surprise has been left in the one with the crescent moon.
During the violence, the member of the Mercenaries
Guild of Greyhawk (who was possessed along with the
wizard) took out his sword and did a number on his own
apprentice just coming out of the outhouse.
The apprentice, named Wilfon of Dreeder Street,
was mortally wounded and when he was able to, crawled
into the outhouse hoping for safety.
He scrawled his Last Will and Testimony onto the
sidewall with some chalk. This is Player Handout 4.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here. Befitting his
station, his gear is typical for a 1st-level fighter.
THE SLAUGHTERHOUSE
This ten foot by ten foot building gives off the
stench of processed carcasses. Old bones and
feathers litter the perimeter as if thrown there by
some unknown beast.
This is the compound’s slaughterhouse where they
process chickens and whatever livestock they get their
hands on. The remains of a pig hang from a hook, halfway
in the process of being salted or smoked.
If the PCs search the area and succeed on aDC 10
Search check, roll 1d6 on the following table to see what
is found.
1-3: smoked pig meat
4-6: salted pig meat
THE CHICKEN COOP
The door to the coop is broken open and singed
feathers litter the ground.
When the demons made their escape, they started killing
everything in sight, just to make sure there were no
witnesses. In this case, the wizard dropped a fireball into
the chicken coop in case anyone was hiding there.
If a PC spends succeeds on a DC 10 Search check,
roll 1d6 on the following table to see what he finds.
1-3: charred chicken corpse
4-5: charred feathers
6: pristine chicken feathers.
4: THE BAR ROOM
The door opens to reveal a bar room not unlike
many others. It has tables and chairs, a bar and
stools, and some doors leading off to other rooms.
What is slightly different about this bar room is
the exposed ship hull décor, the posts holding up
the bow, and the stairs leading up to the slanted
deck of the ship. No one is here to greet you.
The bar room of this inn is not much different than any
bar found in Greyhawk City, except this one has several
trapdoors laced about the floor.
Encounter 5 details the stairs leading up and the
doors leading into the kitchen and the sleeping areas.
Encounter 6 details the door leading to the storage
room and basement.
BEHIND THE BAR
A male human lies crumpled on the floor, little
remaining of his head. His clothes befit that of an
innkeeper.
Hidden behind the bar is a lever that toggles between, all
trapdoors locked, all trapdoors fall open, or all trapdoors
active. It can’t do individual trapdoors. A DC 25 Search
check finds the lever.
The innkeeper was hit in the face with a Melf’s acid
arrow. The innkeeper has a set of keys that opens all locks
in the compound, including any found in the slaver’s lair
(unless otherwise noted).
There is a small amount of coins behind the bar.
TRAPDOORS AND POISONED PITS
These trapdoors are all spring loaded for weight more
than 50 pounds, anything less and they do not flip open.
They are well disguised, but should liquid be spilled, it
would drain down the minuscule gap. The map shows
where the trapdoors are located.
Anyone falling through a trapdoor immediately
enters Encounter 7. The trap door quickly springs closed
again (the poison, however, does not reset automatically).
The falling PCs find themselves in a cage hanging a few
feet off the ground watched by an angry looking bugbear
slave master.
The wooden shaft between the trapdoor and the cage
is climbable (APL2-6: DC 20 Climb check; APL 8-12: DC
25 Climb check).
Once the PCs have either destroyed or held open the
wooden trapdoor (DC 13 strength check), they can lower
ropes to climb down the shaft or make a DC 15 Jump
check to leap down safely.
The number of trapdoors varies per APL and is noted
below. The locations of the trapdoors appear on the DM’s
Map 1 in order of appearance. For example, if an APL has
2 trapdoors, use locations 1 and 2; if an APL has 4
trapdoors, use locations 1 to 4.
�Bar Room Floor: 1 in thick wood; hardness 5; hp
10; AC 5; Break DC 18 and then 3 in. thick stone;
hardness 8; hp 45; AC 5; Break DC 28.
�Spring Loaded Trapdoor: 1 in. thick; hardness 5;
hp 10; AC 5; Break DC 18.
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APL 2
�Spring Loaded Trapdoor (2): CR 2; mechanical;
touch location (50 lb. or more); automatic reset (see text);
DC 17 Reflex save avoids; 10 ft. deep poisoned pit shaft
(1d6, fall); Search 15; Disable Device DC 20.
APL 4
�Spring Loaded Trapdoor and Shaft (3): CR 3;
mechanical; touch location (50 lb. or more); automatic
reset (see text); DC 22 Reflex save avoids; 10 ft. deep
poisoned pit shaft (1d6, fall plus carrion crawler brain
juice, DC 13 Fortitude save resists, paralysis); never miss;
onset delay (2 rounds); Search DC 24; Disable Device DC
24.
APL 6
�Spring Loaded Trapdoor and Shaft (4): CR 5;
mechanical; touch location (50 lb. or more); automatic
reset (see text); DC 24 Reflex save avoids; 10 ft. deep
poisoned pit shaft (1d6, fall plus ungol dust, DC 15
Fortitude save resists, 1 Cha/1d6 Cha + 1 Cha drain);
never miss; onset delay (1 round); Search 24; Disable
Device DC 26.
APL 8
�Spring Loaded Trapdoor and Shaft (5): CR 7;
mechanical; touch location (50 lb. or more); automatic
reset (see text); DC 26 Reflex save avoids; 10 ft. deep
poisoned pit shaft (1d6, fall plus insanity mist, DC 15
Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss;
onset delay (1 round); Search 23; Disable Device DC 27.
APL 10
�Spring Loaded Trapdoor and Shaft (6): CR 9;
mechanical; touch location (50 lb. or more); automatic
reset (see text); DC 29 Reflex save avoids; 10 ft. deep
poisoned pit shaft (1d6, fall plus insanity mist, DC 15
Fortitude save resists, 1d4 Wis, 2d6 Wis); never miss;
onset delay (1 rounds); Search 24; Disable Device DC 35.
APL 12
�Spring Loaded Trapdoor and Shaft (6): CR 11;
mechanical; touch location (50 lb. or more); automatic
reset (see text); DC 29 Reflex save avoids; 10 ft. deep
poisoned pit shaft (1d6, fall plus dragon bile, DC 26
Fortitude save resists, 3d6 Str); never miss; onset delay (1
rounds); Search 24; Disable Device DC 39.
EL Note: The CR for the trapdoor and poisoned shaft
and the cage and the bugbear slaver in Encounter 7
combine to calculate the EL of Encounter 7. PCs falling
through the trapdoor immediately proceed to Encounter
7.
Development: It is possible one or more PCs fall into
the cages of Encounter 7 meeting the bugbear slaver
there. PCs can try breaking open trapdoors and climb
down or run down the basement stairs to aid them.
5: THE ADJOINING ROOMS
This encounter covers all of the adjoining the common
room rooms besides the storage and basement. While
these rooms have no real monetary value, they do hold
items that can help PCs perform the final ritual in
Encounter 9. Each room also presents poltergeist activity
for a limited number of rounds once the demon leaves
the bugbear slavemaster. See Encounter 9 for details of
the poltergeist activity.
KITCHEN
Shelves, cupboards, and hanging pots indentifies
this as an unremarkable kitchen.
This area contains an essentially unlimited supply of
knives, pans, and other items to be thrown by the
poltergeist.
Every time the PC succeeds on a DC 10 Search
check, roll 1d6 on the following table to see what he
finds.
1: Pots and pans
2: Fruits and vegetables
3: Severed hands and fingers
4: Firkin of cheap ale
5: Powerful spices
6: Silverware
SLEEPING QUARTERS
Of the eight rooms, only two appeared to have
permanent residents. The larger of the two is bare
and ill-kept, while the smaller one has many cheap
trinkets, most made of lead.
There are eight sleeping chambers in this side part. Six
are meant for double occupancy with bunk beds, while
the farthest two belong to the stable boy and the
innkeeper; the rest of the slavers bunk in the lair below.
Every time a PC succeeds on a DC 10 Search check,
roll 1d6 to see what he finds.
1: Extra bedding
2: Poorly crafted lead trinkets
3: Clothes
4: Lead shot and crafting tools
5: A kit for melting lead
6: A model ship with yellow sails
THE DENSAC QUEEN
The main hold of the ship has been exposed to create
room for the main bar room and stairs have been put in to
provide access to the deck of the ship.
The deck (along with the rest of the ship) is at a 45
degree angle, so it’s not the easiest thing to stand on. The
stairs exit near the main mast of the ship. There is a small
shrine to Procan here and a plaque dedicated to the
missing sailors and the ship in general.
The plaque is Player Handout 5.
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Page 15
PCs working for the Guild of Wizardy must spend
one round, collecting the samples from the ship’s deck.
6: STORAGE OF DEATH
This encounter deals with the main floor storeroom, the
stairs that lead into the basement, the basement itself,
and the secret door (and its adjacent trap) that leads into
the slaver’s lair. PCs entering these areas may draw the
wrath of the demon.
THE STORAGE ROOM
Simple wooden stairs lead down twenty feet to the
basement. Crates and trunks fill this storage room.
There is nothing particularly sinister or nefarious in here.
One chest at the back of the room is filled with manacles
and leg irons, though.
THE BASEMENT
The air is wet and cool like any other root cellar.
Barrels, boxes, and crates line the walls.
This area serves as a root cellar and storage area for stuff
that can be moved up the stairs.
�Secret Stone Door: 4 in. thick; hardness 8; hp 60;
AC 5; Break DC 28; Search DC 25.
Trap: As indicated on DM’s Map 1, 10 ft. in from the
secret door is a pressure plate on the floor connected to a
camouflaged launcher (the exact nature of the projectiles
changes with APL).
The pressure plate is set to trigger at fifty pounds or
more, launching the projectiles at the squares listed by
the trap (changes with APL).
As indicated on the map, around the corner is a lever
that when triggered, deactivates the trap for ten rounds
before resetting. The slavers use this to exit safely. A
guard typically waits by the switch, to help his comrade
through, but he was when everyone else was killed.
APL 2 (EL 2)
�Double Barrel Fusillade of Darts Trap: CR 2;
mechanical; location trigger; automatic reset; hidden
switch bypass; Atk +10 ranged (1d4+1, dart); multiple
targets (fires 2d4 darts at each target in two adjacent 5-ft.
squares) ; Search DC 14; Disable Device DC 22.
APL 4 (EL 4)
�Dual Javelin Trap: CR 4; mechanical; location
trigger; automatic reset; Atk +16/+16 ranged (1d6+4,
javelin); multiple targets (fires 1 javelin at each target in
two adjacent 5-ft. squares); Search DC 22; Disable Device
DC 20.
APL 6 (EL 6)
�Fusillade of Spears: CR 6; mechanical; proximity
trigger, automatic reset; hidden switch bypass; Atk +21
ranged (1d8 spear); multiple targets (1d6 spears per target
in a 5 ft-by-15-ft. area); Search DC 26; Disable Device DC
20.
APL 8 (EL 8)
�Melf’s Acid Arrow Trap: CR 8; magic device;
visual trigger (true seeing); automatic reset; hidden switch
bypass; Atk +9 ranged touch; spell effect (Melf’s acid arrow,
18th-level wizard, 2d4 acid damage for 7 rounds);
multiple targets (fires 1 Melf’s acid arrow at each target in
two adjacent 5-ft. squares); Search DC 27; Disable Device
DC 27.
APL 10 (EL 10)
�Energy Drain Trap: CR 10; magic device; visual
trigger (true seeing); automatic reset; hidden switch
bypass; Atk +8 ranged touch; spell effect (energy drain,
17th-level wizard, 2d4 negative levels for 24 hours, DC 23
Fortitude save negates); Search DC 34; Disable Device DC
34
APL 12 (EL 12)
�Crushing Wall Trap: CR 12; mechanical;
location trigger; automatic reset; hidden bypass switch;
no attack roll required (18d6, crush); Search DC 27;
Disable Device DC 33.
Development: The bugbear may hear the PCs as thety
move through this area, particularly if the PCs make too
much noise dealing with the secret door or trap.
7: THE SLAVE PIT
This is the chamber where wayward travelers who won’t
be missed are dumped through the trap doors in
Encounter 4 and fall down a shaft until they fall through
the spring loaded hatch of a dangling cage.
There is one cage per trapdoor. The bugbear slave
master comes out from his jail cells in an adjoining room
and proceeds to process the new slave. Once processed,
the slave is thrown into a prison cell in the adjoining
room.
Cages dangle a few feet off the ground kept in place
by chains connecting to both the ceiling and the
floor. Blood and gore cakes the floor.
A door on the north wall is open and in the
archway is a furry 7 ft. tall humanoid with a bear-
like nose.
The room has three doors, but only the door to the west is
currently closed. (None are locked, but all can be). Both
the bugbear and the innkeeper have a set of keys.
�Wooden Doors: 1 in. thick; hardness 5; hp 10; AC
5; Break DC 18.
Trap: The CR for the trapdoor and poisoned shaft in
Encounter 4, the cage, and the bugbear slaver are
combined to reach the EL of this encounter. The CR for
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the combined trapdoor and poisoned shaft portion of this
encounter appear in Encounter 4.
Onset Delay: At all APLs, the trap has an onset
delay. If a PC is coated in contact poison as he falls
through the shaft (APLs 2, 4, and 12) he is coated in the
stuff and it affects him after the onset time has passed. If
the trap has inhaled poison (APLs 6, 8, and 10), the cloud
of gas descends from the pit shaft after the requisite
number of rounds.
When a PC fails his Reflex save for the trapdoor in
Encounter 4, he drops down a 10 ft. smooth shaft, aiming
him directly through the waiting open spring locked
door on top of the cage.
A PC is granted an additional Reflex save (as per APL
and trap listing) to avoid entering the cage. Success
means the PC is now on top of the swaying cage.
Whether inside or on top of the cage, PCs need to make a
DC 22 Balance check each round to remain standing,
otherwise they fall and are considered prone. Remember
that a creature attacked while balancing is considered
flat-footed (unless they have 5 ranks in Balance—PH 67).
A PC can squeeze through the bars with a DC 30
Escape Artist check. For each bar successfully removed
(for example, sundered, broken, and so on), award a +5
circumstance bonus to their Escape Artist check.
�Iron Cage Bars: 1 in. thick; hardness 10; hp 30;
AC 5; Break DC 24.
The bars of the cage provide cover (+4 to AC, +2
Reflex saves). The cage has a locked secondary door on its
side through which the bugbear retrieves subdued
victims.
A PC with feather fall or that climbs down a rope into
this chamber can chose not to fall into the cage.
Creatures: This is the bugbear slave master and servant
of the slave lords who operate this hidden station. This is
home and he loves his work. Recently, he has become
possessed by a guecubu demon. The demon cannot move
more than 500 ft. from the altar that imprisons it. So it
waits until the right kind of people show up to free it.
The demon is using the ally ability of its possession.
Once the bugbear is killed, the demon flees
unharmed to observe the PCs and waits, attempting to
possess any that fall asleep.
APL 2 (EL 4)
�Cage Trap: CR -; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 17 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear; hp 16; Appendix 1.
APL 4 (EL 6)
�Cage Trap: CR -; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 22 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear fighter 3; hp 58;
Appendix 1.
APL 6 (EL 8)
�Cage Trap: CR 4; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 24 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear fighter 5; hp 84;
Appendix 1.
APL 8 (EL 10)
�Cage Trap: CR -; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 24 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear fighter 7; hp 105;
Appendix 1.
APL 10 (EL 12)
�Cage Trap: CR -; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 29 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear fighter 9; hp 114;
Appendix 1.
APL 12 (EL 14)
�Cage Trap: CR -; mechanical; location trigger;
manual reset; lock bypass (Open lock DC 30 on either
door); DC 29 Reflex avoids entering the cage (save or fail,
see text above for balancing); Search DC 20; Disable
Device DC 20 (on top hatch only, opens door).
�Slave Master: male bugbear fighter 11; hp 133;
Appendix 1.
Tactics: The bugbear in his normal duties waits for his
masters to pick out a lone mark then drop him down the
chute. The bugbear then proceeds to subdue the prisoner
through the cage bars.
When the bugbear is satisfied he has subdued his
new slave, he unlocks the side door on the cage and
throws the person into a cell in the adjacent room. The
PCs falling through the chutes are no exception. The
bugbears primary goal for a caged single PC is to use non-
lethal damage.
If the bugbear’s life becomes endangered, he
switches to lethal damage hoping for the chance of
knocking a captive out. If a foe has escape from its cage,
the bugbear is more inclined to use lethal force in the
gamble to capture. If necessary, the bugbear uses one of
its potions to stabilize a victim.
At APLs 8-12, the bugbear attempts to use the
dislocator enhancement of his longspear on those who are
not in cages. If he successfully transports a PC into a cage
he grumbles “Back in your box!” in Common.
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Special consideration is to be taken for fighting in
and out of the cage bars.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here.
Development: Once the bugbear is dead, the guecubu
possessing it escapes unseen (unless the PCs have special
means of seeing it) and starts to prowl around, watching
the PCs, waiting to slip into one of them when they sleep,
or at least play poltergeist and harass them.
The guecubu immediately suppresses its aura, but
the air still fills with the copper smell of fresh blood. This
allows the PCs a Knowledge (the planes) check (see
Encounter 9). (Its important to remember to make the
eerie smell known to the PCs as it could be their first real
clue as to something supernatural is afoot).
The guecuba only turns on its full aura when it
attacks. See Encounter 9 and Poltergeist Activity for
more information.
THE PRISON CELLS
This section contains empty prison cells, lockable with
either the bugbear’s or inkeeper’s keys.
There is also a small area where the bugbear lives. A
plate of his favorite meal, human fingers, sits half eaten
on a table beside a dissembled trap.
When working, the trap sprays a mist of sleep gas,
but the mechanism is broken. The poison agent is in glass
capsule marked “sleep poison”.
If used during the final ritual, this gas makes all
those in a 5-foot radius fall unconscious as if affected by
drow poison (MM 103).
8: THE SLAVE LAIR
This encounter contains three parts. The hallway with
most of the bodies in it, a meeting area, and a general
living quarters.
THE HALLWAY
At the far end of this hallway are the door to the living
quarters and a secret door leading to the excavation site.
The corridor has five bodies near the secret door.
These unfortunates were all stunned by the altar when
they began experimenting with it. The demons then
possessed who they could (the two guilders) and
proceeded to slaughter those sleeping on the ground.
Four of the bodies are human and one is an orc. The two
possessed guilders then went on a killing spree, leaving
only the bugbear alive for the last demon to use. The two
guilders looted those they slew.
THE MEETING AREA
This is a small conference room. All the occupants are
dead but many of their possessions remain.
A member of the Merchant’s and Traders’ Union is
here; he has been run through with a sword. In front of
him are some documents, but ink has spilled on most of
it. (Player Handout 7). This document suggests an
agreement in the works between orc forces to the south
and Greyhawk forces in the north; a non-aggression pact.
It also appears many bribes on a personal level are going
to senior guild officials to swing internal politics towards
acceptance of the truce.
The bodies include two humans, one well-dressed
half-orc, and two orcs. Searching the half-orc gives the
PCs the Room and Board in Highport AR access.
Treasure: Refer to the Treasure section of this adventure
to determine what the PCs find here.
THE LIVING QUARTERS
These are basic living quarters. An orc and a human were
killed here by the guilders. It was a very one-sided battle.
There is nothing of interest, here.
9: THE ALTERED ALTAR
A secret door hides the excavation room, so that should
the place fall, there is still some chance of the new
treasures the slavers have discovered remaining hidden.
�Secret Stone Door: 4 in. thick; hardness 8; hp 60;
AC 5; Break DC 28; Search DC 25.
While come parties may not find the secret door right
away, a good clue it its location is all the bodies in close
proximity to it. If the PCs remark on this, give them a +2
circumstance check to find the door.
Once the PCs are in the room, consult the
information under Altering the Altar. Until then, use the
following section to handle the guecubu stalking the
PCs.
POLTERGEIST ACTIVITY
Once the demon is roaming free and invisible, it attacks
with a method to its madness. Each time the PCs start to
interact with a location or sub-location, within the
compound (inside and out), it attacks by using its
telekinesis first and then moving on to its other attacks if
the PCs start to catch on to what’s happening (DM’s
discretion).
Each time the demon manifest itself (for example,
the PCs enter a room and start searching it, the demon
starts to throw furniture at them) the action only lasts a
number of rounds equal to the APL+1 (for example, at
APL 2, the demon harasses the PCs in each room for a
maximum of 3 rounds).
Obviously, the demon can only be in one place at
one time, so clever PCs could fan out and search for what
they need at the same time.
The guecubu is restricted to be within 500 ft. of the
altar, but it also cannot be within sight of the altar while
the ‘eyes of the dreamer’ are open. This means the PCs are
safe within this room as long as the eyes of the skull are
open. If the PCs activate the pattern of the altar and close
COR7-14 The Densac Queen
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the eyes, the stalking guecubu is free to attack, unless
otherwise bound.
Each time the guecubu prepares to attack, it makes
its presence known (including its aura) with the
following box text.
The coppery scent of fresh blood wells up strangely
in the air, despite the lack of any obvious source.
APL 2 (EL 4)
�Guecubu: hp 26; Appendix 1.
APL 4 (EL 6)
�Guecubu: Advanced 8 HD; hp 52; Appendix 1.
APL 6 (EL 8)
�Guecubu: Advanced 12 HD; hp 78; Appendix 1.
APL 8 (EL 10)
�Guecubu: Advanced 16 HD; hp 104; Appendix 1.
APL 10 (EL 12)
�Guecubu: Advanced 20 HD; hp 130; Appendix 1.
APL 12 (EL 14)
�Guecubu: Advanced 24 HD; hp 156; Appendix 1.
A successful Knowledge (the planes) check reveals the
following information about guecubu demons. A
successful check also reveals all the information gained
from lesser checks.
•
DC 14: Demonic spirits such as guecubus exist only
to murder the living. They have no real desire to
gather treasure, gain power, or rule nations.
•
DC 19: A guecubu possess no physical body. Its
presence is easily dismissed as a bad dream,
symptom of fatigue, or minor hallucination.
•
DC 24: Guecubus are telekinetic. Their touch can
put a creature into a deep sleep.
•
DC 29: A guecubu’s presence can go undetected for
months, even by its host.
ALTERING THE ALTAR
The bedrock of the east wall has been excavated,
layer by layer, gradually narrowing in the middle.
Some items, such as ropes and winches are clearly
visible within the exposed rock, as if a fossil.
In the center of the dig, is a black stone altar cut
away from the surrounding rock. It rests at a 45
degree angle. Mystic symbols and carvings and a
platinum skull with ruby eyes adorn the altar.
This is altar is of ancient Olman craft, but it is not
dedicated to any known god. If it was a god, that god has
gone on to the sleep of death in the Dreaming Gulf (layer
230 of the Abyss), and these guecuba are remnants of his
dreams.
Anyone physically touching the altar (even if gloved,
or via an instrument) receives a minor shock and are
stunned for a moment; hand them Player Handout 8.
Examining the altar closely reveals the following;
The top of the altar has a platinum skull with inset
ruby eyes. Displayed before the skull are three jade
stones, each the size of a man’s fist. Each stone has
an intricate ring of silver inlay around the stone.
Damage to parts of the altar is visible, possibly
from picks during excavation. Two of the silver
inlays are damaged.
A round Olman-style seasonal calendar is
prominent on the front facing of the altar
surrounded by runes and pictograms.
The altar radiates strong abjuration and conjuration
magic (DC 23 Spellcraft).
If the PCs desire the defeat off all three geucubu (the
two that have escaped already) or if they can’t defeat the
lurking geucubu in combat, they need to defeat the altar
(or flee). Defeating the altar takes several steps.
•
The first step is to examine the altar and figure out
how it works.
•
The second step is to collect up the various items
around the compound that can assist the final ritual.
This also includes using those items and fixing the
silver inlay on the altar.
•
The third step is to manipulate the altar’s seasonal
disk and set it in motion. As it goes through the
seasons, a trap is activated and a summon monster
spell is activated. This part of the trap can be by-
passed by disarming the trap.
•
During the fourth, and final step, the winter season
reaches the apex of the calendar and the eyes of the
altar close and all the jade stones with a functioning
silver inlay summon a geucubu each and hold them
there. This is where the PC casters must but
themselves to sleep to do a quick test of wills in their
sleep (possibly using the sleep poison found earlier).
STEP 1
The altar comprises the platinum skull, the three jade
stones, the silver inlays around the stones, a seasonal
disk, and several runes. These parts cannot be separated.
Comprehend languages, reading Olman, or a DC 15
Decipher Script check reveals the runes placed about the
altar are specifically ordered. Read:
“Passage. Death. Dreaming. Cycle. Spring. Summer.
Autumn.
Winter.
Summon.
Protection.
Imprisonment.
Evil.
Chaos.
Magic.
Ritual.
Dreaming. Passage.”
The instructions left for those who find the altar are less
than ideal as they feared that its power could be used for
other purposes.
COR7-14 The Densac Queen
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A DC 23 Spellcraft check confirms that the silver
inlays around each of the jade stones is working in
combination with a modified (containing) magic circle
against evil spell-like effect, but that the two damaged
inlays have nullified the containment effect and need to
be recast with melted silver.
To do this requires a smelting kit and a supply of
pure silver. A DC 15 Dexterity check is required to pour
the new inlay. Alternatively, the PC can substitute the
Dexterity check for a relevant Craft or Profession check.
A check is need for both broken inlays. Do not
inform the PC if it worked. Any inlay that is not repaired,
does not summon back the corresponding demon. (This
affects the campaign consequences of the adventure)
STEP 2
The vision lists items that may help the PCs carry out the
ritual. The items are the silversmith gear (found in the
stable boy’s room), silver (found as silverware in the
kitchen), an animal carcass (the slaughter house), feathers
(the chicken coop), spices for the meat (the kitchen), and
a sleep aid in the form of gas (the bugbear’s lair) or as a
scroll in the apprentice wizard’s saddlebag.
STEP 3
This starts once the PCs choose to start rotating the disk
on the front of the altar. It starts in the spring setting and
continues the rotation on its own, going through
summer, autumn, and then winter. It takes ten rounds to
complete each season.
Spring has no harmful effects, but it does start the
jade stones glowing. The disk can be reset if the device is
disarmed (see trap block below), but if started again it
needs to be disarmed after each new start.
Summer makes the jade stones glow more intensely.
It also activates the trap in the altar (see below).
Autumn increases the glow and the metal eyelids
start to appear on the skull, but they only droop, not
actually closing. At APLs 8, 10, and 12, the trap activates
again (unless previously disarmed).
Winter brings on the next and final step.
Trap: The summoned creature ends when the next
season starts. If the trap is disarmed in either season, it is
fully disarmed and no more monsters or spell effects
occur again. The DM has choice over what creatures from
the appropriate lists appear. There is no alignment
restriction.
APL 2 (EL 2)
�Summon Monster I Trap: CR 2; magic device;
touch trigger; automatic reset; spell effect (summon
monster I, 2nd-level wizard); Search DC 26; Disable Device
DC 26.
APL 4 (EL 4)
�Summon Monster III Trap: CR 4; magic device;
touch trigger; automatic reset; spell effect (summon
monster III, 6th-level wizard); Search DC 28; Disable
Device DC 28.
APL 6 (EL 6)
�Summon Monster V Trap: CR 6; magic device;
touch trigger; automatic reset; spell effect (summon
monster V, 10th-level wizard); Search DC 30; Disable
Device DC 30.
APL 8 (EL 8)
During both the summer and autumn periods the trap
activates.
� Summon Monster VI Trap: CR 6; magic device;
touch trigger; automatic reset; spell effect (summon
monster V, 10th-level wizard) Search DC 31; Disable
Device DC 31.
APL 10 (EL 10)
During the summer period, the power word stun trap
activates. During autumn, the summon monster V trap
activates.
�Power Word Stun Trap: CR 8; magic device;
touch trigger; automatic reset; spell effect (power word
stun, 15th-level wizard), Search DC 33; Disable Device DC
33.
� Summon Monster VIII Trap: CR 8; magic
device; touch trigger; automatic reset; spell effect
(summon monster VIII, 10th-level wizard); Search DC 30;
Disable Device DC 30.
APL 12 (EL 12)
During both the summer and autumn periods, the trap
activates.
� Wail of the Banshee Trap: CR 12; magic device;
touch trigger; automatic reset; spell effect (wail of the
banshee, 17th-level wizard; DC 23 Fortitude save negates);
multiple targets (up to 17 creatures); Search DC 34;
Disable Device DC 34.
STEP 4
Winter starts with the closing of the ruby eyes of the
platinum skull. Immediately afterwards the three jade
stones create a mini vortex above each and summon the
corresponding demon to await imprisonment.
During the ten rounds of the winter phase, the three
demons cannot harm the PCs, even if the silver inlays are
unrepaired. However, if the inlays are still damaged, the
corresponding demons are returned to where they were
summoned from one round after arriving.
Sometime during the winter phase, one or more PCs
need to fall asleep. When this happens, PC must metally
battle against the demons. Each sleeping PC attempt a
DC 18+APL Will save. If even one sleeping PC passes, the
demons are trapped again.
Sleeping PC gets a bonus of +1 to this Will save for
each of the following ritual focus items they used:
wearing pristine feathers, eating animal carcass, or eating
spiced food.
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Once the winter phase is over, the entire compound
starts to shake. A vortex of energy opens up in the sky
and slowly starts to descend around the altar and the
compound. The PCs have 20 rounds to flee before the
vortex engulfs the Densac Queen. Obviously, sleeping or
comatose PCs must be carried out.
PCs who end up in the vortex receive the Sucked
into a Vortex AR entry.
If the PCs bound all three demons, they gain the
Saved the Domain AR entry. If even one demon escaped,
the PCs do not receive the AR entry.
10: ON THE ROAD AGAIN
Using the overland map provided, plot the PCs progress
via the back roads. The severe storm stops on noon of the
second day. The bridge on the trail to South Watch is
intact and presents no problem for the wagons and it is
not difficult finding abandoned structures to rest in.
Once at South Watch, the horses can be switched for
fresh ones on the expense of Zulern.
The small garrison at South Watch informs the PCs
that patrols are converging north of Safeton to outflank
the orc raiders.
CONCLUSION
After a hard journey, the walls of Safeton are in
sight. A mounted patrol sallies forth to escort you
the final leg.
The population of Safeton is trying to keeping its mind
on the festival week and not the bands of orcs looting the
countryside. In keeping with that, they are happy to see
the arrival of the wagons from Zulern.
If the PCs have arrived before the sun sets on the last
day of Richfest, there is still time to present the gifts to
Safeton and promote the craft village. If this is the case,
the PCs gain the Mission Accomplished AR entry.
Now is also the time to count up which PC gained
points for their given affiliations and record the gain (or
loss) on their AR.
All affiliation members gain a single point if the
cargo made it on time and intact. Additionally, members
of various affiliations can earn bonus affiliation points as
detailed below.
The Guild of Wizardry
Members of the Guild of Wizardry can gain the following
bonus affiliation points:
•
Half point for collecting the samples from the hull
of the Densac Queen.
Merchants’ and Traders’ Union
Members of the Merchants’ and Traders’ Union can gain
the following bonus affiliation points:
•
Half point for paying respects at the maritime shrine
on the deck of the Densac Queen.
•
Half point for reporting back with Player Handout 7.
Mercenaries’ Guild
Members of the Mercenaries Guild can gain the
following bonus affiliation points:
•
Full point for each orc warband destroyed.
•
Half point for arranging a decent burial for the kid
from Dreeder Street or, at least, having a drink in his
honor.
Cartographers’ Guild
Members of the Cartographers’ Guild can gain the
following bonus affiliation points:
•
Half point for paying respects at the maritime shrine
on the deck of the Densac Queen.
•
Half point for creating an up-to-date map of the back
trails in the countryside between the Densac Queen
and Safeton.
Thieves’ Guild
Members of the Thieves’ Guild can gain the following
bonus affiliation points:
•
Half point for reporting the presence of Slavelord
agents to the guild.
The Guild of Nightwatchmen
Members of the Guild of Nightwatchmen can gain the
following bonus affiliation points:
•
Half point for reporting the presence of Slavelord
agents to the guild.
Religious Organizations
Members of one of the religious organizations of the
Domain can gain the following bonus affiliation points:
•
Half point for clerics of Sotillion who experience the
dream.
•
Half point for clerics of Zilchus if the blacksmith’s
AR reward is gained.
The End.
CAMPAIGN CONSEQUENCES
The result of this adventure directly affects events in the
Domain of Greyhawk. If you are playing this event before
31 December 2007, please report your results to
[email protected] by answering the following
questions:
1.
Were all three demons recaptured in the altar?
2.
Did the PCs deliver their cargo to Safeton on
time?
COR7-14 The Densac Queen
Page 21
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
1B: The Bay Road
Save the wagon from the warband
APL 2
120 XP
APL 4
210 XP
APL 6
270 XP
APL 8
330 XP
APL 10
390 XP
APL 12
450 XP
1C: Getting Past Pelgaryn
Save the wagon from the warband
APL 2
120 XP
APL 4
210 XP
APL 6
270 XP
APL 8
330 XP
APL 10
390 XP
APL 12
450 XP
1D: Towards Safeton
Save the wagon from the warband
APL 2
120 XP
APL 4
210 XP
APL 6
270 XP
APL 8
330 XP
APL 10
390 XP
APL 12
450 XP
6: Storage of Death
Survive the trap
APL 2
60 XP
APL 4
120 XP
APL 6
180 XP
APL 8
240 XP
APL 10
300 XP
APL 12
360 XP
7: The Slave Pit
Survive the traps and/or the bugbear
APL 2
120 XP
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
APL 12
420 XP
9: The Altered Altar
Successfully imprison all three demons.
APL 2
120 XP
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
APL 12
420 XP
Story Award
Wagons arrive in Safeton on time.
APL 2
60 XP
APL 4
90 XP
APL 6
120 XP
APL 8
150 XP
APL 10
180 XP
APL 12
210 XP
Discretionary Roleplaying Award
APL 2
30 XP
APL 4
45 XP
APL 6
60 XP
APL 8
75 XP
APL 10
90 XP
APL 12
105 XP
Total Possible Experience
APL 2
450 XP
APL 4
675 XP
APL 6
900 XP
APL 8
1,125 XP
APL 10
1,350 XP
APL 12
1,575 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this treasure,
the coin total is subtracted from the encounter totals
given below.
Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
because characters may want to use them during the
adventure. Many times characters must cast identify,
COR7-14 The Densac Queen
Page 22
analyze dweomer or similar spell to determine what the
item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.) and the
item is used before the end of the adventure, its total is
subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
1: Introduction
If the teamsters are slain:
All APLs: Loot 32 gp; Coin 5 gp; Magic 8 gp; 2 potions
of cure light wounds (4 gp each); Total 45 gp.
1B, 1C, 1D: The Bay Road series (each)
APL 2: Loot 27 gp; Coin 6 gp; Total 33 gp.
APL 4: Loot 340 gp; Coin 5 gp; Magic 150 gp; 6 potion
of bear’s endurance (25 gp each); Total 495 gp.
APL 6: Loot 365 gp; Coin 5gp; Magic 300 gp; 6 potions
of bear’s endurance (25 gp each), 6 potions of bull’s strength (25
gp each); Total 670 gp
APL 8: Loot 210 gp; Magic 1455 gp; Coin 5 gp; 6
potions of bear’s endurance (25 gp each), 6 potions of bull’s
strength (25 gp each), 6 +1 battleaxes (192 gp each); Total
1670 gp.
APL 10: Loot 266 gp; Magic 3421 gp; Coin 5 gp; 8
potions of bear’s endurance (25 gp each), 6 potions of bull’s
strength (25 gp each), 6 +1 battleaxes (192 gp each), 2
brooches of shielding (125 gp), 2 gloves of dexterity +2 (333 gp
each), 2 headbands of intellect +2 (333 gp each), 2 ring of
protection +1 (166 gp each); Total 3692 gp
APL 12: Loot 266 gp; Magic 6771 gp; Coin 43 gp; 6
potions of bull’s strength (25 gp each), 6 +1 battleaxes (192 gp
each), 2 brooches of shielding (125 gp), 6 gauntlets of ogre
power (333 gp each), 2 gloves of dexterity +2 (333 gp each), 2
headbands of intellect +2 (333 gp each), 2 lesser metamagic rod
of empower (750 gp each), 2 rings of protection +1 (166 gp
each); Total 7080 gp.
2: The Approach
All APLs: Loot 2 gp; Magic 14 gp; 2 potions of cure light
wounds (4 gp each), scroll of magic weapon (2 gp), scroll of
true strike (2 gp), scroll of sleep (2 gp); Total 16 gp.
3: Signs of Inn-Fighting
All APLs: Loot 20 gp; Total 20 gp.
7: The Slave Pit
APL 2: Loot 2 gp; Magic 8 gp; 2 potions of cure light wounds
(4 each); Total 10 gp.
APL 4: Loot 1 gp; Magic 396 gp; 2 potions of cure light
wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1
(83 gp), +1 longspear (192 gp); Total 397 gp.
APL 6: Loot 1 gp; Magic 729 gp; 2 potions of cure light
wounds (4 each); +1 breastplate (112 gp), cloak of resistance +1
(83 gp), gauntlets of ogre power (333 gp), +1 longspear (192
gp); Total 730 gp.
APL 8: Loot 30 gp; Magic 1283 gp; 2 potions of cure
light wounds (4 each); cloak of resistance +1 (83 gp), +1
dislocator longspear (692 gp), gauntlets of ogre power (333 gp),
ring of protection +1 (166 gp); Total 1313 gp.
APL 10: Loot 1 gp; Magic 2062 gp; 2 potions of cure
light wounds (4 each); amulet of health +2 (333 gp); +1
breastplate (112 gp); cloak of resistance +1 (83 gp), +1 merciful
dislocator longspear (1525 gp); Total 2063 gp.
APL 12: Loot 30 gp; Magic 3700 gp; 2 potions of cure
light wounds (4 each); amulet of health +2 (333 gp); boots of
speed (1000 gp), cloak of resistance +2 (333 gp), gauntlets of
ogre power (333 gp), +1 merciful dislocator longspear (1525
gp); ring of protection +1 (166 gp); Total 3730 gp.
8: The Slave Lair (meeting area)
APL 2: Loot 50 gp; Magic 87 gp; wand of enlarge person (10
charges, 12 gp), wand of false life (10 charges, 75 gp); Total 137
gp.
APL 4: Loot 50 gp; Magic 249 gp; horn of fog (166 gp),
pearl of power (1st-level, 83 gp); Total 299 gp.
APL 6: Loot 50 gp; Magic 483 gp; hat of disguise (150
gp), ring of counterspells (333 gp); Total 533 gp.
APL 8: Loot 50 gp; Magic 958 gp; pearl of power (2nd-
level) (333 gp), boots of levitation (625 gp); Total 1008 gp.
APL 10: Loot 50 gp; Magic 1250 gp; pearl of power
(3rd-level) (750 gp), horseshoes of a zephyr (500 gp); Total 1300
gp.
APL 12: Loot 50 gp; Magic 1500 gp; ring of spell
storing, minor (1500 gp); Total 1550 gp.
Total Possible Treasure
APL 2: 450 gp
APL 4: 650 gp
APL 6: 900 gp
APL 8: 1,300 gp
APL 10: 2,300 gp
APL 12: 3,300 gp
ADVENTURE RECORD ITEMS
�Apprentice Spellbook: You’ve gained access to a
beginner’s tome of magic. It contains the following
spells:
0— daze, detect magic, light, mage hand, mending, message,
ray of frost, read magic, touch of fatigue; 1st—comprehend
languages, disguise self, erase, mage armor, magic missile, sleep,
unseen servant; 2nd—resist energy, invisibility.
�Blacksmith’s Thanks: You set his son straight, so
Zavin grants you Open access to the following armor
special abilities from Dungeonscape: swarmguard armor,
durable armor, restful armor.
�Affiliation Score Gained/Lost: You have gained/lost
_____ points with the _________ affiliation. If you are affiliated
COR7-14 The Densac Queen
Page 23
with more than one group, add extra notes in notes
section detailing you gain or loss.
�Mission Accomplished: The wagons made it to
Safeton on time. Zulern and your affiliation thank you.
As a reward, they command the Domain’s best cobblers to
give you Open access to boots of sidestepping (Dungeonscape).
�Room and Board in Highport: You’ve gained the
deed to a townhouse in the Pomarji city of Highport.
Parts of the document can be easily faked, granted you a
place to stay until some local officials catch on. The next
ten adventures (not adventure rounds) taking place in
either the Pomarj or the Wild Coast cost 1 less TU
(minimum of 1). [] [] [] [] [] [] [] [] [] []
�Banished the Demons: You stopped an evil menace
from terrorizing the countryside, but will anyone believe
your story after all those drinks? Perhaps someone will
later…
�Sucked into a Vortex: You did not escape the Densac
Queen quickly enough and have been sucked onto
another plane. If you do not have the means to return
home, you must pay 6 TU and 1,000 gp to return to
Oerth.
ITEM ACCESS
APL 2:
•
Wand of enlarge person (10 charges) (Any; 150 gp; DMG)
•
Wand of false life (10 charges) (Any; 900 gp; DMG)
•
Apprentice’s Spellbook (Adventure; 2,000 gp; see above)
APL 4 (all of APL 2 plus the following):
•
Horn of fog (Adventure; DMG)
•
Pearl of power (1st-level) (Any; DMG)
APL 6 (all of APLs 2-4 plus the following):
•
Hat of disguise (Adventure; DMG)
•
Ring of counterspells (Core; DMG)
APL 8 (all of APLs 2-6 plus the following):
•
Boots of levitation (Adventure; DMG)
•
+1 dislocator longspear (Adventure; 2,305 gp; Magic
Item Compendium)
•
Pearl of power (2nd-level) (Any; DMG)
APL 10 (all of APLs 2-8 plus the following):
•
Horseshoes of a zephyr (Adventure; DMG)
•
+1 merciful dislocator longspear (Adventure; 8,305 gp,
Magic Item Compendium)
•
Pearl of power (3rd-level) (Any; DMG)
APL 12 (all of APLs 2-10 plus the following):
•
Boots of speed (Adventure; DMG)
•
Lesser metamagic rod of empower (Adventure; DMG)
•
Ring of spell storing (Adventure; DMG)
COR7-14 The Densac Queen
Page 24
APPENDIX 1: APL 2
1B: THE BAY ROAD
ORC OF THE BLACK SKULL
CR 1/2
Male orc warrior 1
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 14, touch 10, flat-footed 14
(+3 armor, +1 shield)
hp 5 (1 HD)
Fort +3, Ref +0, Will -2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee battleaxe +4 (1d8+4/x3)
Ranged javelin +1 (1d6+3)
Base Atk +1; Grp +4
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Weapon Focus (battleaxe)
Skills Climb +4, Jump +4
Possessions studded leather, buckler, battleaxe, 5
javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 2
Male bugbear
CE Medium humanoid (goblinoid)
Init +1; Senses darkvision 60 ft., scent; Listen +6, Spot
+2
Languages Common, Goblin
AC 16, touch 11, flat-footed 15
(+1 Dex, +3 natural, +2 armor)
hp 16 (3 HD)
Fort +2, Ref +4, Will +1
Speed 30 ft. (6 squares)
Melee longspear +7 (1d8+6/x3) or
Melee morningstar +6 (1d8+4)
Ranged javelin +3 (1d6+4)
Base Atk +2; Grp +6
Combat Gear potion of cure light wounds (2)
Abilities Str 19, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Feats Alertness, Weapon Focus (longspear)
Skills Climb +6, Hide +3 , Listen +6, Move Silently +9,
Spot +2
Possessions leather armor, longspear, 5 javelins,
morningstar, 5 gp.
9: THE ALTERED ALTAR
GUECUBU*
CR 4
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara)
Init +2; Senses darkvision 60 ft.; Listen +12, Spot +12
Aura haunting aura (60-ft. radius, Will DC 15)
Languages Abyssal, Common, telepathy 100 ft.
AC 15, touch 15, flat-footed 13
(+2 Dex, +3 deflection)
Miss Chance 50%
hp 26 (4 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +6, Ref +6, Will +7
Speed fly 30 ft. (perfect) (6 squares)
Melee touch +6 (sleep)
Ranged thrown object +7 (2d6)
Base Atk +4; Grp --
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 17
SQ incorporeal, loumara traits, natural invisibility
Feats Alertness, Persuasive
Skills Bluff +12, Diplomacy +12, Disguise +10 (+12
acting in character), Forgery +7, Intimidate +14,
Listen +12, Sleight of Hand +11, Spot +12
Haunting Aura (Su) Living creatures within 60 feet of a
guecubu in its natural form must succeed on a DC 15
Will save or be shaken for as long as it remains within
this area. An affected creature that rests within a
haunting aura can do so but gains no benefits from
sleeping and awakens fatigued. Once a creature
makes this saving throw, it is immune to that
guecubu’s haunting aura for 24 hours.
Natural Invisibility (Su) This inherent ability is
constant, allowing a guecubu to attack invisibly. This
ability is not subject to invisibility purge.
Possession (Su) A guecubu can possess any sleeping
animal or humanoid. It must enter a square occupied
by the sleeping creature to possess it. A DC 15 Will
save resists the possession; however, a successful
save does not cause the victim to awaken, nor is the
victim aware of the possession attempt even after
waking (although the victim can dimly recall some
strange, otherworldly dream). A guecubu can take on
the ally, controller, enemy, mutterer, or rider role.
(Demonic Possession—Appendix 2).
Sleep Touch (Su) A creature touched by a guecubu in
its natural form must make a DC 15 Will save or fall
into a deep sleep for 1 hour. A sleeping creature is
helpless. Slapping or wounding the sleeping creature
awakens it, but normal noise does not. This is a
mind-affecting sleep effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (CL 4th). A guecubu can use this
ability even while possessing a creature without that
creature realizing it is technically the source of the
effect. If it hurls something such as a boulder or other
dense object, it deals 2d6 points of damage on a hit.
Weapons hurled deal damage appropriate for the
weapons in question.
COR7-14 The Densac Queen
Page 25
APL 4
1B: THE BAY ROAD
BLACK SKULL WARRIOR
CR 1
Male orc warrior 2
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 16, touch 10, flat-footed 16
(+5 armor, +1 shield)
hp 11 (2 HD)
Fort +4, Ref +0, Will -2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee mwk battleaxe +6 (1d8+4/x3)
Ranged javelin +2 (1d6+3)
Base Atk +2; Grp +5
Combat Gear potion of bear’s endurance
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Weapon Focus (battleaxe)
Skills Climb +1, Jump +2
Possessions masterwork breastplate, buckler,
masterwork battleaxe, 5 javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 5
Male bugbear fighter 3
CE Medium humanoid (goblinoid)
Init +2; Senses darkvision 60 ft., scent; Listen +7, Spot
+3
Languages Common, Goblin
AC 21, touch 12, flat-footed 19
(+2 Dex, +3 natural, +6 armor)
hp 58 (6 HD)
Fort +10, Ref +7, Will +6
Speed 30 ft. (6 squares)
Melee +1 longspear +12 (1d8+8/x3) or
Melee morningstar +10 (1d8+5)
Ranged javelin +7 (1d6+5)
Base Atk +5; Grp +10
Atk Options Blind-Fight, Power Attack
Combat Gear potion of cure light wounds (2)
Abilities Str 20, Dex 15, Con 20, Int 10, Wis 12, Cha 6
Feats Alertness, Blind-Fight, Iron Will, Power Attack,
Weapon Focus (longspear)
Skills Climb +6, Hide +1, Listen +7, Move Silently +10,
Spot +3
Possessions +1 breastplate, cloak of resistance +1, +1
longspear, 5 javelins, morningstar, 5 gp.
9: THE ALTERED ALTAR
GUECUBU*
CR 6
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara)
Init +2; Senses darkvision 60 ft.; Listen +14, Spot +14
Aura haunting aura (60-ft. radius, Will DC 18)
Languages Abyssal, Common, telepathy 100 ft.
AC 16, touch 16, flat-footed 14; Dodge
(+2 Dex, +4 deflection)
Miss Chance 50%
hp 52 (8 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +8, Ref +8, Will +9
Speed fly 30 ft. (perfect) (6 squares)
Melee touch +10 (sleep)
Ranged thrown object +12 (2d6)
Base Atk +8; Grp --
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 18
SQ incorporeal, loumara traits, natural invisibility
Feats Ability Focus (possession), Dodge, Persuasive
Skills Bluff +17, Diplomacy +17, Disguise +15 (+17
acting in character), Forgery +11, Intimidate +19,
Listen +14, Sleight of Hand +15, Spot +14
Haunting Aura (Su) A living creature within 60 ft. of a
guecubu in its natural form must succeed on a DC 18
Will save or be shaken while in the area. An affected
creature resting within a haunting aura gains no
benefits from sleeping, awakening fatigued.
Creatures succeeding on the saving throw are
immune for 24 hours to that guecubu’s haunting aura.
Natural Invisibility (Su) This inherent ability is
constant, allowing a guecubu to invisibly attack. This
ability is not subject to invisibility purge.
Possession (Su) A guecubu can possess any sleeping
animal or humanoid but must enter its square to
possess it. The victim is entitled to a DC 20 Will save
to resist possession; however, a successful save
does not awaken the victim, nor is the victim aware of
the possession attempt after waking (although he
dimly recalls strange, otherworldly dreams). A
guecubu can take the ally, controller, enemy,
mutterer, or rider role while possessing a creature.
(Demonic Possession—Appendix 2).
Sleep Touch (Su) A creature touched by a guecubu in
its natural form must make a successful DC 18 Will
save or fall into a deep sleep for 1 hour. A sleeping
creature is helpless. Slapping or wounding the
sleeping creature awakens it, but normal noise does
not. This is a mind-affecting sleep effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (CL 8th). It can use this ability while
possessing a creature without that creature realizing
it is the source of the effect. If it hurls a boulder or
other dense object, it deals 2d6 points of damage on
a hit. Weapons hurled deal normal damage
COR7-14 The Densac Queen
Page 26
APL 6
1B: THE BAY ROAD
BLACK SKULL WARRIOR
CR 2
Male orc warrior 3
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 17, touch 10, flat-footed 17
(+6 armor, +1 shield)
hp 16 (3 HD)
Fort +4, Ref +1, Will +1
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee mwk battleaxe +7 (1d8+4/x3)
Ranged javelin +3 (1d6+3)
Base Atk +3; Grp +6
Combat Gear potion of bear’s endurance, potion of
bull’s strength
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Iron Will, Weapon Focus (battleaxe)
Skills Climb -1, Jump +1
Possessions masterwork banded mail, buckler,
masterwork battleaxe, 5 javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 7
Male bugbear fighter 5
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Listen +9, Spot
+3
Languages Common, Goblin
AC 22, touch 13, flat-footed 19
(+3 Dex, +3 natural, +6 armor)
hp 84 (8 HD)
Fort +11, Ref +8, Will +6
Speed 30 ft. (6 squares)
Melee +1 longspear +15/+10 (1d8+12/x3) or
Melee morningstar +13/+8 (1d8+6)
Ranged javelin +10/+5 (1d6+6)
Base Atk +7; Grp +13
Atk Options Blind-Fight, Power Attack
Combat Gear potion of cure light wounds (2)
Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6
Feats Alertness, Blind-Fight, Iron Will, Power Attack,
Weapon Focus (longspear), Weapon Specialization
(longspear)
Skills Climb +7, Hide +2 , Listen +9, Move Silently +12,
Spot +3
Possessions +1 breastplate, cloak of resistance +1,
gauntlets of ogre power, +1 longspear, 5 javelins,
morningstar, 5 gp.
9: THE ALTERED ALTAR
GUECUBU*
CR 8
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara
Init +2; Senses darkvision 60 ft.; Listen +18, Spot +18
Aura haunting aura (60-ft. radius, Will DC 20)
Languages Abyssal, Common, telepathy 100 ft.
AC 16, touch 16, flat-footed 14; Dodge, Mobility
(+2 Dex, +4 deflection)
Miss Chance 50%
hp 78 (12 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +10, Ref +10, Will +11
Speed fly 30 ft. (perfect) (6 squares)
Melee touch +14 (sleep)
Ranged thrown object +16 (2d6)
Base Atk +12; Grp --
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 19
SQ incorporeal, loumara traits, natural invisibility
Feats Ability Focus (possession), Ability Focus (sleeping
touch), Dodge, Mobility, Persuasive
Skills Bluff +21, Diplomacy +21, Disguise +19 (+21
acting in character), Forgery +14, Intimidate +23,
Listen +18, Sleight of Hand +19, Spot +18
Haunting Aura (Su) A living creature within 60 ft. of a
guecubu in its natural form must succeed on a DC 18
Will save or be shaken while in the area. An affected
creature resting within a haunting aura gains no
benefits from sleeping, awakening fatigued.
Creatures succeeding on the saving throw are
immune for 24 hours to that guecubu’s haunting aura.
Natural Invisibility (Su) This inherent ability is
constant, allowing a guecubu to invisibly attack. This
ability is not subject to invisibility purge.
Possession (Su) A guecubu can possess any sleeping
animal or humanoid but must enter its square to
possess it. The victim is entitled to a DC 22 Will save
to resist possession; however, a successful save
does not awaken the victim, nor is the victim aware of
the possession attempt after waking (although he
dimly recalls strange, otherworldly dreams). A
guecubu can take the ally, controller, enemy,
mutterer, or rider role while possessing a creature.
(Demonic Possession—Appendix 2).
Sleep Touch (Su) A creature touched by a guecubu in
its natural form must make a successful DC 22 Will
save or fall into a deep sleep for 1 hour. A sleeping
creature is helpless. Slapping or wounding the
sleeping creature awakens it, but normal noise does
not. This is a mind-affecting sleep effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (CL 12th). It can use this ability even
while possessing a creature without that creature
realizing it is the source of the effect. If it hurls a
COR7-14 The Densac Queen
Page 27
boulder or other dense object, it deals 2d6 points of
damage on a hit. Hurled weapons deal damage
appropriate for the weapon in question.
COR7-14 The Densac Queen
Page 28
APL 8
1B: THE BAY ROAD
BLACK SKULL WARRIOR
CR 7
Male orc warrior 7
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 17, touch 10, flat-footed 17
(+6 armor, +1 shield)
hp 38 (7 HD)
Fort +6, Ref +2, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee +1 battleaxe +12/+7 (1d8+7/x3)
Ranged javelin +7/+2 (1d6+4)
Base Atk +7; Grp +11
Atk Options Power Attack
Combat Gear potion of bear’s endurance, potion of
bull’s strength
Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Iron Will, Power Attack, Weapon Focus
(battleaxe)
Skills Climb +2, Jump +4
Possessions masterwork banded mail, buckler, +1
battleaxe, 5 javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 9
Male bugbear fighter 7
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Listen +11, Spot
+3
Languages Common, Goblin
AC 22, touch 14, flat-footed 19; Dodge, Elusive Target,
Mobility
(+3 Dex, +3 natural, +5 armor, +1 deflection)
hp 105 (10 HD)
Fort +12, Ref +9, Will +5
Speed 30 ft. (6 squares)
Melee +1 dislocator longspear +17/+12 (1d8+12/x3) or
Melee morningstar +15/+10 (1d8+6)
Ranged javelin +12/+7 (1d6+6)
Base Atk +9; Grp +15
Atk Options Blind-Fight, Power Attack
Combat Gear potion of cure light wounds (2)
Abilities Str 22, Dex 16, Con 20, Int 10, Wis 12, Cha 6
Feats Alertness, Blind-Fight, Dodge, Elusive Target,
Mobility, Power Attack, Weapon Focus (longspear),
Weapon Specialization (longspear)
Skills Climb +7, Hide +2 , Listen +11, Move Silently
+13, Spot +3
Possessions masterwork breastplate, cloak of
resistance +1, +1 dislocator longspear, gauntlets of
ogre power, morningstar, ring of protection +1, 5
javelins.
9: THE ALTERED ALTAR
GUECUBU*
CR 10
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara
Init +2; Senses darkvision 60 ft.; Listen +22, Spot +22
Aura haunting aura (60-ft. radius, Will DC 23)
Languages Abyssal, Common, telepathy 100 ft.
AC 17, touch 17, flat-footed 15; Dodge, Elusive Target,
Mobility
(+2 Dex, +5 deflection)
Miss Chance 50%
hp 104 (16 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +12, Ref +12, Will +13
Speed fly 30 ft. (perfect) (6 squares)
Melee touch +18 (sleep)
Ranged thrown object +21 (2d6)
Base Atk +16; Grp --
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 20
SQ incorporeal, loumara traits, natural invisibility
Feats Ability Focus (possession), Ability Focus (sleeping
touch), Dodge, Elusive Target, Mobility, Persuasive
Skills Bluff +26, Diplomacy +26, Disguise +24 (+26
acting in character), Forgery +19, Intimidate +28,
Listen +22, Sleight of Hand +23, Spot +22
Haunting Aura (Su) Outside of a host body, a
guecubu’s presence is unnerving and distracting. Any
living creature within 60 feet of a guecubu in its
natural form must succeed on a DC 23 Will save or
be shaken for as long as it remains in this area. An
affected creature that attempts to rest within a
guecubu’s haunting aura can do so but gains no
benefits from sleeping and awakens fatigued, as if it
had not slept at all. Once a creature makes this
saving throw, it is immune to that particular guecubu’s
haunting aura for 24 hours.
Natural Invisibility (Su) This ability is constant, allowing
a guecubu to remain invisible even when attacking.
This ability is inherent and not subject to the
invisibility purge spell.
Possession (Su) A guecubu can possess any sleeping
animal or humanoid. It must enter a square occupied
by the sleeping creature to possess it. This victim is
entitled to a DC 25 Will save to resist possession;
however, a successful save does not cause the victim
to awaken, nor is the victim aware of the possession
attempt even after waking (although the victim can
dimly recall some strange, otherworldly dream). A
guecubu can take on any of the following roles while
possessing a creature; ally, controller, enemy,
mutterer, or rider. See Demonic Possession in
Appendix 2 for more information.
COR7-14 The Densac Queen
Page 29
Sleep Touch (Su) A creature touched by a guecubu in
its natural form must make a successful DC 25 Will
save or immediately fall into a deep sleep for 1 hour.
A sleeping creature is helpless. Slapping or wounding
the sleeping creature awakens it, but normal noise
does not. Waking a creature is a standard action.
This is a mind-affecting sleep effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (caster level 16th). A guecubu can
use this ability even while possessing a creature
without that creature realizing it is technically the
source of the effect. If a guecubu hurls something
such as a boulder or other dense object, it deals 2d6
points of damage on a hit. Weapons hurled in this
manner deal damage appropriate for the weapons in
question.
COR7-14 The Densac Queen
Page 30
APL 10
1B: THE BAY ROAD
BLACK SKULL WARRIOR
CR 4
Male orc warrior 5
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 17, touch 10, flat-footed 17
(+6 armor, +1 shield)
hp 27 (5 HD)
Fort +5, Ref +1, Will +1
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee +1 battleaxe +10 (1d8+7/x3)
Ranged javelin +5 (1d6+4)
Base Atk +5; Grp +9
Atk Options Power Attack
Combat Gear potion of bear’s endurance, potion of
bull’s strength
Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Iron Will, Weapon Focus (battleaxe)
Skills Climb +1, Jump +3
Possessions masterwork banded mail, buckler, +1
battleaxe, 5 javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
BLACK SKULL WIZARD
CR 9
Male orc wizard 9
CE Medium humanoid (orc)
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common
AC 17, touch 13, flat-footed 15
(+4 armor, +2 Dex, +1 deflection)
hp 56 with false life (9 HD)
Fort +5, Ref +5, Will +6
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee mwk dagger +5 (1d4+1)
Ranged light crossbow +6 (1d8)
Base Atk +4; Grp +5
Atk Options Point Blank Shot, Precise Shot
Combat Gear potion of bear’s endurance
Wizard Spells Prepared (CL 9th):
5th—waves of fatigue
4th—empowered scorching ray, invisibility greater
3rd—dispel magic, empowered ray of enfeeblement,
haste, fly
2nd—false life�(14 hp), glitterdust (DC 15), scorching
ray, see invisibility, Tasha’s hideous laughter (DC
15)
1st—mage armor�, magic missile (2), shield, true
strike
0—detect magic (2), ghost sound, message
�Already cast
Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha 8
Feats Empower Spell, Improved Initiative, Point Blank
Shot, Precise Shot, Scribe Scroll, Skill Focus
(Concentration)
Skills Concentration +17, Knowledge (arcana) +15,
Spellcraft +15, Tumble +8
Possessions brooch of shielding, gloves of dexterity
+2, headband of intellect +2, light crossbow,
masterwork dagger, ring of protection +1, 115 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-1
on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 11
Male bugbear fighter 9
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Listen +13, Spot
+3
Languages Common, Goblin
AC 22, touch 13, flat-footed 19; Dodge, Elusive Target,
Mobility
(+3 Dex, +3 natural, +6 armor)
hp 114 (12 HD)
Fort +12, Ref +10, Will +8
Speed 30 ft. (6 squares)
Melee +1 merciful dislocator longspear +20/+15/+10
(1d8+13/19-20x3) or
Melee morningstar +18/+13/+8 (1d8+7)
Ranged javelin +14/+9/+4 (1d6+7)
Base Atk +11; Grp +18
Atk Options Blind-Fight, Power Attack
Combat Gear potion of cure light wounds (2)
Abilities Str 25, Dex 16, Con 18, Int 10, Wis 12, Cha 6
Feats Alertness, Blind-Fight, Dodge, Elusive Target,
Improved Critical (longspear), Iron Will, Mobility,
Power Attack, Weapon Focus (longspear), Weapon
Specialization (longspear)
Skills Climb +8, Hide +2, Listen +13, Move Silently +14,
Spot +3
Possessions amulet of health +2, +1 breastplate, cloak
of resistance +1, +1 merciful dislocator longspear, 5
javelins, morningstar, 5 gp.
COR7-14 The Densac Queen
Page 31
9: THE ALTERED ALTAR
GUECUBU*
CR 12
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara
Init +2; Senses darkvision 60 ft.; Listen +26, Spot +26
Aura haunting aura (60-ft. radius, Will DC 25)
Languages Abyssal, Common, telepathy 100 ft.
AC 17, touch 17, flat-footed 15; Dodge, Elusive Target,
Mobility
(+2 Dex, +5 deflection)
Miss Chance 50%
hp 130 (20 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +14, Ref +14, Will +15
Speed fly 30 ft. (perfect) (6 squares); Spring Attack
Melee touch +22 (sleep)
Ranged thrown object +25 (2d6)
Base Atk +20; Grp --
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha 21
SQ incorporeal, loumara traits, natural invisibility
Feats Ability Focus (possession), Ability Focus (sleeping
touch), Dodge, Elusive Target, Mobility, Persuasive,
Spring Attack
Skills Bluff +30, Diplomacy +30, Disguise +28 (+30
acting in character), Forgery +23, Intimidate +32,
Listen +26, Sleight of Hand +27, Spot +26
Haunting Aura (Su) Outside of a host body, a
guecubu’s presence is unnerving and distracting. Any
living creature within 60 feet of a guecubu in its
natural form must succeed on a DC 25 Will save or
be shaken for as long as it remains in this area. An
affected creature that attempts to rest within a
guecubu’s haunting aura can do so but gains no
benefits from sleeping and awakens fatigued, as if it
had not slept at all. Once a creature makes this
saving throw, it is immune to that particular guecubu’s
haunting aura for 24 hours.
Natural Invisibility (Su) This ability is constant, allowing
a guecubu to remain invisible even when attacking.
This ability is inherent and not subject to the
invisibility purge spell.
Possession (Su) A guecubu can possess any sleeping
animal or humanoid. It must enter a square occupied
by the sleeping creature to possess it. This victim is
entitled to a DC 27 Will save to resist possession;
however, a successful save does not cause the victim
to awaken, nor is the victim aware of the possession
attempt even after waking (although the victim can
dimly recall some strange, otherworldly dream). A
guecubu can take on any of the following roles while
possessing a creature; ally, controller, enemy,
mutterer, or rider. See Demonic Possession in
Appendix 2 for more information.
Sleep Touch (Su) A creature touched by a guecubu in
its natural form must make a successful DC 27 Will
save or immediately fall into a deep sleep for 1 hour.
A sleeping creature is helpless. Slapping or wounding
the sleeping creature awakens it, but normal noise
does not. Waking a creature is a standard action.
This is a mind-affecting sleep effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (CL 20th). A guecubu can use this
ability even while possessing a creature without that
creature realizing it is technically the source of the
effect. If a guecubu elects to hurl something such as
a boulder or other dense object, it deals 2d6 points of
damage on a hit. Weapons hurled in this manner deal
damage appropriate for the weapons in question.
COR7-14 The Densac Queen
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APL 12
1B: THE BAY ROAD
BLACK SKULL WARRIOR
CR 7
Male orc warrior 7
CE Medium humanoid (orc)
Init +0; Senses darkvision 60 ft.; Listen -2, Spot -2
Languages Common
AC 17, touch 10, flat-footed 17
(+6 armor, +1 shield)
hp 38 (7 HD)
Fort +6, Ref +2, Will +2
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee +1 battleaxe +12/+7 (1d8+7/x3)
Ranged javelin +7/+2 (1d6+4)
Base Atk +7; Grp +11
Atk Options Power Attack
Combat Gear potion of bear’s endurance, potion of
bull’s strength
Abilities Str 18, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Feats Iron Will, Power Attack, Weapon Focus
(battleaxe)
Skills Climb +2, Jump +4
Possessions masterwork banded mail, buckler, +1
battleaxe, 5 javelins, 5 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-
1 on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
BLACK SKULL WIZARD
CR 11
Male orc wizard 11
CE Medium humanoid (orc)
Init +6; Senses darkvision 60 ft.; Listen +0, Spot +0
Languages Common
AC 17, touch 13, flat-footed 15
(+4 armor, +2 Dex, +1 deflection)
hp 71 with false life (11 HD)
Fort +5, Ref +5, Will +7
Weakness light sensitivity
Speed 30 ft. (6 squares)
Melee mwk dagger +6 (1d4+1)
Ranged light crossbow +7 (1d8)
Base Atk +5; Grp +6
Atk Options Point Blank Shot, Precise Shot
Combat Gear potion of bear’s endurance
Wizard Spells Prepared (CL 11th):
6th—flesh to stone (DC 19)
5th—waves of fatigue
4th—enervation, invisibility greater
3rd—dispel magic, empowered ray of
enfeeblement, haste, fly, silent glitterdust (DC 15)
2nd—false life� (22 hp), scorching ray (2), see
invisibility, Tasha’s hideous laughter (DC 15)
1st—mage armor�, magic missile (2), shield, true
strike
0—detect magic (2), ghost sound, message
�Already cast
Abilities Str 12, Dex 15, Con 14, Int 17, Wis 10, Cha
8
Feats Empower Spell, Improved Initiative, Point Blank
Shot, Precise Shot, Scribe Scroll, Skill Focus
(Concentration), Silent Spell
Skills Concentration +19, Knowledge (arcana) +13,
Spellcraft +17, Tumble +8
Possessions brooch of shielding, gloves of dexterity
+2, headband of intellect +2, lesser metamagic rod
of empower, light crossbow, masterwork dagger,
ring of protection +1, 115 gp.
Light Sensitivity (Ex) Black Skull orcs are dazzled (-
1 on attack rolls, Search and Spot checks) in bright
sunlight or within the radius of a daylight spell.
7: THE SLAVE PIT
SLAVE MASTER
CR 13
Male bugbear fighter 11
CE Medium humanoid (goblinoid)
Init +3; Senses darkvision 60 ft., scent; Listen +15,
Spot +3
Languages Common, Goblin
AC 22, touch 14, flat-footed 19; Dodge, Elusive
Target, Mobility
(+3 Dex, +3 natural, +5 armor, +1 deflection)
hp 133 (14 HD)
Fort +13, Ref +11, Will +9
Speed 30 ft. (6 squares); Spring Attack
Melee +1 merciful dislocator longspear +23/+18/+13
(1d8+15/19-20x3) or
Melee morningstar +21/+16/+11 (1d8+8)
Ranged javelin +16/+11/+6 (1d6+8)
Base Atk +13; Grp +21
Atk Options Blind-Fight, Power Attack
Combat Gear potion of cure light wounds (2)
Abilities Str 27, Dex 16, Con 18, Int 10, Wis 12, Cha
6
Feats Alertness, Blind-Fight, Dodge, Elusive Target,
Improved Critical (longspear), Iron Will, Mobility,
Power Attack, Spring Attack, Weapon Focus
(longspear), Weapon Specialization (longspear)
Skills Climb +8, Hide +1, Listen +15, Move Silently
+14, Spot +3
Possessions amulet of health +2, boots of speed,
masterwork breastplate, cloak of resistance +2,
gauntlets of ogre power, +1 merciful dislocator
longspear, morningstar, ring of protection +1, 5
javelins
COR7-14 The Densac Queen
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9: THE ALTERED ALTAR
GUECUBU*
CR 14
* Fiendish Codex I 41
CE Medium outsider (chaotic, evil, extraplanar,
incorporeal, Loumara
Init +2; Senses darkvision 60 ft.; Listen +30, Spot
+30
Aura haunting aura (60-ft. radius, Will DC 28)
Languages Abyssal, Common, telepathy 100 ft.
AC 18, touch 18, flat-footed 16; Dodge, Elusive
Target, Mobility
(+2 Dex, +6 deflection)
Miss Chance 50%
hp 156 (24 HD); DR 5/cold iron or lawful
Immune acid, electricity, fire
Resist cold 10
Fort +16, Ref +16, Will +19
Speed fly 30 ft. (perfect) (6 squares); Spring Attack
Melee touch +26 (sleep) or
Ranged thrown object +30 (2d6)
Base Atk +24; Grp –
Atk Options Blind-Fight
Special Actions possession, telekinesis
Abilities Str --, Dex 15, Con 14, Int 10, Wis 16, Cha
22
SQ incorporeal, loumara traits, natural invisibility
Feats Ability Focus (possession), Ability Focus
(sleeping touch), Blind Fight, Dodge, Elusive
Target, Iron Will, Mobility, Persuasive, Spring
Attack
Skills Bluff +35, Diplomacy +35, Disguise +33 (+35
acting in character), Forgery +27, Intimidate +37,
Listen +30, Sleight of Hand +31, Spot +30
Haunting Aura (Su) Outside of a host body, a
guecubu’s presence is unnerving and distracting.
Any living creature within 60 feet of a guecubu in its
natural form must succeed on a DC 28 Will save or
be shaken for as long as it remains in this area. An
affected creature that attempts to rest within a
guecubu’s haunting aura can do so but gains no
benefits from sleeping and awakens fatigued, as if
it had not slept at all. Once a creature makes this
saving throw, it is immune to that particular
guecubu’s haunting aura for 24 hours.
Natural Invisibility (Su) This ability is constant,
allowing a guecubu to remain invisible even when
attacking. This ability is inherent and not subject to
the invisibility purge spell.
Possession (Su) A guecubu can possess any
sleeping animal or humanoid. It must enter a
square occupied by the sleeping creature to
possess it. This victim is entitled to a DC 30 Will
save to resist possession; however, a successful
save does not cause the victim to awaken, nor is
the victim aware of the possession attempt even
after waking (although the victim can dimly recall
some strange, otherworldly dream). A guecubu can
take on any of the following roles while possessing
a creature; ally, controller, enemy, mutterer, or
rider. See Demonic Possession in Appendix 2 for
more information.
Sleep Touch (Su) A creature touched by a guecubu
in its natural form must make a successful DC 30
Will save or immediately fall into a deep sleep for 1
hour. A sleeping creature is helpless. Slapping or
wounding the sleeping creature awakens it, but
normal noise does not. Waking a creature is a
standard action. This is a mind-affecting sleep
effect.
Telekinesis (Su) A guecubu can use telekinesis as a
standard action (CL 20th). A guecubu can use this
ability even while possessing a creature without
that creature realizing it is technically the source of
the effect. If a guecubu elects to hurl something
such as a boulder or other dense object, it deals
2d6 points of damage on a hit. Weapons hurled in
this manner deal damage appropriate for the
weapons in question.
COR7-14 The Densac Queen
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APPENDIX 2: NEW RULES ITEMS
POSSESSED CREATURES
To use its possession ability, a fiend must be adjacent to
its desired target and in incorporeal form. A protection
from evil spell (or similar effect) makes any creature
immune to possession attempts. An unprotected target
must succeed on a Will saving throw (DC 10 + ½ fiend’s
HD + fiend’s Cha modifier) to avoid possession. An evil
target takes a -2 circumstance penalty on this saving
throw, and a target that is actually committing an evil act
at the time of the attempt takes a -4 circumstance penalty.
The DM can roll the saving throw secretly to prevent a
player from knowing whether or not his character has
become possessed. Once a creature makes a successful
save against possession, that fiend can not attempt to
possess that creature again for 24 hours. On a failed save,
the victim is possessed.
A fiend in possession of a body becomes part of the
victim. It is aware of what is going on around the creature
whose body it possesses and can see and hear as well as its
victim can. A possessing fiend can, at any time, speak
mentally to the creature it possesses in a language that
creature can understand, although if the victim isn’t very
intelligent, its comprehension might be limited.
A creature possessed by a fiend doesn’t always know
that it is possessed. Furthermore, a fiend can attempt to
hide its presence within a possessed creature, so that it
can pass through a magic circle against evil, enter a
forbiddance-warded church, or escape detection by a detect
spell or effect. To hide its presence, the fiend must
succeed on a special “mental” Hide check using its
Intelligence modifier rather than Dexterity modifier. The
DC for this check is 10 + level of the spell from which it
wishes to hide + spellcaster’s relevant ability modifier
(just like the saving throw DC of a spell). The fiend gains
a +4 circumstance bonus on its Hide check if it is not
currently controlling the victim.
A possessing fiend has immediate access to all its
victim’s current thoughts, as though using the detect
thoughts spell, except that it automatically reads surface
thoughts. If desired, a possessing fiend can probe the
possessed creature’s memories as well, but the victim is
allowed a Will save (DC 10 + ½ fiend’s HD + fiend’s Cha
modifier) against this effect. If the save is successful, the
victim keeps the fiend out of his thoughts for 24 hours.
Whether the save succeeds or fails, probing memories
automatically reveals the fiend’s presence to the victim.
Physical harm to the possessed creature does not
harm the fiend. Killing the possessed victim forces the
fiend’s incorporeal form back onto the Ethereal Plane,
but it is unharmed and can attempt a new possession
whenever it desires. Not even other incorporeal creatures
can harm a possessing fiend.
A fiend possessing a creature can take any one of six
roles with respect to its victim: ally, controller, enemy,
mutter, rider, or transformer. The fiend can switch from
one role to another as a free action. This adventure only
deals with two of the six possible roles.
Ally: If the victim is aware of the possessing fiend
and willing to serve as its host, the fiend can grant a +4
profane bonus to any one of the possessed creature’s
ability scores. This bonus is granted at the conclusion of a
bargaining period between the fiend and the possessed
creature (they can communicate telepathically with each
other). The fiend is in control of this bonus and can take
it away as a free action if the possessed creature fails to act
in a desired manner. If the possessed creature continues
to disobey the fiend’s instructions, the fiend can go from
ally to controller or from ally to enemy as a free action.
Rider: Much of the time, a possessing fiend simply
rides along with its victim, giving no clue as to its
presence. The fiend might combine riding with hiding to
get into an area protected by forbiddance or slip past a
magic circle against evil near a target it could not otherwise
approach. A fiend in the role of rider might eventually
decide to take on the role of ally or controller instead.
Doing so makes its presence known to the victim,
although a victim with a low Intelligence score might not
understand what is happening to it.
FEATS
Elusive Target
Trying to land a blow against you can be a maddening
experience.
Prerequisites: Dodge, Mobility, base attack bonus
+6.
Benefit: The Elusive Target feat enables the use of
three tactical maneuvers.
Negate Power Attack: To use this maneuver, you must
designate a specific foe to be affected by your Dodge feat.
If that foe uses the Power Attack feat against you, the foe
gains no bonus on the damage roll but still takes the
corresponding penalty on the attack roll.
Diverting Defence: To use this maneuver, you must be
flanked and you must designate one of the flanking
attackers to be affected by your Dodge feat. The first
attack of the round from the designated attacker
automatically misses you and may strike the other
flanking foe instead; the attacking creature makes an
arrack roll normally, and its ally is considered flat-footed.
If the designated attacker is making a full attack against
you, its second and subsequent attacks function as
normally.
Cause Overreach: To use this maneuver, you must
provoke an attack of opportunity from a foe by moving
out of a threatened square. If the foe misses you, you can
make a free trip attempt against this foe, and the foe does
not get a chance to trip you if your attack fails.
Source: Complete Warrior 110.
MAGIC ITEMS
Dislocator, weapon enhancement
Price: +1 bonus
Property: Weapon
COR7-14 The Densac Queen
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Caster Level: 12th
Aura: Strong; (DC 21) conjuration
Activation: Swift (mental)
Benefit: When you activate a dislocator weapon, the
next successful attack you make before the end of your
turn causes your target to be teleported up to 10 feet in
any direction you choose (Will DC 17 negates). You can’t
teleport a target into an occupied space (such an attempt
automatically fails and wastes the effect).
Projectile weapons bestow this property on their
ammunition.
A dislocator weapon functions three times per day.
Prerequisites: Craft Magic Arms and Armor,
teleport.
Source: Magic Item Compendium 32.
COR7-14 The Densac Queen
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APPENDIX 3: DM TRAVEL HELPER CHARTS
Use these charts to keep track of distances and times between points along the PCs’ chosen route. The first three hours
of day one are at 2 mi/hr. The rest of the week, due to rain, is at 1.5 mi/hr. If the PCs devise a different way and rate to
travel, adjust accordingly. For convenience, all important distances are divisible by 1.5 (normal travel rate per hour
during the storm). To determine # of hours for a given distance, consult Day 1 and Day 2-N charts.
DISTANCES BETWEEN LOCATIONS BY PC ROUTE CHOSEN
The Densac Queen Route
The Bay Road Route (via waystations)
Start
End
Distance
Zulern
Rain starts
6 miles
Rain starts
Crossroad
(find patrol)
3 miles
Crossroad
Densac Queen
10 miles
(19 miles from
Zulern)
Densac Queen
SouthBridge
9 miles
SouthBridge
Safeton via more
windy roads
53 miles
Total Distance
81 miles
Start
End
Distance
Zulern
Rain starts
6 miles
Rain starts
Crossroad
(find patrol)
3 miles
Crossroad
Bridge
1.5 miles
Patrol at
Bridge
1: Borka’s
Roadhouse
4.5 miles
(15 miles
from Zulern)
1: Borka’s
Roadhouse
2: Krandel’s
Retreat
16.5 miles
2: Krandel’s
Retreat
Pelgaryn
15 miles
Pelgaryn
3: Borka’s
Bayside Inn
1.5 miles
3: Borka’s
Bayside Inn
4: The
Woolly Rose
16.5 miles
4: The
Woolly Rose
Safeton
15 miles
Total Distance
79.5 miles
TRAVEL DISTANCE POSSIBILITIES PER DAY
Day 1
Assumes 2 mi/hr for 3 hours then 1.5 mi/hr
Day 2 – N
Assumes 1.5 mi/hr
Travel Hours at
wagon speed
Distance
(miles)
Forced March
checks
1
2
2
4
3
6
4
7.5
5
9
6
10.5
7
12
8
13.5
9
15
1
10
16.5
2
11
18
3
12
19.5
4
13
21
5
14
22.5
6
15
24
7
16
26.5
8
Travel Hours at
wagon speed
Distance
(miles)
Forced March
checks
1
1.5
2
3
3
4.5
4
6
5
7.5
6
9
7
10.5
8
12
9
13.5
1
10
15
2
11
16.5
3
12
18
4
13
19.5
5
14
21
6
15
22.5
7
16
24
8
COR7-14 The Densac Queen
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APPENDIX 3: DM TRAVEL HELPER CHARTS
Use this chart to keep track of which hours the PCs travel. Forced March hours (those beyond the 8th in a day), should
follow the rules on page 164 of the Player’s Handbook. It starts to rain at 3 p.m. on the first day and continues throughout
the week (hence the slower speeds of the wagons shown starting at that time). The first 5 hours have been filled in to
prevent confusion over the transition of movement rates due to rain. If the party leaves Zulern later than noon, adjust
the “Sum” column appropriately. It also happens to represent when the PCs find the Domain Patrol at the crossroad for
The Densac Queen route.
Day 1
Day 2
Day 3
Day 4
Day 5
Day 6
Day 7
Miles
Sum
Miles
Sum
Miles
Sum
Miles
Sum
Miles
Sum
Miles
Sum
Miles
Sum
1
2
3
4
5
6
7
8
9
10
11
NOON
2
2
1
2
4
2
2
6
3
1.5
7.5
4
1.5
9
5
6
Too Late
7
8
9
10
11
12
# Hours
Used
COR7-14 The Densac Queen
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DM MAP 1
This is a map of the bar and basement built around the Densac Queen. The Densac Queen rises at a 45 degree angle out
of the ground. The solid curved portion shown in the top half of the map represents the front of the ship as it rises out
of the building above the front entry doors and supported by four beams. The dashed lines in the bar section represent
where they hull was opened to make room for the bar itself. The upper deck of the Densac Queen is reached via stairs
going up within the bar section. The back doors leading to the wagon roundabout are not shown here.
The only portion of this ship in the basement level is the cargo hold.
COR7-14 The Densac Queen
Page 39
DM MAP 2
COR7-14 The Densac Queen
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PLAYER HANDOUT 1
COR7-14 The Densac Queen
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PLAYER HANDOUT 2
The follow is a letter scribed in practiced penmanship. It is obvious that the paragraph breaks are where the letter was
started up again after some period between.
Dear Father:
I am writing to inform you that all is well here in the city. While at first I missed life in the manor, I have been quickly
won over by the wonders that each district, each street, each back ally, has to offer. I am sorry I resisted your intentions
at first, and fear not, your money is being well spent. My apprenticeship is coming along splendidly, though I think
some of my fellow first-years are somewhat jealous of implied connections.
I had chance to deliver your letter of introduction on my behalf, but the master says he remembers me from his stay at
the manor when I was much younger. I must admit he looks just as I remember him. As you said, he has taken me on as
his special apprentice, thus forgoing many of the more basic classes at the college. There is some trepidation as now I’m
his servant, but this is better than serving the senior students at the college.
I have learned so much, more than any other first year I know of. I have taken several trips with the master, both
around the city and to a few places beyond. For the most part, I handle his horse and gear, take care of the menial
chores, and other tasks he cannot be bothered with, but still, when it is just us, he teaches me so much. Just being
around him as he solves problems is so grand, if only there was magic to measure the experiences I have gained just by
being in his presence. My one gripe is when he brings me along on his ‘secret works’, I always have to wait outside or in
the stables. I want to be by his side as he conducts mysteries for the guild.
I will send this letter to you soon Father. We are in One Ford heading south on the North Road, if I can find a courier
along the way, and if master lets me, I will send this letter off to you. It should reach you shortly this far south. I am
giddy with excitement, as I have had to wait in the stables in every town now, always prepared to flee without gear at a
moments notice. When the master gets like this, I know we are doing something extra secret and one day, he will let
me in on it.
<the letter is unsigned, and quite possibly had room for more entries>
COR7-14 The Densac Queen
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PLAYER HANDOUT 3
A scrap of parchment from a ledger was used to jot down notes.
-
Confirm size and weight of object. Will need to confirm what kind of stone it is made out of and what
kind of protrusions/carvings or what have you are made of. Cross check those with someone is the
stonecutters section on best method for removal and transport back to the city.
-
Look into transport costs and availability. Use our own pool, or hire out to one of these locals? Will
need to supply own labor because it would not do to have their kind as labor. That just would not be
cost effective—grayskins would take too bribes to explain to locals.
-
Remember to ask them about southern trade goods. If this goes through, would make a fortune if can
beat the others to that route. Maybe one of the local chiefs can be agreeable to let my wagons
through, but toll the others.
-
Need a private meeting with the Wizardry representative. Hope this is not all too good to be true; will
need to read his report on the item in question before anyone else. If this truly can lead to the
treasure haul our want-to-be friends promise, then need to get a good line on some ships. If it is even
half as valuable as they say, I am sure our leaders will know which way the wind is blowing. It is just
so much more cost effective when everyone agrees. Its time to put bad blood aside.
-
Note: Ask them about the profitability margins of acquisition and transport of sentient labor units. If
the laws change to accommodate an open trade, even on the slide, I think I could wet my beak in that
market. Tons of gutter snipes in the city who would never be missed. Would have to make
arrangements and get guarantees from their leaders that my own workers would not ‘go missing’ on
trade routes.
-
Personal: Suggest to them that even more bribes are needed to swing the vote, and that I can provide
information of what people truly want, for a price.
Cut here
PLAYER HANDOUT 4
The following is barely legible chalk scrawl on an outhouse wall.
Last Will And Testimony
I Wilfon of Dreeder Street, dues paid in full member of the MercenaryGguild of Greyhawk, make this out to be my final
wishes.
I want all my possession sold to raise a bounty to have that traitor and murderer Solious Kneecapper hunted down and
killed. I may be new to the guild, but to lure me down here under the pretense of being his back up for a big political
deal, then tell me nothing of what’s it is really about, only to run me through with his sword, not even give a dying man
a reason, not even a gloat!
When I meet Kneecapper again, in Baator, I’ll stare right back at that crazy look in his eyes and show him what a guy
from Dreeder Street can do! On Dreeder Street, we do not turn on a friend for no reason.
-Wilfon of Dreerder Street, City of Greyhawk.
COR7-14 The Densac Queen
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PLAYER HANDOUT 5
The following is engraved on a silver plaque affixed to the mast of the Densac Queen.
“Life came from the sea and to the sea all life will return. We beseech you Procan, Sailor of the Sea and Sky, give rest to
the souls whom sailed over your protective waves. Let them sleep with the fishes and not with the worms. Let their ship
bring them passage to you and your watery grave.”
- “Prayer for lost ships and crews” scriptures of Sailor of the Sea and Sky.
This is the Merchant vessel The Densac Queen, constructed to sail the warm southern waters to explore the riches
hoarded by the island heathens. It was on a return trip from the gulf of her namesake that she disappeared. The nearest
ship reported a great storm of energy engulf The Densac Queen. Less than ten minutes later, the energy storm had
dissipated, and the Densac Queen has disappeared.
The Densac Queen was found the next day by a passing farmer as you see it now. It’s bow proud in the air and two
thirds of the ship melded with the bedrock below it. Who knows just how much treasure was stolen from it’s hold
before authorities arrived, but if the log books made it through this nightmare journey, they’ve yet to surface.
Above all else, the real tragedy is the loss of all hands. They braved the gales of Ready’reat and hoards of primitives,
only to be taken by a demon of the seas. Thirty-two men down on the Densac Queen. This leaves only their wives, sons,
and daughters to remember. Captain Barrett shall be missed.
- City of Greyhawk’s Maritime Temple of Procan.
Cut here
PLAYER HANDOUT 6
A dream amid the summer night.
In your dream you’re on the bow of a ship, a warm pleasant wind blows out of the south. All around you is ocean.
Looking down, you see the carving of a beautiful woman with orange wings folding out from behind her, wrapping
around the sides of the bow.
You sense a commotion and feel compelled to watch the stern of the ship and the entrance to its secondary hold.
Captain Barrett is mustering some of his larger men to arms. “Get down there and stop that fool! Don’t let him mess
with the stones on that thing. I’ll toss him and his ill-begotten savage altar overboard. Break the door down!” The
Captain’s voice betrays his fear.
A sailor on watch starts to point directly up and yells, “Storm! Vortex! Demons! “, and looking up it is indeed all
three. The mass of crackling energy drops toward the ship like a teacup over a spider.
Looking down again, the carved lady on the bow looks up at you and says, “Summer is not time for nightmares.
Banish back the three before their power grows. Trap them within the stones. They can not bear the sleeper’s gaze, but
sending the sleeper into winter’s slumber allows the nightmares to be banished”.
With that, you feel weightless and a large clawed hand comes to rest on your back and shoulder.
You wake with a start.
COR7-14 The Densac Queen
Page 44
PLAYER HANDOUT 7
This is the remains of several parchments that are badly fire damaged and blown apart. The following are excerpts that
can be made out. They are in no particular order.
“…to be ratified by a full member vote. If the case is to be kept private, then accounts shall be kept off book via the
appointed rep of the Merchants Guild. If public, tariffs and property repayments shall go directly to city coffers and
redistributed to members who have signed agreement (see list and signing agreement in appendix four). All parties
involved shall abide by final decision concerning private or public.”
“…military shall be rotated off border at a rate of 10% per month….follow-up of repatriation of Wild Coast.
Reimbursement costs shall be made full in a timely manner for any additional harassment by rogue elements. A claims
court shall be set in full at South Watch and Safeton, with courier service to Pomarj ambassador in Greyhawk City. “
“[note in a margin] >This won’t fly. They’ll get the Merchant guild vote with these bribes, but with the current mandate
and distribution of power, this won’t gain our support. Tell his Lordship to baator with the treasures, we need
assurances of border safety! You can’t make it work without us, so this whole clause must be rewritten.”
“Wagon Routes: (1A) Bay Road (south); Jurisdiction shall be divided between appointed Merchant guild Rep and local
authorities. Security fees of local authorities to be paid to Mercenary guild for all caravan duties. (1B) Wolly Bay; All
ships shall require Cartographer Guild members on board and….”
“…neutrality in all other matters not relating to trade. The City of Greyhawk is and shall always be, open to whom ever
wishes to sell their goods. Peace shall…”
“<in-formal handwriting > …but if that is still the case, we are going to need some serious concessions here. The
ramifications are huge! With all the finger pointing, not to mention these new allegations that only those against the
treaty are having their assets harassed by these new bandit threats, we need to be on the same page. We all have a lot to
lose if this goes bust. Now that we’ve started, if this fails, the power vacuum shall cripple our city, not to mention bring
renewed hatred on the Pomarj. Our people need to think they can trust those who represent them, be it guild master,
judge or council member. With all these refuges, mob action is a real threat. “
COR7-14 The Densac Queen
Page 45
PLAYER HANDOUT 8
A vision forces its way into your mind like a bolt of energy.
You are atop a stepped pyramid high above the jungle treetops. The air is heavy with the coppery scent of fresh blood.
Around you are Olman people, dressed as priests and warriors, blood and feathers. Chanting in their strange tongue fills
the air, but you can just make it out in the back of your mind. They’re calling for an old forgotten being to enter an even
deeper sleep, to take back his dreams of them.
Your hand is resting on a black altar with a platinum skull and ruby eyes. A high priest is setting three jade stones
into sockets in front of the skull. As he does this, a silver smith pours his liquid craft into the inlays as the altar
combines the pour with its magic.
“…to your stones, I call you! To each drifting dream, return to your dreamer, plague us no more. It is your winter
and our spring. We shall face the trials of the seasons with eyes open, until it is our winter and we shall sleep and our
dreams shall come to us and be banished along with yours. The murderous dreams that fear your gaze shall flock to your
dreaming eyes.”
The priests have finished the preparations and start to manipulate a stone disk on the front of the altar.
“In each season we battle, each season we prepare to face our dreams.”
As the priest stops turning the disk, metal eyelids form on the skull, covering the ruby eyes. An even greater unsettling
feeling washes over you as three clouds of whirling energy appear like vortexes linked to each of the jade stones.
“From great distance, you have been returned. Nightmares three, be replaced with our summer dreams. Be replaced
with our own unsettling dreams, we shall dine on dry meat and spice, manifesting the unsettling slumber”
With that, the priests start to ravenously feed on a carcass of a wild boar. All the while the energy vortexes whirl,
trying to break the invisible bonds that hold them. Then priests then ingest a strange potion and slump over, fast asleep.
They kick and sweat in their slumber as the warriors watch the altar carefully.
After some time, the sleeping priests calm down, and the disk on the front of the altar moves on its own and the
ruby eyes open once more, but as they do, the vortexes are sucked into the altar.
Then the warriors pick up the sleeping priests, thrown them on over their shoulders and start to run down the
steps of the pyramid. One warrior looks back to you and yells, “Run you fool, chaos as awakened, let it take its course!” .
Looking up, a giant vortex of energy is lowering around the entire pyramid. Strange beings ride the swirling winds.
The warriors have escaped the pyramid with their sleeping comrades, but it’s too late for you.
You awake back to reality with a jolt.
COR7-14 The Densac Queen
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PLAYER HANDOUT 9
THE GUILD OF WIZARDRY
Mission: We have picked you to represent our guild along with our brother guilds of the City of Greyhawk in being an
honor guard in the craft village of Zulern. To further show the importance of guild unity and organized labor, Zulern
will once again delivery examples of its goods to the town elders of Safeton. You shall be on hand to both protect these
goods and to put on a show of strength and solidarity.
Report to Lieutenant Sceeveit in Zulern. He has been informed you will check into a room at the Stone Cutter Inn.
Your stipend shall be covered by us and expect to be looked upon favorably when you complete this task.
Rumors: The area around Zulern has many places of (minor) wonder. Currently, new research is being done in
teleportation by the guild and samples from the mast, ribs, and bow plate of the Densac Queen would come in handy. If
you are able, take these sample and bring them back with you.
Happenstance: While on your journey south to Zulern, you came across a fellow apprentice of the guild tending
his master’s horse. He seemed excited and let on that he was on special assignment as his master was doing a great task
for the guild. The apprentice quickly caught a hold of his loose tongue and excused him from your company. The
apprentice was with two boys of the same age, but seemed to belong to different guilds.
MERCHANTS' AND TRADERS' UNION
Mission: The guild has picked you to represent it along with our brother guilds of the city of Greyhawk. The craft
village of Zulern is an extension of various guilds here in the city and we exercise a certain amount of control in the area
via this base of operations.
Every year during the Richfest week, Zulern offers samples of its craft to the towns around it. This year, you shall
be part of an honor guard, representing the honor and solidarity of our guild to the people of Safeton. The cargo has
been promised for Godsday, so you will need to hurry. Any loss of face in Safeton will affect our market share in that
city. They will move in and take our stalls, thus not sharing the space. Report to lieutenant Sceeveit once you have
checked into the Stone Cutters Inn and had a good rest.
Rumors: The countryside around Zulern is under-populated due to migration of refuges to the cities in reaction to
orc raids over the years. We have it on good authority that the orcs raids are settling down and peace could be in our
grasp. Be on the lookout for any information leading to the renewing of trade routes and commerce to the abandoned
rural areas. There is big coin in shipping back and re-supplying refugees. As well, if possible, pay your respects on behalf
of the guild for the lost souls aboard the Densac Queen. They were our brothers.
Happenstance: On the trip south to Zulern, you caught site of a senior member of the guild you had seen only
once before at the guild house. He was dressed down as is standard on business trips to keep a low profile. He was
telling the innkeeper he and his entourage would be leaving extra early in the morning to try and beat the weather
south.
MERCENARIES' GUILD
Mission: We mercenaries provide muscle for those who can pay for it, few questions asked. Now we are paying you to
go to the village of Zulern and flex some muscle for the locals. Report to Lieutenant Sceeviet of the local garrison on the
first day of Richfest. He has your marching orders.
You are doing this for the ‘honor’ of the guild, so do not disgrace us, or we will disgrace you, with extreme
prejudice. Honor is opportunity, so do not fail.
Rumors: The countryside is mostly abandoned due to migrations to the cities due to the constant threat of orcs.
Killing orcs is part of our business and business has been a little slow of late, so anything you can do to give the
economy a kick start would look good on you because it would look good on us.
Happenstance: On the trip down south to Zulern, you saw one of them Dreeder Street kids ( a street in the slums,
known for toughs). A mass of them joined the guild just before you did. They are all city folk to the core, so it is a bit odd
one of them would be this far south on a guild job.
COR7-14 The Densac Queen
Page 47
CARTOGRAPHERS' GUILD
Mission: You have been selected above all others to represent our guild to the craft village of Zulern in the
southeastern portion of the Domain of Greyhawk, some 90 miles north of the Pomarj buffer zone. Meet at the Stone
Cutter Inn and report to Lieutenant Sceeveit on the first day of Richfest. We understand you will be traveling to
Safeton from there. Do well on our behalf and we shall do well upon your behalf.
Rumors: There are many wondrous sites, though many of them have been mapped, it never hurts to recheck. The
population in the countryside is mostly gone, but one day when peace arrives, they shall resettle. And with resettlement
comes land disputes and surveying, all of which could line our pockets well to fund great expeditions. Keep your ears
open for contacts on this.
If you can make it there, please pay your respects to the memorial at the Densac Queen. Many of those sailors had
close ties with our guild and our services.
Happenstance: Nothing unusual has happened
THIEVES’ GUILD
Mission: For reason you do not need to know, you are going to be ‘representing’ us in the village of Zulern during the
week of Richfest. Don’t mess this one up! When you get in town, you are to stay at the Stone Cutter Inn. Then on the
first day of Richfest, you report to the local twerp named Lieutenant Sceeviet. He is expecting people from all the guilds
of the City, so you are going to be reporting in for the Baker’s and Cook’s Guild. Do what they ask and keep any eye out
on everything. We stand to profit from them being successful.
Rumors: You are going to be close to the Pomarj buffer zone, so expect Pomarj and slaver agents everywhere. They
cut into our own rackets too deeply. Anything that makes them suffer makes us happy.
Happenstance: While you were being sent out of the city for this job, several of the more promising young
recruits were being rounded up for a ‘special duty’ which rumor has it, is to be very lucrative, but not all the masters of
the guild seem to agree.
GUILD OF NIGHTWATCHMEN
Mission: Greetings soldier in the fight against the tides of unlawfulness! In a bid to expand our influence against the
chaotic hordes to the south, we have selected you to represent our commonsense revolution among in village of Zulern
and town of Safeton. This special duty takes place during the festival week of Richfest. Please report to Lieutenant
Sceeviet of the local military garrison on the first day of Richfest where he will give you more instructions. We believe
you will be handling the duties of an Honor Guard. Make us proud, make us sturdy, make us wise.
Rumors: Don’t be fooled by the reports that orc tribes in the Pomarj buffer zone have settled down. It’s only a
matter of time before they rise up again in greed and rebellion. It’s their nature. Punish them for this if possible, thus
allowing all those who have fled to the cities to return safely to their country homes. Be on the lookout for the criminal
element that tries to prosper in these lawless lands between centers of justice, and stay clear Pelgaryn. It’s a bandit town
with not a lick of goodness to it. One day, this town shall be struck by The Cudgel.
Happenstance: Before leaving the city, more senior members have been pulled from their usual tasks and being
put on highly secretive missions, both in the city and without. The new recruits are also being screened heavier, but you
seemed to have passed with flying colors.
GENERIC CHURCH
Mission: The craft village of Zulern, like most communities in the Domain of Greyhawk, is holding its Richfest
celebrations. Much of our new congregation is made up of refuges that fled that area near the Wild Coast buffer zone.
Farms, estates, and whole hamlets abandoned and moved to larger population centers, such as our city. But some of
those people moved to smaller locations such as Zulern seeking trade jobs. We have learned that several of the various
guilds from the city are sending representatives to Zulern to perform an honorary task. While the guilds attend to
wining over the people’s minds and coin, you shall win over their hearts and soul. Report to the garrison commander of
Zulern as our representative.
Rumors: Refugees from the south of the Domain of Greyhawk tell many stories of orc raids and inhuman cruelties
caused by orcs of the Pomarj. There is an ocean’s worth of bad blood boiling over against those gray-skinned humanoids
amongst the city’s population. Some want to garrison the buffer zone in force, others want to purge the orcs out of the
Wild Coast and not stop till the Pomarj is humanoid free.
Not far from Zulern is the maritime memorial of the Densac Queen, a ship dedicated to the southern wind
goddess. The ship lays inland and a testimony to the many lives lost at sea on fruitless treasure hunts. Some say its
haunted by the spirits of the missing crew, but no church has ever sponsored a spiritual purge of the wreck, nor has one
ever been requested.
Happenstance: Nothing note worthy.
COR7-14 The Densac Queen
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PLAYER HANDOUT 10
| textdata/thevault/Living Greyhawk/Modules/Core/597/COR7-14 The Densac Queen (2-12)/COR7-14 The Densac Queen.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 2 -4:
� ‡Blessed Bandage (Freq: Adv, HB, 10 gp)
� *•Boots of Striding and Springing (Freq: Adv, DMG, 5,500
gp)
� Bullet of Sound (Freq: Adv, MH, 196 gp)
� †‡+1 Cloak of comfort (Freq: Regional, CM, 3,000 gp)
� †Elixir of Blindsight (Freq: Adv (limit 1), DrM, 1,000 gp)
� †‡Everlasting Rations (Freq: Adv, HB, 350 gp)
� Rod of sure striking (Freq: Adv, DMG2, 4,000 gp)
� Spellguard rings (Freq: Regional, CM, 4,000 gp)
� Vest of resistance +1 (Freq: Adv, CArc, 1,000 gp)
� Wand of cure light wounds (Freq: Adventure, DMG, 750 gp,
limit 3)
APL 6 (all of APL 2-4 plus the following):
� +2 Ring of protection (Freq: Adv, DMG, 8,000 gp)
� ‡Daern’s Instant Tent (Freq: Adv, HB, 9,000 gp)
� †Horizon goggles (Freq: Regional, CM, 8,000 gp)
� Masterwork Elven Courtblade (Freq: Adv, RW, 450 gp)
� Shield of the Winged Crusade (Freq: Adv, DrM, 3,170 gp)
� *•†Survival Pouch (Freq: Adventure, RW, 5,000 gp)
CArc – Complete Arcane
CM – Complete Mage
DMG2 – Dungeon Master’s Guide II
Dr – Draconomicon
DrM – Dragon Magic
HB – Heroes of Battle
PH2 – Player’s Handbook 2
RW – Races of the Wild
Adventure Record#
597 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 450xp; 450gp
APL 4
max 675xp; 650gp
APL 6
max 900xp; 900gp
� Gnomish Spectacles Upgrade: Based on experiences in this
adventure, this character may upgrade the Gnomish Spectacles
from VER6-02: Delve the Wizard’s Dungeon with the following
powers at the following cost after any Verbobonc regional
adventure:
� +2 Charisma for the spectacles. Cost: 1,500 gp; +1 to Ego
score. If this raises two attributes to 14 or more, the
spectacles gain the power of speech (Common, Gnome and
Dwarf) and 120 ft. low-light vision and hearing.
� 10 ranks in Diplomacy for the spectacles. Cost: 5,000 gp; +1
to Ego score. If the Gnomish Spectacles cannot speak, it can
only aid the wearer with the wearer’s Diplomacy checks via
empathy.
� Resurgence on the wearer 1/day. 1,000 gp; +1 to Ego score.
� Metaorganizational Access: Members of the following
metaorganizations at the time of this adventure receive Frequency:
Regional access to items marked with their organization’s symbol:
† - Protectors of the Iron Wood
‡ - House Galens, House Haxx
• - Church of Trithereon
* - The Battirovka Family
� Attacked the Mist Children Elves: All Trusts of Lord Shannus
this character has are deleted. The character gains a Galans Token.
This token may be traded in at any time for any of the following:
� Three (3) influence Points with Lord Galans. � � �
� One-time access to any wondrous item from the DMG
valued at 3,000 gp or less. Galans Tokens used for this
purpose stack; for example, spending three Galans Tokens
allows one-time access to any wondrous item from the DMG
valued at 9,000 gp or less (this excludes the bag of tricks tan
but voids all three Galans Tokens).
� Defended the Mist Children Elves: All Galans Tokens this
character has are deleted. The character gains a Trust of Lord
Shannus. This trust may be expended at any time for any of the
following:
� Three (3) influence Points with Lord Shannus. � � �
� Access to the one of the following: � dragon disciple (brass
only), � dragon samurai
MH(brass only, first three levels), or
� dragon shaman
PH2 (brass only, first three levels) classes.
The character must meet all alignment requirements for
these classes.
� Access to the Sense Weakness
DR feat and the Initiate of the
Draconic Mysteries prestige class
DR.
This Record Certifies that
_______________________________________________
Played
by____________________________________________
Player
RPGA #
Has Completed
VER7-02: Storm the Dragon’s Bastion
A Regional Adventure
Set in the Verbobonc Region
Event: _________________________________ Date: ________
DM:___________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained
______________
�
Died
�
Was raised/res’d
�
Was reincarnated
_________________________________________
_________________________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Verbobonc/597/Normal Scenarios/VER7-02 - Storm the Dragon's Bastion (APL 2-6)/VER7-02 - Storm the Dragon's Bastion UPDATED AR.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
- XP
XP lost or spent
XP
Subtotal
+ XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
- TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE (Cross off all items NOT found)
APL 6:
� Arcane Scroll of Alter Self (Adventure, 3rd level caster, DMG)
� Bag of Holding – Type II (Adventure, DMG)
� Dust of Tracelessness (Adventure, DMG), Necklace of Adaptation (Adventure, DMG)
� Ranzak’s Spellbook I (Adventure, see spellbook attachment)
APL 8 (APL 6 Items plus):
� Dahkto’s Spellbook I (Adventure, see spellbook attachment)
� Eyes of the Eagle (Adventure, DMG)
� Oil of Align Weapon (Evil) (Adventure, 3rd level caster, as per DMG, Price: 300 gp)
� Ranzak’s Spellbook II (Adventure, see spellbook attachment)
� Wand of Cure Light Wounds (Adventure, 1st level caster, DMG)
APL 10 (APL 6, 8 Items plus):
� +1 Bane (Human) Heavy Flail (Adventure, DMG)
� +1 Large Greatsword (Adventure, DMG), +1 Large Mithral Breastplate (Adventure, DMG)
� Cloak of Charisma +4 (Adventure, DMG), Cloak of Displacement, Minor (Adventure, DMG)
� Cloak of Resistance +2 (Adventure, DMG), Dusty Rose Ioun Stone (Adventure, DMG)
� Hat of Disguise (Adventure, DMG), Pink Ioun Stone (Adventure, DMG)
� Ranzak’s Spellbook III (Adventure, see spellbook attachment)
� Ring of Protection +2 (Adventure, DMG)
� Utheniak’s Spellbook I (Adventure, see spellbook attachment)
� Wand of Invisibility (Adventure, 3rd level caster, DMG)
� Wand of Magic Missile (Adventure, 5th level caster, DMG)
APL 12 (APL 6, 8, 10 Items plus):
� Dahkto’s Spellbook II (Adventure, see spellbook attachment)
� Headband of Intellect +4 (Adventure, DMG)
� Ranzak’s Spellbook IV (Adventure, see spellbook attachment)
� Ring of Resilience (Adventure, see above)
� Winged Boots (Adventure, DMG)
APL 14 (APL 6, 8, 10, 12 Items plus):
� +2 Mithral Full Plate (Adventure, DMG), +3 Adamantine Greatsword (Adventure, DMG)
� Cloak of Resistance +3 (Adventure, DMG)
� Dahkto’s Spellbook III (Adventure, see spellbook attachment)
� Ranzak’s Spellbook V (Adventure, see spellbook attachment)
APL 16 (APL 6, 8, 10, 12, 14 Items plus):
� +1 Keen Battleaxe (Adventure, DMG), +2 Breastplate (Adventure, DMG)
� Arcane Scroll of Cloudkill (Adventure, 9th level caster, DMG)
� Belt of Giant Strength +4 (Adventure, DMG)
� Collar of Resistance +2 (Adventure, MotW)
� Dahkto’s Spellbook IV (Adventure, see spellbook attachment)
� Metamagic Rod, Maximize, Lesser (Adventure, DMG)
� Metamagic Rod, Quicken, Lesser (Adventure, DMG)
� Ranzak’s Spellbook VI (Adventure, see spellbook attachment)
� Ring of Protection +3 (Adventure, DMG)
� Utheniak’s Spellbook II (Adventure, see spellbook attachment)
APL 18 (APL 6, 8, 10, 12, 14, 16 Items plus):
� +2 Hide Armor (Adventure, DMG), Boots of Elvenkind (Adventure, DMG)
� Brooch of Shielding (Adventure, DMG), Cloak of Elvenkind (Adventure, DMG)
� Cloak of Resistance +4 (Adventure, DMG)
� Collar of Resistance +3 (Adventure, MotW)
� Druid’s Vestment (Adventure, DMG), Gloves of Arrow Snaring (Adventure, DMG)
� Headband of Intellect +6 (Adventure, DMG), Lantern of Revealing (Adventure, DMG)
� Metamagic Rod, Quicken (Adventure, DMG), Periapt of Wisdom +4 (Adventure, DMG)
� Ranzak’s Spellbook VII (Adventure, see spellbook attachment)
� Wand of Cure Moderate Wounds (Adventure, 3rd level caster, DMG)
Adventure Record#
594 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 6
max 900 xp; 900 gp
APL 8
max 1,125 xp; 1,300 gp
APL 10
max 1,350 xp; 2,300 gp
APL 12
max 1,575 xp; 3,300 gp
APL 14
max 1,800 xp; 6,600 gp
APL 16
max 2,025 xp; 9,900 gp
APL 18
max 2,250 xp; 17,000 gp
Cross out any game effects this character does not gain.
� Renown of the Sheldomar Valley: For demonstrating bravery and fortitude in rescuing representatives
from several nations from a fate worse than death, this PC has been widely recognized by those saved. The
PC receives a +2 circumstance bonus to skill checks relating to interpersonal contact (Diplomacy, Sense
Motive, Bluff, and Intimidate) with authorities of all the Sheldomar Valley nations, the Knights of the
Watch/Dispatch, and the Knights of Luna. Fame is fleeting, so this benefit expires one calendar year from
the date on this AR. If the PC participated in the companion Interactive, Cry of Despair, then their
reputation is improved further, increasing the circumstance bonus to +3 and its lifespan to two calendar
years from the date on this AR.
� Favor of the Knights of Luna: The Knights wish to reward the daring and selflessness of this PC and
inspire others to like deeds. They call on the craftsmen and artisans of the ancient realm of Celene to make
suitable rewards. This favor may be exchanged for access (Frequency: Adventure) to purchase any four
items listed below (circle them). PCs who participated in the companion Interactive, Cry of Despair,
gain more complete access from this favor, they may gain access (Frequency: Adventure) to purchase all
items listed below instead of just four. All items purchased will be engraved with prominent sigils of the
Knights of Luna. Mark this favor as USED after it is used. The items available are: elven chain, boot of
elvenkind, cloak of elvenkind, armor of the unending hunt (CW), elven lightblade (CW), elven thinblade (CW), elven
double bow (A&EG), elven rope (A&EG), elven tree tent (A&EG), elven mead (A&EG), elven aleeian wine
(A&EG), elven moondrop (A&EG), forester’s cloak (A&EG), bow of songs (A&EG), elven leaf arrow (A&EG) –
limit 5 arrows, Larethian protector (A&EG).
� Favor of Duke Luschan of Gradsul: The Duke is pleased that you have salvaged his assemblage and is keen
to reward you in a public manner. A PC who died in his “extended service” in this scenario will be raised at
the Duke’s expense and lauded for their sacrifice. This consumes this favor. This favor may also be
exchanged for access (Frequency: Adventure) to purchase any one cape, cloak, shirt, or robe listed below at
a 10% discount negotiated by the Duke’s seneschal (circle the one selected). PCs who participated in the
companion Interactive, Cry of Despair, gain more complete access from this favor, they may gain access
(Frequency: Adventure) to purchase any two capes, cloaks, shirts, or robes listed below at a 10% discount
negotiated by the Duke’s seneschal (circle the ones selected). All items purchased will be patterned in the
Duke’s colors with the symbol of his house prominently displayed on the visible side. Mark this favor as
USED after it is used. The items available are: cape of the mountebank, cloak of arachnida, cloak of the bat, cloak
of charisma, cloak of displacement, minor, cloak of elvenkind, cloak of the manta ray, cloak of resistance (+1 to +5), robe
of blending, robe of scintillating colors, robe of useful items, cloak of elemental protection (MH), cloak of thorns (MH),
shirt of resilience (MH), cloak of shelter (A&EG), dragonhide mantle (Draconomicon), mantle of the silver wyrm
(Draconomicon).
� Favor of the Knights of the Watch/Dispatch: The Knighthood was in danger of losing a major engagement
and is eternally grateful for the heroic actions of the PC. As such, Knight Commander Wainwright,
Monster of the Earth, presents the heroes with a chalice (no gp value) commemorating their feats of arms
this day. This chalice may be redeemed at any of the Knighthood’s armories in exchange for access
(Frequency: Adventure) to an upgrade (listed below) to the PC’s arms or armor. PCs who participated in
the companion Interactive, Cry of Despair, are further recognized with a signet ring of platinum (no gp
value). This ring may be redeemed with the chalice to increase the list of upgrades available and to allow a
second pick off the list. Circle the upgrade access gained and mark this favor as USED after it is used. The
upgrades available from the chalice are: +1 enhancement bonus (armor/shield/weapon); +2 enhancement
bonus (armor/shield/weapon); armor special abilities: light fortification, spell resistance (13), glamered, slick,
shadow, silent moves; shield special abilities: arrow catching, bashing, blinding, light fortification, arrow deflection,
animated, spell resistance (13); weapon special abilities: any DMG +1 or +2 bonus equivalent (excluding
vicious, unholy, and wounding). The upgrades available if the signet ring is also redeemed are: +3
enhancement bonus (armor/shield/weapon); armor special abilities: improved slick, improved shadow,
improved silent moves, acid resistance, cold resistance, electricity resistance, fire resistance, sonic resistance, ghost touch,
invulnerability, moderate fortification, spell resistance (15), wild; shield special abilities: acid resistance, cold
resistance, electricity resistance, fire resistance, sonic resistance, ghost touch, moderate fortification, spell resistance (15),
wild; weapon special abilities: speed.
� Favor of Duke Grenowin of the Duchy of Ulek: The relieved host of the assemblage has personally appeared
to express his gratitude to the PCs for their decisiveness and daring-do. He expresses a desire to reward the
valor of the PC through his many benevolent contacts in the area. As such, his Lord of Embassy will be
directed to establish the PC’s desire and then act on it. This favor may be exchanged for access (Frequency:
Adventure) to purchase any one masterwork or +1 PH-standard weapon, shield, or armor composed of one
of the materials listed below at a 10% discount negotiated by the Duke’s seneschal (circle the material
selected). PCs who participated in the companion Interactive, Cry of Despair, are treated even more
regally; the discount increases to 20% and the PC may choose access to two items, each made of the same
or a different material (circle the materials selected). All items purchased will be marked with the symbol
of the Duke’s house prominently displayed. Mark this favor as USED after it is used. The materials
available are: adamantine, dragonhide, mithral, darkwood, solarian truesteel (A&EG), bronzewood
(A&EG), ysgardian heartwire (A&EG).
� Ring of Resilience: This ring is reddish-brown and lumpy, resembling a scab around the wearer’s finger.
The wearer of the ring automatically becomes stable if his hit points drop to between -1 and -9 inclusive.
The ring doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not
do so normally. Hit point damage that involves bleeding (such as damage caused by the horned devil’s
infernal wound ability), is negated for the wearer of the ring, but he is still susceptible to damage from
bleeding that causes Constitution loss, such as that from a wounding weapon. Moderate conjuration; CL
12th; Forge Ring, heal; Price 22,500 gp; Weight 0 lbs.
This Record Certifies that
__________________________________________
Played by______________________________________
Player
RPGA #
Has Completed
SHE4-03 Breaking Point
A Metaregional Adventure
Set in the Sheldomar Valley
Event: _________________________________ Date: ________
DM: __________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ____________
�
Died
�
Was raised/res’d
�
Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region______________________
GP
FINAL GP TOTAL
FINAL XP TOTAL
XP
TU REMAINING
Adventure Record#
594 CY
A D V E N T U R E
Cross out any game effects this character does not
gain.
� Ranzak’s Spellbook I: 1st--grease, mage armor, ray
of enfeeblement, unseen servant; 2nd—glitterdust,
mirror image, see invisible; 3rd—dispel magic, slow.
Market Price: 800 gp; Weight: 3 lbs.
� Ranzak’s Spellbook II: 2nd—flaming sphere;
4th—confusion, greater invisibility. Market Price:
500 gp; Weight: 3 lbs.
� Ranzak’s Spellbook III: 1st-- shield; 3rd—haste;
4th—solid fog; 5th—improved blink (CD), baleful
polymorph. Market Price: 900 gp; Weight: 3 lbs.
� Ranzak’s Spellbook IV: 6th—contingency,
disintegrate, flesh to stone. Market Price: 900 gp;
Weight: 3 lbs.
� Ranzak’s Spellbook V: 3rd—fly; 5th—
Mordenkainen’s private sanctum; 6th—repulsion;
7th—forcecage, prismatic spray. Market Price: 1,400
gp; Weight: 3 lbs.
� Ranzak’s Spellbook VI: 5th—hold monster; 6th—
greater dispel magic; 7th—spell turning; 8th—Bigby’s
clenched fist, Otto’s irresistible dance. Market Price:
1,700 gp; Weight: 3 lbs.
� Ranzak’s Spellbook VII: 4th—dimension door;
8th—horrid wilting; 9th—wail of the banshee.
Market Price: 1,050 gp; Weight: 3 lbs.
� Dahkto’s Spellbook I: 1st--grease, mage armor, ray
of enfeeblement, unseen servant; 2nd—glitterdust,
mirror image, see invisible; 3rd—dispel magic, slow.
Market Price: 800 gp; Weight: 3 lbs.
� Dahkto’s Spellbook II: 1st-- shield; 2nd—flaming
sphere; 3rd—fireball, haste; 4th—confusion, greater
invisibility, solid fog; 5th—improved blink (CD),
baleful polymorph, cone of cold; 6th—contingency,
disintegrate, flesh to stone. Market Price: 2,700 gp;
Weight: 3 lbs.
� Dahkto’s Spellbook III: 3rd—fly; 5th—
Mordenkainen’s private sanctum; 6th—repulsion;
7th—forcecage, prismatic spray. Market Price: 1,400
gp; Weight: 3 lbs.
� Dahkto’s Spellbook IV: 5th—hold monster; 6th—
greater dispel magic; 7th—spell turning; 8th—Bigby’s
clenched fist, Otto’s irresistible dance. Market Price:
1,700 gp; Weight: 3 lbs.
� Utheniak’s Spellbook I: 1st – burning hands,
enlarge person, expeditious retreat, feather fall, mage
armor, magic missile, protection from good, ray of
enfeeblement, shield, shocking grasp; 2nd – bear’s
endurance, glitterdust, Melf’s acid arrow, scorching
ray; 3rd – dispel magic, haste. Market Price: 1,200
gp; Weight: 3 lbs.
� Utheniak’s Spellbook II: 3rd –displacement,
greater magic weapon; 4th- greater invisibility, solid
fog. Market Price: 700 gp; Weight: 3 lbs.
This Record Certifies that
__________________________________________
Played by______________________________________
Player
RPGA #
Has Completed SHE4-03 Breaking Point
A Metaregional Adventure
Set in the Sheldomar Valley
And Gained Access to Spellbooks
Event: _________________________________ Date: ________
DM: __________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ____________
�
Died
�
Was raised/res’d
�
Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Meta-Region Sheldomar Valley/594/Normal Scenarios/SHE4-03 - Breaking Point (APL 6-18)/SHE4-03 - Breaking Point AR.pdf |
RACE CREATION COOKBOOK
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Race Creation Cookbook, Copyright 2009, Louis Porter Jr.
Design, Inc.
Race Creation Cookbook
PAGE 1 OF 31
RACE CREATION COOKBOOK
INTRODUCTION TO RACE BUILDING
Constructing good races is an important part of world
building. The societies of individual races can serve as
excellent starting points for character development while
providing numerous hooks and pathways for the GM to
build adventures around. When constructing a race, there
are 3 primary concerns you should look at:
• Utility for the Player: A race isn’t going to serve
much of a purpose if nobody wants to play it. A well-
made race should be interesting to the players in terms
of both abilities and flavor.
• Balance in the Game: You don’t want to provide an
individual player with too much mechanical advantage
over the others. A little bit of advantage, especially
if a player has to work it out and ‘tweak’ it, can be
rewarding for some but going overboard may cause
other players to complain.
• Consistency in the Setting: Setting up interactions
that mesh well with the setting is useful for players
who are more into immersion, while providing inter-
esting avenues for adventure.
These concerns can have various levels of impact
depending on what your group thinks of as fun, of course,
but you wouldn’t have picked this supplement up if you
weren’t concerned about balance. So here we’re mainly
going to deal with two things: the relative power of
different racial features, and a few suggestions as to how to
use them in an interesting way. A breakdown of the stan-
dard races is also available. Let’s cut to the chase!
A POINT-BASED RACE
CREATION SYSTEM
The system used in this book is straightforward, simply
build a race to your specifications using the point costs
supplied for all abilities. LA +0 races should start at around
100 to 120 points. This is actually somewhat stronger than
an average core race, but it allows a bit of lassitude for
creating more interesting species. For each LA +1 beyond
that, you can expand the points available by 100-120. If
you feel the need to lower or raise either of these values for
a lower or higher powered campaign, feel free to do so.
SECTION 1: CORE ABILITY
SCORE ADJUSTMENTS
These are the first racial adjustments you’ll probably
be looking at when building a race. All of the races in
Pathfinder Roleplaying Game are adjusted in one of two
ways:
• +2 to two ability scores and -2 to another
• +2 to any ability score (this adjustment is used for
races with human blood.)
In some ways, this is equitable and a useful starting point
to begin race construction. If you wish, you can use this
standard Pathfinder Roleplaying Game template and it
won’t cause serious problems.
In other ways this isn’t equitable because certain ability
scores have much more weight for certain characters.
Each set of ability score adjustments will have a particular
profile that provides advantage to particular base classes.
This is complicated by the fact that some base classes have
much more inherent power than others.
BUYING STAT ADJUSTMENTS
Assuming you’ve decided not to use the basic +2 to two
stats, -2 to another, we’ve averaged the values of all the
stats across classes and provided a chart below. These
values aren’t really indicative of how much a stat will be
worth to any particular build but do give an overall impres-
sion of how useful a given stat is.
Stat
Average Value
Strength
26
Dexterity
40
Constitution
32
Intelligence
42
Wisdom
37
Charisma
49
Note: When creating stat adjustments, it is wise not to go
beyond a total adjustment of +4 per LA, and never more
than +2 in any one stat per LA. Otherwise you can wind up
with things like spell DCs going way too high for a given
level.
STRENGTH
Raw Adjustments: For every 2 points of strength past
10, the character gains a +1 to hit with melee, and a +1
to damage with melee or hurled weapons. This damage is
increased by 50% when wielding a weapon two-handed.
Skills: Climb, Swim. These are both relatively weak skills
that quickly lose their use on the advent of mid-level
magic. Both have armor check penalties. They are consid-
ered mid-level since you’re pretty much guaranteed to be
able to use one or the other at some point.
Other: Strength increases carrying capacity. This can also
be rendered ineffectual by magic. Many GMs also simply
PAGE 2 OF 31
RACE CREATION COOKBOOK
don’t pay attention as encumbrance is a degree of micro-
management that can be a bit tiresome.
Classes: Favors melee classes. Barbarian, fighter, monk,
some rogue builds, some cleric builds, some druid builds,
paladins, melee rangers – all of these can benefit from the
extra hit and damage a high strength brings.
ASSESSMENT
Strength, in a classically run campaign, tends to be quite
useful at low level then quickly takes a dive as magic and
bonus damage from various sources outstrips it. However,
in a lower-magic setting strength becomes progressively
more powerful. This is also true in a more survival-oriented
campaign, where the opportunity to refresh magic is rare
and certain spells (rope trick and its ilk) are restricted.
Additionally, the feat Power Attack increases the value of
strength when it is taken.
Racial Associations
Positive Keywords: Martial, powerfully built, large, stern,
just, associated with symbols of power, or associated with
ruling gods.
Negative Keywords: Violent, warlike, savage, slaves,
corrupt, associated with brutal and ancient deities, associ-
ated with destruction.
Strong races are often related to powerful local creatures
such as dragons or giants. The Sun is a traditional symbol
associated with strength, as is the element Fire. If your
campaign world has vastly different symbols and associa-
tions of power (say for example Dragonflies are considered
harbingers of the deities), then the connections to that
symbol may imply a number of completely different racial
features (insectial races could have strength adjustments.)
Physical size and strength can also imply stupidity or a
race that is used for labor purposes.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 to hit: Equivalent, but stacking with Weapon Focus.
15 points. Value is 5 points for sorcerers and wizards, who
still need some attack bonus for melee touch.
+1 or +1.5 to damage: Equivalent but stacking with ½ of
weapon specialization. 8 points or 12 points.
Skills: +1 to 2 moderate skill checks. 4 points.
Encumbrance: Equivalent to a very weak feat. 4 points.
Note: ranged stats assume composite weapons.
• Barbarian: 31 points per +2
• Barbarian (2 hander): 35 points per +2
• Bard: 23 points per +2
• Cleric (caster): 23 points per +2
• Cleric (melee): 31 points per +2
• Druid (caster): 23 points per +2
• Druid (melee): 31 points per +2
• Fighter: 31 points per +2
• Fighter (2 hander): 35 points per +2
• Monk: 31 points per +2
• Paladin: 31 points per +2
• Ranger (melee): 31 points per +2
• Ranger (ranged): 16 points per +2
• Rogue (melee): 31 points per +2
• Rogue (utility or ranged): 13 points per +2
• Sorcerer: 13 points per +2
• Wizard: 13 points per +2
DEXTERITY
Raw Adjustments: For every 2 points of dexterity past
10, the character gains a +1 to hit with ranged, a +1 dodge
bonus to AC, and +1 to initiative.
Skills: Acrobatics, Disable Device, Escape Artist, and
Stealth are all high-value skills. Fly and Ride are medium
value, and sleight of hand is low value. Most have armor
check penalties. Many of these skills are quite useful for
combat mobility.
Other: Dexterity increases reflex saves by +1 for every
2 points past 10. While reflex is the weakest save, it still
has some small impact at lower levels and against some
effects.
Classes: Favors ranged classes and rogues. Many classes
can now benefit from several skills that were traditionally
thought of as ‘rogue’, like stealth and acrobatics. However,
these skills are strongly hampered by the heavy armor
worn by some front-line classes. This is relieved by mid to
late level where magic, special materials, or class features
mitigate this effect somewhat.
ASSESSMENT
Dexterity starts out very useful, dips a bit in the mid
levels, and then becomes useful again towards the end
when initiative is essential. The value of dexterity is really
dependent on what type of armor you’re planning on using,
since both the effectiveness of the powerful dexterity
skills and the dodge bonus to AC are hampered by heavier
armor. This cannot be modeled with a point buy system
because players will look for a desirable max dexterity cap,
and past this point a +2 to dexterity won’t do very much
PAGE 3 OF 31
RACE CREATION COOKBOOK
for them. The point values below assume that the +2 to
dexterity will be fully utilized.
Racial Associations
Positive Keywords: Graceful, subtle, quick, associated with
messengers, associated with travel, wilderness, elusiveness.
Negative Keywords: Sneaky, underhanded, cowardly,
unpredictable, associated with outsiders, associated with
deep wilderness.
Quick races are often tied to sylvan creatures. They
are traditionally associated with the element of Air and
flight. The theme of subtlety over brute force is physically
oriented when it comes to high dexterity races, in this case
grace and precision is the name of the game. Quick races
can also be tied to dance and beauty, as well as nomadic
people.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 to AC: Equivalent to, but stacking with Dodge. 14
points.
+1 to hit with ranged weapons: Equivalent but stacking
with weapon focus. 15 points. This is downgraded to
5 points for sorcerers and wizards, both of whom will
often use ranged touch attacks but who don’t use them as
frequently as a regular ranged fighter.
+1 to initiative: Equivalent to 1/4th of improved initiative,
stacks. 5 points.
+1 bonus to 4 good skills, 2 medium skills, and a poor
skill: Total value is 17 points.
+1 bonus to reflex saves: Equivalent to ½ of lightning
reflexes, stacks. 3 points.
Note: The actual value of AC and the skills can drop
significantly for arcane casters, depending on their build
and the magical defenses they use.
• Barbarian: 34 points per +2
• Bard: 34 points per +2
• Cleric (melee): 34 points per +2
• Cleric (ranged): 54 points per +2
• Druid: 34 points per +2
• Fighter (melee): 34 points per +2
• Fighter (ranged): 54 points per +2
• Monk: 34 points per +2
• Paladin: 34 points per +2
• Ranger (melee): 34 points per +2
• Ranger (ranged): 54 points per +2
• Rogue (melee): 34 points per +2
• Rogue (utility or ranged): 54 points per +2
• Sorcerer: 34 points per +2
• Sorcerer (ranged touch specialist): 44 points per +2
• Wizard: 34 points per +2
• Wizards (ranged touch specialist): 44 points per +2
CONSTITUTION
Raw Adjustments: For every 2 points of constitution past
10, the character gains a +1 hit point per hit die.
Skills: None. Constitution does come into play frequently
for effects which test concentration and endurance,
however. These effects function much like skills, but are
conditional enough that they aren’t factored into the equa-
tion.
Other: Constitution increases fortitude saves by +1 for
every 2 points past 10. Fortitude is likely the second most
powerful save, preventing a variety of heavy damage or
debilitating effects.
Classes: Constitution is important to every class. Extra hit
points are essential and have an additive effect for every
level, and a high fortitude save is extremely important to
avoid serious problems like poison and petrification.
ASSESSMENT
Constitution has a fairly constant value across all classes.
Proportionately it’s slightly more useful to classes with low
hit dice and less armor, because a flat 1 hit point per level
is a buffer against incoming damage that a good AC and
high hit die can’t provide. Even given this, a good constitu-
tion is essential for every class and you can never safely
dump it. In most cases it is a secondary or tertiary stat.
Racial Associations
Positive Keywords: Hardy, vital, associated with plains
or forests, long-lived, associated with difficult conditions,
earthy, healthy, fecund
Negative Keywords: grunt labor, over populated, simple,
associated with animals or wild blood, stubbornness, slow,
abused
Races with a high constitution are known for durability
and a number of associated qualities such as longevity,
resistance to disease, ability to survive in difficult condi-
tions, and the element earth. At the same time, the high
survivability of such a race can transform them into an
easy labor pool or slave people. Long lifespans can make
a high-constitution race stubborn or slow in thought or
deed. The idea of extreme resilience being associated with
PAGE 4 OF 31
RACE CREATION COOKBOOK
wild animals or mixing with animals is a common theme,
making constitution a good pick for a ‘beastman’ type race.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 hp per level: Similar to toughness or having your hit
die improved by 1. Worth 25 points.
+1 bonus to fortitude saves: Equivalent to ½ of great
fortitude, stacks. Worth 4 points.
Bonus to concentration and endurance-related checks.
Worth +1 points.
• All classes are roughly equivalent, with constitution
being worth 30 points. One could argue that the stat is
slightly more valuable for smaller hit die classes, along
the lines of 34 points, both for the bonus to concentra-
tion and the relatively higher hit point contribution.
INTELLIGENCE
Raw Adjustments: For every 2 points of intelligence past
10, the character gains a +1 skill point per hit die.
Skills: Lots. Spellcraft, a high value skill, all the knowl-
edge skills, which are mid value, plus appraise and craft.
Appraise is low value, craft is generally low value but it
depends a lot on the campaign.
Casting: Intelligence is especially useful for the Wizard
and other intelligence-based casters. Each 2 points of intel-
ligence beyond 10 translate into a +1 DC on ALL spells, as
well as a selection of bonus spells castable per day. This is
a huge advantage and any intelligence-based casters should
prioritize intelligence at the expense of all other stats.
Classes: The value of intelligence varies by class. For
fighters and clerics or really any class that isn’t expected
to have a high skill selection, intelligence can be dumped
unless it’s needed to qualify for a prestige class or a feat.
For wizards and other intelligence-based classes, the value
is off the charts, worth close to three times as much as any
other stat. Rogues benefit slightly from Major Magic (+5).
ASSESSMENT
Intelligence was always a strong stat for wizards and a
reasonable stat for skill-monkey type rogues or bards, at
least as far as their utility got them. It was a dump stat
for most other classes, however. Things have changed a
bit now with the restrictions of cross-class skills lifted.
Intelligence is still potentially a dump stat, but it generally
outpaces charisma by a wide margin for those classes who
could previously choose to dump either.
Racial Associations
Positive Keywords: Scholarly, reserved, magical,
advanced, mystical, ancient civilizations, languages,
psionics, contemplation, technological
Negative Keywords: Arrogant, stuffy, detail-obsessed,
aristocratic, detached, uncaring, frail
Intelligent races are often associated with magic, espe-
cially arcane magic. Oftentimes, the ancient super-race in
any campaign world is noted for its great intelligence and
skill with magic and technology. In the most archetypical
variants of this type of society, enhanced intelligence
usually comes with a degree of arrogance that causes a fall
from grace or great sorrow for their people.
Intelligence can imply scholarly or scientific attitudes or
a reserved character as well. A race’s higher intelligence
can mirror a weakness in the body or even a weakness in
morality.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 skill point per level: 20 points.
+1 to spellcraft, knowledge skills, appraise and craft:
15 points total. While the knowledge skills are assumed to
be moderate value (2 points per +1), any individual char-
acter is not going to use more than half of them since all
members of a group can cover the various knowledges as a
group. Additionally, only casters actively need spellcraft.
+1 bonus to save DCs for intelligence-based casters:
Assuming the average caster makes use of 4 schools that
have frequent saves, this is worth 4(!) applications of the
Spell Focus feat. This is not a cheap feat either, that’s 15
points a pop. The bonus spells are secondary at around 20
points.
• Barbarian: 32 points per +2
• Bard: 35 points per +2
• Cleric: 32 points per +2
• Druid: 35 points per +2
• Fighter: 32 points per +2
• Monk: 32 points per +2
• Paladin: 35 points per +2
• Ranger: 35 points per +2
• Rogue: 40 points per +2
• Sorcerer: 35 points per +2
• Wizard: 115 points per +2
WISDOM
Raw Adjustments: Wisdom has no raw adjustments.
PAGE 5 OF 31
RACE CREATION COOKBOOK
Skills: Only a handful, but most are really good.
Perception is one of the only two ‘top’ level skills, useful
to absolutely everyone. Sense motive will have a use in
every non-combat encounter. Survival has a moderate
value. Meanwhile, profession is bad.
Other: Wisdom increases will saves by +1 for every 2
points past 10. Will is the most powerful save, preventing a
cornucopia of debilitating effects that have the potential to
put someone out of combat instantly.
Casting: Wisdom is just as useful for wisdom-based
casters as intelligence is for wizards. Each 2 points of
wisdom beyond 10 translate into a +1 DC on ALL spells,
as well as a selection of bonus spells castable per day.
Again, any wisdom-based casters should prioritize wisdom
at the expense of all other stats.
Classes: Wisdom is universally slightly useful because
it boosts a few very important skills and the most impor-
tant save. However, outside of wisdom-based classes like
clerics and druids (or the partial casters, paladin and
ranger), it’s usually safe to leave wisdom at around 10
or even 8; you won’t be gaining much active bonus from
it. Monks use wisdom fairly heavily. It increases their Ki
pool (+10) and improves the save DCs of their various
fist powers (+15). Finally, it even boosts their AC (+15).
Rangers get a boost from wisdom as well – it increases
the duration of their hunter’s bond (+5 points), and grants
bonus spells and save DCs (+40).
ASSESSMENT
Wisdom is still most useful for wisdom-based casters,
but with the retooled way of dealing with cross-class
skills, important wisdom based skills like perception
and sense motive are now universally useful. This being
said, not everyone in the party has to be super perceptive,
and assuming there are enough people who can serve as
scouts, the more fighting-based characters can settle for a
minimum value that lets them access their class features
and any needed feats.
Racial Associations
Positive Keywords: Austere, ancient, cautious, perceptive,
faithful, mentally strong, righteous, noble, ascetic, associ-
ated with religion.
Negative Keywords: Dogmatic, fanatic, withdrawn, super-
stitious.
Wisdom is usually seen as a positive trait as is made clear
by the list of positive keywords. If you need a negative
attribute, it’s the core stat for Clerics and Druids and so
you can take the negative aspects of religion and apply
them to a wise race.
Wisdom really only covers perception and divine spell-
casting, and so most wise races are associated with either
or both of those. Wisdom is also seen as something like
intelligence but more ‘natural’ and untrained. So a race
of old forest shamans or treant-like creatures could easily
have a wisdom focus.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 to Will saves: Equivalent to ½ of iron will, stacks.
Worth 3 points.
+1 to perception, sense motive, heal, survival, and
profession: 12 points. Two top-level skills, two mid, and
one that is generally useless.
+1 bonus to save DCs for wisdom-based casters:
Assuming the average caster makes use of 4 schools that
have frequent saves, this is worth 4 applications of the
Spell Focus feat. This is not a cheap feat either, that’s 15
points a pop. The bonus spells are secondary at around 20
points. This is costed identically to intelligence.
• Barbarian: 15 points per +2
• Bard: 15 points per +2
• Cleric: 95 points per +2
• Druid: 95 points per +2
• Fighter: 15 points per +2
• Monk: 55 points per +2
• Paladin: 15 points per +2
• Ranger: 60 points per +2
• Rogue: 15 points per +2
• Sorcerer: 15 points per +2
• Wizard: 15 points per +2
CHARISMA
Raw Adjustments: No raw adjustments for charisma.
Skills: Charisma has 7 skills, one of which is top tier
– use magic device. This is a fantastic skill. The others
are all mixed bag. They are all social or subterfuge type
skills which are going to vary in value depending on the
campaign.
Other: Charisma doesn’t do a hell of a lot!
Casting: Another caster stat. Charisma is very useful to
bards and sorcerers because they derive their bonus spells
and save DCs from it. Prioritize charisma as one of these
classes and you’ll not regret it.
PAGE 6 OF 31
RACE CREATION COOKBOOK
Classes: Charisma is useful, primarily, for bards and
sorcerers. Bards gain extra rounds from their Bardic Music
class feature (+5). Some sorcerer bloodlines gain a few
extra uses of powers (+10). Clerics can benefit from the
channel energy feature as well, improving the save DCs
and gaining extra uses of their channel energy feature
(+15). Paladins gain extra channel energy uses (+8), a
bonus to all their saves (+18), a boost to their attack bonus
when smiting (+5), a bonus to their AC against targets
of their smite (+5), a more powerful lay on hands (+5),
and increased spell DCs and bonus spells out of charisma
(+40). That’s a lot of stuff.
ASSESSMENT
Charisma is great for three classes. For Bards and
Sorcerers, it is directly tied to their casting abilities.
Paladins make use of charisma for a good chunk of their
class features as well. Clerics also have some secondary
benefit from charisma. Anyone else can honestly dump this
stat unless they want to be the party face.
Racial Associations
Positive Keywords: Outgoing, Open, Tolerant, Beautiful,
Forceful, Diplomatic, Gregarious, Social, Courtly.
Negative Keywords: Deceptive, Shifty, Manipulative, Two-
Faced, Superficial, Flighty.
Charisma is primarily concerned with social skills. This
means if you’ve got a race of loners, you’re probably not
looking into charisma as a stat boost. The stat can be used
to highlight both the positive and negative associations
of being very social; in many societies these aspects are
different sides of the same coin.
Charisma can also simply be impressive beauty. When
you’re dealing with a wide variety of different races this
can get hard to adjudicate, so as opposed to physical
elements a crafty GM can use more subtle and indi-
rect forms of beauty – such as a smooth, lulling voice, a
powerful and compelling aura, or unnaturally pleasing
movement.
VALUES OF EACH INDIVIDUAL ADJUSTMENT:
+1 to use magic device, bluff, diplomacy, disguise,
handle animal, intimidate, perform: 16 points. A top
level skill, two high skills, two mid and two low means
charisma is about as diverse as dexterity for skill selection.
+1 bonus to save DCs for charisma-based casters:
Assuming the average caster makes use of 4 schools that
have frequent saves, this is worth 4 applications of the
Spell Focus feat. This is not a cheap feat either, that’s 25
points a pop. The bonus spells are secondary at around 20
points. This is costed identically to intelligence.
• Barbarian: 16 points per +2
• Bard: 121 points per +2
• Cleric: 31 points per +2
• Druid: 16 points per +2
• Fighter: 16 points per +2
• Monk: 16 points per +2
• Paladin: 97 points per +2
• Ranger: 16 points per +2
• Rogue: 16 points per +2
• Sorcerer: 106 points per +2
• Sorcerer with beneficial bloodline: 126 points per +2
• Wizard: 16 points per +2
SECTION 2: BONUS FEATS
VERSUS RACIAL FEATURES
After looking at ability score adjustments, you want to take
a look at which feats and free features are best suited for
your race. Let’s first define the difference between Feats
and racial Features:
• Bonus Feats: These are identical to the feats found in
any sourcebook. They are simply provided as a bonus
at first level. Once you have a feat, you generally
cannot take another – they do not stack.
• Racial Features: Racial features are similar to feats,
but stack with them. For example, the Elven Magic
racial feature that provides a +2 bonus to caster level
checks to overcome spell resistance is identical to the
feat Spell Penetration, but is considered a racial bonus
and stacks with Spell Penetration.
Either Bonus Feats or Racial Features can be applied as
advantages for your race. There are advantages to each.
• Bonus Feats are more like a head start. Since they
don’t stack with feats selected from leveling, a race
with Bonus Feats can’t actually become stronger than
other races in their focus if the member of another race
invests in the feat as well. This prevents some game
balance problems.
• Racial Features are an indication that a race is strictly
better at certain things than members of all other races.
They can double up with feats that focus in the same
areas as their Racial Features. This provides good
flavor but can result in some balance problems. As
a result, Racial Features are costed 25% higher than
bonus feats.
PAGE 7 OF 31
RACE CREATION COOKBOOK
FEAT LIST
Following is a list of feats and their point values when
provided as a bonus feat. Most feats left out were deemed
inappropriate as racial features.
SCORING:
• Feats that provide bonuses to skills are calculated
depending on the value of the individual skills. For
those feats that provide bonuses to class skills, the feat
is considered to have a +1 value per skill due to the
greater likelihood of overcoming an opponent’s CMD.
Additionally, most of these Feats now provide extra
bonuses at higher ranks. This is factored into the value,
boosting the feat’s point total by an additional 1 point
for each skill that is a class skill.
• Other feats use point values as an approximation. The
very best feats have a 30 point value – these are must-
have feats for the appropriate class and define roles. 20
point feats are conditional but useful – they emphasize
an aspect of a class that you may want to focus on.
15 point feats focus on smaller niches. Feats that are
worth 10 points or less are generally not considered
useful or are useful only for very specific synergies.
• ‘Extra’ feats (such as Extra Channel): This class of
feats often has no effect except for specific classes
that have the class feature which is boosted. However,
if you present them as bonus feats, you may wish to
allow a member of the race to use the class features
they pertain to the number of times granted by the
‘Extra’ feat with an equivalent level equal to their
character level. If you do this they are worth twice the
highest listed value – the diversity of nabbing outside
class features makes them valuable. An exception
lays in Extra Mercy– this feat makes no sense without
already having the lay on hands class feature.
• Other factors were taken into consideration. For
example, the feat ‘Run’ is slightly more valuable to
those who favor melee and wear lighter armor as it
allows quick movement around the battlefield, and
less valuable to those who can easily access alternate
movement types.
PROVIDING RACIAL FEATS
You’ll notice that some of the feats have all different
values for different classes. So how do you assess the
general value of a feat? The answer is simple – you don’t.
Instead, provide multiple choices for feats so that each
class has a feat of roughly equal benefit to choose from.
The point cost for this feat selection is equal to the benefit
you’re looking for in each.
GENERAL FEATS
This is the list of general feats that are universal enough to
be appropriate for a race to have as racial feats. Following,
we have a list of selected combat feats.
Toughness overvalued?: 1 hp per level may not seem to
be worth 25 points. But consider that hit points are the
ultimate defense – they are a buffer against death from
damage (the most common form of death, made even more
common in Pathfinder Roleplaying Game). nothing else
even matters that much, especially in the late game, so it is
essential not to undervalue hit points.
SECTION 3: SKILL ADJUSTMENTS
Skill adjustments are a safe and easy way to provide a little
flavor to a race without risking any severe imbalance. By
their nature they do allow breaking skill caps for a given
character level, but skills are a weaker feature in the game
and as such breaking cap isn’t generally going to result in
balance issues.
We’ve compiled a list of all the different skills available
and provided rough point equivalencies for each. The very
weakest skills are worth 1 point for a +1, the strongest up
to +4. Each is categorized by the ability scores that govern
them.
Skill bonuses are more valuable if they’re applied to a
class skill. This is worth an extra point for every +1 bonus
to the skill.
All the values given in the tables below are for a +1 racial
bonus to a given skill. Simply multiply the number below
by the actual bonus you want to provide to get the point
cost. If you want to calculate it by specific class you can,
or you can just use the average for general purposes.
If you want to have conditional skill bonuses (features such
as stonecunning are an example of this), you can reduce
the cost of the skill. Skill costs should not be reduced
below ½ point for +1. Always dole out skill bonuses in
even numbers.
Conditional Modifier Severity: Mild (stops use up to
25% of the time). Skill cost reduction: -1/2
Conditional Modifier Severity: Moderate (stops use up to
50% of the time). Skill cost reduction: -1
Conditional Modifier Severity: Severe (stops use more
than 50% of the time). This includes self-cast only for
buffs. Skill cost reduction: -2
Note: It is generally unwise to provide bonuses greater
than +4 to any given skill per LA (with +4 starting at an
LA 0 race).
PAGE 8 OF 31
RACE CREATION COOKBOOK
GENERAL FEATS
Value to Specific Classes
Feat Name
barb
bard
cleric
druid
fight
monk
pal
ranger
rog
sorc
wiz
Acrobatics
12
12
10
12
10
12
10
10
12
12
12
Acro. Steps
15
10
10
10
15
10
15
15
15
10
10
Alertness
18
18
18
20
16
20
18
18
20
16
16
Al. Channel
0
0
15
0
0
0
15
0
0
0
0
Animal affinity
12
8
8
12
12
8
12
12
8
8
8
Athletic
6
4
2
6
6
6
2
6
6
2
2
Aug. Summon
0
15
15
15
0
0
0
0
0
15
15
Com. Casting
0
10
10
10
0
0
5
5
0
10
10
Command Und
0
0
15
0
0
0
0
0
0
0
0
Deceitful
10
14
10
10
10
10
10
10
14
12
10
Deft Hands
8
10
8
8
8
8
8
8
12
8
8
Diehard
10
10
10
10
10
10
10
10
10
10
10
Elem. Channel
0
0
10
0
0
0
10
0
0
0
0
Endurance
6
6
6
6
8
6
8
6
6
6
6
Eschew Mat.
0
10
10
10
0
0
5
5
0
10
10
Extra Channel
0
0
20
0
0
0
15
0
0
0
0
Extra Ki
0
0
0
0
0
20
0
0
0
0
0
Extra LoH
0
0
0
0
0
0
15
0
0
0
0
Extra Mercy
0
0
0
0
0
0
15
0
0
0
0
Extra Perform
0
15
0
0
0
0
0
0
0
0
0
Extra Rage
20
0
0
0
0
0
0
0
0
0
0
Fleet
12
12
6
6
4
12
4
6
12
6
6
Great Fort
8
8
8
8
8
8
8
8
8
8
8
Imp Great Fort
8
8
8
8
8
8
8
8
8
8
8
Iron Will
6
6
6
6
6
6
6
6
6
6
6
Imp. Iron Will
6
6
6
6
6
6
6
6
6
6
6
Lightning Ref.
6
6
6
6
6
6
6
6
6
6
6
Imp. L. Ref.
6
6
6
6
6
6
6
6
6
6
6
Mag. Apt
12
16
14
14
12
12
14
14
14
16
14
Mar. Weapon
0
12
12
6
0
6
0
0
12
6
6
Master Craft
15
8
0
0
15
15
12
12
15
0
0
Nimble Moves
8
5
5
5
8
8
8
5
8
6
6
Persuasive
10
12
10
8
10
10
10
10
12
10
8
Run
14
12
10
8
10
14
10
12
14
8
8
Self-Sufficient
10
8
10
10
10
8
10
12
8
8
8
Skill Focus
12
12
12
12
12
12
12
12
12
12
12
Spell Focus
0
25
25
25
0
0
10
10
0
25
25
Stealthy
12
16
12
12
12
16
12
14
16
12
12
Toughness
25
25
25
25
25
25
25
25
25
25
25
PAGE 9 OF 31
RACE CREATION COOKBOOK
COMBAT FEATS
Value to Specific Classes
Feat Name
barb
bard
cleric
druid
fight
monk
pal
ranger
rog
sorc
wiz
Agile Man.
11
12
11
11
20
20
11
20
30
11
11
Arcane Arm. T
0
0
0
0
0
0
0
0
0
15
15
Arcane Strike
0
15
0
0
0
0
0
0
0
15
15
Blind-Fighting
15
10
15
10
15
15
15
15
15
5
5
C. Off-guard
11
9
11
5
11
5
11
11
11
0
0
Combat Exp.
5
5
11
5
11
11
11
5
11
0
0
Combat Ref.
15
11
18
15
20
15
18
18
18
0
0
Critical Focus
11
11
11
11
11
11
11
11
11
5
5
Deadly Aim
11
15
15
11
15
11
11
20
15
5
5
Def. Combat T
0
20
30
20
0
30
0
0
30
15
15
Deflect Arrow
11
11
11
11
11
11
11
15
11
15
15
Dodge
14
14
14
14
14
14
14
14
14
14
14
Ex. Wep Prof
15
11
15
11
15
11
15
15
15
5
5
Imp. Bull Rush
15
11
15
15
15
15
15
11
11
5
5
Imp. Feint
11
15
11
11
15
15
11
11
20
5
5
Imp. Grapple
20
11
15
20
20
0
15
15
11
5
5
Imp. Initiative
20
20
20
20
20
20
20
20
20
20
20
Imp. Overrun
15
11
15
11
15
11
15
11
11
5
5
Imp. Sunder
15
11
15
11
15
15
15
11
11
5
5
Imp. Trip
15
11
15
15
15
11
15
15
11
5
5
Imp. unarmed
11
11
11
5
11
0
11
11
11
5
5
Int. Prowess
7
5
5
5
7
7
7
5
5
0
0
Mobility
9
9
9
9
9
9
9
9
9
5
5
Mounted Com.
13
11
13
18
15
11
20
20
11
5
5
Penet. Strike
12
9
12
9
12
9
12
12
12
4
4
Point-Blank S.
11
11
15
11
15
11
11
20
20
11
11
Power Attack
20
11
20
15
20
15
20
20
15
5
5
Precise Shot
15
11
20
15
20
11
15
20
20
15
15
Quick Draw
11
15
11
9
15
9
11
11
20
5
5
Rap. Reload
11
15
15
5
15
5
11
15
15
5
5
Weapon Fin.
9
11
9
9
15
15
9
20
20
5
5
Weapon. Foc.
15
15
15
15
15
15
15
15
15
9
9
Weapon. Spec
15
15
15
15
15
15
15
15
15
5
5
PAGE 10 OF 31
RACE CREATION COOKBOOK
STRENGTH
Skill Name
barb
bard
cleric druid
fight
monk
pal
ranger
rog
sorc
wiz
avg
Climb
3
3
2
3
3
3
2
3
3
2
2
3
Swim
3
2
2
3
3
3
2
3
3
2
2
3
DEXTERITY
Skill Name
barb
bard
cleric druid
fight
monk
pal
ranger
rog
sorc
wiz
avg
Acrobatics
4
4
3
3
3
4
3
3
4
3
3
3
Disable device
3
3
3
3
3
3
3
3
4
3
3
3
Escape art
3
4
3
3
3
4
3
3
4
3
3
3
Stealth
3
4
3
3
3
4
3
4
4
3
3
3
Fly
2
2
2
3
2
2
2
2
2
3
3
3
Ride
3
2
2
3
3
3
3
3
2
2
2
3
SoH
1
2
1
1
1
1
1
1
2
1
1
1
INTELLIGENCE
Skill Name
barb
bard
cleric druid
fight
monk
pal
ranger
rog
sorc
wiz
avg
Spellcraft
3
4
4
4
3
3
4
4
3
4
4
4
K: arc.
2
3
3
2
2
2
2
2
2
3
3
2
K: dun.
2
3
2
2
3
2
2
3
3
2
3
2
K: eng.
2
3
2
2
3
2
2
2
2
2
3
2
K: geo.
2
3
2
3
2
2
2
3
2
2
3
2
K: hist.
2
3
3
2
2
3
2
2
2
2
3
2
K: local
2
3
2
2
2
2
2
2
3
2
3
2
K: nature
3
3
2
3
2
2
2
3
2
2
3
2
K: noble
2
3
3
2
2
2
3
2
2
2
3
2
K: planes
2
3
3
2
2
2
2
2
2
2
3
2
K: rel.
2
3
3
2
2
3
3
2
2
2
3
2
Appraise
1
2
2
1
1
1
1
1
2
2
2
1
Craft
2
2
2
2
2
2
2
2
2
2
2
2
WISDOM
Skill Name
barb
bard
cleric druid
fight
monk
pal
ranger
rog
sorc
wiz
avg
Percept
5
5
4
5
4
5
4
5
5
4
4
5
Sense
3
4
4
3
3
4
4
3
4
3
3
3
Heal
2
2
3
3
2
2
3
3
2
2
2
2
Survival
3
2
2
3
3
2
2
3
2
2
2
2
Prof.
1
2
2
2
2
2
2
2
2
2
2
2
CHARISMA
Skill Name
barb
bard
cleric druid
fight
monk
pal
ranger
rog
sorc
wiz
avg
UMD
4
5
4
4
4
5
4
4
5
5
4
4
Bluff
3
4
3
3
3
3
3
3
4
4
3
3
Diplom
3
4
4
3
3
3
4
3
4
3
3
3
Disguise
2
3
2
2
2
2
2
2
3
2
2
2
Handle
3
2
2
3
3
2
3
3
2
2
2
2
Intim.
2
2
1
1
2
2
1
2
2
2
1
2
Perform
1
5
1
1
1
2
1
1
2
1
1
2
PAGE 11 OF 31
RACE CREATION COOKBOOK
SECTION 4: DEFENSIVE
RACIAL FEATURES
Defense is less exciting than offense, because it tends to be
more about what a race can avoid as opposed to what they
actually do. The flip side of the coin is that defensive abili-
ties are good for flavor – what a race has resistances to can
be a strong indication of what they have to deal with on a
daily basis. For example, a race who regularly swims in
mildly acidic waters may have Acid Resistance.
Defensive abilities are costed somewhat lower than offen-
sive ones – their utility is entirely dependent on what the
GM happens to use in his campaign. There are some types
of energy damage and status effects that are more common
than others, however.
There are several defensive features available to races that
are within the scope of this book.
• Energy Resistance
• Damage Reduction
• Effect Immunities
• Saving Throw Bonuses
• Armor Class bonuses
ENERGY RESISTANCE
On average, even an energy resistance of 20 will prob-
ably not prevent more than a few hundred damage over a
character’s lifetime. In the extremes, however, it can trump
entire encounters by rendering the character impervious
to an enemy’s attack. Take this into consideration when
designing both races and encounters.
In order to calculate the value of Energy Resistance, we
assumed roughly 12 encounters per level (actually the
number would be slightly higher if you assume all encoun-
ters are at a par CR, but we all know GMs like to chal-
lenge their players a little bit!). We calculated the number
of monsters that have an attack that deals appropriate
energy damage of a pool of 300 monsters from the SRD
(that is most of them. Some were left out for being deriva-
tive and strict melee-based monsters. If anything this anal-
ysis overemphasized the importance of energy resistance.)
We assumed an encounter would last 5 rounds, and that a
character was likely to be hit by at most 2 energy attacks in
that time. (This is generous).
• Number of Monsters with Fire energy damage:
43/300 (14.3%)
• Number of Monsters with Electric energy damage:
29/300 (9.6%)
• Number of Monsters with Cold energy damage:
22/300 (7.3%)
• Number of Monsters with Acid energy damage:
29/300 (9.6%)
• Number of Monsters with Sonic energy damage:
8/300 (2.6%)
Anticipated maximum instances of energy damage over a
character’s lifetime (228 battles)
• Fire: 65
• Electric: 43
• Cold: 33
• Acid: 43
• Sonic: 11
Lifetime/Per Battle damage absorption (averaged)
Resistance
5
10
15
20
Fire
325/1.4
650/2.9
975/4.3
1300/5.7
Electric
215/0.9
430/1.9
645/2.8
860/3.8
Cold
165/0.7
330/1.4
495/2.2
660/2.9
Acid
215/0.9
430/1.9
645/2.8
860/3.8
Sonic
55/0.2
110/0.5
165/0.7
220/1.0
Worth noting that Fire Resistance 20, the best energy resis-
tance, provides about the same amount of health over a
character’s lifetime as being able to cast cure light wounds
as a second level caster 4 times per day. Energy damage
tends to be in spikes, but still. Take that as you will.
Hit points are nearly always restored on a daily basis.
Assuming 4 encounters per day, here are the amount of hit
points per day each energy resistance is worth:
Resistance
5
10
15
20
Fire
5.6
11.6
17.2
22.8
Electric
3.6
7.6
11.2
14.4
Cold
2.8
5.6
8.8
11.6
Acid
3.6
7.6
11.2
14.4
Sonic
0.8
2.0
2.8
4.0
Here is the point cost value table:
Resistance Type
5
10
15
20
Fire
6
13
19
26
Electric
4
8
12
16
Cold
3
6
9
12
Acid
4
8
12
16
Sonic
1
3
4
5
Rationale: The feat Toughness was given a value of 25
points, and it provides a maximum of 20 hit points at 20th
PAGE 12 OF 31
RACE CREATION COOKBOOK
level. Toughness is scaled as hit points per level, whereas
energy resistance is generally frontloaded in a lump sum,
which would seem to favor energy resistance. However,
extra hit points are additive and energy resistance is
granted by a number of spells and pieces of equipment that
don’t stack. Given these circumstances, it is assumed that
they are of roughly equivalent value. Thus, the cost is 1.25
points per hit point per day.
VULNERABILITIES
Without knowledge of each specific energy attack it is
difficult to assign values to vulnerabilities, although we
can calculate the number of attacks they affect and antici-
pate an expected output based upon standard curve energy
damage – 1d6/level (3.5 per level). (36.75 average).
Lifetime
Expected
Energy Type
instances
damage load
Fire
65
2389
Electric
43
1580
Cold
33
1213
Acid
43
1580
Sonic
11
404
Then we take the damage load, divide it by 228 then
multiply it by 4 (or just divide it by 72) for the daily load.
Half of this value is the number of extra hit point damage a
vulnerability will cause on an average day across all levels.
Expected
Daily
Vulnerability Bonus
Vulnerability
damage load Load
Damage
points
Fire
2389
33
17
+21
Electric
1580
22
11
+14
Cold
1213
17
9
+11
Acid
1580
22
11
+14
Sonic
404
6
3
+4
IMMUNITIES
Just take the daily load and multiply it by the value of hit
points (1.25).
Energy type
Daily Load
Cost
Fire
33
41
Electric
22
28
Cold
17
21
Acid
22
28
Sonic
6
8
SPECIFIC RESISTANCES
FIRE RESISTANCE
The most common energy type your character will come
across. Each level of arcane spell from 1 to 4 has at least
one core fire-damage spell, and those are the levels where
blasting damage still threatens a character. Additionally,
fire damage is likely to be the most common type of
environmental energy damage a character will encounter
– camp fires, forest blazes, and extreme heat are all fire
damage that many PCs will deal with in one way or
another.
Fire resistance is a good choice for fire elemental races,
devilish races, or those from hot climates.
ACID RESISTANCE
Acid damage tends to occur with subterranean creatures.
It isn’t strange for a party to come across pools of acid in
a dungeon, to deal with acid traps, or to be devoured and
digested by something terrible. This is the most ‘natural’
seeming damage type.
Acid resistance is a good choice for subterranean, jungle,
or plant-based creatures, especially if they use acid attacks
themselves.
ELECTRICAL RESISTANCE
Electrical damage is usually associated with storms, the
element of air, and a few oddball creatures like the arrow-
hawk. it is not a common damage type amongst monsters
but there are a lot of low level spells that deal electrical
damage.
Electrical resistance works with air-based races, those asso-
ciated with storms, seamanship, or druidic powers.
COLD RESISTANCE
The second least common damage type. There are a
handful of spells that deal cold damage, few monsters
use it, and only in extraordinary circumstances are you
going to see cold energy damage from the environment, as
extremely cold areas are generally handled with constitu-
tion checks.
Cold resistance works for creatures from cold climates,
those associated with living in the water, and even races
associated with darkness.
SONIC RESISTANCE
An oddball energy type that rarely saw use until people
realized nothing really used it. Sonic damage is rarely
resisted and precious little utilizes it; however many player
builds use it extensively.
PAGE 13 OF 31
RACE CREATION COOKBOOK
Sonic resistance works for creatures based around music
or sound. It is almost a giveaway ability under normal
circumstances.
DAMAGE REDUCTION
Damage reduction applies to all physical damage. It starts
out very useful at lower levels and stays somewhat useful
towards mid level. By high level, however, its power drops
off when tens or hundreds of damage is being thrown
around per hit.
In order to calculate the value of Damage Reduction, we
assumed 12 encounters per level. Since almost all monsters
have some form of melee damage, damage reduction
is guaranteed to serve as, effectively, extra hps in each
encounter. But how much damage will the damage reduc-
tion actually prevent?
We sampled 3 melee monsters at each CR, and deter-
mined their number of successful melee attacks in a given
combat. We assumed 1 full attack, 1 standard attack, and
3 rounds where the character wasn’t attacked or during
which another ability was used. After this, we had an
average AC calculated for each character class at each level
and determined the number of attacks that would hit in a
given combat.
Here is the list of SRD monsters sampled.
CR 1: Anim. Object (1, +1); Gnoll (1, +3); Krenshar (3,
+2/0/0)
CR 2: Bugbear (1, +5); Choker (2, +6/6); Hippogriff (3,
+6/6/1)
CR 3: Ankheg (1, +7); Deinonychus (4, +6/1/1/1); Dire
Ape (3, +8/8/3)
CR 4: Aranea (1, +5); Minotaur (3, +9/4/4); Gargoyle (4,
+6/6/4/4)
CR 5: Achaierai (3, +9/9/4); Mummy (1, +11); Green Hag
(2, +13/13)
CR 6: Megaraptor (4, +9/4/4/4); Ettin (2, +12/7); Girallon
(5, +12/12/12/12/7)
CR 7: Bulette (3, +16/10/10); Chimera (5,
+12/12/12/10/10); Dragonne (3, +12/7/7)
CR 8: Athach (5, +12/12/12/12/7); T. Rex (1, +20); Efreeti
(2, +15/15)
CR 9: Mohrg (2, +12/12); Triceratops (1, +20); Avoral (2,
+13/13)
CR 10: Bebelith (3, +19/14/14); Clay Golem (2, +14/14);
Fire Giant (3, +20/15/10)
CR 11: E. Earth Elemental (2, +27/27); Stone Golem (2,
+18/18); Barbed Devil (2, +18/18)
CR 12: G. Basilisk (1, +25); Frost Worm (1, +21); Leonal
(3, +20/20/15)
CR 13: Storm Giant (3, +26/21/16); Iron Golem (2,
+23/23); Death Slaad (3, 20/20/18)
CR 14: Nalfeshnee (3, +20/17/17); Nightwing (1, +18);
Astral Deva (3, +21/16/11)
CR 15: Marut (2, +22/22); Mummy Lord (1, +20); Elite
Vampire (3, +16/16/11)
CR 16: Planetar (3, +23/18/13); Nightwalker (2, +24/24);
Horned Devil (5, +25/22/22/20/15)
CR 17: Marilith (7, +24x6/22); Frost Jarl (4,
+30/25/20/15); Aboleth Mage (4, +18/18/18/18)
CR 18: Nightcrawler (2, +29/24); Decent Fighter (4,
+33/28/23/18); Decent Rogue (3, +28/23/18)
CR 19**: No data
CR 20*: Tarrasque (6, +57/52/52/52/52/52); Balor (6,
+31/30/26/25/21/16); Pit Fiend (6, +30/30/28x4)
*outlier: The tarrasque is a ludicrous opponent in melee.
It will almost always hit. Facing it in melee will be
death. Therefore, we’re not going to be considering it for
purposes of this chart as its CR is not actually in any way
appropriate. It is included for completeness’ sake.
**: There are no 19 CR monsters provided in the SRD.
Instead, we simply advanced the CR 18 monsters by 1 level
in fighter, thus increasing average BAB by 1 across all
fields.
CHARACTER ARMOR CLASS SAMPLES
These stats are obviously not optimized for armor class.
They are centered around providing a roughly average
armor class while avoiding concentrating too much in
defensive stats.
NOTEWORTHY UPGRADES:
• Mithral armor at level 4
• Rings of protection at 5, 10, 15, 20
• Armor +1 at 6, +2 at 9, +3 at 12, +4 at 15, +5 at 18
• Fighters, clerics, and paladins use shields that accrue
pluses at 7, 11, 15, 19
PAGE 14 OF 31
RACE CREATION COOKBOOK
CHARACTER ARMOR CLASS SAMPLES
Level 1
2
3
4
5
6
7
8
9
10
11
12
13 14 15
16 17
18
19
20
bb
15
15
15
16
18
20
21
22 23
24
25
27
27 27 30
30 30
32
33
34
ba
14
14
14
16
17
18
19
20 21
22
23
24
24 24 27
27 27
28
29
30
cl
20
20
20
20
21
22
24
24 25
26
28
30
30 30 33
33 33
34
36
37
dr
Druid is largely dependent on animal form
ft
21
21
21
21
22
23
25
26 27
28
30
31
32 32 35
36 36
37
39
41
mo
14
14
14
15
16
17
18
21 22
23
24
26
26 26 29
32 32
33
34
38
pa
20
20
20
20
21
22
24
24 25
26
28
30
30 30 33
33 33
34
36
37
rg
14
14
14
17
18
19
20
20 21
22
23
24
24 24 27
28 28
29
30
32
ro
15
15
15
19
20
21
22
22 23
24
25
28
28 28 30
32 32
33
34
37
so
11
11
11
12
12
12
14
14 14
15
16
16
17 17 19
19 20
20
25
29
wi
11
11
11
12
12
12
14
14 14
15
16
16
17 17 19
19 20
20
25
29
ASSUMED DEXTERITY (ITEMS AND BONUSES FACTORED IN):
lvl
barb
bard
clr
druid
fight
monk
pal
ran
rog
sor
wiz
1
14
14
10
12
12
14
10
14
17
12
12
4
14
14
10
12
12
14
10
16
20
12
12
8
16
16
10
12
14
16
10
16
21
12
12
12
16
16
12
14
14
16
12
16
24
14
14
16
16
16
12
14
16
18
12
18
26
14
14
20
16
16
12
14
18
20
12
20
30
14
14
lvl
Monk Wisdom
1
14
4
14
8
16
12
16
16
18
20
20
• Monks get bracers of armor +1 at 6, +2 at 9, +3 at 12,
+4 at 15, +5 at 18.
• A source of natural armor scales up at 7, 11, 15, and
19.
• The barbarian has selected Guarded Stance and/or
Rolling Dodge.
PUTTING IT ALL TOGETHER
Following is the master table that provides an approxima-
tion of how many attacks will hit each character in a given
battle with raw data. There are modifiers listed afterward
for certain classes who are expected to have magical
protection, special positioning, etc.
KEY
• #At: average number of attacks made (full attack + 1)
• +H: the monster’s average +hit at a given CR
Methodology: The number of attacks in each sample
group was averaged and rounded to the nearest half. Then,
each iterative attack in order was averaged (rounding to
the nearest whole +hit, 5 rounds down). When only 1 or 2
iterative attacks were present in a set, they were not aver-
aged against 0, only against the other iteratives remaining
in the set.
There are a few outliers in the chart (Marilith, I’m looking
at you, plus the fact that there were exactly no CR 19
monsters aside from advanced ones and various stripes of
dragons, dragons being a particularly severe outlier who
vastly outclass their CR) but the general trend is an upward
progression in base attack with a number of attacks staying
steady at around 2.5.
The number of hits is calculated based on an expected 12
battles per level. Fractions were rounded down at .5.
PAGE 15 OF 31
RACE CREATION COOKBOOK
For DR that can be pierced by specific material or aligned
qualities, reduce the cost of the DR to 9 per point.
For DR that can be pierced by magical weapons, reduce
the cost of the DR to 7 per point.
Note: When designing races, allowing more than 3 points
of DR at low level may not be a good idea as it can
completely negate a lot of physical damage. If you need
CR
#At
+h
brb
bar
clr
fgt
mnk
pal
ran
rog
sor
wiz
1
1.5
+2/0
11
13
4
3
13
4
13
11
17
17
2
2
+5/5
20
22
11
9
22
11
22
20
27
27
3
2.5
+7/5/2
25
27
14
12
27
14
27
25
33
33
4
2.5
+7/5/4
23
23
15
13
25
15
21
17
31
31
5
2
+11/10
25
26
19
15
28
19
25
21
34
11
6
3.5
+11/8/8/8
30
33
22
20
36
22
31
25
11
11
7
3.5
+13/10/10/10
31
36
22
20
37
22
33
28
11
11
8
2.5
+16/14/12
29
33
25
21
31
25
33
29
11
11
9
1.5
+15/12
19
22
16
13
20
16
22
19
11
11
10
2.5
+18/15/12
28
32
24
20
30
24
32
28
11
11
11
2
+21/21
31
34
25
22
32
25
34
31
11
11
12
1.5
+22/20
23
28
19
17
25
19
28
20
11
11
13
2.5
+23/21/17
33
38
26
22
35
26
38
31
11
11
14
2.5
+20/17/14
26
32
18
15
28
18
32
24
11
11
15
2
+19/19
18
23
13
9
20
13
23
18
11
11
16
3.5
+24/21/20/18
34
43
26
18
29
26
40
29
11
11
17
5
+24/24/22/19/17
46
56
35
24
38
35
53
38
11
11
18
3
+30/25/21
37
42
32
25
35
32
41
35
11
11
19
3
+31/26/22
37
42
30
23
35
30
41
35
11
11
20
6
+30/30/27/26/24/22 59
72
46
29
42
46
72
46
11
11
LIFETIME ATTACKS TAKEN
Lifetime
Attacks per day
Damage prevention
Point Cost
Class
Attacks
(Attacks/57)
per day per DR 1
for 1/- DR
Barbarian
585
10
10
13
Bard (melee)
677
12
12
15
Cleric
442
8
8
10
Druid
Variable
Fighter
350
6
6
8
Monk
588
10
10
13
Paladin
442
8
8
10
Ranger (melee)
661
12
12
15
Rogue (melee)
530
9
9
11
Sorc or other Ranged (3)
307
5
5
6
Wizard
284
5
5
6
Average value is 10 points per point of DR.
to add more DR than 3, try starting at 3 and scaling it up
every 5 levels or so.
Note: If you want to provide a way to bypass damage
reduction (through aligned weapons, etc) it reduces the
cost.
CORE ASSUMPTIONS:
• At levels 5 or higher for wizards and 6 or higher for
sorcerers, we will assume that they have either taken
PAGE 16 OF 31
RACE CREATION COOKBOOK
NATURAL ARMOR BONUS
CR
#At
+hit
Number of attacks missed per point of AC
1
1.5
+2/0
1.5
2
2
+5/5
1.8
3
2.5
+7/5/2
2.1
4
2.5
+7/5/4
2.1
5
2
+11/10
1.8
6
3.5
+11/8/8/8
2.7
7
3.5
+13/10/10/10
2.7
8
2.5
+16/14/12
2.1
9
1.5
+15/12
1.5
10
2.5
+18/15/12
2.1
11
2
+21/21
1.8
12
1.5
+22/20
1.5
13
2.5
+23/21/17
2.1
14
2.5
+20/17/14
2.1
15
2
+19/19
1.8
16
3.5
+24/21/20/18
2.7
17
5
+24/24/22/19/17
3.6
18
3
+30/25/21
2.4
19
3
+31/26/22
2.4
20
6
+30/30/27/26/24/22
4.2
NATURAL ARMOR BONUS DAMAGE TRANSLATION
Average Damage
Number of attacks
Damage
CR
per attack
missed per point of AC
Prevented
1
3.9
1.5
5.85
2
5.8
1.8
10.44
3
10.5
2.1
22.05
4
7.1
2.1
14.91
5
10.9
1.8
19.62
6
9.8
2.7
26.46
7
9.7
2.7
26.19
8
17.5
2.1
36.75
9
15.2
1.5
22.8
10
18.3
2.1
38.43
11
19
1.8
34.2
12
18.3
1.5
27.45
13
23.9
2.1
50.19
14
17
2.1
35.7
15
18.3
1.8
32.94
16
21.6
2.7
58.32
17
19.5
3.6
70.2
18
18.9
2.4
45.36
19
18.9
2.4
45.36
20
16.4
4.2
68.88
PAGE 17 OF 31
RACE CREATION COOKBOOK
to the air or applied some other defensive measure to
prevent being targeted in melee. This is top priority for
a wizard, and only allows a single attack to get through
on round 1 before they are close to untouchable. (this
is a fairly generous interpretation; much of the time
an arcane caster will not be on the front lines or is
being entirely evasive. Assuming 1 attack per battle
connecting from a melee opponent to an arcane caster
is an approximation but a fair one.)
• The stats given are for dual wield melee rangers and
melee rogues. Ranged versions of either class will have
a profile similar to those of wizards and sorcerers.
• Bards are treated as melee combatants here, however
it’s likely that in most cases they are sideline fighters.
You can apply the modifications made to sorcerers and
wizards if your bard is not a melee fighter.
• Different values are given to different classes and
builds because melee defense has a highly variable
value. You can use the average value for a universal
point cost.
• Point costs for DR were rounded up at .5. The cost
calculation for DR was determined the same way as
energy resistance – 1.25 points per hit point per day.
NATURAL ARMOR BONUS
So how much damage does +1 to AC wind up preventing,
anyway? In order to figure this out we have to return to the
monster sample. We use the same calculation for number
of attacks attempted as we did for DR. It works out to be .3
attacks missed for every half attack, sitting at a base of 1.2
for 1 attack.
A total of 45 lifetime attacks missed per point of AC. Now
we’ll take a look at how much damage this translates into.
That’s 646.74 damage prevented over a character’s life-
time, total. If we take that by day, on average, a point of
AC prevents 11 points of damage per day. This will obvi-
ously be skewed lower in the lower levels and higher in
the higher ones, but we need an average performance to
work out a universal cost. Multiplying this by 1.25 (same
as energy resistance and damage reduction) we find that 1
point of AC rounds up to be worth 14 points.
Final Value per 1 AC = 14 points
This is for dodge bonuses. Natural armor bonuses should
be slightly less since they don’t apply some of the time.
But only slightly – set it at 12 points.
Note: When designing races, allowing more than 3 or 4
points in dodge/natural armor class as a racial feature
could result in early game imbalances.
SECTION 5: EFFECT IMMUNITIES AND
SAVING THROW BONUSES
Here we’ve arrived at the ‘other’ defenses. Arguably more
important that energy resistance or damage reduction,
effect immunities and saving throw bonuses can repel any
of the various status conditions that most monsters throw
around in battle.
In order to determine the value of an effect defense or a
saving throw bonus, we’ve calculated the frequency at
which each attack is expected to be encountered. We used a
sample of 300 monsters from the SRD.
We assumed a lifetime of 228 encounters.
Name of
Number
Percent
Lifetime
Effect
recorded
occurrence
Encounter
Disease
20
7%
16
Mind-affecting
99
33%
75
‘Person’
24
8%
18
Paralysis
34
11%
25
Poison
44
15%
34
Sleep
14
5%
11
Spells
110
37%
84
Petrification
8
3%
7
We’re going to need the frequency and number of each of
the saving throws in total as well.
Number
Percent
Lifetime
Save
Recorded
Occurrence
Encounter
Fortitude
139
46%
105
Reflex
99
33%
75
Will
116
39%
89
Okay, let’s relate them now. We’re taking the total
number of each effect encountered and relating them as a
percentage of the total number of each saving throw they
are generally associated with. This works great without
modification except for paralysis – paralysis can commonly
be either Fort or Will. We just averaged the two.
Name of
Number
Save
Percentage
Effect
recorded
recorded
of Save
Disease
20
139
14%
Mind-affecting
99
116
85%
‘Person’
24
116
21%
Paralysis
34
128
27%
Poison
44
139
32%
Sleep
14
116
12%
Spells
110
special
(special)
PAGE 18 OF 31
RACE CREATION COOKBOOK
Spells are something of a special case. Getting a truly
accurate read isn’t easy given that spells are subject to all
saving throws. Additionally, multiple instances of a single
save type in a spell list tend to be redundant. Since the
saves all have different frequencies we had to weight the
different saves.
Percentage of saves that were Fortitude: 39.27
Percentage of saves that were Reflex: 27.97
Percentage of saves that were Will: 32.77
We can use those as an average to determine the number of
effective saves for each type of spell. However, since reflex
spells were relatively less common (via simple observation,
the majority of reflex saves were actually breath weapons
or saves from things like ooze acid), we’re reducing the
number of reflex spells by roughly 50% and distributing
those between fort and will saves. The modified numbers
are in brackets.
Number of saves that were fortitude spells: 43 (50)
Number of saves that were reflex spells: 31 (16)
Percentage of saves that were will spells: 36 (44)
So let’s finish this.
Type of
Number
Number
Percentage
Spell
recorded
of saves
of saves
Fortitude Spells
50
139
36%
Reflex Spells
16
99
16%
Will Spells
44
116
38%
Alright! Now that we have a rough lifetime occurrence,
we can calculate how valuable these effects are in rela-
tion to the respective saving throw modifying feats that
would provide blanket bonuses to the saves which would
normally prevent each effect. In order to do that we need
data on the lifetime encounter rate of each saving throw.
Costing: For a +1 bonus, we divide the lifetime occur-
rence by ½ the number of fighting days (28) (the value
was halved because of the relative power of save vs.
effects). For immunity, we multiply that number by 30 for
spells and effects (representing a full +30 bonus to a save,
enough to render effective immunity).
• Conditional immunities reduce the cost by 40 points.
GENERAL SAVES
Percentage
Cost
Cost for
Effect
Lifetime
of saves
for +1 Autosave
Universal Fort
105
39%
4
113
Universal Reflex 75
28%
3
80
Universal Will
89
32%
3
95
SPELL SAVES
Save
Lifetime
Cost for +1
Autosave
Fort Spells
38
1
41
Reflex Spells
12
1 point for +2
13
Will Spells
34
1
36
Universal Spells
84
3
90
EFFECT SAVES
Save
Lifetime
Cost for +1
Immunities
Disease
16
1 point for +2
17
Mind-affecting
75
3
80
‘Person’
18
1 point for +2
19
Paralysis
25
1
27
Petrification
7
1 point for +4
8
Poison
34
1
36
Sleep
11
1 point for +2
12
SECTION 6 – SPELL-LIKE ABILITIES
Many monsters possess an array of spell-like abilities, and
it follows that these can be inborn features for playable
races as well. Spell-like abilities, from a flavor perspec-
tive, tend to seem more magical or sorcerous and may not
be appropriate for a non-magical race unless justified as a
mundane power.
It is possible to alter a spell-like ability into an exceptional
ability – this makes the ability seem more natural and
innate as opposed to supernatural. However this comes
at a slight cost penalty as exceptional abilities are slightly
more powerful (immunity to dispels and spell resistance
can go a long way.) To convert a spell-like ability to an
exceptional ability, increase the base cost by 4 points.
CHARACTERISTICS
Spell-like abilities are generally meted out on a uses per
day basis, to reflect the distribution of regular spells. A
spell-like ability is treated exactly as the spell of the same
name, although it will sometimes have a caster level that
scales with character level.
For purposes of this list, most spell-like abilities are
restricted to first and second level spells, as those are the
spells suitable for use with LA +0 races. There are a few
exceptions from higher levels – these are mostly utility
spells that have strong thematic components. There are
also a few very niche spells from first and second level that
have been omitted.
PAGE 19 OF 31
RACE CREATION COOKBOOK
RANKING AND COST
The value of spell-like abilities was calculated in a way
similar to feats.
• 5 points or less: not a useful spell under most circum-
stances.
• 6-10 points: useful at lower levels. Most offensive
abilities fall into this category
• 11-15 points: Has some lasting utility even at high
level. Often these spells are most useful outside of
combat situations.
• 16-20 points: Has utility through to high level.
• 21 points or more: Quite powerful abilities that will
be a boon to any class.
For uses beyond the first per day, the cost is ½ the initial.
Round up.
RESKINNING
Since racial abilities are all about flavor, it is perfectly
acceptable to reskin spells into slightly altered forms to
better suit a given race. For example, Acid Arrow could
become Sound Arrow. Something like Bear’s Endurance
could be renamed into a feature more in keeping with the
race’s niche. Simple renamings or alterations of energy
type are perfectly fine. Take more consideration when
altering effects (transforming Rusting Grasp so that it now
destroys stone would probably result in an altered point
cost, for example.)
Modifying to Supernatural: You can modify a spell-like
ability into a supernatural ability for an additional 2 points,
+1 per use beyond the first. Supernatural abilities are
slightly more powerful than standard spell-likes.
Modifying to Exceptional: Costs an additional 3 points,
+1 per use beyond the first.
Modifying to Conditional: Maybe the race in question
can only use Aid when directly threatened. Maybe they can
only use Acid Arrow when near a source of water. These
are conditional modifiers, and can reduce the cost based
upon severity. The table below shows the cost modifiers in
light blue.
Minimum cost is 1 point.
Conditional Modifier Severity: Mild (stops use up to
25% of the time)
Base Cost of spell-like ability 5-10: -2; 11-15: -3; 16+: -4
Conditional Modifier Severity: Moderate (stops use up to
50% of the time)
Base Cost of spell-like ability 5-10: -3; 11-15: -5; 16+: -7
Conditional Modifier Severity: Severe (stops use more
than 50% of the time). This includes self-cast only for
buffs.
Base Cost of spell-like ability 5-10: -4; 11-15: -7; 16+:
-11
Cost for
Spell
first use
Acid arrow
10
Acid Splash
5
Aid
15
Alarm
10
Align Weapon
15
Alter Self
15
Animal Messenger
10
Animal Trance
5
Animate Rope
11
Arcane Lock
11
Arcane Mark
5
Augury
20
Bane
10
Bear’s Endurance
14
Bleed
5
Bless
11
Bless Water
13
Bless Weapon
18
Blindness/Deafness 19
Blur
20
Bull’s Strength
14
Burning Hands
10
Calm Animals
11
Calm Emotions
12
Cat’s Grace
14
Cause Fear
5
Charm Animal
12
Charm Person
19
Chill Metal
10
Chill Touch
12
Color Spray
8
Command
14
Command Undead
10
Comprehend Lang. 12
Consecrate
12
Continual Flame
14
Create Food/Water
20
Create Water
12
Cure Light Wounds 12
Cure Mod. Wounds 16
Curse Water
13
Dancing Lights
5
Darkness
16
Darkvision
13
Daze
5
Daze Monster
8
Death Knell
8
Deathwatch
12
Delay Poison
10
Desecrate
12
Det. Animal/Plant
14
Detect Chaos/Evil/
Good/Law
12
Detect Magic
11
Detect Poison
9
Detect Scrying
13
Det. Secret Doors
13
Det. Snares/Pits
14
Detect Thoughts
15
Detect Undead
11
Discern Lies
16
Disguise Self
11
Divine Favor
17
Doom
8
Eagle’s Splendor
14
Endure Elements
15
Enlarge Person
19
Entangle
20
Enthrall
14
Entropic Shield
17
Erase
6
Exp. Retreat
15
Faerie Fire
12
False Life
11
PAGE 20 OF 31
RACE CREATION COOKBOOK
Feather Fall
13
Find Traps
12
Flame Blade
12
Flaming Sphere
10
Flare
6
Floating Disk
11
Fly
21
Fog Cloud
14
Fox’s Cunning
14
Gaseous Form
20
Gentle Repose
11
Ghost Sound
8
Ghoul Touch
14
Glitterdust
23
Goodberry
11
Grease
16
Guidance
5
Gust of Wind
15
Heat Metal
10
Hide from Animals 14
Hide From Undead 12
Hideous Laughter
16
Hold Animal
15
Hold Person
16
Hold Portal
9
Hypnotic Pattern
10
Hypnotism
8
Identify
14
Inf. Light Wounds
6
Inf. Mod Wounds
9
Invisibility
18
Jump
13
Knock
12
Know Direction
7
Levitate
11
Light
7
Locate Object
14
Longstrider
12
Lullaby
5
Mage Armor
14
Mage Hand
7
Magic Fang
8
Magic Fang, Grt
16
Magic Missile
10
Magic Mouth
11
Magic Stone
9
Magic Vestment
17
Magic Weapon
9
Magic Weapon, Grt 18
Make Whole
14
Mending
7
Message
6
Minor Image
15
Mirror Image
18
Mount
12
Neutralize Poison
15
Obscure Object
13
Obscuring Mist
16
Open/Close
6
Owl’s Wisdom
14
Pass Without Trace 14
Prayer
15
Prestidigitation
8
Produce Flame
11
Prot. from Arrows
12
Prot. from Chaos/Evil/
Good/Law
12
Prot. from Energy
18
Purify food + drink
7
Pyrotechnics
13
Quench
15
Rage
13
Ray of Enf.
15
Ray of Frost
5
Read Magic
8
Reduce Animal
11
Reduce Person
14
Remove Blind/Deaf 14
Remove Curse
13
Remove Disease
13
Remove Fear
12
Remove Paralysis
14
Resistance
7
Resist Energy
14
Rope Trick
20
Rusting Grasp
18
Scare
11
Scorching Ray
15
See Invisible
14
Shatter
15
Shield
16
Shield of Faith
17
Shillelagh
13
Shocking Grasp
9
Silence
15
Silent Image
13
Sleep
8
Sound Burst
10
Speak with Animals 12
Speak with Dead
16
Speak with Plants
12
Spectral Hand
11
Spider Climb
15
Spike Growth
13
Spiritual Weapon
12
Status
15
Stone Shape
18
Summon Swarm
13
Touch of Fatigue
6
True Strike
11
Undet. Alignment
10
Ventriloquism
13
Warp Wood
13
Water Breathing
14
Water Walk
15
Web
18
Wood Shape
17
SECTION 7: SIZE AND CREATURE TYPE
Different sizes and creature types are actually collections
of lesser advantages and disadvantages covered in various
sections of this book. We’ve compiled them into total point
costs for the sake of convenience here. Some particularly
broken or stupid abilities and types were omitted.
SECTION 8:
MISCELLANEOUS FEATURES
These are traits and abilities found in various templates
that can be extracted to serve as racial features. Many of
these are difficult to assess and dependent upon the content
of the campaign, use the point costs as guidelines.
SECTION 9: MOVEMENT AND VISION
Tactically useful, versatile and highly flavorful, increased
movement speeds and alternate movement modes are a
good way to add a little more definition to a race. There
are 5 basic types of movement. Ranked from weakest to
strongest, they are:
Swim: while most of the time swim doesn’t do anything at
all, if you’re faced with a large amount of water it can be a
lifesaver.
Land: General ground movement. Everyone has this, but
some races are slower or faster than others.
Climb: Climb is a fairly powerful movement mode.
Although it can be emulated with the Climb skill, being
able to climb quickly and freely opens a lot of tactical
PAGE 21 OF 31
RACE CREATION COOKBOOK
SECTION 7: CREATURE TYPE
Type
Bonuses
Cost
Aberration
Darkvision 60 ft (24)
24
Air (sub)
Always has fly speed (check for individual), no other restrictions
varies
Angel (sub)
Darkvision 60ft (24) low light vision (12) immunity to acid (28), cold (21),
petrification (8), resistance 10 to electricity (8) and fire (13), +4 saves versus
poison (4), Tongues (su) Always active (45)
163
Aquatic (sub)
Always has swim speed (varies, 15 for 30). Always breathes water,
20 (average)
cannot breathe air without amphibious quality. (+10)
Devil (sub)
Immune to fire (41) and poison (36), resistance to acid 10 (8) and
175
cold 10 (6), See in Darkness (su) vision pierces any form of darkness
(29, as per darkvision +5, Telepathy (su) (55)
Chaotic (sub)
Weapons count as chaotically aligned. Must have a chaotic alignment.
0
Cold (sub)
Immunity to cold (21), vulnerability to fire (+50% damage) (+21)
0
Construct
No constitution score (60), cannot be raised (+40), not at risk from
329
massive damage (5), destroyed at 0 hp (+6), -bonus hp by size (adds
+12.5 to value per size category above tiny), Immune to poison
(inclusive), stunning (15), critical hits (10), sleep (12), paralysis (27),
diseases (inclusive), death effects (25), any type of energy drain (15)
or ability damage (30), Immune to non-lethal damage (10), Low-light
vision (12), darkvision to 60 feet (24), Immune to mind-affecting
abilities (80), Does not eat (12), sleep (9) or breathe (29)
Dragon
Darkvision 60 feet (24), low-light vision (12), Immunity to sleep (12)
75
and paralysis (27) effects
Earth (sub)
If the creature has a burrow speed, he can burrow through solid rock
28 or 48
(+20 if has burrow speed), Tremorsense 60 feet (28)
Eladrin (sub)
Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28)
136
and petrification (8), Resistance to cold 10 (6) and fire 10 (13),
Tongues (su) always active (45)
Elemental
Darkvision 60 feet (24), Immunity to poison (36), sleep (12),
158
paralysis (27), stunning (15), Immunity to critical hits (10),
flanking (14), Difficult to raise (+30), Does not eat (12), sleep (9),
or breathe (29)
Evil (sub)
Must be evil. Weapons and natural attacks are treated as evilly aligned.
0
Extraplanar (sub)
No adjustment
0
Fey
Low-light vision (12)
12
Fire (sub)
Immunity to fire (41), Takes an additional 50% damage from cold (+11)
30
Giant
Large size (22), Low-light vision (12)
34
Goblinoid (sub)
Goblin as a bonus language (…+1)
1
Good (sub)
Must be good, Weapons and natural attacks are good-aligned
0
Guardinal (sub)
Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28),
295
petrification (8), Resistance cold 10 (6), sonic 10 (3), +4 racial bonus to
saves versus poison (4), Law on hands (su) as per paladin but up to the
character’s hit points in healing (175), Speak with animals (su) at will as
free action. (35)
Humanoid
Standard
0
PAGE 22 OF 31
RACE CREATION COOKBOOK
Incorporeal
Difficult to judge, wide-ranging changes that go far beyond advantages
DM’s choice
and disadvantages in combat. Consider based upon merits of individual
campaigns.
Lawful (sub)
Must be lawful. Weapons and natural attacks treated as lawfully aligned.
0
Monstrous Humanoid (sub)
Darkvision 60 feet (24)
24
Outsider
Darkvision 60 feet (24), Difficult to raise (+30), Do not eat (12) or sleep (9)
15
Plant
Low light vision (12), Immunity to mind-affecting (80), Immunity to
161
critical hits (10), Immune to poison (36), sleep (12), paralysis (27),
polymorph (-40), stunning (15), Do not sleep (9)
Reptilian (sub)
No adjustment
Shapechanger (sub)
Race must have ability to change shape. No adjustment.
Demon (sub)
Immunity to electricity (28) and poison (36), Resistance acid 10 (8),
146
cold 10 (6), fire 10 (13), Telepathy (su) (55)
Undead
Darkvision 60 feet (24), No constitution score but still gains bonus hps
389
from charisma modifier (110), -difficult raising (tricky) (+30), not at risk
from massive damage (5), destroyed at 0 hp (+6), Immune to poison
(inclusive), stunning (15), critical hits (10), necromancy effects (varies),
sleep (12), paralysis (27), diseases (inclusive), death effects (25), any type
of energy drain (15) or ability damage (30), -Immune to non-lethal
damage (10), Low-light vision (12), Immune to mind-affecting abilities (80),
Does not eat (12), sleep (9) or breathe (29), Uses charisma for concentration
checks (0)
Water (sub)
Swim movement (varies, 15 for 30 feet), Can breathe water and air (as
41
per does not breathe – the extra bonuses) (26)
SECTION 7: SIZE
Size
Modifiers
Cost
Small
+1 AC (14), +1 to hit (15), +4 stealth (12), -4 grapples, assorted maneuvers (+20),
8
carrying ¾ (+4), equipment weight ½ (6), smaller weapons (+15)
Medium
None
0
Large
-1 AC (+14), -1 to hit (+15), -4 stealth (+12), +4 grapples, assorted maneuvers (20)
22
+5 ft reach (30), Carrying x1.5 (4), Equipment weight x2 (-6), Larger weapons (15)
options up for a character without being a real campaign
breaker.
Fly: Fly is a powerful movement mode. Suddenly, non-
flying melee monsters are useless against you, you can
easily scout, and a lot of obstacles are rendered inconse-
quential. While being able to fly is certainly a cool racial
feature, consider the tone of your campaign before creating
a flying race.
Burrow: Burrow is a crazy movement mode. It has a lot of
similarities with flight in terms of bypassing obstacles, but
it can also completely destroy earthen objects. A standard
subterranean dungeon with any amount of sand, clay or
loose earth is no match for a character with burrow. This is
an interesting racial feature but consider the ramifications
on your campaign. It’s hard to put a point value on some-
thing that simply bypasses the environment.
MOVEMENT SPEEDS
Movement Mode
10 ft
20 ft
30 ft
40 ft
50ft
Land
0
10
30
40
50
Swim
5
10
15
20
25
Climb
15
25
35
45
55
Flight (Average)
18
36
54
72
90
Flight (Good)
38
56
74
92
110
Burrow
20
40
60
80
100
• Average land movement speed is 30 for medium races.
• Flight (Average): 30 ft was costed as per 4 uses of the
spell (54 points), enough to keep flight up for the stan-
dard 4 encounters per day. The actual fly spell is twice
as fast and has additional manueverability, but can be
dispelled.
PAGE 23 OF 31
RACE CREATION COOKBOOK
SECTION 8: MISCELLANEOUS FEATURES
Feature
Effect
Cost
Destroyed at 0 HP
As per having 10 less hp at half cost
+6 bonus points
Difficult to Raise
Requires limited wish+
+30 bonus points
Does not breathe
As per exceptional water breathing 4/day (self only) with a
29
few extra advantages (+3)
Does not eat
As per create food and water 1/day (self only, exceptional)
12
Does not sleep
As per alarm 1/day (self only, exceptional)
9
Immune to Ability Damage
Covers several spells and effects, as well as most poisons.
30
Difficult to assess objectively as there are 6 different stats to
damage and effects will vary wildly by class, so just assessed
as per a top feat.
Immune to Critical Hits
Actually prevents about 5% of incoming damage (some
10
creatures have larger critical ranges but confirmation bumps it
back down to slightly more than 5%) (365 lifetime crit
damage/57 days is 6.4 damage per day, worth 8 points, +2
for the occasional higher crit creature.
10
Immune to Energy Drain
Only a few monsters and spells have this effect. More
15
dangerous to spellcasters. As per a specialized feat.
Immune to Flanking
This prevents a +2 to hit in some cases, and sneak attack
14
damage. Counting this as +1 to AC overall since opportunities
for utility are mostly limited to preventing the hit bonus and
not all the time.
Immune to non-lethal damage
Rarely useful. As per a poor feat.
10
Impossible to Raise
Cannot be raised
+40 bonus points
No Constitution Score
Partial Immunity to fortitude saves (still affected by object
60
saves) (110), no bonus hp from con (assuming average
14 con, -50)
No risk from massive damage
Yay you get to dodge a saving throw that is obsolete by
5
the time you have to make it
Telepathy (su)
As per supernatural comprehend languages 4 times a
55
day (14+7+7+7) but allows two way communication
in stealth (+20)
Tongues (su)
As per supernatural comprehend languages 4 times a
45
day (14+7+7+7), but allows 2 way communication (+10)
Tricky to Raise
Requires resurrection+
+20 bonus points
Self-healing
As per amount of hps provided per day. In terms of the
Varies, or 175
guardinal lay on hands ability, assume a d8 HD and a
for the guardinal
constitution of 14.
version.
Stability
Armor movement penalty reduced by 10 feet. Treated
5
as per a 10 foot increase in movement but at ½ cost due
to limited scope of use.
PAGE 24 OF 31
RACE CREATION COOKBOOK
• Flight (Good): 30ft was costed as per average maneu-
verability, but scaled up by 20 points in each instance
for the extra utility.
VISION
Different races have a variety of vision types. Sometimes
being able to see in the dark is pretty handy, especially if
you don’t have the spell Darkvision available. Speaking
of that, we costed Darkvision the ability as per 2 casts of
darkvision the spell. Low-light vision was deemed to be
half as expensive.
Costs are not proportional to their range. Simply having the
ability is more valuable than the range per se, and so the
lowest ranges are costed relatively higher.
Vision Type
30 feet
60 feet
90 feet
Low-Light Vision
No range on low-light vision.
Universally worth 12
Darkvision
20
24
28
Scent
22
26
30
Blindsense
22
26
30
Blindsight
40
50
60
Tremorsense
24
28
32
See Magic*
25
29
33
*As per Detect Magic, considered spell-like, at 4 uses per
day (as it will be useful in pretty much every encounter).
Most of the vision modes are used to detect invisible or
hidden enemies, which can be easily replaced by a spell (or
any number of spells depending on the specific opponent).
The different vision modes are far more useful to monsters
than they are for players, who are usually stacked to the
gills with divinations. The spell See Invisible was taken as
a general template for blindsense, even though the vision
mode is slightly worse in some cases and slightly better in
others.
Scent is similar to Blindsense but worse in almost every
way – it can’t pinpoint until you’re within 5 feet. It allows
tracking, though, and recognizing particular smells, and
thus for the additional utility it is assumed to be equal.
Tremorsense is akin to Blindsense but does not require line
of effect. Instead it requires that a target be moving, and on
the ground. Usually this is a bit better than blindsense and
that is reflected in the costing.
Blindsight is the most powerful of the lot. It negates
displacement, blur, almost all concealment, and has the
added advantage of making a creature basically immune to
blindness.
SECTION 10: NATURAL ATTACKS
Some races have claws, fangs, horns, hooves, tails, tenta-
cles, and so on. So why let their monster brethren attack
with claw and fang and not allow a race with natural
weapons to make use of their sharpest parts? Certainly not
because they’re too civilized; these are adventurers we’re
talking about. The more ways you have to kill somebody
and take their stuff, the better.
We arrive at a problem when it comes to costing natural
attacks. We have to look at how much damage these
attacks can cause, whether they’re preferable to a held
weapon, and whether they can be used as a secondary
attack.
At baseline, most races can punch for 1d3 nonlethal
damage, at the cost of an attack of opportunity. With the
feat “Improved Unarmed strike” this becomes 1d3 lethal
damage with no AoO, so we’ll cost a natural attack for 1d3
at about 1/2 improved unarmed strike. Having a natural
attack doesn’t qualify you for a lot of feat chains like IUS
does).
Primary attacks are those which replace a weapon attack.
Secondary attacks can be used in addition to weapon
attacks during a full attack action at a -5 to hit. Secondary
attacks are just flat-out extra damage and are costed at the
price of regular primary attacks x1.5.
Natural Attack
Cost for
Cost for
Damage
Primary
Secondary
1d2
2 points
3 points
1d3
4 points
6 points
1d4
6 points
9 points
1d6
8 points
12 points
1d8
10 points
15 points
2d4
12 points
18 points
1d10
14 points
21 points
1d12
16 points
24 points
2d6
18 points
27 points
SECTION 11:
APPENDIX A MONSTER TABLE
It may appear that there are less than 300 monsters in this
table (and there are). However, this is because several were
removed to comply with the SRD. The data of similar crea-
tures was instead included on the grand tally to account for
their loss.
PAGE 25 OF 31
RACE CREATION COOKBOOK
SECTION 11: APPENDIX A MONSTER TABLE
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Aboleth
4
1
1
F, W,
Aboleth mage
4
1
1
1
1
1
F,R,W
Achaeirai
3
1
F
Allip
1
1
W
Astral Deva
3
1
F,R,W
Planetar
3
1
1
1
1
F,R,W
Solar
4
1
1
1
1
1
1
1
F,R,W
An. Object T
1
An. Object S
1
An. Object M
1
An. Object L
1
An. Object H
1
An. Object G
1
An. Object C
1
Ankheg
1
1
R
Aranea
1
1
1
F, W
Lantern Arc.
2
1
W
Hound Arc.
3
1
1
W
Hound Arc. H
5
1
1
W
Trumpet Arc.
3
1
1
1
F,R,W
Arrowhawk J
1
1
Arrowhawk A
1
1
Arrowhawk E
1
1
Assassin Vine
1
R
Athach
5
1
F
Azer
1
1
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Barghest
3
1
W
Barghest, G
3
1
W
Basilisk*
3
F
Basilisk, GA*
3
F
Behir
1
1
1
R
Beh, Gauth
1
1
1
1
F, W
Belker
5
F
Blink Dog
1
Bodak
1
F
Bugbear
1
Bulette
3
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Centaur
3
Chaos Beast
2
1
1
1
1
F
Chimera
5
R
Choker
2
PAGE 26 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Chuul
2
1
F
Chuul
2
1
F
Cloaker
2
1
1
F, W
Cockatrice*
1
F
Couatl
1
1
1
1
1
1
F, W
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Darkmantle
1
Delver
2
1
R
Babau
3
1
1
R
Balor
6
1
1
1
F, R, W
Bebelith
3
1
F
Dretch
3
1
F, W
Glabrezu
5
1
1
W
Hezrou
3
1
1
1
F, W
Marilith
10
1
R, W
Nalfeshnee
3
1
1
1
R, W
Quasit
3
1
1
1
F, W
Retriever*
6
1
1
1
F, R
Succubus
2
1
1
F, W
Vrock
5
1
F, R
Derro
1
1
1
1
F, W
Destrachan
2
1
F, R
Barbed devil
2
1
1
1
1
1
F, W
Bearded devil
2
1
1
F
Bone Devil
4
1
1
1
F, W
Chain Devil
6
1
W
Erinyes
1
1
1
R, W
Hellcat
3
Horned Devil
5
1
1
1
1
F, R, W
Ice Devil
5
1
1
1
F, W
Imp
1
1
1
1
F, W
Lemure
2
Pit Fiend
6
1
1
1
1
1
1
F, R, W
Devourer
2
1
1
F, W
Digester
1
1
R
Deinonychus
4
Elasmosaurus
1
Megaraptor
4
Triceratops
1
R
Tyrannosaurus 1
1
Doppleganger
1
1
W
Black Dragon
7
1
1
1
F, R, W
Blue Dragon
7
1
1
1
F, R, W
Green Dragon
7
1
1
1
1
F, R, W
Red Dragon
7
1
1
1
F, R, W
PAGE 27 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
White Dragon
7
1
1
1
F, R, W
Brass Dragon
7
1
1
1
1
F, R, W
Bronze Drag.
7
1
1
1
F, R, W
Copper Drag.
7
1
1
1
F, R, W
Gold Dragon
7
1
1
1
F, R, W
Silver Dragon
7
1
1
1
1
F, R, W
Drag. Turtle
3
1
R
Dragonne
3
W
Drider
3
1
1
1
1
F, R, W
Dryad
1
1
1
1
1
R, W
Duergar
1
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Giant Eagle
3
Bralani
2
1
1
1
1
R, W
Ghaele*
2
1
1
1
1
1
1
1
F, R, W
Air Elemental
2
R
Earth Elem.
2
Fire Elemental 2
1
R
Water Elem.
2
R
Drow
1
1
F
E. Filcher
1
E. Marauder
1
Ettercap
3
1
F
Ettin
2
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Formian W.
1
Formian War
4
1
F
Formian Task
3
1
1
F, W
Formian Myr
2
1
1
1
F, W
Formian Q.
1
1
1
1
1
1
1
F, R, W
Frost Worm
1
1
1
R, W
Shrieker
Violet Fungus
4
1
F
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Gargoyle
4
Djinni
2
1
R, W
Efreeti
2
1
1
F, R, W
Janni
2
1
F
Ghoul
3
1
1
F
Ghast
3
1
1
1
F
Cloud Giant
3
1
Fire Giant
3
1
Frost Giant
2
Frost G. Jarl
4
1
1
1
F, W
Hill Giant
2
PAGE 28 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Stone Giant
2
Storm Giant
3
1
1
R
Gib. Mouther
7
1
1
F, R, W
Girallon
5
Gnoll
1
Svirfneblin
1
1
F
Goblin
1
Clay Golem
2
Flesh Golem
2
Iron Golem
2
1
F
Stone Golem
2
1
W
G. Stone Gol.
2
1
W
Gorgon*
1
F, R
Gray Render
3
Grick
5
Griffon
3
Grimlock
1
Avoral
2
1
1
1
1
R, W
Leonal
3
1
1
1
1
1
F, R, W
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Annis
3
1
Green Hag
2
1
F, W
Sea Hag
2
1
1
F, W
Harpy
3
1
W
Hell Hound
1
1
R
Hippogriff
3
Hobgoblin
1
Homunculus
1
1
1
F
Howler
2-5
1
R, W
Hydra
X
Pyrohydra
X
1
R
Cryohydra
X
1
R
Kolyarut
2
1
1
1
1
F, W
Marut
2
1
1
1
1
F, R, W
Zelekhut
2
1
1
1
1
F, W
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Inv. Stalker
2
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Kobold
1
Kraken
9
1
1
W
Krenshar
4
1
W
Kuo-Toa
2
1
R
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Lamia
4
1
1
1
W
Lammasu
2
1
1
R
PAGE 29 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
G. Protector
2
1
1
R
Lich
1
1
1
1
1
1
1
1
1
F, R, W
Lillend
3
1
1
1
1
1
1
W
Lizardfolk
3
Locathah
1
Werebear
3
1
F
Wereboar
3
1
F
Wererat
2
1
F
Weretiger
3
1
F
Werewolf
3
1
F
WW Lord
4
1
F
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Magmin
1
1
F, R
Manticore
6
Medusa*
3
1
F
Air Mephit
2
1
R
Dust Mephit
2
1
R
Earth Mephit
2
1
R
Fire Mephit
2
1
1
R, W
Ice Mephit
2
1
1
R, W
Magma Meph. 2
1
1
F, R, W
Ooze Mephit
2
1
1
1
F, R
Salt Mephit
2
1
F, R, W
Steam Mephit
2
1
1
R
Water Mephit
2
1
1
1
F, R
Merfolk
1
Mimic
2
R
Minotaur
3
Mohrg
2
1
F
Mummy
1
1
1
1
F, W
Mummy Lord
1
1
1
1
1
1
F, W
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Dark Naga
2
1
1
1
1
1
1
F, R, W
Guard. Naga
1
1
1
1
1
1
1
F, R, W
Spir. Naga
1
1
1
1
1
1
1
F, R, W
Water Naga
1
1
1
1
1
F, W
Night Hag
1
1
1
1
1
F, W
Nightmare
3
1
F
Cauchemar
3
1
F
Nightcrawler
2
1
1
1
1
1
1
1
F, R, W
Nightwalker
2
1
1
1
1
1
F, R, W
Nightwing
1
1
1
1
1
1
F, R, W
Nymph
1
1
1
1
1
F, R
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Ogre
1
PAGE 30 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Ogre Mage
1
1
1
1
1
1
R, W
Black Pudding 1
1
R
E. Black Pud
1
1
R
Gel. Cube
1
1
1
F, R
Gray Ooze
1
1
R
Ochre jelly
1
1
R
Orc
1
Otyugh
3
1
F
Owl, Giant
3
Owlbear
3
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Pegasus
3
Phant. Fungus
1
Phase Spider
1
1
F
Phasm
1
Pseudodragon
2
1
1
F
Purple Worm
2
1
1
F
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Rakshasa
3
1
1
1
1
F, W
Rast
4
1
F
Ravid
2
Remorhaz
1
1
F
Roc
3
Roper
7
F
Rust Monster
2
R
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Sahuagin
3
Salamander
3
1
Sal. Noble
4
1
1
R
Satyr
2
1
1
1
1
W
Sea Cat
3
Shadow
1
Shad. Mastiff
1
1
W
Sham. Mound
2
Shield guard.
2
1
Shock Lizard
1
1
R
Skeleton
var
Skum
3
Red Slaad
3
1
F
Blue Slaad
5
1
1
1
1
F, W
Green Slaad
3
1
1
1
F, R, W
Gray Slaad
3
1
1
F, R, W
Death Slaad
3
1
1
1
1
F, R, W
Spectre
1
F
Androsphinx
2
1
1
1
1
F, W
PAGE 31 OF 31
RACE CREATION COOKBOOK
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Criosphinx
3
Gynosphinx
2
1
1
1
W
Hieracophinx
3
Spider Eater
2
1
1
F
Grig
1
1
1
F, R, W
Nixie
1
1
1
1
W
Pixie
1
1
1
1
R, W
Bat Swarm
1
F
Centipede Sw. 1
1
F
Hellwasp Sw.
1
1
F
Locust Swarm 1
F
Rat Swarm
1
1
F
Spider Swarm
1
1
F
Tarrasque
6
1
1
W
Tendriculos
3
1
1
F
Thoqqua
1
1
R
Titan
4
1
1
1
1
1
R, W
Tojanida
3
R
Treant
2
R
Triton
1
Troglodyte
3
1
F
Troll
3
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Unicorn
3
Cel. Charger
3
1
W
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Vampire
V
1
1
F, W
Vamp. Spawn
1
1
1
F, W
Vargouille
1
1
1
1
F
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Wight
1
F
Will O’ Wisp
1
1
Winter Wolf
1
1
R
Worg
1
Wraith
1
F
Dread Wraith
1
F
Wyvern
6
1
F
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Xill
4
1
F
Xorn
4
Name
#att dis mind per para pois
slp
spell
fire
elec
cold
acid
son
saves
Yeth Hound
1
1
W
Yrthak
3
1
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| textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9587 - Race Creation Cookbook.pdf |
132
Breed:
Stream:
Auspice:
Clutch:
Varna:
Concept:
Attributes
Alertness_________________
Athletics__________________
Brawl_______________________
Dodge_____________________
Empathy__________________
Expression________________
Intimidation______________
Primal-Urge_______________
Streetwise__________________
Subterfuge_______________
Strength___________________
Dexterity_________________
Stamina____________________
Physical
Social
Mental
Charisma_________________
Manipulation______________
Appearance_______________
Perception________________
Intelligence_______________
Wits_______________________
Abilities
Talents
Knowledges
Skills
Animal Ken_______________
Drive______________________
Etiquette__________________
Firearms__________________
Leadership________________
Melee____________________
Performance_______________
Repair____________________
Stealth_____________________
Survival__________________
Computer_________________
Enigmas__________________
Investigation______________
Law________________________
Linguistics________________
Medicine_________________
Occult____________________
Politics___________________
Rituals___________________
Science___________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
Advantages
Backgrounds
Gifts
Gifts
____________________________
____________________________
____________________________
____________________________
____________________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
Renown
Rage
Health
Gnosis
Willpower
Sun Dice
Rank
Glory
o o o o o o o o o o
J J J J J J J J J J
Honor
o o o o o o o o o o
J J J J J J J J J J
Wisdom
o o o o o o o o o o
J J J J J J J J J J
o o o o o o o o o o
J J J J J J J J J J
o o o o o o o o o o
J J J J J J J J J J
o o o o o o o o o o
J J J J J J J J J J
Bruised
J
Hurt
-1
J
Injured
-1
J
Wounded
-2
J
Mauled
-2
J
Crippled
-5
J
Incapacitated
J
Name:
Player:
Chronicle:
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
____________________________
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
Archid Traits
Fetishes
Item:___________________JDedicated Level____ Gnosis____
Power:______________________________________________
Item:___________________JDedicated Level____ Gnosis____
Power:______________________________________________
Item:___________________JDedicated Level____ Gnosis____
Power:______________________________________________
Rites
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Combat
Brawling Chart
Maneuver
Roll
Diff
Damage
Bite
Dex+Brawl
5
Strength+1†
Body Slam Dex+Brawl
7
Special
Claw
Dex+Brawl
6
Strength+2†
Grapple
Dex+Brawl
6
Strength
Kick
Dex+Brawl
7
Strength+1
Punch
Dex+Brawl
6
Strength
†These maneuvers do aggravated damage.
Maneuver/Weapon
Roll
Difficulty
Range Rate
Clip
Damage
Armor:______________
Strength (___)____
Dexterity(___)____
Stamina(___)____
Manipulation(___)___
Difficulty: 6
Suchid
Homid
Other Traits
Difficulty: 6
No
Change
Archid
Strength (+4)____
Dexterity (-1)____
Stamina (+4)____
Manipulation(-3)____
Appearance: 0
CAUSES DELIRIUM
IN HUMANS
Difficulty: 6
134
Merits & Flaws
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Merit
Type
Cost
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Flaw
Type
Bonus
Expanded Background
Allies
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Contacts
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Kinfolk
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Mnesis
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Resources
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Totem
_________________________________________
_________________________________________
_________________________________________
_________________________________________
_________________________________________
Possessions
Experience
Wallow
TOTAL:______
Gained From:____________________________________
________________________________________________
________________________________________________
________________________________________________
__________________________________________________
_________________________________________________
TOTAL SPENT:______
Spent On:_______________________________________
_________________________________________________
Size:___________________________________________
Location:_______________________________________
________________________________________________
_______________________________________________
Gear (Carried):___________________________________
__________________________________________________
_______________________________________________
Equipment (Owned):______________________________
_________________________________________________
Nature:_____________________________
Demeanor:__________________________
History
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
Prelude
Age:_____________________
Hair:_____________________
Eyes:_____________________
Race:____________________
Nationality:_____________
Sex:_____________________
Height
Weight
Homid:__________________
Archid:_________________
Suchid:__________________
Description
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
____________________________________________________________________________
Battle Scars:_______________________________________
____________________________________________________________________________
____________________________________________________________________________
___________________________________________________
Visuals
Clutch Chart
Character Sketch
| textdata/thevault/World of Darkness (WoD) [multi]/unsorted/Werewolf the Apocalypse/Character Sheets/Mokole Character Sheet.pdf |
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
The Death Of Sherlock Holmes
Holmes is apparently dead, Watson asks the
Brothers of Righteousness for help in solving
the last case Holmes was working on.
The time line isn’t of vital importance, but
you may want to track it so that the
Investigators think that it is. The game begins
on Thursday May 7th 1891.
Scene 1: The Meeting Of Brothers - Meet
at John Holdsworth’s country house (on the
estate of Shaw Royd, near Halifax). Review
Dr. Watson’s letter (Handout1). Arrange for
travel to London. (Carriage, then train then
carriage.)
The interior of Shaw Royd House, showing the
feminine touch of Mrs Eliza Taylor-Holdsworth,
Lady of the House.
Will have some vague connection to a
previous ‘case’, which may be spotted, if so it
will point to similarities with an operation
run by Moran some months ago.
The connection may be in the last note from
Watson, which mentioned a daring forgery
operation, apparently being run out of
Camden, in which Holmes believed Moriati’s
right hand man, Moran, was acting under his
own initiative.
Meeting, eating, drinking, looking over letter
and previous notes. Checking records and
archives, planning the journey ahead.
House servants: Butler – Robinson. Maid –
Annie. Gardener – Mr Jake Bloomsbury.
Cook – Mrs Rutherford. Stable Lad – Jake.
Driver – John Markham.
Purpose
of
the
scene:
To
get
the
Investigators acquainted and to settle them
in to their roles within the Brothers of
Righteousness. Arrangements made by either
John
or
Eliza
will
be
through
their
‘household’ and should be done with the
minimum of fuss, monies are paid on
accounts. The link to Moran and the Camden
operation can either be discovered through
Know / Idea rolls, or by digging through old
papers and case notes in the library.
This is an introductory scene that allows the
Investigators to get in to character and to
explore what they know about each other. It
may be as well to begin the scene with each
of the Investigators doing a brief two minute
introduction
of
themselves,
describing
themselves as they’d wish to be seen by the
world
at
large:
physical
description,
personality traits, known likes and dislikes.
Timings: 15 mins (character intro’s) + 20
mins for scene = 35 mins.
Shaw Royd House: an exterior view, which does
not do justice to the magnificent gardens.
Scene 2: On To London – Accosted on
the train by a strange old woman (cultist)
who is trying to plant a token on one of the
Investigators, probably on the Dr (Charles
Makin) to mark him out for a possession at a
later stage… scuffle will break out, old woman
will prove stronger than she seems, but will
eventually be over come (thrown from train?).
Hansom Carriage from Marylebone to Baker
Street.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Pass through station, board train, settle in
carriage.
Flower seller – Sally Makepiece. Porters,
station hands, station lads and helpers.
Station Master – Mr Smith. Engineer –
Arthur Spate. Other travellers; Businessman
– John Charles. Lady – Mrs Emily Prattle,
maid – Sarah. Army Officer – Captain
George
Larchmount
(of
the
Surrey
Larchmount’s). Old woman (cultist) – Mary.
Cab / Carriage driver – Jeremy Clarkson.
Halifax Station, as seen from the East.
Purpose of the scene: To get one of the
Investigators marked by the insane cultists.
The old lady (flower seller) can quite easily
be replaced by a young girl serving tea on
the train. The important thing is that the
attack is less than discrete and will end with
the (inevitable) death of the cultist. The cultist
could quite easily be a Ghoul, but just as
easily merely a possessed and fanatical cult
worshipper. Other passengers may get drawn
in to the brawl and fight that ensues, and in
the confusion it will be hard to spot the
planting of the token. The cultists death will
need to be explained, perhaps even covered
up by the Investigators, as much through role
playing as any skill checks.
Timings: 20 mins.
Scene 3: Dr Watson – Arrive at 221b
Baker Street to find a Peeler on the door:
Watson is missing. Inside Inspector LeStrade
is interviewing Mrs Hudson. After gaining
entry, speak with LeStrade and Mrs Hudson,
get letter left by Watson (Handout2), or may
have to search and find it, (it’s addressed to
them). Suggests what may be happening,
points them in the direction of Mycroft.
Mycroft is at Diogonese Club. Watson has
apparently been kidnapped by the cultists as
a sacrifice, knowing that he has knowledge of
their activity it serves a double purpose. May
find the tome ‘the Black Book of Necrolatry’,
in German from 1702, texts from the
‘Dreams from R’lyeh’. Some digging may
show that the book was recently scored
(accidentally burned) on a page referring to
‘the nameless mother’.
Peeler – Constable Wilson. Street contact –
Charlie Smith ‘Hokey Pokey’ – ice cream
salesman.
Holmes, LeStrade and Watson in happier times.
Purpose
of
the
scene:
To
get
the
Investigators to meet with LeStrade and to
discover that Watson is missing. The plot
would seem to be thickening, with a twist in
that Mycroft is now apparently involved. This
should be a character heavy scene, with the
Investigators having free reign to search
221b baker Street. The book is very, very
valuable, especially to cultists, Lewis may feel
drawn towards the book in an unhealthy way.
Gianluigi will realise it’s evil content almost
through intuition. The letter from Watson is
in fact a forgery (or can be), and you may
want it penned by Holmes, as given away by
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
the ‘the game’s afoot’ comment, written to
fool all but those that know Holmes and
Watson, or it may be written by the cultists to
draw the Investigators towards Mycroft and
the imminent fog.
Timings: 20-30 mins.
Scene 4: Mycroft – Travel to Diogonese
Club, which is in St. James Palace in Pal Mall.
On way pass through area of strange yellow
fog, sulphurous and possibly poisonous, sight
the effect it has had on some people (plague
like symptoms and apparent ‘zombie’ traits),
accident with cab, over turns, make way
through ‘fog’ to Club. The fog is a venting, via
the sewers, from the temple where the
summoning of the Cthulhoid monster is to
take place: it is intended to weaken minds
ready for their consumption by she who must
never be named.
The trusty ‘Baker Street Irregulars’: invaluable
allies and information gatherers.
Mycroft is missing, not seen at his club since
last night. Mycroft is impossible to track
down if he wants to remain hidden. He has
actually gone to a meeting with Moran to
discuss immunity and communicate with
Sherlock. Bump in to Baker Street Irregulars
who have message for Mycroft, they might be
persuaded to give to Investigators. Address of
Moran’s store for stolen goods (at London
Docks).
Cab / Carriage driver – Mathew Black (from
the Tillings Cab Company). Street contact –
Edward ‘Teddy’ Entwhistle, rabbit salesman.
Baker Street Irregulars (7) – Charlie, Jake,
Bill, Arthur, Albert, Jed, Neddy ‘Sherlock’.
London Bridge: Always crammed with people
and carriages.
Purpose
of
the
scene:
To
get
the
Investigators through the fog and to find
Mycroft missing. The fog may draw out some
encounters with zombie like people who may
attack any they find even mildly threatening.
It can also be used as a cover of course for
some red-herring criminal activity such as
robbery or worse.
Hansom cab accidents are common and
notorious for their carnage, play it up! The
Baker Street Irregulars will arrive as the
Investigators leave the Diogonese club. They
are known to be trusted confederates of
Holmes and Watson, if pushed they may
reveal that the message was from Mycroft,
but will otherwise refer to a ‘gentlemen friend
of Mr Holmes’.
Timings: 20-30 mins.
Scene 5: London Docks – The London
Docks near London Bridge, investigate the
area, run in to one of Moran’s henchman
turned Ghoul servant. Find secret chamber,
discover bodies. Discover tunnel to river side.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Dockers
–
Rodney
Templeman.
Mark
Deighton. Moran’s henchman – Sydney
Dunn.
London Docks, with the Excise House on the left.
Purpose
of
the
scene:
To
get
the
Investigators to the docks and to lead them
to the inescapable conclusion that this is not
merely a smuggling, or forging operation.
The discovery of a large number of bodies
from sacrifices, in a shallow grave, should be
used to bring home the horrific nature of
what’s gone on and what is possibly about to
happen. Moran’s henchman will desperately
try to escape to warn his comrades. The
Investigators would be foolish to rush off and
follow, and if they seem likely to, introduce
Mathew O’Keef in a hurry. He can tell them
he knows another way to Moran’s lair as he’s
been watching the operation for some weeks.
Timings: 20-30 mins.
Scene 6: (run on from Scene 5): Strangers
Well Met – Meet with HM Customs & Excise
official
investigating
smuggling
from
premises, may or may not detect this person
is not who they seem, lead in to tunnels,
accompanied by ‘Taxman’. May find the
bodies of three of Moran’s henchmen,
possibly even the broken plates from a
printing press.
Taxman – Mathew O’Keef.
Purpose
of
the
scene:
To
get
the
Investigators to meet with the disguised
Holmes, or in a twist, the disguised Moran,
and to get them to the lair where the
summoning will be taking place. It will turn
out that the lair is actually directly
underneath the Excise House in the docks.
Timings: 10 mins.
Scene 7: A Pulse Of Maggots – Find the
lair of the beastie, encounter worshippers,
encounter a deranged Watson, Holmes
reveals himself. Destroy alter, free dazed
‘worshippers’, fight of ghoulish worshippers,
meet with Moran who is about to blow the
tunnel / cave, escape or die.
Hear the chanting long before get to the
chamber. May be affected by it, may bring
out the base nature in each of the
investigators. Will find shocked and dazed
henchman of Moran, gibbering wrecks, will
not be able to impart any information, too
terrified. May detect some of the signs that
the tunnel has been ‘rigged’ before they enter
the final chamber.
A Ghoulish beast, surely too foul to be allowed to
walk among us.
Purpose of the scene: Obviously the closing
scene of the game, the intention is to allow
the Keeper to throw in whatever they feel
necessary to finally drive home the Mythos
feel and ending. The cultists are trying to
summon Old Mother Dagon, or possibly
even Kauth (if you want to tie it in with
Lewis),
and
will
be
performing
an
abomination
of
a
ceremony
involving
sacrifice. There may be millions of over sized
maggots (spawn) littering the tunnels and the
chamber, possibly even spilling out in to the
Thames in a milky white haze.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
We have found it’s best to not drive the
Investigators totally insane before the big
bang finish, and to allow them to reveal their
darker sides through the ensuing chaos.
Obviously Lewis will be key here, as will
Eliza, though the others will all show they
actually know more than they have perhaps
up to now let on.
It’s
important
to
remember
that
the
Investigators can’t win here. The best they
can hope for is the possible rescue of
Watson and some intended victims of
sacrifice. Holmes and Moran intend to blow
the chamber up at the critical moment,
interrupting the summoning and killing the
cultist priests, destroying their summoning
implements as they do. The Keeper should
also not be afraid to make the ending very
big. It’s all about timing. The summoning
should ideally be nearly complete, with the
Investigators catching a glimpse of the Outer
God as it is about to manifest, before the
whole place is destroyed in a cataclysmic
explosion.
Timing: 30 mins.
Vile servitor of the Outer Gods, precursor to their
arrival on Earth.
Scene 8: Cleansing – wash up.
The Investigators deserve to know what’s
going on. Of course they do. And you as the
Keeper should feel free to tell them as little
or as much as you like depending on the
outcome of the scenario. If they have Holmes
or Moran in tow, they will of course have
access to a much fuller version of events
(Watson doesn’t really understand what it’s
all about).
Timing: 15 mins.
They Who Must Never Be Named
Summary: Holmes met Moriati at the
Reichenbach falls on Monday May 4th, and
was confronted with the apparent insanity of
Moriati, who could not help but reveal his
plan for the summoning of an Outer God.
Holmes, aware of the Mythos, realised the
terrible implications and knew he had to act.
The plunge over the Reichenbach falls saw
Mortiati summon a Night Guant, to sweep
him away, while Holmes relied on an obscure
Dreamlands spell to sidestep their inevitable
death. Holmes spell trapped Moriati in the
Glade of Sleep and allowed him to return to
London. Watson, believing Holmes dead, set
about ordering their affairs and putting in
place the cover story of Holmes apparent
retirement. None were to know of Holmes
death.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Watson believes Moran is planning to re-
launch one of Moriati’s old schemes: forging
paper currency to bankrupt the Mint and
Government, and Watson is convinced that
Moran is as much an Anarchist as a
criminal.
Holmes manages to convince Moran to help
him stop the more lunatic of Moriati’s gang
from completing the summoning, and Moran
only agrees if he is given immunity from
prosecution, something only Mycroft can
really deal with. And so we launch in to the
adventure!
The clock is ticking for Holmes and Moran
as they know the summoning is being timed
to coincide with an astrological conjunction,
so Holmes will, if needed, nudge the
Investigators along. Both Holmes and Moran
are aware that the Brothers of Righteousness
are some of the few people that have
knowledge of the Occult and perhaps even
the Mythos, and they are hoping that they
will be able to help in the final disruption of
the ceremony.
And that’s about it really.
You can of course add in as many of your
own elements as you wish, with extra twists
and turns to suit the game as it unfolds.
It should be stressed that the scenario was
designed as a Convention game, with a view
to completion within four hours.
*** ***
Brief Investigator breakdowns:
John Holdsworth - Entrepreneur – Estate
Owner – Straight up Victorian Gentleman /
Businessman, who’s family has done well in
the cloth and machine trade. Owns a large
estate that was once part of the landed
gentry’s estates.
(John Holdsworth of the Halifax Holdsworth’s
– Estate of Shaw Royd, Near Halifax.)
Catherine Nolan, now known as Eliza Taylor
- Lady Wife – Escaped mental patient and
ghoul, killed woman who was on the way to
marry Gentleman, took identity. Voices in
head, urge to eat human flesh, all subdued
and trying to bring under control, much
easier when near John (John has magical
amulet (gift from Father), unknown to either),
so hates to stray far from her husband.
(Real name / identity: Catherine Nolan.
Taken on identity of Eliza Taylor. Taylors are
a rich family in Halifax that went to ‘New
World’ and established mills in Victoria, Eliza
was to return after two years.)
Gianluigi Marrone - Vatican Investigator –
Investigating the (blasphemous) possibility
that
the
Chthonian
Gods
represent
something other than the servants of Satan.
Has trouble reconciling his faith (failed
priest) but essentially a very moral and
conscientious man who believes in God and
the tenets of the Catholic church.
(Gianluigi is of Sicilian descent, with
rumoured connections via his youth to the
notorious ‘family father’ Salvatore Gravano –
‘Sammy The Bull’.)
Frances Herbert Bradley - History Professor
– An ex-Oxford professor, who was drummed
out of the colleges after an ‘incident’
involving a group of students and an alleged
occult incident (accidental summoning). Prof
knows of the Mythos and is trying to fight
the good fight wherever he can, with the help
of his new found friends.
Dr. Charles Makin - Doctor – Ex-Army
doctor who was retired and has spent some
time in a Sanatorium, after encounters with a
cult and their shadowy deity in the Crimean
War (Russian coastal waters). Has been
addicted to opium for 5 years, goes
‘walkabouts’ for long periods, has memory
loss and blank periods, great sense of guilt.
Lewis Thomas - Cultist – Fanatical cult
worshipper, using the others to get to
Holmes as has been given a vision and
prophecy from his God, must stop the
heinous monster from rising, will use a
taught spell and a magical dagger. Very
secretive, wholly insane. Has the persona of a
Dilettante, the youngest son of a welsh
mining millionaire.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
John Holdsworth
Sex:
Male
Age:
32
Nationality:
British
Birthplace:
Halifax
Occupation:
Mill Owner / entrepreneur
Physical Appearance
Five feet nine inches tall, well groomed, dark brown hair, always
neat and smart. Sports a moustache kept short. Light of frame,
though well versed in physical activity and healthy and vital. Very
considered manner, calm and calculated in movement and gesture.
Well dressed in the clean cut, functional suits of the well-to-do
gentleman.
Personality & Attitudes
Believes that hard work and application will bring just reward to those, according to their station, but that no
one should be afraid to aim higher than their birth might suggest. Courteous, polite and driven by the
manners and social niceties that should rightly be observed by one and all. A direct man, never afraid to
speak your mind, though intelligent enough to know what language should be used with whom, in each
situation as it arises. Has a very good head for business and an aptitude for numbers and calculus. Enjoys
exercise outdoors, especially walking, climbing, swimming and riding. Good food and wine are to be
appreciated by those who can. The more esoteric arts such as opera and ballet can never stir a man’s soul as
much as a well studied painting. You abhor violence done to others, though you are more than capable of
looking after yourself and will step in to protect the bullied and oppressed, an attitude fostered from a very
early age and helped by your proficiency in the art of boxing. Enjoys hunting (shooting) and fishing, though
seldom gets the time to pursue them. Is a member of a Gentlemen’s Club in Halifax and London, but spends
little time there unless it is to use their rooms when away on business. A devoted husband who wants many
children.
Aptitudes & Skills
Boxing, climbing, accounting, shooting (shotgun), swimming, persuasion, use of libraries, first aid, spotting
hidden objects, mechanical repair, exploiting your excellent credit rating, riding, bargaining, chemistry,
operating heavy machinery, some small knowledge of the occult and it’s practitioners. Some very small
knowledge of written and spoken Swedish (business). Nimble on your feet.
The Wider World
There are the sciences, the arts and the Church. Each can explain many things within God’s creation, but not
all. There are things under Heaven that, although they may defy ‘conventional’ explanation, are never the
less no match for the wit and moral judgement of man or outside the ultimate plan of God. Criminals are
usually misled fools or the evil minded. It is the duty of every man to thwart the criminal mind at ever turn.
The Brothers of Righteousness is more than a mere dabbling of the well to do in the matters of the police and
the courts, it is a sincere group of people who realise they can use their station, wealth, skills and experience
in bringing to justice some of the evil doers that the police and the courts are simply unable to detect or
catch.
There are also matters of an occult and mystical nature which sometimes appear to be at the root of some
criminal or evil activity. Those within the law enforcing establishment and the judiciary are especially ill
equipped to deal with these and need all the help they can get.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Eliza Taylor-Holdsworth
Sex:
Female
Age:
27
Nationality:
British
Birthplace:
Halifax
Occupation:
Lady of means
Physical Appearance
Five feet four inches tall, lustrous brown hair, penetrating hazel
eyes. Petit frame, very feminine yet physically fit and strong.
Dresses in fashionable clothes yet is not an ostentatious lady and
will not waste monies of frivolous attire.
Personality & Attitudes
You have a very dark, deeply buried secret that all your energies are
bent towards keeping from all around you. You fight to keep your baser instincts under control and to avoid
unleashing the horrific beast that lurks within. Your real name is Catherine Nolan, you are a Ghoul. Bitten
and left to die as a child, when your family was killed and eaten by a scavenging clan of Ghouls in the
Australian outback, where your family were missionaries, bringing the word of God to the Aborigines near
the town of New Victoria. Escaped from a mental asylum, where you were placed from the ages of nine to
twenty six. The call of the Ghoul was strong and asserted itself as soon as the medications from the Asylum
ceased. The horrors of feasting on the flesh of recently dead persons is still a haunting thought in the
forefront of your mind. From New Victoria you stowed away aboard the ‘Victory’ and found yourself in
England. Many months were spent trying to find your ancestral home in Halifax, while hiding from the
world at large. A tragic accident near Halifax lead to the death of Eliza Taylor when she was killed by a
Hansom Cab, her head severed. Feasting on the newly dead flesh of Eliza you became transfixed with her
memories and her desires. The striking resemblance she bore you made it easy to pass yourself off as her and
step in to her shoes to complete your escape from your past. Her fiancé had not seen Eliza for two years, and
in an even greater twist of fate, was expecting her to return from a Sanatorium in London, where she was
recovering from a breakdown brought on by the death of her family in a fire.
Aptitudes & Skills
Rending with claws (hidden, retractable), sneaking, spotting the hidden, listening, hiding, swimming,
persuading, first aid, concealing, fast talking, the occult, riding, bargaining. A fierce opponent in a fight, able
to use fists, claws, head butts, kicks and grapples. Able to dodge foes in combat.
The Wider World
You are devoted to your husband, in the year that you have been married, the hideous urges that course
through your veins have been subdued. It is obvious to you that being in his company, and perhaps the buried
memories of Eliza, are helping you become the person you have always wanted to be. Your awareness of the
darker side of this world fuels your dedication to the Brothers of Righteousness. There are many things that
men do not understand and don’t even know exist: you walk in their world and know their darkest secrets.
There is much to be done to prevent the subversion of man by these beasts. You know that many of the
criminal underworlds most daring robberies and exploits have been undertaken by deranged worshippers of
the shadow beings that lurk on the edge of the ‘normal’ world. You will do whatever it takes to keep your
secrets, believing that the greater good can be served by you and your talents, garnered from your
unspeakably horrid past and buried deep within the monster you would become should your base instincts be
let loose.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Gianluigi Marrone
Sex:
Male
Age:
34
Nationality:
Italian
Birthplace:
Sicily
Occupation:
Vatican Investigator
Physical Appearance
Six feet two inches tall, physically fit, short cut light brown hair,
strong ‘Roman’ features, olive skinned. Always smartly dressed
and well groomed, pays no mind to the fickle fashions of the age.
Very active, some may say ‘fidgety’, hands always busy. Quick to
smile, open friendly manner.
Personality & Attitudes
Dedicated servant of God and the Catholic Church, were once groomed for the priesthood, but natural
curiosity and your desire to question everything soon turned you from that path. You believe that God’s plan
for his creation is beyond the wit of man to understand, but that does not mean he should stop trying. The
world can be a distracting place and a man has to work hard to keep to the path he has chosen. Those of
weaker wills and minds should be guided by those with a clearer understanding of the spiritual world and the
perils inherent in abandoning the teachings of the Church. Loves physical challenges and especially fencing
and climbing. You have a love of the arts and are a naturally talented painter and sketch artist. Not above
indulging in the more earthly pleasures of good food and drink, as these can be taken in moderation as a
reward for any man (or woman) who has applied themselves in bettering their station.
Aptitudes & Skills
Languages: English, Spanish, Latin. Climbing, first aid, use of libraries, history, spotting hidden things,
fencing with rapier or sabre, swimming, persuading people, drawing and painting. Law, psychology, natural
history, knowledge of the occult, anthropology, archaeology, riding. Astronomy, biology, chemistry,
geology, medicine, physics. Nimble and able to dodge.
The Wider World
Your training and dedication as a priest showed you the world from a spiritual aspect, your background in
Sicily and your childhood friendship with Salvatore Gravano – ‘Sammy The Bull’, showed you life from the
Family’s perspective and laid a stark choice before you. You chose the Church. Although still friends with
Salvatore, you have managed to resist the lure of the Family’s life style. Having been well travelled through
Europe, especially Spain and England, you have come in to contact with the vast criminal network that
seems to be spreading across the whole face of the earth. You are also aware of the occult and the
supernatural, and though you know it must be part of God’s plan, you do not understand how or why.
Recently the Vatican has sent you to England to investigate the growth of certain cults that worship dark
beings seemingly from beyond the realms of heaven and hell. You have been working with the Brothers of
Righteousness for some time now, and have made firm friends with all you have so far met. None need to
know the full extent of your work for the Church, indeed few would be able to comprehend the horrors that
have been hinted at in your investigations. If it were not for your faith, you feel you would have certainly lost
your mind. The most recent developments in England, indeed throughout Europe, would indicate that a
supernatural event of cataclysmic proportions is being heralded by the servants and worshippers of these
abominations that await the destruction of Gods creation.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Frances Herbert Bradley
Sex:
Male
Age:
52
Nationality:
British
Birthplace:
Oxford
Occupation:
English Professor / Tutor
Physical Appearance
Six feet tall, stocky and stout frame, greying hair. Sports an often
unkempt moustache. Dresses conservatively in favoured clothes that are
always rumpled and lived in. Is obviously not afraid of manual labour
and has gardeners hands.
Personality & Attitudes
Believes all men have a sacred duty to educate themselves and to learn
as much about the world around them as they can. Knowledge is a noble goal in itself, and it’s application
determines the nature of the man more than his birth or station. You are passionate about the English
language and it’s teaching. The nature of society means that those fortunate enough to have money and
privilege should be well disposed to share their good fortune, but this is seldom the case and it saddens you.
You believe that the knowledge of the occult and the darker aspects of human development, should only be
studied and fought by those of strong mind and character and that the dangers to the ‘common man’ are
seldom understood by him until it’s too late. Society needs guardians and you know you have the strength
and knowledge to serve in this capacity. You dislike the dons and fellows that have cast you from their midst
in your home city of Oxford and have turned your back on the officious world of academia, in favour of a
more worldly approach to the quest for knowledge.
Aptitudes & Skills
Library use, history, persuading others, spotting hidden things. Languages: German, Greek, Latin. Drive
carriage, utilising your credit rating, knowledge of the occult. Anthropology, archaeology, astronomy,
geology, natural history, photography, physics, psychology. Law, drawing, bargaining, biology, chemistry,
medicine. Is vaguely aware of the ‘mythos’ and the notion of it’s deities. Proficient with a hand gun (owns a
.22 revolver).
The Wider World
The incident that triggered your leaving the Oxford college circuit was an intervention in some of your
students ‘summoning’ of a Ghost. They were just foolish children, and you had to step in when their
‘experiment’ actually worked! The touch of the Ghost brought you a terrible glimpse of the world beyond the
senses of man and you were suddenly aware of insane creatures lurking on the fringes of our reality, awaiting
the time of their summoning, when they will devour the human race. Tutoring has taken you all over
England and your most recent assignment in Halifax brought you in to the ranks of the Brothers of
Righteousness. Using your gifts for research and deciphering clues, you have become an invaluable member
of the society and have helped thwart numerous criminal plans in the surrounding area and one in London.
Through your correspondence with Dr Watson you are certain that Watson and Holmes are aware of the
creatures of darkness, though neither has ever explicitly said so. It becomes obvious to you that the criminal
underworld has elements within it that worship these foul beings, and that not all robberies and swindles are
purely for profit, but that some serve a greater scheme of anarchy. There is much to be done in fighting this
madness and you feel your true life’s work is now beginning.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Dr. Charles Makin
Sex:
Male
Age:
46
Nationality:
British
Birthplace:
Newcastle
Occupation:
Doctor
Physical Appearance
Six feet tall, well built muscular frame, obviously fit and active. Black
hair kept fashionably short, well groomed whiskers and moustache.
Large hands, penetrating stare and studious gaze. Dresses sensibly
according to fashion.
Personality & Attitudes
Joined the army in fathers footsteps, the 24th Sussex Light. Tradition is
important, society has well crafted rules and etiquette which should, where possible be observed. Manners
maketh the man. Discipline allows the mind to focus on what’s important and the task in hand. The
application of a man’s faculties are what separates him from Gods other creatures. The horrors of war are a
necessary evil, sometimes the only way to fight fire is with fire, and a strong nation should never succumb to
the bullying of another. You have seen your fair share of tragedy and slaughter on the battlefield and won
medals of campaign and conduct in the Crimean wars. Returning to civilian life was a bit of a jolt, but you
have brought the disciplines of your army life to your new practice and pride yourself on it’s smooth running
and growing list of patients. You believe strongly in the rights of the individual within the needs of the
country. Self sacrifice is noble when the cause is just, foolish when it is not.
Aptitudes & Skills
First aid, medicine, library use, listening, spotting hidden objects, history. Languages: French, German,
Latin. Natural history, biology, utilising your credit rating, pharmacy, persuading others. Anthropology,
chemistry, law, riding, some knowledge of the occult.
The Wider World
The war in the Russian coastal waters took it’s toll on your mind and your nerves, bringing you to the edge
of reason. When one day you witnessed the diabolical rituals of a ravenous cult, you were pushed over the
edge. After fighting your way out, with your stretcher barer, you were rescued and taken to the sanatorium,
where you spent a year recovering your wits. The horrors of war now loom large in your thoughts and you
have found solace in the use of the opium pipe. You are careful enough with your addiction, but occasionally
it gets the better of you and you have been known to ‘disappear’ for days at a time. Sometimes, after the
longer disappearances, you have returned to your senses in strange surroundings, apparently walking the
streets, and often with bruises and contusions from obvious physical conflict, once you found a blooded
scalpel in your overcoat pocket. You know the fragile state of mind you suffer from is due to your
experiences in the war, specifically the cult’s ritual, and you feel a nagging understanding lurking at the back
of your mind, as if you could actually see the hideous, bloated, writhing creature they were attempting to
appease. Concentrating on your practice and on the efforts of the Brothers of Righteousness seems to hold
the more horrid visions at bay, as well as allowing you to go weeks without resorting to the opium pipe. The
criminal activities of some of the gangs you have helped thwart, have been driven as much by the wish for
anarchy and chaos as they have been about procuring loot. You sense a wider conspiracy in the underworld,
and the contact you have had with Dr Watson would seem to confirm this.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Lewis Thomas
Sex:
Male
Age:
30
Nationality:
British (Welsh)
Birthplace:
Cardiff
Occupation:
Dilettante
Physical Appearance
Five feet ten inches tall, light frame, small hands and feet. Thick dark brown
hair, worn fashionably short. Dresses as the social occasion demands and
always in the fashion of the day. Restless and always active, does not sit long
in one place.
Personality & Attitudes
You are a dedicated worshipper of Kauth, one of the Great Old Ones who will
one day return to cleanse our pathetic world and feast on the minds and souls of the unworthy. The Cult of
Kauth works towards the thwarting of the other outer gods plans and aims to lay the ground work for the
return of their all powerful deity. You have used your position as a Dilettante to great effect, travelling to
where the Cult needed you to go, often purchasing texts and object for them under the cover of being a
simple minded, spoiled child with an appetite for curios. You believe the strong minded should rule the
weak, the powerful have a duty to lead, and the masses a duty to follow. There is nothing you will not do to
further the aims of the Cult, you act out of necessity and a desire to bring about the return of Kauth. Nothing
must be allowed to stand in your way. But that is not to say you are a simpleton or a brute: your cause is best
served by your disguise, none must know of your true goals or beliefs.
Aptitudes & Skills
Spotting hidden objects, sneaking, library use, drive carriage, fast talk, utilising your credit rating.
Concealing things, hiding, history, listening, persuading others, the occult. Languages: French and German.
Anthropology, archaeology, astronomy. Knowledge of the mythos and the existence of Kauth. Very nimble
and able to dodge. Well versed in the use of hand gun, knife and rapier.
The Wider World
We are usurpers in this world. ‘Our’ world in fact belongs to the Great Old Ones, and only their faithful
worshippers and followers will be allowed to live and rule once they return to feed on the unworthy. Your
induction in the Cult of Kauth happened many years ago, when you were travelling in Egypt, and since then
you have been a loyal servant, rising through the ranks to a place where you can now conduct ceremonies
and dedicate sacrifices in the name of the true god: Kauth. You have knowledge of the ‘Summon Servitor Of
Kauth’ spell and always keep an amulet and a small scroll on you for the invocation. You also know a spell
taught to you by a Servitor: ‘Daze Unbeliever’, which you can cast with a chant and a gesture. Your
association with the Brothers of Righteousness is solely for the purposes of getting to Holmes (and Watson)
to find what they actually know of the mythos, and if necessary to kill them and remove their threat to the
Cult’s plans. You are aware that there are others that would lay claim to the feasting ground of the Great Old
One Kauth, and you will always seek to foil the plans of other cults to prevent them from furthering the
aspirations of their gods and masters. You know only too well that the services you perform are eating away
at your rational mind and that you need to be careful not to reduce yourself to a gibbering wreck, fit only for
the feasting of a Servitor.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Dr. John H. Watson
221b Baker Street
London
My Good Friends,
You find me grief stricken and concerned for not just my future safety and sanity but for that of
the whole nation.
Your discretion and loyalty are, as I know, beyond reproach, and thus I feel confident that the
tragic news I have to share shall not be passed to those at large, the great British public, nor to
any who could profit from the far reaching implications it could have.
My good friend, Sherlock Holmes, is I believe, dead.
His demise at the hands of the despicable Professor Moriaty has left me at a great loss, from
which I fear I may never fully recover. The fact that Moriaty died with Holmes is no comfort,
though it is a certainty.
But as Holmes was want to tell me, the criminal mind is never at rest, and nor should be our
vigilance.
So there is little for me to do but carry on as best I can.
The news of Holmes, will of course, be kept from the papers and from any but our closest and
most trusted companions.
Holmes often spoke of the Brothers as valuable allies and I trust he would approve of my
calling for your aid in the most recent of cases, and one on which he was working when he met
his untimely end.
If you would journey to visit me at Baker Street at your earliest convenience, I would be most
grateful.
Your Friend,
John H. Watson
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Dr. John H. Watson
221b Baker Street
London
My dear friends,
Mycroft has sent word, I must go at once!
I apologise for the brevity of this note but there is little time to explain.
Speak to Mycroft if you can, I have left word you may be arriving shortly.
Waste no time, the game is afoot!
Yours in haste,
Watson.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
The Brothers Of Righteousness
The Brothers of Righteousness is an association of like minded people who have joined
together to better use their resources in the fight against anarchy and despair.
The Brothers meet once a month, or more frequently if needed, at the house and estate of John
Holdsworth in Shaw Royd, near Halifax.
Recent investigations have included the shutting down of a gang of counterfeiters and the
exposing of an anarchist plot to undermine the local economy by establishing a smuggling
route in to England from France for cheap textiles.
As well as these successes, the Brothers have contributed to three separate police investigations,
where their additional research and involvement in interviewing socially delicate individuals, has
proved invaluable in gaining two convictions and clearing the name of a high profile member of
the aristocracy (who was being blackmailed).
The Brothers of Righteousness are viewed by those they work with as an invaluable aid and
welcome ally in the seemingly never ending fight against the activities of the criminal element
within our society. The Brothers have long been involved in correspondence with Dr. Watson
and have shared many case details of their own, and of Holmes’ exploits.
Currently there are only six of the original eight members left in the Brothers, with two of the
founder members having been tragically killed in separate incidents involving confrontations
with the brutal thugs who have been employed to protect the criminal hierarchy.
Miss Rebecca Pilkington-Smythe – Founder member, deceased. Murdered by the henchmen of a local
criminal mastermind while investigating the records at the local magistrates office.
Mr. Archibald Tetherington – Founder member, deceased. Murdered by a thug guarding a warehouse in
Halifax, which stored smuggled cloths and dyes.
Mr. John Holdsworth – Founder member. Owner and resident of the house and estate where the
Brothers meet.
Mrs. Eliza Taylor-Holdsworth – Wife of John and recent addition to the Brothers.
Mr. Gianluigi Marrone – Italian gentleman. Originally joined through very close friendship with
Archibald and John, dedicated to furthering the Brothers work in conjunction with his own.
Mr. Frances Herbert Bradley – Research fellow. Joined after long series of correspondence with Rebecca,
Archibald and John.
Dr. Charles Makin – Doctor. Helped with early cases and joined after Rebecca’s death.
Mr. Lewis Thomas – Most recent member. Knew of Brothers through correspondence and often aided in
cases through travelling widely when needed.
The Brothers Of Righteousness have pledged to:
“Recognise the threat to society from the criminal activities of various organisations and
anarchic elements, and to fight these threats with any and all resources at our disposal.”
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
All Stats. have been left of the character sheets, numbers distract from the role playing! We have
listed here the numbers to the skills for each of the Investigators:
John Holdsworth
Boxing 80. Climbing 60. Accounting 50. Shooting (shotgun) 50. Swimming 45. Persuasion 45. Use of
libraries 40. First aid 40. Spotting hidden 35. Mechanical repair 30. Credit rating 30. Riding 25.
Bargaining 25. Chemistry 20. Operating heavy machinery 15. Occult 10. Written and spoken Swedish
(business) 10. Dodge 24.
Eliza Taylor-Holdsworth
Rending with claws (hidden, retractable) 90. Sneaking 50. Spotting the hidden 50. Listening 50. Hiding
50. Swimming 35. Persuading 35. First aid 35. Concealing 30. Fast talking 25. Occult 25. Riding 15.
Bargaining 15. Head butts 30, Kicks 40, Grapples 40. Dodge 30.
Gianluigi Marrone
Languages: English 60, Spanish 60, Latin 60. Climbing 60. First aid 50. Use of libraries 50. History 50.
Spotting hidden 50. Fencing with rapier or sabre 50. Swimming 35. Persuading 30. Drawing and
painting 30 / 20. Law 20. Psychology 20. Natural history 20. Occult 20. Anthropology 15. Archaeology
15. Riding 10. Astronomy 10, Biology 10. Chemistry 10. Geology 10. Medicine 10. Physics10 . Dodge
30.
Prof. Frances Herbert Bradley
Library use 80. History 60. Persuading 50. Spotting hidden 40. Languages: German 40, Greek 30, Latin
30. Drive carriage 30. Credit rating 30. Occult 30. Anthropology 20. Archaeology 20. Astronomy 20.
Geology 20. Natural history 20. Photography 20. Physics 20. Psychology 20. Law 15. Drawing 15.
Bargaining 10. Biology 10. Chemistry 10. Medicine 10. Cthulhu Mythos 03. Hand gun (owns a .22
revolver) 40.
Dr Charles Makin
First aid 70. Medicine 65. Library use 50. Listening 50. Spotting hidden 40. History 40.. Languages:
French 30, German 30, Latin 30. Natural history 30. Biology 30. Credit rating 30. Pharmacy 30.
Persuading 30. Anthropology 20. Chemistry 20. Law 20. Riding 15. Occult 15.
Lewis Thomas
Spotting hidden 50. Sneaking 40. Library use 40. Drive carriage 40. Fast talk 40. Credit rating 35.
Concealing 30. Hiding 30. History 30. Listening 30. Persuading 30. Occult 30. Languages: French 30
and German 30. Anthropology 20. Archaeology 20. Astronomy 20. Mythos 06 (and the existence of
Kauth). Dodge: 35. Handgun 40. Knife 40. Rapier 40.
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Quick bit of the niceties of using someone else’s system and such:
Chaosium own all copyrights and IP rights to the Call of Cthulhu game system.
This is an unofficial scenario designed for use with that system and is in no way a challenge to
those rights.
Please don’t sue us.
All images used in this scenario are used without the permission of the owners, and for that we
beg forgiveness. But we did find them all on the internet in public domain sites with an implied
permission that it was alright to use them for ‘personal use’, i.e. not for passing off as your own
or for profit.
With that in mind: this scenario is a copy of a demonstration game that was run at Conception
2006, and is not for sale by anyone to anyone. It is free to any that want to download and use
it, subject to the condition that they do not try and pass it off as their own or sell it on.
Many, many thanks to those that played this scenario at Conception 2006 (you know who you
are!), you were the finest groups of players at the con I say! (She ate… an… EYE!!)
The official Conception web site can be found at:
http://conception.modus-operandi.co.uk/
The Shadow Warriors web site can be found at:
http://www.shadow-warriors.co.uk/
The Chaosium Call of Cthulhu web site can be found at:
http://www.chaosium.com/
Please feel free to contact me to let me know how you got on in playing or running this
scenario or with any suggestions you may have for follow up’s or other Gaslight scenarios.
[email protected]
Play safe… and watch that san!
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
Cthulhu – Investigator Summary
JOHN
ELIZA
GIANLUIGI
FRANCES
DR. CHARLES
LEWIS
HOLDSWORTH
TAYLOR
MARRONE
BRADLEY
MAKIN
THOMAS
STRENGTH
13
16
12
11
12
12
CONSTITUTION
14
16
14
14
16
14
SIZE
13
12
14
13
14
13
DEXTERITY
12
14
13
12
15
16
APPEARANCE
13
14
13
12
12
13
SANITY
60
50
75
75
70
70
INTELLIGENCE
13
12
12
17
14
12
POWER
12
12
16
15
14
14
EDUCATION
15
14
18
17
18
14
IDEA
65
60
60
85
70
60
LUCK
60
60
80
75
70
70
KNOWLEDGE
75
70
90
85
80
70
SANIY POINTS
60
50
75
72
70
60
MAGIC POINTS
12
12
16
15
14
14
HIT POINTS
14
14
14
14
15
14
DAMAGE BONUS
1d4
1d4
1d4
1d4
1d4
1d4
Cthulhu By Gaslight – The Death Of Sherlock Holmes – Conception 2006 Demonstration Game
Writer and Keeper: Max Bantleman – For Shadow Warriors – Conception 2006
The Brothers Of Righteousness
| textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/Gaslight/CoC - Gaslight - Adv - The Death of Sherlock Holmes.pdf |
Sails the Seas
by Ryan Chaddock
Numenera is copyright Monte Cook Games, LLC
Sails the Seas
You are a skilled sailor, learned through years of experience aboard a military, trading, or pirate vessel.
Though your adventuring may take you back on land, the skills you’ve developed on the seas never go
away.
You likely dress as sailors do, in simple clothes that allow free range of movement. If you’re of a
piratical bent you may wear bright clothing and audacious jewelry to show off the fruits of your labors.
Connection: Choose one other PC who you’ve worked with before. When fighting back to back with
that character, you gain an asset on defense rolls.
Minor Effect Suggestions: You’ve gained the higher ground by climbing up on something nearby-
granting you an asset.
Major Effect Suggestions: You’ve intimidated your foe into surrender.
Gm Intrusion: Something one of the other PC’s says or does is “bad luck”, and you suffer +1
difficulty on all rolls next round due to a lack of confidence.
Tier 1: Scallywag. You are trained in seafaring and acrobatics tasks. Seafaring includes: fishing,
sailing, swimming, rope use, and navigation at sea. Enabler.
Tier 2: Sea Legs (3 Speed points). Years at sea have made you adept at moving and acting fast.
Instead of merely moving Immediate distance during your turn while taking an action, you may move up
to Short distance. Enabler.
Tier 3: Fame/Infamy. You may choose one of the following options:
Your quick wit and reputation as a trader or smuggler grants you an asset on all interaction rolls
relating to haggling and commerce. Enabler.
Your glare as well as your reputation as a pirate or raider grants you an asset on all interaction rolls
relating to intimidation and threats. Enabler.
Tier 4: Master of the Seas. You are specialized in seafaring and acrobatics tasks. Enabler.
Tier 5: Cannoneer. You are trained in the use of ranged weapon Numenera. Enabler.
Tier 6: All Hands On Deck (4 Intellect points). You rally your crew (the other PC’s),
granting all of them who can see or hear you an asset on their next attack roll. This may only be used once
per hour. Action.
| textdata/thevault/Cypher System/Campaign Settings/Numenera/Third Party/Ryan Chadock/Sails the Seas.pdf |
Pits and Perils:
Unearthed Secrets
By: James T. Hook
Skeleton and Bear Art: Guillaume Jentey
Copyright © 2019 James T. Hook
All rights reserved. This book or any portion thereof may not
be reproduced or used in any manner whatsoever without the
express written permission of the publisher except for the
use of brief quotations in a book review or scholarly journal.
Tables of Contents
Chapter I: Character Creation…………………4
Chapter II: New Heritages and Archetypes...…14
Chapter III: Additional Things……….………18
Chapter IV: New Magical Items…………..…20
Chapter V: Judge Advice……………......……21
Chapter I: Character Creation
10.
Choose two Abilities
Ability
Actions
Strength
bend bars, lift gates, etc.
Intelligence
know legends, lore, etc.
Dexterity
climb walls, stealth, etc.
Wisdom
detect lies, find clues, etc.
Constitution
withstand adversity, etc.
Charisma
lead, persuade others, etc.
All characters can attempt anything but chosen abilities determine what
the character excels at. Any actions falling under said attributes receive
a +1 bonus to the roll.
STRENGTH relates to physical prowess. All characters are strong to
some extent, but only some characters are mighty. The character may
attempt feats of great strength, like forcing open a stuck door, etc.
DEXTERITY is a measure of speed, balance, and coordination. Fast
characters can attempt to hide, sneak, and steal small objects, like a coin
purse. However, this may not be possible in metal armor and/or shields.
WISDOM means empathy and intuition. Players must still rely on their
own judgment. However, wise characters might notice things others
miss, like fresh tracks or knowing when someone is lying to them.
CONSTITUTION indicates health and well-being. Hardy characters can
hold their breath and swim rough waters, etc. The bonus of (+1) can apply
to saving dice against things like disease and/or poison.
CHARISMA is charm and leadership ability. Players should always act
out their personal interactions. However, leaders can attempt to
influence others and even.
2. Choose Heritage
Human
Humans are the most versatile and prominent race in the world.
● Gain +2 bonus xp per encounter
● Have no restrictions
Dwarves
Dwarves are a race of short, stocky underground people. They stand 4’
tall and live in the mountains, where they mine the earth and fashion
items of exquisite beauty. Dwarves prize gold and tend to be greedy. In
fact, gold is the reason most leave home in the first place. For all this,
dwarves are lawful and value personal honor above all things. To
outsiders, they appear stubborn. They possess the following traits;
● +1 to all Saving Dice
● +2 against all manmade traps
● Due to the Dwarves living underground, they can identify unsafe
construction one-third of the time (1-2 in 1d6). This includes
mechanical traps and natural hazards, like knowing when a ceiling
might collapse
● See in Darkness (except magical light) out to 30’ though torchlight
negates this.
● They speak their own language and the tongue of Man
● Dwarves can can only choose the Cleric, Shadow Guard, Fighter, or
Barbarian Archetypes
Hill Dwarves
Hill Dwarves stand 3’ tall, being shorter than their cousins and not so
greedy and violent. They have long since abandoned their mountain
dwellings and possess the following traits;
● +1 to all Saving Dice
● +2 against disease or poison
● Their small size allows them to hide, even heavily armored, with
only a 1 in 1d6 chance of detection if they remain perfectly still and
make no noise
● Hill Dwarves can only choose the Cleric, Shadow Guard, Fighter,
or Barbarian Archetypes
Elves
Elves are a race of slender, graceful, forest dwellers. They stand 5’ tall
and have pointed ears. Elves are immortal, or nearly so, and they often
seem detached from mortal concerns. In truth, their longevity gives
them unique insight, and they are innately good and wise. Elves are
usually neutral, but only because they can see the big picture. They
possess the following traits;
● All elves cast spells as a 1st Level Magician, although spell duration
and effect do not approve (Unless they are a Magician). They can
either learn a new spell every third level or gain an additional spell
point.
● They can identify the presence of magic one-third of the time (1-2
in 1d6) if within 30’.
● They speak their own language and the tongue of man, if the
Referee allows it; they can communicate with woodland creatures
as well.
● Elves can only choose the Fighter, Magician, or Necromancer
Archetypes
Wood Elves
Wood Elves are a shy and secretive race. They possess the following
traits;
● Wood elves do not possess the innate magic of their kin; instead
they are blessed with greater speed. They get +1 to all ranged
attacks. In addition, they can they can fire a volley of arrows and
split the damage between multiple targets in range.
● Elves are exceptionally good at hiding and moving undetected,
they gain +1 to all Stealth related rolls every third level
● They speak their own language and the tongue of man, if the
Referee allows it; they can communicate with woodland creatures
as well.
● Wood Elves cannot can only choose the Fighter, Thief, or Corsair
Archetypes
3. Class
All characters are considered ADVENTURERS and follow the below
progression:
EXP
LVL
HP Total
SP/FP Total*
0
1
10
2/1
50
2
11
-
110
3
12
4/2
190
4
13
-
290
5
14
6/3
410
6
15
-
550
7
16
8/4
710
8
17
-
890
9
18
10/5
1090
10
19
-
*Magicians/Clerics gain Spell or Faith points respectively if that
archetype is chosen.
4. Choose Archetype
Cleric
As fighting priests, clerics possess the following abilities:
● Wear full armor and shield
● Only wield blunt weapons (no bows)
● Perform miracles of Cure Disease, Heal, and Ally as the Magician
spells of the same name. These cost Faith Points. Attempt to turn
undead equal to their level
● At 7th level can attempt to resurrect the dead
● Can be a Monk Instead (No armor or shields, bare hands or
quarterstaff only, can fight ambidextrously without have the
Dexterity ability, Monks cannot turn undead or resurrect but at 3rd
level they gain two attacks per round)
Monk
Monks are individuals that have mastered the ancient and mystic arts of
martial arts.
• Cannot wear armor or use shields
• Wield only bare hands or a quarterstaff with a +1 to damage
• At 2nd, 4th, and 6th levels, they gain +1 armor as their body hardens
with mystical energy
• At 3rd level gain an addition attack
Fighters
Fighters are men-at-arms.
● Wear full armor and shield
● Wield all weapons at +1 to attack dice
● At 3rd level gain an additional attack per turn and choose a combat
maneuver (then an additional combat maneuver for every third
level)
Barbarians
• Wear leather armor
• Wield all weapons at +1 to attack dice
• At 3rd level gain an additional attack per turn and choose a combat
maneuver (then an additional combat maneuver for every third
level)
• Begin play knowing the Berserk Maneuver – resisting all magical
attacks and adding +1 damage at maximum duration per level.
Magicians
Magicians are powerful spell casters.
● Cannot wear armor or use shields
● Wield only a dagger or quarterstaff
● Cast spells by spending Spell Points, they begin knowing 4 spells
and learn an additional spell every 3rd level.
● Use Staves and Wands
● At 7th level can craft magical items and brew potions
Thieves
Thieves are scoundrels. They hide, sneak, and
steal when the opportunity presents itself. However, their skills are in
high demand, so they often join adventuring parties.
● Can only wear leather armor and can’t use a shield. They can only
fight with light weapons such as daggers, clubs, slings, and
blowguns
● At 3rd level and every third level after they gain a +1 bonus to
Stealth, Disable/Find traps, and pick pocket.
● Possesses the ability to attack for double damage (backstabbing)
when they are behind their opponent or when they catch their
opponent unawares.
Corsair
These are daring pirates and highwaymen.
● Can only wear leather armor and can’t use a shield. They can only
fight with light weapons such as daggers, clubs, slings, swords, and
blowguns
● At 3rd level gain an additional attack per turn
● Gain the use of the Dodge and Parry maneuvers
5. Choose Cosmic Bondage
● Law
● Chaos
● Neutral
6. Record Starting Gold and Equipment
All characters start with a backpack, bedroll, 1 weeks’ worth of rations,
and a single weapon of the player’s choice. They also get 1d6×10 gold
pegs (GP) to cover additional needs, like armor or a pack mule. Of
course, players are free to pool their money for group purchases.
Chapter II: New Heritages and Archetypes
New Heritages
Ursine
Ursines are a race of intelligence bears that are
capable of speech and critical thinking. They appear
as large normal bears with coats of varying shades
of brown, grey, and black. They possess the
following traits;
● +2 for all rolls involving scent
● +2 for all saves against poison and disease
● They cannot wield weapons and all armor has
to be specially crafted which increases cost
● They speak their own language and the
language of Man
● Ursines can only choose the Fighter or Barbarian Archetypes (they
can make use of all combat maneuvers except those requiring a
shield)
Drakes
Drakes are distant cousins to the true dragons. Their independent nature
and fondness for befriending other races sets them apart from their
more aloof relatives. They have created their own society separate from
other dragonkin but tend to share lands with their relatives. Drakes
appear to be smaller versions of their giant relatives (at full grown, they
are slightly larger than a horse drawn cart). They are winged, scaled,
tailed, quadrupeds with great variations in color and frill/horn
adornments.
• They are unable to wear armor, but their scales are hard as iron and
provide a natural armor bonus to equal to plate mail (+3)
• They are unable to wield weapons, but their teeth and claws can
inflict damage
• They can fly at 30’
• They possess a breath weapon (element of choice) that can damage
all foes within range
• Drakes can only choose to the Fighter, Magician, or Necromancer
Archetypes
Moon Folk
The Moon Folk are a curious and far flung group of small humanoids
that have the strange ability to turn into a house cat. They tend to
possess cat like personality traits such as aloofness and curiosity. No
one really knows their true origins but there are rumors of ancient Fae
intervention or even the magic that creates a Magicians familiar gone
wild.
● See in Darkness (except magical light) out to 30’ though torchlight
negates this
● They possess the luck of a cat. If any roll comes up double 1’s
(snake eyes) they can immediately reroll and must except the new
result
● At will, the Moon Folk can transform into a normal house cat and
back into their humanoid form. This transformation takes one turn
to complete and their gear does not transform with them
● Moon Folk can only choose the Thief, Corsair, Magician, and
Necromancer Archetypes
New Archetypes
Necromancer
Power corrupts but power over life and death corrupts absolutely.
Necromancers are Magicians who have discovered a way to rend the veil
between our world and the spirit world as easily as one swat a cobweb out
of their face. Most Necromancers are dark and twisted souls that follow
their own ambitions or serve more powerful masters, but some
Necromancers use their unique gifts for other purposes. These
Necromancers are known as Animators and rumor has it that they ask
the spirit for permission before they are forced into servitude. All
Necromancers possess the following abilities:
● Cannot wear armor or use shields
● Wield only a dagger or quarterstaff
● Cast spells by spending Spell Points, they begin knowing 2 spells
and learn an additional spell every 3rd level. One of their beginning
spells is required to be Mort.
● At 2nd level and every even level afterward, the minions from the
Mort spell gain a level
● Use Staves and Wands
● At 7th level can craft magical items and brew potions
Shadow Guards
These dark beings were once Clerics, a Champion of the Gods. For
reasons known only to them, they have fallen from grace and were able
to wrestle some of their divine power free from when their Gods
forsaken them, but that power is a twisted reflection of its former self.
They travel the lands following their own ambitions. All Shadow Guards
possess the following abilities;
• Wear full armor and shield
• Only wield bladed weapons (no bows)
• Perform miracles of Jinx, Bolt, and Mist as the Magician spells of
the same name. These cost Faith Points.
• Attempt to control undead equal to their level
• 7th level gain access to the spell Mort
Chapter III: Additional Things
Experience
Instead of counting big numbers and doing a lot of math, 1-4 experience
points are issued per encounter/completion of quest/social
roleplay/etc.
Death
Whatever final blow the character takes to reduce them to zero hits (if
additional damage from the final blow would put them in negatives,
they do not drop past zero hits) they fall unconscious are unable to act.
Any further damage taken causes them to make an immediate saving
throw modified by Constitution.1 On a failure they die and can be either
resurrected or if the referee permits, make a deal with Death. If the roll
succeeds, then are considered wounded and lose access to an attribute
until healed of ¼ hits. Further damage causes additional saves with the
same results.
Bugbears
Bugbears can hide under any bed regardless of size.
Red Shirts, Henchmen, Villains Foul, and Unspeakable Horrors
Red Shirt level opponents are TN 7 and only have one hit. Henchmen
level opponents are TN 7 and have 2-6 hits. Trained Combatants are TN
9 and have hits appropriate to their Hit Dice. Unspeakable Horrors are
TN 12 and have hits appropriate to their power. All characters are
considered Trained Combatants. Below is the table for quick reference:
Level
Att
ack
TN
Size
*
Damage**
Hits
1-3 (Red Shirts)
+1
7
M
-
1
4-6 (Henchmen)
+2
7
M
-
2-6
7-9 (Trained Combatants)
+3
9
L
+1
Per Level
10-12 (Unspeakable
Horrors)
+4
12
H
+2
Appropriate
to their
Power
*Not always a factor, more for monstrous foes
**Only applies to natural weapons such as teeth and claws
Two-Weapon Fighting
Characters who wish to fight with two light weapons (or one light and
one medium) gain +1 to hit.
Two-Handed Weapons
These deal +1 damage.
Dramatic Systems
All noncombat Actions (including saves)
Roll 2d6 + Modifiers vs. TN of 7
All Combat Actions
Roll 2d6 + Modifiers vs. TN of 7/9/12
● Result of 9-11 deals 1 Hit before bonus damage (if any)
● Result of 12 deals 2 Hits before bonus damage (if any). If fighting an
Unspeakable Horror, a result of 12 only does 1 hit naturally.
Chapter IV: New Magical Items
Sunblade
The art of making these blades have been lost to time. Each one appears
to be freshly pulled from a blacksmiths forge as the blades glow like
molten iron. These blades can cut through the strongest stone and
metals which allows them ignore armor. With each point of damage
dealt the armors rating is permanently reduced by one until destroyed
(magical armor gets a save).
Oblivion Belt
This heavy old leather belt is adorned with chains that ends in vicious
hooks. The wearer of this belt can will chains to shoot out of the shadows
to attack anyone within sight. The wearer gains +1 to attack dice and the
belt allows the wearer to attack twice with the chains regardless of
Archetype or level.
Ring of Squeaks
This ring allows the wearer to turn into a mouse and back again at will.
All items are transformed a long with the wearer.
Gloves of Daggers
These unassuming fingerless leather gloves allows the wearer to create
an unlimited number of daggers.
Amulet of the Ghoul
This allows the wearer to transform into a ghoul with all of the benefits.
Chapter V: Judge Advice
Players and their Characters
Pits and Perils is a roleplaying game about fantastical adventures in far
off lands with a backdrop of medieval fantasy where anything is
possible, but it is more than that. It is about creating stories at the table
between the players and the Judge. It is about the interpersonal
interactions between the characters and their world. It is about the
questions and experiences that arise when dealing with human nature in
unusual situations. It is about ethics, teamwork, love, and hard choices.
All of this is the true soul of the game.
So, you have read all of this and you are probably thinking that sounds
interesting but how can you bring out these aspects when it is common
for players to show up with a character that has already been created
with more stats then flavor.
The easiest way to accomplish this is for you to use the following
techniques:
1. Character creation takes place at the table with everyone present
from start to finish. Players should take turns first discussing their
character concepts, discuss background information, discuss
possible flaws, then each character should decide how they know
some of the other characters - each character can have a
maximum of two connections with their fellows - do not leave
anyone out (this should be recorded on the character sheet), and
finally each player should follow the character creation process in
regards to mechanics.
2. During the game, the Judge should strive to create stories or
encounters from the backgrounds of the characters, their
connections, and what they want. At the end of every session the
Judge should ask every player what their character wants to do
and/or would be doing in their given situation. The Judge needs to
use these answers to help shape the next session.
3. Let the characters go off and do their own thing. Do not warn them
about impending dangers or try to railroad them into the session
that was pre-designed. Characters tend to create their own
situations and get themselves into plenty of trouble all on their
own. Due to Pits and Perils being rules light, it is easy to create
things on the fly.
4. After the first session, encourage the players to write up a
backstory for their characters. Give them the following questions
for help with this:
✓ What does your character look like?
✓ What was your character’s family like?
✓ What motivated your character to become an adventurer?
✓ Does your character have any secrets?
✓ Does your character have any love interests?
✓ Are there any specific tragedies that have seriously impacted you
character?
✓ Where did or does your character live?
✓ Does your character carry any good luck charms or have a trinket
that has sentimental value?
✓ What is your character’s personality like?
✓ What is your character afraid of?
✓ Does your character have any enemies?
The Golden Rule
If a character is supposed to be good at something and there is no need
for drama or a chance of failure at something let them succeed at what
they are good at without a dice roll. If a character has a strong backstory
in regard to cooking, leatherworking, making rocking chairs or
whatever, let the character succeed and be fully competent in the task.
The thing to remember with any idea or action is that if there is no need
for a chance of failure or other drama no dice need to be rolled, let the
players role play it out
Pits & Perils Open Supplement License v1.0
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copying, modifying and/or distributing supplemental materials, you agree to be bound by the terms of this License.
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even if the Licensor has been advised of the possibility of such losses, costs, expenses, or damages. Where a limitation of liability is not allowed in full or in part, this
limitation may not apply to You.
c.
The disclaimer of warranties and limitation of liability provided above shall be interpreted in a manner that, to the extent possible, most closely approximates an absolute
disclaimer and waiver of all liability.
Section 6 – Term and Termination.
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This Public License applies for the term of the Copyright and Similar Rights licensed here. However, if You fail to comply with this Public License, then Your rights under this
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Where Your right to use the Licensed Material has terminated under Section 6(a), it reinstates:
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upon express reinstatement by the Licensor.
For the avoidance of doubt, this Section 6(b) does not affect any right the Licensor may have to seek remedies for Your violations of this Public License.
c.
For the avoidance of doubt, the Licensor may also offer the Licensed Material under separate terms or conditions or stop distributing the Licensed Material at any time; however,
doing so will not terminate this Public License.
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Section 8 – Interpretation.
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For the avoidance of doubt, this Public License does not, and shall not be interpreted to, reduce, limit, restrict, or impose conditions on any use of the Licensed Material that could
lawfully be made without permission under this Public License.
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Nothing in this Public License constitutes or may be interpreted as a limitation upon, or waiver of, any privileges and immunities that apply to the Licensor or You, including from
the legal processes of any jurisdiction or authority.
Special Thanks to James
and Robyn for creating
the games we love and
being supportive of their
fellow fans of said
games.
Sections from Pits and
Perils were reprinted with
Permission from Olde
House Rules.
| textdata/thevault/Pits & Perils (osr)/Pits & Perils Supplemental/Pits & Perils Unearthed Secrets.pdf |
GP
Starting GP
Lifestyle
� None
� Standard (12 gp x TU)
� Rich (50 gp x TU)
� Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
3 or 6 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
Adventure Record#
597 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 675 xp; 675 gp
APL 4
max 1,013 xp; 975 gp
APL 6
max 1,350 xp; 1,350 gp
APL 8
max 1,688 xp; 1,950 gp
APL 10
max 2,025 xp; 3,450 gp
APL 12
max 2,363 xp; 4,950 gp
APL 14
max 2,700 xp; 9,900 gp
Favor of the divine: For valor in battle in the defense of Sunndi,
one of the Gods grants you a boon. Circle the boon of your choice
when receiving the AR. Your bravery has earned you 1 use of the
granted ability. Using a boon requires a standard action.
Tritereon: freedom of movement, 20th caster level.
Pelor: maximized mass cure critical, 20th caster level (52hp
healing).
Heironeous: greater heroism, 20th caster level.
Eliastraiir: summon nature’s ally IV (1 unicorn), 20th caster
level.
Samryntar: Free stoneskin, 20th caster level, 150 hp.
Recognition Points:
Promotion Points:
Decoration Points:
[Members of a Sunndian military organization can divide these
points over the two categories with a minimum of 1/3rd of the
points in a category. Civilians gain only 1/2 points and can only
place these points in the decoration category. All decoration points
spend up until this point must be spend on the decorations on the
decoration AR.]
Defender of the Free Races: This simple silver ring is decorated
with a wave-like pattern and the shield of Sunndi. The ring can be
recognized with a DC 15 Knowledge (history) check. Members of
the Sunndian military or its affiliated organizations may replace
this with a Profession (soldier) check. It gives a +2 circumstance
bonus on checks made to influence NPCs as long as the NPC
recognizes its significance (and is not hostile towards Sunndi).
This stacks with bonuses provided by other decorations.
In addition you gain a –5 circumstance penalty with
Bluff and Diplomacy checks with Wastrians and bullywugs if they
spot the ring. If there is an equal choice between you and other
targets, they always pick you.
Only PCs who fought in at least two of the following
battles gain this ring: SND7-01M Unexpected Enemies, SND6-02M
Muddied Future, SND5-01M Land of Confusion, SND4-06 Bren’s Men,
and TSS4-06 Wind Reaping.
Favor of the down to earth: In recognition of your bravery in the
Siege of Pitchfield, the state of Sunndi grants you free luxury
upkeep within its borders for 1 year from the date on this AR.
Event: _________________________________ Date: __________
DM: _____________________________________________________
Signature
RPGA #
Play Notes:
� Gained a level
� Lost a level
� Ability Drained ______________
� Died
� Was raised/res’d
� Was reincarnated
This Record Certifies that
__________________________________________________
Character Name
Classes and Levels
__________________________________________________
Player Name
RPGA #
Has Completed
SND7-02M – Battle of Pitchfield
A Regional Adventure
Set in the kingdom of Sunndi
_________________________________________
_________________________________________
Home Region________________________
| textdata/thevault/Living Greyhawk/Modules/Sunndi/597/Interactives/SND7-02M - Battle of Pitchfield (APL 2-14)/SND7-02M - Battle of Pitchfield AR.pdf |
GP
Starting GP
Lifestyle
� None
� Standard (12 gp x TU)
� Rich (50 gp x TU)
� Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 2
�
Wand of cure light wounds* (Adventure, DMG)
�
Halfling skiprock (Regional, Races of the Wild)
�
Halfling war sling (Regional, Races of the Wild)
APL 4 (all of APL 2 plus the following)
�
Vest of resistance +1 (Adventure, Complete Arcane)
�
Safewing emblem (Regional, Races of the Wild)
APL 6 (all of APLs 2-4 plus the following)
�
+1 light fortification full plate (Adventure, DMG,
5,650 gp)
�
Cloak of elemental protection (Adventrue, Miniatures
Handbook)
APL 8 (all of APLs 2-6 plus the following)
�
Vest of resistance +2 (Adventure, Complete Arcane)
�
Cloak of elvenkind (Adventure, DMG)
APL 10 (all of APLs 2-8 plus the following)
�
+1 flaming greatsword (Adventure, DMG, 8,350 gp)
�
Slippers of spider climbing (Adventure, DMG)
APL 12 (all of APLs 2-10 plus the following)
�
+1 moderate fortification full plate (Adventure, DMG,
17,650 gp)
�
Periapt of Wisdom +4 (Adventure, DMG)
Adventure Record#
596 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 450xp; 450gp
APL 4
max 675xp; 650gp
APL 6
max 900xp; 900gp
APL 8
max 1,125xp; 1,300gp
APL 10
max 1,350xp; 2,300gp
APL 12
max 1,575xp; 3,300gp
� Favor of Larna Shallowrose: For your help in
investigating the disappearance of her sister, Larna
Shallowrose will increase the enhancement on any one
weapon by +1 (you must pay the difference in cost).
Alternatively, she will repair for free any one sundered
weapon (including the restoration of all magical
enhancements), assuming all the pieces of the weapon can
be provided to her. Cross off this favor when used.
� Stick of the Soldier: Members of the Standing Army of
the Shield Lands meta-organization may treat items below
marked with an asterisk (*) as Regional access.
� Thanks of the Leathercrafters: For uncovering the foul
murder of Bobero, the Leatherworker’s Guild has offered to
add the beastskin (CV) enchantment to any one suit of
armor (you must pay the difference in cost). Cross off this
favor when used.
� A Painful Discovery: After suffering damage inflicted
by an ooze at the old Admundfort Forge, you have
developed a painful scar. For the next three adventures
until it fully heals, you suffer a -4 penalty to all Charisma-
based checks. However, during that time a bit of the arcana
that infused the ooze resides in you: you may use summon
monster I as a spell-like ability once per adventure (caster
level 10). The scar and all its effects may be removed by a
remove curse (CL10).
This Record Certifies that
_______________________________________________
Played
by____________________________________________
Player
RPGA #
Has Completed
Cricket on the Hearth
A Regional Adventure
Set in The Shield Lands
Event: _________________________________ Date: ________
DM:___________________________________________________
Signature
RPGA #
Play Notes:
� Gained a level
� Lost a level
� Ability Drained
______________
� Died
� Was raised/res’d
� Was reincarnated
_________________________________________
_________________________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-04 - Cricket on the Hearth (APL 2-12)/SHL6-04 - Cricket on the Hearth AR.pdf |
NYR6-S01
Making Your Marque
A One-Round Dungeons & Dragons® Living
Greyhawk™
Introductory Adventure set in Nyrond
Version 1.0
by Torry Steed and Tom Kee
Triad Reviewer: Tom Kee
Additional Reviewer: David Howard
Playtesters: Jocelyn Eisenhour, Tiffany Glenn-Hall, Andrew Harasty, Dianna Hildreth, Pat McGrath,
Shannon McGrath, John Ruff, Susan Ruff, Brett Turney, Stephanie Zuiderweg.
With the blockade broken and the Black Prince's control finally removed, Nessermouth has begun to
return to normal. A new mayor is in place, a new sheriff as well, and Admiral Mantus has sent a new
commander to oversee the 1st fleet until he himself moves back. It's almost like a brand new start to the
town and a good place for new adventurers to start their careers. Especially those who like to be near or
on the water. If only the weather would just clear up. That storm on the horizon is certainly going to take
its toll on the shipping lanes. A one-round Introductory adventure set in Nyrond for 1st level characters
only (APL 2).
Part One of the "Relmor Bay" series.
Resources for this adventure [and the authors of those works] include NMR5-05 Winds of Change [Susan
Ruff and Eric Brittain], NYR5-03 For the Duchess of Woodwych [Robert Moon], NYR5-07 Road to Rel
Mord [Rene Ayala, John Jenks, and Tom Kee], NYR5-I04 Velvet Glove, Iron Fist [Robert Moon], WGR4
The Marklands [Carl Sargent], and the Nyrond web site Gazetteer (nyrond.org) [various].
Based on the original DUNGEONS & DRAGONS
® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20
This is an official RPGA
® play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK,
DUNGEON MASTER’S GUIDE, AND MONSTER MANUAL ARE TRADEMARKS OF WIZARDS OF THE COAST, INC, IN THE US
AND OTHER COUNTRIES. THIS MATERIAL IS PROTECTED UNDER THE COPYRIGHT LAWS OF THE UNITED STATES OF
AMERICA. ANY REPRODUCTION OR UNAUTHORIZED USE OF THE MATERIAL OR ARTWORK CONTAINED HEREIN IS
PROHIBITED WITHOUT THE EXPRESS WRITTEN PERMISSION OF WIZARDS OF THE COAST, INC. THIS PRODUCT IS A
WORK OF FICTION. ANY SIMILARITY TO ACTUAL PEOPLE, ORGANIZATIONS, PLACES, OR EVENTS IS PURELY
COINCIDENTAL. © 2005 WIZARDS OF THE COAST, INC.
Visit the LIVING GREYHAWK website at www.rpga.com.
RPGA® SANCTIONED PLAY
Most likely you ordered this adventure as part of
an RPGA even from the RPGA website, or you
received it from your senior gamemaster. To play
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D® campaign
set in the GREYHAWK setting—you must sanction it
as part of an RPGA event. This event could be as
elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at
least a HERALD-LEVEL™ gamemaster. The person
who sanctions the event is called the senior
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on
the date sanctioned, and then reported back to the
RPGA in a timely manner. The person who runs
the game is called the table Dungeon Master (or
usually just DM). Sometimes (and almost all the
time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have
to be a HERALD-LEVEL GM to run this adventure if
you are not the senior GM.
By sanctioning and reporting this adventure
you accomplish a couple of things. First it is an
official game, and you can use the AR to advance
your LIVING GREYHAWK character. Second player
and DMs gain rewards for sanctioned RPGA play
if they are members of the DUNGEONS & DRAGONS
REWARDS program. Playing this adventure is worth
two (2) points.
This adventure retires from RPGA-sanctioned
play on December 31, 2007.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS,
visit the RPGA website at www.rpga.com.
Players Read No Farther
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its
challenges, which kills the fun. Also, if you’re
playing this adventure as part of an RPGA-
sanctioned event, reading beyond this point
makes you ineligible to do so.
Preparing for Play
To get the most out of this adventure, you need
copies of the following D&D rulebooks: Player’s
Handbook, Dungeon Master’s Guide, and the
Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase
or read aloud when appropriate. Sidebars contain
important information for you, including special
instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
appear in abbreviated form in the adventure text.
Full information on NPCs and monsters are given
in Appendix 1. For your convenience, that
appendix is split by APL.
Along with this adventure you’ll find a RPGA
Session Tracking sheet. If you’re playing this
adventure as part of an RPGA-sanctioned event,
complete and turn in this sheet to your senior GM
directly after play. You’ll also find a LIVING
GREYHAWK Adventure Record (AR).
Living Greyhawk LEVELS
OF PLAY
Because players bring their own characters to
LIVING
GREYHAWK
games,
this
adventure’s
challenges are proportionate to the modified
average character level of the PCs participating in
the adventure. To determine this modified Average
Party Level (APL) follow the steps below:
1. Determine the character level for each of the
PCs participating in the adventure.
2. If PCs bring animals that have been trained
for combat (most likely dogs trained for war),
other than those brought by virtue of a class
ability (such as animal companions, familiars
paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
the sidebar chart to determine the number of
levels you add to the sum of step one. Add
each character’s animals separately. A single
PC may only bring four or fewer animals of
this type, and animals with different CRs are
added separately.
# of Animals
Mundane
Animals Effect
on APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
NYR6-S01 Making Your Marque
Page 2
3. Sum the results of step 1 and 2, and divide by
the number of characters playing in the
adventure. Round up to the nearest whole
number.
4. If you are running a table of six PCs, add one
to that average.
Throughout this adventure, APLs categorize the
level of challenge the PCs face. APLs are given in
even-numbered increments. If the APL of your
group falls on an odd number, ask them before the
adventure begins whether they would like to play a
harder or easier adventure. Based on their choice,
use either the higher or the lower adjacent APL.
APL also affects the amount of experience
and gold a PC can gain at the end of the
adventure. If a player character is three character
levels or more either higher or lower than the APL
at which this adventure is being played, that
character receives only one-half of the experience
points and gold for the adventure. This simulates
the fact that either the PC was not challenged as
much as normal or relied on help by higher-level
characters to reach the objectives.
Furthermore, a PC who is four or more levels
higher than the highest APL supported by the
adventure may not play the adventure.
LIVING GREYHAWK adventures are designed for
APL 2 and higher. Four or five 1st-level characters
may find the challenge of an APL 2 adventure
difficult. Suggest the following to these groups to
help increase their chances of success:
1. Enlist a sixth player.
2. Advise characters to buy riding dogs to
help protect them and fight for them.
TIME UNITS AND UPKEEP
This is a standard one-round regional introductory
adventure, set in the Kingdom of Nyrond.
Characters from the Kingdom of Nyrond pay one
(1) Time Unit per round, while all other characters
pay two (2) Time Units per round.
Adventurer’s Standard Upkeep costs 12 gp
per Time Unit. Rich Upkeep costs 50 gp per Time
Unit. Luxury Upkeep costs 100 gp per Time Unit.
Characters that fail to pay at least Standard
Upkeep will retain temporary ability damage until
the
next
adventure,
must
buy
new
spell
component pouches and healer’s kits, and may
suffer other in-game penalties (or possibly gain in-
game benefits) as may be detailed in this
adventure.
A character that does not pay for at least
Standard Upkeep may also avoid the above-
described penalties by living off the wild. If the
character possesses four or more ranks in the
Survival skill and succeeds at a DC 20 Survival
check, the character will heal temporary ability
damage as if he or she paid for Standard Upkeep,
may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
the character has at least four ranks in Craft
(bowmaking). The player is allowed to Take 10 on
this roll.
More information about Lifestyle and Upkeep
can be found in the “Lifestyle and Upkeep” section
of Chapter 3 of the Living Greyhawk Campaign
Sourcebook.
ADVENTURE BACKGROUND
The Coup
On the 1st of Fireseek, 595 CY, the Black Prince
Sewarndt Nehron successfully captured Rel Mord
and with it the throne of Nyrond. Sewarndt used
powerful magic to redirect the gate at Onyxgate.
With the gate shifted, he marched his army directly
into the streets of Rel Mord and bypassed all the
security. In a matter of hours, the city had fallen
and the royal family had fled. Sewarndt took over
the running of the country after spreading the word
that Lynwerd had abdicated the throne.
Vote of Legitimacy
As Sewarndt set about solidifying his claim to the
throne, he called for a vote of legitimacy from the
Council of Lords (the landed dukes and counts of
Nyrond).
Woodwych,
Mowbrenn,
Orberend,
Flinthill, and Gamboge voted against Sewarndt's
legitimacy,
and
Eventide,
Brackenmoor,
Korenflass, Almor, and Womtham voted in favor of
Sewarndt.
Woodverge,
being
merely
a
protectorate and having no leader, did not vote.
Therefore, Sewarndt's vote of legitimacy resulted
in a tie!
Sewarndt was forced to cast the tie-breaking
vote as the official leader of Justcrown Province.
The vote of legitimacy, therefore, passed. But
barely.
Beremen’s Plan Is Hatched
Sewarndt voting for himself in order to break the
tie certainly diminished the value and symbolism
of the vote. Soon thereafter, in contemplating how
he might help the Emperor and increase his own
political
power,
Count
Romadnen
Beremen
remembered a woman named Jinelle approaching
him almost a year earlier about her child being the
heir to the ducal seat of Woodwych. If this were
NYR6-S01 Making Your Marque
Page 3
true, Beremen considered it an opportunity to
swing the vote of legitimacy more heavily in favor
of Sewarndt.
Thus, the Count of Brackenmoor began
executing a plan. Before contacting Sewarndt,
Beremen first had a diviner find out if Jinelle’s
baby was, indeed, the son of Adrean Talnith. The
answer came back in the affirmative. Next, the
Count tracked down the half-elf lass at the tavern
at which she worked and told her he was willing to
help her secure her son’s birthright. When
Beremen realized Jinelle now harbored ill feelings
towards Verin, he became even more emboldened
in his plan.
The Count moved Jinelle and her child into his
estate and showered her with lavish gifts befitting
a woman of stature. The quid pro quo was
unabashedly obvious, yet Jinelle had little problem
becoming the repulsive Count’s mistress if it
meant Verin’s undoing.
When they were sharing a meal a few nights
later, Beremen tested the waters further, hinting,
“Wouldn’t it be terrible if something were to ever
happen to Verin?”
Jinelle thought for a moment and then replied,
“Most unfortunate, indeed. I, of course, would fulfill
my duty and rule Woodwych as Duchess Regent
until my son came of age.”
“Just as Sewarndt has graciously stepped up
to rule after his brother’s abdication,” offered the
Count.
“Yes, I would rule just like Sewarndt has.”
In the following days, Beremen began secretly
plotting
how
he
would
arrange
for
the
assassination of Verin and then reveal Adrean's
baby to Sewarndt, hopefully finding great favor
with the Emperor when Jinelle would reverse
Woodwych's vote against Sewarndt on behalf of
her son, the heir to the ducal seat of the Duchy.
An Attempt on Verin's Life
Within a few days, Beremen met with Estward
Ventrose, the Count of Eventide. Estward was
known among the scummier side of society as one
of the most skilled rogues in the kingdom.
Beremen proposed his assassination plan to
Estward, hoping to tap into the rogue's extensive
network of assassins and other dark figures in
exchange for sharing the credit and goodwill from
Sewarndt that would likely follow.
The Count agreed, and arranged for a team of
skilled assassins to kill Lady Woodwych. Two
weeks later, the attempt was made but failed, as
Verin had become more vigilant in her own
security in the wake of Sewarndt taking the throne.
Beremen became quite worried interrogations or
divinations regarding the assassination attempt
would lead back to Estward and himself.
Estward, on the other hand, was quite
confident the powerful masking magic used by the
experienced assassins would ensure the two
nobles'
anonymity.
Beremen
remained
unconvinced,
though,
and
the
Count
of
Brackenmoor decided to use Jinelle's baby—
Verin's grandchild—as leverage.
Verin’s Reprisal
Verin Talnith, surviving the assassination attempt,
incorrectly assumed that Sewarndt was behind it
and decided that she needed to counterattack
before other such attempts could be made.
Realizing that the Counts of Brackenmoor and
Eventide had voted illegally to legitimize Sewarndt,
Verin began gathering her troops to march south
and liberate Brackenmoor and Eventide in
Lynwerd’s
name.
Declaring
those
counties
protectorates of the Duchy of Woodwych, she
could reverse the Vote of Legitimacy and undo
Sewarndt politically.
But before she could march, she needed to
secure her grandchild’s safety. Again, Nyrond’s
adventurers came to the aid of the Kingdom,
rescuing Verin’s grandson and tipping the balance
of the attack in the Duchess’ favor.
With her grandson secured, the Duchess
mustered her own militia and scattered members
of the Ninth Legion in Adrean's Landing.
The adventuring party also saved a windrider
of the Sipharel elves, named Daethil, while on
their mission. Grateful for his rescue and finally fed
up with the increasing evil nature of Sewarndt, the
Sipharel ended their stance of neutrality between
the political factions of Nyrond and sent hundreds
of archers and dozens of windriders to join the
Duchess' army.
While on the rescue mission, the adventuring
party also befriended a pixie named Nittle. When
he returned home to his village, the pixie elders
decide to help the Duchess and they sent several
hundred fey creatures to join the Duchess' army.
The Duchess invaded Arnford and easily took
the city. She then marched towards Beetu and
asked the party of adventurers to make one more
trip into the Gnatmarsh to destroy a large crystal
shard that was being used to enthrall creatures of
the swamplands. She feared a Witch of the Bright
was using this to build a small army to attack her
troops as they marched from Beetu to Callistor.
Marching south, the Duchess arrived at Beetu
and met her first major resistance in her war on
the counties. Mercenary war trolls had taken
defensive positions around Beetu to defend the
NYR6-S01 Making Your Marque
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capital. The Duchess sent strike teams out to
neutralize these opponents as well as destroy
other key defensive elements of the city. Her army
subsequently invaded the city with little loss of
troops. The Count of Brackenmoor, however, had
fled the city to hide in Callistor.
And so, the Duchess began her march
towards Callistor and was relieved when the
adventuring party returned from their secondary
mission of destroying the enchanting crystal. The
witch's troops would not attack the Duchess on the
way to, or at, Callistor.
The Duchess arrived at the walled city of
Callistor. As before, she sent in strike teams
before her army could begin the main assault.
Missions
included
opening
the
city
gate,
neutralizing the anti-troop catapults, and capturing
the temple. She successfully took the city, but the
loss of troops was greater than in Beetu. During
the battle, one of the adventurers 'accidentally'
killed
Romadnen
Beremen,
the
Count
of
Brackenmoor, despite direct orders that he was to
be taken alive. That adventurer was later banished
from the Kingdom.
The Duchess then marched on to Shantadern.
This tiny city, by comparison, was nevertheless
home to the strongest resistance. Few in numbers,
the defenders of the city were big in stature. They
included Xavnaklach, the very old black dragon
from the Tilvanot Peninsula who had sired the
breeding group called the Izali ("lesser filth" in
Suloise), first mentioned in NYR4-02 In the Streets
of Oldred. The strike teams were once again
successful, though, in defeating the most powerful
monsters, and the Duchess' army easily took the
city, capturing the Count of Eventide in the
process.
Ultimately, the Duchess lost several thousand
troops, but was otherwise victorious on all fronts.
However, her southern march stopped there as
she then turned her troops north toward Rel Mord,
where she joined forces led by the no longer mad
Duke Younard, General Osmeran, the shifty Duke
Korenflass, and King Lynwerd himself in an all out
assault against the demonic forces of the Black
Prince.
The Job was Not Quite Done
The forces of troops and adventurers that
gathered at the Battle of Rel Mord were ultimately
successful in defeating the demonic and Hextorian
troops. Emperor Sewarndt himself fell to the sword
of his brother, but the fight was not completely
over. While Sewarndt himself fell, some of his
followers either avoided or escaped the Battle of
Rel Mord and continue to trouble the land.
The strongest remaining resistance came in
the form of the blockade near the mouth of the
Nesser
River.
One
of
Sewarndt’s
lesser
lieutenants, a man known as Mafisadi, was left in
charge and decided he had no reason to give up
on a good thing. Mafisadi blockaded river traffic for
months, keeping vital supplies away from the
Duchess of Woodwych and beyond. The blockade
even began to drive up prices in Nyrond and her
environs.
After Sewarndt’s defeat, Mafisadi, in addition
to
maintaining
the
blockade,
gathered
the
scattered remnants of Sewarndt’s troops in the
Nesser region and carved out a small empire for
himself along the Nesser River, with a capital in
Nessermouth. His tax ships patrolled the river,
collecting taxes from the merchant boats, and he
continued to earn revenue from the blockade. Only
the ships he permitted to pass by the blockade
could do so, and then only after paying a hefty toll.
Not only was the blockade draining revenue from
the war weary country of Nyrond, it was also
keeping critical rebuilding supplies from Nyrond’s
people.
Thankfully for the people of Nessermouth and
Nyrond, merchants from the Duchy of Urnst
decided to interfere and hired yet another group of
adventurers to break the blockade. However, in a
strange twist, a group of renegade Pholtan
zealots, working under the orders of Zylinchin, the
Fiendfinder-General and one time leader of the
now defunct Valorous League of Blindness, beat
the adventurers to the punch and blew up the
ships of the blockade, slaying Mafisadi as a
precursor to Zylinchin’s plans for Nyrond.
Nessermouth Moves On
With Mafisadi dead, and with neither the King nor
the Duchess of Woodwych having appointed an
official ruler as yet, the local merchants appointed
Leemund Andresen, a somewhat notorious local
merchant/smuggler, as Mayor of Nessermouth.
Andresen has proven to be just the man for the job
and shipping, of all sorts, has gotten back
underway full swing. Still, he’s not a stupid man
and knows that it’s only a matter of time until the
King appoints a new Count of Eventide, who will,
in turn, be looking for someone to rule in
Nessermouth. Leemund hopes to play both sides
of the fence in order to appeal to whomever the
King appoints.
NYR6-S01 Making Your Marque
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ADVENTURE SUMMARY
The adventure begins in Nessermouth at the
close of business on market day. The calm
afternoon is broken by the sound of a cracking
tree limb and the scream of a child. The PCs will
have the chance to prevent a tragic accident and
save a young girl named Cassandra.
Things take a dramatic turn when the PCs are
approached
by
Crump,
first
mate
of
the
Widowmaker, and offered a job hunting down a
notorious Scarlet Brotherhood ship. The only
encounter during the trip however is with a ghostly
pirate ship. The privateers arrive in Uskarn without
catching the Songbird and return to Nessermouth
in disappointment.
The PCs head over to Cassandra’s house and
find the scene of a terrible murder. The entire
family has been killed. The murderer left behind a
deadly trap for anyone who searches the area.
The only clues to the murder are in Atlan’s journal
where he talks about investigating a strange body
that washed up on shore a few days ago. The
clues lead the party to the Gravedigger, Jacob,
who spends most evenings at the Lustful Wench
tavern.
The Lustful Wench tavern is crowded with
sailors and dockhands. A salty old sea dog
entertains the crowd with a chilling ghost story and
a lively sea shanty. A local bully tries to put the
moves on the tavern girl but hopefully the PCs put
a stop to it. The encounter likely ends in a huge
bar brawl. Jacob is hopefully convinced to provide
information about where he buried the body so the
PCs can continue their investigation.
The PCs make an evening visit to the
graveyard where they can dig up the mysterious
corpse and search for clues. The mist clears to
reveal a ghostly woman who hopefully provides a
good scare to the PCs before she soars off leaving
lesser undead behind to deal with them.
The story ends without any real answers about
the murders but there are some clues. A scythe
was used in all the killings and the dead sailor was
clutching a slip of paper that said “Devil’s Pride”
which is the name of a pirate ship in the area. The
rest of the story is to be continued.
PREPARATION FOR PLAY
It is important to understand that the Relmor Bay
series, while being about pirates and privateers, is
at its heart a horror story. This module is meant to
set the tone for the rest of the series and to take
the PCs outside their comfort zone. Most
encounters will not quite be what they seem.
Friends will die. Some things, like the ghost ship,
will come tantalizingly close to interacting with the
PCs only to vanish into the mist.
This module and this series may very well
disturb the PCs and the players. That is its
intention. This module should leave them feeling
as though they have achieved little or nothing, and
may very well frustrate them. All you can tell them
is that it is only the beginning.
In terms of preparation, it is important to
understand the recent history of the area,
presented in the Adventure Background, and the
current state of the local area, presented in
Encounter 2: Chasing the Songbird and in
Appendix 2: Nessermouth and the Surrounding
Area.
Beyond that, simply make sure to read the
mod and especially the combat tactics. Nothing in
the mod is intended to be deadly, although the
encounters, especially the final encounter, may
very well seem so, and in fact should seem so to
the PCs. It’s important that they get the feeling that
they have gotten involved in something very
dangerous and potentially over their heads.
INTRODUCTION
The PCs begin the adventure in Nessermouth on
market day. They could be here for any number of
reasons but are most likely just looking to
replenish supplies before traveling on in search of
adventure.
A note about tone: This module has a rather
dark tone compared to some LG modules. There
is a terrible murder rather early on that even
involves children. The intent is not to be graphic,
but it is intended to be dark.
The weather throughout the module is
overcast and stormy. There is fog every evening
and distant thunder. The storm never actually
breaks so there isn’t any rain; it’s more about
setting the mood that something dangerous is
coming this way.
It is late on market day in Nessermouth and the
crowds have died down considerably. Some of
the merchants have begun loading up their
wares while others push even harder to sell off
the last of their goods. You find yourselves in
the company of several other new adventurers
as you wander about.
At this point allow the characters to introduce
themselves to each other, as they would likely
notice other adventurers in the crowd.
NYR6-S01 Making Your Marque
Page 6
ENCOUNTER 1: URCHIN IN A
TREE
As you near the center of the market a loud
“crack” rips the air not far away. Everyone’s
attention is drawn immediately to a large oak
tree and the young child dangling precariously
from a broken branch 20 feet up. The branch
gives a bit more and the child let’s out a shriek
of terror as everyone watches in disbelief.
Pause here very briefly. The PCs have a chance
to “interrupt” the boxed text to save the girl from
falling. Anyone who states they would like to go
forward and catch the child, cast feather fall, or do
anything else within reason that would save the
girl should be allowed to do so. Assume the PCs
are 20 feet away from where the girl would land
and that they can get there just in time for
whatever they try to do. If they don’t interrupt after
a second or two, continue with the following.
The branch gives way and the child falls
shrieking to the cobblestones below and lands
in a crumpled heap on the ground, obviously
seriously hurt.
The girl, Cassandra, is about 9 years old, with a
mass of short tangled hair. She is covered in
grime and dirt and it’s difficult to tell if she’s a boy
or a girl at first glance. She is wearing a simple
cotton shirt and breeches. The fall has broken her
leg and dropped her from a max of 4 hps to -3.
The PCs can make a Heal check to stabilize her
(DC 15) or use magic. A small crowd of onlookers
gathers around her but nobody else is able to
help. A moment or two after she is stable, her
brother, Jeffery, comes running up to the scene.
The small crowd parts as someone pushes
their way forward. “Cas! Cas! Oh no!” yells a
young boy as he takes in the scene. “Is she
alright?” He asks everyone in general. “We’ve
got to get her home. Father can help. This way,
it’s not far, I can carry her!”
Jeffery is 13 and very protective of his younger
sister. He insists that they take her home
immediately even if the PCs have fully healed her.
If Cassandra is awake she will insist that someone
save her cat, Urchin, from the tree. That’s what
she was trying to do when she fell. The PCs can
resolve saving the cat as they see fit (climb check
DC 10, 20 ft. up), but Cassandra is inconsolable
until the cat is safely out of the tree. Jeffery will
wait impatiently while the cat is rescued if
necessary.
Their father’s house is not far. The parents
greet everyone and show a great deal of concern
for their daughter. Their father, Atlan, is a cleric of
Pelor and will heal Cassandra with his magic if
necessary. Her mother, Kynthia, is naturally very
concerned about Cassandra and fusses over her
even after she has been healed. The family is very
grateful for the help of the PCs and insists that
they come back for dinner tomorrow night so they
can properly thank them.
Development: At this point Crump, the first mate
of the privateer sailing ship Widowmaker, arrives
at the house. He heard what happened at the
market and he’s looking for the adventurers that
were seen there. Crump is a salty old sailor with a
grim appearance but a fatherly demeanor. He
begs pardon for the interruption but asks to speak
to the “heroes.”
“Now then lads <and lasses>, I’m in a bit of a
tough spot. I’m first mate of the Widowmaker,
a privateer ship with a Letter of Marque here in
the County of Eventide. We’ve been hunting
pirates and smugglers, plenty of ‘em about
what with the recent war and all.
“I had arranged for a boarding party as our
letter requires, but they’ve skipped out on me
and just as we heard word of a prize catch too.
A ship called The Songbird was spotted just
off the coast heading north. She’s an infamous
vessel, you may have heard o’ her. She’s
sailed by those of the Scarlet Brotherhood.
“Our letter requires us to have an official
’boarding party’ so we’re all legal and such.
Seeing how our last group turned yellow on
us, I’ve been scouring town for another bunch.
You folks will do if you’re willing.”
Crump will go on to explain the following if
necessary:
•
The PCs won’t actually be required to do all of
the fighting; the crew is experienced at
capturing other vessels and will do much of
the fighting themselves.
•
They will each be paid 250 gp for their help.
It’s more than would normally be offered, but
it’s very short notice and the captain really
wants a shot at The Songbird.
•
The tide is going out and if they don’t leave
within an hour or two, they’ll have to wait and
most likely miss their chance to catch the
Songbird.
NYR6-S01 Making Your Marque
Page 7
•
The captain of the Widowmaker is Marius. He
will show the PCs the Letter of Marque if they
wish.
•
The Widowmaker is a large, but fast, caravel
(a sailing ship) that carries a crew of 30 (not
including the PCs).
•
A Knowledge (local-NMR) or Profession
(sailor) check DC 20 means the character has
heard of the Widowmaker and captain Marius.
He has a reputation for attacking pirates and
illegal
smugglers.
Give
the
PC
a
+2
circumstance bonus if he’s a local to Eventide
or a member of the Nyrond Navy.
Atlan and his wife Kynthia encourage the PCs to
help, especially since it involves the vile Scarlet
Brotherhood. They make the PCs promise to
return to the house as soon as they return so they
can be properly thanked. Assuming the PCs agree
to help in the capture of the Scarlet Brotherhood
slave ship, proceed to the next encounter.
ENCOUNTER 2: CHASING
THE SONGBIRD
Captain Marius of the Widowmaker welcomes the
PCs aboard. He is grateful that they are able to
help on such short notice. The PCs will have to
sign the Letter of Marque to become the official
boarding party of the ship.
APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp
The Captain will also explain that at least one of
the adventurers must be a Licensed Adventurer
(initial plus annual costs total 400 gp and 2 TUs,
see Appendix 3) to fulfill the Letter of Marque. He
will quickly arrange to have the PCs made
Licensed Adventurers at this time if need be. He’ll
send one of his men to bring back a naval
magistrate to take care of the paperwork. He will
advance funds from their payment to facilitate the
400gp fee. If one of the PCs must borrow funds
from the general pool, or from other PCs, this is
expressly permitted, but of course all funds must
be repaid at the end of the mod. As soon as this is
settled, the Captain will give the order to cast off.
If no one is willing to become a Licensed
Adventurer, or if no PC in the group qualifies, then
the Captain will express his deepest regrets for
bothering the PCs and will send them on their
way. In this case, skip this encounter entirely. That
means the PCs will not get the gold, will not get
the information, and will not see the ghost ship.
Please make a special note on the ARs that the
PC did not fulfill the Letter of Marque for the
Widowmaker. Whenever the PCs decide to return
to Father Atlan’s home, proceed to Encounter 3.
You may have to adjust the timetable and the
boxed text a little, but otherwise the module should
simply proceed on.
The crew is clearly very experienced and was
obviously been getting ready to sail before the
PCs arrived. They cast off within minutes of the
Captain giving the order. Most of the crew ignores
the PCs, but they are not rude to them. They are
just busy and excited about the prospect of
catching The Songbird. After the ship is out of the
harbor the crew settles into a familiar routine and
they calm down some. They will even talk with the
PCs about the area.
Use these bullet points to give current
information about the local area to the PCs.
Reference the background text as a guide, if
needed:
•
The coup
•
The attempt on Verin Talnith’s life
•
Verin Talnith’s decision to annex Brackenmoor
and Eventide
•
The march on Brackenmoor and Eventide
•
The Count of Brackenmoor was killed by an
adventurer against orders
•
The Count of Eventide arrested at the end of
the battle (the march ended in Shantadern
with his arrest)
•
Nessermouth was not recaptured at the time
•
The Countess then led her troops to Rel Mord
and took part in the recapture of the throne
•
The Duke of Korenflass also marched his
troops to Rel Mord and helped to overthrow
the Black Prince
•
Nessermouth stayed in the control of Mafisadi,
one of the Black Prince’s Lieutenants
•
Mafisadi
maintained
the
blockade
at
Nessermouth and crippled shipping on the
river
•
Merchants from the Duchy of Urnst hired a
group of adventurers to break the blockade,
but when they got there, they found that men
loyal to Zylinchin had already killed Mafisadi
and planted devices that destroyed the
blockade
•
Since then, the Duchess of Woodwych has
maintained
control
of
Woodwych,
Brackenmoor, and Eventide
•
However, neither she nor the king has really
had the time to deal with either county
properly yet, much less the far away port city
of Nessermouth
NYR6-S01 Making Your Marque
Page 8
•
Local merchants took it upon themselves to
appoint a mayor (who is said to be of
questionable character)
•
The mayor appointed a sheriff known to be
friendly with the mayor
•
Admiral Gassondian Mantus has not returned
to Nessermouth yet to reclaim direct command
of the 1st fleet, but he has sent Commander
Kallast Crandon to run the fleet until his return
(she would be the closest thing to a royal
representative in Nessermouth and is said to
be a member of the Crandon house from
Almor)
•
Nessermouth is also a town full of Onnwalese
expatriates with nearly 40% of the citizens
being from Onnwal
•
Because of the high number of Onnwalese
refugees in Nessermouth, much of the church
structure in the town consists of churches
more commonly found in Onnwal. Along with a
typical assortment of more typical Nyrond
churches
•
Duke Korenflass has not been seen since the
battle of Rel Mord. It’s rumored that he died
during the battle or that the King arrested him
for some reason. In any event, Korenflass is
also currently without a ruler.
As the crew and the PCs talk, the ship sails on into
the evening and the weather grows worse. A fog
rolls in and visibility drops but the captain is very
familiar with these waters so he continues the
pursuit. Things quiet down and much of the crew
settles in for the night. Ask the PCs if they are
keeping any watches, but make it clear that they
are not required to do so. Anyone who is awake
around midnight and on deck experiences the
following:
As you look out into the wispy swirling fog, it
parts momentarily and reveals a chilling sight.
There is a large ship not more than a hundred
feet away, but not any normal ship. It has an
unearthly glow. The hull of ancient looking
galley is rotting away and yet large gaps reveal
nothing but darkness. The sails are shredded,
but even in the still evening air, they billow out
as if dancing to a stiff breeze. The ship’s oars
till the water, and still there is no sound but the
gentle rush of your own ship as it moves
slowly through the waves. After just a few
heartbeats the fog changes again and the
ghost ship is gone leaving no wake.
The privateers on watch are clearly shaken by
what they saw. They inform the Captain but
otherwise absolutely refuse to speak of it. They
will try to silence anyone who does, whispering
harshly that it is terrible luck to speak of it. The
Captain goes pale when he hears about the ghost
ship and changes course slightly to avoid where it
was seen. The Captain tells any PCs who
approach him that this is not to be talked about.
The rest of the night passes uneventfully. The
storm that was brewing seems to fade but not
disappear and the weather is overcast and cold.
The Widowmaker arrives in Uskarn, about
eighty miles up the coast from Nessermouth, by
mid afternoon without so much as a single sighting
of the Songbird. The crew is in a foul mood once
they learn that their prey has escaped and
everyone wants to head back as soon as possible.
The return trip to Nessermouth is uneventful
despite the brewing storm. The crew is upset
about not sighting the Songbird and still shaken
about the ghost ship, so the return trip is more
quiet and glum.
ENCOUNTER 3: THE
MURDER
The PCs arrive back in Nessermouth shortly
before sundown a little less than two days after
leaving. Presumably they will want to head to the
promised meeting with Cassandra’s family. Read
the following when they arrive at the house.
With bellies and palates both longing for
Kynthia’s cooking, you arrive back at the Atlan
home just as Pelor sinks into the west. Odd
though that despite the growing dark there are
no lights coming from the small house up
ahead. And worse yet, there is no sign of
smoke from the chimney and no scent of the
expected dinner. Something seems wrong.
Further investigation reveals the following:
•
The front door is closed but unlocked. All the
curtains in the windows are closed.
•
There are no lights inside the house and the
doors to both bedrooms are closed.
•
Everything looks normal in the common room.
The table has been set for dinner and a fire
has burned out in the fireplace. There is one
chair at the dining room table that has fallen
over.
•
There is a pool of blood just barely visible
under the door to the parent’s bedroom (Spot
DC 15). A Heal check DC 10 will identify it as
blood.
NYR6-S01 Making Your Marque
Page 9
•
Inside the parents room is a terrible sight.
Atlan
and
Kynthia
have
been
brutally
murdered. Their bodies have been gashed
many times by a sharp object. There is a
tremendous amount of blood all over the
room, but no bloody footprints to be found
anywheree. The floor is covered and there are
large splatters on the walls and ceiling. Both
bodies lay on the floor between the bed and
the door.
•
The children’s room reveals a similar scene.
Both children have also been murdered and
by the same weapon. Cassandra’s body is on
the bed still half covered by her blankets.
Jeffrey’s body is on the ground in front of
Cassandra’s bed as if he moved to protect
her.
Any PC that attempts a Heal check on Atlan or
moves the body in any way before searching will
set off a trap. A visual search can be made, but
the Search DC to find the trap is 28.
Glyph of Warding (Blast) Trap: CR 4; spell;
spell trigger; no reset; spell effect (glyph of
warding [blast], 5th-level cleric, 2d8 acid, DC 14
Reflex save half damage); multiple targets (all
targets within 5 ft.); Search DC 28; Disable Device
DC 28.
Heal check (on any of the bodies):
•
DC 15 – The wounds were all caused by a
sharp bladed weapon, most likely a slashing
weapon of significant size (not a light
weapon).
•
DC 20 – The blade of the weapon was most
likely curved.
Casting detect evil in the house will pick up a
lingering aura of evil.
Searching the rest of the house will reveal two
important pieces of information. Searching the
parent’s bedroom will automatically reveal a
journal kept by Atlan (see Player Handout 1) in the
desk drawer. Inside the journal is a letter
addressed to him (see Player Handout 2).
A Search check of DC 15 or better will reveal
Urchin, Cassandra’s cat, hiding under her bed.
The animal is terrified and a PC wishing to calm
her down needs to make a DC 15 Handle Animal
check. If the PCs cast speak with animals and talk
to Urchin they can find out what she knows
(alternately, they could track down Alanna
Ghriogair, the priestess of Beory outside of town
and pay her to cast the spell). She saw what
looked like a man come into the house with a big
shiny stick. She came into the bedroom with the
children and hid under the bed. Then she heard
lots of yelling and smashing. Then everything was
quiet but she knew things were bad and that her
family was not OK. The man had big heavy boots
and a black cloak. That’s all she knows.
Development: The letter and the journal that the
PCs find should lead them to the Gravedigger,
Jacob. As indicated in the journal, he can be found
almost every night at the Lustful Wench Tavern
down by the docks. Searching the house should
take between a few minutes and two hours
(depending on how much time the PCs wish to
spend). They should still have time to go to the
tavern tonight it they wish.
It’s also possible that the PCs may wish to go
to the authorities before or after searching (or
even during). If so, direct them to the sheriff’s
office (although you may wish to remind them that
the sheriff is a questionable character). However,
it should be evening when the PCs search the
house, so they will not encounter the sheriff
directly. Instead, a paper pusher will take the
information and tell the PCs that they’ll get
someone out there to investigate “right away.”
They will eventually send out a team the following
day. The bodies will be buried two days later.
ENCOUNTER 4: THE
LUSTFUL WENCH TAVERN
Presuming the PCs arrive at the Lustful Wench in
the evening, read the following:
As you enter the tavern every person in the
place turns to face you with annoyance. The
wind whistles through the doorway and causes
the candles and lanterns inside to flicker
wildly. Once you enter and close the door
things
quiet
down
immediately
and
all
attention returns to a gray haired old man
sitting in a large comfortable chair by the fire.
“As I was saying, it was a cold and stormy
night, much like this one…” he continues. The
audience listens raptly as the old man
launches into a dramatic ghost story involving
a spectral pirate ship, a headless pirate
captain, and of course, buried treasure.
Throughout his story the battered old
parrot sitting above him pitches in with sound
effects for the story. At one point when a door
is slowly opened the parrot imitates a loud
squeaky door. Later in the story he makes the
sounds of rattling chains, a night owl, and a
piercing scream. He even makes the sounds of
NYR6-S01 Making Your Marque
Page 10
the howling wind and rain as the hero of the
story stalks through the graveyard and the
moaning of the ghost as it drains the very life
from him.
The crowd is absolutely silent as the crusty
old pirate’s story comes to an end. He pauses
for just a moment and then changes his pace
dramatically by launching into a classic sea
shanty,
which
the
crowd
picks
up
on
immediately. The tavern comes alive again as
everyone joins in and the spell of fear from the
ghost story is shattered.
The
tavern
is
crowded
with
sailors
and
dockworkers. It’s smoky and dimly lit but the crowd
seems friendly enough. The Gravedigger is
nowhere to be seen and if the PCs ask about him
they will find that he normally shows up within a
few hours of sundown.
A little while after the PCs have been waiting,
the Gravedigger shows up. Jacob is a tall gaunt
man standing nearly seven feet. He dresses in
black and makes it a habit to eye people when he
first meets them and pronouncing their height.
He sits at the bar and orders ale, his usual.
The PCs are free to move up and talk with him.
His attitude starts off as “unfriendly,” just because
he’s an old grump. Offering to buy him ale
improves it to indifferent. A Diplomacy check (DC
15) will improve it further to “friendly”. If nobody
buys him ale or dinner it will take a DC 25
Diplomacy check to improve it to “friendly.” Once
he has a friendly attitude, he will be willing to talk
about the location of the body.
While the PCs are trying to get on the good
side of the Gravedigger, the local bully stirs things
up. Farley is all brawn and no brains. He thinks
he’s Wee Jas’ gift to women and is out to prove it
tonight. He’s had his eye on the barmaid for a few
weeks now and has decided that tonight is her
lucky night whether she admits it or not.
While you’re busy chatting up the Gravedigger,
the young, and very attractive, barmaid drops
off some additional drinks at a nearby table. As
she turns away, one of the men there slaps her
rump, grabs her by the wrist and forces her to
sit in his lap. She is obviously uninterested
and struggles to get away. The brute is
persistent, however, and won’t let her go
without a fight.
She slaps him across the face with a
thundering clap and the tavern goes quiet.
“You unhand me now Farley, I won’t tell you
again”, she screams.
With hardly a blink toward her slap, Farley
casually replies, “Oh come now wench, I know
you’ve been eyeing me all week and tonight’s
your lucky night!”
The PCs have the option to interfere at this point if
they so choose. If they do interfere you should
skip the following scene and have the PCs interact
directly with Farley. If they seem reluctant, a local
hero tests his mettle.
A young lad, not more than 17 stands up
slowly from his seat at the bar. “You let her go
Farley”, he says in a shaky voice. Farley looks
over at the boy in confusion for a moment then
replies, “or what?” The tavern girl smiles
warmly at the boy, but is clearly still afraid.
The boy marches over to Farley and says
more
strongly,
“I’ll
make
you.”
Farley
considers for a moment, flings the girl aside
and kicks the lad in the shin, then stands up
and sends him flying across the room crashing
into a table full of people. It appears Farley
may get is way after all.
Assuming the PCs try to step in on the tavern girl’s
behalf at some point, Farley calls one of the PCs
out. He will try to lure one of them into a one on
one fight with no weapons if possible. If none of
the PCs are willing, he will call them cowards and
he and his goons will try to beat them up. Farley
and his goons will start out using unarmed attacks
to do non-lethal damage. If the PCs do lethal
damage at any point, they will draw weapons and
attack normally. The crowd will stay out of a one
on one fight between Farley and a single PC, but
they will join in if there are additional combatants.
If a bar fight breaks out, Jacob will join in and
gleefully knock several patrons over the head. He
seems to have a grand old time, unless things turn
lethal, in which case he will quickly find a corner to
hide in. Once Farley and his goons are down, the
PCs can sneak out the front door with Jacob, who
they have won over by their defense of the
barmaid. He’ll give the PCs directions to the grave
of the man who washed up on shore last week. He
put a mark on the gravestone that they can
recognize.
He also makes sure to remind them that
digging up a body, without the permission of the
mayor, will cause an uproar. Nobody goes over to
that graveyard at night, though, so they could
probably handle things discreetly if they do it at
night. However, if the PCs are thinking about
going there tonight, he’ll suggest strongly that they
rest for the night and heal their wounds instead.
NYR6-S01 Making Your Marque
Page 11
The body will still be there tomorrow night (and the
PCs need to be at full strength for the final
combat).
If the PCs do nothing, Jacob shakes his head
and buries himself in his alcohol and refuses to
cooperate further. It then takes a DC 25
Diplomacy check to get him to reluctantly provide
the information about where to find the grave.
APL 2 (EL 4)
Farley: male human barbarian 2; hp 22;
Appendix 1.
Bibbo & Croog (2): male human warrior 2; hp
19, 19; Appendix 1.
Note: The purpose of this encounter is to subdue
the bullies, not to kill them. If any of the bullies are
killed, the PCs will receive no experience for this
encounter. Make sure that the bullies do not
switch to lethal combat unless a PC does so first.
Treasure: While Nessermouth is not the most
lawful of towns, looting someone after a tavern
brawl is discouraged. If the PCs decide to loot
Farley or either of his friends, they can gain a little
treasure, but someone in the tavern will report the
PCs after the fact. In this case, they will receive
the “Wanted in Nessermouth” special item on the
AR.
APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp
ENCOUNTER 5: THE
GRAVEYARD
The PCs can go investigate the graveyard the
same night as they met the Gravedigger, but they
should probably wait until the next night as they
will likely need to rest. The graveyard is about a
half mile outside of town in a swampy area just off
the main road. There is a graveyard in town near
the temple Zilchus, but it’s only for those that are
well-respected members of the church or who can
otherwise pay a hefty sum to be interred there.
As mentioned before the PCs only chance of
digging up the body in secret is to do it at night.
The road is too heavily traveled during the day to
avoid being seen.
The fog grows very thick and swirls around
you in the cold night air as you make your way
out of town. Distant thunder rolls across the
sky from the storm that just won’t seem to
break. After a short walk you find the sign on
the side of the road marking the trail leading to
the graveyard. You make your way a distance
down the trail and find the dry patch of ground
that passes for a graveyard just off the road.
It’s dark and PCs who don’t have darkvision will
need a light source in order to read the
gravestones. It takes only a few minutes to find the
correct stone marking the freshly dug grave. There
is a small, unlocked shed at the graveyard that
conveniently has some tools in case the PCs
forgot to bring their own. Divide four by the
number of people that dig to determine the
number of hours it takes to dig up the body. So, if
just one person digs it takes four hours, for two it
takes two hours, and if four people dig it takes one
hour.
You have finally managed to uncover the
corpse. The magic preserving the corpse has
worked well and it’s in fairly good condition.
The body is wearing leather pants but no shirt.
It’s an adult male and there are large bite
marks on the upper body with a large chunk of
flesh missing.
Heal check:
•
DC 10 – The body has been preserved by
magic but it was in the water for several days
before it washed up on shore.
•
DC 15 – The bite marks (and missing flesh)
happened after the man was dead. They were
from sea creatures, most likely sharks.
•
DC 20 – The actual cause of death was a
sharp bladed weapon, a slashing weapon with
a curved blade, similar to the one that killed
Atlan and Kynthia.
Search check:
•
DC 15 – Reveals a small scrap of paper with
the words “Devil’s Pride” scrawled out on it in
common.
A DC 12 Knowledge (nature) check will confirm
that some form of shark made the bite marks. A
DC 20 Knowledge (local-NMR) or Profession
(sailor) check will reveal that the “Devil’s Pride” is
a pirate ship that sails the waters near here.
Just as the PCs finish searching the body the
following encounter happens.
The mist swirls about you yet again, but this
time it reveals a ghostly figure. A human
woman stands with her back to you. But as
you watch, she turns slowly toward you and
her face contorts in rage. She lifts her arms
and her transparent form flies quickly towards
you with murderous intent.
NYR6-S01 Making Your Marque
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Pause here to roll initiative. The idea is to scare
the pants off the PCs with the appearance of a
ghost, but she leaves them to the lesser undead.
Of course, this is probably not the last they will see
of her.
The ghost streaks forward, rising off the
ground and unleashing an unearthly scream.
She passes mere feet above your heads and
then disappears into the fog. The earth of the
surrounding graves surges upwards as several
hideous creatures claw their way to the
surface.
Creatures: The ghost that streaks away is indeed
a ghost and far more powerful than any APL 2
party should be dealing with. Do not allow the PCs
to waste their time trying to attack or stop the
ghost. A standard DC 12 Knowledge (religion)
check will identify the ghoul and the zombies as
such. However, if the PCs beat the DC by 5 more,
they should also recognize that these creatures
seem a little stronger and a little tougher than
normal creatures of their kind. Otherwise, they
seem like normal undead. However, they are all
more difficult to turn than normal (see Appendix 1
for full stat blocks) and this may be another clue to
the PCs that these are not run of the mill undead.
APL 2 (EL 4)
Corpsecrafted Elite Ghoul: hp 22; Appendix
1.
Corpsecrafted Human Commoner Zombie
(2): hp 25, 25; Appendix 1.
Tactics: As a judge, it is important to understand
that this encounter is meant to seriously challenge
and scare the PCs. Because of the way these
undead were created, there is virtually no way for
a first level character to turn them. So, the PCs are
going to have to fight or run. However, the
encounter is not meant to be deadly. It is possible
a PC could get unlucky and get killed by a critical
hit or by second blow when already injured, but for
the most part the damage dealt should simply
knock PCs unconscious. If things do turn bad
though, see Developments below, as Osira will
arrive and turn the tide back toward the PCs.
The undead use their surprise round to claw
their way up from their graves, surrounding the
party. You can place the undead in any of the
other graves, but they should all start more than a
five foot step away from the PCs. Players
choosing to use a Feign Surprise card may act
during the surprise round. Combat should then
proceed normally using the initiatives rolled when
the ghost appeared.
The area around the graveyard, and not up on
the
road,
is
considered
difficult
terrain.
Additionally, the gravestones block charges.
Otherwise, both PCs and monsters can move
through squares with a gravestone normally.
The ghoul is fairly intelligent and will attempt to
spread his paralysis around. Most likely, he’ll try to
target weaker looking combatants first and then
move onto the next weakest as soon as he gets
the first paralyzed. He will not target elves, if he
can avoid it, until last as he knows his paralysis
does not work on them. He will not put himself in
extra danger just to get to his preferred targets
(i.e. don’t get him surrounded or have him give up
attacks of opportunity unnecessarily).
The zombies are unintelligent and will attack
the first living creature they encounter, moving
onto the next as soon as the first drops (they can
be easily bluffed this way by dropping prone and
not
moving).
However,
they
have
been
programmed to attack any individual that uses
positive energy. So, anyone casting a cure spell of
any sort or attempting to turn undead will
automatically be targeted and the zombies will not
change targets until the opponent drops. Again,
they can easily be bluffed by going prone and not
moving. The zombies will provoke attacks of
opportunity and will allow themselves to be
surrounded in order to get to the person who used
positive energy.
Note: The fog rules (Dungeon Master’s Guide,
page 94) indicate that creatures more than 5 feet
away have concealment (attacks by or against
them have a 20% miss chance). However,
consider this fog to be a bit lighter with
concealment only granted to creatures more than
10 feet away. Creature’s more than 30 feet away
should be considered to have total concealment.
Treasure: If the PCs think to search the graves
where the undead came from, they can find a bag
of assorted jewelry worth 750 gp in the grave
where the ghoul was hiding. This was the ghoul’s
treasure, which he had looted from various
corpses. It should be obvious to the PCs that this
treasure was taken from graves (e.g. tarnish, dirt,
bits of flesh, etc). The PCs can either keep the loot
(earning 125 gp each) or they can turn it over to
the Church of Osprem (via Osira or directly to the
Church) and will receive 250 gp each as a reward
for their honesty. The jewelry has sentimental
value that cannot be bartered for with a common
fence.
NYR6-S01 Making Your Marque
Page 13
APL 2: Loot: 0 gp; Coin: 125 gp; Magic: 0 gp
Or
APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp
Developments: If the combat turns really bad for
the party, as in more than one character is facing
imminent death or if more than two-thirds of the
party is down or paralyzed, have Osira arrive and
turn the tide for them. Have her make a Turn
check to start with, which will auto-succeed at
turning even the ghoul. Then she will then use
cure spells to bring the PCs back up. The PCs
should be able to finish the fight in ten rounds
when the undead return.
Otherwise, when the combat is over, Osira will
show up as soon as the PCs have finished
searching and healing and before they leave. The
Church of Osprem has taken responsibility for
overseeing the graveyard and she was simply out
patrolling when she saw their lights. She will start
by thanking them for destroying the undead and
then will listen to their story.
She will offer to give what aid she can, but
outside of some healing and telling them that she
will put in a good word for them with the temple,
she really won’t be of much use in this mod. She
can confirm for them that the Devil’s Pride is a
pirate ship, but she does not know whether it’s in
town or not.
Osira: LG female human cleric 4 (Osprem).
When the PCs have finished speaking with Osira,
ask them what they would like to do next.
Presumably they will want to look into the Devil’s
Pride, whether immediate or after some rest, but in
any event, go the Conclusion.
CONCLUSION
The PCs have one clue to go on, the name of the
pirate ship. Ask the PCs how they would like to
proceed. As long as they have a reasonable idea,
they will be able to successfully discover that that
the Devil’s Pride left Nessermouth two days before
the body was found, just enough time to have left
it in the state in which it was found.
Unfortunately for the PCs, this is where the
adventure ends for now. This should leave them
with a sense of incompleteness and perhaps even
frustration. Their friends were murdered, but the
trail is cold and vengeance will have to wait for
another day.
NYR6-S01 Making Your Marque
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EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up
the values for the objectives accomplished. Then
assign the experience award. Award the total
value (objectives plus roleplaying) to each
character.
Encounter 3: The Murder
Disable or Survive the Glyph of Warding Trap
APL 2
120 XP
Encounter 4: The Lustful Wench Tavern
Defeat Farley and his friends without killing any of
them
APL 2
120 XP
Encounter 5: The Graveyard
Defeat the ghoul and the zombies
APL 2
120 XP
Story Award
Discover the name of the pirate ship in the
corpse’s hand
APL 2
45 XP
Discretionary Roleplaying Award
APL 2
45 XP
Total possible experience
APL 2
450 XP
TREASURE SUMMARY
During
an
adventure,
characters
encounter
treasure, usually finding it in the possession of
their foes. Every encounter that features treasure
has a “treasure” section within the encounter
description, giving information about the loot,
coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces
each character gains if the foes are plundered of
all their earthly possessions. Looting the bodies
takes at least 10 minutes per every 5 enemies,
and if the characters cannot take the time to loot
the bodies, they do not gain this gold. If you feel it
is reasonable that characters can go back to loot
the bodies, and those bodies are there (i.e., not
carted off by dungeon scavengers, removed from
the scene by the local watch, and so on),
characters may return to retrieve loot. If the
characters do not loot the body, the gold piece
value for the loot is subtracted from the encounter
totals given below.
The coin total is the number of gold pieces
each character gains if they take the coin
available. A normal adventuring party can usually
gather this wealth in a round or so. If for some
reason, they pass up this treasure, the coin total is
subtracted from the encounter totals given below.
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they
are varied and because characters may want to
use them during the adventure. Many times
characters must cast identify, analyze dweomer or
similar spell to determine what the item does and
how to activate it. Other times they may attempt to
use the item blindly. If the magic item is
consumable (a potion, scroll, magic bolts, etc.)
and the item is used before the end of the
adventure, its total is subtracted from the
adventure totals below.
Once you have subtracted the value for
unclaimed treasure from each encounter add it up
and that is the number of gold pieces a characters
total and coin value increase at the end of the
adventure. Write the total in the GP Gained field of
the adventure certificate.
Loot = Looted gear from enemy; Coin = Coin,
Gems, Jewelry, and other valuables; Magic =
Magic Items.
Encounter 2: Chasing the Songbird
APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp
Encounter 4: The Lustful Wench Tavern
APL 2: Loot: 4 gp; Coin: 2 gp; Magic: 0 gp
Encounter 5: The Graveyard
APL 2: Loot: 125 gp; Coin: 0 gp; Magic: 0 gp
Or
APL 2: Loot: 0 gp; Coin: 250 gp; Magic: 0 gp
Total Possible Treasure
APL 2: Loot: 4 gp; Coin: 502 gp; Magic: 0 gp;
Total: 506 gp
Special
Favor of the Church of Osprem: For destroying
the undead in the graveyard, Osira has promised
to arrange something special for you the next time
you make it to Nessermouth. This favor will come
into play later in the series.
NYR6-S01 Making Your Marque
Page 15
Urchin: You have successfully managed to
befriend Cassandra’s cat, Urchin. Perhaps her
eyewitness view of the murders will come in handy
at a later date. Only one PC at the table can have
Urchin, and it must be a PC that succeeded at the
Handle Animal check to befriend her.
Wanted in Nessermouth: While Nessermouth is
not the most lawful of towns, looting someone
after a tavern brawl is still illegal. Unfortunately for
the PCs, one of the locals apparently turned them
in when they decided to loot Farley and/or his
friends. In addition to counting as a criminal record
in Nyrond, this wanted status will also most likely
have repercussions the next time this PC is played
in Nessermouth, or perhaps even in Eventide.
NYR6-S01 Making Your Marque
Page 16
APPENDIX 1: APL 2
ENCOUNTER 4: THE LUSTFUL
WENCH TAVERN
Farley: male human barbarian 2; CR 2; Medium
Humanoid (Human); HD 2d12+4; hp 22; Init +1;
Spd 40 ft.; AC 13 (+1 Dex, +2 armor), touch 11,
flat-footed 13; Base Atk +2; Grp +4;
Atk +4 melee (1d3+2, unarmed strike) or +4
melee (1d8+2, morningstar) or +4 melee (1d4+2,
dagger);
Full Atk +4 melee (1d3+2, unarmed strike)
or +4 melee (1d8+2, morningstar) or +4 melee
(1d4+2, dagger);
SA Rage 1/day; SQ Fast movement,
illiteracy, uncanny dodge;
AL CN; SV Fort +5, Ref +1, Will +0; Str 14,
Dex 13, Con 15, Int 8, Wis 10, Cha 12;
Skills and Feats: Intimidate +6, Jump +11,
Listen +5, Swim +7; Improved Unarmed Strike,
Power Attack.
Languages: Common.
Possessions: Dagger, morningstar, leather
armor, 20 sp, 6 gp.
Power-Up Suite: (Status – Rage); HD
2d12+8; hp 26; Init +1; Spd 40 ft.; AC 11 (+1
Dex, +2 armor, -2 rage), touch 9, flat-footed 11;
Grp +6;
Atk +6 melee (1d3+4, unarmed strike) or +4
melee (1d8+4, morningstar) or +4 melee (1d4+4,
dagger);
Full Atk +6 melee (1d3+4, unarmed strike)
or +4 melee (1d8+4, morningstar) or +4 melee
(1d4+4, dagger);
SV Fort +7, Ref +1, Will +2; Str 18, Dex 13,
Con 19, Int 8, Wis 10, Cha 12;
Skills and Feats: Intimidate +6, Jump +13,
Listen +5, Swim +9; Improved Unarmed Strike,
Power Attack.
Bibbo & Croog: male human warrior 2; CR 2;
Medium Humanoid (Human); HD 2d8+7; hp 19;
Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 armor),
touch 11, flat-footed 12; Base Atk +2; Grp +4;
Atk +4 melee (1d3+2, unarmed strike), +4
melee (1d8+2, morningstar), +4 melee (1d4+2,
dagger);
Full Atk +4 melee (1d3+2 nonlethal,
unarmed strike), +4 melee (1d6+2, club);
AL CN; SV Fort +5, Ref +1, Will +1; Str 15,
Dex 13, Con 14, Int 10, Wis 12, Cha 8;
Skills and Feats: Intimidate +4, Jump +7,
Swim +7; Power Attack, Toughness.
Languages: Common.
Possessions: Club, leather armor, 20 sp.
ENCOUNTER 5: THE GRAVEYARD
Ghoul, Corpsecrafted Elite: CR 3; Medium
Undead; HD 2d12+4; hp 22; Init +3; Spd 30 ft.;
AC 15 (+3 Dex, +2 natural), touch 13, flat-footed
12; Base Atk +1; Grp +5;
Atk +5 melee (1d6+4 plus paralysis, bite);
Full Atk +5 melee (1d6+4 plus paralysis,
bite) and +3 melee (1d3+2 plus paralysis, 2
claws);
SA Ghoul fever, paralysis; SQ Bolstered
resistance, darkvision 60 ft., undead traits, +6
turn resistance;
AL CE; SV Fort +0, Ref +3, Will +7; Str 19,
Dex 16, Con —, Int 12, Wis 19, Cha +16.
Skills and Feats: Balance +7, Climb +8, Hide
+7, Jump +6, Move Silently +7, Spot +8;
Multiattack.
Bolstered Resistance (Su): Undead raised
with the Bolster Resistance feat gain a +4 turn
resistance.
Ghoul Fever (Su): Disease—bite, Fortitude
DC 14, incubation period 1 day, damage 1d3
Con and 1d3 Dex. The save DC is Charisma-
based.
An afflicted humanoid who dies of ghoul
fever rises as a ghoul at the next midnight. A
humanoid who becomes a ghoul in this way
retains none of the abilities it possessed in life. It
is not under the control of any other ghouls, but
it hungers for the flesh of the living and behaves
like a normal ghoul in all respects. A humanoid
of 4 Hit Dice or more rises as a ghast, not a
ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite
or claw attack must succeed on a DC 14
Fortitude save or be paralyzed for 1d4+1
rounds. Elves have immunity to this paralysis.
The save DC is Charisma-based.
Zombie, Human Commoner: CR 1; Medium
Undead; HD 2d12+7; hp 25; Init -1; Spd 30 ft.;
AC 11 (-1 Dex, +2 natural), touch 9, flat-footed
11; Base Atk +1; Grp +4;
Atk +4 melee (1d6+3, slam);
Full Atk +4 melee (1d6+3, slam);
SQ Bolstered resistance, damage reduction
5/slashing, darkvision 60 ft., single actions only,
undead traits, +4 turn resistance;
AL NE; SV Fort +0, Ref -1, Will +3; Str +16,
Dex +8, Con —, Int —, Wis +10, Cha +1.
Skills and Feats: —; Toughness.
Bolstered Resistance (Su): Undead raised
with the Bolster Resistance feat gain a +4 turn
resistance.
NYR6-S01 Making Your Marque
Page 17
Single Actions Only (Ex): Zombies have
poor reflexes and can perform only a single
move action or attack action each round. A
zombie can move up to its speed and attack in
the same round, but only if it attempts a charge.
NYR6-S01 Making Your Marque
Page 18
APPENDIX 2: NESSERMOUTH
Nessermouth (Large Town): Conventional; AL
CN; 3,000 gp; Assets 615,000 gp; Population
4,100; Mixed (Humans 79% [Oeridian 35%, Suel
25%, mixed 40%], Halfling 8% [lightfoot 90%,
tallfellow 5%, deep 5%], Half-Elf 5%, Half-Orc 4%,
Gnome 2%, Elf 1.5% [high 60%, wood 30%, sea
10%], Dwarf .5%).
Authority Figures: Mayor Leemund Andresen
(CN male human Rogue 3/Expert 10); Royal
Admiral (in absentia) Gassondian Mantus, 1st
Fleet (LG male human [Oeridian] Aristocrat
3/Fighter 7); Sheriff Lindiir Carrack (N female
human Rogue 3/Ranger 5); Militia Leftenant Innis
Dalaigh (LN male human warrior 7); Commander
Kallast Cranden, 1st Fleet (LN female human
[Oeridian] Aristocrat 1/Expert 3/Fighter 3).
Important Characters: Dubh, old storyteller,
age 50 (N male human commoner 11); Farrak
Benzedren, head of most lucrative smuggling
operation (CE female human [Oeridian] rogue 9);
Reyvor Morrdarn, Warrior of Renown (LG male
human [Oeridian] fighter 8); Finna Ernstrand, High
Priestess of the Temple of Zilchus (LN female
human cleric 7); Jazia-Pyr, High Priestess of the
Temple of Osprem (LN female human cleric 6);
Jireen Aerian, High Priest of the Temple of Procan
(CN male human cleric 5); Kozin Shotanmi, High
Priest of the Church of Norebo (CN male human
[Suel] cleric 5); Merinia Leagallow, High Priestess
of the Hostel of Yondalla (LG female halfling cleric
5); Chekesh, Ex-Red Brigade veteran (CN male
human [Suel] barbarian 5); Temil Mazar, High
Priest of the Chapel of Xerbo (LN male human
[Suel] cleric 4); Zokesh Hesma, High Priest of the
Chapel of Jascar (LG human male [Suel] cleric 4);
Hlin Dankil, High Priestess of the Chapel of
Fortubo (LG female dwarf cleric 4); Osira,
priestess of Osprem (LG female human cleric 4).;
Father Atlan, High Priest of the Shrine of Pelor
(NG male human cleric 3); Alanna Ghriogair, High
Priestess of the Shrine of Beory (NG female
human [Flan] cleric 2).
Others: Bbn3 (x2), Bbn1 (x4), Brd5 (x1), Brd3
(x2), Brd1 (x4), Clr2 (x2), Clr1 (x8), Drd4 (x1),
Drd2 (x2), Drd1 (x4), Ftr4 (x1), Ftr2 (x4), Ftr1 (x8),
Mnk4 (x1), Mnk2 (x2), Mnk1 (x4), Pal4 (x1), Pal2
(x2), Pal1 (x4), Rgr2 (x2), Rgr1 (x4), Rog5 (x2),
Rog3 (x4), Rog1 (x8), Sor4 (x1), Sor2 (x2), Sor1
(x4), Wiz4 (x1), Wiz2 (x2), Wiz1 (x4), Adp4 (x1),
Adp2 (x2), Adp1 (x20), Ari5 (x2), Ari3 (x4), Ari1
(x20), Com6 (x2), Com3 (x4), Com1 (x3606), Exp5
(x2), Exp3 (x4), Exp1 (x119), War4 (x2), War2
(x4), War1 (x198).
This naval base of 4,100 people protects the
mouth of the Nesser and used to be a major port
of call for vessels from Scant, trading Iron League
products with Nyrond across the safety of the
strait.
That trade is long gone. Scarlet Brotherhood
vessels have tried to trade here, but fully forty
percent of the town population are exiled
Onnwalese and have made it plain that they will
sink any vessel that approaches bearing the
scarlet flag. Despite many ups and downs of late,
life in Nessermouth is returning to normal thanks
to the very good fishing in the broad estuaries and
the hunting and trapping of many large seabirds.
The small saline marshes around the estuary
likewise yield many game animals. Of course, its
strategic position as a vital port has also helped to
keep it desirable.
Under Archbold’s rule, a Bailiff administered
the town, the King not having trusted any local
landowner to control such a vital and strategic
port. Fully supported by his townspeople, this man
courageously refused to give any taxes to the King
above pre war levels. He dealt with the possibility
of the navy taking control of the town in the King's
name quite easily. He paid them directly from the
taxes he collected. Since the King wasn’t paying
the navy reliably, there was no doubt whose side
they were on. And Nessermouth was simply too
far from Mithat or Oldred for Archbold to use force
to overtake it.
For a while then, Nessermouth was virtually a
free town, and while trade declined, living was
good and the navy there had much better morale
than elsewhere. The four caravels and one galley
based there at the time kept Brotherhood ships
well away from the coastline, and of course were
seen as protectors by ordinary people, which was
very different from other ports along the coast.
The town grew insular, increasingly wishing
not to hear news from elsewhere. But those times
only lasted for the duration of Archbold’s rule.
When Lynwerd took the throne, he made
sweeping changes across the Kingdom of Nyrond,
but one of his first moves was to make sure that
the military of Nyrond was paid anything owed
them and that their loyalty was fully secured once
again.
Any
commanders
that
had
openly
disobeyed Archbold were relieved of duty and
replaced those more loyal to the throne.
During
the
reorganization
of
Nyrond’s
provinces, Eventide, the “least of Nyrond’s
regions,” was created.
NYR6-S01 Making Your Marque
Page 19
Lynwerd appointed Estward Ventrose, a minor
noble, to the seat of power as Viscount, largely on
the grounds that nobody wanted the job and
nobody in the right circles had anything negative to
say about him. It might well have been wise to
consult the wrong circles as well, but the King
probably would not have listened to lowlifes telling
him that his choice was one of the most skilled
rogues in the Kingdom. Furthermore, this may just
be drunken rumor anyway.
While most of the regions' mercantile activity
moved through Nessermouth, the King placed the
new regional capital at Shantadern, desiring a
more centralized and less troublesome seat of
local power.
Still, Nessermouth was not overlooked entirely
as Nyrond stationed the navy’s First fleet there,
under the command of Admiral Gassondian
Mantus. The fleet was commissioned to patrol the
waterways and nearby coastal waters of Nyrond.
Viscount Ventrose, later Count Ventrose,
personally appointed a new Bailiff, Eomund Vetter
and made sure to keep much closer tabs on this
ruler.
Things
were
good
once
again
in
Nessermouth with the new situation, but seed of
discontent started to grow as it became apparent
that Ventrose was not very quick to attack Scarlet
Brotherhood ships from trading in Eventide.
Although even he was not unwise enough to
suggest they put to port in Nessermouth, with its
large number of Onnwalese expatriates.
And so, it came as no surprise when Count
Ventrose chose to side with Sewarndt when the
Black Prince completed his second coup attempt.
Sewarndt of course wanted his own men in key
strategic locations, so Vetter was recalled to
Shantadern and was replaced a lesser-known
lieutenant of Sewarndt’s, Mafisadi. Under orders
from the traitor, Mafisadi blockaded river traffic for
months, keeping vital supplies away from the
Duchess of Woodwych and beyond. The blockade
even began to drive up prices in the meta-region.
In keeping with the Imperium's policy of
increased military strength, the Imperial fleet
underwent a major retrofit at the docks at
Nessermouth. Ships were upgraded and fully
stocked with all the latest in military modifications,
in one of the largest military expenditures in
Nyrond's recent history. But while this kept the
locals somewhat pacified, life in Nessermouth had
become
hard
under
Mafisadi.
Those
who
supported Sewarndt prospered, while those who
openly supported Lynwerd often went missing.
But things were to reverse course yet again.
The Duchess of Woodwych, Verin Talnith,
eventually led a large contingent of troops and
adventurers into both Brackenmoor and Eventide,
freeing both Counties from the yoke of the
Imperium while killing the count of Brackenmoor
and capturing Ventrose in the process.
Still though, Nessermouth had not been freed,
as the troops never reached that far south before
turning north and joining Lynwerd’s other forces at
the Battle of Rel Mord.
Fortunately, only a few short months after the
return of Lynwerd to the throne, a group of
merchants from the Duchy of Urnst contracted
with some adventurers to clear the blockade. The
adventurers succeeded in far grander style than
expected. They not only broke the blockade, but
also killed Mafisadi and helped to remove his
troops. Nessermouth was finally under the control
of the Kingdom of Nyrond once again.
With Mafisadi dead, and with neither the King
nor the Duchess of Woodwych having appointed
an official ruler as yet, the local merchants
appointed Leemund Andresen, a somewhat
notorious
local
merchant,
as
Mayor
of
Nessermouth. Andresen has proven to be just the
man for the job and shipping has gotten back
underway in full swing. Still, Leemund is not a
stupid man an knows that it’s only a matter of time
until the King appoints a new Count of Eventide,
who will, in turn, be looking for someone to rule in
Nessermouth. Leemund hopes to appeal to
whomever the King appoints by keeping as many
people happy as possible.
Admiral Gassondian Mantus has not returned
to Nessermouth yet to reclaim direct command of
the First Fleet, but he has sent Commander
Kallast Crandon to run the fleet until his return.
She would currently be the closest thing to a royal
representative in Nessermouth and is said to be a
member of the Crandon house from Almor.
Another interesting aspect of Nessermouth is
its religion. While home to many of the normal
faiths one would expect to find in a coastal Nyrond
city, the refugee population from Onnwal has
brought with it a number of faiths more commonly
found across the bay. In addition to the Temple of
Zilchus, the Temple of Procan, the Church of
Norebo, the Hostel of Yondalla, the Shrine of
Pelor, and the Shrine of Beory, you can also find a
prominent Temple of Osprem, a Chapel of Xerbo,
a Chapel of Jascar, and a Chapel of Fortubo.
NYR6-S01 Making Your Marque
Page 20
APPENDIX 3: LICENSED ADVENTURER
Licensed Adventurer
Licensed Adventurers are those explorers and
fortune hunters who have elected to register with
the Kingdom. In return for registering, a Licensed
Adventurer is given certain rights above those
granted to the average citizen of Nyrond.
In 591 CY, the crown of Nyrond instituted the
program of licensing the many adventurers left
over from the wars in order to recoup the debts in
the Kingdom’s treasury. This program became a
great success, with hundreds of adventurers gladly
turning over 20% of their income in order to
support their home and country.
In 593 CY, with the restructuring of the tax
code, the Licensed Adventurer program was also
restructured to require an initial and annual cost in
lieu of the 20% tax.
In 594 CY, the King instituted Professional
Adventuring Companies. These affiliated bands of
adventurers gained additional benefits by filing a
charter with the Kingdom. The King offered these
benefits to see some of the more powerful
collections of adventurers in Nyrond more closely
aligned with the throne, and also easier to keep
tabs on.
In 595 CY, against insurmountable opposition
and threat to life, adventures answered their
Country’s need. Therefore, in 596 CY, to
recognize
those
adventurers,
King
Lynwerd
instituted an Adventuring Company for each of the
respective medals and orders. The annual
Licensed Adventurer cost is waived if the
adventurer joins their applicable Adventuring
Company Order.
LICENSED ADVENTURER
To register, all a prospective adventurer need do is
visit their local magistrate, pay a small registration
fee, and take an oath of loyalty to King and
Country.
REQUIREMENTS
•
Must be a citizen of Nyrond.
•
No criminal record.
•
Take an oath of loyalty.
•
Alignment: Any non-evil
Oath of a Licensed Adventurer:
I,
___________________,
do
solemnly
and
sincerely swear that I will abide by the laws, rules
and regulations of the Kingdom of Nyrond. I will
help, aide and obey those lawful authorities
appointed by the King and his representatives. I
will support and sustain King Lynwerd and the
Kingdom of Nyrond.
COSTS
Initial
•
1 TU for initiation.
•
200 gp for registration.
Annual
•
200 gp for licensing
•
1 TU for licensing (or pay an additional 500 gp
to have a courier deal with the paperwork).
BENEFITS
•
Can claim King’s Justice (i.e. Can request
formal trial in Rel Mord).
•
Has the right to keep and bear arms within the
Kingdom.
•
50% discount on many fees throughout the
Kingdom.
NYR6-S01 Making Your Marque
Page 21
DM MAP: FATHER ATLAN’S HOME
NYR6-S01 Making Your Marque
Page 22
DM MAP: LUSTFUL WENCH TAVERN
NYR6-S01 Making Your Marque
Page 23
DM MAP: THE GRAVEYARD
NYR6-S01 Making Your Marque
Page 24
PLAYER HANDOUT 1
Father Atlan,
I have gotten a report of a body that washed up on shore near Nessermouth. I want you to personally
investigate the situation. The man was apparently killed by a bladed instrument but the body is
decomposed and has been partially eaten by a sea creature so it will be difficult to tell. Do whatever you
can to investigate this strange corpse. I know the mayor has been giving you trouble lately and he may
want to brush this under the rug, but do what you can in spite of his meddling.
Father Archibald
NYR6-S01 Making Your Marque
Page 25
PLAYER HANDOUT 2
Atlan’s Journal
The journal clearly shows that Atlan is a priest of Pelor. He moved to Nessermouth two years ago
under orders from the church. Since then he has done various small things for them including some
investigations of unusual happenings in the area. His recent entries in the journal are related to his
current investigation.
“Mayor Andresen has not been supportive of my current investigation. He has never liked me and I
fear some of my harsh words in the past have come back to hurt me now. When I asked if I could
examine the body before it was laid to rest, he flat out refused. Fortunately I was able to assert my right to
provide last rites for the body before it was buried. I was able to secretly cast gentle repose on the body
before it was buried. That should keep the evidence intact for the next few days”
“The old gravedigger took the body out to bury it right after I gave my blessing. I feel certain I’ll be
able to convince him to tell me where it is. It will be a messy business, but I have to search that body. I’m
sure I’ll find him at the Lustful Wench. He’s there nearly every night. I’ll go tonight and have a word with
him…”
NYR6-S01 Making Your Marque
Page 26
| textdata/thevault/Living Greyhawk/Modules/Nyrond/596/Intro mods/NYR6-S01 - Making Your Marque/NYR6-S01 - Making Your Marque.pdf |
The Witch
A 5th-Edition Homebrew Class
by VESPER BURJOSKI
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Wizards of the Coast.
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 980570707, USA. Manufactured by Hasbro SA, Rue EmileBoéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
The Witch
Three young women cackle in tandem,
identical black cats cradled in their arms and
their teeth stained virulent blue as they
unleash mottled rays of sickening magic.
An ancient dwarven man sits crosslegged
on the floor, eyes closed, as the table begins
shaking and rattling before him, startling
screams from the young nobles gathered
around for the seance.
An elf, her hair matted and her face
bloody, turns from where she is cornered on
the edge of a cliff by a druid growling in wolf
form and a ranger with bow drawn. She
snarls, and her flesh contorts as she
transforms into a winged flash of teeth and
tentacles and then turns to dive off the cliff.
Often reviled, sometimes revered, and
always respected, witches are practitioners of
magics based on kinship between objects
and creatures, mortals and spirits, and
among magic users. Although their innate
abilities were modest before their initiation,
their arcane kinships lend them impressive
supernatural power.
Grassroots Arcana
Unlike other arcane casters, witches pull
themselves to power by their muddy magical
bootstraps. Rather than being blessed by
magical heritage, a keen intellect, or the
interest of a patron, witches play off the raw
resonance of kinship. Messy and
unglamorous in the beginning no matter how
elegant they ultimately become, witches grow
their power as a gardener cultivates a fragile
bloom patiently, and with dirty hands.
Creating a Witch
As you make your witch character, spend
some time thinking about your alliances the
other spellcasters that are part of your coven,
the spirits that guide you, or the monsters
that fascinate you. Consider how you became
a witch were you born into a family coven,
or were you chosen by the spirits of your
ancestors to work their will? Are you haunted
by their attention, or do you see it as an
honor?
If you choose the Transmaugre witch
archetype, how did you become fascinated
with monsters? Were you a survivor of an
attack on your village as a child, or have you
spent your life reading about the wicked
beasts that roam the world? If you are a
CovenKeeper and your party is part of your
coven, spend some time working with your
DM and the other players to decide how they
met and decided to form this kinship that you
share.
Witches are often outcasts from society at
large, hated and feared for their abilities. Do
you fall into this pattern, or were you an
exception? If so, how have you managed to
escape social censure? Have you forged
alliances with powerful and respected
individuals, such as a mayor or court wizard?
Or have you simply restricted your unnerving
experiments to the privacy of a locked
basement or hidden lab in the sewers of your
city?
The Witch
Level
Proficiency
Bonus
Features
Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
Kennings
Known
1st
+2
Witch Archetype, Craft Magic
2
2
1
1st
─
2
1st
2
3
2
Kennings
+2
2nd
2
2nd
2
4
2
Idol Activity, Witch
Archetype Feature
+2
3rd
+2
Ability Score Improvement
3
5
2
2nd
2
4th
5th
+3
─
3
6
2
3rd
3
8th
+3
Ability Score Improvement
3
9
2
4th
4
6th
+3
Trivium
3
7
2
3rd
3
7th
+3
─
3
8
2
4th
4
9th
+4
─
3
10
2
5th
5
10th
+4
Witch Archetype Feature
4
10
2
5th
5
Trembling Kenning (6th level)
4
11
3
5th
5
+4
11th
Ability Score Improvement
4
11
3
5th
6
+4
12th
Trembling Kenning (7th level)
4
12
3
5th
6
+5
13th
Witch Archetype Feature
4
12
3
5th
6
+5
14th
Trembling Kenning (8th level)
4
13
3
5th
7
+5
15th
Ability Score Improvement
4
13
3
5th
7
+5
16th
Trembling Kenning (9th level)
4
14
4
5th
7
+6
17th
─
4
14
4
5th
8
+6
18th
Ability Score Improvement
4
15
4
5th
8
+6
19th
20th
+6
Witch Archetype Feature
4
15
4
5th
8
Class Features
As a witch, you gain the following class
features.
Hit Points
Hit Dice: 1d8 per witch level
Hit Points at 1st level: 8 + your Constitution
modifier
Hit Points at higher levels: 1d8 (or 5) plus
your Constitution modifier per witch level
after 1st
Proficiencies
Armor: light armor
Weapons: simple weapons
Tools: Choose one from the following:
Woodcarver's tools, Alchemist's supplies,
Weaver's tools, or Painter's supplies.
Saving Throws: Wisdom and Charisma
Skills: Arcana and one of the following:
Deception, Insight, Medicine, Nature, Stealth,
or Survival
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
• (a) a light crossbow and 20 bolts or (b)
any simple weapon
• (a) a component pouch or (b) an arcane
focus
• (a) a scholar's pack or (b) an explorer's
pack
• leather armor, any simple weapon, and
two daggers
Witch Archetypes
At 1st level, you have come into your own as a
novice witch following in the uncanny
footsteps of one of the following three witch
archetypes: Coven, Medium, or Transmaugre,
each of which is detailed at the end of the
class description. Your choice grants you
features at 1st level and again at 3rd, 10th,
14th, and 20th levels.
Craft Magic
Your training and research have fomented the
magical potential latent within you and
granted you the ability to cast spells. See
chapter 10 in the Player’s Handbook for the
general rules of spellcasting.
Cantrips
You know two cantrips of your choice from
the witch spell list. You learn additional witch
cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the
Witch table.
Spell Slots
The Witch table shows how many spell slots
you have. The table also shows what the level
of those slots is; all your slots are the same
level. To cast one of your witch spells of 1st
level or higher, you must expend a spell slot.
You regain all expended slots when you finish
a short or long rest.
Spells Known of 1st Level and Higher
At 1st level, you know two 1stlevel spells of
your choice from the witch spell list.
The Spells Known column of the Witch
table shows when you learn more witch spells
of your choice of 1st level and higher. A spell
you choose must be of a level no higher than
what’s shown in the table’s Slot Level column
for your level. Additionally, when you gain a
level in this class, you can choose one of the
witch spells you know and replace it with
another spell from the witch spell list, which
must also be of a level for which you have
spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your
witch spells, so you use your Charisma
whenever a spell refers to your spellcasting
ability. In addition, you use your Charisma
modifier when setting the saving throw DC for
a witch spell you cast and when making an
attack roll with one.
Feature Ability
As a witch, Wisdom is the ability that governs
the number of times you are able to use
certain class and witch archetype features.
You can use these features, as marked, a
number of times equal to your Wisdom
modifier. For some features, your Wisdom
modifier determines how long they last.
Ritual Casting
You can cast a spell as a ritual if that spell
has the ritual tag and it is on your list of
spells known.
Spellcasting Focus
You can use an arcane focus as a spellcasting
focus for your witch spells.
Kennings
As part of your training and exploration as a
witch, you have discovered certain perplexing
rhymes and sigils that you can imbue with
magical power. These kennings are tattooed
upon your body and grant you permanent
magical abilities.
At 2nd level, you gain two kennings of
your choice. Your kenning choices are
detailed at the end of the class description.
When you gain certain witch levels, you gain
additional kennings of your choice, as shown
in the Kennings Known column of the Witch
table.
Additionally, when you gain a level in this
class, you can choose one of the kennings you
know and replace it with another kenning
that you could learn at that level.
Idol Activity
Starting at 3rd level, you gain the ability to
craft small material representations, or idols,
of individual creatures, spending an hour
fashioning the object. These idols must be
small enough to fit in your hand, and require
the incorporation of a connective item of some
kind, often a piece of the target creature or
one of its possessions. The idol can take any
form you like; a doll, a wooden carving, a
rough clay sculpture, etc. In order to craft an
idol, you must contribute arcane materials
worth gold per Hit Die of the target and
succeed on an Arcana check, the DC of which
is determined by the type of connective item
you wish to use in its construction.
Alternatively, you may spend a number of
hours gathering the arcane materials required
for an idol from the wild, as shown in the
Time column of the Idol Crafting Costs table.
Spending the indicated amount of time
gathering these materials replaces the
monetary expense for crafting that idol.
Idol Crafting Difficulty
Idol Crafting Costs
If you succeed on this check, you forge a
magical bond with the target through the idol
you have created. If you fail, the idol is
destroyed and all materials used in its
construction are rendered useless and
worthless. A functional idol can be used as an
arcane focus, and when used to cast spells
against the target it grants a +1 to your spell
save DC, attack rolls, and damage against
that creature. Once per long rest, you may
also spend 10 minutes focusing on the idol in
order to discern the general direction and
approximate distance the creature is from
you. You may only attempt to create an
arcane idol once per long rest, and can only
have a number of active idols equal to your
Wisdom modifier. When you create a new idol
that causes you to exceed your limit, you
choose which of your other idols loses its
connection to its target. At 9th level, your idol
bonus increases to +2. At 17th, it increases to
+3.
Trivium
At 6th level, your practice with spells, potions,
and arcane creations has unveiled three paths
your talents might take. You gain one of the
following features of your choice.
Familiar Wiles
You learn the find familiar spell and can cast
it as a ritual. When you do so, you can also
choose from the following additional
creatures: blink dog, boggle, crawling claw,
gazer, dust/ice/mud/smoke/steam mephit,
thorny, or twig blight. In addition to the
Item
DC
Likeness or picture
17
Possession or garment
15
Body part, lock of hair, etc.
10
Foraging Time
Hit Die
d4
1 hour
2 hours
d6
d8
4 hours
Cost
20 gp
30 gp
40 gp
50 gp
d10
8 hours
16 hours
75 gp
d12
d20
100 gp
32 hours
normal effects of the spell, however, your
familiar gains the ability to empower your
spells. Once per round, as its reaction to
seeing you cast a spell that requires an attack
roll or seeing a creature make a saving throw
against your spell, your familiar can add 1d4
to your attack roll or subtract 1d4 from the
target’s saving throw. Your familiar can use
this feature a number of times equal to your
Wisdom modifier and regains all uses on a
long rest. At 10th level, your familiar regains
all uses of this feature on a short or long rest.
Guile
You have learned to attune to more than the
normal allotment of magic items. You gain a
corollary attunement slot known as a Guile.
You gain no benefits or features from items
attuned in your Guile slot. As a bonus action,
however, you can swap a magical item from
your Guile slot to a regular attunement slot,
immediately gaining the benefits of the new
item and immediately losing those of the item
transferred into the Guile slot. If either of the
magical items involved in this swap are not on
your person, the swap fails. You can use this
feature a number of times equal to your
Wisdom modifier, regaining all uses on a
short rest.
As well, if you have an open Guile or
attunement slot, you can use an action to
attempt to usurp control of a magic item that
you can see from its attuned user (that you
can also see) within 60 feet. To do so, you
must succeed in a Charisma contest with the
attuned user of the target magic item. If you
win this contest, the magical item appears in
your hand; if it occupies a Guile slot, you can
use a bonus action on your turn to swap it
into an attunement slot; if it occupies an
attunement slot, you immediately gain the
benefits of having attuned to it. The
previously attuned user automatically knows
who snatched the item and your current
location, and failing the contest consumes one
use of this feature. You can use this feature a
number of times equal to your Wisdom
modifier, regaining all uses on a long rest.
Spoiler
You can immerse one of your idols in a potion
to affect the idol’s target, "spoiling" them.
When you do this and the target of the idol is
within 1 mile of you, it must make a
Constitution saving throw against your spell
save DC. On a failure, the target gains the
effects of the potion as though they had
consumed it. On a success, there is no effect.
If the target knows this is going to happen,
they may choose to fail. Either way, the potion
is rendered inert after the attempt and the
target knows an attempt was made to affect
them magically. If the target is more than 1
mile away from you, the spoil automatically
fails, leaving the potion viable.
Alternatively, you can immerse one of your
idols in simple acid, poison, or plain water.
When you do so and the target of your spoil is
within 1 mile of you, it must make a
Constitution saving throw against your spell
save DC. On a failure, the target gains one of
the following effects based on the substance
used for the spoil:
• Acid: The target takes 8d6 acid damage
• Poison: The target takes 8d6 poison
damage OR enters a magical slumber for 1d4
hours (depending on the type of poison
procured)
• Water: Water fills the target’s mouth,
causing them to begin drowning after a
number of minutes equal to 1 + their
Constitution modifier. At the end of each
minute before the target falls unconscious
from drowning, they make an additional
Constitution saving throw, ending the effect
on a success. If the target does not need to
breathe, they are unaffected by this feature.
You may use any version of this feature
only once per long rest.
Ability Score Improvement
When you reach 4th level, and again at 8th,
12th, 16th, and 19th level, you can increase
one ability score of your choice by 2, or you
can increase two ability scores of your choice
by 1. As normal, you can't increase an ability
score above 20 using this feature.
Trembling Kennings
At 11th level, you learn a kenning of
incredible power. This kenning cannot be
contained in a tattoo, but you have
memorized it and can call forth its power.
Choose one 6th level spell from the witch list
as this trembling kenning. You gain one 6th
level spell slot; you regain use of this spell slot
after you have completed a long rest.
At higher levels, you gain more spell slots
and witch spells of your choice: one 7thlevel
spell and spell slot at 13th level, one 8thlevel
spell and spell slot at 15th level, and one 9th
level spell and spell slot at 17th level. You
regain all uses of your Trembling Kenning
spell slots when you finish a long rest.
Witch Archetypes
Coven-Keeper
A witch that draws power from their strong
magical bonds with other spellcasters is
known as a CovenKeeper. CovenKeepers rely
upon the other members of their coven,
sharing a pool of magical energy that allows
them to communicate telepathically and
eventually cast communal spells.
CovenKeeper Expanded Spell List
The Bond
At 1st level, you gain the ability to forge a
magical bond with one or more spellcasters,
By spending an hour performing a ritual that
involves mingling your blood with that of
another willing creature with the
Spellcasting, Pact Magic, or Craft Magic
feature, you join yourself to them in a
state of magical kinship known as a
coven. All creatures who have
performed this ritual with you or
another member of your coven with
the Bond feature gain the ability to
communicate telepathically with
other members of the coven within a
1 mile radius. Any member of a
coven can remove themselves from it
by performing another hourlong
ritual to do so. If you are the only
CovenKeeper in a coven and you die
or leave the coven, the coven dissolves
immediately.
Resonant Skill
At 3rd level, the energies that resonate
between you and the members of your coven
enhance your magical sensitivities. You gain a
+1 bonus to Intelligence (Arcana) checks for
each member of your coven within 30 feet of
you when you make the check.
Coven Casting
At 10th level, the bonds of your coven have
become strong enough to allow its members to
share arcane energies. You or a member of
your coven may cast a spell that they know
and/or have prepared by expending the
appropriate level of spell slot of another
willing member of the coven, as long as that
coven member is within 1 mile. This feature
can be used a number of times equal to your
Wisdom modifier, regaining all expended uses
when you complete a long rest.
Charmed Life
At 14th level, your tie to your coven allows
you to spare them from death. As your
reaction when you see a member of your
coven fall to 0 hit points, you can cause them
Spells
sanctuary, charm person
aid, nystul's magica aura
glyph of warding, haste
Spell Level
1st
2nd
3rd
4th
death ward, freedom of movement
geas, seeming
5th
to instead remain conscious with 1 hit point.
Once you have used this feature, you cannot
use it again until you complete a long rest.
Resonant Witchery
At 20th level, the bonds of your coven
resonate with intense arcane energy, a shared
pool that any member can draw on. Your
coven gains a shared pool of spell slots: one
5th level, one 6th level, and one seventh level.
As long as they are on the same plane of
existence as at least one other member, you
or any member of your coven may cast a spell
that they know and/or have prepared using
one of these slots. You regain use of expended
shared spell slots at dawn.
Medium
Witches that draw their power from
communion with ancestral or fey spirits are
known as Mediums. Mediums learn and
derive power from the spirits that speak to
them... regardless of whether or not they
welcome those spirits.
Medium Expanded Spell List
Communion
At 1st level, you have learned to consult your
spiritual counselors on matters of lore and
learning. You gain proficiency in Arcana,
Nature, History, and Religion for the purpose
of recalling information.
Servant of Shadow
At 3rd level, the necrotic aura of the spirits
that guide you causes your shadow to become
animate. Your shadow now has the game
statistics of a Shadow (Monster Manual pg.
269) and is under your control. It remains
disguised as a normal shadow except when
you command otherwise. If your shadow dies,
it reforms after you complete a long rest. If
your shadow causes new undead shadows to
form from the deaths of nonevil humanoids,
those shadows are not under your control.
WraithWooer
At 10th level, one of the spirits that guide you
has taken a particular interest in your life and
hovers just beyond the veil at all times. You
are followed by an invisible ghost companion
that remains in the Border Ethereal plane.
The ghost can communicate with you
telepathically, allowing you to consult it
individually on questions of lore and history,
and it alerts you to activity in the Border
Ethereal plane that might be of interest.
Additionally, the ghost can imbue your spells
and attacks and those of your allies with
necrotic energy. When you hit with a spell or
weapon attack, you can use your bonus
action to deal an additional 1d10 necrotic
damage. Alternatively, when you see an ally
hit with a spell or weapon attack, you can use
your reaction to cause the blow to deal an
additional 1d10 necrotic damage. You can use
this feature a number of times equal to your
Wisdom modifier, regaining all uses after
completing a long rest.
Spells
false life, detect evil and good
augury, zone of truth
animate dead, speak with dead
Spell Level
1st
2nd
3rd
4th
death ward, shadow of moil
contact other plane, hallow
5th
Spiritual Guardian
At 14th level, you have truly won the loyalty
or interest of your ghost companion and
forged a permanent bond with it, gaining
thereby the ability to call it into the Material
plane. As a bonus action, you call your
ghostly companion into the Material plane in
an unoccupied space within 5 feet of you. It
must then immediately use its movement to
reach a target and attempt to possess them; if
it cannot reach a target with its movement,
that use of this feature fails and the ghost
returns to the Border Ethereal. When using
this feature, the ghost's possession can target
a creature of any type.
If the possession attempt succeeds, the
target is under your companion's control and
acts as your ally. The possession lasts a
number of hours equal to your Wisdom
modifier. If the possession fails, your ghostly
companion immediately returns to the Border
Ethereal plane. You can use this feature a
number of times equal to your Wisdom
modifier, regaining all uses after completing a
long rest.
Your spirit companion can also act on its
own to defend you, entering the Material
plane with its Etherealness ability. Your DM
decides if and when your companion deems
this necessary. If it does so, it acts on your
initiative count. If your ghost companion dies,
it reforms in the Border Ethereal plane near
you after you complete a long rest.
Undeathly Indwelling
At 20th level, your bond with your spiritual
companion is nigh unbreakable; the two of
you are so close as to seem one being, at
times. If your ghost companion is not dead,
you can use a bonus action to bring it from
the Border Ethereal into your own body.
When you do so, you gain 45 temporary hit
points, resist acid, fire, lightning, thunder,
poison; bludgeoning, piercing, and slashing
from nonmagical weapons; immunity to cold,
necrotic; immunity to paralyzed, petrified, and
restrained, and you can move through other
creatures and objects as if they were difficult
terrain. You take 1d10 force damage if you
end your turn inside an object or creature.
These effects last for ten minutes, until you
end the effect as a bonus action, or until
these temporary hit points are expended.
When the effects end, you gain one level of
exhaustion and your spiritual companion
returns to the Border Ethereal. Once you have
used this feature, you cannot use it again
until you have completed a long rest.
Transmaugre
Condemned to wildernesses and wastelands
for their unnatural arcana, transmaugres are
witches who use their magics to wreak
hideous transformations on creatures of all
kinds including themselves. From their
hidden dens and underground laboratories
crawl forth horrible monstrosities, nursed into
existence by the clever hands of a witch.
Transmaugres are particularly hated by
druids and rangers for their perversion of the
natural world.
Transmaugre Expanded Spell List
Horror Buff
At 1st level, your fascination with and love for
monstrous creatures has culminated into an
expertise in all things monsterrelated. You
have advantage on Intelligence checks to
recall information about monstrosities, as well
as on Animal Handling or Nature checks
made to calm, train, direct, or heal
monstrosities.
Spells
speak with animals, cure wounds
alter self, enlarge/reduce
meld into stone, haste
Spell Level
1st
2nd
3rd
4th
charm monster, stone shape
animate objects, cure mass wounds
5th
Recombinants
At 3rd level, you are visited by an unsettling
inspiration and learn how to instill horrific
permanent changes into the bodies of
defenseless subjects. By spending 8
uninterrupted hours performing a ritual
involving your own blood, you can transform
a beast of CR 1/8 or less into a monstrosity
known as a recombinant. Doing so requires
the expenditure of 100 gp worth of materials.
Your recombinant acts on your initiative
count and has the game statistics it had in its
previous form, except that its type is
monstrosity, its hit point maximum is 10, and
it loses any multiattack it may have had. In
addition, it gains your choice of a number of
the following recombinant characteristics
equal to your Wisdom modifier at the
time of its creation:
• Bioluminescence: You outfit
your recombinant's body with a
glowing tail or phosphorescent
spots. Your recombinant gains the
ability to cast light on itself atwill
without verbal, somatic, or
material components.
• BugEyed Freak: You
replace your recombinant's eyes
with a pair of bulbous, organic
magical sensors you grew in a
jar. Your familiar gains
darkvision 60 feet and has
advantage on Wisdom
(Perception) checks.
• Carapace: You graft a
tough carapace onto the
outside of your
recombinant's body. Its AC
increases by 3.
• Wings: You stitch wings
of any type onto your
recombinant's body. It gains
a fly speed of 30 feet.
• Chameleon Skin: You
imbue your recombinant's
skin or fur with the ability to
change color to blend in with
its surroundings. It has
advantage on stealth checks
and can take the Hide action
when lightly obscured.
• Extradimensional
Pouch: Your recombinant has a
pouch with an extradimensional space. This
space functions like a bag of holding with the
following exceptions: the space is a 4foot
deep cylinder with a diameter of 6 inches, and
can hold a maximum of 100 lbs worth of
contents. When your recombinant dies, the
contents of the pouch spill out in an
unoccupied space within 5 feet.
• Fangs: You stimulate the growth of your
recombinant's teeth, causing them to swell
into vicious fangs slaked in acidic saliva. Your
recombinant can make a bite attack with
these new fangs, adding its melee attack
bonus to hit and dealing 1d6 + its melee
ability modifier points of piercing damage +
1d6 acid damage on a hit.
• Mutable Form: Your recombinant
gains the ability to cast the
enlarge/reduce spell on itself atwill
without verbal, somatic, or material
components. When it does so, the
spell lasts until it chooses to end it
as a bonus action.
• Regeneration: The
regenerative magics you imbued
into your recombinant are
particularly strong. Your
recombinant regains 1 hit point
at the beginning of each of its
turns unless it has taken fire
damage since the end of its
last turn.
• Spider Legs: You
replace your recombinant's
legs with eight chitinous
spider legs. It gains a climb
speed of 40 feet and can
climb on difficult surfaces,
such as upside down on a
ceiling, without needing to
make an ability check.
• Stinger: You augment
your recombinant with a
poisonous stinger. It gains
the ability to make an attack
with this stinger, adding its
melee attack bonus to the
roll and doing 1d6 piercing
damage on a hit. On a hit, the
target must also make a DC
10 Constitution saving throw,
taking 3d6 poison damage on
a failed save, or half as much
on a successful one.
• Tentacles: You have grafted two fleshy
or segmented tentacles onto your
recombinant's body. It gains an extra reaction
that it can only use to make an opportunity
attack with a tentacle. This attack uses your
recombinant's melee attack bonus, has a 10
foot reach, and deals 1d8 bludgeoning
damage on a hit. Your recombinant can spend
both of its reactions at once to make two
opportunity attacks on a single target, but
both must be tentacle attacks.
The recombinant obeys your commands,
and considers you its parent or master. You
can only control a single recombinant in this
way at one time; if you create a new
recombinant, your control over the previous
one fades, it is no longer considered a
recombinant, and it becomes hostile to you
and all other creatures.
As part of the creation of your
recombinant, you imbue it with regenerative
magics. Because of this, when your
recombinant dies you can restore it to life by
gathering its head and at least 30% of its
body; if you spend one hour stitching these
parts back together, the recombinant comes
back to life with 1 hit point and regenerates
any lost limbs or body parts after you
complete a long rest.
You can use your familiar to create a
recombinant. After the transformation, it is
still considered to be your familiar and you
retain all associated benefits. However, if you
create a new recombinant, your familiar
recombinant still becomes hostile.
Alternatively, you can cast find familiar on
your existing recombinant if you know it. If
you do so, it is considered a familiar.
Metamorphosis
At 10th level, your transformative magics
allow you to grant and assume temporary
monstrous forms. Choose one monstrosity of
CR 2 as your metamorph. You can use your
action to magically transform into that
creature, or to allow your recombinant to do
so. You can use this feature twice, regaining
all uses when you finish a long rest. You gain
new metamorphs at 12th, 15th, 18th and
20th levels. When you gain a new metamorph,
you may pick a monstrosity of CR equal to or
less than one quarter of your witch level,
rounded down. Alternatively, you may pick
the form of a recombinant you have previously
created.
You or your recombinant can stay in a
metamorph for a number of hours equal to
your Wisdom modifier, reverting to your
normal form at the end of this time unless
you expend another use of this feature. You
can revert to your normal form earlier, or
cause your recombinant to do so, by using a
bonus action on your turn. You automatically
revert if you fall unconscious, drop to 0 hit
points, die, or if this feature is used by your
recombinant (or vice versa). While you or your
recombinant are transformed, follow the rules
that apply for a druid's wild shape (page 67 in
the Player's Handbook). In addition, you can
now create recombinants from beasts of CR
1/4 or less.
Evolution
At 14th level, you learn to twist the pain of a
killing blow into renewed abomination.
Choose a monstrosity of CR 5. As your
reaction when you see you or your
recombinant reduced to 0 hit points, you can
cause that creature to instead immediately
transform into the chosen monstrosity as
though with your Metamorphosis ability. You
may also use this ability when you see your
recombinant drop to 0 hit points in its normal
form, causing it to transform into one of your
metamorphs instead of dying. Once you have
used either version of this feature, you cannot
do so again until you complete a long rest. At
20th level, you may replace your previous
choice of monstrosity with one of CR 6.
Additionally, you have learned to wreak
further transfigurations on your recombinant.
By spending 8 uninterrupted hours carrying
out a ritual involving your own blood, you can
permanently transform your recombinant into
a monstrosity of CR 2 or less. At 20th level,
you can use this feature to permanently
transform your recombinant into a
monstrosity of CR 3 or less.
Alternatively, you may choose to use this
ritual to upgrade your recombinant's current
form. If you do, it gains 2 (4 at 20th level) of
the following greater recombinant
characteristics, active even when it is in a
metamorph:
• Arcane Hide: You imbue your
recombinant with powerful magical
dampening. It has advantage on saves against
spells and magical effects.
• Blink: You have taught your
recombinant to travel through the Border
Ethereal plane. As a bonus action, it can
enter the Border Ethereal plane from the
Material plane or vice versa.
• Blood of the Hydra: You have given
your recombinant a transfusion of hydra
blood, granting it powerful regenerative
abilities. It regains 5 hit points at the end of
each of its turns unless it has taken fire
damage since the end of its last turn.
• Engorgement: You have overstimulated
your recombinant's growth factor, causing it
to swell to a size unprecedented for a normal
creature of its type. If it was Medium or
smaller, it is now Large. If it was Large, its
new size is Huge. Its maximum hit points
increase by a number equal to its
Constitution modifier multiplied by half your
witch level rounded down. Its Strength
increases by 2, its attacks deal an additional
1d4 damage, and it gains the ability to
swallow a grappled creature of Medium size or
smaller as an action, succeeding on a
Strength (Athletics) contest to do so. A
swallowed creature is blinded and restrained,
takes 1d6 acid damage at the start of each of
the recombinant's turns, and can escape with
a successful DC 12 Strength (Athletics) check,
causing the recombinant to vomit it out prone
in an unoccupied space within 5 feet.
• Magic Flesh: You instill your
recombinant's body with magical power,
causing it to resist blows from nonmagical
sources. Your recombinant gains resistance to
bludgeoning, slashing, and piercing damage
from nonmagical weapons that are not
silvered.
• Monstrous Surge: Your recombinant
learns to draw from your well of arcane power
to heal itself. As a bonus action, it can restore
a number of hit points equal to 1d10 + your
witch level. It can use this feature once,
regaining all uses on a short or long rest.
Either version of this ritual requires the
expenditure of 500 gp worth of rare
components.
Transmogrify
At 20th level, you have learned to curse
creatures with abomination. As an action, you
can attempt to curse a creature that you can
see within 60 feet. The creature must make a
Constitution saving throw against your spell
save DC. If the saving throw fails by 5 or
more, the creature is instantly transformed
into a monstrosity of your choosing of CR 5 or
less (of a size category that is no more than
one size different from that of the target
creature). Otherwise, a creature that fails the
save begins to transform into the monstrosity
you chose. They fall prone as they are
wracked with pain, and are considered
incapacitated. The incapacitated creature
must repeat the saving throw at the end of its
next turn, completing the transformation on a
failure and ending the effect on a success.
Upon completing the transformation, both you
and the target creature immediately gain one
level of exhaustion. If you target your
recombinant with this feature, the bond
between you is immediately broken and it is
no longer considered a recombinant.
A creature transformed by this feature is
charmed by you for 30 days. This charm is
immediately broken if you or your allies harm
the creature in any way. At the end of the 30
days, the creature becomes independent and
judges you based on your treatment of it. It is
only hostile to you if you were unkind to it
during its servitude, but may choose to leave
your company unless you treated it
particularly well. This transformation lasts
until the creature is freed by greater
restoration, remove curse, or other restorative
magic.
Once you use this feature, you cannot use
it again until you complete a long rest.
Multiclassing
When multiclassing as a witch to a class with
the Spellcasting feature, you can use the spell
slots you gain from the Craft Magic class
feature to cast spells you know or have
prepared from classes with the Spellcasting
class feature, and you can use the spell slots
you gain from the Spellcasting class feature to
cast witch spells you know.
When multiclassing as a witch with
warlock, you calculate the level of your witch
and warlock spell slots and the number of
slots together. Add together your witch and
warlock levels and determine your level and
number of spell slots using either class's
table. These slots count as both witch and
warlock slots for you.
Witch Kennings
If a kenning has prerequisites, you must meet
them to learn it. You can learn the kenning at
the same time as you meet its prerequisites. A
level prerequisite refers to your level in this
class.
Arcane Boost
Prerequisite: 9th level, the CovenKeeper witch
archetype
As your reaction when you see a member of
your coven cast a spell that requires an attack
roll or saving throw, you can add 1d6 to the
attack roll or subtract 1d6 from the target's
saving throw. You can use this feature a
number of times equal to your Wisdom
modifier, regaining all expended uses on a
short or long rest.
Athame
Prerequisite: the Idol Activity class feature
You have learned to anoint a dagger for use as
a ritual tool known as an athame, spending
an hour to do so. You can only have one
athame at a time. You can use your athame
as your arcane focus. Choose one of the
following effects:
• While holding your athame, you can use
an action to cause a nonmagical item worn or
carried by a creature that you can see to
momentarily sharpen into magical keenness.
The target must make a Dexterity saving
throw against your spell save DC, accidentally
pricking themself on the sharpened item on a
failed save (taking no damage). When a
creature fails this save, a single drop of their
blood beads on the tip of your athame and
can be collected for use in the creation of
idols.
• You learn the control flame cantrip.
Besom
Prerequisite: 9th level
You have learned to anoint a broom for ritual
purposes, spending an hour to do so. You can
cast greater restoration using a witch spell slot
while holding this broom. Once you have used
this feature, you cannot use it again until you
complete a long rest.
Blessed Be
Prerequisite: the bless spell
You can cast bless atwill as a 1stlevel spell
without expending a spell slot.
Blood Bather
Prerequisite: 15th level
You have learned how to extend your life by
bathing in the blood of goats and other
ungulates. You age 1 year for every 10 that
passes and retain a youthful appearance until
the end of your lifespan. In addition, you can
drink a bottle of fresh blood to regain 2d4 + 2
Hit Points.
Book of Shadows
Prerequisite: the Idol Activity feature
You bind yourself to a grimoire that you
create or inherit. This magical tome, known
as a book of shadows, contains your and/or
your coven's knowledge of arcane lore and
magical secrets. By spending an hour
recording what you have learned, you can
create an entry for a creature for whom you
currently possess an active idol. The entry
contains information on the creature's habits,
abilities, and weaknesses, and details how to
craft an idol for creatures of that kind in the
future. Creating an entry requires rare inks
costing 10 gp.
You are able to craft idols based solely on
your book of shadows entries. When you do,
the idol is attuned to creatures of that kind in
general, rather than to a single creature. An
idol crafted in this way grants you your idol
bonus to damage rolls against any creature of
the kind whose entry you used to craft it.
For example, if you wrote an entry for
Strahd von Zarovich in your book of shadows,
you would be able to craft idols attuned to
vampires in general. Idols crafted based on
humanoid entries are attuned only to
humanoids of the same race as the subject of
the entry. Idols of this type cannot be used
with the Spoiler feature.
If you inherit your book of shadows, it
contains entries on 1d10 individual creatures
of the DM's choosing.
Buffed Buddy
Prerequisite: the Recombinants feature
Choose one additional recombinant
characteristic from the list given in the
description of that feature. Your recombinant
gains that characteristic, and when you create
a new recombinant in the future, you can
choose a number of characteristics equal to
your Wisdom modifier + 1.
Canny
Prerequisite: 15th level, the Guile feature
You gain a second Guile attunement slot.
Chalice
Prerequisite: the Idol Activity feature
You have learned to anoint a cup or goblet for
use as a ritual tool known as a chalice,
spending an hour to do so. You can only have
one chalice at a time. You can use your
chalice as your arcane focus. Choose one of
the following effects:
• You can place an idol that you have
crafted into the chalice filled with any fluid.
For 1 minute after you do so, you can cast a
spell with a range of touch on the target of
that idol as long as you are touching the idol
and can also see the target. Once you have
used this feature, you cannot do so again
until you complete a short or long rest.
• You learn the shape water cantrip.
Child-Charmer
You can cast charm person as a 1stlevel spell
on children atwill without expending a spell
slot. When you do, the target has
disadvantage on the save and the effect lasts
until dispelled.
Doctrine of Signatures
You maintain a collection of nonmagical herbs
that bear superficial resemblances to
humanoid body parts. As an action, you
touch a bundle of these herbs to an
unconscious creature with 0 hit points and
cause that creature to regain 1d4 hit points.
You can use this feature a number of times
equal to your Wisdom modifier, using a new
bundle of herbs for each use and regaining all
expended uses when you complete a long rest.
Eldritch Kenning
Prerequisite: 7th level
Choose one Eldritch Invocation from the
warlock's list that has only a level
requirement that you equal or exceed in witch
levels. You gain that invocation as this
kenning.
Fog Hag
Prerequisite: 11th level
You can cast gaseous form on yourself atwill
without expending a spell slot.
Ghost Grip
Prerequisite: 5th level, the Medium witch
archetype
You learn the mage hand cantrip if you do not
already know it. When you cast it, the hand is
invisible unless you choose otherwise, has a
range of 60 feet, and can lift up to 50 lbs. In
addition, the hand can tap, knock, or bang on
objects to create sounds that can be heard for
30 feet around.
Greater Eldritch Kenning
Prerequisite: 15th level
Choose one Eldritch Invocation from the
warlock's list that has only a level
requirement that you equal or exceed in witch
levels. You gain that invocation as this
kenning.
Hag-Ward
You can cast protection from evil and good at
will without expending a spell slot.
Hedge Spell
Choose a spell from the witch spell list that is
of a level for which you have spell slots. You
add that spell to your list of spells known, and
ignore verbal component requirements for
that spell as well as material requirements
that have no specified value.
Herb-Witch
Prerequisite: 5th level
You can cast speak with plants atwill without
expending a spell slot.
Hurly Burly
Prerequisite: 7th level
You can cast haste without expending a spell
slot. Once you have used this feature, you
cannot use it again until you complete a long
rest.
Improved Familiar Wiles
Prerequisite: the Familiar Wiles feature
When your familiar uses the Familiar Wiles
feature, it adds or subtracts 1d6 instead of
1d4 to or from the roll.
The Left Hand Path
Prerequisite: the bane spell
You can cast bane as a 1stlevel spell atwill
without expending a spell slot. If you are not
left handed, you become so.
Library of Shared Experiences
Prerequisite: 5th level, the CovenKeeper witch
archetype
Choose one spell from your list of spells
known. Everyone in your coven adds that
spell to their class spell list or list of spells
known. When you gain a level in this class,
you can replace the spell with another spell
from your list of spells known.
Long-Distance Brewing
Prerequisite: the Spoiler feature
The radius of the Spoiler feature is increased
to 15 miles for you.
Mimicry
You can mimic animal sounds and humanoid
voices. A creature that hears the sounds can
tell they are imitations with a successful
Wisdom (Insight) check against your spell
save DC.
Mutterer
Prerequisite: 5th level
You ignore the verbal component
requirements of spells.
Monstrous Homunculus
Prerequisite: 13th level, the Recombinants
feature
You learn the create homunculus spell and
can cast it using a 6thlevel witch spell slot.
When you do, choose two characteristics from
the list given in the description of the
Recombinants feature. The homunculus you
create gains those characteristics.
Pentacle
Prerequisite: the Idol Activity feature
You have learned to craft and anoint a ritual
amulet inscribed with a pentacle, spending an
hour to do so. You can only have one pentacle
at a time. You can use your pentacle as your
arcane focus. Choose one of the following
effects:
• Choose one creature that you can see
within 60 feet for whom you possess an idol.
As a bonus action, you can cause that
creature to immediately teleport to an
unoccupied space within 5 feet of you. Once
you have used this feature, you cannot do so
again until you complete a short or long rest.
• You learn the mold earth cantrip.
Reinforced Stitching
Prerequisite: the Recombinants feature
Your recombinant's maximum hit points are
10 + your Wisdom modifier multiplied by half
your witch level rounded down.
Salem's Safety
Prerequisite: 9th level
You are resistant to fire damage.
Skyclad
When you are completely naked aside from
jewelry and a cloak or cape, your AC equals
10 + your Dexterity modifier + your Wisdom
modifier.
Slippery Servant
Prerequisite: the Recombinants feature
Your recombinant gains the ability to take the
Dash, Disengage, Dodge, or Hide actions as
bonus actions.
Song Stealer
Prerequisite: 3rd level
You add silence to your list of spells known.
When you cast it, you can choose to have it
target a single creature. When you do so, the
target must make a Charisma saving throw. If
they fail, they are silenced and can create no
vocal sounds for the duration. If you maintain
your concentration for the full duration of the
spell, this effect becomes permanent (until
dispelled by dispel magic, greater restoration,
remove curse, or similar magic).
You can choose to speak with the voice of
a creature affected by your permanent casting
of this spell instead of your own. When you
do, your voice becomes indistinguishable from
that of the target, and you make Performance
and Persuasion checks using their game
statistics. You can maintain hold over a
number of stolen voices equal to your Wisdom
modifier, choosing one voice to return to its
owner when a new casting of silence would
put you over your limit. When you do, the
effect immediately ends for the target whose
voice you released.
Once you use this feature, you cannot use
it again until you complete a long rest.
Spectral Reach
Prerequisite: 5th level, the Medium witch
archetype
You can use a bonus action to cause one of
your arms to become incorporeal up to the
shoulder. While this effect is active, your
reach increases by 10 feet and you can reach
into or through objects and creatures. You are
able to interact with objects or creatures that
you choose as though your hand was solid.
While this effect is active, you can make a
melee weapon attack with your spectral arm,
adding your Charisma modifier to hit and
dealing 1d6 + your Charisma modifier points
of force damage. You are considered proficient
for this attack. Maintaining this effect
requires your concentration.
Vampire Prowl
Prerequisite: 3rd level
You add spider climb to your list of spells
known and can cast it on yourself atwill
without expending a spell slot.
Wand
Prerequisite: the Idol Activity feature
You have learned to anoint a wand as a ritual
tool, spending an hour to do so. You can only
have one anointed wand at a time. You can
use your wand as your arcane focus. Choose
one of the following features:
• Choose one creature that you can see
within 60 feet for whom you have an idol. As a
bonus action, you can tap the idol with the
wand and cause the target to either (a) have
disadvantage on their next attack or (b) have
advantage on their next saving throw. Once
you have used this feature, you cannot use it
again until you complete a short or long rest.
• You learn the gust cantrip.
Witch Mercy
Prerequisite: the healing word spell
You can cast healing word as a 1stlevel spell
without expending a spell slot. Once you have
used this feature, you cannot use it again
until you complete a short or long rest.
Witch-Ray
Prerequisite: the ray of sickness spell
You can cast ray of sickness atwill as a 1st
level spell without expending a spell slot.
When you do so, it deals extra damage
according to your witch level: +1d8 at 5th
level, +2d8 at 11th, and +3d8 at 17th level.
Witch-Spit
Your saliva is blue, and can be used as ink.
Anything written in this ink appears to be
written in random squiggles and sigils and is
unintelligible to anyone but you and those
you designate. A reader may attempt a single
Intelligence (Investigation) check against your
spell save DC, successfully piercing the
illusion on a success. In addition, your spit
can be substituted for the rare inks required
to transcribe spells.
Cantrips (0 Level)
Blade Ward
Chill Touch
Control Flame
Create Bonfire
Dancing Lights
Fire Bolt
Friends
Gust
Mage Hand
Magic Stone
Mending
Message
Minor Illusion
Mold Earth
Prestidigitation
Produce Flame
Resistance
Sacred Flame
Shocking Grasp
Toll the Dead
1st Level
Bane
Bless
Command
Disguise Self
Faerie Fire
Feather Fall
Find Familiar
Healing Word
Hex
Identify
Mage Armor
Ray of Sickness
Sleep
Witch Bolt
2nd Level
Arcane Lock
Blindness/Deafness
Blur
Continual Flame
Detect Thoughts
Hold Person
Invisibility
Knock
Levitate
Locate Object
Moonbeam
Phantasmal Force
Suggestion
Web
3rd Level
Bestow Curse
Blink
Conjure Animals
Counterspell
Dispel Magic
Fly
Gaseous Form
Hypnotic Pattern
Lightning Bolt
Phantom Steed
Plant Growth
Remove Curse
Summon Lesser
Demons
Thunder Step
Tiny Servant
Vampiric Touch
4th Level
Arcane Eye
Conjure Woodland
Beings
Charm Monster
Dimension Door
Giant Insect
Greater Invisibility
Phantasmal Killer
Polymorph
Sickening Radiance
Summon Greater
Demon
5th Level
Awaken
Conjure Elemental
Contagion
Dream
Enchanted Slumber
Far Step
Infernal Calling
Modify Memory
Scrying
Synaptic Static
Telekinesis
Teleportation Circle
6th Level
Chain Lightning
Conjure Fey
Disintegrate
Eyebite
Flesh to Stone
Guards and Wards
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Mass Suggestion
Soul Cage
True Seeing
7th Level
Conjure Celestial
Crown of Stars
Etherealness
Finger of Death
Plane Shift
Simulacrum
8th Level
Control Weather
Demiplane
Dominate Monster
Feeblemind
Incendiary Cloud
Maze
9th Level
Astral Projection
Foresight
Shapechange
True Polymorph
Weird
Wish
Witch Spell List
Enchanted Slumber
5thlevel enchantment
Casting Time: 1 hour
Range: Touch
Components: V, S
Duration: 30 days
You touch a Tiny nonmagical object and imbue it with a powerful witch's curse. A creature other than you
that touches the object must make a Constitution saving throw or fall into a state of slumbering suspended
animation for the duration. Time ceases to flow for it, and it doesn't grow older or require food or water. The
creature cannot be woken by any means, but you can end the spell early by using an action to dismiss it. A
remove curse, greater restoration, or wish spell also ends it. You can set a condition for the spell to end
early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target.
At Higher Levels. When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year.
When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells
mentioned above.
Sample Witch NPCs
This section presents statistics for 5 sample witch NPCs: the hexbrewer, the grave witch, the
mold mage, the sanguinarian, and the witch of the wilds. These NPCs were created as though they
were witch player characters, and serve to demonstrate possible builds for the class and provide
readymade stat blocks for witch NPCs. Most of these NPCs were given a race according to what
best suited their character design, but they can easily be altered to suit your needs.
The Hex-Brewer
The hexbrewer, grave witch, and mold mage make up a hypothetical coven for use in your
campaign, but can of course also be used individually. The coven is led by the hexbrewer, whose
talents help the other members of the coven to acquire blood for the creation of idols. The hex
brewer also maintains the coven's record of arcane lore and uses their talent with potions brewing
to both hurt and help from afar. In battle, the hexbrewer flies above the battle, draining life
energies from the coven's foes with vampiric touch, delivered via an idol dipped in their chalice.
Hex-Brewer
Medium humanoid (protector aasimar, any alignment)
Armor Class 14 (studded leather)
Hit Points 56 (8d8 + 0)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 14 (+2) 10 (+0) 10 (+0) 18 (+4) 18 (+4)
Saving Throws. Wisdom +7, Charisma +7
Senses passive Perception 14
Skills Arcana +3, Deception +7, Insight +7, Persuasion
+7
Languages common, infernal, celestial
Challenge 4 (1,100 XP)
Athame. The hexbrewer has an athame that can be
used according to the description of the athame
kenning on page 13 of this document.
Book of Shadows. The hexbrewer has a book of
arcane knowledge that allows them to craft race
generalized idols.
Chalice (Recharges on a Short or Long Rest). The
hexbrewer has a chalice that can be used according to
the description of the athame kenning on page 13 of
this document.
CovenKeeper.The hexbrewer can create and maintain
covens, allowing the members of a coven to
communicate telepathically when within 1 mile of each
other.
LongDistance Spoilers. The hexbrewer can submerge
their idols in potions to affect the target, as long as the
target is within 15 miles. See the rules for the Spoiler
feature (page 6 of this document).
Actions
Healing Hand (1/day). The hexbrewer touches a
creature, causing them to regain 8 hit points.
Radiant Soul (1/day). The hexbrewer sprouts spectral
wings, gaining a fly speed of 30 ft. In addition, for 1
minute or until they end this effect as a bonus action,
they can add 8 radiant damage once per turn to a hit
with their weapon or spell attack.
Craft Magic: The hexbrewer is an 8thlevel
spellcaster. Their spellcasting ability is Charisma (spell
save DC 17, +9 to hit with spell attacks) and they
regain 4th level slots on a long or short rest. They know
the following witch spells:
Cantrips (atwill): dancing lights, resistance, toll the
dead
1st4thlevel (2 4th level slots): blink,
blindness/deafness, healing word, hold person, hypnotic
pattern, remove curse, summon greater demon, tiny
servant, vampiric touch
Items
The hexbrewer has general idols against humans,
elves, dwarves, and halflings.
Grave Witch
Medium humanoid (high elf, any alignment)
Armor Class 16 (studded leather)
Hit Points 56 (8d8 + 0)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 18 (+4) 11 (+0) 10 (+0) 18 (+4) 16 (+3)
Saving Throws. Wisdom +7, Charisma +6
Senses passive Perception 17
Skills Arcana +3, Deception +6, Insight +7, Perception
+7 Persuasion +6
Languages common, elvish, infernal, celestial
Challenge 4 (1,100 XP)
Fey Ancestry. The grave witch has advantage against
being charmed and magic cannot put them to sleep.
Ghost Grip. The grave witch knows mage hand, and
when they cast it the hand can be invisible, has a range
of 60 ft., can lift 50 lbs, and can make sounds.
Hurly Burly (1/day). The grave witch can cast haste
without expending a spell slot.
Mobile. The grave witch has the Mobile feat.
Shadow Servant. The grave witch's shadow is animate
and under their control.
Actions
Spectral Squeeze. Melee attack: +7 to hit, one target,
reach 15 ft. Hit: 1d6 + 3 force damage.
Green Flame Grasp. Melee attack: +6 to hit, reach 15
ft., one target Hit: 1d6 + 3 force damage plus 2d8 fire
damage and an additional 2d8 + 3 fire damage to an
adjacent target.
Guile Snatch (4/LR). The grave witch targets a magic
item that they can see within 60 feet that is attuned to
a creature that they can also see, also within 60 feet.
The grave witch enters a Charisma contest with the
attuned creature, causing the target magic item to
appear in the grave witch's hand, attuned to the grave
witch, on a success.
Craft Magic: The grave witch is an 8thlevel
spellcaster. Their spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks) and they
regain 4th level slots on a long or short rest. They know
the following witch spells:
Cantrips (atwill): green flame blade, mage hand, minor
illusion, toll the dead
1st4thlevel (2 4th level slots): arcane eye, blink,
blur, counterspell, fly, greater invisibility, invisibility,
phantasmal killer, phantom steed
The Grave Witch
The grave witch is your gardenvariety goth teenager who read a bit too far into granny's book of
shadows. They most likely wear heavy makeup and hang around in cemeteries. In combat, the
grave witch slashes with their flaming spectral arm and uses their spells (blink, blur, greater
invisibility) to dodge enemy attacks while their shadow distracts foes.
Mold Mage
Medium humanoid (dark elf, any alignment)
Armor Class 13 (studded leather)
Hit Points 64 (8d8 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 12 (+1) 14 (+2) 10 (+0) 16 (+3) 16 (+3)
Saving Throws. Wisdom +6, Charisma +6
Senses passive Perception 16, devil's sight 120 ft.
Skills Arcana +3, Insight +6, Perception +6, Sleight of
Hand +4, Stealth +4, Thieves' tools +4
Languages common, elvish
Challenge 4 (1,100 XP)
Fey Ancestry. The mold mage has advantage against
being charmed and magic cannot put them to sleep.
Eldritch Kenning (Devil's Sight). The mold mage can
see through magical darkness out to a range of 120 ft.
Elven Accuracy. When the mold mage makes an
attack roll that uses Dexterity, Intelligence, Wisdom, or
Charisma, they can choose to reroll one of the dice
once.
WitchRay. The mold mage can cast ray of sickness as
a 1stlevel spell atwill without expending a spell slot. It
deals an additional 1d8 damage.
Actions
Ray of Sickness. Ranged Spell Attack: +6 to hit, 60 ft.,
one target Hit: 3d8 poison damage and the target must
make a DC 14 Constitution saving throw or be poisoned
until the end of the mold mage's next turn.
Craft Magic: The mold mage is an 8thlevel spellcaster.
Their spellcasting ability is Charisma (spell save DC 14,
+6 to hit with spell attacks) and they regain 4th level
slots on a long or short rest. They know the following
witch spells:
Cantrips (atwill): chill touch, dancing lights, mold
earth, toll the dead
1st4thlevel (2 4th level slots): dimension door, detect
thoughts, dispel magic, find familiar, lightning bolt, plant
growth, ray of sickness, thunder step, web
Innate Spellcasting: The mold mage can innately cast
dancing lights, faerie fire (1/day), and darkness (1/day).
The Mold Mage
The mold mage is a witch obsessed with fungi, either because they grew up in the Underdark or
because they just don't have any friends. In either case, they probably carry a small glass
terrarium filled with fungus now, and their trusty familiar is literally made of mold.
Thorny Recombinant
Medium humanoid (dark elf, any alignment)
Armor Class 17 (natural armor, carapace)
Hit Points 22
Speed 30 ft., climb 30 ft.
STR
DEX
CON
INT
WIS
CHA
13 (+1) 12 (+1) 13 (+1) 2 (4) 10 (+0) 6 (2)
Damage Resistances lightning, piercing
Senses darkvision 60 ft., passive Perception 14
Skills Perception +4, Stealth +3
Languages None
Challenge 1 (200 XP)
Familiar Wiles (3/day). The thorny recombinant
augments the mold mage's spells with a d4 (see page 6).
Slippery Servant. The thorny recombinant can take
the Dash, Disengage, Dodge, or Hide actions as bonus
actions.
Thorny Characteristics. The thorny recombinant has
the characteristics of a thorny (Volo's Guide to Monsters,
page 197).
Actions
Fangs. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 1d6 + 1 piercing plus 1d6 acid damage.
Sanguinarian
Medium humanoid (halfelf, neutral evil)
Armor Class 16 (studded leather)
Hit Points 101 (15d8 + 0)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 18 (+4) 10 (+0) 8 (1) 18 (+4) 18 (+4)
Saving Throws. Wisdom +9, Charisma +9
Senses passive Perception 14, darkvision 60 ft.
Skills Acrobatics +9, Deception +9, Perception +9,
Performance +9, Sleight of Hand +9, Stealth +9
Languages common, infernal, elvish, dwarvish
Challenge 9 (5,000 XP)
Blood Bather. The sanguinarian keeps a youthful
appearance until the end of their lifespan and can
drink a bottle of fresh blood to regain 2d4 + 2 hit
points.
Fey Ancestry. The sanguinarian has advantage against
being charmed and magic cannot put them to sleep.
Guile. The sanguinarian has an extra attunement slot
that they can use to attune items without gaining their
benefits.
Evolution (1/day). As their reaction when the
sanguinarian drops to 0 hit points in a metamorph,
they transform into a roper (Monster Manual page 261).
Bonus Actions
Guile Swap (4/day). The sanguinarian swaps a magic
item from a guile slot to a regular attunement slot or
vice versa. They immediately gain the magical effects of
the item swapped into the attunement slot and
immediately lose the effects of the item swapped into
the guile slot.
Actions
Bite (alter self only). Melee attack: +5 to hit, reach 5
ft., one target Hit: 1d6 points of piercing damage
(counts as magical) and the sanguinarian regains an
equal number of hit points to the damage dealt.
Ray of Sickness. Ranged Spell Attack: +9 to hit, 60 ft.,
one target Hit: 4d8 points of poison damage and the
target must make a DC 17 Constitution saving throw or
be poisoned until the end of the sanguinarian's next
turn.
Metamorphosis (2/day). The sanguinarian transforms
into one of their metamorphs: lesser vampire bat,
winter wolf, or greater vampire bat (see next page).
Guile Snatch (4/day). The sanguinarian targets a
magic item that they can see within 60 feet that is
attuned to a creature that they can also see, also within
60 feet. The sanguinarian enters into a Charisma
contest with the attuned creature, causing the target
magic item to appear in the sanguinarian's hand,
attuned to the sanguinarian's guile or attunement slot.
This ability cannot be used unless the sanguinarian
has an empty guile or attunement slot.
Craft Magic: The sanguinarian is a 15thlevel
spellcaster. Their spellcasting ability is Charisma (spell
save DC 17, +9 to hit with spell attacks) and they
regain 5th level slots on a long or short rest and 6th
level and higher slots on a long rest. They know the
following witch spells:
Cantrips (atwill): alter self, gaseous form (self only),
minor illusion, mold earth, prestidigitation, ray of
sickness, spider climb, toll the dead
1st5thlevel (3 5th level slots): charm monster,
conjure animals, detect thoughts, fly, greater invisibility,
hold person invisibility, modify memory, polymorph,
scrying, suggestion, vampiric touch
6thlevel (1 slot): soul cage
7thlevel (1 slot): finger of death
8thlevel (1 slot): dominate monster
The Sanguinarian
The sanguinarian started out as one of those poor fools that romanticize vampires. Unlike most,
the sanguinarian never grew out of it and has spent their entire life attempting to emulate and
become a vampire themself. They have probably begged for undeath from actual vampires many
times, and been turned away in disgust by every single one. The sanguinarian lurks around near
graveyards, drinks blood habitually, and most likely sleeps in an incredibly ostentatious coffin.
Lesser Vampire Bat
Tiny monstrosity (bat, recombinant)
Armor Class 12
Hit Points 30
Speed 5 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
2 (4) 15 (+2) 8 (1) 2 (4) 12 (+1) 4 (3)
Senses passive Perception 11, blindsight 60 ft.
Languages none
Challenge 0 (10 XP)
Chameleon Hide. The lesser vampire bat has
advantage on Dexterity (Stealth) checks and can hide
when only lightly obscured.
Echolocation. The lesser vampire bat can't use its
blindsight when deafened.
Keen Hearing. The lesser vampire bat has advantage
on Wisdom (Perception) checks that rely on hearing.
Mutable Form. The lesser vampire bat can cast
enlarge/reduce on itself without expending a spell slot
or using verbal, somatic, or material components.
When it does, the effect lasts until the bat ends it as a
bonus action.
Regeneration. The lesser vampire bat regains 1 hit
point at the beginning of each of its turns, as long as it
starts its turn with at least 1 hit point and is not
incapacitated.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
target Hit: 1d6 + 1 points of piercing damage and 1d6
acid damage. If the lesser vampire bat is enlarged, it
deals an additional 1d4 points of piercing damage.
Greater Vampire Bat
Large monstrosity (giant bat, recombinant)
Armor Class 16
Hit Points 38
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2) 16 (+3) 11 (+0) 2 (4) 12 (+1) 6 (2)
Damage Resistances bludgeoning, piercing and
slashing from nonmagical weapons
Senses passive Perception 11, blindsight 60 ft.
Languages none
Challenge 1 (200 XP)
Chameleon Hide. The greater vampire bat has
advantage on Dexterity (Stealth) checks and can hide
when only lightly obscured.
Echolocation. The greater vampire bat can't use its
blindsight when deafened.
Keen Hearing. The greater vampire bat has advantage
on Wisdom (Perception) checks that rely on hearing.
Mutable Form. The greater vampire bat can cast
enlarge/reduce on itself without expending a spell slot
or using verbal, somatic, or material components.
When it does, the effect lasts until the bat ends it as a
bonus action.
Regeneration/Blood of the Hydra. The greater
vampire bat regains 6 hit points at the beginning of
each of its turns, as long as it starts its turn with at
least 1 hit point and is not incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target Hit: 1d6 + 2 points of piercing damage and 1d6
acid damage, plus 1d4 piercing if enlarged.
Witch of the Wilds
Medium humanoid (human, any alignment)
Armor Class 18 (skyclad)
Hit Points 131 (17d8 + 0)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 18 (+4) 10 (+0) 10 (+0) 18 (+4) 18 (+4)
Saving Throws. Dexterity, +10, Wisdom +10, Charisma
+10
Senses passive Perception 18
Skills Arcana +6, Athletics +5, Insight +10, Perception
+10, Survival +10
Languages common, giant, goliath
Challenge 19 (22,000 XP)
ChildCharmer. The witch of the wilds can cast charm
person on children as a 1stlevel spell atwill without
expending a spell slot. When they do, the target has
disadvantage on the save and the effect lasts until
dispelled.
Evolution (1/day). As a reaction when they or their
recombinant drop to 0 hit points in a metamorph, the
witch of the wilds causes the target creature to instead
transform into a young remorhaz as though with the
witch of the wild's Metamorphosis ability.
Greater Eldritch Kenning (Witch Sight). The witch of
the wilds can see the true form of any shapechanger or
creature concealed by illusion or transmutation magic
while the creature is within 30 feet of them and within
line of sight.
Hurly Burly (1/day). The witch of the wilds can cast
haste without expending a spell slot.
Mimicry. The witch of the wids can mimic animal
sounds and humanoid voices. A creature that hears the
sounds can determine that they are imitations by
making a successful DC 16 Wisdom (Insight) check.
Mutterer. The wild witch ignores verbal component
requirements.
Spoiler. The wild witch has the Spoiler feature (see
page 6)
Actions
Metamorphosis (2/day). The witch of the wilds
transforms themself or their recombinant into one of
their metamorphs: owlbear, phase spider, or peryton.
Craft Magic: The witch of the wilds is a 17thlevel
spellcaster. Their spellcasting ability is Charisma (spell
save DC 18, +10 to hit with spell attacks) and they
regain 5th level slots on a long or short rest and 6th
level and higher slots on a long rest. They know the
following witch spells:
Cantrips (atwill): control flame, fire bolt, mold earth,
shape water, speak with plants
1st5thlevel (4 5th level slots): arcane eye, awaken,
charm monster, dimension door, disguise self, giant
insect, greater invisibility, healing word, locate object,
moonbeam, polymorph, suggestion, sleep, telekinesis
6thlevel (1 slot): mass suggestion
7thlevel (1 slot): crown of stars
8thlevel (1 slot): control weather
9thlevel (1 slot): true polymorph (adult red dragon)
The Witch of the Wilds
The witch of the wilds haunts moors, forests, and misty mountains, cast out by polite society for
her strange magic or born and raised in the wilderness. A formidable spellcaster, this witch roams
the world in her monstrous forms, occasionally lurking along the edges of settlements and using
her uncanny charm to lure children out into her clutches whether to make a meal of them or
simply to ease her loneliness is up to you. In battle, the witch of the wilds transforms into one of
her metamorphs and fights alongside her recombinant, a griffon. As a last resort, she true
polymorphs into an adult red dragon.
Witch of the Wilds
Medium humanoid (human, any alignment)
Armor Class 18 (skyclad)
Hit Points 131 (17d8 + 0)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (1) 18 (+4) 10 (+0) 10 (+0) 18 (+4) 18 (+4)
Saving Throws. Dexterity +10, Wisdom +10, Charisma
+10
Senses passive Perception 10
Skills Arcana +6, Athletics +5, Insight +10, Perception
+10, Survival +10
Languages common, giant, goliath
Challenge 9 (5,000 XP)
ChildCharmer. The witch of the wilds can cast charm
person on children as a 1stlevel spell atwill without
expending a spell slot. When they do, the target has
disadvantage on the save and the effect lasts until
dispelled.
Evolution (1/day). As their reaction when the witch of
the wilds or their recombin drops to 0 hit points in a
metamorph, they cause the target to instead transform
into a young remorhaz (Monster Manual page 258).
Greater Eldritch Kenning (Witch Sight). The witch of
the wilds can see the true form of any shapechanger or
creature concealed by illusion or transmutation magic
while the creature is within 30 feet of them and within
line of sight.
Herb Witch. The witch of the wilds can cast speak with
plants atwill without expending a spell slot.
Hurly Burly (1/day). The wild witch can cast haste
without expending a spell slot.
Mimicry. The witch of the wilds can mimic animal
sounds and humanoid voices. A creature that hears the
sounds can determine that they are imitations by
making a successful DC 18 Wisdom (Insight) check.
Mutterer. The witch of the wilds ignores verbal
component requirements.
Spoiler. The witch of the wilds has the Spoiler feature
(see page 6).
Actions
Metamorphosis (2/day). The witch of the wilds
assumes one of her metamorphs: owlbear, phase
spider, or peryton
Craft Magic: The witch of the wilds is a 17thlevel
spellcaster. Their spellcasting ability is Charisma (spell
save DC 18, +10 to hit with spell attacks) and they
regain 5th level slots on a long or short rest and 6th
level and higher slots on a long rest. They know the
following witch spells:
Cantrips (atwill): control flame, fire bolt, mold earth,
shape water, speak with plants
1st5thlevel (3 5th level slots): arcane eye, awaken,
charm monster, dimension door, disguise self, giant
insect, greater invisibility, healing word, locate object,
moonbeam, polymorph, suggestion, sleep, telekinesis
6thlevel (1 slot): mass suggestion
7thlevel (1 slot): crown of stars
8thlevel (1 slot): control weather
9thlevel (1 slot): true polymorph
The Witch of the Wilds
The witch of the wilds is a lonely prodigy, wandering moors, mountains, and swamps in
monstrous guise. Cast out from civilization for their strange magic or simply born far from the
purview of city councils and schoolmarms, the witch of the wilds has become a master of the
untamed crannies of the world and the unnatural creatures that inhabit them. Occasionally, they
lurk on the edges of towns and cities, using their mimicry and uncanny charm to lure children
out from the safety of civilization to liven up their diet, perhaps, or simply to appease an aching
loneliness. The witch keeps a griffon as their recombinant, and spends much of their time in one
of their metamorphs. As a last resort in combat, when their metamorphs are fully expended, the
witch of the wilds true polymorphs into an adult red dragon.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/class Witch v1.0, by Vesper Burjoski.pdf |
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Veluna Meta-Campaign Sourcebook
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Veluna Meta-Campaign
Sourcebook
Version 1.0
August 22, 2001
____________________________________________________________________________________________________________
Veluna Meta-Campaign Sourcebook
Page 2 of 36
Welcome to the Veluna Meta-Campaign Sourcebook.
Inside you will find the rules for a lot of things your PC can do
outside the game at the table. This document will go through
changes and updates and your character must conform to the
newest version of these rules at all times. If any changes are
made we will make announcements on the lists below as to the
changes and when they take affect.
Veluna-LW (www.yahoogroups.com)
RPGAOHIO (www.yahoogroups.com)
Velunalist (subscribe velunalist [email protected])
Belonging to any meta-group or using any of the meta-
campaign options detailed in this book requires that you be a
full member of the RPGA. If at anytime your membership
expires you must stop using anything from this book
immediately. If you have any questions please contact the
meta-campaign co-coordinator for Veluna at
[email protected].
Table of Contents
Veluna Class Book Guidelines
Page 3
Meta-Groups
Page 7
Adventuring Companies
Page 29
Religions in Veluna
Page 32
Costs of Divine Spellcasting in Veluna
Page 33
Character Death
Page 35
Appeal Process
Page 36
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Veluna Class Book Guidelines
As both the Living Greyhawk and D&D game expand new
character options will be introduced into the campaign. These
rules will be introduced through Rules Updates. These updates
will expand on the character creation rules and will offer
players more options on what they can do. Everything below
is based on RUP-1 (Rules Update 1) which will be updated by
the Circle every 2nd Monday of even numbered months. All
PC’s must adhere to the most current version of this and future
rules updates. Make sure you are familiar with RUP-1 before
reading this document.
Note: You must bring a copy of the appropriate information
with you if you use anything from the Class Guidebooks.
The following abbreviations will be used throughout this
section.
BoV - Brotherhood of the Vale
Master – Masters of the Way
KoW – Knights of Whitehale
CoD – College of the Divine
CoA – College of the Arcane
ChR – Church of Rao
ChSt – Church of St. Cuthbert
ChH – Church of Heironeous
InqH – Inquisitors of Heironeous
Adv. Co. – Adventuring Companies
TmGr – Mitrik Temple Guard
Pack – The Pack
S&F – Sword and Fist
DoF – Defenders of the Faith
T&B – Tome and Blood
Feats:
Any of the feats from the class books require campaign
documentation to be used. This documentation does not give
you the feat, but shows that you are eligible to take the feat
when you can gain a feat and have the necessary prerequisites.
Below is a list of feats by class book. Listed next to them is
where you can look to find information on how to attain them
if applicable.
Notes:
Unknown: It is unknown how to learn this feat at the present
Sword & Fist
Blindsight, 5-Foot Radius
Unknown
Circle Kick
BoV, Master
Close-Quarters Fighting
BoV, KoW,
InqH, TmGr,
Pack
Death Blow
Unknown
Dirty Fighting
Master, Pack
Dual Strike
Adv. Co.
Eagle Claw Attack
BoV, Master
Expert Tactician
KoW
Extra Stunning Attacks
BoV, Master
Eyes in the Back of your Head
Unknown
Feign Weakness
BoV, Master
Fists of Iron
BoV, Master
Hold the Line
KoW, TmGr
Improved Overrun
Unknown
Improved Sunder
KoW
Knock-Down
Master
Lightning Fists
BoV
Mantis Leap
BoV
Monkey Grip
BoV
Off-Hand Parry
KoW, TmGr
Pain Touch
Unknown
Pin Shield
KoW, TmGr
Power Lunge
KoW, TmGr,
Master
Prone Attack
BoV
Rapid Reload
Master, Pack
Remain Conscious
Unknown
Sharp-Shooting
Master
Shield Expert
KoW, TmGr,
Master
Snatch Arrows
BoV, Master
Throw Anything
BoV, Master
Zen Archery
Master
Defenders of the Faith
Divine Cleansing
CoD, ChR, ChSt,
ChH, InqH
Divine Might
CoD, ChR, ChSt,
ChH, InqH
Divine Resistance
CoD
Divine Shield
CoD
Divine Vengeance
CoD, ChSt, ChH,
InqH
Divine Vigor
CoD, ChSt, ChH,
InqH
Empower Turning
CoD, ChR, ChSt,
ChH, InqH
Extra Smiting
Open to All
Heighten Turning
CoD, ChR, ChSt,
ChH, InqH
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Improved Shield Bash
KoW, InqH
Quicken Turning
CoD, ChR
Reach Spell
CoD
Sacred Spell
CoD
Shield Charge
KoW, InqH
Tome & Blood
Arcane Defense
CoA
Arcane Preparation
CoA
Augment Summoning
CoA, CoD, ChR,
ChSt
Chain Spell
CoA
Cooperative Spell
CoA, CoD
Delay Spell
CoA
Energy Admixture
CoA
Energy Substitution
CoA, CoD
Eschew Materials
CoA
Extra Slot
CoA, CoD
Extra Spell
CoA, CoD
Greater Spell Focus
CoA
Greater Spell Penetration
CoA
Improved Familiar
Unknown
Innate Spell
Unknown
Persistent Spell
CoA, CoD
Repeat Spell
CoA
Sanctum Spell
CoA
Sculpt Spell
CoA
Spell Specialization
CoA
Split Ray
CoA
Subdual Substitution
CoA
Twin Spells
Unknown
Widen Spell
CoA, CoD
Spells:
Any of the spells from the class books require campaign
documentation to be used. This documentation does not give
you the spell, but shows that you are eligible to take the spell
when you reach the appropriate level. Below is a list of spells
by class book. Listed next to them is where you can look to
find information on how to attain them if applicable.
Notes:
Domain: This spell may be taken if you qualify for the
domain.
Banned: This spell is illegal to cast in Veluna. Knowing the
spell is not a crime, but nobody in Veluna will
teach you how to cast it.
Unknown: It is unknown at this time how to acquire this spell
You may not trade a spell from a class book to another
wizard unless that wizard has documentation allowing them to
have that spell.
Sword & Fist
No Spells
Defenders of the Faith
Aspect of the Deity
Domain
Bear’s Heart
Domain
Beast Claws
CoD, InqH
Beastmask
Domain
Blessed Aim
KoW, CoD,
InqH, TmGr
Blight
Banned
Bolt of Glory
Domain
Bolts of Bedevilment
Domain
Brain Spider
Domain
Brambles
CoD
Briar Web
CoD
Burial Blessing
CoD, ChR, ChSt,
ChH, InqH
Castigate
Unknown
Chain of Chaos
Banned
Chain of Eyes
CoD, InqH
Crown of Glory
Domain
Curse of the Brute
KoW, CoD
Curse of Lycanthropy
Banned
Divine Agility
Unknown
Divine Flame
CoD, ChR, ChSt,
ChH, InqH
Divine Sacrifice
KoW, TmGr
Divine Storm
Unknown
Divine Zephyr
CoD, ChR, ChSt,
ChH, InqH
Flame of Faith
CoD, InqH
Genesis
Domain
Greater Aspect of the Deity
Domain
Harrier
Unknown
Knife Spray
CoD, ChSt, ChH,
InqH
Lesser Aspect of the Deity
Domain
Lesser Telepathic Bond
CoD
Maddening Scream
Domain
Monstrous Thrall
Domain
Otyugh Swarm
Domain
Plague of Rats
Domain
Probe Thoughts
Domain
Rage
Domain
Recitation
Unknown
Righteous Wrath of the Faithful
Unknown
Scourge
Domain
Slime Wave
Banned
Spikes
CoD
Sweet Water
CoD
Sword Stream
CoD, InqH
Touch of Madness
Domain
True Creation
Domain
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True Domination
Domain
Unbinding
Domain
Unfailing Endurance
Unknown
Weapon of the Deity
Domain
Weather Eye
Unknown
Zeal
KoW, TmGr
Tome & Blood
Absorption
Unknown
Acid Orb
CoA
Arcane Sight
CoA
Chain Contingency
Unknown
Choke
CoA
Cold Orb
Unknown
Command Undead
Banned
Corpse Candle
CoA
Dimensional Lock
Unknown
Disguise Undead
Banned
Eagle’s Splendor
Unknown
Electric Orb
CoA
Energy Buffer
Unknown
Energy Immunity
Unknown
Enhance Familiar
CoA
Familiar Pocket
CoA
False Life
Unknown
Feign Death
Unknown
Filter
CoA, CoD, ChR,
ChSt
Fire Orb
CoA
Fortify Familiar
Unknown
Fox’s Cunning
Unknown
Gaze Screen
CoA, CoD, ChR,
ChH
Ghostform
Unknown
Great Shout
Unknown
Hide Life
Unknown
Ice Burst
CoA
Ice Knife
Unknown
Imbue Familiar with Spell Ability
Unknown
Indifference
CoA
Lesser Acid Orb
CoA
Lesser Cold Orb
CoA
Lesser Electric Orb
Unknown
Lesser Fire Orb
CoA
Lesser Sonic Orb
CoA
Mass Darkvision
CoA
Mass Fly
Unknown
Mass Resist Elements
CoA, CoD
Mass Teleport
Unknown
Mordenkainen’s Private Sanctum
Unknown
Negative Energy Burst
Banned
Negative Energy Ray
Banned
Negative Energy Wave
Banned
Otiluke’s Dispelling Screen
Unknown
Otiluke’s Greater Dispelling Screen
Unknown
Owl’s Wisdom
CoA, CoD, ChR,
ChSt, ChH
Polymorph Other
Banned
Polymorph Self
Banned
Repair Critical Damage
Unknown
Repair Light Damage
CoA
Repair Minor Damage
CoA
Repair Moderate Damage
Unknown
Repair Serious Damage
CoA
Sonic Orb
CoA
Spiritwall
Banned
Undeath to Death
Banned
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Prestige Classes:
Per RUP-1, all prestige classes fall into one of three
categories.
Core:
Any character in the Living Greyhawk campaign that
meets the requirement of a core prestige class may take that
prestige class without any other requirements.
Adaptable:
These classes may or may not be available
depending on your region. They may also have additional
requirements to join added to them. Below you will find a list
of adaptable prestige classes in Veluna and their specific rules.
If you gained a prestige class outside of Veluna, you may use
it in Veluna, but may not advance in level without meeting the
Veluna requirements.
Special:
PC’s cannot take special prestige class
unless a campaign certificate specifically grants the right to do
so.
Veluna Adaptable Prestige Classes:
Special
Darkhagard: This class is allowed ‘as is’. This prestige
class can be found in Living Greyhawk Journal #2.
Veth: This class is allowed ‘as is’. This prestige class can
be found in Living Greyhawk Journal #2.
Sword & Fist
Drunken Master :
At the current time it is not
possible to take this class. It may or may not turn up as an
option in a future module or interactive.
Master of Chains: At the current time it is not possible to
take this class. It may or may not turn up as an option in a
future module or interactive.
Order of the Bow Initiate: This prestige class is a benefit
of membership in the Masters of the Way meta-group.
Red Avenger: At the current time it is not possible to take
this class. It may or may not turn up as an option in a future
module or interactive.
Warmaster: This class is available in Veluna with minor
modifications. The person wishing to take this class must be
sponsored by a graduate of the Furyondy War College or a
noble of Veluna (certed). This sponsor can be a PC or NPC
(certed). Any land or holdings gained through this prestige
class will be through the Church of Rao in Veluna. The PC
must expend 4 TU’s for each level gained in this prestige class
Defenders of the Faith
Church Inquisitor: This prestige class is a benefit of
membership in any of the following meta-groups. Church of
Rao, Church of St. Cuthbert, Church of Heironeous, Knights
of Whitehale, or Mitrik Temple Guard.
Hospitaler: This prestige class is a benefit of the meta-
groups Mitrik Temple Guard, Church of St. Cuthbert, Church
of Heironeous, and the Knights of Whitehale.
Hunter of the Dead: This prestige class is a benefit of the
following meta-groups. Church of Rao, Church of St.
Cuthbert, Church of Heironeous, Knights of Whitehale, or the
Mitrik Temple Guard. You must have a judge sign-off on the
module where you received your ‘Scar of Life’ and the nature
of the scar. If this happened in a past module ask that judge to
sign a new log entry on your sheet with the circumstances and
that will work as well.
Knight of the Chalice: This prestige class is a benefit of
the meta-groups Church of Rao and Church of St. Cuthbert.
Knight of the Middle Circle: At the current time it is not
possible to take this class. It may or may not turn up as an
option in a future module or interactive.
Tome & Blood
Alienist: At the current time it is not possible to take this
class. It may or may not turn up as an option in a future
module or interactive.
Dragon Disciple: This class is available as written with the
following changes. When a character qualifies for this
prestige class he must contact me at [email protected] and
request a Dragon Disciple sheet (these will also be available at
meta-group booths). The player fills in character information
and background. He will then receive (in person or through the
mail) a prestige class cert showing his right to take the prestige
class if he wants and the color of the metallic dragon which
was his ancestor.
Mage of the Arcane Order: This prestige class is a benefit
of membership in the College of the Arcane meta-group.
Mindbender: At the current time it is not possible to take
this class. It may or may not turn up as an option in a future
module or interactive.
Wayfarer Guide: At the current time it is not possible to
take this class. It may or may not turn up as an option in a
future module or interactive.
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Meta-Groups
This is to go over the basics of joining meta-group
organizations in Veluna. Meta-groups in Veluna are going to
be certed organizations. These certs will come in many
different forms and there are many ways to go about acquiring
the necessary paperwork to join. We are going to do this the
best way we can think of to make it as easy as possible for the
majority of you. Below we will list the possible ways to join
the groups in Veluna.
1. Come to a Meta-Group activity booth at any
convention that is premiering Veluna regional
modules.
2. Go to a Meta-Group activity booth being run at your
local convention or gameday. If you are running one
and wish to have it there contact me about arranging
one. It is not going to be possible to get to all of
them, but we will do our best to be fair.
3. Download the meta-group signup form on the
webpage. Fill it out, have your DM sign off on it that
you have paid the requirements necessary and mail it
to me (address on the form). Please enclose a self-
addressed stamped envelope. Your cert will then be
mailed back to you. Once you mail the form you can
start using the meta-group, even if you have not
received the cert back. Just take this book and a copy
of the form you sent in with you.
This should let anybody who wishes to join a group do so
with just a small bit of effort on their parts.
Residency:
Many meta-groups require that the PC be a resident of
Veluna. The following describes how to determine if you are a
resident of Veluna and if not how to go about becoming one.
•
If you live in Ohio and your home region is Veluna
you are considered a resident for meta-groups.
•
If you have moved to Ohio recently and your home
region has thus changed to Veluna you are
considered a resident for meta-groups.
•
If you live out of state and your home region is
Veluna then you must meet this additional
requirement. Your home region must have been
Veluna for a minimum of 52 Time Units. This means
if we count back 52 TU’s from now you must have
paid for regional modules as if your home region was
Veluna. <which means 1 TU for Veluna regional, and
2 TU for anybody else’s>. If you meet this then you
are considered a resident for meta-groups.
Reaction Bonus:
Many groups provide a reaction bonus when dealing with
certain NPC’s in the game. This bonus (or penalty) applies to
the following skills at the DM’s discretion. If he says no then
no is no. Respect that.
•
Bluff (Cha)
•
Diplomacy (Cha)
•
Gather Information (Cha)
For more information head to the website at
www.veluna.com. There you will find full rosters of the meta-
groups. More background information as well as special
events that might be going on in the future for them.
Remember these groups will be as fun as the effort you put
into them.
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Knights of Whitehale
The Knights of Whitehale were created over 40 years ago by Duke Mar Landis. Duke Mar recognized the threat that the
northern kingdoms presented to Veluna if Furyondy was ever to fall and went to the Celestial Order with a proposal for a northern
defense force. When the other leaders of the northern Diocese’s laughed at him and voted down his proposal he took matters into his
own hands. He gathered together his most experienced and honorable warriors in his diocese and formed the Knights of Whitehale.
Originally the Knights consisted of only 14 men, but have grown greatly in the past 40 years. They now number over 40 knights and
200 men-at-arms and squires. They are currently led by the Knight Imperious Ellard Rojan. He has lead the Knighthood for 6 years
and their membership has gone up almost 50% in that time and they have started moving into their new base of operations in Castle
Sepher. The knighthood is a very strict and martial order. They have a very strong code of honor and expect all in their organization to
adhere to it to the letter. Knights of Whitehale are known far and wide as strong warriors and they are welcome in almost any group
during battle.
Code of Honor
“I am a Knight of Whitehale. I stand righteous in the light and shall brook no evil in my presence. I shall defend those who
cannot defend themselves. I shall search out evil in all its forms and banish it from this world. I shall answer pleas of help from the
weak and calls to arms from my lord. I will defend Veluna with my life and my very being. With our Lord Rao’s blessing in all things,
I shall strive to uphold all of this and more with every action I do and word I speak.”
Base of Operations:
Based in Whitehale but currently in the process of moving to Castle Sepher.
Area of Influence:
Diocese of Whitehale and northern borders of Veluna. May be found elsewhere in Veluna on rare
occasions.
Sponsor:
Diocese of Whitehale and the Landis family.
Contact Person:
David Christ ([email protected])
Requirements to become a Squire:
•
+4 base attack bonus
•
3 Ranks in Riding
•
Proficient in Lance and one other martial melee weapon
•
Race:
Human, Elf, ½ Elf
•
Veluna Resident
•
Alignment of LG or LN
•
Knightly Sponsor
•
Squire Application and Acceptance
Once accepted the character must spend 8 TU’s. This represents the characters basic training and duties to the knighthood.
After this initial period the character is considered a full squire to a Knight of Whitehale. He now gains all benefits associated with a
Squire as long as he remains in good standing with the Knighthood. At the beginning of each year the Squire character must spend 4
TU’s which represent time spent on his squire duties.
Benefits:
•
Upon completion of basic training the squire gains the following bonuses
•
A squire of the Knights of Whitehale gains a +2 bonus on any social interaction skill with any member of the Knights of
Whitehale when he presents himself as a squire to them.
•
A squire of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Squire only.
The Squire also has access to the following feats from the Class books:
•
Off-Hand Parry (S&F)
•
Power Lunge (S&F)
•
Shield Expert (S&F)
•
Improved Shield Bash (S&F)
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Veluna Meta-Campaign Sourcebook
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Requirements to become a Knight of the Vale (lowest level Knight of Whitehale)
•
Must be a squire of the Knights of Whitehale
•
Veluna Resident
•
+7 base attack bonus
•
6 Ranks in Riding
•
3 Ranks in Knowledge (Whitehale) or 6 Ranks in Knowledge (Local)
•
2 Ranks in Wilderness Lore
•
Mounted Combat Feat
•
Weapon Focus (any martial melee weapon)
•
1 Influence Points in Knights of Whitehale or Diocese of Whitehale
•
A Knight of Whitehale may not purchase a lifestyle cost below Common at anytime.
•
Knightly application and acceptance
Once accepted the character must spend 16 TU’s. This represents the characters training and duties to the knighthood. After
this initial period the character is considered a full Knight of Whitehale. He now gains all benefits associated with a Knight of the Vale
as long as he remains in good standing with the Knighthood. At the beginning of each year the Knight character must spend 12 TU’s
which represent time spent on his knightly duties.
Benefits:
•
Upon completion of training the Knight gains the following bonuses
•
A knight of the Knights of Whitehale gains a +4 bonus on any social interaction skill with any member of the Knights of
Whitehale when he presents himself as a knight to them. A knight also may gain a bonus with the local population of the
Diocese of Whitehale if recognized
•
A Knight of Whitehale can request sanctuary at any Church of Rao within the Diocese of Whitehale and be admitted. He
may also claim sanctuary at a Church of Rao outside of the Diocese of Whitehale and will be admitted if recognized as a
Knight.
•
A Knight of Whitehale may also request sanctuary in Castle Sepher when in its area. This is for the Knight and his party.
(Note: PC’s with a bad reputation or unsavory types may be denied entry)
The Knight also has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
•
Close Quarters Fighting (S&F)
•
Expert Tactician (S&F)
•
Hold the Line (S&F)
•
Improved Sunder (S&F)
•
Off-Hand Parry (S&F)
•
Pin Shield (S&F)
•
Power Lunge (S&F)
•
Shield Expert (S&F)
•
Improved Shield Bash (DoF)
•
Shield Charge (DoF)
Spells: (if caster)
•
Divine Sacrifice (DoF)
•
Zeal (DoF)
•
Blessed Aim (DoF)
•
Curse of the Brute (DoF)
Prestige Classes:
•
Church Inquisitor (DoF)
•
Hospitaler (DoF)
•
Hunter of the Dead (DoF)
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Defenders of Veluna
The Defenders of Veluna are a powerful group of individuals seeking to protect Veluna from forces unknown. Their first
recorded appearance was in Mitrik in 318 CY. A group of thieves from Ket attempted to make off with the Crook of Rao. They would
have been successful, if not for a group of adventurers that met them as they left the church grounds. They were quickly defeated and
turned over to the church guards. When asked who there were they responded “We are the Defenders of the Heart of Veluna” and then
they vanished back into the city. Since that time, they have been spotted in almost every part of Veluna. They always seem to show up
whenever a threat makes itself known. Their symbol is a large medallion with a wolf howling on it. The symbol is not openly worn,
but is usually being carried on their person somewhere. A few members of this organization are known, but not much more then their
names are recorded.
Known Members:
Dar’en Silverwood
Kirit Silverwood
Darven Ironroot
Base of Operations:
Unknown base of operations.
Area of Influence:
May be found anywhere in Veluna and the surrounding kingdoms.
Sponsor:
Unknown
Requirements to Join:
Unknown. Although this organization is known to exist, it is not known how entry is gained. Most assume it is by invitation
only.
This organization does not require any specific skills, feats, etc. to be taken. If you are invited you are in. That simple.
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Brotherhood of the Vale
This monastery of Rao Monks is set high in the Yatil Mountains NW of Mitrik. Its exact origins are shrouded in history, but
most agree it was sometime in the century following the discovery of the Crook of Rao at Mitrik. The monastery is self-sufficient and
is very strict on allowing outside visitors in. At present the monastery is home to 52 monks with another 20 out on missionary work.
The Brotherhood strives to teach inner-peace and harmony through following the teachings of Rao. All members of the Brotherhood
are masters of self-defense and are known around Veluna for being capable of taking care of themselves. Grandmaster Ven is the
leader of the Brotherhood and is a long time friend of Canon Hazen. Rumor says the Canon makes several retreats to the monastery
each year.
All decision making for the order is made by a five member staff of Brotherhood members, including Grandmaster Ven. The
remaining members represent the four seasonal winds, and are listed below. These members are decided by a ritualistic competition
that commences when their office expires, which is every seven years.
Base of Operations:
Yatil Mountains Monastery, exact location unknown
Area of Influence:
Mitrik and Diocese of Whitehale
Sponsor:
None
Contact Person:
Bruce Jones ([email protected])
Requirements to Join as a Brother:
! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things.
! Must worship Rao
! Alignment of LG, LN
! Feat Required: Improved Unarmed Strike
! Base Attack: +3
! Resident of Veluna
! Time Units Required per year: 6
! May not be in any other meta-group other than Church of Rao.
! Must Donate 200 gp per year for monastery upkeep and support
Benefits:
! A Brother of the Vale may request sanctuary in the monastery or any temple of Rao for himself only.
! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple
or priest of Rao in Veluna.
! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back.
! +2 on all social skill checks with worshippers of Rao while wearing his robes.
A Brother of the Vale has access to the following Feats from the class books:
Feats:
! Close Quarters Fighting (S&F)
! Prone Attack (S&F)
! Circle Kick (S&F)
! Extra Stunning Attacks (S&F)
! Feign Weakness (S&F)
! Fists of Iron (S&F)
! Lightning Fists (S&F)
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Requirements to Join as a Journeyman: (2nd level of Brotherhood of the Vale)
! Must swear oath to defend Veluna, champion the weak, and uphold Rao’s will in all things.
! Must worship Rao
! Alignment of LG, LN
! Feat Required: Improved Unarmed Strike, Improved Trip, one feat from 7 allowed as a Brother from S&F
! Base Attack: +5
! Time Units Required per year: 6
! Resident of Veluna
! May not be in any other meta-group other than Church of Rao.
! Must Donate 400 gp per year for monastery upkeep and support
! Must have completed six months of service at the Brother level in the group.
Benefits:
! A Journeyman member of the Brotherhood of the Vale may request sanctuary in the monastery or any temple of Rao for himself
and up to 3 + his Cha bonus additional people.
! A member of the Brotherhood of the Vale is considered to be Class 1 for determining cost and eligibility for spells from a temple
or priest of Rao in Veluna.
! A Brother is provided with a very nicely sewn robe with the symbol of the Brotherhood on the front and Rao on the back.
! +2 on all social skill checks with worshippers of Rao while wearing his robes.
! Free Common lifestyle while adventuring in Veluna (Regionals and Adaptables set in Veluna)
A Journeyman member of the Brother of the Vale has access to the following Feats from the class books:
<all feats allowed at previous level of membership plus>
Feats:
! Monkey Grip (S&F)
! Throw Anything (S&F)
! Eagle Claw Attack (S&F)
! Mantis Leap (S&F)
! Snatch Arrows (S&F)
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College of the Arcane
Our gracious Lord Rao counts many wizards and sorcerers in his flock. The Grand College of Rao is where they gather
together to further their studies. Founded in 315 CY by Canon Heriz, the Grand College is the center of higher learning in Veluna. The
College consists of large walled compound in the High Ward in Mitrik. Within this compound you will find the Great Library of Rao,
the Grand College (both Arcane and Divine), and several boarding houses and stables. The College Arcane is located in its own
building attached to the Great Library of Rao. The College of the Arcane is setup as a collection of arcane materials, spells, and
knowledge. Students of the College may take classes on such things as divination magic, mating habits of fungus men, or the
migratory patterns of Xvarts. The College contains many levels of membership and it is rumored that the Archmage Bigby has an
honorific seat on the College’s board.
Base of Operations:
Grand College of Rao in Mitrik
Area of Influence:
Mitrik
Sponsor:
Church of Rao
Contact:
Greg Bartholomew ([email protected])
Requirements to Join at Initiate Level:
" Ability to cast 2nd Level Arcane spells
" 150 GP Yearly Fee or Sponsor
" 4 Ranks Knowledge: Arcana
" 6 Time Units a year (classes)
" Resident of Veluna
Benefits:
" When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2
circumstance bonus to their roll.
" Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest
or temple of Rao in Veluna.
" Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a
member of the college. A PC wizard may pick 2 spells per year from levels 1-3 and copy them into his spell book at 20%
off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or
ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a
meta-booth with the proper signatures on your certificate.
The PC also has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
" Arcane Defense (T&B)
" Arcane Preparation (T&B)
" Augment Summoning (T&B)
" Energy Substitution (T&B)
" Eschew Materials (T&B)
" Sanctum Spell (T&B)
" Sculpt Spell (T&B)
" Split Ray (T&B)
" Subdual Substitution (T&B)
Prestige Classes:
" Mage of the Arcane Order
Spells:
" Choke (T&B)
" Familiar Pocket (T&B)
" Indifference (T&B)
" Lesser Acid Orb (T&B)
" Lesser Cold Orb (T&B)
" Lesser Fire Orb (T&B)
" Lesser Sonic Orb (T&B)
" Repair Light Damage (T&B)
" Repair Minor Damage (T&B)
" Filter (T&B)
" Gaze Screen (T&B)
" Owl’s Wisdom (T&B)
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Requirements to Join at Acolyte Level: (2nd level of College of the Arcane)
" Ability to cast 4th Level Arcane spells
" 300 GP Yearly Fee or Sponsor
" 8 Ranks Knowledge: Arcana
" 6 Time Units a year (classes)
" Resident of Veluna
" 2 meta-magic feats
" Must have completed minimum of 6 months at Initiate level in the group.
Benefits:
" When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2
circumstance bonus to their roll.
" Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest
or temple of Rao in Veluna.
" Due to the large concentration of wizards, a PC may have the opportunity to swap spells with other wizards while a
member of the college. A PC wizard may pick 2 spells per year from levels 1-5 and copy them into his spell book at 20%
off the normal cost. The Time Unit costs remain the same. This does not allow the wizard to learn restricted spells or
ones he would not be normally allowed to choose when gaining a level. Choosing these spells can only be done at a
meta-booth with the proper signatures on your certificate.
" Magic Item Creation Rules (to follow later)
The PC has access to the following Feats, and Spells from the class books:
<all feats and spells allowed at previous level of membership plus>
Feats:
" Chain Spell (T&B)
" Cooperative Spell (T&B)
" Delay Spell (T&B)
" Energy Admixture (T&B)
" Extra Slot (T&B)
" Extra Spell (T&B)
" Greater Spell Focus (T&B)
" Greater Spell Penetration (T&B)
" Persistent Spell (T&B)
" Repeat Spell (T&B)
" Spell Specialization (T&B)
" Widen Spell (T&B)
Spells:
" Acid Orb (T&B)
" Arcane Sight (T&B)
" Corpse Candle (T&B)
" Electric Orb (T&B)
" Enhance Familiar (T&B)
" Fire Orb (T&B)
" Ice Burst (T&B)
" Mass Darkvision (T&B)
" Mass Resist Elements (T&B)
" Repair Serous Damage (T&B)
" Sonic Orb (T&B)
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College of the Divine
Being a nation founded around the tenets and wisdom of Rao, it only makes sense that a College of the Divine holds a
revered place in Veluna. Priests and holy men from around the Archclericy gather here to discuss all things divine. The College
Divine is located in its own building attached to the Great Library of Rao. Worshippers of any good god are welcome in the college as
only through learning more about other religions can you understand your place in the grand scheme of the world. The College of the
Divine maintains the religious records in the Great Library and they are considered some of the most comprehensive religious records
in the Flanaess. Many of the current members of the College of Bishops and other high-ranking Rao priests started as deans and
professors in the College Divine.
Base of Operations:
Grand College of Rao in Mitrik
Area of Influence:
Mitrik
Sponsor:
Church of Rao
Contact:
David Christ ([email protected])
Requirements to Join at Initiate Level:
#
Ability to cast 2nd Level Divine spells.
#
Worship of a god not disliked or hated in Veluna (see Religions section below)
#
Knowledge: Religion 4 ranks
#
Resident of Veluna
#
150 GP a year or Sponsor
#
8 Time Units a year.
Benefits:
#
When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2
circumstance bonus to their roll.
#
Members of the College of the Divine are considered Class 2 for determining cost and eligibility for spells from a priest
or temple of Rao in Veluna.
#
They can memorize any of the new spells from the class books listed below (note: You must have the book or
appropriated text with you at the table to use them.)
The PC has access to the following Feats, and Spells from the class books:
Feats:
#
Divine Cleansing (DoF)
#
Divine Might (DoF)
#
Divine Vengeance (DoF)
#
Divine Vigor (DoF)
#
Empower Turning (DoF)
#
Heighten Turning (DoF)
#
Quicken Turning (DoF)
#
Augment Summoning (T&B)
#
Energy Substitution (T&B)
Spells:
#
Brambles (DoF)
#
Burial Blessing (DoF)
#
Divine Flame (DoF)
#
Divine Zephyr (DoF)
#
Filter (T&B)
#
Gaze Screen (T&B)
#
Knife Spray (DoF)
#
Owl’s Wisdom (T&B)
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Requirements to Join at Acolyte Level: (2nd level of the College of the Divine)
#
Ability to cast 4th Level Divine spells.
#
Worship of a god not disliked or hated in Veluna (see below)
#
Knowledge: Religion 8 ranks
#
300 GP a year or Sponsor
#
8 Time Units a year
#
Resident of Veluna
#
Must have completed minimum of 6 months as Initiate of the group.
Benefits:
#
When performing Alchemy, Knowledge (Any) or Spellcraft skill checks within the College, members receive a +2
circumstance bonus to their roll.
#
Members of the College of the Arcane are considered Class 2 for determining cost and eligibility for spells from a priest
or temple of Rao in Veluna.
#
They can memorize any of the new spells from the class books listed below (note: You must have the book or
appropriated text with you at the table to use them.)
#
Magic Item Creation Rules (to follow later)
The PC has access to the following Feats, and Prestige Classes from the class books:
<all feats and spells allowed at previous level of membership plus>
Feats:
#
Cooperative Spell (T&B)
#
Divine Resistance (DoF)
#
Divine Shield (DoF)
#
Extra Slot (T&B)
#
Extra Smiting (DoF)
#
Extra Spell (T&B)
#
Persistent Spell (T&B)
#
Reach Spell (DoF)
#
Sacred Spell (DoF)
#
Widen Spell (T&B)
Spells:
#
Beast Claws (DoF)
#
Blessed Aim (DoF)
#
Briar Web (DoF)
#
Chain of Eyes (DoF)
#
Curse of the Brute (DoF)
#
Flame of Faith (DoF)
#
Lesser Telepathic Bond (DoF)
#
Mass Resist Elements (T&B)
#
Spikes (DoF)
#
Sweet Water (DoF)
#
Sword Stream (DoF)
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Church of Rao
This group represents the most powerful church in Veluna. It contains all the members of the Church of Rao in Veluna. For
the most part this consists of priests and paladins of Rao though a few other classes are known to have gained entry on special
occasions. This organization contains many levels ranging from a 1st level priest at a local temple all the way up to Canon Hazen.
Base of Operations:
Veluna
Area of Influence:
Veluna
Sponsor:
Church of Rao
Contact:
David Christ <[email protected]>
Requirements to Join as an Initiate:
" At least one level of Paladin or Priest of Rao.
" Alignment LG or LN
" 4 Time Units per year
" Resident of Veluna
" 2 Ranks in Knowledge: Religion
" 10% Tithe of money earned
Benefits:
" May claim sanctuary in any temple of Rao in Veluna.
" A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple
or priest of Rao in Veluna.
" An Acolyte in the Church of Rao gains free favors in the church during each module. At the Acolyte level the PC is
granted 2 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and
must be used in the module or they are lost.
" An Acolyte gains a +1 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao
must be obvious). At the same time this can cause negative reactions with opposed religions.
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Requirements to Join as a Acolyte: (2nd level of the Church of Rao)
♦ At least three levels of Paladin or Priest of Rao <Levels of priest or paladin add together for this purpose. Prestige classes allowed
by this group also count towards this total>
" Alignment of LG or LN
" 6 Time Units per year
" 6 Ranks in Knowledge: Religion
" Resident of Veluna
" 10% Tithe of money earned
" 6 Months service at Initiate Level
Benefits:
" May claim sanctuary in any temple of Rao in Veluna.
" A member of the Church of Rao is considered to be Class 1 for determining cost and eligibility for spells from a temple
or priest of Rao in Veluna.
" A Brother in the Church of Rao gains free favors in the church during each module. At the Brother level the PC is
granted 6 Lesser Favors of Rao per Veluna regional module (or adaptable set in Veluna). These cannot be saved and
must be used in the module or they are lost.
" A Brother gains a +2 bonus on social skills with worshippers of Rao while wearing his holy vestments (symbol of Rao
must be obvious). At the same time this can cause negative reactions with opposed religions.
The PC has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
" Divine Cleansing (DoF)
" Divine Might (DoF)
" Empower Turning (DoF)
" Heighten Turning (DoF)
" Quicken Turning (DoF)
" Augment Summoning (T&B)
Prestige Classes:
Spells:
" Burial Blessing (DoF)
" Divine Flame (DoF)
" Divine Zephyr (DoF)
" Filter (T&B)
" Gaze Screen (T&B)
" Owl’s Wisdom (T&B)
" Church Inquisitor (DoF)
" Hunter of the Dead (DoF)
" Knight of the Chalice (DoF)
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Church of St. Cuthbert
The church of St. Cuthbert is the second largest religion in Veluna. The largest temple to St. Cuthbert is in Falsridge though
many smaller temples exist in most towns of any size. Members of this organization include priests and paladins of St. Cuthbert
though worshippers of other classes have gained entry on special occasions. There are many levels of organization in the group from
the Iniate priest at a small temple all the way up to High Clerist of St. Cuthbert.
Base of Operations:
Falsridge (largest temple)
Area of Influence:
Veluna
Sponsor:
Church of St. Cuthbert
Contact:
David Christ <[email protected]>
Requirements to Join as an Initiate:
♦ At least one level of Paladin or Priest of St. Cuthbert
♦ Alignment LG or LN
♦ 4 Time Units per year
♦ 2 Ranks in Knowledge: Religion
♦ Resident of Veluna
♦ 10% Tithe of money earned
Benefits:
♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna.
♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of St. Cuthbert in Veluna.
♦ An Acolyte in the Church of St. Cuthbert gains free favors in the church during each module. At the Acolyte level the PC is
granted 2 Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and
must be used in the module or they are lost.
♦ An Acolyte gains a +1 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of
St. Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions.
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Requirements to Join as a Acolyte: (2nd level of the Church of St. Cuthbert)
♦ At least three levels of Paladin or Priest of St. Cuthbert <Levels of priest or paladin add together for this purpose. Prestige classes
allowed by this group also count towards this total>
♦ Alignment of LG or LN
♦ 6 Time Units per year
♦ 6 Ranks in Knowledge: Religion
♦ Resident of Veluna
♦ 10% Tithe of money earned
♦ 6 Months service at Initiate Level
Benefits:
♦ May claim sanctuary in any Temple of St. Cuthbert in Veluna.
♦ A member of the Church of St. Cuthbert is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of St. Cuthbert in Veluna.
♦ A Brother in the Church of St. Cuthbert favors in the church during each module. At the Brother level the PC is granted 6
Lesser Favors of St. Cuthbert per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be
used in the module or they are lost.
♦ A Brother gains a +2 bonus on social skills with worshippers of St. Cuthbert while wearing his holy vestments (symbol of St.
Cuthbert must be obvious). At the same time this can cause negative reactions with opposed religions.
The PC has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
♦ Divine Cleansing (DoF)
♦ Divine Might (DoF)
♦ Divine Vengeance (DoF)
♦ Divine Vigor (DoF)
♦ Empower Turning (DoF)
♦ Heighten Turning (DoF)
♦ Augment Summoning (T&B)
Prestige Classes:
Spells:
♦ Burial Blessing (DoF)
♦ Divine Flame (DoF)
♦ Divine Zephyr (DoF)
♦ Gaze Screen (T&B)
♦ Knife Spray (T&B)
♦ Owl’s Wisdom (T&B)
♦ Church Inquisitor (DoF)
♦ Hospitaler (DoF)
♦ Hunter of the Dead (DoF)
♦ Knight of the Chalice (DoF)
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Church of Heironeous
The worship of Heironeous is rather new in Veluna but has been gaining strength fast since the start of the Greyhawk wars.
Worship of Heironeous is centered in the Diocese of Whitehale and the northern Veluna border area, though a temple has opened
recently in Devarnish as well. The Church of Heironeous contains all priests and paladins of Heironeous in Veluna. Unlike other
churches though, Heironeous welcomes other classes into his flock and rogues and wizards hold special status in the church.
Base of Operations:
Whitehale (largest temple)
Area of Influence:
Northern Veluna
Sponsor:
Church of Heironeous
Contact:
David Christ <[email protected]>
Requirements to Join as an Initiate:
•
At least one level of Paladin or Priest of Heironeous
•
Alignment LG or LN
•
4 Time Units per year
•
2 Ranks in Knowledge: Religion
•
Resident of Veluna
•
10% Tithe of money earned
Benefits:
•
May claim sanctuary in any Temple of Heironeous in Veluna.
•
A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of Heironeous in Veluna.
•
An Acolyte in the Church of Heironeous gains free favors in the church during each module. At the Acolyte level the PC
is granted 2 Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be
saved and must be used in the module or they are lost.
•
An Acolyte gains a +1 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol
of Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions.
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Requirements to Join as a Crusader: (2nd level of the Church of Heironeous)
♦ At least three levels of Paladin or Priest of Heironeous <Levels of priest or paladin add together for this purpose. Prestige classes
allowed by this group also count towards this total>
•
Alignment of LG or LN
•
6 Time Units per year
•
6 Ranks in Knowledge: Religion
•
Resident of Veluna
•
10% Tithe of money earned
•
6 Months service at Initiate Level
Benefits:
•
May claim sanctuary in any Temple of Heironeous in Veluna.
•
A member of the Church of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of Heironeous in Veluna.
•
A Brother in the Church of Heironeous favors in the church during each module. At the Brother level the PC is granted 6
Lesser Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be
used in the module or they are lost.
•
A Brother gains a +2 bonus on social skills with worshippers of Heironeous while wearing his holy vestments (symbol of
Heironeous must be obvious). At the same time this can cause negative reactions with opposed religions.
The PC has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
♦ Divine Cleansing (DoF)
♦ Divine Might (DoF)
♦ Divine Vengeance (DoF)
♦ Divine Vigor (DoF)
♦ Empower Turning (DoF)
♦ Heighten Turning (DoF)
Prestige Classes:
Spells:
♦ Burial Blessing (DoF)
♦ Divine Flame (DoF)
♦ Divine Zephyr (DoF)
♦ Gaze Screen (T&B)
♦ Knife Spray (T&B)
♦ Owl’s Wisdom (T&B)
♦ Hospitaler (DoF)
♦ Hunter of the Dead (DoF)
♦ Church Inquisitor (DoF)
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Inquisitors of Heironeous
The Inquisitors are a special branch of the Church of Heironeous. They are skilled in subterfuge and information gathering.
Their purpose is to root out evil so it may be dragged out into the light and destroyed. While they will not take the law into their own
hands, they will do what is necessary to insure that innocents are not brought to harm. Membership in the organization is kept secret
from the general church population and only higher ranking church officials know who is in it and even then they only know a few of
them.
Base of Operations:
Whitehale
Area of Influence:
Veluna and surrounding kingdoms
Sponsor:
Church of Heironeous
Contact:
David Christ <[email protected]>
Requirements to Join as a Novice Inquisitor:
!
Must be in Church of Heironeous for one year
!
One level of Church Inquisitor Prestige Class
!
4 Ranks Gather Information
!
2 Ranks Diplomacy
!
4 Ranks Move Silently
!
4 Ranks Hide in Shadows
!
8 Time Units a year
Benefits:
! A member of the Inquisitors of Heironeous is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of Heironeous in Veluna
! May claim sanctuary in any church of Heironeous in Veluna
! An Inquisitor of Heironeous gets free favors in the church during each module. At the Novice level the PC is granted 3
Greater Favors of Heironeous per Veluna regional module (or adaptable set in Veluna). These cannot be saved and must be
used in the module or they are lost.
! An Inquisitor may try to contact others of his order when in any town of over 500 people in Veluna. Have him make a Gather
Information roll (DC 16). If successful, he has contacted another of his order who will help him with information if possible
(judges call on benefits).
! An Inquisitor is also granted free common lifestyle as long as the module starts or spends the majority of its time in any of
the major cities in Veluna (Veluna City, Mitrik, Devarnish, or any Diocese capital)
The PC has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
! Close Quarter Fighting (S&F)
! Divine Cleansing (DoF)
! Divine Might (DoF)
! Divine Vengeance (DoF)
! Divine Vigor (DoF)
! Empower Turning (DoF)
! Heighten Turning (DoF)
Prestige Class:
! Church Inquisitor (DoF)
Spells:
! Beast Claws (DoF)
! Blessed Aim (DoF)
! Burial Blessing (DoF)
! Chain of Eyes (DoF)
! Divine Flame (DoF)
! Divine Zephyr (DoF)
! Flame of Faith (DoF)
! Knife Spray (DoF)
! Sword Stream (DoF)
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Mitrik Temple Guard
The Mitrik Temple Guard is actually much more than the name implies. The Guard is the police arm of the Church of Rao,
the official church of Veluna. The name is rooted in the origins of the organization. Originally, they were the guard unit formed to
guard the temple grounds of the first organized temple of Rao in Mitrik. Over the centuries, as the church grew, so did it’s Guard.
Today, the Guard is responsible for protecting the temples of Rao throughout Veluna, as well as the clergy and worshippers of the god
of peace. Members of the Guard come from all walks of life, but are all devoted followers of Rao, recruited from amongst the
congregation, and are expected to uphold the tenets of the God of Peace, Serenity, and Knowledge. Many members of the Knights of
Serenity are drawn from the ranks of the Mitrik Temple Guard.
The following are the ranks of the Mitrik Temple Guard (from lowest to highest):
•
Guardsman 2nd class
•
Guardsman 1st class
•
Guard Sergeant
•
Guard Lieutenant
•
Guard Captain
•
Guard Commander (1 per diocese)
•
Guard Commandant (1 total)
Base of Operations:
Great Temple grounds
Area of Influence:
Veluna
Sponsor:
Church of Rao
Contact:
Jeff Richards <[email protected]>
Requirements to Join the Temple Guard as Guardsman 2nd Class:
! Worship Rao
! Base Attack Bonus +2
! 1 Rank Knowledge: Religion
! Diplomacy bonus of +1 or higher
! Medium Armor Proficiency
! Shield Proficiency
! Proficiency with at least 1 martial weapon
! Resident of Veluna
! Recommendation of a sponsoring priest (either NPC or PC). All this requires is a signed paper with the name and RPGA
# of the sponsoring PC priest, or the name, RPGA #, modules and con name/date of a judge willing to provide the
recommendation of an NPC priest.
! Upon acceptance to the Guard, the PC must expend 6 time units to account for the basic training. After that, they must
spend double the time units per module to account for official assigned duties. However, if the PC is considered to be on
duty during the module, these extra time units can be waived (essentially the time units spent on the module are applied
towards his Guard commitment). It is up to the discretion of the DM whether or not the guardsman can be considered to
be on official business or not. As a general guideline, the DM should allow this whenever reasonable. So long as the
setup of the module in question does not preclude this, and as long as the player has a reasonable explanation for how he
could be participating in the module while on official business, it should be allowed. This should be noted on the players
log with the judge’s initials. The PC must spend at least 26 time units per year on Guard duty minimum. This includes
the extra time units spent per module played, or the time units spent on the module itself IF the extra time units were
waived.
Code of Conduct:
•
Always protect church property and priests of Rao, with no rewards required or accepted for missions requested officially by the
church of Rao.
•
Defend worshippers of Rao, rewards may be accepted but not required by the guardsman.
•
Always obey the lawful orders of a priest of Rao.
•
Uphold the peace.
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Veluna Meta-Campaign Sourcebook
Page 25 of 36
Benefits:
•
A member of the Mitrik Temple Guard is considered to be Class 1 for determining cost and eligibility for spells from a
temple or priest of Rao in Veluna.
•
Upon completion of basic training, the church will give you a free chain shirt, uniform tabard, medium shield, and a
choice of long sword, heavy mace, flail, or battle axe. This is all normal equipment.
•
+2 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official
business of the church).
•
Police authority when on official business for the church (Veluna regional and adaptables only).
•
Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 2 gp.
Requirements to advance to Guardsman 1st Class:
•
Currently Guardsman 2nd Class.
•
Spend 26 time units as Guardsman 2nd Class, OR 13 time units and have a recommendation for promotion from a priest of
Rao.
Benefits:
As Guardsman 2nd Class plus
•
Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 4 gp.
Requirements to advance to Guard Sergeant:
•
Currently Guardsman 1st Class.
•
+4 base attack bonus.
•
+2 total diplomacy bonus.
•
2 ranks Knowledge (Religion-Rao) skill.
•
Spend 26 time units as Guardsman 1st Class, OR 13 time units and have a recommendation for promotion from a priest of
Rao
Benefits:
As Guardsman 1st Class plus
•
Pay from the guard reduces the cost of common or lower lifestyles for Veluna regional and adaptable modules by 8 gp.
•
+3 on all charisma related checks related to worshippers of Rao while in uniform (uniform only allowed on official
business of the church).
The PC has access to the following Feats, Spells, and Prestige Classes from the class books:
Feats:
•
Close Quarters Fighting (S&F)
•
Hold the Line (S&F)
•
Off-Hand Parry (S&F)
•
Pin Shield (S&F)
•
Power Lunge (S&F)
•
Shield Expert (S&F)
•
Improved Shield Bash (DoF)
•
Shield Charge (DoF)
Spells: (if applicable)
•
Blessed Aim (DoF)
•
Divine Sacrifice (DoF)
•
Zeal (DoF)
Prestige Class:
•
Hospitaler (DoF)
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Veluna Meta-Campaign Sourcebook
Page 26 of 36
Masters of the Way
This organization is relatively new to Veluna. Based out of Mitrik, they are a group of mercenaries who decided to open a
school to teach those who wish to learn the way of the warrior. They figured it was easier then adventuring for a living. Though they
are looked down on by most noble orders in Mitrik (Knights, and the Brotherhood of the Vale especially) they train their students very
well. Several students have gone on to continued service in the Mitrik Temple Guard and the Knights of Serenity, although it was not
an easy task. The school has two branches. One is run by Feren Rilt. An old grizzled warrior who does not like babysitting newbie’s,
but does what he is paid to do and does it well. The other is run by Master Len, an old elven bowman. He is respected by those who
follow the way of the bow in Mitrik although they frown on his willingness to show it to anyone who has the gold to pay for it.
Base of Operations:
Mitrik
Area of Influence:
Mitrik
Sponsor:
Fists of Valor (Adventuring Company)
Contact Person:
David Christ <[email protected]>
Requirements to become a Student:
•
+3 base attack bonus
•
Either prof. in a Martial Weapon or Improved Unarmed Strike Feat
•
250 gp per feat learned for Veluna residents. 375 gp per feat learned for non-Veluna residents
•
4 TU’s per feat learned for Veluna residents. 6 TU per feat learned for non-Veluna residents.
•
Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna
regional premiere modules at them.
Benefits:
•
The PC may take any of the feats listed below (as long as they qualify for them) when he is normally allowed to gain a
new feat when leveling. The PC must spend 250/375 gp (Veluna resident/non-resident) and 4/6 TU’s (Veluna
resident/non-resident) when taking this feat to represent his payment to the school. These must be listed on the log sheet
in a separate entry signed off by the judge at the table.
Feats:
•
Circle Kick (S&F)
•
Dirty Fighting (S&F)
•
Eagle Claw Attack (S&F)
•
Extra Stunning Attacks (S&F)
•
Feign Weakness (S&F)
•
Fists of Iron (S&F)
•
Knockdown (S&F)
•
Power Lunge (S&F)
•
Shield Expert (S&F)
•
Snatch Arrows (S&F)
•
Throw Anything (S&F)
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Veluna Meta-Campaign Sourcebook
Page 27 of 36
Requirements to become a Student of the Bow:
•
+4 base attack bonus
•
Point Blank Shot Feat
•
Precise Shot Feat
•
6 Time Units for Veluna residents. 9 Time Units for non-Veluna residents.
•
250 gp per year class fee for Veluna residents. 375 gp per year class fee for non-Veluna residents.
•
Note: Unlike other meta-groups non-Veluna residents can only gain benefits from this group at one of the four cons with Veluna
regional premiere modules at them.
Benefits:
•
The PC may take levels in the Prestige Class: Order of the Bow Initiate when he qualifies to do so. The first level of the
class is free. Each additional level requires the PC to pay 4/6 TU’s (Veluna resident/non-resident) to represent training.
The PC may take any of the following Feats:
•
Rapid Reload (S&F)
•
Sharp Shooting (S&F)
•
Zen Archery (S&F)
____________________________________________________________________________________________________________
Veluna Meta-Campaign Sourcebook
Page 28 of 36
The Pack
The Pack is a loose confederation of organizations with similar goals and philosophies throughout Veluna. The organizations are
mostly geographically divided, with one Pack overseeing all highwaymen operations in the north, for example. The separate
organizations have existed for generations, but only within the last decade have they come to cooperate on a national level. Thus the
Pack was born. To this day, they make sure that the Pack’s non-evil methods are more profitable than those used by the competition.
All of the organizations in the Pack share certain philosophical traits. Among these are the belief that murder is bad for business and
the desire to keep a low profile. All of these organizations keep as far as possible from any real evil act, as such things have a short
life span in Veluna.
Base of Operations:
Veluna
Area of Influence:
Veluna
Sponsor:
The Guildmaster
Contact Person:
Peter Parker <[email protected]>
Requirements to become an Apprentice:
•
Must be recruited by a current member, either a PC or NPC, in a module or interactive
•
Must be of non-evil, non-lawful alignment
•
Sneak attack +1d6 or Two Rogue Class skills at Rank 4
•
6 TU’s per year (Pack related duties)
•
Resident of Veluna
•
25 gp yearly license fee
•
add 5gp to the lifestyle of each module played (dues)
Benefits:
•
+5% to value received from fencing goods within Veluna
•
Free Poor Lifestyle within Veluna. (This does not deduct from the cost of higher lifestyles.)
•
+2 reaction bonus when dealing with other members of The Pack
•
If contact is made with Pack members during an adventure the PC may add a +2 circumstance bonus to any Gather
Information skill checks (Judges call on benefits and penalties can be assessed for overuse).
Requirements to become a Journeyman:
•
Held Apprentice Level for at least one year.
•
Sneak Attack: 2d6 or 3 Rogue Class skills at 6 ranks
•
10 time units per year
•
50 gp yearly license fee
•
Add 5 gp to the Lifestyle cost for each module played
Benefits: (All benefits of Apprentice level plus the following)
•
+10% to value received from fencing goods within Veluna.
•
Free Common Lifestyle within Veluna. (This does not deduct from the cost of higher lifestyles.)
The PC may choose from the following Feats and Prestige Classes:
Feats:
•
Dirty Fighting (S&F)
•
Close-quarters Fighting (S&F)
•
Rapid Reload (S&F)
•
Additional feats may be added after Song & Silence is added to the RUP document.
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Veluna Meta-Campaign Sourcebook
Page 29 of 36
Adventuring Companies
Adventuring Companies in Veluna are groups of like minded
PC’s who have decided to band together for the benefit of the
group. These companies are generally formed around some
idea of commonality, such as religion, social or moral
similarities, or just basic profit and opportunity. Adventuring
companies must provide the following information as well as
meeting the guidelines listed below.
Information Needed:
•
Company Name
•
Company Leaders (Characters and their associated
player’s name)
•
Company Size and number of members
•
A full roster and real life Point of Contact (POC)
•
Criteria or trial necessary to join the company
•
Company’s Patron (Important, see list below of available
Patron’s)
Optional Information:
•
Races (allowed or present)
•
Company Symbols and/or heraldry
•
Company Motto
•
Company’s preferred Deity
Background (All this is optional, but will help to flesh out
and breathe life into the company)
•
Base of Operations
•
General Alignment
•
Chain of Command
•
Company features, dress, markings, etc.
•
Allies
•
Rivals or enemies of the Company
•
General History and Founding Members
•
Mission History
•
Company Laws, Traditions, Rules, and Code of Honor
•
Special Events
•
Company’s Dues, Tithing, and/or requirements
Why be a part of an adventuring company ?
Adventuring companies allow a group of regular players to
play their PC’s together and receive an in-game benefit for
doing so. A table with 4 or more characters of the same
adventuring company qualifies that table as an adventuring
company table. You will gain any benefits that your patron
provides while at that table. The table of Patrons and their
associated benefits are listed below.
Available Patrons for Veluna Adventuring
Company’s
•
Church of Rao – reduction in cost of spell’s cast on
company members by the church by 20%.
Requirements: Founding member must worship Rao
and all members must be LG, LN, or NG.
•
Church of St. Cuthbert – reduction in cost of spell’s
cast on company members by the church by 20%.
Requirements: Founding member must worship St.
Cuthbert and all members must be LG, LN, or NG.
•
High Roads Trading Company – reduction in cost of
basic equipment (allowed equipment from the PHB – 400
gp and under) by 10%. Common lifestyle costs 50% less
while in Veluna. Requirements: Open to all.
•
College of the Arcane – reduction in the cost of spell’s
cast on company members by the college by 20%.
Requirements: Founding member must be a member of
the College of the Arcane.
•
Lord Corbin Jamorrie – Lord Corbin will vouch for
PC’s if they run into trouble in Veluna and need his help.
He will also back them with basic supplies (lifestyle of
Common costs 50% less while in Veluna).
Requirements: Half the members or more must be
gnomes at all times.
•
Elven Court of Asnath – Common Lifestyle cost
reduced to zero while adventuring in the Asnath area (1
days travel). Reduction in cost of basic equipment when
bought in Asnath (allowed equipment from the PHB –
400 gp and under) by 25%. Requirements: All members
must be elven.
•
Celestial Order of the Moons – Common Lifestyle
cost reduced by 50% while in Veluna. May request
audience with noble of Veluna and be granted it within a
reasonable amount of time (DM discretion).
Requirements: Founding member must be a person of
great character and skill (Minimum 5th level PC who has
played in at least 10 rounds of modules set in Veluna).
In addition, adventuring companies that field adventuring
company tables will have the chance to present the ‘official’
version of regional scenarios in a report they file after the
scenario has been retired. These will be listed on the webpage
and announcements will be made when they become available.
____________________________________________________________________________________________________________
Veluna Meta-Campaign Sourcebook
Page 30 of 36
So what do I need to do to form one ?
Well glad you asked. Read over the information provided
above; get a POC (who must be a RPGA guild-level member)
for your group. Have that individual contact me at
[email protected] and request an adventuring company
log sheet. Fill out all the information (make sure to choose a
patron) and return it to me. Adventuring companies cannot be
larger then 10 PC’s, and each player can only have on of
his/her PC’s in an adventuring company.
An Example Adventuring
Company
Company Name: Brotherhood of the Blood
Company Leaders: Lithian Hharp
Company Size/Number of Members:
(Roster & Point of Contact) Lithian Hharp – Pete Jensen
(WI) (POC), Balakar “Baka” Bhernocht - Calvin Fort (WI),
Philip Wilson – Matt Lininger (WI)
How to Join the Company: The company is somewhat bias
on whom is eligible to join. Anyone wishing to join the
company needs to have at the very least adventured with a
current member of the Brotherhood of the Blood. During
which time they have to prove that they are capable of
following the codes and expected duties of the Brotherhood.
The existing member writes a letter of recommendation for the
prospective new member. The commanding officers review
the recommendation and either accepts or declines the petition
for membership.
Company Races (Allowable or Present): Currently, the
Brotherhood membership consists of mainly half-elves, elves,
and humans, but it is open to all who wish to petition
membership.
Company Symbol/Heraldry: Two arms clasped upright, on a
field and forest with a blue sky. In the last six months or so
some members have begun using just the two arms clasped
upright.
Company Motto: “Of similar hearts…a brother will be made,
those of evil hearts… an enemy will make”
Company’s Primary Deity: No one god is worshiped by the
entire Brotherhood. The most frequently revered are Ehlonna
and Solonor Thelandira.
Background:
•
Founded by three friends, who in their youth who went
"adventuring" together. During those days of their youth, they
swore to each other that they would form a Brotherhood to
honor their commitment as friends and fight a common enemy
(Iuz).
•
This pledge was taken during the Ready’reat of 588 CY.
The three began work on gathering funds and like-minded
individuals so that they could build a base of operations in the
Vesve.
•
Fort Brotherhood was finally finished in Readying of 590
CY and its member began to hire themselves out as scouts,
trackers, and guards for the southern and central Vesve.
•
In 591 CY, the Brotherhood has once again begun to feel
the need to raise more funds and gather more men to their
banner. So that they can increase their ability to defend the
Vesve from the malevolent forces of the forest. Thus members
have begun offering themselves as adventurers for all who are
willing to pay them.
Company’s Base of Operation: Vesve Forest – Fort
Brotherhood.
Company
Social/General
Alignment:
Any
non-evil
alignment
Chain of Command: Commander Lithian Hharp, Lt.
Commander Balakar “Baka”, and Captain Philip Wilson
Company’s Attitude towards various races/places/groups:
The Brotherhood holds no prejudice against any one other
than members of the goblinoid races. Members of the
Brotherhood are at quite happiest when they are out in the
wild, hunting down the remnants of Iuz's minions.
Common Company Features/Dress/Tattoos: Nothing is
required of the members, but usually members of the
Brotherhood bear their insignia adorn in a prominent place on
their clothing. Lighter armors are the preferred armor of
choice for members of the Brotherhood with chain mail being
the heaviest most are willing to wear. This is due to the fact
that
anything
heavier
would
severely
reduce
their
effectiveness while traipsing through the woods.
Allies of the Company: The Krysalyn clan is an ally as they
helped found and build the company; several of the clan’s
members are part of the company. There is a hope that a loose
alliance with the Knights of the High Forest can be formed.
The Brotherhood has good relations with the Rangers of the
Vesve and some of the elven clans located in the southern and
central Vesve.
Rivals/Enemies of the Company: The forces of Iuz,
goblinoid races, and defilers of the forest.
Mission History of the Company: Mainly the missions of the
Brotherhood have consisted of reconnaissance work in the
southern and central Vesve Forest. The people of Ironstead, to
scout out a location for logging hired them at one point.
There have also been a few skirmishes with those forces being
hired to watch.
Company’s Laws/Traditions/Rules/Code of Honor:
1.
Never attack an unarmed opponent, except in self-
defense or when trying to subdue.
2.
Protect the innocent or people who cannot defend
them selves.
3.
Never leave a fallen Brother behind, even at the risk
of your own lives.
4.
Do not use, “dirty tricks”, fight honorably.
5.
No goblinoid creature leaves combat alive, unless
you are severely outnumbered.
Punishments for Breaking Laws/Traditions/Rules/Code of
Honor:
Breaking:
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Veluna Meta-Campaign Sourcebook
Page 31 of 36
1.
For the next month of real time, the character cannot
use weapons other than to subdue others through unarmed
attacks.
2.
Unless there are insinuating circumstances; the
character is “thrown out” of the company.
3.
The character is “thrown out” of the company.
4.
The character loses the chance for promotion in the
ranks of the Brotherhood for one year of real time.
5.
The character gets a slap on the wrist and is told to
kill them first, unless a stronger threat is present.
Nonstandard
Holidays/Festivals
that
the
Company
Celebrates:
Members of the Brotherhood tend to spend a
night of celebrating any victory over the forces of Iuz that they
played a part in. Another of the Brotherhood's holidays is the
Night of the Brotherly Pack: this is a two part celebration
where new members are recognized, non-field promotions are
given out, and during the second part of the celebration is the
founding of the Brotherhood.
Special Events that affect the Company (weddings, births,
deaths, etc.): If a member of the company dies, they are given
a true forest burial and the company celebrates the life of that
member on Remembrance Day (Winter Solstice).
The true forest burial entails that as many of the company will
carry his/her body into the forest and locate a young sapling
tree and using only their hands and occasionally their belt
knives dig a grave for the deceased under the roots of the
sapling, while a song of praise and deeds are song in their
honor. The sapling will then be engraved with the deceased’s
mark or symbol and a trinket of friendship will be left on the
branches of the sapling.
Company’s Dues/Tithing/Requirements: There are yearly
company dues, which go to the upkeep and expansion of the
Fort Brotherhood, and equipment for the members. If
members take time off to adventure or go on special missions,
the company asks for a donation or tithe to help fund the
company’s activities. Donations can be in the form of
weapons, armor, and money to help new members start.
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Veluna Meta-Campaign Sourcebook
Page 32 of 36
Religions in Veluna
Religion is the heart and soul of Veluna. The worship of Rao makes up about 75% of the temples and priests found in
Veluna. St. Cuthbert makes up 15%, and Heironeous rounds out the top three at 5%. You can find small temples and priests to most
other gods somewhere in Veluna as Rao is a very open and accommodating god. However, the following religions are frowned upon
or illegal in Veluna.
Disliked Gods
Kurrell
Ralishaz
Vatun
Wee Jas
Disliked gods have no temples in Veluna proper. Their
priests are looked down upon and service is refused to them
at many establishments.
Banned gods have no temples in Veluna proper. Their priests
are arrested on sight. If a temple is found it is quickly
smashed into pieces by the knights.
Banned Gods
Beltar
Erythnul
Hextor
Incabulos
Iuz
Nerull
Phyremius
Raxivort
Syrul
Tharizdun
Vecna
Wastri
The following is a list of major temples in Veluna and the level of spells that may be purchases there. See the next section for
the guidelines and purchasing spells in Veluna.
Rao –
9th and down -
Special (triad only)
7th and down - Mitrik, Veluna City, Devarnish, Whitehale
5th and down -
Falsridge, Tempont, Grayington, Kempton
3rd and down - Any town over 250 people, or DM discretion
St. Cuthbert -
7th and down -
Mitrik, Falsridge
5th and down -
Devarnish, Whitehale, and Lorrish
3rd and down -
any town of 400 or more, or DM discretion
Heironeous -
7th and down -
None
5th and down -
Mitrik, Whitehale
3rd and down -
Northern areas of Veluna. DM discretion
Fharlanghn -
7th and down -
Devarnish
All others -
If listed in module only
Zilchus -
5th and down -
Devarnish, Mitrik
3rd and down -
any large caravan type town otherwise if listed in module only
Corellon
5th and down - Asnath
Larethain -
3rd and down -
Mitrik
Pelor -
3rd and down -
Falsridge
Garl
5th and down -
Lorrish
Glittergold -
Ehlonna -
3rd and down -
Whitehale
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Veluna Meta-Campaign Sourcebook
Page 33 of 36
Rules for Divine Spellcasting in Veluna
Below you will find the rules for the casting of Divine spells before, during, or right after a Veluna regional or adaptable
module. If you have any questions or problems with these rules you can contact me at [email protected].
All PC’s in Veluna fall into one of three categories. For the purpose of spellcasting it is the class of the recipient that counts,
not who is doing the asking.
Class One – Paladins and Priests who worship the same god as the caster, and/or members of a meta-game group that have the benefit
of counting as class one.
Class Two - Worshippers of the same god as the caster, and/or members of a meta-game group that have the benefit of counting as
class two.
Class Three – Everybody else <Note: The judge can refuse service based on a situation that would make the chance of casting
virtually impossible>
All spells list two different ways to pay for them. The first is an influence cost. The class of the recipient does not matter for
this. You pay the influence and the spell is cast. The second is a gold cost. Figure out what class the recipient falls into and charge the
appropriate amount.
Some spells are listed as Not DM useable. If you need one of these spells cast you must contact your local triad member for
the spell. They may require additional costs, special missions, or may just not be available at this time.
Influence certs of a higher type may be traded in for 3 of a lower type of Influence if wanted. Any left over points are lost if
not used. You can never trade any amount of lower influence points for a higher one.
Any situation written into a Veluna regional module always takes precedent over these rules. The judge at the table always
has room to make small changes if things seem out of place or unreasonable. Small changes could be limiting of lower spells
available, cost of lower spells, and such. This does not include changing the price of any spell over 3rd level. Especially any sort of
raise dead type spells.
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Veluna Meta-Campaign Sourcebook
Page 34 of 36
Chart for Costs of Divine Spellcasting
Base
Cost
DM
Cost in Influence
Spell Name
Level
Gold
Useable
Lesser
Greater
Major
Class 1
Class 2
Class 3
Cure Minor Wounds
0
5
Yes
1
-
-
Free
5
10
Detect Magic
0
5
Yes
1
-
-
Free
5
10
Detect Poison
0
5
Yes
1
-
-
Free
5
10
Purify Food and
Drink
0
5
Yes
1
-
-
Free
5
10
Cure Light Wounds
1
10
Yes
1
-
-
10
10
20
Identify 1
1
110
Yes
2
1
-
55
110
220
Cure Moderate
Wounds
2
60
Yes
4
2
-
30
60
120
Delay Poison
2
60
Yes
4
2
-
30
60
120
Lesser Restoration
2
60
Yes
4
2
-
30
60
120
Cure Serious
Wounds
3
150
Yes
9
3
-
75
150
300
Dispel Magic
3
150
Yes
9
3
-
75
150
300
Remove Blindness/
Deafness
3
150
Yes
9
3
-
75
150
300
Remove Curse
3
150
Yes
9
3
-
75
150
300
Remove Disease
3
150
Yes
9
3
-
75
150
300
Speak with Dead
3
150
Yes
9
3
-
75
150
300
Cure Critical
Wounds
4
280
Yes
16
4
1
210
280
560
Neutralize Poison
4
280
Yes
16
4
1
210
280
560
Restoration
4
280
Yes
16
4
1
210
280
560
Atonement
5
3000
No
N/A
6
2
2250
3000
N/A
Break Enchantment
5
450
Yes
N/A
6
2
340
450
900
Raise Dead 2
5
950
Yes
N/A
6
2
700
950
1900
Greater Dispelling
6
660
Yes
N/A
15
3
500
660
N/A
Heal
6
660
Yes
N/A
15
3
500
660
N/A
Stone to Flesh
6
660
Yes
N/A
15
3
500
660
N/A
Greater Restoration
7
3410
No
N/A
24
4
3410
5115
N/A
Regenerate
7
910
Yes
N/A
24
4
910
1365
N/A
Resurrection 3
7
1410
Yes
N/A
24
4
1410
2115
N/A
Mass Heal
8
1200
No
N/A
N/A
N/A
1200
1800
N/A
Miracle
9
26530
No
N/A
N/A
N/A
N/A
N/A
N/A
True Resurrection
9
6530
No
N/A
N/A
N/A
N/A
N/A
N/A
Wish
9
26530
No
N/A
N/A
N/A
N/A
N/A
N/A
1 – Identify is an Arcane spell. It is included here for ease of use.
2 – Raise Dead has an additional cost of 4 TU’s of service if class 2 and 8 TU’s of service if class 3. Also note any PC’s bringing the
body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town)
3 – Resurrection has an additional cost of 8 TU’s of service if class 2 and is not available to class 3. Also note any PC’s bringing the
body to the priest for raising must spend 1 TU to represent their travel time in Veluna (unless already in the proper town)
All Time Unit costs are waived if the PC’s use influence to pay for the spell.
____________________________________________________________________________________________________________
Veluna Meta-Campaign Sourcebook
Page 35 of 36
Character Death
As much as most characters try to avoid it, death is something that happens in the Living Greyhawk campaign. Below are
rules on how to handle this situation in Veluna as a judge and a player. The only people who have the power to change any of these
rules are the Veluna Triad. If you believe you have been wronged in some fashion involving a character death or anything else see the
Process for Appeals section on how to file a complaint through the proper channels.
Judges:
Remember, losing a character is tough for some players so be respectful when it happens. The following guidelines will help
you out in the situation.
•
There are no ‘Character Wills’. When a PC dies unless he is raised all his certs are destroyed. He may not give them to other
players nor may the other players loot them from his body.
•
All certs say ‘Property of Wizards of the Coast’ on the bottom of them. PC’s must hand them over to you when requested. If
they refuse, let the Convention Coordinator or Triad member (if there) know right away.
•
For the current time if a PC dies and is not raised at the table or immediately after he has two choices.
1
If she does not want to be raised at a future time then the judge collects her certs and voids them all. He then marks her
log sheet that she has died permanently on the tops of all of them in large black ink.
2
If she wants to be raised in the future then the judge needs to collect her log sheets and certs and put them all in a large
envelope and turn them over to the Veluna Triad. The PC then will contact us at a later date.
•
The rules for this will most likely be changing as of the first of the new year. So if you have died you will want to make sure
you take care of bringing your character back before the end of the year just in case something changes to no longer make it
possible.
Players:
Do not take out dying on your judge. If you have a problem with how it happened or a judgment call you think was incorrect
then you need to follow the procedure in Process for Appeals to file a complaint.
•
The DM has a right to void your certs if your character had died and is not coming back. If you feel uncomfortable giving
him your certs you can ask to turn them over to the convention coordinator instead. Please do not do this often as they have a
lot to do already.
•
Hiding certs from a judge to prevent them from being destroyed is illegal. If you are found out those certs will be destroyed
and you will be reprimanded. If reprimanded, you could be barred from meta-game activities or playing in the Living
Greyhawk campaign entirely. You have been warned!
____________________________________________________________________________________________________________
Veluna Meta-Campaign Sourcebook
Page 36 of 36
Process of Appeals in the Living Greyhawk Campaign
In a game where a judge must make interpretations or decisions not covered by the rules, not everyone is going to agree on
every decision. We have developed a format for handling and processing disagreements. This document describes the process and
appeals hierarchy for handling disagreements in the campaign.
At the Game Table
A small debate between player and judge or between two players can take place at the table but shouldn't take up too much time. This
is disruptive to the other players at the table. As a player, if you feel than an unjust decision is made at the table, a process of appeals
has been set up to ensure a fair course of action. Please remember, everything must be submitted in writing from both sides of the
dispute. Also please remember that the appeal process will take some time. Not everyone involved is on site at the game day or
convention, and the final decision, if taken beyond the judge level, will not take place on site.
Appeal to the Triad
The first appeal step is to the Triad for the region in which the dispute occurred. You must contact the Point of Contact (POC) for that
region and provide the written documentation, judge's name, event name, game-day/convention name, date, time, and slot number,
along with a written explanation of the dispute. If the dispute occurs at a large convention not covered by a Triad, such as Gen Con,
Winter Fantasy, or Origins, the appeal should be sent directly to the Circle of Six for either review or reassignment to a Triad for
judgment. Contact information for the POC for each region is identified on the RPGA web site at http://www.rpga.com. In addition,
you may obtain the POC's name and e-mail address from your Regional Director. The POC will communicate the Triad's decision to
all parties about a week after all documentation is turned in.
Veluna Triad POC Contact Information: David Christ – [email protected]
Appeal to the Living Greyhawk Circle of Six
If you have appealed to the Triad and you are still dissatisfied with their judgment, you can take the appeal to the next level by
contacting the Living Greyhawk Circle of Six. Please send the same documentation described above to the Communications Director,
Cheryl Llewellyn. Cheryl will forward the information to the Circle and to the Regional Director and a judgment will be issued during
the next regular Circle meeting. Cheryl will communicate the circle decision to you after the meeting. This may take as much as one
month.
Circle of Six Contact Information: Cheryl Llewellyn – [email protected]
Final Appeal to RPGA HQ
The last and final appeal must be made to RPGA HQ. All material should be sent to HQ and they will render their decision in a timely
manner to all involved parties and the Co6. All judgments issued by RPGA HQ are final.
Convention Staff in the Appeal Process
Convention and Role-playing coordinators have no official capacity in the appeal process. Their job is to ensure that there is safe play
environment, and thus have no authority to over-rule the RPGA judge in the campaign.
Contact Information
All people listed above can be contacted via e-mail. If you do not have access to e-mail, please contact RPGA HQ for further contact
information for the parties listed above.
Wizards of the Coast, Inc.
1801 Lind Ave.
Renton, WA 98055
Attn: RPGA/Robert Wiese.
| textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Veluna/VEL1-00b Meta-Campaign Sourcebook - Living Greyhawk RPGA.pdf |
Of Wizards and Wizardry
Magic flows stubbornly in Tarth. It is much
easier, if one is pure of heart, to gain arcane
power through the Church of Solace. That said,
some individuals have mastered the eldritch
arts, and their powers are quite phenomenal.
Those who develop power on their own typically
live in isolation and are called “hedge wizards.”
Formal schooling is available for those who
seem to have a penchant for the arcane. In
Valusia, training is offered at Mizridoor, an
academy of secretive wizards on the cliffs at the
northern end of town. All characters who have
the Wizard Professional Edge graduated from
Mizridoor, or its sister school “Kos Arcanum” in
far-off Kos (no such academies exist in the
White Towns or the Dragon Isles). These
Wizards have received their Staff and Ring, the
official symbols of an academy-trained Wizard,
and are more or less generally accepted
throughout the lands, even if they are viewed
with some fear and superstition.
Some Wizards have not been formally trained.
They simply learned their powers on their own,
without the help of a formal academy. These
“hedge wizards” do not carry the Staff and Ring,
and do not share in the same respect as trained
Wizards. Some are even branded as witches or
warlocks – or worse.
Note: Apart from the benefits of the Wizard
Professional Edge and the contacts gained by
attending the academy, there are no other game
mechanic differences between trained Wizards
and Hedge Wizards.
Wizards and Society
Wizards are well known in Tarth, although not
common. Despite being well known, Wizards are
respected only due to the efforts of Tyvek and
other famous sorcerers. Common folk are
somewhat afraid of these characters. It’s
believed by simpler minds that these talented
spellcasters should have given their service to
Solace instead. In fact, the reality is that most of
the people of Tarth will go their whole lives and
never see a Wizard, much less see a Wizard
wield magic. Sun Priests are a more common
sight to the common folk, and their magic is
more understandable and acceptable.
This doesn’t mean that common folk are
overtly rude or threatening to Wizards, at least,
not usually. Most common folk are terrified of the
unknown and vast power that Wizards wield,
and act accordingly. So, while they won’t harm a
Wizard, they certainly won’t go out of their way
to help one, either.
Using Magic
Wizards use the standard rules for Using
Powers; however, there are a few additional
rules that apply to Wizards. These act like
Edges, but are available to any Wizard who
meets the prerequisites.
Anchoring Spells
Requirements: Smarts d8+, Knowledge
(Arcana) d8+, Spellcasting d8+
Typically, spells are cast, and then maintained
by the caster as desired. However, this causes a
cumulative penalty to Spellcasting rolls while
they are maintained, and they can be disrupted.
A Wizard can also choose to “Anchor” spells, by
paying the full cost for the desired duration up
front.
When a Wizard Anchors a spell, he decides
how long he wants the spell to last – before the
Spellcasting roll – and then spends all of the
Power Points immediately for that desired
duration. If the spell fails, the caster loses the
Power Points as per normal.
Anchored spells last until their prescribed
duration is over, and don’t require any
concentration for the caster to maintain
throughout that duration. This means that the
caster doesn’t suffer any penalties for the
ongoing effect, and the effect cannot be
disrupted. It is possible, and even occasionally
practical, to Anchor a spell without an extended
duration (since the spell cannot be disrupted).
Anchoring a spell increases the cost of a spell
by 1 Power Point / 5 Power Points of spell being
anchored (before any Wizard raise reductions).
So, a 4 Power Point spell would cost 5 Power
Points to Anchor, while an 8 Power Point spell
would cost 10 Power Points to Anchor.
Soul Drain
Requirements: Spirit d8+, Knowledge (Arcana)
d8+, Spellcasting d8+
Usually, when a caster gets to 0 Power
Points, they can’t cast any more spells until they
have recovered more Power Points. In
desperate situations, a Wizard in dire need of
Power Points may drain energy from their own
souls.
To use this dangerous ability, the Wizard
character first decides how many Power Points
he wants to draw from himself. Then he makes a
Spirit roll minus the number of points he’s trying
to drain (this is a free action). On a Spirit total of
1 or less, the character suffers a wound and falls
unconscious for 1d6 hours. On a failure, the
character suffers a wound. On a success or
better, the character gets the points he needed
and may attempt to cast a spell with them
immediately (they may not be saved).
Regardless of the result, Soul Drain always
causes the character to become Fatigued (first
level of Fatigue only). If the character was
already fatigued, it doesn’t cause addition levels.
Wounds caused by Soul Drain can only be
healed by natural means, or by the Greater
Healing Spell – but not by the Healing skill or
Healing spell.
Edges
The following edges are associated with
Wizards.
Arcane Background (Magic)
Arcane Skill: Spellcasting (Smarts)
Starting Power Points: 10
Starting Powers: 3 + Light
Magicians range from powerful wizards to vile
cultists. They draw on raw supernatural energy
to fuel their eldritch fires. This energy often
infuses the worlds in which they live, and is
drawn forth with elaborate rituals, words of
power, runes, or perhaps even dark sacrifices.
Wizards are often quite weak early in their
careers, but are forces to be reckoned with as
they become powerful sorcerers.
Backlash: When a wizard rolls a 1 on his
Spellcasting die (regardless of his Wild Die), he
is automatically Shaken.
New Power
Requirements: Novice, Arcane Background
An arcane character may learn a new power
by choosing this Edge. He may choose from any
powers normally available to his particular
Arcane Background.
Power Points
Requirements: Novice, Arcane Background
Wizards, weird scientists, and other arcane
types always want more power. This Edge
grants them an additional 5 Power Points.
Power Points may be selected more than
once, but only once per Rank.
Rapid Recharge
Requirements: Seasoned, Spirit d6+, Arcane
Background
This Edge allows an arcane character to
regain 1 Power Point every 30 minutes.
Improved Rapid Recharge
Requirements: Veteran, Rapid Recharge
The character regains 1 Power Point every 15
minutes.
Wizard
Requirements: Novice, Arcane Background
(Magic), Smarts d8+, Knowledge (arcana)
d8+, Spellcasting d6+
Wizards range from young apprentices to
frighteningly powerful supreme sorcerers. They
are often physically weak, however, and do not
have the divine powers or healing abilities of
priestly spellcasters. What they lack in spiritual
favor, however, they more than make up for in
utility and eldritch might. Wizards can cast the
widest variety of spells, and if advanced wisely,
have a wide variety of Power Edges to further
increase their awesome abilities.
Wizards learn their craft in formalized
institutions or under the tutelage of experienced
masters. Each raise a wizard gets on his
Spellcasting roll reduces the cost of the spell by
1 Power Point. The wizard must have the points
available to cast the spell in the first place before
rolling.
Note: Characters with the Wizard
Professional Edge also start with a bonus spell,
Pawn of Mizridoor.
Magic Spells
The following spells/powers are available to
Wizard characters.
ARCANE Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Mystical glow
The caster can invoke magical energies to
protect someone from other eldritch or spiritual
forces. The caster can temporarily grant the
Edge Arcane Resistance to a chosen target
(including their own person, of course). For a
raise, the target is protected by Improved
Arcane Resistance.
Armor
Rank: Novice
Power Points: 2
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Mystical glow or hardened skin
Armor creates a field of magical protection
around a character, or an actual shell of some
sort, effectively giving the target Armor. Success
grants the recipient 2 points of Armor. A raise
grants 4 points of Armor.
Backlash
Rank: Seasoned
Power Points: 3
Range: Smarts x 2
Duration: Instant
Trappings: Both hands on head
This dangerous and highly specialized power
allows a caster to follow a mystic link back to its
source. If an ally is Puppeted by an enemy
adept, for example, a friendly caster could use
this power to send a surge of power back along
the link to attack the enemy. To use this power,
the caster nominates a character within range
currently affected by another character’s actively
maintained power. The attacking caster and the
original caster then make opposed Arcane Skill
rolls. The mage casting Backlash adds +2 to
their roll. The loser suffers 3d10 instant damage
that ignores normal armor (magical armor still
counts).
Barrier
Rank: Seasoned
Power Points: 1/section
Range: Smarts
Duration: 30 minutes (1 per section, per 10 min)
Trappings: Wall of fire, ice or barely-visible
force
Barrier creates a solid, immobile wall to
protect the user against attack or to entrap an
opponent. Regardless of what the barrier is
made of (ice, thorns, stone, energy, etc.), it has
a Toughness of 10. Every Power Point spent
creates a 1” wide section of wall. The barrier
ranges in width from a few “real world” inches
thick for stone or other hard materials up to a
foot for things like bones or ice. (If you’re using a
gridded mat to play, draw the barrier between
the squares directly along the grid-lines.) The
caster defines the exact placement of each
section, but each section must be connected to
at least one other section after the first.
When the spell expires or a section is broken,
it crumbles to dust or otherwise dissipates (the
trappings are never left behind).
Each section of the barrier may be destroyed
by an attack that exceeds its Toughness of 10.
Hitting the wall is automatic with a Fighting
attack (ranged attacks must roll to hit as usual),
but raises on the attack roll do not grant bonus
damage.
Opponents may climb the barrier at -2 to their
Climb roll if it is made of something solid. Fiery
versions of the barrier cause 2d4 damage to
anyone who wishes to leap through instead.
Beast Friend
Rank: Novice
Power Points: Special
Range: Smarts x 100 yards
Duration: 30 minutes
Trappings: The mage concentrates
This spell allows mages to speak with and
guide the actions of nature’s beasts. It works
only on creatures with animal intelligence, not
humanoids. Nor does it work on conjured,
magical, or otherwise “unnatural” animals.
The target must be within the sorcerer’s
range—it is not conjured.
The cost to control a creature depends on its
Size. The base cost is 3, plus twice its Size for
creatures with a Size greater than 0. A great
white shark (Size +4) costs 3 plus (2x4=) 8 or 11
points. A roc (Size +8) costs 19 Power Points to
control. Swarms may also be controlled. Small
swarms cost 3, Mediums 5, and Large 8. Thus a
single rat costs 3 to control, as does a small
swarm of the creatures.
Blast
Rank: Seasoned
Power Points: 2-6
Range: 24/48/96
Duration: Instant
Trappings: Ball of fire or shards of ice
Blast is an area effect power that can put
down many opponents at once. The character
first picks where he wants to center the blast,
then makes the appropriate skill roll. Normal
ranged attack modifiers apply.
The area of effect is a Medium Burst
Template found in the back of this book. If the
roll is failed, the blast deviates as a launched
projectile (see page 62, Core Rulebook).
Targets within the blast suffer 2d6 damage.
Unlike other attacks, raises on the attack roll do
not add to damage to area effect attacks.
Additional Effects: For double the Power
Points, the blast does 3d6 damage or the size is
increased to a Large Burst Template. For triple
the points, it does both.
Bolt
Rank: Novice
Power Points: 1-6
Range: 12/24/48
Duration: Instant
Trappings: Bolt of fire or ice
Bolt is a standard attack power of wizards,
and can also be used for ray guns, bursts of
energy, streaks of holy light, and other ranged
attacks. The damage of the bolt is 2d6.
Additional Bolts: The character may cast up
to 3 bolts by spending a like amount of Power
Points. This must be decided before the power
is cast. The bolts may be spread among targets
as the character chooses. Firing the additional
bolts does not incur any attack penalties.
Additional Damage: The character may also
increase the damage to 3d6 by doubling the
Power Point cost per bolt. This may be
combined with the additional bolts, so firing 3
bolts of 3d6 damage costs 6 Power Points.
Boost/Lower Trait
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: Glowing aura
This power allows a character to increase any
of a target’s Traits by one die type for a standard
success, and two with a raise. The affected Trait
can exceed d12. Each step over d12 adds +1 to
his Trait total. For example, a raise on someone
who already has a d12 in the affected Trait
grants him d12+2 for the duration of the power.
The power can also be used to lower an
opponent’s Trait. This is an opposed roll against
the victim’s Spirit. Success lowers any Trait of
the caster’s choice one step, a raise lowers it
two steps. A Trait cannot be lowered below a d4.
Multiple castings stack, though the caster must
keep track of when each casting expires as
usual.
Burrow
Rank: Novice
Power Points: 3
Range: Smarts x 2
Duration: 30 minutes (2/10 minutes)
Trappings: Caster dissolves into the earth and
reappears elsewhere
Burrow allows a mage standing on raw earth
to meld into it. He can remain underground if he
wants in a sort of “limbo” or burrow to anywhere
within his range. A mage with a Smarts of d8
could therefore move up to 16” (32 yards) on the
first round, maintain the spell and stay
submerged for the second and “move” another
16”.
A burrowing earth mage can attempt to
surprise a foe (even one who saw him burrow)
by making an opposed Stealth versus Notice
roll. If the mage wins, he gains +2 to attack and
damage that round, or +4 with a raise. Targets
on Hold may attempt to interrupt the attack as
usual.
Burst
Rank: Novice
Power Points: 2
Range: Flame Template
Duration: Instant
Trappings: A shower of flames or burst of ice
shards
Burst produces a large fan of energy that
bathes its targets in red-hot fire or other
damaging energy. When cast, place the thin end
of the Cone Template at the character’s front.
Targets within the template may make Agility
rolls versus the caster’s arcane skill roll to avoid
the blaze. Those who fail suffer 2d10 damage.
This counts as a Heavy Weapon.
With a fire trapping, victims have a 1 in 6
chance of catching fire as well (see the Fire
rules in Chapter five).
Deflection
Rank: Novice
Power Points: 2
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Mystical, glowing shield
Deflection powers work in a variety of ways.
Some actually deflect incoming attacks, others
blur the target’s form or produce other illusionary
effects. The end result is always the same
however—to misdirect incoming melee and
missile attacks from the user.
With a standard success, attackers must
subtract 2 from any Fighting, Shooting, or other
attack rolls directed at the user. A raise
increases the penalty to -4. This also acts as
Armor against area effect weapons.
Detect/Conceal Arcana
Rank: Novice
Power Points: 2
Range: Sight
Duration (Detect): 30 minutes (1/10 minutes)
Duration (Conceal): 3 hours (1/hour)
Trappings: Waving hands, whispered words.
Detect/conceal arcana allows a character to
sense supernatural persons, objects, or effects
within sight. This includes invisible foes,
enchantments on people or items, mad science
devices, and so on.
The power can also be reversed to conceal a
single supernatural item, being, or effect. This
has the same cost, but the duration is much
longer—1 hour with a maintenance cost of 1 per
hour. When used in this way, those who wish to
see through the ruse with detect arcana use
their arcane skill roll as an opposed roll against
the concealer’s skill (rolled anew each time
detect arcana is cast). The detecting character
may only attempt to see through concealed
powers once per fresh casting.
Dispel
Rank: Seasoned
Power Points: 3
Range: Smarts
Duration: Instant
Trappings: Waving hands, whispered words.
Dispel allows a hero to negate enemy spells,
miracles, mad science, or super powers. It has
no effect on innate powers, such as a dragon’s
breath or a banshee’s scream. Neither does
dispel work on magic items or permanent
enchantments unless the specific item or
enchantment says otherwise.
Dispel can be used on a power already in
effect, and can also be used to counter an
enemy power as it’s being used. The latter
requires the countering mage to be on Hold and
interrupt his foe’s action as usual.
In either case, dispelling the opponent’s
power is an opposed roll of arcane skills. The
dispelling character suffers a -2 modifier if the
target power is of another type (magic vs.
miracles, superpowers vs. mad science, etc.)
Elemental Manipulation (Lesser)
Rank: Novice
Power Points: 1
Range: Smarts x 2
Duration: Instant
Trappings: A few simple gestures
A character who chooses this power must
select one particular element to control (though
he may choose other elements as a new power).
This allows him to perform basic “tricks” within
his chosen element.
The specific tasks that may be attempted are
listed below.
Air: The caster can create lesser air currents
to blow out a candle, fan a flame, lift a skirt, or
cool his body in oppressive heat (+1 to a single
Fatigue roll caused by heat).
Earth: A wave of the hand can open a one-
foot square hole in soft earth (or half that in
stone), or cause a spray of sand that might blind
an opponent (+1 to a Trick roll).
Fire: The caster can snap his fingers to create
a small flame (about the size of a hot match).
With existing fire, he can urge it to spread (+1 to
see if a fire spreads), cause it to flare (perhaps
as part of a Trick maneuver), or slowly light an
object over the course of a few rounds (as if
holding a match to it).
Water: The caster can conjure up to a pint of
water somewhere within his sight (not “inside”
objects or people. A wave of his hand also
purifies one gallon of water, whether it be
poisoned or simply salt-water. Those who have
been poisoned within the last minute also get a
second chance to resist any remaining effects.
Entangle
Rank: Novice
Power Points: 2-4
Range: Smarts
Duration: Special
Trappings: Air swirls around target or ground
entangles target
This power allows the character to restrain a
target with snaking vines, lengths of hair, spider
webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s
Agility. Success indicates partial restraint so that
the target suffers a –2 penalty to Pace and skills
linked to Agility and Strength. A raise restrains
the target fully. He cannot move or use any skills
linked to Agility or Strength.
Each following round, an entangled target
may make a Strength or Agility roll to break free.
Other characters may also attempt to free the
ensnared person by making a Strength roll at -2.
For 2 Power Points entangle targets a single
opponent. For 4 points it affects everyone in
Medium Burst Template.
Environmental Protection
(Lesser)
Rank: Novice
Power Points: 2
Range: Touch
Duration: 1 hour (1/Hour)
Trappings: Slight glowing aura
Many Savage Settings allow parties of
adventurous heroes to travel beneath the
waves, in space, or other hazardous
environments.
This power allows the target to breathe,
speak, and move at his normal Pace while
underwater, in zero-G, a vacuum, in the lava of
a volcano or the heat of the sun, the arctic
wastes, and so on. Pressure, atmosphere, air,
etc, are all provided for the character.
Complete protection is offered only for
background hazards. A fire attack still causes
normal damage even with environmental
protection, for example.
A success is needed to accomplish the power.
With a raise, maintaining the power becomes 1
Power Point per 2 hours (for that particular
target).
Fear
Rank: Novice
Power Points: 2
Range: Smarts x 2
Duration: Instant
Trappings: Burst of eldritch energy
This power causes the target overwhelming
dread and horror. The area of effect is the Large
Burst Template. Every creature beneath the
template must make a Guts check, apply -2 to
the Guts roll if the caster got a raise.
Wild Cards who fail roll on the Fear Table
(page 91). Extras are Panicked instead.
Fly
Rank: Veteran
Power Points: 3/6
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Target glows
Fly allows a character to fly at his basic Pace
with a Climb rate of half that number. He may
double his Pace by spending twice the number
of Power Points.
Foretell Weather
Rank: Novice
Power Points: 1-4
Range: Area around caster
Duration: Instant
Trappings: Gestures, whispered words
Foretell Weather allows a character to feel the
upcoming changes in the weather. The farther
into the future the character looks, the less
specific the foretelling is, and the more Power
Points it costs to cast the power.
Cost
How Far Into the Future
1
1 Day
2
1 Week
3
1 Month
4
1 Season
Illusion
Rank: Novice
Power Points: 3
Range: Spirit
Duration: 30 minutes (1/10 minutes)
Trappings: Gestures, whispered words
Illusion makes the target see something that
isn’t there, or else see things differently than
they actually are. The caster’s Spellcasting Skill
is opposed by the target’s Spirit; a success
means the target perceives the illusion as real
with one of their five senses. Once they examine
the illusion with any of their others senses, the
illusion is broken. A raise indicates that the
target perceives the illusion as real with all of
their other senses.
Illusory attacks can never actually Wound a
target, though they can cause a target to
become Shaken. Passive illusions, like a wall,
take little effort to maintain. The Power Point
cost must be met, but only normal maintenance
penalties apply. Active illusions, such as a black
cat or phantom enemies, require constant
concentration to maintain. The caster may move
their normal Pace, but may take no other actions
while maintaining such an illusion.
This Power only works on sentient, living
beings. It is useless against animals, spirits, or
the undead.
Invisibility
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 30 minutes (1/10 minutes)
Trappings: None
Being invisible is a powerful aid in combat,
and useful for spying on maidens’ changing
rooms as well. Even inventors and supervillains
in pulp genres enjoy the “invisible man” routine.
With a success, the character is transparent,
but a vague outline is visible. A character may
detect the invisible presence if he has a reason
to look and makes a Notice roll at -4. Once
detected, he may attack the foe at -4 as well.
With a raise, the character is completely
invisible. The penalty to Notice or hit him is -6.
In either case, the power affects the character
and his personal items. Anything picked up after
the power is cast remains visible.
Light
Rank: Novice
Power Points: 1
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Floating globe (usually on staff)
The ability to create light is a pretty simple
one as magical spells and powers go, but a
party trapped in the dark with loathsome undead
is happy to have an ally with this ability. Light
must be cast on an inanimate object, such as a
coin, a sword, a shield, or even someone’s
clothing. Clever casters often cast light on a
foe’s clothes or weapon to make him easier to
see—ignore any penalties for illumination when
attacking such an affected target.
The light is as bright as a torch, and provides
clear illumination in an area equal to a Large
Burst Template.
Obscure
Rank: Novice
Power Points: 2-3
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: Dome-shaped cloud of fog
This power does exactly what its name
implies— creates a dome-shaped area of
obscurement equal to a Large Burst Template.
Attacks into or out of the area of effect suffer the
standard penalty for pitch darkness of -6.
For an extra Power Point, the caster can “fill-
in” the dome, creating an area of total darkness.
Any attacks into, out of or within the area suffer
the standard penalty of -6.
Pawn of Mizridoor
Rank: Novice
Power Points: 3
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: A chess pawn
Some students who graduate from the
wizard’s academy at Mizridoor are given a final
gift—a powerful spell called the Pawn of
Mizridoor. The spell requires a pawn from
Mizridoor’s chess set. If the pawn is lost, the
spell cannot be cast. (Grand wizards of
Mizridoor, it is rumored, can create guardians of
the other pieces of the set.)
To cast the spell, the wizard merely pulls the
pawn from his pocket and speaks the magical
words “From Mizridoor, I summon thee!” When
the piece hits the ground, it transforms into a
sturdy soldier who is completely under the
wizard’s control.
When a pawn suffers a wound, it crumbles to
dust. Somewhere in the dust is an intact pawn,
magically restored and ready to be summoned
again.
When the owner of a pawn perishes, his pawn
crumbles to dust as well. It is said that the
original pieces of the set, which reside in
Mizridoor itself, are tangible artifacts, and do not
crumble when their owner perishes.
Puppet
Rank: Veteran
Power Points: 3
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: Reddish eyes, blank stare
Sometimes it pays to persuade others to do
your fighting for you. Some do this by blatant
mind control, others do it by manufacturing
visual and auditory illusions.
Puppet is an opposed roll of the character’s
arcane skill versus the target’s Spirit. The user
must score a success and beat the target’s roll
to gain complete control. The victim will attack
friends and even commit suicide, though such
acts allow the victim another opposed Spirit roll
to break the spell.
Villainous types may have other versions of
puppet that allow them to control subjects for
much longer periods of time—perhaps even
permanently. Such versions usually require a
personal belonging.
Compulsion is considered an evil act by most,
and is usually only taken by villainous types.
Quickness
Rank: Seasoned
Power Points: 4
Range: Touch
Duration: 30 minutes (2/10 minutes)
Trappings: Slight glow, blurred motion
Super-speedster heroes and the warrior-
friends of battle mages are the most frequent
recipients of this power. With success, the target
has two actions per round instead of the usual
one (at no multi-action penalty). With a raise, the
recipient gains the benefits above, and can also
discard and redraw any initiative cards lower
than 8 each round.
Shape Change
Rank: Special
Power Points: Special
Range: Self
Duration: 30 minutes (1/10 minutes)
Trappings: Shape “morphing”
Many cultures have legends of shamans or
wizards who can take on the shape of animals.
This power does just that. This version of the
power only allows a user to transform into
mundane animals, but more bizarre
transmutations may be found.
A character may learn this spell while of
Novice rank, but cannot transform into the more
powerful creatures until he attains the
appropriate rank. The cost in Power Points
depends on the type of creature the character
wishes to change into. Use the Shape Change
Table as a guideline for unlisted creatures.
Weapons and other personal effects are
assumed into the animal’s form and reappear
when the power ends, but other objects are
dropped.
While transformed, the character retains his
own Smarts, Spirit, and linked skills (though he
may not be able to use them since he cannot
speak). He gains the animal’s Agility and
Strength and linked skills, and cannot use most
devices. He has no capacity for speech and
cannot use powers, though he may continue to
maintain powers previously activated.
The GM has final say on what an animal can
and cannot do. A shaman in dog-form might be
able to pull the trigger on a shotgun, for
instance, but would use a default skill roll of d4-2
as the animal has no Shooting score of its own.
The shaman’s Persuasion functions normally,
but without speech, might suffer a -4 or worse
penalty depending on what he tries to
accomplish.
Cost
Rank
Animal Types
3
Novice
Hawk, cat, snake
4
Seasoned
Dog, wolf, deer
5
Veteran
Lion, tiger
6
Heroic
Bear, shark
7
Legendary
Great white shark
Silence
Rank: Novice
Power Points: 2+
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: A shimmering dome
Like Obscure, the caster creates a dome-
shaped area over a Large Burst area, through
which no sound can pass in or out of, although
sounds created inside the dome can be heard
inside the dome.
For an extra Power Point, the caster can “fill-
in” the dome, and create a dome-shaped area of
total silence. No sound can be created or pass
into, out of or within the area of effect.
Smite
Rank: Novice
Power Points: 2
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Weapon sheathed in flame or ice
This power is cast on a weapon of some sort.
If it’s a ranged weapon, it affects one entire
magazine, 20 bolts, shells, or arrows, or one full
“load” of ammunition (the GM may have to
determine the exact quantity for unusual
weapons). While the spell is in effect, the
weapon’s damage is increased by +2, or +4 with
a raise.
Example: A crocodile shaman blesses a
warrior’s arrows with smite. The warrior has
20arrows in a quiver, so 20 arrows now do +2
damage (or +4 if the shaman gets a raise on his
Faith roll).
Speed
Rank: Novice
Power Points: 1
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Slight glow, blurred motion
Warriors who need to close with their foes
quickly often use this power, as do those who
sometimes need to outrun things Man Was Not
Meant to Know.
Speed allows the target of the power to move
faster than usual. With a success, the recipient’s
basic Pace is doubled. With a raise, running
becomes a free action, so he may ignore the
usual -2 running penalty as well.
Stun
Rank: Novice
Power Points: 2+
Range: 12/24/48
Duration: Special
Trappings: Burst of light and sonic boom
Sometimes foes must be taken alive, or a
character might not want to kill unnecessarily.
Stun shocks those within a Medium Burst
Template with concussive force, sound, light,
magical energy, or the like.
If the arcane character scores a success,
targets within the area of effect must make Vigor
rolls or be Shaken. With a raise, victims must
make Vigor rolls at -2.
Increased Size: At Seasoned Rank, the
caster can increase the Stun area to a Large
Burst Template for an extra 2 Power Points.
Telekinesis
Rank: Seasoned
Power Points: 5
Range: Smarts
Duration: 30 minutes (1/10 minutes)
Trappings: A wave of the hand
Telekinesis is the ability to move a single
object or creature (including one’s self) with
arcane will. The weight a caster can lift is equal
to 10 lbs times his Spirit die type, or 50 lbs times
his Spirit with a raise on the casting roll.
Lifting Creatures: If the target of the power is
a living creature, it may try to resist the power
with an opposed Spirit roll. If the Spirit roll is
greater than the caster’s skill total, the creature
is unaffected. If the creature loses, however, it is
lifted as usual and does not get another attempt
to break free.
Occasionally a victim might manage to grab
onto something solid to prevent itself from being
lifted. When this happens, the victim may make
an opposed Strength roll versus the caster’s
arcane skill. If the victim is successful, he
manages to grab onto whatever was available
and is not moved, bashed, or otherwise affected
that round.
Telekinetic Weapons: A caster can use
telekinesis to wield a weapon. When this occurs,
the weapon’s Fighting is equal to his arcane
skill, and its damage is based on the caster’s
Spirit instead of his Strength. A sword that does
Strength+2 damage, for example, does Spirit+2
when wielded by telekinesis. The weapon
otherwise functions normally, including granting
bonus damage when it strikes with a raise.
Dropping Things: Particularly ruthless
characters often use telekinesis to drop their
foes or bash them into walls and the like. A
creature affected by this power can be moved
up to the caster’s Smarts in inches per turn in
any direction. Dropped creatures suffer falling
damage as usual.
Victims who are bashed into walls or other
solid objects suffer the caster’s Spirit+2 as
damage. If a caster with a d12 Spirit smashes
an orc into a wall, for example, the orc suffers
d12+2 damage. If this is a Wild Card, the player
may roll his Wild Die with this damage as well.
Teleport
Rank: Seasoned
Power Points: 3+
Range: Special
Duration: Instant
Trappings: Puff of smoke
Teleport allows a character to disappear and
instantly reappear up to 10" distant for each 3
Power Points spent, or 15” with a raise. This
counts as his movement for the round. Adjacent
opponents do not get a free attack against the
teleporting character. If the hero wishes to
teleport somewhere he can’t see, he must make
a Smarts roll at -2. If it is an unknown area he
has never seen the roll is at a -4 penalty.
Failure of either roll means the teleporter has
hit an object of some sort. He returns to where
he came from and is Shaken. A roll of 1 on the
casting die (regardless of the Wild Die) indicates
a more serious disaster—in addition to being
Shaken he also suffers 2d6 damage.
The teleporter can never enter a solid space
even if he tries. The power instantly returns him
to his starting location as above.
Carrying Others: The hero can carry other
beings with him, but this automatically causes
one level of Fatigue per additional “rider.” (More
than two may be carried at once, but causes
instant Incapacitation.) One Fatigue can be
regained for each full hour of rest.
Ward
Rank: Novice
Power Points: 2+
Range: Around caster
Duration: 30 minutes (1/10 minutes)
Trappings: A faintly shimmering dome around
warded area
Ward creates an area that is considered
protected, and alerts the caster whenever
someone or something crosses into that area.
The basic spell creates a dome-shaped area
equal to a Large Burst Template (or any similar
area, such as a room). Anyone that is inside the
area at the time the spell was cast can enter and
exit the Ward at will. Anything living that crosses
the Ward or any magical effect that enters the
Ward will alert the caster immediately, even
waking the mage if asleep.
Invisible: For 1 extra Power Point, the caster
can make the Ward invisible to sight.
Increased Size: At Seasoned Rank, the
caster can double the radius of the Ward for an
extra 2 Power Points. Instead of the area being
equal to a Large Burst Template (ie, a 3” radius),
the Ward covers a 6” radius.
Triggered Effect: At Veteran Rank, the caster
can add a triggered effect to the Ward for an
additional 2 Power Points. You must cast (and
spend the Power Points) on the triggered effect
at the same time you create the Ward. The
triggered effect must be an Instantaneous effect
(such as Burst or Bolt), and target a single
individual (such as Bolt), or an area of effect
(such as Burst). As with normal Wards, anyone
who was in the area at the time of casting may
enter and exit the Ward without setting off the
triggered effect – but the first person or living
thing that crosses the Ward sets off the triggered
effect. If the triggered effect is an area of affect
spell (such as a Burst), the effect is centered on
the cause of the trigger.
Wall Walker
Rank: Novice
Power Points: 2
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Caster touches feet and hands,
sticky feet/hands
Wall walker allows a wizard to function much
like a human spider. He can stick to any solid
surface, allowing him to climb walls and even
hang from ceilings.
The character can move along such surfaces
at his normal Pace. He may also run as usual
while skittering along such surfaces.
Water Walk
Rank: Novice
Power Points: 1
Range: Touch
Duration: 30 minutes (1/10 minutes)
Trappings: Caster touches feet
The caster can walk upon the very surface of
the water as if it were solid ground. Lakes,
becalmed seas, and other calm waters may be
traversed normally. Rough seas count as
Difficult Ground as the caster must run up and
down waves. While under the effects of the
spell, the caster or target walks as if in a shallow
puddle. They cannot go beneath the surface any
more than he can go beneath that of the earth.
Zombie
Rank: Veteran
Power Points: 3/Corpse
Range: Smarts
Duration: Special
Trappings: Carving symbols on corpses
This power is considered evil in most settings,
and so is typically used only by villainous
nonplayer characters such as necromancers,
evil scientists, dark cultists, and the like.
When cast, zombie raises a number of dead
specified by the character when he spent his
Power Points. The undead are immediately
obedient, though perhaps a bit mischievous and
literal-minded in their duties.
Corpses aren’t summoned by this ability, so
there must actually be a supply of bodies
available for the power to have any effect. The
bodies don’t have to be fresh—zombie can raise
servants that have been waiting patiently for
centuries. Graveyards, morgues, and battlefields
can all serve this purpose.
With a success, the dead remain animated for
1 hour. With a raise, they remain animated for
1d6 hours. With two raises, they remain
animated for an entire day.
Certain powerful necromancers may have
improved versions of this power that are
cheaper to cast and create permanent undead.
| textdata/thevault/Savage Worlds System (SWADE) [multi]/Fantasy/Savage Worlds - Fantasy - Magic Handbook.pdf |
Dead Men Feel No Cold
Waterdeep’s master griffon rider has been murdered and no one knows why. Who would
dare such a crime in a city where even the smallest transgressions face harsh penalties? The
party is brought in to answer this question, which sends them on a trail that will take them
through the most dangerous areas of the City of Splendors. Can they discover the truth
before the villains escape, or will they instead accuse an innocent of the crime?
A Four-Hour Adventure for 5th-10th Level Characters
Fenway Jones
Author
Adventure Code: DDAL-Ziege-03
Optimized For: APL 8
Version: 1.0
Development and Editing: Claire Hoffman, Travis Woodall
Organized Play: Chris Lindsay
D&D Adventurers League Wizards Team: Adam Lee, Chris Lindsay, Mike Mearls, Matt Sernett
D&D Adventurers League Administrators: Robert Adducci, Bill Benham, Travis Woodall, Claire Hoffman, Greg Marks,
Alan Patrick
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2017 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Introduction
Welcome to Dead Men Feel No Cold �� �, a D&D
Adventurers League™ adventure, part of the official
D&D Adventurers League™™ organized play system
and the Dragon Heist ™™ �� �Season 8 .
The players will explore just the tip of the iceberg
when it comes to the City of Splendor’s secrets.
However, they will see a few of the most well known
wards, and even discover the dangers of the sewers.
This adventure is designed for three to seven
5th-10th level characters and is optimized for five
characters with an average party level (APL) of 8.
Characters outside this level range cannot
participate in this adventure.
Adjusting This Adventure
This adventure provides suggestions in making
adjustments for smaller or larger groups, characters
of higher or lower levels, and characters that are
otherwise a bit more powerful than the adventure is
optimized for. You’re not bound to these
adjustments; they’re here for your convenience.
To figure out whether you should consider
adjusting the adventure, add up the total levels of all
the characters and divide the total by the number of
characters (rounding .5 or greater up; .4 or less
down). This is the group’s APL. To approximate the
party strength for the adventure, consult the
following table.
Determining Party Strength
Party Composition Party
Strength
3-4 characters, APL less than
Very weak
3-4 characters, APL equivalent
Weak
3-4 characters, APL greater than
Average
5 characters, APL less than
Weak
5 characters, APL equivalent
Average
5 characters, APL greater than
Strong
6-7 characters, APL less than
Average
6-7 characters, APL equivalent
Strong
6-7 characters, APL greater than
Very strong
Some encounters may include a sidebar that offers
suggestions for certain party strengths. If a
particular recommendation is not offered or
appropriate for your group, you don’t have to make
adjustments.
Before Play at the Table
Before you start play, consider the following:
● Read through the adventure, taking notes of
anything you’d like to highlight or remind yourself
of while running the adventure, such as a way
you’d like to portray an NPC or a tactic you’d like
to use in a combat. Familiarize yourself with the
adventure’s appendices and handouts.
● Gather any resources you’d like to use to aid you
in running this adventure--such as notecards, a
DM screen, miniatures, and battlemaps.
● Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
(such as backgrounds, traits, flaws, etc.)
Playing the Dungeon Master
You have the most important role—facilitating the
enjoyment of the game for the players. You provide
the narrative and bring the words on these pages to
life.
To facilitate this, keep in mind the following:
You’re Empowered. Make decisions about how
the group interacts with the adventure; adjusting or
improvising is encouraged, so long as you maintain
the adventure’s spirit. This doesn’t allow you to
implement house rules or change those of the
Adventurers League, however; they should be
consistent in this regard.
Challenge Your Players. Gauge the experience
level of your players (not the characters), try to feel
out (or ask) what they like in a game, and attempt to
deliver the experience they’re after. Everyone should
have the opportunity to shine.
Keep the Adventure Moving. When the game
starts to get bogged down, feel free to provide hints
and clues to your players so they can attempt to
solve puzzles, engage in combat, and roleplay
interactions without getting too frustrated over a
lack of information. This gives players “little
victories” for figuring out good choices from clues.
Watch for stalling—play loses momentum when this
happens. At the same time, make sure that the
players don’t finish too early; provide them with a
full play experience.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
2
Adventure Primer
“As far as I'm concerned, you can't beat a good
whodunnit: the twists and turns, the clues and the
red herrings and then, finally, the satisfaction of
having everything explained to you in a way that
makes you kick yourself because you hadn't seen it
from the start.”
― Anthony Horowitz
Adventure Background
Deep in the abyss of Faerun’s oceans dwells the
Kraken, undisputed master of the seas. Accustomed
to being in control, it becomes agitated if it doesn’t
get its way. Occasionally, the Kraken will strike a
bargain with unfortunate sea goers, trading their
lives in exchange for servitude. Those who accept its
offer often find themselves transformed into deep
scions - emotionless creatures enthralled to the will
of the Kraken.
Otihand Droverson, captain of Waterdeep’s
vaunted griffon riders, once made a deal with the
Kraken, avoiding transformation into a deep scion
by promising to to protect sailors under the Kraken’s
protection. When Otihand failed to keep up his end
of the bargain, the Kraken had him killed, sending
two deep scion agents in Waterdeep - Krisga and
Urador Hawklight - to deal with the matter.
When Otihand turns up dead, suspicion falls on
those who may have cause to kill him. The
adventurer Lily Nailo, whose griffon Otihand has
recently impounded, as well as his
second-in-command Oswald. The dead man’s own
hand also implicates Krisga when he leaves a note
with her name.
Location and NPC Summary
The following NPCs and locations feature prominently in this
adventure. Each NPC and location should have an entry with
a phonetic pronunciation and one-three sentences describing
them.
Lilly Naïlo (LIL-ly NAI-lo). A bright- eyed gnome with
platinum blond hair. Suspicion falls on Lilly because of her
past as an adventurer and her well-known dislike of Otihand.
Oswald Nygma (OZ-Wold NY-gma). Otihand’s
second-in-command, Oswald comes under suspicion due to
the access he has to Otihand’s poisons.
Krisga Hawklight ( CHRIS-ga HAWK-light) Otihand’s secret
lover, and the daughter of Urador Hawklight. Krisga is one of
the murderers, and suspicion falls on her when a note with
her name turns up at the scene of the crime.
Nerisys Mistletoe (Ner-E-sis Mistle - toe) Otihands
childhood best friend. She was the one who was called when
the guard found him, and she is the adventurers employer.
Waterdeep Waterdeep, also known as the City of
Splendors or the Crown of the North, is the most
important and influential city in the North and perhaps in
all Faerûn
The City of the Dead The graveyard of Waterdeep. It is
surrounded by a large wall. It is where Otihand’s body was
found.
The Sea Ward The wealthiest of the wards. Many of the
newer nobles and old adventurers who can afford the odd
villa live there. It contains most of the city’s temples. The
Hawklights just recently moved there and now own a house
on the water.
The North ward Tucked in the northeastern portion of
the city, North Ward is the home of the nobility and their
villas. The moneyed classes made their homes here, far
removed from the hustle and bustle of the lower classes
Adventure Overview
The adventure is broken down into three parts:
Part 1. The City of the Dead: The adventurers are
hired by Nerisys Mistletoe to solve the murder of her
best friend. They have the opportunity to investigate
the crime scene and gain information about the
suspects.
Part 2. Investigations: The players have the
ability to talk to all of the suggested NPCs. They may
develop their own ideas and gain evidence towards
the correct (or incorrect) accusation. A few of the
scions’ henchmen attack in between.
Part 3. �� �Accusation: The characters are asked to
accuse who they think or know murdered Otihand
Droverson. The final battle is with the deep scions
and their pets.
Adventure Hooks
Story Hook. �The party looked to be highly
experienced, drawing the attention of Nerisys, who
sends a messenger informing them that their
presence and skills are needed to help ensure the
future of Waterdeep’s griffon riders.
Alternately, the characters are in Waterdeep,
looking for work, when Nerisys’ messenger finds
them, and informs them his mistress needs help. The
messenger then invites them to join Nerisys in the
City of the Dead.
Emerald Enclave (Faction Assignment). �After the
players
obtain
their
mission,
a
faction
representative arrives, asking them to recover
whatever killed Otihand. The weapon killed quickly
and efficiently, and the Enclave doesn’t want it to fall
into the wrong hands again.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
3
Part 1. The City of the Dead
Estimated Duration: 30 minutes
As the adventure begins, the characters are
contacted by a messenger and brought to
Waterdeep’s City of the Dead, where they, are
assured they will be filled in on the night’s events.
General Features
The City of the Dead has the following general features:
Terrain. Muddy, dew covering the ground, surrounded by
graves.
Weather. A light drizzle falls from dour-looking clouds that
hide the sun. The combination creates a dreary atmosphere.
Light. It is early morning, however rain and clouds cast the
city in a dim light.
Smells and Sounds. The smell of water and mud, mixed
with death fills the air. The drizzle drowns out any of the
“usual” morning sounds.
1a. The Body
You have been summoned to the City of the Dead early in the
morning. The smell of rain, mixed with death, hits your
nostrils, taking you aback. The messenger leads you to a
small gnome with an unusual streak of red in her otherwise
pitch black hair. As she turns her eyes to you, you notice
immediately that her eyes are not the same color, one is dark
brown, while the other is a piercing blue. She stands with the
confidence of a battlefield commander, certain that her
commands will be obeyed.
“My name is Nerisys Mistletoe,” the gnome says in a voice
filled with the same assurance as her stance, “and this,” she
motions over a shoulder at a corpse, “is my friend Otihand
Droverson. I have called you to this wretched place so that
you might solve his murder and bring justice to the criminal.”
Roleplaying Nerisys
Nerisys is a proud gnome, possessed of immense
self-assurance. She has a commanding presence, despite her
short stature, somehow always seeming at the center of
every scene. She is unaccustomed to being turned down, and
will not take no for an answer, though she quickly grows
weary of anyone who seems overly eager, given the grisly
nature of the task she presents. Her manners are a bit
sketchy, and she’s quick to talk over others and give her blunt
opinion on anything they bring to her.
Quote: “I don’t much like you adventurers, but I knew
you’d come, and quickly at that. Plus, you’ll likely find the
culprit just a quick, so despite my better judgement, I called.
Now don’t get me wrong, I’m thankful you came.”
Nerysis quickly fills the characters in on Otihand, his
position as captain of Waterdeep’s griffon riders,
and the state in which he was found. She asks the
characters to solve his murder.
Investigating the Scene
The characters are encouraged to complete their
own investigation of the murder scene.
● A cursory examination of the body reveals a
long gash to the neck, but a character who
makes a successful DC 10 Wisdom (Medicine)
check discerns that it wasn’t the wound that
killed Otihand, but rather poison.
● A separate successful DC 17 Intelligence
(Nature) check is required to identify the
poison as purple worm poison.
A search of the corpse also turns up:
●
Clutched in one hand is a feather, half of its
plumes white, the other half silver.
●
Tucked away in a pocket is a letter. If the
characters locate this letter, distribute
Player Handout 1.
If they don’t notice on their own, a successful DC 14
Intelligence (Investigate) check turns up the fact that
Otihand’s money pouch has not been taken, likely
ruling out robbery as a motive.
Info For The Players
●
Otihand was recently elected the head of the
griffon riders. He beat his second in
command, Oswald for it.
●
He was loved by most people, but could
have a temper if he was upset.
●
Single as far as Mistletoe knows
●
The guards of the City of the Dead found his
body
The Note
The letter is written in code. Some letters are
missing, and others are misspelled. The errors spell
the name of one of his killers. It reads:
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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I kneed tr si you, I have mised you. Please meet
me in the City of the Dead at midniht of the
secand day of Mirtul, in three days. I love you
The errors spell the name, “Krisga.”
●
“Need” misspelled with an extra “K”
●
“To” misspelled with an “R”
●
“See” misspelled with an “I”
●
“Missed” misspelled with a missing “S”
●
“Midnight” missing the “G”
●
“Second” misspelled with an “A”
At a glance, it may appear to have been written by
someone with a poor command of the written word,
but a successful DC 15 Intelligence (History) check
suggests that it is instead a code. If the PCs are
stumped by the letter, Nerisys can help decode it.
The Feather
The feather is magical, a scrying device planted at
the scene by Urador and Krisga. If the characters
make a successful DC 20 Intelligence (Investigate)
check, they suspect the feather was planted after the
murder. A successful DC 21 Intelligence (Arcana)
check is necessary to identify it as a scrying focus,
although magic such as detect magic �, reveals its
magical nature.
The Poison
If the characters as Nerisys about the poison, read or
paraphrase:
As you reveal the fact that Otihand was poisoned, a scowl
crosses Nerysis’ face as she growls, “Those uncivilized,
uncultured swine! There are only two people that I can think
of that would have the means and motive to use purple
worm poison to kill him.”
She lifts one finger and says, “Lilly Nailo. A gnome
adventurer who has been pestering Otihand about her
gryffon Moo, impounded by Otihand as Lilly didn’t have her
licence. She might’ve picked up the poison while out doing
some lowly job.” For a moment, she looks off, lost in thought,
and then adds, “She’s oddly attached to that griffon.”
She then holds up her second finger, “Then there’s
Otihand’s econd-in-command Oswald. What second wouldn’t
like a shot at the big seat? And Oswald has access to the
stock of poisons Otihand keeps locked in his office. I don’t
know Oswald well, he’s a quiet man who keeps to himself.”
Assuming the characters have discovered Krisga’s
name hidden in the letter, add:
Nerisys pauses for a moment before lifting a third finger, “It’s
probably best you speak with Krisga Hawklight too. Figure
out what she has to do with all of this?
After they gain this information, Nerisys tells the
characters the likely location of their suspects.
●
Lilly can usually be found at her room in the
Yawning Portal.
●
Oswald is typically at his post in the North
Ward. They must take the sewers to get
there.
●
Krisga will likely be found at her home in
the Sea Ward.
A Final Request
Before they depart, Nerysis asks the characters to
keep the investigation quiet, at least until the killer
is brought to justice. She also provides admonition
that, in Waterdeep, the penalty for killing is to be
killed. She recommends the characters apprehend
their suspect without kill them, or if they choose the
more violent path, don’t get caught.
1b. Attacked!
Nerysis remains at the graveyard, to take care of
Otihand’s body when the characters leave. When
they are just out of the cemetery, they are ambushed
by a pair of kraken priests. One of them has a
suckered tentacle for a tongue and two tentacles
coming out of its jaw, and the other is covered with
eyes and mouths that are constantly dripping with
green ooze.
They find two kraken statues. They don’t, however,
find any evidence as to how the priests knew that
the characters were coming.
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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Part 2. Investigations
Estimated Duration: 120 minutes
The characters can visit the NPCs in any order they
wish, however, they must visit all of them.
General Features
Waterdeep has the following general features:
Terrain. The leftover water from the storm makes small
puddles on the paved roads.
Weather. A light drizzle falls from an overcast sky creating
an all-around dreary atmosphere.
Light. The heavy cloud cover and rain cast a gray pallor
over the city, although this has no mechanical effects.
Smells and Sounds. The smell of rain mixed with fish from
the nearby Sea of Swords fills the air while the shouts of
merchants hawking goods competes with the sounds of
hundreds of people going about their daily tasks .
Urban Dryads
The Elder Dryads refuse to let the land perish beneath stone
and structure. To combat this, these stubborn defenders of
nature have bound fey spirits to weeds of Waterdeep,
creating urban dryads that grow in the cracks between
buildings and cobblestone. The dryads do many things to
protect Waterdeep.
Each dryad has six sproutlings that travel around their
neighborhood, and report to their dryad of events in the city.
One such sproutling was watching the scene of the murder,
and reported all it saw. However, neither the dryads nor their
sproutlings can speak. Instead, they use symbols to
communicate their message.
As the characters go about their investigations, they have
three chances to interact with the dryads. Details of each
encounter are presented below.
2a. Lilly Nailo
One of the suspects that Nerisys mentioned is a
gnome adventurer named Lilly Nailo. Lilly keeps a
room at the Yawning Portal, a favorite stopping
place for adventures in Waterdeep’s Castle ward.
Castle Ward
Waterdeep’s Castle Ward is situated at the center of the city,
and includes the famed Mount Waterdeep, as well as most of
the government offices. Castle Waterdeep, the Palace of
Waterdeep, and Blackstaff Tower are all located in the Castle
Ward, as are the homes of many retired adventurers.
Dryads
On their way to the tavern the characters notice long
strands of ivy moving about in one of the adjoining
alleys. If they stop to investigate, they see that it is
actually some sort of creature: a humanoid with
strangely sharp jawlines, long hair made of thick
strands of ivy, and wooden limbs that may be
animate roots. The creature is drawing in the dirt.
Distribute Player Handout 2.
The dryads are extremely shy, and as soon as the
creature they encounter finishes its drawing, it
skitters off, quickly melding into the vines and plant
life growing on the nearby buildings.
The Yawning Portal
The Yawning Portal is a four-story building in
Waterdeep’s Castle ward. The ground-floor taproom
caters predominantly to adventurers heading for the
ruins of Undermountain. As the characters reach the
Yawning Portal, read or paraphrase:
You arrive at the Yawning Portal, an impressive four-story,
stone building with a slate roof. The sounds of laughter and
drunken revelry drifting out from its common room. This is
where Nerisys said you could find Lilly.
Inside, a crowd of revelers are engaged in drinking
and games of contest. The room itself has rich blue
wall hangings but is dominated by a 40-foot hole the
descends 140 feet into Undermountain. It costs 1gp
to be lowered into Undermountain, and another 1gp
to be hoisted out again.
If the characters ask about Lilly, the bar keep or
any of the patrons, points them towards her room.
No one is concerned for her safety. Lilly is an
accomplished adventurer, and should things turn
ugly, the PCs offer her no real threat. Don’t volunteer
this fact, but if the players ask, a successful DC 10
Wisdom (Insight) check is enough to confirm it.
The door to Lilly's room isn’t locked. If the
character knock, she tells them to enter, her voice
friendly, but distracted, if they barge in, the door
opens easily.
The door opens easily and inside you see a gnome, her back
to you, quickly drop something into a drawer. She then turns
towards you, her hands outstretched as she says calmly,
“State your name and business.”
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Roleplaying Lilly
Lilly is a quintessential adventurer. She is smaller than most
gnomes, but doesn’t act as such. While she prefers talking,
she isn’t afraid to resort to violence when needed and as a
powerful cleric she can handle herself in a scrap. From her
long years of adventuring, she has forgotten the concept of
personal space, and often clambers onto a character if they
look interesting, getting right in their face. Her main focus in
Waterdeep is getting her gryffon Moo back. If things turn
ugly, Lilly is a level 20 cleric. She will not kill the characters,
but may teach them a lesson in rudeness.
Quote: “He’s dead?! Does that mean I get Moo back???”
After someone has answered her demands, Lilly
relaxes slightly. During conversation, she volunteers
the following information:
●
Her relationship with Otihand Droverson
was strained. The man impounded her
griffon (Moo the Dragon Slayer) upon their
arrival in Waterdeep more than a month
and a half ago and Lilly has been trying to
free her friend ever since.
●
She misplaced her licence for Moo a long
time ago, and hasnt been able to return to
Hawk’s Nest for a replacement.
●
At present, Lilly is waiting for a replacement
license from Hawk’s Nest that will provide
the proof Otihand requires to release the
griffon.
●
Lilly doesn’t believe “Otihand and his
cronies” are treating Moo properly.
If asked about Oswald, Lilly knows only that he
is a quiet man who, rumor says, was narrowly
beaten out by Otihand for the posting of captain of
the griffon riders.
If asked about what she put away in her drawer
as the characters entered, Lilly becomes defensive
and says only that it was “something private.” A
successful DC 15 Charisma (Persuasion) check, or a
DC 21 Charisma (Intimidate) check, is required to
get her to say more. Any attempt to threaten or
intimidate Lilly, whether successful or not, results in
disadvantage on subsequent social interaction
checks during the encounter.
Should the characters convince her to reveal the
item, she tears up and withdraws a vial from the
drawer, emptying its content into her palm: a green
scale and a feather. The scale is from Moo’s green
dragonscale armor, the feather is a match to the
feather recovered from the crime scene (Part 1a).
Lilly rejects any suggestion that she was part of the
crime, despite Moo’s feather being recovered at the
scene, pointing out that Moo has been in the
possession of Otihand for over a month.
2b. Oswald Nygma
The second suspect the characters are to see is
Otihand’s second-in-command, Oswald Nygma.
Nygma lives in Waterdeep’s Northward.
North Ward
Located in the northeastern part of the city, the North Ward
is home to many of the cities elite. Sprawling villas are
common here, where the moneyed citizens make their
home. Access to the ward is controlled, and only those with
legitimate business are allowed entry.
Dryads
As they make their way to Nygma’s home, the
characters encounter a group of all-female urban
dryads grooming themselves: braiding one
another's hair, trimming roots, and the like. The
dryads slip away as soon as the characters notice
them, once again melding into the vines and plant
life before vanishing entirely.
If the characters go investigate, they notice a
drawing in the dirt, an arrow.
Distribute Player Handout 3.
Accessing the North Ward
The PCs can enter the North Ward by talking their
way past a guard post, sneaking over the walls, or
slinking through the city's sewers.
Entering through the gates requires the characters
present a legitimate need. They can do this by
explaining the situation, and making a successful a
DC 20 Charisma (Persuasion) check, or spinning a lie
and making a successful DC 20 Charisma
(Deception) check. Intimidation automatically fails.
If a character with the noble background does the
talking, they gain advantage on the roll. A party that
includes a character with the criminal background,
or that looks like they don’t belong in the North
Ward, instead has disadvantage on the roll.
Characters who attempt to climb the walls for
entry must make a successful DC 10 Dexterity
(Stealth) check. A failure by even one character
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DDAL-ZIEGE-03 Dead Men Feel No Cold
8
means they are noticed by guards, and arrested.
They will be given a 15gp fine and sent on their way,
but not before their names go on a list of persons not
allowed in the North Ward.
The easiest way in, and the one suggested by
Nerisys, is to slip in through the city sewers. The trip
takes about 30 minutes and there is no danger of
being caught. However, each character must make a
successful DC 13 Constitution saving throw for every
15 minutes in the sewers with failure resulting in the
character becoming poisoned until they take a short
or a long rest.
Nygma’s Home
Once they have made their way into the North Ward,
locating Nygma’s home is an easy task.
Oswald Nygma’s home is more of a shack than a house,
surprising for a resident of North Ward. Furthermore, it
presents a few oddities, including that the only door has no
handle, or other means apparent to open it. Sitting on a small
shelf next to the door is a black box, roughly six inches to a
side made of some sort of metal. As you approach, a voice
issues from the box, “What can I do for you?”
The voice belongs to Oswald Nygma, although he
doesn’t identify himself, instead leading them to
believe he is a servant of Oswald’s. Oswald is an
intensely private person, and doesn’t get many
visitors, and those few he does must pass his test.
Demonstrating to him that they are “worthy” of
entering him.
The voice explains that to enter, they must first
answer a riddle, and then solve a “challenge” of
Oswald’s design. When they are ready, Oswald poses
three riddles. Once they provide a correct answer to
at least one, a clicking sound issues from the door,
which then opens slightly. Before they enter, the
voice offers to provide them a “hint” to their next
challenge, but only if they answer the other two
riddles correctly (see N2. Water Challenge below for
the hint).
Pick three riddles from DM Handout #2.
N1. Upper Floor
Once the characters enter Nygma’s home, read or
paraphrase:
The room home beyond the door consists of a small room,
empty save for a stone stairwell that descends into darkness.
The characters are free to look around but the place
is empty. When they are ready, proceed to Area N2.
N2. Puzzle Room
Waiting at the bottom of the stairwell is Nygma’s
“water challenge.”
As you descend, you smell the strong scent of something
sweet, mingling with the scents of fruit further down, and
then the distinct smell of cleaners. When you reach the end
of the staircase, you enter a stone room filled containing
seventeen small dias’. The largest is set in the center of the
chamber, topped by a large stone bowl while the sixteen
smaller ones surround it in a circular pattern. A small
pedestal stands atop each of the smaller dias, with two vials
of colored water set into slots on their surface. There are no
signs of an exit beyond the way you entered.
Distribute Player Handout #4.
To solve the puzzle the players must either:
1.
Collect the vials of water that correspond
with the colors of the rainbow (red, orange,
yellow, green, blue, indigo, violet, and clear)
and dump them into the central bowl.
2.
Collect all the vials that correspond with a
fruit smell (red, chartreuse, green, orange,
blue, apricot, yellow, and purple) and dump
them into the central bowl.
Set high on the wall in each corner of the room is a
small metal box, allowing Oswald to communicate
with the characters. If they answered all three of his
riddles correctly, as they enter the room his voice
issues from one of these boxes, declaring that to
proceed, they must solve his puzzle, and doing so
will require that they make use of “half” of the
objects contained on the dias.
The vials must be emptied into the bowl in the
order listed above, or all at the same time. If the vials
are emptied in the wrong order, or the wrong
combination, all creatures in the room take damage,
as noted in the color descriptions below.
A vial magically refills with liquid once it is placed
back on its pedestal.
Every vial has a certain smell, that is almost
overwhelming for the person opening it as noted
below.
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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Color
Smell
Damage
Red
Strawberries
Fire
Teal
Ocean
Thunder
Chartreuse
Pomelo (a
citrus fruit)
Poison
Maroon
Blood
Slashing
Black
Grave
Necrotic
Brown
Coffee
Piercing
Clear
No smell
Cold
Green
Lime
Acid
Orange
Orange
Fire
Pink
Sugary burned
dessert
Force
Blue
Blueberries
Bludgeoning
White
Laundry
Cold
Apricot
Apricot
Radiant
Yellow
Lemon
Radiant
Indigo
Lilacs
Psychic
Purple
Blackberries
Psychic
When the wrong liquid is dumped into the bowl, a
cloud of color fills the room and each character in
the room must succeed a DC 15 Dexterity saving
throw, taking 2d6 damage of the type noted above
on a failure, or half as much on a successful save.
If a character instead ingests the liquid, that
character must succeed on a DC 20 Constitution
saving throw, taking 2d6 damage of the type noted
above on a failure, or half as much on a successful
save.
When the correct combination is entered into the
bowl, the liquids swirl together in a rainbow of
colors and the entire central dias rotates, sinking
into the floor and revealing a stairwell leading into
darkness from which a faint animal smell issues.
N3. Stone Hall
Below Area N2, a long hallways stretches away, with
eight stalls at the far end made to house animals. The
stalls are empty, except one that holds Moo, Lilly
Nailo’s griffon.
The feather recovered from the crime scene
matches the griffon Moo. At a glance, it is obvious the
creature is malnourished and not be treated well. If
the characters interact with Moo, they will be
surprised to learn he has a limited vocabulary.
Moo knows six words: good, bad, great, dragon,
kitty, and Moo. Moo considers all humanoids “kitty”
and refers only to Lilly as “great Kitty.” If a character
feeds Moo, that character will from then on be known
as “good Kitty.”
At the end of the hall there is an unlocked, ornate
door leading to Area N4, where Oswald Nygma waits.
N4. Office
Beyond the door Oswald Nygma waits. He looks up at you
nervously, absentmindedly sifting items around the desk
behind which he sits. Bookshelves line the walls of the office,
and the ceiling is painted with a mural depicting a flight of
griffons at play.
Oswald’s desk looks like it was picked up by a
tornado, and set back down. Sheets of paper cover it
in a haphazard jumble, mixed in with books, quills,
inkwells, and a few scattered pictures. A character
with a passive Perception of 15 or higher notices
Oswald’s shuffling of papers is intended to hide one
in the larger mess.
Oswald is unaware of the death of Otihand, and
expresses true grief if the characters reveal it.
If accused of the murder, Oswald vehemently
denies any involvement. Instead, he explains that it
is true, he was angry when Otihand beat him for the
position, but he has since come to respect the man’s
leadership. A successful DC 15 Wisdom (Insight)
check suggests there is more that he is not saying.
If the characters press him to reveal everything, he
instead offers them this riddle, “I cannot be bought,
but I can be stolen with one glance, I am worthless to
one, but priceless to two.”
He will reveal more only with a successful DC 20
Charisma (Persuasion) check or a DC 15 Charisma
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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(Intimidation) check. If the characters succeed, he
shuffles through the pages on his desk, drawing
forth one and handing it over. It is a love letter,
dated yesterday, from Oswald to Otihand, in which
Oswald confesses his love for the man and how he
wishes that things could be different between them.
During the discussion, he attempts to blame Lilly
Nailo for the murder. Suggesting that she has been
coming around daily, sometimes twice a day. Once
she even broke in and tried to steal Moo.
Roleplaying Oswald Nygma
Oswald is a cool and collected man, usually polite and formal
although he has little use for unintelligent or rude persons.
He loves riddles, often weaving them into conversation,
providing hints only if someone is in mortal danger. Oswald is
a charismatic man, answering questions to the best of his
ability until conversation shifts towards his hidden love for
Otihand.
Quote: “I would never want to hurt O.”
2c. Krisga Hawklight
The third suspect the characters are to see is
Otihand’s secret lover, Krisga Hawklight. Krisga lives
in Waterdeep’s Sea Ward with her father. Both
Krisga and her father Urador are deep scions, though
they will not reveal this fact to the characters.
Sea Ward
Waterdeep’s Sea Ward is located on the coast, in the cities
northeast quadrant. It is home to the wealthiest residents of
the city as well as its largest temples.
Dryads
As the characters move through the ward, they
encounter the urban dryads once again. This time
one of the dryads beckons the characters forward,
motioning towards a drawing another dryad has
made in the dirt.
Distribute Player Handout #5.
Most of the key is the pieces that the characters were
given earlier. They are intended to figure out that
the second piece is that the tic tac toe squares and
the X are repeated in that order but the second time
with small diamonds in them. The arrow represents
the way that they are supposed to fill in the X aka
West, North, East, South.
Each space represents a letter of the alphabet. The
final clue says “Bird Betrayal”
Hawklight Manor
Krisga’s home, Hawklight Manor, is a sight to be seen. A
massive home built in a complicated, assymetrical form
common to those of wealth.
A servant greets them, offering refreshments and
excusing himself to let the “lord of the manor” know
he has visitors. The man returns quickly, inviting
them to follow him to the great hall. Fish tanks of all
sizes, with a collection of exotic fish, including
sharks, decorate the manor. The great hall itself
overlooks the Sword Coast and one wall is all glass,
revealing a stunning vista of the water. In the center
of the hall is a pool of water, and the characters catch
sight of several sharks swimming within it.
Urador Hawklight and his daughter Krisga wait for
the characters in the great hall. Urador is a gruff,
rotund man who evokes the image of a penguin as he
moves with a sort of waddle. He drinks a lot of
water, and often excuses himself to refill his cup. He
decidedly hated Otihand, and is pleased that the man
is dead, however, he denies killing him. A successful
DC 15 Wisdom (Insight) check verifies he is not lying
when he insists he did not kill Otihand.
Krisga refuses to even acknowledge she knew
Otihand while her father is in the room. Only after he
father leaves, likely to get water, does she open up.
Through quiet tears she reveals:
●
She loved Otihand and is horrified to learn
of his passing. She, of course, had nothing to
do with this death.
●
Otihands number two, Oswald, was always
oddly jealous of her and “Oti’s” relationship.
●
“Oti” often complained about a woman,
“Lila, linda,....... Lilly!” She explains that Lilly
often came to his station demanding that he
give back her griffon.
While speaking with Krisga, a successful DC 15
Wisdom (Insight) check reveals she is lying about
her true feelings for Otihand. If the characters
confront her about this, or after she grows weary of
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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the conversation, she asks that they leave, allowing
her to “grieve” for Othiand.
At some point during the conversation, any
character with a passive Perception of 13 or higher
hears a loud thud somewhere deeper in the house.
Krisga, or her father, passes it off as nothing,
although a successful DC 12 Charisma (Persuasion)
or DC 20 Charisma (Intimidation) check gets either
to reveal it is just their pet frog Hobbi jumping
about.
If the characters employ spells such as detect
magic within the manor, the entire structure
radiates magic. The home was built through magic.
Roleplaying Krisga Hawklight
Krisga is a tall human female with fiery red long hair pulled
into a side french braid. she is very neat and obsessively nice.
She talks to her fish. Her and her father were part of an
organization of deep scions that were sent into large cities
around Faerun by their master the Kraken. They killed
Otihand at the behest of the Kraken.
Krisga was pretending to love Otihand, but she keeps up
the act while not in front of her father.
Quote: “Oti’s dead???? when, what, how?!”
Banderhobb Attack
If you have time, after the characters leave the
manor, run this optional combat.
Two banderhobb attack the party, ambushing them
in the streets of Waterdeep. On the bodies is another
kraken symbol. A character who makes a successful
DC15 Intelligence (History) check, recalls seeing a
similar statue in the Hawklight manor.
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Part 3. The Accusation
After speaking with all three suspects, the characters
should be ready to confront the one they believe to
be the killer. There are three possible accusations:
Lilly Nailo, Oswald Nygma, or the Hawklights.
Accusing Lilly Nailo
An accusation against Lilly is met by a snorted laugh
and a bored command that they leave her hotel
room immediately. Should they refuse, she suggests
they all visit the city guard where “real
investigators” can get involved. Lilly, of course, had
nothing to do with the murder.
Accusing Oswald Nygma
An accusation against Oswald results in the man
becoming furious, shouting them out of his office
and threatening them with action by the guard if
they do not leave at once. Like Lilly, Oswald had
nothing to do with the murder.
Accusing the Hawklights
An accusation against Krisga and Urador results in a
battle, likely in the great hall of the manor.
General Features
The nesting area has the following general features:
Terrain. The floor here is of an odd substance that no one
can identify, if they ask about it of course. There is furniture
on the floor, so nothing is a straight shot.
Weather. There is no weather because its indoors
Light. The whole of the inside of the house is lit
Smells and Sounds. The smells of the ocean and the
sounds of crashing waves fills the Hawklight house.
Krisga and her father (both deep scions) begin with
denials, as the pair attempt to lure the characters
near the middle of the great hall. Once they are in
position, Krisga stars laughing, changing shape to
her true form as her father follows suit.
Once combat begins, on initiative count 20 of the
first round, always losing ties, Urador mutters a few
quiet words, and the characters find themselves
splashing into the pool at the center of the great hall.
Suddenly, the floor drops out from under you. You
feel the salty cool rush of ocean water flow over you ,
as you fall into a large pool. You are suddenly
surrounded by the clearest ocean water you've ever
seen, but at first glance the water isn't the main
concern, that's the large sharks starting to circle
your group, and the largest two legged toad you
have ever seen, peering into the water.
Two hunter sharks and a banderhobb lurking in
the pool attack as the characters splash into the
water. The sharks leave characters who leave the
water alone, but the banderhobb follows them onto
shore to continue the attack.
Adjusting this Encounter
Here are some suggestions for adjusting this encounter,
according to your group. These are not cumulative.
● Very Weak: Remove a Deep Scion
● Weak: Remove a hunter shark
● Strong: Add a deep scion
● Very Strong: Add a banderhobb
Aquatic Combat
When making a melee weapon attack, a creature
that doesn’t have a swimming speed (either natural
or granted by magic) has disadvantage on the attack
roll unless the weapon is a dagger, javelin, short
sword, spear, or trident.
A ranged weapon attack automatically misses a
target beyond the weapon’s normal range. Even
against a target within normal range, the attack roll
has disadvantage unless the weapon is a crossbow, a
net, or a weapon that is thrown like a javelin
(including a spear, trident, or dart).
Creatures and objects that are fully immersed in
water have resistance to fire damage.
Treasure
The characters find 400 gp worth of kraken statues
in the Hawklights house.
Confused?
If the characters are confused, or fail to accuse the
correct person, feel free to have Nerisys come
running up to them in the streets and tell them, after
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
13
catching her breath, that the guards saw a tall,
red-haired woman leaving the City of the Dead near
the suspected time of death.
Conclusion
The fighting will attract the attention of the town
guards, but they will see the true forms of the scions
and will let the characters off on a warning to let the
authorities take care of it next time. Nerisys is very
thankful and will tell the characters that they are
welcome to stay with her and to come visit
Waterdeep any time.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold�
14
Adventure rewards
4 treasure points and 4 check points
Ring of spell storing is unlocked.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
15
Appendix 1: Monster/NPC Statistics
Deep Scion
Medium humanoid (shapechanger), neutral evil
Armor Class 11
Hit Points 67 (9d8 + 27)
Speed 30 ft. (20 ft. and swim 40 ft. in hybrid form)
Saving Throws Wis +3 Cha +4
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves’ cant
Challenge 3 (700 XP)
Shape Changer. The deep scion can use its action to
polymorph into a humanoid-piscine hybrid form, or
back into its true form. Its statistics, other than its
speed, are the same in each form. Any equipment it is
wearing or carrying isn’t transformed. The deep scion
reverts to its true form if it dies.
Amphibious (Hybrid Form Only) . The deep scion can
breathe air and water.
Actions
Multiattack. In Humanoid form, the deep scion makes
two melee attacks. In hybrid form, the deep scion
makes three attacks: one with its bite and two with its
claws.
Battleaxe (Humanoid Form Only). Melee Weapon
Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4)
slashing damage or 9 (1d10 + 4) slashing damage if
used with two hands.
Bite (Hybrid Form Only). Melee Weapon Attack: +6 to
hit, reach 5ft., one creature. Hit: 7 (1d6 + 4) piercing
damage.
Claw (Hybrid Form Only). Melee Weapon Attack: +6 to
hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing
damage.
Psychic Screech (Hybrid Form Only; Recharges after a
Short or Long Rest). The deep scion emits a terrible
scream audible within 300 feet. Creatures within 30
feet of the deep scion must succeed on a DC 13
Wisdom saving throw or be stunned until the end of
the deep scion’s next turn. In water, the psychic
screech also telepathically transmits the deep scion’s
memories of the past 24 hours to its master,
regardless of distance, so long as it and its master are
in the same body of water.
Banderhobb
Large monstrosity, neutral evil
Armor Class 15 (natural armor)
Hit Points 84 (8d10 + 40)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
20 (+5)
12 (+1)
20 (+5)
11 (+0)
14 (+2)
8 (-1)
Skills Athletics +8, Stealth +7
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 12
Languages understands Common and the languages of
its creator but can’t speak
Challenge 5 (1800 XP)
Resonant Connection. If the banderhobb has even a
tiny piece of a creature or an object in its possession,
such as a lock of hair or splinter of wood , it knows
where the most direct route to that creature or object
if it is within 1 mile of the banderhobb.
Shadow Stealth. While in dim light or darkness the
banderhobb can take the Hide action as a bonus
action.
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one
target. Hit: 22 (5d6 +5) piercing damage, and the target
is grappled (escape DC 15) if it is a Large or smaller
creature. Until this grapple ends, the target is
restrained, and the banderhobb can’t use its bite
attack or tongue on another target.
Tongue. Melee Weapon Attack: +8 to hit, reach 15 ft.,
one target. Hit: 10 (3d6) necrotic damage, and the
target must make a DC 15 Strength saving throw. On a
failed save, the target is pulled to a space within 5 feet
of the banderhobb, which can use a bonus action to
make a bite attack against the target.
Swallow. The banderhobb makes a bite attack against a
Medium or smaller creature it is grappling. If the attack
hits, the target is swallowed, and the grapple ends. The
swallowed creature is blinded and restrained, it has total
cover against attacks and other effects outside the
banderhobb and it takes 10 (3d6) necrotic damage at the
start of each of the banderhobb's turns. A creature
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DDAL-ZIEGE-03 Dead Men Feel No Cold
16
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13 (+1)
16 (+3)
10 (+0)
12 (+1)
14 (+2)
reduced to 0 hit points in this way stops taking necrotic
damage and becomes stable.
The banderhobb can have only one target swallowed at a
time. While the banderhobb isn't incapacitated, it can
regurgitate the creature at any time (no action required)
in a space within 5 feet of it. The creature exits prone. If
the banderhobb dies, it likewise regurgitates a swallowed
creature.
Shadow Step. The banderhobb magically teleports up to
30 feet to an unoccupied space of dim light or darkness
that it can see. Before or after teleporting, it can make a
bite or tongue attack.
Hunter Shark
Large beast, unaligned
Armor Class 12 (natural armor)
Hit Points 45 (6d10 + 12)
Speed 0 ft. swim 40 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
13(+1)
15 (+2)
1 (-5)
10 (+0)
4 (-3)
Skills Perception +2
Senses blindsight 30ft., passive Perception 12
Languages-
Challenge 2 (450 XP)
Blood Frenzy . The shark has advantage on melee attack
rolls against any creature that doesn't have all its hit
points.
Water Breathing. The shark can only breath
underwater.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
17
Kraken Priest
Medium humanoid (any race), neutral evil
Armor Class 10 (natural armor)
Hit Points 75 (6d10 + 12)
Speed 30 ft. swim 30 ft.
STR
DEX
CON
INT
WIS
CHA
12 (+1)
10(+0)
16 (+3)
10 (+0)
15 (+2)
14 (+2)
Skills Perception +5
Damage Resistances bludgeoning, piercing, and
slashing from non-magical items
Senses passive Perception 15
Languages Common and Deep speech
Challenge 5 (1,800 XP)
Amphibious. The priest can breathe air and water.
Innate Spellcasting. The priest’s spell casting ability is
Wisdom (spell save DC 13,
The priest’s spellcasting ability is Wisdom (spell
save DC 13, +5 to hit with spell attacks). It can
innately cast the following spells, requiring no
material components:
At will: command, create or destroy water
3/day each: control water, darkness, water
breathing, water walk
1/day each: call lightning, Evard’s black tentacles
Actions
Thunderous Touch. Melee Spell Attack: +5 to hit,
reach 5 ft., one creature. Hit: 27 (5d10) thunder
damage.
Voice of the Kraken (Recharges after a Short or
Long Rest). A kraken speaks through the priest with
a thunderous voice audible within 300 feet.
Creatures of the priest’s choice that can hear the
kraken’s words (which are spoken in Abyssal,
Infernal, or Primordial) must succeed on a DC 14
Charisma saving throw or be frightened for 1
minute. A frightened target can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
18
Appendix 2: Map
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
19
Appendix 3: DM Handout
The second half of the key to the Dryad puzzle.
(DM Reference)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
20
Player Handout: #1
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
21
Player Handout: #2
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
22
Player Handout: #3
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
23
Player Handout: #4
List of colors
- Red
- Teal
- Chartreuse
- Maroon
- Black
- Brown
- Clear
- Green
- Orange
- Pink
- Blue
- White
- Apricot
- Yellow
- Indigo
- Violet
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
24
Player handout: #5
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL-ZIEGE-03 Dead Men Feel No Cold
25
Player Handout: #6 Magic Item
During the course of this adventure, the characters may find the
following permanent magic item:
Ring of Spell Storing
Wondrous Item, rare
This ring stores spells cast into it, holding them until the attuned
wearer uses them. The ring can store up to 5 levels worth of spells at a
time. When found, it
contains 1d6 − 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by
touching the ring as the spell is cast. The spell has no effect, other than
to be stored in the ring. If the ring can't hold the spell, the spell is
expended without effect. The level of the slot used to cast the spell
determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell
uses the slot level, spell save DC, spell attack bonus, and spellcasting
ability of the original caster, but is otherwise treated as if you cast the
spell. The spell cast from the ring is no longer stored in it, freeing up
space.
The ring is in the shape of a kraken head
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DDAL-ZIEGE-03 Dead Men Feel No Cold
26
DM Handout
Riddle #1.Until I am measured I am not known.
Yet how you miss me when I have flown.
Answer:Time
Riddle #2.
If you drop me I'm sure to crack,
but give me a smile and I'll always smile back.
Answer: Mirror
Riddle #3.
What always runs but never walks, often murmurs, never talks, has a bed but never sleeps, has a mouth but never
eats?
Answer: River
Riddle #4.
It's red, blue, purple and green.
No one can reach it, not even the queen
Answer: Rainbow
Riddle #5.
I am the beginning of the end, and the end of time and space.
I am essential to creation, and I surround every place.
Answer: The letter “E’
Riddle #6.
The one who makes it always sells it.
The one who buys it never uses it.
The one who uses it never knows he's using it.
Answer: Coffin
Riddle #7.
What's black when you get it, red when you use it, and white when you're done with it?
Answer: Charcoal
Riddle #8.
Each morning I appear to lie at your feet.
All day I will follow no matter how fast you run, yet I nearly perish in the midday sun.
Answer: Shadow
Riddle #9.
My life can be measured in hours.
I serve by being devoured.
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DDAL-ZIEGE-03 Dead Men Feel No Cold
27
Thin, I am quick. Fat, I am slow.
Wind is my foe.
Answer: Candle
Riddle #10.
You've heard me before, yet you hear me again,
Then I die 'til you call me again.
Answer: Echo
Riddle #11.
What does man love more than life,
Fear more than death or mortal strife.
What the poor have, the rich require,
and what contented men desire.
What the miser spends and the spendthrift saves,
And all men carry to their graves?
Answer: Nothing
Riddle #12.
Three lives have I.
Gentle enough to soothe the skin,
Light enough to caress the sky,
Hard enough to crack rocks.
Answer: Water
Riddle #13.
At the sound of me, men may dream or stamp their feet.
At the sound of me, women may laugh or sometimes weep.
Answer: Music
Riddle #14.
I build up castles, I tear down mountains.
I make some men blind, I help others to see.
Answer: Sand
Riddle #15.
Reaching stiffly for the sky, I bare my fingers when it's cold.
In warmth I wear an emerald glove, and in between I dress in gold.
Answer: Tree
Riddle #16.
Whoever makes it, tells it not.
Whoever takes it, knows it not.
Whoever knows it, wants it not.
Not for resale. Permission granted to print or photocopy this document for personal use only . DDAL-ZIEGE-03 Dead Men Feel No
Cold
28
Answer: Counterfeit money
Riddle #17.
You saw me where I never was and where I could not be. And yet within that very place, my face you often see.
Answer: Reflection
Riddle #18.
Say my name and I disappear.
Answer: Silence
Riddle #19.
I drift forever with the current down these long canals they've made.
Tame, yet wild, I run elusive, multitasking to your aid.
Before I came, the world was darker. Colder, sometimes, rougher, true.
But though I might make living easy, I'm good at killing people too.
Answer: Electricity
Riddle #20.
I am always hungry and will die if not fed, whatever I touch will soon turn red.
Answer:Fire
Riddle #21
What is as light as a feather but even the strongest man can’t hold for long?
Answer: His breath
Riddle #22
The rich need it, the poor have it, and if you eat it you’ll die?
Answer: Nothing
Riddle #23
I can sneak up on you or be right in front of you without you knowing. But when I reveal myself you will never be the
same.
Answer: Betrayal
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DDAL-ZIEGE-03 Dead Men Feel No Cold
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| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/ZiegeCon (ZIEGE)/CCC-ZIEGE-03 - Dead Men Feel No Cold.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
- XP
XP lost or spent
XP
Subtotal
+ XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
- TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE (Cross off all items
NOT found)
APL 6 (all of the following):
� +1 Mithral Chain Shirt (Adventure; DMG)
� Arcane Scroll of Dissonant Chant (Adventure; SpC; Limit 5)
� Arcane Scroll of Greater Slide (Adventure; Spell Compendium; Limit 5)
� Arcane Scroll of Slide (Adventure; Spell Compendium; Limit 5)
� Bracers of the Entangling Blast (Adventure; MIC; Limit 1)
� Crystal of Return, Least (Adventure; Magic Item Compendium; Limit 1)
� Darkwood Buckler (Adventure; DMG)
APLs 8, 10 (all of APL 6 plus the following):
� Crystal of Lifekeeping, Least (Adventure; MIC; Limit 1)
APL 12 (all of APLs 6, 8, 10 plus the following):
� +1 Corrosive Short Sword (Adventure; MIC; Limit 1)
� +1 Frost Composite , +3 Str Bonus (Adventure; DMG)
� Belt of Growth (Adventure; Magic Item Compendium; Limit 1)
� Crystal of Energy Assault (Acid), Least (Adventure; MIC; Limit 1)
� Restful Crystal (Adventure; Magic Item Compendium; Limit 1)
APL 14 (all of APLs 6, 8, 10, 12 plus the following):
� +1 Animated Shield (Adventure; DMG; Limit 1)
� +1 Corrosive Keen Short Sword (Adventure; MIC; Limit 1)
� +1 Frost Bane (Human) Composite Longbow, +3 Str Bonus (Adventure;
DMG)
� Armband of Elusive Action (Adventure; MIC; Limit 1)
Adventure Record#
598 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 6
max 900 xp; 900 gp
APL 8
max 1,125 xp; 1,300 gp
APL 10
max 1,350 xp; 2,300 gp
APL 12
max 1,575 xp; 3,300 gp
APL 14
max 1,800 xp; 6,600 gp
Cross out any game effects this character does not gain.
� Lost in the Planes: You are lost on an unknown
plane. If you do not have a focus for the Prime Material
plane and the ability to cast plane shift, you will be able to
find your way home only after 10 additional TUs of
searching.
� Gratitude of Thomas Dreslin: In gratitude for your
delivering the Dreslin Chalice to him, Thomas Dreslin
offers to help you buy any one item or upgrade to which
you have access, including from his Favor, at a 20%
discount off its market value. This discount stacks with
other discounts. Mark this gratitude as USED when the
discount is used.
� Favor of Thomas Dreslin: Thomas Dreslin offers to
make available for your purchase (Frequency: Regional)
two items or upgrades from the following lists (circle the
items or upgrades selected; you may choose both
items/upgrades from the same list):
•
A DMG item of an Open spell from Tables 7-17, 7-
23, 7-24, and 7-26.
•
A special ability armor upgrade: acid resistance,
animated, blinking (MIC), called (MIC), ghost ward
(MIC), healing (MIC), landing (MIC), linked (MIC),
wild.
•
A special ability weapon upgrade: anarchic, aquatic
(MIC), binding (MIC), corrosive (MIC), everbright
(MIC), fire, frost, keen, slow burst (MIC).
This Record Certifies that
____________________________________________
Played by______________________________________
Player
RPGA #
Has Completed
YEO8-02 Opposing Forces
A Regional Adventure
Set in the Yeomanry
Event: __________________________________ Date: ______________
DM: ___________________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ____________
�
Died
�
Was raised/res’d
�
Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region________________________
| textdata/thevault/Living Greyhawk/Modules/Yeomanry/598/Normal Scenarios/YEO8-02 - Opposing Forces (APL 6-14)/YEO8-02 - Opposing Forces AR.pdf |
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www.cortexsystemrpg.org
www.serenityrpg.com
Serenity © Universal Studios. All Rights reserved
3
H
HEER
REE’’SS H
HO
OW
W IITT IISS
While the fancy folk of the Core might not
agree, times in the ‘Verse are hard. The
Crew is once again looking for a job to keep
their ship flying and to keep themselves
fed, that is if you can call protein paste
food. An encounter with what appears to be
a down his luck spacer proves that he is far
more than that and when he asks for a
favor, the deal he offers is likely to pay far
more than what any job the Crew is likely
to find would pay, and then some. But all
that depends on how much the Crew is
willing to believe in a Legend…
G
GAAM
MEEM
MAASSTTEER
R N
NO
OTTEESS
Presented as an introductory tale for
ordinary folk, Fox Hunt consists of three
acts of two scenes each. The first act
entails Meeting T.H.E. Fox and You Can’t Go
Home. Act two leads to A Huntin’ We Will
Go and Down the Foxhole with the final act
culminating in Bearding the Lion and That
Ole Black Magic. Fox Hunt is designed for
beginning Crews, but can be adjusted to
provide a challenge to more experienced
PCs by increasing the number and type of
NPCs and the difficulty levels of the tasks
needed to complete the adventure.
AA LLIIVVIIN
NG
G LLEEG
GEEN
ND
D
During the Unification War, there were
several heroes and rogues of notes on both
sides of the fight with many becoming
household names due to their exploits. As
history is crafted by the winners, all the
names of note that served the
Independent’s faction were relegated to
that of rogue regardless of what their
accomplishments might have been when
the war ended. One of the most famous of
the Independent’s once heroes relegated to
rogue status was the commerce raider
Theodore Harold Edmund Fox AKA The
Black Fox.
Renowned for taking forty-six prizes
without a single loss of life, The Fox of the
Black was a terror to all Alliance merchant
marine spacers. Brilliant and so elusive that
he remained at large throughout the war
until he surrendered when the
Independent’s finally surrendered. Not
being responsible for loss of life, spared his
own life, but Fox was branded a traitor and
spent seven years in a penal colony. As a
part of a general attempt at reconciliation
after the initial passions, some say thirst,
for retribution at the end of the war began
to fade Fox was pardoned early from his
twenty-five year sentence. However, a
reduction in level of passion does not
equate with forgiveness and while Fox was
freed, he was left penniless, his lands and
home seized.
Haunted by his past and stung by the
Alliance’s duplicity, Fox wants nothing more
than to be allowed to drift into obscurity,
but to be able to survive, he needs a bit
more than obscurity, he needs money.
During a chance encounter with the Crew,
Fox asks for help. He asks for an
opportunity to restore his dignity. While not
a man of endless wealth, he does have a
personal stash large enough to live on. If
the Crew will just help to enter his former
home, he is willing to share some of that
stash so he can live out his life in peace.
The one thing Fox conveniently forgets to
4
mention is who has taken over residence in
his ancestral home…
AAC
CTT O
ON
NEE
SSC
CEEN
NEE O
ON
NEE:: M
MEEEETTIIN
NG
G TT..H
H..EE..
FFO
OX
X
“I was readin’ some history on Earth-That-
Was one day and seems like there was this
country called the United States of America
what went and had themselves one hell of a
dust up they called the Civil War. Now tell
me how much gorram sense does it got to
call anythin’ to do with war ‘civil’? Anywho,
that’s besides the point. In this Civil War,
all manner of folk ended up on different
sides, split families up with sons and
fathers, or even brothers takin’ up agin
each other. Now I don’t pretend to have
much in the way o’ learnin’ an’ all, but it
sure reminded me of the U-War on how
ordinary folk had to choose sides and how
those choices split families just like this old
fight did. Guess its true even after
hundreds o’ years between them wars, with
folk, the more things change, the more
they stay the same.”
– Gus Jacobsen, itinerant spacer as interviewed
by the author Jiang Hu Long for his successful
fictional series ‘’Verse Stories’
While on the border planet of Paquin the
Crew has just about worn their shoes out
looking for work, but luck, fate, karma, or
whatever has not gone their way and the
Crew decides that perhaps a stiff drink will
drown their sorrows, even if only
temporarily. Problem is, with small cargoes,
the jobs go to the Crews with an
established reputation or the most contacts
and the PCs just haven’t been in the Black
long enough to have the credentials that
would bring in the jobs.
Moving through the streets of Beaufort, the
second largest city on the “Gypsy” planet
after the capital Tavares, the Crew has to
be especially alert. While Paquin is a fairly
civilized place, the large amount of tourists
draw an inordinate amount of folk that
make a living out of separating tourists
from their money and is thus home to the
highest ratio of tourists to pickpockets in
the ‘Verse. The following encounter serves
as an introduction to some of the Cortex
System’s rules and serves as a wake up call
to new characters that choosing a life in the
Black requires that you always stay on your
toes. Each member of the crew will have to
make an Opposed Roll of Alertness +
Perception versus the thief’s Agility +
Covert / Sleight of Hand to avoid the loss of
whatever the character may be carrying
such as Credits, Coinage, small weapons, or
electronics to the tune of d6 x d6 Credits in
value of property lost.
If any character loses property, they get to
make one AVERAGE (7) Alertness +
Perception roll to notice the loss in time to
have a chance to catch the thief. If they roll
fails, they are out of luck. However, if they
succeed, they can pursue the fleeing
pickpocket in a steeplechase like highly
cinematic scene. This will be an AVERAGE
(35) Opposed Complex Action pitting the
PC’s Agility + Athletics / Running against
the thief’s same skill with each roll taking
one round. The first to reach the threshold
number wins, if the PC wins, they catch the
thief who immediately turns over whatever
5
he stole and begs to be let go. If the thief
wins, he loses the PC(s) in the crowd. If
both reach the target number in the same
round, whoever has the highest total wins.
If the PCs engaged in some roleplaying and
made this short scene memorable, the
players are awarded with a Plot Point.
As this scene is meant to be light hearted,
resorting to gunplay will result in severe
repercussions with the law. GMs are
strongly encouraged to steer the PCs away
from excessive violence. However, if the
PCs insist, run the fight as normal and
before the last shot has stopped echoing,
the Crew will be surrounded by Federal
Marshals to await long jail terms.
The Crew is now even thirstier (or more
depressed) than they were before their
encounter with the thief and as they
approach one of the many Spacers’ bars, in
this case, the Space Sprocket, which huddle
in a cluster near the spaceport, they
witness an altercation. An older man is
swinging a barstool to keep three younger
men, obviously spacers by their garb, at
bay while a crowd of perhaps a dozen
others are watching the events with great
enthusiasm, shouting encouragements and
catcalls as they watch.
Each PC will have make an AVERAGE (7) if
not, Recall roll (Intelligence + Willpower),
with ex-Browncoat PCs gaining a one step
bonus to Intelligence, while Pro-Alliance
PCs suffer a one step penalty, to recognize
the older man as none other than the
famous, or infamous based on which side
the PC supported during the Unification
War, Theodore Harold Edmund Fox, known
‘Verse-wide as the “Black Fox” and the
most effective commerce raider of the war.
Read:
The Black Fox has a split lip, but the
three spacers seem to be even worse
for wear from the encounter with the
legendary raider, sporting new bruises
and bleeding at least as much as Fox.
When the spacers notice the Crew, the
biggest of them snarls: “This ain’t none
of ya’ll’s affair! This liu kou shui de
biao zi he hou zi de ben er zi1done took
my Pop’s boat and cost my family
everythin’! I figger it’s time for a
reckonin’! Ya’ll keep movin’ an none of
ya’ll will get broke!”
How the Crew reacts to the situation will be
driven largely by the PC’s background. If
anyone in the Crew has Browncoat
sympathies, they will feel almost duty
bound to assist Fox in his time of need. The
reason for a proper Alliance citizen to assist
a known traitor is obviously weaker than a
Browncoat’s, but anyone that fully supports
the Alliance should also support the ideals
on which the Alliance was formed and
should feel obligated to help out a citizen in
obvious distress.
PCs also have the option of spending Plot
Points if they choose to have a closer
connection to Fox: 2 Plot Point will have
either met Fox in passing and 5 will have
served with or had their ship taken by Fox
depending on which faction they supported
during the War. While spending 8 Plot
Points means that the PC know Fox
personally. Either way, the PCs have
1 Stupid son of a drooling whore and a monkey
6
several options of intervening starting with
the use of an AVERAGE (7) Willpower +
Discipline / Intimidation or Willpower +
Influence / Intimidation roll to bluff the
three spacers into backing off. PCs can
wade in with fists to help Fox, which will
cause the spacers to break off after only
three rounds of fighting.
Any means more violent to aid Fox, such as
the use or display of guns will immediately
cause the spacers and the crowd to flee,
but will result in a one-step skill step
penalty to any further negotiations in
Beaufort due to the increased Alliance
patrols. Should the Crew go so far as to
actually injure or kill anyone, they will have
to immediately flee Paquin in order to avoid
being bound by law for, at the minimum,
assault with a deadly weapon on up to
murder based on how the events of the
fight played out. .
Regardless of the circumstances, Fox will
ask for passage on their Crew’s ship, even
if they are fleeing the law as he knows the
fault will fall on him, even though he didn’t
use any weapons, he is not interested in
going back to prison so soon after being
released. If the meeting is not under threat
of imminent arrest, Fox proves to be both
grateful and charming as he thanks the
Crew for their timely intervention. He
advises however, that it might be best to
get off the streets and asks if the Crew has
room for a passenger on their ship. He
explains as they head for the spaceport.
“The Feds were ‘kind’ enough to parole
me seven years into my twenty-five
year sentence, but they just couldn’t
let the past stay in the past. They let
me out of prison true enough, but they
decided that I was still enough of a
traitor that they felt it was okay to not
return my land on Hera to me. So sure,
I’m a ‘free’ man, but I’m also an
impoverished man and that group back
at the tavern shows that I haven’t got
a hope in hell of being able to find legal
work anywhere near a ship.”
Fox’s next words will depend on if there are
any ex-Browncoats in the group or not. If
there are he continues with:
“Seeing as how I am in your debt
already, it pains me to be put in a
position to have to ask you this,
however, you know my situation. I’ve
been released from prison, but left
without a home or a way to make a
proper living. As one Browncoat to
another, I’ve got to ask you for one
last favor. When the war first started, I
made a little money off of selling the
first couple ships I captured and, as it
turns out, I was smart enough to sock
some of that money away when things
started going bad for the Independent
cause. Only problem is, I stashed the
money on the grounds of the one thing
I thought would always stay mine,
namely, my home. Now, before you all
go getting excited, it’s not like I
stashed a ‘pirate’ hoard or anything
near enough to make even one person
wealthy, but enough for me to live on if
times got hard. I’m willing to cut you
in for some of my stash if you are
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willing to help me travel to Hera and
recover only a small part of what by all
the rights the Alliance likes to claim
exist should already be mine.”
If there aren’t any Browncoat sympathizers
in the Crew Fox says:
“You’ve been far too kind to an old
man and your coming to my aid speaks
volumes to your character, so it is
painful for me to have to ask to impose
upon you one more time. However,
while I’ve been freed from prison, I’ve
been left without means to stay that
way. If you can find it in your hearts to
help me reach Hera, I’ve hidden away
some money, not much, but enough for
me to live on. I can cut you in on a
share for your assistance. I ask you in
the name of all that the Alliance is
supposed to stand for that you help me
retrieve only a small part of what
should by all rights be mine. If doing
what’s right isn’t enough motivation
for you, I can offer you a ten percent
finder’s fee, which will more than pay
for your time.”
Assuming the Crew agrees, and they
wouldn’t be much of a Crew if they didn’t,
as soon as the PCs reach their ship, they
will depart for Hera. Plotting a course is an
AVERAGE (7) Intelligence + Piloting /
Astrogation roll and is a 195 hour trip in a
speed class one ship. If the Crew is
departing while trying to avoid arrest, the
pilot will have to make an AVERAGE (35).
Complex Action using Ship’s Agility + Pilot /
Appropriate Specialty with each roll taking
one round to escape before port control can
impose a Landlock which will take 10 turns.
Failing this roll would be disaster, so GMs
are advised to encourage the use of Plot
Points, or if the ship has dual controls, to
allow the Piloting roll to be an Indirectly
Assisted.
Once the Crew’s ship has engaged their
Pulse Drive, they can relax for the two day
trip to Hera. Unless they are fleeing Paquin,
then they will see a flag come up on the
Cortex that includes a partial description of
the Crew. The information in the flag will be
fairly generic with rough descriptions
(height, weight, race only) and while this
will complicate things in the future for the
PCs but there will be no pursuit or anyone
waiting from them when they reach their
destination, but the GM should make the
players feel as though such events are
possible.
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“After careful review of the circumstances,
your beneficent Parliament announced
today that it has decided to parole certain
select members that served with the
Independents faction during the Unification
War. These misguided individuals were all
convicted of treason at the end of the war
were each noted for not being responsible
for the wanton loss of life or unnecessary
destruction of property. Each will therefore
be released and considered to have served
their time for their crimes against the
people of the Alliance.”
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– Cortex news announcement, June 2518
Once the course to Hera is plotted, the trip
settles in and at one point during the trip,
probably at the earliest convenience, the
entire Crew gathers to hear Captain Fox’s
story. The ex-commerce raider seems
reluctant to speak at first, but he nods to
himself and his eyes light with what has to
be the fire of decisiveness that was what he
was known for during the war and he starts
to speak.
“Okay, I’ll tell you my story. I do not
like to flatter myself, but I believe, at
least some of my reputation proceeds
me. I am ship captain. I signed with a
wallowing lump of fei wu2 freighter
when I was seventeen and have made
my living in the Black ever since. Even
though that first ship was a public
eyesore, I loved that ship and by the
time it gave up the ghost six years
later, I was first mate. I had some cash
saved. Not much, but enough to buy
my own ship. God, I look back and
wonder what I was thinking when I
took that rust bucket out of atmo for
the first time. Thing shook so bad I
couldn’t tell what was screaming
louder, the ship or the mechanic trying
to hold it together.
“Despite being small and in terrible
shape, that rust bucket held together
long enough to get a better ship. I
named that second ship after a sweet
sail powered vessel on Earth-That-Was
called the Cutty Sark. She was bigger,
2 junk
faster, and maneuvered as smooth as
Sihnon silk. Well after ten years with
my shiny new ship, I was doing pretty
well for myself. Not rich, but not
wanting by any means, but by that
time even a blind man could see war
clouds brewing and I tried to steer
clear of them. In the name of god and
all the apostles, I tried. I sold the Cutty
Sark, brought me a beautiful home on
Hera and even got to live there for two
whole years raising horses before that
storm broke on the entire ‘Verse.
“The urge to jump in at the beginning
was powerful itch I had to fight off, but
I kept to my homestead and tried to
live a normal life. Well imagine my
shock when none other than the Cutty
Sark herself drops in for a landing
about three months after the war
started and my entire crew wants to
talk. Her new master was my old first
mate and he’d brought in General
Josiah Taylor in for a visit. Taylor says
he needs a few fast ships fitted out as
commerce raiders and would I be
willing to captain one of them. When
the commander of Independent forces
for all of Hera asks you something like
that, you can’t say no.
“Next thing I know I’m a privateer and
it turned out that I was a good one.
Took forty-six ships and I can proudly
say, not a single life was lost doing it.
When Serenity Valley finished playing
out, I surrendered the Cutty Sark to
the first Alliance ship I could find. I’ll
spare the details of the trial, now this
new love-fest the Parliament has got
9
going on about forgiving the past got
me freed, but the Feds haven’t seen fit
to forgive the lien that allowed them to
seize my homestead leaving me flat
broke and on the drift.
“I already told you how I stashed some
money in a hidden safe and if I can’t
have my homestead, I mean to have
that money. We’ll just have to slip onto
the grounds quiet like and I can empty
that safe before anyone is the wiser
and I’ll be glad for a lift to anyplace
you happen to be going before we go
our separate ways. Now if you don’t
mind, I’d like to lie down. Those toughs
are the bar smacked me around more
than I like admit and at my age, a good
bar brawl doesn’t sound as appealing
as it did when I was in my twenties.”
Fox refuses any further questions and
politely insists on doing just as he said,
lying down and resting to recover from the
fight. He promises to talk details in the
morning and given he has suffered three
Wound points worth of damage from the
brawl, he is telling the truth. If any medic
PC wants to treat Fox, use the standard
rules to resolve his injuries, which is an
EASY Complex Action of Intelligence +
Medical Expertise.
The Crew is obviously hungry for more
information, but Fox is right, they won’t be
able to do anything for at least two days, so
there isn’t a rush. However, once the PCs
are alone, they can run a quick Cortex
check to see how much of Fox’s story is
true. Only a few minutes of research
discovers his war record and verifies that
he is telling the truth about his parole. In
addition, Fox’s lands were seized at the end
of the war and they were not returned with
the proceeds of the sale being used in his
defense, per standard Alliance law.
Should the PCs decide to force the issue
with Fox and demand more answers, they
find that after seven years in a penal
colony, they are poorly equipped to
threaten him. Guns do not scare him and
even actual violence doesn’t either. Trying
to interrogate him will be an Opposed Roll
of the PC’s Intelligence + Discipline /
Interrogation or Willpower + Influence /
Interrogation versus Fox’s Willpower +
Discipline / Mental Resistance. Taking this
course of action could seriously split a Crew
as Browncoats consider Fox a hero of the
first order and will take exception to his
maltreatment by any pro-Alliance
characters. If a Browncoat character
chooses this option, they should be
penalized from the Plot Points awarded at
the end of the scene for breaking character.
In the morning, a well rested Fox answers
any reasonable questions about his career
as a raider, his trial, and as much as he
knows about his home. He doesn’t know
who owns the property now, only that he is
some ex-Alliance official that lost a lot of
money due to Fox’s raids and that he was
given Fox’s land to compensate for those
losses. Fox refuses to talk about the penal
colony limiting his comments to “Not fit to
be repeated.” All through the questioning,
Fox is polite, witty and charming Only a
character that has Trustworthy Gut can roll
Alertness + Perception / Empathy against
an INCREDIBLE (23) task will note that Fox
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is holding something back. If a PC mentions
this, Fox will clearly be impressed at the
character’s acuity and admits that he does
know who owns his land, none other than
Lyle Digby the captain of the Alliance ship
that he surrendered to as a reward from
capturing him. If a PC discovers this piece
of information, they should be awarded a
bonus Plot Point.
Less any penalties for poor roleplay or
excessive violence, the GM should award
the PCs 3-5 Plot Points for their progress to
this point.
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“Prior to the Unification War, Hera was
primarily known as the breadbasket of the
‘Verse. Blessed with mild weather and long
growing seasons, Hera provided nearly one
third of all grain foodstuffs for the planets
of the Core that were the foundation of the
Alliance in addition to producing more than
half of the total food supply to the Rim
planets that were the center of the
Independents’ faction. This one fact made
possession of Hera of critical strategic
importance to both sides and why the
fighting here was so savage. Knowing that
controlling Hera would be pivotal to
successfully prosecuting their war effort,
the Alliance High Command knew that a
threat to Hera would force the heretofore
elusive Independents’ Army to finally make
a stand. This stand evolved into the
holocaust known as the Battle of Serenity
Valley…”
– Serenity Valley Visitor Center narrative
Arriving on Hera, Fox insists on visiting the
Serenity Valley Memorial, the sweeping
tribute to the half a million who died during
the most critical battle of the war. He
chooses to go at night to reduce the chance
that he causes a disruption. However,
despite his precautions, he is still
recognized and he and the Crew are quickly
surrounded by a hostile group of pro-
Alliance visitors. The PCs find they are
facing twice their numbers in Pro-Alliance
visitors and they are growing more agitated
by the moment. A HARD (11) Willpower +
Influence / Intimidation (with a one-step
skill penalty due to being out numbered) or
a FORMIDABLE (15) Intelligence +
Influence / Persuasion roll will cow the
crowd into backing down. A display of
weapons will gain a one-skill bonus, but the
actual use of a weapon, while it will
disperse the crowd, will cause a huge
outcry for violating the sanctity of such
sacred ground. This will result in the loss of
3 Plot Points from awarded points and a
two-step skill penalty on Social skills for the
remainder of their time on Hera.
If a fight does break out, as long as only
fists are used, the attackers will fight until
three NPCs have been incapacitated. This
lesser sacrilege will still result in the loss of
1 awarded Plot Point and a one-step
penalty to all Influence-based actions for
the remainder of their time on Hera.
Regardless of how the Serenity Valley
encounter plays out, Fox will be thrown into
a deep depression and will withdraw to his
cabin, refusing to leave to leave the ship.
An AVERAGE (7) Intelligence + Medical
11
Expertise / Appropriate Specialty roll or a
HARD (11) Willpower + Influence /
Empathy roll will talk him out of his despair
and get him to leave the ship again.
The trip to Fox’s property can be on foot,
horseback, or any ground vehicle the Crew
happens to have. The distance is six
kilometers (3.6 miles) and will take an hour
on foot, twenty minutes by horse, and ten
minutes by vehicle. Ground and hover
mules would be the most inconspicuous,
but even a hover car wouldn’t be out of the
ordinary, unless the hover car is itself
unusual enough to draw attention.
If Fox is willing to go with the Crew, he can
obviously lead them directly to the property
and help scout the grounds. He will
however, insist on having some sort of
disguise this time and an AVERAGE (7)
Intelligence + Covert will give Fox a two-
step skill bonus in any Opposed Roll to
recognize him, while a PC acting as make-
up artist can, with an AVERAGE (7)
Intelligence + Artistry roll will give a four-
step bonus. If he is hold up in his cabin, he
will describe how to get to his property and
the PCs will have to make an AVERAGE (7)
Memorize roll (Intelligence + Alertness) to
find the property correctly.
If Fox is with the Crew, he will be in his
disguise and the GM will have to make an
Opposed Roll of Fox’s Intelligence + Covert
plus whatever bonus he has for his disguise
against the Alertness + Perception of the
passersby along the route as a Complex
Action to reach the homestead
unrecognized. The Task is AVERAGE (35) if
on foot or horse or EASY (15) if in a
vehicle. However, if the vehicle is enclosed,
no roll is needed. Fox will only be
recognized if two botches are rolled. If by
some odd chance Fox should be recognized,
the PCs can easily break contact as no one
that does recognize him will pursue him,
thus the Crew can try again in an hour with
the primary penalty being the loss of time.
Scouting the grounds is a HARD (55)
Complex Action of Agility + Covert with
each roll taking five minutes. The Difficulty
Threshold decreases to EASY (35) if Fox is
along. Every ten minutes, the Crew will
have to make an AVERAGE (7) Agility +
Covert to avoid the roving security, the
Difficulty drops to EASY (3) if Fox is with
them because of his familiarity with the
terrain. If spotted, they receive one clear
warning, if spotted again, Federal Marshals
are immediately notified and will arrive
after d6 minutes and they will have to flee
whether they have completed the recon or
not. If the reconnaissance of the grounds is
interrupted by Marshals before the target
number for the Complex Action is reached,
there will be a penalty to entering the
grounds. If Complex Action total was
between 0-27 there is a two-step penalty
and if total was 28-54, a one-step penalty.
Once the grounds have been scouted, the
Crew can withdraw back to their ship to
make preparations for the next scene.
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Alliance Magistrate: “Theodore Harold
Edmund Fox, also known as ‘The Black Fox,’
how to you respond to the charges of high
12
treason, grand theft, and destruction of
Alliance property?”
Fox: “Sir, I submit the following as my
response, as they state my position for
more eloquently than I ever could, namely:
‘When in the course of human events, it
becomes necessary for one people to
dissolve the political bands which have
connected them with another, and to
assume among the powers of the ‘Verse,
the separate and equal station to which the
Laws of Nature and of Nature's God entitle
them, a decent respect to the opinions of
mankind requires that they should declare
the causes which impel them to the
separation…’”
Magistrate: “Quaint, but this is not 1776,
nor the King of England’s court, nor is this a
class on Earth-That-Was history. Answer
the question guilty or not guilty?”
Fox: “Sir, based on those two options, I can
only answer ‘not guilty.’
Magistrate: “So shall the record show that
the defendant Theodore Harold Edmund Fox
has entered a plea of not guilty. As this
tribunal is not a jury trail, based on the
overwhelming evidence against the
defendant, which I have reviewed prior to
these proceedings I find him guilty on all
counts and sentence him to twenty-five
years in the Dyton Colony Penal facility.”
– Entire transcript of Fox’s trial
Armed with a clear layout of the changes
the new owners have made to the grounds
the Crew can now work on how to enter the
property undetected. If Fox was there, he
obviously notes the differences. If not, he
picks up the details from the PC’s reports
just as well as if he was there. Fox listens
to any plans the PCs develop for their raid,
but if they get stuck or after the GM feels
the scene has played out enough, he makes
an announcement. When he built his ranch
house, it was extremely clear that war was
on the horizon and he built in a few special
features to protect the property, to include
an escape tunnel. He stresses however,
that it was an escape tunnel; he never
thought it he would need it to sneak into
the house. Based on the recon report, even
if it wasn’t completed, Fox will make it clear
that it will impossible to sneak up on the
house directly. Any attempt by any skill will
be versus an IMPOSSIBLE (31) difficulty
number.
Returning to the house at night is much
easier and as long as Fox is disguised,
there won’t be enough people or light along
the way for him to have to worry about him
being recognized. The only challenge they
face will be to avoid the local police patrol
cruiser. Each PC will have to roll an EASY
(3) Agility + Covert to remain out of sight.
This roll is merely to heighten tension as
only on a Botch will the police notice
anything. For a few heart-stopping
moments a searchlight will sweep across
the area, then switch off and the cruiser will
continue on.
On reaching Fox’s home, entering the
grounds will require an AVERAGE (7)
Intelligence + Covert / Disable Devices or
Intelligence + Technical Engineering roll to
bypass the security on the outer fence and
an AVERAGE (7) Agility + Athletics /
Climbing roll in order to climb the fence and
enter the grounds. Once on the grounds,
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reaching the house itself with Fox’s help is
an EASY Complex Action (15) Agility +
Covert with each roll taking one round.
Entering the tunnel from the outside
requires a HARD (11) Agility + Covert /
Lockpicking and a HARD (11) Burst of
Strength (Strength + Strength) rolls to get
the door open with only character being
able to make the roll due to the confines of
the tunnel.
When the door opens, read aloud:
The tunnel is dank and the air is musty
after lying undiscovered for so long,
but it is otherwise as good as the day it
was built. Halfway through the
hundred meter long tunnel, Fox stops
long enough to open a small chest
hidden in a niche to one side. He slips
on his old Browncoat duster and arms
himself by retrieving a gun belt with a
well-oiled LeMat pistol in the holster.
Looking as dashing as he ever did, he
silently gestures for the Crew to look
inside and cryptically says. “Your down
payment.” Any PC that reaches into the
chest will find a small bundle that
holds one hundred credits in paper and
two hundred in platinum coins.
Fox continues down the tunnel until
reaching the end and turns to whisper.
“This is where it gets a might
complicated. This door opens into the
basement, but the release catch only
works from the inside. I am open to
suggestions as to how to proceed.”
Activating the gear driven mechanism from
the wrong side is a HARD (55) Complex
Action of Intelligence + Mechanical
Engineering / Appropriate Specialty or
Intelligence + Covert / Open Locks, Disable
Device, or Appropriate Specialty with each
roll taking five minutes. One Botch raises
the take to FORMIDABLE (75) and a second
will require battering the door open. This is
a HEROIC (19) Burst of Strength (Strength
+ Strength) roll with no more than two PCs
being able to try at once and can directly
assist each other. The downside of
battering the door open is that all attempts
at stealth inside the house will be at a one-
step skill penalty.
Once the door is open, Fox smiles
grimly and says. “Safe is on the second
floor. Bear with me a few more
minutes my friends and we can be on
our way with none the wiser.”
The GM should now proceed to the next
scene and award 3-5 Plot Points, less any
penalties earned for their actions through
this part of the adventure.
AAC
CTT TTH
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ON
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BEEAAR
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DIIN
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G TTH
HEE LLIIO
ON
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“Obsolete expression usually attributed to a
quote for the bible, specifically I Samuel
Chapter 17 and Verse 35 where King David
is described as saving a lamb by entering a
lion’s den and holding the lion at bay by the
beard until able to kill the beast with his
sword. The idiom, in time, came to mean
boldly confronting a problem or enemy
directly, and typically, on the enemy’s
home territory.”
– Cortex linguistic database entry
14
Creeping through the darkened ranch house
will pose a challenge even for Fox as
everyone is seeing the remodeling the new
owner has done to the interior for the first
time. Regardless of the changes, the
stairway upstairs is still in the same
location as is the master bedroom. Fox will
want to proceed alone, but will not baulk at
one person going along. However, if more
than one person wishes to go upstairs, he
will have a serious problem refusing to
proceed. Since most Crews will not have an
experienced safecracker with them and
even if they did, they do not the time or the
proper tools with them forcing the PCs to
have to relent.
Reaching the master bedroom undetected
is an AVERAGE (35) Complex Action of
Agility + Covert / Stealth. A single Botch
increases the task to HARD (55) and a
second will wake up the occupants of the
house, consisting of the owner, his
bodyguard, his valet, the butler, and the
cook. The owner and bodyguard will shout a
challenge if awakened before coming out of
their second floor rooms. A female guest
will be behind Fox and the PC at the top of
the stairs and the rest of the household
staff will stagger out of their rooms
unintentionally blocking the way out. If
such an event does occur, run the combat
as normal, but it will be completely obvious
that murder will result in a life sentence
and unrelenting pursuit by the law as well
as a warrant placed on the entire Crew.
If the two make it to the master bedroom,
they will have to make one final AVERAGE
(7) Agility + Covert / Stealth to cross the
room undetected. If Fox and the PC fail this
roll, Fox will have his weapon drawn and
will silence the person in the bed with the
cocking of his LeMat pistol. The guest is a
terrified woman (who if the PCs bother to
ask will say that her name is Rachel Taylor)
and will quietly submit to being bound and
gagged, as long as the PC can make a
HARD (11) Willpower + Influence /
Persuade roll or an AVERAGE (7) Willpower
+ Influence / Intimidation roll with either
roll gaining a two-step skill bonus for the
situation. If this roll fails, the woman will
fight and the PCs only have two rounds to
subdue her without the use of firearms
before the commotion rouses the rest of the
house. If the PC resorts to deadly force,
they will receive a two Plot Point penalty for
excessive violence.
Assuming the intruders make it into the
room quietly, Fox hisses softly when he
sees that a large armoire has been placed
on the safe. They have no choice, if they
wish to open the safe, they have to move
the heavy piece of furniture first. As there
is no chance to move the armoire silently, if
they haven’t done so already, they will
have to bind and gag the guest. Since they
will have complete and utter surprise, the
woman will remain silent with an EASY (3)
Willpower + Influence / Persuade roll or
Willpower + Influence / Intimidation roll
Once the woman is firmly bound and no
longer a threat, moving the armoire is a
FORMIDABLE (15) Burst of Strength roll
with the PC able to directly assist Fox.
Finally able to reach the safe and since Fox
knows the combination, he quickly unlocks
15
the safe and retrieves €10,000 in cash. He
hands over €1,000 to the stunned PC and
then whispers that it is time to leave.
[Note: If the GM wishes, Fox can slip
something into his coat pocket that the PC
will only see with an Opposed Alertness +
Perception versus Fox’s Agility + Covert. If
the character wins, it is up to them if they
wish to confront Fox about the item, if
caught, Fox will only state that it is
‘insurance’ and that ‘now is not the time’ to
discuss the matter. If the GM chooses to
include this additional scene, the object Fox
grabs can be the a special transmitter to
send a signal to some of Fox’s friends the
crew will meet later or a hook to another
adventure of the GM’s choosing.] Read
aloud:
On exiting the room, Fox walks directly
into a plump, 50ish, bald man and it is
difficult to figure out who is more
surprised, the man or Fox. The man
sputters for a few seconds in rage at
the intrusion before his eyes fly open
in recognition.
“YOU!” He gasps.
Fox smiles and replies: “Evening
Magistrate Evans. Not quite as in
control of the situation as you were the
first time we met are you?”
“How dare you break into my house!”
Evans replies his face growing redder
by the second.
“Technically, it’s you that broke into
my house, but let’s not split hairs your
honor.” Fox responds calmly.
“Phillips, seize him!” Evans snarls. “I’ll
see you hanged, I’ll…”
The Magistrate’s tirade is cut short by
a bone jarring right cross that causes
Evans head to snap back and his eyes
to roll up into his head as he slumps to
the floor.
“My but that felt good.” Fox manages
to quip before Phillips, the bodyguard,
roars in attempting a vicious tackle and
Pandemonium breaks out.
Fortunately, Magistrate Evans’ staff is more
enthusiastic than skilled. Only Evans is a
skilled fighter and now that the need for
silence is gone, the PCs that have been
hiding in the tunnel will be able to come to
Fox and their comrade’s assistance. The GM
should run the fight normally per the
standard rules with none of the NPCs being
armed. In addition to the regular rolls, the
GM should make occasional additional
hidden rolls, making a great show of
looking at the results in order to keep the
suspense high. These rolls mean nothing,
but should give the PCs pause as they think
Federal Marshals are on the way.
As none of the NPCs are armed, this fight
should remain only a brawl as an EASY
Intelligence + Knowledge will know the use
of deadly force on a Magistrate will draw
every Marshal in the sector and result in
warrant placed on the entire Crew Once the
last of the household staff is subdued, the
PCs are free to escape through the tunnel.
The GM should then proceed to the next
and final scene.
Since no one will be able to respond to
anything the exterior security might detect,
the PCs only have to make the one
AVERAGE (7) Agility + Athletics / Climbing
16
roll to get back over the exterior fence. The
GM is again encouraged to make a few
extra rolls to keep the pressure on the PCs,
but the Crew will reach their ship before
any alarm is raised.
AAC
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SSC
CEEN
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WO
O:: TTH
HAATT O
OLLD
D B
BLLAAC
CK
K M
MAAG
GIIC
C
“Knowing they were facing overwhelming
superior numbers in troops and ships, one
of the first acts of the Independents was to
revive an ancient Earth-That-Was tradition
called Letters of Marque and Reprisal.
These contracts between a government and
an individual authorized that person the
specific permission to seize or destroy
designated property of another entity that
need not be a government and while
typically issued during times of war, a
Letter of Marque could be used as an act of
retaliation short of a declaration of war. The
Independents issued dozens of Letters of
Marque during the war, but only a handful
were successful. Considered nothing more
than pirates by the Alliance, most of these
so-called privateers were ruthlessly hunted
down and destroyed with only Theodore
Fox eluding capture for the duration of the
war. There were many superstitions about
Fox during the war, the most persistent
being his uncanny ability to evade capture,
typically referred to as ‘That Old Black
Magic’.”
– Cortex historical database entry
Once clear of the homestead, reaching the
spaceport will be complicated by the arrival
of Federal Marshals setting up a cordon
looking for Fox and the others that
assaulted the Magistrate Unknown to the
Crew, Evans’ bodyguard slipped free of his
bonds quicker than the Crew had hoped
and freed the others. The Magistrate is now
throwing his considerable weight around
and has ordered the spaceport locked
down. The only reason this hasn’t happened
already is the Port Master has so far
refused to acknowledge Evans’ authority to
give such an order. As Fox is now a red hot
fugitive, he must be kept out of sight at all
costs. The partial descriptions of any PC
that took place in the fist fight results in
those PCs having a one-step skill penalty to
all Social skills.
Regardless of mode of travel the Crew
uses, they will be challenged by Marshals.
Tricking their way past the cordon is a
HARD (11) Intelligence + Influence roll. Fox
will also have to make an Opposed Roll of
Fox’s Intelligence + Covert plus whatever
bonus he has for his disguise against the
Marshal’s Alertness + Perception. PCs can
assist Fox by attempting to distract the
Marshal with an AVERAGE (7) Intelligence
+ Influence / Persuade or Agility + Craft /
Acting roll to cause a one-step skill penalty
to the Marshal’s roll.
If Fox is recognized, or if the PCs fail their
roll to bluff their way through the cordon,
the PCs will have to fight their way through
the roadblock. Fortunately, the Marshals did
not believe the reports that the Black Fox
was in town and are sluggish in their
reactions. However, and EASY (3)
Intelligence + Knowledge roll will know
killing a Marshal is an extraordinarily bad
idea and while assaulting a Marshal is also
a crime, they won’t face the same level of
17
pursuit that murder would. Run the fight as
normal with the Marshal’s slow reaction
represented by giving the PCs the chance to
act first in the round.
On reaching the spaceport, they can see a
flurry of activity and all the various Corvue
screens announcing a lockdown in progress
message. The Crew will have to act quickly
if they are going to get away before the
entire facility is under Landlock. Escaping
while Evans and the Port Master are
arguing will require an AVERAGE (35)
Complex Action pitting the Mechanic’s
Agility + Technical Engineering to quickly
jumpstart the ship’s engines.
While the PCs are making their rolls, the
GM will also be rolling a Complex Action of
Evans’ Willpower + Influence / Persuade to
get the thankfully stubborn (FORMIDABLE
75) Port Master to order the Landlock If
Evans reaches his threshold before the PCs
reaches theirs, the PCs’ ship is Llandlocked.
As escaping is critical at this point, it is
suggested that the GM encourage the Crew
to use Plot Points or Indirect Assistance to
meet their threshold first.
Once the ship starts, the Pilot will make an
AVERAGE (7) Ship’s Agility + Piloting to get
the ship airborne quickly. However, as soon
as they start to move, an ASREV moves
quickly to stop their escape. At this point
Fox will suggest something he used once
during the war to escape a sticky situation.
He explains his plan quickly, which consists
of the Pilot making another AVERAGE (7)
Ship’s Agility + Piloting roll to put the ship
on the correct takeoff vector, while the
Mechanic makes an AVERAGE (7)
Intelligence + Mechanical Engineering roll
to dump one quarter of the ship’s fuel
supply. The Pilot will then have to make an
EASY Intelligence + Piloting roll to cause
the ship’s engines to ‘backfire’ and ignite
the highly flammable oxygen and hydrogen
mixture they are trailing behind them. The
resulting explosion is high enough to not
cause any harm on the ground, but ASREV
will will spin out of control. By the time they
regain control, the PCs will be high enough
to go to Hard Burn and escape.
Safely away from Hera, Fox gives the Crew
a set of coordinates and asks to be taken
there. The trip is only three hours and is on
the way to whatever course the Crew was
planning or if they didn’t have a plan, Fox’s
course is as good as any. When they reach
the coordinates in deep space and less than
twenty minutes later, a ship is detected
approaching fast. If the Crew gets alarmed,
Fox explains that it is only some friends
coming to take him off their hands. The
sleek freighter arrives and clearly visible on
the prow is the name Cutty Sark! Fox grins
at the Crew’s reaction and at his old ship
before replying.
“While I do thank you for your
assistance, I wasn’t sure if you good
people would be up to the job. I am
proud to say you most certainly were.
Anyway, some old friends of mine
purchased my old ship when it went up
on the auction block and I was able to
send them a wave shortly before that
unfortunate scene back on Paquin. I
hope you don’t mind that I used the
Cortex in my room to send them a
18
couple updates so they would know
where to meet me. Thank you again for
your assistance and I must now be on
my way.”
By this time the Cutty Sark has docked with
them and he says his goodbyes. If any one
asks him where he going next, he smiles
enigmatically before replying:
“Second star on the right and straight
on ‘til dawn.”3
He closes the hatch and the Cutty Sark
disengages, pivoting away with a flourish,
before going to Hard Burn and quickly
disappearing from sight.
The next time the probably paranoid PCs
check the Cortex, they find that despite the
partial description of them and their ship,
the Alliance does not order an arrest
warrant and they are free to continue on
with their lives. However, the GM now has a
ready made hook to follow up with if he
chooses to exploit their encounter with
Magistrate Evans as a new Deadly Enemy.
The PCs should now be awarded 4-6 Plot
Points with a 2 point penalty for excessive
violence when dealing with Evans or the
Marshals.
TTH
HEE EEN
ND
D
3 The directions to find Neverland as described in Peter
Pan
C
Cu
uttttyy SSaarrkk
Built in Scotland in 1869 and one of the last
merchant clipper ships expressly built for
the tea trade. Clipper ships were noted for
their high speed for a wind powered sailing
vessel (The Cutty Sark once logged 360
nautical miles in 24 hours for a speed of 15
knots and is a standing record for a ship of
this size) and capable of making the run
from China to England in as little as 122
days, an unheard of speed for the time. Her
name is an old Scots term for a short
smock once worn as a woman’s
undergarment. In addition it was
specifically the name of a character in the
Robert Burns comic poem Tam o’ Shanter
written in 1791 and was also the name of
the ship’s figurehead.
As with all the clipper ships, the Cutty Sark,
after far too short a career, was replaced by
more reliable steam driven vessels. After
being sold and re-rigged several times, the
Cutty Sark was fortunate enough to be
restored to her original configuration in
1922 and preserved as a museum ship in
Greenwich, England, surviving today as a
popular tourist attraction.
I
FOLKS AND RASCALS
Theodore Fox
Agi d6, Str d6, Vit d8, Ale d8, Int d8, Wil d12;
Life Points 20; Initiative d6 + d8.
Traits: Leadership (Major Asset), Talented: Perception/Tactics (Major Asset), Military Rank (Minor
Asset), Credo: Spare Innocents (Minor Complication), Straight Shooter (Minor Complication),
Memorable (Minor Complication), Branded: Black Fox (Major Complication)
Skills: Animal Handling d4, Athletics d6 / Dodge d8, Covert d4, Discipline d6 / Mental Resistance
d8, Guns d4, Influence d6 / Leadership d10, Knowledge d4, Mechanical Engineering d2, Perception
d6 / Tactics d12, Piloting d4, Survival d4, Technical Engineering d2, Unarmed Combat d6 / d8
Brawling
Description: Dashing, intelligent, and confidence building, Fox is the quintessential example of a
natural born leader. Initially a simple freighter captain who tried very hard to stay out of the war he
could see brewing years ahead of others who became a fairly successful rancher. He was specifically
recruited as a privateer and succeeded beyond expectation in that role. Forty-six ships captured and
not a single life lost in the process. His prizes added almost three dozen ships to the Independent’s
ad hoc merchant fleet and when the war was over, left him branded as either a brilliant
swashbuckling hero or a blatant traitor. Fox would like nothing more than to be able to sink out of
sight and leave any and all limelight behind him. However, his notoriety has made it abundantly
clear that he will not be able to find anything like a normal life again.
Magistrate Evans
Agi d6, Str d8, Vit d6, Ale d8, Int d6, Wil d8;
Life Points 14; Initiative d6 + d8
Traits: Moneyed Individual (Major Asset), Friends in High Places (Minor Asset), Prejudice: Former
Browncoats (Minor Complication), Portly (Minor Complication), Overconfident (Minor Complication),
Skills: Athletics d2, Guns d4, Influence d6 / Intimidation d8 / Negotiation d10 / Persuade d8,
Knowledge d6 / Law d10, Perception d6 / Deduction d8
Description: Plump, coddled and smug, Evans has had his way pretty much his entire life and his
attitude reflects his firm belief that the ‘Verse revolves around him.
Aaron Phillips
Agi d8, Str d8, Vit d8, Ale d6, Int d6, Wil d6;
Life Points 14; Initiative d8 + d6
Traits: Steady Calm (Minor Asset), Loyal (Minor Complication)
Skills: Athletics d6, Discipline d4, Guns d6 / Pistol d8, Knowledge d4, Perception d4, Unarmed
Combat d6/Brawling d8
Description: A professional bodyguard in every way. In his mind, there are only two types of
people in the ‘Verse, his ‘principle’ Magistrate Evans and threats.
II
Valet, Butler, and Cook
Agi d6, Str d6, Vit d8, Ale d6, Int d6, Wil d4; Life Points 12; Initiative d6 + d6.
Traits: Steady Calm (Minor Asset), Loyal (Minor Complication).
Skills: Knowledge d4, Influence d4, Perception d4.
Description: Generic house hold staff that take care of Magistrate Evans home.
Marshals
Agi d6, Str d8, Vit d8, Ale d6, Int d6, Wil d8;
Life Points 16; Initiative d6 + d6.
Traits: Wears a Badge (Major Asset), Loyal (Minor Complication), Prejudice: Civilians (Minor
Complication)
Skills: Athletics d6, Covert d4, Discipline d6, Guns d6 / Pistol d8, Influence d6 / Intimidation d8,
Knowledge d4, Melee Weapon Combat d4, Planetary Vehicles d6, Perception d6.
Gear: Pistol – Damage d6W, Range 100, ROF 3 (8) with two extra magazines, Stun Baton – d2S,
Uniform, Mesh Armor – 1W, Communication Headset
Description: The Standard Federal law officer, reasonably competent, but is completely dedicated
to enforcing the law.
Pickpocket
Agi d8, Str d6, Vit d8, Ale d6, Int d6, Wil d4;
Life Points 12; Initiative d8 + d6.
Traits: Talented: Covert / Sleight of Hand (Minor Asset), Greedy (Minor Complication).
Skills: Athletics d6 / Running d8, Covert d6 / Sleight of Hand d8, Influence d4, Perception d6,
Unarmed Combat d2.
Description: This young thief has made his living on the streets for as long as he can remember.
Small and gifted with his nimble fingers, he’s always looking for an easy mark that isn’t careful with
protecting their cash.
Hera pro-Alliance crowd
use Settler Family, p. 182 (Father w/d4 Unarmed Combat instead of d4 guns)
Paquin thugs
use Unification War Vet, p. 180
Hera passersby
use Rim Shop Keeper, p.185
Rachel Taylor
use Society Belle, p. 184
| textdata/thevault/Serenity/Serenity - Fox Hunt.pdf |
THE WAR of
EMBEREZ
SUPPLEMENTAL LORE FOR
About the Campaign
A Requiem of Wings is an ongoing
campaign for characters levels
1-12. The narrative arc centers
on an ongoing conflict between
angels and demons fighting for
power and territory in a “void”
called Emberez.
The Title
This campaign is pretty heavy
on the religious imagery for
obvious reasons, and a
“requiem” is a “mass for the
repose of the souls of the dead.”
Because the story is about war,
and both fiends and celestials can
be winged creatures, A Requiem
of Wings refers to those who have
perished during this conflict and
the song that is written as the
story unfolds.
Themes
• Can beings fight against their
true nature, or is it more
harmonious to embrace what
we are?
• What if angels do not always
represent good, and demons
do not always represent evil?
• Who determines what is good
and evil?
• Who profits in war?
• What are the ongoing
repercussions of conquest?
• What comprises the founda-
tions of faith? How do these
relate or differ among those
who worship celestials and
those who worship fiends?
What, and where, is Emberez?
Emberez is less of a realm and more of a
currently-inhabited void, a blip in the multi-
verse, located within the Forgotten Realms. It’s
comprised of various cities, all of which contain
portals to other places throughout the Realms,
and some natural ecosystems including forests,
rivers, and mountains.
Emberez is a manifestation of faith and
belief, a place brought into being with prayer and
longing, easily accessible to those who seek it out.
The Origins of Emberez
Emberez was established in 1358 DR during the
Time of Troubles, when gods across the pan-
theon were being forced into mortal forms and
stripped of their divinity. During this time, ce-
lestial beings who served these deities feared the
same would happen to them, and sought out a
place to live in peace and maintain their celestial
nature. They discovered a wild, empty void filled
with warmth and bright sunlight. They claimed
it, and named it Eré.
Demonlords and otherworldly beings saw
what was happening to the gods they often
opposed, and worried that they would be next.
They, too, began searching for a place where
they could maintain their true forms and not be
stripped of their fiendish power. These beings
found a wild, empty void filled with cold and
darkness. They claimed it, and named it Ember.
Little did they know that Eré and Ember
were the same place. They quickly discovered
that their temporary home was occupied by their
enemies, and war broke out instantly. The bat-
tles were brutal and bloody for both sides, and
a tenuous truce was made. They agreed to share
the void if each side kept to their own territory.
They made a deal and unified the void, calling
it Emberez. They formed two organizations
intended to keep each side in line: the Aureum
and the Malum Animus. However, despite the
truce, both factions continue to build militias.
The war continues, and each side does what it
can to undermine the other.
Who lives in Emberez?
Nearly everyone who lives in Emberez is a
celestial or a fiend, or someone follows and
serves a celestial or a fiend. Most of these people
are simple commoners who want to live near
those they worship, surrounded by others who
also worship their gods or beings, The other
inhabitants are members of the factions who
control West and East Emberez. These people
are spies, warriors, masterminds, and nobles.
The Sides in the Conflict
The AUREUM is comprised of celestials, aasi-
mar, and those who worship and champion gods
of the pantheon. Although most of the Aureum
serve good/neutral gods, some continue to serve
evil gods, which is reluctantly permitted. The
Aureum has some internal conflict over this,
which has lead to some clandestine efforts to rid
the Aureum of any evil alliance.
The MALUM ANIMUS is a collective of
demons, devils, fiends, hybrid creatures, were-
folk, and those who worship and serve demon-
lords and otherworldly beings. Because the
Aureum sees hybrids and werefolk as cursed,
wretched, and “unnatural” creatures — regard-
less of their alignment — the Malum Animus
saw this as an opportunity to recruit them to
their cause. Still, not everyone on this side agrees
with the goals of the Malum Animus.
Joining a faction
Characters who complete quests on behalf of
either the Aureum or the Malum Animus can
receive points of renown. Once they receive 10
points from either side, they are invited to join
that particular faction.
LOCATIONS IN EMBEREZ
West Emberez
Under the domain of the Aureum
Aurea
Aurea is the capital of West Emberez, the seat of
the Aureum, and the oldest city in this region.
Aurea is known for its famous gladiatorial
arena, forum of temples, and the oldest library
in Emberez. Celestials travel to and from Mount
Celestia via Aurea. Aurea is ruled by Empress
Justina, Paladin of the Lark.
Ibrido
Ibrido is an Amnian colony and trade city,
established by the Aureum to bring in goods
and resources by way of Amn to help build
Emberez. Those who live in Ibrido are now ex-
tremely wealthy and enjoy splendor. A beautiful
and strange city built atop a smattering of tiny
islands, Ibrido is considered a popular tourist
destination by many. It is not uncommon to
run into visitors from Neverwinter or Water-
deep while in Ibrido. It is home to the Castel di
Maschera, a beautiful castle that hosts weekly
balls and masquerades.
St. Valentine
Located in the valley of the Sol Mountains, St.
Valentine is a lush and fertile city that draws
farmers, florists, and vintners from across the
Realms. It is named after a paladin of Sune who
perished in one of Emberez’s first battles, which
took place on the land that eventually became
St. Valentine. The city honors this fallen warrior
with an annual festival.
Soldra
Founded by devotees of Bahamut, Soldra both
reveres and fears dragons. For centuries, dragons
have attacked and looted Soldra as revenge for
settlers invading their home, and Soldrans found
peace once they began annually sacrificing one
of their own to appease the dragons’ hunger.
Natural Landscapes
Sol Mountains
The mountains that separate St. Valentine and
Soldra are craggy and verdant, a stark contrast
from the frigid Kol Mountains of East Emberez.
The Sol Mountains are home to communities of
rock dragons, brethren to metallic dragons.
Lacrimosa River
This river of souls runs the length of Emberez. It
eventually pours out of Emberez, merging with
the River Styx, and deltas in the Lower Planes.
Lyren Woods
The veil between the Lyren Woods and the
Woods of Sharp Teeth is very thin, and adven-
turers traveling in that area often inadvertently
find themselves passing through Emberez. Soldra
and Cerazen have fought over the Lyren Woods
for centuries. The woods are home to communi-
ties of werewolves.
Neutral Territory
Cerazen
Cerazen was once under the control of East
Emberez and remains a colony of the City of
Brass. It is now considered to be the only neutral
territory in Emberez. Cerazen is home to com-
munities of djinn, efreeti, werefolk, and golems
— creatures who struggle to find a place among
the warring factions. Cerazen has long fought
with Soldra over who owns the Lyren Woods,
which each side claims as their own. Cerazen is
where the plants used for incense are cultivated.
Both factions use incense in abundance to ward
off their enemies.
East Emberez
Under the domain of the Malum Animus
Ravukoi
Ravukoi is the capital of East Emberez, the seat
of the Malum Animus, and the oldest city in
this region. Ravukoi houses a portal to the Nine
Hells, and the inhabitants of the Hells travel
into the city every year in search of a marriage
alliance. Ravukoi is ruled by Tsarina Morevna, a
Warlock of the Owl, who spent much of her life
in Barovia.
Magra
Magra was disputed territory between the two
Emberezian factions for several centuries before
being relinquished to the Malum Animus. Its
haunting and beautiful architecture clearly favors
its demonic influence. Surrounded by a dense
forest, Magra is home to many wood artisans
and hosts a year-round outdoor market.
Kolodnokiva
Tucked in the frigid and treacherous Kol Moun-
tains is the village of Kolodnokiva. Followers of
the otherworldly patron known as the Owl trav-
el to Kolodnokiva on a pilgrimage, where they
must complete a task requested by this patron.
Natural Landscapes
Magran Forest
The forests of Magra are thick with maple,
willow, and spruce trees, providing artisans with
the supplies for their trade. Trees grow quickly in
this strange forest. Tucked away in the Magran
Forest is a temple that once served the Archfey.
Kol Mountains
The snow-capped alps of the Kol Mountains
make life harsh for its few remaining inhabi-
tants. When Emberez was first founded, dwarves
migrated to the Kol mountains to mine its abun-
dance of gemstones. This dwarven influence is
still visible to those who brave the summit and
explore the abandoned mines and caves.
common occurrences in emberez
Despite the differences in culture across
Emberez, there are many recurring sights,
including the following:
Doors. Beautiful, ornate doors are found across
Emberez. Because Emberez is a place that many
pass through without realizing it, the doors are a
symbol of the void’s function as a portal.
Incense. Both sides heavily rely on incense: for
daily life, for rituals, and for deterring and
detecting their enemies. Each side favors particu-
lar plants used for this purpose. As such, incense
is everywhere. Adventurers who are fiendish or
celestial in nature are most certainly affected.
Annual Festivals/Ceremonies. Emberezians are
incredibly ritualistic and are devotees to annual
holidays, many of which have sinister history.
Transformative/Shapeshifting Creatures.
Many people in Emberez, on both sides of the
conflict, possess the ability to change their shape
and appearance. Adventurers can expect to meet
many people like this while in Emberez.
The Pantheons of Emberez
What links the warring factions is their shared devotion: both sides revere either divine or demonic
beings, and this faith/servitude keeps them bound to Emberez forever.
MAJOR GODS AND DIVINE
BEINGS OF THE AUREUM
The Harbinger
Athena
Artemis
Bahamut
Dionysus
Lathander
Sune
Selûne
Shar
Mask
Oghma
Tyr
Gods from other pantheons are
welcome and worshipped in Emberez.
MAJOR DEMONLORDS
OF THE MALUM ANIMUS
The Great Old One
The Archfey
The Fiend
The Raven Queen
Baphomet
Orcus
Demogorgon
Fraz-Urb’luu
Graz’zt
Juiblex
Yeenoghu
Zuggtmoy
Archdevils and other cosmic patrons
are also followed in Emberez.
THE LARK AND THE OWL
The two queens of Emberez, Empress Justina Justicius and Tsarina Marya Morevna, have each
devoted their lives to a greater being that they revere as the “true” one, the being that oversees all
the others. The Empress is a paladin devoted to the Lark, who is also known as the Goddess of the
Light. The Tsarina is a warlock who serves the Owl, also known as the Night One. Many in
Emberez have followed the example of these rulers and also worship the Lark or the Owl. Some
religious scholars, however, suspect these beings may be one in the same...
Adventures in emberez
Planning your A Requiem of Wings campaign?
Characters traversing the realms may find
themselves in Emberez during one of these
adventures. You’ll have to wait until early 2019
for the full campaign book, but here’s what you
can expect — and play! — in the meantime.
The Aureum
Aurea / Level 1-2
Adventurers can help a young, captive minotaur
escape from a deadly gladiatorial ring.
Available early 2019.
A Night of Masks and Monsters
Ibrido / Level 3
Adventurers are invited to a masquerade at the
Castel di Maschera, which presents the chance
to investigate a recent murder. Available now on
DMsGuild.com.
The Executioner’s Daughter
Soldra / Level 4
To placate the dragons that once attacked
Soldra, the city offers up one of its own in an
annual ceremony. When the wrong person is
chosen as the offering, adventurers are asked to
escort the volunteer to Garra’s Peak.
Solo adventure version available on DMsGuild;
multiplayer adaptation available early 2019.
Labyrinth of Thorns
St. Valentine / Level 5
Every year, a citizen of St. Valentine is pulled
into a treacherous labyrinth. When chocolatier
Dante’s wife is taken, he seeks the help of brave
adventurers to get her back. Available now on
DMsGuild.com.
The Resurrectionist
Lyren Woods / Level 6
A strange woman in the Lyren Woods seeks aid
to collect the necessary materials that will bring
fallen soldiers back to life. Available early 2019.
The Starlight Relic
Magra / Level 7
When famous luthier Vela Kapra discovers the
location of a lost relic, she recruits adventurers
to fetch it from the haunted and fey-touched
Magran forest. Available now on DMsGuild.
The Wolf Oracle
Cerazen / Level 8
The Oracle of Cerazen is trapped in the Cerazen
citadel, unable to take action on her latest vision,
which foretells the demise of her own daughter.
She asks adventurers to act in her stead.
Available early 2019.
What I Ask of You
Kolodnokiva / Level 9
Adventurers who seek to earn respect or favor
from their god or patron can embark on this
pilgrimage that may cost them everything.
Available early 2019.
Altar of Holy Fire
Ravukoi / Level 10
The Red Princess of Ravukoi has been promised
to a prince of the Nine Hells, but her heart be-
longs to another: Lea, a paladin in the Aureum.
The star-crossed lovers need help from willing
adventurers to escape Ravukoi and be wed in
secret. Available October 2018.
Birds of a Feather
Level 12
Adventurers come face-to-face with the beings
who could end the war of Emberez, once and for
all. Available early 2019.
notes from the author
This whole campaign began while I was on a
family trip to Italy. It was born out of my desire
to explore my heritage — Italian and Russian/
Jewish — and to explore a fantasy story with a
different “flavor,” so to speak.
The Aureum is heavily inspired by the Holy
Roman Empire’s domination across Europe; the
Malum Animus represents the cultures that both
struggled and flourished in the shadow of that
rule. During my travels to places like Istanbul,
Budapest, and Prague, the evidence of Roman
Empire’s reign still permeates the unique cul-
ture of those great cities. The tension between
faiths is everywhere in Europe — Catholicism,
Orthodoxy, Judaism, Islam, Paganism, etc., all
tenuously co-exist — and I found that to be a
compelling idea in the Forgotten Realms, where
gods and otherworldly beings play a significant
role in characters’ lives.
Although Emberez is my own, I do see it
firmly rooted in the Forgotten Realms. I love
the notion of a place being “willed” into being,
and that’s essentially how Emberez functions for
characters who explore it. That being said, every
story in this ongoing campaign is easily adapt-
able to another location. However these stories
manifest for you, I hope you enjoy them.
Cheers,
Ashley Warren
AshleyWarrenWrites.com
#ARequiemOfWings
Art credits:
Angel | darksouls1, Pixabay
Door | Felicity_Kate11, Pixabay
| textdata/thevault/Dungeons & Dragons [multi]/Adventures/A Requiem of Wings/A Requiem of Wings - The War of Emberez - Supplemental Lore.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APLs 2-4
� #Blunt Arrows (Adventure, RoW)
� #Forestwarden Shroud (Adventure, RoW)
� #Leafweave Leather Armor (Adventure, RoW)
� #Swiftwind arrows (Adventure, RoW)
APL 6 (all of APLs 2-4 plus the following)
� +1 Light fortification chain shirt (Adventure, DMG)
APL 8 (all of APLs 2-6 plus the following)
� #+1 Leafweave Studded Leather (Adventure; DMG & RoW)
� Vest of Resistance +1 (Adventure, CAr)
APL 10 (all of APLs 2-8 plus the following)
� +1 Magical Beast Bane Greataxe (Adventure; DMG)
� +2 Heavy Wooden Shield (Adventure; DMG)
� #+2 Leafweave Studded Leather Armor (Adventure; DMG &
RoW)
� +2 Light Fortification Chain Shirt of Sonic Resistance
(Adventure, DMG)
� Cloak of Charisma +4 (Adventure, DMG)
APL 12 (all of APLs 2-10 plus the following)
� +2 Animated Darkwood Heavy Wooden Shield (Adventure,
DMG
� +2 Huge Greatclub (Adventure, DMG)
� +3 Club (Adventure, DMG)
� Cloak of Charisma +6 (Adventure, DMG))
Adventure Record#
597 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 450 XP; 450 gp
APL 4
max 675 XP; 650 gp
APL 6
max 900 XP; 900 gp
APL 8
max 1,125 XP; 1,300 gp
APL 10
max 1,350 XP; 2,300 gp
APL 12
max 1,575 XP; 3,300 gp
�Grig Jig: You danced with the grigs. You have aged 1 full year
(10 for elves). However, you now know the “Grig jig”.
�Pranked! The grigs of the Honeypot got their hands on you. For
the next 52TUs you suffer from the following condition: (check
one)
[ ] Hairless (yes, everywhere)
[ ] Skin turned bright orange or purple
[ ] Aged 10 years (permanent, 100 for elves)
�Lock of Unicorn Mane: Throwing the mane on the ground (a
standard action that does not provoke attacks of opportunity)
provides a good-aligned PC with the benefit of an aid spell (CL 3rd).
Non-good-aligned PCs instead benefit from a virtue spell (CL 3rd).
After one use, the mane loses its power.
�Shield of Yondalla: This blessing allows you to re-roll a single
saving throw. Halflings add a +1 sacred bonus to the save re-roll.
Clerics of the halfling Pantheon instead add a +2 sacred bonus to
the save. Cross off once used.
�Thanks of Applebee: This counts as an influence point with
the halflings of Applebee. Cross off once used.
�Metaorg Access: if you belong to the Dreerwode Druids or the
Warders of the Wild, you gain regional access to items marked
with #.
This Record Certifies that
__________________________________________________
Character Name
Classes and Levels
__________________________________________________
Player Name
RPGA #
Has Completed
URC7-01– The Mare of Applebee
An adventure set in the region of the County of Urnst
Event:__________________________ Date: __________________
DM: _____________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ______________
�
Died
�
Was raised/res’d
�
Was reincarnated
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
__________________________________________________
Home Region_________________________________
| textdata/thevault/Living Greyhawk/Modules/County of Urnst/597/Normal Scenarios/URC7-01 - The Mare of Applebee (APL 2-8)/URC7-01 - The Mare of Applebee AR.pdf |
Night of the
Yellow Moon
by John Dunn
SQG1002
Night of the
Yellow Moon
by John Dunn
Night of the Yellow Moon
2
NIGHT OF THE YELLOW MOON
An Adventure for Characters of Levels 4–6
CREDITS
Design: John Dunn
Development: Richard Baker
Editing: David Noonan
Cover Art: Klaus Pillon
Interior Illustrators: Justin Mayhew, Claudio Pozas
Cartography: David Noonan
Graphic Design: Mackenzie Schubert, Corey Macourek
Production: David Noonan
Based on the Primeval Thule Campaign Setting
by Richard Baker, David Noonan, and Steve Schubert
Night of the Yellow Moon is published by Sasquatch Game Studio. Sasquatch Game Studio LLC and Primeval Thule
are trademarks of Sasquatch Game Studio, LLC. All characters and the distinctive likenesses thereof are prop-
erty of Sasquatch Game Studio LLC. This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited
without the express written permission of Sasquatch Game Studio LLC. © 2015 Sasquatch Game Studio, LLC.
Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Role-
playing Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information
on the compatibility license.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Inc. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo
Inc. does not guarantee compatibility, and does not endorse this product.
Product Identity: The following items are hereby identified as Product Identity as defined in the Open Game
License version 1.0a, and are not Open Content: All trademarks, proper names, dialogue, plot, storylines,
locations, characters, artwork, and trade dress.
Thule is a land steeped in savagery and super-
stition. Vile cults lie hidden in the hearts of the
great cities or rule over barbaric tribes in jungle
vales, practicing terrible rites handed down from
the prehuman denizens of earlier ages. Of these
forgotten cults, few are as fanatical—or mad—as
the wanderers who call themselves the Golden
Ones. Servants of the Great Old One Hastur,
the Golden Ones believe that the time is coming
for He Who Must Not Be Named, and that it is
their holy task to prepare the way by spreading his
worship throughout the world and punishing all
nonbelievers.
For years, the Golden Ones have roamed the
wilds more or less at random, burning villages,
pillaging caravans, and attacking tribal camps un-
der the guise of recruiting new followers. Howev-
er, now something is different. A charismatic new
high priest named Monyat has become the leader
of the cult, and he believes that the signs and
portents point to Hastur’s imminent triumph. A
rare astrological alignment known as the Yellow
Moon is coming, and Monyat intends to celebrate
it with a ritual far larger than any the Golden
Ones have attempted before. The Golden Ones
need hundreds of new recruits, and thousands of
potential sacrifices.
Inspired by this mad vision, Monyat now
feverishly drives the Golden Ones on a rampage
through the tribal lands near Quodeth. The hour
of the Yellow Moon approaches, and Monyat
plans to stage the final act in his apocalyptic plan
in the heart of the city.
Adversaries and Treasure: Statistics for
monsters and new items presented in Night of the
Yellow Moon can be found in the Adversaries and
Treasure appendix, at the end of the adventure.
References to the Primeval Thule Campaign Setting are
abbreviated PTCS.
Encounter Difficulty: The adventure is in-
tended for 5th level characters, but for much of
the adventure the PCs only need to deal with one
or two combat encounters per day. As a result,
most of the encounters are deliberately set a level
or two above the expected party level.
ADVENTURE
SUMMARY
The adventure opens when the player charac-
ters enter Morlun, the village of the Stonespear
barbarian clan. They have a minor errand or old
ties with the Stonespears, and expect a friendly
welcome. Instead, they discover that the clan has
been wiped out by unknown marauders. A search
reveals that a tribal elder is the only surviving
member. She warns the heroes that a band of
nomadic cultists visited the tribe the night of the
attack.
The characters are expected to follow the cult-
ists in the hope of recovering stolen goods, rescu-
ing captured Stonespears, or exacting vengeance
for the murders. As they continue their pursuit,
they discover a trade caravan and another Ammur
clan that the cultists destroyed. Encounters hint
that there is dark magic at work, including a battle
with a gibbering mouther and the discovery of
one of the Golden Ones’ misplaced relics.
In the second act of the adventure, the player
characters catch up to the Golden Ones at the
camp of the Storm Eagles, another band of Am-
mur barbarians. The Golden Ones are seeking to
induct the Storm Eagles, who are still hearing out
the cultists when the PCs arrive. At this point, the
heroes can either try to confront the cult directly,
or make allies of the Storm Eagle clan to over-
whelm the twisted cultists.
Defeating the cultists at the Storm Eagle camp
does not put an end to Monyat’s foul scheme,
unfortunately. The heroes soon discover that the
high priest Monyat and a group of elite followers
split off from the main body of the Golden Ones,
and headed directly to Quodeth. In the final act
of the adventure, the PCs must find Monyat and
his followers in the teeming streets of the city be-
fore the followers of Hastur can begin the Yellow
Moon ritual. If the heroes fail, Hastur’s minions
will bring about the deaths of countless Quodethi
and convert thousands of broken survivors to the
path of their terrible god.
NOMADIC CULTS
Wandering bands of pilgrims are relatively com-
mon in some parts of Thule. Some lead lives of
endless pilgrimage, traveling from one ancient
shrine or lonely wilderness altar to the next to
honor their grim deities; individual devotees join
these groups for a season or two before finding
a place to settle down and giving up their travels.
Other nomadic bands are driven by the desire to
proselytize their beliefs, and seek out opportu-
nities to make new converts. Some of these are
content to live on the alms of those they visit,
while others expect a tribute of goods—food,
equipment, and other precious materials—to
Night of the Yellow Moon
3
support their wanderings. Finally, the worst of
Thule’s wandering pilgrims are little better than
bloody-handed raiders following dark and de-
manding gods.
While wandering cults often spell trouble for
those they meet, they aren’t entirely unwelcome.
Thule’s pilgrims are responsible for spreading
many of the myths that circulate across the land.
Certain popular legends—creation myths, sto-
ries of tremendous heroics, and tales of tragic
loss—are commonly recounted by the better sort
of nomadic cult. In some cases, these religious
zealots bring healing or call on divine magic to
perform minor wonders for those they seek to
impress. As a result, many traditional tribes (and
even some city dwellers) maintain a sense of awe
and respect toward the nomadic cults. The arrival
of a nomadic cult is seen as a sign, and turning
them away risks the anger of the gods.
THE GOLDEN ONES
The Golden Ones are a particularly wicked no-
madic cult. They see themselves as the chosen ser-
vants of Hastur, the King in Yellow, and believe
that their devotion to him will be rewarded when
Hastur comes to establish his dominion over the
earth. As a sign of their devotion, the cultists wear
slaves’ collars made from beaten gold; high-rank-
ing cultists wear heavier collars with loops of gold
chain draped over their shoulders. The collars are
poorly made and cruelly fitted, but the Golden
Ones bear their sores as badges of honor.
When the Golden Ones encounter another
tribe or village, they present a peaceful aspect at
first. While few members of the cult have any firm
grip on sanity, some are at least capable of con-
cealing their madness. It is these representatives
who first introduce themselves to outsiders. They
explain away the madmen among them by saying
that the cult has many members whose delight
and rapture has “freed them from concerns of the
physical world,” and in their “blessed” state they
may be hard for nonbelievers to understand. The
cult representatives then allude to the tremendous
power of “the King of the Stars,” or “the Sleeping
One,” and hint at the favors that they can offer
to those who heed his word. Examples include
wealth and bounty, security from attackers, as well
as fertility and fecundity.
Invariably, at least some outsiders fall prey to
the promises that the speakers initially make. In
short order, the Golden Ones draw these poten-
tial converts to rituals conducted around isolated
campfires or within hastily erected tents. Most
who join in the rituals succumb to madness, join-
ing the cult as new recruits. Those who do not
fall prey to insanity are typically slain as sacrifices
to Hastur—an important part of each ritual. The
Golden Ones then continue to prey upon their
hosts until all are either recruited or killed, which
seldom takes more than a day or two. Throughout
the process, the cultists take care to lure in just a
few individuals at a time and insure that none es-
cape to warn others of the danger. Once everyone
who dwells nearby has been converted or slain,
the Golden Ones move on to find new prey.
Legend has it that other tribes and cities have
tracked down and wiped out the Golden Ones at
least three different times. However, within a few
short months, the tribe was once again travelling
across Thule and spreading the word once more.
It may be that there is more than one band of
Golden Ones travelling the continent, or that
survivors were able to restart the process, con-
verting new members and growing their unholy
religion again.
BEGINNING
THE ADVENTURE
The opening scenes of Night of the Yellow Moon take
place in the eastern foothills of Ammurath, the
homeland of the Ammur barbarians. The Am-
mur are advanced as far as barbarian tribes go,
and many of their clans engage in some amount
of trade with outsiders. The adventure works best
if the characters have reason to visit Ammurath
and expect a friendly welcome from at least one
Ammur tribe—the Stonespear clan, whose home
village is Morlun.
If you have the opportunity to plan ahead a
little, introduce the Stonespears as friendly NPCs
in an adventure that takes place before you run
Night of the Yellow Moon. Establishing a good
relationship with the Stonespears before the
adventure begins will provide the characters with
plenty of motivation to avenge the tribe after the
events of the opening scene.
Choose one of the following hooks to bring
the characters to Morlun and begin their pursuit
of Monyat and the Golden Ones, or create one
of your own. Remember that few adventurers in
Thule have entirely selfless motivations. Make
sure that the party has good reason to pursue the
Golden Ones after the first scene.
The Tablet of Darieoth: Travelers passing
Night of the Yellow Moon
4
through Morlun have reported that the Stone-
spear clan possesses an unusual treasure: A gold,
disk-shaped tablet covered in ancient writing.
The barbarians said their ancestors found the
tablet in “the flying ship of Darieoth,” which
crashed in nearby Lake Kydar and sank. A PC
with scholarly interests—for example, an Atlan-
tean noble, occult scientist, or star-lore ad-
ept—heard the traveler’s tale in a nearby city, and
resolved to go to Morlun to examine the tablet,
persuading the rest of the party to come along.
The Sacred Hunt: One or more of the player
characters counts the Stonespear clan as friends
or kin. The Stonespears are about to embark on a
ceremonial hunt—an occasion for weeks of revelry
and the renewal of old bonds—and the character
has been invited to bring his or her comrades to
Morlun and join in the revels. A jungle trader PC
may have traded with the Stonespears before; a
freeblade or tribal outcast may have found shelter
with the Stonespears for a time; or a Dhari hunt-
er PC may belong to an allied tribe.
The Panjandrum’s Son: The heroes are hired
by Jor Thodel, a wealthy panjandrum of Quo-
deth, to track down his missing son, a young man
named Khado. Khado Thodel was traveling with a
caravan in the Quosa Vale a couple of months ago
when the caravan met with a wandering band of
pilgrims who wore gold collars and talked about
the wonders of a coming “age of dreams.” The
impressionable Khado abandoned the caravan
and left with the cultists. After weeks of asking
about pilgrims wearing gold collars, the heroes
learn that the band was last seen near Pyriador,
on the trail to the barbarian village of Morlun.
Jor Thodel will pay the heroes 250 gp each for
bringing Khado home.
ACT ONE:
TRAIL OF RUIN
The adventure opens when the characters ar-
rive in the village of Morlun, home to a friendly
barbarian tribe. Upon their arrival, they discover
that the village has been savagely destroyed. The
ruined village has attracted dangerous jungle scav-
engers, and the PCs must first fight off a pack of
dire wolves before they can investigate the scene.
In searching the ruins, the characters find a single
survivor: Leena, a village elder who successful-
ly hid from the attackers. Delusional and near
death, she can tell the tale of what befell Morlun.
Her story sets the PCs on the trail of the Golden
Ones, and leads them into the Kurmanur Wilds.
There the characters soon stumble over more of
the cult’s grisly handiwork.
When you are ready to begin, read the follow-
ing:
You are traveling to the village of Morlun in the forests of
eastern Ammurath. Morlun is home to the Stonespears, a clan of
Ammur barbarians who are known to trade with outsiders and
sometimes serve as guides to travelers from civilized regions. The
day is drawing to a close, but the village is only a few miles off,
and you should be there well before dark.
Explain the heroes’ reason for making the jour-
ney to Morlun, if you haven’t done so yet. The
players are free to take any precautions or scout
around if they wish—the area around the village is
deserted, and they meet no one else.
MORLUN
The Stonespears are an Ammur clan who take
their name from a group of natural spires near
their village. Because the tribe dwells relatively
near Quodeth, they have begun to fall prey to
its mercantile practices. Other Ammur clans
would describe them as dangerously civilized.
The Stonespears often traded animals skins,
gems from mountain streams, and occasionally
excess fruits gathered during the harvest season.
They are far from wealthy, but they have lived
in Morlun for generations, and their lifestyle is
comfortable and secure. The village headman is a
scarred old warrior named Gram One-Eye, and
the rest of the clan’s members are prototypical
Ammur barbarians. If the PCs have any connec-
tion or history with the Stonespears, they would
regard the clan as strong, brave, and certainly
capable of fighting off almost any imaginable
trouble. However, the party discovers the village
in ruins:
An ominous silence greets you when you arrive in Morlun. The
village is an utter shambles. Bodies of people litter the ground,
intermingled with the remains of livestock. Everything is dead,
and it is clear that many of the victims were subjected to awful
torture before meeting their ends. The attack appears to have
been violent solely for its own purpose—most of the lodges and
storehouses have been badly damaged, and some are burnt to the
ground. Perishables, useful goods, ruined tools, and household
furnishings are scattered across the area, as though the attackers
had made a half-hearted attempt to pillage Morlun.
While none of the Stonespears appear to have
survived and no attackers are lingering in the
area, the player characters can turn up several
valuable clues by examining the area.
Night of the Yellow Moon
5
Call or Shout: If any character thinks to call
loudly for survivors to answer, the party hears
Leena’s response—a weak, rasping moan—a mo-
ment later. See Finding Leena, below.
Examine the Dead: Most of the dead were slain
by sword-cuts, arrows, or bludgeoning injuries.
About sixty villagers are dead here, along with
twenty or so outsiders. The outsiders are humans
of Kalay or Nimothan descent. They are dressed
in scraps of leather armor and mismatched kilts,
robes, and capes in yellow. Four wear thin collars
made from beaten gold (each is worth 10 gp),
while the other outsiders have chafing and sores
around their necks, suggesting they wore similar
collars which were removed recently (the Golden
Ones stripped most of the collars from their own
dead, and overlooked a few).
If any of the characters know the Stonespears
well, they can tell at a glance that scores of villagers
are missing. Otherwise, any character examining
the bodies may attempt a DC 10 Intelligence check.
On a success, the character realizes that based on
the number of buildings in the village, there are at
least 30 or 40 villagers unaccounted for.
On a successful Heal or Survival check (DC 15),
a character can tell that the bodies have been here
about three days. So far, scavengers have stayed
away from the scene.
Look for Tracks: Any character who makes a
careful search of the village and its surroundings
automatically discovers a trail leading north-
east into the Giantstead Grove—a large party of
humans, including sledges drawn by oxen, left
Morlun. On a successful Survival check (DC 10),
the character can also determine that, based upon
the tracks and the time since the last rain, the PCs
are the first people to enter the village since the
time of the attack.
Search the Buildings: Characters who system-
atically search the buildings in the village discover
Leena in the ruins (see below). If a character
searching the buildings succeeds on a DC 10
Perception check, he also discovers that a strange
symbol has been carved into the woodwork in
several places. It resembles a crown with three
points.
To identify the symbol, a character must suc-
ceed on a DC 15 Knowledge (religion) skill check
or a DC 20 Knowledge (local) skill check. The
symbol is associated with the Golden Ones, a
wandering cult devoted to Hastur.
Search for Loot: Any one searching the village
for valuables realizes that the attackers were quite
haphazard in their looting (most of the Golden
Ones are not terribly lucid, so attention to detail
is not their strong suit). An hour of gather-
ing scattered provisions and valuables results in
80 days’ worth of provisions, an assortment of
ordinary clothing and tools, 320 sp, and 90 gp.
A character who succeeds on a DC 15 Appraise
check also finds a pouch of uncut emeralds, con-
taining six stones worth 40 gp each, and a jeweled
dagger worth 350 gp.
Stand Guard: If any character stands watch and
keeps an eye on the surrounding forest, he or she
spots the approaching pack of wolves (see Scaven-
ger Attack, below). The party is not surprised in
that encounter.
Night of the Yellow Moon
6
TALES TOLD BY THE DEAD
Characters who can magically question the dead or otherwise divine
something about the attack can piece together the story easily
enough. The Golden Ones, led by their high priest Monyat, came
to Morlun three days ago. Monyat is known to his followers as “the
Golden Prophet.” He is a human man of middle years who wears
ceremonial golden armor with a chained collar.
The cultists preached for hours about the “King of the Stars” and
“the Night of the Yellow Moon,” a fast-approaching revelation or
transformation that would usher in an age of wonder and delight for
those who followed their god. A DC 20 Knowledge (Religion) check
identifies the “King of the Stars” as a name for the Great Old One
Hastur used by his cultists. A successful DC 25 Knowledge (Arcana)
check identifies the night of the Yellow Moon as an obscure astro-
logical alignment associated with ill omens. Its next occurrence is in
about two weeks.
The Golden Ones performed various blessings for the villagers
(most mere mummery, although neither ordinary cultists nor Stone-
spear villagers knew that), begged for provisions, engaged in minor
trades, and urged likely recruits to join them in their great pilgrimage.
A handful of villagers were intrigued enough to attend the cultists’
rituals (none of the villagers or ordinary cultists lying dead know it,
but those individuals were enthralled by Monyat’s magic or drugged
with hallucinogens in the ceremonial wine). By evening, dozens of
Stonespears were dancing alongside the cultists and were swept up
in “the rapture of true belief.” Gram One-Eye, the village headman,
was plied with drink and beautiful dancers until he fell asleep.
At moonrise, Monyat gave the signal, and the cultists suddenly
turned on the villagers who had declined to join them. The Golden
Ones believed they were “purifying” the village of those who refused
to be saved. The recently converted Stonespears were in a stupor
and did not realize what was happening to their kin. The barbarians
fought back, but they were overwhelmed by the cultists’ numbers.
Gram and the other chief warriors were burned to death in the head-
man’s lodge.
The Golden Ones spent the next few hours looting Morlun,
and left by noon. They carried off their new recruits (most still in a
drugged stupor) and struck out eastwards along a small footpath.
None knew where Monyat intended to go next.
FINDING LEENA
Characters who call out for survivors or make a
thorough search of the village buildings discov-
er that one Stonespear still lives. A weak moan
from a collapsed building attracts their attention;
Leena, an old woman who is one of the Stone-
spear elders, is pinned under the wreckage of a
collapsed wall.
A weak moan reaches your ears. Following the moaning to
its source, you find an elderly woman pinned under partially
collapsed building. It seems that her current predicament may
have saved her from the attackers, as she is largely concealed by
what was once the structure’s thatched roof. She appears badly
dehydrated, and her eyes are clouded with cataracts.
Leena is pinned and unable to free herself. She
is incoherent at this point, and can’t answer ques-
tions; the best she can manage is, “Help me,” or
“Water, please, water.” It only takes a few minutes
of work to free her. Any character familiar with
the Stonespears recognizes her as Blind Leena,
one of the village elders.
Initial attempts to talk to Leena are bound to be
frustrating for the player characters. The woman
has been trapped under a building for three days,
and was in poor physical condition prior to that.
Leena is responsive, but her voice is weak and
faltering. The PCs can understand her requests
for water—and she greedily gulps any they give
her. Beyond that, her words are largely nonsense
at first. Unless the heroes have a means of magi-
cally clearing her mind or providing her rest (any
magical healing will suffice), she needs at least
eight hours of rest before she can be questioned.
Roleplaying Leena: Normally, Leena would be
suspicious of outsiders, particularly given the re-
cent destruction of her clan. However, the player
characters have most likely just rescued her from
a slow and agonizing death. Whether or not they
intend to give her further aid, she is in their debt
and willing to repay their kindness. She hopes
that the party might be willing to exact vengeance
against the attackers, but she knows that is a lot to
ask from a band of strangers.
Even once she has recovered, Leena still speaks
slowly and methodically, with a wavering voice. She
often pauses mid-sentence, as though she is strug-
gling to breath, and her breath often rattles as she
inhales. The woman is clearly elderly and in failing
health. It is miraculous that she managed to survive
three days trapped under the collapsed structure.
When questioned, Leena provides the following
story:
“I am Leena,” the old woman begins in a weak voice. “My
people were the Stonespears. Three days ago, a large band of
pilgrims came to Morlun. They called themselves the Golden
Ones, and told many tales of the wonders awaiting those who
would join them in worshiping their god. Wandering bands of
holy people pass through Morlun from time to time, and we
thought these Golden Ones were the same.
“My eyes are cloudy and dim these days, and I cannot tell
you what they looked like. I listened to their talk for a time.
Their leader was a priest named Monyat, and he asked Gram,
our chief, many questions about the tribes nearby. Then he gave
Gram many gifts.
“I thought the Golden Ones’ words were so much nonsense,
but I know that some of the other villagers were swept up by their
stories. I went to bed an hour after sundown. But in the middle
of the night, I was awakened by terrible screams and the roar of
flames. I went to the door of my hut to find out what was hap-
pening, and I heard our warriors shouting that the Golden Ones
had turned on us. Then the roof of my hut fell in on me, and I
knew no more. When I woke up, it was day, and I was pinned. I
called for help, but none heard my cries.”
Leena witnessed (or at least overheard) most
of the events described in the Tales Told by the
Dead sidebar. She does her best to answer any
questions the characters have for her, and urg-
es them to avenge her people. However, she is
terrified about what will happen to her once the
party leaves Morlun—she is old, blind, and frail,
and her home has been utterly destroyed. She has
nothing of value, including the bare necessities
for survival. If the characters choose to leave her
in the ruins of the village, they are essentially
consigning her to a slow death.
The characters can significantly improve Lee-
na’s circumstances by taking an hour or two to
gather supplies, clear the village of the dead, and
set her up in one of the surviving huts. Alterna-
tively, they can take Leena to the village of a near-
by clan, which requires several hours of travel and
delays pursuit of the Golden Ones by half a day.
SCAVENGER
ATTACK (CR 6)
So far, scavengers have shied away from Mor-
lun—the smells of mankind (and sinister magic)
lie heavily over the village. As the characters discuss
how best to pursue the Golden Ones and what to
do with Leena, a small pack of dire wolves drawn to
the area by all the decaying bodies overcome their
hesitation and move in to attack. The wolves creep
to within 40 feet of the party by skulking through
the ruined buildings, then burst out of the ruins.
Night of the Yellow Moon
7
3 dire wolves (hp 45 each)
If any character is specifically standing watch
during the party’s first examination of the scene,
the character spots the wolves nosing around the
outskirts of the village—the wolves cannot sur-
prise the party. Otherwise, each PC must attempt
a Perception check (DC 13). Any character who
fails the check is surprised by the wolves.
The dire wolves only press the attack until two
of the pack members are incapacitated. At that
point, the last member breaks off from combat,
grabs remains from the village, and attempts to
flee.
Leena makes no effort to participate in the
battle. She hears and smells the wolves, but not
until combat is engaged. During the fight, she
screams out for someone to protect her. When
the conflict is over, she despairs over her current
plight, begging the characters to see her to safety
before they go.
FOLLOWING THE
GOLDEN ONES
The next move for the characters is to chase down
the Golden Ones, but the cultists have a three-
day head start. Normally, the cultists wander
more or less at random, but their leader Monyat
knows that the alignment of the Yellow Moon is
coming soon, and he means to reach Quodeth in
time. He drives his followers mercilessly, setting
their course eastward and pushing them hard.
The Golden Ones only stop to induct new mem-
bers into the cult or to quickly slaughter travelers
unfortunate enough to cross their path. In order
for the characters to catch the Golden Ones, they
need to move swiftly.
In this part of the adventure, the characters fol-
low the cultists’ trail (described in The Chase, be-
low). They encounter more evidence of the cult’s
violent ways in The Slaughtered Traders and Dire
Portents. The chase ends at the barbarian village
of Rethenna, home to the Storm Eagle clan.
THE CULTISTS’ PATH
On the evening that the heroes arrive in Mor-
lun, the Golden Ones are camped in the plains
south of Lake Kydar, about 35 miles northeast
of Morlun. The timeline of their movements is
described below; the heroes enter the story on
Day 3.
Day 0: The Golden Ones come to Morlun, and
massacre the village.
Day 1: Northeast through the forests of the
Giantstead Grove, covering 9 miles and camping
in a forest clearing.
Day 2: Continued northeast through the forest,
covering 11 miles and camping on the edge of the
plains south of Lake Kydar.
Day 3: Northeast across the Kydar plains,
marching 15 miles. The PCs arrive at Morlun
in the evening; the cultists are camped 35 miles
away.
Day 4: Northeast across the Kydar plains,
crossing the Upper Kydar at a stony ford around
noon. The cultists attack a party of traders at the
ford (see Slaughtered Traders, below) and camp
about 10 miles east of the river (a total of 18
miles).
Day 5: East across the Kydar plains, striking the
Cheir-Rethenna trail a few miles east of Majestic
Keep. The cultists despoil the Redrock shrine
(see Dire Portents, below) and camp there (17
miles).
Day 6: Follow the trail to Rethenna, camping a
couple of miles from the village (15 miles).
Day 7: The Golden Ones arrive at Rethenna
around noon, and begin to proselytize the Storm
Eagles (5 miles this day, 90 miles from Morlun).
Monyat and a group of chosen followers leave
Rethenna at dusk.
Night of the Yellow Moon
8
WHY PURSUE?
Since Morlun has already been destroyed, some characters may not
see a reason to pursue the villains. However, each of the hooks sug-
gested at the beginning of the adventure offers compelling reasons
for even the most mercenary of parties to make the Golden Ones
their problem.
Missing Tablet: Characters who came to Morlun to examine the
Tablet of Dareioth discover that it’s missing. It seems likely that the
Golden Ones carried it off when they plundered Morlun.
Panjandrum’s Son: Khado Thodel is not among the dead cultists
left unburied at Morlun. It’s clear that the missing youth is probably
still traveling with the Golden Ones.
Vengeance: Characters who had friends or kin among the Stone-
spears shouldn’t need much of a reason to chase down the Golden
Ones—someone must avenge the dead.
Loot: Characters unmoved by the brutality of the attack at Morlun
might be interested in a more concrete reward. Clearly, the cultists
carried off a fair amount of loot from the village. Looting the looters
may not be heroic, but there’s no sense in allowing the Golden Ones
to keep their plunder.
Majestic Keep
M—QU
OS
A R
IVER: 400 MI.
MOUNT
THUBOTAN
Kal-
Zinan
Quodeth
MOUNT
TUTOBU
L
ON
G S
HA
DO
W
E
N
Garadu
H
A
R
J
R
IV
Danagra
AMMURATH
an Menhir
Ruins of Lathra
Ammur
Hensek
Morlun
Ultriash
Olodawl
Vaniath
N PENINSULA
Ghanport
G
H
AN
RIV
ER
SUNRISE
BAY
Lak-Pral-Udu Ruins
Jarithum
Ruins of Hurhun
Q
UOS
A
R
I
V
E
R
QUO
S
A
R
I
V
E
R
Anibhuraal
ISLE
OF WOE
Tower of
Golden Scales
SARVIN
BAY
VHAUG
ZINA
N
D
A
R
M
O
U
N
T
A
I
N
S
Tansere
Citadel
lood
Lair of the
Lake-Beast
KYDAR L
AK
E
Y
D
A
R
R
.
U
PP
E
R K
Y
D
A
R
R
.
Shrine of
Asura’s Promise
BAY OF
BLOOD
Phiakrak
Rimkomn
Hansiri
Itok-Kamarnu
oth’uram
Cheir
Belanour
GIANTSTEAD GROVE
WILDS OF ITOK
KURMANUR WILDS
JUNGLE OF ZAAL
SUSSURIAN
JUNGLE
JAL DROR
ISLAND
QU
O
S
A
V
A
L
E
JUNGLE
OF
BURA
KIRI
ISLAND
MARSH
OF HURTH
JA
K
I
R
R
.
IR
O
N
W
OE
R
IV
ER
TA
C
I
T
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S
W
I
F
T
I
C
E
R
.
R
E
D
L
AD
Y
R
.
DEE
PD
EL
V
E
CIMARRON
PLAINS
Poth
Varuviri
Ansumo
Ruins of Kynamus
Earthreach
Caverns
Lokrano’s
Tower
City of the
Risen Apes
The Dreamer’s Ziggurat
Ziggurat of
the Hydra
Ruins of Thumari
Lastbreath Citadel
Caverns of the Fang
Dungeon of
Rackgore
Tomb of
Madrak the Mad
Castle
Imiri
Veilshard
Castle
Three Towers
Caldrea’s
Tower
Fort Trasigore
Castle Arthan
Castle Bleir
Taarbo
Dryeth
Zania
Mhul Morth
Yik Yarga
Rethenna
Iyerno
Eyo Vhal
Madengae
Harkuwa
Preel
Spanak
FIELDS OF
THE STARBORN
Agarithan’s Tomb
Tomb of the Twelve
Valiri
Mozhe
Lemetaru
Pyriador
Banutre
Shrine of
the Solstice
Guardian Menhir
MARSHES
OF HEVLAKU
FLINTARROW
PENINSULA
Lair of the
Thought-Eaters
Wyvern’s Aerie
Anhir’s Tomb
Ruins of
Gathnakarn
Ruins of Shragnaklu
Kirusk’s Last Stand
DRIMARJAI
ISLAND
Bittarn
Koher
Hegrakag
Thrut-Gramn
Gorukadir
Thagrut
Mleth
Menamb
Agriki
Nonamatir
A
S
T
“
TH
RE
E S
H
IE
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D
M
AIDE
N
S” VO
L
CAN
OE
S
R
O
A
D
O
F
S
MOKING WATE
RS
Shrine of the
Golden Chalice
Nothul
Stoneport
Citadel
Northwall Fortress
Borudh
Shrine of
the Five Breaths
Atorakh Ruins
Jadranir
Lari-Naru
T
O
KA
L-ZI
NAN: 1,050 MI.
IKATH: 600
MI.
100 mi.
200 mi.
300 mi.
Day 8: The cultists remain in Rethenna. Mon-
yat’s group heads east along footpaths through the
Kurmanur Wilds, covering 20 miles. The group
is smaller, so they travel faster and are harder to
track.
Day 11: Monyat’s group arrives in the town of
Ansumo, at the east end of the Kurmanur Wilds.
Day 13: Monyat’s group arrives in Quodeth.
Day 15: The Feast of the Yellow Moon.
Pacing: The adventure works best if the heroes
catch up to the cult at Rethenna. It’s about three
to four days’ travel from Morlun for a party on
foot marching hard. If the party moves slower,
you can assume that the Golden Ones take an
extra day or two, lingering in their camps until
midday.
It’s possible that a party of fast-moving charac-
ters (or heroes who use magic) might be able to
manage more than 30 miles a day, and potentially
overtake the cultists. Mounts won’t help the party
move faster on the path in the Giantstead Grove—
riders in the forest are limited to a walking pace.
However, the plains south of Lake Kydar are
more open, and a mounted party can make excel-
lent time. If you need to slow the party down, bad
weather might make it difficult to follow the trail
on the plain, or the party can run into “random”
encounters with Thule’s dangerous wildlife. Fi-
nally, it’s not unreasonable for the Golden Ones
to push hard to get into Rethenna on Day 6.
THE CULT
ON THE MOVE
The Golden Ones consist of more than two
hundred mad cultists. Most of the cult’s members
travel afoot, but they also use oxen to pull sledges,
loaded with provisions (most looted from Mor-
lun), tents, and the paraphernalia necessary to
perform their rituals. There is little logic to any
other goods they carry. Some carry food and water,
while others go hungry unless Monyat orders the
band to make camp and distribute supplies. Oth-
ers carry bits of plunder or useless items such as
branches, looted furnishings, or worthless “to-
tems” simply because madness compels them to.
Discarded goods, empty packs and crates, and
even the bodies of cultists who have collapsed
along the way provide clear markers for the trail.
The cultists left behind on the march die quickly
from exhaustion or deprivation, or are killed by
their fellows. Because of their numbers and inat-
tentiveness, the Golden Ones leave a trail that is
easy to follow (a DC 0 Survival check in forest, or
DC 5 in the plains).
The Golden Ones begin their travel each day an
hour after sunrise, and they continue travelling
until it sets or they encounter another camp or
village. They travel at the pace of their ox-drawn
sledges (speed 20 feet), but frequent stops and
general disorganization mean that they rarely
make 20 miles in a single day.
Night of the Yellow Moon
9
0 Mi.
100 Mi.
WILDERNESS
ENCOUNTERS
Thule’s jungles and forests are home to many
deadly creatures. Small parties traveling
cross-country are especially likely to meet some-
thing dangerous. If you wish to slow the heroes
down or highlight the peril of the wilderness,
select one or two of the encounters below. These
should take place on the first or second day of the
heroes’ pursuit.
Saber-Tooth Cat (CR 6; PTCS, page 212): The
cat picks up the party’s scent in the Giantstead
Grove and stalks the party; have the rearmost
character make a Perception check (DC 14) to
spot the cat before it attacks.
Ghoul (CR 1; Pathfinder Roleplaying Game Bestiary,
page 146): A gang of 1d4+2 ghouls is squabbling
over the remains of Golden Ones who collapsed
and died along the trail; the heroes can surprise
them if they are scouting ahead and the scout
succeeds on a Stealth check (DC 17).
Giant Frilled Lizard (CR 5; Pathfinder Roleplaying
Game Bestiary, page 194): The party encounters 1d2
of the lizards on the Kydar plains.
Winged Ape (CR 6; PTCS, page 232): The ape
shadows the party and attacks their camp in the
middle of the night when they stop to rest. It tries
to overpower and drag off any character standing
watch.
SLAUGHTERED
TRADERS (CR 5)
Two days after the Golden Ones decimated the
Stonespears, they encountered a small caravan of
traders from nearby Quodeth. Caravans travelling
through Ammurath are normally well protected
against the dangers of the wild as well as barbarian
attacks. Clearly, their defenses proved inadequate
against the Golden Ones. As long as the play-
er characters are directly following the Golden
Ones’ trail, they come across the remains of the
caravan a day or two into their journey.
The scene is disturbingly similar to that of the Stonespear
clan’s village. In a large forest clearing lie the remnants of a
trading party. Slashed and torn tents flap in the breeze. The
remains of more than twenty humans—most apparently porters
or animal handlers—and a half-dozen ponies fitted with
wicker panniers are interspersed with the ruined trade goods
they were carrying. A tattered yellow cloth marked with a red,
three-pointed crown symbol flies from a tent pole in the middle
of the wreckage.
As long as the party is not surprised, add the
following:
Several big, hairy man-like creatures dressed in foul scraps
of hide are rummaging through the wreckage—a raiding party of
beastmen. They carry wicker shields and stone-headed axes.
The beastmen are ransacking the wreckage when
the heroes arrive. They were not responsible
for the destruction, but are perfectly willing to
salvage whatever equipment and sundries they can
from the mess that the cultists left behind. The
beastmen are not, however, willing to share their
newfound treasures with the heroes.
Surprise: If the PCs are taking no special
precautions, the beastmen attempt to hide and
ambush the party; have each character attempt a
Perception check (DC 12). Characters who fail
the check are surprised. If the PCs are proceeding
cautiously (for example, arranging for a stealthy
character to scout ahead), they have a chance to
surprise the raiders. Have the party’s scout make a
Stealth check; the beastmen make one Perception
check (+4) to spot the party scout.
4 beastman hunters (PTCS, page 214); hp 16
each
1 beastman cursemaker (PTCS, page 215); hp
35
The hunters spread out, each picking his own
character to attack. The cursemaker hangs back a
short distance from the fighting, and uses his juju
heads to attack enemy spellcasters. The beastmen
hold their ground until three of them are defeat-
ed, at which point the survivors attempt to flee.
Clues: If the characters defeat the beastmen
and search the wreckage of the camp, they have an
opportunity to make several discoveries. First, the
human bodies scattered around the camp include
14 traders and 7 cultists in yellow robes. Two of
the cultists are former members of the Stone-
spear clan who wear yellow hoods and cloaks over
Ammur clothing (player characters who knew the
Stonespears recognize these cultists as members
of the tribe).
Treasure: A close search of the wreckage re-
quires an hour. If the characters take the time to
search, they find a pendant of cosmic alignment
(see Adversaries and Treasure) on the body of
a cultist wearing tattered yellow robes embroi-
dered with the three-pointed crown symbol of the
Golden Ones. If the characters just make a curso-
Night of the Yellow Moon
10
ry search, they find the pendant only if a search-
ing character succeeds on a DC 15 Perception
check. If the characters find the pendant, read:
One cultist dressed in more ornate robes than the others wears
a strange pendant around her neck. It is made of a fossilized yel-
low resin, probably some kind of amber, and hangs from a worn
leather thong that passes through a hole drilled in the stone. A
symbol in the shape of a three-pointed crown is scratched into its
surface. When not in direct sunlight, the yellow stone has a faint
golden glow.
The symbol represents the cult of the Golden
Ones is inscribed into the pendant’s stone. To
identify the symbol, a character must succeed on
a DC 15 Knowledge (religion) skill check or a DC
20 Knowledge (local) skill check. A detect magic
spell reveals a faint divination aura on the stone.
In addition to the pendant, a fair amount of
treasure can be gathered from the scene—sev-
eral of the traders are wearing coinpurses that
were not looted, and some of the cultists likewise
carried minor valuables. These include 24 pp,
five tourmalines worth 20 gp each, a jeweled ring
worth 250 gp, a potion of cure moderate wounds, and a
potion of gaseous form.
DIRE PORTENTS
(CR 6)
About twenty-five miles past the scene of the
slaughtered trade party, and fifteen miles after the
Golden Ones’ Day 4 campsite, the heroes come
across the cultists’ next atrocity.
You catch sight of smoke and circling vultures from a low rise a
couple of miles ahead. It soon becomes clear that a small settle-
ment on the hilltop has been burned. When you reach it, you find
ruins that are by now disturbingly familiar. Like Morlun and
the trade caravan, this tiny clan-hold was overwhelmed by the
yellow-robed cultists. A handful of the attackers lie dead along-
side the villagers they massacred, and the villagers’ belongings
are strewn over the hillside. All of the lodges have been put to the
torch, but an old shrine of roughly fitted fieldstone still stands at
the top of the hill.
This time, the victims were the Redrock clan,
another small Ammuran tribe. Characters fa-
miliar with Ammurath recognize the place; other
characters identify Redrock with a successful DC
20 Knowledge (geography) check. The small
clan-hold only had about forty inhabitants; thirty
are dead here, and ten were dragged off with the
Golden Ones. Many of the dead lie badly charred
among the ashes and rubble of their homes.
Shrine of the Redrocks: This small shrine was
built long ago by barbarian priests dedicated to
Tarhun, god of storms; the village of Redrock
grew up around the place. The Golden Ones des-
ecrated the shrine, and used members of the Red
Rock clan as sacrifices to Hastur.
Unlike the burned lodges outside, the old shrine remains
intact. It looks much older than the rest of the village. An old,
rusted battleaxe is affixed over the entrance, which consists of
stone steps leading down to a dark, open doorway. The interior
is a circular chamber half-buried in the earth, forty feet in di-
ameter, and ten feet high in the center of the room. It is very dim
inside, but you can make out huddled shapes lying on the floor
and a big stone altar near the middle of the chamber.
Characters who bring a light source (or who see
well in low light) can see that the walls are painted
with simple religious pictographs, although many
seem to have been recently defaced with smears
of charcoal and blood. The images depict storms,
battle, and hunting; a character who examines
them and succeeds on a DC 10 Knowledge (Re-
ligion) check identifies the place as a primitive
shrine dedicated to Tarhun, god of storms. If the
characters move in for a closer look, add:
Night of the Yellow Moon
11
There are five dead villagers on the floor, their bodies
arranged carefully to form a shape like a three-pointed crown.
The bodies are covered with many strange, rasped-away circular
wounds, rather like the bites of lampreys. You hear a low whim-
pering sound from behind the altar, which is immediately joined
by several more soft sobbing voices.
Characters that enter the room to examine
the bodies or look for survivors behind the altar
discover that the Golden Ones left something else
behind: A gibbering mouther of unusual size,
which was summoned during their foul ritual to
devour the sacrifices. It remained within the tem-
ple, awaiting further prey.
Giant gibbering mouther (CR 6; see Adver-
saries); hp 54.
A madness check (page 141 PTCS) is certainly
appropriate. The mouther might surprise charac-
ters expecting to find survivors hiding here; allow
characters a Perception check (DC 8) to avoid
surprise before the monster surges out to attack.
The creature opens the battle by gibbering, to
try to incapacitate its foes. It then systematically
attempts to engulf and devour anyone that comes
close, and pursues (slowly) if the party flees the
temple.
If the characters defeat the aberration, they
can investigate the chamber. A character with the
Astrologer or Star-Lore Adept narrative recog-
nizes that the ritual appeared to be based on an
astronomical alignment of the moon and certain
stars. Other characters must succeed on a DC 10
Knowledge (Religion) check to gain this in-
sight. A successful DC 20 Knowledge (arcana or
religion) check allows the character to predict the
night of the alignment (it will occur after moon-
rise on Day 15 of the timeline, however far away
that is now).
ACT TWO: AGAINST
THE GOLDEN ONES
The player characters might not know it, but they
are closing in on their quarry. The Golden Ones
are encamped at the barbarian village of Rethenna,
home to the Storm Eagle clan. It lies only fifteen
miles away from the ruins of Redrock. In this part
of the adventure, the PCs catch up to the Golden
Ones, only to find that the Storm Eagles don’t yet
recognize the threat posed by the cultists—if the
heroes aren’t careful, they might end up fighting
both the Golden Ones and their unwitting hosts.
There is one more complication the heroes
don’t know about: Monyat, the Golden Prophet,
leaves Rethenna before the party arrives. Confi-
dent that his underlings can subdue the unsus-
pecting barbarians, Monyat and a group of picked
followers press on eastward after only a few hours
in Rethenna. The Golden Prophet intends to be-
gin preparations for his great ritual in Quodeth,
and expects the rest of the cultists (reinforced by
many drug-addled Storm Eagles) to follow him in
a day or two.
This part of the adventure begins with End of
the Trail. Depending on how the players proceed,
continue with Rash Attack, Urgent Diplomacy, or
Hidden Heroes. Act Two concludes with Massacre
at Rethenna—although whether that is a massacre
of cultists or Storm Eagles remains to be seen.
END OF THE TRAIL
When the characters reach Rethenna, they may be
surprised by what they find.
The track leads across the plains to a good-sized barbarian
village surrounded by a ditch and palisade. Pastures full of goats
and sheep ring the village. A couple of hundred cultists in yellow
robes or hoods are encamped around the village. The village
gates stand open, and there seems to be quite a lot of mingling
and trade between the tribesmen and the cultists. Some cultists
are preaching to the villagers, others are pitching tents and
starting cookfires, and many are dancing languidly, turning
in small circles to no music you can hear. Quite a few cultists
simply slump on the ground and stare into nothing, or mumble to
themselves. No one notices you.
The Golden Ones include 110 converts, 70
fanatics, and 5 acolytes (see Adversaries). They
are divided into a dozen small encampments—a
tent or two, a sledge, a cookfire, or just stupefied
cultists sitting in a circle on the ground—each
numbering anywhere from 15 to 20 Golden
Ones. About 25 of the Golden Ones converts and
fanatics are former members of the Stonespear
clan; the Golden Ones took no recruits from the
trading party or Redrock village.
Three of these clusters are grouped around
each of the two gates leading into the Storm Eagle
village, and the remaining six ring the settle-
ment, each about 50 or 60 yards from the next.
In daylight, any pitched fighting or sudden burst
of activity in one encampment will certainly be
noticed by cultists in nearby encampments.
Golden Ones Leader: In Monyat’s absence,
the leader of the group is the Golden Ones aco-
lyte Zuria. She and several other important cult-
Night of the Yellow Moon
12
CULTIST DREAMWINE
The Golden Ones encampments are disorderly collections of
sledges, tethered oxen, baskets full of provisions, and battered
tents. There is very little that is valuable, but three of the encamp-
ments have sledges full of small earthenware jugs sealed with wax.
These contain dreamwine—common wine of rather poor quality the
Golden Ones acquire in trade, then infuse with mind-altering mush-
room powder. The cultists share their dreamwine freely with their
hosts, with the result that many warriors are in a drugged stupor
when the Golden Ones attack.
Dreamwine is an ingested poison (Fort save DC 15) with an onset
time of 1 hour, a frequency of 1/hour for 8 hours, and 2 successful
saves to cure. On the first failed save, the imbiber takes 1d4 Wis
damage and is sickened (although he feels lightheaded and euphoric,
not ill). On the second failed save, the imbiber is nauseated (again,
the sensation is extreme dizziness and strange visions). If the victim
is threatened by danger dduring this time, he becomes confused for
1d8 rounds, then lapses back into nausea. On the third failed save,
the victim becomes unconscious. Victims reduced to 0 Wisdom by
repeated dreamwine become insane (as the insanity spell).
ists are negotiating with Tariss, chieftain of the
Storm Eagles, in the chief’s lodge, which stands
in the middle of the village. They are introducing
themselves, requesting alms, and offering them
the chance to participate in the cult’s rituals that
evening. (The characters can’t see what’s going on
in Tariss’s lodge unless they enter the village.)
The Storm Eagles: The Storm Eagle clan is
very traditional, generally distrusting outsiders
and especially city dwellers, whom they see as
greedy and indolent. They make their home in
the eastern end of the plains south of Lake Kydar,
growing a range of crops and keeping herds of
sheep and goats. The leader of the clan is Tariss,
a woman of fifty years who is still a formidable
hunter. The tribe includes more than two hun-
dred members, many of whom have returned to
the sprawling village after a day of tending their
livestock and crops. Most are commoners, but 60
are Storm Eagle Clan Warriors (see Adversaries).
Tariss and the other clan’s elders are wary of the
Golden Ones since something about these pil-
grims just seems “off.” However, they recognize
that wandering bands of pilgrims often bring gifts
of news, healing, and the favor of the gods—it
would be disrespectful to turn them away. Tariss is
meeting with Zuria and some of the other cultist
leaders when the characters arrive.
RASH ATTACK
Since the Golden Ones take no notice of a small
group of travelers approaching, there is nothing
to stop the player characters from falling on the
nearest group of cultists in a murderous fury.
(The Golden Ones have certainly earned it!) The
cultists react slowly, but their great numbers are
probably more than the PCs can overcome. Worse
yet, the Storm Eagles feel obligated to defend
their guests from what appears to be a random
and senseless attack.
If the PCs attack before nightfall, they can easily
surprise the inattentive cultists, who call for help.
Nearby bands notice the fighting and cries of
alarm and come to help, resulting in waves of re-
inforcements that join the encounter every 1d6+2
rounds. (If the PCs wait until nightfall to attack,
they’ve waited too long—the cultists turn on the
Storm Eagles, beginning the Massacre at Rethen-
na encounter.) Groups of Storm Eagle warriors
join in to repel the attack.
Wave One (CR 5): 8 Golden One converts.
Wave Two (CR 6): 2 Golden One fanatics and
6 converts.
Wave Three (CR 6): 6 Storm Eagle warriors.
Wave Four (CR 6): Golden One acolyte and 6
converts.
Wave Five (CR 8): 4 Storm Eagle warriors and
5 Golden One fanatics.
Wave Six (CR 8): Golden One acolyte, 2 fanat-
ics, and 10 converts.
See Adversaries for descriptions of these foes.
Breaking off the Fighting: Sooner or later,
even the most truculent heroes may realize they
can’t kill all the cultists. If the party chooses to
flee, the Golden Ones don’t pursue. If the party
simply stops fighting and calls for a truce, any
Golden Ones or Storm Eagles likewise stop—they
have no idea why the party attacked and want an
explanation.
URGENT
DIPLOMACY
If the characters try to get to the Storm Eagles and
warn them, the Golden Ones don’t hinder them.
Most of the cultists outside the village just aren’t
paying attention. However, the barbarians aren’t
sure what to make of another band of outsiders
that shows up with wild tales of whole villages
slaughtered. Any random warrior or villager the
characters accost hears out them out, then replies,
“Tariss should hear this. She will know what to
Night of the Yellow Moon
13
do.” The villager then leads the party to Chief
Tariss’s lodge, where they find the Golden Ones
speaking with the Storm Eagle chief.
The chief’s lodge stands in the center of Rethenna. The door
stands open; half a dozen Storm Eagle warriors sit cross-legged
on the ground outside, looking inside. A couple of Golden Ones
cultists dance slowly nearby. Inside the lodge, you see four Gold-
en Ones (dressed in better robes than most of the others) sitting
around a fire-pit, speaking with five tribal elders, including a
fierce-looking woman of middle years who wears a circlet of
leather and gold around her brow.
If the characters wait a moment to listen, they
hear the following:
“We thank you for your welcome, Chief Tariss,” one of the
Golden Ones says. She is a dark-haired woman who carries a
tall staff. “The King of the Stars smiles upon this hour. Tonight
at moonrise we shall join together in worship and raise our
song to the skies. Will you not drink with us and celebrate this
fortunate day? Great wonders are close at hand! Rejoice with
us, good friends!”
“There is honey in your words, Zuria, but I know not why,”
the chief replies. “Why share these things with the Storm Eagles?
We know nothing of these matters. And where is Monyat, the one
they call the Golden Prophet? I thought he would come to treat
with me.”
“He has gone ahead,” the woman replies. “The Night of the
Yellow Moon draws near, and Monyat goes to make all ready for
the great celebration.”
The characters can burst in and interrupt
at any time; however, that will come across as
terribly rude. Allow the characters on the scene
to make Sense Motive checks (DC 15) to rec-
ognize that bursting in may give offense. If the
party interrupts anyway, Tariss’s starting attitude
is Unfriendly. If the heroes wait for Tariss to
finish with Zuria and the other Golden Ones
and refrain from interrupting, Tariss begins the
discussion with an Indifferent attitude.
No Negotiations (CR 9): If the characters just
attack the Golden Ones in Tariss’s lodge, both the
Golden Ones and the Storm Eagles fight back.
This is an extremely dangerous encounter—en-
courage the players to retreat. See Adversaries and
Treasures for statistics.
Chief Tariss, hp 57
4 Storm Eagle warriors inside the lodge, hp
22 each.
Zuria, Golden One acolyte, hp 38.
3 Golden One fanatics, hp 28 each.
Night of the Yellow Moon
14
Negotiations: Initial interactions with Tariss
take place under the constraints of diplomacy.
as both Zuria and the heroes attempt to turn the
chief to their respective points of view. Ask the
players to tell you what they say to the Storm Eagle
chief; if the players make good arguments to you,
their characters automatically succeed in convinc-
ing the chief. If the players fumble for words, ar-
gue with each other, or are otherwise unconvinc-
ing, have them make opposed Diplomacy checks
against Zuria. Zuria’s Diplomacy check is +5; the
first side to score three “wins” succeeds.
Zuria lies unabashedly about the cult and
its deeds. She insists to Tariss that the heroes
are “mistaken,” and that “we harmed no one.”
Because the cultists and Tariss are both extreme-
ly insistent, the discussion is unlikely to have a
peaceful outcome.
Roleplaying Tariss: Tariss has little patience
for outsiders, either the heroes or the Golden
Ones. She is gruff and wants to keep her tribe
isolated from forbidden influences. The clan en-
joys a relative level of prosperity, and she intends
to preserve that. Out of respect for those who
serve the gods, Tariss’s first reaction is to trust the
Golden Ones.
Outcome: If the heroes can convince her of the
danger the cultists present, Tariss demands that
the Golden Ones leave. Zuria is furious, but she
leaves the tent and tells the rest of the cultists to
prepare to march. A few minutes later, she gives
the order for the cult to attack. This leads to the
Massacre at Rethenna encounter.
If the cultists persuade Tariss that the PCs are
liars, then the Storm Eagle chief demands that
the heroes depart and accepts the presence of the
cult. The Golden Ones attack the barbarians at
moonrise, converting or killing the Storm Eagles
just as they did with the Stonespear clan. If the
characters are still nearby, they can intervene and
perhaps save the Storm Eagles; see Massacre at
Rethenna.
If neither side is able to persuade Tariss, then
the Storm Eagles demand that both the Golden
Ones and the player characters leave. Zuria agrees
and gives the command to go, but then orders the
attack a few minutes later.
HIDDEN HEROES
If the player characters do not want to interrupt
discussions or directly interact with the leaders of
either faction, they might attempt to sneak in and
disrupt the Golden Ones’ plans. This opens up
several possibilities:
The PCs can steal or destroy the Golden
Ones’ stores of dreamwine, preventing them
from drugging the Storm Eagles. This gives the
Storm Eagles the edge when the fighting breaks
out.
The PCs can attack one faction while dis-
guised as the other in order to provoke a fight
before the Golden Ones are ready.
The PCs can try to decapitate the cult by
taking out Zuria, the Golden One acolyte that is
currently in charge. She returns to one of the en-
campments outside the village when she finishes
her discussion with Chief Tariss and can be con-
fronted with few other cultists nearby. However,
other acolytes and fanatics among the cultists can
carry on with the plan to attack at moonrise.
The PCs can keep out of sight and await devel-
opments (they will certainly be able to intervene
in the Massacre at Rethenna).
Disguise: This is actually not very hard. The
Golden Ones have no idea who their own fellows
are beyond “other people wearing yellow,” and
the Storm Eagles don’t know the cultists. No one
challenges one more band of “Golden Ones”
wandering around. The party must first rob one
of the cultist encampments to steal robes, impro-
vise fake robes, or lure a group of cultists away in
order to defeat them and take their robes. After
that, no one questions them.
Disguising themselves as Storm Eagles is harder
for the party. The Golden Ones don’t know the
villagers, but the Storm Eagles know their own
kin and neighbors, so strangers trying to pass as
Storm Eagles are definitely a cause for alarm.
Passing for Storm Eagles requires a successful DC
14 Disguise check if the party enters the village or
approaches the chief’s lodge.
Stealth: If the party tries to simply not be seen,
it’s easy enough out in the cultist encampment.
The Golden Ones outside Rethenna ignore any-
one who isn’t actually attacking them, so it doesn’t
matter if the PCs are seen or not. Creeping
around inside the village certainly looks suspi-
cious to the Storm Eagles, though—they assume
that strangers who are trying to sneak in are up to
no good, and attack. Getting into position inside
the village requires a group Stealth check (DC
12); if at least half the characters in the party pass
the check, they can find an empty shed or feed
Night of the Yellow Moon
15
crib to hide in near the center of the village, or
get to the back wall of the chief’s lodge without
being seen.
MASSACRE
AT RETHENNA
If the characters take no action, the Golden Ones
suddenly turn on the Storm Eagles at moonrise, a
couple of hours after sunset. By that point, more
than half of the Storm Eagle warriors are suffer-
ing from significant doses of dreamwine and are
lost in a drugged stupor or (worse yet) hallucinat-
ing badly enough they can no longer tell friend
from foe. The Golden Ones claim another 30 or
40 converts, and wipe out the rest of the tribe.
If the characters intervene—warning the Storm
Eagles, provoking an early attack, or simply
jumping in on the barbarians’ side when the
cultists go mad—the outcome is very different.
With no other help from the characters, the
Storm Eagles succeed in driving off the cult at the
cost of scores of deaths. If the PCs actively side
with the Storm Eagles, they can swing the odds
significantly in the tribe’s favor. You can assume
that barbarians are fighting cultists all around the
party, but the PCs can make a difference at a few
critical points.
The Initial Rush (CR 5): The cultists go from
dreamy lassitude to murderous savagery in the
blink of an eye.
A strange ululating cry echoes through the village. The Golden
Ones in sight stand dazed for a moment, then they take up the
cry, snatch up weapons, and throw themselves on the villagers!
The village is instantly embroiled in a furious battle between the
Storm Eagles and hundreds of Golden Ones.
A band of 8 Golden Ones converts attacks the
player characters (or threatens a handful of Storm
Eagle elders near the party, at the GM’s discre-
tion). When five are defeated, the remaining
three are swept away by the tide of the battle.
The Embattled Chief (CR 6): Chief Tariss
does her best to organize resistance to the treach-
erous attack. The Golden Ones seek to over-
whelm her.
“To me! To me, Storm Eagles!” You hear the clear voice of
the tribe’s chief ringing through the village. Chief Tariss stands
with longsword in one hand and the tribe’s standard in the other.
Around her, a knot of embattled Storm Eagle warriors prepare
to make a stand, but a band of Golden One warriors near you
hurry to join the others threatening Tariss.
This group consists of 3 Golden Ones fanatics
and 3 Golden Ones converts. Chief Tariss and
the warriors near her are busy fighting off a num-
ber of cultists already, and if these six get past the
PCs to join the attack on Tariss, things could go
badly for the Storm Eagles.
Counterattack (CR 7): Most of the Golden
Ones fight with a distinct lack of skill or disci-
pline, but the cult leaders are much more dan-
gerous. The player characters can take out the
cultists’ leadership and break the back of the
assault.
The scene is absolute chaos—gangs of cultists run every
which way, attacking at random. Some ignore the Storm Eagle
warriors altogether, snatching up torches to burn huts or hacking
savagely at villagers who are already dead. But near the village
gate you spot a Golden One in ornate robes who seems to be
casting spells and giving orders to the cultists around her.
This group consists of a Golden One acolyte
(Zuria, if she is still alive), plus 2 fanatics and 2
converts who stay close by to guard her. If the PCs
are already badly wounded by this point, 3 Storm
Eagle warriors join them in their attack on the
cultists’ leader.
After the characters defeat these three groups
of cultists, the Golden Ones attack falters, and
the Storm Eagles gain the upper hand. The battle
quickly turns into a massacre as the enraged bar-
barians hunt down the mad cultists and slay them.
AFTER THE FIGHT
If the Golden Ones prevail, the characters may
not know what to do next, especially if they did
not interact with Chief Tariss. You can assume
that the Golden Ones linger in the ruins of
Rethenna for a day or so, then set out eastward,
following Monyat’s trail to Quodeth. If the PCs
linger in the area, they can eavesdrop on cultists
planning their march to Quodeth, grab a cultist
to question, or even fall in with the cultists and
march along in disguise when they leave.
If the Storm Eagles defeat the cultists, the char-
acters enjoy significant rewards for their victory,
described below.
Friendship of the Storm Eagles: If the PCs
made a conspicuous contribution to the victory
(for example, by seeking to warn Chief Tariss or
by handling their three scenes in the Massacre
at Rethenna), the Storm Eagles are deeply in
their debt. Chief Tariss and her warriors become
lifelong allies for the party if the PCs show them a
little respect for their bravery or compassion for
their losses.
Night of the Yellow Moon
16
If the players don’t think to ask about Monyat
or leaders of the cult, Tariss (or any surviving
Storm Eagle elder) tells the PCs that a small
group of Golden Ones left the village, heading
east on a trail that leads toward the Quosa Vale.
The cultists who left were overheard telling the
ones who stayed in Rethenna to “follow us to
Quodeth when you are finished here.”
Strange Plunder: Looting the dead Golden
Ones and searching through their encampments
requires several hours, but yields 2,400 sp; 1,260
gp; 60 pp; 44 assorted small gemstones worth
10 gp each, and 8 assorted gemstones worth 50
gp each. In addition, the party finds a ring of
protection +1, three potions of lesser restoration,
and a jar of mushroom powder sufficient to mix
50 doses of the cultist’s dreamwine. (The existing
dreamwine in the sealed jugs rapidly denatures,
and loses its toxicity within a day or two.) The
Storm Eagles ask for half of the coins and gems,
but if the PCs were especially conspicuous in
fighting for the tribe, they offer the entire hoard
to thank the characters for their help.
In addition to the valuables, the Golden Ones
possess many scrolls and strange texts among their
goods. Most are poorly cared for, and many are
covered in indecipherable writings. These are
collectively their holy texts. These include di-
rections for performing rituals, sacred writings,
and a number of star charts. A character who
examines the star charts and succeeds on a DC
15 Knowledge (arcana) check recognizes that a
major astrological alignment is imminent; this is
described as “the Night of the Yellow Moon” in
the accompanying texts, and supposedly offers the
opportunity to perform some sort of summoning
to call “the Children of the Yellow Moon” down
to the Earth.
Interrogating Survivors: Even if the characters
make no special effort to capture Golden Ones,
a couple of dozen survive the battle—some were
in such a stupor they were unable to fight, and
others were knocked out or badly wounded in the
fighting. The surviving Golden Ones make no ef-
fort to conceal their intentions—instead, they are
eager for the opportunity to demonstrate their
devotion. They repeatedly cry out praises to “the
Sleeping One,” and “the King of the Stars,” and
urge the characters to “join the Golden Prophet
for the great cleansing in Quodeth.”
A little questioning by the PCs reveals that
Monyat, the Golden Prophet, left Rethenna a few
hours before they arrived. Monyat and a small
band of chosen followers went ahead to Quodeth.
There, the Golden Prophet intends to perform a
ritual on the Night of the Yellow Moon to bring
“enlightenment” to that unholy city. The cult-
ists here don’t know exactly what that means, but
they believe it will be a wondrous event, and that
the King of the Stars will descend to bless all his
faithful. (Characters who understand that the
Golden Ones worship Hastur can readily infer
that this would presumably be a Very Bad Thing.)
Among the survivors, the characters find ten
former members of the Stonespears clan. Howev-
er, all of these individuals now suffer from insan-
ity. Restoring them to normalcy requires greater
restoration or similar magic, although it would be
easier to confine the victims for a few days of rest
until the dreamwine’s Wisdom damage wears off.
Unfinished Business: Depending on the
adventure hook you chose for the characters, they
soon discover that their business with the Golden
Ones is not finished yet. If the party is looking
for Khado Thodel, the panjandrum’s son, they
soon realize that he is not among the Golden
Ones in Rethenna (living or dead)—he accompa-
nied Monyat. If the party is looking for the Tablet
of Darieoth, it isn’t here, since Monyat still has
it with him. Finally, characters looking to avenge
the Stonespears still have a score to settle with the
Golden Prophet. The final confrontation still lies
ahead of them.
ACT THREE:
THE YELLOW MOON
The final act of the adventure takes place in
Quodeth. Leaving behind his slow-moving camp,
Monyat makes much better time. He and his small
group of guards push hard along the trails of the
Kurmanur Wilds, and reach the large town of
Ansumo in three days. Given the fact that Monyat
has at least a twenty-mile head start on the party,
it is almost impossible for the PCs to catch the
Golden Ones...but they know where the Golden
Prophet is going.
The crazed cultists arrived in Quodeth just two
days before the Night of the Yellow Moon, which
happens to take place at the same time as a harvest
festival. The city is full of pilgrims, travelers, and
people from the surrounding countryside who are
celebrating. Only a few astrologers and sages know
that an ill-omened alignment is due to take place,
and even they have no inkling that the alignment
is sacred to a despicable cult of Hastur-worship-
Night of the Yellow Moon
17
ers. Ideally, the heroes arrive in Quodeth on the
very eve of the Yellow Moon, and have only a few
hours to locate Monyat and his cultists before the
ceremony begins.
INTO THE CITY
Because of the festival, many farmers and mer-
chants are bringing their goods to Quodeth. The
festival lasts for several days, but tonight is the
height of celebration. This has slowed the routine
checks to a crawl. When the characters reach the
city, there is a lengthy line of people waiting to
enter.
You spy the walls and spires of Quodeth from miles off. The
traffic along the Quosa road is growing steadily heavier, and
it seems that everyone is making their way to the city: oxcarts
loaded with produce, wagons loaded with cages full of chickens,
merchants leading long lines of heavily burdened porters, priests
and officials riding in palanquins. As you draw near, you can
make out the magnificent Gate of Mammoths—two huge stone
mammoths that defiantly stand guard against the wilderness—
and the mighty forty-foot walls surrounding the city. And you
can also see that the line of people awaiting admittance to the
city is at least half a mile long, and creeping along at a snail’s
pace. It seems the gate guards are closely questioning everyone
who seeks to enter.
The city’s other gates are likewise guarded, and
thronged with long lines of people waiting to
enter.
Wait It Out: Waiting patiently in line takes sev-
eral hours before the characters reach the front.
Allow the party to make a group Perception check
(DC 10) every half-hour; if at least half the char-
acters succeed, the PCs notice that every ten to
fifteen minutes, parties of wealthier travelers—of-
ficials carried on palanquins, merchants leading
their caravans, or nobles on riding horses—bypass
the line and enter Quodeth with little delay.
If the characters choose to cut the line and head
straight for the front, they can do so at any time.
Groups of laborers or cart-drivers grumble and
shoot dirty looks their way. Feel free to insert a
nonlethal brawl that can be easily averted with
some diplomacy or intimidation.
Gaining Admittance: When the party reaches
the gate, read:
The gate is guarded by a company of bored soldiers wearing
mail cuirasses and carrying spears. A weathered-looking warrior
with a dark beard and a red plume on his helmet holds up his
hand as you approach. “Halt,” he tells you. “Who are you, and
what is your business in Quodeth?”
A detachment of twenty Quodethi soldiers
guards the Gate of Mammoths. The command-
er is a young noble-born officer named Dhol
Meyarn, who takes little interest in the business of
the gate unless something unusual comes up. The
guards question each traveler about their reasons
for entering the city and the intended length of
stay. The answers are largely irrelevant; the guards
simply do not care. They just want to extort a few
coins from the people coming into the city, and
they recognize that the longer the line and the
greater the delay, the larger the bribe they receive
from people who wish to bypass it. The customary
fee is 2 cp per traveler for those who wait through
the line, while a party that bypasses the line must
pay a 1 gp bribe on top of the entrance fee. If the
party is hostile or insolent, the price might reach
5 or 10 gp.
Panjandrum characters can simply command
the gate guards to admit them, and need not
pay any bribe. Characters who refuse to pay are
refused admittance; the guards attack if the party
tries to force its way inside.
20 Quodethi Guards, hp 16 each.
Warning the Guards: The soldiers have no
interest in any warnings the heroes bring to them.
They have heard many wild stories from people
trying to evade the gate tax, and assume that pre-
dictions of doom are just another ploy. Persuad-
ing them to offer even the most basic assistance—
particularly when the guards could be collecting
bribes from everyone entering the city—requires
a DC 20 Diplomacy check, or a compelling bit of
roleplaying on the part of the players.
Characters with unusual position or influence,
such as Atlantean nobles native to Quodeth or
panjandrums, gain a +5 bonus on any check to
persuade the guards to help. (If the PCs are work-
Night of the Yellow Moon
18
SUCCESSFUL PURSUIT?
While Monyat’s head start should allow him to keep ahead of charac-
ters chasing him from Rethenna, it’s possible that a fast-moving party
armed with the right kind of magic could overtake him. If your play-
ers pull it off, don’t force them to fail to keep the final confrontation
in Quodeth. You can assume that Monyat’s auguries warn him that
he is about to be overtaken; he makes a stand in a ruined temple by
the trail in the Kurmanur Wilds, and waits for the characters to catch
him. Conclude the adventure with a confrontation against Monyat
and his followers in the wilderness.
ing for the panjandrum Jor Thodel, mentioning
his name has the same effect.) Characters might
also pretend to be important, although Bluff
or Disguise checks would be more appropriate.
Finally, if the heroes just offer a generous bribe
(10 gp or more), it buys basic cooperation from
the gate guards.
If the Guards Cooperate: Unfortunately,
the gate guards know nothing about the Golden
Ones. The most Commander Meyarn can do is
suggest that the heroes investigate the Temple
Quarter. That’s the central area of the festivities,
and the place where most of the religious celebra-
tions take place. Dhol Meyarn can also be per-
suaded to alert his superiors to look out for the
Golden Ones, but he warns the characters that it
may take several days and some lofty connections
to get the city’s magistrates to look into things.
Quodeth is a large city; finding the right people
could take days.
SEARCHING
QUODETH
If the characters have previously visited Quodeth,
they already know the city’s basic geography and
may have contacts within its walls. Feel free to
reuse NPCs the characters met during previous
visits for the sake of consistency. Characters new
to Quodeth (particularly those who have not pre-
viously visited any major cities) are likely to find
the entire experience alien.
The Gate of the Mammoths leads to Caravan Way, one of
Quodeth’s busiest avenues. This is the city’s Bazaar Quarter, and
it is crowded with thousands of people. The press of bodies in the
crowded streets, the stink of fires and human waste, and the cries
of merchants hawking their wares seem overwhelming after weeks
in the wilderness. The Golden Ones are not in sight.
Characters familiar with the city can see at a
glance that Quodeth is unusually crowded—they
have returned to Quodeth in the middle of a
yearly harvest festival dedicated to Kishar, the
goddess of agriculture. The whole city is busy,
but the center of the celebration is the Temple
Quarter.
If the characters head straight for the Temple
Quarter from the Gate of Mammoths (most likely
because they persuaded the guards to be helpful)
and they’re familiar with Quodeth, they arrive
during Stage 1 of the Yellow Moon ritual. Oth-
erwise, the amount of time it takes to locate the
Golden Ones depends on how the characters try
to find them.
Asking Around: Characters might try to locate
the Golden Ones by gathering information at
local taverns, markets, inns, or asking people
likely to take note of strangers (for example,
street urchins or guard patrols). Each character
attempting to gather information may make a
Diplomacy check; the best result in the party is
the one that counts. Since time is of the essence,
the party’s level of success determines how quickly
they learn what they need to know and get to the
Yellow Moon Ritual (see below). The more the
PCs learn, the earlier they arrive at the site of the
climactic encounter.
Diplomacy
Check
Result
0–9
No one has seen any “priests in yellow,” but
priests belong in the Temple Quarter, so maybe
the Golden Ones are there. The PCs arrive at
Stage 3 of the ritual.
10–21
A party of priests in yellow robes wandered the
streets for hours earlier in the day, telling every-
one to come to the Temple Quarter later. They
promised great wonders and free wine. The PCs
arrive at Stage 2 of the ritual.
22+
The Golden Ones were seen setting up their
banners on the steps of the old abandoned
Tower of the Moon. They sent criers through
the streets all day telling people to come to the
Street of Gods at moonrise to see great won-
ders and drink free wine. The PCs arrive at Stage
1 of the ritual.
Roam the Streets: If the PCs try to physically
locate the cultists by crisscrossing Quodeth and
looking for them, they soon find that the flow of
the crowd leads to Quodeth’s Temple Quarter.
The general chatter of the crowd anticipates great
revels on the Street of Gods later in the evening;
the PCs arrive at Stage 2 of the ritual. Finding the
Temple Quarter is not hard—many people in the
streets are already making their way there, and any
passer-by can provide directions.
Futile Actions: If the PCs choose to do some-
thing else—for example, waiting hours for an
audience with a magistrate, seeking out a library
to do research on the Yellow Moon conjunction,
getting caught up in Quodeth’s many splendors,
or looking after personal business first—their first
warning of failure is disaster striking. Distant
screams and flashes of golden light erupt from the
Temple Quarter; if the PCs hurry, they can reach
the Golden Ones during Stage 3 of the ritual.
Night of the Yellow Moon
19
THE YELLOW
MOON RITUAL
The Golden Prophet and his followers spend
most of the day wandering the streets, telling
people to come to the Street of Gods. In the
late afternoon, they assemble on the steps of the
Tower of the Moon, an old temple dedicated to
a forgotten goddess. The Tower is known to be
the headquarters of the thieves’ guild known as
the Red Furies, but the thieves pay little attention
to strange priests on their doorstep—the temple
doors are firmly locked, and it’s not unusual for
peddlers, merchants, beggars, or crazy priests
to stand on the front steps and address people
passing by on the Street of Gods. In fact, most of
the Red Furies are out burglarizing wealthy homes
and businesses in now-deserted parts of the city
or working the crowds in the Temple Quarter.
If the characters succeed in quickly running
down rumors or combing the city, they can catch
Monyat and his followers at the beginning of the
Yellow Moon ritual (see Stage 1, below). Oth-
erwise, they arrive on the scene in the middle of
the ritual (Stage 2) or right at the climax (Stage
3). Basically, this encounter is presented in three
different forms—use the version that reflects the
party’s success in finding their quarry.
The PCs can choose to wait and watch if they
arrive in an early stage, intervening when they
decide to act. However, it should be clear that the
situation is growing more and more dangerous as
the Golden Ones continue their vile ceremony.
Khado Thodel: If the characters began the ad-
venture searching for Jor Thodel’s son, they find
that Khado is one of the Golden One converts
they face in this scene. The PCs recognize him
when they face him. Khado is quite mad now,
but if the PCs can knock him out and restrain
him, he can be returned to his father and perhaps
cured later.
STAGE 1
(CR 6, THEN CR 7)
During the ritual’s early stages, not all of the
cultists join in. While Monyat begins the rites,
his followers make a half-hearted effort to engage
passers-by.
A little after sunset, you find a crowd beginning to gather on
the Street of Gods in the heart of Quodeth’s Temple Quarter.
On the wide stone steps of a long-abandoned temple stand a
number of the Golden Ones. Some hold tattered yellow banners
and call out to the small crowd gathering here: “Welcome,
brothers and sisters! Welcome! Tonight is the Feast of the Yellow
Moon! Come, join us as we dance and celebrate for the King of
the Stars!” Others pass out tatters of yellow cloth to anyone who
pauses to listen, but few people seem to be taking them seriously.
A wooden table at the top of the steps draped with yellow
Night of the Yellow Moon
20
serves as the altar; here stands a thick-bodied man of middle
years, dressed in golden armor. He is reading continuously from
a large scroll unrolled in front of him, but his words sound like
nothing but gibberish.
Few of the passers-by give the Golden Ones
any heed. Priests at other temples distribute food
and other alms for Kishar’s Harvest, which draws
far more attention than the obviously destitute
cultists in their tattered rags. The Golden Ones
assume the PCs are more potential converts and
invite them to join, too. They do not attack un-
less attacked, and in fact can be easily surprised
by a sudden assault by characters pretending to be
part of the crowd. However, they hurry to inter-
cept anyone moving to directly confront Monyat—
the cultists fight furiously to keep Monyat from
being interrupted.
Monyat does not participate in combat as long
as he has at least one follower still defending him.
If he has to, he continues reading from the scroll
while moving away from attackers, concentrating
completely on the ritual. However, once all his
protectors are defeated, Monyat abandons the
effort and fights back. As a result, this combat
consists of two distinct parts: Getting through
Monyat’s followers, then defeating the Golden
Prophet himself.
First Group (CR 6)
2 Golden Ones fanatics, hp 28 each.
6 Golden Ones converts, hp 10 each.
Second Group (CR 7)
Monyat, the Golden Prophet, hp 54.
If any PC tries to make sense of what Monyat
is doing, allow the character to attempt a Spell-
craft check (DC 24). On a success, the character
recognizes that Monyat is working on a massive
summoning ritual intended to bring extraterrene
beings to the earth.
STAGE 2
(CR 6, THEN CR 8)
As the ritual progresses, all of the cultists join the
ceremony. This leaves them incapable of fighting
the heroes. However, at this stage, the crowd—
now numbering hundreds—is affected by the
ceremony, and breaks out into mad brawling and
confusion.
Flickering torchlight illuminates a wild scene on the Street
of Gods. On the wide stone steps of a long-abandoned temple
stand a number of the Golden Ones, gathered around a wooden
table at the top of the steps draped with yellow. Here stands a
thick-bodied man of middle years, dressed in golden armor. He
is reading continuously from a large scroll unrolled in front of
him, but his words sound like nothing but gibberish. The other
cultists echo his words—and, disturbingly enough, so do many in
the crowd gathered in the street. Hundreds of Quodethi—labor-
ers, merchants, even guards—dance drunkenly, shriek at the sky,
or simply sway and mumble. It looks like they’re all mad!
Watching the ceremony and listening to the
Golden Ones is not healthy; any character within
earshot (about 120 feet) who observes for at least
1 minute must succeed on a DC 16 Will save or
become confused (although victims only stand
still and chant until violence threatens).
When the PCs attempt to intervene, the first
thing they must do is fight through a crowd that
suddenly turns wild. Once they reach the temple
steps and attack the cultists, Monyat and four of
his followers turn to deal with the intrusion—
none of the other Golden Ones present are in
condition to defend themselves.
First Group (CR 6)
8 Golden Ones converts, hp 10 each.
4 Quodethi guards, hp 16 each.
Second Group (CR 8)
2 Golden Ones fanatics, hp 28 each.
2 Golden Ones converts, hp 10 each.
Monyat, the Golden Prophet, hp 53.
STAGE 3
(CR 7, THEN CR 8)
With the crowds entranced by the ritual, it reaches
its peak shortly after moonrise unless the heroes
manage to disrupt it. At this point, the Golden
Ones pierce a dimensional barrier, and a plague
of gibbering mouthers begins to descend upon
Quodeth.
Flickering torchlight illuminates a wild scene on the Street
of Gods. On the wide stone steps of a long-abandoned temple
stand a number of the Golden Ones, gathered around a wooden
table at the top of the steps draped with yellow. Here stands a
Night of the Yellow Moon
21
REINFORCEMENTS
If the characters make an effort to bring city guards, guild-brothers,
or other allies to confront the Golden Ones, you can assume that the
cultists include a matching number of low-level converts. During the
final confrontation, the PCs’ allies battle these “extra” cultists, leaving
the characters free to deal with the encounters as they are presented
below. Let the players feel that using their connections was a good
idea.
thick-bodied man of middle years, dressed in golden armor. He
is reading continuously from a large scroll unrolled in front of
him, but his words sound like nothing but gibberish. The other
cultists echo his words—and, disturbingly enough, so do many in
the crowd gathered in the street. Hundreds of Quodethi—labor-
ers, merchants, even guards—dance drunkenly, shriek at the sky,
or simply sway and mumble.
There is a sudden flash of sickly yellow light, a column of
crackling lightning that shoots down from the sky into the middle
of the crowd. You catch a glimpse of some strange amorphous
mass taking shape in the column, then a festering mass of eyes
and mouths surges out of the light to attack the people nearby!
Another mass begins to grow slowly in the crackling column of
light.
This scene warrants a madness check (PTCS page
141). The cultists concentrate on keeping the di-
mensional gateway open, allowing “the Children
of the Yellow Moon” to descend to Quodeth. The
entranced crowd watching the ritual dissolves into
panic and madness; most flee, while some turn
on each other.
First Group (CR 7)
Giant gibbering mouther, hp 54.
4 Golden Ones converts, hp 10 each.
Second Group (CR 8)
2 Golden Ones fanatics, hp 28 each.
2 Golden Ones converts, hp 10 each.
Monyat, the Golden Prophet, hp 53.
Monyat’s group remains by the altar, holding
open the gate. At the end of 6 rounds, another
giant gibbering mouther appears in the crackling
column of light. The PCs can interrupt this by
attacking Monyat’s group at any point; if they fail
to stop the summoning, the Golden Ones will
eventually bring down hundreds of the aber-
rations upon the city. At this stage, the biggest
challenge is to battle through the crowd and the
gibbering mouthers to reach the site of the ritual.
THE RITUAL’S WAKE
Defeating Monyat ends the Ritual of the Yellow
Moon. Any other cultists still on their feet are
shocked and overwhelmed at the death of the
Golden Prophet, so completely overwhelmed
they lapse into uncontrollable sobbing or take
their own lives. Citizens of Quodeth caught up in
the madness of the ceremony lapse into a help-
less stupor, slowly coming back to their senses
in hours or days (some never recover without
help). If the characters are interested in healing
any of the victims, restoration or similar mag-
ic can bring them around faster. Any gibbering
mouthers that are loose must still be dealt with,
although the city guard cooperates in eliminating
them.
If Monyat or any other cultists survive, they can
provide little help. They are irrevocably insane
without the use of powerful healing magic. All the
cultists know is that they were instructed by the
Golden Prophet to perform the ritual at this time
and place, and that the Golden Prophet was guid-
ed by “visions” sent from the King of the Stars,
also known as He Who Must Not Be Named, the
King in Yellow, or the One Who Sleeps—all so-
briquets for the Great Old One Hastur.
Treasure: The Golden Ones did not carry
large quantities of gold with them into the city.
Their belongings consist of a handful of packs
or satchels heaped together under the table they
appropriated for use as an altar. The valuables
include 220 sp, 450 gp, 85 pp, a pouch of four
small garnets worth 100 gp each, and a wand of
magic missile (CL 3rd, 25 charges remaining). If the
party was looking for the Tablet of Darieoth, it is here
too. It’s a thin golden disc covered with strange
writing, worth 500 gp to a sage or a collector
of curiosities. (The Tablet’s mysterious writings
can easily provide a clue to the characters’ next
adventure.)
CONCLUDING
THE ADVENTURE
Characters who succeed in stopping the ritual
receive a story award of 800 XP each. If the char-
acters were also able to disrupt the activities of
the Golden Ones at Rethenna and save the Storm
Eagles, increase the story award to 1,200 XP each.
Finally, if the characters succeed in their original
objective (recovering the Tablet of Dareioth, sav-
ing Khado Thodel, or slaying Monyat in revenge
for the Stonespears), increase this reward to
1,600 XP each.
Depending upon how the characters stopped
the Golden Ones and Monyat, different groups
mail feel indebted toward them. In the case of
surviving members of the different Ammuran
tribes, any compensation is unlikely to have a
direct financial value. Survivors of the Stonespear
clan need to rebuild, and they are severely crip-
pled by their losses. However, they gladly spread
word of the player characters’ heroism, and
are indebted to them for as long as their tribes
Night of the Yellow Moon
22
survive. The Storm Eagles likewise have little to
offer beside their friendship, but that is nothing
to sneer at.
The authorities in Quodeth are not sure what
to make of the characters’ efforts. The city’s mag-
istrates hear only the most garbled and confused
stories about some kind of riot and evil sorcery
in the Temple Quarter. Enough lucid witnesses
eventually come forward to confirm that the char-
acters played a big part in stopping something
awful. Grand Vizier Ibland Posk (PTCS page 171)
summons the party to hear their tale, and autho-
rizes a reward of 500 gp each for the characters.
If the characters made significant efforts to warn
the city officials ahead of time, the reward is in-
creased to 1,000 gp each.
ADVERSARIES
AND TREASURE
Here are monsters and treasures specific to Night of
the Yellow Moon.
GIANT GIBBERING
MOUTHER
XP 2,400
N Large aberration
Init +2; Senses all-around vision, darkvision 60 ft.; Per-
ception +12
Defense
AC 10, touch 11, flat-footed 18 (–1 size, +2 Dex, +9 natural)
hp 54 (4d8+36)
Fort +10, Ref +3, Will +5
Defensive Abilities amorphous; DR 5/bludgeoning;
Immune critical hits, precision damage
Offense
Speed 10 ft., swim 20 ft.
Melee 6 bites +5 (1d6+2 plus grab)
Special Attacks blood drain, engulf (6d6 damage plus 2
Con damage, AC 13, hp 4), gibbering, ground manipula-
tion, spittle (+4 ranged touch)
Statistics
Str 14, Dex 15, Con 28, Int 4, Wis 13, Cha 12
Base Atk +3; CMB +6 (+10 grapple); CMD 18 (can’t be
tripped)
Feats Weapon Finesse, Weapon Focus (bite)
Skills Perception +12, Swim +8; Racial Modifiers +4
Perception
Language Mi-Go
Special Abilities
All-Around Vision (Ex) A gibbering mouther sees in all
directions at once. It cannot be flanked.
Amorphous (Ex) A gibbering mouther’s body is malleable
and shapeless. It is immune to precision damage (like
sneak attacks) and critical hits, and can move through an
area as small as one-quarter its space without squeezing
or one-eighth its space when squeezing.
Blood Drain (Ex) On a successful grapple check after
grabbing, several of the creature’s mouths attach to its
target. Each round it maintains its grapple, its mouths
automatically deal 1d6 points of bite damage and 1 point
of Constitution damage as it drains its victim’s blood.
Engulf (Ex) This ability functions as swallow whole,
except for the following changes. An engulfed creature is
trapped in the gibbering mouther’s body, where several
of its mouths continue to feed and drain blood. A gibber-
ing mouther can engulf only one foe of its size or smaller
at a time. If an engulfed creature cuts its way free (the
mouther’s damage reduction still applies to those inside),
the mouther simply flows together again and can still use
its engulf attack.
Gibbering (Su) As a free action, a gibbering mouther can
emit a cacophony of maddening sound. All creatures
other than gibbering mouthers within 60 feet must suc-
ceed on a DC 13 Will save or be confused for 1 round. This
is a mind-affecting compulsion insanity effect. A creature
that saves cannot be affected by the same mouther’s gib-
bering for 24 hours. The save DC is Charisma-based.
Ground Manipulation (Su) At will as a standard action,
a gibbering mouther can cause stone and earth under
its body to grow soft and muddy. The ground remains
muddy for 1 minute after the mouther moves off of the
location. A gibbering mouther can move through these
areas with ease, but other creatures treat them as difficult
terrain.
Spittle (Ex) Each round as a free action, a gibbering
mouther can emit a stream of acidic spittle at one target
within 30 feet. On a successful attack, the target is
blinded for 1d4 rounds unless he succeeds on a DC 20
Fortitude save. The save DC is Constitution-based.
GOLDEN ONES
CONVERT
XP 200
Human commoner 2
CN Medium humanoid (human)
Init +1; Senses Perception –1
Defense
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 (2d6+3)
Fort +0, Ref +1, Will –1
Offense
Speed 30 ft.
Melee club +2 (1d6+1)
Statistics
Str 13, Dex 12, Con 11, Int 9, Wis 8, Cha 10
Base Atk +1; CMB +2; CMD 13
Feats Skill Focus (Profession), Toughness
Skills Profession (various) +6, Handle Animal +4
Languages Kalayan, Low Atlantean
Gear club
Night of the Yellow Moon
23
GOLDEN ONES
FANATIC
XP 600
Human commoner 1/warrior 3
CE Medium humanoid (human)
Init +0; Senses Perception +3
Defense
AC 14, touch 10, flat-footed 14 (+3 armor, +1 shield)
hp 28 (1d6+3d10+8)
Fort +4, Ref +1, Will +2
Offense
Speed 30 ft.
Melee morningstar +5 (1d8+4) (includes Power Attack)
Ranged throwing axe +5 (1d6+2)
Statistics
Str 14, Dex 10, Con 12, Int 8, Wis 9, Cha 10
Base Atk +3; CMB +5; CMD 15
Feats Iron Will, Power Attack, Weapon Focus
(morningstar)
Skills Intimidate +4, Knowledge (religion) +2, Perception
+3, Perform (dance) +2, Profession (various) +3
Languages Kalayan, Low Atlantean
Gear leather cuirass, light wooden shield, morningstar,
throwing axes (2)
GOLDEN ONES
ACOLYTE
XP 1,200
Human cleric 4
CE Medium humanoid (human)
Init –1; Senses Perception +1
Defense
AC 15, touch 12, flat-footed 14 (+3 armor, +1 deflection, +1
Dex)
hp 38 (4d8+12 plus 8 temporary hp)
Fort +6, Ref +2, Will +7 (+8 vs. fear)
Offense
Speed 30 ft.
Melee mwk sickle +6 (1d6–1) or spell-like ability +5 touch
(includes aid)
Special Attacks channel negative energy 4/day (DC 13,
2d6)
Spell-like Abilities (CL 4th; concentration +11)
6/day—uncontrolled perception
6/day—vision of madness
Cleric Spells Prepared (CL 4th; concentration +11)
2nd—cure moderate wounds, enthrall, hold person (DC 15),
touch of idiocyD
1st—bless, command (DC 14), cure light wounds, doom,
lesser confusionD
0 (at will)—guidance, purify food and drink, resistance,
stabilize
D Domain spell; Domains Cosmic (PTCS), Madness
Statistics
Str 8, Dex 12, Con 14, Int 10, Wis 16, Cha 13
Base Atk +3; CMB +2; CMD 13
Feats Brew Potion, Combat Casting, Weapon Finesse
Skills Heal +10, Knowledge (arcana) +5, Knowledge (reli-
gion) +5, Sense Motive +8, Survival +5
SQ aura, channel negative energy 2d6 (4/day) (DC 15),
domains (Cosmic, Madness), spontaneous casting
Languages Kalayan, Low Atlantean
Combat Gear potion of cure light wounds (2); Other Gear
masterwork leather cuirass, masterwork sickle, wooden
holy symbol, pendant of cosmic alignment, Golden Crown
robes (see New Items)
MONYAT, THE
GOLDEN PROPHET
XP 3,200
Human cleric 7
CE Medium humanoid (human)
Init –1; Senses Perception +7
Defense
AC 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield)
hp 53 (7d8+14 plus 8 temporary)
Fort +7, Ref +3, Will +9 (+10 vs. fear effects)
Offense
Speed 20 ft.
Melee +1 morningstar +8 (1d8+2) or spell-like ability +7
touch (includes aid)
Ranged dagger +5 (1d4+1/19–20)
Special Attacks channel negative energy 4/day (DC 14,
4d6)
Spell-Like Abilities (CL 10th; concentration +15)
6/day—uncontrolled perception
6/day—vision of madness
Cleric Spells Prepared (CL 7th; concentration +15)
4th—air walk, confusionD (DC 18), unholy blight (DC 18)
3rd—cure serious wounds, dispel magic, displacementD, prayer
2nd—cure moderate wounds, enthrall (DC 16), silence (DC
16), spiritual weapon, touch of idiocyD
1st—command (DC 15), cure light wounds, divine favor,
lesser confusionD, obscuring mist, shield of faith
0 (at will)—create water, guidance, light, purify food and drink
D domain spell; Domains Cosmic (PTCS), Madness
Statistics
Str 12, Dex 8, Con 14, Int 10, Wis 18, Cha 13
Base Atk +5; CMB +6; CMD 15
Feats Brew Potion, Channel Smite, Combat Casting, Craft
Magic Arms and Armor, Lightning Reflexes
Skills Bluff +6, Diplomacy +5, Heal +9, Knowledge
(arcana) +6, Knowledge (religion) +6, Linguistics +4,
Perception +7, Spellcraft +6
Languages Kalayan, Low Atlantean, Mi-Go
SQ aura, channel negative energy 4d6 (4/day) (DC 14),
domains (Cosmic, Madness), spontaneous casting
Combat Gear potion of invisibility; Other Gear +1 breast-
plate, heavy wooden shield, +1 morningstar, cold iron
dagger, headband of inspired wisdom +2, pendant of cosmic
alignment, Golden Crown robes (see New Items), silver
unholy symbol
Night of the Yellow Moon
24
QUODETHI GUARD
XP 200
Human warrior 2
N Medium humanoid (human)
Init +0; Senses Perception +2
Defense
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 16 (2d10+5)
Fort +4, Ref +0, Will –1
Offense
Speed 20 ft.
Melee glaive +3 (1d10+1/×3) or shortsword +3
(1d6+1/19–20)
Ranged javelin +2 (1d6+1)
Space 5 ft.; Reach 10 ft.
Statistics
Str 13, Dex 11, Con 12, Int 8, Wis 9, Cha 10
Base Atk +2; CMB +3; CMD 13
Feats Alertness, Toughness
Skills Intimidate +4, Perception +2, Ride +4, Sense
Motive +2
Languages Kalay, Low Atlantean
Gear scale coat, glaive, shortsword, javelin (2)
STORM EAGLE
WARRIOR
XP 400
Human warrior 3
CN Medium humanoid (human)
Init +1; Senses Perception +1
Defense
AC 15, touch 12, flat-footed 13 (+3 armor, +1 dodge, +1
Dex)
hp 22 (3d10+6)
Fort +5, Ref +2, Will +1
Offense
Speed 30 ft.
Melee greataxe +5 (1d12+3/×3)
Ranged composite shortbow +4 (1d6+1/×3)
Statistics
Str 15, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Alertness, Dodge, Run
Skills Climb +6, Handle Animal +5, Intimidate +5, Per-
ception +1, Profession (hunter) +4, Survival +1
Languages Dhari, Low Atlantean
Gear studded leather armor, greataxe, composite short-
bow (Strength +1)
TARISS, CHIEF OF CLAN
STORM EAGLE
XP 1,600
Human barbarian 6
CN Medium humanoid (human)
Init +2; Senses Perception +10
Defense
AC 16, touch 12, flat-footed 12 (+4 armor, +3 Dex, +1
dodge, –2 rage)
hp 57 (6d12+18 raging)
Fort +8, Ref +5, Will +5 (raging)
Defensive Abilities improved uncanny dodge, trap sense
+2
Offense
Speed 40 ft.
Melee mwk spear +11/+6 (1d8+6/×3) or dagger +10/+5
(1d4+4/19–20)
Ranged mwk composite longbow +10/+5 (1d8+3/×3)
Special Attacks rage (15 rounds/day), rage powers (no
escape, quick reflexes, scent)
Tactics
Base Statistics When not raging, Tariss has AC 18, touch
14, flat-footed 14; hp 45; Fort +6, Will +3; Melee mwk
spear +9/+4 (1d8+3/×3); Str 14, Con 13; CMB +8; CMD
21; Climb +11
Statistics
Str 18 (raging), Dex 16, Con 17 (raging), Int 10, Wis 12,
Cha 8
Base Atk +6; CMB +10; CMD 23
Feats Dodge, Mobility, Spring Attack, Weapon Focus
(spear)
Skills Acrobatics +12, Climb +13, Intimidate +8, Percep-
tion +10, Survival +10
Languages Dhari, Low Atlantean
SQ fast movement
Combat Gear oil of magic weapon, thunderstone; Other
Gear +1 studded leather armor, mwk spear, mwk compos-
ite longbow (+3 Str) with 40 arrows
Night of the Yellow Moon
25
NEW MAGIC ITEMS
The cult of the Golden Ones has endured for
hundreds of years. Over that time, a few of the
more powerful or devout prophets have learned
the secrets of imbuing items with a touch of
divine magic drawn from He Who Must Not Be
Named.
GOLDEN CROWN ROBE
Aura faint enchantment; CL 3rd
Slot body; Price 8,400 gp; Weight 2 lbs.
Description
This tattered and frayed robe is yellow, with cuffs and a
peaked hood of scarlet. The image of a three-pointed
crown is embroidered on each shoulder. It confers the
benefit of an aid spell upon the wearer (a +1 morale bonus
on attack rolls and saves vs. fear effects, plus 8 temporary
hit points), but only if the wearer is devoted to the wor-
ship of the Great Old Ones. The robe regains expended
temporary hit points at moonrise each night.
Construction
Requirements Craft Wondrous Item, aid; Cost 4,200 gp
PENDANT OF COSMIC
ALIGNMENT
Aura faint divination; CL 3rd
Slot neck; Price 1,650 gp; Weight —
Description
The pendant is a small, egg-shaped piece of amber
pierced by a leather thong. It subtly sharpens its wearer’s
intuition for interpreting the mystical significance of astro-
logical events such as conjunctions, eclipses, or align-
ments. The wearer gains a +2 insight bonus to Knowledge
(arcana) checks made for the purpose of casting horo-
scopes or predicting celestial alignments. In addition,
the pendant glows as important alignments approach. It
sheds soft golden light in a 5-foot radius within 10 days
of an important alignment, increasing to a 10-foot radius
within 3 days and a 20-foot radius within 1 day. When the
pendant indicates an approaching alignment, the wearer
can use augury once per day as a spell-like ability. (In any
given month, there is a 10 percent chance that an align-
ment of some sort takes place.)
Construction
Requirements Craft Wondrous Item, augury; Cost 850 gp
Night of the Yellow Moon
26
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| textdata/thevault/Pathfinder/1st Edition/3rd Party/Sasquatch/Night of the Yellow Moon.pdf |
The
Complete
Vivimancer
by Gavin Norman
Table of Contents
The Vivimancer................................................................................................................1
Spell Notes.......................................................................................................................3
Spell List..........................................................................................................................5
First Level Spells...............................................................................................................7
Second Level Spells........................................................................................................16
Third Level Spells...........................................................................................................28
Fourth Level Spells.........................................................................................................39
Fifth Level Spells............................................................................................................47
Sixth Level Spells............................................................................................................51
Seventh Level Spells.......................................................................................................57
Eighth Level Spells..........................................................................................................63
Ninth Level Spells...........................................................................................................67
Magic Items....................................................................................................................72
Appendix I. Psionic Powers.............................................................................................81
Appendix II. Mutations....................................................................................................82
Appendix III. Basic Spells................................................................................................85
Open Game License.......................................................................................................86
Credits and Legal
Published by Necrotic Gnome Productions.
Text: Copyright 2014 Gavin Norman.
Illustrations: Copyright 2014 Cadanse D.
Editing: Tim Snider.
Proofreading: Sándor “Ynas” Gebei, Noah Stevens, Art Braune, Ben Laurence.
Labyrinth Lord™ is copyright 2007-2011, Daniel Proctor. Labyrinth Lord™ and Advanced
Labyrinth Lord™ are trademarks of Daniel Proctor. These trademarks are used under the
Labyrinth Lord™ Trademark License 1.2, available at www.goblinoidgames.com.
This product is released under the terms of the Open Game License Version 1.0a, Copyright
2000, Wizards of the Coast, Inc.
The Vivimancer
Requirements:
None
Prime Requisite:
INT
Hit Dice:
1d4
Vivimancers are specialized magic-users who study the arcane manipulation of life. They have a
multitude of spells focussing on mutation, transformation and flesh warping. Vivimancers also
have the ability to perform a number of laboratory procedures which effect the creation of new
life-forms, either by cloning, vat growth or genetic manipulation. The building and maintenance of
a laboratory to pursue their research is thus of great importance to many vivimancers.
Similar to other magic-users, vivimancers are limited in the armaments they are able to use. They
are only proficient in the use of small weapons such as daggers and may not use any form of
armour, including shields.
Also like other magic-users, vivimancers keep spell books that hold the formulae for spells written
on their pages. A vivimancer can have any number of spells in a spell book, but can only memor-
ize a limited number of spells each day. This number increases as a vivimancer increases in level.
Vivimancers can use all magic items that are described as being usable by magic-users, including
scrolls of vivimantic spells.
Magical research: When a vivimancer reaches 9th level, he is able to create new spells and
magic items as described in the Labyrinth Lord core rules (p. 126). Vivimancers are only able to
research spells and magic items within their specialist area of biological manipulation. Many vivi-
mantic magic items are described later in this book.
Apprentices: A vivimancer of 11th level who has built a stronghold or tower will attract 1d6
apprentice vivimancers of 1st to 3rd level who come to study under him.
House Rule
The Labyrinth Lord should consider whether vivimancer characters be allowed to use scrolls containing spells not on
their spell list (e.g. standard magic-user spells). If this is allowed, it will clearly increase the power of the class to a sig-
nificant degree.
One possible “middle way” is to allow vivimancers to cast spell scrolls of non-vivimantic spells, but with a 10% chance of
failure per level of the spell being cast.
Whatever is decided, it is recommended that this be a two-way decision – that magic-users casting vivimancer spell
scrolls be treated in the same manner.
Vivimancers in Basic and Advanced Games
The vivimancer class may be used as-is in basic games. In this case, all vivimancers will be
humans. A basic spell list is given in Appendix III, as an alternative for groups who prefer spell-
casters to have a more limited selection of spells.
In advanced games, human, elf, or half-elf characters may be vivimancers. Elf vivimancers may
advance to a maximum of 11th level and half-elves to 10th level. Human vivimancers have no
level limit.
The Vivimancer
1
Vivimancer Level Progression
Spells Per Day by Level
Experience
Level
Hit Dice (1d4) AC0* 1
2
3
4
5
6
7
8
9
0
1
1
19
1
-
-
-
-
-
-
-
-
2,501
2
2
19
2
-
-
-
-
-
-
-
-
5,001
3
3
19
2
1
-
-
-
-
-
-
-
10,001
4
4
18
2
2
-
-
-
-
-
-
-
20,001
5
5
18
2
2
1
-
-
-
-
-
-
40,001
6
6
18
2
2
2
-
-
-
-
-
-
80,001
7
7
18
3
2
2
1
-
-
-
-
-
160,001
8
8
17
3
3
2
2
-
-
-
-
-
310,001
9
9
17
3
3
3
2
1
-
-
-
-
460,001
10
+1 hp only **
17
3
3
3
3
2
-
-
-
-
610,001
11
+2 hp only **
16
4
3
3
3
2
1
-
-
-
760,001
12
+3 hp only **
16
4
4
3
3
3
2
-
-
-
910,001
13
+4 hp only **
15
4
4
4
3
3
2
1
-
-
1,060,001
14
+5 hp only **
14
4
4
4
4
3
3
2
-
-
1,210,001
15
+6 hp only **
14
5
4
4
4
4
3
2
1
-
1,360,001
16
+7 hp only **
13
5
5
4
4
4
4
3
2
-
1,510,001
17
+8 hp only **
13
5
5
5
4
4
4
4
3
1
1,660,001
18
+9 hp only **
13
5
5
5
5
4
4
4
4
2
1,810,001
19
+10 hp only **
12
6
5
5
5
5
4
4
4
3
1,960,001
20
+11 hp only **
12
6
6
5
5
5
5
4
4
4
* Modified attack roll needed to hit Armour Class 0.
** Hit point modifiers from constitution are ignored.
Vivimancer Saving Throw Progression
Level
Breath
Attacks
Poison or
Death
Petrify or
Paralyse
Wands
Spells or
Spell-like
Devices
1-5
16
12
12
14
15
6-10
14
10
10
12
13
11-15
12
8
8
10
9
16-18
8
6
5
6
7
19+
7
5
4
5
5
The Vivimancer
2
Spell Notes
Laboratory Procedures
A number of vivimancer spells, for example the classic clone spell, take the form of long-duration
laboratory procedures. Such spells require a specially equipped laboratory and a period of days or
weeks to be spent at work.
The spell must be memorized and cast at the beginning of a laboratory procedure on the day of
commencement. Once a laboratory procedure is under way, the caster must spend at least 6
hours per day in the lab, monitoring progress, making adjustments and performing magical work-
ings. Only under unusual circumstances is it possible for a vivimancer to oversee more than two
such procedures in parallel (requiring an exhausting 12 hours work per day). If the proper atten-
tion is not given to a procedure, it will fail.
Optionally, the caster may enlist the aid of other vivimancers (typically his apprentices) to help
maintain a laboratory procedure. This allows the caster to attend to other business without abort-
ing the procedure. A total of two experience levels of vivimancers is required per level of the
laboratory spell to be maintained.
For example, a vivimancer casts vats of regeneration, a 5th level spell requiring 2d4 days of labor-
atory work. If the vivimancer cannot personally attend to the procedure during the whole of this
period, it may be maintained by other vivimancers whose experience levels total 10 or more. Five
2nd level apprentices could, for instance, be assigned to this task.
Laboratory Construction and Maintenance
A laboratory must be furnished and stocked with a bewildering array of experimental equipment,
texts and chemical compounds. The quality and scope of the equipment required increases with
the level of the spell to be cast; thus a laboratory is rated in terms of the maximum spell level it is
capable of supporting. More extensive laboratories are more costly to set up and maintain, and
require a larger physical area. As a guideline, the Labyrinth Lord should work from a base figure
of 1,000gp plus a 15' square area of space per spell level. This is the cost to establish (or expand)
a laboratory. The laboratory also entails ongoing maintenance costs of 10gp per month per spell
level. This is in addition to the costs specified by individual spells.
The exact nature of the laboratory and the equipment it contains required is left to the Labyrinth
Lord to determine.
Design Note
When considering the vivimantic laboratory procedures, I saw two main possibilities. The first was to devote a separate
section of the book completely to these procedures, describing them as a new type of magical working, separate to the
standard spell progression. The second possibility (for which I eventually decided) was to formulate them as normal
spells requiring a laboratory and the expenditure of time or monetary resources.
The decision to integrate them into the standard spell list was largely out of a desire to keep things simple by not intro -
ducing a new rules sub-system.
The traditional system of magic-user spells already contains magical workings with extended casting times (e.g. sum-
mon familiar), requiring monetary expenditure (e.g. instant summons), or necessitating the use of a laboratory (e.g.
clone). These new spells are no different.
Spell Notes
3
Experimental Subjects
Many vivimancers, at some point in their career, undertake experiments involving living organ-
isms – humans, humanoids, animals, plants or fungi. If such subjects are to be of use for experi-
mental procedures, they must be kept alive (vivimancers have no expertise with the various states
of death or undeath). Thus a suitable environment and nourishment must be provided for the
sustenance of any life-forms in the vivimancer's care.
The table below provides a guideline for the cost of feeding and caring for creatures and the
amount of space they require. Both factors are based on the Hit Die rating of the creatures being
kept. Note that it is assumed that any plant or fungal life-forms a vivimancer keeps are of the
“monstrous” variety with a Hit Die rating and various special abilities. Such beings will require
specialised forms of nourishment in addition to normal soil and water.
The vivimancer may choose (or be forced by circumstance) to keep his subjects in less than suit-
able conditions. This reduces the upkeep cost and the space requirements, but poor conditions
also increase the risk of subjects developing unwanted diseases. A diseased creature must make a
saving throw versus death each day or expire. The vivimancer may employ magic or medicine to
cure diseased creatures, but it is assumed that they will otherwise not recover naturally without
external aid. Diseased subjects must also be moved into isolation, otherwise the risk of others of
the same species contracting a disease increases tenfold.
The Labyrinth Lord and player may, if desired, describe the exact nature of the conditions under
which experimental subjects are kept, the type of nourishment they require, where these supplies
are acquired from and so forth. Likewise, the nature and effects of any diseases contracted may be
described in further detail.
Note that these costs do not apply to creatures that are currently undergoing a laboratory proced-
ure (such as the various clone or vat spells). During such procedures, the creature is assumed to be
nourished by the magical energies and unusual fluids and plasms which surround it.
Quality
Daily Cost per HD
Area per HD
Daily Chance of Disease
Wretched
2cp
3' sq.
5%
Poor
5cp
5' sq.
2%
Average
1sp
10' sq.
1%
Tissue Samples
Some vivimancer spells require a small sample of tissue from the life-form to be affected. Only liv-
ing tissue is suitable for these spells; samples of blood, flesh, skin, organs, etc. Tissue such as that
from bones, shells, hair and so on is not suitable for this purpose.
Unless preserved in some manner (for example, the 2nd level ward against decay spell), tissue
samples typically lose their potency within 1d6 weeks.
Saves Versus Polymorph
Many vivimancer spells specify a saving throw versus polymorph. This is handled using the saving
throw value for “petrify / paralyse”.
Spell Notes
4
Spell List
1st level
1. Bind familiar
2. Blood rupture
3. Bonewarp
4. Creeping homunculus
5. Detect poison
6. Echo location
7. Edibility (reversible)
8. Elasticity
9. Entangle
10. Flesh pocket
11. Flesh shape
12. Hormone control
13. Hyperolfaction
14. Jump
15. Meld flesh
16. Muscle control
17. Mutate breed
18. Natural weaponry
19. Ooze
20. Pheromone surge
21. Read magic
22. Reptilian metabolism
23. Scentlessness
24. Skein
25. Skin transformation
26. Sleep
27. Speak with animals
28. Spider climb
29. Spore cloud
30. Vitality surge
2nd level
1. Accelerated healing
2. Accelerated immune
system
3. Accelerated metabolism
4. Adapt appendage
5. Arcane sight
6. Clone plant or animal
7. Decay (reversible)
8. Drone
9. Enlarge breed
(reversible)
10. Face absorption
11. Fungal growth
12. Infravision
13. Insect messenger
14. Instinct
15. Leeching touch
16. Life energy protection
17. Nauseating stench
18. Neural surge (reversible)
19. Pair bonding
20. Polyvorousness
21. Psionic surge
22. Spider skein
23. Staunch blood flow
24. Symbiotic familiar
25. Transparency
26. Venom
27. Water breathing
(reversible)
28. Warp wood
29. Web
30. Web walk
3rd level
1. Absorb equipment
2. Accelerated
reproduction
3. Anthropomorphism
(reversible)
4. Appendage growth
5. Cannibalize
6. Cannibal rage
7. Carapace
8. Chaos mind
9. Decode genome
10. Divide body
11. Feign death
12. Fluid absorption
13. Gelatinous
transformation
14. Genetic location
15. Hibernate
16. Homing instinct
17. Insect swarm
18. Leech blast
19. Mutagen
20. Natural weaponry,
improved
21. Neural encoding
22. Neutralize poison
23. Overgrow (reversible)
24. Paralysis
25. Repel vermin
26. Repulsive scent
27. Revert biology
28. Spying homunculus
29. Synaptic trigger
30. Vats of creation
Spell List
5
4th level
1. Animate vegetation or
fungus
2. Chimera I
3. Clone monster
4. Detach (reversible)
5. Fungal zombie
6. Hive mind
7. Hive sight
8. Immunity to disease
9. Insanity
10. Mind slave
11. Plant metabolism
12. Plant symbiosis
13. Polymorph others
14. Polymorph self
15. Slime blast
16. Speak with plants and
fungus
17. Spore blast
18. Swarm transformation
19. Wall of ooze
20. Weltmark
5th level
1. Animal growth
2. Anti-plant shell
3. Devolution
4. Divide mind
5. Immunity to poison
6. Nature's secrets
7. Psionic awakening
8. Regeneration
9. Transfer pregnancy
10. Vats of regeneration
11. Venomous blood
12. Wall of thorns
6th level
1. Anti-animal shell
2. Charm plants and
fungus
3. Chimera II
4. Flesh blast
5. Impregnate
6. Life cycle
7. Organ transference
8. Repel wood
9. Synaptic
reprogramming
10.Transformative pupation
11.Vats of reincarnation
12.Virus
7th level
1. Genetic memory
2. Genetic spell encoding
3. Infestation
4. Instant adaptation
5. Mind mask
6. Parasitic implantation
7. Regeneration, greater
8. Replicate life-form
9. Spark of life
10.Vats of creation, greater
11.Wall of claws
12.Xenogamy
8th level
1. Chimera III
2. Clone
3. Explosive growth
4. Genetic conduit
5. Genetic resequencing
6. Mass devolution
7. Neural absorption
8. Organ transference,
greater
9. Regenerative pupation
10. Shape change
11. Stabilize mutation
12. Survival of the fittest
9th level
1. Artificial intelligence
2. Cannibal holocaust
3. Clone self
4. Creeping doom
5. Dispersed mind
6. Extraordinary
regeneration
7. Extinction
8. Genesis
9. Immortality
10. Mutagenic zone
11. Progeny
12. Temporal stasis
Spell List
6
First Level Spells
Bind Familiar
Duration: See below
Range: Touch
Casting Time: 1-24 hours
Cost: 100gp
House Rule
One of the traditional effects
of spells which grant a famil-
iar is the gain of 2d4 hit points
(2 Hit Dice). PCs often cast
such spells purely out of a de-
sire for greater survivability
due to the hit point increase,
rather than out of any real de-
sire for a familiar.
Given the accessibility of such
magic – 1st level and costing
only 100gp – it is practically a
must for any low-level magic-
user to have a familiar as soon
as possible. This can lead to a
uniformity among PC magic-
users and an (arguably) inap-
propriate increase in their
combat survivability.
Labyrinth Lords who wish to
avoid this situation may want
to consider reducing or elimin-
ating the hit point gain. The
spell is quite powerful enough
without this!
Of course, if the benefits of
this spell are reduced, the risk
(hit point loss if the familiar is
killed) should likewise be
tempered.
The same house rule should
also apply to the 2nd level
symbiotic familiar.
By casting this spell, the vivimancer implants her own genetic
code into a normal animal, binding it to be her familiar. Only small
animals, no bigger than a cat, can be affected by this spell. The
creature to be bound must be taken into the caster's laboratory for
the procedure, which lasts from 1 to 24 hours (at the Labyrinth
Lord's discretion) and uses rare solvents, costing 100gp, into
which a small portion of the vivimancer's own genetic matter is
dissolved. This mixture is then fed to the animal, which undergoes
a process of genetic combination, causing its physical features to
mutate to partly resemble the caster's in some way. The procedure
is dangerous, entailing a save versus death. Failure indicates that
the animal perishes during the procedure. There is also a 2 in 6
chance of a mutation occurring (see Appendix II).
Once bound by this procedure, the familiar gains a supernatural
intelligence. It is able to grant the caster access to its own senses
and is able to communicate with the caster via a special shared
language. In addition, a familiar is loyal and will follow orders until
its death.
Familiars have AC 7 and 2d4 hit points. A familiar grants the
caster additional hit points equal to its own maximum total when
the two are within 120' of one another. However, if a familiar is
slain, the vivimancer must subtract the familiar's maximum hit
points from her own maximum, permanently. Following are some
examples of the type of animals which may be typically bound by
this spell, along with the enhanced senses which they possess.
Familiar
Senses Augmented
Bat
Hearing.
Cat
Hearing and night vision.
Hawk
Much improved distance vision.
Lizard
Improved smell.
Owl
Hearing, night vision.
Raven
Improved vision.
Toad
180-degree vision.
Weasel
Hearing, improved smell.
Blood Rupture
Duration: Instant
Range: 30'
This spell causes bleeding lacerations and sores to erupt in the
flesh of up to one target per two levels of the caster (round up).
Each target suffers 1d6 hit points' damage with a save versus
spells indicating half damage.
First Level Spells
7
Bonewarp
Duration: 1d6 rounds + 1
per level
Range: 20'
This cruel spell causes the bones of the targets to warp and bend
into horrid and crippling shapes. It affects up to one target per
two levels of the caster. Targets must save versus polymorph or
suffer one of the following effects, at random. When the duration
ends, the targets' bones return to their normal configuration.
1d6
Effect
1
Legs crippled. Target is unable to move normally, can
only crawl (movement rate 10'/3'). No DEX bonus to
AC, -2 to hit rolls.
2
Arms warp and become unusable.
3
Skull warps and contracts – save versus death or fall
unconscious due to pressure on the brain.
4
Skull expands. Characters wearing a helmet suffer 1d6
damage.
5
Spine extends. Target suffers -2 to attack and +2 to
AC, and has a 50% chance of falling over when
moving.
6
Ribcage contracts, wracking the target with pain. Each
round the target must save versus death or be stunned,
unable to act.
Creeping
Homunculus
Duration: 6 turns, +1 turn
per level
Range: 60'
Over the course of 1d6 rounds, a miniature (1' tall), naked replica
of the caster emerges from her flesh. The tiny being can be tele-
pathically controlled by the caster, but is unable to make any
actions of its own accord. The homunculus has 1 hit point, AC 9,
and a movement rate of 30' (10'). It cannot attack, but can be dir-
ected to carry or move objects, explore, or perform mundane
tasks. It can carry up to 20 pounds or drag up to 40.
Controlling the homunculus requires only minimal concentration
from the caster, who is able to act as normal. It is important to
note that the caster receives no telepathic feedback from the hom-
unculus and must thus be able to see it in order to control it.
If the homunculus moves beyond the specified range, or in any
case when the duration expires, it melts into a small pool of blood.
Detect Poison
Duration: 1 turn per level
Range: 10'
This spell enables the caster to detect whether objects or creatures
are venomous. The presence of natural, artificial, and magical
poisons can all be detected, and the caster has a 5% chance per
level of detecting the exact type of poison present. Analysis of a
target takes one turn.
First Level Spells
8
Echo Location
Duration: 1 hour per level
Range: Touch
This spell grants the target the ability to sense its surroundings by
means of echo location in a similar manner to that used by bats.
The target's vocal cords are modified to be able to emit high-
pitched sonic bursts in the ultrasound spectrum, while its auditory
organs are modified to be able to pick up and interpret the reflec-
tions of the produced sound waves. Fine details and variations of
colour – writing, for example – cannot be detected by this means.
While the spell lasts, the target can act completely normally in
absolute darkness, even magically created. A silence spell effect-
ively creates a blind spot for the character relying on echo location.
Note that this spell functions equally well underwater.
Edibility (reversible)
Duration: Permanent
Range: Touch
This spell transforms a quantity of inedible plant or animal matter
into edible and nourishing food. Toxins and poisons in the affected
material are rendered harmless, and non-nutritive or indigestible
substances such as bark or grass become nourishing. A quantity of
matter sufficient to feed one human for a day is transformed per
level of the caster.
The reversed version of the spell, inedibility, renders normally
edible food toxic. Anyone consuming food transformed by this
spell must make a save versus poison or be afflicted by an illness
of shaking and vomiting lasting for 1d6 days.
Elasticity
Duration: 1 turn per level
Range: Touch
The flesh, bones, and organs of the subject become flexible and
elastic, gaining a rubbery consistency which allows them to stretch
and bend at unusual angles. The subject can control her body's
elasticity at will and is able to stretch her limbs up to three times
their normal length. This flexibility of the flesh also reduces crush-
ing or bludgeoning damage, including that due to falling, by half.
The subject's movement rate is, however, reduced by one-third, as
the alteration of the bone structure makes locomotion somewhat
more difficult.
Entangle
Duration: 1 turn
Range: 80'
Grasses, weeds, bushes, and even trees wrap, twist, and entwine
about creatures in a 40' diameter area or those that enter the des-
ignated area, holding them fast and causing them to become
entangled. A creature may move half its normal movement if it
succeeds in a saving throw versus spells.
The Labyrinth Lord may also allow this spell to animate other suit-
able organic materials such as cloth, rope, or even hair.
First Level Spells
9
Flesh Pocket
Duration: 1 hour per level
Range: Touch
Upon casting this spell, the caster must touch a small object
against the skin of the target. The spell causes the target's flesh to
open and the object to be absorbed inside. An object no larger
than 1 cubic foot can be absorbed. Once inside the target's body,
the object is visible as a swelling of appropriate size, but cannot be
directly identified. The absorbed object is surrounded by a protect-
ive layer which stops sharp objects from damaging the target.
At the end of the spell's duration, or at any time the caster or
(willing) target wishes it, the object emerges from the target's flesh.
An unwilling target is allowed a saving throw versus polymorph to
resist the absorption but, if the save fails, is unable to will the
implanted object to emerge before the spell's duration ends.
Flesh Shape
Duration: 1 turn per level
Range: Touch
The subject's body morphs over the course of 1d6 rounds into a
new form chosen by the caster. Mimicry of a specific individual is
possible, but with at most 75% accuracy. The following features
may be changed:
•
Bodily dimensions (height, weight, girth, etc.) may be
modified by up to 25% – either larger or smaller.
•
The sex and apparent age of the target may be altered.
•
Colouration of skin, hair, eyes, and so on may be freely
changed.
•
Length, thickness, and other qualities of hair (on the
head, face, or body) may be altered.
•
Facial features may be modified in any way.
A higher level vivimancer may, if she wishes, change the subject's
form up to one additional time per 3 levels during the spell's dura-
tion. The caster must be able to touch the subject again in order to
do this. An unwilling target may make a saving throw versus poly-
morph to resist this spell.
Hormone Control
Duration: 1 turn per level
Range: Touch
The subject gains the ability to increase or suppress the production
of various hormones in its body. One of the following effects may
be activated at any one time.
•
Adrenaline surge, granting a bonus of +1 to attack rolls
and saving throws.
•
Adrenaline suppression, granting immunity to fear
effects.
•
Pain suppression, granting an additional 1d4 temporary
hit points. These are lost when the spell expires or
when a different hormonal effect is activated.
The subject may change freely between effects during the spell's
duration, each change requiring one round.
First Level Spells
10
Hyperolfaction
Duration: 1 turn per level
Range: Touch
The target's senses of smell and taste are enhanced by an order of
magnitude, enabling the detection of subtle scents beyond the nor-
mal human range of perception. While under the spell's effects,
the target is able to perform various feats of perception similar to
those of which highly trained dogs are capable. The target can
unfailingly follow fresh scent tracks or identify the presence of a
familiar scent on objects or in a location. Scents which are older
than an hour require a successful WIS roll on 1d20, with a -1 pen-
alty per hour which has passed.
If the target has knowledge of poisons, botanical extracts, or the
like, her chance to identify the presence of unusual compounds is
doubled.
The spell has a single downside: the target's sense of smell is so
enhanced that she automatically fails any saving throws against
scent-based attacks (such as a troglodyte's stench or the
nauseating stench spell).
Jump
Duration: 1 turn
Range: Touch
The subject's legs develop a springing capability similar to that of a
cricket, allowing leaps straight up 10', backwards 10', or forwards
30'. The apex of the leap is 2' for every 10' sprung forwards.
When the spell is cast, the subject may leap once at any point dur-
ing the duration and an additional time per three levels of the
caster (twice at 4th level, three times at 7th level, four times at
10th level, etc.). Note that the duration of the spell is the same no
matter how many leaps are possible.
Meld Flesh
Duration: 1 hour per level
Range: 60'
Two victims within 5' of each other are affected by a horrible
magic of flesh melding – an exposed body part of each melds into
the other, making the two targets inseparable while the spell lasts.
Characters with no exposed body parts, such as those encased in
full plate armour or wrapped completely in cloth, cannot be tar-
geted by this spell. Otherwise, the areas of exposed flesh which
are most accessible are attracted together and meld. The targets
are allowed a saving throw versus spells to avoid this effect.
Once melded, the two victims' mobility is greatly reduced. The
melded flesh can be cut apart, typically causing 1d4 points of
damage to both subjects, or can be undone with dispel magic.
Otherwise, at the end of the spell's duration the melded body
parts separate naturally.
Higher level vivimancers can meld more targets with a single use
of this spell. One additional victim can be included for every three
levels of the caster beyond 1st (three victims at 4th level, four at
7th level, and so on). The additional victims must all be within 5'
of one other.
First Level Spells
11
Muscle Control
Duration: 1d4 rounds, +1
round per level
Range: 60'
This spell allows the caster to attempt to control the muscles of
creatures within range, causing them to perform whatever actions
she desires. Each round of the spell's duration, the caster can
attempt to control a single limb of any target within range. The
target gains a saving throw versus spells to resist the forced
movement, but if the save fails the vivimancer gains complete con-
trol of the chosen limb for the round. Thus weapons or shields
may be dropped, arms made to attack, legs made to trip, and so
on. Any attacks or other actions made with a controlled limb suffer
a -2 penalty due to the lack of perfect precision with which they
can be guided. Note that if a controlled limb is used to attack its
owner, normal to-hit and damage rolls are still required.
Mutate Breed
Duration: Permanent
Range: Touch
Casting Time: 4 hours
Often used in combination with the 3rd level accelerated
reproduction, this spell allows the vivimancer to increase the rate
of mutation in a breeding pool of creatures. Up to 2d4 creatures
of the same species are affected. The creatures may be plants,
fungi, or animals, but must be of non-human intelligence.
Creatures of a magical nature cannot be affected.
The spell takes 4 hours to cast. Once completed, any of the
affected creatures which breed will produce mutant offspring. A
roll on the appropriate table in Appendix II should be made to
determine the nature of the mutation possessed by each offspring.
Such mutations are inherited by any further generations.
Natural Weaponry
Duration: 6 turns
Range: 0
The vivimancer's body develops bestial weaponry, such as spines,
claws, talons, horns, fangs, or mandibles, usable in hand-to-hand
combat. The caster is able to make three unarmed attacks per
round with the newly developed weaponry, each attack inflicting
1d4 damage.
Ooze
Duration: 3 rounds, +1
round per level
Range: 60'
The ooze spell produces a thin layer of oily slime which covers
either an area or an object. If used to affect an area, up to 20'
square may be affected. Otherwise, the spell affects a single object
of up to roughly the size of a human.
Creatures moving into or through an area covered with ooze must
save versus spells or slip over. Creatures who make the saving
throw may choose to either remain immobile or to safely exit the
area.
Creatures attempting to use an ooze-covered item must likewise
make a saving throw versus spells with failure indicating that the
item is dropped. If the spell is cast upon an item which is already
held by a creature, the target is allowed a saving throw versus
spells to completely nullify the effect.
First Level Spells
12
Pheromone Surge
Duration: 1d6 hours + 1
per level
Range: 30'
This spell causes a wave of magically produced pheromones to
assail the chosen target, provoking an overwhelming sexual attrac-
tion. The target may make a saving throw versus poison to avoid
the effects. If the save fails, the attraction lasts for the duration of
the spell. Essentially, for this period, the caster becomes irresist-
ibly attractive in the eyes of the target, who will do anything they
can to get up close and intimate with the caster.
The spell is effective against any creature, even targets who would
not normally regard the caster as a potential mate.
Read Magic
Duration: 1 turn
Range: 0
By means of read magic, the vivimancer can decipher magical
inscriptions on objects, books, scrolls, weapons, and the like that
would otherwise be unintelligible. This does not normally invoke
the magic contained in the writing, although it may do so in the
case of a cursed scroll. Furthermore, once the spell is cast and the
caster has read the magical inscription, she thereafter is able to
read that particular writing without recourse to the use of read
magic. All spell books are written such that only the character who
owns the book can decipher it without the use of this spell.
Reptilian Metabolism
Duration: 3 days, +1 day
per level
Range: Touch
This spell modifies the metabolism of a single mammalian creature
(including humans and demi-humans) causing them to metabolise
like a reptile for the duration. A creature affected by this spell can
survive with one-tenth of its normal food requirements and, unless
in a state of starvation before the spell was cast, suffers no ill
effects from not eating at all. However, the target becomes far
more susceptible to temperature, suffering a -1 penalty to attacks
when in a cool environment and a -4 penalty to saves versus cold.
Scentlessness
Duration: 1 turn per level
Range: Touch
The target's body and all items on its person are shielded by a
magical anti-scent mask, making the target completely undetect-
able to the olfactory senses of others. As the target is rendered
completely scentless, even creatures with incredibly powerful
olfactory capability (including those under the effects of
hyperolfaction) cannot detect or track the target.
Skein
Duration: 1 hour per level
Range: 0
A glossy, almost transparent thread of spider-like silk emerges
from the flesh in the palm of the caster's hand. The thread is typic-
ally used to mark a traversed route, and can be unravelled for up to
200' per level of the caster, or until she wishes the spell to end.
The skein created is as strong as thin copper wire – it can be delib-
erately cut or broken without much difficulty, but is unlikely to
break without interference. If the skein is used to support weight, it
can carry only 5lbs before breaking. At the end of the spell's dura-
tion, or at any time the caster wishes, the skein vanishes.
First Level Spells
13
Skin Transformation
Duration: 6 turns
Range: Touch
The target's skin undergoes a rapid mutation and gains one of the
following features, chosen as the spell is cast:
Camouflage: The target's skin gains the ability to change colour to
match its surroundings. The camouflage takes several rounds to
adapt to a new situation and is only effective for areas of the tar-
get's skin which are exposed (i.e. not covered with armour or
clothing). If sufficient skin is exposed, a silent and immobile cam-
ouflaged creature has a 5 in 6 chance of remaining unnoticed.
Protection: The target's skin becomes hard and scaly, granting a
natural Armour Class of 5 (modified by DEX). Characters already
wearing chain mail or better armour gain a +1 AC bonus from the
extra protection granted by their scaly skin.
Spines: A mass of sharp spines or thorns emerge from the target's
skin. The spines will rip through the target's clothing (armour pre-
vents them from emerging). Any creature using natural weapons or
a very short weapon such as a dagger suffers the risk of being
stabbed by the spines when attacking the target. The spine-
covered target may, in this situation, make an attack roll in return.
If successful, the attacker suffers 1d6 damage from the spines.
Sleep
Duration: 4d4 turns
Range: 240'
House Rule
Although sleep does not, by
default, specify that a saving
throw is allowed to resist, this
is a very common house rule.
One of the most compelling
reasons for this change is to
reduce the possibility of a
whole party of low-level PCs
being put out of action by a
single casting of this spell by a
rival magic-user.
A sleep spell causes a magical slumber to come upon creatures
with 4+1 Hit Dice or fewer. The caster may only affect one
creature if it has 4+1 HD, but the spell will otherwise affect up to
2d8 HD of creatures.
Calculate monsters with less than 1 HD as having 1 HD and mon-
sters with a bonus to HD as having the flat amount. For example,
a 3+2 HD monster would be calculated as having 3 HD. Hit Dice
that are not sufficient to affect a creature are wasted. Creatures
with the fewest Hit Dice are affected first.
Sleeping creatures are helpless and can be killed instantly with a
blade weapon. Slapping or wounding awakens an affected
creature, but normal noise does not. Sleep does not affect undead
creatures.
Speak with Animals
Duration: 6 turns
Range: 30'
The caster can comprehend and communicate with ordinary anim-
als or giant versions of ordinary animals. The caster can ask ques-
tions of, and receive answers from, one particular kind of animal,
although the spell doesn't make it any more friendly or cooperative
than normal. The type of animal is decided when the spell is cast.
If an animal is friendly toward the caster, it may do some favour or
service.
First Level Spells
14
Spider Climb
Duration: 1 round, +1 per
level
Range: Touch
The subject can climb and travel on vertical surfaces or even tra-
verse ceilings as well as a spider does. The affected creature must
have its hands and feet free and bare to climb in this manner. Any
objects weighing fewer than 5 pounds cling to the spell recipient's
hands. This spell may be used on another being (touch required)
with no saving throw.
Spore Cloud
Duration: 2d6 rounds
Range: 60'
A cloud of sickly yellow mould spores erupts from a point within
range, filling a 10' radius volume. All creatures in the affected area
must make a saving throw versus poison or be overcome with
coughing and choking, unable to attack, speak, or perform any
action more complex than staggering or crawling at half move-
ment. Upon emerging from the cloud, or once the spell's duration
ends and the spore cloud dissipates, affected creatures regain the
ability to act after 1d4 rounds.
Vitality Surge
Duration: 6 turns
Range: Touch
The subject gains an extra Hit Die, rolling to determine how many
additional hit points are gained. If the subject is harmed, the dam-
age is first subtracted from these additional hit points. The addi-
tional hit points remain until they have all been lost due to damage
or until 6 turns have passed.
First Level Spells
15
Second Level Spells
Accelerated Healing
Duration: 2 turns per level
Range: Touch
This spell enhances the natural healing process of the recipient's
body, granting the ability to heal physical damage at a rate of 1 hit
point per turn. If the subject's CON score is above 12, it also
instantly regains a number of hit points equal to its CON bonus, as
the spell is cast.
Creatures without a natural capacity for self-healing (undead or
constructs, for example) gain no benefit from this spell.
Accelerated Immune
System
Duration: 1 turn per level
Range: Touch
This spell enhances the functioning of the recipient's immune
response, granting +4 to saving throws versus diseases. If the
recipient is already suffering from a disease, he gains a new saving
throw immediately, including the +4 bonus.
Creatures without an immune system (undead or constructs, for
example) gain no benefit from this spell.
Accelerated
Metabolism
Duration: 1 turn per level
Range: Touch
This spell enhances the metabolic rate of the recipient. The tar-
get's increased metabolism enables the quick flushing of toxins
from the system, granting a +4 bonus against poison saves and a
new saving throw against any existing poisons (including the +4
bonus).
The target burns energy at such a heightened rate that it is raven-
ously hungry when the spell's duration ends.
Creatures without a metabolism (undead or constructs, for
example) gain no benefit from this spell.
Adapt Appendage
Duration: 1 turn per level
Range: Touch
Upon casting this spell, one of the target's appendages mutates
into a tool of the caster's design. Fingers, toes, hands, feet, ears,
nose, whole arms or legs, and so on may be affected. The chosen
appendage can be morphed into a biological version of any nor-
mal tool, for example, lock picks, hammers, crowbars, shovels, etc.
Even weapons may be produced – inflicting up to 1d8 damage.
The mutated appendage functions as well as a typical example of
the mimicked tool, gaining bony hardness, gristly flexibility, or
whatever other qualities are required.
As the tool is an intrinsic part of the target's body, it can be used
with unusual precision, granting a +1 or +5% bonus to any rolls
involved.
Second Level Spells
16
Arcane Sight
Duration: 1 turn per level
Range: 60'
The caster's optic system is enhanced to be able to detect the
subtle radiations of magic. All enchanted items, creatures, places,
or other things within range become visible to the caster, high-
lighted with a coloured haze.
The Labyrinth Lord may optionally allow this spell to also reveal
additional details about magic forces detected – their age, type of
enchantment, intensity, etc.
Clone Plant or
Animal
Duration: Permanent
Range: Touch
Casting Time: 2d6 weeks
A vivimancer with knowledge of this spell is able to magically
clone any normal plant, animal, or fungus of less than one Hit
Die. Creatures of one Hit Die or greater require the use of the 4th
level clone monster. Beings of human-level intelligence cannot be
cloned – this requires the use of the 8th level clone spell.
A small sample of tissue from the original life-form is required. To
create the duplicate, the tissue sample must be grown in a laborat-
ory for 2d6 weeks. Over this time, an exact replica of the original
specimen grows to full maturity. Once the process is complete, the
clone exists as a fully independent individual.
There is a 10% chance of something going awry with the proced-
ure. In this case, there is an equal probability of the clone dying,
being mutated (roll on the tables in Appendix II), or exhibiting an
extreme behavioural aberration, typically resulting in a violent and
dangerous creature.
Life-forms with magical properties may be cloned at the Labyrinth
Lord's discretion. This may entail an increased chance of failure or
additional requirements for the process (time, money, unusual
ingredients).
Decay (reversible)
Duration: Permanent
Range: 60'
Affecting a single dead body within range, this spell provokes the
growth of insect larvae and mould spores to infest and devour the
target. The targeted corpse is eaten away to bones within one
round, leaving a writhing mass of maggots and fungus. A body so
affected cannot be restored to life by the clerical raise dead. The
corpse of a creature of up to one Hit Die per level of the caster
may be affected.
The spell can also be used against corporeal undead such as zom-
bies or ghouls. In this case, the target suffers 1d6 damage per level
of the vivimancer unless a saving throw versus spells succeeds.
The reverse of this spell, ward against decay, indefinitely protects a
single tissue sample or corpse from the natural processes of decay
and deterioration.
Second Level Spells
17
Drone
Duration: Special
Range: 120'
Design Note
The drone spell is a slightly
weaker version of the stand-
ard charm person, being 2nd
level (as opposed to 1st) and
causing a noticeable alteration
in the target's behaviour.
This weakening of the spell
was intentional, emphasising
the fact that enchantment is
not an area of expertise of the
the vivimancer class.
Mimicking the organisational structure of hive insects, this spell
causes a single humanoid creature to become a bound drone of
the caster. The spell does not enable the caster to control the
drone as if it was an automaton, but it perceives the caster's words
and actions in the most favourable way. The subject can be given
orders, but actions it wouldn't ordinarily do based on its nature or
alignment may be abstained from. An affected creature never
obeys suicidal or obviously harmful orders, but it might be con-
vinced that something very dangerous is worth doing. Any act by
the caster or his apparent allies that threatens the drone breaks the
spell. When not in the caster's presence or carrying out his direct
instructions, the drone takes on an odd, mindless manner.
The caster must have some means of communicating with the
drone – telepathy or magical comprehension are not granted.
The target gains a saving throw against the effects of the spell
when it is cast and then at intervals depending on its intelligence.
An INT score of 3-8 grants a new save once every month. An INT
of 9-12 grants a new save each week, and 13-18 grants a new
save once every day. Otherwise, drone can be negated by the spell
dispel magic. This spell has no effect on non-living or magical
beings, or humanoids with greater than 4 Hit Dice.
Enlarge Breed
(reversible)
Duration: Permanent
Range: Touch
Casting Time: 4 hours
Cost: 100gp
Often used in combination with the 3rd level accelerated
reproduction, this spell increases the size of the eventual offspring
of up to 2d4 target plants, fungi, or animals of non-human intelli-
gence. Creatures of a magical nature cannot be affected.
The spell takes 4 hours to cast and requires the use of various
solvents and reagents costing a total of 100gp. At the end of the
procedure, the player should roll 2d6, modified by his WIS (as per
the magical saving throw modifier, LL p.7). The following table
indicates how much the affected creatures' offspring will be
enlarged. In general, every time a species increases in size by 50%,
its Hit Dice increase by one and the damage inflicted by its attacks
increases by one die type (1d4 to 1d6, 1d6 to 1d8, and so on).
The reverse of this spell, miniaturize breed, causes the offspring of
the target creatures to be smaller by the same percentage.
2d6
Result
2 or less
Creatures become sterile, unable to breed.
3 - 4
Next generation 10% larger.
5 - 9
Next generation 25% larger.
10 - 11
Next generation 50% larger.
12 or more
Next generation 100% larger (double size).
Second Level Spells
18
Face Absorption
Duration: 3d6 hours + 1
per level
Range: Touch
Touching the face of humanoid target, the caster's own face warps
and melds into an exact replica of the target's visage. The spell
may be used on a recently deceased corpse (up to 1 day old) or a
living creature. Living victims are allowed a saving throw versus
spells to resist. The effect on the target of the spell is somewhat
unpredictable, requiring a roll on the following table.
1d6 Effect on Target
1
The face of the victim is “erased”, becoming a warped
and unrecognisable lump of flesh. Note that a living
target is still able to breathe, see, speak, and so on.
2
A face swap takes place – the target's face becomes a
perfect replica of the vivimancer's.
3
The target's face is unaltered, but becomes locked into
a state of mimicry of the motions of the vivimancer's
face. Thus, whatever expression the vivimancer
displays is mirrored on the face of the target. Even
speech is duplicated.
4
The target's face is unaltered, but is wracked with
hideous contortions, spasms, and shuddering, making
communication difficult.
5
The process of absorption lacerates and tears the
victim's face, resulting in a gruesome, bloody mess.
This is extremely painful for a living target and causes
1d3 hit points' damage. This damage is healed at the
end of the spell's duration.
6
The target's face is warped by the process with the
various facial features being rearranged in a grotesque
manner.
At the end of the duration, the faces of both caster and the victim
morph back into their normal form over a period of 1d6 rounds.
Fungal Growth
Duration: Permanent
Range: 60'
A patch of vivid mutant fungus erupts in a 10' diameter area as
indicated by the caster. The conjured fungal growth is formed of a
wide variety of species of mushrooms and moulds, of diverse form
and colour. Contained within the patch is a single monstrous
fungus, of a type randomly determined on the following chart. All
fungi listed have 3 Hit Dice, Armour Class 7, and are immobile.
1d4 Fungus Type
1
Giant death cap.
2
Monstrous fly agaric.
3
Shrieker.
4
Violet fungus.
Second Level Spells
19
Giant death cap: Pale greenish mushrooms which grow up to 6' in height. They are immobile
and have no form of attack, but emanate a sinister charm which entices creatures coming within
30' to approach the fungus and eat of their flesh. A saving throw versus spells is allowed to resist
the charm. The mushrooms' flesh contains a potent poison, causing death within 1d6 rounds
unless a successful saving throw is made.
Monstrous fly agaric: The “toadstools” of folklore, these giant red and white spotted fungi
stand up to 6' tall. While they have no form of direct attack, they present two dangers to adven-
turers. Firstly, they are typically host to a seething swarm of flies and maggots (see the Insect
Swarm monster in Labyrinth Lord, p.83). Secondly, anyone coming within 5' of a monstrous fly
agaric is subject to the hallucinogenic influence of the mushroom's spores. This causes targets to
be overcome by a subconscious urge, as per the 2nd level instinct spell. A saving throw against
this effect is allowed, as per the spell. Targets failing their save are subject to a randomly determ-
ined instinct.
Shrieker: A shrieker is a stationary fungus, resembling a large mushroom, that emits a loud
noise to attract prey or when disturbed. Shriekers live in dark, subterranean places and come in of
shades of purple. The shrieker will emit its scream if it senses movement within 30' or light
comes within 60'. The scream persists for 1d3 rounds. For every round a shrieker is screaming,
there is a 50% probability that it has caught the attention of a wandering monster. Wandering
monsters will arrive on the scene within 2d6 rounds.
Violet fungus: Violet fungi are 4' to 7' tall, resemble shriekers, and are often found growing
among them. A violet fungus' colouration ranges from purple overall to dull grey or violet covered
with purple spots. A violet fungus flails about with its 1d4 tentacles at living creatures that come
within its reach of 1' to 4' per tentacle. The tentacles ooze a rot-inducing slime, causing a victim
to save versus poison or, after one round, rot into a corpse. If the spell cure disease is cast on the
round immediately after the attack, the effect is avoided.
Second Level Spells
20
Infravision
Duration: 1 day
Range: Touch
The optic systems of the subject are enhanced so as to be able to
detect subtle variations in temperature in addition to their usual
light-sensing capability. The subject is thus able to see up to 60' in
the dark with infravision.
Insect Messenger
Duration: 1 day per level
Range: 20'
The vivimancer charges a normal insect, arachnid, or swarm of
such creatures with the task of delivering a message. The natural
behaviour of the creatures is overridden, their neural structure
being reprogrammed to perform the vivimancer's wishes. A short
phrase (up to 100 words) spoken by the caster is encoded into the
insects' primitive minds, to be reproduced upon reaching a spe-
cified person or location. The vivimancer must be familiar with the
destination and must know how to reach it, at least in broad
terms. The enchanted insects begin their mission immediately,
moving at their normal movement rate, and instinctively knowing
the way to their destination. When the goal is reached, the insects
reproduce the vivimancer's message, either through sound (as a
rasping imitation of the message, by means of fluttering wings and
chattering mandibles) or motion (mimicking the forms of the
words and letters which make up the message).
Once the message has been delivered or when the spell's duration
comes to an end, the insects die.
Instinct
Duration: 1 round per level
Range: 60'
This spell unleashes a surge of frenzied instinct from the deep sub-
conscious mind of targets within range. Up to one Hit Die of
creatures may be affected per level of the caster. As the spell is
cast, the vivimancer may choose to awaken one of the following
instincts:
Feeding frenzy: The targets are overcome with a ravenous hunger
and will consume any suitable food available.
Fight: Blood lust causes the targets to attack the closest creature
with deadly force.
Flight: The targets flee, if possible, or become completely paranoid
and defensive.
Mating instinct: The targets' senses are overwhelmed by sexual
lust, which they will consummate in any conceivable manner.
While under the effects of this spell, affected creatures will defend
themselves normally if attacked, but are otherwise completely over-
come by the triggered instinct. A save versus spells is allowed to
resist the instinct.
Second Level Spells
21
Leeching Touch
Duration: 1 round per level
Range: 0
Rows of tiny, suckered mouths emerge along the caster's palms
and fingers, lending to his touch the ability to drain blood from
those he touches. The magical leech suckers cause 1d6 hit points'
damage per successful melee attack. After a successful attack, the
caster has the option to attach his hand to the target, automatic-
ally draining a further 1d6 hit points per round until he chooses to
let go or the target or caster is killed.
Every round of blood draining, including the initially successful
attack, the caster gains one hit point. In this way, the caster is able
to heal previous damage, but can also gain up to 6 hit points
above his normal maximum. Hit points gained above the caster's
normal maximum cause his body to bloat in a hideous manner due
to engorgement with blood.
Any blood-borne poisons or diseases in a drained target will be
transferred to the caster, who is allowed a saving throw as normal
to resist the effect.
Life Energy
Protection
Duration: 6 turns
Range: Touch
The target's life energy is augmented for the duration, granting a
resistance to energy draining attacks. All forms of energy drain are
counteracted, including the attacks of undead creatures and the
drain energy spell. During the spell's duration, up to one level of
energy drain per three levels of the caster can be resisted, having
no effect whatsoever.
Nauseating Stench
Duration: 6 turns
Range: 30'
The pores of the vivimancer's skin are modified such that they
exude an appalling stench for the duration. All creatures within
range must save versus poison or suffer a -2 penalty to attack rolls
due to the oppressive smell. The vivimancer himself is immune to
the effects of the stench, as are those with no sense of smell or
those who take preventative measures.
Neural Surge
(reversible)
Duration: 6 turns
Range: Touch
The subject's synaptic impulses fire at an increased rate while
under the effect of this spell, granting enhanced intelligence and
reflexes. This has the effect of a temporary increase of 1d4 points
to INT and DEX, to a maximum of 18. The subject also always
wins initiative in combat, acting before others get a chance to. If
group initiative is used, this means that the character affected by
neural surge acts separately from the rest of the party.
Following the intense stimulation of a neural surge, the subject's
mind is exhausted, causing a -1 penalty to attacks and saving
throws until the subject sleeps for at least one hour.
The reverse of this spell, neural dampening, causes the target to
lose 1d4 points of INT and DEX, and to always lose initiative. A
save versus spells is allowed to resist this effect.
Second Level Spells
22
Pair Bonding
Duration: 1 day per level
Range: 30'
Activating the hormonal system of an intelligent being, this spell
causes the target to fall madly in love with a second target of the
vivimancer's choosing. Both targets must be within the range of
the spell. The target is allowed to make a saving throw versus
spells to resist. Note that the magic of this spell does not inspire a
mutual infatuation, although it may be cast twice – once upon
each target – in order to produce this effect.
At the Labyrinth Lord's discretion, species which have no instinct
or tradition of pair bonding may be immune. Asexual creatures are
not affected.
Polyvorousness
Duration: Permanent
Range: 30'
With this spell, the caster can alter the nature and dietary prefer-
ences of a single living creature. The targeted creature is allowed a
saving throw versus polymorph to resist the effect.
A carnivorous creature targeted by this spell will lose any natural
weapons such as teeth and claws, and become docile in nature,
only using violence to defend itself. Males may grow horns which
can be used to inflict 1d6 damage.
A herbivore, on the other hand, will develop the ripping teeth and
claws of a meat eater, capable of inflicting 1d6 damage, taking on
an aggressive predatory nature.
Creatures such as humans that are naturally omnivorous can be
pushed to one extreme or the other, developing natural weaponry
appropriate to a herbivore or carnivore.
Despite the radical transformation, the affected creature is com-
pletely able to subsist on its new dietary preferences, though it
may not be able to continue to function normally in the social
structure of its species (a herbivorous lion, for example, would have
no place in its pride).
Polyvourousness may also be cast on a plant, causing it to lose its
natural ability to photosynthesise and instead rely on consuming
other plants or animals for sustenance. The affected plant will
develop some means of trapping prey, perhaps similar to the jaws
of a Venus flytrap. Likewise, a carnivorous plant may be turned
docile by means of this spell.
Psionic Surge
Duration: 1 turn per level
Range: Touch
The target's mind is charged with a jolt of psychic energy, awaken-
ing latent psionic potential. The target gains the ability to use a
randomly chosen psionic wild talent (see Appendix I) once during
the spell's duration.
This spell has no effect on creatures of less than human intelli-
gence or on targets which already possess psionic powers.
Second Level Spells
23
Spider Skein
Duration: 1 turn per level
Range: 0
When the vivimancer touches a surface, a sticky thread forms,
connecting his hand to the surface touched. The vivimancer can
cause the thread to extend to a maximum length of 100' per level
and at a maximum rate of 60' per round. The skein is attached
with incredible strength to the vivimancer's hand and to the sur-
face touched. This spell is thus typically used to allow the viviman-
cer to descend safely from great heights. The spell does not confer
the ability either to retract the skein or to climb up it again quickly.
The caster may climb up the skein, but only at the normal rate of
climbing.
The thread itself breaks if more than 300 pounds of weight are
suspended from it, or it can be deliberately snapped by a creature
with 18 or higher STR. The vivimancer can disconnect either end
of the thread at will. When the spell's duration expires, the thread
vanishes.
Staunch Blood Flow
(reversible)
Duration: 1 round per level
Range: Touch
This spell causes the recipient's blood to flow less rapidly, making
the effects of wounds less severe. The spell can instantly cure 1d4
hit points of damage from existing wounds and, while the duration
lasts, any further wounds inflicted on the target by piercing or cut-
ting attacks are reduced in severity by one hit point.
The reverse of this spell, bleeding wounds, causes the recipient's
blood to flow more freely. This results in an instant loss of 1d4 hit
points from any existing wounds and increases the damage of fur-
ther wounds by one point while the duration lasts.
Second Level Spells
24
Symbiotic Familiar
Duration: Permanent
Range: 0
Casting Time: 1-24 hours
Cost: 100gp
This spell has two distinct uses.
Firstly, it can behave as a variation of the 1st level bind familiar,
which, instead of binding a familiar to the caster, causes one to
grow within his own body. In this way, the caster can acquire a
plant- or fungal-based familiar which exists within and on the sur-
face of his body. Some possible symbiotic familiars, and the
advantages they grant the caster, are given in the following table.
Familiar
Advantage
Mimosa
Sensitivity to vibrations in the air up to
60' distant.
Deadly nightshade
+2 to saves versus plant-based poisons.
Blue mould
Immunity to the negative effects of
fungal or mould spores.
Yellow mould
Cast spore cloud once per day, centred
on self (caster is immune).
Toadstools
-1 reaction adjustment to fey creatures.
Creepers or ivy
Close range entangle effect once per
day, up to 10'.
Nettles
Anyone touching the caster suffers 1 hp
damage.
Fly agaric
Can cast a lesser version of insect
swarm once per day – the swarm inflicts
only 1 hp damage per round.
The caster also gains an additional 2d4 hit points due to the pres-
ence of the familiar, as described in bind familiar.
The second use of this spell is to allow an existing animal familiar
to meld with the caster's body, giving it the ability to conceal itself
within the caster's own flesh. The symbiotic familiar is able to
freely enter and leave the caster's body.
When the caster takes damage while in symbiosis with a familiar
of either type, there is a 1 in 4 chance that one point of the dam-
age will be subtracted from the familiar's total. A symbiotic familiar
is also treated separately for the purposes of area attacks and
should make its own saving throw. The death of the familiar is
handled in the manner described in the standard bind familiar
spell.
The degree to which the presence of the symbiotic familiar alters
the caster's appearance is left to the imagination of the player and
Labyrinth Lord.
Second Level Spells
25
Transparency
Duration: 1 hour per level
Range: Touch
Over the course of 1d6 rounds, the flesh, bones, hair, and internal
organs of the target become completely see-through, enabling a
near-invisibility. Clothing, armour, and carried equipment are not
affected by this spell and must be removed in order to achieve the
full effect. A target thus prepared is completely invisible when sta-
tionary and has a 90% chance of remaining undetected when mov-
ing. It is also able to surprise on a roll of 1-5.
Unlike the invisibility spell, the effects of this spell are not contin-
gent on the target's actions – it is fully possible to make attacks
while in a transparent state. Victims of attack by a transparent
creature may retaliate, but suffer a -2 penalty to hit. As the effects
of this spell take the form of a polymorph rather than an illusion,
spells and abilities which can detect invisibility are not effective in
revealing a transparent creature.
An unwilling target is allowed a saving throw versus polymorph to
resist this spell.
Venom
Duration: Instant
Range: See below
The caster can use this spell to create a variety of poisonous sub-
stances similar to those employed by venomous snakes and
spiders. The spell has two different uses, chosen as it is cast.
Firstly, the spell can be used to envenom a single cutting or pier-
cing weapon. Any creature damaged by the poisoned weapon
must save versus poison or suffer 1d6 damage for the next three
rounds. The poison is enough for one successful attack per three
levels of the caster and evaporates after 3 turns if not used.
Alternatively, the caster can use this spell to emit a poisonous
spray targeting up to one creature per three levels within a 45-
degree arc, to a maximum range of 30'. The targeted creatures
must save versus poison or suffer 2d6 damage.
Warp Wood
Duration: Permanent
Range: 10' per level
The caster causes wood to bend and warp, permanently destroy-
ing its straightness, form, and strength. A warped door springs
open (or becomes stuck). A boat or ship springs a leak. Warped
ranged weapons are useless. The caster may warp a volume of
approximately 15 square inches per caster level. For example, a
1st level caster could warp four arrows or a short wooden handle.
Water Breathing
(reversible)
Duration: 1 day
Range: 30'
Temporary gills develop on the neck of the caster or another
creature, allowing the subject to breathe water freely while the
spell lasts. The spell does not make creatures unable to breathe
air, and creatures under the influence of the spell are not granted
any additional proficiency at swimming.
The reversed version of this spell, air breathing, causes an aquatic
creature to develop external lungs, allowing it to breathe air.
Second Level Spells
26
Web
Duration: 48 turns
Range: 10'
Web creates a many-layered mass of strong, sticky strands.
Creatures caught within a web become entangled among the gluey
fibres. Entangled creatures can't move, but can break loose
depending on their strength. Any being with strength in a human
range can break free of the webs in 2d4 turns. Creatures of higher
strength or magically augmented strength above 18 can break free
in 4 rounds. The strands of a web spell are flammable. All
creatures within flaming webs take 1d6 points of fire damage from
the flames for 2 rounds. After this time, surviving creatures are
free of the webs.
Web Walk
Duration: 2 rounds, +1
round per level
Range: Touch
The subject gains the ability to climb or walk along ropes, skeins,
and webbing as quickly and easily as he can move on the ground.
The affected creature can traverse threads of any thickness, even
those which could not normally support its weight – however, the
spell's magic only allows thin threads to support the subject's
weight plus up to 150 pounds. This spell has the additional effect
of preventing the subject from becoming stuck in webs created by
giant spiders or magical web spells, though it does not help
creatures who are already bound up in webbing.
Second Level Spells
27
Third Level Spells
Absorb Equipment
Duration: 1 hour per level
Range: Touch
Items carried or worn by the subject are absorbed into its flesh,
integrating into the biology of the subject. Each item may be either
completely or partially absorbed as the caster wishes. Completely
absorbed items cannot be used or accessed without ending the
spell (see below), but are visible only as a swelling in the appropri-
ate body location. Partially absorbed items are plainly visible but
may still be used while the spell is in effect – for example, a fleshy
weapon may used to attack or an absorbed backpack may be
accessed via a flap of skin in the subject's torso. For the purposes
of other spells (for example transparency), absorbed items are
treated as an integral part of the subject's body, in the same way
as an internal organ.
The subject may choose to retrieve an item at any time during the
spell's duration, in which case it emerges from her flesh. Once an
item has been retrieved, it cannot be re-absorbed except by casting
this spell again.
Accelerated
Reproduction
Duration: Permanent
Range: Touch
Casting Time: 1d6 days
A staple of those vivimancers who undertake the breeding of new
species, this spell increases the rate at which it is possible for life-
forms to reproduce. The spell affects 1d4 target creatures of the
same species, which may be plants, fungi, or animals. Creatures of
greater than animal intelligence or of a magical nature cannot be
affected.
The growth of the affected creatures is rapidly accelerated, such
that they are sexually mature within 1d6 days. The caster must
oversee the procedure during this whole period. The creatures also
consume double the normal amount of sustenance (of whatever
form is normal) during this time.
This spell has the side-effect of reducing the targets' natural life
spans to one-quarter of what it would normally be.
Third Level Spells
28
Anthropomorphism
(reversible)
Duration: Permanent /
special
Range: Touch
Human qualities, both physical and mental, can be bestowed upon
a normal, non-magical animal using this spell. A single animal of
up to one Hit Die per level of the caster may be affected. Note that
familiars cannot be affected, as they are of a magical nature. Fol-
lowing are some qualities typically endowed by this spell; many
others are possible:
•
The transformation of the subject's paws or feet into
human-like hands, with an opposable thumb, allowing
the manipulation of fine objects.
•
The modification of the subject's posture, allowing
bipedal locomotion.
•
The gift of speech. Animals of normal intelligence are
usually only able to master a few simple words.
•
A complex behavioural pattern not typically exhibited by
the subject. In this manner, tedious months of training
may be bypassed. Some vivimancers use the spell in this
manner to create animal servants or guards.
•
Complex human emotions such as compassion, avarice,
patriotism, or a sense of aesthetics.
Note that full human intelligence cannot be endowed with anthro-
pomorphism – this requires the 5th level evolutionary leap (the
reversed version of devolution).
The reverse of this spell, animalism, causes a humanoid to suffer
the loss of one of the human qualities mentioned above. Thus,
hands may be transformed into paws, quadrupedal locomotion
may be forced, speech may be reduced to yowls, and complex
emotions or behaviours may be forgotten. A saving throw versus
spells is allowed to resist. The duration of animalism depends on
the intelligence of the victim. Subjects with INT of 6 or less are
affected for 1d6 days, those with INT of 7 to 12 for 1d6 hours,
those with INT of 13 to 15 for 1d6 turns, and those of INT
greater than 15 for 1d6 rounds.
Third Level Spells
29
Appendage Growth
Duration: 1 turn, +1 per
three levels
Range: Touch
New appendages emerge from the flesh of one or more subjects at
the body locations touched by the vivimancer. As the newly grown
appendages are unfamiliar, they do not function with the full
effectiveness of the subjects' natural limbs, however they grant cer-
tain additional abilities, as described in the following table.
d10 Appendage
Notes*
1-2
Arm
May hold a weapon and make an extra
attack at -4 to hit.
3-4
Leg
Increases movement rate by 25%.
5-6
Tail
Aids with balance. May also be used to
make tripping attacks in melee, if
other attacks are forgone. A successful
tail attack inflicts no damage, but stuns
the target for one round.
7-8
Tentacle
May make an extra attack at -4 to hit.
Successful attacks grapple the target,
inflicting a -2 penalty to Armour Class
and attack rolls. A grappled target may
break free by cutting the tentacle,
which has 1d6 hp.
9-10
Wing
One wing allows the subject to make
leaps of up to 20'. Two wings allow
the subject to hover in mid-air, or to fly
or glide up to 120' in a round.
*The beneficial effects of appendages may not apply if they
are placed in unusual locations.
Up to one new appendage may be grown per two experience
levels of the vivimancer. For each appendage produced, there is a
1 in 6 chance of the type being randomly determined. Otherwise,
the caster is free to choose the type of appendage.
Cannibalize
Duration: Instant
Range: Touch
This gruesome spell enables a vivimancer to magically absorb the
living tissue of other creatures and transmute its energy to regener-
ate damage to her own body. Unless the target is willing or help-
less, a successful attack roll is required in order to touch the target.
If the attack roll succeeds, the caster's touch inflicts 2d6 points of
damage, ripping flesh from the victim's body. This damage can
only be healed by magical means. There is a 2 in 6 chance that
the damage causes a randomly determined limb to be torn off and
cannibalized. The caster instantly regenerates an equal number of
hit points to the damage taken by the target.
Third Level Spells
30
Cannibal Rage
Duration: 1 turn
Range: 30'
Up to one Hit Die of creatures per level of the vivimancer must
save versus spells or be overcome with the irresistible hunger to
consume the flesh of their own kind. Fresh corpses of the same
species will be favoured, if present, but afflicted targets are also
quite willing to kill to satisfy their hunger. While under the influ-
ence of this spell, targets will abandon all other courses of action,
being wholly consumed by their lust for flesh.
Carapace
Duration: 1 round per level
Range: 0
A shiny black chitinous shell grows around the vivimancer's body,
providing her with a +4 bonus to Armour Class.
Chaos Mind
Duration: 1 turn per level
Range: 0
During the first 1d6 minutes after casting this spell, the viviman-
cer's brain undergoes a process of radical internal restructuring,
causing temporary unconsciousness. Upon awakening, the caster
can continue to function as normal, although her synaptic struc-
ture is wholly alien. This modification to the functioning of the
brain provides immunity to all forms of mind reading and mental
attack, both magical and psionic. The vivimancer's mind is indeed
so incomprehensible that anyone attempting to make mental con-
tact of any kind, including attacks, must save versus spells or be
knocked unconscious for 1d6 turns due to the overwhelming effect
of the chaotic neural patterns. This spell thus provides both a
great defence and an effective offence against hostile psychics.
There is, however, a downside to the neural alteration – memor-
ized spells are not always safely restructured. When the vivimancer
casts a spell while under the effects of chaos mind, the player must
roll 1d12. A result of 1 indicates that the spell being cast has been
misconfigured, resulting in a synaptic shock which ends the effect
of chaos mind.
At the end of the spell's duration, whether due to synaptic shock,
as described above, or due to normal expiration, the vivimancer
once more falls unconscious for 1d6 minutes while her brain is
reconfigured to its normal state.
Decode Genome
Duration: Instant
Range: Touch
Casting time: 2d6 hours
Cost: 100gp
This laboratory procedure enables the caster to unravel the genetic
code of a subject, gaining information about any dweomers that lie
upon it. The subject of the spell must be either a tissue sample
from a living being or a small portion of an object of biological ori-
gin. The sample is destroyed during the procedure, being dissolved
in a series of expensive solvents costing 100gp.
Different kinds of information may be divined, depending on the
type of subject:
continued...
Third Level Spells
31
Decode genome
(continued)
Non-vivimantic enchantment: Normal creatures or items which are
under the effects of a non-vivimantic spell will be identified as
such. If the vivimancer makes a successful save versus spells, the
name of the enchantment (or enchantments) is divined.
Vivimantic enchantment: If the subject is under the effects of a
vivimantic spell, more information can be gained. The name of
the enchantment is automatically divined, and a successful saving
throw versus spells grants the vivimancer an insight into the work-
ings of the spell or spells. This insight is enough to form a founda-
tion for a process of research to duplicate the analysed spell effect,
reducing the cost of spell research by 10–60% (1d6 ´ 10).
Artificial life-form: Living creatures which are the product of a vivi-
mantic procedure, such as vats of creation or clone, are identified
as such. If the vivimancer makes a successful saving throw versus
spells, she is able to extract the name of the creature's creator from
its genetic code.
Vivimantic magic item: A magic item of biological origin may be
analysed, revealing the nature of its enchantment. The broad
effects of the item are revealed, and command words are divined
with a probability of 5% per level of the vivimancer. A successful
saving throw versus spells also reveals enough information about
the object to facilitate a process of research to create a similar
item, reducing the research costs by 10–40% (1d4 ´ 10).
If a temporary enchantment is being analysed, it is sufficient for it
to be in effect at the beginning of the procedure.
Divide Body
Duration: 1 turn per level
Range: 0
This spell causes the caster to physically split into two identical
copies, which can be controlled individually. During the first turn
of the spell's effect, the caster undergoes a horrific process of
transformation, during which her body swells and mutates. At the
end of this period, a second body splits away, leaving the caster
with two separate and identical forms.
Each body can be controlled completely independently, and both
may engage in speech and spell-casting, sharing all knowledge and
experience. As the two bodies share one mind, they effectively
have a continuous telepathic link, experiencing everything that the
other does. The two bodies must, however, share the caster's hit
points, having half of her current total each. If either body is killed
while the spell is in effect, the remaining body must make a saving
throw versus death or fall unconscious for 2d6 turns.
When the spell comes to an end, one of the two bodies (chosen at
random) weakens and dies. The hit points possessed by the dead
body are not regained and must be regenerated by natural or
magical means.
Third Level Spells
32
Feign Death
Duration: 6 rounds, +1
round per level
Range: Touch
The caster of this spell causes a state of death-like paralytic arrest
in herself or another willing creature. This physical state com-
pletely mimics death to any observer, even if the creature is physic-
ally examined. If affecting another creature, the target's level or Hit
Dice must be equal to or less than the caster's level. No saving
throw is permitted. Any being under the effect of this spell is con-
scious and can hear and smell, but cannot move and is completely
numb. Thus, if the body is damaged or otherwise molested, there
will be no discomfort to the spell recipient and no physical reac-
tion. Damage inflicted to a creature in this state is reduced by 50%,
and poison, paralysis, or energy drain attacks are ineffective.
However, any poison that retains its effective duration after the
spell ends will affect the creature once the spell ends or is negated.
The caster may negate the spell before the duration ends, but 1
round must pass for the body to resume normal life functions.
Fluid Absorption
Duration: Special
Range: Touch
During the first few rounds after casting this spell, the subject
absorbs one gallon of liquid per level of the vivimancer. The liquid
is absorbed into the tissue of the subject's body, causing a grot-
esque bloating. Subsisting on the absorbed liquid, the subject may
go for days without consuming water. Typically half a gallon of
water is consumed per day in a temperate climate, or a gallon in
very hot climes. It is also possible to share the absorbed fluid with
others, by means of special glands in the subject's abdomen.
Gelatinous
Transformation
Duration: 2 rounds per
level
Range: 60'
This spell causes a single object or creature to undergo a complete
transformation into a gelatinous state, similar to an ooze or pud-
ding. Creatures in this state cannot attack or cast spells, though
they may be able to use psionic or mental abilities. They are able
to move 20' per round and can easily travel up walls, along ceil-
ings, and through small holes and gaps. Gelatinous creatures are
invulnerable to normal attacks and can only be harmed by magic
or fire. An unwillingly targeted creature is allowed a saving throw
versus polymorph to resist the spell's effects.
An object affected by this spell is transformed into an animate
ooze controlled by the caster. If the object is in the possession of
another, the wielder may make a saving throw versus spells to res-
ist the transformation. While transformed, the object can no
longer be used for its normal purpose.
Third Level Spells
33
Genetic Location
Duration: Instant / 1 turn
per level
Range: Unlimited / 120'
The vivimancer is able to determine the current location of a sub-
ject life-form by use of a tissue sample. This spell also has some
effectiveness with a tissue sample taken from an individual which
is genetically identical to the intended subject (such as a twin or
clone) or from a closely related individual such as a parent or sib-
ling. If the caster possesses a sample from an identical being, the
chance of the spell succeeding is reduced by 10%. Using tissue
from a parent or sibling of the subject reduces the chance of suc-
cess by 50%. The spell may be cast in two forms, as follows.
Firstly, the spell may be used to attain a visual impression of the
subject's location. There is a base 50% chance of success, modi-
fied by 5% per difference in level (or Hit Die) of the subject versus
the vivimancer – if the subject is of higher level, the chance of suc-
cess is reduced. If the spell succeeds, the vivimancer gains a fleet-
ing image of the subject's surroundings, covering an area of
roughly 60' radius.
Secondly, the spell may be used as a direction finder. In this case,
the duration is one turn per level of the caster, and the range is
limited to 120'. If the subject is within range, the caster gains an
awareness of its direction, relative to her own location. This usage
of the spell has a base 100% chance of success.
Hibernate
Duration: Up to 6 months
Range: Touch
This spell puts a single mammalian or reptilian creature into a
deep sleep wherein its metabolism is reduced to the barest min-
imum. The target can survive in this way without food or water for
up to 6 months. An unwilling target may make a saving throw
versus spells to resist. The caster may cast this spell on herself.
During its hibernation, the creature can be awakened by force and
will awaken automatically if it is harmed in any way.
Homing Instinct
Duration: 1 day per level
Range: Touch
A natural direction-finding instinct is awakened in the subject,
allowing them to sense the compass direction to either their place
of domicile or birth.
Insect Swarm
Duration: 1 round per level
Range: 30'
As soon as this spell is cast, a swarm of biting, pinching, and
stinging insects engulfs a victim. There is a 50% chance either way
that the swarm is a mass of flying or crawling insects. They inflict
2 hp damage per round, and a victim may commit no other action
than try to get rid of the insect swarm. The caster may direct the
swarm to attack different opponents, but it takes one round for the
insects to disengage one opponent and move to another. Flying
insects move at 180' (60') and crawling insects move at 120' (40').
Third Level Spells
34
Leech Blast
Duration: Instant
Range: 30'
A huge volume of leeches erupts in a spray from the caster's out-
stretched hands, engulfing all within a cone 30' long and 30' wide
at its end. All characters caught in the cone must save versus spells
or be covered in the mass of bloodsucking worms.
Leech-covered targets suffer one point of damage per round due to
blood loss. The leeches continue draining the target's blood until it
is dead or until they are removed. Each round, the target may
choose to forgo other actions in order to remove leeches. It takes
a number of rounds equal to the half the caster's level (rounded
down) to remove the attached leeches.
More extreme methods of removing attached leeches (such as set-
ting fire to oneself or rolling in large quantities of salt) may allow
the leeches to be removed more quickly at the Labyrinth Lord's
discretion.
Mutagen
Duration: Permanent
Range: 90'
One or more targets within range must save versus polymorph or
suffer a permanent mutation, rolling on the tables in Appendix II.
One target may be affected per five levels of the vivimancer.
Magical or non-living targets are not affected by this spell.
Natural Weaponry,
Improved
Duration: 6 turns
Range: 0
This spell causes the vivimancer to develop natural weapons in the
same way as the 1st level spell natural weaponry. The improved
version of the spell increases the damage inflicted by the unarmed
attacks to 1d6. It also grants the additional ability for the caster to
exude poison from the newly gained claws or fangs. One poison-
ous attack per three levels of the caster can be made within the
spell's duration. The poison causes death in 1d10 rounds if a sav-
ing throw is failed.
Neural Encoding
Duration: Special
Range: 30'
This spell causes a message to be encoded via subtle variations in
the neural structure of an intelligent target. The message may be
anything chosen by the caster, up to 100 words per level. It must
be spoken by the caster as the spell is cast.
The vivimancer must also choose a special command word which
can be used to release the encoded message. The message
remains dormant in the target's brain until the command word is
heard, at which point the target is compelled to speak the
implanted message in its entirety. The neural encoding is then
erased, ending the spell.
The target is allowed a saving throw versus spells to resist the pro-
cess of encoding. A neural encoding may be detected as a faint
enchantment or charm upon the target.
Third Level Spells
35
Overgrow
(reversible)
Duration: Permanent
Range: 160'
Overgrow causes normal vegetation (grasses, briars, bushes,
creepers, thistles, trees, vines) or fungus within range and a 20'
square area per level to become thick and overgrown. The vegeta-
tion entwines to form a thicket or jungle that creatures must hack
or force a way through. Movement drops to 10', or 20' for large
creatures. The area must already contain suitable plants or fungi
for this spell to take effect. This spell has no effect on plant- or
fungal-based monsters.
The reverse of this spell, wither, causes normal plants or fungus in
a like area to become feeble and thinned out. Normal passage
through otherwise overgrown areas becomes possible. If wither is
cast on an area which has been enchanted with overgrow, there is
only a 50% chance of the spell being effective. This percentage is
modified by 5% for every level difference between the caster of
wither and the caster of overgrow (+5% per level if the caster of
wither is higher level, -5% per level otherwise).
Paralysis
Duration: 2 rounds per
level
Range: 90'
The muscles of creatures within range will seize up, paralysing
those affected. Up to two Hit Dice of living creatures may be
affected per level of the vivimancer. Each target is allowed a saving
throw versus paralysis to resist the effect. Note that the muscles
which control breathing and circulation are not affected by this
spell – victims are unable to move, but will not die from asphyxi-
ation. Non-living targets as well as creatures without any form of
musculature (plants, for example) cannot be affected.
Repulsive Scent
Duration: See below
Range: Touch
The vivimancer touches an object or creature of up to 10' dia-
meter in size, infusing it with a hideously repugnant odour. If the
target is an unwilling creature, it is allowed a saving throw versus
spells to nullify the effect. The vivimancer may choose to create
either a universal scent, which is repulsive to all creatures able to
perceive it, or a selective scent, which only affects a single named
species – other species can smell the odour, but it has no effect on
them.
Universal scents last for one turn per level of the caster, and select-
ive scents for one hour per level of the caster.
Creatures of relatively weak olfactory capability (such as humans)
are affected by the scent at a range of 60', while those with more
powerful senses are affected at 120'. Affected creatures must save
versus paralysis or be unable to approach the source of the scent.
Those who make the saving throw are able to approach but suffer
a -1 penalty to attack rolls and saving throws due to nausea.
The scent can only have an effect if there is an air flow to carry it –
for example, an object in a sealed room cannot be detected until
the doors are opened.
Third Level Spells
36
Revert Biology
Duration: Instant
Range: 60'
Design Note
Revert biology is essentially
the vivimancer version of the
magic-user's dispel magic. A
very large number of viviman-
cer spells manipulate organic
tissue or genetic structures –
all of these spells may be nulli-
fied by revert biology. This
highlights the primary weak-
point of vivimantic magic: its
almost total inability to influ-
ence inorganic matter or ener-
gies.
Cast upon a living target which has undergone a magically created
mutation, shape-changing, or flesh-warping effect, this spell
causes the transformation to end and the target to return to its nat-
ural form. The spell can also cause the dissolution of unnatural life-
forms which were created by magic.
Effects or creatures created by spells of 3rd level or lower are auto-
matically cancelled. Higher level spells have a base 50% chance of
being dispelled, adjusted by 5% for each level difference between
the caster and the character who created the effect to be reverted.
Note that while this spell is able to cure diseases of magical origin,
it has no effect on naturally occurring diseases. The bacteria or vir-
uses which cause disease are as natural as the biology of the host
that suffers from their presence.
Spying Homunculus
Duration: 1 turn per level
Range: Unlimited
Over the course of 1d6 rounds, a 1' tall, winged replica of the
caster emerges from his flesh. The homunculus has a telepathic
bond with the caster who can communicate with it silently, give it
commands, see through its eyes, and hear through its ears. Con-
trolling the homunculus requires only minimal concentration from
the caster who is able to act as normal.
The homunculus has 1 hit point, AC 9, and a movement rate of
30' (10') while creeping or 60' (20') while flying. It cannot attack,
but can be directed to carry or move objects, explore, or perform
mundane tasks. It can carry up to 20 pounds or drag up to 40.
When the duration expires, the homunculus melts into a small
pool of blood.
Synaptic Trigger
Duration: Permanent
Range: Touch
A new synaptic pathway is established in the mind of a willing
subject, enabling the triggering of a specific effect (chosen as the
spell is cast). The subject is aware of the implanted trigger and can
activate it at will with a moment's thought. The synaptic trigger
cannot be activated by any external factor. The following types of
synaptic trigger may be implanted:
Amnesia: The subject's memory is completely erased. This effect
lasts for either 1d6 hours, 1d6 days, or 1d6 weeks, as chosen by
the subject when activating the trigger.
Death: The subject dies immediately, due to brain haemorrhage.
Unconsciousness: The subject falls into a deep coma, barely distin-
guishable from death. This state lasts for 1d6 days.
Third Level Spells
37
Vats of Creation
Duration: 1 week per level
Range: Touch
Casting Time: 1d4 weeks,
+1 per Hit Die
Design Note
Vats of creation, in many ways
the iconic vivimancer spell, is
inspired by the writing of Jack
Vance, in particular the char-
acter Turjan of Miir, who
strives to create artificial life
in his nutrient vats.
With the use of this spell and a special laboratory, the caster is
able to create any life-form which she can dream up. Creatures of
animal or plant intelligence of up to one Hit Die per caster level
can be grown with ease. The process takes 1d4 weeks plus one
week per Hit Die, during which the new life-form grows in a vat of
liquid. The creation of creatures of greater intelligence may also be
attempted, but the procedure is somewhat elusive, having only a
3% chance of success per level of the caster above 4th. If the
caster succeeds in an attempt at creating an intelligent life-form,
she is also able to pre-determine its personality and disposition,
although there is a 10% chance of this going awry. The results of
failed attempts to create intelligent life-forms are left to the
Labyrinth Lord's imagination.
In general, the caster can choose the exact appearance of the cre-
ated life-form, though attempts to exactly replicate an existing indi-
vidual are 90% likely to fail. There is also a 10% chance that the
creature emerges from the vat with an unexpected mutation as per
the tables in Appendix II.
Creatures with magical properties may be created by this spell, but
this typically either reduces the maximum Hit Dice of the creature
or requires the use of additional special ingredients, perhaps
including body parts of creatures with like properties, which must
be acquired by adventuring. The exact details are left to the
Labyrinth Lord's judgement.
Creatures created by this process are genetically flawed, and, after
emerging from the vat, only live for one week per level of the
caster.
Third Level Spells
38
Fourth Level Spells
Animate Vegetation
or Fungus
(reversible)
Duration: 2 rounds per
level
Range: 80'
This spell may be used to animate all forms of non-intelligent plant
and fungus life. Animated plant or fungus material within range
clumps together to form a mobile entity under the caster's control.
The animated vegetation or fungal matter can be moulded into any
form the caster wishes. The size and strength of the animated
being depend on the available quantity of vegetable matter. The
caster can animate a single vegetable construct with a maximum
HD equal to his level, if sufficient matter is available – a 3' cubic
area of matter is required per Hit Die. If the animated matter is
commanded to attack, it deals 1d4 damage per three Hit Dice.
The reversed version of this spell, hold vegetation or fungus, may
be used to magically immobilize plant and fungal matter within
range. Affected life-forms are unmovable by magical animation or
any other movement except by natural outside means, such as
wind. Intelligent plants or fungus, or plant/fungus monsters, are
entitled to a saving throw versus spells to negate the effect. The
caster may affect up to 70 square feet of plant-covered terrain, or
up to four mobile plant- or fungus-based beings. If fewer than four
creatures are affected, each creature receives a -1 to the save
versus spells for each creature fewer than four. Thus, if only one is
affected, it saves at -3, -2 for two creatures, and -1 for three
creatures.
Chimera I
Duration: 2 rounds, +1
round per level
Range: 30'
In the round this spell is cast, a formless, throbbing blob of flesh
appears at the chosen location within range. Over the course of
the next two rounds, the blob grows and mutates, rapidly forming
into a bizarre hybrid creature that will do the caster's bidding,
understanding simple verbal commands. The creature is genetically
unstable and will dissolve into a pool of protoplasm when the
spell's duration expires.
The mutant creature is adapted to survive in whatever environment
it is created in. For example, if this spell is cast in an aquatic
environment, the chimera will have gills to breathe and fins to
swim. It has 2d4 HD and a movement rate of 90' (30'). Its form,
Armour Class, and abilities are determined by rolling a d12, d10,
d8, and d6, and consulting the tables on the adjacent page. (For
convenience, the dice may be rolled simultaneously.)
Chimera are generally around 2' long, tall or wide (depending on
their exact form) per Hit Die. The Labyrinth Lord and players
should feel free to add any further descriptive details desired.
Fourth Level Spells
39
1d12
Body Type (AC)
1d10
Head Type (Damage)
1
Blubbery (AC 6)
1
Bear (bite, 1d8)
2
Fungoid (AC 7)
2
Bull (gore, 1d6)
3
Furry (AC 6)
3
Frog (bite, 1d4)
4
Insectoid (AC 5)
4
Insect (bite, 1d6)
5
Mossy (AC 8)
5
Lion (bite, 1d6)
6
Ooze-like (AC 5)
6
Lizard (bite, 1d6)
7
Ribbed (AC 3)
7
Rat (bite, 1d4)
8
Scaly (AC 2)
8
Snake (bite, 1d6)
9
Segmented (AC 6)
9
Spider (bite, 1d6)
10
Serpentine (AC 4)
10
Wolf (bite, 1d6)
11
Transparent (AC 7)
12
Worm-like (AC 7)
1d8
Head Special Attacks
1
None.
2
Blood-sucking – attaches after a successful attack and causes 1d4 hp damage
automatically in following rounds, until killed.
3
Gaping maw – swallow attack on a natural 20.
4
Giant tongue – may attack up to 10' with tongue, doing 1d4 damage. A
successful attack indicates the target is dragged to the mouth on the next round
and suffers a bite attack for automatic damage, unless it can successfully attack
the tongue before then.
5
Breath attack (fire, cold, gas) causing 2d6 damage. Can be used once.
6
Poisonous bite – save versus poison or suffer 2d6 additional damage.
7
Two heads, each able to attack once per round.
8
Three heads, each able to attack once per round.
1d6
Appendages
1
Two claws which can attack for 1d6 damage.
2
Many legs – 120' (40') movement rate.
3
Wings – can fly.
4
Tentacles – 1d6 tentacles which can each attack for 1d3 damage.
5
Suckers or grippers – can climb walls.
6
Springing – can make a jumping attack up to 30' distant, gaining +2 to hit.
Fourth Level Spells
40
Clone Monster
Duration: Permanent
Range: Touch
Casting Time: 2d6 weeks
Functioning in a similar manner to the 2nd level clone plant or
animal, this spell allows a vivimancer to magically clone any
creature. A creature of Hit Dice no greater than the vivimancer's
level may be cloned. Beings of human-level intelligence cannot be
cloned with this spell – this requires the use of the 8th level clone
spell.
To create the duplicate, a tissue sample from the creature to be
cloned must be grown in a laboratory for 2d6 weeks. There is a
10% chance of something going awry with the procedure. In this
case, there is an equal probability of the clone dying, being
mutated (roll on the tables in Appendix II), or exhibiting an
extreme behavioural aberration, typically resulting in a violent and
dangerous creature.
Life-forms with magical properties may be cloned at the Labyrinth
Lord's discretion. This may entail an increased chance of failure or
additional requirements for the process (time, money, unusual
ingredients).
Detach (reversible)
Duration: See below
Range: Touch
Casting this spell and touching a body part causes it to detach
from its owner, who can then control the part as an independent
entity. Thus, hands may crawl around, legs may hop, and even
heads can be detached and rolled. If the target is unwilling, a save
versus spells is allowed to resist the detachment.
The detached body part can be controlled for up to 1 turn per
level of the caster, after which it must be retrieved and reattached
to the body (which happens automatically). If the body part is not
reattached during the spell's duration, it dies.
Using the reversed version of the spell, graft, body parts lost in
any way may be replaced either by reattaching the missing part or
by grafting on replacement parts cut from another living or
recently dead creature. It is entirely possible to graft body parts
from incongruous species together. The graft is permanent, but
the recipient (which may be the caster himself) must make a trans-
formative shock roll. If the roll fails, the graft does not take and
will wither and fall off in 1d6 weeks.
Fungal Zombie
Duration: Permanent
Range: Touch
Casting Time: 1d4 days
The caster implants a magically created fungal spore into the body
of a host target, preparing it for transformation into a zombie-like
state. The host may be a living creature or the corpse of a creature
which has died within the last day. A living being is allowed a sav-
ing throw versus death to resist the spore's effects. This spell
affects a single host creature of up to one Hit Die per level of the
caster.
continued...
Fourth Level Spells
41
Fungal zombie
(continued)
Once implanted, the fungal spore grows rapidly, riddling the host
with fibrous mycelium. The full process takes 1d4 days, during
which time the vivimancer must tend to the developing fungus. A
living target suffers terrible pain during the process and dies at its
conclusion. The process may be interrupted by magical means
such as cure disease, but normal medicines are ineffective against
the fungal infestation.
When the fungus has fully grown, it takes control of the host's
nervous system and musculature, animating the dead body. The
fungal zombie possesses one Hit Die more than the host had in
life and moves at a rate of 60' (20'). Any special abilities of the
host creature (such as poisons, flight, breath attacks, etc.) are no
longer usable once it is controlled by the fungus. The fungus has a
rudimentary intelligence and obeys commands from the caster.
When not in the caster's presence, the fungal zombie can continue
to obey very simple instructions (no longer than 10 words).
Note that as the creature created by this spell is not undead (it is
actually alive – controlled by the fungal parasite), it is not affected
by a cleric's turning ability.
Hive Mind
Duration: 1 turn per level
Range: Unlimited
This spell can be cast in two forms. The first enables the caster to
communicate telepathically with any creatures who are currently
bound to him under the effects of the drone or mind slave spells.
In this way, the vivimancer is able to instruct his minions.
Hive mind may alternatively be used to grant telepathic communic-
ation to a group of clones. The spell is cast on a single individual,
which must be in the vivimancer's presence.
Hive Sight
Duration: 1 turn per level
Range: Unlimited
This spell can be cast in two forms. The first enables the caster to
see through the eyes of any creatures who are currently bound to
him under the effects of the drone or mind slave spells.
Hive sight may alternatively be used to allow a group of clones to
see through each others' eyes. The spell is cast on a single indi-
vidual, which must be in the vivimancer's presence.
Immunity to Disease
Duration: 1 turn per level
Range: Touch
The spell's recipient gains complete immunity to all forms of dis-
ease for the duration.
Fourth Level Spells
42
Insanity
Duration: Permanent
Range: 30'
The neural pathways of a single intelligent target within range are
disturbed, causing it to be afflicted with a debilitating mental dis-
order. A saving throw versus spells is allowed to resist. The follow-
ing table can be used to determine the resulting affliction, or the
caster may choose something specific. The insanity inflicted is per-
manent unless dispelled by dispel magic or remove curse.
d10 Insanity
1
Serious phobia or obsessive behaviour
2
Raving madness
3
Delusional belief
4
Radical personality change
5
Complete amnesia
6
Recurring hallucinations
7
Crippling paranoia
8
Hopelessness or catatonia
9
Multiple personalities or extreme mood swings
10
Sexual aberration
Mind Slave
Duration: Permanent
Range: 30'
A resonance is implanted in the synapses of a target, binding it to
the caster's will in a manner similar to the 2nd level drone. Any
creature of any Hit Dice may be affected by this spell – it is not
limited to humanoids. The target also gains a rudimentary ability to
understand simple commands from the caster, which it will carry
out, within the normal behavioural restrictions of the drone spell.
An initial saving throw is allowed to resist the enslavement and
then periodic saves at the frequency interval indicated by drone.
Neutralize Poison
Duration: Instant
Range: Touch
The caster detoxifies any sort of venom or poison in the creature
or object touched. A poisoned creature suffers no additional effects
from the poison, and any temporary effects are ended, but the
spell does not reverse instantaneous effects, such as hit point
damage, or other effects that do not go away on their own. If a
character dies of poison, neutralize poison will bring a character
back to life if the spell is used no more than 10 rounds after death.
Plant Metabolism
Duration: 1 day per level
Range: Touch
The targeted creature's metabolism is modified so that it can sur-
vive by photosynthesis – the production of energy purely by
absorbing sunlight. This means that the subject can survive
without food while the spell's duration lasts, as long as sunlight
and water are available. On the other hand, a creature under this
spell's effects that is kept underground, away from sunlight, will
slowly starve to death. A saving throw versus polymorph is allowed
to resist this spell's effects.
Fourth Level Spells
43
Plant Symbiosis
Duration: 1 day per level
Range: Touch
The caster is able to meld his physical body with nearby plants.
While in this symbiotic state, the caster can survive without food
or water, being nourished purely by the root systems of the host
plants. At the caster's option, he may meld his body completely so
that it disappears inside the plants, may leave sensory organs
exposed so that he can still see or hear while in symbiosis, or may
choose to leave larger portions of his body outside of the host.
This spell may be used to target a single intelligent plant-based
creature, providing it is of at least twice the caster's volume. The
creature is allowed a saving throw versus polymorph to resist the
symbiosis, but if it fails, it is affected by a charm (in the same way
as drone) while the caster remains in symbiosis.
The caster can choose to end the symbiosis at any time during the
spell's duration.
Polymorph Others
Duration: Permanent
Range: 60'
By means of this spell, one living being may be transformed into
another kind of being. The creature may make a saving throw
versus polymorph, but if the creature is willing, this roll can be for-
gone and the effects are automatic. If the new creature's HD total
more than twice the HD of the original creature, the spell does
not work. Although the final form will retain the same number of
hit points as the original, all other abilities of the new form will be
acquired, including intelligence level. The target becomes the new
creature in every way, including instincts, alignment, preferences,
etc. This spell may not be used to reproduce the appearance of a
specific identity.
The polymorph is permanent unless dispelled. When a poly-
morphed creature dies, it will revert to its natural form.
Polymorph Self
Duration: 6 turns, +1 per
level
Range: 0
The caster transforms himself into another being. A particular indi-
vidual may not be mimicked with this spell, only a typical indi-
vidual of a creature type. The new body must be of a creature with
a number of HD equal to the caster or fewer. The caster retains his
intelligence, hit points, saving throws, and ability to attack, but
does gain physical abilities of the new form, including strength or
strength-based attack forms and damage. Magical abilities or other
special abilities are not gained. For example, if the caster trans-
forms into a manticore, he will be able to fly. If the caster takes the
form of a medusa, his gaze will not petrify. The caster is unable to
cast spells when transformed.
The spells dispel magic and revert biology negate the effects of
this spell, and if the caster dies while in a different form, he will
revert to his natural form.
Fourth Level Spells
44
Repel Vermin
Duration: 1 turn per level
Range: 0
The caster of this spell is able to prevent all ordinary insects, rats,
spiders, etc. from coming within a 10' radius. Giant vermin or ver-
min of 2 HD or more may enter the area if they succeed in a sav-
ing throw versus spells. However, entering the area causes 1d6 hp
damage to them. This spell does not affect wererats or intelligent
vermin-like creatures.
Slime Blast
Duration: Instant
Range: 120'
House Rule
The standard rule for green
slime's ability to dissolve
clothing and armour states
that it takes 6 rounds. The
Labyrinth Lord may alternat-
ively wish to specify that the
rate of dissolving depends on
the protective capacity of the
armour – a number of rounds
equal to 10 minus the ar-
mour's AC rating.
This spell unleashes a 20' radius explosion of green slime as per
the monster (LL p.80), at the targeted location. Creatures in the
affected area may make a saving throw versus spells to avoid being
hit. Those who fail their save are covered in 1d4 hit points worth
of flying green slime.
Once covering a victim, green slime will digest all clothing and
armour in 6 rounds. The slime feeds so quickly that after this
period, in only 1d4 rounds after contacting a creature's bare skin,
the slime will completely digest it, creating more slime in its place.
No magical revival is possible for a victim as nothing material of
the victim remains.
Green slime is impervious to most attacks, but is susceptible to
fire. The slime clings in such a way to make scraping it off ineffect-
ive. Note that if green slime is burned while it is on a character, the
damage from the fire is divided evenly between the slime and the
character. Green slime is killed instantly by a cure disease spell.
Speak with Plants
and Fungus
Duration: 3 turns
Range: 60'
The caster can communicate with plants and fungus, including
both normal varieties and plant or fungal creatures. The caster is
able to ask questions of and receive answers from plants or
fungus, and can ask them to move in such a way to clear a path
that is impassable or covered in difficult growth. Normal plants and
fungi have a very limited sense of their surroundings, so normally
cannot give detailed descriptions of events outside of their immedi-
ate vicinity.
The spell does not make plant or fungal creatures any more
friendly or cooperative than normal. If a creature is friendly toward
the caster, it may do some favour or service.
Spore Blast
Duration: 1 round per level
Range: 240'
This spell conjures a cluster of fungal spores anywhere in range.
The spores can be triggered to explode at any time in the spell's
duration from the second round onwards (and will explode auto-
matically once the duration ends), causing 1d6 damage to any
creatures within 20'. Creatures in the blast radius must also make
a saving throw versus poison or die from choking in 6 rounds.
Fourth Level Spells
45
Swarm
Transformation
Duration: Special
Range: 0
Upon casting this spell, the caster instantaneously transforms into
a swarm of spiders or insects. While in swarm form, the caster can
move at 20' per round and can choose to attack by engulfing vic-
tims in a 10' area who suffer 2 hp damage per round. The caster
is immune to normal damage, but can be harmed by fire, spells, or
area attacks. Victims can choose to forgo all other actions, includ-
ing movement, to reduce the swarm's damage to 1.
The caster remains in swarm form as long as he wishes or until
death. Any damage inflicted on the swarm is reflected on the
caster's body when he returns to normal. Once the caster has
returned to his normal form, the spell ends.
Wall of Ooze
Duration: 1 turn per level
Range: 60'
A barrier formed of up to one 10' cubic area per caster level
springs into existence. The sections of the wall are of a semi-trans-
parent gelatinous ooze, pulsating and slightly warm to the touch.
The wall is coated in a toxic slime, causing paralysis. Anyone
touching the wall must make a saving throw or become paralysed
for 1d4 turns.
Careful cutting of a path through the wall is possible, taking 1 turn
per 10'.
At the end of the spell's duration, the wall disintegrates into a
flood of liquefied jelly. Any creatures within 20' must save versus
paralysis or be affected by the same paralysing effect.
Weltmark
Duration: Permanent
Range: Touch
Applied to the flesh of a living creature, this spell causes an ugly
cluster of bruises, welts, and scars to form in the shape of the
caster's personal sigil. If a saving throw versus spells is successful,
the weltmark has no effect and fades after 1d4 days. A failed save
means that the mark is permanent and magical, bringing the target
under a charm-like compunction. Targets bearing the caster's mark
in this manner are unable to attack or in any way bring about
harm to the caster.
By speaking a special word, the caster is also able to inflict pain on
all beings within 30' feet who bear his mark. Targets must save
versus death or be stunned for 1d4 rounds, unable to act.
Fourth Level Spells
46
Fifth Level Spells
Animal Growth
(reversible)
Duration: 2 rounds per
level
Range: 80'
The caster may use this spell to double the size of up to 8 animals
within a 20' square area. This doubling effect applies to damage
inflicted by the animals and to their HD numbers, which affects
their attack values. The opposite, reduce animal, has exactly the
opposite effect, reducing animals and their abilities by half.
Anti-Plant Shell
Duration: 1 turn per level
Range: 0
The spell anti-plant shell creates an invisible barrier that keeps all
creatures within the shell protected, as if behind a wall, from
attacks by plant creatures, animated plants, or missiles of plant
material. The shell is centred on the caster and is 20' in diameter.
Devolution
(reversible)
Duration: Permanent
Range: 60'
This spell causes a single intelligent target to undergo an evolu-
tionary regression, reverting to a primitive ancestral form and
behaviour. A human, for example, would regress to an ape-like
state, incapable of understanding speech or performing complex
tasks of planning or visualisation. The target's INT is reduced to 3,
while its STR and CON are both increased by one point (to a max-
imum of 18).
A save versus spells is allowed to resist the effect. If the save fails,
the spell can be reversed with dispel magic or remove curse.
Magical creatures, which have no evolutionary ancestors, cannot
be affected.
The reversed version of the spell, evolutionary leap, grants
human-level intelligence to a target life-form of animal or lower
intelligence. The affected being does not gain the ability to com-
municate, though it may be able to learn in time. The newly
formed sentience does not in any way alter the creature's attitude
towards the caster.
Divide Mind
Duration: 1 turn per level
Range: Touch
This spell allows the caster to imbue a fragment of her living con-
sciousness into another being. The target must be touched and is
allowed a saving throw versus spells to resist.
Once the mind fragment is imbued, the caster experiences
everything the target does, in addition to the perceptions of her
own body, and is able to communicate telepathically with the tar-
get. The caster can also attempt to control the target's body, over-
riding the mastery of its own mind. Each round, the caster has a
base 50% chance of being able to control the target's body, modi-
fied by 5% per point of difference in INT scores.
continued...
Fifth Level Spells
47
Divide mind
(continued)
It is only possible to control the target's body – the caster has no
access to its mind, and it is thus not possible, for example, to force
the target to reveal information or to cast spells.
If the target dies during the spell's duration, the caster must make
a save versus death or fall unconscious for 1d6 turns. If the caster's
own body is killed while her mind is divided, she must make a sav-
ing throw versus spells. Failure indicates that the mind fragment
imbued in the target also dies. If the save succeeds, the caster's
mind takes refuge in the target and continues to exist beyond the
normal duration of this spell. In this case, the caster's mind may
be retrieved from the target's body by spells such as magic jar or
limited wish, and will automatically return to the caster's real body
if she is raised from the dead.
Immunity to Poison
Duration: 1 round per level
Range: Touch
The spell's recipient gains complete immunity to all forms of
poison for the duration.
Nature's Secrets
Duration: See below
Range: ½ mile radius per
level
Casting Time: 1 turn / 1 or
more hours
This spell grants the vivimancer the ability to interpret information
from the subtle whisperings of plants, fungi, and creeping
creatures of the undergrowth. The spell may be used in two ways,
as follows.
Firstly, the caster may gain mundane knowledge of the area within
range. One fact per caster level above 7th may be gained, from
among the following subjects: the ground or terrain, plants, min-
erals, bodies of water, people, general animal population, presence
of powerful unnatural creatures, or even the general state of the
natural setting. It takes 1 turn to cast this version of the spell.
Alternatively, the caster may delve deeply into the inhuman intelli-
gence of the natural world in order to receive advice and informa-
tion on any subject. The vivimancer may ask as many questions as
she wishes and will receive answers in the form of riddles or
cryptic statements with a 75% chance of containing hints at the
truth – the vast and subtle intelligence of the natural world is so
radically different to human intelligence that straightforward
answers can never be obtained. Each question asked in this way
carries with it a risk of insanity as the caster opens herself to the
alien mind of nature. A saving throw versus spells is required with
failure causing the caster to be afflicted with a form of insanity (as
per the 4th level spell, lasting for 1d4 weeks). The saving throw is
penalized by -1 per question asked beyond the first. This process
takes one hour per question asked.
It is known that some vivimancers have driven themselves into a
state of permanent insanity through seeking deep knowledge of
the universe in this manner.
Fifth Level Spells
48
Psionic Awakening
Duration: Permanent
Range: Touch
Untapped psionic potential can be awakened by this spell; how-
ever, the process is somewhat risky. A maelstrom of psychic
energy overcomes the subject's mind, causing it to become uncon-
scious for 1 turn. During this time, the subject's synapses undergo
a process of restructuring. The target must roll 2d6, applying its
WIS modifier to saving throws versus magic, and consult the fol-
lowing table to determine the results of the process.
2d6
Result
2 or less
Synaptic obliteration. Subject dies.
3-4
Permanent violent insanity. INT reduced to 3.
5-6
One psionic power gained, usable once per day.
Also affected by insanity.
7-9
One psionic power gained, usable once per day.
WIS permanently reduced by 1d6.
10-11
One psionic power gained. May be used twice
per day.
12 or more
Two psionic powers gained, each usable once
per day.
Psionic powers are described in Appendix I.
A saving throw versus spells is allowed if this spell is cast upon an
unwilling subject. This spell has no effect on creatures of less than
human intelligence or those that already possess psionic powers.
Regeneration
Duration: 1 round per level
Range: 0
While under the effects of this spell, the caster regenerates 1 hit
point of damage per round. Even if reduced to 0 hit points or less,
while the spell's duration lasts, the caster will continue to regener-
ate damage, and may return to life.
Additionally, the caster can reattach severed body parts by simply
holding them together.
Transfer Pregnancy
Duration: Instant
Range: Touch
Casting Time: 1 hour
Cost: 100gp
This sinister spell effects the transference of an unborn child from
its mother to the womb of another female. Females of any species
can be affected, and both the original and the receiving mother
must be present as the vivimancer casts the spell.
The casting requires an hour-long ritual and the use of a glowing
blue balm which must be applied to the body of the original
mother. This balm must be produced in advance, costing 100gp.
It is possible to use this spell to transfer a baby to the womb of a
creature of another species. In this situation, it is up to the
Labyrinth Lord whether the child survives. If it does, it may exhibit
unusual qualities related to its second mother.
Fifth Level Spells
49
Vats of Regeneration
Duration: Permanent
Range: Touch
Casting Time: 2d4 days
Severed body appendages (fingers, toes, hands, feet, arms, legs,
tails, or even heads of multi-headed creatures), broken bones, and
ruined organs can be regrown by means of this spell.
The subject must be immersed in a vat of liquid in a special labor-
atory for 2d4 days.
Venomous Blood
Duration: 1 turn per level
Range: 0
The caster's blood mutates and becomes venomous. Any creature
attacking the caster with a bite attack must save versus poison or
die.
The caster's blood can also be used to envenom weapons – one
weapon per 1d3 hit points' worth of blood extracted may be
affected. The venomous effects of the blood wear off after a suc-
cessful hit or at the end of the spell's duration.
Fifth Level Spells
50
Sixth Level Spells
Anti-Animal Shell
Duration: 1 turn per level
Range: 0
The spell anti-animal shell creates an invisible barrier that keeps all
creatures within the shell protected, as if behind a wall, from
attacks by ordinary creatures. Ordinary creatures include giant
animals and sentient races, but not any form of undead, demons,
or most creatures from other planes of existence. The shell is
centred on the caster and is 20' in diameter.
Charm Plants and
Fungus
Duration: Permanent
Range: 300'
This spell enables a vivimancer to command plants and fungus in
a 300' squared area. The plants or fungus may be directed to do
anything within their ability, but intelligent life-forms are allowed a
saving throw versus spells at -4 to resist the enchantment. Once
an area is enchanted in this way, the vivimancer is able to com-
mand the plants and fungus within it indefinitely.
By whispering to the affected plants or fungus, the caster can
encourage them, over long periods, to grow into any shape he
desires. Vivimancers sometimes construct fabulous dwellings made
of living matter in this way. By casting the 3rd level overgrow
upon charmed plants or fungus, the formation of such architec-
tural constructions can be accelerated.
Chimera II
Duration: 2 rounds, +1
round per level
Range: 30'
This spell works in a similar manner to the 4th level chimera I,
creating a blob of tissue from which mutant life emerges. This
enhanced version may either be used to create a single monster
with 2d4 + 4 HD or two identical 2d4 HD creatures.
Flesh Blast
Duration: Up to 6 rounds
Range: 60'
The living tissue of a single target within range is caused to swell,
bulge, and pulsate. This process causes the target 2d4 hit points'
damage per round and is accompanied by agonising pain, prevent-
ing the target from performing any actions, including movement.
The vivimancer can choose to maintain the process of flesh distor-
tion for up to 6 rounds. After this period elapses or immediately if
the target dies, the target's swollen flesh explodes outwards in a
radius of 20'. This explosion is fatal to the target (if it is not already
dead) and causes 2d6 damage to other creatures in range. A save
versus spells reduces damage by half.
The target may make a saving throw versus polymorph to resist
the spell's effects. If the save succeeds, the target avoids the even-
tual explosion of its body, is able to resist the pain of the swelling
process, and is able to act during the initial period. However, even
on a successful save, the target still suffers damage. Creatures of
greater than 8HD cannot be targeted by this spell.
Sixth Level Spells
51
Impregnate
Duration: Permanent
Range: Touch
Casting Time: 1 hour
This spell provides an arcane means of bypassing the norms of
sexual reproduction. The caster must first select the female who is
to be impregnated and the male who is to be the sire. Neither of
the pair need be willing participants in this spell, and no saving
throw is allowed. The pair may be of any species, and in this man-
ner it is possible to create unusual hybrids. In the case of highly
disparate species, the Labyrinth Lord may wish to impose a per-
centage chance of the foetus or the impregnated female dying.
The spell must be cast twice – firstly on the male (or a sample of
tissue from the male), and again, within one week, on the female.
In both cases, the spell takes the form of an hour-long ritual, dur-
ing which the target must be within touch range of the caster.
Life Cycle
Duration: Permanent
Range: Touch
This spell allows the vivimancer to advance a single target to the
next stage in its life cycle. For example, an advancement of life
cycle may cause an egg to hatch, a caterpillar to pupate, a plant to
bear fruit, a foetus to be born, or a child to become an adult.
In the case of humans and other animals with a natural ageing
process, the following stages of life are treated as separate life
cycles, for the purpose of this spell: foetus, childhood, adulthood,
decrepitude, death. It is thus possible to cause the death of a target
of advanced years. An adult who is advanced to old age typically
suffers a 50% reduction of maximum hit points and all physical
attributes (STR, CON, DEX).
A save versus polymorph is allowed to resist the effect.
Organ Transference
Duration: Permanent
Range: Touch
Casting time: 1 turn
This spell enables the transplantation of various bodily organs
from one being to another. The affected creatures must both be
alive, but may be of different species. The organs to be transferred
must be physically cut from the bodies of the subjects and trans-
planted – this spell only causes the fusing of the new organs into
place and the healing of any wounding inflicted by the process.
Commonly transferred organs include the eyes and the heart, but
any organ except the brain may be transferred. Transplanting a
healthy heart can restore CON lost due to ageing, disease, or
magic.
Unless some kind of anaesthesia is used, the procedure causes
extreme pain to both subjects who usually pass out. It is thus not
normally possible for a vivimancer to cast this spell upon himself.
The caster has the option of actually exchanging the organs of
both creatures or of simply removing an organ from one and
transferring it to the other.
Sixth Level Spells
52
Repel Wood
Duration: 4 rounds per
level
Range: 0
Waves of energy roll forth from the caster on a 120' wide path,
20' long per caster level, moving in the direction he faces. Once
the spell is cast, the area of effect is stationary. It causes all
wooden objects in the path of the spell to be pushed away to the
limit of the range. Wooden objects larger than 30' in diameter that
are fixed firmly are not affected, but loose objects are. Objects 30'
in diameter or smaller that are fixed in place splinter and break,
and the pieces move with the wave of energy. Objects affected by
the spell are repelled at the rate of 40' per round.
Objects such as wooden shields, spears, wooden weapon shafts
and hafts, and arrows and bolts are pushed back, dragging those
carrying them along. If a spear is planted (set) to prevent this
forced movement, it splinters. The waves of energy continue to
sweep down the set path for the spell's duration. After being cast,
the path is set, and the caster can then do other things or go else-
where without affecting the spell's power.
Synaptic
Reprogramming
Duration: Permanent
Range: 20'
A subject's neural structure may be modified with this spell, having
a number of possible permanent effects on the subject's psyche.
The effect generally takes one of the following forms. In all cases a
saving throw versus spells is allowed to resist the reprogramming.
Alter beliefs: A belief held by the subject can be modified or
erased. New beliefs may also be implanted.
Alter behaviours: A single specific behavioural pattern or personal-
ity trait can be removed, implanted, modified, or inverted.
Alter knowledge: A single area of knowledge possessed by the sub-
ject may be erased or knowledge possessed by the vivimancer may
be imprinted into the subject's brain. Implanting knowledge is a
more dangerous procedure, requiring a saving throw versus poly-
morph to be made by both subject and caster. The saving throw is
modified based on the extent of the knowledge being imparted,
from a +4 bonus for very trivial knowledge (a specific poem, for
example), to a -4 penalty for very extensive knowledge (a lan-
guage, for example). Failure of the saving throw (by either party)
results in a subtly incorrect transfer of the desired knowledge and a
permanent insanity as per the 4th level spell.
Alter memories: Memories of a specific period (up to one hour
duration per level of the vivimancer) can be either implanted,
altered, or erased.
Sixth Level Spells
53
Transformative
Pupation
Duration: Permanent
Range: 0
Casting Time: 1d6 weeks
By means of this spell, the caster can permanently alter his phys-
ical form to that of any humanoid race of approximately equal size.
Casting this spell requires the possession of a large quantity of
magical silk, such as that produced by certain species of mon-
strous giant spiders. Over a period of several hours, the caster
becomes entwined within the silken threads, finally entering a
pupa-like state, wherein he will remain for 1d6 weeks. While in the
pupa, the caster is unconscious and vulnerable to attack – anyone
wishing to do so can easily cut the pupa open, killing the semi-
transformed wizard.
When the pupation period is over, the caster emerges in the new
form. The exact appearance can be chosen, including sex, height,
weight; eye, skin, and hair colour; and facial appearance. It is even
possible for the caster to accurately mimic the appearance of
another, although very close scrutiny has a 10% chance of reveal-
ing some slight difference.
It is also possible for the caster to modify his ability scores during a
pupation. He may choose to redistribute the sum of his physical
attributes (STR, DEX, CON) amongst themselves in any way he
desires. He may also choose to subtract points from his mental
attributes (INT, WIS, CHA) in order to increase his physical
attributes, but not the other way around. In any event, it is not
possible to increase an attribute to greater than 16 using this spell.
Sixth Level Spells
54
Vats of
Reincarnation
Duration: Permanent
Range: 0
Casting time: 1d4 weeks
House Rule
This spell is a variant of the
standard magic-user's
rein-
carnate, requiring the use of a
laboratory and a period of sev-
eral weeks, over which the
new body grows.
As it cannot summon an in-
stantaneous “replacement” for
a deceased character, it is, ef-
fectively, weaker than the ma-
gic-user spell.
Thus, some Labyrinth Lords
may prefer to either allow
vivimancers to use the stand-
ard spell or to specify that
both vivimancers and magic-
users may only cast this ver-
sion.
With this spell, the vivimancer has the power to return life to a
character by means of growing another body. A tissue sample
from the original body must be used as a seed for the new body to
form around. The magic of the spell is such that the newly grown
body is not guaranteed to be of the same species as the original.
The spell creates an entirely new young adult body. Since the
character is returning in a new body, all physical ills and afflictions
are also repaired.
If the result on the following table indicates reincarnation into a
PC race, determine which class randomly and roll 1d6 to determ-
ine the character's level. The level may not exceed the original
character's class level. If the result on the table indicates that the
reincarnated character returns as a creature, roll on the second
table, using the column matching the character's alignment. Addi-
tional creatures may be used to extend the tables, but no creature
having more than 6 HD should be included, and each creature
should be at least semi-intelligent. A character brought back as a
creature must either adventure as the creature or the player must
retire the character. Monsters generally do not gain experience or
advance in levels, unless the Labyrinth Lord allows this.
1d10
Incarnation
1
Dwarf
2
Elf
3
Gnome
4
Halfling
5
Half-Elf
6
Half-Orc
7
Human
8
Creature (roll on following table, based on alignment)
9-10
Same race
1d8 Chaotic
1d6 Neutral
Lawful
1
Bugbear
1
Ape
Blink Dog
2
Gnoll
2
Baboon
Gnome
3
Goblin
3
Centaur
Neanderthal
4
Hobgoblin
4
Lizardfolk
Pegasus
5
Kobold
5
Pixie
Roc (small)
6
Minotaur
6
Werebear
Unicorn
7
Ogre
8
Orc
Sixth Level Spells
55
Virus
Duration: 1 day per level
Range: Touch
A single target that the caster touches is infected with a magical
virus having one of several possible effects, chosen by the caster
(see below). The target is allowed a saving throw versus poison to
resist. If the save fails, the virus is successfully implanted. An infec-
ted victim suffers no effects for the first day, but 24 hours after the
spell was cast, the virus causes one of the following effects,
chosen by the caster.
Mutation: The subject undergoes a mutation, rolling on the tables
in Appendix II.
Instinct: The subject is affected as per the 2nd level spell instinct.
The caster must choose which instinct the virus causes (feeding
frenzy, fight, flight, mating instinct).
Transformation: The subject is affected by a polymorph, trans-
forming into a creature of up to 4 HD chosen by the caster.
Once the virus is active (after the first day), the subject also
becomes a carrier of the magical virus and can spread it to any
other beings that it comes into physical contact with (including
engaging in combat), who must then in turn also make a saving
throw or become a carrier. The virus can spread in this manner to
up to 2HD of victims per level of the caster.
When the spell's duration comes to an end, the virus dissipates,
returning victims to their normal state.
Wall of Thorns
Duration: 1 turn per level
Range: 80'
A wall of thorns spell creates a barrier of very tough, pliable,
tangled brush bearing needle-sharp thorns as long as a human's
finger. Any creature forced into or attempting to move through a
wall of thorns takes damage equal to 8 + AC rating per 10' (a
creature with AC -8 or better would take no damage). Any creature
within the area of the spell when it is cast takes damage as if it had
moved into the wall and is caught inside. The caster may create a
10' cubed area of wall per level. The wall must be 10' thick (or fills
a smaller space completely), which allows it to be shaped as a
number of 10´10´10 blocks. A wall of thorns can be breached by
slow work with edged weapons at rate of four turns per 10'. Nor-
mal fire cannot harm the barrier, but magical fire burns away the
wall in two turns.
Sixth Level Spells
56
Seventh Level Spells
Genetic Memory
Duration: Instant
Range: Touch
Casting Time: 1 turn
Cast upon either a living creature or a tissue sample, this spell
unlocks the secrets of the subject's ancestors. Both knowledge of
specific individuals who are known to be ancestors of the subject
or general information about ancient cultures may be obtained.
The caster enters a trance for one turn, her mind travelling back
through the genetic pathways of the subject, decoding the desired
information. The answer to one question may be obtained, plus an
additional question per two levels of the caster above 13th (two
questions at 15th level, three at 17th, and so on). Each question
has a percentage chance of success based on its antiquity, as fol-
lows. The caster gains a 2% bonus to the check per experience
level above 13th. The chance is halved if the information sought
was kept secret by the genetic ancestors of the subject.
Time Span
Chance of Success
50 years
95%
100 years
75%
250 years
50%
500 years
35%
1,000 years
20%
10,000 years
10%
50,000 years+
5%
Genetic Spell
Encoding
Duration: Permanent
Range: Touch
The genetic code of the subject is modified to contain the pattern
of a vivimantic spell of 3rd level or lower, which must be currently
memorized by the vivimancer as she casts this spell. The spell to
be encoded is erased from the caster's mind and implanted into
the subject's genetic structure. Once implanted, the subject may
cast the encoded spell at will. Casting a genetically encoded spell
requires a round of concentration, but does not necessitate ges-
tures or incantations.
Such deep alterations to a creature's genetic structure are not
without risk. Firstly, if this spell is cast upon a creature that already
carries a genetically encoded spell, the subject must save versus
death or die immediately, due to genetic disintegration. Secondly,
when casting an implanted spell, the subject undergoes a process
of genetic shock as the encoded patterns of magical energy are
ripped from its chromosomes. The subject must save versus poly-
morph or develop a permanent mutation (see Appendix II).
A genetically encoded spell does not register as magic for the pur-
poses of spells such as arcane sight or detect magic.
Seventh Level Spells
57
Infestation
Duration: Permanent
Range: 300'
This spell creates a spore, seed, or nest that is planted at the
centre of the area to be affected. Once planted, the seed takes root
in the affected area, producing a voracious infestation of impenet-
rable creeping plants, choking fungal mycelium, swarming insects,
writhing worms, etc. The infestation grows at a rate of 10' per day
until eventually a 300' radius area is covered. All vegetation in the
area is smothered and destroyed.
Progress through the infested area is greatly hampered. Movement
rates are quartered. The infestation allows the caster, and any oth-
ers to whom she grants access, unhindered transit.
While the caster is within the infested area, she can hear the
psychic whispering of the infestation. In this way she may gain
forewarning of intruders. She may also, up to three times per day,
cause the infestation to manifest the following spell effects as
appropriate: entangle, spore cloud, insect swarm.
The infestation can be damaged by normal means such as fire or
cutting back, though it will regenerate at a rate of 10' per day, so
it is very difficult to fully root out.
Instant Adaptation
Duration: One hour per
level
Range: Touch
The subject of this spell gains the extraordinary ability to adapt to
any environment in which she finds herself. Upon entering a new
environment, the subject's body mutates, instantly developing
enhancements to senses, breathing, skin, etc. which may be
required to survive. For example, a human subject diving into
water would develop gills to breathe and a membrane over the
eyes, allowing vision to a normal range. All naturally occurring
environments – including extremes such as lava pools or deep
space – can be adapted to. The spell may also provide protection
against the strange energies of some extra-planar environments,
such as the elemental planes, at the Labyrinth Lord's discretion.
This spell also provides partial protection (a +4 bonus to saving
throws) against natural or magical energy attacks which mimic
extreme environments, for example a dragon's breath weapon,
fireball, ice storm, etc.
Seventh Level Spells
58
Mind Mask
Duration: Special
Range: Touch
The target's true personality is masked by a new identity that this
spell implants via a process of synaptic restructuring. The new
personality may have whatever characteristics the vivimancer
chooses. This spell may even impart knowledge (including lan-
guages) previously unknown to the target, but which the caster
possesses. An unwilling target may make a saving throw versus
spells to resist.
If the mind mask is successful, the target's knowledge and memory
of its former self are completely concealed – the target takes on its
new personality perfectly convincingly. Even spells or psionic
powers of mind-reading cannot detect the deception. Only a spell-
caster of higher level than the vivimancer, using the appropriate
spells, will be able to detect the presence of this enchantment.
The target's true personality remains masked until a certain named
contingency occurs. This may be something as simple as a trigger
word, or as complex as meeting a specific person in a location of
a certain type under certain temporal conditions – whatever the
caster wishes. When the moment the contingency comes to pass,
the mind mask falls away, revealing the target's true personality.
Note that it is perfectly possible for a vivimancer to cast this spell
upon herself.
Parasitic
Implantation
Duration: Permanent
Range: Touch
With a subtle touch, the vivimancer infects the subject with a
magical parasite that will grow inside its host, causing one of a
variety of effects. The subject is allowed to make a save versus
poison to resist the implantation of the parasite; however, if the
save fails, the parasite will take hold and begin to grow. For the
first 1d6 days after the subject is infected, no noticeable effects
occur. However, once this initial period has passed, the parasite
begins to cause one of the following effects, chosen by the caster
at the time of casting.
Spying: The parasite sends its subject's sensory experiences to the
caster telepathically, enabling the caster to spy on every moment
of the subject's life.
Geas: The subject is compelled to complete a certain task, in the
same manner as the quest spell, with the one difference that the
target is not consciously aware of the quest with which it is tasked.
Instead, it receives a series of sub-conscious urges pushing it in the
desired direction. If the target resists these urges, the parasite will
inflict internal pains, causing the target to lose 1d4 points of CON
or DEX per day of resistance. If the task is completed, the parasite
will die.
continued...
Seventh Level Spells
59
Parasitic implantation
(continued)
Death: The subject must make a saving throw versus death once
every 24 hours or meet its doom.
Suggestion: The presence of the parasite gives the caster great
influence over the subject, allowing her to make a suggestion to
the subject once per day. If the suggestion is worded in such a way
so as to sound like a reasonable course of action, the subject will
obey without question.
All types of parasite can be detected by spells which detect disease
or magic, but can only be removed by dispel magic, revert biology,
or limited wish; or the clerical heal.
Regeneration,
Greater
Duration: 1 round per level
Range: 0
This spell functions in the same way as the 5th level regeneration,
except that the caster regenerates at the faster rate of 3 hit points
of damage per round.
Replicate Life-Form
Duration: Permanent
Range: Touch
With the use of a tissue sample taken from a living creature, this
spell causes a new creature of the same species to spring into
existence by a process of instantaneous genetic replication. The
newly formed creature is a typical example of the species from
which the tissue sample was taken – it is not an exact recreation of
the original, making this spell ineffective as a means of resurrec-
tion. The caster is able to replicate a creature with HD no greater
than her level. The replicated creature behaves as a typical adult of
its species, but has no knowledge of complex behaviours which
are typically learned over many years, such as language, limiting
the spell's usefulness in replicating creatures of greater than animal
intelligence.
Seventh Level Spells
60
Spark of Life
Duration: Permanent
Range: Touch
Casting Time: 2d4 days
Some vivimancers pursue magically enhanced breeding programs
or processes of vat growth in their quest to mould life to their own
designs. Others prefer to craft new beings out of their raw com-
ponents, breathing life into the non-living. This spell enables the
vivimancer to perform such feats.
The vivimancer must first construct the creature to be vivified. Any
organic materials may be used, for example flesh, blood, wood,
hair, bone, leaves, and so on. The spell must then be cast upon
the lifeless form in the vivimancer's laboratory. If the constructed
creature has a reasonable biology, with tissue and organs in a feas-
ible structure, then the spell has a 90% chance of success. More
outlandish creations reduce the chance of the spark of life taking
hold. The Labyrinth Lord should determine the exact percentage
chance of success. For example, a being made entirely from bone
may only have a 25% chance of coming to life. The constructed
creature may have up to one Hit Die per level of the caster.
Creatures with magical properties may be created by this spell, but
this typically either reduces the maximum Hit Dice of the creature
or requires the use of additional special ingredients, perhaps
including body parts of creatures with similar properties, which
must be acquired by adventuring. The exact details are left to the
Labyrinth Lord's judgement.
If the vivification is successful, the creature rises under the vivi-
mancer's control. Such creations are usually only of bestial intelli-
gence, able to obey simple commands. Creatures brought to life
with this spell exhibit unusual behavioural characteristics, accord-
ing to a roll on the following table (made in secret by the Labyrinth
Lord). There is additionally a (non-cumulative) 3% chance per day
of the creature breaking free of its creator's command, becoming a
completely free-willed entity.
1d6
Creature's Behaviour
1
Lackadaisical – 1 in 6 chance of ignoring commands.
2
Violent – the creature interprets all commands in the
most destructive manner possible.
3
Wilful – has a mind of its own and pursues its own
ends when not under the vivimancer's supervision.
4
Hateful – the creature harbours a brooding hatred for
its creator. If it ever breaks free, it will do anything in
its power to destroy the vivimancer.
5
Obsessive – once given a command, the creature will
not stop until instructed otherwise.
6
Intelligent – the creature is of human-level intelligence
and may in time be taught to speak. It has an INT
score of 2d4 + 2.
Seventh Level Spells
61
Vats of Creation,
Greater
Duration: Permanent
Range: Touch
Casting Time: 1d4 weeks,
+1 per Hit Die
This spell works in the same manner as the 3rd level spell vats of
creation, but produces stable life-forms which will live to a normal
natural lifespan.
Wall of Claws
Duration: 1 turn per level
Range: 60'
This spell brings forth a barrier formed of blubbery flesh, riddled
with vicious claws and talons. The wall has a small degree of sen-
tience and will lash out to attack anyone approaching within 5',
attacking as a 10 HD monster and inflicting 2d4 damage.
This spell creates up to one 10' cubic section of wall per level of
the caster. Each 10' section of the wall has 10 Hit Dice. The wall
is Armour Class 8 and can only be harmed by magical weapons or
spells. It takes half damage from fire and cold attacks.
The caster may optionally specify a means of bypassing the wall,
by way of a password, special token, or scent. In this case, the wall
will also exhibit small sensory organs (eyes, ears, or nostrils, as
appropriate). When the correct key is presented, a section of the
wall opens up to allow egress.
When the spell's duration expires, the wall dissolves into a goo of
plasma that fizzes and evaporates over the course of an hour.
Xenogamy
Duration: Permanent
Range: Touch
Casting Time: 2d4 weeks
This spell enables the caster to create an infinite variety of hybrid
creatures by a process of genetic melding. Two living creatures of
any species must be selected and contained within a laboratory for
a period of 2d4 weeks. During this period, the two creatures
gradually begin to meld into a single being. Each week, there is a
10% chance that the hybrid creature will die. If the process is suc-
cessful, the resulting creature will have qualities and appearance
reflecting both of its “parents”. The Labyrinth Lord should
determine which qualities are retained from which parent.
If creatures of greater than animal intelligence are melded, the res-
ulting monstrosity has a 90% chance of being utterly insane.
Seventh Level Spells
62
Eighth Level Spells
Chimera III
Duration: 2 rounds, +1
round per level
Range: 30'
This spell works in a similar manner to the 4th level chimera I,
creating a blob of tissue from which mutant life will emerge. This
enhanced version may either be used to create a single monster
with 2d4 + 8 HD or three identical 2d4 HD creatures.
Clone
Duration: Permanent
Range: Touch
Casting Time: 2d4 months
This spell makes a duplicate of a creature of human intelligence,
including its memories and personality. To create the duplicate,
the caster must have a tissue sample taken from the original
creature's living body. The sample need not be fresh, but it must
be kept from rotting. Once the spell is cast, the duplicate must be
grown in a laboratory for 2d4 months. Once the duplicate reaches
maturity, if the original being is alive, the two beings will share a
psychic link for 1 week. During this time, each will seek to destroy
the other. If this proves to be impossible, there is a 95% probability
that either the clone or the original will lose his sanity. If this
occurs, 25% of the time it will be the original, otherwise it is the
clone that becomes insane. There is a 5% probability that both
beings lose their sanity. After one week, if neither being destroys
the other, the psychic link dissolves and there is no longer a com-
pulsion to destroy each other.
If the original being is no longer alive, this procedure can be used
as a means of resurrection. The spell duplicates only the original's
body and mind, not its equipment.
Note that this spell cannot be used to create a replica of the
caster's own body; this requires the 9th level clone self.
Explosive Growth
Duration: See below
Range: 120'
A single target in range begins to grow at a rapid and alarming
rate – potentially reaching gigantic proportions within a matter of
rounds. During the spell's duration, a target of normal human
stature will grow in size and unarmed damage potential as follows:
Round
Height
Unarmed Damage
1st
10'
1d8
2nd
12'
2d6
3rd
14'
3d6
4th
16'
4d6
5th
18'
5d6
6th
20'
6d6
7th
22'
7d6
continued...
Eighth Level Spells
63
Explosive growth
(continued)
The maximum size is maintained after the 7th round for one addi-
tional round per level of the caster above 15. Subsequently, the
target will return to its normal size, shrinking one step on the size
scale per round.
Clothes or armour worn by the affected creature are destroyed in
the first round, and, if it is in a confined space, the creature's body
will either break out of the confinement or be crushed to a pulp.
The target is allowed a saving throw versus polymorph to avoid
the effect.
Genetic Conduit
Duration: 1 round
Range: Unlimited
The possession of a tissue sample can grant a high-level viviman-
cer great power over the creature from which it was taken. When
cast upon a genetic sample from a creature, this spell allows the
vivimancer to magically influence the subject from afar. The spell is
effective on both living organisms and the corpses of recently
deceased creatures, as long as their flesh is intact.
In the single round of the spell's duration, a second spell (of up to
4th level) or magical effect (such as from a wand) may be cast upon
the tissue sample. This second effect is instantly relayed to the
body from which the tissue sample was taken.
Genetic
Resequencing
Duration: Permanent
Range: 0
This advanced spell allows the caster to permanently modify his
own genetic structure, stabilising the normally temporary effects of
a transformative spell. The following spells can be made perman-
ent: adapt appendage, appendage growth, arcane sight, echo
location, flesh pocket, hyperolfaction, infravision, jump, natural
weaponry, nauseating stench, reptilian metabolism, scentlessness,
skin transformation, water breathing. Once the transformative
spell has been fixed into the caster's genetic code, it cannot be dis-
pelled by any means short of a wish.
Casting this spell permanently reduces the caster's CON by one
point.
Mass Devolution
(reversible)
Duration: Permanent
Range: 60'
This spell causes all creatures of a single named species in range
to be affected by the 5th level spell devolution or its reversed form
evolutionary leap.
Eighth Level Spells
64
Neural Absorption
Duration: 1 day per 3 levels
Range: 0
Cast upon one or more freshly extracted brains, this spell effects
the absorption and temporary integration of the neural tissue into
the vivimancer's own cerebrum. The addition of cerebral matter
causes the vivimancer's head to swell noticeably while the spell is
in effect.
The absorbed neural matter can be used by the vivimancer for the
memorization of additional spells per day. For each brain
absorbed, the player should roll 1d20. If the result is less than or
equal to the INT of the creature whose brain has been absorbed,
the vivimancer gains the ability to memorize an additional spell
level per day for this spell's duration.
The additional spell levels gained may be used to memorize extra
spells of any combination of levels. For example, if a vivimancer
successfully absorbs neural matter sufficient to grant three addi-
tional spell slots, he may memorize three 1st level spells, a 2nd
level spell and a 1st level spell, or a single 3rd level spell.
This process is, however, not without risk. For each brain
absorbed during a single casting of this spell, there is a cumulative
2% chance of the vivimancer's mind being dominated by the for-
eign neural tissue. When this occurs, the caster's behaviour and
thought processes are replaced by those of the brain absorbed.
This state endures until the end of the spell's duration.
If more than one brain is available, the vivimancer may choose,
after absorbing each one, whether to continue with the process or
to stop. In this way, the vivimancer may tread the delicate balance
between risk and reward.
Organ Transference,
Greater
Duration: Permanent
Range: Touch
Casting time: 1 turn
This spell functions in the same way as the 6th level organ
transference, but additionally enables the transplantation of the
brain from one being to another, essentially causing a permanent
body swap.
Eighth Level Spells
65
Regenerative
Pupation
Duration: Permanent
Range: 0
Casting Time: 1d6 weeks
Similar to the 6th level transformative pupation, this spell causes
the caster to enter a state of pupation lasting 1d6 weeks.
While in the pupa, the caster undergoes a process of regeneration,
having one of several effects. Firstly, up to three levels lost due to
energy drain may be regained. Secondly, any physical damage,
including lost limbs or disease, may be healed. Alternatively, the
caster may rejuvenate himself – becoming 1d8 years younger.
Each time this spell is used for rejuvenation, there is a 1 in 6
chance that the caster will permanently lose one point of CON.
When the number of CON points lost equals the caster's original
CON ability score, the caster dies permanently.
Shape Change
Duration: 1 turn per level
Range: 0
This spell enables the vivimancer to assume the form of any single
non-unique creature of any type except for particularly powerful
creatures like demons, devils or demi-gods. The caster's hit points
remain the same. The caster gains all extraordinary and supernat-
ural abilities (both attacks and qualities) of the assumed form,
except for any abilities relying on knowledge or intelligence of the
monster, because the caster's mind remains his own.
If the assumed form is capable of human-like speech and gestures,
the vivimancer is still able to cast any spells he has memorized.
The caster can change form once each round for the duration of
the spell.
Stabilize Mutation
Duration: Permanent
Range: Touch
This spell modifies the unstable genetic structure of normally tem-
porary life-forms such as those created by the vats of creation,
chimera, homunculus, or wall spells. A single target can be
affected.
The affected creature's life span is extended to 1d6 months, after
which it will die unless this spell is cast again.
The first time this spell is used on a creature with a degree of sen-
tience (chimeras or walls of claws, for example), the creature must
make a saving throw versus spells. Success indicates that it has
broken free of the caster's command, becoming free-willed. Such
monstrosities are typically highly aggressive.
Survival of the
Fittest
Duration: Instant
Range: 60'
This reckless spell forces all living creatures within range, includ-
ing the caster and allies, to make a saving throw versus death or
die immediately.
Eighth Level Spells
66
Ninth Level Spells
Artificial Intelligence
Duration: Permanent
Range: Touch
Casting Time: 1d4 days
One of the most elusive properties in the vivimancer's quest to
create life is human-level intelligence. This strange and powerful
spell brings about the creation of a disembodied intelligence,
which the caster can choose to imbue into an object or a location.
It is sometimes used by vivimancers during the creation of power-
ful magic items or to create spies, assistants, companions, or sen-
tient libraries. The spell requires the caster to concentrate continu-
ously for 1d4 days, as tiny extracts of his consciousness are
gathered and imbued into the target. After the casting the viviman-
cer must rest for 1d4 days, and cannot cast spells.
The Labyrinth Lord should roll 3d6 to determine the INT, WIS,
and CHA scores of the magically created mind, and then also roll
1d20 and consult the following table to determine additional char-
acteristics of the mind. The mind's alignment should also be ran-
domly determined. The artificial intelligence is able to see and hear
(by magical means) within a 60' radius and can speak with a dis-
embodied voice.
1d20
Mind Characteristics
1-2
Insane (harmless)
3
Insane (subtly psychotic)
4-5
Unfathomable and alien
6
Obsessed with a certain goal
7
Impressionable – picks up personality traits of those
whom it first encounters
8
Capable of learning to cast spells
9
Claims to be a reincarnation
10-11
Has an innate detection power (roll on the table for
sapient swords, LL p.122)
12-13
Has an innate spell-like power (roll on the table for
sapient swords, LL p.122)
14
Completely empty – can learn, but has no pre-
formed knowledge or personality
15
Expert in an obscure field
16
Driven and manipulative
17
Hateful
18
Replica of the caster's mind
19
Roll twice*
20
Roll three times*
* Re-roll further results of 19 or 20.
Ninth Level Spells
67
Cannibal Holocaust
Duration: 1d6 days
Range: 20' per level
Casting time: 1 hour
This abominable and greatly feared enchantment triggers a bestial
cannibalism in all creatures of a single named species within
range. Individuals are allowed a saving throw versus spells to resist.
The effects are the same as the 3rd level cannibal rage with the
one difference being the much longer duration of the effect. In this
manner, whole settlements have been wiped out in a gruesome
cannibalistic orgy.
The casting of this spell takes the form of an hour-long ritual
requiring the vivimancer to consume the entrails of an individual of
the species to be affected. During this process, there is a 5%
chance of the vivimancer herself being overcome with a cannibal-
istic rage for the spell's duration.
Clone Self
Duration: Permanent
Range: 0
Casting Time: 2d4 months
Via a laboratory procedure lasting 2d4 months, the caster creates
an exact duplicate of herself. When completed, the clone exists in
a dormant state similar to temporal stasis.
Clones are used as a means of assurance against death. If the
caster dies and the clone is still intact, her consciousness is
instantly transferred to the duplicate body, which then awakens.
The clone's mind is identical to that of the caster at the point the
spell was completed. Memories of any events which occurred
since that point are lost.
The caster must imbue a certain portion of her life energy into the
clone. This causes a permanent loss of 1d4 hit points.
It is possible for a vivimancer to create multiple clones of herself.
In this case, upon death, one of the clones (chosen at random) will
come to life.
Creeping Doom
Duration: 4 rounds per
level
Range: 0
When the caster utters the spell of creeping doom, a mass of
centipedes, insects, and arachnids is called forth. The swarm occu-
pies a volume of 20' square and can be commanded to swarm any
target within 80'. The swarm moves at 10' per round, and will
consist of (1d6+4) ´ 100 individual bugs, each of which deals 1
point of damage and then dies. If a swarm occupies the same area
as a target, as many bugs attack as the creature has hit points.
The remaining swarm may be commanded to attack a new target
in range. If the swarm moves beyond 80' from the caster, 50 of
their number wander away. An additional 50 wander away per
10', so that if they are 100' away, 150 have been lost.
Ninth Level Spells
68
Dispersed Mind
Duration: Special
Range: 0
The vivimancer's mind leaves her body and seeps into the living
tissue of plants, fungi, and animals in the surrounding area. Ini-
tially, the caster's consciousness extends 60' around the location of
her body. The longer the caster concentrates to maintain the spell,
the further she can spread her mind – up to a range of one mile
per hour with a maximum radius of one mile per experience level.
The caster's mind can be gradually withdrawn from the natural
world at the same rate. The duration of the spell is limited only by
the vivimancer's desire for her mind to remain dispersed.
Once her mind is dispersed, the caster is aware of everything per-
ceived by all living creatures in the affected area, excluding intelli-
gent beings, who are immune. The caster is also able to speak
anywhere in the affected area, producing sound via the rustling of
leaves, chattering of birds, fluttering of insects, and so on. It is in
this manner even possible for the vivimancer to cast spells within
the area of her mind's reach. While it is left vacant, the caster's
body remains in a comatose state where it does not age or require
any form of nourishment, essentially under the effects of temporal
stasis. The caster's mind, in the dispersed state, likewise does not
tire and requires no sleep.
Several dangers lie in the use of this spell. Firstly, the caster's
body, while in stasis, is completely vulnerable and can be killed
with ease. Secondly, if the caster, for some reason, wishes to
quickly return her mind to her body, she must make a saving throw
versus spells. If the save succeeds, the return is effective within
1d6 rounds. A failed save, however, indicates that a rapid with-
drawal cannot be achieved. In this case, the caster's mind can
withdraw only at the standard rate of one mile per hour. If the save
results in a natural 1, the vivimancer's mind cannot withdraw at
all, and the duration of the spell becomes permanent. Note that
there is no risk when withdrawing at the normal rate. The saving
throw is only required when a hurried return is attempted.
Legends tell of areas of haunted, desolate wilderness, where the
depraved minds of arch-vivimancers from ages long forgotten still
lurk, cursed by misuse of this spell to live on in an eternal twilight
of disembodied consciousness.
Ninth Level Spells
69
Extinction
Duration: Instant
Range: 240'
This spell brings about the instantaneous death of living creatures
of a single named species within range. Up to 40 Hit Dice of
creatures are affected. A saving throw versus death is allowed to
completely avoid the effect.
If greater than 40 Hit Dice worth of individuals of the chosen spe-
cies are within range, the affected targets should be determined
randomly – the caster is not able to choose.
Magical creatures and those with greater than 8HD are not
affected.
Extraordinary
Regeneration
Duration: 1 round per level
Range: 0
This spell grants the vivimancer immunity to all physical damage,
poison, and disease for the duration.
While the spell lasts, the vivimancer can only be harmed by spells
or magical weapons. All other damage is regenerated at a startling
rate – wounds heal over instantly, severed limbs regrow, and so on.
Genesis
Duration: Permanent
Range: 30'
This spell instantly conjures living beings of any natural species
desired or any unnatural type which the caster has seen person-
ally. Up to 2HD of creatures per level of the caster may be con-
jured, in any combination of species. The conjured creatures are
typical examples of their race – the spell cannot be used to sum-
mon specific individuals. The conjured creatures are not in any
way bound to obey the caster and will follow their natural beha-
viour.
Immortality
Duration: Permanent
Range: 0
Design Note
This spell's feasibility, exist-
ence, and exact means of func-
tioning are left up to the
Labyrinth Lord to determine.
Quests for historical traces of
the spell, and subsequent re-
search to recreate it could po-
tentially form part of a high-
level campaign.
This hypothetical spell is the holy grail of arcane research for
many high-level vivimancers who, after mastering the creation and
manipulation of life in all its forms, seek to unravel life's final mys-
tery – death.
It is rumoured that vivimancers in ancient times succeeded in this
quest, and that this spell of perfect immortality did indeed exist,
once upon a time. Such secrets have, however, been lost in the
mists of time, and only the merest hints as to the required proced-
ures remain.
Mutagenic Zone
Duration: Permanent
Range: 30'
A 30' diameter area is permanently enchanted to warp the genetic
structure of any creatures entering within. A saving throw versus
polymorph is allowed to resist the zone's effect. Failure indicates
that the creature develops a permanent mutation, according to the
tables in Appendix II. The vivimancer is immune to this effect and
can pass freely through mutagenic zones of her own creation.
Ninth Level Spells
70
Progeny
Duration: Permanent
Range: 0
Casting time: 7 days
A risky procedure undertaken by some arch-vivimancers, this spell
produces a child from the vivimancer's own flesh. Over the course
of the seven-day procedure, the child forms inside the caster's
body as a foetus, emerging when the spell is complete. Female
vivimancers casting this spell experience a normal (if hyper-accel-
erated) process of pregnancy and birth, while male vivimancers
undergo the disturbing process of the foetus emerging directly
from the flesh of the torso. In either case, part of the vivimancer's
own life force is imbued into the child, causing a permanent loss of
1d8 hit points. These lost hit points cannot be regained by any
means.
From the moment of its birth, the vivimancer has an empathic link
with the child, allowing the sharing of thoughts and sensations, at-
will. The child develops normally, albeit at twice the normal rate,
reaching adulthood after about 9 years. At this point, the progeny
begins to age normally. Physically, the child is an almost exact rep-
lica of its parent, but is always of the opposite sex. Its ability scores
are the same as those of the caster.
The great benefit of this spell (as well as the risk) lies in the soul
connection that exists between the caster and the progeny. If the
child dies, the vivimancer must make a saving throw versus death,
with a -4 penalty, or also die. When, eventually, the caster dies,
the knowledge and experience of her entire life, including her
expertise as a vivimancer, is passed instantaneously to the pro-
geny. Thus this spell enables a form of immortality, spanning over
multiple generations.
Temporal Stasis
Duration: Permanent
Range: Touch
The subject is placed into a state of suspended animation, and for
the creature, time ceases to flow. The creature does not grow
older, and its body functions virtually cease. This state persists
until the magic is removed (such as by a successful dispel magic
spell). No saving throw is permitted.
Ninth Level Spells
71
Magic Items
Like other magic-users, vivimancers of 9th level or higher are able to create new magic items.
These may simply be potions or scrolls replicating the effects of vivimancer spells, but the ability
also includes the possibility of creating unique items possessing any imaginable magical proper-
ties. Vivimantic items are always of biological origin, typically being crafted from specially bred
plants, fungi, or animals. Indeed, much of the construction time of a magic item may be taken up
by a process of breeding or genetic experimentation to produce creatures with the qualities
required in the manufacturing of the magic item. Even potions and scrolls produced by viviman-
cers have a biological quality. Vivimantic potions are sometimes found in the form of fruits whose
juices bestow magical properties. Scrolls of vivimancer spells are often written on parchment pre-
pared from the skin of specially bred animals.
This section lists a selection of vivimantic magic items. These may be placed as treasure in adven-
tures or may be used as inspiration for the creation of new items by player character vivimancers.
House Rule
Traditionally, the ability of magic-users to create new spells and magic items only becomes available at 9th level. Many
campaigns, however, never approach this stage of the game, remaining in the low-level range. Bearing this in mind, the
Labyrinth Lord may wish to allow magic-users (including vivimancers) to create spells and magic items from 1st level –
subject, of course, to the usual constraints of research time and expense. In this way, this very exciting and creative as -
pect of the game can be included without the need for many months of play in order to reach 9th level.
Animals
Some animals bred by processes of vivimantic research are in and of themselves magical. Such
beings are created purely for their practical qualities which are of use to humans, and as such are
treated as magic items rather than monsters. Some vivimantic animals are more magical than
natural, existing without sustenance or air. Others are more akin to natural biological organisms
and require some kind of sustenance.
Assassin Bug
A small mosquito constructed from filigree silver and the internal organs of a specially bred (and
deadly poisonous) spider. The creature lies dormant when kept in darkness. When brought into
the light, the mosquito may be presented with the scent of a living creature, activating its predat-
ory instinct. From this point, the insect will live for 24 hours, during which time it will untiringly
seek the one whose scent it was imprinted with. The mosquito has a magical instinct which draws
it in the direction of its target, travelling at a rate of 60' per turn. If it reaches its goal, it will seek
an area of exposed flesh, land, and inject its deadly poison. The victim must save at -2 or die
instantly. Like normal mosquitoes, assassin bugs produce a noticeable high-pitched buzzing, which
may give their presence away.
Brain Leeches
When not in use, these normal-looking leeches must be kept in a quantity of blood, which must
be refreshed on a weekly basis. Their magical function is revealed when they are placed on the
skull of a living creature. The leeches attach immediately and begin sucking blood from the victim.
Over a period of one week, the leeches work their way into the victim's flesh, boring small holes
into its skull, exposing the brain, from which they begin to feed. Left to their work for a further
week, the leeches completely drain the victim's memory before dying. An intelligent being put
under the leeches can be thus rendered defenceless and pliable.
Magic Items
72
Cerebral Spider
A hideous-looking arachnid with yellowish grey, spindly, hairless limbs, distended mandibles and
an abdomen tipped with a gruesome, prehensile spine. When allowed to settle upon the shaven
crown of an intelligent creature's head, the spider's sinister instinct is activated. It plunges its
abdominal spine into the subject's skull at the base of the neck, and over the coming days injects
fluids which cause the brain to become entwined with a complex latticework of webbing. Once
attached in this manner, the spider will lay completely immobile on the skull of the subject,
becoming joined with its host in symbiosis. The presence of the spider and its webbing has the
effect of protecting the subject from telepathy and mind reading, effectively scrambling thoughts
so as to make them incomprehensible to outside observation. It also grants a +2 bonus to saves
against other forms of mental attack, including psionic powers. In return for this boon, the spider
drains the energy of one particular emotion from the host, effectively rendering the host incapable
of feeling this emotion. Examples include: lust, love, hatred, greed, compassion, and so on.
Lockroaches
Appearing somewhat like brass stick-insects, these creatures are a hybrid of insect and clockwork.
They need no sustenance, and if left to their own devices will slowly creep into crevices and dark
places. When the mandibles of a lockroach are placed inside a keyhole, its magical function activ-
ates. The creature's forelegs and mouth-parts act as lock-picks of fantastic efficiency, opening any
mechanical lock in the space of a single round. After fulfilling its function, the creature dies.
Swarm of Antiquity
Typically contained in a small ceramic jar, this swarm of hundreds of tiny, black, ant-like insects lie
in a dormant state until released. When the jar is opened and an object is placed at its aperture,
the insects come to life, swarming onto the object with which they are presented. Over the course
of one turn, the insects explore the totality of the object's surface. Having completed their ana-
lysis, the insects perform a series of intricate movements of legs and antennae, which can be
interpreted by a vivimancer with a magnifying glass and the correct training. The dance of the
swarm indicates the age of the object, and the last time it was touched by another living creature,
both accurate to within 1%. A swarm can be used 1d10 times before it dies.
Swarm of Translation
Placed upon written material, this swarming collection of tiny black mites is capable of translating
the text into a language understood by the vivimancer who commands them. The mites scuttle
over the writing, producing a faintly audible translation by means of their clicking mandibles. They
can “read” at a rate of approximately 100 words per turn. The swarm requires little sustenance,
but must be fed one sheet of parchment per week. Each time the mites are used to translate, there
is a 5% chance of them dying during the process.
Swarm of Wound Suturing
Unnaturally ravenous and highly carnivorous, these inch-long beetles consume one “ration” of
food per day. They must be kept in a sealed container, for their instinct is to disperse in search of
prey. To one who opens their container, they present a frightening sight – snapping mandibles
raised viscously and legs scuttling in a bid for freedom. Indeed, given the opportunity, they will
attack living beings and consume their flesh. The beetles' beneficial – and magical – behaviour is
only observed when they are placed onto an open wound (a somewhat fraught procedure). The
beetles proceed to close the wound, biting it shut with their powerful jaws. This procedure heals
2d6 hit points of damage caused by cutting or piercing attacks. The beetles die once used.
Magic Items
73
Worm of Poison Absorption
A 6' long, purplish tapeworm, which must be kept sedated in a vat of acid when not in its natural
environment (the humanoid gut). Extracted from its acidic resting place and presented with a suit-
able gullet, the creature comes to life, attempting to writhe its way into the intestines of the sub-
ject. This process is extremely unpleasant for the subject, and almost invariably causes vomiting
and sickness. Once the worm is in place, the subject benefits from its metabolic protection,
becoming immune to ingested poison while the worm lives. Each time the subject consumes a
poison, there is a 1 in 4 chance of the worm expiring. While the worm lives, the subject must eat
twice the usual amount of food per day in order to avoid starvation.
Eggs and Seeds
Egg of Life
Magical eggs which come in many shapes and sizes. When an egg of life is cracked open and its
contents allowed to fall onto the ground, a chain reaction of magical growth begins. Over the
course of the following turn, a panoply of life springs into existence within a 120' radius, creating
a full habitat complete with plants, insects, and small animals. Each egg creates a different type of
habitat (forest, marsh, grasslands, etc.), as determined by the vivimancer who created the item.
Note that geological conditions such as soil or water sources are not created or modified by the
magic of these eggs. Thus, while the plants and animals conjured will theoretically live to their
natural lifespan and may reproduce, they may perish more rapidly if created in an otherwise hos-
tile environment.
Hive Egg
These fist-sized, translucent white insect eggs have the capability of producing a whole hive of
giant insects over a short period when buried in the earth. The process of hatching and growth
takes a total of 1d6 rounds, producing a large hive structure along with 2d10 individuals. The
type of insect produced is determined randomly using the following table.
1d10
Hive Type
Page Reference
1-2
Giant ants
LL p.63
3-4
Giant killer bees
LL p.65
5
Fire beetles
LL p.65
6
Giant centipedes
LL p.68
7
Giant carnivorous flies
LL p.75
8
Giant ticks
AEC p.138
9-10
Giant wasps
AEC p.140
Hut Seed
A normal-looking pine-cone which has the wondrous power to produce a dwelling when planted
into moist soil. The moisture and nutrients of the soil activate the cone's magic, causing the rapid
growth of a series of needled branches which, over the course of one turn, form into a small hut-
like construct. The seed hut is proof against all naturally occurring weather conditions, providing a
cosy interior with approximately a 10' cubed area of space. Once grown, the seed hut is rooted to
the spot where it was planted and cannot be relocated. It is now a permanent construct.
Magic Items
74
Laboratory Equipment
High-level vivimancers often spend much of their time in their laboratories. It is thus unsurprising
that their research sometimes leads to the production of magical items to aid in laboratory proced-
ures. Magical vats are found in a range of sizes, the size determining the eventual Hit Dice of
creatures which can be grown inside it. A vat found as treasure will be capable of containing
creatures of up to 2d8 Hit Dice.
Apparatus of Organ Transference
This complicated mechanical apparatus takes the form of a pair of thrones placed back-to-back,
surrounded by a macabre array of retractable brass arms, tipped with scalpels, grippers, suction
cups, catheters, and specula. Living subjects placed in the apparatus can be subject to the organ
transference spell (or the greater version), controlled by the operating vivimancer. The apparatus
can also be configured to perform an automatic procedure, without human direction. In this way,
it is possible for a vivimancer to transfer organs to or from his own body, including the brain.
Brain Vat
Made from thick glass of very high strength, these small vats have the power to maintain a single
brain in a state of perfect preservation. A fresh brain can be immersed in the vat's liquid and the
lid tightly sealed. The housed brain will survive indefinitely in a state of suspended animation and
can be revived at a later date with the use of further magic (the greater organ transference spell,
for example).
More advanced brain vats are found occasionally, which keep the housed brain in a conscious
state and transmit aural and visual sensations through the glass of the vat into the sensorium.
Twin Vat
An exquisitely crafted vat of delicate green crystal, this item enhances procedures of vat-growth by
producing two identical beings at the same time. There is a 2 in 6 chance of the twinned
creatures having a mutual telepathic link, and a 3 in 6 chance of their fates being intertwined,
such that if one dies, the other will die also.
Vat of Accelerated Growth
A vat of reinforced brass, with only a small dark window into the liquid-filled interior. This item
makes use of an experimental and dangerous “hot synthesis”, and can be used to perform any vat
procedure in 50% of the usual time. There is, however, a 10% chance of the contained creature
dying during the procedure and a 5% chance of the vat exploding during use.
Vat of Continual Growth
The pinnacle of vat-synthesis, this item allows a vivimancer to produce a series of identical
creatures in an ongoing procedure of vat growth. Using this vat has two effects. Firstly, the time
required by the spell vats of creation (either lesser or greater version), is reduced by one-third.
Secondly, once a creature emerges from the vat, the vivimancer has the option of continuing the
process, producing another identical creature. The growth of subsequent creatures is randomly
determined according to the usual duration of the spell which was originally cast, but is also
reduced by 33%. The vivimancer may choose to continue this process indefinitely, the only limita-
tion being the time required to maintain the laboratory process. In this way, vivimancers some-
times produce armies of minions. This vat requires unusually expensive fluids and fuels for its
functioning, adding a cost of 200gp per month of use.
Magic Items
75
Lenses
Optic lenses harvested from the eyes of vat-crafted chimera, these items are found in wide variety,
from marble-sized to cyclopean. Looking through these lenses, or allowing light to pass through
them, activates arcane powers. Lenses may occasionally be found set in rings, crowns, or pieces
of jewellery.
Like all vivimantic items, the magic imbued in lenses allows them to retain some of the features of
living organisms.
Lens of Biological Detection
Always found in pairs, these small green lenses must be placed over the eyes. They reveal the
world wreathed in a green mist with biological organisms haloed in yellow. The capability of the
lenses is such that the outlines of organisms are visible even through inorganic matter up to 1'
thick. If looking through one lens only with the second eye uncovered, the viewer's brain is bom-
barded with strobing energies – a save versus spells is required to prevent insanity (per the spell)
lasting 1d4 days.
Lens of Blinding
A small, white, glistening lens with a dull light at its core. The lens emits a blinding flash when
anyone except its rightful owner looks upon it. Onlookers within 20' must save versus spells or be
permanently blinded. Even those who make the save are blinded for 1d6 turns. These lenses are
sometimes used as traps to protect hidden valuables.
Lens of Observation
A pair of thin violet lenses which gently pulsate with a soothing warmth. Looking into one of the
pair of lenses allows sight through the other. Cunning use of these lenses can enable various
forms of intrigue, spying, or communication.
Lens of Perpetual Radiance
Unlike the other magical lenses described, this item is in fact constructed from many thousands of
individual eyes, in this case the iridescent compound eyes of insects. The lens is in the shape of a
disc 2' in diameter. The countless surfaces of the lens, each an individually placed compound eye,
produce a shimmering light possessing the natural qualities of daylight. In this way, the lens can
be used to sustain plant life in locations where no natural light penetrates. A single lens of per-
petual radiance is sufficient to illuminate an area of up to 100' radius.
Lens of Sublime Refraction
Fist-sized lenses of a milky hue, covered in a warm oily liquid, these lenses gather and refract light
from atypical angles. Looking through the lens and aligning it correctly, the viewer is able to see
around corners and through small holes. The maximum range of vision using this lens is 60'.
Lens of Subtle Sight
This lens redirects any light which hits its surface into the optic nerve of one who holds it, essen-
tially enabling sight via organs other than the eye. The lens must be in direct contact with the
user's flesh in order to function. Lenses of subtle sight are typically palm-sized and of an azure
hue, flecked with brown. Every time a lens of subtle sight is used, there is a 1 in 6 chance of it
permanently embedding itself in the flesh of the user.
Magic Items
76
Lens of the Sub-World
A tiny black lens no larger than a fingernail, this object has the power to reveal biological matter
on the smallest scale. Vivimancers trained in its use are thus able to study samples of living tissue
in order to identify species or to diagnose disease.
Lens of Transparent Revelation
These clear, 1' diameter lenses scintillate with rainbow hues that ripple across the surface. They
are extracted from octopoid monstrosities which can only be grown in large vat-pools. Looking
through this lens, the internals of solid objects are revealed, allowing their form to be studied.
Objects larger than 2' cannot be fully penetrated by this lens' sight.
Plants and Fungi
Similar to the animals described earlier, some vivimantic magic items are actually living plants.
Blood Tree
This 12' tall tree appears to be a hybrid between plant and animal. From a distance it looks like a
normal tree, bedecked with exotic yellow flowers. It is only upon close inspection that one may
notice that the tree is actually covered in a network of blood vessels. Indeed, if the tree's flesh is
cut, it will bleed just like an animal.
Once per month a blood tree produces a single mango-like fruit with remarkable properties. Like
the tree which produced them, the fruits have strange animal-like qualities: they are warm to the
touch, throbbing with blood vessels. When consumed (a gruesome, bloody affair), the fruits of the
blood tree are able to magically heal 1d6+1 hit points.
Mind Fungus
Reminiscent of a fist-sized human brain, a single specimen of this species of robust magical mush-
room is the fruit of a lengthy procedure of growth under carefully controlled conditions. The
mushrooms must be grown on a medium of neural matter, and are fed a solution of magically
treated spinal fluid. A character who consumes one of these rare fruits gains a permanent +1
bonus to INT, but must also roll a side-effect on the following table, as the psychic echoes of the
minds which fed the fungus interact with the character's neural structure.
1d10
Side-Effect
1-2
None
3
-1d3 WIS
4
-1d3 CHA
5
Re-roll WIS (3d6)
6
Re-roll CHA (3d6)
7
Alignment change – randomly determined (roll again if no change)
8
Insanity (as per the 4th level spell)
9
Radical personality change
10
Memory warp – long periods of the character's memory are either erased or
replaced with events which did not occur (50% of each)
Magic Items
77
Safe Tree
Squat, bulbous trees, with slightly transparent succulent leaves, these magical plants are some-
times found in large pots in inconspicuous locations in the manses of powerful vivimancers. Safe
trees grow and thrive just as normal trees, having but a single magical property, activated by a
command word known to their creator. When the command word is spoken, the bark of the tree's
trunk peels back, and its flesh divides, revealing an inner cavity in which objects can be secreted.
A repetition of the command word causes the cavity to close once more, leaving no clue as to its
existence.
Screaming Mandrake
A gnarled, 6” long root segment with a somewhat humanoid semblance. The mandrake's deadly
power is the subject of many folk tales and is greatly feared. When planted under the light of the
moon, the root comes to life and begins slowly to grow. Thenceforth, if the root is in any way dis-
turbed (such as by digging or uprooting) it begins to scream, emitting a horrifying shriek audible to
all within 60'. Those hearing the mandrake's scream must save versus death or perish. The
screaming persist for 1d6 turns after the mandrake was disturbed, after which it dies.
Spying Mandrake
This mandrake root can be distinguished by the distinctly ear-like whorls which are found here and
there on its gnarled form. When planted under the light of the moon, the mandrake begins to
slowly grow and to listen. It hears and remembers all that is spoken within 30' of its resting place.
If, at a later date, it is dug up, the mandrake will report what it has heard, speaking in a faint high-
pitched whisper. Depending on the location in which it was planted, the mandrake's story may
take some time to recount – it is mindless and cannot answer specific questions, merely reprodu-
cing the words it has heard.
Potions, Salts, Salves, and Solvents
Philtre of Infertility
Perhaps originally invented by accident or as a result of an experiment gone awry, this sweet
transparent liquid has the ability to render one who imbibes it completely and permanently infer -
tile. Imbibed in smaller quantities, however, the sterilising effect is only temporary, having a dura-
tion of two weeks. It is for this purpose which this potion is sometimes deliberately brewed. A
single dose of this philtre is sufficient to make one creature infertile permanently or for 2d6 tem-
porary uses.
Potion of Miraculous Fecundity
A rare and extremely potent substance whose process of manufacture is obscure and complicated,
this potion imbues one who drinks it with a remarkable and somewhat grotesque reproductive
capability. A dose of this substance grants a creature the ability to produce offspring which will
mature and be born within the space of a single turn. The potion also grants the ability to breed
with any species, producing hybrid creatures. The effects of the potion last 24 hours, quite long
enough for the affected creature to produce a large number of odd offspring.
Magic Items
78
Salts of Desiccation
A coarse grey salt, this substance causes the dehydration of living tissue at a frightening rate. To
use this substance safely, the vivimancer must take protective measures – putting one's hand into
a quantity of these salts causes a rapid desiccation, leaving the member crippled. Applied to the
body of a living or recently dead creature, the salts cause the subject to wither to a dried husk one-
third of its natural size. The application takes one turn. Curiously, living creatures that are desic-
cated can be returned to life by immersion in water for 24 hours.
Salts of desiccation are typically found in a quantity sufficient for use on 1d6 human-sized targets.
Salve of Repulsion
Applied to an item or area, this oily balm produces a pungent aroma which can be smelled up to
120' away, air circulation permitting. There are many different varieties of this salve, as each tar-
gets a single species. Creatures of the target species when smelling the aroma of the salve must
save versus spells or do all they can to leave the vicinity of the protected object. Those who suc-
ceed the saving throw may venture closer to the object, but only by force of will, and suffer a -2
penalty to attack rolls and saving throws while in the affected area.
A jar of this salve contains enough for 1d4 doses. The effects of a dose wear off after 1d6 hours.
Solvent of Androgyny
Applied to the body of a living creature, this oily white solvent causes an agonising process of
flesh melting and transfiguration over the course of 1d6 turns. Three varieties of the solvent are
found with the following different effects – changing the sex of the subject, causing the subject to
become sexless, transforming the subject into a true hermaphrodite. All effects are permanent.
Solvent of Essential Distillation
Distilled from the sap of a rare and delicate species of cactus, this fizzing, caustic substance is
found in very small quantities (1d20 drops). A single drop, applied to the flesh of a living organ-
ism, is enough to progressively reduce the being to a pool of protoplasm. The plasm must then be
boiled away, leaving behind a dark red, viscous residue. When a second drop of the solvent of
essential distillation is applied to this residue, the reverse process occurs – the original creature is
reformed. Both plasmafication and reintegration take 1d6 rounds. The residue of a plasmafied
creature can also be used with spells such as replicate life-form or clone.
Solvent of Neural Crystallisation
A transparent, etheric liquid, close to vaporisation under normal conditions, this substance must
be kept in an air-tight vessel until used. The brain of a sentient being, when placed in a quantity
of several pints of this fluid, dissolves over a period of several hours. When the liquid has fully
evaporated, a set of fine crystalline wafers remains. By shining different coloured lights at various
angles through these crystal sheets, the sum experience of the being's life is projected as words
and imagery. Given patience and time, any fact about the being's life may be discovered.
Solvent of Nutrient Recapture
A thin, acidic fluid of bright green hue, this substance is distilled from specially bred species of
magical algae. The solvent works to disintegrate biological matter (either living or recently dead) at
a cellular level, producing a protoplasmic nutrient slime. This slime can be used to feed processes
of vat growth, reducing the growth time by one day for each Hit Die of matter dissolved.
The solvent is usually found in quantities sufficient for dissolving 4d6 Hit Dice of living tissue.
Magic Items
79
Staves and Wands
In addition to the wand of polymorphing (described in Labyrinth Lord), the following vivimantic
wands may be found in treasure hoards.
Staff of Flesh Dissolution
This 6' long staff is crafted from a single bone, taken from the skeleton of a large creature, and
treated by various arcane procedures which bestow it with magical properties and make it com-
pletely transparent. The staff has two uses. Firstly, its charges can be used to instantly liquefy the
flesh on a corpse, leaving a clean skeleton behind. Corpses thus affected can no longer be raised
by the clerical raise dead spell. Secondly, the staff can be used in combat. The expenditure of
three charges and a successful attack roll force the victim to save versus death or have its flesh
instantly liquefied.
Wand of Dissolving
This wand is a semi-living twig from a tree which was magically raised and nourished solely on the
plasma of human blood. The wand's charges can manifest an effect causing living matter to dis-
solve. A non-magical creature of any size struck by the wand's ray is instantly reduced to proto-
plasm. As the wand is partly alive, it needs to drink a saucer of blood each day.
Wand of Muscle Control
A grotesque length of throbbing gristle, formed from the magically entwined tendons and liga-
ments of giant birds and insects, this wand contains charges allowing the 1st level muscle control
spell to be cast. Two charges can be spent to cast the 3rd level paralysis.
Wand of Spasms
A cursed wand, similar in appearance to the wand of muscle control. When touched, the wand
melds with a magic-user's hand, replacing one of his fingers. In addition to its hideous appear-
ance, the wand causes its owner to be wracked by spasms when casting spells. Mostly these
spasms are merely inconvenient, but 10% of the time they cause the victim to fall writhing to the
ground for 1d6 rounds.
Cutting the wand from the victim's body is potentially fatal (save versus death). It can only be
safely removed with remove curse or similar magicks.
Magic Items
80
Appendix I. Psionic Powers
Several vivimancer spells grant psionic abilities to a subject. The following simple system of
psionic powers may be used, unless the Labyrinth Lord already has a preferred rules set.
1. Telepathy: Allows language-transcendent, mental communication with a target within 100'.
Communication can be maintained as long as the character concentrates.
2. Mind Control: With deep concentration (no moving or other actions), the character is able
to completely control the actions of a target of equal or lesser Hit Dice. The target can save versus
spells to resist.
3. Telekinesis: The character can move objects or creatures up to 20lbs per level with her
mind. The target can be moved up to 20' per round, for up to one round per level. Creatures may
save versus spells to resist being moved.
4. ESP: The character can detect the presence of sentient minds within 60', and with a turn of
concentration is able to tune in and read the surface thoughts of one target in range. Lasts for one
turn per 3 levels of the character. ESP is blocked by stone or lead.
5. Psionic Blast: A blast of mental energy which can disrupt the neural structure of a target
within 60'. Causes 1d4 damage per level of the character, save versus spells for half.
6. Suggestion: A subtle mind trick that lends persuasive power to the character's words.
Affects up to two Hit Dice of targets per level. The targets must save versus spells or obey the
character's command for up to 2d4 rounds.
7. Mind Probe: Placing her hands on the target's temples, the character can delve into the
other's mind and look for the answer to one question per round. The target can save versus spells
to resist each round of probing. The power lasts for one round per level.
8. Clairsentience: The character can see or hear (not both) through the senses of another
being within 100'. The power lasts as long as the character concentrates fully.
9. Precognition: Grants insight, extending one or two minutes into the future, regarding what
would happen to the character if he or she were to take a specified action.
10. Mental Barrier: Protects against all psionic powers, as well as mind-affecting spells such
as charm person or suggestion, and similar magical effects. The power does not require concen-
tration and lasts for one turn per level of the character.
Appendix I. Psionic Powers
81
Appendix II. Mutations
This appendix contains random tables which may be used to determine the result of a process of
mutation. They may be used alone or in conjunction with any other mutation tables which the
Labyrinth Lord wishes to use (for example, those found in Mutant Future).
To determine the result of a mutation using these tables, the player should first roll on the Type
of Mutation table. This then indicates that one or more further rolls should be made on the
Body Part / Change in Form or Function table, in order to determine the exact body parts
which are affected, and in what manner. Separate tables exist for animals, fungus, and plants.
Many possible combinations of results are possible using these tables. The exact interpretation of
the effects, including any possible benefits or downsides, is left to the creativity of the Labyrinth
Lord and players. Some results may be clearly beneficial or detrimental, while others may be just
weird or absurd. Sometimes the tables may indicate completely inapplicable results or a null result
(for example a leg replaced with a leg). In such cases, the mutation should simply be re-rolled.
Example mutations (using the animal tables):
1.
The player first rolls a 2 (“body part replaced with another”). This indicates that two
rolls should be made on the Body Part table, the first to determine which body part is
replaced and the second to determine what it is replaced with. A roll of 12 indicates
that the creature's nose is replaced and a roll of 8 indicates that it is replaced with a
head. The players interpret this as meaning that, in place of a nose, the creature has a
tiny replica of its own head with normally functioning miniature eyes, ears, mouth, etc.
This may be recursive – the nose of the miniature head may in turn be replaced with an
even smaller head...
2.
The initial roll comes up 11 (“additional body part with modified form or function at
location of another”). The player must roll once on the Body Part table to determine
what new body part has appeared, once on the Form or Function table to determine
in what way the new body part is unusual, and once more on the Body Part table to
determine the location of the new body part. A roll of 3 indicates that a new brain has
developed. A 5 indicates that the brain is ultrasensitive while a 4 indicates that it is loc-
ated in the ear region. The players interpret this as meaning that the creature's brain
has divided into two with the additional neural matter protruding out of its ears. The
creature is thus deaf and at severe risk of brain damage due to its exposed second brain.
It is however also highly intelligent.
Special* Traits
The change in form or function tables have entries marked with an asterisk, denoting
“special” qualities. This indicates that the affected body part has some unusual, perhaps
supernatural, function. Some examples of the kind of trait which is possible: emitting light or
darkness, colour changing (possibly adaptive), exceptional heat or coolness, discharging
strong scents, exuding poison, spinning webs, producing unusual sounds, being partly
ethereal, and so on.
Appendix II. Mutations
82
Animal Mutations
1d20
Type of Mutation
1
Body part missing.
2-3
Body part replaced with another.
4-6
Body part changes places with another.
7-8
Body part moved to location of another.
9-10
Additional body part at location of another.
11-12
Additional body part with modified form or function at location of another.
13-17
Form or function of body part changes.
18
Body part replaced by a fungus or plant body part (use appropriate table).
19
Body part augmented by a fungus or plant body part (use appropriate table).
20
Roll twice.
1d20
Body Part
Change in Form or Function
1
Anus
Shrivelled, wasted, useless, or non-functioning.
2
Arm
Grotesque, bestial, or monstrous.
3
Brain
Lengthened.
4
Ear
Thickened or bloated.
5
Eye
Ultrasensitive.
6
Foot
Enhanced strength.
7
Hand
Retractable or prehensile.
8
Head
Duplicated or bifurcated.
9
Internal organs**
Stunted or shrunken.
10
Leg
Insensitive.
11
Mouth
Disproportionate – other body parts reduced in relation.
12
Nose
Odd colouration.
13
Sexual organs
Transparent.
14
Skin
Enhanced flexibility.
15
Spine
Inverted or reversed.
16
Tail
Of another species.
17
Tentacle
Extravagantly decorative.
18
Tongue
Dense hair, fur, spines, scales, or feathers.
19
Torso
Bald.
20
Wing or fin
Special*
** Either a specific organ or the internal organs in general may be affected. Specific organs
may include: heart, blood vessels, lungs, kidneys, liver, intestines, stomach, etc.
Appendix II. Mutations
83
Fungus and Plant Mutations
1d20
Type of Mutation
1-4
Body part missing.
5-12
Form or function of body part changes.
13-16
Body part replaced by a human, animal, fungus, or plant body part (use
appropriate table).
17-19
Body part augmented by a human, animal, fungus, or plant body part (use
appropriate table).
20
Roll twice.
1d12
Fungus
Body Part
Plant
Body Part
Change in Form or Function
1
Cap
Flowers or pollen
Extravagantly decorative.
2
Mycelium
Fruit
Odd colouration or pattern.
3
Spores
Leaves
Unusual texture – slimy, wrinkled, abrasive,
furry, etc.
4
Stem
Roots
Mobile.
5
Cap
Seeds
Reminiscent of a human or animal body part
(use animal table).
6
Mycelium
Stem
Duplicated or bifurcated.
7
Spores
Flowers or pollen
Emits unusual sound or scent.
8
Stem
Fruit
Disproportionate – other body parts reduced in
relation.
9
Cap
Leaves
Possesses an unusual sense – sight, hearing,
heat sensitivity, motion sensitivity, etc.
10
Mycelium
Roots
Shrivelled, wasted, useless, or non-functioning.
11
Spores
Seeds
Special*
12
Stem
Stem
Special* quality granted to anyone consuming
the body part.
Appendix II. Mutations
84
Appendix III. Basic Spells
The following alternative spell list, with twelve spells per level, may be used by groups who prefer
magic-users to have a more limited selection of spells, in-line with the basic Labyrinth Lord game.
1st level
1. Bonewarp
2. Elasticity
3. Flesh shape
4. Meld flesh
5. Muscle control
6. Mutate breed
7. Pheromone surge
8. Read magic
9. Skin transformation
10. Sleep
11. Speak with animals
12. Spore cloud
2nd level
1. Adapt appendage
2. Arcane sight
3. Clone plant or animal
4. Face absorption
5. Insect messenger
6. Instinct
7. Nauseating stench
8. Pair bonding
9. Transparency
10. Venom
11. Water breathing
12. Web
3rd level
1. Accelerated reproduction
2. Anthropomorphism (rev.)
3. Appendage growth
4. Cannibalize
5. Divide body
6. Gelatinous transformation
7. Genetic location
8. Mutagen
9. Overgrow (reversible)
10. Paralysis
11. Revert biology
12. Vats of creation
4th level
1. Animate vegetation/fungus
2. Chimera I
3. Clone monster
4. Fungal zombie
5. Insanity
6. Mind slave
7. Plant symbiosis
8. Polymorph others
9. Polymorph self
10. Speak with plants/fungus
11. Spore blast
12. Wall of ooze
5th level
1. Animal growth
2. Anti-plant shell
3. Devolution
4. Divide mind
5. Immunity to poison
6. Nature's secrets
7. Psionic awakening
8. Regeneration
9. Transfer pregnancy
10. Vats of regeneration
11. Venomous blood
12. Wall of thorns
6th level
1. Anti-animal shell
2. Charm plants & fungus
3. Chimera II
4. Flesh blast
5. Impregnate
6. Life cycle
7. Organ transference
8. Repel wood
9. Synaptic reprogramming
10. Transformative pupation
11. Vats of reincarnation
12. Virus
7th level
1. Genetic memory
2. Genetic spell encoding
3. Infestation
4. Instant adaptation
5. Mind mask
6. Parasitic implantation
7. Regeneration, greater
8. Replicate life-form
9. Spark of life
10. Vats of creation, greater
11. Wall of claws
12. Xenogamy
8th level
1. Chimera III
2. Clone
3. Explosive growth
4. Genetic conduit
5. Genetic resequencing
6. Mass devolution
7. Neural absorption
8. Organ transfer., greater
9. Regenerative pupation
10. Shape change
11. Stabilize mutation
12. Survival of the fittest
9th level
1. Artificial intelligence
2. Cannibal holocaust
3. Clone self
4. Creeping doom
5. Dispersed mind
6. Extraordinary regeneration
7. Extinction
8. Genesis
9. Immortality
10. Mutagenic zone
11. Progeny
12. Temporal stasis
Appendix III. Basic Spells
85
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast,
Inc.
System Reference Document Copyright 2000, Wizards of the
Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams,
based on original material by E. Gary Gygax and Dave Arneson.
System Reference Document Copyright 2000-2003, Wizards of
the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt,
based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002-2004,
Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!,
Open Game License
86
Christopher Perkins, Rodney Thompson, and JD Wiker, based on
material by Jonathan Tweet, Monte Cook, Skip Williams, Richard
Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
Collins, and JD Wiker.
Castles & Crusades: Players Handbook, Copyright 2004, Troll
Lord Games; Authors Davis Chenault and Mac Golden.
Cave Cricket from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; Authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Crab, Monstrous from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Fly, Giant from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Gary Gygax.
Golem, Wood from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; Authors Scott Greene and Patrick
Lawinger.
Kamadan from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; Author Scott Greene, based on
original material by Nick Louth.
Rot Grub from the Tome of Horrors, Copyright 2002,
Necromancer Games, Inc.; Authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax
Labyrinth Lord TM Copyright 2007-2009, Daniel Proctor. Author
Daniel Proctor.
Darwin's World Copyright 2002, RPGObjects; Authors Dominic
Covey and Chris Davis.
Mutant Future TM Copyright 2008, Daniel Proctor and Ryan
Denison. Authors Daniel Proctor and Ryan Denison.
Aerial Servant from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Axe Beak from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Beetle, Giant Boring from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Beetle, Giant Rhinoceros from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; author Scott Greene, based on
original material by Gary Gygax.
Brownie from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Crayfish, Monstrous from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Demon: Juiblex „The Faceless Lord” (Demon Lord) from the
Tome of Horrors, copyright 2002, Necromancer Games, Inc.;
author Scott Greene, based on original material by Gary Gygax.
Demon: Orcus (Demon Prince of Undead) from the Tome of
Horrors, copyright 2002, Necromancer Games, Inc.; authors
Scott Greene and Clark Peterson, based on original material by
Gary Gygax.
Devil: Amon (Duke of Hell) from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; author Scott Greene, based on
original material by Gary Gygax.
Devil: Bael (Duke of Hell) from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; author Scott Greene, based on
original material by Gary Gygax.
Devil: Geryon (Arch-Devil) from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; author Scott Greene, based on
original material by Gary Gygax.
Ear Seeker from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Erica
Balsley, based on original material by Gary Gygax.
Eel, Electric from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene.
Eye of the Deep from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Floating Eye from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Frog, Monstrous from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Frog, Monstrous Killer from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Frog, Monstrous Poisonous from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Gas Spore from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Gorbel from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by
Andrew Key.
Groaning Spirit from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Clark
Peterson, based on original material by Gary Gygax.
Hippocampus from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; authors Scott Greene and Erica
Balsey, based on original material by Gary Gygax.
Jackalwere from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene based, on original
material by Gary Gygax.
Leprechaun from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene based on original
material by Gary Gygax.
Lurker Above from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Piercer from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; authors Scott Greene and Clark Peterson, based on
original material by Gary Gygax.
Slithering Tracker from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax,
Slug, Giant from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Strangle Weed from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Tick, Giant from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax.
Trapper from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Greene, based on original material by
Gary Gygax,
Turtle, Giant Snapping from the Tome of Horrors, copyright
2002, Necromancer Games, Inc.; author Scott Green, based on
original material by Gary Gygax.
Wind Walker from the Tome of Horrors, copyright 2002,
Necromancer Games, Inc.; author Scott Greene, based on original
material by Gary Gygax,
Yeti from the Tome of Horrors, copyright 2002, Necromancer
Games, Inc.; author Scott Green, based on original material by
Gary Gygax.
Advanced Edition Companion, Copyright 2009-2010, Daniel
Proctor. Author Daniel Proctor.
Theorems & Thaumaturgy, Copyright 2012, Gavin Norman.
The Complete Vivimancer, Copyright 2014, Gavin Norman.
END OF LICENSE
Open Game License
87
Why let necromancers have all the fun?
Tended by a legion of mindlessly loyal clones, abominable new life ferments in
the vats of the vivimancer's laboratory. In prison cells nearby, experimental
subjects are kept bound and drugged, ready for the moment of the monster's
birth, the first chosen to receive its genetic seed. Meanwhile, the master's
mind is elsewhere, immersed in the strange sentience of nature, watching
through every insectoid eye, listening for the secrets whispered by spiders.
Expert of cloning, cross-breeding, flesh warping, genetic meddling, neural
manipulation, and vat growth; master of mind slaves, mutants, symbionts,
parasites, and viruses. The vivimancer is a perverter of nature, a magician
whose focus is the manipulation of life to his or her own ends.
This supplement contains:
•
The complete vivimancer spell selection – everything in one place,
with no need to cross-reference other rule books.
•
Over 130 new spells for Labyrinth Lord campaigns.
•
Spell lists suitable for both basic and advanced play.
•
42 new magic items produced by the arts of bio-sorcery.
•
Guidelines for constructing and maintaining a research laboratory.
•
Mutation tables for animals, plants, and fungi.
•
Quick psionics rules.
Warp your campaign with the addition of the vivimancer as a player character
class or a surprising and devious enemy. Alternatively, simply raid the new
spells and magic items for use by existing magic-user characters.
Suitable for use with Labyrinth Lord and other old-school adventure games.
| textdata/thevault/Labyrinth Lord (osr)/Classes/LL - The Complete Vivimancer.pdf |
The War On
CHRISTMAS
The True(ish) Hiſtory of
PUBLISHING
Command is given, we must obey, and quite forget old Christmas day:
Kill a thousand men, or a Town regain, we will give thanks and praise amain.
The wine pot shall clinke, we will feast and drinke.
And then strange motions will abound.
Yet let’s be content, and the times lament, you see the world turn’d upside down.
The War on Christmas is an historically-themed Christmas module for
Lamentations of the Flame Princess and other old school roleplaying
games, set in England during the Civil War/Commonwealth period
(1644-1657). It should challenge low to medium level characters.
GALOTFP05
The Late and
Lamentable
True1 Story of
1
ish
The War On
CHRISTMAS
during that time when Puritans did rule in England,
and good old Chriſtmas and all other holy-days were outlawed as
popish and Pagan superſtition, told by that papiſt malignant
Andrew Marrington
in the form of an adventure for Lamentations of the Flame Princeſs
(of all the ridiculous and unſuitable ways to tell the ſtory)
and other roleplaying games of the old school.
PUBLISHING
Copyright
Village map by Kristian Richards, used with permission.
Weapon and helmet artwork by Carlos Castilho, used with permission.
Other artwork not listed from the public domain.
Parliamentary Ordinances reproduced from
Acts and Ordinances of the Interregnum, 1642-1660, ed. C H Firth and R S Rait
(London, 1911), as reproduced online at British History Online http://www.brit-
ish-history.ac.uk/no-series/acts-ordinances-interregnum/
This product is an independent production by Grimm Aramil Publishing and is not
affiliated with Lamentations of the Flame Princess. Lamentations of the Flame Prin-
cess is a registered trademark owned by James Edward Raggi IV.
3
Synopsis
The player characters are spending Christmas in a small village in England sometime
between 1644 and 1657. A troop of Roundhead cavalry passes through the village
and, finding the people observing Christmas with the customary games and revelry,
they attack the villagers and loot their homes. If the player characters intervene, they
may drive off the riders, but then a second wave will come to hunt down the malig-
nants, and, if driven back, the entire troop will attack the village in a third and final
wave.
Introduction
The War on Christmas is one of those rare adventures for Lamentations of the Flame
Princess which doesn’t derive its horror from weird fantasy. The horror of The War
on Christmas is entirely mundane in origin. A group of heavily armed religious
fundamentalists who have not been paid for sometime come across an unsuspecting
village celebrating Christmas in its traditional fashion - through feasting, drinking,
dancing, and playing games. They resolve to teach the revellers a lesson in good
Christian propriety and address their shortfall in salary at the same time - by looting
the town. Will the player characters let these heavily armed Grinches steal Christmas?
Or will they intervene?
An intervention, if it occurs, will have consequences. There is a price do-gooders
must pay to do good. In all likelihood, your player characters are superior to the Pu-
ritan soldiers on a one to one basis, even with their arms and armour. The first wave
of sermonizing looters should be easy enough for the player characters to repel. The
second wave will be more difficult to repel. The third wave is, through sheer weight of
numbers, likely to be downright fatal. How do the players win, then?
What constitutes winning? Do they abandon the Christmas revellers to their fate at
the outset, reasoning it isn’t a good idea to upset an armed band of religious fanatics?
It’s not very heroic, but it’s the surest way to get out alive. If they take this route,
I’m sorry you wasted money on this adventure. Assuming that they at least play the
heroes when the odds seem reasonable enough, the player characters may provoke the
troopers into attacking with more numbers, but still manage to get away before they
assault the town with their full weight of numbers and religious fury. That’s probably
a reasonable mix of heroism with playing it smart. With clever tactics and a few handy
spells, it’s possible for a party to prevail even against the third and final wave of attack-
ers, especially if they killed or captured almost all the troopers involved in the first two
assaults. It will not be easy, but that’s their problem anyway!
Introduction
4
The War on Christmas
An Ordinance for the better observation of the monethly
Fast; and more especially the next Wednesday, commonly
called The Feast of the Nativity of Christ, Thorowout the
Kingdome of England and Dominion of Wales.
19 December, 1644
Public notice to be given for observation of Monthly Fast till further order.; And on the
next day, being Christmas Day, in particular.
Whereas some doubts have been raised whether the next Fast shall be celebrated,
because it falleth on the day which heretofore was usually called the feast of the
Nativity of our Saviour. The Lords and Commons in Parliament assembled doe
order and ordaine that publique notice be given that the Fast appointed to be kept
on the last Wednesday in every moneth ought to be observed untill it be otherwise
ordered by both Houses of Parliament: And that this day in particular is to be kept
with the more solemne humiliation, because it may call to remembrance our sinnes,
and the sinnes of our forefathers, who have turned this Feast, pretending the memory
of Christ into an extreame forgetfulnesse of him, by giving liberty to carnall and sen-
suall delights, being contrary to the life which Christ himselfe led here upon earth,
and to the spirituall life of Christ in our soules for the sanctifying and saving whereof
Christ was pleased both to take a humane life, and to lay it down againe.
Christmas Day
In the 17th Century, England still used the Julian Calendar, whereas today the world
uses the Gregorian Calendar, as did most of continental Europe at that time. The
table below shows on which day of the week Christmas fell for the Julian years 1644
through to 1657.
Year
Christmas was a...
Year
Christmas was a...
1644
Wednesday
1651
Thursday
1645
Thursday
1652
Saturday
1646
Friday
1653
Sunday
1647
Saturday
1654
Monday
1648
Monday
1655
Tuesday
1649
Tuesday
1656
Thursday
1650
Wednesday
1657
Friday
5
An Ordinance for Abolishing of Festivals
8 June 1647
All Festivals and Holy Days abolished,; Time allotted for Recreation.
Forasmuch as the Feasts of the Nativity of Christ, Easter and Whitsuntide, and other
Festivals commonly called Holy-Dayes, have been heretofore superstitiously used and
observed
Be it Ordained, by the Lords and Commons in Parliament assembled, That the said
Feast of the Nativity of Christ, Easter and Whitsuntide, and all other Festival dayes,
commonly called Holy-dayes, be no longer observed as Festivals or Holy-dayes within
this Kingdome of England and Dominion of Wales, any Law, Statute, Custome,
Constitution, or Cannon to the contrary in any wise notwithstanding: And to the
end that there may be a convenient time allotted to Scholars, Apprentices, and other
Servants for their Recreation:
Be it Ordained by the authority aforesaid, That all Scholars, Apprentices, and other
Servants shall, with the leave and approbation of their Masters respectively first had
and obtained, have such convenient reasonable Recreation and Relaxation from their
constant and ordinary Labours on every second Tuesday in the moneth throughout
the year, as formerly they have used to have on such aforesaid Festivals, commonly
called Holy-dayes. And that Masters of all Scholars, Apprentices, and Servants, shall
grant unto them respectively such time for their Recreations on the aforesaid second
Tuesdaies in every moneth, as they may conveniently spare from their extraordinary
and necessary Services and Occasions. And it is further Ordained by the said Lords
and Commons, That if any difference shall arise between any Master and Servant
concerning the Liberty hereby granted, the next Justice of the Peace shall have power
to hear and determine the same.
Parliamentary Ordnances
6
The War on Christmas
A Village in England
This adventure can be set in any village in England during the English Civil War or
Commonwealth period, really. The only real requirement is that the primary religious
sympathy of the village not be Puritan - a village of more mainstream Anglicans is far
more likely to observe Christmas in the traditional fashion: through feasting, getting
drunk, and playing games. We will henceforth refer to the village simply as “the
village”, and you may assign it a name from the region in England where your party is
presently adventuring, or invent a name of your own if you prefer.
Each listed location has loot and payment listed for it. The first of these is all the loot
which could be found in a thorough ransacking of the building, and the second is the
proportion of the loot the household would be willing to offer the Roundheads to
leave them in peace (see details in the Second and Third Waves listed later).
Also listed under each location are the villagers who live at that location. Each NPC
is listed with a name, age, and short description. Each is a level 0 character, and can be
assumed to be Anglican (or close enough).
1. St Mary’s Church
St Mary’s Church is the largest single
building structure in the village. It
sits atop a modest hill, a little higher
than the other buildings. The original
church dates from the 14th century
and was made of wood - this forms
the nave of the existing church. Two
brick aisles were added to either side
late in the 16th century. Most recently,
a modest wooden belltower/vestibule
has been added in the last few decades
as the new entrance into the church.
On the interior, most of the church is sparsely decorated, with simple whitewashed
walls and windows of thick but clear glass replacing older decoration during the early
stages of the Reformation. The chancel has been redecorated in a more lavish style
as part of the Laudian campaign of beautification. The chancel is separated from
the nave by a communion rail, and the altar boasts two large silver candlesticks (each
worth 360sp), and engraved silver church plate (collectively worth 960sp for the silver
alone - and perhaps twice that for someone in the very narrow niche of black market
church plate collectors) - all purchased for the church in the late 1630s. If allowed,
the troopers will certainly loot this church plate at their earliest opportunity.
Loot: two large silver candlesticks (360sp each), engraved church plate (960sp)
Payment: two large silver candlesticks (360sp each)
7
2. Bakery
The village’s baker (Christopher Brown)
lives and works in this modest building
with his wife Jane and teenage daughter
Lucy. They bake brown bread from the
local corn (a word which at this stage
describes any grain). The grain is milled at
a windmill on a hill just off the map to the
east.
The Village
Archbishop Laud
William Laud was Archbishop of Can-
terbury under King Charles I. He was an
opponent of Calvinism, and led a campaign
against Puritanism in the Church of Eng-
land. He pushed for liturgical uniformity
and episcopacy, i.e. an hierarchical, ritu-
alistic Church of England led by bishops,
similar in its outward appearances to the
Church prior to the Reformation. Laud’s
vision for the Church of England was what
would be termed a “high church” vision
in the Anglican Communion worldwide
today. Puritans opposed these things,
dismissing them as “popish idolatry”, and
generally refused to conform to Laud’s
changes. Parliament supported Presbyterian
and Puritan sensibilities over Laudianism,
and arrested him prior to the war. He was
executed in 1645, after which time the See
of Canterbury was left vacant until the
Restoration in 1660.
Loot: 52sp, ribbons (worth a total of 2sp), prayer book (worth 12sp), nice cloth to make a
new dress for Lucy to be given as a gift on 1 January (worth 10sp)
Payment: 36sp
Christopher Brown, age 39, is the village baker. His father was the village baker
before him. His younger brother, Luke, left the village nearly twenty years ago with
the intention to join the navy, and never returned - Christopher has never heard from
him since.
Jane Brown (née Joyce), age 35, is
Christopher’s wife. She is from a village
a few miles south west of the village.
Although she is friendly with everyone
in the village, she is close friends with
Mary Cowper, who grew up with her.
Lucy Brown, age 16, is the only sur-
viving child of Christopher and Jane.
She dreams of moving to London or
another city because she imagines life
would be much more interesting with
lots of other people around. The rib-
bons belong to her, and she will wear
them for the benefit of any visitors to
the village.
The War on Christmas
The War on Christmas
8
9
3. The Cowper Family
The Cowpers are copyholding farmers. Although not
wealthy or especially prosperous, they are productive and
secure, with a three-life lease on their farm valid for the dura-
tion of the lives of Thomas Cowper, his wife Mary, and their
eldest son Humphrey. They have two other living children,
their daughters Anne and Joan. A farmhand named Jack
Done also lives with the family. The Cowper house is the
newest in the village - the old farmhouse was badly dam-
aged by a fire which started in the barn a decade ago which
claimed the lives of the last copyholder and his wife.
The Village
Loot: 156sp, quattro edition of the King James Bible (worth 336sp), prayer book (worth
12sp), a fine dress with lace (20sp) now too small for Mary but still too large for the girls
Payment: 132sp
Thomas Cowper, age 36, is a copyholding farmer, who moved to the village from
the nearby market town and took over the copyhold lease for what used to be the
Reed family’s farm about a decade ago. Although new to farming when he moved
to the village, with the help of his wife and neighbours he has learned enough that
it is almost as if he grew up on the farm. He complains that town life was too busy,
and that towns have too many people in them for a man to thrive and prosper, so he
prefers life as a farmer.
Mary Cowper (née Ellis), age 35, was born in the village a few miles south west of the
village, where her family lived next door to the Joyce family. She grew up playing with
Jane Joyce (now Brown) and the two remain firm friends. When she first married
Thomas Cowper, the couple lived in the nearest market town, but struggled finan-
cially. She feels secure and settled in the village.
Anne Cowper, age 12, is the eldest child of Thomas and Mary Cowper. She is a
happy but hardworking child, doing many of the jobs about the Cowper farmhouse
which the maid servants do in the wealthier farms in the village.
Humphrey Cowper, age 11, is the eldest son of Thomas and Mary Cowper. He is an
active child who can always be found outdoors in the warmer months, playing games
and throwing rocks at birds. His parents complain he is insufficiently attentive to
chores and prayers.
Joan Cowper, age 8, is the youngest child of Thomas and Mary Cowper. She is a
precocious child who is undoubtedly her father’s favourite. Her older sister Anne
sometimes complains to neighbours that she had chores when she was Joan’s age.
Jack Done, age 30, is a farm hand, from another village in the county. He has worked
for Thomas Cowper since Thomas became the copyholder, and is proud of how he
and his master have restored the farm to productivity after the disaster which befell
the Reeds.
10
The War on Christmas
4. The Lambe Family
Reverend Bartholomew Lambe is the village vicar, and
he lives here with his wife Margaret, her daughter by a
previous marriage, Agnes Waide, their youngest daughter
Elizabeth, and maid servant named Jane White. The home
is part of the vicarage, which includes the nearby buildings
and fields.
Loot: 84sp, fine new clothes for the family members to be giv-
en as gifts on 1 January (worth 60sp), silver crucifix necklace
(worth 50sp), wardrobe of religious vestments (worth 120sp), a small library of religious
books (worth 840sp), most of which the Roundheads would simply burn
Payment: 84sp
Reverend Bartholomew Lambe, age 47, is the vicar of St Mary’s Church. He is a
Laudian and a Royalist, although he rarely opines on these topics as the bitter politics
of the era have not been discussed much in the village since the outbreak of the Civil
War. He believes in the importance of rituals and the patterns of life, and loves the
slow pace of change in the village, a haven from the upheaval of the rest of the Three
Kingdoms in this tumultuous time. He is originally from the county town.
Margaret Lambe (née Rich, previously Waide), age 32, is the vicar’s wife. A daughter
of a merchant in the county town, she married young and has one surviving child
from that marriage, her daughter Agnes. Her first husband died while she was still in
her early twenties, and she remarried the much older Bartholomew Lambe so that she
and her daughter could be provided for. Over time, the relationship has developed
into genuine mutual affection, and she is now very content with her life in the village.
Agnes Waide, age 13, is Margaret Lambe’s daughter by her first husband, Philip
Waide, who died when Agnes was very young. She is Anne Cowper’s friend and play-
mate whenever Anne can be pried away from chores to come and play. Agnes knows
the best hiding spots about the village, and she often plays “hide and seek” with her
little sister.
Elizabeth Lambe, age 7, is the youngest child of Margaret Lambe, and the only child
by birth of Bartholomew Lambe. She loves to play games and is often indulged by
her half-sister Agnes. Other than her sister, Emma Sympson is her main playmate.
She introduces herself to other children and adults alike as “Elizabeth, like the great
Queen”.
Jane White, age 20, is the Lambe family’s maid servant. She has been with the family
since she was the same age Agnes is now. Reverend Lambe hired her from the local
manor house, and the village gossip would have people believe that she is the natu-
ral daughter of the lord of the manor, and that the vicar was obliged to take her in.
Reverend Lambe dismisses these rumours as scurrilous and if pressed Jane insists she
was born in wedlock but that her father died when she was very young. Indeed, that is
what her mother always told her - but the older Jane gets the less she actually believes
it.
11
The Village
5. Blacksmith
The village blacksmith, Toby Smith, lives and
works here with his apprentice Sam Blackburn.
Toby is a widower with no surviving children,
and the people of the village are especially sym-
pathetic to him during the Christmas season.
Loot: 53sp, horseshoes and nails and other black-
smith goods (worth a total of 64sp)
Payment: 48sp
Toby Smith, age 40, is the village blacksmith.
He grew up in the village and took over the smithy from his father after serving an
apprenticeship in the nearest market town. He is a “strong, silent type” and has been
since the death of his wife and children from tuberculosis six years ago.
Sam Blackburn, age 19, is an apprentice blacksmith from a village to the north. He
is tall and well-built, and probably overestimates his ability to defend himself and the
village against professional killers like the troopers (or the player characters for that
matter).
12
The War on Christmas
6. The Nicolson Family
The Nicolsons are the wealthiest family in the
village. They hold their farm through customary
freehold and have been established here since time
immemorial. Gilbert Nicolson is a shrewd and
widely respected farmer, and lives here with his
second wife, Alice, his two daughters by his late first
wife, Katherine and Dorothy, and Alice’s young son
by her previous marriage, Jacob Stout. Gilbert lost
two sons in the First Civil War - his eldest, Gilbert,
who died fighting for the King at the First Battle of
Newbury, and his youngest, Peter, who predeceased
his elder brother by a few months, dying of his wounds received fighting for Parlia-
ment at the Battle of Roundway Down. The family has two maid servants, Phyllis
Reed and Mabel Jackson, and two farm hands, Joseph Willey and Elijah French,
although the latter two live in a separate building on the farm.
Loot: 560sp, a library of mundane secular and religious books (worth a total of 1152sp),
lace for the girls to be given 1 January (worth 40sp), wooden toys for Jacob to be given 1
January (worth 12sp)
Payment: 480sp
Gilbert Nicolson, age 49, is the richest farmer in the village. He and his first wife,
Blanche, had seven children, three of whom died as infants, before she died of fever
13 years ago. When his neighbour Henry Reed and his wife died in a fire on their
farm a few years later, he took the couple’s daughters in as maids to give them a place
and support them until they could marry. He married a young widow, Alice Stout
(his current wife), not long after, both because he was quite taken with her and
because he wanted his children to have a mother. Gilbert is personally kindly and gen-
erous, but he is also shrewd in all matters of business. The loss of his sons in the Civil
War nearly broke his spirit, and he finds solace in reading books on religious topics.
Alice Nicolson (née Ponds, previously Stout), age 34, is the second wife of Gilbert
Nicolson. She is from a market town on the other side of the county, and both her
own family and her first husband were wealthier than Gilbert, even if Gilbert is the
wealthiest man in the village. From the earliest days of her marriage to Gilbert she
thought that the Reed girls were over-familiar with her husband, playing on his sym-
pathies so that he treated them more like stepdaughters than servants, and she is still
hard on Phyllis Reed to keep her in her place. She is liberal, kind and generous to her
stepdaughters, however, and absolutely doting on her son Jacob.
13
The Village
Katherine Nicolson, age 18, is the eldest daughter of Gilbert Nicolson and oldest
surviving child by his first wife, Blanche. She is an intelligent, strong-willed young
woman. To indulge her (and her sister Dorothy), her father often buys loose leaf
books of poetry along with his more somber reading materials, and Katherine reads
them voraciously. She keeps a journal in which she often composes poems of her own
- they are not yet accomplished but are improving.
Dorothy Nicolson, age 16, is the youngest surviving child of Gilbert Nicolson and
his first wife, Blanche. She is bright but less intellectually inclined than her sister
Katherine, and is an enthusiastic consumer of poetry, but is not a poet herself - nor
does she aspire to be. She loves music and dancing, and complains that there is too
little of both in the village.
Jacob Stout, age 9, is the son of Alice Nicolson by her late husband, John Stout, who
died of consumption when Jacob was a toddler. The boy has only the faintest mem-
ories of his father, and is affectionate towards his stepfather, Gilbert Nicolson. He
is a bossy little boy, who tries to boss around his stepsisters and succeeds at bossing
around the family’s maids.
Phyllis Reed, age 19, is a maid servant. She is the younger sister of Bessie Arrowsmith.
Phyllis and Bessie have lived in the village all of their lives - their parents died fighting
a fire in their barn when Phyllis was 10, when the Nicolsons took both girls in. The
Cowpers now hold the lease over the old Reed farm, whose buildings were pulled
down due to damage from the fatal fire. Phyllis is very careful around Alice Nicolson,
who always finds fault with her.
Mabel Jackson, age 23, is a maid servant. She is from the other side of the county, and
visits her parents every month on her day off and gives them the bulk of her mod-
est salary. For the past six months she has been secretly having an affair with Grace
Sympson.
Joseph Willey, age 24, is a farm hand. He was born two counties away and roamed
England trying to avoid being pressed into military service for one faction or another
while trying to find consistent work.
Elijah French, age 26, is a farm hand. He was born in the same county as the village,
and boasts that his family comes from Calais originally. He is always trying to flirt
with the maids of the village, and doesn’t understand why Mabel finds it so irritating.
He boasts of his success with the ladies to Joseph and other men of his social class,
but never reveals names.
14
The War on Christmas
7. Sawhouse
This semi-open structure is a saw house with saws and lumber
for use in common by the village.
Loot: An axe, a long saw, two mallets, a shovel, 15 nails
Payment: Not applicable
8. The Sympson Family
The Sympsons are the second wealthiest family in the
village. Like the Cowpers, they hold their farm through a
three-life copyhold lease originally granted to John Symp-
son’s late father, and now valid through the duration of his
life and of his spinster sister Grace. John Sympson is married
to Mariana, and the pair have four living young children,
named Emma, John, Mary, and Mark. They have a maid
servant, Judith Granger, who also lives with them.
Loot: 432sp, wooden toys for the children to be given on 1 January (together worth 32sp),
a measure of lace (worth 14sp), “New Englands plantation” by Francis Higginson and
a map of the colony (together worth 12sp) and four books of poetry (together worth 88sp)
Payment: 360sp
John Sympson the Elder, age 30, is the copyholder of the farm. He is a hard-working
family man, who values the farm all the more because it has been in his family since
time out of mind - in a way, the farm is as much a part of his family as the people
living on it. John’s great aspiration is to leave the farm to his children as it was left to
him.
Mariana Sympson (née Graye), age 29, is John Sympson’s wife and the elder sister of
Henry and Rebecca Graye. With four children and a house to keep, she is every bit as
hard working as her husband, and being born in the village, she is equally committed
to the place. She is aware that her brother had a hard time of negotiating the new lease
for her family farm upon her father’s death, though, and this makes her anxious that
her children will find the same difficulty.
Grace Sympson, age 28, is the sister of John Sympson. She has never wanted to
marry, which suits her brother because she is named as a life on the lease, and has
often been dismissed by the men of the village as “tall and awkward” and cold. Grace
has always been attracted to other women. She is presently having a secret affair with
Mabel Jackson - this has been her only long term relationship. Nobody else in the
village knows and she will do whatever she can to keep the secret.
15
The Village
Emma Sympson, age 7, is the eldest surviving child of John and Mariana Sympson.
Her best friend in the village is Elizabeth Lambe, the vicar’s daughter. She is bossy
around other children, but always polite to adults, even servants.
John Sympson the Younger, age 5, is the son of John and Mariana Sympson and pre-
sumptive heir to the farm, although when that day comes, he will have to negotiate a
new copyhold lease with the lord of the manor. He is easily led by his older sister and
other older children in play.
Mary Sympson, age 4, is the youngest daughter of John and Mariana Sympson. She
has trouble making the “r” sound.
Mark Sympson, age 2, is the youngest child of John and Mariana Sympson, and
requires nearly constant supervision as he toddles around the farm.
Judith Granger, age 21, is a maid servant, originally from the nearest market town.
Last Christmas, after a little too much to drink, she went for a tumble with Elijah
French in her master’s barn, a secret she has managed to conceal and which Elijah has
so far kept. She avoids drinking too much this year to avoid similar indiscretions.
16
The War on Christmas
9. Alehouse
The village alehouse is operated by Denis and
Constance Hopper, who live here with their
twin teenagers Daniel and Esther, both of whom
assist their parents in the alehouse especially on
busy days like Christmas. The alehouse has a
guest room with two beds (each of which could
comfortably sleep two or uncomfortably sleep three) available to rent to lodgers at
5cp per person per night.
Loot: 256sp, bottles of wine of divers types and qualities (worth a total of 180sp), 8
barrels of beer (worth 230sp), 2 barrels of ale (worth 58sp), cheeses (counts as rations for
20 days)
Payment: 240sp, 7 barrels of beer, 1 barrel of ale, and all the cheese.
Denis Hopper, age 38, is a licensed ale brewer who has lived in the village since he was
a teenager. He brews all the ale he sells, and some excess which he trades with a brewer
in a nearby village for beer (i.e. with hops). Denis leaves most of the “front of house”
and book work to Constance, but deals with suppliers and brewers, and any guests
who get too rowdy.
Constance Hopper (née Readhead), age 37, is the daughter of Edmund Readhead
and sister of Martin Readhead. She is an attentive landlady and manages the ac-
counts, keeping written records of how much everyone in the village owes and for
what. Despite that she is well-liked in the village, because of her convivial nature.
Daniel Hopper, age 16, is the son of Denis and Constance Hopper, and the twin
brother of Esther. He is rather fond of Lucy Brown, but laments that she doesn’t
seem to know he exists. He keeps no secrets from his sister Esther.
Esther Hopper, age 16, is the daughter of Denis and Constance Hopper, and the
twin sister of Daniel. She is rather fond of Sam Blackburn, although they’ve never
done more than make innocent smalltalk with each other. She keeps no secrets from
her brother Daniel - but if Sam kissed her under the mistletoe, she might not rush to
tell Daniel about it.
17
10. The Arrowsmith Family
The Arrowsmith family live in this house, which
is part of the vicarage. Barnard and Bessie Ar-
rowsmith pay rent to the vicar to live in the house
and work some of the vicarage’s fields. They are
poor farmers but grateful to have a roof over their
head and food to eat in these troubled times. They
have one living child, a son named Jarrad.
The Village
Loot: 38sp, prayer book (worth 12sp), wooden toy to be given as a gift to Jarrad on 1
January (worth 6sp)
Payment: 24sp
Barnard Arrowsmith, age 27, is a hard-working man, who is borderline obsequious
in his dealings with Reverend Lambe and the wealthier families. He moved to the
village eight years ago, taking up the lease for the empty farmhouse and vicarage fields,
and fell in love with Bessie, then a maid in the employ of Gilbert Nicolson, almost at
first sight. He wants to get his young family established in the village, and is willing to
work very hard now in the hope of future prosperity.
Bessie Arrowsmith (née Reed), age 23, is the older sister of Phyllis Reed (a maid
employed by the Nicolsons). Her parents died fighting a fire when she was fourteen,
and the Nicolsons took her and her sister in as maids. She will always be grateful to
Gilbert Nicolson, but resents his wife Alice, who was a strict mistress. Bessie was
quick to accept Barnard’s proposal of marriage in part to escape Alice Nicolson’s
rebukes. She is currently 6 months pregnant.
Jarrad Arrowsmith, age 4, is currently the only living child of Barnard and Bessie.
He is excited that soon he will have a new sibling. He is sure that his mother will have
another boy.
18
The War on Christmas
12. The Readhead Family
The Readhead Family are copyhold farm-
ers. The head of the family is old Edmund
Readhead, who is the last life on the family’s
three-life lease - which causes much anxiety
for his son and heir Martin Readhead, who
fears the next lease will be on considerably
worse terms than the one agreed upon when
his grandfather was the tenant. In addition to
old Edmund and anxious Martin, Martin’s
wife Eleanor and their children Susan,
Bridget and Charles all live on the farm.
11. Labourer’s House
The labourer’s house is part of the vicarage. Seven
men live here - all migrants from other parts of
the country who have roamed from village to
village looking for work and a place to earn a good
enough living to settle. All have been in the village
for at least nine months and many longer than
that, and are generally able to find consistent work
on the farms in the village or in the surrounding
area. They each pay a modest rent to the vicar, which, in order to model Christian
charity to his congregation, he only collects when he knows the tenants are working
and thus able to pay. The house is cramped but could accommodate more lodgers,
if the party expresses the desire to stay in the village for work. A bunk in the single
shared bedroom will cost 7sp 5cp per month - the vicar will not pro-rate this as he
doesn’t want short term lodgers and itinerants in the house, or to compete with the
Hoppers.
Loot: 25sp
Payment: 14sp
The men who live here have fled poverty in other villages across the county and
beyond. They are all eager for work and for money, but will not accept work which
involves taking up arms (they might have joined the army if they were willing to do
that). Their first names are Matthew, Patrick, Robert, William, Nathaniel, Wendall,
and Eddie.
Loot: 356sp, new cloth, lace and ribbons for new clothes to be given on 1 January (worth
80sp), prayer book (worth 12sp), “A New Almanack and Prognostication for the yeere of
our Lord God 1642” by Richard Allestree (worth 6sp - considerably less than it once was
now that 1643 is passed)
Payment: 340sp
19
The Village
Edmund Readhead, age 64, is the patriarch of the Readhead family and the oldest
person in the village. His joints ache from a long life spent working hard in the field,
and he is dreadfully short sighted. He likes telling Rebecca Graye and anybody else
who will listen to him about the days of his youth, when a Jesuit was found in a priest
hole in the manor house, and when folk were much more modest and prayerful than
today, and when the Queen had good courtiers who did good for the people and
Parliament was rightfully obedient and there was no war, and how much better the
old England was than this new England.
Martin Readhead, age 38, already effectively manages all of the family business, and
will one day inherit the farm, assuming a new copyhold lease can be arranged with the
lord of the manor. He is very interested to talk with any visitor who knows anything
about the law, and will understandably be obsessed with inheritance. He doesn’t have
opinions about the grand political and religious debates of the day, and tells anybody
who asks him for his opinion that he does pray daily for peace in England, but that is
all.
Eleanor Readhead (née Hibbert), age 35, is a diligent housekeeper who often finds
herself frustrated with her father-in-law’s long-winded stories about the old days,
especially when they hold Rebecca Graye from helping her with house work. She was
born in a nearby village to the north west, and has very strong opinions about most
topics. She disapproves of all Roundheads and their institutions and believes God
will punish England for its disobedience to the King, His representative on Earth.
Susan Readhead, age 13, is the eldest child of Martin and Eleanor Readhead. She is
intensely interested in all news from outside the village, although there is very little of
it, and finds the village boring by comparison with the few stories she hears of the rest
of the world. Although she is untrained, she sings very well.
Bridget Readhead, age 11, is the daughter of Martin and Eleanor Readhead. Bridget
is a very active girl, and in the warmer months is always coming home with scrapes
and bruises and dirt from running around and playing with the boys of the village,
for which her parents chide her.
Charles Readhead, age 6, is the youngest child of Martin and Eleanor Readhead. He
was named for the King by his Royalist mother.
20
The War on Christmas
13. The Graye Family
Henry Graye is a newlywed copyhold farmer, who lives
here with his wife Sarah, and his unwed sister Rebecca.
Henry has only a lifetime lease on the farm, and on con-
siderably worse terms than his parents and grandparents
had the same farm, but he is determined to prosper re-
gardless. Rebecca is employed as a nurse and maidservant
to assist the elderly Edmund Readhead. The two families
have been neighbours for three generations.
Loot: 83sp, a modest library of divers books (worth 220sp), new cloth, lace and ribbons
for new clothes to be given on 1 January (worth 55sp), a fiddle (worth 24sp)
Payment: 72sp
Henry Graye, age 22, has recently inherited the farm from his father, but on consid-
erably worse terms than the previous generations of copyhold tenants. He resents
his landlord’s “man of business” for this injustice, and has warned his neighbours to
expect to be shabbily treated when their leases expire despite their families living in
the villages since time immemorial. He is young and fit, and a good rider, and will
actively assist in schemes to resist the Roundheads.
Sarah Graye (née Ford), age 21, is from a nearby village to the east. She is a very good
dancer and knows how to play the fiddle, both of which she plans to do a lot of over
the Christmas season. Like her husband she is young and fit, and will actively assist in
schemes to resist the Roundheads.
Rebecca Graye, age 20, is the youngest Graye sibling. She works as maid servant for
the Readhead family, and a nurse to Edmund Readhead in particular.
Off Map - the Mill
The mill is off the map, on a modest hill just to the east of the village so as to best
catch the wind.
Reginald Miller, age 32, is the village miller, like his father and grandfather before
him, and their forefathers too, going back longer than anyone can remember. He
receives a portion of all grain he mills for the farmers of the village, but receives no
money from them directly. He complains that he is now obliged to pay a higher rent
and that if the village wants to have a miller it may need to start paying him in coin
too or at least increase his share of grain. The village’s farmers are consequently disin-
terested in his opinions.
Clare Miller (née Barke), age 26, is married to Reginald and complains both of his
poverty and his miserly nature to the other wives of the village, whom she always
thinks better dressed than her, although an impartial observer would be hard pressed
to notice any difference on this front. She is from another village where she assures
the miller is paid in coin as well as a larger customary share of grain, and where all the
rest of the village better prospers thereby. The village’s farmers are even less interested
in her opinions than in her husband’s.
21
The Roundheads
Captain Ezekiel Walker’s Troop of Horse
During the Civil War, cavalry was organised into regiments commanded by a Colo-
nel, and consisted of one or more smaller formations called troops, each commanded
by a Captain and consisting of 50 to 150 cavalry. In this adventure, the village is
threatened by a troop of horse which has suffered some casualties and is on the small-
er side of that range - Captain Ezekiel Walker’s Troop of Horse.
You may be asked for the name of the regiment to which the troop which threatens
the village belongs. If pushed, you may use the Col. Bartholomew Vermuyden’s
Regiment of Horse (a real regiment which existed in the Earl of Manchester’s Army
and then in the New Model Army), although if you have a military history buff in
your group, then you may wish instead to find a Parliamentary regiment of horse
(cavalry) which was active in the region of the village at the time this adventure takes
place. There was no Captain Ezekiel Walker commanding any troop of horse in Col.
Vermuyden’s Regiment of Horse, and the details given here do not conform to those
of a real unit. If this upsets your resident military history buff, maybe they’d like to
referee instead? I didn’t think so.
Captain Ezekiel Walker
Level 5 Fighter, Lawful Puritan Roundhead
Notable Abilities: Charisma 15
HD 5 (28 hp), Armour 17, AB +6, Morale 10, Movement 60’(20’) unmounted or
180’(60’) mounted, equipped with 2 flintlock pistols, an estoc sword (medium weap-
on with +1 to hit vs Armour 15 or greater), buff coat, breast and back plate (Pike-
man’s armour), tassets, lobster tail pot helm (+2 to physical damage saving throws), a
powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pocket Bible, and
a fanatical hatred of popish superstitions like Christmas. Mounted on a warhorse.
Captain Ezekiel Walker is an experienced professional soldier, hardened by years
of Civil War in England and mercenary work on the continent before that. To this
formidable experience he brings ruthless fanaticism and dedication to the cause - the
creation of a new England governed by the godly elect, and the completion and per-
fection of the Reformation. He is convinced that Christmas and other holidays are
actually pagan in origin, their appropriation by the early Christian church a worldly
and cynical error, and that their observance through unrighteous behaviour like
feasting and drinking is a debauchery of the true Christian religion. He and his men,
and the rest of the Parliament’s armies, have been chosen by heaven to bring England
to order. Generally a strict disciplinarian as a commander, he sees no sin nor failing
in violence and looting done to popish/Arminian/Laudian idolators - rather, it is the
work of the righteous elect. He can be relied upon to quote scripture out of context
in the thick of battle and pillage alike.
22
The War on Christmas
The Troop
The troop has a total of four sergeants, each commanding twelve troopers. These are
all veteran soldiers who have fought in numerous battles across the Three Kingdoms.
Their beliefs are staunchly Puritan and increasingly republican. The troop has
suffered heavy casualties in recent battles, for which reason they have been assigned
a primarily scouting role, and many troopers will be looking to avenge their fallen
comrades on “the enemy” as violently as possible, and will be none too picky about
definitions of who should constitute the enemy. It’s always hard to tell in a civil war
anyway, is it not?
The last page of this module (before the Open Game License) has a casualty tracker
for Captain Walker’s Troop of Horse.
Morale
The morale of the troopers starts the adventure relatively low, and increases with each
“wave” as they shift from expecting no serious resistance to being filled with righteous
fury. If Captain Walker or a Sergeant is present, then all troopers test morale as a
group, using Walker or the Sergeant’s morale.
Wave
Trooper Morale
Sergeant Morale
First
7
7
Second
8
9
Third
9
10
Sergeants
Level 2 Fighter, Lawful (1 in 4) or Neutral (3 in 4) Puritan Roundhead
HD 2 (12, 13, 14, 11 hp), Armour 17, AB +3, Morale Special, Movement 60’(20’)
unmounted or 180’(60’) mounted, equipped with 2 flintlock pistols, flintlock
carbine (treat as an arquebus), sword (medium weapon), buff coat, breast and back
plate (Pikeman’s armour), tassets, lobster tail pot helm (+2 to physical damage saving
throws), a powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pock-
et Bible, mounted on a war horse.
Troopers
Level 1 Fighter, Lawful (1 in 4) or Neutral (3 in 4) Puritan Roundhead
HD 1 (8 hp), Armour 17, AB +2, Morale Special, Movement 60’(20’) unmounted
or 180’(60’) mounted, equipped with 2 flintlock pistols, flintlock carbine (treat as
an arquebus), sword (medium weapon), buff coat, breast and back plate (Pikeman’s
armour), tassets, lobster tail pot helm (+2 to physical damage saving throws), a
powderhorn of gunpowder and ample shot, waterskin, The Souldiers Pocket Bible,
mounted on a war horse.
23
Baggage Train
Captain Walker’s Troop of Horse
also has a modest baggage train,
consisting of 24 non-combatants
and six horse-drawn carts. The carts
are loaded with gunpowder, supplies
and loot taken from surrounding
The Roundheads
Mounted Combat Reminder
Remember, as per Rules & Magic, mounted
combatants receive a +1 to hit (unless using
minor or small weapons) and a +1 to Armour
when in melee combat against infantry. They
have a -5 penalty to hit with missile weapons.
villages and estates. The baggage train is located on the roadside, about one mile east
of the village. If any injured soldiers return from the village, they will be treated at the
baggage train in a tent set up for that purpose. Until the third wave of attacks on the
village, Captain Walker is present at the baggage train with four troopers throughout
Christmas Day.
If the baggage train is captured, it has 8d20 days of rations, 2d4 barrels of beer, 2d6
barrels of gunpowder and as much shot as any party could want, goods and loot
worth 1000sp, plus any loot the troopers have taken away from the village during the
course of the adventure. If the soldiers know that their baggage train is under attack
(and bear in mind that any gunshot is likely to be heard in the village and beyond),
they will rally to its defence at once.
24
The War on Christmas
Christmas in the Village
On Christmas Day, the overwhelming majority of the village will attend Reverend
Lambe’s morning service at St Mary’s Church. After that, they will return to their
homes to feast. There are three feasts in the village, attended as follows:
A. The Nicolsons will host the Browns and Cowpers, their house festooned with
evergreens (holly, mistletoe and the like), and they will serve a feast of roast beef,
roast lamb, geese, mince pies, custard and plum porridge, and mulled wine and
buttered beer to drink (even for the children).
B. The Sympsons will host Toby Smith, the Arrowsmiths, and the Grayes, and will
serve a feast of turkey, capon, mince pies, and mutton, and serve plenty of warm
beer.
C. The Readheads and Hoppers will host Sam Blackburn, the Millers, and most of
the labourers together at the Hoppers’ alehouse, where there’ll be beef, chicken,
and mince pies, and as much beer and ale as both the other feasts combined.
The Lambes will move between each of these three feasts, since obviously everyone
wants to invite the vicar and he would not want to offend anybody.
If the party is staying in the town, then they are probably staying at the alehouse, and
will probably join the celebrations there. If they are staying with a family then they
would be invited to the same feast as their hosts. If they are simply passing through
the village, then they will see the houses gaily decorated, and will see children running
between houses to play games with their friends.
All of this feasting will take a long time, clearly. After they’ve had their fill, the chil-
dren of the village will go out to play. Finding it cold outside, they go to the Nicol-
sons’ home to play games there. As the adults feast and drink, the children play Blind
Man’s Bluff (also called Hoodman’s Blind). As the adults get more drunk, they join
in on the games.
Around 2pm on Christmas Day, the first wave of Roundhead troopers attacks the
village...
25
Christmas in the Village
Location of the divers Christmas Day feasts in the village
26
The War on Christmas
First Wave
Take as many six-sided dice as there are party members, and roll/drop them on the
village map. Each die represents a group of Roundhead troopers. If a die lands on a
building, that indicates that the group it represents is headed to that building. If a die
lands somewhere else, then the group it represents heads to the nearest building. If a
building is so unlucky as to have multiple dice land on it, then all the troopers indi-
cated go together to that building. This “die-drop” method shows where the troopers
go first. The number on the die shows the number of troopers in the group - if the
number is a six, then there are five troopers and one sergeant in that group (up to the
maximum number of sergeants).
The troopers can see the evergreen decorations on doors and in windows, and hear
the singing and drinking and games going on, and know at once the village to be
corrupted by the Romish, pagan holiday of Christmas, and so feel entirely justified in
looting the place.
If they come to a building which is not presently hosting a feast, the troopers will
tie their horses up outside, then break open the door and start ransacking the house,
seizing anything valuable they can find (see the loot indicated in each house). The rev-
ellers will not notice them over the noise of their own feasting - but player characters
who are alert, looking out windows, or blessed with better than normal hearing may
notice them. Player characters who are outside in the village will certainly notice the
troopers!
If they come to a building which is hosting a feast, then the troopers tie their horses
up outside, then bang on the door until somebody lets them in. If a player character
is present in the feasting house and wishes to open the door, let them - the NPCs are
distracted with their celebrations after all. Otherwise, a servant will open the door.
The troopers will brandish their weapons at the celebrating occupants, and will shout
insults at them and berate them for their impious debauchery. They will overturn
tables, pour out people’s drinks, and shove people around, but they won’t actually
deliberately injure somebody unless they are challenged by a player character. If there
are no player characters present, then after cowing the NPCs, the troopers will loot
whatever they can carry out under one arm.
If, after looting a building, a group of troopers has not been interrupted by the player
characters, and can still carry more loot without heavily encumbering their horse,
then they will move on to the next nearest building which has not been looted, and
repeat the process. They do this until they can carry away no more loot, and then
leave.
27
The First Wave
If the player characters do interrupt the Roundhead troopers while they loot the
village, the reaction of the Roundheads should generally be clear from the situation:
•
If the player characters are visibly armed, and they equal or outnumber the
Roundheads present, and seem prepared to stand up for themselves or the
villagers, the Roundheads will withdraw from the building, then call to their
fellows about the village for help. Any trooper elsewhere in the village who is not
indoors in a feasting building will hear that call for help. If, once reinforced, the
Roundheads outnumber the party, they will attack the player characters.
•
If the player characters are not visibly armed, but are prepared to stand up for
themselves or the villagers anyway, then the Roundheads will generally strike
them with the butts of their pistols or swords. If that is insufficient to deter
them, then they will attack the troublemakers with full lethality.
•
If a player character casts a magic-user spell in front of a Roundhead, they will
watch in stunned amazement until it goes off. After the spell has been cast,
whether it has visible effects or not, the Roundheads will shout “Witch! Witch!”
and attack.
•
If the player characters try to convince the Roundheads to leave the village alone
and employ some sort of clever deception or other social trick, and the Referee is
unclear about whether this would be effective or not, then make a Reaction Roll
for the Roundheads.
The sound of any gunshot will be heard through the whole village by everyone,
whether they are feasting or not, and the Roundheads will abandon their looting
and make haste to the source of the sound. Likewise, any trooper in an empty house
or outside in the village will hear any melee combat or shouts for help taking place
outdoors, and will rush to investigate.
Make sure to follow the morale rules and remember that the Roundheads only have a
Morale score of 7 during the first wave as they are not expecting serious resistance. If
they fail their morale checks, they will withdraw, dropping any loot they are carrying
and running for their horses, then riding their horses east out of the village and back
towards their baggage train. If for some reason a trooper cannot get to his horse, or
the horses have been slain or stolen or let loose and scared off, then the troopers will
run away on foot if they can. Only if a trooper absolutely cannot escape will they sur-
render. Make sure to track the Roundhead casualties closely so that subsequent waves
do not “double count” troopers who should already be dead or incapacitated.
28
The War on Christmas
After the First Wave
After the end of the first wave, assuming the villagers have been disrupted and
threatened by the Roundheads, there will be much distress about the village. If the
player characters drove off the troopers they will be lauded as heroes and defenders,
and much a fuss will be made over them irrespective of whatever attitudes the NPCs
had towards them before, and given whatever food and drink they want. Even while
expressing their sincerest gratitude, though, the villagers fret that the Roundheads
will be back, and worry themselves about the defence of their village. If the player
characters instruct them in the defence of their village, they will take any reasonable
direction. The Nicolsons, Sympsons, Cowpers, Readheads, Grayes, and Hoppers
will all be prepared to defend their homes if the player characters encourage them in
it - otherwise they will also be prepared to gather whatever money they can to offer
the Roundheads should they return in exchange for not looting their goods if the
player characters seem pessimistic about their chances. Reverend Lambe prefers to
pay off the Roundheads to protect both the church and his home, although he will
not attempt to dissuade anyone else from fighting in defence of the village. He will
hide the church plate if it has not yet been looted, and attempt to use the candlesticks
to pay off would be looters. The Browns and labourers have little worth fighting to
keep, and Toby Smith will do whatever seems likely to keep his apprentice Sam safe,
and if that is impossible, he will fight to defend the village without much sense of
self-preservation.
If the player characters did nothing to stop the first wave, then they are not blamed or
reproved by the villagers, who after all did nothing either. In this situation, the villag-
ers are most inclined to offer payment to the troopers to avoid losing everything, but
the player characters could still talk them into putting up a fight if they are especially
convincing.
29
The Second Wave
Second Wave
Unless the Roundhead Troop of Horse has less than twenty troopers remaining, then
an hour after the first wave (whether it returned fully laden with loot, or was driven
off, or was entirely killed or captured), two sergeants (assuming two sergeants are left)
ride into town, at the head of twenty troopers. If the first wave encountered armed
resistance or witchcraft, then they come with pistols drawn, ready to fight. If they did
not encounter armed resistance in the first wave, they will still come, but be more at
ease, and will resume looting houses and carrying away as much as they can much as
they did before.
Assuming the second wave does expect armed resistance, they stay mounted and ride
about the village, splitting into two groups to ride around the blacksmithy, looking
for signs of resistance outdoors, or signs of people hiding in any of the buildings
they pass. If they are not challenges while riding through, then one sergeant and ten
troopers will dismount, leaving their horses with the still-mounted troopers, and
will assault the alehouse first, and then will go building to building in a clockwise
direction. Any unarmed villager they find indoors hiding who does not resist will be
dragged out into the street by the mounted troopers, until either the troopers on foot
encounter resistance, or they have dragged the whole village outdoors. In the latter
case, they will keep them standing out in the cold, at pistol point, while the troopers
on foot then go about systematically looting the village, taking all they can, loading
up all the horses up to the point of being heavily encumbered, and then they will
leave. If the villagers attempt to parley or bargain, the troopers will only accept the
offered payment if it is accompanied also by the village handing over “all malignants,
witches, papists, wantons, rogues” and so on who were involved in any fight with the
first wave, along with any prisoners they took during the first wave. If the Round-
heads came expecting resistance, they will only leave peacefully if they have prisoners
and each household’s offered payment. If the player characters are not there to be
handed over, or do not surrender themselves, then the troopers will loot everything
the village has. The villagers are unlikely to hand over the player characters unless the
player characters have been particularly obnoxious towards them. If the troopers are
challenged, or encounter resistance, then, of course, combat will ensue.
Once again, the numbers of troopers should be carefully tracked, and the morale
rules should be followed closely. Remember that during the second wave, the Round-
heads have higher morale than they had in the first wave, and can use the morale of
their sergeants if they are in their proximity. If they fail a morale roll then they will
retreat to the baggage train, falling back to their horses if unmounted, mounting up,
and then riding off eastwards, abandoning any loot which they need to abandon to
guarantee that they can get away. A Roundhead will only surrender if they cannot
reach their horse and cannot run away on foot.
30
The War on Christmas
Third Wave
There will only be a third wave if the Roundheads encountered resistance to the
second wave. Half an hour after the second wave’s retreat or its failure to report in, all
of the remaining able-bodied Roundheads will assault the village under the personal
leadership of Captain Ezekiel Walker. They will come with pistols drawn, and will kill
any adult man on sight regardless of whether he is armed or not, and any woman or
child who carries a weapon. If they are not all killed or driven off, they will not stop
until everyone they regard as a potential threat in the village is dead. Unarmed women
and children will be spared, but will be made to stand outside in the frosty mud of
the street while the fanatical Roundheads loot everything that is not nailed down,
and burn down any building in which they encountered resistance. Presuming any
buildings are left standing, the surviving villagers will be allowed to huddle in there
against the coldest night which ever followed Christmas Day in their lives.
Epilogue
Even if the Roundheads are driven away, the long term consequences for the village
of any show of resistance is likely to be severe. The poor labourers will start leaving
the village when the weather warms up. If Captain Ezekiel Walker’s Troop of Horse
took heavy casualties or Captain Walker himself was killed, then the Roundhead
army will eventually return to the town. They will not loot it like Walker’s troopers
did, but they will arrest anyone they suspect of involvement in any resistance and try
them as malignants. The severity of sentencing would likely depend on body count.
If the entire troop, baggage train and camp followers included, was to be slain and the
evidence concealed though, then the village might be spared a visit from the army and
the imprisonment of its inhabitants.
Depending on the party’s level, it is likely that the party will be driven away from
the village by the second or third wave, reasoning that continuing any defence of the
village would likely be suicidal. They will become wanted criminals, sought by the
army. If any Roundhead troopers saw the faces of the party members and survived,
some reasonably accurate descriptions of them will start to circulate in pamphlets
and correspondence between Roundhead commanders and officials, advising that
they are wanted for arrest as malignants. Depending on the size of the body count the
player characters left behind, this period of being hunted by the Roundhead army
may last just a few months, or may go on for years to come.
31
The Roundheads Attack
32
The War on Christmas
The World Turned Upside Down
Listen to me and you shall hear, news hath not been this thousand year:
Since Herod, Caesar, and many more, you never heard the like before.
Holy-dayes are despis’d, new fashions are devis’d.
Old Christmas is kickt out of Town.
Yet let’s be content, and the times lament, you see the world turn’d upside down.
The wise men did rejoyce to see our Savior Christs Nativity:
The Angels did good tidings bring, the Sheepheards did rejoyce and sing.
Let all honest men, take example by them.
Why should we from good Laws be bound?
Yet let’s be content, and the times lament, you see the world turn’d upside down.
Command is given, we must obey, and quite forget old Christmas day:
Kill a thousand men, or a Town regain, we will give thanks and praise amain.
The wine pot shall clinke, we will feast and drinke.
And then strange motions will abound.
Yet let’s be content, and the times lament, you see the world turn’d upside down.
Our Lords and Knights, and Gentry too, doe mean old fashions to forgoe:
They set a porter at the gate, that none must enter in thereat.
They count it a sin, when poor people come in.
Hospitality it selfe is drown’d.
Yet let’s be content, and the times lament, you see the world turn’d upside down.
The serving men doe sit and whine, and thinke it long ere dinner time:
The Butler’s still out of the way, or else my Lady keeps the key,
The poor old cook, in the larder doth look,
Where is no goodnesse to be found,
Yet let’s be content, and the times lament, you see the world turn’d upside down.
To conclude, I’le tell you news that’s right, Christmas was kil’d at Naseby fight:
Charity was slain at that same time, Jack Tell troth too, a friend of mine,
Likewise then did die, rost beef and shred pie,
Pig, Goose and Capon no quarter found.
Yet let’s be content, and the times lament, you see the world turn’d upside down.
(Anonymous, 1646)
33
Roundhead Casualty Tracker
When each Roundhead is killed, cross off a silhouette here.
Captain Walker
Sergeants
Troopers
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System Reference Document © 2000-2003, Wizards
of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, Rich Baker, Andy Collins,
David Noonan, Rich Redman, Bruce R. Cordell,
John D. Rateliff, Thomas Reid, James Wyatt, based
on original material by E. Gary Gygax and Dave
Arneson.
Modern System Reference Document © 2002-2004,
Wizards of the Coast, Inc.; Authors Bill Slavicsek,
Jeff Grubb, Rich Redman, Charles Ryan, Eric
Cagle, David Noonan, Stan!, Christopher Perkins,
Rodney Thompson, and JD Wiker, based on
material by Jonathan Tweet, Monte Cook, Skip
Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Castles & Crusades: Players Handbook, © 2004,
Troll Lord Games; Authors Davis Chenault and
Mac Golden.
Castles & Crusades: Monsters Product Support, ©
2005, Troll Lord Games.
Basic Fantasy Role-Playing Game © 2006–2008
Chris Gonnerman.
New Spells: A Basic Fantasy Supplement © 2007
Chris Gonnerman, Ola Berg, Angelo Bertolli, Jeff
Querner, Everett Bradshaw, Emiliano Marchetti,
Ethan Moore, Jim Bobb, and Scott Abraham.
OSRIC™ © 2006, Stuart Marshall, adapting mate-
rial prepared by Matthew J. Finch, based upon the
System Reference Document, and inspired by the
works of E. Gary Gygax, Dave Arneson, and many
others.
Labyrinth Lord™ © 2007-2009, Daniel Proctor.
Author Daniel Proctor.
Swords & Wizardry Core Rules, © 2008, Matthew
J. Finch.
Eldritch Weirdness, Book One, © 2008, Matthew
J. Finch.
Darwin’s World © 2002, RPGObjects; Authors
Dominic Covey and Chris Davis.
Mutant Future™ © 2008, Daniel Proctor and
Ryan Denison. Authors Daniel Proctor and Ryan
Denison.
Advanced Edition Companion, © 2009–2010,
Daniel Proctor. Author Daniel Proctor.
Lamentations of the Flame Princess: Weird Fantasy
Role-Playing Deluxe Edition, © 2010, LotFP. Au-
thor James Edward Raggi IV.
First Level Magic-User Spells Grindhouse Edition
Spell Contest: Bookspeak, © 2011 Daniel Smith.
First Level Magic-User Spells Grindhouse Edition
Spell Contest: Howl of the Moon, © 2011 Joel
Rojas.
Lamentations of the Flame Princess: Weird Fantasy
Role-Playing Grindhouse Edition, © 2011, LotFP,
Author James Edward Raggi IV.
Lamentations of the Flame Princess: Weird Fantasy
Role-Playing Player Core Book: Rules & Magic ©
2013 LotFP, author James Edward Raggi IV.
The War on Christmas © 2020 Andrew Marrington.
Author Andrew Marrington.
DESIGNATION OF OPEN GAME CONTENT:
The stat blocks and equipment of Captain Ezekiel
Walker (p.21), the Sergeants (p.22), and the
Troopers (p.22), and the box “Mounted Combat
Reminder” (p.23) are all Open Game Content.
DESIGNATION OF PRODUCT IDENTITY:
All other text, artwork, maps, logos, trademarks
etc.
END OF LICENSE
| textdata/thevault/Lamentations of the Flame Princess/LotFP Adventures and Settings/The War on Christmas (LotFP).pdf |
1
Fat Goblin Games
Sidebars
Written by Ismael Alvarez
Edited by Lucus Palosaari
Layout and Design by Rick Hershey
Sidebar # 33: Vile Idols © 2017 Fat Goblin Games
Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for
more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are
trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for
more information on the compatibility license.
Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class
descriptions—is Product Identity. All other content is considered Open Game Content.
# 33
Vile idols
2
Fat Goblin Games
Sidebars
Grinning Demon
Aura strong (all schools); CL 20th; Weight
2,000 lbs.
Alignment neutral evil; Senses 120 ft.
Attributes Intelligence 14, Wisdom 12, Charisma
16; Ego 15
Language speech (Common, Aklo)
The Grinning Demon is an aptly named stone gray
statue that is as thick as it is tall, encompassing a
robust looking demon with a grotesquely large face. It’s
tongue is rough to the touch, and is often stained red.
The statue imposes a great depression on all that stray
towards it, and further compels those it influences to
worship it, to give them short bursts of joy. This cycle
of joy and sadness causes an intense addiction that lasts
until people starve from constantly worshipping the
idol. The idol will usually compel some creatures to stay
away so that they can lure new victims.
The statue is hearty (hardness 14, 520 hp, break
DC 45).
The Grinning Demon can affect creatures within 200
feet with the effects of the enthrall and cause fear spell
once per day each. These effects require a Will saving
throw against a DC of 15.
DESTRUCTION
The Grinning Demon loses potency when it runs out
of victims. When it is desperate enough to turn on its
remaining victims, it becomes weak and vulnerable.
During that time, if a great and truly joyful party is held
within its radius of influence, the statue’s grin becomes a
frown, and its power becomes inert for all time.
Fierce Fetish Doll
Aura strong (all schools); CL 20th; Weight 5 lbs.
Alignment chaotic evil; Senses 60 ft., darkvision
Attributes Intelligence 10, Wisdom 10, Charisma
10; Ego 12
Language speech (Common, Abyssal)
This idol takes the shape of a grim looking fetish
doll, wearing a fierce face, wiry hair, a loincloth and
miniature spear. The doll appears nearly demonic,
with teeth filed to sharp points. Despite being crudely
made, the doll’s countenance is disturbing to most
sensibilities.
The Fierce Fetish Doll often preys upon unsuspecting
creatures that take the doll with them, thinking it to be
a trinket of interest. The doll awakes when the victim
is sleeping, and murders their temporary owner, only
to go inert and be recovered by one of its few willing
worshippers until the process is repeated.
The Fierce Fetish Doll is fragile (hardness 7, 20 hp,
break DC 13) and is normally kept carefully guarded
in an underground catacomb, though it may be nearly
anywhere after killing a new victim.
The idol can animate as per the animate objects spell
(treat as a tiny animated object from the Pathfinder
Roleplaying Game: Bestiary). The idol also has a total
of +5 to Stealth checks, and +5 to Perception checks.
DESTRUCTION
If the Fierce Fetish Doll is damaged, the doll becomes
weak and inert for 1 week. Within that week, if the
doll is played with by a truly innocent child, it falls
apart and can never reanimate.
Vile idols
Idols exist in many cultures, even if you don’t recognize them. A bronze bull, a triangle with inset eye, a
malformed human body; all of these are representations of ideas worshipped in some way or another. But
even among these symbols there exist ones with ties to dark forces and old ways. These vile idols draw power
from primal influences, like darkness, the cold, and even blood.
Vile idols are essentially intelligent artifacts, and these three examples expand on the concept of idols
in the Pathfinder Roleplaying Game that hold power and influence, either from absorbing dark energy, or
channeling it.
3
Fat Goblin Games
Sidebars
Sacrificial Room
Aura strong (all schools); CL 20th; Weight Incal-
culable
Alignment neutral good; Senses 120 ft.
Attributes Intelligence 16, Wisdom 18, Charisma
10; Ego 15
Language speech (Infernal)
Rather than a single idol, Sacrificial Rooms are all too
common, a natural development of the darkest places
of humanoid suffering like torture chambers, ritualistic
murder rooms, or even a common basement regularly
used for the darkest of deeds. Some rooms are made
to look like the object of worship, while other rooms
merely have some kind of makeshift shrine that marks
the presence of the idol’s influence.
A Sacrificial Room gathers cultists that wish to
worship dark powers, acting as a surrogate force that
thirsts for blood.
A room is incredibly difficult to damage (hardness
10, 460 hp, break DC 60) and is usually guarded by at
least a dozen cultists.
A Sacrificial Room can actually grant spells as a dark
deity does to 1d4 priests. It can target creatures within
200 feet with the effects of the enthrall and cause
fear spell once per day each. Finally, it can bolster its
worshippers once per day with the effects of the heroes'
feast spell.
There are three days during the year when the stars
are right in which the Sacrificial Room can actually
grant a form of immortality to its favored worshippers,
for as long as they worship the idol. While within 1
mile of the idol, these selected worshipers do not age;
do not need to eat, drink, or breathe; and do not suffer
any ill effects from extreme heat or extreme cold. The
power of immortality is typically granted to those
worshippers that also receive priestly powers from the
idol, as long as they do not invoke its wrath.
DESTRUCTION
If the building and walls that made up a Sacrificial
Room are destroyed, and it is subject to a hallow spell
for 1 year, the Sacrificial Room ceases to function and is
permanently destroyed at the end of that year.
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Fat Goblin Games
Sidebars
About FAt Goblin GAmes
Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder Roleplaying
Game compatible products. With a focus on high quality production values and providing a creative
environment for our writers, Fat Goblin Games has quickly become a recognized force in the world of third
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With hundreds of support books, visual aids, campaign settings, and quality stock art, Fat Goblin Games
continues to provide exciting content and fantastic worlds in which gamers can immerse themselves.
Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors:
Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave
Arneson.
Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC;
Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC;
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip
Williams.
Pathfinder Campaign Setting: Occult Realms © 2015, Paizo Inc.; Authors: Robert
Brookes, Thurston Hillman, Thomas M. Reed, and Mark Seifter.
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Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam
Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik
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Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
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Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H.
Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and
Russ Taylor.
The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis
Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from TSR.
Sidebar: Vile Idols © 2017, Fat Goblin Games; Author: Ismael Alvarez
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Sidebar 33 - Vile Idols.pdf |
A Scenario for Delta Green: The Role-Playing Game
THE LAST EQUATION
A Scenario for Delta Green: The Role-Playing Game
THE LAST EQUATION
The Mathematics of Murder
A killing spree is horrifying enough. When all eight members of the Ridgeway fam-
ily are gunned down by a math student who then kills himself, Delta Green sees
hints that make it more terrible still. Your Agents have to stop the madness before it
spreads.
The Last Equation is a full-color scenario of personal apocalypse and lethal mys-
tery. It is playable with Delta Green: Need to Know or Delta Green: Agent’s Hand-
book, available from Arc Dream Publishing.
available from Arc Dream Publishing.
DELTA GREEN: THE LAST EQUATION
MSRP $14.99
Stock code APU8117 • ISBN 978-1-940410-33-3
Published by Arc Dream Publishing
Sold by Studio 2 Publishing
Get more great games at www.arcdream.com.
This is a work of fiction.
The Mathematics of Murder
A killing spree is horrifying enough. When all eight members of the Ridgeway fam-
ily are gunned down by a math student who then kills himself, Delta Green sees
hints that make it more terrible still. Your Agents have to stop the madness before it
spreads.
The Last Equation is a full-color scenario of personal apocalypse and lethal mys-
tery. It is playable with Delta Green: Need to Know or Delta Green: Agent’s Hand-
book, available from Arc Dream Publishing.
available from Arc Dream Publishing.
DELTA GREEN: THE LAST EQUATION
MSRP $14.99
Stock code APU8117 • ISBN 978-1-940410-33-3
Published by Arc Dream Publishing
Sold by Studio 2 Publishing
Get more great games at www.arcdream.com.
This is a work of fiction.
1
The Last Equation
A Scenario for Delta Green: The Role-Playing Game
Written by Dennis Detwiller
Published by Arc Dream Publishing in arrangement
with the Delta Green Partnership. The intellectual
property known as Delta Green is ™ and © the Delta
Green Partnership, which has licensed its use here. The
contents of this scenario are © 2018 by Dennis Detwill-
er, excepting those elements that are components of the
Delta Green intellectual property. Illustrated by Dennis
Detwiller, © 2018. This is a work of fiction. Dedicated
to Mark McFadden, the Lizard King.
Introduction
Brussels-born mathematician, sage and astronomer
Fascius Claudan (1535–1561) was responsible for
many minor breakthroughs in science and technology
during his short but broadly travelled life. Between
journeys to Egypt, Persia, central Asia and more exotic
locales, Claudan published six books on astronomy
and mathematics. His last book was on cosmology, a
book which is considered dangerous by some who know
of such things: the Libri Plures Admiratio (“Book of
Many Wonders”).
Claudan is fleetingly remembered as a minor in-
ventor or various knots, pulley systems, cogworks and
early machines for pumping water, but he has vanished
almost entirely from known science. One legacy of Clau-
dan remains: the Laqueus Equation. This short code was
rendered just days before his death. It is regarded in the
small circles that know of it as either an epiphany or
complete gibberish. To date, no one has publicly claimed
to understand it, much less to have solved it.
For over 500 years, the world’s most brilliant math-
ematicians and cryptographers tried in vain to solve the
equation. It holds a place in the annals of cryptography
as one of the few cryptograms to resist modern attempts
at cracking. It is used as an example in many cryptogra-
phy tomes as a “clean” cypher, because it has remained
untranslatable.
Until now.
2
// The Last Equation //
// Delta Green //
The Program Makes the Call
When the report reached the national crime database,
the numbers spray-painted on the pavement in front of
the Ridgeway murder scene triggered a troubling alert
in the Program’s intelligence office. It was flagged as
a possible paranormal event. (If your Agents are part
of the Outlaw conspiracy and not the Program, then
an unnamed Friendly recognized the dire import of
the numbers.)
The numbers have been seen at various times and
in various dangerous books known to the conspiracy,
once at the death scene of a Delta Green agent. It is
high on the containment protocol list as a dangerous,
infectious meme.
The numbers are: 9 9 2 0 .2 2 9 9 8 9 2 1 2 .3 3 3.
Within an hour, a team is being assembled through
secure channels to get to the Ridgeway murder scene.
Wherever they live, tickets are waiting to fly them to
Newark Liberty International Airport, about 30 minutes’
drive from Alliance, New Jersey.
Odd Questions
Reaching out to each Agent in turn, the Agents’ case
officer or primary contact asks strange questions before
informing them of the assignment: things like “Do you
have any experience in theoretical mathematics?” and
“On a scale of 1 to 10, how well would you say you
understand physics?”
Any Agent who has any skill in Science (Mathemat-
ics) or Science (Physics)—unless the skill is unknown to
the Program—is told that the case is not for them, and
then the contact hangs up. The player should take a
temporary replacement character. (As Handler, you can
facilitate this by having a couple of spares ready. Delta
Green: Agent Dossiers may be useful.) The Program is
looking for people to identify and contain the meme,
not spread it.
Some Agents might answer “No” to the above
questions while the true answer is a resounding “Yes!”
Don’t worry. Having such a character join the operation
won’t ruin the scenario, but it might derail things—
in a fun way.
Columbia University
On October 12, Michael Wei, a graduate student in
mathematics at the prestigious Columbia University
Department of Mathematics, successfully cracked the
Laqueus Equation.
Using a computer program of his own design, Wei
examined all seven of Fascius Claudan’s books and
discovered a cypher embedded in imperfections on the
pages on the last one. That dictated the proper way to
decipher Claudan’s last equation.
What Wei discovered was a complex formula, which
rendered the world at every level down to a mathemati-
cal simplicity never before seen. It was literally a reduc-
tion of the entirety of existence through prime numbers
unlocked in a particular calculation of a sequence of
sixteen digits. It revealed a vast and roiling reality danc-
ing just behind modern mathematics.
Elated, Wei forwarded this discovery to a very select
few on a privately maintained mathematics mailing
list. The list consisted of twelve mathematicians known
to one another through academia or friendship, math-
[email protected].
Wei did this before the true horror of the Laqueus
Equation had settled in his consciousness.
Four hours later, Wei drove out of New York City
to Teaneck, New Jersey, and purchased ammunition
for a stolen shotgun. He drove 10 km to Alliance, New
Jersey. At 2:28:13 P.M., he entered the home of Dinah
and Malcolm Ridgeway and their six children. Wei, who
had no criminal history, slaughtered the Ridgeway fam-
ily one by one. He chased the last, 18-year-old Michael
Ridgeway, out onto Highway Six and shot him in the
back in front of eyewitnesses.
Before police arrived, Wei spray-painted a number
sequence on the pavement as witnesses understandably
kept their distance. He then shot himself in the face
with the shotgun, removing almost all of his head in one
blast. When the police arrived, they had an interstate
murder-suicide with nine bodies and no apparent con-
nection between the victims and assailant.
No clues, no leads, no motive. All they had was a
dead mathematician, the corpses of eight slaughtered
innocents, and a spray-painted number.
As usual, that’s where Delta Green comes in.
3
// The Last Equation //
// Delta Green //
course the Program cannot come forward to assist any
of its personnel caught in such a situation.
A tandem approach is probably the safest, if the
Agents think to propose it. One or more Agents can
be officially placed on the case as “experts,” while the
rest act as a “go team” to investigate leads leaked by
their insiders.
Experts on the Case
It is generally easy to place an Agent or Friendly as a
specialist on the Ridgeway case, as it now falls within
the FBI’s jurisdiction (due to Wei’s interstate transpor-
tation of firearms to commit murder). The murderer
killed himself after killing the family, so the local police
are eager to close the case and move on, but the FBI
wants to confirm that Wei was not involved in anything
broader-reaching.
Joining the Investigation
The Agents’ case officer assumes that they will join the
interstate murder investigation in an official capacity.
The Program is well suited for arranging that, and sends
the Agents under the aegis of the FBI as special agents
or as consultants under an FBI contract. An official tie
to the investigation has many advantages, including easy
access to crime scenes, witnesses and evidence.
Of course, it also brings the Agents under the close
scrutiny of the commander of the investigation and has
a chance of exposing their real purpose. The Agents may
wish to set up a secret, parallel investigation with part of
their team or even all of their team. That reduces day-to-
day exposure to law enforcement officers, but it can be
dangerous. Being caught inside a secure crime scene and
tampering with evidence carries a heavy penalty (three
to five years in prison under New Jersey law), and of
Operation IAPETUS Briefing Summary
You are to investigate the murders of MALCOLM RIDGEWAY (age 44), DINAH RIDGEWAY (43), MICHAEL
RIDGEWAY (18), CLARK RIDGEWAY (16), DEAN RIDGEWAY (14), MARY RIDGEWAY (13), ALICE
RIDGEWAY (12), and CLAIRE RIDGEWAY (10) in Alliance, New Jersey, on October 12.
The murderer was MICHAEL WEI (26, deceased). Wei was a mathemats student at Columbia Universi-
ty, New York. At the scene, Wei wrote a series of numbers which are known to possess dangerous, paranor-
mal properties.
Instructions
» Determine if WEI distributed the number in any manner besides the crime scene (such as phone, text,
social media, or email).
» Locate WEI’s notes and other works on the number and destroy them.
» Destroy the numbers written at the scene and all photographic evidence of them in the hands of
the authorities.
» Locate any individuals who have been exposed to the numbers and have mathematics experience and
report them to your case officer.
» To establish a cover story for WEI’s actions, link WEI romantically to DINAH RIDGEWAY. Create what-
ever documents are necessary to make an affair between the two seem likely.
» Once these actions are complete, contact your case officer for further instructions.
Possible Friendly Contact
» Trooper Thomas Blanet, New Jersey State Police
4
// Delta Green //
// The Last Equation //
Ironically, the most unassuming role for an Agent
would be as a mathematics expert brought in to exam-
ine the numbers, as well as Wei’s work, email and doc-
uments. Of course, Delta Green is bringing in the exact
opposite: people with little skill in mathematics. Still,
the role of mathematics specialist is not unattainable,
even to someone uneducated in mathematics. Possessing
the proper badge and ID is far more important than ac-
tually understanding mathematics, as far as the bureau-
cracy of the FBI is concerned. Few FBI agents are expert
mathemeticians, so it’s not hard for an Agent to fake it.
A “mathematics specialist” can get away with saying a
series of numbers “are gibberish, they mean nothing.”
No federal agents or cops on the scene will know to say
otherwise, at least for now.
Paperwork and ID
The Program sends the proper paperwork and ID to
Agents assigned officially to the investigation. Agents
with the appropriate backgrounds—those who are
already federal law enforcement officers—are suddenly
assigned to the Ridgeway/Wei case, and their day-job
supervisors are not told why. The whole thing strikes
everyone as political, so the Agents’ colleagues encour-
age them to keep their heads down and finish as soon as
possible to avoid trouble.
Agents without the proper background each receive
a FedEx envelope filled with a disturbingly detailed
dossier of a new identity. This “cutout” is as real as you
can be on paper, at first glance, right down to dental re-
cords, IRS returns for the last two years, and credit card
receipts. It also has the appropriate law enforcement ID,
and details on what firearm to purchase as an appropri-
ate duty weapon. However, this identity will not stand
close scrutiny for long. Anyone examining this paper-
work at length can make a Bureaucracy roll. Success
means some inconsistency has been detected. It is then
only a matter of time until that thread unravels the false
identity. Avoiding that kind of attention is critical.
Anyone caught illegally posing as a federal officer
faces eight to 13 years in jail—even a special agent from
a different agency. Anyone outed in such a manner
better be prepared to flee. If they don’t, it could mean
an ignominious end to a career. Exposed Agents can be
readily identified by their fingerprints. If the Agent is in
the employ of another agency (for example, if the Agent
works for the IRS but is pretending to be with the FBI),
each agency will launch an investigation.
Such a discovery, and possible detainment of an
Agent, may make the Program take some unusual steps
to prevent a deeper witch hunt from occurring. We
leave those details to the Handler. But an Agent who is
unfortunate enough to try to crawfish on Delta Green—
to expose the Program after being left to dangle—will
be in for a swift and lethal surprise. Horrific things
happen in jail all the time, over things as trivial as a case
of cigarettes.
A Friendly on the Inside
If the Agents do not officially join the investigation, the
Program reaches out to a contact in the New Jersey
State Police and gets him placed in the investigation.
The last victim and Wei technically died on the highway,
which opens the jurisdictional nightmare of the Ridge-
way murders up to the state police.
This contact, Trooper Thomas Blanet, is a 22-year
veteran of the New Jersey State Police and a wholeheart-
ed believer in Delta Green, though he does not know
it by that name. Agents he worked with before simply
called it “the Group.”
Blanet has access to most files on the case, as well
as crime scene photos, copies of Wei’s hard drives and
more. He is careful and resourceful, soft-spoken and
to-the-point. Blanet does his best to assist the Agents in
retrieving whatever information they need to complete
their investigation. He is willing to copy or photograph
evidence for the Agents.
Blanet will not cross certain lines, however. He will
not falsify information, tamper with evidence, steal
evidence, or tolerate murder or abductions. Agents
asking for his assistance in those matters find them-
selves stonewalled.
If confronted with an unnatural threat, Blanet acts
by the book, never losing his cool unless insanity strikes.
Blanet brings with him a bit of baggage. His in-
volvement with the Group dates back nearly 20 years
5
// The Last Equation //
// Delta Green //
Official Investigators: Ambushed
If any Agents are officially placed on the case, the fol-
lowing occurs just as they arrive at either the airport or
at Alliance, New Jersey, itself.
As an Agent exits a vehicle, he or she is ambushed
by a small press team: reporter Enrico Savé (see THE
FACE OF NORTHERN NEW JERSEY on page 9), a camera-
man, and a producer. The camera shines a bright light
in the Agent’s eyes as the reporter launches a barrage
of questions that vaguely imply that the case’s investi-
gators are keeping the truth to the public. The reporter
already knows the Agent’s name (or at least the name on
the Agent’s credentials), and bombards the Agent with
questions about Wei and his motives.
If the Agent has a Charisma of 13 or better, the
player must make a Luck roll. If it fails, that Agent be-
comes the “face” of the investigation in the eyes of the
media. (If there are two or more Agents with Charisma
13 or better and only one is female, she gets the honor.
Otherwise it goes to the one with the highest Charisma.)
If that happens, other news agencies now go out of
their way to track down this particular Agent and in-
terrogate him or her with ambush interviews. God help
the team if this comes to pass while they are involved in
something unnatural, because a camera crew is likely to
be nearby, looking for trouble.
Worse yet, if that Agent has been assigned a false
identity to pursue the investigation, every time he or she
appears on the news, the player must make a Luck roll.
If it fails, someone recognizes the character as a video
spreads through Twitter, Facebook, YouTube, cab-
le news, and so on. The character may suddenly get a
phone call asking what he or she is doing in New Jersey
and why he or she was identified by the wrong name on
the news. If the Luck roll is a fumble, someone in the
character’s own office saw the broadcast and the Agent’s
official supervisor is informed. It’s then only a matter of
minutes until the hammer falls.
to the locally infamous Tiem slaughter, a hit on a dozen
men of Vietnamese extraction by an unknown gang.
Blanet claimed he was struck on the head and did not
recall any of the particulars of the firefight that erupted.
Investigators said Blanet froze in the line of duty, which
cost Alliance Police Officer Morris O’Dell his life. Blanet
was cleared, but it put him on the radar of local news.
He was later diagnosed with and treated for post-trau-
matic stress disorder.
Blanet will do his best for Delta Green. His maneu-
vering would be easy if the Ridgeway murders were an
abstract little news story. For about the first ten minutes,
it was. It’s not anymore.
Preliminary Plans
Smart Delta Green Agents will immediately secure a
primary base of operations and, if they are particularly
diligent, a secondary safe house. Alliance, New Jersey, is
nothing more than two strips of restaurants, gas sta-
tions and some large shops, surrounded by sparse lots
that once were farms. Two large motels sit on the east
and west of town and a hotel stands in the center of the
strip. The Motel 6, on the west side, is the current haunt
of all manner of law enforcement personnel; it would
be the common choice of an FBI specialist, and, most
likely, a room is waiting for any official member of the
investigation.
Killer Math Teacher!
By the time the Agents are in the air from their various
ports of call, the story of Wei’s murder of the Ridge-
way family has become national news. Reporters have
descended on Alliance, New Jersey, in droves. The story
is filled with the hooks that make viewers tune in by the
millions: insanity, murder, innocents slain, and a confus-
ing back-story which may never be understood. Already,
camera crews are camping out at every meaningful place
in Wei’s life or the lives of the Ridgeways. They are like-
ly to be anywhere the Agents arrive, and they are likely
to have lots of questions. This makes the investigation
doubly dangerous. Conspiracies don’t have a good track
record of surviving encounters with the press.
6
// Delta Green //
// The Last Equation //
Special Agent Gant
William Gant is Canor’s go-to man. He is young and
eager, working his way up the ladder at the Garret
Mountain office. He both looks up to Canor and covets
his position. Everyone at Garret Mountain knows Gant
is on the fast track.
Gant is a short, stocky, dark-haired Caucasian, only
31 years old. His eyes are a deep green and seem too
close together. At first glance this makes him look stupid.
He’s anything but. He dresses in carbon-copies of the
same suit every day—always charcoal grey—along
with a pair of tinted sunglasses. He projects a feeling of
careful routine.
Gant has a close-knit family with many siblings,
nieces and nephews. He has been on the prowl for a sig-
nificant other for a long time now, but he’s a bit out of
practice. This becomes evident whenever Gant is dealing
with a woman about his own age. His somber attitude
immediately becomes overly jovial instead.
Gant graduated Quantico six years ago and is still
relatively wet behind the ears. He was a marvel as a
student, and is still known to instructors at the acade-
my—some of whom are Delta Green operatives.
Gant is deeply religious (Greek Orthodox) and be-
lieves in unseen things. He dislikes only one thing about
Canor: his lack of faith in any religion. Gant’s father
often said, “Never trust an unreligious man,” and to a
certain degree that distrust is evident in Gant’s relation-
ship with his supervisor. Gant has never really taken to
Canor as much as Canor has taken to Gant.
Bringing Gant into Delta Green is a viable option,
particularly if the Agents approach him through Del-
ta Green operatives at Quantico who were once his
teachers. If exposed to the conspiracy in such a manner
(or more likely, to the fact that the government has a
supernatural investigation arm), Gant will do anything
to be a part of it.
Dr. Comox
If the Agents do not think ahead and fill the slot of FBI
mathematics specialist with one of their own, the FBI
sends one who is truly expert. Anyone familiar with the
mission protocols can immediately see this as a problem.
The Ridgeway Investigation
The following characters might turn up in the investiga-
tion of the Ridgeway murders. Use them as you will.
Supervisory Special Agent Canor
Aiden Canor is a 15-year veteran of the FBI, assigned
to the Garret Mountain Resident Agency in Woodland
Park, New Jersey, a short drive from Alliance. He has
been the lead investigator of nine investigations in the
last four years, successfully prosecuting six of them.
Canor is a 47-year-old African American man, tall
and thin, with steel-rimmed aviator sunglasses, always
clad in black a suit. He lives with his wife and two chil-
dren in Bergen, New Jersey. He is a straight-laced agent
with no substantial dirt in his past.
Canor is an easy-going supervisor who places his
trust in those who prove themselves. He is easy to get
along with, as long as the Agents are careful to go above
and beyond when Canor asks them for information. If
the Agents fail him, or avoid direct questions by him,
Canor becomes interested in them as a “manpower
problem” and inserts himself in their lives to find out
“what’s wrong.”
Canor’s interest in helping the Agents to help the in-
vestigation can be very, very bad. The Agents might find
Canor at their hotel doors late in the evening to “catch
a beer” and “discuss their problems.” Needless to say,
the last thing any Agent needs is face-time with the FBI’s
lead investigator.
Canor will not believe in the unnatural under
nearly any circumstances. He views even direct experi-
ence of magical effects with disdain, as some complex
shuck and jive. His mind just does not feature such a
possibility.
If the Agents attempt to bring Canor into Delta
Green, it becomes readily apparent that it was a large
mistake. If Canor discovers the conspiracy, nothing
short of a direct, unequivocal threat to his family will
disengage him. And a threat like that turns him into an
enemy for life. He then makes a career of uncovering
Delta Green and bringing the Agents to justice.
7
// The Last Equation //
// Delta Green //
Day 2
Comox walks through the crime scene at the house, and
stops in the kitchen, where a large portion of the mur-
ders happened. She stares at the damaged stove. Anyone
watching her sees the color drain from her face. She
hurriedly leaves the scene. If questioned, she replies, “I
just thought of something,” but does not say what. She
remains in her room for the rest of the day.
Day 2: If Comox Is Interrupted
If Comox is approached about the numbers on Day 2,
it is clear she is deeply disturbed about something. She
says that Wei was brilliant but deranged, and that his
math is so complex, she’s not sure she can fully un-
derstand it. To those with a mathematics background,
she talks of number series, strange interrelationships
between number sequences, and reoccurring patterns in
prime numbers.
This is the point of no return for Comox. If she
is removed from the investigation here, and all her
notes are removed, she will take a leave of absence and
slowly recover.
Day 3
Comox stands at the highway near the Motel 6, look-
ing at her watch. She holds a pen and a notepad. She
seems engaged in some sort of count. Every once in a
while a car passes, she checks her watch, and she notes
something down.
After one hour and twenty-three minutes of this,
she seems satisfied and retires to her room. If she is
interrupted, it seems as if she’s been crying, but her
attitude is jubilant, almost manic. If asked what she
was doing, she says she was “testing a theory” without
explaining. She is not seen again outside of her room
that day. She phones the scene supervisor and complains
of indigestion.
Day 3: If Comox Is Interrupted
It is clear Comox is off the rails. If detained, she contin-
ues to degenerate, and will never recover. She attempts
to escape and fulfill her Day 5 plans.
Dr. Sarah Comox is a crypto-analyst for the FBI,
with a double Ph.D. in mathematics and cryptography.
She has worked on several cases involving mathematical
oddities. Comox is a 46-year-old Caucasian woman
with sandy brown hair cut in a bob, a chubby face, and
little in the way of grooming. She would not look out
of place at an insurance seminar. She looks over-dressed
in her business suit. Her demeanor practically screams
T-shirts and sweat pants.
Comox has no family to speak of and few friends.
Above all, Comox is a maven for numbers. She is in
great danger.
She will, of course, have access to the sequence
of numbers found at the crime scene, as well as Wei’s
notes from his dorm. It is a matter of time before she
realizes that Wei broke the Laqueus Equation, and that
the solution may be the greatest discovery in all mathe-
matics history.
Those with direct access to her (that is, Agents
on the inside of the investigation) notice the change
very quickly.
Comox’s Timeline
Here’s a rough schedule of Dr. Comox’s involvement in
the operation. Adjust it as needed for your game.
Day 1
Comox takes extensive notes at the crime scene, down-
loads Wei’s email correspondence from the FBI secure
servers, and retires to her room at the Motel 6 to study
them. The next morning, she is exhausted and sluggish,
looking as if she had little sleep.
Day 1: If Comox Is Interrupted
If Comox is approached about the numbers by anyone
with HUMINT, Medicine, or Psychotherapy at 50%
or higher, they see signs of stress and fatigue. If ques-
tioned about the meaning of the numbers, she seems
torn. They could, she finally admits, be very significant,
but she is still studying them. She offers nothing more
on the subject.
8
// Delta Green //
// The Last Equation //
Laqueus solution to be a threat. If you need an alterna-
tive, though, one of the other FBI agents or even one of
the New Jersey State Police troopers could be substitut-
ed as being “infected” by the meme, acting out in the
manner just described.
Police Chief Upton Weeks
Weeks is a career officer, recently named chief of the
tiny Alliance Police Department. He is eager to hand off
the investigation of the biggest crime in Alliance histo-
ry to the FBI or the New Jersey State Police. He wants
nothing to do with it—not that he’ll say that out loud.
Weeks has training in investigations, but offers little help,
deferring to his deputies and the FBI.
Weeks is a 41-year-old Caucasian male with a tall,
thin build and a strangely protruding gut. When deal-
ing with anything investigation-related he has a look of
constant confusion about him; that kind of thing is what
his deputies are for. It’s only in front of large crowds
or cameras that the reason for Weeks’ success comes to
light. He has a way with words. He is self-deprecating
and humorous, and knows what to say and when.
Weeks is a family man with two children, and his
wife Emily is known as a bit of a battle-axe. For the last
year and a half, Weeks has not-so-quietly been sleeping
around with an Alliance waitress, Cicely Brown, age 25.
This scandal has been on a slow boil for months and
could explode at any time.
His biggest concern is keeping his job. He wants to
stay near enough to know what is going on (and maybe
take some credit), and far enough out to point a finger if
things go wrong.
Special Agent Canor is smart enough to include
Weeks in press events and to paint the chief in a
positive light. That makes Weeks Canor’s puppet in
nearly every way.
Trooper Thomas Blanet
A New Jersey State Police officer, this Delta Green
Friendly is useful in many capacities, not the least of
which is knowledge of the lay of the land, both liter-
ally (he has driven around this region for more than
20 years) and jurisdictionally speaking. Blanet has
Day 4
Comox fails to report in, and a state trooper is dis-
patched to her room to locate her. The door is unlocked.
The ruined remains of her laptop are found scorched in
a metal wastepaper basket along with scraps of paper,
apparently ignited with lighter fluid on the walkway
outside (so as not to set off the fire alarm).
Her car is still in the parking lot. Her credit cards
are unused. This disappearance is reported to FBI head-
quarters and an alert is set.
Day 4: If Comox Is Interrupted
She is beyond help. She appears normal at first glance,
but close observation reveals she’s unkempt and has a
glazed look. Comox eagerly murders anyone who gets
in her way. She holds them at gunpoint while looking at
her watch as if waiting for something. After two min-
utes and 23 seconds, she shoots them in the head.
Incarcerated, she is a raving lunatic, screaming
about the Laqueus Equation. If she escapes, she at-
tempts her Day 5 plans. Otherwise, she attempts to
kill herself.
Day 5
Before business hours, Comox turns up at Shaver and
Sons, a small stock trading firm on the lower east side
of Manhattan (229 9th Avenue East). After passing
through three security doors which require either key
card or code access and successfully gaining access to
a safe, she destroys $2.3 million worth of bearer bonds
by setting a fire. The fire soon rages, igniting most of
the offices. Comox is found dead by fire crews, on the
ground, having fallen nine stories to her death. She
has no identification or clues as to her motivation or
methods. She died from the fall. It takes New York law
enforcement six hours to identify her and notify the FBI.
Interestingly, the telephone number of Shaver and Sons
is (212) 333-0229, almost exactly a match to part of the
Laqueus solution.
Infecting Others
Unless one of the players’ Agents is skilled in Science
(Mathematics), only Comox is skilled enough for the
9
// The Last Equation //
// Delta Green //
been involved peripherally in many operations which
involved local police and the FBI, and is well-versed at
slipping in and out of the cracks in such fragmented
investigations.
Blanet is a 49-year-old, stocky Caucasian man. He
works out religiously and his chest and arms are huge.
However, this exercise has not removed his ample
beer belly. He keeps his salt-and-pepper hair clipped
short. He rarely smiles. In or out of uniform, he is ob-
viously a cop.
Blanet is divorced and has no children. His ex-
wife Rosemarie remarried and moved to Los Angeles
11 years ago.
Blanet will assist the Agents as long as it does not
compromise his personal integrity or risk his pension.
See A FRIENDLY ON THE INSIDE on page 4 for details.
The Face of Northern New Jersey
TV reporter Enrico Savé has been the face of northern
New Jersey news for a decade and a half. He is part
Mexican, part French, and has the classically handsome
looks of an aging 1950s movie star. He is loud, abrasive,
and driven. He is always eager to chase down any lead,
day or night, to make the six o’clock news sing.
Savé will be the main thorn in the side of the Delta
Green investigation into the Wei murder-suicide.
As many people have discovered before, Savé is ex-
tremely effective at emotional and social manipulation.
Wherever the Agents go, it is likely Savé will be there or
has been there. It quickly becomes clear Savé is far too
informed not to have someone inside the investigation.
Savé also has the uncomfortable ability to be three
places at once. His producer, Charlie “Chip” O’Con-
nell, and cameraman Armand Grant often operate
independently of Savé, running down leads and quickly
getting Savé to locations of importance. All three are
in constant phone and text contact. To avoid Savé, it is
not enough to just know where he is. All three must be
accounted for.
Savé has already done a deep background check on
Wei and the Ridgeways. He thinks that this is simply the
act of a deranged mind and wants “candid” footage of
the federal agents for extra color. If the Agents are not
cautious, he might realize there is far more to the story.
10
// Delta Green //
// The Last Equation //
numbers for letters), bank accounts, and mortgage
amounts yields a sum of 9,920,229,989,212,333.
Any Delta Green Agent with experience in the field
should begin to feel that perhaps they’ve jumped in a bit
over their head.
Investigating the Shotgun
Wei’s murder weapon is a Remington 870 police
shotgun, serial number 2022998. It is well oiled and
maintained. It holds eight rounds including one in the
chamber. The weapon has been fired repeatedly and is
covered in Michael Wei’s fingerprints.
Its serial number indicates it was sold to the state of
New York in the summer of 1959, and was relocated to
the 24th Precinct in New York City as a utility weapon.
As far as the city of New York is concerned, the weapon
is still there.
Checking with the 24th Precinct—the Agents must
make a Bureaucracy roll to get the right officer on the
phone, or else take a long drive to go there in per-
son—reveals the weapon is missing. A wooden box that
should hold five Remington 870s is missing one. The
box itself seems untampered with; its nails are all in
place. If the box is dusted for prints, prints consistent
with Michael Wei are found all over it.
Recently—on the day of the murders, in fact—the
weapon was one of an allotment of weapons moved
offsite while plumbers replaced a pipe in the basement
of the 24th Precinct. The weapons were taken out of a
storage locker, boxed, and then moved to the precinct
parking lot, where a single policeman watched the pile
of weaponry for the day as the work was completed.
At 5:53 P.M., the weapons were moved back down-
stairs and signed for. Nothing odd was noted.
The officer watching the weaponry was Sgt. Mar-
vin Herrera, a 19-year veteran of the NYPD with a
sterling record. He is completely innocent of any crime,
although at the beginning it may look like he stole the
shotgun or sold it on the side. Herrera is convinced of
his own innocence, so his response may be a bit more
heated than the Agents expect to any accusations.
The Ridgeway Crime Scene
The Ridgeway house is three stories tall plus a basement,
built on a quarter acre just on the edge of New Jersey
Highway 6. Built in 1924, it was once the main house
of a much larger farm, which was long ago split up
into lots. There is absolutely nothing unusual about the
house or its occupants. They were innocent bystanders.
Dinah, Malcolm, Clark, Dean, Mary, Alice, and
Claire Ridgeway all died in or around the kitchen.
Michael Ridgeway, who was upstairs, fled and was
killed outside.
Wei fired 16 times in the house, hitting each
victim once, except for Clark whom he shot twice
when the first blast failed to kill him. Wei used both
slugs and shot. The kitchen is sprayed with buckshot
and slug-holes.
Strangely, Wei also seemed to fire once in the house
with no living target. The stove, a 1970s tan and green
monstrosity, was struck by buckshot, and the old clock
on it is stopped at 2:28:13 P.M.
Searching the house provides no clues except the
clock in the kitchen.
There is absolutely no connection between Wei and
the Ridgeway family.
The Numbers
An Agent who looks into the numbers that Wei
painted on the street at any length, and compares
them with numbers found at the crime scene, may
make a Luck roll.
If the Luck roll fails, the Agent begins to notice the
numbers Wei scrawled everywhere. The ruined clock in
the Ridgeway kitchen, for instance, stopped at 2:28:13
(or 22813)—numbers in the sequence separated by
twos. Also, there are sixteen numbers; Wei fired sixteen
times. Such strange, disturbing coincidences appear to
any Agent who looks for them. License plates, phone
numbers, receipt amounts, anything with a number may
turn out to resemble the number sequence.
Adding, dividing, or subtracting numbers reveals
stranger connections. For example, totaling the Ridge-
ways’ Social Security numbers, their license plates (with
11
// The Last Equation //
// Delta Green //
Herrera claims complete (and truthful) ignorance
of the weapon’s disappearance, and initially claims he
never left the boxes unattended without trading off with
another officer. Shortly thereafter he corrects himself
and explains that he did, in fact, step away for a mo-
ment when a squad car collided with a small dog at the
east exit from the parking lot. The dog, which had run
from its owner, was killed in the intersection, and sever-
al officers gathered to see what the commotion was.
Herrera was away from the boxes for less than
seven minutes.
If the Agents fail to consider it, Herrera offers up
the idea that the cameras that record the outside of the
building might have recorded what happened.
As soon as Herrera realizes that the Agents think
a murder weapon was part of the lot that he was
supposed to watch, he demands a union lawyer to be
present for every interview to ensure that he is not going
to be subject to prosecution or a lawsuit.
The Tale of the Tape
If they keep things cordial with the police, the Agents
can examine recordings from the many cameras which
observed all entrances and exits of the 24th Precinct
on the date of the murders. An Alertness roll spots
Michael Wei, recorded by the front entrance camera,
waiting across the street 20 minutes before Herrera
reports stepping way. Wei stands holding an obvious-
ly empty gym bag, and checks his watch many times.
He suddenly crosses the street to the west parking lot
entrance, 15 seconds before a small dog appears on the
other camera and is struck by a police cruiser. On the
parking lot camera, Herrera stands and heads towards
the commotion. Less than five seconds later, Wei walks
to the tarps covering the weapon boxes, uncovers them,
produces a claw hammer from his bag, pries open a
box, removes a Remington 870, and replaces the lid in
less than a minute. He restores the tarp before stepping
off camera with the shotgun in his gym bag. This took
place at 9:21 A.M.
Herrera returns a few minutes later and sits down
in the folding chair once more, unaware that Wei
was ever there.
Columbia University
Columbia University is an Ivy League school located in
Morningside Heights on Manhattan’s Upper West Side.
Wei attended the Applied Physics and Applied Mathe-
matics program as a graduate student. By all accounts,
he was a model student.
The university is extremely forthcoming with law
enforcement personnel, revealing any information they
have on Wei without hesitation. A public informa-
tion official is assigned to the Agents. Sandy Beema, a
woman in her mid-40s, is responsible for spin control
for the PR disaster that Michael Wei represents. She
does her best to paint Wei as a troubled, mentally ill
individual who simply snapped. She sharply rebukes any
implication that Wei’s involvement in mathematics at
the university was responsible for his illness. Otherwise
Beema is a great resource, walking anyone with the right
police or federal credentials anywhere on campus, as
well as granting them access to Wei’s dorm and universi-
ty email account.
Wei’s Dorm Room
Wei was housed in a small dorm room in John Jay Hall,
a skyscraper-like residence hall located on the campus.
John Jay Hall also houses the Fu Foundation School of
Engineering and Applied Science, which contains the
Applied Physics and Applied Mathematics program.
Wei chose the room due to its vicinity to his
work. He often went downstairs in his pajamas to
work in the lab.
Wei’s dorm is small, modest and messy. It is clear
he had little or no social life. Every surface is covered
in half-read books (folded open at random points). His
bed is nothing more than a futon dropped in the mid-
dle of the room.
A single, rickety Ikea desk holds a nondescript gray
computer and a cheap monitor. A pile of papers are
stacked all over the table. Most are covered in a scrawl
that anyone with any level of Science (Mathematics)
skill recognizes as differential equations.
It is clear this room was simply a rest-stop for Wei
in his daily routine.
12
// Delta Green //
// The Last Equation //
The Photocopied Book
A bundle of pages stained with coffee and food, and held
together by an orange binder clip, is shoved beneath
Wei’s futon. This is a heavily annotated, photocopied
English translation of Libri Plures Admiratio (“The
Book of Many Wonders”). Wei’s interest in Fascius
Claudan began as a simple query into interesting and
esoteric encryption and compression methods. He hoped
some old trick might either fit the bill for his Mersenne
prime algorithm or point the way toward a solution.
Instead, he found a gaping hole in reality.
With some effort, Agents can find that the book was
photocopied from the Educational Studies Books edition
of The Book of Many Wonders, translated by Maurice
Ester and published in 1944. The company is long since
defunct, and it only published several hundred copies of
the book before ceasing publication. All involved in the
translation and production are long dead from normal
causes. There is nothing sinister about this. The book
was not popular, and only now has the study of mathe-
matics caught up with Claudan’s discovery.
Before the 1960s, the book posed little threat to any
except the most brilliant mathematicians. Now, to any
mathematician worth his or her salt, reading this book
is like pointing a gun at his or her own head. Anyone
with a Science (Mathematics) skill of 20% or more who
studies the photocopy is subject to the ill effects as out-
lined in THE LAQUEUS SOLUTION on page 15.
The photocopied book is covered in handwritten
notes, some coherent, some not. The deadly number
sequence covers the last page in a violent scrawl. It
appears as if the marker used to scribble it broke during
the writing.
Notes in the margins in Wei’s handwriting include
some disturbing elements. Deciphering this chicken
scratch requires a successful Science (Mathematics) roll.
If successful, the Agent reading the manuscript realizes
that Wei predicted the time the Agent would find the
book and read the entry, as well as the Agent’s Social
Security Number, age, and the latitude and longitude
of the Agent’s home address. There is even a scrawl
at the end of the equation which says, “Hello!” This
costs 1/1D4 SAN.
Nothing is obviously unusual in Wei’s apartment.
There is no indication he owned any firearms.
Digging deeper into his digital records and the pa-
pers on his desk reveals some oddities.
Wei’s Computer
The computer is a poorly maintained, component-built
machine running a recent version of Windows.
It is not password-protected and all directories on it
are open. There is nothing hidden on the machine.
Wei’s last email was sent the morning of the murders
to [email protected], a group composed of 12
mathematics students and teachers from around the
world who are interested in mathematical puzzles. This
email was the complete and complex solution to the
Laqueus puzzle. Anyone with a Science (Mathematics)
skill of more than 20% can use this email to “solve” the
Laqueus equation. (See THE LAQUEUS SOLUTION on page
15 for details.)
Wei’s Papers
The papers are of particular interest. Those stacked
on top the pile are the most recent and are filled with
a spray of complex numbers. The equations seem to
resolve in a chain of numbers: 10.12, 921, 40.796901,
and –73.968158. They represent the date and time (Oc-
tober 12, 9:21 A.M.) of Wei’s theft of the shotgun and
the latitude and longitude of the 24th Precinct house
(40.796901, –73.968158).
Anyone putting this together with the video from
the 24th Precinct must make a Sanity roll. Failure costs
1D4 SAN from the horrors of the predictive power of
the equation.
Furthermore, each Agent with a Science (Mathemat-
ics) skill of 20% or more must make a Luck roll. If it
succeeds, the Agent loses 1D4 SAN as additional ram-
ifications of the equation’s effects sink in. In addition,
from this point on, any time that Agent is exposed to
the equation, the number sequence, or numbers generat-
ed by it, he or she must make another Luck roll or lose
another 1D4 SAN. Such a character who hits the Break-
ing Point comes under the influence of the equation. (See
THE LAQUEUS SOLUTION on page 15 for details.)
13
// The Last Equation //
// Delta Green //
mention of him was his incarceration in an alms-house
in the summer of 1651. No other record exists for him
past this point. Most scholars assume he died, as thou-
sands did, from an outbreak of cholera which swept
through Brussels that summer.
Only six copies of Libri Plures Admiratio sur-
vived to the modern age. All but one were lost during
World War II. The last, thought to be the original, re-
sides in Brussels.
Several small publishing houses have created copies
of the book, and a few cryptography books cite the
puzzle in it, but for the most part it remains an obscure
footnote in scientific history.
The Mailing List
The mailing list [email protected] is composed
of 12 individuals in academia around the world who
enjoy puzzles, codes and mathematical ciphers. It is
maintained in the open and membership is open to any-
one (though a moderator ensures no spammers make it
on the list).
It is a small group and it sees only periodic activity,
usually comprising a flurry of emails concerning some
puzzle or equation. The latest email was from Michael
Wei, containing the complete solution to the Laqueus
Equation, on October 12 at 6:41 A.M. No one has
responded to this email yet.
The list moderator is Julio Kimbrel, Ph.D., a
professor of mathematics at Alfred University in upstate
New York. He is wholly forthcoming with anyone in
law enforcement. Luckily, he has not read the Laqueus
solution. But he might, especially if the Agents indi-
cate it might have something to do with the murders
in New Jersey.
The list includes:
» Lawrence Badek, 42, a math and chess enthusiast
in Wiesbaden, Germany
» Kelly Casselman, 29, a math teacher in a high
school in Brinkman, Montana
» Jamie Izzi, 19, a biochemistry student in
Paris, France
If the Agents’ case officer or Delta Green contact is
made aware of this manuscript, they immediately order
its destruction, as well as a report on who has read it
or is reading it. If they learns that an Agent has spent
significant time with the manuscript, the other Agents
are tasked with carefully observing the reader.
Researching Fascius Claudan
Agents with at least 70% in History—or with at least
50% in History and at least 40% in Latin, Dutch, or
French; or who gets help from an expert in early-mod-
ern European history; or who simply succeeds at a
History test—can find details about Fascius Claudan in
Columbia’s library.
Fascius Claudan—summarized on page 1—is an ob-
scure figure in scientific history. He is mentioned in some
sixteenth-century texts as an oddity, almost a cautionary
tale, and then not at all. His name vanishes from most
texts at about the time of the Dutch invasion of England
(1688), almost as if it had been purposely excised.
Claudan was known in Brussels as a brilliant inven-
tor and scientist. Locally he was held in high esteem by
nobles, and his papers were seen as far away as Milan.
Early in his career, Claudan focused on astronomy, me-
chanics, and simple machines. He developed two pulley
designs which enjoyed widespread use in Europe. Still,
his name was clouded by his later activities.
Claudan travelled to Asia and Africa and, according
to some sources, was corrupted by the influence of for-
eign science and magic. Upon his return, Claudan was
withdrawn and strange; some even called him insane.
He defaulted on debts and was thrown in an almshouse
more than once. He feverishly wrote a series of books
on astronomy, Asian and African-influenced science,
and alchemy. In his last book, Libri Plures Admiratio
(“The Book of Many Wonders”), Claudan revealed the
Laqueus Equation, a math puzzle he claimed he learned
from an Arab in Constantinople in 1650. The book
claims this Arab was six hundred years old and had seen
the “grand library of Nakotic,” wherein lie the secrets
of the ancient architects of the world.
Claudan’s death remains a mystery. No official
records indicate how or where he died. The last official
14
// Delta Green //
// The Last Equation //
turn reveal odd mathematical structures that hover far
above the highest prime identified to date.
See THE LAQUEUS SOLUTION on page 15 for details.
Wei’s Friends and Neighbors
Those who knew Michael Wei are shocked, saddened
and sickened by his death and the murders he commit-
ted. Some simply can’t believe Wei is responsible for
such a thing and remain certain he was either co-
erced or framed.
Wei was held in high esteem by all in his program.
He was known as a hard worker, happy and no-non-
sense, bent on making math his life. He had many
passing acquaintances but few close friends. His closest
friends were Anthony Desjardin and Molly Frank.
Molly and Anthony are graduate students at the Ap-
plied Science and Applied Mathematics school, and are
a couple. The two were good friends with Wei for more
than a year, and considered him a “project.” That is,
they routinely attempted to set him up with friends. Wei
spent many weekends with the two, drinking, talking
physics and math, and basically goofing off.
The two are absolutely certain that there is no way
that Michael Wei could have done the things the author-
ities claim he did. They vehemently dismiss all evidence
to the contrary and say simply: “No. Michael wasn’t
wired that way. He was a peaceful guy.”
Wei’s Family
The Wei family resides in Alta Mira, California. Com-
posed of Miriam Wei (Michael’s mother) and Imogen
Wei (Michael’s younger sister), the family is literally
dumbstruck by the turn of events.
Michael was always an exceptional student and was
the golden child of the family. At the time of his father’s
death (eight years ago) Michael was already an accom-
plished student-mathematician.
Michael’s mother has spent the last few days heavily
sedated, and Imogen has been attempting to arrange
a remote, quiet funeral for her headless and infamous
brother. There is nothing to learn from Michael’s family,
except that they are devastated and sickened by the
turn of events.
» Noreen Kuder, 22, a math student in Ma-
nila, Philippines
» Tia Markell, 29, a math dabbler in New York City
» Eve Mehaffey, Ph.D., 39, a physicist in
Brighton, England
» Ben Philbeck, 44, a computer scientist at Law-
rence Livermore National Laboratory, California
» Kelly Pletcher, 21, a physics student at the Univer-
sity of Columbia, Missouri
» Julius Sward, 31, a house-husband in
Modesto, California
» Emile Tumlinson, 51, a chemist for Tyson Foods
in Miami, Florida
Asking Delta Green
Informing their case officer or Delta Green contact
about the mailing list before hell breaks loose elsewhere
is a mark in good favor for the Agents. The Agents
themselves might be dispatched to investigate the nearest
list member (Tia Markell in New York City). They are
told the others “will be handled.”
Clever Agents may watch the news to see the effects
of the Laqueus solution on the list members. Others
might search the Internet for the names on a daily basis,
looking for stories.
Others still might visit those on the list in the hopes
of short-circuiting the solution’s effect on them.
If they ask Delta Green about foreign nationals
on [email protected], their contact answers
quite frankly: “They’re not your problem. Worry
about Americans.”
Wei’s Last E-Mail
The solution to the Laqueus Equation, emailed to the list
October 12 at 6:41 A.M., is both elegant and disturb-
ing. To those with no background in mathematics, the
solution is simply gibberish. To those with significant
Science (Mathematics) skill, the equation is a trap.
Mathematicians might describe it as a “key” which
reveals a chain of prime numbers. These numbers—
which are “unlocked” in a sequence—show huge and
previously unknown prime numbers. These primes in
15
// The Last Equation //
// Delta Green //
The Shotgun
The Agents probably want to know how and where Wei
obtained a police shotgun. There are no records of Wei
purchasing any weapons in the tri-state area, and the
gun is registered to the NYPD. See INVESTIGATING THE
SHOTGUN on page 10 for further investigation of it.
In truth, the Laqueus Equation “told” Wei where to
find the gun and what to do with it.
The Laqueus Solution
The number-patterns revealed by the Laqueus Equa-
tion are an extra-dimensional trap, a pinhole through
what we know as reality that reveals something be-
yond, something infinite. This crack in the world is
enough to consume any with the mathematical chops
to understand the sequence, the chain of numbers, and
interrelationships they represent. To those not schooled
in advanced mathematics, the numbers remain harmless
gibberish, a madman’s last bizarre message to the world.
Solving the Equation
Anyone with a Science (Mathematics) skill of more than
20% can “solve” the Laqueus Equation with a Science
(Mathematics) roll. If the roll succeeds, the character
must then make a Luck roll. If that fails, the charac-
ter begins to see numbers from the sequence every-
where. The full consequences of the equation will soon
be unleashed.
Choices
Take aside a player whose Agent is affected by the equa-
tion. Explain that the Agent has discovered perhaps the
most important piece of mathematics in the history of
the world. If the universe is a mathematical puzzle, this
number sequence is the answer. Ask whether the Agent
intends to delve deeper into the numbers or attempts to
ignore the sequence.
Effects
Whether the Agent chooses to ignore or explore the
sequence, he or she loses 1/1D6 SAN once a day as the
Agent recognizes its far-reaching implications. Those
Wei’s Life
Michael Wei was not a recluse, but he did not draw
much attention. He spent very little money on personal
goods, ate mostly in the school cafeteria, and was in
the lab working most of the time. His neighbors report
nothing unusual, and all had a nodding acquaintance
with him. He had few close friends, but spent most of
his free time (which was very limited) with Anthony
Desjardin and Molly Frank.
Wei’s life is easily tracked by his credit card and
bank card, and it ran like clockwork. Even up until the
day of his crime, Wei followed the same routine. Break-
fast at the cafeteria at 7 A.M., work until 1 P.M., lunch
at the cafeteria or the Surly Bean coffee house across
campus, work in the lab until 8 or 9 P.M. and then
either a pizza at home or takeout food.
Wei’s real life seems to have been his math, and it
is obvious to all who knew him that math was ev-
erything to him.
Wei’s Work
Wei’s school work and dissertation involved research
into Mersenne prime numbers: huge prime numbers
buried in values so large that they encompass millions
of digits each. Wei was working on fast distributed
math models to generate extremely large Mersenne
primes, numbers somewhere in the range of fourteen
million digits.
He hoped to achieve this through a special, small
algorithm which could be run on a personal computer,
or a smartphone for that matter. This data could then
be dumped and “chewed” by another algorithm to sift
for high primes.
To date, this algorithm remained a failure. Early
positive results in his ideas had proven false, something
known to all in the program. Wei was extremely forth-
coming about his work.
This failure had sent Wei on a search for clever
math puzzles and solutions. That led him to Libri
Plures Admiratio.
16
// Delta Green //
// The Last Equation //
always involves murder and the eventual self-destruction
of the character. Try to take the player aside and involve
him or her in the Agent’s self-destruction. It’s fun to go
crazy! Tell the player the Agent is in an ever-degrading
spiral of mental illness. Then issue the Agent’s “orders”
and let the player act it out naturally in the game.
An Agent who succeeds at suppressing the disorder
can resist the urge to violence but cannot tell people
about it. The Agent has no moment of clarity, only an
intermission in which to plan rather than act.
The objective of the end game might be as focused
as killing everyone in the Delta Green group, or as
far-ranging as murdering the U.S. president on live tele-
vision. Play the situation out in the game, allowing the
player to attempt to accomplish the goal.
If the player refuses, step up the SAN losses as the
character feels the increasing trauma of refusing an over-
whelming compulsion from the universe itself. When the
character hits zero SAN, the equation-given task should
be that much more awful.
Marching Orders
Issue the affected player orders from the equation. They
can be anything violent; the more random, the better. A
set of orders might read:
1. Locate six people with the initials R.A. Kill
them. Don’t get caught.
2. Murder each of them, 15 minutes after the hour
or 51 minutes after the hour.
3. Find the user of the telephone number (212)
989-9222. Follow the user home. Kill every-
one there. Call the local news and repeat the
Laqueus solution to them. Pour gasoline on
yourself and the corpses. Burn yourself alive.
If necessary, the Handler should invent new sets of
orders. The objective is always horrifyingly violent mur-
der, with details and victims that seem entirely random
except for the numbers, ending with the killer’s suicide.
Of course, if an Agent reduces a Bond’s score to zero by
projecting the equation’s SAN loss, that Bond could be
the first or last victim.
who reach the Breaking Point are on the fast track to
self-destruction.
Paranoia
Solving the Laqueus Equation fills a mathematician at
all times with a feeling of creeping dread, as if the world
itself is closing in. Descriptions of this condition vary.
Some describe the empty air as something alive and
squirming. Others say that the stars are watching them.
There is a constant feeling of a ubiquitous presence spy-
ing on their every action. This feeling increases in inten-
sity as time goes on. In the beginning it can be shrugged
off and hidden. As SAN losses increase, it becomes more
and more evident in the person’s behavior.
Detection
Anyone observing a character affected by the equa-
tion may make a HUMINT or Psychotherapy roll for
each SAN loss the subject has suffered. With a success,
the observer recognizes that the subject is suffering from
some kind of mental illness. Those who are familiar
with the “illness” that the Laqueus Equation seems to
produce, and are actively looking for such symptoms,
gain a +20% bonus to the roll.
Chains of Causality
Those who solve the equation begin to see numbers
from the sequence on receipts, in birth dates, in tele-
phone numbers, on TV, everywhere. They are surround-
ed by the numbers. If they dig a bit deeper, they discover
seemingly unrelated numbers add, subtract, divide and
multiply to reveal portions of the sequence.
Those who explore such numbers soon find the
sequence “leading” them to places. This might be as
easy as a telephone number being revealed through
some math, along with latitude and longitude, and
a letter-number replacement code which reads
“KILL THEM ALL.”
End Game
An Agent who reaches the Breaking Point due to the
equation gains a new disorder (“obsession with the
Laqueus Equation”) and is in the end game. What task
the equation has for the Agent is up to the Keeper, but it
17
// The Last Equation //
// Delta Green //
Once these orders are issued, encourage the affect-
ed player to act them out in the most devious, clever
fashion possible. Their goals should be primarily to
not be caught, and secondarily to carry out the equa-
tion’s orders.
Capture
If an affected Agent is somehow subdued, disarmed and
locked up, he or she becomes totally unresponsive unless
put into a situation where it’s possible to enact the or-
ders or spread the number sequence.
Psychological testing reveals a deep psychosis
involving the subject’s perception of being controlled
by unseen forces. The subject must do his or her best
to spread knowledge of the solution as far and wide as
possible, making the character dangerous even under
controlled conditions.
Once the viral nature of the number-meme is
confirmed by Delta Green, it won’t be long for unaf-
fected Agents to be ordered to silence infected individu-
als permanently.
Trouble Elsewhere
Just as the situation in Ridgeway begins to hum, trou-
ble begins elsewhere. Three additional crime sprees are
outlined here. Feel free to expand the death toll using
the MathGeeks list as a starting point.
Modesto Murders
Two days after the Ridgeway slaughter, a seemingly un-
related crime occurs in Modesto, California. A family of
four dies under suspicious circumstances. Julius Sward
(age 31), Anetta Sward (30), Anthony Sward (2), and
Evelyn Sward (5) are found in the ruins of their home,
which was burned to the ground around them. Each
of them had been shot by a small caliber weapon. The
weapon could not be located in initial investigation.
In truth, Julius Sward murdered his family and then
burned the house to the ground. As the home burned,
Julius shot himself while surrounded by the bodies of his
family. The gun, a small .22 pistol, is still in the gutted
ruins of the house.
18
// Delta Green //
// The Last Equation //
removed a pump shotgun, leveled the weapon at the
nearest student, and asked, “What’s the answer?” When
the student failed to properly answer, Casselman blew
his upper torso open. This continued until 11 students
were dead and the rest had fled. Casselman apparently
then shot herself in the chest with the shotgun.
Casselman seems light years from the type of person
who could commit such a crime. Like Wei, she was
quiet, bookish, and loved her job. She was a diligent
teacher who took care of her students. She was heavily
involved in school activities. Students thought fondly of
her before the incident.
That’s five days into the operation. If the Agents
somehow find themselves looking for Casselman before
her self-destruction, they have a chance to stop the mas-
sacre. Those showing up at Casselman’s home before the
attack find the door open and the living room covered
in a bizarre mixture of ripped and arranged pictures,
mostly of students at the school.
Casselman is oblivious to the Agents, even if they
knock. She sits at her computer, entering odd number
sequences into a calculator and then entering the results
in a spreadsheet. A new shotgun sits on the desk next
to her. She does not answer orders or requests, but only
continues typing.
If stopped, Casselman smiles and asks quietly,
“What is the answer?” Apart from the shotgun on the
desk, she seems totally impassive and unthreatening. If
she is not cuffed, or the gun not removed, Casselman
suddenly snatches up the shotgun. Resolve the resulting
combat as usual. She is a schoolteacher; her physical
stats are average and her combat skills are all at base.
Nevertheless, Casselman will do her damndest to kill the
Agents, one by one, after asking the question “What’s
the answer?”
If the Agents do not intervene, and look into the
case after the massacre, they can find FBI files on Cas-
selman’s spreadsheet. No one at the local FBI office has
realized it, but the fourteen numbers in the spreadsheet
correspond to the Social Security numbers of the eleven
victims. The other three numbers match students who
barely escaped the attack.
The police are operating under the assumption that
the family was attacked by an intruder. It will take some
time before they realize Julius was the assailant. No
computer or paperwork survived the fire.
Weisbaden Suicide
Four days after the Ridgeway murders, a news story
makes the rounds of an man threatening suicide at the
top of the Marktkirche Cathedral in Wiesbaden, Germa-
ny. The man, a 42-year-old ex-math teacher named Law-
rence Badek, has held security forces at bay at the top of
the tower for hours, twice unfurling what looks like a
bed sheet with numbers written on it in shoe polish.
The picture of the numbers is very poor. With
a Luck or Alertness roll, Agents recognize the La-
queus solution.
Seven hours into the incident, it becomes clear that
Badek is armed when he ineffectually fires at the police
on the ground, hitting no one.
Finally, a Spezialeinsatzkommando team (the
German state police version of SWAT) attempts to take
Badek down. The situation ends suddenly with Badek
falling to his death along with SDK commando Ernst
Austerlitz on live television. The two men tumble nearly
two hundred feet and strike a concrete abutment. They
die instantly.
Investigation reveals that Badek was mentally
ill. No one locally notices the link to Wei and the list.
Badek’s apartment is a crazed assortment of print-outs,
dissected books, and maps. The gun, which was owned
by a police officer in a nearby town, was reported
missing the morning of Badek’s climb to the top of
the cathedral.
Montana Massacre
Five days after the Agents arrive at the Ridgeway crime
scene, news erupts about a brutal and bizarre attack on
a classroom full of students at Lewis and Clark High
School in Brinkman, Montana.
The story is confusing. Nearly a dozen students
were killed in a shotgun attack. Survivors claimed their
teacher, an unassuming woman named Kelly Casselman,
entered the classroom Monday morning with a gym bag,
19
// The Last Equation //
// Delta Green //
Altering FBI Evidence
Because the Wei case involves the FBI, case files are
copied to the local FBI field office where they are rou-
tinely digitized and dispatched to FBI headquarters. The
Agents might be able to gain access to the local FBI field
office to destroy or alter evidence without assistance.
But it is nearly impossible for them to gain access to FBI
headquarters without some assistance from Delta Green.
It remains up to you whether such a mission is under-
taken by another team, by an insider at FBI headquar-
ters, or by the Agents themselves.
Closing the Case
The best way for the Agents to cover their tracks may
be to see to it that the Wei case is quickly closed. This
should not be hard. Wei clearly committed the murders.
All that really remains is to confirm that he acted alone,
and to determine whether the NYPD officer from whom
he stole the shotgun should be charged for negligence.
The Agents can shut down that part of the investigation
by making a convincing argument and succeeding at
a Law roll. That results in the case being closed with-
in a week and everyone—including the Agents—be-
ing sent home.
Of course, if anyone outside Delta Green discovers
that Wei’s fellow MathGeeks list members have begun
killing people, that explodes the case into investigation
of an international conspiracy. That official investiga-
tion is likely to last months, whether or not the Agents
manage to contain the numbers. The Agents ought to do
everything possible to prevent that.
Killing the Infected
Anyone who understands the Laqueus solution is a
vector for the “disease.” The Agents’ orders from Delta
Green say anyone exposed to the number should be
reported to their case officer or contact. If the Agents
ask for orders on dealing with an infected individual,
they are told brusquely to “remove the vector.” Their
contact does not elaborate, but the meaning is clear:
Kill anyone exhibiting symptoms of “infection” by the
Laqueus solution.
Containing the Numbers
The primary motivation of the Agents, once the situa-
tion is fully understood, should be the containment of
the Laqueus solution. This is more difficult that might
be initially imagined. By the time the Agents arrive on
the scene, the number has already done what it does
best—it has propagated into hundreds of files, people’s
heads, photographs, and videos. It has even been shown
(briefly) on the news.
Altering Local Evidence
Agents acting under official authority of the FBI have
access to the Alliance Police Department, and have free
rein on the case files. However, the chain of evidence re-
quires those examining such files to sign in and sign out.
Destruction of papers, photos, or videos will eventually
be noticed. But the tampering is relatively easy and
might not be detected at all for a time.
Agents destroying files must make a Luck roll. On a
failure, someone immediately notices the tampering and
those who signed in are investigated. Another Luck roll
must be made or the Feds are brought in and things turn
more serious.
If the Luck roll succeeds, the tampering goes un-
noticed for 1D8 weeks. Then, unless the Wei case has
been completely closed, it is discovered and investigated.
Most likely, by this time the Agents will be long gone,
but accusations of tampering with evidence could haunt
them even when they think it’s all over.
Clever Agents could alter evidence rather than
destroying it outright. Photos can be replaced with
photo-manipulated versions where the numbers are
obscured or altered. Reports can be duplicated down
to the last detail, except for the Laqueus-related num-
ber. Replacing such files takes 2D10 hours and requires
the Forensics skill, free access to the files, a computer, a
printer, and no witnesses. It is up to the Agents to set
up this situation. At the end, the Agents must make a
Forensics roll; use the highest skill among them. If it
fumbles, the tampering is noticed after 1D8 weeks. Oth-
erwise, they get away with it.
20
// Delta Green //
// The Last Equation //
itself is not well known either to mathematicians or
book dealers, but can be found for the right price.
The original copy of the book itself is contained
at L’Université libre de Bruxelles, in Belgium. It is very
rarely looked at and has remained untouched in the
library for nearly 22 years. Gaining access to the book is
as easy as having any lettered teacher in the universities
of Europe granting an Agent a letter of introduction.
Entry to the private library is far from secure. Agents
expecting some vault-like facility will be disappointed.
There is only a bored librarian, a small room, and stacks
of old books. Destroying the book is easy. If violence en-
sues, everyone in the library attempts to flee rather than
interfering. Destroying Claudan’s original, hand-written
code is probably the easiest thing any of the Agents
could undertake in this scenario.
Destroying the original manuscript in this fashion
regains those involved 1D4 SAN.
Destroying all known copies of the book regains
those involved 1D4+2 SAN.
Killing an unarmed person is very hard on the hu-
man mind. It costs 1/1D10 SAN due to violence, unless
the Agent changes his or her mind at the last moment.
Standing by while another Agent commits that murder
costs 1/1D6 SAN instead.
Resolution
The Laqueus solution operates a lot like a virus. It
moves from host to host, can lie dormant in the form of
writing or data for months, years, or even centuries, and
can awaken in an explosion of infection at any time. It
is a threat. Depending on the Agents’ commitment to
the situation, it might become an obsession. Completely
wiping out the number is a practical impossibility.
Locating and destroying copies of the various trans-
lations of Libri Plures Admiratio is possible, though
time-consuming. Fewer than 400 copies of the book, in
various languages, exist worldwide. Many are not in
fact full translations, but short portions of Claudan’s
notes reproduced in cryptography textbooks. The book
21
// The Last Equation //
// Delta Green //
Police Chief Upton Weeks
Chief of police of Alliance, New Jersey. A charming
political operative. White male, age 41.
Chief Weeks
STR 10 CON 10 DEX 15 INT 16 POW 8 CHA 16
HP 10 WP 8 SAN 40 BREAKING POINT 32
SKILLS: Alertness 40%, Craft (Mechanic) 45%, Driving 50%,
Firearms 45%, Law 30%, Persuade 70%, Unarmed Combat
55%.
ATTACKS: Unarmed 55%, damage 1d4−1.
SIG Sauer P226 pistol 45%, damage 1D10.
State Trooper Thomas Blanet
New Jersey State Police trooper and Delta Green friend-
ly. White male, age 49.
Trooper Blanet
STR 13 CON 11 DEX 10 INT 11 POW 9 CHA 11
HP 12 WP 9 SAN 42 BREAKING POINT 36
SKILLS: Alertness 50%, Driving 60%, Firearms 54%, Law 35%,
Navigation 53%, Persuasion 49%, Stealth 50%, Survival
33%, Unarmed Combat 55%.
ATTACKS: Unarmed 55%, damage 1D4−1.
Glock 19 pistol 54%, damage 1D10.
Colt AR-15 carbine 54%, damage 1D12, Armor Piercing 3.
Enrico Savé
Television reporter—the Face of Northern New Jersey.
Hispanic male, age 41.
Enrico Savé
STR 10 CON 12 DEX 12 INT 12 POW 10 CHA 17
HP 11 WP 10 SAN 50 BREAKING POINT 40
SKILLS: Alertness 55%, Art (Emotional Interview) 70%, Driving
30%, HUMINT 50%, Persuasion 80%, Unarmed Combat
57%.
ATTACKS: Unarmed 57%, damage 1D4−1.
Characters
FBI Supervisory Special
Agent Aiden Canor
Veteran FBI agent. African American male, age 47.
Special Agent Canor
STR 15 CON 11 DEX 9 INT 14 POW 11 CHA 10
HP 13 WP 11 SAN 55 BREAKING POINT 44
SKILLS: Accounting 31%, Alertness 40%, Bureaucracy
50%, Driving 45%, Firearms 60%, HUMINT 60%, Law
50%, Persuasion 60%, Search 40%, Stealth 41%, Unarmed
Combat 65%.
ATTACKS: Unarmed 65%, damage 1D4.
Glock 20 pistol 60%, damage 1D10.
Special Agent William Gant
Up-and-coming FBI agent who is ready to believe. White
male, age 31.
Special Agent Gant
STR 10 CON 12 DEX 9 INT 12 POW 10 CHA 10
HP 11 WP 10 SAN 50 BREAKING POINT 40
SKILLS: Alertness 45%, Driving 40%, Firearms 60%, HUMINT
50%, Law 51%, Persuasion 40%, Stealth 45%, Unarmed
Combat 55%.
ATTACKS: Unarmed 55%, damage 1D4−1.
Glock 22 pistol 60%, damage 1D10.
Dr. Sarah Comox
FBI crypto-analyst. White female, age 34.
Dr. Comox
STR 9 CON 10 DEX 7 INT 15 POW 6 CHA 9
HP 10 WP 6 SAN 30 BREAKING POINT 24
SKILLS: Accounting 55%, Alertness 60%, Computer Science
60%, Driving 40%, Firearms 40%, HUMINT 40%, Law 35%,
Science (Mathematics) 55%, Science (Physics) 30%, SIGINT
60%, Unarmed Combat 50%.
ATTACKS: Unarmed 50%, damage 1D4−1.
KALI GHATI
A Delta Green operative is missing from a U.S. base in
Afghanistan. It’s up to the players’ agents—soldiers, spies or
academics with Delta Green clearance—to find him before
the disappearance draws the kind of attention that the
group cannot afford. Includes six ready-to-play agents.
ALSO BY ARC DREAM PUBLISHING
OBSERVER EFFECT
If we look too deeply into the roiling chaos of reality, chaos
may look back. The Olympian Holobeam Array has gone
off ine in a catastrophic power surge. Delta Green has
reason to suspect the worst. The players’ agents have no
idea what they’ll find when they arrive.
VISCID
Two days ago, retired geneticist Tibalt Grieves and his
girlfriend died gruesomely. A CDC specialist found weirdly
unidentifiable samples. When the sun rose, Grieves’ body
began to smolder and disintegrate. When the players’
agents arrive, they may find that even death has a half-life.
MUSIC FROM A DARKENED ROOM
Places, like people, go wrong. In the last 50 years, 18
people have died at 1206 Spooner Avenue, and you can
feel it. Neighbors stay away. In the hours that stretch like
taffy after two, no one hears the music from its darkened
rooms. Will the players’ agents be the next to die?
NEED TO KNOW & HANDLER’S SCREEN
A 48-page quickstart rulebook has six characters and a
starter adventure. A sturdy, full-color game moderator’s
screen features and useful tables and data to aid the
Handler and evocative art to unsettle the players.
THE STAR CHAMBER
A Delta Green operation in Myanmar went disastrously
wrong. The players’ agents must interview the team
responsible. The action plays out from one conficting point of
view to the next. The players must decide who is at fault and
who, if anyone, is telling the truth.
| textdata/thevault/Delta Green [multi]/adventures/DG - Adv - The Last Equation.pdf |
by Vincent Florio
An Adventure For 3-6 Swords & Wizardry White Box
Characters of 3rd or 4th Level
The FrozeN NorTh holdS maNy SecreTS,
NoT leaST oF whIch IS
The power oF The purple loTuS.
So much TrouBle For oNe lITTle Flower...
OSR00
(a-lost-age-adventure)
(a-lost-age-adventure)
The Purple Lotus
The Purple Lotus
ISBN 0-9670552-1-0
An Adventure For 3-6 Swords & Wizardry White Box Characters of 3rd or 4th Level
The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS.
ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce... wIll our heroeS
help FINd The Flower or keep IT For ThemSelveS?
A CINEMA8
PrODUCTION
Copyright © 2015
Wild Games Productions and Moebius Adventures
Last update: 19-MAY-2015
This product is compatible with the rules of
Swords & Wizardry: White Box.
Swords & Wizardry, S&W, White Box and Mythmere Games are the trademarks
of Matthew J. Finch. Wild Games Productions and Moebius Adventures are not
affiliated with Matthew J. Finch or Mythmere Games™.
Written by
Vincent Florio
Additional Writing and Maps by
Brian “Fitz” Fitzpatrick
Editing by
Gene Fitzpatrick
Art by
Mickey Fitzpatrick
Jason “Banditt” Adams
Peter Saga
Jacob E. Blackmon
Jeremy Hart
Some artwork copyright William McAusland,
used with permission
Dollar Photo Club
VINCENT FLORIO IN ASSOCIATION WITH WILD GAMES PRODUCTIONS
AND BRIAN “FITZ” FITZPATRICK WITH MOEBIUS ADVENTURES
PRESENT
The Purple Lotus
A LOST AGE Adventure
1
Introduction
FADE IN
White screen with the sounds of howling wind
and the cracking of ice. Fades slowly to
falling snow on a barren, glacial landscape.
NARRATOR (Voice-over)
The Frozen North. Few live here. Fewer still
manage to thrive here.
It is a land of unforgiving extremes. The
weather alone can kill a man with cold. Even
so, a few hearty souls eke out a living. But
other things have also found a home here, so
they are not alone… nor are they safe from
harm.
And the brave who come to visit… Well, in a
land of snow and ice, you can bet they won’t be
warmly welcomed.
Welcome!
Welcome back to the lands of the Lost Age!
The Purple Lotus introduces a new part of the Lost Age world
the Frozen North - presenting the PCs with a whole new area to
play in as they explore the bitterness of this world of snow and
ice.
Like the weather, the people who call the Frozen North home
live a difficult life and often come across as brutal and cold.
Survival is tough with little food to keep them alive. Few plants
will grow in this unforgiving cold, and even the local wildlife
struggles for survival. And we mustn’t forget the other strange
and dangerous creatures that call this region home. As a result,
humanity huddles together for safety and protection while
hunting or at home. Towns exist mainly as defensible trading
posts where the locals trade various goods with each other to
survive.
The Purple Lotus is an adventure designed for 3-6 Swords
& Wizardry White Box rules characters between 3rd and 4th
level, but it can easily be adjusted for use with any edition of
your favorite fantasy RPG.
Preparing for the Adventure
The referee is encouraged to read the full adventure before
running it at the table. The adventure includes a few choices by
the PCs to alter the course of events. Will they be friendly and
patient? Or will they become as icy as the locals?
Background
The Frozen North consists of a seemingly infinite expanse of
rock, snow, and ice punctuated by the occasional island of
habitation. Between those isolated islands roam nomadic tribes,
criminals, packs of wolves, herds of hearty deer, lone ursine
beasts, and worse.
If your heroes have come here, they are in for a rough time.
Communities are close-knit and suspicious of outsiders. The
native tribes who have roamed the frozen waste since their gods
set them on their path view all non-natives as anathema to the
balance of the wild. And the hungry beasts will view them as a
quick meal.
Finding a safe place to spend the night may be difficult. But
finding someplace out of the elements will be nearly impossible
unless they make friends quickly.
So why come at all? This untamed wilderness hides ancient
secrets, potential natural remedies, and the opportunity to test
themselves under some of the worst conditions Mother Nature
can provide. If they want a challenge, this is definitely the place
to find it.
See monster descriptions later in the book.
Introducing the Players
The referee can use almost any ruse to get the heroes here, but
here are a few possibilities...
•
A pack of wolves has been tormenting a village to the
south. The villagers have asked the Heroes to eliminate the
threat before more lives are lost.
•
Heroes are traveling somewhere nearby and hear of a giant
icy bear rumored to roam the tundra. The monstrous bear
is seen as somewhere between a wild god and an aberrant
spirit, both feared and revered by the native people.
•
While traveling to another destination, a freak storm pushes
them far off course.
However they manage to get to the first encounter, their initial
greeting is far from a warm one.
D8
Encounter Description
1
2d6 Wolves
2
1d4 Polar Bears
3
1d6 Nomadic Hunting Party
4
2d6 Raiders
5
Freak Storm (See encounter 4a)
6
1d3 Frozen Corpses
7
1d3 Ice Elementals
8
1d2 Yeti
RANDOM ENCOUNTERS
2
Decision Time! (Opening
Scene)
EXT. ICY CLIFF IN THE FROZEN NORTH
Traversing frozen mountain paths has been a
challenge, which our Heroes have overcome until
now. Trapped at the edge of an icy cliff, they
find themselves cornered by a group of at least
ten raiders, maybe more.
RAIDER LEADER
A growling man, whose voice is muffled by furs
but clearly sinister, yells at the PCs.
“So what’s it gonna be? Give us what we want or
see if you can fly!”
Setup
The PCs are quickly thrown into a fight or flight situation as the
scene opens, finding themselves standing on the edge of an icy
cliff. Behind them lies a 25 ft drop to the cliff below. Before them
lies an angry group of at least ten angry Raiders.
Should they stand and fight, use
the following stats and refer to
“Winning the Day…”.
Should they choose to jump, roll
falling damage for a 25-foot drop
and refer to “Testing Gravity...”
Antagonists
Human, Raiders (10): HD 1+2; AC 7 [12]; Atk weapon (1d6); Move
12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp each.
Aftermath
Consult one of the two possible outcomes, then move to the
next scene.
Winning the Day...
If the PCs win the fight, they will find a cage containing several
starved men, all dead... except for one. The live prisoner is
bruised and battered beyond belief. He will only say, “Lotus…
Vanguard... find…it…tell brother, Thom-” before passing away.
The PCs will recognize the name Vanguard as the name of a
rough village just a day’s travel west into the mountains...
Testing Gravity...
Should the PCs decide to climb back up to the cliff, be sure to
factor in that they are carrying armor and equipment. Plus it is
an icy cliff. This would be a difficult feat at best.
Give the players no more
than 30 seconds to make
the decision: fight or
jump. Count out loud or
use an hourglass to ramp
up the tension.
Referee
3
Cut Scene - What Really
Remains...
EXT. BURNED VILLAGE
On the journey to Vanguard, our PCs will come
across the remains of a small village burned to
ashes.
From inside a burned-out husk of a hut the PCs
hear the voice of someone muttering quietly to
himself among the burned homes and the bodies
of those who didn’t escape.
OLD MAN (Muttering)
“No, I don’t think they’re coming back. They
destroyed it all.”
“Yes, we ARE starving… It would be nice to get
something to eat, but we’ll wait a while longer
in case they DO come back. Can’t be too sure.”
“Yes, it’s obvious the Purple Lotus is out of
our reach now...”
Setup
The Old Man is the only survivor, hiding from the Raiders who
destroyed the village. (If the PCs happened to play through The
Snake’s Heart, they may recognize him as the crazy old man
they met on the road.)
A few burned out huts and walls are all that’s left of this
nameless village. Roughly 20 bodies are found.
Initially the survivor may be afraid of the PCs, thinking them to
be connected with the Raiders. However, he will eventually come
around and share the following information with the party:
•
The Raiders came from the north.
•
The Raiders are looking for the location nearby where the
Purple Lotus grows.
•
The petals of the Purple Lotus are said to have the power to
make an army invincible in battle!
•
We know much, but we are not allowed to tell. We will help
where we can.
•
We know no Ian.
•
They may know Ian in the town of Vanguard nearby.
•
These people did not deserve such wanton death and
destruction.
•
These people helped Us, gave Us a place to stay for the
night.
Aftermath
Other than the Old Man and his rambling, the village has been
picked clean of anything deemed valuable by the raiders.
Should the PCs decide to stop and give the victims a
proper burial or attempt to clean up the destruction,
they should earn some extra experience.
Referee
4
“Welcome to Vanguard”
(Encounter 2)
EXT. TOP OF A SNOWY HILL NEARBY
The town of Vanguard lies before you,
surrounded by a crude, but towering, stone
wall. A few scattered guards walk the
perimeter. Does the wall keep things out? Or
does it keep people in?
Setup
As the PCs come within sight of Vanguard, they will quickly
notice the huge, crude stone wall (10 ft. thick and about 25 ft.
high) surrounding the entire perimeter. Though solid, it appears
to have been constructed with little skill.
Guards wear what appears to be Bone Mail armor, though the
PCs can’t tell unless they get a closer look. One of the guards at
the main gate is itching to start a fistfight with someone.
Within the walls, the town is made up of wooden shacks and log
cabin. with one stone-walled building at the center. It has a sign
out front proclaiming “The Conqueror’s Tavern and Inn.” For 1
silver piece a day, the PCs can get a very small room and what
looks like a bowl of mud soup as a meal.
While staying in town and interacting with the locals, the PCs
might hear the following rumors:
•
Ian was captured by Raiders. (true)
•
Ian has an angry brother willing to kill to find him. (true)
•
There is an abandoned castle nearby said to be haunted
by the ghosts of an evil cult. (false for now, but will be in
another adventure)
•
Thomas, local explorer and brother to Ian, is a hero in
town. (true)
•
It is said that the Purple Lotus flower grants invincibility to
those who consume it. (unknown)
•
The Raiders attacking in the region are mind-controlled by a
creature from another world. (false)
•
The town warlord has been missing since shortly after the
raids began. (true - he died in an avalanche a while ago)
•
The warlord was last seen frozen in the snowy mountains
when he attempted to find the Lotus. (false)
•
There is a hillside at the top of the mountains where the
Purple Lotus grows. (true)
•
The hillside is protected by headless hairy men. (true)
•
The Purple Lotus has the ability to make a man fly. (false)
Antagonists
Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move 12;
HDE/XP 2/30; Special: N/A; Equipment: furs, and official
red strap wrapped around one arm to signify their authority.
The Village of Vanguard
Vanguard has made a reputation in the area as an island of
safety in the valley. Enough heavy rock was left behind when
the gacier retreated into the high mountains to the north and
west that an enterprising group of explorers used the detritus
to build. One stone at a time, a huge wall was put together
for protection from the creatures roaming the waste. As word
spread of the construction project, other hardy souls joined the
effort... and Vanguard was born.
Behind the wall, the village revolves around the local blacksmith,
an indoor bazaar for traders, and the local inn. It’s had its share
of leadership changes and trouble from outside.
Over the last few weeks, a group of Raiders has attacked groups
entering and exiting Vanguard, just as they attacked the Heroes
coming into the area. Few have survived such encounters to tell
the tale.
Storm season has brought many harsh nights to the area.
Hunters and explorers have been lost in the snow.
The local nomadic tribe has once again made some rumblings
about the town being in their sacred space. Tribe borders shift
frequently and villagers have largely learned to ignore them
unless they’re willing to trade trinkets and baubles from the wild.
Points of Interest
•
Conqueror’s Tavern and Inn (1) - As the first building
constructed within the wall, the people of Vanguard regard
it as the center of the community. The owner, Madame
Gilsi, is widely regarded as the leader of the village despite
the relatively recent addition of Warlord Cyne who rose to
power as a response to the Raider threat. You can usually
find a cold drink and a hot meal here.
•
Miter’s Forge (2) - The fires at the forge are always
burning and you can find a few locals warming themselves
or helping out in a pinch. Weapons have become a hot
commodity as Raider attacks have increased.
•
Hall of Prophecy (3) - A temple to the god Erlik, overseen
by the mystic Grey Hilia, a priestess known to spread
visions of gloom and doom from time to time.
•
The Bazaar (4) - A combination of local merchants and
traders’ tables brought together under one roof. Britta Elean
is the matriarch-in-charge and has a crew of six guards who
keep the place safe. No combat is allowed under her roof.
•
The Defenders Hut (5) - Here is where the guards hole up
for warmth when not on duty.
Nomadic Tribes
Small family groups roam the snow and ice, living off the land
as their ancestors have for generations. Some are more friendly
than others, choosing to trade with outsiders in their villages.
But many feel like the villages are invading sacred lands and
should be destroyed.
Encountering nomads in the wilderness can be nerve-wracking if
you’ve not met them before. There is a 50% chance the nomads
you meet would rather see you dead than see you desecrating
their space. But any met in the village should be friendly.
5
“In Comes the Brother”
(Encounter 3)
EXT. TOWN STREET
As the PCs wander around town asking questions,
they attract some attention. A group of men,
led by an angry-looking fi gure, charges straight
up to them on the street.
THOMAS
Thomas is a tall, stern-looking man wearing
furs, light bone armor, and carrying a backpack
over one shoulder.
“Strangers! What do you know of my brother Ian?
You must be working with the Raiders!!”
Setup
During the fi rst day the PCs arrive, or the next, they will run into
Thomas, Ian’s brother. While wandering Vanguard, they will run
into Thomas and a group of the local guards, including the ones
from the main gate who may or may not have fought with the
party when they came to town.
Once Thomas sees the PCs, he will charge right over, demanding
answers. He’s heard of them asking questions about his brother
all around town. He will accuse them of being part of his
abduction and assisting the Raiders.
The PCs have a choice. They can stand and fi ght or try to
convince Thomas that they are not on the side of the Raiders.
He really isn’t looking for a fi ght, he’s just upset and wants
answers. He will calm down if the PCs try talking to him.
While this is going on, a huge blizzard is closing in on Vanguard.
Antagonists
Th omas: HD 6; AC 4 [15]; Atk Sword +2 (1d6+2), Longbow (1d6);
Move 12; HDE/XP 8/800; Special: N/A Carrying: 20 gp, 10
silver and various equipment for climbing, inside a bag of
holding.
Guard, Town (5): HD 1+1; AC 7 [12]; Atk weapon (1d6); Move
12; HDE/XP 2/30; Special: N/A; Equipment: furs, and offi cial
red strap wrapped around one arm to signify their authority.
Aftermath
If Thomas dies during the altercation, the PCs must fl ee the
village. Vanguard loves Thomas, and the townsfolk will seek
to destroy them. People will fl ing rocks, snowballs, ice, and
anything they can fi nd to harm the PCs. Their only option is to
fl ee into the mountains (see Encounter #4a).
Should they convince Thomas of what they found, he will come
to trust them a little and explain how he is searching for his
brother. He believes that the only way to defeat the raiders
would be to fi nd this Purple Lotus. He will invite the PCs to join
his expedition when they head into the mountains to fi nd the
fl ower the next day (see encounter #4b).
The PCs have a decision to make as they learn more about
the Purple Lotus. If the rumors are true, this fl ower would
tip the balance of power in the world, making any man
invincible in battle. If it is found, should they destroy it, give
it to Thomas, or keep it for themselves?
Referee
VANGUARD
1
4
2
3
6
1. Conqueror’s Tavern and Inn
2. Miter’s Forge
3. Hall of Prophecy
4. The Bazaar
5. The Defenders Hut
6. Front Gate
5
= 10 feet
6
“Fleeing to the
Mountains” (Encounter
#4a)
EXT. BLIZZARD ON A MOUNTAIN TRAIL
Running from the angry mob in Vanguard, the PCs
are quickly engulfed by the blizzard outside.
Lost and barely able to fi nd the mountain pass
before them, they struggle onward.
Setup
If the PCs fl ee into the mountains, the villagers will not follow
for long. They will deem the blizzard not worth the risk.
Hopefully the PCs stocked up and prepared for the cold while
they had the chance.
After a few hours trudging through the snow and wind, the PCs
will really feel the effects of the cold. Seeking shelter should be
their fi rst objective as they get higher into the mountains.
While searching for shelter, one of the PCs will spot a beautiful
woman dressed all in white eerily visible in the entrance to an
inviting cave. Somehow she exudes a feeling of warmth and
security, beckoning the PC to follow as she disappears into the
mountain.
Trapped by powerful magic within the cave, the Snow Nymph
will lure the party deeper into the caves and attack. She is
starving and the only thing keeping her alive is feeding on
foolish travelers like the party.
Antagonists
Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4 cold) or
slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240; Special:
Cold, spells, immunity to cold, magic resistance (5%), double
damage from Heat
Aftermath
The caves will keep the PCs warm until the storm passes. If
they take time to rummage through the piles of bones, they fi nd
d20 + 10 silver pieces. Any weapons discovered are rusted or
useless.
The PCs will have to wait out the storm through the night and
continue the next day.
“Mountain Expedition”
(Encounter #4b)
INT/EXT. TREACHEROUS MOUNTAIN PASS
The recent blizzard has made traversing the
narrow mountain pass up to the area of the
Purple Lotus even more diffi cult. Every step
falls through two feet of fresh powder, slowing
progress and wearing on each member of the
expedition with each footstep.
Setup
The party meets Thomas outside Vanguard the next morning to
join the expedition for the Purple Lotus. Travel is tough as the
fresh snow from the blizzard makes the pass much more diffi cult
to traverse and it is still snowing lightly. If the PCs packed well
and make steady progress, they can make it to where Thomas
believes the trail starts and where the fl ower lies by mid-
afternoon.
During their travels, the party may spot the small cave entrance
listed in Encounter 4a. The Snow Nymph hides deep in the
cave, waiting for better conditions in which to attack the group.
Daylight and light snow does not offer enough confusion or
cover for her to make an attempt.
If the PCs decide to check out the cave, the Nymph hides
towards the back, waiting for a surprise attack opportunity to
present itself.
Movement is reduced by 3/4ths, vision is reduced to half
and the longer the PCs make their way through the snow,
they will need to make a saving throw or begin freezing to
death.
Referee
Movement is reduced by half and vision is reduced to 3/4.
Referee
Frozen
Caves
1. Entrance
2. Main Chamber
3. Sparkly Cavern
4. Deep Dark
1
2
3
4
= 10 feet
7
“Long Way to the Top!”
(Encounter #5)
EXT. ICY MOUNTAIN CLIFFS
Wind swirls and howls around the expedition
as the group march higher and higher into the
mountains. With each step they hear the echoes
of cracking ice. Thomas gestures to the cliffs
looming above them and yells above the din that
the flower they seek is somewhere up there in the
clouds...
Setup
Though the expedition made it safely to the base of the plateau,
the sheer mountain face presents a significant challenge. Even
the best climbers may have issues finding purchase among the
boulders and ice.
The characters have a long climb to the top. Hopefully the PCs
have thought to bring extra rope and climbing gear, otherwise
they will have to free climb and hope their skills are sufficient.
There are three levels to this climb. Each will require the PCs to
make a climb (Dexterity) check to make it safely. A failure at any
level presents a recipe for disaster.
If a PC fails the check for the first level, they take 1d6 points of
damage when they hit the ground and must restart their climb.
If a PC fails the check between the first and second level, they
have an opportunity to catch themselves via a secondary check.
If they make the second check, they take 1d3 damage (scrapes,
cuts, and bruises) and must climb back up from the first level. If
they fail the second check, they take 2d6 points of damage when
they hit the ground.
The second level presents a small ledge upon which the PCs can
rest for a few minutes if they choose to do so.
If a PC fails the check between the second and third level, they
fall with two opportunities to catch themselves (two additional
checks for 1d3 damage) before taking 3d6 points of damage
when they hit the bottom.
While the PCs attempt to climb the final segment to the top, they
are attacked by an Ice Elemental. The creature will attack from
above to try and knock each PC off the cliff during their climb
using his Burst ability. Any PC hit will have to make a Dexterity
save or fall as described earlier.
Antagonists
Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12; HDE/
XP 6/400; Special: Able to maneuver on ice and snow as if on
flat dry ground, and climb at full movement speed with no
difficulty. Ice/Snow Ball (2d6) - Single shot or Burst. Burst can
hit up to 3 targets no more than 5 ft apart at -3 to hit and may
only be used every three rounds.
8
Final Scene - “The Lotus
Myth” (Encounter #6)
EXT. GRASSY PLATEAU
Though the climb was treacherous, the plateau
presents a whole other world... Patchy sun
shows green grass poking through a thin layer
of fresh snow. The snow decreases quickly on
the other side near a large cave. As you get
closer, you notice that the temperature has
risen sharply and a patch of purple flowers
waits at the cave entrance…
But that’s not the only thing waiting.
Setup
After the long climb to the top, the PCs will find a grassy
plateau where the temperature is noticeably warmer. The
temperature gets warmer still, the closer they get to the
large cave about 100 feet away on the other side.
In front of the entrance is a small patch of purple
flowers. They have found the Purple Lotus!
However… as they get closer to the flowers, the
PCs will hear a loud roar and stomping from
within the cave. Peering out from inside is
a large hairy ape-like creature, with no
head and its eyes and mouth on its chest.
It looks furious and hungry, with drool
dripping from one corner of its mouth.
It’s obvious this creature hasn’t had a
good meal in a long time.
Antagonists
Crape: HD 8; AC 5 [14]; Atk 2 fisted attack (2d6); Grapple and
bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs stun or
stunned 1d4 rounds on every 2-fisted attack that hits.
If Thomas has survived the adventure so far, he will
attack the Crape from a distance using missile weapons
while the PCs close and attack. He deliberately misses
the creature, as he does not want to draw its attention.
Instead, he hopes the PCs will keep it busy. He is using
this encounter to his advantage and will attempt to
double-cross the PCs in the Conclusion if he survives.
It’s possible the PCs will discover his ruse and stop him,
but they will be preoccupied with the beast.
Referee
9
The Aftermath
Once the Crape falls, the PCs can rest, relax, and tend to their
wounds. When they search the cave, they will fi nd the following:
•
1000 pieces of metal (pieces of armor, swords, spears, etc.
worth 200g)
•
500 various silver coins from different nations
•
100 copper pieces
•
And various wood chips.
If Thomas is Alive...
While the PCs search the cave, Thomas will slink away to head
for the Lotus. If they notice, he will realize the ruse is up and
make a run for the fl owers.
The PCs now have a decision to make. Do they allow him to get
the fl ower? Or do they stop him?
Option 1: Question Thomas
If they try to question Thomas, he will ignore them to take a
Lotus fl ower and consume it before attacking the PCs like he is
invincible.
For a while, it will seem as though none of the damage hurts
him. When he gets to half his hit points, he will realize he’s still
taking the physical damage and that the myth of the fl ower’s
vaunted abilities is just that… a myth.
Once he knows the truth behind the Lotus, he will make a
decision. He will fi ght to the death or he will make a run for the
edge of the cliff and dive off. He knows the party will likely not
let him survive at this point.
Option 2: Chase Thomas
If the PCs run after Thomas, a grand chase begins. Any party
member who runs after him will be just out of reach as he gets
to the fl owers fi rst. With a fl ower in his hand, he will spin around
and draw his weapon to defend himself. He will then attempt to
eat a petal of the Lotus as his next action. With fl ower power
on his side, he will attack the PCs like he is invincible… For a
while, it will seem as though none of the damage hurts him.
When he gets to half his hit points, he will realize he’s still taking
the physical damage and that the myth of the fl ower’s vaunted
abilities is just that… a myth.
Once he knows the truth behind the Lotus, he will make a
decision. He will fi ght to the death or he will make a run for the
edge of the cliff and dive off. He knows the party will likely not
let him survive at this point.
After the Battle for the Lotus...
Should the PCs attempt to talk to Thomas at any point in time
before, during, or after the battle (if he’s still alive), he will
explain…
“It was nothing personal… I just wanted to be important. I
wanted to honor my brother by ruling these lands with an iron
fi st.”
If Thomas Has Been Slain…
If Thomas is slain prior to consuming the Purple Lotus, the
PCs must decide what to do about the vaunted powers of the
fl owers. If the rumors are true, the fl ower has enormous power.
The referee should encourage the PCs to ponder their decision
carefully. They just eliminated the fl ower’s guardian and it is
now more accessible to those who truly want it.
They might destroy the fl owers to prevent their growth and
head back to town, spreading more rumors of the horrors up the
mountain to dissuade any further pursuit.
They might leave the fl owers and spread rumors to convince
others not to pursue them.
Or they might take the Lotus for themselves and leave.
The Power of the Purple
Lotus
Should the PCs eat a petal of the Purple Lotus fl ower, they
will feel a surge of energy as though they consumed a large
quantity of caffeine from coffee or energy drinks. They will feel
invincible… like nothing can stop them. But that is the limit of
the fl ower’s abilities.
If the PCs return to Vanguard without Thomas, the villagers
will be sure to ask what happened. If the PCs’ explanation
is accepted, the PCs will be left alone and they will simply
mourn the loss of their friend. If their explanation is not
accepted, the PCs may fi nd themselves accused of murder!
Referee
The Purple Lotus is
rare but can be found
found elsewhere in
the Lost Age world.
It is sought by many
merchants as a
strong tea sold to
adventurous souls.
Referee
10
Bestiary
•
Bear, Polar: HD 7; AC 6 [13]; Atk 2 claws (1d6+1), 1 bite
(1d10+1); Move 12; HDE/XP 7/600; Special: Hug (3d6)
•
Crape: HD 8; AC 5 [14]; Atk 2-fisted attack (2d6); Grapple
and bite (3d6); Move 12; HDE/XP 9/1100; Special: Save vs
stun or stunned 1d4 rounds on every 2-fisted attack that
hits.
•
Elemental, Ice: HD 6; AC 2 [17]; Atk See Special; Move 12;
HDE/XP 6/400; Special: Able to maneuver on ice and snow
as if on flat dry ground, and climb at full movement speed
with no difficulty. Ice/Snow Ball (2d6) - Single shot or Burst.
Burst can hit up to 3 targets no more than 5 ft apart at -3
to hit and can only reuse burst once every three rounds.
•
Guard, Town: HD 1+1; AC 7 [12]; Atk weapon (1d6); Move
12; HDE/XP 2/30; Special: N/A; Equipment: furs, and official
red strap wrapped around one arm to signify their authority.
•
Human, Raiders: HD 1+2; AC 7 [12]; Atk weapon (1d6);
Move 12; HDE/XP 2/30; Special: N/A; Equipment: furs, 2 gp
each.
•
Snow Nymph: HD 2; AC 4 [15]; Atk Dagger (1d4 plus 1d4
cold) or slam (1d2 plus 1d4 cold); Move 12; HDE/XP 4/240;
Special: Cold, spells, immunity to cold, magic resistance
(5%), double damage from Heat.
•
Wolf: HD 2+2; AC 7[12]; Atk 1 bite (1d4+1); Move 18;
HDE/XP 2/30; Special: None. Attack in groups of 2-12.
•
Yeti: HD 5; AC 6[13]; Atk 2 fists (1d6); Move 14; HDE/XP
7/600; Special: Immune to cold, hug, fear. Usually found
alone or in pairs.
New Creatures
BEAR, POLAR
ARMOR CLASS:
AC 6[13]
HIT DICE:
HD 5
MOVE:
12
HDE/XP:
7/600
NO. OF ATTACKS:
2
DAMAGE/ATTACK:
Claws (1d6+1), Bite (1d10+1)
SPECIAL ATTACKS:
Hug (3d6)
Polar bears are larger varieties
of their cousins from warmer
climates. They are typically
found in groups of 1-4. Single
bears are usually male and
multiple bears usually include
a mother and cubs.
CRAPE
ARMOR CLASS:
5 [14]
HIT DICE:
8
MOVE:
12”
HDE/XP:
9/1100
NO. OF ATTACKS:
2
DAMAGE/ATTACK:
2-fisted attack (2d6); Grapple and
bite (3d6)
SPECIAL ATTACKS:
See below
The Crape appears as a mutated ape, standing nearly 8 feet tall
with its face on its chest - two piercing eyes and a set of teeth
like a shark’s. The beast will attempt to slam its fists into its
target to stun it before grappling with it and shoving it into its
mouth.
Special: Save vs stun or stunned 1d4 rounds on every 2-fisted
attack that hits.
ELEMENTAL, ICE
ARMOR CLASS:
2 [17]
HIT DICE:
6
MOVE:
12”
HDE/XP:
6/400
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
2d6 - Ice/snow ball - single shot
SPECIAL ATTACKS:
See below
Ice Elementals live in snowy, frozen areas, mostly in the
mountains. They enjoy their advantage of being able to
maneuver on ice and snow as if on flat, dry ground, and climb
at their movement speed with no penalty. They always try to
attack their foes while they are at a disadvantage, such as while
climbing a mountainside.
Special: Burst of Ice/Snow Ball (2d6). Burst can hit up to 3
targets at once at -3 to hit. Can only use burst 1x every three
rounds.
11
SNOW NYMPH
ARMOR CLASS:
4 [15]
HIT DICE:
2
MOVE:
12”
HDE/XP:
4/240
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
Dagger (1d4 plus 1d4 cold)
SPECIAL ATTACKS:
See below
Much like their other elemental cousins, Snow Nymphs appear
as attractive humanoids. Snow nymphs have long, fl owing,
platinum-colored hair, skin with a light blue hue, and deep red
eyes. Up close, they give off the scent of lavender, offering a
comforting and calming affect on their foes. They prefer to
blend in with their surroundings, wearing warm white robes cut
strategically to enhance their fi gures.
Snow Nymphs aren’t as powerful as their cousins and can only
cast spells involving cold/frost or snow as 6th level spell casters.
When touching the body of the nymph, it feels cold to the touch
and causes 1d4 points of damage. Any metal weapon used by
the nymph also gives off the cold effect, granting an extra d4
damage.
Special: Ice/Snow Ball (2d6) - Single shot or Burst. Burst can
hit up to 3 targets at once at -3 to hit and can only reuse burst
once every three rounds. Cold, spells, immunity to cold, magic
resistance (5%), double damage from Heat
WOLF
ARMOR CLASS:
AC 7[12]
HIT DICE:
HD 2+2
MOVE:
18”
HDE/XP:
2/30
NO. OF ATTACKS:
1
DAMAGE/ATTACK:
bite (1d4+1)
Wolves are wild cousins of the
domestic dog who live and
hunt in packs. They are found
in groups of 2-12 and will
often attack a single target in
number.
YETI
ARMOR CLASS:
AC 6[13]
HIT DICE:
HD 5
MOVE:
14
HDE/XP:
7/600
NO. OF ATTACKS:
2
DAMAGE/ATTACK:
Fists (1d6)
SPECIAL ATTACKS:
Immune to cold, hug, fear.
Yeti are strange snowy ape-like creatures who live in cold,
high-altitude climates alone or in pairs. They are well suited to a
solitary life and prefer their isolation.
12
DESIGNATION OF PRODUCT IDENTITY
Wild Games Productions is copyright 2015, Vincent Florio. The Wild
Games Productions logo is copyright 2015 Vincent Florio.
Moebius Adventures is copyright 1997, Brian Fitzpatrick. The Moebius
Adventures logo is copyright 1997 Brian Fitzpatrick.
Maps are copyright Brian Fitzpatrick 2015 ©, used with permission. Art
is copyright 2015, Mykayla Fitzpatrick, Jason “Banditt” Adams, Peter
Saga, Jacob E. Blackmon, Jeremy Hart, and William McAusland. Used
with permission.
COPYRIGHT NOTICE
The introduction and flavor or descriptive text in this product is
Copyright of Moebius Adventures © 2015 and is not open content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights
Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark
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15 COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich
Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John
D. Rateliff, Thomas Reid, James Wyatt, based on original material by E.
Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry White Box Rules by Marv Breig, copyright 2008-2011
Matthew J. Finch.
The Purple Lotus, Copyright 2015 Moebius Adventures, Author(s):
Vincent Florio and Brian Fitzpatrick.
13
Swords & Wizardry: White Box
Adventures in the Lost Age!
Magic, madness, and muscles... The three aspects of adventuring in
the world of the Lost Age. Do you have all three?
Bandits! Kidnapped children! Ancient evil!
As our heroes head past the small village of Elhann, they fi nd themselves
drawn into a battle that could lead to the end of the world. A local bandit
is kidnapping children from this and other villages - but why? Will our
heroes get to the bottom of the mystery before it’s too late?
The Snake’s Heart is a short adventure for use with Swords &
Wizardry: White Box and other old-school fantasy role-playing games.
Designed for 3-6 player characters of 2nd-3rd level, this module provides
material for a session of adventure and includes one new monster. It
also serves as an entry into the world of the Lost Age...
What are reviewers saying?
“..Interesting and innovative format on this one. The maps are utterly
old school..” - Matt F
“.. Nice descriptions, great layout, overall a nice and cheap product.
Can’t wait for the next adventure of Lost Age campaign...” - Nick K
“... The ‘scripting’ descriptions really give it the feel of an ‘80s fantasy
fi lm like Conan the Barbarian or Beastmaster...” - James S.
Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com
Missing workers! Snake pits of prognostication! Snake
people! What is the Goddess up to this time?
As our heroes travel near the small village of Fenmont on the edge of
the fens, a panicked woman runs past them, wild-eyed, soaked, and
covered in mud. Where has she come from? And what does her arrival
portend? Will the heroes dive in and try to help? If they do, what
surprises are in store?
The Snake’s Heart is a short adventure for use with Swords &
Wizardry: White Box and other old-school fantasy role-playing games.
Designed for 3-6 player characters of 3rd to 4th level, this module
provides material for a session of adventure and includes includes one
new monstrous race - the snake people known as the Cecrops!
Available at RPGNow, d20pfsrd, and Paizo. Links at Moebius Adventures.com
Explore these Adventures,
System-Neutral Supplements And More
at www.moebiusadventures.com
Visit our websites at http://www.wildgamesproductions.com and http://www.moebiusadventures.com
Swords & Wizardry: White Box
Adventures in the Lost Age!
The FrozeN NorTh holdS maNy SecreTS, NoT leaST oF whIch IS The power oF The purple loTuS.
ImpoSSIBle To FINd, IT may Be The oNly way To help a BroTher geT veNgeaNce...
wIll our heroeS help FINd The Flower or keep IT For ThemSelveS?
The Purple Lotus
The Purple Lotus
| textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/The Purple Lotus A Lost Age Adventure (WhtBx).pdf |
The Titan Gates | EN World EN5idEr
The Titan
Gates
S
trange giantS claiming to
be ‘Titan Gate Gladiators’ chal-
lenge all comers, and those few who
survive are allowed passage through
the ominous portals that seem to be
magically grafted onto the giants’
chests. Where do these mystical
thresholds lead? What is the ‘True
Ordining’ they speak of, and who
is this ‘Solemn Victor’? The adven-
turers must answer these questions
by taking the giant’s challenge and
daring to step through the titan’s gate!
WRITING Andrew Engelbrite
COLOR ART Kevin Shea
MAPS Dyson Logos
EDITING Mike Myler
LAYOUT Frank Michienzi
A Mini-Adventure (Discovered Anywhere While Traveling Overland)
For 4-5 PCs of 11th or 12th Level.
The Titan Gates | EN World EN5idEr
Open Game Content | The game rule information in this
article is designated Open Game Content. All other material
in this article, including maps and illustrations (including
illustrations in the public domain), in-character and out-of-
character narrative and descriptive text, character and place
names, trade dress, “EN Publishing,” “EN World,” “EN5ider,”
EN Publishing product and article titles, and
EN World and EN Publishing logos, are designated
Product Identity.
Background
Brokkr and Eitri were brothers, stone giants, and
master runesmiths of a far higher caliber than any
before them. They crafted weapons fit for gods
and tattooed magical markings with power that
surpassed the most intricate spells. As they armed
warriors unending (many achieving great victories
and spectacular deaths) the pair realized that they
alone in their forge would never see Asgard. A
quiet end in one’s sleep can be an enviable
death, but a warrior’s death is required to spend
an eternity of revelry in the great feast halls—
the only true ordining.
The brothers devised a plan using one of their
most challenging runes, the titan’s gate, an intri-
cate marking that requires two giants of strong
body and mind that creates a link between them
that crosses all distances both material and planar.
They smithed the titan’s gate runes upon them-
selves and then dueled to the death—Brokkr
slew his brother and in doing so provided a
portal to Asgard through Eitri himself. At least
one of them would see Asgard, and the one
remaining ensures that other worthy warriors see
it too, in victory or death. Brokkr now sits as the
‘Solemn Victor’ as the rest of his clan sets out with
their own titan gates, challenging the worthy for a
chance to face Brokkr and earn their place in
Asgard.
Challenge of True Ordining
The PCs spot a bizarre giant sitting forlornly on a
hilltop strewn with skeletal remains and broken
weapons. A swirling vortex ringed by runic tattoos
dominates his chest, spiraling into an impossibly
deep vortex that defies reason.
Challenger’s Hill
This roughly circular 60-foot wide and 30-foot high hill is
flanked by steep embankments and haphazardly strewn
with the mortal remains of hundreds of warriors, some
ancient, and some troublingly fresh. A strange stone
giant tending a cooking fire dominates the top of the hill.
Once the giant notices the PCs, read or paraphrase
the following:
The giant stands up slowly, leaning heavily on a great-
sword caked in rust and the wear of centuries. She
suddenly points the blade with unnatural quickness
towards the closest of you and says, “by the solemn victor
I issue challenge. Paradise awaits according to your
true ordining—step forward if you wish to find it.”
Grimheld is a Titan’s Gate Gladiator that’s been
slowly traveling the world and issuing the solemn
victor’s challenge for nearly 300 years. She’s anxious
for another worthy fight and attacks any PC that
steps forward after she issues her challenge, and
is very reluctant to provide any information until
after they fight. If the adventurers decline Grim-
held’s offer and turn to leave, she mocks them and
attempts to goad them into combat.
Once Grimheld is brought to 92 hit points or less
she yields, exuberant and exhausted from a worthy
combat. She then explains that beyond her gate
lies the solemn victor who will allow the worthy
to enter Asgard without the pain of defeat and
death. She offers to allow the PCs to pass
through and meet the challenge—if they think
themselves worthy. Once the PCs do so, proceed
to Arena of the Solemn Victor.
The Titan Gates | EN World EN5idEr
TITAN’S GATE GLADIATOR
Huge giant, neutral
Armor Class 19 (runic armor)
Hit Points 184 (16d12+80)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7)
18 (+4)
21 (+5)
13 (+1)
14 (+2)
13 (+1)
Saving Throws Str +12, Dex +9, Con +10
Skills Acrobatics +9, Athletics +13, Intimidation +6,
Perception +7
Senses darkvision 60 ft., passive Perception 17
Languages Common, Giant
Challenge 15 (13,000 XP)
Gladiatorial Maneuvers (6d8/Short Rest). The giant has
6 maneuver dice, which are d8s. The maneuver dice
are expended when the giant uses them.
Lost to the Other Side. When a creature rolls a natural 1
when making a melee weapon attack roll against the
giant, they inadvertently strike into the open portal
on the giant’s chest. Melee weapons that strike in this
way are teleported through the portal (as per the Titan
Gate trait). Creatures making unarmed strikes or using
a natural weapon (such as bite or claw attacks) are
teleported instead.
Titan Gate. The giant has an active magical portal
mystically enchanted onto its chest. This portal is
permanently active and linked to a similar portal on
another titan’s gate gladiator. Any Large-sized or
smaller creature or object that enters the portal
instantly appears within 5 feet of the linked portal,
or in the nearest unoccupied space if that space is
occupied. These portals are intricately linked not
only to the giant’s bodies, but also to their souls. If
one of the linked titan gate gladiators dies, their linked
portal remains active in whatever afterlife their soul
ascends to. The giant can willingly allow creatures to
pass through its gate, or creatures can attempt to force
their way through by succeeding an opposed Strength
(Athletics) check.
ACTIONS
Multiattack. The giant attacks twice with its greatsword.
It can replace any of these attacks with a focused strike,
a force back, sweeping strike, or tripping strike by
expending a maneuver dice.
Greatsword. Melee Weapon Attack: +12 to hit, reach 15 ft.,
one target. Hit: 28 (6d6+7) slashing damage.
Focused Strike. Melee Weapon Attack: +12 to hit, reach
15 ft., one target. Hit: 28 (6d6+7) slashing damage. The
giant expends one maneuver die and adds it to the
attack roll.
ALTERING THE DIFFICULTY LEVEL
To tailor this mini-adventure for parties of lower or higher level, use the following substitutions for Titan’s Gate
Gladiator statblocks (giving the creatures the Lost to the Other Side and Titan Gate traits).
PC Level
Substitute Giant
Brokkr’s Enhancements
Iqium & Minions
3rd-4th
Hill Giant
20 extra hit points, +1d6 extra damage, CR +1
Mage & Cult Fanatics
5th-6th
Stone Giant/Frost Giant
40 extra hit points, extra melee attack, CR +2
Mage & Cult Fanatics
7th-8th
Cloud Giant/Fire Giant
60 extra hit points, +1d8 extra damage, CR +1
Mage & Cult Fanatics
9th-10th
Storm Giant
80 extra hit points, extra melee attack, CR +2
Mages
13th-14th
Jack in Irons
120 extra hit points, extra melee attack,
+1d10 extra damage, CR +3
As written
15th
Svyatogor
140 extra hit points, extra melee attack,
+2d6 extra damage, CR +2
As written
16th
Antaeus
160 extra hit points, extra melee attack,
+2d8 extra damage, CR +3
As written
The Titan Gates | EN World EN5idEr
Force Back. Melee Weapon Attack: +12 to hit, reach 15 ft.,
one target. Hit: 28 (6d6+7) slashing damage. The giant
adds its maneuver die to the attack’s damage roll, and
targets that are Huge or smaller must make a DC 20
Strength saving throw or be pushed 15 feet directly
away from the giant.
Sweeping Strike. Melee Weapon Attack: +12 to hit, reach
15 ft., one target. Hit: 28 (6d6+7) slashing damage. The
giant adds its maneuver die to the attack’s damage
roll. If there is another target within 5 feet of the first
target, the giant may immediately make a greatsword
attack against that target.
Tripping Strike. Melee Weapon Attack: +12 to hit, reach
15 ft., one target. Hit: 28 (6d6+7) slashing damage. The
giant adds its maneuver die to the attack’s damage
roll, and targets that are Huge or smaller must make a
DC 20 Strength saving throw or be knocked prone.
REACTIONS
Parry. When another creature damages the giant with
a melee attack, it can expend one maneuver die
to reduce the damage by the number it rolls on its
maneuver die + 4.
Riposte. When a creature misses the giant with a melee
attack, it can expend one maneuver die to make
a greatsword attack against the creature, adding
the maneuver die to the attack’s damage roll on a
successful hit.
Rock Catching. If a rock or similar object is hurled at the
giant, the giant can, with a successful DC 10 Dexterity
saving throw, catch the missile and take no blud-
geoning damage from it.
Originally stone giants, the titan’s gate gladiators
are warped by runic magic and weathered by
centuries of combat. They live only for honor-
able battle and move with a swiftness
unnatural to their kind. A magical
portal dominates their chests,
wreathed in glowing blue
runes, and their limbs and
digits seem to discon-
nect and float with
their flowing move-
ments, a side effect of
existing as a living
teleportation circle.
The Titan Gates | EN World EN5idEr
Arena of the Solemn Victor
If the adventurers defeat Grimheld she graciously
allows the PCs to traverse her gate as worthy
combatants. When they enter her portal, read or
paraphrase the following:
As you step through the giant’s portal your percep-
tions twist and dissolve—you see only a single point of
light rushing towards you. With a thunderclap you land
on wet stone, rain pouring from overhead as a roaring
storm fills your senses. You stand on the steps of a
ruined temple that sits on stone pillars above a desolate
canyon. Somehow deeper and louder than the raging
storm, a voice bellows, “enter, worthy warrior. Your true
ordining awaits.”
Warrior’s Steps
Three giants, each with a swirling vortex upon their chest,
stand at the base of three 40-foot wide flights of steps. The
stairs all lead to the same broken chamber to the north,
and every other direction ends in a sheer 80 foot drop.
Several other jagged rock spires stretch out to the west.
The three giants (Heimdall, Idun, and Tyr) are also
Titan’s Gate Gladiators. The PCs emerge through
Heimdall’s gate, which is permanently linked to
Grimheld’s gate. These giants are completely loyal
to Brokkr and when questioned only tell the PCs
to “Obey the Solem Victor”. If attacked, they fight to
the death.
The Titan Gates | EN World EN5idEr
Arena of the Solemn Victor
A giant sits on a throne of broken shields at the center of
this 120-foot square chamber, dozens of broken weapons
clinging to his back, still embedded from battle. The eastern
wall is ruined, letting in the fury of the storm outside, and
a 20-foot wide rope bridge fit for a giant stretches from the
floor to a series of stone pillars to the west.
Once the PCs enter the arena, read or paraphrase
the following:
The ancient giant bellows, “Those who seek Asgard,
your journey has ended. Raise thy weapons…” The giant
opens his one good eye and gazes upon you for the first
time. “You have not the look of most seeking Asgard—
why have you come?”
Brokkr explains the purpose of his servants, and
truthfully answers any questions the party ask.
He is not convinced that the adventurers have any
chance against him, and would rather utilize the
PCs to solve a particular problem. Read or para-
phrase the following at some point during this
conversation:
Brokkr contemplates for a moment and says, “others
have come here, not seeking Asgard but instead some
paradise in this world—fools—but my titans spread far
and wide. Perhaps what you do seek is with one of them?
I will grant you passage between my titan gates, if you
would do one small act of valor in my stead. Hrothgar
has been captured, not defeated with honor but instead
chained like an animal by this...frail magician. Travel
through Idun’s gate, cut down this troublemaking mage
for me, and every place my charges step shall be open
to you.
Idun is standing at attention and waiting. Once
Brokkr has commanded it, Idun allows the
PCs to travel through his gate (proceed to
Magician’s Shackles). If the PCs decide they’d
like to fight Brokkr for a chance to ascend to
Asgard, he uses the statistics for a Titan’s Gate
Gladiator except he has 100 additional hit points
(284 hp), makes one
additional greatsword attack each turn, and has a
CR of 18. Brokkr fights until his foes die or yield.
When reduced to 71 hit points or less, he yields and
allows the adventurers passage to Asgard through
his gate.
Magician’s Shackles
#1: Arcane Laboratory
Once the PCs travel through Idun’s gate, read or
paraphrase the following:
As you emerge from the portal your senses are bombarded
by acrid alchemical smells and the impossibly deep wails
of the giant next to you. An elderly man in an acid-stained
black robe lifts his goggles and his two assistants raise their
eldritch implements from the titan’s flesh. The old man
whistles and says, “well well, that Brokkr found someone
to send—how nice of him to procure fresh subjects.”
Hrothgar is chained up along the northern wall,
Iqium (an Archmage) stands near the southern wall
as the PCs enter, and his two assistants (mages)
flank the adventurers as they enter. Iqium attacks
the party but starts with a time stop spell to provide
himself with as many defensive options as possible,
prioritizing either globe of invulnerability or stoneskin
(depending on his foes’ strengths), before firing a
cone of cold. They all fight to the death.
Hrothgar has been drugged and experimented
upon, currently does not have his full health (his
hit points equal the party’s level x 10), and is inca-
pacitated until he is woken up with a successful DC
15 Wisdom (Medicine) check.
Once Iqium is defeated the PCs can easily free
Hrothgar and explore the rest of this wizard’s lair, or
return through giant’s portal to receive their reward.
#2–#8: Iqium’s Lair
If the adventurers decide to inspect the rest of Iqui-
um’s Lair, they find no other occupants or dangers.
They do however locate a treasure trove of 5,000 gp
worth of arcane and alchemical ingredients scat-
tered throughout the structure (acquiring all of it
takes 1 hour of thorough collection.)
The Titan Gates | EN World EN5idEr
Resolving the Adventure
When the party returns to speak to Brokkr he is
solemnly thankful to the PCs for freeing Hrothgar
from a dishonorable end and rewards them as
promised. He pulls a sword from the bristling
assortment on his back, tracing a sigil along its
blade that glows bright blue before presenting it
to the adventurers, saying “this sword now bears my
mark and my gates are open to any who wield it.”
The PCs now have access to the already
established titan gates (whose locations can be
anywhere in the world) and any other titan gates
they may find throughout the rest of their adven-
tures. This result essentially allows the GM to
create a roaming teleportation network to serve the
campaign as the giants wander anywhere a quick
route is needed. e
BLADE OF THE TITAN’S GATE
Weapon (longsword), very rare
This rusted and bloodsoaked blade glows with blue
sigils and bares an edge far sharper than it appears.
You gain a +2 bonus to attack and damage rolls made
with this magic weapon. As a bonus action, you can
create a small temporary portal between yourself
and a creature you can see within 30 feet that lasts
until the end of your turn. While this portal remains
open, you can make melee attacks against that crea-
ture as if you were adjacent.
In addition, this weapon bears the mark of Brokkr
and while wielding it all Titan’s Gate Gladiators allow
you and your allies to use the portals in their chests.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 300 - The Titan Gates.pdf |
Origins 2003 – High Seas Drifter
Page 1 of 28
Men and Gods
A Swashbuckling Adventures™/7th Sea™
Adventure in Three Parts
by
Patrick S. Parrish
Tips for Running
You will need a copy of AEG’s Player’s Guide™, Game Master’s Guide™, and Ships & Sea
Battles™ to run this adventure. Copies of The Crescent Empire™, Islands of Gold: The Midnight
Archipelago™, The Explorer’s Society™, and Cathay: Jewel of the East™ are also suggested.
Men and Gods can either be run as a series of short adventures or as the basis for a larger
campaign. The locations visited during the course of the story are spread across Théah, and several
weeks’ travel time separates each setting. These gaps in the story are intentional, allowing GMs to
customize the scenario to each individual’s liking.
Men and Gods is intended for four to six characters of 10th to 12th level for Swashbuckling
Adventures™ or roughly Master level characters for 7th Sea™. It is highly recommended that the
heroes own or operate their own ship, as they will be travelling from one end of Théah to the other.
Also, having at least one scholarly member of the Explorer’s Society would be helpful.
Note: this adventure is dual-statted. Checks for the d20™ system are noted by (DC) and checks
for the 7th Sea™ system by (TN).
Background
Fifty years ago, a Montaigne Explorer named Jacques Alistair de Venne set out on an expedition to
an uncharted island at the northern end of the Midnight Archipelago. Local legends claimed that the
island was the home of gods, and was the place where mankind was born. The locals referred to the
island as the “Cradle of the Gods.” On the island, de Venne found a strange stone building covered
in hieroglyphics and runes, markings he suspected were Syrneth in origin. De Venne translated
some of the Setine hieroglyphics from the site and was convinced that he had made a startling
discovery. The Cradle of the Gods supposedly contained one part of a device deVenne referred to as
“The Creator’s Hand” which could supposedly imbue a man with superhuman powers, unlocking
his “ultimate potential.” Intent on retrieving the item, de Venne entered the building along with a
handpicked crew. Only one man, an Eisen Shield Man named Johann Bergman, made it out of the
ruins alive.
Bergman never spoke of what he found, but faithfully delivered de Venne’s journal and a map
to the island to the Explorer chapterhouse in Luthon. When the Council examined the journal, what
they found in it shocked them. A rough sketch done by de Venne showed something unnerving. The
sketch was supposedly copied from a mural inside the Cradle and appeared to be a blueprint… of a
human being! The implications were earth shattering. So much so that de Venne’s superiors
suppressed the information.
The journal was locked away and forgotten about for five decades until an Avalon Explorer
named Harlan Godfrey came across the dusty tome while researching survey reports about the
Midnight Archipelago. After reading the book, Godfrey tried to convince the Society to sponsor
another expedition. They refused, saying that such research would bring them into open conflict
with the Inquisition. Undaunted, Godfrey began looking for outside sponsors. Unfortunately, he
attracted the wrong kind of attention.
Umberto Caligari, nephew of Prince Vincenzo, heard about the map and journal and wanted
them for his uncle. Such a thing would bring him great fame and power, perhaps enough to
Origins 2003 – High Seas Drifter
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overcome the family’s hated rival, Prince Giovanni Villanova. When Godfrey refused to turn the
documents over, Caligari tried to take them by force. Godfrey barely escaped with his life, and
made his way to Marcina, the largest Castillian colony in the Archipelago.
Since arriving, he has tried to hire a ship and crew to help him locate the Cradle of the Gods and
unlock its secrets for himself.
Act I – “I Have a Simple Task for You…”
The adventure begins in Marcina, the major Castillian colony in the Midnight Archipelago, in the
town of Puerto Grande. If the heroes own their own ship, they can be in port for any number of
legitimate reasons; Puerto Grande is the largest port town in the Castillian colonies, with several
businesses looking to hire merchant captains to haul cargoes to and from the mainland. If the heroes
do not have their own ship, they can be looking to hire on with any number of ships searching for
crewmen.
Harlan Godfrey will try to approach the heroes while they are “enjoying the sights” of Puerto
Grande. He introduces himself as a member of the Explorer’s Society, and inquires if the heroes
may be interested in gainful employment. If they have their own ship, he tries to book passage to
the northern end of the Midnight Archipelago; if not, he offers them jobs as porters and guards for
his expedition. Harlan has a sizable amount of money in various denominations at his disposal
(about 10,000 Guilders worth of gold and notes), and can offer more from the Society if the heroes
can help him recover the artifact he’s after.
If pressed, he will show the heroes the map and journal, though he will be reluctant to let
anyone study either at great length (he is very concerned about scaring any superstitious types off).
Harlan will also mention Caligari and his ship, The Chimera, but only if the heroes are concerned
about potential hostilities. Once he can get the players to agree to help him, he offers to pay for
provisions for their ship, or hire a ship if they don’t have their own. The expedition should be able
to leave three days after the meeting.
On the second day after the meeting, watchful characters will notice a new ship in harbor - The
Chimera, a Vodacce galleon that belongs to Umberto Caligari, Vincenzo’s nephew. Should the
heroes decide to investigate this “strange coincidence,” have them roll Gather Information (d20™)
Panache + Socializing (7th Sea™) and consult the chart below. The better they roll, the more likely
it is that they will run into one of the Vodacce’s more loose-lipped crewmen. Again, good role-
playing is worth a Free Raise or two.
7th Sea™
D20™
10
10
“We’re headed north. The cap’n’s on ta sumpin’ big ‘ere. Real big.”
15
15
“The captain’s uncle himself ordered us out here. Whatever we’re after, the Prince
wants it bad…”
20
18
“It’s one o’ dem Syrneth ruins. Somethin’ powerful strong. Somethin’ dangerous!”
25
20
“We’re chasin’ that Explorer fella, Godfrey. Captain Umberto’s got it out for him
somethin’ fierce.”
30
25
“They call it ‘Cradle of the Gods’ or some such. Supposed to make a man into a god,
or some such.”
35+
30
“Naw, the cap’n don’t have the map, but he knows who do. Some guy by the name of
Godfrey. We aims to get it soon, though.”
If Harlan is with the players when they start asking around, the Vodacce crewmen will give up
their information, then pause slightly, looking closely at the Explorer. After a brief pause, one of the
Vodacce with note with a shout, “Hey, he’s that Explorer fella the cap’n was on about!” Give the
heroes one chance to talk their way out of a fight. If they fail, or opt to fight straight away, they are
Origins 2003 – High Seas Drifter
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set on by Antonio and Armand (two of Caligari’s henchmen) and two squads of Brutes. This should
be a classic bar brawl or dock fight; the Vodacce will not resort to lethal force unless the characters
do first.
Once the heroes deal with the Vodacce crew, they may or may not know about the threat to their
ship, based on their earlier conversations. If they do, they have two options: stand and fight or get
the hell out of there. If they decide to shove off, they get a six-hour jump on Caligari and a chance
to avoid another fight. If they decide to stand and fight, or if they are caught unaware, Caligari
sends Mario Scarrelli, two petty officers (Armand and Antonio, unless they are killed in the bar
brawl), and two squads of Brutes (see below) to deal with the heroes. Scarrelli and his men will
attempt to sneak on board and scuttle the ship, leaving the party stranded in Marcina.
The party should be able to beat the Vodacce back (even if taken by surprise), and Scarrelli will
flee as soon as his side has reached 50% casualties. However, the raiders will do enough damage
that Caligari should be able to get a 6 to 9-hour head start, unless the party can somehow foil the
Vodacce attack before it happens.
NPCs: Armand and Antonio (Barroom brawl); Mario Scarrelli, Armand and Antonio (attack on the
boat)
12 Vodacce Brutes (Bar brawl) (d20™)
Vodacce Sailor (Expert) 4: CR 3; SZ Medium (Humanoid); HD 4d6+4; hp 21; Init +2 (Dex);
AC 12 (+2 Dex); Atks Small improvised weapons + 3 melee (1d4) OR unarmed +3 melee (1d3);
SA none; SQ none; SV Fort +2, Reflex +3, Will +4; Str 10, Dex 14, Con 12, Int 10, Wis 10, Cha
10; AL N; Skills: Balance +9, Bluff +2, Climb +7, Jump +6, Listen +4, Profession (Sailor) +6,
Sense Motive +2, Speak Language (Vodacce {alternately, any one language from your
campaign setting}), Spot +7; Feats: Improved Unarmed Strike, Improvised Weapon
2 Brute Squads (Threat 3, 6 men each) (Bar brawl) (7th Sea™)
TN to be hit: 20
Usual weapons: Small weapons (improvised weapons and unarmed)
Skills: Balance +2, Climbing +2,Leaping +2
Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how many
Brutes are still standing.
12 Vodacce Brutes (Sabotage) (d20™)
Vodacce Pirate (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +2 (Dex);
AC 15 (+2 Dex, + 3 studded leather armor); Atks Cutlass + 5 melee (1d6+1); SA none; SQ
none; SV Fort +5, Reflex +3, Will +0; Str 12, Dex 14, Con 12, Int 10, Wis 8, Cha 8; AL NE;
Skills: Balance +4, Climb +4, Jump +4, Move Silently +5, Speak Language (Vodacce
{alternately, any one language from your campaign setting}), Spot +2, Swim +3; Feats: Dodge,
Mobility
2 Brute Squads (Threat 3, 6 men each) (Sabotage) (7th Sea™)
TN to be hit: 20
Usual weapons: Medium Weapons (cutlasses)
Skills: Balance +1, Climbing +1,Leaping +1, Stealth +1
Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how many
Brutes are still standing.
Origins 2003 – High Seas Drifter
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Act II - Into the Cradle of the Gods
Once the heroes set sail, the island the heroes are seeking is eight days north-northwest of Marcina.
It will require a Profession: Sailor check (DC 25) or a Wits + Navigation roll (TN 25) to locate the
exact island. Add one day’s time to the trip for every 5 by which the navigator missed the roll. It’s
important to note that if the heroes left port before Scarrelli’s attack, it will only have enough
provisions for 10 days. After that, the party needs to find another island and gather food and fresh
water.
If Caligari got the jump on the party and has a head start, the heroes can cut their time by six
hours for every Raise they call and make on the Navigation roll. At this point, a smart captain
knows that it’s wiser to avoid combat with Caligari. If the party can get ahead of the Vodacce, they
can gather the Cradle and be gone before Caligari ever reaches the island. If they decide now is the
time to fight, however, stats are included below in the Major NPCs section.
The island they seek is approximately eight miles long and about three and a half miles wide.
An extinct volcano looms over the center of the island; heavy jungle starts at the shoreline and goes
most of the way up the volcano’s side. Most of the shoreline is either rocky breakers or sheer cliffs
about thirty feet high. There are only two sections of actual beach on the island - one on the
northwest end (roughly five miles from the site) and one on the southeastern tip. The northwestern
beach is an ideal spot, while the waters off the southern beach are teeming with sirens.
On Godfrey’s map, there is a hidden cove on the eastern side that can only be entered and exited
during the high tide. To spot the cove without the map requires a Spot check (DC 30) or a
Perception check (TN 40). With the map, the DC drops to 20 and the TN to 25. From this cove,
they are only a mile and a half from the site of the Cradle of the Gods. (Caligari will miss the cove,
instead sending longboats ashore about five miles from the site.)
Once the party makes the cove, a steep path leads up the cliff and into the jungle. Here the
adventurers finally catch a break. It will take them about an hour and a half to hack through the
jungle to the site. It will take about half that long to hurry back to the boat if they follow the same
path out. The timing is important because they only have six hours to get to the Cradle and get back;
otherwise the ship is stuck in the cove until the next high tide. Godfrey’s map is very detailed, so
the party’s chance of getting lost is negligible.
The path to the Cradle leads up the side of the mountain, and into the volcanic bowl at the top.
Resting in the bottom of the crater is an ancient edifice of worked stone (an observant character
with the proper Knacks will notice that the stone is marble which is not indigenous to the island or
the Archipelago). The jungle is starting to encroach on the structure, and creeper vines cover a great
deal of the walls.
The building is square, roughly 25 yards to a side, and stands about 15 feet high, with a broad,
flat roof. Under the vines, the walls are covered in strange glyphs. There is only one door leading
into the building, a strange metal iris that is wedged open. De Venne’s party opened the door during
their visit, and it is now impossible to close. The vines and detritus that have blown into the door
appear to go no further than five feet inside.
The entrance has the first of several traps awaiting the heroes. The secrets to the first two traps
are annotated in de Venne’s notebook, if the heroes remember to check. A series of mirrors along
the doorframe and walls creates a light pattern across the floor exactly five feet from the doorway.
This pattern extends 25 feet down the hall. Along each wall are banks of blood red gemstones.
When the light pattern across the floor is disrupted, these gems radiate Bloodfire.
Bloodfire is an intense beam of light and heat that can cause severe damage to almost anything
it touches. There are two ways to avoid this trap: disarming it or avoiding it. Disarming it involves
using a mirror to reflect the beams of Bloodfire into the ceiling or wall so that they don’t strike the
Origins 2003 – High Seas Drifter
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character. Avoiding the beams requires a Reflex save (DC 25) or a Sprinting roll (TN 30) and
anyone failing the check takes 10d6 damage (d20™) or 6k6 Flesh Wounds (7th Sea™).
Dracheneisen reduces the damage by the appropriate amount, and El Fuego Adentro sorcerers are
immune. The trap resets automatically, so everyone crossing the trigger area needs to make a Sprint
Check.
Once the heroes make it past the Bloodfire, they round a corner. Anyone who makes a Spot
check (DC 15) or a Perception check (TN 15), notices a chest tucked into an alcove. The chest is an
old sea locker, left here by de Venne’s party on their initial trip through. An old lock, now rusted
and pitted, binds it. It requires a Strength check (DC 20) or a Brawn check (TN 30), or break the
lock. Picking the lock is more difficult; Open Lock, (DC 35) or Finesse + Lockpicking (TN 40) to
open it this way.
Inside is a long chain of strange metal beads. A successful Arcana check (DC 20) or a Wits +
Artifact Evaluation Check (TN 20) identifies it as a Syrneth Tiller (see Waves of Blood™, pg. 79).
Normally, the beads have a bright, silvery luster to them, but these beads are dull and flat.
Another Arcana roll or Artifact Evaluation Check (DC 10 and TN 15, respectively) reveals that the
Tiller appears to need recharging. There are also four amber stones wrapped in oiled cloth. When
the stones are unwrapped and grasped in the bare hand, they begin to glow. They offer twice the
illumination of a torch or lantern, and never run out of fuel (well, they’ll eventually run out of
aether, but not for a hundred years or so). The stones can be used for two purposes - illumination or
recharging the Tiller. It will take two stones to successfully recharge the Tiller, and once done, the
stones will be inert forever.
As they round the next corner, sharp-eyed characters will note (Spot check, DC 15) or
Perception Roll (TN 20) a faintly shimmering field in the middle of the hall. Further down the hall,
they may also notice thin grooves in either wall. If they pass through the field very slowly, they can
avoid triggering the trap (again, this is spelled out in de Venne’s notes). If they fail to do so, four
whirling discs shoot out of the grooves in the wall, flying at their heads. The disks zip past (or
through) the heroes, turn and zip back, making two “attacks” before returning to their resting spot.
For d20™, each disc attacks twice, with a +12 to hit. Anyone struck takes 4d8 points of damage
from the spinning blades. Any character who makes a successful Reflex save (DC 25) can take an
attack of opportunity against the blades before they hit. The blades have AC 25, a hardness of 5, and
5 hit points.
In 7th Sea™, allow each character two Active Defense Rolls (Parrying or Footwork TN 30).
Anyone who fails takes 4k4 damage per failed roll. If a character can make a Wits + Trap Lore (TN
25) when the trap is first sprung, he can figure out how to “disarm” the trap. A successful attack roll
(TN 35) will knock the discs down, rendering them inert.
Once the party gets past the “flying Soldanos,” they come to a steep ramp leading to another
level below the one they’re on. As the heroes start down the ramp, a half-dozen poles slide out of
the wall. Each pole is topped with a strange glowing “blade” of energy. Before the heroes get to the
bottom of the ramp, the aetheric blades begin twirling and slashing across the ramp, barring any
progress. There are two routes past the blades. Heroes can roll under them (Wits + Rolling, TN 30)
or swing over them with a rope or grappling gun (Wits + Swinging, TN 20). There are a few strange
protrusions on the ceiling that a rope could be secured to (Finesse + Throwing, TN 35 to lasso one,
or Finesse + Firearms, TN 25 with a grappling gun). Any character with an enchanted weapon or
dracheneisen can attempt to rush through the arms using Wits + Parry, TN 40. Anyone failing to
make their roll takes 4k4 Wounds.
The next level is a spiral ramp leading around the outside of a shaft. The shaft is 100 feet deep
and 25 feet across, and the ramp is 2 feet wide. At the bottom of the shaft is a large pool of
superheated mud. The mud counts as a Soft surface for falling purposes, but anyone falling into the
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mud takes 2d6 points of heat damage (D20™) or 3k3 Wounds (7th Sea™) every Round until they
get out. The mud is thin enough to swim through, though it will take two rounds to get to the edge.
The ramp passes over itself every 20 feet, so a character who somehow falls off may try to catch
himself on one of the lower levels, thus keeping himself from falling to the bottom of the pit. As
long as the party moves slowly and carefully, falling shouldn’t be an issue.
However, if they move with any speed, they risk falling (walking at a normal pace is Balance,
10, or Finesse + Balance, TN 15; running is Balance (DC 25) or Finesse + Balance (TN 30). Also,
any combat on the spiral ramp uses Balance as the Defensive Knack by default. At the bottom of the
ramp is a short hall ending in a dead-end.
This is the final barrier to the Cradle. The wall at the end of the hall is covered with tiny
glowing stones arranged in semi-familiar patterns. Anyone making a Knowledge (Astronomy)
check (DC 20) or a Wits + Astronomy Roll (TN 25), will recognize them as the constellations
visible from this island. The pattern is circular, so that all of the constellations visible throughout
the year are represented. Careful examination of the corridor will reveal thin grooves running along
the floor and ceiling, from side to side. If the heroes can make an Intelligence check (DC 10) or a
Wits + Trap Lore Roll (TN 15), they can figure out the purpose of the grooves.
A combination must be entered into the star chart. If the wrong combination is entered, the side
walls slam shut, crushing the interlopers. A Reflex save (DC 25) or a Wits + Leaping (TN 30), will
save a player’s bacon. It is impossible to jam the walls in place; otherwise, said player begins his
exciting new career as jelly. To open the lock properly, a player must touch the constellations
visible from the island on that date in the order that they appear. This is a Knowledge (Astronomy)
check (DC 30), or a Wits + Astronomy Roll (TN 35) to figure out. If the heroes spend at least an
hour observing the stars above the island for at least two hours at night, they gain a +5 circumstance
bonus (d20™) or 2 Free Raises (7th Sea™). If the heroes enter the wrong combination, they hear a
loud hissing like air escaping, then the walls slam shut. If they escape, the walls will reopen in two
minutes. If they fail, they are dead and don’t care when the walls reopen. If they enter the correct
combination, they hear a loud rumbling, and the map wall drops into the floor.
The room inside is a semispherical room about 30 feet in diameter and 15 feet high. A strange
silver obelisk roughly eight tall stands in the center of the room. If the heroes approach within five
feet of the obelisk, it starts to glow ominously, and the room is filled with an ever-increasing
droning noise. After about a minute, when the room is too noisy to hear ANYTHING but the
droning, beams of light lance out of the obelisk, projecting images on the walls. It will take the
characters about three to five seconds to realize that they are looking at a map of Théah. The island
they are on is glowing with a golden light. The glow suddenly takes the form of a bird and flies east,
finally coming to rest in the southeastern peninsula of the area that is now the Crescent Empire. The
bird image then shifts into the image of a man, and then into a glowing sphere. Once the sphere
forms, the images fade. The droning stops and a small door on the side of the obelisk opens.
Inside the door is an amber disc about six inches in diameter and a half-inch thick. The disk is
harder than any substance the characters have ever encountered, and is resistant to scratching or
gouging. Strangely enough, it ways less than have a pound. Inside the disk is a silver bead. As soon
as the disk is grasped in a human hand, the disk grows noticeably warm to the touch. The bead
shoots to one side of the disk and stays there. If the person holding the disk moves it, the bead
changes orientation so that it is always one the same side of the disk (pointing in the same
direction). The characters should be able to figure out that they now have a compass that is
currently pointing east, toward the Crescent Empire. Obviously, this compass was intended to lead
them to the next point in their quest.
The next encounter depends on how much of a lead the heroes had over Caligari’s men, if any.
If Caligari had the lead all the way to the island, then he and his men enter the room now,
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demanding the compass. If the heroes caught up, but failed to find the hidden grotto, then they
encounter Caligari in the next room, while making their way up the spiral ramp. In the event that the
heroes made it to the island first and found the grotto, they will run into Caligari’s men outside the
ruins. Regardless of the encounter point, Caligari demands that they turn over whatever it is they
found. If they refuse, or claim to have found nothing, then Caligari orders his men to attack. The
heroes can either fight (tough fight, but not unwinnable) or flee. For 7th Sea™, use the standard
Chase Rules (Game Master’s Guide™, page 169), using the chart below for random events. If they
fight, Caligari will flee if the battle appears to be going poorly. Should the Vodacce win the fight,
they will leave the heroes alive (Caligari loves to humiliate his enemies) and take the compass,
heading for Zafara and “the final prize.” If the heroes flee and manage to escape, then the Vodacce
will have enough problems when they get back to their own boat. However it turns out, eventually
the heroes should get back to their ship.
NPCs: Umberto Caligari, Mario Scarrelli, Jacques, Miguel (any NPCs killed in a previous
encounter will not be present, of course).
12 Vodacce Brutes (Shore Party) (d20™)
Vodacce Pirate (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +2 (Dex);
AC 15 (+2 Dex, + 3 studded leather armor); Atks Cutlass + 5 melee (1d6+1) OR musket +6
ranged (1d10); SA none; SQ none; SV Fort +5, Reflex +3, Will +0; Str 12, Dex 14, Con 12, Int
10, Wis 8, Cha 8; AL NE; Skills: Balance +4, Climb +4, Jump +4, Move Silently +5, Speak
Language (Vodacce {alternately, any one language from your campaign setting}), Spot +2,
Swim +3; Feats: Exotic Weapon Proficiency (Firearms), Run
2 Brute Squads (Threat 3, 6 men each) (Shore Party) (7th Sea™)
TN to be hit: 20
Usual weapons: Medium Weapons (cutlasses) or Firearms (Muskets)
Skills: Balance +1, Climbing +1,Leaping +1, Stealth +1
Special: A Brute Squad from Vodacce always rolls a minimum of 3 dice, no matter how
many Brutes are still standing.
Chase Table (Jungle) (7th Sea™)
1-2: A fallen tree blocks the path. Each party must make a Finesse + Leaping Roll (TN 15). Failure
indicates that they stumble, adding or subtracting a Marker, depending on their side.
3-4: The path skirts a quicksand pit. The pursued must make Finesse + Balance (TN 20) or lose 1-5
Markers. The pursuer must make a Finesse + Balance (TN 20) or the pursued gains 1-5 Markers.
5-6: The chase leads over a log bridge crossing a stream. Each party must make a Finesse + Balance
Roll (TN 15). If the pursued fails, remove all Markers. If the pursuer fails, the pursued escapes.
7-8: The pursued manages to duck through some creeper vines. The pursuer must make a Finesse +
Rolling Check (TN 15) or the pursued gains 1-5 Markers.
9-0: The trail suddenly drops off. All parties must make a Finesse + Leaping check (TN 20) or fall 1
level, taking 1k1 damage and losing 1-5 Markers.
Act III – Zafara
Eventually, the party will arrive in Zafara in the Crescent Empire, home to Die Kreuzritter and the
famous Hospital. It is the closest city to the spot marked on the Setine map, and the heroes will
require supplies before they can trek across the desert. Furthermore, if Harlan Godfrey is still with
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the party, he knows Zafara quite well, and can direct the party to someone to help them. Zafara is a
sprawling port town, and the streets are packed with sailors, merchants, and shoppers. It is hot and
humid with precious little breeze in the cramped streets. People in the streets are constantly
barraging them, trying to sell them something or barter with them for something.
If Godfrey is present, he leads the party through the city to a house enclosed by a low brick wall.
The garden is lush and green, and a small fountain bubbles in the middle of the courtyard. The
house is well appointed, and obviously belongs to someone of means. This is the home of Adil ben
Bakir, information broker and former member of the Explorer’s Society. He and Harlan were
friends some time ago, and he is still quite fond of the Avalon doctor. Adil is also the leading source
of information in Zafara concerning “rare antiquities.”
Role-play the encounter between the heroes and Adil however you like. If you want to use dice
to decide the course of the encounter, Adil’s stats are provided. If your heroes would rather role-
play the exchange, feel free to haggle and cajole to your heart’s content. Adil has recently come into
possession of several maps of Syrneth ruins throughout the Empire, and one in particular shows an
abandoned temple in almost the exact spot that interests Dursey. Adil doesn’t know that the maps
were stolen from a local Vigilant of die Kreuzritter, and probably wouldn’t care if he did. Normally,
Adil would charge top price for this treasure. If the heroes can convince him of their noble
intentions (or convince him that Caligari will not be so reasonable – Adil is mildly terrified of
Caligari), Adil lets the map go for a reasonable price.
Once the negotiations have concluded, Adil excuses himself to retrieve the map. After a few
moments, heroes hear (Listen check, DC 20, or Perception check, TN 20) the sounds of a scuffle.
Let them wait as long as necessary before they figure out that Bakir is not returning.
Should they investigate the sounds of scuffling, they will find a man in covered head to toe in
gray-green clothes standing over Adil’s dead body. The assassin holds a bloody stiletto and a
bundle of maps. This is Bernardo, the die Kreuzritter assassin charged with recovering the maps.
Have the heroes roll Initiative. Bernardo’s main goal is to slip out of sight so he can use his Nacht
sorcery to slip into the shadows and escape. He will not fight to the death unless he has to, and will
only speak Crescent languages while on this mission (he is so covered by clothing that it is
impossible to tell that he isn’t a Crescent himself).
If Bernardo escapes, or if the heroes don’t make the Listen/Perception check or decide not to
investigate, when they finally go looking for Adil, they find him dead in his study. He has a map
tucked into one sleeve (the map Dursey needs – he hid it before Bernardo stabbed him). As soon as
the heroes have the map, a servant girl walks in and sees them over her dead master’s body. At this
point, remind the heroes that they are outsiders (yavanci) here, and not likely to receive much in the
way of justice from the locals.
The heroes should probably flee now because a mob of guards (1 Brute Squad per player) is on
its way at a dead run. (Use the standard chase rules on pages 169-172 of the Game Master’s
Guide™.) If the heroes defeat the first wave, a second appears. And so on.
Once the heroes are five or more Phases ahead of the guard, a local street urchin appears in their
path and leads them to safety. If the heroes mention the fact that they need a guide, the boy will lead
them to his “good yavanci friend” Bernardo, a “Vodacce sailor-turned-guide who’s just trying to
make ends meet.” By the time the heroes get to Bernardo, he will realize one of the maps is
missing, and also have a good idea of where to find it. He will try to avoid brute force, however,
offering to join the party and lead them across the treacherous desert and into the mountains. He can
then get the map at his leisure and also make his way to the temple to see what befell the Vigilants
that once guarded it. If the heroes don’t try to hire a guide, Bernardo approaches them as they are
leaving town. He will have several camels, laid out with provisions and water. He will try to
convince the party that he “heard they were taking a trip” and that they might want to avoid any
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problems with that “nice Vodacce captain that just pulled into port.” Bernardo knows enough of
Godfrey to realize that he’s the one Umberto Caligari is seeking. If this fails, Bernardo will wish
them well, then track them through the desert.
NPCs: Adil ben Bakir, Bernardo Felicini
Crescent Brutes (6 per character) (City Watch) (d20™)
Crescent Guard (Warrior) 3: CR 2; SZ Medium (Humanoid); HD 3d8+3; hp 20; Init +1
(Dex); AC 15 (+1 Dex, + 3 studded leather armor, +1 small wooden shield); Atks Scimitar +5
melee (1d6+2) OR light crossbow +4 ranged (1d8); SA none; SQ none; SV Fort +4, Reflex +2,
Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 10; AL NE; Skills: Climb +6, Jump +6,
Listen +4, Speak Language (Crescent {alternately, any one language from your campaign
setting}), Spot +4; Feats: Alertness, Toughness
Crescent Brute Squads (1 Squad per Character) (Threat 2, 6 men each) (Shore Party) (7th
Sea™)
TN to be hit: 15
Usual weapons: Medium Weapons (scimitars) or Medium (crossbows)
Skills: Climbing +1,Leaping +1, Sprinting +1
Special: A Brute Squad from the Aldiz’ahali tribe of the Crescent Empire may move from
one level to another without penalty, as if on the same level. This movement is only for
changing one level at a time and the benefit is lost if two or more levels are changed in a
single phase.
Act IV – The House of the Sun
The heroes now have to spend two days crossing the desert until they get to the foothills of the
Kutsal-dag Mountains. The sun is brutal, and the temperature soars to well over a hundred degrees.
For d20™, see DUNGEON MASTER’S Guide™ (page 86) for rules concerning extreme heat. For
7th Sea™, every half hour that they travel, the heroes must make a Resolve check (TN 10, +5 for
every half hour after the first). Failure results in 1k1 Flesh Wounds of damage. These Flesh Wounds
never result directly in a Dramatic Wound, but they do not go away until the hero has the
opportunity to sit and rest for an hour. At the end of an hour’s rest, the afflicted character is fine.
If Bernardo is with them, he tries to engage various characters in conversation to learn why they
have come to the Crescent Empire. If asked, he tells them that he was a sailor on a merchant vessel
that docked in Zafara. He fell in love with a local girl and decided to stay behind. Alas, things didn’t
work out, and now he makes his living as a guide. (This is all fabrication – Bernardo has a gift for
languages and was sent to the Crescent Empire to serve die Kreuzritter as a Vigilant.)
Late in the afternoon of the second day, a sandstorm sweeps in from the north, pounding the
party and preventing them from moving. Anyone attempting to move through the storm takes 2d4
subdual (d20™) or 6k2 (7th Sea™) damage each Round as the sand rips at them. Only by hunkering
down and trying to avoid the wind can the heroes keep from getting ripped to shreds. Once they
figure out that they need to stop, a strange sight greets them. A tall, slim man comes walking out of
the gloom that surrounds them. He is wearing silk pants and an open robe, and seems completely
unaffected by the storm around him. As he approaches the characters, he begins to whisper softly,
moving his hands as if to calm the wind itself. Soon the storm begins to die down, leaving him
standing amid the characters unmolested.
He introduces himself as Tikat Duvar, a monk living in the mountains nearby. He claims that
the winds told him of travelers in peril, so he came to the rescue. He has a strange, otherworldly
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quality about him, and he moves across the sand with preternatural ease. In fact, he makes no
footprints as he walks (Spot check, DC 10, or Perception check, TN 10 to notice).
Duvar leads the heroes to his temple. Several guards work in the courtyard, practicing their
dueling skills and maintaining the structure. Once Duvar returns, Rashid, his manservant, joins him.
Rashid is a towering Crescent with a massive curved sword (a dilmekiri), which he never puts
down. Twin dancing girls, Esmera and Jasheira, also joins them. Duvar summons servants to take
the characters to private rooms where they can bathe (actual hot baths!) and change into clean
clothing. Once the heroes are cleaned and changed, they will be summoned to join Duvar for dinner.
He puts out a lavish spread for the heroes, and has the twins dance for their entertainment.
At this point, Tikat is trying to lull the heroes into a false sense of safety, so that he can find out
if one of them has the key (the disk from the previous adventure). He will do whatever it takes to
get the disc, but he would prefer to avoid violence. If asked, he admits that there is a shrine in the
heart of the mountain, containing many strange hieroglyphics and a sarcophagus of unknown
origins. He will not let the heroes have access to it, though, as it is a “holy site.” If one or more of
the heroes shows an interest in the dancing girls (who will actively try to seduce anyone who
appears susceptible), Duvar will dismiss them with his blessing and a wish that they enjoy “all the
hospitality his humble abode can offer.” The heroes will be treated to baths, clean clothing, and the
finest meal they’ve probably had in quite some time. If anyone tries to sneak away, Rashid will go
follow, track him or her down, and return to the dining area with the guest in tow. He will not use
violence unless necessary, but will respond to attacks with lethal force. If Duvar cannot convince
the heroes to surrender the disk by the end of the evening, he will retire to his chambers, feigning
exhaustion.
The next morning, he will approach the bearer of the key and bid that person follow him.
Leading the player into the heart of the mountain, Duvar reveals the strange sarcophagus in the
middle of the room. He explains that he has tried for years to open the sarcophagus but to no avail.
He shows the heroes a depression on the surface of the sarcophagus, and explains that he believes
this is where a key should go. He then demands the key. At this point, 30 of his personal guards
make their way into the room, as well as Rashid and the twins. If the heroes refuse, his men will
attack.
Once the heroes have the Brutes in hand (it shouldn't be that tough a fight, really…), Duvar uses
his Rimâl sorcery to summon a huge scorpion formed from sand on the chamber floor. For d20™,
Duvar can make a ranged touch attack against any one target each round. A successful hit causes
3d6 points of bashing damage and blinds the target for 1d4 rounds (Fortitude save, DC 20, to avoid
blinding). In 7th Sea™, the scorpion storm is immune to attacks, rolls 5k4 to hit, and does 6k2
damage. It will last for 8 rounds, unless Duvar is slain or knocked out before then.
If the heroes have made the effort to stay together, then they are all here. If not, then only the
ones that came with the key bearer are present. Additional Brute Squads will attack the rest, singly
and in pairs. Once they defeat their attackers, they can follow the sounds of battle and sandstorms
and rejoin their companions at a suitably dramatic point.
If the key is placed in the depression atop the sarcophagus, nothing happens at first. After a full
minute, the key begins to glow briefly, then fades from sight (it has returned to the Midnight
Archipelago). The sarcophagus opens, revealing a shiny silver (platinum-like) disk roughly twelve
inches in diameter. Heroes will recognize the disk as the Creator’s Hand from the descriptions in
DeVenne’s journal. The circumference of the devise is covered in strange, serpentine glyphs. The
disk is about a half-inch thick around the outer edge, and four inches thick through the center. On
either side of the disk is the impression of a human hand, slightly larger than average. A hole
approximately two inches in diameter is centered in the palms of the hands. Several metal wire
“claws” line the edge of the hole. The description of the Hand in the journal mentioned a glowing
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gemstone used to power the device. A careful examination of the device and sarcophagus shows
that there is no gemstone present. Someone has been here, and removed the power source.
Should anyone lift the Hand out of the sarcophagus (Duvar will not, instead waiting for a player
to touch it to see if it is safe), that person is immediately overwhelmed by a strange vision. He can
see himself racing down the mountain and across the desert, to the east. Soon he is flying over the
Mirror Sea and past mysterious Cabora. He soars over a strange land of vast rolling plains and
wondrous and mysterious cities. Then he is sailing through a lush forest kingdom and up the side of
a majestic mountain. The trip ends abruptly, with the character hovering in the air over a humble
temple nestled high in the mountains. Peasants work in the fields below, while simple priests go
about their daily lives. The other half is here. There is no doubt. And a mysterious voice whispers a
name in the viewer’s head… “Khimal.”
Once the heroes have the Creator’s Hand, one of two things has happened. They have either
defeated Tikat and his minions, or are about to flee from their host and his minions. Hopefully, they
manage to escape and make their way back to Zafara. Umberto Caligari and his men are still in
town, having been detained for questioning when they attempted to sabotage the heroes’ ship. No
harm has befallen the Explorer vessel, and the heroes can make way for their next destination…
Cathay, Jewel of the East.
NPCs: Tikat Duvar, Rashid, Esmera, Jasheira, Bernardo (if desired, or if he joins the heroes)
30 Crescent Brutes (Temple Guardians) (d20™)
Crescent Guard (Warrior) 4: CR 3; SZ Medium (Humanoid); HD 4d8+4; hp 24; Init +1
(Dex); AC 15 (+1 Dex, + 3 studded leather armor, +1 small wooden shield); Atks Falchion +6
melee (2d4+3); SA none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int
10, Wis 10, Cha 10; AL NE; Skills: Climb +4, Hide +4, Jump +4, Listen +4, Move Silently +4,
Speak Language (Crescent {alternately, any one language from your campaign setting}), Spot
+4; Feats: Alertness, Power Attack
5 Crescent Brute Squads (Threat 3, 6 men each) (Temple Guardians) (7th Sea™)
TN to be hit: 20
Usual weapons: Medium Weapons (scimitars) or Medium (crossbows)
Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1
Special: A Brute Squad from the Yilan’bazlik tribe of the Crescent Empire gains one additional
unkept die for all rolls (i.e., 5 Brutes would roll six dice, keeping a number equal to their Threat
Rating)
Act V – Sanctuary
The party must now make their way from Zafara to Cathay. There are two separate paths, each
offering unique challenges. The players can take the direct route, east across the Mirror Sea, past the
island of Cabora and the huge blockade surrounding it, to the port city of Ji Long in the kingdom of
Han Hua. From there, they have to find a way across Han Hau, through the forest kingdom of
Koryo, and into the mountains of Khimal, a journey of about two to three months, barring any
interruptions. A quicker route would be around Tashil and Tiakhar and then up the eastern coast of
Cathay. This journey would be less than a month, but would involve passing through the waters of
the Tiakhar pirates, reputed to be some of the fiercest raiders in the world. Either route promises to
be an adventure.
Once the players make their way to Khimal, they have to find their way into the mountains and
to the temple seen in the vision. The trek into the mountains is fraught with peril. Blizzards,
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avalanches, and wandering yeti threaten the unprepared traveler.
The party awakens, more or less in one piece, in what appears to be the infirmary room of a
temple. Monks in saffron colored robes move quietly about the room as a soft fragrant breeze wafts
over their heads. There is a faint sound of wind chimes in the distance. The party is greeted by a
young man with a warm smile who introduces himself as Lama Kenpo, the keeper of the sanctuary
of the goddess Pahsang, She Who is Peaceful and Serene. He questions the party politely and gently
but directly about why they have come to Khimal. Although he won’t admit it until he’s convinced
of noble intentions, he has a fairly good idea why they are here. He tells them that his father found a
man named deVenne wandering the mountains forty years ago and brought him to the temple.
Lama Kenpo will not introduce the heroes to deVenne unless they reveal the Creator’s Hand.
When they are finally introduced, deVenne appears to be a young Montaigne gentleman
approximately 25 to 28 years of age, dressed in monk’s robes. (He is, in fact, almost 90!) DeVenne
has not aged a day since arriving in Khimal; in fact, he has lost a few years and is now in the prime
of life – which is how he will stay until slain. He doesn’t age or get sick. He tells the party that he
eventually married a local woman and had two children – Luc (now age 22) who is headstrong,
confrontational, and distrustful of strangers, and Pema (age 18) a beautiful young monk, who is her
brother’s opposite – open and warm, and perhaps too trusting. DeVenne’s wife died of the
“coughing sickness” when Pema was only two years old.
The adventurers know that he tried to destroy the key (from adventure one) and also the focus
itself (adventure two), but failed. The creators had apparently planned for such eventualities. To
prevent such a powerful item from falling into the wrong hands, deVenne brought one half of it to
Khimal. The separate pieces of the source are useless the complete item is assembled.
Unfortunately, deVenne didn’t know about the failsafe (anyone holding the device can
automatically locate the gem, and is drawn to it).
The heroes may tell deVenne what has been going on in Théah since his absence, especially
about the Revolution. Young Luc, who has been listening at the door, bursts into the room and
reveals that he found his father’s journal some time ago. Now that he has access to both pieces of
the focus, he is ready to make his move to restore the monarchy to Montaigne – with him as
Empereur! With the help of Deki (a rogue guide) and a few dissenters in the ranks, Luc tries to seize
the focus. A battle ensues in which Luc and his flunkies are defeated. It is a sad de Venne who
reminds his son about the rules for such behavior – exile from the temple and the community. The
dissenters are escorted to the boundary of the temple compound and the gates are closed on them
forever.
12 Cathayan Brutes (Luc’s Cohorts) (d20™)
Cathayan Bully Boys (Warrior) 5: CR 4; SZ Medium (Humanoid); HD 5d8+5; hp 32; Init +5
(+1 Dex, +4 Improved Initiative); AC 14 (+1 Dex, + 3 hide); Atks Hand axe +7 melee (1d6+2);
SA none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha
8; AL NE; Skills: Climb +5, Hide +2, Jump +5, Listen +4, Move Silently +2, Speak Language
(Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats:
Improved Initiative, Toughness
2 Cathayan Brute Squads (Threat 4, 6 men each) (Traitors) (7th Sea™)
TN to be hit: 25
Usual weapons: Medium Weapons (Axes)
Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1
Special: A Brute Squad from the kingdom of Khimal is allowed one re-roll per scene.
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Act VI – Betrayal
The heroes are treated to all the hospitality the monks can provide with profuse apologies for the
uproar. Such behavior is completely antithetical to the monks’ philosophy. Wounds suffered during
combat are treated, and the heroes are sheltered from the fierce mountain storms. DeVenne is
almost inconsolable about the loss of his son. (Opportunity to learn more about Cathay, perhaps do
some research. The lamasery has a library that contains a number of volumes from Western Theah,
at the GM’s discretion.
Pema asks the heroes to help divert her father from his sorrow. At this point, more diplomatic
characters may engage the Montaigne in conversation about the Syrneth item. DeVenne explains
what the focus can do and why it can never be used again. Using it, especially to form an army, will
tear down the Barrier and bring about the end of the world. DeVenne proposes that the heroes take
the object and drop it in the ocean somewhere very far away. Or throw it in a volcano. Anything.
Just destroy it once and for all.
A week passes, during which the party gathers supplies for the journey down from the
mountain. (Discussion about destroying the focus is encouraged.) The week-long interlude is also
an opportunity for a player who might be attracted to Pema to spend time with her, and perhaps try
to encourage her to leave the lamasery and return to western Théah with him. She is torn – she is
definitely developing feelings for the hero, but there is her obligation to the temple and her love for
her father.
Just as the party is saying their good-byes, the doors burst open and in strides Caligari and his
men, accompanied by Cathayan mercenaries, a few guides, Deki and Luc deVenne. At sword’s
point, Caligari demands the source. DeVenne refuses. Caligari does not want to attack an unarmed
man, but Luc has no problem and rushes at his father. DeVenne does not defend himself, and takes
a fatal wound. Full combat ensues during which Caligari tries to take the Creator’s Hand by force.
Once the Vodacce and his forces are defeated, the monks will take them into custody or bury the
dead, whichever is appropriate.
NPCs: Umberto Caligari, Mario Scarrelli, Antonio, Armand, Luc, Deki, Pema
16 Cathayan Brutes (Mercenaries) (d20™)
Cathayan Bully Boys (Warrior) 5: CR 4; SZ Medium (Humanoid); HD 5d8+5; hp 29; Init +5
(+1 Dex, +4 Improved Initiative); AC 14 (+1 Dex, + 3 hide); Atks Dao +8 melee (1d12+3) ; SA
none; SQ none; SV Fort +5, Reflex +2, Will +1; Str 14, Dex 12, Con 12, Int 10, Wis 10, Cha 8;
AL N; Skills: Climb +5, Hide +2, Jump +5, Listen +4, Move Silently +2, Speak Language
(Crescent {alternately, any one language from your campaign setting}), Spot +4; Feats: Power
Attack, Weapon Focus (Dao)
2 Cathayan Brute Squads (Threat 4, 8 men each) (Mercenaries) (7th Sea™)
TN to be hit: 25
Usual weapons: Large Weapons (Dao)
Skills: Climbing +1,Leaping +1, Sprinting +1, Stealth +1
Special: A Brute Squad from the kingdom of Han Hua may include up to eight Brutes, instead
of the standard six.
DRAMATIS PERSONAE
Harlan Godfrey (d20™)
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Avalon Fighter 2/Wanderer 6/Archaeologist 4 : CR 12 ; SZ Medium (Humanoid) ; HD
4d4+8+6d8+16+2d10+4 ; hp 81 ; Init +2 (Dex) ; Spd 30 ft. ; AC 12 (Dex) ; Atks : Pistol +11
ranged (1d10) OR small sword +10 melee (1d6+1) ; SA none ; SQ Ancient Lore, Evasion,
Extraordinary Luck, Font of Wisdom, Limitless, Knowledge, Tradesman, Uncanny Dodge (Dex
bonus to AC, can’t be flanked), Ward of the Albatross ; SV Fort +8, Reflex +13, Will +11 ; St
13, Dex 14, Con 14, Int 19, Wis 16, Ch 15 ; AL NG ; Skills : Aprraise +11, Climb +6, Decipher
Script +10, Diplomacy +10, Disable Device +11, Gather Information +10, Handle Animal +6,
Jump +6, Knowledge (Geography) +15, Knowledge (History) +19, Knowledge (Sidhe) +15,
Knowledge (Syrneth) +15, Listen +15, Ride +6, Search +15, Sense Motive +13, Speak
Language (Avalon, Crescent, Eisen, Montaigne, Théan, Vodacce {alternately, any six from your
campaign setting}), Spot +15, Swim +4, Tumble +12, Use Magic Device +11 ; Feats :
Alertness, Exotic Weapon Proficiency (Firearms), Iron Will, Keen Senses, Lightning Reflexes,
Membership (Explorer’s Society), Skill Focus (Knowledge : History), Skill Focus (Knowledge :
Syrneth)
Harlan Godfrey (Hero)(7th Sea™)
Brawn : 2, Finesse : 3, Wits : 5, Resolve : 3, Panache : 3
Reputation: 25
Background: Moment of Awe
Arcana: None
Advantages: Avalon (R/W), Eisen (R/W), Montaigne (R/W), Théan (R/W), Tikaret-baraji
(Crescent), Vodacce (R/W); Keen Senses, Membership
Archaeologist: Artifact Evaluation 4, Occult 4, Research 4, Society Lore 3, Syrneth Lore 4,
Trap Lore 3
Athlete: Climbing 2, Footwork 2, Leaping 2, Rolling 3, Sprinting 2, Swimming 1, Throwing 2
Courtier: Diplomacy 3, Dancing 2, Etiquette 3, Fashion 2, Oratory 2
Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 1, Eye Gouge 2
Fencing: Attack (Fencing) 3, Parry (Fencing) 3
Firearms: Attack (Firearms) 3, Reload (Firearms) 3
Scholar: Astronomy 2, History 4, Mathematics 2, Natural Philosophy 3, Occult 4, Philosophy 2,
Research 5
Harlan Godfrey is devoted to the search for knowledge. He has made a name for himself among the
Explorer’s Society as a dogged and determined archaeologist who rarely gives up a quest once he’s
started it. This fierce dedication has led him to trouble more than once, which is why Harlan is
looking to hire adventurers to help him; the Society is hesitant to risk many assets on someone they
consider “rash” or “reckless.” Harlan is neither rash nor reckless, but he hates to fail. His zeal has
only intensified since finding de Venne’s journal, as he feels this could be the most important
discovery of all time.
Harlan is a tall man (about six foot) in his mid-forties, with salt-and-pepper black hair and a
neatly trimmed beard. His gray eyes sparkle when he is discussing one of his “intellectual” pursuits.
He comes off as slightly bumbling and awkward when in social situations, but once he is “in the
field,” it becomes very apparent that Harlan is an expert adventurer.
Roleplaying Hints: You aren’t much of a social beast. Crowds make you uncomfortable, and you
tend to stammer and stutter when you have to speak publicly. You are jovial and easy-going the rest
of the time, even when you are delving into a ruin filled with Syrneth death traps.
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Umberto Caligari (d20™)
Vodacce Noble 2/Pirate 4/Swashbuckler 4/Ambrogia 3/Archaeologist 1 : CR 14 ; SZ
Medium (Humanoid) ; HD 1d4+2+7d6+14+2d8+4+4d10+8; hp 107; Init +3 (Dex); Spd 30 ft.;
AC 20 (+3 Dex, +2 Light Footed, +5 Roguish Style); Atks: Masterwork rapier +15/+10/+5
melee (1d6+1) and masterwork main gauche +15 melee (1d4) OR pistol +15 ranged (1d10); SA
Dexterous, Dexterous Strike, Ride the Blade; SQ Ancient Lore, Commanding Presence +1,
Focused Training, Friends in High Places, Light Footed, Limitless Knowledge, Roguish Style,
Seasoned; SV Fort +8, Ref +18, Will +12; Str 12, Dex 16, Con 14, Int 20, Wis 14, Cha 17; AL
LE; Skills: Appraise +11, Balance +12, Bluff +7, Diplomacy +9, Gather Information + 15,
Knowledge (Geography) +13, Knowledge (History) +17, Knowledge (Syrneth) +17, Listen +11,
Search +11, Sense Motive +6, Speak Language (Avalon, Castillian, Crescent, Eisen,
Montaigne, Théan, Vodacce{alternately, any seven languages from your campaign setting}),
Spot +11, Tumble +13; Feats: Alertness, Ambidexterity, Combat Reflexes, Exotic Weapon
Proficiency (Firearms), Iron Will, Left Handed, Lightning Reflexes (Player’s Handbook™,
page 83), Pirate Trick (Kick Up), Pommel Strike, Scholar, Skill Focus (Knowledge:
Geography), Skill Focus (Knowledge: Syrneth), Two Weapon Fighting, Weapon Finesse (any
applicable weapon, only in light or no armor), Weapon Focus (Main Gauche), Weapon Focus
(Rapier)
Umberto Caligari (Villain) (7th Sea™)
Brawn: 2, Finesse: 3, Wits: 5, Resolve: 3, Panache: 4
Reputation: -30
Background: Rival (3 pts)
Arcana: Arrogant
Advantages: Avalon (R/W), Castille (R/W), Crescent (R/W), Eisen, Montaigne (R/W), Théan
(R/W), Vodacce (R/W); Combat Reflexes, Noble, University
Archaeologist: Artifact Evaluation 2, Occult 3, Research 4, Society Lore 1, Syrneth Lore 4, Trap
Lore 2
Athlete: Break Fall 2, Climbing 3, Footwork 3, Leaping 2, Rolling 2, Sprinting 2, Swimming 1,
Swinging 2, Throwing 1
Captain: Ambush 3, Bribery 2, Cartography 2, Diplomacy 3, Gunnery 1, Strategy 2, Tactics 2
Courtier: Dancing 2, Diplomacy 3, Etiquette 4, Fashion 3, Oratory 3, Scheming 3, Sincerity 2
Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 2, Eye Gouge 1, Kick 2,
Parry (Improvised Weapon) 4, Throw (Improvised Weapon) 2
Fencing: Attack (Fencing) 3, Parry (Fencing) 3
Firearms: Attack (Firearms) 3
Knife: Attack (Knife) 2, Parry (Knife) 4, Throw (Knife) 2
Sailor: Balance 3, Climbing 3, Knotwork 1, Leaping 2, Navigation 1, Pilot 3, Rigging 2,
Swimming 1
Scholar: Astronomy 3, History 3, Mathematics 2, Natural Philosophy 3, Occult 3, Philosophy 2,
Research 4
Spy: Conceal 3, Disguise 1, Interrogation 3, Poison 2, Shadowing 1, Stealth 2
Ambrogia School (Journeyman): Feint (Fencing) 42, Pommel Strike (Fencing) 4, Riposte
(Fencing) 4, Exploit Weakness (Ambrogia) 4
Umberto Caligari is one of the finest treasure hunters in Théah, and would make a fine member of
the Explorer’s Society, if not for the fact that he is fanatical in his support of his uncle Vincenzo. He
has traveled the length and breadth of Théah looking for Syrneth artifacts, all for his uncle. His
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dogged determination has put him at odds with the Explorers time and again, and Umberto has
begun to hate the Society with a passion. While Caligari’s main goal is the location of the Creator’s
Hand, he will take any opportunity to hurt an Explorer he encounters.
Umberto is of average height and weight. He is dark-haired and serious-looking, and tends to
wear loose, comfortable clothing when on expeditions. If encountered in a social setting, Umberto is
always dressed in the finest Vodacce fashions, as befitting the nephew of a Prince.
Roleplaying Hints: You have a strong idea of what the Creator’s Hand really is, and you will stop at
nothing to possess it. Your great-uncle will pay a king’s ransom for the devise… after you’ve used
it yourself, of course.
Mario Scarrelli (d20™)
Vodacce Pirate 6/Rogers 3/Boarding Marine 1: CR 10; SZ Medium (Humanoid); HD
3d8+6+7d10+14; hp 80; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30ft.; AC 16 (+4 Dex, +2
Roguish Style, +5 Unarmored Defense Proficiency); Atks Masterwork cutlass +15/+10 melee
(1d8+3) and belaying pin +11 melee (1d8+1) OR pistol +14 ranged (1d10); SA Amphibious
Assault, Pirate Tricks; SQ Roguish Style, Seasoned, Sure Footed; SV Fort +12, Reflex +14,
Will +2; Str 16, Dex 18, Con 15, Int 14, Wis 9, Cha 13; AL LE; Skills: Balance +12, Bluff +6,
Climb +7, Intimidate +9, Jump +9, Profession (Sailor) +8, Sense Motive +4, Speak Language
(Castillian, Théan, Vodacce {alternately, any three languages from your campaign setting}),
Swim +9, Tumble +10; Feats: Ambidexterity, Improved Critical (Cutlass), Improved Initiative,
Improved Unarmed Strike, Pirate Tricks (Against the Rails, Belay That, Sidearm), Quick Draw,
Skill Focus (Profession: Sailor), Unarmored Defense Proficiency (Beginner), Weapon Expert
(Cutlass), Weapon Focus (Cutlass), Weapon Specialization (Cutlass)
Mario Scarrelli (Villain) (7th Sea™)
Brawn: 3, Finesse: 4, Wits: 2, Resolve: 3, Panache: 3
Reputation: -20
Background: None
Arcana: None
Advantages: Castillian (ACQ), Théan (R/W), Vodacce (R/W), Pirate Tricks (Quick Draw, Side
Arm)
Athlete: Climbing 3, Footwork 3, Leaping 3, Sprinting 2, Swimming 2, Swinging 2, Throwing 2
Captain: Gunnery 2, Incitation 2, Strategy 1, Tactics 1
Criminal: Ambush 3, Gambling 2, Shadowing 3, Stealth 2
Dirty Fighting: Attack (Dirty Fighting) 2, Attack (Improvised Weapon) 3, Throat Strike 2
Fencing: Attack (Fencing) 4, Parry (Fencing) 2
Firearms: Attack (Firearms) 5
Sailor: Balance 5, Climbing 2, Knotwork 3, Rigging 2, Pilot 2, Navigation 2
Rogers School (Journeyman): Bind (Fencing) 4, Corps-á-corps 4, Disarm (Fencing) 4, Exploit
Weakness (Rogers) 4
Mario Scarrelli is Umberto Caligari’s First Mate and chief toady. He runs the daily operations
abroad The Chimera, and usually leads any shore parties that Umberto sends out. He is loyal to
Caligari, and will back his captain to the bitter end.
Scarrelli is a short, stocky man with greasy black hair and a scraggly beard. His nose has been
broken numerous times, and he has a jagged scar across his forehead. He dresses like the
stereotypical pirate, with lots of gaudy colors and no actual sense of fashion or taste.
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Roleplaying Hints: You are the loyal henchman. Umberto Caligari’s word is law. Your first duty is
to protect Umberto. Never forget that.
Armand (d20™)
Montaigne Swashbuckler 5/Tout Prés 3: CR 8; SZ Medium (Humanoid); HD 5d6+3d8; hp
41; Init +3; AC 15 (+3 Dex, +2 Light Footed); Atks Masterwork rapier +8/+3 melee (1d6+1)
and improvised weapon +10 melee (1d4) OR pistol +11 ranged (1d10); SA Dexterous,
Dexterous Strike; SQ Light Footed, Protective Stance; SV Fort +4, Reflex +11, Will +5; Str 13,
Dex 16, Con 11, Int 14, Wis 12, Cha 14; AL CN; Skills: Balance +13, Bluff +13, Climb +7,
Jump +6, Sense Motive +12, Speak Language (Castillian, Eisen, Montaigne {alternately, any
three languages from your campaign setting}), Tumble +13; Feats: Ambidexterity (only in light
or no armor with a small improvised weapon in off hand), Corps-á-corps, Endurance, Exotic
Weapon Proficiency (Firearms), Expertise, Improvised Weapon, Two Weapon Fighting (only in
light or no armor with a small improvised weapon in off hand),Weapon Finesse (any applicable
weapon, only in light or no armor), Weapon Focus (Improvised Weapons), Weapon
Specialization (Improvised Weapons)
Armand (Henchman) (7th Sea)
Brawn: 3, Finesse: 3, Wits: 4, Resolve: 2, Panache: 4
TN to be hit: 25
Attack Roll: 8k3
Damage Roll: 5k2
Criminal: Cheating 2, Gambling 1, Lockpicking 3,
Dirty Fighting: Ambush 3, Attack (Dirty Fighting) 3, Attack (Fencing) 5, Attack (Improvised
Weapon) 1, Balance 3, Corps-á-corps 4, Double Parry (Fencing/Improvised Weapon) 4,
Exploit Weakness (Tout Pres) 4, Footwork 5, Leaping 3, Parry (Improvised Weapon) 4,
Shadowing 3, Stealth 2, Tagging (Improvised Weapon) 4
Notes: Speaks Montaigne, Vodacce. Tout Prés Journeyman.
Armand is The Chimera’s boatswain (“bosun”). He tends to back Scarrelli up in a fight. He has a
reputation as something of a pretty boy on the ship, and only his skill in a fight keeps him from
getting more than the occasional jokes from the crew.
Medium build and average height, Jacques is blonde and blue-eyed, and considered by many of
the ladies to be quite handsome. He dresses a bit “fancier” than is practical on the boat.
Roleplaying Notes: You are a misplaced noble. Well, not actually, but that’s how you feel. It is so
blindingly obvious that you are much better than the rabble that Captain Caligari has you leading.
You are Theus’ gift to His children, most especially the ladies. Act accordingly.
Antonio (d20™)
Castillian Pirate 2/Swashbuckler 4/Soldano 2: CR 8; SZ Medium (Humanoid); HD
4d6+4+2d8+2+2d10+2; hp 57; Init +7 (+3 Dex, +4 Improved Initiative); AC 13 (+3 Dex); Atks
Masterwork rapier +11/+6 melee (1d6+2) and rapier + 10 melee (1d6+1) OR pistol +11 ranged
(1d10); SA Dexterous, Dexterous Strike, The Unstoppable Blades, Whirling Blades; SQ Light
Footed; SV Fort +5, Reflex +13, Will +1; Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 8; AL
NE; Skills: Balance +7, Bluff +8, Jump +6, Profession (Sailor) +4, Sense Motive +8, Speak
Language (Castillian, Vodacce {alternately, any two languages from your campaign setting}),
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Tumble +12; Feats: Ambidexterity*, Cleave*, Continuous Parry, Great Cleave*, Exotic Weapon
Proficiency (Firearms), Expertise, Improved Initiative, Parry, Pirate Trick (Death From
Above!), Power Attack*, Two Weapon Fighting*, Weapon Finesse (any applicable weapon,
only in light or no armor), Weapon Focus (Rapier)
*only with a rapier in each hand
Antonio (Henchman) (7th Sea™)
Brawn: 2, Finesse: 4, Wits: 3, Resolve: 4, Panache: 3
TN to be hit: 25
Attack Roll: 8k4 rapier or 6k4 pistol
Damage Roll: 4k2 rapier or 4k3 pistol
Skills: Ambush 3, Attack (Fencing) 4, Attack (Firearms) 2, Balance 3, Climbing 3, Double-parry
(Fencing/Fencing) 2, Exploit Weakness (Soldano) 2, Footwork 4, Leaping 2, Parry
(Fencing) 4, Shadowing 2, Stealth 2, Tagging (Fencing) 2, Whirl 2
Notes: Speaks Castillian, Montaigne, and Vodacce. Pirate Trick (Death From Above!). Soldano
Apprentice.
Antonio leads the marines on The Chimera. He is an average sailor, but his skill as a Swordsman
was what got him hired by Caligari.
The Castillian is about 5’10” and weighs around 170 pounds. He is slim and well muscled, and
moves with the grace and precision of a professional duelist. He has dark hair and green eyes.
Roleplaying Hints: You are well on your way to being the best Swordsman around (at least in your
eyes). When you find a worthy opponent, wave off your help. A true Swordsman fights honorably,
man to man.
Adil ben Bakir, Information Broker (d20™)
Crescent Expert 10: CR 9, SZ Medium (Humanoid); HD 10d6; hp 45; Init +2 (Dex); AC 12
(+2 Dex); Atks Dagger +7/+2 melee (1d4); SA none; SQ none; SV Fort +3, Reflex +5, Will
+10; Str 10, Dex 14, Con 11, Int 16, Wis 16, Cha 15; AL LN; Skills: Bluff +15, Diplomacy +15,
Gather Information +15, Innuendo +16, Knowledge (Arcana) +13, Knowledge (Archaeology)
+16, Knowledge (Geography) +18, Knowledge (History) +16, Knowledge (Law) +16,
Knowledge (Syrneth) +16, Sense Motive +18, Speak Language (Avalon, Castillian, Crescent,
Teodoran, Thean, Vodacce {alternately, any six languages from your campaign setting}); Feats:
Skill Focus (Gather Information), Skill Focus (Knowledge: Geography), Skill Focus (Sense
Motive)
Adil ben Bakir, Information Broker (Scoundrel)
Brawn: 2, Finesse: 2, Wits: 5, Resolve: 3, Panache: 3
Reputation: 30
Arcana: None
Advantages: Aldiz-baraji (R/W), Atlar-baraji (R/W), Montaigne (R/W), Teodoran (R/W),
Thean (R/W), Tikaret- baraji (R/W), Vodacce(R/W); Ajedrez Master, Connections,
Linguist, Membership (Explorer’s Society - University
Archaeology: Artifact Evaluation 3, Occult 4, Research 5, Society Lore 2, Syrneth Lore 4, Trap
Lore 3
Athlete: Climbing 1, Footwork 3, Sprinting 2, Throwing 1
Courtier: Dancing 2, Etiquette 3, Fashion 3, Gossip 4, Mooch 2, Oratory 2, Politics 3, Scheming
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4, Seduction 3, Sincerity 2
Criminal: Cheating 3, Gambling 3, Shadowing 2, Stealth 2
Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 2
Scholar: History 4, Mathematics 3, Natural Philosophy 3, Occult 4, Philosophy 3, Research 3
Spy: Bribery 4, Conceal 3, Cryptography 4, Forgery 3, Shadowing 2, Sincerity 2, Stealth 2
Streetwise: Socializing 4, Street Navigation 3, Underworld Lore 4
Adil ben Bakir is a former member of the Explorer’s Society. He worked with Harlan Godfrey on a
few expeditions before returning to his home in Zafara. He has since turned himself into one of the
most respected and sought-after information brokers in the Crescent Empire. His specialty is in
Syrneth ruins and artifacts. Recently, Adil came into possession of a set of maps that show the
location of several dozen Syrneth ruins, including an ancient structure high in the peaks of the
Kutsal-dag Mountains. Adil isn’t aware that his informants stole the maps from a member of die
Kreuzritter, and that the Knights are even now moving to recover them.
Adil is a tall, rotund man with a jovial nature and a warm smile. He wears the long, flowing
robes of his people, and keeps his thick gray beard neatly trimmed.
Roleplaying Notes: You tend to talk down to people, using little words and simple sentences so as
not to confuse them. Only when you are talking to an equal do you truly express yourself. Then
you tend to use the honorific bey (for example, Godfrey is “Harlan bey”). You are very passionate
about archaeology, and let it show whenever you are discussing the topic.
Bernardo Felicini(d20™)
Vodacce 4/Mortis 4/ Nacht 2: CR 10; SZ Medium (Humanoid); HD 4d6+12+6d10+18; hp 86;
Init +4 (Dex); AC 20 (+4 Dex, +6 Unarmored Defense Proficiency); Atks Masterwork stiletto
+12/+7 melee (1d6+2) and masterwork stiletto +12 melee (1d6+1) OR masterwork stiletto +11
ranged (1d4+2); SA Aim for the Vitals, Ambush Attack +5, Attacking Through The Shadows,
Death Attack, Fast Blade – Slow Opponent, Greater Sneak Attack (+3d10), Poison Use; SQ
Conceal the Evidence, Inconspicuous, The Dark Paths; SV Fort +9, Reflex +10, Will +11; Str
15, Dex 18, Con 16, Int 16, Wis 14, Cha 15; AL LN; Skills: Balance +14, Bluff +15, Disable
Device +9, Disguise +10, Escape Artist +10, Gather Information +12, Hide +15, Listen +6,
Move Silently +15, Search +12, Speak Language (Castillian, Crescent, Montaigne, Thean,
Ussuran, Vodacce {alternately, any five languages from your campaign setting}), Spot +9,
Tumble +14; Feats: Ambidexterity (only with a small blade in each hand), Combat Reflexes,
Gifted Liar, Greater Sneak Attack, Improved Sneak Attack, Membership (die Kreuzritter), Two
Weapon Fighting (only with a small blade in each hand), Unarmored Defense Proficiency
(Beginner), Weapon Expert (Stiletto), Weapon Focus (Stiletto), Weapon Specialization
(Stiletto)
Bernardo Felicini (Villain)
Brawn: 3, Finesse: 4, Wits: 3, Resolve: 5, Panache: 3
Reputation: 18
Arcana: Careful
Advantages: Aldiz-baraji(R/W), Avalon (R/W), Eisen (R/W), Thean (R/W), Tikaret- baraji
(R/W), Vodacce (R/W); Combat Reflexes, Keen Senses, Membership (die Kreuzritter),
Nacht Sorcery
Athlete: Break Fall 3, Climbing 3, Footwork 4, Leaping 3, Lifting 2, Sprinting 2, Swinging 2,
Throwing 1
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Criminal: Ambush 4, Cheating 2, Gambling 2, Lockpicking 3, Pickpocket 2, Shadowing 3,
Stealth 4
Dirty Fighting: Attack (Dirty Fighting) 3, Attack (Improvised Weapon) 2, Eye Gouge 1, Kick
2, Throat Strike 3, Throw (Improvised Weapon) 2
Firearms: Attack (Firearms) 3
Knife: Attack (Knife) 3, Parry (Knife) 3, Throw (Knife) 2
Spy: Bribery 3, Conceal 3, Cryptography 2, Forgery 3, Poison 2, Shadowing 3, Sincerity 4,
Stealth 4
Mortis (Journeyman): Double Attack (Knife) 4, Double Parry (Knife) 4, Throw (Knife) 4,
Exploit Weakness (Mortis) 4
Bernardo is one of the Black Crosses sworn to watch over the Syrneth ruins in the Crescent Empire.
When it was discovered that a group of thieves robbed and killed one of his brethren, stealing
valuable maps to several ruins, Bernardo took it upon himself to retrieve the maps. He traced them
to Adil ben Bakir, the information broker. After his attempt to retrieve the plans in Bakir’s home
fail, Bernardo falls back on his guise as a local guide to win his way into the party. He truly doesn’t
want to kill the heroes, but he honestly believes the ruins must be kept undisturbed by anyone.
Bernardo is a handsome, curly headed Vodacce of average height and weight. He is very light
on his feet, and moves with surprising agility. When he is not “working,” he has an easy-going
personality and a ready smile. He’s the kind of guy most people would want to hang out with… if
he weren’t trying to kill them.
Roleplaying Tips: Above all else, keep your secrets. The Order gains nothing from your foolishly
exposing its existence to anyone. Remember, the heroes need a friend more than they need an
enemy. Once you decide to infiltrate them, you have to convince them you are nothing but a
humble guide.
Tikat Duvar
Crescent Monk 12: CR 12; SZ Medium (Humanoid); HD 12d8+36; hp 99; Init +7 (+3 Dex, +4
Improved Initiative); AC 29 (+3 Dex, +4 Dashing & Daring, +2 monk’s bonus, +3 Wis, +7
Unarmored Defense Proficiency); Atks Unarmed +11/+8/+3 melee (1d12+1); SA Ki strike (+1),
Sand Storms, Stunning Attack; SQ Abundant Step, Evasion, Improved Evasion, Leap of the
Clouds, Purity of Body, Slow Fall (50ft.), Still Mind, Wholeness of Body; SV Fort +11, Reflex
+11, Will +11; Str 15, Dex 16, Con 17, Int 14, Wis 16, Cha 18; AL LE; Skills: Balance +8,
Bluff +11, Diplomacy +14, Escape Artist +13, Hide +8, Jump +12, Knowledge (Religion) +12,
Knowledge (Syrneth) +5, Listen +8, Move Silently +8, Sense Motive +10, Speak Language
(Castillian, Crescent, Théan {alternately, any three languages from your campaign setting}),
Tumble +15; Feats: Appearance (Above Average), Dangerous Beauty, Dashing and Daring,
Deflect Arrows, Improved Initiative, Improved Trip, Improved Unarmed Strike, Rimâl I, Rimâl
II, Unarmored Defense Proficiency (Beginner)
Tikat Duvar (Villain) (7th Sea™)
Brawn: 4, Finesse: 4, Wits: 4, Resolve: 5, Panache: 4
Reputation: -40
Background: Moment of Awe
Arcana: Charismatic
Advantages: Rugzar-baraji (R/W), Tikaret-baraji (R/W), Castillian (R/W), Théan, Yilan-baraji
(R/W); Appearance (Stunning), Dangerous Beauty, Pattern, Welded Steel Weapon, Rimâl
(see below)
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Athlete: Climbing 2, Footwork 5, Leaping 3, Rolling 2, Sprinting 2, Throwing 1
Courtier: Dancing 3, Diplomacy 4, Etiquette 3, Lip Reading 3, Scheming 3, Seduction 5,
Sincerity 4
Firearms: Attack (Firearms) 4
Knife: Attack (Knife) 3, Parry (Knife) 2, Throw (Knife) 4
Performer: Acting 4, Dancing 3, Cold Read 3, Prestidigitation 4, Oratory 5, Singing 2,
Storytelling 3
Scholar: Astronomy 2, History 3, Mathematics 3, Occult 3, Philosophy 3, Research 2
Tikat Duvar is the leader of the Guardians of the House of the Sun, a cult that occupies the Syrneth
temple in the Kutsal-dag Mountains. Duvar found the site ten years ago, when he was visited by
prophetic dreams that showed him a place of great power. Here his mastery of Rimâl would be
supreme. He would become a god. Gathering a band of followers, Tikat Duvar made his way up the
mountains and into the strange temple. He found the place guarded by a group of yavanci who
called themselves “die Kreuzritter.” The strangers proved themselves to be fierce warriors, and
slew many of Duvar’s followers. In a last-ditch effort to defend himself and his men, Duvar called
on the power of the sand, using his gift of Rimâl to summon a storm to beat the yavanci back. The
strangers were almost as surprised as Duvar when the swirling sands formed a giant scorpion that
flayed the flesh from the yavanci bones.
As his men rejoiced, Duvar entered the site. There he found something amazing. Deep in the
heart of the mountain, he found a chamber. The walls of the chamber were covered in glyphs and
hieroglyphics, and a sarcophagus of strange metal rested in the center of the floor. Duvar began
studying the hieroglyphics and was eventually able to decipher enough to understand that he was in
a place of true power. If he could manage to unlock the secrets of this place, Tikat Duvar would
become a sorcerer king, a god among men. He has spent the last five years studying the chamber,
trying to break the seal of the sarcophagus. He is now convinced that a key exists. Having consulted
one of the native mystics, a Ruzgar’hala wind talker, he believes the key is even now moving
toward him. Soon, untold power shall be his.
Tikat is very tall and slim, with a lean build and graceful movements. He has dark, smooth
skin and eyes that seem to smolder with intensity.
Rashid (d20™)
Crescent Fighter 6/Rogue 1/Sersemlik 3: CR 10; SZ Medium (Humanoid); HD
1d6+3+9d10+27; hp 95; Init +2 (Dex); AC 13 (+2 Dex, +12 Unarmored Defense Proficiency);
Atks Pattern welded dilmekiri +19/+14 melee (1d12+5); SA One Handed Wielding, Sneak
Attack +1d6; SQ none; SV Fort +11, Reflex +7, Will +3; Str 20, Dex 15, Con 16, Int 12, Wis
10, Cha 8; AL NE; Skills: Balance +12, Bluff +3, Gather Information +4, Hide +6, Intimidate
+15, Jump +10, Listen +3, Move Silently +6, Speak Language (Crescent, Castillian {alternately,
any two languages from your campaign setting}), Spot +3, Tumble +12; Feats: Ambidexterity,
Cleave, Improved Critical (dilmekiri), Power Attack, Sunder, Two Weapon Fighting,
Unarmored Defense Proficiency (Beginner, Intermediate, Master), Weapon Expert (dilmekiri),
Weapon Focus (dilmekiri), Weapon Specialization (dilmekiri)
Rashid (Henchman)(7th Sea™)
Brawn: 5, Finesse: 4, Wits: 2, Resolve: 4, Panache: 2
TN to be hit: 25
Attack Roll: 8k4+3 dilmekiri
Damage Roll: 8k3+3 dilmekiri
Origins 2003 – High Seas Drifter
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Skills: Attack (Heavy Weapon) 4, Attack (Pugilism) 4, Break Fall 3, Climbing 3, Exploit
Weakness (Sersemlik) 4, Feint (Heavy Weapon) 4, Footwork 4, Leaping 4, Parry (Heavy
Weapon) 4, Shadowing 3, Stealth 3, Tagging (Heavy Weapon) 4, Whirl 5
Notes: Speaks Tikaret-baraji and Yilan-baraji. Combat Reflexes, Pattern Welded Steel
Dilmekiri. Sersemlik Journeyman.
Rashid has faithfully served Duvar for ten years. No one has ever heard him speak, but there is no
physical evidence of his being a mute. He never leaves Tikat Duvar’s side unless ordered to. He is
very territorial, and will not hide his contempt for yavanci.
Rashid is huge, standing nearly 7 feet tall and weighing over 300 pounds, most of it muscles. He
is bald, heavily scarred and tattooed, and more than a little frightening. He tends to stare at the
person he considers to be the biggest threat with open hostility.
Roleplaying Tips: You live to serve Duvar. You are the greatest warrior your tribe has ever
produced. No yavanci is your equal.
Esmera and Jasheira (d20™)
Crescent Rogue 5/Yael 3: CR 8; SZ Medium (Humanoid); HD 5d6+5+3d10+3; hp 51, 48; Init
+4 (Dex); AC 14 (Dex); Atks Pattern welded scimitar +8/+3 melee (1d6+2) and scimitar +8
melee (1d6+1); SA Double Slashing Weapons, Sneak Attack +3d6, The Fighting Dancer (+11);
SQ Evasion, Uncanny Dodge (Dex bonus to AC); SV Fort +5, Reflex +9, Will +3; Str 14, Dex
18, Con 12, Int 14, Wis 12, Cha 16; AL CE; Skills: Balance +12,Bluff +14, Escape Artist +10,
Gather Information +11, Hide +12, Innuendo +10, Listen +11, Move Silently +12, Perform
(Dancing) +16, Search +10, Sense Motive +13, Speak Language (Crescent {alternately, any
one language from your campaign setting}), Tumble +15; Feats: Ambidexterity (only with two
long blades or fencing weapons and light or no armor), Combat Reflexes, Dangerous Beauty,
Lightning Reflexes (Swashbuckling Adventures, page 136), Skill Focus (Perform: Dancing),
Two Weapon Fighting (only with two long blades or fencing weapons and light or no armor),
Weapon Focus (scimitar)
Esmera and Jasheira (Henchmen)
Brawn: 2, Finesse: 4, Wits: 3, Resolve: 2, Panache: 3
TN to be hit: 30
Attack Rolls: 8k4+8 scimitar
Damage Rolls: 2k4+3 scimitar
Skills: Acting 2, Attack (Fencing) 4, Cold Read 3, Dancing 5, Disarm (Fencing) 4, Double-parry
(Fencing/Fencing) 4, Exploit Weakness (Yael) 4, Feint (Fencing) 4, Footwork 3, Parry
(Fencing) 4, Seduction 4, Shadowing 3, Stealth 3, Unobtrusive 3
Note: Speaks Tikaret-baraji and Yilan-baraji. Appearance (Stunning), Dangerous Beauty,
Lightning Reflexes, Pattern Welded Scimitars. Yael Journeyman.
Tikat Duvar bought the twins Esmera and Jasheira from a band of nomads fifteen years ago. Since
then, he has trained the two to be the perfect companions, and the perfect killers. Each of the twins
is aware of the affect they have on members of the opposite sex, and are quite adept at using their
feminine wiles to get what they want from men. And if seduction fails, then the girls can draw their
scimitars and ‘dance’ for the nice gentlemen.
The twins are the very models of Crescent beauty and mystique. They move with a sensual ease
that can easily capture a man’s attention, and even in battle, they exude an aura of sexuality.
Origins 2003 – High Seas Drifter
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Roleplaying tips: Be coy, and demure, and provocative. Until it is time to strike. Then you are swift,
sure and deadly.
Jacques Alistair de Venne (d20™)
Montaigne Fighter 3/Wanderer 6/Archaeologist 5/Syrneth Tinkerer 1/Valroux 5: CR 20;
SZ Medium (Humanoid); HD 5d4+15+1d6+3+6d8+18+ 8d10+24; hp 161; Init +5 (Dex); AC 20
(+5 Dex, +5 Dashing and Daring); Atks Masterwork rapier +18/+13/+8 melee (1d6+6) and
masterwork main gauche +18 melee (1d4+4); SA Raise the Stakes; SQ Ageless, Ancient Lore,
Evasion, Extraordinary Lucky, Font of Wisdom, Great Knowledge, Immune to Disease,
Limitless Knowledge, Lucky, Nimble, Repair Syrneth Devices, Tradesman, Uncanny Dodge
(Dex bonus to AC, can’t be flanked), Ward of the Albatross; SV Fort +13, Reflex +20, Will
+15; Str 18, Dex 20, Con 16, Int 18, Wis 14, Cha 20; AL LG; Skills: Appraise +10, Balance
+15, Bluff +21, Climb +10, Craft (Syrneth devices) +19, Diplomacy +11, Gather Information
+6, Jump +20, Knowledge (Archaeology) +21, Knowledge (Geography) +23, Knowledge
(History) +23, Knowledge (Syrneth) +23, Listen +10, Profession (Archaeologist) +13, Search
+10, Sense Motive +16, Speak Language (Avalon, Castillian, Crescent, Eisen, Han Hua,
Khimal, Montaigne, Théan, Vodacce {alternately, any nine languages from your campaign
setting}), Spot +10, Swim +8, Tumble +25; Feats: Alertness, Ambidexterity*, Continuous
Parry, Daring and Dashing, Expertise*, Improved Unarmed Strike, Iron Will, Legendary Traits
(All), Lighting Reflexes (Player’s Handbook™, page 83), Membership: Explorer’s Society,
Parry, Power Attack*, Skill Focus (Knowledge: History), Skill Focus (Knowledge: Syrneth),
Two Weapon Fighting*, Weapon Focus (Main Gauche), Weapon Focus (Rapier), Weapon
Specialization (Main Gauche), Weapon Specialization (Rapier)
*only when fighting with a fencing weapon in the primary hand and a light weapon in the off
hand
NOTE: De Venne’s stats reflect his use of the Syrneth device 50 years ago.
Jacques Alistair de Venne (Hero) (7th Sea™)
Brawn: 4, Finesse: 6, Wits: 5, Resolve: 3, Panache: 6
Reputation: 40
Arcana: none
Advantages: Aldiz-baraji (R/W), Avalon (R/W), Castillian (R/W), Eisen (R/W), Han Hua
(R/W), Khimal (R/W), Montaigne(R/W), Théan (T/W), Tikaret-baraji, Vodacce (R/W);
Appearance (Stunning), Legendary Trait (All), Linguist, Membership (Explorer’s Society –
The Mirror), University
Archaeologist: Artifact Evaluation 3, Occult 4, Research 4, Society Lore 3, Syrneth Lore 5,
Trap Lore 3
Courtier: Dancing 4, Diplomacy 3, Etiquette 4, Fashion 3, Oratory 3, Sincerity 5
Scholar: Astronomy 2, History 5, Mathematics 2, Natural Philosophy 2, Occult 4, Philosophy 3,
Research 4
Athlete: Break Fall 3, Climbing 2, Footwork 5, Leaping 4, Rolling 5, Sprinting 2, Swimming 2,
Swinging 3, Side-step 2, Throwing 4
Fencing: Attack (Fencing) 4, Parry (Fencing) 4
Knife: Attack (Knife) 3, Parry (Knife) 5
Pugilism: Attack (Pugilism) 3, Ear Clap 2, Footwork 5, Jab 3, Uppercut 2
Soft Martial Arts: Balance 3, Block (Soft Martial Arts) 3, Break Fall 3, Disarm (Unarmed) 3,
Escape 4, Footwork 5, Grapple 3, Joint Lock 3, Yield 3
Staff: Attack (Staff) 3, Haymaker 3, Parry (Staff) 4
Origins 2003 – High Seas Drifter
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Valroux (Master): Double-parry (Fencing/Knife) 5, Feint (Fencing) 5, Tagging (Fencing) 5,
Exploit Weakness (Valroux) 5
Syrneth Tinkerer (Apprentice): Domae 3, Drachen 1, Setine 3, Tesseran 2, Thalusai 2
NOTE: De Venne’s stats reflect his use of the Syrneth device 50 years ago.
Jacques Alistair de Venne was one of the greatest Explorers of the Society a half century ago. He
trained under the best minds in Théah, excelling at history and languages. He formulated several
theories on the nature of Syrneth technologies, and helped to identify at least two of the lost races.
During his studies, he came across records of a Castillian survey team that had found a strange
stone structure in the northern end of the Midnight Archipelago. The local natives avoided the
island, claiming it was the home of their ancient gods, and doom would befall anyone who
approached. Being the inquisitive sort, de Venne organized an expedition and set out immediately.
He found the stone structure described in Scene Two (“Cradle of the Gods”). Before he tried to
enter the building, he spent several weeks translating the hieroglyphics on the outer walls,
transcribing them into his journal. What he read convinced him that he may have made the most
important discovery in the history of man. He unlocked the “cradle” and entered, cataloguing
several of the traps that claimed the lives of many of his crews. In the center of the Syrneth ruin he
found the key and began his quest for the Creator’s Hand.
Once he and his associate Bergman found the Creator’s Hand hidden in the mountains north of
Zafara, de Venne used the device on himself. He was transformed into the perfect human specimen.
Bergman refused to use the device, imploring Jacques to study it more. Such power must surely
have a price. Heeding his friend’s advice, de Venne began to study the device and the hieroglyphics
in the chamber it was hidden in. Eventually, he discovered the true nature of the Creator’s Hand
(see description, above). He tried unsuccessfully to destroy the device. Finally, he managed to pry
the gem that powered the artifact free from its center. Now the device could no longer be used. He
and Bergman decided that Bergman would return to Théah to tell the world the de Venne had died
on a fool’s errand, and that they had been wrong about the Hand. De Venne returned the ruined
machine to its resting place and disappeared into the mountains, travelling east to Cathay.
He eventually made his way to Khimal, where he came to live with the monks of the Temple of
Pahsang. He married a local woman and has raised two children, Pema and Luc. Now he waits,
knowing that some day, someone is going to come for the gem he is hiding.
Although he is nearly a hundred years old, Jacques appears to be in his mid-twenties. He is tall
and slim, with shoulder-length blonde hair and bright blue eyes.
Pema de Venne (d20™)
Cathayan Monk 7/Wu Tsain 3: CR 10; SZ Medium (Humanoid); HD 3d6+3+7d8+7; hp 43;
Init +3 (Dex); AC 17 (+3 Dex, +3 Wis, +1 monk’s bonus); Atks Unarmed +10/+7/+4 melee
(1d8+1); SA Stunning Attack; SQ Calm, Evasion, Leap of the Clouds, Purity of Body, Side
Step, Slow Fall (30 ft.), Still Mind, Wholeness of Body; SV Fort +9, Reflex +13, Will +12; Str
12, Dex 16, Con 12, Int 14, Wis 17, Cha 14; AL LG; Skills: Balance +14, Concentration +9,
Diplomacy +8, Escape Artist +10, Heal +18, Jump +14, Knowledge (Archaeology) +5, Listen
+13, Perform +9, Profession (Herbalist) +7, Speak Language (Han Hua, Khimal, Montaigne
{alternately, any three languages from your campaign setting}), Tumble +14; Feats: Appearance
(Above Average), Combat Reflexes, Deflect Arrows, Expertise, Healing Touch, Improved Trip,
Lightning Reflexes (Swashbuckling Adventures, pg. 136), Tagging
Pema de Venne (Hero) (7th Sea™)
Brawn: 2, Finesse: 3, Wits: 4, Resolve: 2, Wits: 4
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Reputation: 20
Arcana: none
Advantages: Han Hua (R/W), Khimal (R/W), Montaigne (R/W), Théan (R/W); Appearance
(Stunning), Cold Climate Conditioning, Combat Reflexes, Lightning Reflexes
Acrobat: Break Fall 5, Balance 4, Footwork 4, Leaping 5, Rolling 3
Archaeology: Artifact Evaluation 1, Occult 3, Research 2, Society Lore 1, Syrneth Lore 1, Trap
Lore 1
Cao Yao (Cathayan Healer): Acupuncture 4, Compounds 2, Diagnosis 4, First Aid 5, Masseur 3
Courtier: Diplomacy 2, Dancing 2, Etiquette 3, Fashion 1, Oratory 2
Feng Shui Shi: Chanting 3, Gardener 3, Meditation 4, Occult 3, Oratory 2, Philosophy 3
Scholar: Astronomy 1, History 3, Mathematics 1, Natural Philosophy 1, Occult 3, Philosophy 3,
Research 2
Hard Martial Arts: Attack (Hard Martial Arts) 2, Balance 4, Block (Hard Martial Arts) 2, Break
Fall 5, Corps-á-corps 2, Footwork 4, Jab 2, Kick 2, Leaping 5
Soft Martial Arts: Balance 4, Block (Soft Martial Arts) 5, Break Fall 5, Disarm (Unarmed) 3,
Escape 4, Footwork 4, Grapple 3, Joint Lock 3, Leaping 5, Meditation 4, Side-step 3,
Throws 2, Yield 4
Wu Tsain (Journeyman): Escape 4, Leaping 5, Tagging (Unarmed 4), Exploit Weakness (Wu
Tsain) 4
Pema is de Venne’s pride and joy. She has studied the healing ways and the art of WU Tsain, as
well as taking an interest in de Venne’s love of archeology. She is honest and friendly with
everyone she meets, and truly cares about anyone in her care. She worries about the darkness in her
brother’s soul, but isn’t sure what she can do to help him.
Pema is stunningly beautiful, combining the best traits of her Théan father and Cathayan
mother. She is taller than the average Khimali, but slender and graceful.
Luc de Venne (d20™)
Montaigne Fighter 5/Valroux 5: CR 10; SZ Medium (Humanoid); HD 10d10+20; hp 90; Init
+3 (Dex); AC 19 (+3 Dex, +5 Unarmored Defense Proficiency, +1 main gauche); Atks Rapier
+15/+8 melee (1d8+5) and main gauche +12 melee (1d4+3); SA Raise the Stakes; SQ Nimble;
SV Fort +10, Reflex +5, Will +6; Str 16, Dex 17, Con 14, Int 14, Wis 12, Cha 12; AL NE;
Skills: Balance +10, Bluff +15, Climb +9, Diplomacy +8, Escape Artist +10, Jump +16, Listen
+7, Knowledge (Syrneth) +4, Sense Motive +6, Speak Language (Han Hua, Khimal, Montaigne
{alternately, any three languages from your campaign setting}), Tumble +20; Feats: Appearance
(Above Average), Ambidexterity*, Cleave*, Combat Reflexes, Dodge, Exotic Shield
Proficiency, Expertise, Power Attack*, Two Weapon Fighting*, Unarmored Defense
Proficiency (Beginner), Weapon Expert (Rapier), Weapon Focus (Main Gauche), Weapon
Focus (Rapier), Weapon Specialization (Main Gauche), Weapon Specialization (Rapier)
*only when fighting with a fencing weapon in the primary hand and a light weapon in the off
hand
Luc de Venne (Villain) (7th Sea™)
Brawn: 4, Finesse: 4, Wits: 3, Resolve: 3, Panache: 3
Reputation: -20
Arcana: none
Advantages: Han Hua (R/W), Khimal (R/W), Montaigne (R/W); Appearance (Stunning), Cold
Climate Conditioning, Combat Reflexes
Origins 2003 – High Seas Drifter
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Archaeology: Occult 1, Research 1, Society Lore 1, Syrneth Lore 1
Courtier: Diplomacy 2, Dancing 3, Etiquette 3, Fashion 1, Oratory 3, Politics 2, Seduction 3,
Sincerity 3
Athlete: Climbing 2, Footwork 4, Leaping 4, Rolling 4, Sprinting 3, Throwing 3
Fencing: Attack (Fencing 5), Parry (Fencing) 3
Hard Martial Arts: Attack (Hard Martial Arts) 3, Balance 2, Block (Hard Martial Arts) 2,
Footwork 4, Jab 3, Kick 3, Throat Strike 2
Knife: Attack (Knife) 3, Parry (Knife) 5, Throw (Knife) 4
Valroux (Master): Double-parry (Fencing/Knife) 5, Feint (Fencing) 5, Tagging (Fencing) 5,
Exploit Weakness (Valroux) 5
Luc is the oldest child, but he realized a long time ago that Pema was the favorite. Soon after his
mother’s death, Luc watched from distance as Pema and Jacques grew closer. Luc struggled in vain
to gain his father’s notice. Slowly, the young de Venne began to resent his sister and hate his father
and the quiet temple he raised his children in. Luc discovered his father’s private diary and learned
of the Creator’s Hand. He hopes to gain control of the device so he, like his father, can become
more than human. Then, he can return to Théan and carve out an empire to rule.
Luc is a shorter version of his father. He has the skin tone and almond shaped eyes of a Khimali,
but he has his father’s golden hair and blue eyes.
Deki (d20™)
Cathayan Fighter 5/Tie Xiong Kung 3: CR 8; SZ Medium (Humanoid); HD 8d10+24; hp 78;
Init +7 (+2 Dex, +5 Improved Initiative); AC 20 (+2 Dex, +8 Unarmored Defense Proficiency);
Atks Staff +13/+8 melee (1d6+6) OR unarmed +13/+8 melee (1d3+4); SA none; SQ none; SV
Fort +10, Reflex +7, Will +4; Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 8; AL LE; Skills:
Balance +7, Climb +11, Handle Animal +4, Jump +11, Ride +5, Speak Language (Han Hua,
Khimal, {alternately, any two languages from your campaign setting}), Tumble +7, Wilderness
Lore +5; Feats: Combat Reflexes, Dodge, Improved Initiative, Improved Trip, Improved
Unarmed Strike, Mobility, Power Attack, Spring Attack, Unarmored Defense Proficiency
(Beginner, Intermediate)
Deki (Henchman) (7th Sea)
Brawn: 4, Finesse: 3, Wits: 1, Resolve: 3, Panache: 2
TN to be hit: 25
Attack Rolls: 6k3 staff or 7k4 unarmed
Damage Rolls: 6k2 or 4k1 unarmed
Skills: Attack (Hard Martial Arts) 4, Attack (Staff) 3, Balance 2, Climbing 3, Block (Hard
Martial Arts) 3, Exploit Weakness (Tie Xiong Kung) 4, Footwork 4, Kick 4, Knife Hand 4,
Leaping 3, Parry (Staff) 4, Ride 1, Rolling 2, Survival 2, Throat Strike 2
Note: Speaks Han Hua and Khimal, acquainted with Montaigne. Tie Xiong Kung Journeyman.
Errata from Cathay™: Knife Hand: Roll Finesse + Knife Hand; the TN to hit your enemy is
raised by 15. If you hit, you do damage as a normal unarmed attack. If the enemy fails his
Wound Check, he takes a Dramatic Wound, plus an additional Dramatic Wound for every 10
points he failed the wound check by, up to a maximum number of Dramatic Wounds equal to
the attacker’s Finesse.
Deki came to the Temple of Pahsang completely by accident. He was hiding from bandits he had
Origins 2003 – High Seas Drifter
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double-crossed when he got lost in a blizzard. He was found and rescued by a group of monks who
brought him to shelter. Since then, he has lived in the temple, acting as an intermediary between the
monks and the villagers living in the valley below. He taught Luc some fighting skills, and has
taken the angry young man under his wing. Luc has told Deki of the Creator’s Hand, and Deki has
begun to feed Luc’s desire to take the gem, by force if necessary, and find the rest of the device.
Deki is a short, stocky type with broad shoulders and thick arms. He is not a handsome man, and
looks as though he’s been in more than a few fights.
The Creator’s Hand
The Creator’s Hand, as de Venne named this device, is something of a mystery. It is unknown
exactly which race built the device, though the Setine appear to have had some input in its creation.
When fully assembled, the Hand is a silver platinum-like disk roughly a foot in diameter. The
circumference of the devise is covered in strange, serpentine glyphs. The disk is about a half-inch
thick around the outer edge, and four inches thick through the center. On either side of the disk is
the impression of a human hand, slightly larger than average. A glowing blue gemstone usually sits
in the center of the hand impressions.
De Venne formulated his theory as to how the device operates by studying the hieroglyphics and
the device itself. When the Hand is held by a human, hands in the impressions so that the gemstone
touches both palms, the device taps into arcane powers to remove artificial blocks placed on the
subject by the “Creators.” The subject is surrounded by a blinding blue glow for sixty seconds as
the machine “adjusts” the subject’s physiology, making him or her into a superhuman being. The
change is permanent and irreversible, and the device will only “rewrite” a person once; repeated use
of the machine is impossible.
D20™: The subject gains the Feat: Legendary Trait six times, once for each attribute. Any
minor “imperfections” (blemishes, poor eyesight, and the like) are instantly corrected, and the
subject gains the Feats: Iron Will, Lightning Reflexes, and Great Fortitude. If a Porté, Sorté,
Lærdom, Zërstorung, or El Fuego Adentro mage uses the device, his effective caster level for any
spells or spell-like sorcerous abilities is increased by 4. If a half-blooded sorcerer uses the device,
his effective caster level doesn’t change; instead, he gains the Feat: Full-Blooded. The device has no
effect at all on Glamour mages, Pyeryem shapeshifters, or anyone with the Man of Will prestige
class. The Sidhe and Matushka “protect” the would-be user from Syrneth “reprogramming,” and
Man of Will makes the character immune to the machine’s influences.
The incredible powers of the machine do not come without a cost, though. The Creator’s Hand
draws its power from the Barrier, the mystic energy field that keeps the Syrneth from returning to
this world. Every time the device is used, the Barrier is weakened. It is unknown exactly how many
times the device can be used before the Barrier is weakened to the point where its masters can
return. It may not happen for a thousand uses; the next person to use it may bring the Barrier
crashing down. Also, during the “rewriting,” the subject becomes much more susceptible to Syrneth
influences. Any saves to resist mind altering magic (excluding the Sidhe’s glamour effects) have
their DCs increased by 5; magics used by an actually Syrneth would have their DCs increased by 10
or more! After all, what is the point in making a race of superior slaves, if they aren’t controllable.
Finally, anyone viewed from the Shadow Paths appears to have a strange, inhuman shadow over
them. Any member of die Kreuzritter seeing this shadow would probably try to destroy the subject,
as he is marked as a servant of those against whom the Order strives to protect the rest of Théah.
7th Sea™: The subject gains the Advantage: Legendary Trait six times, once for each Trait. Any
minor “imperfections” (blemishes, poor eyesight, and the like) are instantly corrected. If a Porté,
Sorté, Lærdom, Zërstorung, or El Fuego Adentro mage uses the device, his effective mastery level
Origins 2003 – High Seas Drifter
Page 28 of 28
is increased by one (A Journeyman’s Mastery level for purposes of sorcerous effects is 3, while a
Master’s becomes 4). If a half-blooded sorcerer uses the device, his mastery level doesn’t change;
instead, he becomes a full-blooded sorcerer. Thus, a half-blooded Porté mage will become Full-
Blooded, and a Twice-Blooded Sorte/Lærdom mage would become Full-Blooded in each. The
device has no effect at all on Glamour mages, Pyeryem shapeshifters, or anyone with the Man of
Will prestige class. The Sidhe and Matushka “protect” the would be user from Syrneth
“reprogramming,” and Man of Will makes the character immune to the machine’s influences.
The incredible powers of the machine do not come without a cost, though. The Creator’s Hand
draws its power from the Barrier, the mystic energy field that keeps the Syrneth from returning to
this world. Every time the device is used, the Barrier is weakened. It is unknown exactly how many
times the device can be used before the Barrier is weakened to the point where its masters can
return. It may not happen for a thousand uses; the next person to use it may bring the Barrier
crashing down. Also, during the “rewriting,” the subject becomes much more susceptible to Syrneth
influences. Any attempts to resist mind altering magic (excluding the Sidhe’s glamour effects) have
their TNs increased by 10; magics used by an actually Syrneth would have their TNs increased by
20 or more! After all, what is the point in making a race of superior slaves, if they aren’t
controllable. Finally, anyone viewed from the Shadow Paths appears to have a strange, inhuman
shadow over them. Any member of die Kreuzritter seeing this shadow would probably try to
destroy the subject, as he is marked as a servant of those against whom the Order strives to protect
the rest of Théah.
DUNGEON MASTER’S Guide™ is published by Wizards of the Coast, Inc., a subsidiary of Hasbro,
Inc. http://www.wizards.com/
7th Sea and Swashbuckling Adventures are ™ and © 2004 by Alderac Entertainment Group, Inc. All
rights reserved. http://www.alderac.com and http://www.swashbucklingadv.com
Player’s Guide™, Game Master’s Guide™, Ships & Sea Battles™, Crescent Empire™, Islands of
Gold: The Midnight Archipelago™, Explorer’s Society™, and Cathay: Jewel of the East™ are
published by Alderac Entertainment Group, Inc. All rights reserved.
Patrick S. Parrish is a veteran of the role-playing game industry as a player, GM, game designer,
and published writer. Known to many as “Big Daddy Thwak, the Man Who Loves Ugly Dice” he
has GM’d for at least a dozen game systems and written over 100 scenarios, including almost 30 for
7th Sea/Swashbuckling Adventures. In addition to running games at conventions across the country,
he made his debut in 2003 as Prince Giovanni Villanova in three 7th Sea LARPs. He is currently the
“stat guy” for AEG’s 7th Sea/Swashbuckling line. Patrick, his wife Penny (also an accomplished
gamer and Magi-Nation champion), Pikachu (a computer-loving Australian budgie), and Ryo (a
demented cat) live in Kalamazoo, MI.
| textdata/thevault/7th Sea [multi]/1st Edition/08 Other Campaigns And Adventures Of Théah/The 7th Sea Men And Gods.pdf |
GP
Starting GP
Lifestyle
� None
� Standard (12 gp x TU)
� Rich (50 gp x TU)
� Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1
TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 2
�
Necklace of Adaptation (Adventure; DMG;
9,000gp)
�
Pearl of Power 1st (Adventure; DMG; 1,000gp)
�
Quiver of Ehlonna (Adventure; DMG; 1,800gp)
�
Wand of cure light wounds (Adventure; DMG;
750gp)
APL 4 (all of APL 2 plus the following):
�
Silversheen (Adventure; DMG; 250gp)
�
Ring of Feather Fall (Adventure; DMG; 2,200gp)
APL 6 (all of APLs 2-4 plus the following):
�
Heward’s Handy Haversack (Adventure; DMG;
2,000gp)
�
Headband of Intellect +4 (Adventure; DMG;
16,000gp)
Adventure Record#
596 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 450xp; 450gp
APL 4
max 675xp; 650gp
APL 6
max 900xp; 900gp
� Joust Score: You have unhorsed (0) (1) (2) (3) (circle one)
opponents with the lance at the Bresht Tourney of Brewfast
596CY. Keep track of this honour as you work towards your
knighthood.
� Favour of a Knight: Sir Gabriel the Black is impressed with
your honour and has made arrangements to supply you with
armour suitable to a noble knight. For the next 3 adventures, you
may purchase any masterwork heavy armour or heavy barding at a
25% discount. If the PC is not proficient in heavy armour, he
instead arranges for free Rich lifestyle for the next 3 Ratik regional
adventures. Only one option may be taken.
� Favour of House Loegrimm: For recovering the body of their
dead kinswoman, the house arranges for you to have regional
access to one of the items listed in the Items Found During The
Adventure section. Circle the chosen item immediately.
� Favour of a Dark Stranger: Having unwittingly aided an
agent of evil, a strange aura surrounds you. You have received the
benefits of an Imbue with Spell Ability cast by a 9th level Cleric.
Each spell can be used only once.
o APL 2-6 Deathwatch;
o APL 4-6 Cause Fear;
o APL 6 Death Knell.
This ability can be dispelled as normal for an active spell.
� Chosen of Darkness, Vol#1:
APL2: Burning Hands, Charm Person, Disguise Self, Mage Armor,
Obscuring Mist, Sleep, Wave blessing (SW), Melf’s Acid Arrow,
Swim (SW) (Adventure; PHB; 600gp);
APL4 - all of APL2 version plus: False Life, Touch of Idiocy, Deep
Slumber, Fireball (Adventure; PHB; 1,100gp);
APL6 - all of APL2-4 version plus: Major Image, Chain Missile
(SpC),
Clairaudience/Clairvoyance,
Polymorph
(Adventure;
PHB/SpC; 1,800gp).
This Record Certifies that
_______________________________________________
Played by
_______________________________________________
Player
RPGA #
Has Completed
RTK6-02 A Knightly Tale
A Regional Adventure
Set in the Archbarony of Ratik
Event: _________________________________ Date: ________
DM: ___________________________________________________
Signature
RPGA #
Play Notes:
� Gained a level
� Lost a level
� Ability Drained ______________
� Died
� Was raised/res’d
� Was reincarnated
_________________________________________
_________________________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Ratik/596/Normal Scenarios/RTK6-02 - A Knightly Tale (APL 2-6)/RTK6-02 - A Knightly Tale AR.pdf |
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without
permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit
www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended
for tournament use only and may not be reproduced without approval of the RPGA Network.
NYR4-04
He Loves Me,
He Loves Me Not
A One-Round D&D LIVING GREYHAWK®
Nyrond Regional Adventure
Version 1.0
by John D. Jenks and J. Eddy Roberts
Maps by Uwe Menzel
Reala Nadir is the intellectual property of Jodie Smalley, used with permission
It is the biggest event in Nyrond – a Royal Wedding is to take place! In celebration you are invited to participate in a
special costume ball on the eve of the grand nuptials. A Royal Adventure for characters of 5th to 14th level. Part Four of
the Scavenger Hunt series.
He Loves Me, He Loves Me Not
Page 2
Introduction
This is an RPGA® Network scenario for the Dungeons &
Dragons® game. A four-hour time block has been
allocated for each round of this scenario, but the actual
playing time will be closer to three and a half hours. The
rest of the time is spent in preparation before game play,
and record-keeping after the game. The following
guidelines are here to help you with both the
preparation and voting segment of the game. Read this
page carefully so that you know and can communicate to
your players the special aspects of playing an RPGA
scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room
along the inside margin to bind the adventure, if you
desire.
Read this entire adventure at least once before you
run your game. Be sure to familiarize yourself with any
special rules, spells, or equipment presented in the
adventure. It may help to highlight particularly
important passages.
When you run an RPGA D&D adventure we
assume that you have access to the following books: the
Player’s Handbook, the Dungeon Master’s Guide, and the
Monster Manual. We also assume that you have a set of
dice (at least one d4, d6, d8, d10, d12, and d20), some
scrap paper, a pencil, an RPGA scoring packet, and your
sense of fun. It is also a good idea to have a way to track
movement during combat. This can be as simple as a pad
of graph paper and a pencil, as handy as a vinyl grid map
and chits, or as elaborate as resin dungeon walls and
miniatures.
Keep in mind that you must have at least four
players (not counting the judge), for the game session to
be a sanctioned RPGA event. As well, you cannot have
more than six players participating in the game.
Playing the Game
Instruct the players either to prepare their
characters to participate in the adventure before the
session begins, or wait until you read the introduction,
depending on the requirements of the scenario as
described in the introduction.
Once you are ready to play, it is handy to instruct
each player to place a nametag in front of him or her. The
tag should have the player’s name at the bottom, and the
character’s name, race, and gender at the top. This makes
it easier for the players (and the judge) to keep track of
who is playing which character.
The players are free to use the game rules to learn
about equipment and weapons their characters are
carrying. That said, you as the judge can bar the use of
even core rulebooks during certain times of play. For
example, the players are not free to consult the Dungeon
Master’s Guide when confronted with a trap or hazard,
or the Monster Manual when confronted with a
monster.
Some of the text in this scenario is written so that
you may present it as written to the players, while other
text is for your eyes only. Text for the players will be in
bold italics. It’s strongly recommended that you
paraphrase the player text instead of reading it aloud.
Some of this text is general and must be adapted to the
specific situation or to actions of the player characters.
Tracking
After the players have completed the scenario or the
time allotted to run the scenario has run out, the
players and judge fill out the RPGA Tracking Sheet.
The judge should complete the top of the form and list
his name and RPGA number. The players should each
list their name and RPGA number. After the form is
filled out it should be given to the Event Coordinator.
LIVING GREYHAWK
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, and then have any
players without a character create one. Once all players
have a LIVING GREYHAWK character, play can begin.
Along with the other materials discussed in the
Preparation section above that you are assumed to have
in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Gazetteer.
LIVING GREYHAWK Levels of Play
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the
Average Party Level (APL):
1.
Determine the character level for each of the PCs
participating in the adventure.
2.
If PCs bring animals that have been trained for
combat (most likely being war horses, dogs trained
for war), other than those brought by virtue of a
class ability (i.e. animal companions, familiars
He Loves Me, He Loves Me Not
Page 3
# of Animals
Mundane
Animals Effect on
APL
1
2
3
4
1/4 & 1/6
0
0
0
1
1/3 & 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
4
5
6
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
CR of Animal
7
7
9
10
11
paladin’s mounts, etc.) use the sidebar chart to
determine the number of levels you add to the
sum
above.
Add
each
character’s
animals
separately. A single PC may
only bring four or fewer
animals of this type, and
animals with different CRs are
added separately. Nevertheless,
if a character has the Mounted
Combat feat, he may bring a
single warhorse, light or heavy,
with him in the adventure and
it will not count toward the
APL calculation.
3.
Sum the results of 1 and 2, and
divide by the number of
characters
playing
in
the
adventure. Round to the
nearest whole number.
4.
If you are running a table of six
PCs, add one to that average.
By following these four steps, you
will have determined the APL. Throughout this
adventure, APLs categorize the level of challenge the
PCs will face. APLS are given in even-numbered
increments. If the APL of your group falls on an odd
number, ask them before the adventure begins
whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher
or the lower adjacent APL.
APL also affects the amount of experience and
gold a PC may gain at the end of the adventure. If a
player character is three character levels or more either
higher or lower than the APL at which this adventure
is being played, that character will receive only one-
half of the experience points for the adventure.
Further, if the PC is three character levels or more
lower than the APL at which this adventure is being
played, that PC will receive one-half gold for the
adventure as well. This simulates the fact that either
the PC was not challenged as much as normal or relied
on help by higher-level characters to reach the
objectives.
Further, a PC who is four or more levels higher
than the highest APL supported by the adventure may
not play the scenario unless the highest APL supported
by the adventure is APL 12.
Note: LIVING GREYHAWK adventures are designed
for APL 2 and higher. Four or five 1st-level characters
may find difficulty with the challenges in a LIVING
GREYHAWK adventure. If a group is APL 1 there are
three things that the group can do to help even the
score.
1.
Attempt to create a table of six 1st-level characters,
or try to enlist higher-level characters to play at
that table.
2.
Advise characters to buy
riding dogs to help protect
them, and fight for them.
All
riding
dogs
are
considered trained to attack.
PCs who want their dogs to
attack must succeed at a
Handle Animal or Charisma
check (DC 10). Failure
indicates that the animal
will not attack that round.
This is a move action
(spoken
command)
that
may be attempted each
round. If the animal is
wounded or has taken any
nonlethal damage or ability
score
damage,
the
DC
increases to 12.
Time Units and Upkeep
This is a standard one-round Regional adventure, set in
the Kingdom of Nyrond. Characters native to Nyrond
pay one Time Unit per round; all others pay two Time
Units per round. Adventurer’s Standard Upkeep costs
12gp per Time Unit. Rich Upkeep costs 50gp per Time
Unit. Luxury Upkeep costs 100gp per Time Unit.
Judge’s Notes
The premise of this scenario is that it is the fourth part
of the series that started with The Great Scavenger
Hunt, however it is not a requirement that characters
have played that scenario prior to enjoying this one.
There are several references to various Nyrond
locations, meta-organizations, and NPCs. Please check
with the myriad Nyrond resources available through
the Nyrond web site. The web site is located at:
http://www.nyrond.org/turbine/page/
Please be sure to communicate the results of your
running of this scenario to either the Nyrond triad or
the event coordinator so that these results can be
recorded.
Backstory
It has been nearly six years since Xenia Sallavarian
collapsed while touring the Kingdom of Nyrond.
Xenia, a beautiful young woman and cousin of the
famous Jallarzi Sallavarian of the Circle of Eight, was
the King’s fiancée and slated to marry him the
following year in a huge public ceremony. Unknown
to the general public, Xenia’s collapse was caused by
He Loves Me, He Loves Me Not
Page 4
the rapid onset of something that was not unlike a
disease, but is actually a creature that feeds on a
person’s life force. A creature put there by an undead
cleric of Incabulous in order to insure the fall of the
Kingdom of Nyrond.
A quest for a cure began, and with the help of the
AAAA, hope was found. Adventurers, able to move
about the kingdom without attracting attention, were
sent out to gather the rare and obscure ingredients
required.
One of these ingredients was a specific meteorite
that would fall in the Flinty Hills region of the
kingdom. Unknown to the adventurers sent to recover
the meteorite; the impact would take place at the site of
an ancient burial chamber used to imprison a powerful
demoness by the name of Reala Nadir. The meteorite
crashed through the wards sealing the chamber and
freed this ancient evil – none the happier at her long
imprisonment.
This ancient evil succubus fled and joined up with
the cause of Xenia’s suffering. The mummy-cleric of
Incabulous, Kalamid, desired nothing more than the
destruction of the Aerdy kingdom – a desire shared by
Reala. Each was going to use the other, until Reala
discovered that Lynwerd, King of Nyrond, was still
single. She traveled to Rel Mord, using her charms to
get her close to Lynwerd, whereupon she took him as
her thrall. Kalamid was to keep tabs on her using his
master spy already within the palace, but a band of
adventurers entered his stronghold and put an end to
him.
The Grey Seer was not blind to Reala’s nature, but
has so far been unable to remove her spells. His
frustration is a source of great amusement to the
demoness, who keeps him around to watch as she
maneuvers to become Queen of Nyrond. And with the
nuptials only a day away, he is rapidly running out of
time.
Enter the adventurers. The Grey Seer has
discovered a way to break Reala’s spells, but it requires
that special oil be used to enchant her dressing mirror.
He is unable to enter her chambers without her
knowledge, but the PCs might just be able to do the
work for him. Reala is still a threat should she catch
the PCs, and watching from the shadows is Kalamid’s
master spy.
The Spy, a capable and talented follower of
Incabulous, has infiltrated the palace in the guise of a
simple pageboy. So capable is he, that the Grey Seer
has used him on a number of occasions to deliver
messages. The Spy is going to use the occasion of the
masquerade ball being planned for the night of the
adventure to launch a surprise attack on Lady Xenia –
hopefully slaying her, saving the KOI patriarch, and
getting away. At least that is the plan. The PCs
hopefully have other plans.
And so the PCs arrive in Rel Mord, anticipating
festivities on the eve of the Grand Nuptials. They find
their rooms, unpack, and discover a fancy invitation to
the Palace awaits them. The story opens here.
Adventure Synopsis
Introduction: The Traveling Companion – The PCs
arrive in Rel Mord for the big wedding festivities. We
get our first introduction to the flower theme. The PCs
also get a summons to the royal palace.
Scene One: Everything in the Right Place – The
PCs make it to the castle, where they are put to work.
Scene Two: The Puppet Show Man – The PCs are
finally together, meet the Grey Seer and are given quite
the unusual mission, along with some specific
instructions.
Scene Three: The Emperor’s New Suit – While out
on their mission, the PCs encounter King Lynwerd;
who is obviously a bit confused and befuddled. But
there is one moment of lucidity - when Lynwerd spots
a flower.
Scene Four: The Shepherdess and the Sheep –
Exploring Reala’s rooms, the PCs encounter a
multitude of mirrors, Reala's ‘pets’, and get to have
their first shared pain experience. Winning the fight,
the PCs can enchant the Flower Mirror.
Scene Five: She Was Good For Nothing – Escaping
Reala’s rooms, the PCs encounter the Succubus herself.
She asks them to accompany her on a tour of the
gardens, where she "wishes to talk with them."
Scene Six: The Garden of Paradise – Walking
through the gardens, Reala gives the PCs some
information on a rival of hers - a traitor that has been
undermining the plans of Nyrond. While Reala is
herself an enemy, the PCs were given specific
instructions.
Scene Seven: In the Uttermost Parts of the Sea –
Heading for the traitor's rooms, the PC encounter a
trapped door, a water-filled room, and more shared
pain.
Scene Eight: What One Can Invent – It seems that
the traitorous pageboy has left the PCs a noisy and
biting surprise.
Scene Nine: What the Old Man Does is Always
Right – The PCs take their news to the Grey Seer, who
sends them to save Xenia from the traitor.
Scene Ten: Dance, Dance Doll of Mine – Chasing
the traitor, the PCs find him freeing Xenia, and her
He Loves Me, He Loves Me Not
Page 5
KOI infestation. Both sides of the conflict get more
than they bargained for.
Scene Eleven: The Goblin and the Woman – The
Patriarch of all the KOI has possessed the traitor and
together they give the PCs their final shared pain
experience. But Xenia's voice gives them aid - and
hope.
Scene Twelve: The Loveliest Rose in the World –
Xenia sends the PCs to recover the enchanted mirror,
and meets them at the grand ballroom. A
confrontation, a revealed secret, and a freed king make
short work of the demoness.
Conclusion: The Happy Family – Having saved the
day, the PCs are rewarded and the wedding plans
continue – this time with the right bride.
Introduction – The Traveling
Companion
News has spread throughout the kingdom.
Lynwerd is to wed. A royal wedding! And so you
have arrived at the capital city of Rel Mord along
with hundreds of others.
The city gates are as busy as they have ever
been. Noble dignitaries from nearly all the
surrounding realms are here. Merchants ready to
capitalize on the monies of dozens of foreign
lands. Thieves and pickpockets are out in force.
Guardsmen, all decked out in the royal colors,
stand on every street corner. And everywhere is
the talk of the bride-to-be.
Little is known of her. Rumors abound that
Lady Xenia had returned home. That she finally
died of whatever sickness she bore. That Lynwerd,
not Sewarndt or agents of Iuz, had her
assassinated. Some even say that this new Lady
Reala is none other than Xenia in disguise.
Whatever they all think, the simple fact is
that King Lynwerd is to wed in two days, and that
festivities are being held in celebration.
So here you are, standing in line with dozens
of other travelers. Ahead of you, you can hear a
mild curse. It seems one of your line-mates has
stepped on something.
And in fact, he has. One of those visiting merchants
has just stepped on a bristlecone flower vine. As the
flowers have deceptively long thorns, stepping on one
can be quite painful. Assuming the PCs decide to talk
with him, you can use the following boxed text to start
off this role-playing encounter. The encounter is
designed to give the PC’s some background, get them
to make introductions to each other, and also to give
the PC’s their first hint of the flower theme of the
scenario.
“Blasted weeds. I wish they would do a better job
of keeping these things off the road. Nasty thorns
they’ve got – stick you right through your boots if
you aren’t careful.”
“I’m Gralwan, by the way. Sorry if I scared you
adventuring types with my cursing, but it kind of
caught me by surprise. These weeds are pretty
much everywhere here in Justcrown. Farmers
hate ‘em since they grow everywhere, but all the
young girls think they are … what was that word
my daughter used, oh yeah … adorable.”
They are pretty flowers and all, and young
women looking to marry often wear a garland of
them, but I just don’t like stepping on them on
the King’s Road is all.”
“But here I am nattering on without giving
you all a chance to speak. I assume you are here
for the wedding like everyone else?”
Hopefully the PCs will take the hint and strike up a
conversation. Gralwan doesn’t really have any
information to pass along, as he’s just arrived at Rel
Mord himself. He’s a drover and cattle merchant; here
to see the festivities and hire a team to head out to
Newtown for the next cattle drive. He’s not looking to
hire the PCs, and really couldn’t afford them anyway.
He does think highly of adventurers though, and will
be full of praise for the great many things they’ve done
on behalf of the Kingdom.
Entering the city becomes interesting. Rel Mord
has very specific laws about the carrying of weapons,
and there are tolls to be paid before one can pass
through the gates.
As you finally make it to the gates to the city, a
sign becomes clearly visible through the crowd.
He Loves Me, He Loves Me Not
Page 6
Welcome to Rel Mord!
Please be aware that no person shall be
allowed to bear arms larger than short
swords,
with
the
exception
of
quarterstaffs and rapiers. All items not
fitting
this
description
must
be
checked at the gate. A receipt will be
given.
Spellcasting of a lethal nature is
forbidden, as is any use of magic to
beguile, charm, or control the actions of
others. Entertainers may perform such
magic
as
is
required
for
their
profession.
Entrance Fees:
Citizen of Nyrond
1 Noble
Non-citizen
2 Nobles
Riding Animal
5 Shields
Non-riding animal
2 Shields
This information has been duplicated in Player
Handout #1 – Entering the City. Should the PCs need
translation, a Noble = 1 gp, while a Shield = 1 sp.
Members of certain meta-orgs may be allowed to
reduce or ignore these costs. Other meta-orgs may
allow the PC to carry weapons within Rel Mord
without needing to check them at the gate. Please
refer to the latest Nyrond Metaorganizations Booklet
to be found on the Nyrond regional webpage.
Note: A PC may not carry weapons for other PCs.
Spiked shields count as weapons, although spiked armor does
not. Even PCs allowed to carry weapons via meta-org access
must have these items peace-bound if possible. Violating these
basic premises can be cause to void membership in the meta-
org that grants the ability.
Once the PCs have done everything needed to
enter the city, they can attempt to find lodging. Super
inquisitive PCs or those with particular meta-org
contacts may desire to learn more of current events.
Try and discretely steer them in the direction of
getting lodging. In no case will they be able to enter
the palace grounds without specific authorization –
which none of the PCs will have, including those in
royal meta-orgs.
Assume that unless the PCs specifically travel
together, that they have all entered the city separately.
Inquire as to each PCs plans for lodgings, stabling and
meals.
If PCs desire to use their meta-org contacts to
procure lodging, they are free to do so. For those not
wishing such, or those without contacts able to provide
similar benefits, there are only a few inns in the city
that still have rooms left. The inns themselves are not
important, but for flavor purposes, please use the
following descriptions as you see fit.
•
The Weary Traveler: A small bed and breakfast
type affair. Two stories, with only a single room
available. Double normal upkeep costs for
standard lifestyle (ie 24 gp per TU). Rich and
Luxury lifestyle are not affected by this increase.
•
The Crossed Arms Inn: Dockside, and that should
tell one everything. Two rooms available, if you
really want them. Those staying and having a
meal must make a Fortitude save DC 12 against
the food poisoning common here. Sailors and
those in the Navy meta-org are immune.
Characters failing the save take 1d4 worth of non-
lethal damage, and can’t bear the sight of food for
the rest of the day.
•
The Three Creeks: For those that are not
members, only a single room is available.
Members can always find a place to crash
somewhere.
•
Griffon and Boar: This is a fairly up-scale, well-to-
do establishment. Characters wishing rooms here
can find as many as they would like, however
prices are at nearly 10 times normal (i.e. only Rich
or Luxurious lifestyles can obtain rooms here).
•
The Plucked Goose: Another commoners inn.
Two rooms are available, but the fleas and ticks are
pretty terrible. Those not taking precautions
against the critters will have received 1d4 worth of
non-lethal damage from their bites.
•
The Freeman’s Rest: This inn is perfectly normal,
but has only a single room available.
Many PCs will want to question the locals, use their
meta-org contacts, or otherwise discuss Reala. It
should become obvious very quickly that either no one
knows anything (the vast majority) or they aren’t
saying (the few that might know something have been
ordered to keep it quiet). Some specific examples
follow.
•
Royal meta-orgs have been given specific orders
not to discuss the wedding, Reala or Lady Xenia
with anyone. PCs using these contacts will learn
nothing at all.
•
Military meta-orgs frankly don’t know anything.
Most suspect that Lynwerd has disguised Lady
Xenia as this Reala Nadir person, and that the
truth will be revealed at the wedding. In truth,
He Loves Me, He Loves Me Not
Page 7
the Grey Seer has planted these rumors in order to
keep up the morale of the troops.
•
The adventuring orgs (Warrior’s Brotherhood,
Iron Fist Guild, etc) all suspect that Xenia has
been assassinated long since, and that this Lady
Reala is just Lynwerd’s second choice.
•
Most religious orders suspect that poor Xenia died
of her illness sometime in the past couple of years,
and they are glad that Lynwerd has found
someone new. “Although it was a rather fast
courtship, now that you mention it.”
•
The Heironean, Pelorian and Raoan orders know a
bit more of the truth, but are unwilling to spread
rumors for fear of causing a panic among the
common people. PCs that have played in “To
Catch a Falling Star” or “Kiss of Incabulous” and
attempting to bring up their experiences as proof,
will be basically told to keep it quiet to avoid a
panic and riot.
Allow the PCs to wander the city to their heart’s
content. Nothing interesting will occur until they
finally return to their rooms.
The first thing the PCs will notice upon returning
to their rooms is the nice little note left on their pillow
(if they did not leave their rooms, the note will be
slipped under the door in a sealed envelope). The note
is basically an invitation to meet at the palace first
thing in the morning. It is a bit cryptic, but PCs should
get the point that they are there to “work,” not to have a
good time. The note is attached as Player Handout #2 –
The Cryptic Invitation.
The PCs should decide whether they will attend
or not. Those deciding to pass on the invitation miss
the scenario. They end up with no gold or experience.
If the PCs decide to accept the invitation, then
proceed to Scene One.
Scene One – Everything In the
Right Place
When the PCs arrive at the palace, they will be directed
to enter through a servant’s entrance. An overworked
guardsman will take their note and they will be
directed to:
“Go over there. Someone will be along shortly to
see to you. And before you ask, no. I don’t know
anything further. I’ve got enough to do just
making sure people don’t try to sneak in; they’ve
been trying in droves all morning. What is it
about a masquerade that brings out all the strange
ones?”
Questions about these sneaks will be answered tersely.
“They’re being dealt with I guess.”
Questioners about the masquerade will be told
that it will be held tonight and that dignitaries from
throughout the region will be there. Seems it is a
celebration for the King’s upcoming wedding.
The guard really has no useful information to
forward. He takes his job very seriously and will
become quite annoyed with frequent questions –
finding them to be a distraction.
The palace layout is detailed on Judge’s Map #1 –
The Royal Palace.
Going to the place indicated by the guard, you find
yourself standing just outside the entrance to a
grand ballroom. Scores of people are moving
about; arranging flowers, putting up decorations,
sweeping the floor, and otherwise getting the
place ready for tonight’s masquerade ball. You
mill about for a few moments while you decide
what to do, and then a tabarded young boy of
about twelve years approaches. He is obviously
one of the royal pages, and he seems to be pleased.
The pageboy will approach one and only one of the
PCs. He will speak exclusively to that character, and
ignore the others.
Note: This pageboy is in reality Kalamid’s
master spy, Percil B’kney. He’s also not a young
boy, but actually a 35-year old Halfling with some
amazing disguise skills. In fact, for those PCs that
are so paranoid about everyone, allow them to make
a spot check against Percil’s disguise. Assume that
Percil took 20 on the roll, used a masterwork disguise
kit, and gets a circumstance bonus of +8 from his
cover identity and long practice. This gives a total on
the disguise roll of 36+APL. Percil also gets
undetectable alignment at APL 10 and 12. The PCs
will run into him again later on, but right now he has
been given the task of escorting one of the PCs to a
small meeting room. He was given this task in his
capacity as a pageboy. He’s still trying to maintain
his cover identity, so he’s still acting the role. He has
no idea that these adventurers are going to be
involved in his own plots, so he’ll be very friendly
with his charge until he delivers him or her to the
meeting room.
Percil pretends to know very little about what is
going on, but he’ll be full of praise for the
He Loves Me, He Loves Me Not
Page 8
“gorgeous Reala. She’s the king’s fiancée you
know, and they’re going to be married tomorrow.
The castle is looking very pretty with all the
decorations going up, so it ought to be a really
nice wedding. I get to serve the Royal Couple
during the dinner afterwards. I’m Percil by the
way, Percil B’kney. Have you ever been to a
wedding? Probably not one this grand, but big
anyway? What was it like?”
And so on. Percil pretty much talks without stopping
to wait for responses, and eventually delivers his
charge to a small meeting room. Attempts to Sense
Motive on him are unsuccessful, as he is not lying in
the least. He long ago realized that the best way to
avoid suspicion was to never say anything of substance.
The small meeting room has only a single chair
and a small table as furnishings. There are no other
exits, and no windows. All in all, it most resembles a
large but empty closet.
However, if the party had any weapons taken from them
at the gates, those weapons can now be found here.
Once the PC has entered the room, Percil will give
a quick bow and then leave, closing the door behind
him.
Meanwhile the other PCs are still milling about in
the ballroom. Have them shuffle nervously for a while
and then use each of the following events once. Each
one will pull away a single PC. If you like you can run
these events one on one with each PC so that the
players do not know what is going on. Each of the
NPCs will lead the PCs in a different direction but all
will arrive at the same place – see below.
•
A young looking Flannish maid will come up to
the strongest looking PC and ask for some
assistance in moving chairs. She’ll have a total of
six chairs that need to be moved down the hall and
around the corner to a storage room – “it’ll just
take a second, really.” Once the PC agrees to help
out he or she will be shown to the same meeting
room as the first PC. She’ll acknowledge that she
was sent to bring one of you to this room, but she
refuses to mention why or who sent her.
•
An older Oeridian man wearing painter’s clothes
will tell one of the PCs that he “needs another
warm body to judge lighting and shadow. If one
of you could hurry up and follow me, you should
only be gone for a minute at most. Chop chop.”
Again, the PC will be taken to the small meeting
room and left without explanation.
•
A middle-aged woman of mixed heritage will
show up with a plate of cookies and a big pitcher
of milk. She’ll ask one of the PCs to help clear off
a table in a side room, since her hands are quite
full. Taking the PC to the small meeting room,
she’ll leave the plate of cookies and pitcher of milk
behind. There are no glasses.
•
A very young Oeridian girl of perhaps eight years
shows up carrying a stack of earthenware mugs.
She’ll drop them near the PC and start crying. A
wandering woman carrying a stack of paper stars
will beg the PC to “help the poor girl before we all
go deaf.” Assuming the PC helps out, the girl will
stop crying and, between sniffles, ask him or her
to carry the mugs to a nearby closet since her mom
said they weren’t needed. Once the PC arrives, the
girl’s demeanor will brighten, she’ll grab a cookie
and run off down the hallway.
•
Finally, if there is still another unclaimed PC,
another page (not the spy) will arrive and tsk “You
know, you are totally in the wrong spot. Follow
me. Your contact is down this way, and has been
waiting for you.” They’ll arrive at the little room,
the PC will enter, and the page will leave.
Let the PCs enjoy their cookies for a little bit, and then
proceed to the next scene. Obviously PCs that ignore
the obvious hooks deserve to be left behind.
Scene Two – The Puppet Show
Man
Once the PCs have had their fill of milk and cookies,
they will hear the door audibly lock. Purple and green
lights will shine on the walls from no visible source.
And then, slowly in order to prevent surprise and
attack, a portal opens and in steps a gray-haired old
man dressed in gray robes. Use the following
description.
The cookies were nice and chewy, the milk ice
cold. You still have no idea why you were all sent
to this little room by such tortured means.
Without warning, you hear the lock on the
door snap shut with an audible click. You are still
making up your minds about whether to
investigate this when the lights come on. Green
and purple lights shining on the walls – but
coming from no visible source.
A couple of seconds later and you see a portal
slowly opening against one wall. Standing on the
other side is a small, ancient Oeridian male. Long
gray hair, gray beard, gray robes and a hand raised
in a wait gesture give you all pause.
The robed man leans forward and looks about
the room. The look of concentration alerts you to
his use of Arcane Sight, but he appears to only give
each of you a small glance. It is the unoccupied
He Loves Me, He Loves Me Not
Page 9
spaces of the room that he spends the most time
observing.
Finally satisfied, the man steps through and
the portal closes behind him. A small smile
crosses his lips and he speaks.
“Hello everyone. I am the Gray Seer. Why
don’t we all take a seat and I’ll give you lot some
explanations. But first, let me get rid of this
disguise, it’s itchy.”
With that, the man removes his gray hair and
beard, revealing a clean-shaven head and a rugged
powerful jaw. Apparently the Gray Seer is not
your typical frail wizard. He’s also quite a bit
younger than you have been lead to believe.
This is truly the Gray Seer. First off, any PCs stupid
enough to attack him are simply killed. Remove their
characters from play and contact your coordinator or
triad representative for further details.
He’ll grab whatever chair is left after making sure
all the PCs have seats. He’ll also grab a cookie and a
mug of milk before he sits down.
“Before you all ask, no. I did not foresee you all
coming. I did not Scry, Commune or otherwise
use magic to determine whom to contact. I used a
more old fashioned approach. I watched the
people coming through the gate until I found a
few likely candidates for my purposes. You see, we
have a very big problem. And it is one I cannot
solve without some help.”
“I am sure you have heard of the upcoming
wedding between our good king Lynwerd and a
Lady Reala? Well, I can assure you that Reala is no
lady. She is nothing other than a succubus and
demonic temptress.”
If any of the PCs have been through NYR3-07 To Catch
a Falling Star or NYR3-09 Kiss of Incabulous, then he’ll
add, “I see by your looks that you all have some
knowledge of this. Good, it will make what I need
ask of you seem all the more important.”
If the PCs have not been through either scenario,
continue with the following.
“Reala has managed to do the unthinkable. She
has gotten close to our King, using her demonic
charms to foil any attempt to stop her. Since then
she has ensorcelled Lynwerd and taken him in
thrall. I dare not attempt to break her hold over
him. Her control over him is nearly total, and I
fear for his life and sanity if I should not be one
hundred percent sure of success.”
“But I do have a way to free him. It is difficult
and fraught with danger, but it has the best
chance of success of any plan conceived so far.
And of course, this is where you lot come in.”
“You see I have devised an elixir that when
applied to a mirror, will capture an image of a
being’s true nature. All we need to do is apply it to
a specific mirror in Reala’s chambers before she
makes herself ready for tonight’s masquerade ball.
I cannot enter her chambers without her
knowledge – but you lot can.”
“Assuming you all agree to this task, I can
outline the plan. Surprisingly it isn’t that
difficult,
but
I
have
some
very
specific
instructions for you in case things go poorly.”
“So, what say you all? Obviously if you cannot
agree to this, I’ll be disappointed, but I can
understand.”
The Gray Seer will wait for responses. Those failing to
agree to the task will be politely shown back out into
the city. The scenario is over for those characters.
Those that agree can continue below.
“Excellent. Since you’ve agreed to give me some
help,
I’ll
explain
the
plan.
It
is
very
straightforward.”
“Point 1. Reala is using the Lady Xenia’s
chambers. She probably finds it humorous to stay
in the rooms of Lynwerd’s true fiancée. Her main
door is magically warded, but luckily there is a
secret escape route that you can use to get inside
without alerting her.”
“Point 2. Reala most likely has guardians
within. These guardians are apt to be demonic in
nature. You will have to defeat them. Here is a
draught that will remove the evidence of your
fight. It dissolves dead demonic flesh and blood.
Scatter it about and Reala will think that her
guardians just left her service. The time is too
close to the culmination of her plans so she will
not go looking for them – thinking to punish
them only after she has become queen.”
The elixir is nothing more than concentrated holy
water, but there is no reason to let the PCs know that.
“Point 3. When you have defeated her guardians,
look about for a mirror with a carved wooden
frame. Pictures of flowers similar to roses as I
remember. The mirror was given to Lady Xenia by
Lynwerd as an engagement present. I think it
fitting that it be used to defeat Reala.”
He Loves Me, He Loves Me Not
Page 10
“Point 4. Coat the surface of the mirror with
the elixir of enchanted oil. It should be absorbed
into the glass and you’ll see a brief sparkle when
the magic takes effect. Then get out of there by
the way you came in. I’ll try to find you a couple of
hours later, once I am positive that Reala has used
the mirror. I’ll probably have more instructions
for you then.”
“Point 5. Lynwerd is enchanted and
ensorcelled. There is a very real possibility that
you might run into him in the halls. Do not talk
about Reala. Do not try and change his mind or
cast any spells to try and alter his opinions. None
will work and most will alert Reala to the attempt.
She’ll be able to tell Lynwerd to have you all
arrested or executed. And there would be nothing
anyone could do to stop it. Any attempted harm
on the person of the King will also earn you a
death sentence. Only I’ll be forced to find you to
administer it myself.
“Point 6. Reala is dangerous. Extremely. If
you should run into her, you must do whatever
she tells you to do. No matter how long it takes or
how unusual the task. If she suspects anything
about you being there to stop her, the plan is
ruined. So do nothing to her, and follow her
orders to the letter. Attempting to kill her will in
all probability result in Lynwerd’s death instead.
And if she doesn’t kill you after such an attempt,
I’ll do it myself.”
“I hope I have made myself clear on all these
points? I assume you all have questions?”
The Gray Seer is willing to answer any and all
questions that pertain to the mission at hand.
Questions outside that area will be ignored as not
presently important. Below are some example
questions that might come up.
•
What if Reala attacks us? Can we defend
ourselves?
She won’t. First off, she considers herself to
be above everyone else, and would find that
demeaning. Secondly, if you stick to the plan
she should have no reason to suspect
anything. She’s obviously preoccupied with
other concerns, and shouldn’t pay you any
attention.
•
Does it have to be that mirror, or will any mirror
work? What if the mirror isn’t there?
The mirror should still be there. Reala seems
to be very fond of usurping Lady Xenia’s place,
which includes all her things as well. If it
isn’t then you can use another mirror, but the
symbolism will be lacking.
•
What if we run into her before we reach the
mirror? You said we had to obey her commands.
What if she sends us out of the palace?
I’m going to distract her. She won’t be
anywhere near her rooms when you make
your attempt. If she does run into you then
you must obey her explicitly. No matter what
those orders are, you must follow them or the
whole plan falls apart. Following her orders is
even more important than reaching the
mirror. She must not learn what is up.
•
What if her guardians get away? They are sure to
go warn her.
You are just going to have to make sure that
doesn’t happen. If she is warned, then we fail.
Simple as that.
•
What about Lady Xenia?
She is still fine. Protected and safe.
•
What about the quest for the cure?
It is still proceeding. The ingredients are
being found and we are confident that we can
fix the problem soon. That mummy-priest
caused us a lot of problems, but we’ll survive.
If the PCs ask other questions, answer them in the
spirit above. He will not answer silly questions,
questions about extraneous matters, or anything you
judge to be improper.
Once the PCs are ready to go, read the following.
“Well then. It sounds like we are ready to go.
Here is your demon-flesh removal draught and
the elixir of enchanted oil. And here are the
directions to the secret way into Lady Xenia’s
chambers. Good luck to each of you. The
Kingdom is counting on it.”
He’ll then reattach his wig and beard; give the PCs a
wink, and teleport out. The door will unlock, and the
PCs are free to continue with their mission. Proceed to
the next scene.
Scene Three – The Emperor’s
New Suit
You are following the directions given to you be
the Gray Seer. Somewhere around the next bend
is a side door into a breakfast nook off of the
palace gardens. From there you should be able to
find the hidden trap door, and the tunnel leading
into Reala’s – no, Lady Xenia’s rooms.
He Loves Me, He Loves Me Not
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You reach the door, and through it you can
hear singing. It’s not very good, but it is very
enthusiastic in any event.
Allow the party to get incredibly paranoid if they want.
Eventually they will open the door.
Standing within the breakfast nook is a tall and
ruggedly handsome Oeridian man. A man with a
crown. The King.
King Lynwerd seems to be singing a silly little
rhyme about young lovers in the springtime. And
he’s obviously admiring his clothes. At your
arrival he notices you.
“Ah, loyal subjects. Excellent timing. I need
you to tell me if these clothes are acceptable, since
I’m to be wearing them while dancing this
evening. They are quite new and apparently all
the rage in Greyhawk, at least according to my
little sugar-drop Reala.” He makes an audible sigh
and his eyes become unfocused.
A second later he stops gazing with his mind’s
eye and returns to the real world, more or less.
“So, do I look appropriately royal? I want to be
really sure that Reala likes them.” He turns to all
of you expectantly.
Lynwerd is not stupid, just ensorcelled. He is
currently unable to think of anything except pleasing
Reala. There is nothing the PCs can do without magic
to snap him out of it, and hopefully they heed the
warning given to them and do not attempt magical
intervention.
Continue to converse with the PCs, having
Lynwerd move about the breakfast nook the entire
time. He should speak of nothing but Reala – either
speaking directly of her, or using not so subtle hints to
bring her up. Frankly it should be rather sickening
and distressing.
At some point during the conversation, Lynwerd
should notice a vine of bristlecone flowers. The weed
has apparently taken root within the garden and is now
stretching a vine into the open space of the breakfast
nook. Lynwerd will stop in mid-sentence and reach
down for the vine.
Stopping in mid-sentence, Lynwerd bends down
and plucks at a vine of bright yellow flowers. If
you aren’t mistaken, they are the same kind of
bristlecone flowers you saw out at the city gates.
Lynwerd’s face becomes serious, and for just a
moment you see the King you know him to be.
“She always loved these. Said I shouldn’t have
them removed from the garden. She thought that
all gardens need a few thorns, especially when the
thorns are this beautiful.” He sniffs deeply of the
flower. You see his features take on the noble set
expected of a king.
But the moment passes, and Lynwerd’s eyes
regain their glazed look. The vine drops from his
fingers and he turns back to you.
“Never mind. I am sure that these clothes are
acceptable. After all, Reala picked them out
herself. Please go about your business. I must
find my sugar-drop.” And with that Lynwerd
marches out of the little nook, leaving you alone.
The PCs can make of this whatever they wish. The
entire purpose of this scene was to show the effect that
Reala is having on Lynwerd, and to give them some
hope that not all is lost. The PCs will most likely
continue on through the trap door and down the
escape tunnel. Go on to the next scene once they do
so.
Scene Four – The Shepherdess
and the Sheep
Reala has occupied Lady Xenia’s private rooms. She has
eliminated or usurped all of Xenia’s possessions,
including her treasured dressing mirror. The mirror
was a gift from Lynwerd on their engagement, and
hangs
prominently
in
the
dressing
room.
Xenia/Reala’s apartments are detailed on Judge’s Map
#2 – Reala’s Chambers.
There are three rooms. The first serves as an
entryway and sitting room. The second acts as a more
intimate drawing room and lounge. The third serves as
the bedroom and dressing room.
The mirror of note obviously hangs in the
bedroom area. However there are dozens, perhaps
even scores of mirrors about the place. Reala is an
extremely vain creature. The secret door opens into
the second room. Use the following text when the
party first emerges from the escape tunnel.
Opening the secret door at the end of the hidden
tunnel, you know that you have emerged into
Reala’s chambers. The room you have entered
seems to be something of an intimate drawing
room or lounge with a mauve and pale-blue
theme. A pair of divans neatly flank a small fluted
stand.
Cushions
and
brightly
colored,
embroidered rugs cover the floor. Silken
draperies decorate the ceiling. And everywhere
are the mirrors.
He Loves Me, He Loves Me Not
Page 12
Mirrors on stands are scattered about the
room. Mirrors on the walls of all shapes and sizes.
There are even a half-dozen hand mirrors lying
across every horizontal surface you can find.
Given the information the Gray Seer imparted,
you are obviously in the right place.
Off to your right is a narrow archway with a
privacy curtain tied off. It appears to lead towards
the front room and the main entrance. Mostly
straight ahead, although a bit to the left is another
archway and privacy curtain, although this one
has been pulled shut.
At some point the PCs will most likely ask about the
mirror descriptions. Feel free to use any or all of the
following.
1.
A gilt-framed mirror about the size of a small
portrait.
2.
A metal-framed mirror hung horizontally.
3.
A heart shaped hand mirror with an intricate
chevron-patterned back.
4.
A round mirror with a cast iron filigree border.
5.
An octagonal mirror hung neatly without a frame.
6.
A triangular mirror with a frame of cut crystal.
7.
A whimsical hand mirror shaped like the
Kingdom of Nyrond.
8.
A large mirror mounted in a brass swivel-stand.
9.
An iron stand bearing a two-sided oval mirror,
which pivots in the middle.
10. A small gilded cherub holds aloft a circular mirror
above his right shoulder.
11. Another brass stand, this one very tiny and on a
wall shelf, is carved like a pair of rearing unicorns.
Their horns and fore-hooves hold up a diamond
shaped mirror.
12. A larger hand mirror has a padded and
upholstered back.
13. A silver chased mirror hung by a delicate silver
chain.
14. A mirror cunningly carved to resemble a waterfall.
15. On another shelf, a cut glass shepherd leads a
small flock of glass sheep across an oblong,
mirrored plate.
Of note is the absence of the flower-bordered, wooden-
framed mirror that the party is seeking. Intelligent
PCs will determine that it must be hanging in one of
the other rooms.
Should the party decide to investigate the front
room first, allow them to do so. The front room is very
similar to the drawing room, although with a light-
burgundy and wood theme.
Eventually they will decide to move aside the
curtain into the bedroom. There are four different
descriptor paragraphs that follow. Read the correct
paragraph depending on the APL you are playing at.
APL6:
Parting the privacy curtain into the bedroom, you
are greeted with the sight the Gray Seer warned
you about. Waiting for your arrival in a red and
yellow themed room is a small black-skinned
humanoid with bright red forearms and claws. It
has an obviously demonic cast to its features, and
a feral grin splits its face.
APL 6 (EL5)
� Jovoc Demon: hp 36; see Appendix A for further
details
Tactics: The Jovoc will attempt to fight one opponent
at a time. Given its fast heal ability it is not worried
about attacks of opportunity from moving through
threatened squares. However, the longer it can fight
the party the more retribution damage they will take.
It will only attempt to gate in another Jovoc if it takes
half of its hit points in damage.
APL8:
Parting the privacy curtain into the bedroom, you
are greeted with the sight the Gray Seer warned
you about. Waiting for your arrival in a red and
yellow themed room are a pair of small black-
skinned humanoids with bright red forearms and
claws. They sport obviously demonic features, and
feral grins split their faces.
APL 8 (EL7)
� Jovoc Demons (2): hp 40, 36; see Appendix A for
further details
Tactics: The Jovocs will attempt to fight one opponent
at a time, although not necessarily the same opponent.
Given their fast heal ability they are not worried about
attacks
of
opportunity
from
moving
through
threatened squares. However, the longer they can
fight the party the more retribution damage they will
take. They will only attempt to gate in other Jovocs if
they take half of their hit points in damage.
APL10:
Parting the privacy curtain into the bedroom, you
are greeted with the sight the Gray Seer warned
you about. Waiting for your arrival in a red and
yellow themed room are three small black-
skinned humanoids. Two have bright red
forearms and claws. Each has obviously demonic
He Loves Me, He Loves Me Not
Page 13
casts to their features, and feral grins on their
faces.
APL 10 (EL9)
� Jovoc Demons (2): hp 40, 36; see Appendix A for
further details
� Babau Demon: hp 66; Monster Manual v3.5 page
40
Tactics: The Jovocs will attempt to fight one opponent
at a time, although not necessarily the same opponent.
Given their fast heal ability they are not worried about
attacks
of
opportunity
from
moving
through
threatened squares. However, the longer they can
fight the party the more retribution damage they will
take. They will only attempt to gate in other Jovocs if
they take half of their hit points in damage.
The Babau demon will attempt to cast Darkness
first, and then move flank an opponent opposite one of
the Jovocs to get its sneak attack damage.
APL12:
Parting the privacy curtain into the bedroom, you
are greeted with the sight the Gray Seer warned
you about. Waiting for your arrival in a red and
yellow themed room are Reala’s Guardians. A pair
of small black-skinned humanoids with bright red
forearms and claws and one without the red
markings, stand next to a humanoid vulture-
demon with vast, gray-feathered wings. The
vulture-demon grins and starts to dance.
APL 12 (EL11)
� Jovoc Demons (2): hp 40, 36; see Appendix A for
further details
� Babau Demon: hp 66; Monster Manual v3.5 page
40
� Vrock Demon: hp 113; see Monster Manual v3.5
page 48
Tactics: The Vrock’s first action will be to release its
spores as a free action, while attempting to gate in
another Vrock. The Jovocs will spend the first round
also attempting their gate ability. The Babau will cast
darkness, to overlap all the gathered demons.
Following that, the Vrock will attempt his stunning
screech while the Jovocs and the Babau move to
engage one opponent at a time.
Note: This is a particularly difficult fight to run.
The Jovoc’s retribution attack can quickly spell doom
for an entire party, especially when combined with the
Vrock’s spore attack.
Once the party has defeated the demon guardians,
they should remember to use the Gray Seer’s Elixir to
remove the evidence of the combat. Should
furnishings be damaged, Reala will suspect the demons
of causing it, and not worry about it for the time being.
The defeat of the demons will allow the party to
find the correct mirror. Note that while it is not
required for the PCs to coat this particular mirror (as
explained by the Gray Seer), it does add quite a bit of
closure to the story.
Standing against one wall is a large wooden-
framed mirror. The frame is beautifully carved to
resemble roses or perhaps Bristlecone flower
vines. The frame is wheeled and can be easily
rolled around. The mirror’s surface is of silver
and highly polished. This must be the object of
your quest.
Once the party uses the enchanted oil on the mirror,
the surface will briefly glow and then fade. All the
party needs do now is escape – preferably through the
same tunnel they used to enter.
Scene Five – She Was Good For
Nothing
Note: This encounter assumes that the party left Reala’s
rooms using the same escape tunnel they used getting
inside. If this is not the case, please adjust the
following read aloud text to compensate for this fact.
You have just exited the secret tunnel. Now, what
to do and where to go for the next couple of hours
until the Gray Seer contacts you again?
You begin to contemplate that concept when a
fairly musical voice reaches you from the
direction of the garden.
“Hello there! You must be those adventurers
that I asked Lynwerd to fetch for me. Although he
should have given you better directions.”
This comes from what must be the most
stunning woman you have ever set eyes upon.
Long raven tresses with flashing red highlights. A
slender Oeridian face with high cheekbones and
bright green eyes. An exquisite figure with long
and shapely limbs. All wrapped up in a low cut,
short-skirted dress designed to hint at revealing
more.
Oh no, this can only be Reala.
It is indeed Reala. She has no idea that the party
standing before her is actively seeking her destruction.
He Loves Me, He Loves Me Not
Page 14
Rather, she requested that Lynwerd, “fetch some of
those resourceful adventurers you always use. I have a
task I’d like them to perform.” She simply assumes
that these are the adventurers she requested. Lynwerd
of course agreed, but has not yet been able to contact
any adventurers – mostly because he is too busy
contemplating ‘his darling sugar-drop Reala.’
Once the party gets over their shock (something
Reala will simply assume is because of her beauty)
Reala will continue to talk to them.
“Yes, you lot. You are the adventurers I requested.
Excellent timing, although Lynwerd should have
given you better directions. Never mind that, I
have a task I need all of you to perform. Walk
with me for a bit through the garden, and I’ll
explain it to you.
Hopefully the party has taken the Gray Seer’s warnings
to heart. Any of the following are cause to end the
scenario prematurely:
•
Attacking Reala in any fashion – Reala will simply
destroy them and the scenario ends with all
players being killed. If your party argues that they
could have survived or fled such a fight, simply
mention that all the resources of a powerful
demoness, a mighty court wizard and the entire
kingdom of Nyrond will be brought to bear. Their
characters are dead. Period. All characters must
be collected, along with all adventure records,
certs and similar effects.
•
Teleporting away, attempting to flee Reala’s
presence, or any similar suspicious action will alert
Reala to the Gray Seer’s influence and ruin the
plan. Lynwerd will marry Reala, and the Kingdom
is in a world of trouble.
•
Refusing her commands, accepting the commands
but failing to pursue them to completion, or acting
belligerent towards her will have the same results
as fleeing her presence.
If the party heeds the Gray Seer’s warnings, they will
follow Reala out into the garden and the next scene.
Otherwise the scenario ends here.
Scene Six – The Garden of
Paradise
Reala will continue once the party has had a chance to
compose themselves and follow her.
“Lovely garden isn’t it? Quite a bit of work to
maintain. Our gardener is forever pulling weeds.
And the task I have for you is not dissimilar. It
seems we have a spy, and I’d like you lot to kill
him.”
At this point the PCs might suspect that she wants
them to kill the Gray Seer. While that might be
tempting, she knows that the Gray Seer is probably too
powerful even for a group of adventurers. Plus, he
would have advanced knowledge of such an attempt.
But there is no reason that the players should be
worried for a while. Most likely one of the PCs will ask
a question like, “Spy?” Reala will continue.
“Yes, you see there has been a spy in the royal
household for several years now.”
At this point Reala stops in her speech. She also stops
walking and looks down. That same Bristlecone flower
vine that Lynwerd found is beneath her foot. Reala’s
face will briefly contort in anger.
Stepping off of the Bristlecone flower vine she
just trod upon, Reala reaches down and angrily
jerks the vine out of the ground. “These weeds are
everywhere. Gardener! Come here!”
Her fist closes about the vine, crushing the
thorns between her fingers. Her other hand rips
the flower petals off, one by one, scattering them
about with quick jerky movements.
Observant players (Spot DC 20) will notice that the
thorns do not pierce her skin, nor does any blood get
drawn. Reala has damage reduction (DR) after all, and
a simple plant is not enough to hurt her.
A few seconds go by with Reala slowly shredding
the vine in her hands. When the gardener arrives
he is obviously in a great deal of fear, for he
trembles and quakes before her. “Y-yes-s my lady?”
Even his voice quivers.
“Have I not asked you to remove these weeds?
Am I not holding another vine in my hands?”
Reala grabs the man’s shoulders and shoves the
vine into his face. The thorns scratch him in a few
places and small droplets of blood appear.
“Do your job. Remove these vines – all of
them – before the masquerade this evening, or
He Loves Me, He Loves Me Not
Page 15
tomorrow you will find another place of
employment.”
The gardener quickly bows his obedience and
very nearly runs to the nearest patch of the weeds.
Reala gazes after him for a moment before
turning back to you.
“So sorry about that. It is so hard to hire good
help.” Her eyes briefly size your party up. “Now
where was I? Ah yes, the spy.”
“This man has been actively working to bring
about the fall of Nyrond, and no one has noticed.
It is time to end this threat and assure that the
Kingdom, and Lynwerd as well, will remain safe. I
did not want to reveal this to him, so I had
Lynwerd contact you lot as he has been doing with
other adventurers for several months now. It
should go unnoticed.”
The party may have some questions at this point. Let
them speak, but Reala will eventually interrupt, as she
cannot let control of the conversation get away from
her.
“You may have heard a story about a priest of
Incabulous? I am sure you are aware of the plague
that has spread throughout the Kingdom? Well,
all of this was possible because this priest had a
spy in our royal household. You may have even
met him in your travel through the palace. He’s
our (dramatic pause) pageboy Percil.”
At this the party is bound to be a bit stunned. Let them
be. This is supposed to catch them by surprise.
“Yes, our pageboy. Or should I say our page-adult
Halfling?” She smirks at this before continuing.
“He’s been the one passing vital information to
the priest for years. Even now he is plotting to
destroy my darling Lynwerd and bring grief and
more to Our Kingdom. This cannot be allowed to
continue. That is why you are here. Are you ready
to proceed?”
Reala will not dicker about fees, retainers, or down
payments. She expects that the party will be paid by
Lynwerd and frankly considers such trivial matters to
be beneath her. She’ll answer any questions about such
things with a wave of her hand and a dismissive snort.
Once the PCs have agreed to Reala’s
commands, she’ll give them some further information.
“I’m glad you have agreed. Here are the directions
to his rooms. I am sure he has traps and the like
awaiting you. I cannot guarantee that he is in his
rooms, but it seems the most likely spot to find
him. He is currently off duty as he expects to be
serving us at the masquerade this evening. I
would start there if I were you.”
“If you have no further questions, I’ll leave
you to your task. I must go and prepare for this
evening.”
The query about additional questions should be said in
such a manner that Reala expects there not to be.
Reala leaves after giving the party the directions.
Again, we hope that the party follows instructions and
goes to the next scene. Otherwise the entire mission
fails.
Scene Seven – In the Uttermost
Parts of the Sea
As much as you might hate to follow her orders,
you really have been given no choice. So here are
you are, standing before the door that Reala’s
directions say lead to the rooms of a spy.
The door itself seems rather plain and no
different from any other door along this hallway.
There is no one in the hall, so now is as good a
time as any to go inside.
Given the read-aloud text listed above, parties are going
to want to check the door for traps. Let them. This
particular door is not trapped. The trap is located just a
bit further along; see Judge’s Map #3 – Percil’s
Chambers for details.
When they do finally open the door, they will see
a short hallway that ends at another door. A door with
a number of graven glyphs upon it. Give the PCs
Player Handout #3 – The Glyph Covered Door when
they finally look within the short hallway.
The passageway beyond the outer door is small,
perhaps twenty feet in length, and ending in a
highly carved door. Even from here it is easy to
see that the carven runes upon the door are
buttons.
The party will be unable to do anything until they
enter the room and proceed down the hallway. The
buttons on the door cannot be depressed until the
He Loves Me, He Loves Me Not
Page 16
main hallway door is closed, and that main hallway
door cannot be opened from the inside. Once the door
has been closed, and any button pressed, the door locks
shut (Open Locks DC 25+APL).
Essentially, the party either is all in the
hallway, or else they split the party – which could spell
doom for the ones trapped inside. The fact that the
door locks, and that there is no way to open it from the
inside can be seen with a simple Search check (DC15).
The entire hallway and glyph covered door is
one large and fairly nasty trap. It doesn’t do a lot of
damage, but there are a lot of ways to keep triggering
that damage. To make matters worse, they don’t have
forever to think about it, since the room will slowly fill
with water every round the glyph door remains shut
after the first button has been pressed.
The trap works as follows:
•
The area between the outer door and the glyph
door is approximately 20’ long, 5’ wide, and about
10’ high.
•
Any weight placed on the floor will set the trap. If
you have characters that insist on always flying or
walking on the walls, this will not be a problem so
long as at least one member of the party is still
walking normally. If the entire party managed to
avoid the floor, then pressing any button on the
glyph door (even a correct one) will set the trap.
•
The buttons on the glyph door cannot be
depressed until the outer door has been shut.
Once the door is shut and a button pressed the
outer door will lock. There is no handle to open
the outer door from the inside (Percil uses a
different method to leave his chambers).
•
Once the first button is pressed, the passage
slowly starts to fill with water. Each round that
passes sees the water level rise by about 2’. A total
of five rounds and the passage will be completely
submerged.
•
This is a perfectly acceptable time to use the Favor
of Kurast water-breathing effect.
•
The door is covered with dozens of letters that
serve as buttons. The rhyme they form gives a
clue about the answer – the buttons that must be
pushed to unlock the inner door.
•
Each incorrect button pressed will discharge a
shocking grasp spell through the intruder. If
there is water present in the room, all other
characters will suffer the same damage if they are
touching the water in any fashion. The damage
varies slightly by APL as follows: APL6 – 1d6,
APL8 – 2d6, APL10 – 3d6 and APL12 – 4d6. This
damage is electrical in nature and there is no save
allowed to reduce damage.
•
Once all the correct letters (glyphs) are pushed, in
the correct order, the inner door snaps open and
the outer door unlocks.
•
If there is any water present in the passage when
the inner door opens (highly likely), the resulting
rush of water will most likely send any characters
in the passage tumbling into the room beyond –
and the monster hidden there (see Scene Eight
below). A Balance check (DC10+APL) is required
to not be swept along with the water and not fall
prone. Characters failing the check will be
deposited in the next room in one of the entry
squares, prone.
The rhyme on the door is as follows (and spelled out on
Player Handout #3).
He Loves Me, He Loves Me Not
Page 17
In the uttermost depths of the sea
It is said
Lies the treasure of thousands
It is said
Lovers too have fallen beneath the waves
It is said
Never to be found by any who try
It is said
Even you will find those depths
It is said
Should you try to stop the plague
It is said
So it is written for all
� Shocking Grasp Buttons (233): CR2 (4 entire
trap); shocking grasp (var. d6 per APL), Search DC
10+APL, Disable DC 20+APL (each button).
� Iron Door: 4” thick; hardness 10; hit points 120; AC
5; Break DC 33. Attacking the door sets off 1d10
shocking grasps.
The answer to the trap is rather simple, but
some players might miss it. All that is required is that
the first letter of every odd line be depressed in order.
Those letters spell out ILLNESS, which is something
of the theme of this scenario series.
Depressing any other letter or pressing even
the correct buttons out of order will cause the
shocking grasp enchanted on that button to discharge.
The door does detect as magical, in fact there
are 233 individual evocation and 240 individual
transmutation effects on the door. In fact, there are so
many individual effects that it is impossible to
determine which effects are on which button.
Attempting to bypass the shocking grasp
effects by depressing the buttons under the effect of an
Antimagic Field will not be effective. The
transmutation effects on the correct buttons are what
allow the door to open. Without magic, the door
cannot unlock.
Once the puzzle is solved and the inner door
opened, you can skip ahead to the next scene.
Scene Eight – What One Can
Invent
This is a simple combat scene. In the room beyond the
trap, the spy Percil has left a surprise for any intruders.
At least one advanced Gibbering Mouther, specially
bred and augmented by Percil’s master (Kalamid),
awaits the party’s entry. At higher APLs there might be
two such Gibbering Mouthers.
The Mouther(s) will attack the party as soon
as the door crashes open. Neither side should get a
surprise round, as it is obvious that both sides were
suspecting something. Simply roll initiative.
If the PCs split the party, those outside the
passageway will be delayed by at least a round, as they
need to open the door and proceed down the passage.
With the last button pressed, the inner door
crashes open. Beyond is a fairly large room –
much more than would ever be expected for a
simple pageboy. But then the trapped hallway was
enough to tell you that.
Sitting within the room is a horror out of a
nightmare. Terrible, ooze-covered mouths and
eyes chatter and stare out of a formless blob. It is
impossible to tell how large it is, even if it is alone
or not. The mouths and eyes open.
APL 6 (EL 6)
� Fiendish Gibbering Mouther, see Appendix B
for details
APL 8 (EL 8)
� 2 Fiendish Gibbering Mouthers, see Appendix
B for details
APL 10 (EL 10)
� Advanced (12 HD) Fiendish Gibbering
Mouther, see Appendix B for details
APL 12 (EL 12)
� 2 Advanced (12 HD) Fiendish Gibbering
Mouthers, see Appendix B for details
Once the party has defeated the Mouther(s) they can
explore the rest of Percil’s rooms. They will not find
Percil, but they will find Player Handout #4 – The Spy’s
Notes. These notes detail how he has discovered the
location of Xenia’s chambers and how it was he, Master
Spy Percil, who has slain the Lady Xenia and prevented
the terrible prophesy that Kalamid foretold.
He Loves Me, He Loves Me Not
Page 18
Obviously he expects the note to be read long
after he has succeeded in his mission. He is not
counting on the PCs involvement.
Scene Nine – What the Old
Man Does is Always Right
The Gray Seer will be awaiting the PCs, once they are
ready to leave. They will find another one-way door,
which leads out of Percil’s chambers. The Gray Seer
will ask to be brought up to speed by the party. He’ll
know about and want to read the note they just found
as well. Once he has caught up, he will speak the
following:
“It is obvious by this note that Percil expects it to
be read long after he has succeeded in slaying
Xenia. I know not how he plans to get through
her protective shroud, but we must take this
threat seriously. I ask you all for another favor. I
propose to send you all to Xenia’s chambers. You
must stop this Percil from reaching Lady Xenia.”
The Gray Seer will wait for everyone’s agreement (and
we doubt that anyone will refuse – if they do, play it by
ear) and then teleport them directly to Xenia’s rooms.
As they fade from view, they will faintly hear the
following:
“I forgot to warn you, it’s rather dark in there.”
And then the party is plunged into blackness.
Scene Ten – Dance, Dance Doll
of Mine
Read the following to those characters without
darkvision.
Wherever you have arrived, it is pitch black. Not a
single light source can be found. The echo of your
arrival lets you know it is a fairly large place you
have arrived in, but that is all you can tell.
You may get some PCs that argue that they always have
light sources. Remind them that they were wandering
around the halls of a brightly lit palace, with torches or
windows scattered everywhere.
If they still argue, or if they happen to have
mentioned they have a light source earlier, you can
allow them to listen to the darkvision description
given below.
Your eyes adjust instantly to the gloom. You are
standing in a fairly large room with a single exit
opposite you. In the center of the chamber is what
appears to be a crystalline coffin holding a
beautiful woman. Straddling the coffin is a
Halfling man. He plunges his sword downward…
From this point on, all descriptions are the same.
There is no further need for light sources, as the
shattering of the coffin will provide plenty of
illumination.
From the center of the room comes an explosion
of light. A crystalline coffin lays shattered, a
pretty Sueloise woman moaning and shaking her
head as she struggles to consciousness. Next to
the coffin a Halfling male does the same. Floating
above the coffin is some sort of creature.
It looks like a jellyfish, with a number of long
tendrils hanging down and extending backwards
into nothingness. A feral scream of rage and pain
echoes from the creature as it grasps the Halfling
in its tendrils.
The Halfling writhes and shakes, struggling
against the terrible creature that has grappled
him. But then all shaking stops. The Halfling’s
eyes open and glow with an alien intelligence.
The creature is absorbed into the Halfling’s body,
as it grabs for the necklace about its throat.
The KOI Patriarch was severely wounded by the
shattering of the protective shroud, and would be
unable to fight the party in its weakened state. But by
forcing itself inside the body of Percil, it can control
Percil and fight the party that way. This is addressed in
further detail in the next scene.
Scene Eleven – The Goblin and
the Woman
Just as the Halfling is about to throw some small
object pulled from his necklace, a single pure note
rings out. Your eyes, and those of the Halfling
look back at the coffin for just an instant.
Rising up, her mouth open in song, is the
Lady Xenia. Her bright red hair cascades from
beneath a garland of Bristlecone vines. Her
strong voice emerges from a face every bit as
beautiful as Reala’s, but Xenia’s features are softer
and more pleasant.
He Loves Me, He Loves Me Not
Page 19
As her song continues and the Halfling turns
backtoward you to continue his assault, you feel
the power of Xenia’s voice give you hope.
Again we have another combat encounter. The KOI
Patriarch has taken over Percil’s body. The resulting
combination creature is considered to be Percil the
Halfling spy, with the captured one template applied.
For this fight, Judge’s Map #4 – Xenia’s Chamber
has been included. The room is very large, and Percil is
quite mobile.
This fight can be very difficult to run, as the
captured one template makes Percil immune to a large
number of spells and effects. It has also increased
Percil’s Dexterity (among other stats), which greatly
adds to his combat effectiveness.
Luckily Xenia is a bard. Her song initially is
designed to inspire courage. This has the effect of
granting all her allies (the party in this case) a +2
morale bonus on weapon attack rolls and damage rolls.
It also grants a +2 morale bonus on saves against
charms and fear, but those shouldn’t come into play in
this combat.
Tactics and Round-by-Round:
•
Initially Xenia will sing to Inspire Courage. This
happens immediately before the combat begins –
she took a readied action to begin singing.
•
Percil will open the combat by throwing the
highest level fireball made available by his
necklace of fireballs (see the Percil’s description in
the appropriate appendix)
•
Percil will follow up his fireball by tumbling
around the room and using his Improved Feint
ability to gain sneak attack damage against his
target. Percil will aim for lightly armored
individuals such as wizards and rogues. If he has
the ability to perform a full attack action he will
take it. He will trust in his dexterity, augmented
hit points and tumble ability to prevent fighters
from gaining the same against him.
•
Percil will use as many points from his BAB to
augment his AC (Combat Expertise) as it takes to
prevent being hit. If this means that Percil has
difficulty hitting in return, then so be it.
•
Combat will continue in this fashion, with Xenia
singing and Percil attempting to kill the party.
Periodically Percil should attempt another fireball
or two just to keep things interesting. Percil will
not target Xenia with any of his attacks, but it is
possible that she will be caught in the area of
effect of the fireballs. Assume that she makes all
her reflex saves, so her ring of evasion will protect
her from damage.
At APL6 Xenia will only Inspire Courage.
At APL8 she will Inspire Courage first, but will
switch her song to Inspire Greatness in one individual
if the fight goes poorly for the party.
At APL10 she will Inspire Courage first, but will
switch her song to Inspire Greatness in two individuals
if the fight goes poorly for the party.
At APL12 she will Inspire Courage first, but will
switch her song to Inspire Greatness in two individuals
on her next action (round 2).
If Xenia Inspires Greatness, she will target front-
line fighters primarily, although fighting rogues or
clerics are also a possibility.
APL 6 (EL 9)
� Percil/Patriarch, see Appendix C for details
APL 8 (EL 11)
� Percil/Patriarch, see Appendix C for details
APL 10 (EL 13)
� Percil/Patriarch, see Appendix C for details
APL 12 (EL 15)
� Percil/Patriarch, see Appendix C for details
The Spy/Patriarch is designed to be a bit tougher than
the allotted Challenge Rating. However, the
Encounter Level has been adjusted down by one as the
party gets the free benefit of Xenia’s song.
Expect this combat to be long, somewhat
frustrating, and highly annoying to the players.
However, if the PCs are able to coordinate attacks, use
unusual spells or abilities, and learn to think beyond
the simple charge and attack, then they should
succeed.
When the battle is over, Xenia will move to
heal or stabilize any PCs. She recognizes the party as
her rescuers.
Scene Twelve – The Loveliest
Rose in the World
“Many thanks, mine rescuers. Long have I laid in
that crystal shroud, feeling that foul Patriarch
attached to my very soul. Prithee, tell me what has
transpired since last I saw my beloved and his
Seer? Although the shroud did slow time and
prevent my death at the Patriarch’s will, still was I
able to know some of the events surrounding me.
He Loves Me, He Loves Me Not
Page 20
Prithee, who is this Lady Reala, and why do I feel
dread at the very mention of her name?”
Hopefully the party will catch Xenia up to speed. Role
play this encounter as best you can, asking questions of
the party and seeing just how much they know of
current events. Xenia is somewhat archaic in her
speech patterns, and should sound like she is speaking
Old English as much as possible.
Once the PCs have given their explanations,
Xenia’s bright green eyes will narrow.
“So, this usurper thinks she can steal her way into
my beloved’s heart and thereby win herself a
throne? We shall see about that.” Xenia turns
back to the party, “Mine friends, she who would be
your queen must ask of you to continue your
mission. Go and fetch for us this enchanted
mirror and meet with me at the entrance to the
grand ballroom. We shall finish this plan and
remove the taint from our kingdom altogether.”
And hopefully the PCs will go and fetch the mirror.
Xenia would prefer that the PCs go in a group, just in
case Reala has left or summoned more guardians, but
will not complain if the PCs insist on sending someone
to accompany her.
Her plan is extremely simple. She marches
straight to a convenient closet, grabs a heavy cloak with
which to cover herself and an extra cloak (although she
will not say why). She will then go to the entrance to
the ballroom and await the party.
The party will not find any opposition either along
the way, or inside Reala’s (or should we say Xenia’s)
rooms.
Entering Reala’s rooms, you prepare for another
conflict, but the chambers are deserted. Inside
the bedroom you find the correct mirror, although
something seems to be wrong. A long vertical
crack runs the length of the mirror. The, now two,
panes of glass also seem warped, for you can see
their reflected images do not exactly line up.
The mirror is easily fetched and the wheels on the
bottom of the wooden frame roll nice and evenly.
Note: If you wish, you may use Judge’s Maps 5 and
5a for the ballroom. This may scare the PCs that they
will need to do battle with Reala, but they are mostly
for show. No combat is expected to occur in the
following scene.
When the party arrives with the mirror, Xenia will
throw the extra cloak over it, covering the glass panes
from view. She’ll turn back to the party once she is
done.
“Now for a spot of fun.” Xenia’s eyes glitter
mischievously. “Let us reclaim Lynwerd’s heart
and drive this demoness back to the abyss that
spawned her. Come behind me with yon mirror,
and follow my lead.” And with that she begins to
slowly walk into the ballroom and down towards
where King Lynwerd and Reala are seated.
Xenia’s walk is slow and stately, designed to
catch the eye of all present. The heavy cloak she
wears covers up her features, and you can hear a
murmur in the crowd as they wonder whom this
individual could be.
Xenia eventually reaches a spot just before the
royal couple, where she waits just a moment to
build tension.
“My dearest Lady Reala,” Xenia begins
without a hint of malice in her voice. “In
anticipation of your upcoming nuptials. I present
to you this wedding gift. Look upon it fondly and
with remembrance from the people you tried to
rule.”
With that, Xenia pulls back the cloaks, both
the one on the mirror and the one on herself.
Reala jumps to her feet, a snarl curling her lips as
she starts to speak.
The mirror flares, but only yourselves, and
perhaps Lynwerd, seem to notice. As the flare
fades, you can see two reflections separated by the
vertical crack. The first is of Xenia – dressed as a
princess, still wearing her garland of flowers. The
second shows the true Reala – wings, fangs and
horns.
“So you are the little girl whose place I took.
Come my love, show the little girl who you really
desire.”
Lynwerd rises, and looks back and forth
between Reala and Xenia. Then, he turns his back
on Xenia and bends to kiss Reala. Reala’s lips curl
once again in a sneer as she stretches to accept the
kiss.
A momentary blur distracts your eye, and
when you are able to focus again you see Lynwerd
step back from Reala, his hand still wrapped about
the sword he must have thrust through her breast.
Reala’s form shifts and her true appearance
comes out. Her face contorts in agony as flames
begin to lick from within the wound. Her scream
of anguish grows louder and louder as the flames
consume her body.
Soon nothing is left of
the demoness but a small cloud of smoke quickly
He Loves Me, He Loves Me Not
Page 21
dispersed. Lynwerd and Xenia embrace as the
ballroom erupts in cheers!
The story is over. If the PCs are playing this at
CONduit 2004, remind them to attend the interactive
for the conclusion, and do not read the conclusion
shown below. If the PCs are playing this elsewhere,
read the conclusion contained below.
Conclusion – The Happy
Family
The Royal Wedding was held the very next day.
The festivities were huge, with visiting dignitaries
from throughout the lands giving voice to their
approval.
The common people competed in contests,
and all in attendance were treated to wedding cake
and brew. The party lasted for hours, even past
the discrete exit of the happy couple.
In the days following the wedding of Lynwerd
to his new queen Xenia, a heavy fog seems lifted
from the shoulders of their subjects. Wherever
you go, people excitedly talk about the new
Queen. Whispered gossip of the traitor prince has
been replaced with insatiable curiosity about Her
Majesty. What fashions will she wear? What sort
of parties will she host? When will she bear an
heir to the throne?
As you travel away from Rel Mord in the
weeks
following,
you
are
asked
incessant
questions about the wedding. "She is just what
this Land needed. A gift of hope," remarks an
innkeeper. And, remembering everything that
was done to restore her health, you cannot help
but agree.
If the PCs have questions about the state of the plague
in Nyrond, it still exists. There is one missing
ingredient that needs to be recovered. Future
information about the plague will be available on the
Nyrond website as time goes on.
Xenia, however, is free of her infestation, and
the KOI Patriarch is dead. Without the continued
interference from the mummy-priest Kalamid and his
spymaster Percil, it seems likely that the plague will
soon be eradicated from Nyrond. Let the PCs take
pride in their victory.
Alternate Conclusion – A Great
Grief
Of course there is always the possibility that the PCs
fail. Perhaps they are all killed by Reala’s guardians.
Perhaps they fail to complete the mission. Perhaps
they simply don’t care and go their own way.
In any event, if the PCs are not successful in their
quest to eliminate Reala’s influence on King Lynwerd,
then a great grief settles upon the Kingdom of Nyrond.
For players at the premiere running of this
scenario (CONduit 14 – May 2004), the consequences
are most dire. First off, the King marries Reala, and the
Kingdom will need to deal with a half-fiend upon the
throne. Even worse, Reala’s sweeping changes to the
Nyrondal government will very probably bring the
Kingdom to its knees.
For players at all other runnings of this scenario,
luckily the fate of the Kingdom rests only with the
premiere event. Perhaps fate has already determined
that Lady Xenia has recovered, and she and Lynwerd
have started a happy family together.
In either event, there should be some penalties.
First, read off the following text to the players.
You have failed to secure the mirror, save Lady
Xenia, and expose Reala’s evil nature.
The Royal Wedding takes place as scheduled --
with Reala as the Bride. In due time, the Royal
Couple “happily announces the forthcoming birth
of their first child.” With this development, no
one speaks of Xenia Sallavarian again. There is no
funeral, no more announcements, either of her
death or her recovery; it is as if she never existed.
Without the promised ‘Songbird of the
Golden Voice’ the King and kingdom have
changed. The Kingdom of Nyrond seems to be
trapped in the pre-dawn twilight, as if waiting for
the songbirds to introduce the dawn. King
Lynwerd has changed as well. He no longer
travels the kingdom or makes the unscheduled
public appearances that he once was known for.
He seems to have retreated into his palace and is
governing from a distance, much like his father
Archbold did, rather than continuing to govern as
a “people’s king.”
Secondly, the players will receive only the “Failure” AR
for their trouble. This AR has less item access, and
lower maximum gold and maximum XP totals. Please
adjust these totals for anything missed by the party.
The End
He Loves Me, He Loves Me Not
Page 22
Experience Point Summary
To award experience for this adventure, add up the
values for the objectives accomplished. Then assign the
discretionary roleplaying experience award. The
roleplaying award should be given for consistent
character portrayal and contribution to the fun of the
game. You can award different roleplaying amounts to
different characters.
Award the total value (objectives plus roleplaying)
to each character.
Scene Four
Defeat the Demon Guardians
APL 6 – EL5
150 xp
APL 8 – EL7
210 xp
APL 10 – EL9
270 xp
APL 12 – EL11
330 xp
Scene Seven
Solve the puzzle trap
All APLs – EL4
120 xp
Scene Eight
Defeat the Gibbering Mouther(s)
APL 6 – EL6
180 xp
APL 8 – EL8
240 xp
APL 10 – EL10
300 xp
APL 12 – EL12
360 xp
Scene Eleven
Defeat Percil the Captured One Spy
APL 6 – EL9
270 xp
APL 8 – EL11
330 xp
APL 10 – EL13
390 xp
APL 12 – EL15
450 xp
Discretionary Role-playing Reward
APL 6 – No EL
0-180 xp
APL 8 – No EL
0-225 xp
APL 10 – No EL
0-270 xp
APL 12 – No EL
0-315 xp
Total possible experience
APL6
900 xp
APL8
1125 xp
APL10
1350 xp
APL12
1575 xp
Treasure Summary
The following list details the possible treasure from each
encounter. The amount given is for each PC, regardless
of the number of PCs present. It is divided by APL, so be
sure to look at the appropriate value for your PCs. In
some cases, the PCs may have needed to take specific
actions to acquire the treasure, while in other cases; some
of the items could have been used during the scenario
(by the players or the NPCs). Take the total amount of
treasure recovered, covert to the listed gold piece value
(value listed is the correct resale value) and divide by the
number of players present. Should only part of the
available treasure from an encounter be collected, refer
to the appropriate NPC description for further details.
Scene Eleven
Percil’s Equipment
Resale Value
APL 6
Two Adamantine Short Swords
1501 gp (ea)
Bracers of Armor +2
2,000 gp
Necklace of Fireballs, Type II
825 gp
APL 8
Adamantine Short Sword
1,501 gp
+1 Frost Adamantine Short Sword
5,501 gp
Bracers of Armor +2
2,000 gp
Necklace of Fireballs, Type II
825 gp
Ring of Protection +1
1,000 gp
APL 10
+1 Vicious Adamantine Short Sword
5,501 gp
+1 Frost Adamantine Short Sword
5,501 gp
Bracers of Armor +3
4,500 gp
Necklace of Fireballs, Type IV
2,700 gp
Ring of Protection +2
4,000 gp
APL 12
+1 Vicious Adamantine short sword
5,501 gp
+1 Frost, Shock Adamantine short sword
10,501 gp
Bracers of Armor +4
8,000 gp
Necklace of Fireballs type VI
4,050 gp
Two Potions of Displacement
325 gp ea
Ring of Protection +2
4,000 gp
Total possible recovered treasure
APL 6
5,827 gp
APL 8
10,827 gp
APL 10
22,202 gp
APL 12
32,702 gp
He Loves Me, He Loves Me Not
Page 23
Total possible monetary reward
APL 6
900 gp
APL 8
1300 gp
APL 10
2300 gp
APL 12
3300 gp
The above maximum monetary reward is the gp cap for
that particular APL per PC.
He Loves Me, He Loves Me Not
Page 24
Player Handout #1 – Entering the City
Welcome to Rel Mord!
Please be aware that no person shall be allowed to bear
arms larger than short swords, with the exception of
quarterstaffs and rapiers. All items not fitting this
description must be checked at the gate. A receipt will be
given.
Spellcasting of a lethal nature is forbidden, as is any use of
magic to beguile, charm, or control the actions of others.
Entertainers may perform such magic as is required for
their profession.
Entrance Fees:
Citizen of Nyrond 1 Noble
Non-citizen
2 Nobles
Riding Animal
5 Shields
Non-riding Animal
2 Shields
He Loves Me, He Loves Me Not
Page 25
Player Handout #2 – The Cryptic Invitation
This note was found in your rooms when you returned this evening. It is addressed to you by name, and appears to
be a formal invitation as well as a simple letter. But what can it mean?
Greetings,
My dear friend, I do hope that this letter finds you in good health and good spirits. I was
overjoyed to find that you had entered the city on this fine day. I am sure that you will feel the
same way once we have had a chance to sit down and enjoy a nice long talk.
I would not want to keep you from whatever duties have brought you to the capital, so please
take your time and get plenty of rest this evening. Tomorrow will be soon enough for our little
chat.
As I am sure you are aware, the palace is on a heightened state of alert - what with the Royal
Wedding taking place in two days. In order to prevent any sort of difficulties and to avoid
any number of embarrassing questions, please bring this letter with you when you come visit me
tomorrow. It should serve to give you entrance.
I regret that I will be unable to escort you in, but my duties are many and it is difficult to get
away from them. I am sure you will find someone ready to help you upon your arrival at the
palace.
As you well know, I enjoy these chats and love to keep them informal. All that bowing,
scraping and the like, should be left to those in positions that require it. Please do not dress to
impress, as I’d much rather meet with you in comfort and in your familiar attire.
Until tomorrow, I remain your most humble servant,
GG
He Loves Me, He Loves Me Not
Page 26
Player Handout #3 – The Glyph Covered Door
The following rhyme or passage appears on the inner door leading to the pageboy Percil’s chambers.
IIN
N TTH
HEE U
UTTTTEERRM
MO
OSSTT D
DEEPPTTH
HSS O
OFF TTH
HEE SSEEA
A
IITT IISS SSA
AIID
D
LLIIEESS TTH
HEE TTRREEA
ASSU
URREE O
OFF TTH
HO
OU
USSA
AN
ND
DSS
IITT IISS SSA
AIID
D
LLO
OV
VEERRSS TTO
OO
O H
HA
AV
VEE FFA
ALLLLEEN
N BBEEN
NEEA
ATTH
H TTH
HEE W
WA
AV
VEESS
IITT IISS SSA
AIID
D
N
NEEV
VEERR TTO
O BBEE FFO
OU
UN
ND
D BBYY A
AN
NYY W
WH
HO
O TTRRYY
IITT IISS SSA
AIID
D
EEV
VEEN
N YYO
OU
U W
WIILLLL FFIIN
ND
D TTH
HO
OSSEE D
DEEPPTTH
HSS
IITT IISS SSA
AIID
D
SSH
HO
OU
ULLD
D YYO
OU
U TTRRYY TTO
O SSTTO
OPP TTH
HEE PPLLA
AG
GU
UEE
IITT IISS SSA
AIID
D
SSO
O IITT IISS W
WRRIITTTTEEN
N FFO
ORR A
ALLLL
He Loves Me, He Loves Me Not
Page 27
Player Handout #4 – The Spy’s Notes
The following passage was found in the pageboy Percil’s chambers. It details his plans for the coming night.
Those fools! They never suspected me. “Good little Percil the pageboy.” What did they know?
But now, now you know that it was I, the Master Spy Percil B’Kney, who has slain the ‘Lady’ Xenia.
That terrible prophecy spoken by my Master Kalamid shall never come to pass.
After the time of great troubles and before the coming war, two noble houses will be united in love and marriage.
The golden voice from the west and he of great stature will find each other. From their union will come a child, a
child whose destiny is to bring an end to the Plague.
What rubbish. With Xenia’s death shall the reign of Incabulous return to these lands.
So fear my return, fools of Nyrond! You hold in your hands the proof that Percil cannot be stopped.
I shall come back to Nyrond as its conqueror. What I started the night of the masquerade will end
with the death of Lynwerd and his demon-wife as well.
He Loves Me, He Loves Me Not
Page 28
Judge’s Map #1 – The Royal Palace
He Loves Me, He Loves Me Not
Page 29
Judge’s Map #2 – Reala’s Chambers
He Loves Me, He Loves Me Not
Page 30
Judge’s Maps #3 and #4 – Percil’s Chambers and Xenia’s Chamber
He Loves Me, He Loves Me Not
Page 31
Judge’s Map #5 – Grand Ballroom
He Loves Me, He Loves Me Not
Page 32
Judge’s Map #5a – Grand Ballroom (upstairs)
He Loves Me, He Loves Me Not
Page 33
Appendix A – Jovoc Demons
As taken from MMII (pp58-59) and modified as per the
D&D® v3.5 Accessory Update (p 31)
Jovoc (Tanar’ri)
Small Outsider (Chaotic, Evil)
Hit Dice: 4d8+18 (36 hp)
Initiative: +2
Speed: 30 ft. (5 squares)
AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: +5/+6
Attack: Claw +6 melee (1d3+1)
Full Attack: 2 Claws +6 melee (1d3+1) and Bite +1 melee
(1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Aura of Retribution, DR 5/good or cold
iron, fast healing 5, darkvision 60 ft., immune to electricity
and poison, resistance to acid 10, cold 10, fire 10, spell
resistance 13, telepathy 100 ft., summon tanar’ri.
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 12, Dex 15, Con 16, Int 7, Wis 10, Cha 7
Skills: Hide +13, Listen +7, Move Silently +9, Search +5,
Sense Motive +7, Spot +7
Feats: Toughness (x2)
Environment: Infinite Layers of the Abyss.
Organization: Solitary, Pair, or Gang (3-4)
Challenge Rating: 5
Treasure: Standard
Alignment: Always Chaotic Evil
Advancement: 5-8 HD (Small); 9-12 HD (Medium)
Level Adjustment: +5
These vicious little black-hearted fiends were born to create
strife. Their ability to inflict the damage they take on others
makes them invaluable in the front lines of tanar’ri armies. A
unit of jovocs can absorb repeated blows and spells from the
enemy and still survive to exact a punishing revenge.
A jovoc is a 4-foot-tall, bloated, hairless creature of
humanoid shape. It resembles the bruised and battered
corpse of a gnome left too long to decay in the heat of
summer and the stench that emanates from its rough skin
lends credence to this impression. Its skin is dark blue or
black, and its eyes are vacant, black pools. Each of the
creature’s long arms ends in a three-fingered hand with long
red fingernails, forever stained the color of blood.
Combat
Jovocs are not especially intelligent, but they are quick and
experienced ambushers who know how to use their size to
best effect. Years of training and experience have taught
them how to take advantage of their aura of retribution and
fast healing abilities. They often adopt a hit-and-run strategy,
jumping into a group of enemies to do as much damage as
possible, and then dashing off for a few rounds to heal.
Alternatively, jovocs fighting in pairs or trios can utilize
their favorite tactic. Lurking just beyond the reach of their
enemies (preferably concealed by darkness, a wall, or some
other barrier), they begin to attack one another, automatically
hitting with each swing. These attacks deal full damage not
only on the jovocs, but also on anyone caught within their
aura of retribution. After allowing a round or two for their
fast healing ability to close their wounds, the creatures being
to claw and bite one another again.
Aura of Retribution (Su): This effect is always active in
a 30-foot spread centered on the jovoc. Whenever the
creature takes damage from any source, every non-tanar’ri
within the area immediately takes an equal amount of
damage. A successful Fortitude saving throw (DC 15) haves
the damage. (For example, if an opponent deals 12 points of
damage to a jovoc, that opponent and every other non-tanar’ri
within 30 feet also immediately take 12 points of damage
each, or 6 points with a successful Fortitude save). Regardless
of the source of the damage to the jovoc, the damage dealt to
non-tanar’ri by this effect is not subject to negation or
reduction
because
of
resistance,
immunity,
damage
reduction, spell resistance or the like.
Fast Healing (Ex): A jovoc regains lost hit points at the
rate of 5 per round. Fast healing does not restore hit points
lost from starvation, thirst or suffocation, and it does not
allow the jovoc to regrow or reattach lost body parts.
Summon Tanar’ri (Sp): Once per day, a jovoc can
attempt to summon another jovoc with at 25% chance of
success.
He Loves Me, He Loves Me Not
Page 37
Appendix B – Fiendish and Advanced Fiendish Gibbering Mouthers
Fiendish Gibbering Mouther
Medium Aberration
Hit Dice: 4d8+24 (42 hp)
Initiative +2
Speed: 10 ft (2 Sq.); Swim 20 ft.
Armor Class: 19 (+1 Dex, +8 Natural), touch 11, flatfooted 18
Base Attack/Grapple: +3/+3
Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid
plus blindness)
Full Attack: 6 Bites +4 melee (1) and spittle +4 ranged touch
(1d4 acid plus blindness)
Space/Reach: 5 ft/5 ft
Special Attacks: Gibbering, spittle, improved grab, blood
drain,
engulf,
ground
manipulation,
smite
good
Special Qualities: Amorphous, DR 5/bludgeoning and magic,
Darkvision 60’, resistances - cold 5, fire 5, SR 9
Saves: Fort +7, Ref +4, Will +5
Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills: Listen +4, Spot +9, Swim +8
Feats: Lightning Reflexes, Weapon Finesse
Environment: Underground
Organization: Solitary or in pairs
Challenge Rating: 6
Alignment: Neutral Evil
Combat
Gibbering mouthers attack by shooting out strings of
protoplasmic flesh, each ending in one or more eyes and a
mouth that bites at the enemy. A mouther can send out a total
of six such members in any round.
Gibbering (Su): As soon as a mouther spots something
edible, it begins a constant gibbering as a free action. All
creatures (other than mouthers) within a 60-foot spread must
succeed at a Will save (DC 13) or be affected as though by a
confusion spell for 1d2 rounds. This is a sonic, mind-affecting
compulsion effect. Opponents who successfully save cannot
be affected by the same gibbering mouther’s gibbering for
one day.
Spittle (Ex): At the start of every combat, and every 2 rounds
thereafter, a gibbering mouther looses a stream of spittle.
This ignites on contact with the air, creating a blinding flash
of light. All sighted creatures within 60 feet must succeed at a
Fortitude save (DC 13) or be blinded for 1d3 rounds.
Improved Grab (Ex): To use this ability, the gibbering
mouther must hit with a bite attack.
Blood Drain (Ex): On a second successful grapple check
after grabbing, that mouth attaches to the opponent. It
automatically deals bite damage and drains blood, dealing 1
point of temporary Constitution damage each round. A
mouth can be ripped off (dealing 1 point of damage) with a
successful Strength check (DC 12) or severed by a normal
attack that deals at least 2 points of damage (AC 18). A
severed mouth continues to bite and drain blood for 1d4
rounds after such an attack. A creature whose Constitution is
reduced to 0 is killed and absorbed by the mouther, which
gains 1 hit point and adds another mouth and pair of eyes to
its body.
Engulf (Ex): A gibbering mouther can try to engulf a
Medium-size or smaller opponent grabbed by three or more
mouths. The opponent must succeed at a Reflex save (DC 14)
or fall and be engulfed. On the next round, the mouther
makes twelve bite attacks instead of six (each with a +4 attack
bonus). An engulfed creature cannot attack the mouther from
within. The previously attached mouths are now free to
attack others.
Ground Manipulation (Su): At will, as a standard action, a
gibbering mouther can cause stone and earth within 5 feet of
it to become a morass akin to quicksand. Softening earth,
sand, or the like takes 1 round, while stone takes 2 rounds.
Anyone other than the mouther in that area must take a
move equivalent action to avoid becoming mired (treat as
being pinned).
Amorphous (Ex): A gibbering mouther is not subject to
critical hits. It has no clear front or back, so it cannot be
flanked.
Smite Good (Su): Once per day the creature can make a
normal attack to deal additional damage equal to its HD total
(maximum of +20) against a good foe.
Special Qualities:
A fiendish creature retains all the special qualities of the base
creature and also gains the following.
Darkvision with a range of 60 feet.
Skills: Thanks to their multiple eyes, gibbering mouthers
receive a +4 racial bonus to Spot checks.
He Loves Me, He Loves Me Not
Page 38
Advanced
Fiendish
Gibbering
Mouther
Large Aberration
Hit Dice: 12d8+96 (159 hp)
Initiative +1
Speed: 10 ft (2 Sq.); Swim 20 ft.
Armor Class: 19 (-1 Size, +10 Natural), touch 9, flatfooted 19
Base Attack/Grapple: +8/+16
Attack: Bite +12 melee (1d2+4) or spittle +9 ranged touch
(1d4 acid plus blindness)
Full Attack: 6 Bites +12 melee (1d2+4) and spittle +9 ranged
touch (1d4 acid plus blindness)
Space/Reach: 10 ft/10 ft
Special Attacks: Gibbering, spittle, improved grab, blood
drain,
engulf,
ground
manipulation,
smite
good
Special Qualities: Amorphous, DR 10/bludgeoning and
magic, Darkvision 60’, resistances - cold 10, fire 10, SR 17
Saves: Fort +14, Ref +4, Will +11
Abilities: Str 18, Dex 11, Con 26, Int 4, Wis 13, Cha 13
Skills: Listen +6, Spot +12, Swim +11
Feats: Lightning Reflexes, Weapon Finesse, Great Fortitude,
Iron Will, Weapon Focus (spittle)
Environment: Underground
Organization: Solitary or in pairs
Challenge Rating: 10
Alignment: Neutral Evil
Gibbering mouthers can speak Common, but seldom say
anything other than gibbering.
Combat
Gibbering mouthers attack by shooting out strings of
protoplasmic flesh, each ending in one or more eyes and a
mouth that bites at the enemy. A mouther can send out a total
of six such members in any round.
Gibbering (Su): As soon as a mouther spots something
edible, it begins a constant gibbering as a free action. All
creatures (other than mouthers) within a 60-foot spread must
succeed at a Will save (DC 13) or be affected as though by a
confusion spell for 1d2 rounds. This is a sonic, mind-affecting
compulsion effect. Opponents who successfully save cannot
be affected by the same gibbering mouther’s gibbering for
one day.
Spittle (Ex): At the start of every combat, and every 2 rounds
thereafter, a gibbering mouther looses a stream of spittle.
This ignites on contact with the air, creating a blinding flash
of light. All sighted creatures within 60 feet must succeed at a
Fortitude save (DC 13) or be blinded for 1d3 rounds.
Improved Grab (Ex): To use this ability, the gibbering
mouther must hit with a bite attack.
Blood Drain (Ex): On a second successful grapple check
after grabbing, that mouth attaches to the opponent. It
automatically deals bite damage and drains blood, dealing 1
point of temporary Constitution damage each round. A
mouth can be ripped off (dealing 1 point of damage) with a
successful Strength check (DC 12) or severed by a normal
attack that deals at least 2 points of damage (AC 18). A
severed mouth continues to bite and drain blood for 1d4
rounds after such an attack. A creature whose Constitution is
reduced to 0 is killed and absorbed by the mouther, which
gains 1 hit point and adds another mouth and pair of eyes to
its body.
Engulf (Ex): A gibbering mouther can try to engulf a
Medium-size or smaller opponent grabbed by three or more
mouths. The opponent must succeed at a Reflex save (DC 14)
or fall and be engulfed. On the next round, the mouther
makes twelve bite attacks instead of six (each with a +4 attack
bonus). An engulfed creature cannot attack the mouther from
within. The previously attached mouths are now free to
attack others.
Ground Manipulation (Su): At will, as a standard action, a
gibbering mouther can cause stone and earth within 5 feet of
it to become a morass akin to quicksand. Softening earth,
sand, or the like takes 1 round, while stone takes 2 rounds.
Anyone other than the mouther in that area must take a
move equivalent action to avoid becoming mired (treat as
being pinned).
Amorphous (Ex): A gibbering mouther is not subject to
critical hits. It has no clear front or back, so it cannot be
flanked.
Smite Good (Su): Once per day the creature can make a
normal attack to deal additional damage equal to its HD total
(maximum of +20) against a good foe.
Special Qualities:
A fiendish creature retains all the special qualities of the base
creature and also gains the following.
Darkvision with a range of 60 feet.
Skills: Thanks to their multiple eyes, gibbering mouthers
receive a +4 racial bonus to Spot checks.
He Loves Me, He Loves Me Not
Page 39
Appendix C – Percil B’Kney/Patriarch the Captured One Spy
APL 6
Percil B’Kney/KOI Patriarch, Male Captured One
(Was
Halfling)
Rgr2/Rog5/Spy1:
CR10;
Small
Humanoid (4’3” tall); HD 2d8+5d6+1d6+24; hp 61
(special); Init +7 (Dex); Spd 20 ft; AC 23 (+7 Dex,
Bracers of Armor +2, +3 Natural Armor, +1 Size); Base
Attack +5, Grapple +1, Atk +7 melee (Small
Adamantine Short Sword, 1d4); Full Attack +5/+5
melee (Small Adamantine Short Swords 1d4 ea); SA :
SQ Construct Traits, Immune to Sleep, Paralysis,
Stunning, Darkvision 60’; AL NE; SV Fort +8, Ref +17,
Will +5, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16,
Wis 13 (was 10), Cha 12.
Skills and Feats: Bluff +15, Diplomacy +13,
Disguise +12, Escape Artist +13, Gather Information
+10, Hide +19, Knowledge Nobility +7, Listen +10,
Move Silently +15, Profession +4, Sense Motive +10,
Spot +14, Survival +3, Tumble +18; Combat Expertise,
Improved Feint, Skill Focus (Bluff).
Evasion (Ex): At 2nd level and higher, a rogue
can avoid even magical and unusual attacks with great
agility. If she makes a successful Reflex saving throw
against an attack that normally deals half damage on a
successful save, she instead takes no damage. Evasion
can be used only if the rogue is wearing light armor or
no armor. A helpless rogue does not gain the benefit of
evasion.
Poison Use: Assassins are trained in the use of
poison
and
never
risk
accidentally
poisoning
themselves when applying poison to a blade.
Construct Traits: Percil is immune to mind-
affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works
on objects. Percil is not subject to critical hits, non-
lethal damage, ability damage, ability drain, or death
from massive damage. Percil heals normally, but
cannot be raised or resurrected.
He Loves Me, He Loves Me Not
Page 40
APL 8 Version
Percil B’Kney/KOI Patriarch, Male Captured One
(Was Halfling) Rgr2/Rog6/Spy1/Asn1: CR12; Small
Humanoid (4’3” tall); HD 2d8+6d6+1d8+1d6+30; hp 75
(special); Init +7 (Dex); Spd 20 ft; AC 24 (+7 Dex,
Bracers of Armor +2, +3 Natural Armor, Ring of
Protection +1, +1 Size); Base Attack +6/+1, Grapple +2,
Atk +15 melee (Small Frost Adamantine Short Sword,
1d4+1d6 (cold)); Full Attack +13/+8 melee (Small Frost
Adamantine Short Sword 1d4+1d6) and +13 melee
(Small Adamantine Short Sword, 1d4); SA : SQ
Construct
Traits,
Immune
to
Sleep,
Paralysis,
Stunning, Darkvision 60’; AL NE; SV Fort +9, Ref +20,
Will +6, Str 10 (was 6), Dex 25 (was 15), Con 16, Int 16,
Wis 13 (was 10), Cha 12.
Skills and Feats: Bluff +17, Diplomacy +13,
Disguise +14, Escape Artist +15, Gather Information
+12, Hide +21, Knowledge Nobility +7, Listen +10,
Move Silently +17, Profession +6, Sense Motive +12,
Spot +14, Survival +3, Tumble +20; Combat Expertise,
Improved Feint, Skill Focus (Bluff), Weapon Finesse.
Death Attack (Ex): If an assassin studies his
victim for 3 rounds and then makes a sneak attack with
a melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassin’s choice).
While studying the victim, the assassin can undertake
other actions so long as his attention stays focused on
the target and the target does not detect the assassin or
recognize the assassin as an enemy. If the victim of
such an attack fails a Fortitude save (DC 10 + the
assassin’s class level + the assassin’s Int modifier)
against the kill effect, she dies. If the saving throw fails
against the paralysis effect, the victim is rendered
helpless and unable to act for 1d6 rounds plus 1 round
per level of the assassin. If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once
the assassin has completed the 3 rounds of study, he
must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim
makes her save) or if the assassin does not launch the
attack within 3 rounds of completing the study, 3 new
rounds of study are required before he can attempt
another death attack.
Poison Use: Assassins are trained in the use of
poison
and
never
risk
accidentally
poisoning
themselves when applying poison to a blade.
Construct Traits: Percil is immune to mind-
affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works
on objects. Percil is not subject to critical hits, non-
lethal damage, ability damage, ability drain, or death
from massive damage. Percil heals normally, but
cannot be raised or resurrected.
Shared Damage (Ex): An attack on Percil deals
half
its
normal
damage
(rounded
down).
Possessions:
Bracers
of
Armor
+2,
Small
Adamantine Short Sword, Small Frost Adamantine Short
Sword, Necklace of Fireballs (Type II), Ring of Protection +1,
Courtier’s Outfit
He Loves Me, He Loves Me Not
Page 41
APL 10
Percil B’Kney/KOI Patriarch, Male Captured One
(Was Halfling) Rgr2/Rog7/Spy2/Asn1: CR14; Small
Humanoid (4’3” tall); HD 2d8+7d6+2d8+1d6+36; hp 90
(special); Init +8 (Dex); Spd 20 ft; AC 27 (+8 Dex,
Bracers of Armor +3, +3 Natural Armor, Ring of
Protection +2, +1 Size); Base Attack +8/+3, Grapple +4,
Atk +17 melee (Small Vicious Adamantine Short
Sword, 1d4+2d6); Full Attack +16/+11 melee (Small
Vicious Adamantine Short Sword 1d4+2d6) and +16
melee
(Small
Frost
Adamantine
Short
Sword
1d4+1d6(cold)); SA : SQ Construct Traits, Immune to
Sleep, Paralysis, Stunning, Darkvision 60’; AL NE; SV
Fort +9, Ref +22, Will +7, Str 10 (was 6), Dex 26 (was
16), Con 16, Int 16, Wis 13 (was 10), Cha 12.
Skills and Feats: Bluff +21, Diplomacy +13,
Disguise +16, Escape Artist +22, Gather Information
+14, Hide +24, Knowledge Nobility +7, Listen +10,
Move Silently +20, Profession +9, Sense Motive +12,
Spot +14, Survival +3, Tumble +23; Combat Expertise,
Improved Feint, Skill Focus (Bluff), Weapon Finesse,
Persuasive.
Death Attack (Ex): If an assassin studies his
victim for 3 rounds and then makes a sneak attack with
a melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassin’s choice).
While studying the victim, the assassin can undertake
other actions so long as his attention stays focused on
the target and the target does not detect the assassin or
recognize the assassin as an enemy. If the victim of
such an attack fails a Fortitude save (DC 10 + the
assassin’s class level + the assassin’s Int modifier)
against the kill effect, she dies. If the saving throw fails
against the paralysis effect, the victim is rendered
helpless and unable to act for 1d6 rounds plus 1 round
per level of the assassin. If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once
the assassin has completed the 3 rounds of study, he
must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim
makes her save) or if the assassin does not launch the
attack within 3 rounds of completing the study, 3 new
rounds of study are required before he can attempt
another death attack.
Construct Traits: Percil is immune to mind-
affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works
on objects. Percil is not subject to critical hits, non-
lethal damage, ability damage, ability drain, or death
from massive damage. Percil heals normally, but
cannot be raised or resurrected.
Shared Damage (Ex): An attack on Percil deals
half its normal damage (rounded down).
Possessions: Bracers of Armor +3, Small Vicious
Adamantine Short Sword, Small Frost Adamantine
Short Sword, Necklace of Fireballs (Type IV), Ring of
Protection +2, Courtier’s Outfit
Note: Due to the combined creature’s construct traits,
Percil is now immune to the side effects of his Vicious
Short Sword.
He Loves Me, He Loves Me Not
Page 41
APL 12
Percil B’Kney/KOI Patriarch, Male Captured One
(Was Halfling) Rgr2/Rog9/Spy2/Asn1: CR16; Small
Humanoid (4’3” tall); HD 2d8+9d6+2d8+1d6+42; hp 90
(special); Init +8 (Dex); Spd 20 ft; AC 28 (+8 Dex,
Bracers of Armor +4, +3 Natural Armor, Ring of
Protection +2, +1 Size); Base Attack +9/+4, Grapple +5,
Atk +19 melee (Small Vicious Adamantine Short
Sword, 1d4+2d6); Full Attack +17/+12 melee (Small
Vicious Adamantine Short Sword 1d4+2d6) and +17
melee (Small Frost and Shock Adamantine Short
Sword 1d4+1d6(cold)+1d6(shock)); SA : SQ Construct
Traits,
Immune
to
Sleep,
Paralysis,
Stunning,
Darkvision 60’; AL NE; SV Fort +10, Ref +23, Will +8,
Str 10 (was 6), Dex 26 (was 16), Con 16, Int 16, Wis 13
(was 10), Cha 12.
Skills and Feats: Bluff +23, Diplomacy +13,
Disguise +18, Escape Artist +25, Gather Information
+16, Hide +26, Knowledge Nobility +7, Listen +10,
Move Silently +22, Profession +12, Sense Motive +16,
Spot +14, Survival +3, Tumble +25; Combat Expertise,
Improved Feint, Skill Focus (Bluff), Weapon Finesse,
Persuasive.
Death Attack (Ex): If an assassin studies his
victim for 3 rounds and then makes a sneak attack with
a melee weapon that successfully deals damage, the
sneak attack has the additional effect of possibly either
paralyzing or killing the target (assassin’s choice).
While studying the victim, the assassin can undertake
other actions so long as his attention stays focused on
the target and the target does not detect the assassin or
recognize the assassin as an enemy. If the victim of
such an attack fails a Fortitude save (DC 10 + the
assassin’s class level + the assassin’s Int modifier)
against the kill effect, she dies. If the saving throw fails
against the paralysis effect, the victim is rendered
helpless and unable to act for 1d6 rounds plus 1 round
per level of the assassin. If the victim’s saving throw
succeeds, the attack is just a normal sneak attack. Once
the assassin has completed the 3 rounds of study, he
must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim
makes her save) or if the assassin does not launch the
attack within 3 rounds of completing the study, 3 new
rounds of study are required before he can attempt
another death attack.
Construct Traits: Percil is immune to mind-
affecting effects, poison, sleep, paralysis, stunning,
disease, death effects, necromantic effects, and any
effect that requires a Fortitude save unless it also works
on objects. Percil is not subject to critical hits, non-
lethal damage, ability damage, ability drain, or death
from massive damage. Percil heals normally, but
cannot be raised or resurrected.
Shared Damage (Ex): An attack on Percil deals
half its normal damage (rounded down).
Possessions: Bracers of Armor +4, Small Vicious
Adamantine Short Sword, Small Frost and Shock
Adamantine Short Sword, Necklace of Fireballs (Type
VI), Ring of Protection +2, Two Potions of
Displacement, Courtier’s Outfit
Note: Due to the combined creature’s construct traits,
Percil is now immune to the side effects of his Vicious
Short Sword.
He Loves Me, He Loves Me Not
Page 41
Captured One Template
A captured one is a living creature that is under the
control of a raggamoffyn. The raggamoffyn has access
to the host’s memories and draws on its host’s
experiences. The captured one eats, speaks, and lives
all under the direction of its raggamoffyn master.
Captured ones speak common and whatever
languages the base creature speaks.
Creating a Captured One
“Captured one” is a template that can be added to a
giant, humanoid, monstrous humanoid, animal, beast
or vermin (hereafter known as the “base creature”) that
is the same size or smaller than the dominating
raggamoffyn. The creature’s type changes to construct.
Both the raggamoffyn’s and the base creature’s
statistics and special abilities are modified as noted
here.
Hit Dice: A captured one maintains separate hit
point totals for each of its two parts
Initiative: Same as raggamoffyn
Speed: Same as base creature
Armor Class: Use either the raggamoffyn’s
natural armor bonus or the base creature’s natural
armor bonus (if any), which ever is higher.
Attacks: Same as base creature, modified by the
new ability modifiers
Damage: Same as base creature
Special Attacks: The raggamoffyn gains control
over all special attacks that the base creature possesses,
including spells and spell-like abilities. The
raggamoffyn’s wrap and improved grab special attacks
are unavailable while it controls the host.
Special Qualities: Both the raggamoffyn and the
base creature retain any special qualities that they had
previously
Construct Traits: A captured one is immune to
mind-affecting
effects,
poison,
sleep,
paralysis,
stunning, disease, death effects, necromantic effects,
and any effect that requires a Fortitude save unless it
also works on objects. The creature is also not subject
to critical hits, non-lethal damage, ability damage,
ability drain, energy drain, or death from massive
damage. The raggamoffyn cannot heal itself but can be
healed through repair. It cannot be raised or
resurrected. A captured one has darkvision (60 ft.
range).
Senses (Ex): The raggamoffyn sees and hears
everything that the base creature is able to.
Shared Damage (Ex): An attack on a captured
one deals half its damage to the raggamoffyn and half
to the base creature.
Saves: A captured one uses the raggamoffyn’s base
Fortitude, Reflex, and Will saves
Abilities: A captured one uses the Constitution,
Intelligence and Charisma scores of the base creature
and the Strength, Dexterity, and Wisdom scores of the
raggamoffyn.
Skills: Same as base creature
Feats: Same as base creature
Climate/Terrain: Same as raggamoffyn
Organization: Solitary, pair or gang (3-4)
Challenge Rating: Same as base creature +2
Treasure: Standard
Alignment: Same as raggamoffyn
Advancement: Same as base creature.
Note, for the purposes of this scenario, the KOI
Patriarch is considered to be the dominating
Raggamoffyn. The two creatures (the Patriarch and the
Halfling Spy Percil) will share damage (resulting in
Percil taking half damage from every attack), although
the Patriarch cannot detach and both creatures will die
when Percil reaches –10 hit points
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Scars
Ironclaw Fiction
1
Scars
Ironclaw Fiction
2
Other Products Published by Sanguine Productions Ltd.
The Ironclaw Line of Fantasy Roleplaying Games
Ironclaw
Rinaldi
Doloreaux
Phelan
Avoirdupois
The Jadeclaw Line of Fantasy Roleplaying Games
Jadeclaw
Scars
Ironclaw Fiction
3
Scars is published by Sanguine Productions Ltd.
This book is copyrighted as a whole by Sanguine Productions Ltd., © 2001 all rights
reserved.
Written by Ted Mackinnon. All text is copyright by Sanguine Productions Ltd.
Cover art and interior illustrations by Trent Halverson. All art is copyright by Sanguine
Productions Ltd.
Cover and book interior layout by Richard Stewart. Map illustrations by N. David
Martin. Editor-in-Chief Richard Stewart. Proofreading by Anneliese Knoff, Keith
Potter, and Karen Stewart. Back cover text by Anneliese Knoff. Produced by Jason
Holmgren, Chuan Lin, Richard Stewart, and Ted Wadsworth.
No part of this book may be reproduced or transmitted in any form or by any means,
electronic or mechanical, including photocopying, recording, or by any information
storage and retrieval system, without permission in writing from the publisher.
Please address questions and comments concerning this book, as well as requests for
free updates on Sanguine Productions Ltd. product releases, by mail to Sanguine
Productions Ltd., Rookwood Pavilion, 1-PMB-279, Cincinnati, Ohio 45208-1320,
USA. You can also visit us at:
http://www.sanguineproductions.com
This is a work of fiction. All characters and events portrayed in this book are ficticous
or used fictitiously.
First Edition
10 9 8 7 6 5 4 3 2 1
Sanguine Production Ltd. Publication Code SGP 9001
ISBN 0-9704583-6-3
Printed in the United States of America
Scars
Ironclaw Fiction
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To Claudia, my wife and inspiration.
You taught me to see.
Scars
Ironclaw Fiction
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Scars
Ironclaw Fiction
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Scars
Ironclaw Fiction
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Chapter One
The Otter studied her eyes as if searching for a hint of her motives, her
trustworthiness. She stared back, letting a small grin flicker on her lips, a faint
expression of vulpine wisdom and madness coming to the fore. It unsettled those of
other races, she knew; a reason the Grey Foxes of House Rinaldi held such an
advantage across the bargaining table despite their relatively small stature. Being a
Wizard, it was possible the Otter possessed the skill to peer into her thoughts and
was attempting to do so at this very instant; she was not terribly concerned. In the
event he succeeded, he would find only a firm conviction to see through her part of
the bargain. Any feelings she had concerning their business were deeply buried.
“Find the Fox,” he rapped out suddenly, evidently becoming impatient. No doubt
to him this was a duel of wills; that was precisely why he ‘lost’. “It should not be too
difficult for you - people tend to stay with their own.”
Not my own, she thought, studying her dusky red fur. Greys don’t usually
associate with the likes of me. Though all Foxes were of the same House, Reds
belonged to the peasantry, not to the noble Rinaldi family. If a Grey ever bore a
child with a Red, the peasant color usually dominated. It was one way the nobles
managed to assure the purity of the Rinaldi line.
“My employer requires this imposter, this Pretender removed before he muddies
the waters of succession,” the Otter continued. “There must be no doubt, no
question of his authority,if my Lord is to deal on an even footing with the
Avoirdupois, the Doloreaux, or the Bisclavret.”
Her smile widened fractionally. Unnerved, the Otter gave away more than when
he had offered her the commission. It explained why the Wizard’s charge resided in
this luxurious household, no doubt owned by a friend of the Otter, rather than in
his own, considerably larger domicile. He doesn’t want to tip his hand, let people
know he still lives. Her gaze slid down the modest hall, sweeping over tapestries
depicting the ancient struggles between the Rinaldi and the Avoirdupois, the mosaic
forming the scene of sainted Heloise’s ascension into the Light after her final
miracle, a framed Bisclavret breastplate split through the shoulder by a terrific blow.
It finally settled on the perfumed fop seated with his major-domo at the marble table
many paces away, framed by the end wall of the modest hall. The Grey Fox was
barely recognizable at this distance. “How did he survive? Word among the masses
is that Fabrizio di Rinaldi died with his father and brother.” She strained her eyes,
attempting to get a good look, but the heir concentrated on his conversation and
ignored her and the Otter completely. With him turned half away, all she could
make out was his profile.
“Incorrect.” The Otter smiled, one canine winking from the corner of his mouth,
the others carefully veiled. “He managed to escape the carnage, and was fortunate
enough to encounter me. I was, and am more than, willing to aid him in recovering
his throne and defending him against those who wish him ill. Without my Lord
Fabrizio, the Rinaldi ruling family is no more, barring a dispossessed bastard or two.
As a loyal subject, and one with powerful friends,” this with a sweep of the arm
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Ironclaw Fiction
8
around the hall, “it behooves me to use my influence to aid my sovereign. He has
decided to take my advice and remain secluded, hidden from public knowledge
until this particular situation is rectified.”
Not an entirely impossible explanation, but the Otter hid something, more
information, and they both knew it. She took one more, longer look at Fabrizio,
then shrugged. It was not terribly important to her whether he was who the Wizard
said or not, she told herself. The bounty-hunter had never taken on a job for such a
sweet reward before. It was clouding her judgment, but it was also impossible to
resist the allure of so much gold. “And the ‘pretender’? Can you tell me any more
of him?”
The Otter leaned forward in his chair, adjusting the wide-brimmed ebony hat
shadowing his eyes. “Pure chance gave us a look at the man; in appearance there is
a remarkable resemblance. At the time of the encounter he was with a Weasel,
female, long of cloak and short of word. A Wizard, from the emanations I sensed.
Oh, and accompanying them were two or three others, I cannot quite recall how
many. Of the brutish sort they were; sellswords, hulking and beetle-browed no
doubt. I pay little attention to such people.”
She stared down at herself, slowly running her gaze over her travel-stained boots,
hardened leather armor with bronze plates providing her with additional protection,
heavy sword belt slung on the side of the chair. Cocking one eyebrow, she turned a
long look on the wizard. Apparently the irony escaped him.
“As to where they went from that fortuitous meeting, I can only assume they yet
remain in the city. Surely someone somewhere has seen something.” The Otter
stood, towering over her as she remained seated. “That is, after all, your job, is it
not? To find those who have disappeared?” There was a challenge implicit in his
words; she chose to ignore it.
“Just one more thing - why me?”
“Surely you do not think you are the only one searching for this Fox?” In a
calculated move, the Mage swept both hands behind his back, pulling the heavy
black cloak against his thin frame. “You are merely the first to arrive, one of many.
You are well-known by the City Guard as a dependable hunter, and I heard tell you
were seen in Three Corners. That is all you need to know.”
Good enough. Standing as well, she reached out one gloved paw and the Otter
took it carefully in the ritual clasping. Distaste momentarily colored his features; it
was customary to remove one’s gloves. She ignored him, accustomed as she was to
such a reaction. The wizard quickly gathered up his short staff with its curious
headpiece, clacking it on the tiles in such a way that the noise drew the eye. She
glanced at it and away. ‘Anathasian’: the title gave himself, inserting it several times
earlier in their conversation. The word sounded vaguely familiar, perhaps
something learned in childhood. Obviously he wished her to inquire, to query him
about the name or the symbol on the staff, a stylized letter A. He knew she was
lettered; his request for her services had come in writing, delivered by messenger
only yesterday. He was waiting for the bounty hunter to give in to her curiosity.
Scars
Ironclaw Fiction
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Danica bowed, turned, and left without a word.
* * *
The Don was dead.
Triskellion continued as it always had: traders moving their wares; merchants
haggling in the markets, the stores, or in dark rooms and darker alleys; the
occasional foreign noble seeking an advantage over another House or dueling in the
shadows with the Rinaldi. New Town finely built and flourishing, bright and vital;
Old Town wallowing in stagnation and decay. Life in the port city never slowed,
never stopped, not even for tragedy or imminent disaster. On the surface it was
business as usual, almost as though the Don and his family were still presiding over
the cosmopolitan port, secure in their manor from the prying eye of the commoner.
Instead, they were secure in the family mausoleum, forever unconcerned with the
curiosity of the plebeians.
The Don was dead. Savagely, brutally murdered.
Danica could sense the stench of fear as she strode through the crumbling decay
of Old Town. It roiled in the air, a thick miasma of unease and frustrated
ignorance; the future, so calm and ordered before, had suddenly taken a swift turn
into uncertainty. On the island of Calabria, four Great Houses held sway. Here in
the largest city, Triskellion, the decadent Grey Foxes of Great House Rinaldi shakily
held the reins of power over an ever increasingly influential and fractious
Merchant’s Guild. To the East the noble Avoirdupois Horse Lords controlled the
plains with the might of their armies. To the West the pragmatic Wolves of the
Bisclavret, youngest of the Great Houses, enriched their forested lands through
innovation and youthful vitality. To the North the fierce Boars of the Doloreaux
held steadfast between the other two Great Houses by sheer tenacity, as obdurate as
the mountains of their home territory. All three deeply coveted the Rinaldi’s
wealthy lands, which included the strategically and economically vital port of
Triskellion. All three knew that control over the economics of the trading city
would would provide the power to catapult any House into a position of dominance
over the entire island. Any of the three would have come to take it by force long ago
save for one fact. Despite their decline, the Rinaldi’s defenses of the city were
formidable; to turn one’s back on the other Houses for the length of time necessary
to subdue the city would be suicide. So the Great Houses bided their time,
attempting to steal through underhanded maneuvering what was impossible to wrest
through force. Where a steel edge failed, a poisoned dagger might succeed. The
political climate was of benefit to Danica; with stability on the island a fragile thing,
there was always call for a bounty hunter somewhere. But now the situation had
changed drastically.
It had been a full month since the bounty-hunter last entered the city; at the time
the reigning Don of Great House Rinaldi was celebrating his second marriage, this
one to a foreigner. The festivals and constant partying had grated on Danica’s
nerves, and she quickly left, following the trail of a wanted murderer. Danica knew
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Ironclaw Fiction
10
nothing of the Don’s new wife save that she was a Grey Fox, and thus of acceptable
blood. This was probably a good thing for the Great House; inbreeding had been
rife over the last few generations, with no new blood entering the Great House.
Such a situation could only lead to ruin. Indeed, commoner and noble alike
speculated as to whether the decline of the Rinaldi was due to their lack of numbers
and their prejudice in choosing partners. The Rinaldi defended their choices by
pointing out that to marry a Fox of lesser standard, one who was not Grey, would
visibly taint the blood, producing red-furred offspring. So it was that recently the
Don searched abroad for a suitable bride, and found her. Or perhaps not, seeing as
he apparently divorced the woman before church and court not a week prior to his
death.
Scuttlebutt in Three Corners, where Danica was resting when she received her
‘offer’, said that the new bride was something of a disgrace to the Rinaldi. People
muttered about her ‘bizarre foreign ways’, and made veiled reference to odd
customs. Some even went so far as to whisper accusations of heresy. Whatever the
gossip, one thing was clear: the new wife was being linked to the death of the
Rinaldi ruler. And each whispered rumor was accompanied by a worried glance and
a quick flare of fear behind the eyes of the speaker.
Without the Rinaldi’s hereditary rulers, the slaughtered Don Fidelio de Rinaldi
and his dead family, who would deal with the Great Houses? The other, lesser
Rinaldi? They were preparing themselves for a war of politics and poison over the
throne, preoccupied with the desperate matter of succession. The first to claim the
throne would die shortly thereafter unless he first dispatched his rivals; it was best to
remove all other claimants before attempting to sit upon the precarious seat,
ostensibly ruling the city and surrounding lands. The nascent Merchant Guild
Council? It seemed unlikely the Lords of the Great Houses would accept them; the
power of gold yet remained insufficient to grant equality between commoner and
noble. And without the stamp of Rinaldi backing, without a certain amount of
pride in their rulers, was it not possible that the city militia would be somewhat less
devout in their duty of defense? If a man did a thing for money alone, there might
be much else he could do for more of the same.... Treachery, an opening of the city
gates to a rival military power was certainly not out of the question. To the average
citizen of Triskellion the future must seem bleak and grim indeed.
Danica shrugged under her heavy cloak; it really was none of her business. This
city had ceased to be a home for her many years before, and was now only a
convenient place to make a living. She rarely stayed for more than a month at a
time; her sleep suffered and waking hours were no better. Too many memories.
Besides, with Fabrizio still alive the citizens would find their problem solved in time,
and the city’s tension would turn to celebration when he moved into the open.
Oddly enough, this was quite comforting for her. After all, she considered, war
would be bad for business. Items of lesser importance, such as murderers, thieves,
rewards, and low justice, often paled into insignificance beside the threat of
invasion, subjugation, and possible massacre. Without a stable governing body,
without an acceptable ruler, it would only be a matter of time before the other Great
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Ironclaw Fiction
11
Houses moved, regardless of the precarious political situation among them. Better
to strike first and risk failure than sit back, overcautious, and see another house reap
the spoils of Triskellion and the Rinaldi lands. Danica steadfastly refused to
consider there might be other reasons for her satisfaction. Best not to think
overmuch about the past. The Don was dead, and it had nothing to do with her at
all. Nothing.
The jagged spike of the old watchtower gave away the whereabouts of the Crested
Mastiff. Shifting her route, the bounty hunter navigated through the streetwalkers
on her course towards the inn, down the main street of Old Town. The aqueduct
flowed steadily on her left, the splashing of men in its gurgling waters attracting her
attention. Prisoners, minor criminals and debtors most likely, chained at the ankles
and bearing tools and bags. Overseen by the Guard, their job was to fish the
detritus and waste from the water, to keep it flowing swiftly and cleanly through the
streets. Unpleasant, but preferable to the stocks or a brief stay in the filthy, disease-
ridden prison. Danica looked away, unconcerned. She saw enough of such people
in the course of her work; they hardly interested her now.
Striding along the cobblestones she tried to avoid staring at the massive stone keep
of the Rinaldi clan, looming over the dilapidated Old Town. As usual, she failed.
After several surreptitious glances she gave up entirely, turning to face the ancient
monolith from an earlier, war-torn time. Her eyes flicked along the vine-covered
walls, stained by weather, crumbling here and there. Now, with the choice of
weapons in battle being words and treaties and the popular tactic political
outmaneuvering, the slowly fading fortification offered less protection than
parchment. At least you can write something on that, she mused, like a treaty. But
the walls might become necessary soon, if this pretender interfered with the
succession.
A small group of Old Town children sprinted by behind her, laughing and gaily
singing a silly little song, cheerfully uncaring of their ragged clothing and lack of
footgear. Abruptly the walls of the Keep wavered before her eyes, and the bounty
hunter’s memories betrayed her, as she heard the voice of another child from long
ago, singing a different song. Fingertips itching, Danica rubbed gloved hands
together. With an effort she regained control of herself, pushing childhood memory
aside and turning her back on the fortification to regain her bearings and continue
on, toward the inn. Dimly the hunter became aware her thoughts were wandering,
deep exhaustion from the long journey and lack of sleep settling in. It would
definitely be best to get to the Crested Mastiff. One last look she stole at the Rinadi
home before turning away. It stared back, arrow slits like cat’s pupils burning a hole
into her back as she moved into the filthier alleys of Old Town.
Light, I hate this city.
* * *
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The Crested Mastiff was nearly empty this time of day, with only Delaney, the
Raccoon Innmaster, and Tucker, his sometime protégé and occasional irritant,
seated at a table playing a quick game of Steel and Stone. Tucker stood as she
entered, hip banging against the table, upsetting a game piece, black-masked eyes
darting her way. On edge, Danica noted, more so than usual. Any decent burglar
developed a quick eye for trouble; she supposed the tension in the city stretched his
senses that much tighter. Most likely the Guard was his worry. With the death of
the Don, they would be desperate and furious. A person even suspected of being a
scofflaw could be in serious trouble if the Guard happened across him, becoming an
outlet for their rage and fear if nothing else. Tucker had passed beyond the point of
being merely a suspected thief long ago; if he was caught a severe beating would be
the least of his problems.
The two made an interesting study in contrasts: Tucker, tall and rangy, full of
nervous energy, with a tail that snapped like a panther’s, despite its puff of fur;
Delaney, massive and stout, calm and careful in posture and mien, with his own
bedraggled tail half missing. It was an ugly reminder of the other scars crisscrossing
his body underneath shirt and trousers. Danica had discovered them during a brawl
years before in the inn, when she herself was new to Old Town and living with
Delaney at the Crested Mastiff. A group of excitable young Bisclavret mercenaries
took it into their heads to insult and bait several Doloreaux caravan guards when
one of the Northerners stole the attentions of a pretty serving girl. Naturally the
Boars failed to keep their tempers; a common problem with the Doloreaux. Young,
timid, and desperate to help, Danica stepped in to smack a brandy bottle into the
skull of a Wolf trying vainly to knock Delaney off his feet. Her victim took part of
the Innkeeper’s shirt with him as he fell, and she received one good look at the
Raccoon’s back before he leapt into the wild melee, tossing Wolves and Boars aside
like children. It had not been a pretty sight, neither the brutal scars nor the flying
bodies.
Of course, she considered, her fingers itching again, I’m one to talk. Not asking
about his scars seemed politic, since he never asked about hers.
“Danica,” the younger ‘coon breathed. A grin widened his jaw and a sparkle lit
his black-masked eyes. Sweeping into a deep bow, he skillfully parodied a noble’s
greeting to the ruling sovereign. Only the lack of a hat to flourish and a cloak to
gather spoiled the image.
“Not now, Tucker,” she muttered, frowning. Normally she put up with his
youthful enthusiasm and attempts at flirtation; today the Red Fox was simply not in
the mood. “I’m working.”
“That’s a fine hello after so long gone. I swear, none of the Foxes around here can
touch you for beauty; too many of them Greys, with so little color.”
Doesn’t the boy ever stop? “One of these day’s I’ll hand you over to the Guard
myself,” she shot back, fondness taking the bite from her words. “But I wouldn’t
come all the way here from Epinian for that small a reward.”
The boy relaxed slightly, leaning against the scarred wood of the long bar. A knife
appeared in his hand, spinning on his palm once before dancing across the back of
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his fist to his other hand.
“Stop it lad! Ye may as well hang it from yer neck if ye do that.” The innkeeper’s
accent held far more of the North than the younger man’s; while they had both
been born among the Bisclavret, Tucker had grown up in Triskellion. With a clack
of stone on slate, Delaney shifted his Paladin, threatening Tucker’s High Priest
while simultaneously opening a hole in the younger man’s Wall. Grunting in
satisfaction, the older Raccoon heaved himself to his feet and wandered to the bar,
still not having so much as glanced in her direction. “What brings ye through the
door this time, Dani?”
Danica winced at the diminutive. Delaney was the only man from whom she
accepted it, though Tucker often tried to use it as well. “Guess.” Stepping quickly
to the table, she surveyed the game while pulling off her traveling gear. It appeared
as though Tucker had once again developed a complicated, cunning strategy that fell
apart the moment Delaney offered him a small sacrifice. The big Innkeeper was
now in the process of methodically dismantling his opponent’s defenses, piece by
piece. Tucker and his grand ideas; they never hold up when he puts them into
practice. She dropped the heavy cloak on a chair, slipped off the sword belt with its
heavy double sheaths and hung it too. Armor is too damned inconvenient, she
decided, fidgeting around to find a comfortable seating. Of course, one rarely
thought that way when saved from being cut open by a swift blade. While hunting
for this ‘pretender’ Danica would probably be wearing it for quite a while. The
thought depressed her.
“With the Don dead, ‘tis nae a hard puzzle.” The thickset ‘coon plunked a bottle
of brandy and a pair of cups on the gouged wood between them before settling
down. He knew her tastes and shared them. Tucker flitted around the table like a
bat, apparently unable to decide between sitting and chancing a quick look at her
sword. Delaney made up his mind for him by dragging the burglar into a chair.
“I may need your help.” The admission came with difficulty; the bounty hunter
always preferred to handle things herself. But in this case, expedience was the key to
gaining an enormous reward before other hunters arrived to complicate matters.
“I’ll throw you in for one tenth of the prize.”
“Make it a quarter.”
Danica fought to figure the math. Her childhood education seemed dim now,
and dealing with fractions took more concentration than she had patience. Finally
she simply tossed out a middle bid. “A seventh.”
“What kind o’bloody share is that? A seventh?” Delaney snorted with disgust but
passed her a cup, giving tacit agreement to the deal. She took it without removing
her gloves. Thin stuff by the smell; not the fiery foreign drink she preferred. Free,
though.
“There’s a Grey Fox on the lam, and he’s pretty much disappeared. Supposedly
he’s with a Weasel and a couple of white-shields as well. They’re might be heading
out of town, if they haven’t already done so. I wasn’t exactly given a full description
of their plans.” A quick sip confirmed her suspicions: definitely the cheaper local
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brandy. Not to complain; the price was welcome.
“A Grey? Why bother with those snobs?” sneered Tucker, flicking a finger at her
rusty pelt.
“Because he’s worth a very great deal of money, Tucker.” And maybe quite a bit
more than simple gold. It would not do, she told herself, to give away too much
information. Obviously her employer wished the entire affair kept as quiet as
possible, and telling anything to Tucker would be as diplomatic as screaming it from
the Cathedrale de Temoin’s bell tower. He lacked any sense of tact or discretion
concerning other people’s business.
Delaney pondered her words, rocking back and forth in his creaking chair. “All
right. I’ll give ye a hand on this one. Ye never can tell, I might turn summat up.
After the noon rush, mind. But ye look beat, lass. Been a long trek and ye’ve not
rested yet, I’ll warrant. Why don’t ye grab a room, drop your gear and take a quick
nap. We’ll all three get on this as soon as ye’re up.” Tucker nodded enthusiastic
agreement.
Sighing, Danica drained the rest of her cup. Cheap though it might be, the
brandy burned a path straight for her head. Delaney was right; she needed a rest.
“Standard rates?”
Delaney waved his hands expansively. “If we find nothing. If we do get summat
out o’ this, ye’ll sleep for free.”
“Thanks, Delaney.” Danica collected her cloak and slipped the sword belt over
her shoulder. Tucker sighed with disappointment.
“Leaving so soon? I’d like to hear what you’ve been up to for the last month or
two.” His smile was wide and hopeful.
“Spare me, Tuck,” she shot over her shoulder, turning away to avoid seeing his
happy grin fade. “I’m out on my feet.” It was very nearly true; her tread was
uncomfortably heavy, and the stairs seemed nearly insurmountable. After what
seemed an eternity she finally managed to reach the top, wanting to do nothing
more than drop her pack and gear right there and come back for it later. Only in
this neighborhood, Delaney or not, it’d be gone in a heartbeat.
The room she picked was one of the cleaner ones, without any holes in the roof;
the door even shut tightly. The Crested Mastiff had not begun its existence as an
inn; most buildings in Old Town ceased serving their original purpose long ago.
Nobody, not Tucker, Desmond the Apothecary, nor even Delaney could agree on
the earlier use of the building; opinions varied wildly. All agreed, though, that with
a fair bit of work and materials it might become a decent inn. With Delaney’s
finances unable to support such an effort, and his will unable to bear the thought of
doing the work, the result was a patch job with rooms running the gamut from
decent to execrable. Not that it mattered; few travelers bothered to enter Old Town
in search of a room, and the neighborhood near the old Watchtower was no place
for the idle tourist. Overrun with gangs of youths and older, more vicious criminals,
it was the most dangerous place in the city to be after dark. Delaney garnered the
bulk of his profits from the sale of wine, ale, and cheap liquor, mostly to the honest
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or partly honest Old Towners, but sometimes to the very gangs dragging down the
neighborhood. It was one of the reasons the local racketeers did not attempt to
extort money from him. That, and the fact that the last one to try had been found
screaming in an alley with two broken legs. No loss of money to crime coupled with
cheap taxes, owing to the condition of the building and its dangerous location,
certainly cut down on the older Raccoon’s overhead.
Danica dropped her pack on the bed, and followed it with herself. I should be up,
hunting for information. The long trek through the night had taken its toll, and
burning muscles protested her every move. I’ll have to get more of those salves from
Desmond. The Apothecary was a master of alchemy, she was sure; his unguents
certainly seemed magical. Practicing forms with the sword would help loosen her
up; a pity she lacked the energy. Sleep was definitely a viable alternative, but there
would be dreams, she knew. They were always there, waiting for her, in Triskellion.
Too bad the damned city brought her so much coin.
* * *
The tavern was no longer empty when she finally returned downstairs. The
midafternoon crowd had arrived; lucky beggars vying with out of work laborers for
spaces at the mismatched tables. Danica wrinkled her nose in faint annoyance; the
sharp tang of cheap liquor hung heavily in the air. Barter flowed freely, from cheap
foodstuffs for drinks all the way up to the occasional set of tools from a down-on-his-
luck worker for a bottle of whiskey. Only rarely did a silver denar cross the palm of
a serving girl, and then to pay for an entire table’s forgetfulness, or to cancel a
regular’s tab.
Glancing around and looking for familiar faces, Danica felt her face split into a
grin at the sight of a harried Squirrel slipping between the patrons, sporting a tray of
cups. I see Delaney’s got a new girl; I wonder how long she’ll last. The drink-
carriers usually moved on after a month or so; the Crested Mastiff attracted a certain
kind of man most of the time, and though Delaney occasionally broke someone’s
head for trying to take liberties, there were only so many ribald comments and
casual gropings any woman could stand. Danica often considered suggesting the
innkeeper hire one of the unemployed stevedores to serve. It would certainly solve
one problem.
The hunter wove carefully through the crowd, spotting the two Raccoons at the
bar, Tucker assisting with the pouring and taking quick gulps when Delaney’s back
was turned. She shook her head; close to her in years, but still a child in many ways.
At no point as she slipped through the crowd did any patron test his luck as he
might with the serving girl. The regulars knew Delaney would break the bones of
anyone caught in the act of bothering his tray-bearers; it failed to deter them. But
the same regulars knew Danica would most likely put steel into an offending man; it
had happened before. Anyone here with a friend was informed; anyone without
was watched carefully on the off chance they would bring some amusement to the
sour life of an Old Towner.
The bounty - hunter leaned against the bar between a pair of workers who
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probably outweighed her by two stone or more and motioned the younger Raccoon
over. “I need to speak to you both,” she said, rolling her eyes at the door. “As soon
as possible.”
“It’s starting to thin out,” Tucker replied, handing off another mug of thin ale.
“And Armande is supposed to be in by now. He’s running late.”
“Armande?”
Tucker grinned. “Seanna brought him in - said he needed work. I’ve no clue
where she found him; knowing my sister, I’d guess in the gutter somewhere, and she
dragged him in out of pity. Delaney offered him the position and he jumped at it.
He’s a damned hard worker for the money Delaney pays. It’s not like him to be
late.”
Danica digested this information. It probably made Seanna feel all holy or
something. Where was Delaney getting the money to hire another bartender? “I’ll
be outside!” she shouted back over the din. Tucker nodded again before sweeping
up two empty mugs and turning back to the kegs.
It’s actually not all that loud in here, the bounty-hunter thought as she slipped
back into the crowd and began working her way to the door. Normally it required
constant yelling to carry on any conversation; now the noise was but a muted
rumble. Not conducive to easy speaking, but.... She noted the fearful glances, the
huddled groups, the lack of bickering. The familiar stink of alcohol was underlaid
by another, subtler scent with which the Fox was intimately familiar. Fear. Nobody
knows that Fabrizio is alive. Still. I can’t believe they’ve managed to keep it under
the waters until now. It will surface, sooner or later. Some guard will talk to a
friend over an ale, and that will be that. The Otter’s resourcefulness at keeping the
secret up to this point certainly impressed her. It had to be him; the nobility had
neither the wit nor the will to halt gossip among the servants. There must have
been substantial rewards offered and nasty threats made to keep mouths closed this
long.
Outside she checked the position of the sun. Late afternoon to be sure. There
were more people on the streets…Old Towners hurrying to complete their errands
before dark. Night in this section of the city could become decidedly unhealthy. I
guess I’ll have to chance it. It was unlikely she would find herself in danger; trouble
generally picked less dangerous looking people to inflict itself upon. Still, Danica
was glad she carried steel. The sword she slipped under the door to Delaney’s room
earlier, knowing full well it was one of two in the entire Inn with a lock. It would be
best, with the constabulary in an uproar, if she presented a slightly less aggressive
image. But not to protect herself, she considered, fingering the heavy blade hanging
from the back of her belt, would be foolish. Lethally foolish.
When Tucker and Delaney finally rolled out the door, Tucker with a decided list
to his walk, she sat on a discarded keg, staring at the Rinaldi Keep. The focus of her
gaze was nearly involuntary. When her mind wandered in Triskellion, her eyes
inevitably slid back to the slate - grey structure. Too many mysteries, she kept telling
herself. That was the reason this time. No question.
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“Well, the blasted Horse finally arrived. Ye’d think being related to a Great
House so damned picky about manners and honor he might have the decency to
show up on time.” Delaney strode over and plunked himself down on the ground
next to her, dropping into a cross legged position. “And Mirella quit on me; paid
her a full denar to stay on for the rest of the day, so t’would be good if summat came
of this, Dani.” Tucker slipped along the wall until he entered her blind spot. It was
hardly the first time for that little annoyance; he knew it bothered her, but
continued to do it in order to get a rise from the bounty hunter. She resolutely
ignored him this time, turning to the innkeeper.
“If we’re going to get any of this reward, we need to move quickly. My employer
suggested that I wasn’t the only hunter sent for, only the first to get here. So we
have to work fast if we’re to keep the advantage.” Danica paused, guiltily recalling
the innkeeper’s greeting. “Sorry to hear about your serving girl,” she said, belatedly.
Tucker’s clothes rustled behind her; she tracked the sound, putting him directly at
her back.
“‘The first to get here’,” Delaney repeated. “Did he say that?” At her nod his
mask screwed up in consternation. “That seems odd, don’t ye think?”
“I don’t-“ began Danica, but Tucker cut in excitedly.
“Don’t we have plenty of bounty hunters in the city already he could be using? I
mean, why wait for people to come from out of town? Why send for them at all?”
Danica slowly turned the thought over in her mind as Delaney nodded approval of
the younger Raccoon’s quick comprehension. It was true. Blinded by the
enormous reward she had missed that oddity entirely.
“There could be any number o’ reasons, lad,” continued Delaney. “He might
want people with no ties to any in the city. He might want people who would nae
be caught up with plottings in the city. He might want hunters who weren’t already
in any other person’s purse. I could go on fer days. It’s just an odd thing, is all.”
Or, thought Danica, vague suspicion suddenly taking firmer root, he might want
people who weren’t familiar with Fabrizio de Rinaldi. She shook the thought off; it
would do no good to speculate at this time. “The important thing now is to find the
Fox.” The two Raccoons shifted their attention to her at the reminder; at least she
assumed Tucker did by the sounds. “The Weasel he’s with is a woman, who
apparently prefers to remain cloaked. She also might be a mage, so don’t approach
them until we know more. If you see them, keep your distance. Now I don’t know
what you two are going to do, but I’ll head to the Keep to see the Magistrate. If he’s
in.”
“They’re stopping everyone from going in there, lass,” commented Delaney
warningly. “Ye may not find it easy to speak to someone.”
“I’ll find a way,” Danica growled. “What do you plan?”
Delaney stroked his chin. “If they’re on the run, and they have nae left town yet,
they’ll need to be staying somewheres. The only good places to hide are here in Old
Town; it might be a good idea to check my competitors. I’ve to be back here after
sundown, but that gives a few hours yet. Lad?”
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Tucker shifted uncomfortably. “Well, I thought I might take a look around...see
what I can see....”
Danica snorted. He hasn’t any idea what to do.
“I doubt they’ve left town,” she put in, ignoring Tucker’s thankful look. The
young burglar was obviously desperate, searching for something, anything he could
do help. They won’t leave town at all if they plan on putting a pretender upon the
Don’s seat. “So checking about might a very good idea. You might want to expand
outwards into the New Town inns as well, Delaney.”
The innkeeper eyed her suspiciously. “And why do I get the feeling that’s more
than a hunch, lass?”
Because it is, old friend. I just can’t tell you that. The pretender could hardly
hide out in an Old Town inn before making his play for power; if word got out
somehow, he would be instantly discredited by the other nobility. No true noble
would lay his head down with flea-infested peasants, even under the worst of
circumstances, or so they claimed, and anyone attempting to pass himself off as a
Lord would have to be more ‘noble’ than the blue-bloods themselves. It was much
more likely that the imposter, the wizard, and the rest of their group had moved into
a room in a decent inn and bribed the servants not to talk.
This, however, rarely prevented gossip.
“Well,” Tucker chimed in, sounding inordinately pleased with himself, “if
Delaney’s going to check out the inns of New Town, I could save him some time by
looking around here - the Old Town inns, and whatever else comes to mind. I can’t
hardly show my face in New Town these days. The Guard’d be all over me.”
Turning slightly, Danica arched one eyebrow at him, flicking an ear in
amusement. “One of your jobs got a little too hot, Tuck?”
“You’ve hit it right on the head there, beautiful.”
Delaney reached past her and shook the younger Raccoon casually. The bounty
hunter heard teeth rattle. “Don’t be startin’. We need ye lookin’ out for this little
group, not mooning over Dani.” Tucker jerked free with a muttered curse and
turned away, ears flat with annoyance and embarrassment. Delaney frowned,
opening his mouth to bellow, but Danica raised a finger. Let him be, she mouthed.
With narrowed eyes and folded arms the innkeeper stepped back, then shrugged.
“Lad, there’s a wee bit of gold at stake here, I’m thinking. Dani has nae told us how
much, but from the look in her eyes it’s quite a lot.” The bounty hunter started. Is
it that obvious?
“I’m not an idiot, Delaney.” Tucker kept his back presented to them, refusing to
be mollified.
Delaney obviously strained for an instant to avoid blurting out the obvious
rebuttal, then relaxed. “I’m just askin’ ye to keep things in perspective,” he
continued, evidently straining to keep the tone of his voice level.
“Perspective, sure, right,” returned Tucker tensely. “Anyways, the day’s getting a
little old, don’t you think? I’ll be heading out.” With that he strode quickly away,
raising more than a few clouds of dust in his wake. Danica sighed. This sort of
confrontation was a common occurrence between the two Raccoons of late.
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“Why do you do that?”
Delaney let out his breath in a hiss between his teeth. “The lad’s a dreamer; he spends
his time in the clouds. I dinna mind it sometimes, but he’s got t’learn to get back down
here when there’s work to be done.”
“He’s young,” Danica shot back, vaguely annoyed that she felt a need to defend the
young Burglar. “Give him some slack.”
“Enough to hang himself, lass? Because it’s the gallows if he makes a mistake in his
line o’work. There’s nae much difference between his age and yers.” Delaney’s face
screwed up for an instant; an almost comical expression of annoyance twisted his mouth
and dropped his ears, annoyance directed partly at Tucker and, no doubt, partly at
himself. “And that’s the problem, eh? I embarrassed him in front of ye.”
“I don’t see that as a problem,” replied Danica.
“That’s nae a surprise, lass. It’s him who sees it that way.”
The bounty hunter shook her head. “Delaney, I don’t know what to do about Tuck.”
She began to pace, embarrassed in her turn at the subject. “I never asked for this sort of
attention.”
“Forget it fer now, Dani. He’ll get over this little spat, and ye can worry about things
between ye later.” Delaney leaned back to stare at the sun for a moment. “And he was
right about one thing - it’s getting a wee bit late.”
A deliberate end to the conversation, ironically mimicking Tucker’s, but a good point
nonetheless. Danica nodded slowly, and laid a hand on Delaney’s arm. “Delaney -
there’s a lot of gold riding on this.” He rolled his eyes in her direction, a spark of
annoyance flaring. “Not like that, dammit. Tuck ran off before I could give him this
speech, but you’re still here. So I’m warning you to take care of your hide. That much
gold means there’ll be more people hired soon, and they won’t be too picky about who
they have to kill for it. It’s a lot, but not worth you with a crossbow quarrel in your
spine.”
The scarred Raccoon relaxed at her words and parted his lips in a gap-toothed but still
sharp grin. “They might be gettin’ a wee bit of a surprise if they come after me, lass, but
I’ll be keeping that in mind.” Good humor restored, he threw her a quick two-fingered
salute and ambled off casually in the opposite direction from Tucker, moving towards
New Town. Danica shook her head. Idiot men; they never show proper caution.
Still, she definitely would not want to be the man who decided to murder Delaney.
A quick glance around re-established her bearings. The Keep was her destination; she
could be there in less than a quarter hour. Whether she could gain entrance, now that
was a different matter. Best leave that ‘till you arrive, Danica.
Briskly the hunter set off towards the Keep. This could very well be the largest reward
she ever took in, so there was no sense in dawdling. ‘They won’t be too picky about who
they have to kill for it’. Her words to Delaney just now, but Danica could not help but
wonder just whom she herself might have to kill to earn the promised gold..
When you took a contract, you finished the job. No matter what.
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Chapter Two
Dodging through the late afternoon crowds of Old Towners completing errands
and heading home, Tucker fairly seethed with irritation and humiliation. Damn
that arrogant, know-it-all, torn up bag of skunk excrement! Always sticking his
greying snout in where it absolutely Should! Not! Be! His guts knotted as he
recalled the other Raccoon dressing him down, in front of Danica no less. If only
the earth had opened up to swallow the young thief; it would have taken the edge
off the embarrassment. Better yet, if only it had swallowed Delaney....
A sweet scent caught his attention and Tucker stopped at a pastry cart, trading off
a skin of the inn’s ale for a sugar tart, cooked that morning. It went a long way
towards improving his mood; he thanked the smiling Bear and continued on his
way, munching happily. Now, there was a man who put heart and soul into his
work; you could taste it in the pie. And why not? There wasn’t a better place to live
than here, in Triskellion, the largest and most lively city on Calabria. Baking pies
for customers, giving out your work in exchange for goods and sometimes even
money, watching the flow and eddies of the people around you; not such a bad life,
Tucker decided while savoring the taste of the sticky treat.
His own life might be better, though, if Danica paid some attention to him. Well,
not that she ignored him, exactly, but he’d prefer attention of a different sort. The
young Raccoon broke off a piece of the tart and slipped it to one of the orphans
darting through the legs of the crowd; the little mouse’s squeak of surprise and
pleasure brought a quick smile to his face. Smart, witty, razor-keen; all words he
could use to describe the bounty hunter. Beautiful, too, he conceded, and that just
made it even better. Tucker knew she presented the diamond-hard exterior to the
world as a defense; every now and then he caught a glimpse of what lay behind and
it took his breath away. On that odd occasion when a crack appeared in her armor
he sensed a bleak sadnesshidden deep within. Something terrible must have
happened to her, for her to try to be as hard as she is.
One of his earlier resolutions had been to find a way to replace her melancholy
with joy. Things did not proceed exactly as planned. Not entirely sure why the Red
Fox decided he was not worth attention, Tucker resolved to simply keep trying until
he wore her down. Romance, humor, assistance; having attempted all three the
young Burglar was becoming more and more convinced it was persistence that
would carry the day. That is, if she doesn’t kill me first.
The sight of the Guard ahead, two of them patrolling through the crowd, was
enough to bring Tucker’s mind back to its task, but insufficient to dispel his good
mood. Unfortunately a line of vision worked both ways; one of them raised an arm,
pointing in his direction. Too full of energy to simply glide deeper into the crowd
and hide in plain sight, the burglar dodged into one of the many small, dingy alleys
riddling Old Town. They would look in here, of course, but he would be long gone
by that point. Stuffing the pastry into a pouch, he scampered atop a small stack of
crates, teetered precariously for an instant, then launched himself into the air.
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Bouncing off a corner wall, Tucker pushed up and out again, catching the top of the
shortest building with three of his clawed fingers. Feet scrabbled for an instant for
purchase then caught, and he pulled himself up and over an instant before voices
began to echo down the alley.
“…tell you I saw him!” One of the two guards, a Badger, ill tempered like many of
his kind, kicked over the pile of crates. Tucker resisted the urge to snigger;
apparently Guildmaster Rienhert still felt the sting of the disappearance of four
packages of expensive spices. The Burglar rolled over and stuck his snout over the
lip of the building, eyeing the guards. There was no particular concern about a
chase. If by some stroke of ill fortune they spotted him, he could flee across the
roofs in any of three directions, and the guards would never know which one.
“Look,” replied his partner, a tall, slender equine, “we don’t have time to be
pulling in every single known thief we set eyes on. Leave it.”
Tucker grinned. Well, she’s reasonable; refreshing in a guard. He took a second
look. And a much better looking Horse than old Armande.
“This whole ‘keep it under wraps’ order is making me crazy,” snarled the Badger.
“How long are we going to have to wait until we can tell people? My wife’s been
bothering me, and if she finds out I’ve been holding back....”
“I know, I know,” his partner commiserated. “She’ll have your hide.” The mare
suddenly gave the crates a frustrated kick of her own, staving one in with a hoof.
Tucker winced. Then again.... “It won’t be long now. Sooner or later we’re going
to have to tell someone that the boy’s alive.” Tucker’s ears perked up.
The boy?
“We can’t tell anyone until we find him, idiot!” The woman took the insult in
stride; one usually had to when paired up with a Badger. Either that or spend a
great deal of time in bandages. The guards slowly moved towards the mouth of the
alley, and Tucker now began suppressing curses. He strained to catch the last few
words as they paused at the entrance for an instant. “If Fabrizio…“
”Shut it!” snapped the Horse. She grabbed the Badger by his arm and pulled him,
swearing, out into the street. Yes m’friend, I know exactly how that feels. Tucker
slowly rolled over onto his back, eyes unseeing. Had he heard correctly? Fabrizio?
Tucker only knew of one Fabrizio with whom the Guard might be concerned.
And Danica was looking for a Grey Fox.
He reached into his pouch and pulled out the somewhat crumbled pastry. No
matter; it would taste just as sweet. From experience, Tucker knew it was not the
packaging that proved the worth of valuables. A careful bite, and he chewed slowly
while considering the implications of his discovery. He wondered what Danica had
been told by her employer. Probably nothing - more likely she still labored under
the impression her quarry was just another criminal type. Maybe, just maybe she
might take a second look at someone who brought her this information. It was
rather important, after all.
Abruptly Tucker sat up straight as a second course of action occurred to him. He
rolled it over in his mind a few times, considering its possible benefits. Yes - he
could very well do that too.
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Delaney thought he acted like an incompetent child? It seemed the Burglar now
had a chance to prove otherwise.
* * *
A thick sense of impending doom clung to Danica as she pushed her way through
the people filling the streets, occasionally pushing aside people too slow or too
obstinate to move from her path. It was a foul mood, spiced with frustration and
vague annoyance…frustration with Tucker, and annoyance with Delaney. She stood
tall, hoping to catch a glimpse of the younger Raccoon, but either he had too much
of a lead, or had already turned off from the road to the Keep.
Why was the Burglar still bothering her? She had made it plain she had no
romantic interest in him. Tucker was a friend, one of the few she had, and any
dalliance between friends invariably complicated things, to say the least. And when
it all fell apart, as it always did, there was another friend gone. And perhaps he
would take more with him. Danica had too few friends as it was.
Besides, she told herself, Tucker can be such a child at times. Not the sort of man
from whom you want anything other than friendship, indeed no.
Delaney, however, needed to keep his whiskers out of it. By barging in he only
increased the friction between her and Tucker and hurt the boy to boot. It was
uncalled for; the Burglar was no worse than usual today. Why had the other
Raccoon chosen that moment to dole out some ‘advice’? She ground her teeth in a
brief spasm of fury. The next time he laid into Tucker like that Danica
would...would...do something, she finished lamely. I’m not even sure why. I
actually agree with the old man.
She paused by an aging Bear hawking sweets from his cart, her nose wrinkling at
the sharp scent. Who knows what he puts in those things. The bounty hunter felt
his stare on her back as she moved away. She never trusted street vendors, standing
around all day, watching people walk by. Probably keeping an eye out for a likely
looking person to mug. Certainly some of the vendors acted as spotters for the local
gangs, identifying the vulnerable among the people and fingering them for the
thugs. Damn, she hated this city. Full of filth, crime, and empty lives. My history
here certainlydoesn’t increase its appeal.
Danica quickened her pace, trying to put Tucker and Delaney out of her thoughts,
succeeding only in replacing them with memories of her childhood life in
Triskellion. Unfortunately, there was little improvement to be found there. Very
few of her later, more easily recalled years of childhood were anything resembling
joyful times. Most often remembered was the tearing bite ofexcruciating pain, the
searing fire, and the final agony of abandonment. Such thoughts were always close
to mind in this city.
The Keep loomed before her, startling Danica out of her ruminations. I guess I’m
too used to this little walk. Still, it had been a long time since she stood in front of
the black iron gates, sided by copses of apple trees littering the ground with spent
blooms. Not surprisingly they were closed; the two guards in front were practicing
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their best glares to keep away the passers-by. Judging by the harried expressions
appearing on their faces as she approached, Danica could see the tactic was not as
effective as they hoped.
“No entry, no talking, no one available,” sighed the guard on the left, a Red Fox
like her. It had the rhythm of an oft-repeated phrase. Danica replied by reaching
into a pouch and coming out with a trio of denarii, bouncing them in her hand
suggestively. Both guards brightened, then sagged. The Fox looked at his partner, a
Skunk, and sighed. “Look, it stands, okay? Nobody gets in, nobody talks, nobody’s
free to see you.”
“I don’t want to talk to ‘nobody’,” Danica countered easily, “I just want to talk to
the magistrate. I’m hunting a criminal; surely he has time for that?”
The two Guards exchanged a confused look. The Skunk leaned forward slightly.
“You aren’t...here about the Rinaldi?”
“Should I be?” Danica waited, small pyramid of coins held on outstretched hand.
They vanished an instant later.
“Wait here,” the Fox instructed, unlocking the tiny door in the side of the gate.
He slipped through, closing it behind. Danica heard the lock click. I always
wondered why that door was there; a battering ram would cave it in completely.
Expedience, she supposed. The color and the shape looked to her like a later
addition, perhaps after the city grew up around the Keep and the threat of a siege
became minimal. While she studied the door , the other guard eyed her carefully,
rocking back and forth on his heels. The bounty hunter ignored him, moving away
and running one hand over the slate grey stones of the Keep’s wall, her black mood
deepening. Gates....
“Be careful child,” her Father’s steward whispered, pushing her gently out of the
entrance of the family estate. “The streets are no place for a young one like
yourself.” He looked behind, across the courtyard to see if any were watching, then
turned back to her. “Find a farmer at the market, one who will take your coin and
nothing more. Leave the city with him, and obtain work serving in whatever
peasant hamlet he calls his own - this little bit will keep you until you are accepted.”
The Bloodhound held out a small purse of coin; she stared back helplessly, tears
soaking into her fur. He looked at her hands, her agonized hands, and winced with
sudden realization. Quickly the old man bent and tied the purse to her belt. “I am
sorry little one. Truly. But we must obey the master.” The door closed before her,
swinging shut gently on greased hinges, without the hollow boom she expected.
Somehow the silence was much worse.
“Dammit, Berd! This is what you dragged me out here for?” The angry voice cut
through her reverie, and Danica shook her head, taking a moment to compose her
features before turning. Another wall loomed before her: a massive, multicolored
chest. Her eyes traveled up to the broad, purple-vested shoulders, touched briefly on
the orange-sleeved arms, and narrowed at the sight of the white ruff circling the
thick, grey-furred neck. Finally her gaze settled on the flat- faced visage of the local
magistrate of the constabulary. Umberto del Serio, as I live and breathe. The only
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person in a thousand paces with worse taste in clothing than I. She glanced down at
her travel-stained tunic, patched leather cloak, and scarred boots. At least I can say I
didn’t pick them out in this condition.
The Ape shifted back a step and rubbed his thick-knuckled hand over bleary eyes.
“Danica. So the deluge of opportunists begins. Good trick getting me out here;
well you’ve come for nothing. We’re not…” It looked like the magistrate was about
to launch into one of his famed tirades. Normally a fair man, he quickly grew short-
tempered when frustrated or tired, and both states were writ clearly across his face
with its heavily bagged, red-rimmed eyes. Danica hastened to cut him off before he
built up enough heat to explode.
“Magistrate! I’m not here about the Rinaldi!”
That stopped him dead. “Hmmm? What’s that you say?”
“I’m not here about the Rinaldi,” Danica repeated slowly. As her words slowly
began to penetrate his obviously exhausted brain she continued to lie through her
teeth. “It’s actually about a felon I think might have come to Triskellion, perhaps
some time ago.” I hope. Umberto looked much calmer, and the glaze was fading
from his eyes; they were now beginning to gleam with the cleverness which had
catapulted the Ape to his position. Be careful - keep it simple. “She’s a Weasel, goes
about cloaked and hooded. A mage, by repute. She might be traveling with a
couple of bullyboys.”
“A Weasel, hey?” Umberto stared down at her suspiciously. There was no point
in appearing innocent; bounty hunters were always hiding something, and she
would be unable to pull off the act. She settled for looking cocky, something he
would be expecting. “Well, we did have a problem with a Weasel fitting that
description about a month back. There was a bit of a ruckus at a Tavern near the
docks, in which a sailor was nearly killed by your Wizard throwing fire. It seems
she’s a bit quick to get lethal when threatened. What’s she done? Supposedly.”
Wonderful. An Elementalist at the very least. “Yes, that sounds like her. She’s
burned down a business in Epinian, apparently. Have you seen her since the attack
on the sailor?”
“We hadn’t had a report until recently. A couple of days ago a patrol caught sight
of her re-entering the city with some armed men. She’s been spotted once or twice,
even speaking with one of the Avoirdupois ambassadors, but only by pairs of
constables. Their instructions are not to approach her unless backed up by a full
squad, preferably armed with crossbows, and she vanishes before we can assemble a
large enough group. I would have my people out after her in force by now, but with
the current situation....” The magistrate’s frustration at his inability to take the time
to hunt down both a deadly criminal and one who must be the missing Rinaldi heir
was evident in his body language. Normally good-natured and easygoing, he fairly
vibrated with tension.
“What is going on, Umberto? I just got in this morning.”
The Ape snorted, ruffling her whiskers. Carrots and onions for lunch? “I won’t
even dignify that with an answer. But I will wish you best of luck, Danica. The last
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thing we need around here right now is a Wizard willing to kill during a barroom
brawl.” Danica nodded in polite agreement, and Umberto took it as an end to their
conversation. Which was absolutely fine with her. He vanished back into the
darkness of the gates and the bounty hunter turned and slowly ambled away, giving
the appearance of someone in deep thought. She could feel the stares of the guards
on her back but ignored them.
The Avoirdupois ambassador. The Horselords could be behind this, of course.
Would they be likely to attempt to supplant one ruler with a false one? Such a plot
did not seem to fit with their ideas of honor, though Danica held the firm opinion
that when times grew desperate enough, everyone’s honor came second to survival
or victory. That thought often kept her sane through some of the tougher decisions
she made.
But the Weasel re-entering the city a few days ago, that was the most confusing
piece of information. If she were involved in a plot to replace the actual ruler with a
false one, wouldn’t it make more sense for them to be in the city when the killings
occurred? Another thought struck her and she paused, biting back a curse. If the
false Fabrizio was not behind the killing of Don Fidelio and his son, it was a
fabulous bit of timing on his part to be ready to step into the city at a moment’s
notice. It was possible that the death of the Don and his family preempted the
imposter’s plot to murder them, but that coincidence did stretch probability. No, it
was far more likely the pretender was deeply involved with the deaths.
And if the false Fabrizio did have something to do with the deaths, why had they
been out of town? Perhaps he had been hiding here, and only sent for the Weasel
when the killings occurred. But if he was here before the killings, it would seem
likely he would wish an able Wizard by his side for protection and help in
concealment before the assassinations took place. Why would she have left the city?
No doubt he would have ordered her to keep a lower profile - no spells cast in
waterfront pubs. And finally, most damning, if Fabrizio was their target to replace,
was it likely that they would finish his brother and father and fail to kill him?
There were too many contradictions here, either in the Otter’s story, Umberto’s,
or both. Danica’s head was beginning to ache. Enough! Remember the important
thing! You’ve taken a contract, now get to it. She paused, leaning against a stone
wall to clear her mind. Whether or not the Otter was telling the truth, she knew
one thing: Umberto was not a liar. He also had more than enough reason, by his
story, to want this Weasel caught. Therefore the Weasel most likely had been seen
reentering the city and speaking to the Equine ambassador. It was a start.
As Danica stood considering her options, the street traffic swirling around her, she
became aware of her shadow, and slightly larger one sliding up beside it. A hand fell
on her arm and she stepped away, her cloak billowing out in a wide sweep to deflect
any incoming blade, right hand sliding behind her back to grip the haft of the
hidden weapon.
“Sssah, always the excited one, yes, Danica?” Amused, lilting, accented; an
undertone of veiled menace rounded out the voice.
Danica’s tension tightened a notch when she recognized the speaker. “Malik.”
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Same burnoose, same light brown, heavy robes, same scimitar with the well worn
hilt hanging from his sash. The pungent odor of his appetite for spiced food mixed
with a hint of the perfumes he always wore. “What brings you here?” A heavy
sinking of her stomach came with the realization she already knew why the Coyote
was in the city.
“Salaam, fair one. So quick you are to leap into business. Would you join me for
a small drink?” Danica shook her head quickly. “Ah, well, I come in response to a
letter from a possible client.” A flick of the wrist produced the scrap of paper from a
belt pouch. “As you do, perhaps? Triskellion,” he noted, tapping a claw on one of
his teeth thoughtfully, “is hardly your preferred local.”
“Maybe,” she replied slowly. “Let me see your letter.”
“Perhaps after I see yours,” he countered. “Perhaps we are not here for the same
thing? I saw you speak to Magistrate Umberto of the fierce temper. For my part, I
was not asked to meet with him. Have you been here long?”
There was no doubt in Danica’s mind that the other bounty hunter was here on
the same mission as she. The letter he held must be from the Otter, inviting him to
a meeting to discuss a contract. Malik was an experienced hunter, and a very good
one to boot. They had worked together in the past, when her mentor was still alive;
Mo-gei, her teacher, had trusted Malik with his life; Danica never would. An
unwholesome glitter suffused his eyes at times, a touch of murder dancing like a
candle’s flame in the darkness. A twisted spirit, Danica thought. The Fox knew
Malik’s tribe had driven him from his homeland, but he never spoke of his crime. It
was not, to Danica’s mind, a terribly difficult guess. Something to do with blood.
Just as there was blood between them.
Abruptly she tired of the games, the fencing with words, the searching for a
hidden opening. Better to lay her cards, truths and falsehoods, out on the table and
let him take them as he would. It was more in keeping with the manner in which
she normally spoke to people, and the longer she danced around, the more likely
the devious Malik would catch hold of a frayed thread in her web of untruth. “Look
Malik, I’m here hunting someone. I don’t have a note. I went to the Magistrate to
see if he could help me, but he’s all caught up with this Rinaldi thing. I’m not going
to tell you who, what, or why; this one is mine. So you go ahead and do whatever’s
written on your scrap of paper, and stay out of my way. Clear?”
Somewhere during her little speech the Coyote began laughing. “Oh, Danica,
how I have missed you.” In a rare display he actually doubled over in amusement,
clutching his stomach. Passersby stared at them curiously: two hunters, one
breathing heavily with frustration and anger, the other gasping for air. Heloise, I
almost expected him to go for his blade. Well, not really; Malik was touchy about
what he called honor and Danica as well, but he would be a fool to pull steel in
front of the Keep during daylight. It would not, however, stop him from nursing a
grudge and coming after her out on the road. Though he has plenty of reason for
that without me giving him more. “Are you sure you will not break bread and share
water with me? No more talk of work?” The smile was wide, brilliant, and like his
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laughter, totally insincere.
“Don’t you have some place to be, Malik?” she inquired, staring pointedly at the
slip of paper.
“For you, student of my friend, I have all the time in the world.” Warm words,
but Danica saw the emptiness in his eyes, the icicles in his smile. He smelled, tasted
the lies. But she hoped he did not know where in her story they began.
“While you have time, friend of my mentor, regrettably I do not.” She put a great
deal of effort into not sounding mocking. When he nodded she hid her gratitude
deep inside. He’ll accept that for now. He has somewhere to be.
“Very well. I hope we will meet again; if not here, in this wonderful city -” now he
was mocking her “- then perhaps on the open road.”
Heloise forfend.
Danica watched his back as he turned and slipped through the crowd like a
hunting Mastiff in tall grass. There one instant, then gone. Big trouble there;that
last was a threat. She glanced around nervously, half expecting him to pop up again
behind her.
“One day,” she muttered. “I have one day on him. Better use it.”
One day, Malik, came the thought again as she started back towards the inn with
quick, nervous strides. This time it held a completely different meaning.
* * *
Delaney limped through the gates of Old Town, heading home to the Crested
Mastiff after hours spent perusing inns. What he had seen depressed him. He
knew his own business could be charitably termed ‘lower class’, but living there for
so long blinded him to just how far the Crested Mastiff fell below what was
acceptable to anyone above poverty level. By the Gods, some of them even had
those new waterhouses people were talking about. If it were not for the fact that the
Mastiff was more of a project to occupy his time, he might well have given up on it
on the spot. Instead he simply concentrated on putting one foot in front of the
other, ignoring the pain of aching joints with an ability born of much practice.
There was also the good news to consider…good for him, at least. The
information he gained today guaranteed him his seventh if Danica managed to
succeed in whatever scheme she had involved herself this time. A Rabbit working at
the Traveler’s Rest let slip a few interesting tidbits after the application of some
silver oil to his tongue. The Weasel in question held a room at his inn. She and
three others had been coming and going for two days now. Though they kept
mostly to themselves, the Rabbit clearly remembered her mentioning their
destination to one of the thugs she employed. With no tips for the Rabbit as yet,
frustration etched her words firmly in the inn employee’s mind. And then the gift,
from Delaney, of what the servant should have received from the Weasel freed those
remembered words. Just goes to show, when you’re trying to keep a low profile, it
dinna pay to be cheap about it. He considered the pun, and snorted. He’d been
spending far too much time around Tucker.
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That boy, now. He had no idea, none whatsoever, of what he was getting into.
One would think that a criminal, raised in the largest city on Calabria, would
possess a more cynical spirit. Somehow the thief avoided that, and it made his life
more dangerous. His sister Seanna, ironically, was far better equipped in that
department despite, or perhaps because of, her ties to the Church. And now the lad
convinced himself that Danica was some kind of heroine out of a bard’s tale. Not
bloody likely. I love the lass dearly, but she’s no saint, that’s for sure. Few people
were, but Delaney did not blame Danica for her somewhat flexible morals. She’s
never done anything truly despicable. He paused to consider that. Not to the best of
his knowledge at any rate. Better not to ask. But it meant the boy was heading for a
terrible shock when the truth came out, as it eventually would. The truth always
did.
The older Raccoon recalled the day he had first laid eyes on Danica; a tiny girl,
with good clothing quite spoiled by filth, sweat, and blood. Fallen prey to one of
the many predators of Old Town, she was whimpering in an alley, a knife to her
throat while the second man went through her pouch of silver. Who knew what
they planned for her certainly Delaney never bothered to find out before stepping
in. Anyone accosting a child gave up their rights to breathe, by his estimation. It
was not until he brought her back to the inn that the Raccoon discovered the actual
reason why she never ceased weeping. It was pain, not fear. For the next few days
Delaney fed the young Fox while she healed, as it was impossible for her to hold a
spoon. That someone would wound a child so viciously. Years later, his rage spent,
only an abiding disgust for people’s cruelty remained.
When the little girl-Fox healed sufficiently, he put her to work and kept her
money in his locked box. Delaney never touched it; besides the fact that he had no
need for it, the silver was hers. In the beginning life was difficult for the little girl -
she wept nearly every night, and constantly eyed the door in fear, as if expecting
someone to burst in and kidnap her. The innkeeper never got the full story of her
appearance in Old Town, or anything else, for that matter, beyond her name. It was
fine by him; there were plenty of secrets he held as well.
Then Mo-gei the Hunter came to the Crested Mastiff. And the little Red Fox left
with him.
Scarcely a month had passed before the spare room was filled again, this time with
Tucker and his sister Seanna. Almost seemed like I’d be opening an orphanage.
The next time he saw Danica, nearly a full year later, she had changed. No longer
the quiet, injured waif,some of the softness was scoured away, calluses were building,
and hard edges were forming. All in all, she learned to survive quite well. The
innkeeper had not been sure the changes were for the better. Now, years later, he
was certain they were not.
Delaney stepped to the side to allow old Salvador the sweet vendor pass; the two
nodded to one another cordially as the Bear pushed his cart by. After spending so
many years in this city, few were the Old Towners whom the Innkeeper did not
know by name or by face. Much like the other residents, Salvador was not terribly
pleased with his life in Old Town, but he was too poor to leave. So he made the
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best of what he could find and always kept his eye out for something better.
Something neither of those youngsters seems to understand. They’re young; they
have the skill and the drive to do anything they choose. But they’re so locked into
what they’ve pictured the world as being, they can’t see any other way. For Tucker,
life was a wild adventure, for Danica, a vicious struggle. There were some days
Delaney wanted to pick the two of them up and strangle them. At least Seanna’s
doing something decent with her life, despite all the hardships she’s endured.
Depressing thoughts again. Perhaps he was growing old, and this was the onset of
his dotage. Surreptitiously Delaney cast about for the old watchtower in the
dimming light. There it was, dead ahead. At least his sense of direction still worked.
Glancing around Raccoon noticed, with mild surprise, that the shadows had almost
disappeared. Dark was nearly upon him. Few people filled the streets now, and
those that did were either hastening home, ears twitching to catch the sound of
following footsteps, or leaning against the walls and lurking in doorways, awaiting
full darkness. The gangs would be out roaming freely soon. Delaney shrugged
slightly, slipping off his cloak to make himself more easily recognized. Senile or not,
he remained positive of one thing: no gang members with any sense in their heads,
and few of them without, would go through the bother of troubling him.
As to that, very little did trouble the Innkeeper; even the loss of the Rinaldi royal
family hardly made any impression. A lesson hard learned from a hard
life…everything passed. And if it did not, you died. Thus, very little outside of his
friends was worth any concern, beyond giving a little help occasionally to those who
deserved it. Another fact of life neither of those little ones understands.
Turning the corner towards the Mastiff, the Innkeeper was not at all surprised to
find Tucker seated on one of the empty kegs outside and Danica just settling down
on the curb beside him. The young Raccoon held a decent enough poker-face, but
long familiarity with the lad allowed Delaney to read him like a book; ill-concealed
glee danced in those masked eyes. In contrast, Danica made no attempt to hide her
expression as she looked up from her seat at the side of the cobbles. From her
expression it almost appeared as though she had chewed on dandelion roots all day,
a disgusted twist to her lips and dull frustration in her eyes.
Children. Shake them by the neck.
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Chapter Three
The nightly rush finally came to an end in the Crested Mastiff, much later than
usual. The city’s tension once again forced those without work to bleed off their
stress into mugs of beer and cups of cheap liquor. The haze of inebriation eased the
tightness in their bodies and clouded the thoughts of disaster filling their minds.
Surprisingly, given the number of people crammed into the bar and the tightly
strung emotions, Delaney did not have to break up a single brawl that night. Not
that there were none; two, in fact erupted in the crowded bar, both most likely over
seating. The other patrons, however, lacking the appetite for once for further
excitement and simply looking for a quick slice of oblivion, solidly and
indiscriminately drubbed the troublemakers and ejected them from the Inn
following the beating. It put Delaney in an expansive mood, despite his obviously
aching joints; he served three rounds of free drinks, forfeiting much of his profit but
gaining vast approval from the thoroughly soused crowd. So much so that when he
announced his intention to close a trifle early, nobody complained. Which was
probably his very purpose in loading them up, Danica thought wryly, helping the
two Raccoons and the equine bartender clear the mugs off the tables. It was the
least she could do for the Innkeeper. In addition to the seventh I will hopefully owe
him. The older man hinted at useful information; Danica hoped it was better than
the confusion and worry she had garnered during the day…
They settled down at a table together, leaving Armande to clean the mass of cups
and mugs at the bar with a wet rag, and began to lay out their stories. Danica,
wishing to avoid any possible complications, merely informed her friends what she
had learned about the Weasel, keeping news of Malik and her musings over the
Grey Fox to herself. Tucker only shrugged his shoulders, claiming his few hours
searching had been an utter waste of time; despite his protestations, Danica could
detect a febrile excitement in his eyes, and smell the nervousness in his every
movement. Something obviously happened during his little search that fired his
enthusiasm, something he was unwilling to divulge. As she had no real moral leg to
stand upon with her own deceptions, she simply did her best to forget about it.
Unfortunately the silent prayers she caught herself sending up, hoping the boy’s
secrets were unimportant, spoiled the attempt completely.
But it was Delaney’s information, coming last, that opened up the story for her.
“You’re absolutely sure your informant said Chalon de Saudre?” Merely a
rhetorical question, but the news so baffled Danica, she asked anyway.
“Leaving tomorrow, just after dawn, for Chalon de Saudre. They want to get out
with whatever rush there is, to blend in with the crowd. They’ll probably move slow
for a while, to keep pace with the mob, then speed up when they’re out o’ easy reach
of Triskellion.”
Danica mulled over Delaney’s news. With the Weasel holed up in one of the New
Town inns, it was obvious how she had kept hidden from the Guard. There were
simply too many for the constabulary to check over the course of a few short days.
With the Guard still confusion over the Rinaldi massacre, but by this time no longer
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scrutinizing every single person entering or leaving Triskellion, the morrow would
be the best time since the killings for the Wizard and her group to escape the city.
The how, when, and what made perfect sense. The most important…why…yet
remained unanswered.
As Delaney rooted about for another bottle of watery brandy, Danica ignored
Tucker’s stare to consider that all-consuming question. It re-ignited the confusion
Malik’s appearance had chased away. If the imposter were truly here to supplant the
Rinaldi family, then why leave? Fabrizio’s continued existence remained hidden
from public knowledge; were the Weasel and the pretender giving up before the
game even started? Nothing in this whole damned situation makes any sense, she
thought sourly. Delaney placed a half-full cup before her and she drained it
absently, grimacing at the sour taste. And why head for Chalon de Saudre? Was it
possible that the Avoirdupois stood behind the plot after all? For an instant she
wondered if this particular contract was worth the effort; it seemed she was
becoming swept up in something far greater than she had expected. But dragging at
the back of her mind was her mentor’s first and foremost instruction. Finish the
job. Just get the Fox. Everything else will take care of itself. It’s none of your
concern. She clung to the thought like a mantra, repeating it over and over again,
forcing down her reservations and the memories-inspired doubts threatening to
resurface. The amount of coin Danica would garner from this particular hunt
helped a great deal.
“Dani!” Her head jerked up to stare at the Innkeeper. “Are ye all right, lass?
Ye look a bit wild about the eyes.”
“I’m fine,” she whispered, a dry throat betraying her. Another swift drink from
her refilled cup and she repeated herself more clearly. “I’m fine, Delaney. What did
you want again?”
“We were both wondering what our next step is, Danica.” Tucker’s eyes matched
Delaney’s…full of worry. For an instant their concern touched the hollowness in
her chest. Sudden disgust filled the hunter then; next she would be whining at
them to come and help her find the imposter. And that would not do at all - you
had only yourself to depend upon, and when you began leaning on others, mistakes
happened.
“Our next step? My next step is to go after them, tomorrow. I don’t want to try to
take them in the city. Too many people, too many chances for bad luck to strike.”
And the last thing I need is the Guard getting mixed up in this. If Fabrizio or his
Otter hasn’t told them yet, it isn’t my place to give it all away. Letting out the secret
might anger the murdered Don’s son, which could substantially alter her reward.
“You two will stay here; this is much more than I expected, and well worth your
share.” She decided not to point out Tucker’s lack of useful intelligence-gathering;
he had looked so hurt at her harsh words it did not feel right to heap more weight
on his sagging shoulders.
“But you’ll need us!” he burst out, somewhat predictably. “Three or four of them,
and one a Wizard?” The thought struck Danica that perhaps she should not hold
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back the criticism; a little cut to Tucker’s ego might prevent this sort of scene. A
somewhat nasty retort leapt to mind, one she hoped would keep the young thief
here and out of trouble, but Delaney spoke first and his words clamped her mouth
firmly shut.
“Lad, how many times do I have to tell ye: leave it to the professionals. Ye
wouldn’t try to tell Desmond about his herbs and how to splint an arm, would ye?
And ye wouldn’t hearken to him if he started lecturing ye on picking a lock. Now
don’t start telling Dani how to hunt down this lot.” The hefty Raccoon turned to
her, eyes narrowing thoughtfully. “Ye are going to be fine, are ye not lass? Ye have a
plan for them?” Tucker glared, obviously annoyed at this double standard, but
Danica could hear the older Raccoon’s underlying message to her, hiding behind
the question. Lie. Tell him it will be fine. Keep him out of this.
“Delaney’s right, Tuck. If I didn’t have something set up already, I’d definitely let
you know.” Tucker spun around to face her, eyes as wide as the cup before her. She
finished off its contents again, absently noting the heat beginning to trickle outward
from her stomach. Even rotgut brandy’ll do the trick sooner or later. “So don’t
worry. I’ll be heading out later tomorrow morning. One moves faster than four on
the march; I’d rather catch up to them than the other way around.” The look he
gave her was dubious, but the vague compliment threw him off stride. And why
not? You don’t pay him too many, the small voice of her conscience noted.
“In the meantime, I’m absolutely done in. So if you don’t mind...?” Her hand
swept out, replacing the bottle on the table with a denar. The Innkeeper grunted in
surprise as she turned and headed for the stairs up to the second floor. He caught
up with her as the bountyhunter reached the foot of the staircase, surprisingly quiet
despite his bulk.
“Ye’ve never been a drinker, lass. Is summat up here I should know about? Or
was yer last job a rough one?”
The Fox thought back to the cold streets of Epinian: the silent crowd, stunned by
her announcement, staring at the man they thought an honest businessman. After
all, had he not paid good money to take of the Chandlery, residing among them for
some time now? She recalled the Lynx pleading for her to let him live his life out in
peace with his new wife and business. ‘Murder is murder’ she returned, the words
cutting as chill as the wind from the northern sea ruffling their fur. And the store
bought with murder’s profits. That thought had leapt to mind as well, but remained
unspoken. Moral judgments were hardly important to the completion of her work.
He wept, begged, and finally drew a knife, springing in a desperate bid for freedom.
When it was over, the citizens of the neighborhood did not try to prevent her from
removing the proof of his death, but they also refused to offer any aid. Even the
Guard warned her to be out of town by nightfall.
All in all, pretty much an average job for a bounty hunter.
“No. It’s not the last job.” How to explain? I never expected this. Words he
would not, could not understand without the reasons she was unprepared to give,
reasons she had never given him. She considered his worried eyes under his greying
mask. “Thanks.”
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As Danica walked up the stairs she wondered if her appreciation was for his help,
or his concern.
* * *
It was impossible to determine the cause…a sound, a scent, a gut feeling. Any one
of them could have triggered her increased heartbeat and quickened breathing; a
fine edge of paranoia accompanied her vulpine heritage. There was only a single
certainty to her state of being, given the circumstances. Awakening was unpleasant.
For one thing, her mouth felt as dry as her fur. A thick coat seemed spread over
her tongue and from the rancid taste, her breath would be equally abominable. She
had never, ever felt a greater need for some bread to clean out her mouth than now.
For another, the first thing Danica saw upon opening her eyes was Tucker, staring
at her from beside the door. Chilly air raised her hackles and she resisted gritting
her teeth.
“Enjoying the view?”
With a choked sound he turned away, stepping quickly over to the rude table on
which lay her gear and an empty, sadly toppled bottle of dirt-cheap brandy. “I
wasn’t...I mean...” he stammered as Danica checked to make sure there was a sheet
over her body. There was, and her gloves remained on her hands. The boy would
live another day. She clasped the linen around herself and sat up, resolutely
ignoring the incessant throbbing in her head.
“Who undressed me?”
Relief colored his answer. “Delaney.”
That explained the gloves; Tucker would certainly have pulled them off. No more
than that, of course. While she would never trust him with a secret or her valuables,
she knew her virtue was safe with the boy. Whatever virtue remained to her that is.
Sighing, Danica forced herself out of bed and stumbled to the pitcher of water on
the dresser. Two cupfuls later, and her stomach climbed into her snout. Only a
desperate exertion of will was holding it from advancing further, but at least the
pain behind her eyes would fade soon. She turned and found her unexpected
visitor holding her sword, staring at the brass fitted sheath. “Tucker,” she began
warningly. He nearly dropped it trying to put it back on the table.
“I’m sorry!” His face twisted with frustration, warping the furry mask around his
dark eyes. “I’ve never seen one like it, that’s all.”
“I’ve told you before, Tuck. There’s no magic there. It’s just foreign. Now head
downstairs, I need to change.” He brightened, but before the Raccoon opened his
mouth her finger pointed at the door. The last thing she needed were his clumsy
attempts at flirtation.
After the thief left Danica knelt next to her pack. A habitual search through her
gear turned up nothing unusual; evidently she received no midnight visitors save
Delaney. Good. I certainly wouldn’t have awakened.
Unsteady feet made for an interesting trip down the stairs but by the time the
bounty-hunter finished her breakfast, slapped together hastily by Delaney, her head
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was clear. The scarred Raccoon sat opposite her, lecturing Tucker about ‘peekin’ in
on bloody guests’. That guilty party, not the least bit discomfited, plunked himself
down in the middle seat.
“Anything new to tell?” she inquired, pushing the bowl away.
The Innkeeper grinned. “Perhaps a wee story. Did ye know that Lord Fabrizio
might be alive?”
I thought he wasn’t going to declare himself until the ‘pretender’ was found. “I’ve
heard rumors,” she countered carefully.
Delaney’s pleasure dimmed somewhat, and for an instant suspicion glinted in his
eyes. “That moneylender, Tamurello, he let slip he’s been doing some business with
the heir - it’s nae common knowledge yet, though. But somehow the lad managed
survive what killed the father and brother.” He leaned closer. “I’ve also heard it was
black magic, mayhap that new bride o’the Don’s.” Danica coughed and tapped a
gloved finger impatiently on the table. The innkeeper grimaced. “Not one for tales,
are ye.”
“Only the ones in which I have a vested interest, Delaney.” There was no need to
find out who killed the Don, or how he died. It was not her job. The hunter’s head
throbbed, and only partly due to the drink. No need at all, she convinced herself.
Shifting back, the Raccoon settled his girth into the seat. “Verra well. In any case,
a few things I’ve heard might be interesting. Salamin, that stripe - furred slaver
bastard, has left the area again. Apparently he’s a wee bit put out that a bunch of
ne’er do wells stole into his camp and freed one of his slaves.”
Slavers. I hate slavers. One of the few things Seanna and I agree on. More power
to those who released the slave, but the sick feeling in Danica’s stomach from the
brandy began to grow again, for another reason. “A Grey Fox?” she guessed aloud.
At Delaney’s nod she bit back a curse. The sickness shifted into a horrible
unsteadiness, as if the bountyhunter stood on the deck of a storm tossed ship,
tumbling her fragile stomach over and over. This explained where the Weasel had
been returning from, but if the imposter were part of a plot, what in the name of the
Light was he doing in Salamin’s slave chain? And if he were not part of a plot to
replace Fabrizio, who could he be?
Who indeed?
“Anyways, these persons took the Fox to Tamurello’s a few nights ago, on Mardi -
apparently they tried to pass him off as the heir, despite him being a bit of a
lackwit!” Delaney laughed, but Danica sensed his close scrutiny. She shrugged
dismissively. A lackwit? “Tamurello did nae believe them at the time. The
moneylender had out some kind o’reward; something to do with the estate, and
needing a family member to collect money owed.”
“Where did you get this information, Delaney?” That would be about four nights
ago? Her employer, the Otter, must have seen the other Grey Fox at Tamurello’s,
then decided on eliminating him. Thus I received the letter two nights ago, on
Jeudi. Quick work.
“Well, I know one o’Tamurello’s cousins, see?” Delaney winked. “He comes in
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here to play the stones from time to time, and the moneylender took him to
investigate the estate after the deaths of the Don and his son. Tamurello needed to
see if anyone survived - after all, it’s quite a bit o’ money the Rinaldi owe him.
Looks like our departed Duke was a trifle strapped for gold, and all of his festivities
over his new marriage cost him a fair amount - coin he borrowed from the
moneylender.” Delaney shook his head, no doubt disgusted by the waste, at the
money for both the marriage and the Don’s divorce scant weeks later. “Tamurello
found out that only two bodies were taken away, and he discreetly put out the
reward offer to local people, ones in yer line of work, fer anyone with information
concerning the Rinaldi deaths.” He sat back again and took a sip from his cup. The
sour odor, reminiscent of last night’s binge, drifted across the table to Danica. It
did nothing to improve the condition of her stomach. “The cousin heard about this
Grey Fox from Tamurello.” Danica nodded, fighting for control of her throat, and
motioned him to continue. Tension combined with her hangover, and she was
unable to bear it any longer. Don’t let him see how much it’s worrying you! “That’s
it, lass. Interesting story, don’t you think?” Now the suspicion was evident in his
posture; he leaned forward, waiting to hear what she would say about this revelation.
“This is all news to me,” she began slowly. “My employer just asked me to find
this Fox.”
“I heard a couple of guards last night talking about Fabrizio,” Tucker put in
helpfully. Two pairs of eyes swivelled and pinned him to his seat. “What?” he
yelped.
“Ye might have told us, lad!” snapped Delaney crossly.
“I didn’t think it was important!” the burglar shot back, glancing around
nervously. Short of him actually admitting so, it could not be more obvious the
Raccoon lied. Delaney opened his mouth to roar.
“Anything else?” Danica cut into their argument, rapping her gloved knuckles on
the table for emphasis. Tucker shook his head emphatically; Delaney paused,
snapped his mouth closed, and shook his own head more slowly.
“I trust ye lass, but I think there’s more here than we’ve heard. I’m hoping ye’ll be
giving us the full story when ye get back.” The tone brooked no argument. Danica
nodded slowly again, reluctant to agree but unable to do anything else; if she ever
did figure out what was going on (and she had a nasty feeling her mind was
unraveling the tangle, like it or not) she would certainly give him as much of the
story as she dared. If not, the bountyhunter would make something up he could
accept. “Fer now, if ye hope to be catching up to yer quarry, ye might want to be on
the road.”
Danica did curse this time, pushing herself out of the chair and reaching for her
cloak. Delaney’s hand shot out and snagged her wrist in an iron grip. “One more
thing. Whatever yer not telling us is on yer mind here, lass, and it’s on strong. Sure
it is ye aren’t at yer best if I can just reach out and take hold of ye.” Danica stared
down at his fingers chaining her arm in consternation. It was true; her reactions
were usually far quicker. Between the hangover and her preoccupation with the
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mysteries of this job, not to mention her usual, Triskellion-inspired dreams, she
certainly did not feel top shelf. “All the gold in the world’ll do ye no good if ye’re
lying face down in a ditch with a bodkin in yer back.” Tucker’s lips thinned at that,
and a faint look of determination crossed his face, there and gone like a shadow.
“Now they don’t have a big lead on ye, despite the hour. Patience is a virtue few
manage to achieve. Truth knows the lad has nae figured that part out.” The
innkeeper released her wrist, one finger uncurling at a time. “Dinna get yerself
killed.”
A sick self-disgust filled her as she met his eyes; if not actively deceiving her
friends, she certainly lied by omission. “I need to go. Now.” Danica spun around,
clutched her head with a whimper, then reeled towards the stairs and her gear.
“Can you have some food packed for me when I come down?”
“’Tis already done, lass.”
* * *
The city thrummed as Danica left, vibrating with a curious energy just below the
limit of the senses and only felt at the edges of consciousness. The Don was still
dead, and the situation not changed to the eye from the day before. Now there was
rumor though, hope, a breeze of a story whispered from ear to ear. Perhaps the
Rinaldi were not all lost. Perhaps someone would step forward to take up the reins
of power, someone acceptable to commoner, soldier, guildmaster and noble alike.
Perhaps the status quo could be preserved… and the city’s safety as well. People
hurried from door to door, backs still hunched with tension, but there was anxious
life filling their movement rather than tight despair. The fear of potential doom was
now tempered by the anticipation of possible miracles.
The bounty hunter left as soon as she was able, taking with her Delaney’s packed
foodstuffs for quick eating on the road. Likely as not there would be no stopping at
inns. When in pursuit of prey, it paid to keep moving from dawn to dusk. If that
meant being caught out on the road at nightfall, with no traveler’s lodgings in sight,
so be it. Walk through the dark, or bed down where you found yourself; those were
the choices.
It was cool on the East Road today, but that was a pleasure and a gift for Danica’s
aching skull. Never again, she promised. Delaney was right, unlike many bounty
hunters, she was hardly a heavy drinker. Even had she not witnessed first hand the
price one paid, alcohol simply failed to agree with her, neither as recreation nor as
an escape from her past. Now, through the nagging pain and nausea of a well-
deserved hangover, the old memories still returned to haunt her.
“Enough!” her father bellowed, and she cowered back against the cold wall, trying
to find some place, some way to escape his terrible anger. “Is this how you repay my
generosity? My care?” He grasped his youngest son’s face again, staring furiously
into the savage gashes torn through fur into flesh and blood, slicing across the
horrifying ruin of an eye. The boy whimpered in agony but held his tongue. That
bravery warmed the girl’s heart with pride for an instant, before shame brought ice
to replace the heat. Shame at the sticky matting of the fur of her paw. Her
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brother’s blood.
“You hate him! You always have, though he has given you naught but love!”
Raging now, her father hoisted her into the air and slammed her slight frame into
the wall. His ever- unpredictable temper erupted volcanically this time. With good
reason. “How could you? How DARE you?”
“Father, no!” she gasped. I was angry. We were wrestling. Children’s games, and
I slipped. A thousand things and more to say, but none of them came, because they
were all lies, because it was her fault and her fault alone. Her own anger, a gift from
her father, brought her here. I could never hurt him; I love him!
The falsity of that too lay bleeding before her. Shame held her tongue in an iron
grip.
“It was an accident,” wailed her torn brother; “Dani didn’t mean it....” Silent in
his pain but crying out in his sister’s defense. She could have wept then, with him
so badly rent by her own claws and still thinking only of her. But their father
ignored his words, shouting over the thin, weak voice.
“You have always had a temper, child, but this? THIS?” He tossed her small body
aside, and she groveled on the ground, desperate to avoid his fury. “You sicken
me!”
“Sicken me!”
Danica coughed, clearing her throat, and glanced about. The East road was by no
means deserted; she had already passed a merchant train heading for Avoirdupois
lands, a group of tradesmen and several farmers in carts. Alone and hunting, the
Red Fox moved much more quickly than the herd, but that small dot behind her
had kept a steady distance for the past quarter day after leaving the city. The black
object remained just far enough away to blur details, determinedly dogging her
footsteps. Stopping abruptly she turned and waited. It seemed to grow nearer for a
short time, then halted as well. Following me. Well, it could be any number of
people, but I’d split my guesses between two.
While still within the Rinaldi farmlands proper, with her quarry also on foot
Danica felt she had gained a great deal of distance on them. The hunter was
quicker when following an unsuspecting target; a single person traveled faster than a
many. In groups, people moved only as quickly as the slowest member, even if they
encouraged that person to speed up. A hunter, with her target before her,
instinctively sped up to bring it down. These were simple facts from the teachings of
Mo-gei. She considered the albino Leopard for an instant, the foreigner generally
acknowledged by bounty hunters as the best they could think of without going back
a few decades. Wherever you are, I hope the women are finer than the one who
killed you.
She glanced to the side, over the many acres of fields from which the Rinaldi drew
some of their taxes; beautiful, ordered, and requiring terribly hard work. The
peasants worked day and night, enduring foul weather, fierce reptiles, and the
occasional scofflaw. Hunting those same scofflaws had turned out to be a difficult
method of making a living, but by the time Danica had discovered that fact, she
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realized she never possessed the courage or the strength to become a farmer.
Thinking about the Rinaldi and their lands drew her mind inexorably back to
what Delaney mentioned about the imposter. “Lack-wit,” she muttered to herself.
On the one hand, it made sense. If the imposter simply stood as a front for
another, or for a group of people, why put a clever person on the throne; such a
man could prove to be dangerous. Far easier…and safer…to manipulate a fool.
But if one thought a bit deeper, all sorts of problems began to crawl from the
woodwork. How could a fool deal with the other noble Great Houses? How could
a fool act the part? And worst of all, how could a fool be convincing as Fabrizio di
Rinaldi? Danica knew the Don’s son was no idiot; quite the opposite, in fact. All
those who knew anything about the family, be they peasants or merchants, and
especially the other Great Houses, would be aware of that fact. Yet another piece of
the curious puzzle Danica was beginning to sort out and put together in her head. A
dim image of the truth began to take form; unfortunately with the information she
held, it was unlikely the Red Fox would see the entire picture until the pretender fell
into her hands and she could question him at length. That is, should she wish to
make the effort.
Now the day grew dim, the light filtering through the low hanging carpet of clouds
more and more feeble with each passing mile. After traveling for most of the hours
of daylight, the bounty hunter had made up time on her quarry; now she needed
rest. Her previous travels of two days ago and her heavy drinking the night before
left her body ready to drop and her mind clouded and disjointed. It would not do
to reach her goal on the morrow in a state of exhaustion. A good night’s sleep was
called for. But, Danica considered dryly, not before she took care of a nagging
problem. Picking up weary feet, she quickened her pace. A leg in the trail a quarter
mile ahead, where it passed through a large copse of poplars marking the edges of
two fields, would be the perfect place to deal with her pursuer.
* * *
The expression on his face when she rose up from concealment behind the half-
rotted hollow log was glorious to behold. Shock, consternation, embarrassment,
frustration, and yes, even a little fear chased each other across his features.
“Tucker,” Danica growled as he backed up a pace, hands instinctively rising in a
soothing gesture, “I’ve one question. How much a fool do you think I am?”
Stepping back onto the track the Fox brushed leaves from her arm, and awaited his
response. Nothing like opening a conversation with a question for which there’s no
right answer. A good strategy - always begin with a solid advantage.
If her other suspicion had been correct and it was Malik following her, Danica had
no idea how the situation might have played out. Would she have ambushed him?
Called out to him, asked to split the reward? No, definitely not that. Tried to lead
him off? The only thing the Fox knew beyond a doubt was that she could ill afford
him at her back and the Coyote would certainly not have missed her hiding behind
the log.
Tucker’s mouth widened with a roguish grin; unfortunately for him, Danica was
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old enough that it had little effect. Old enough in my heart, anyway. With a scuffle
of feet he gained another pace between them. “That’s it? No ‘how was the walk,
Tuck?’ No ‘what are you doing here, Tuck?’” the burglar asked, obviously trying to
gain a bit more time while considering his options. As he glanced to his left and
right the bounty hunter almost laughed; the young burglar certainly missed the city
and its easy escape routes. A fish out of water, here. His eyes met Danica’s and he
shrugged helplessly.
Danica covered the space between them in three quickstrides. With the hangover
mostly worn off she was nearly her old self, if a trifle stiff from the travel. He barely
had time to flinch before she hooked his collar in her gloved hands. Bringing his
snout down to hers, Danica glared into his dark eyes. No doubt under other
circumstances he would be enjoying the attention. Now, however, his twitching told
her Tucker might have finally realized just how annoyed she actually was. “I don’t
ask useless questions.” Bigger, perhaps stronger, but the Raccoon was frightened,
on the defensive, and Danica had plenty of experience dragging around large men.
Quickly she stepped close, shoving one leg between his two, throwing him off
balance completely; to an observer, it would resemble the opening move for some
kind of salacious dance. From there, it was easy to manhandle him, yelping and
squirming, across the road and slam his backside down on the log. The Fox chose
the driest looking section, out of a faint admiration for his tenacity if nothing else.
Maybe the smile works on me better than I thought. Tucker tried to stand, but an
open palm against his chest dropped him back down to his seat. He chittered
briefly in annoyance before settling with a persecuted expression.
“You aren’t coming with me, Tucker.” One look in his eyes and she knew it was
hopeless, but Danica had to try. Oh Heloise, he has this one between his teeth.
“C’mon, Dani...Danica,” he amended hastily at her steely glare. She let go of the
hilt of her knife one finger at a time. “How do you know you won’t need help?
Bloody Truth, there’s three of them and a Wizard. Plus the Fox, and you can bet
gold against swill he’ll help them if a bounty hunter turns up looking for his hide.”
Maybe he will, at that. Even if her growing suspicions about the Grey Fox proved
correct. “The mage will be no problem if I catch her off guard,” she muttered, “and
I’ve handled four to one odds before.” Of course you have, Danica. You handled
them so well the survivor left you with the dead. She managed to shake off that
particular memory and continued, desperately hoping to dissuade him. “Tucker,
this isn’t a poem, or a song.” Catching his wistful look she added: “Or a bad
romance play.” He deflated slightly. “This is real. And you… you’ve no experience
at all.”
“I’m rather successful at what I do, you know.” He tried to sound haughty and
injured, but it came out with a hint of whine. Truth be told, Tucker excelled well
enough at his calling to still enjoy the freedom of walking the streets, never having
been caught. Most other thieves would have been in and out of the stocks, or worse,
by now. But this sort of business, the deadly type, was a different matter altogether.
With no experience, many misconceptions, and a terribly wrong personality, the
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Raccoon could be a dangerous liability. He’s never even killed someone. Heloise
forgive me for thinking that.
“You never even saw me, and I’m not such a good hand at hiding, Tuck. You
don’t have anything packed, Light’s sake. Did you even think to bring food?”
Abruptly Danica snagged her backpack from behind the log and began to march
quickly down the cobbled road. After the long day the leather sack felt brutally
heavy; she needed to find a good place for rest immediately. After a moment the
bounty hunter heard Tucker scramble to his feet and scurry after her. Send him
back at knife’s point and have him wander about after me in the dark, or keep him
close and easy to watch. It was an easy choice to make. Besides, the idea of pulling
steel on the burglar, even as a threat, did not sit well at all. “Come on, hurry up.
We have to find somewhere sheltered before dark so they won’t be able to see our
campfire or smell the smoke.”
“We?” She could almost hear the smile in his voice.
“We.” Damn you.
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Chapter Four
The fire crackled merrily, and oddly enough Danica’s new mood nearly matched
it. She, or rather they, had made good time today and the bounty hunter felt they
could easily catch their prey on the morrow. That fact and the heat in the small
hollow they had found left her feeling mellow and at ease. Of course, she knew very
well that the best time for relaxation was when chasing down a wanted man or
woman; it cleared the mind and sharpened one’s wits, leaving a hunter quick to
adapt to difficulties. Interestingly, it was time spent between jobs that left her edgy
and ill-tempered. She could never think of anything more than the basic needs
then, and tended to dwell overmuch on the past.
“Where do you think they’re headed?” For a brief time earlier Tucker seemed to
think they should sing as they traveled. After she had finally persuaded him there
would be no melody forthcoming from either of them, their march together ended
in silence. A pity, that, seeing as Danica enjoyed speaking with the lad when he was
not acting the fool, or trying to flirt with her. Having said that, even a little flirting
would be welcome on the road; any conversation made the time pass more quickly.
It seemed her rather heated insistence on a lack of singing offended him, though,
and his mouth remained shut until they reached the hollow. Unfortunately the
questions started the moment the two travelers stopped, right when she would
rather be preparing to rest. After nearly an hour of setting up camp and weathering
foolish inquiries like ‘Could you teach me the sword?’ and ‘Why don’t you like to
sing?’, a select few of his endless questions were starting to make sense.
“Chalon De Saudre.” The seat of Avoirdupois power, it was the only destination
in the West that could be of any use to them. The Rabbit informer’s testimony to
Delaney only reinforced that fact. It might not make perfect sense to Danica, but it
continued to be her only real choice in this direction. It still sticks in my craw; I just
can’t see the Avoirdupois coming up with this under the circumstances. Have
things become that desperate for their Great House? On the other hand, should the
worried suspicions she kept to herself prove correct, that particular choice of
destination would be logical.
“But why Saudre?” She could see the Raccoon was genuinely perplexed, though
for different reasons than she. He knows nearly nothing, Danica. “Why the
Avoirdupois? What do the Horselords want with this Grey Fox, anyways? Who is
he?”
“These are all questions you should have asked before you followed me, Tucker.
You want to be a hunter? Learn.” She resolutely ignored his disgusted snort. “Who
is he? I have no idea yet.” Liar. “What do they want with him? I suppose they
want to hand him over to someone in Saudre, someone of importance. Evidently
they’re convinced a handsome reward awaits them for their troubles; either that or
it’s a favor for a friend. One in Saudre, or the Fox himself that they’re helping out
of the city.”
“For someone who criticizes my lack of question-asking earlier, you don’t seem to
have much information yourself,” he noted somewhat tartly. A brief silence fell
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with the Raccoon shifting slightly after a few seconds. It was broken a moment later
with yet another query. “A reward or favor? Why do you figure that?”
“Because what’s being offered by my employer is fifty aureals. That’s not public
knowledge, but no doubt the Weasel is aware he’s worth some coin.” The boy’s eyes
were now the size of small saucers; the idea of fifty gold aureals was awe-inspiring.
Representing well over three years of work for a peasant, it would finance her for
considerably less time. When one is forced to move a great deal, costs rise
dramatically. Still, it was a comforting sum to be sure, and certainly more coin than
Danica had ever seen at one time.
Her good mood was beginning to wilt somewhat under the chain of lies she was
forging. Essentially deceiving Tucker about the nature of the group they pursued,
she again found herself filled with self-disgust.
“Fifty,” he breathed, licking him chops involuntarily “That’s, what, nine for
Delaney?”
“About seven,” she threw back, and he ducked his head in embarrassment. Still
not up with his numbers; few were, and just as few could read. Don’t taunt him,
Danica, she admonished herself sharply, not everyone has the benefit of a formal
education.
“Is that usual for a bounty?” Danica looked up at his eager tone, and could see the
coins piling up in his head, golden plans for his future unfolding.
This looks all too familiar Just as I thought in the beginning. “This isn’t a game,
Tucker! Do you know how many people have died for that sort of money, or killed
for it? The men, women and children I hunt are criminals, usually desperate and
willing to murder to survive. Some have done so well before I get on their trail.
Some become quite good at it.” She poked the fire moodily. “And yes, before you
ask, some of them have been children.” This conversation rapidly leeched away her
good humor, leaving her frustrated and unhappy. “And no, that’s not usual. Most
of the time the reward is nearer fifty to a hundred fifty denarii, depending on the
crime. Nothing close to this one. You need to keep moving, always switching
towns; always chasing after rapists, thieves, and killers.” Though she put emphasis
on the thieves, Tucker’s expression, black mask shadowing his eyes and tail
twitching at the tip, told the story: she was not convincing him. “I’m betting you
figure on being a justice-bringer, someone who hunts down those who hurt others
and take from them,” Danica snorted in frustration. “Everyone starts that way,
Tuck. Everyone wants to be that way. It never lasts; there’s something about
hunting people for money that kills the idealism, dries up the conscience....” Her
voice trailed off as she noted the blank refusal in his gaze. It infuriated her
suddenly, the idea that Tucker thought he, alone among all the others, could be
different. Why should he be any better?
“Those knives you keep around, the ones I saw you playing with back at the
Crested Mastiff,” she said, switching tactics. “You sharpen them after you use
them?” He blinked, startled by the seeming change of subject, and nodded warily. “I
bet Delaney helped pick them out. Nice, keen edge and point I bet.” Again, the
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nod. “You ever cut someone?”
Suddenly defensive, Tucker produced one, thin and needle sharp for use against
light armor. Dexterously he began dancing it along his hands. “Delaney’s taught
me a fair bit of knife work,” he admitted. “Rough and tumble, closing and what to
do then. I could probably do fairly well with that heavy bastard you keep at your
back,” the Raccoon said, flicking a finger at her waist.
“But you haven’t used this one, have you?” she concluded. It was obvious he was
trying to find a way around that question as well. Finally he shook his head,
reluctantly. “Maybe you’ve pulled it out, waved it in some tough’s face, but that’s
all, right? Knifework’s ugly stuff, Tuck. In close and personal, and nobody goes
through a knife fight who doesn’t walk out cut, win or lose.”
“You’re not telling me anything I haven’t already heard from Delaney ,” he replied
smugly. “Besides, I‘d rather be using something else,” he continued, hinting.
With a grunt Danica slipped the sword from its bed in her gear, holding it out to
him hilt first. “You think this is better? Take it.” When Tucker gripped it, she
jerked the sheath away, leaving him holding naked steel. He almost lost the sword
then, but recovered, staring at the blade in awe. The firelight shimmered on the
steel, transforming razor-edged metal to liquid satin. It shadowed on the oddly
shaped runes carved into the base of the blade, and flowed across the howling face
formed out of brass on the hilt. If his eyes were wide before, they now grew to truly
inspiring proportions. Danica had a brief image of them popping clear out of his
head and rolling off the tips of his boots. She stifled a laugh. He’s never even held
a sword before, much less one like that. I can see how he might think it’s
enchanted. I certainly did.
“It’s so light.” Tucker twisted it left and right, admiring the play of firelight on the
gleaming steel. He peered closely at the hilt and the runes etched into the blade,
turning a fascinated eye her way. Danica shrugged.
“It’s not actually that light, Tuck, but the balance is very good, and it’s not blade
heavy like the swords around here. As for the marks, apparently they’re the
swordmaker’s signature. And the name of the sword. As for the face on the hilt,
seems that most of the swords from that country have hilts of a similar design; no
big guards or anything.”
“Named,” he whispered. “What is it called?”
Danica shook her head. “My teacher never told me.”
Tucker frowned slightly, but only in thought. Danica could see the idea of a
mysterious sword kindling a fire in his considerable imagination. Perfect. Just keep
thinking that way, Tuck. The frown deepened as he examined the blade, though,
and the burglar reached for the metal near the hilt. “Blunt?” he whispered, running
his finger up the blade. “No, it’s-augh!” In embarrassment he jerked the finger
back, sucking on it.
“It’s razor sharp at the tip, but quite dull at the base. You won’t find another like
it on Calabria.” She shook her head at his unasked question. “I told you no magic,
Tuck. Just a different style of sword.” Studying him carefully, she prepared to lower
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the boom. The sword held him rapt as he concentrated on its beautiful
craftsmanship. “Looks really nice, right? Feels good in your hand, right?” He
nodded enthusiastically, finger still in his mouth, and again Danica would have
laughed at his pose were her mood not so serious. “Now, run it through someone’s
belly. Slip it in, look him in the eyes and watch his face change.”
It took a moment for the words to sink in, then Tucker’s expression crumbled.
He stared at the beautiful piece of metal, now reduced from exotic work of art to
killing tool. The moment passed quickly, though. Glancing at her, he stood,
holding the sword carefully, and swished it defiantly through the air like an actor in
a play.
“I think I could get used to this,” Tucker commented, staring directly into
Danica’s eyes, challenging her.
Bravado. Danica cursed herself silently. Questioning his will to act on his
dreamswas the worst thing she could have done. Suddenly it became an issue of a
man with something to prove to a woman; after her discussion with Delaney one
might think she would have learned. He reached out one hand to her and she
slapped the sheath into it, defeated.
“If there’s nothing like it anywhere around here, where did you get it?” he asked
quietly, fumbling to get the tip of the blade into the simple wooden scabbard.
“My teacher, a fellow I knew a long time ago, before I met you. He came around
the Mastiff when I was new there. An albino Leopard; at least, that’s what he
looked like, but with thicker fur. Mo-gei wasn’t much like any person you’d ever
meet, though these days if you’re lucky you might see his countrymen down near the
Docks in Triskellion. He dressed outlandishly, had a bizarre accent, and used that
blade. Bounty hunter by necessity, exiled from his own land for some crime he
wouldn’t talk about - apparently it had to do with family honor. Took me in when I
needed it and taught me bits and pieces of the trade. There aren’t any schools for
this line of work. It’s the sort of thing you have to learn through experience.”
Through survival. The flames were dying; she motioned and he gripped another
thick branch, garnered from the meager amount found decorating the floor of the
hollow. Little life remained in this campfire. “He taught me how to use a sword his
way. It’s very different from the fashion here, much like the sword itself. I picked
up a fair amount, enough to keep training on my own, before he died.”
“Murdered?” whispered Tucker, enraptured with the tale.
She snorted with mixed sadness and loathing. “Killed by a common prostitute.
Caught a disease from her. The illness started out like a cold, but it never went
away. By the time we realized he was deathly sick, it was too late. Most competent
practitioners of Theurgy won’t touch bounty hunters. We’re tainted; the people we
hunt may be criminals, but we do it for money and sometimes kill them.” Finally
something that hit home solidly. Like most people, Tucker had been raised on
songs and stories of the lone bounty hunter, consumed with a need for revenge
against the murderers of his teachers. What rot. There had been nothing heroic in
Mo-gei’s death, only a long, agonized struggle against a terribly patient and uncaring
foe. “I watched him slowly fall apart; he went blind, and near the end didn’t even
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know who I was. They talk about it being a mercy when some people die; this was
one of those times.” Let him stew on that. She drew the sword again while he sat
silently and considered her words. “It’s late, and I want to be moving before the sun
rises. Turn in, Tucker. I have to oil your blood off my blade.”
The young burglar eventually got himself settled on the cold, hard ground,
wrapping her spare blanket around his long frame. Danica sat and carefully oiled
the sword; keep your weapons clean and they can save your life; neglect them and
they may fail when you need them most. It was only one of Mo-gei’s many
teachings. Blood stained metal burned in an imperfection unless oiled away.
Enough of them and Mo-gei’s legacy would be no more. So Danica sat and oiled,
and when she finished wondered about her mentor. Wondered if things might
have gone differently between them and Malik, if she could have somehow saved the
white Leopard. An old dance; as usual, the hunter found no satisfactoryending.
This time, though, she was not the only one kept awake. It was at least a quarter of
the night before she heard Tucker’s breathing slow to the rhythm of sleep.
Perhaps something did penetrate the young Raccoon’s armor of ignorance and
idealism after all.
* * *
The sky was still full dark when Danica woke. Uncertain what had awakened her,
she quickly wrapped fingers around her close-in weapon. First things first.
Unmoving save for that initial reflex action, the Fox slowed her breathing despite
the frantic beating of her heart and tried to relax her body. Hopefully to a watcher
it would seem as though one of the figures under the blankets tensed, perhaps in the
grip of a dream, then relaxed again in sleep. Leaving her eyelids slitted, almost fully
closed, Danica let other, stronger senses range through the night.
Slowly, circling out from around her and more to the upward side of where she
lay, an unseen picture began to form in her mind, painted with sweeps of her ears
and nose. First the fire; though she deliberately slept upwind from it, it was close
enough that the scent shone out like a beacon, the sharp tang of ashe poplar mixing
smoothly with the darker, richer taste of roasted hardwood garnished by Tucker
from a farmer’s woodpile. Watered and near death, its coals still hissed to her ears
clearly, boiling air and seething steadily beneath a thin layer of ash. Near her feet lay
Tucker, his breathing light and soft. No snores from this one. Smelling strongly of
heavy city food, the sharp sting of cold steel, and his own rather pungent Raccoon
aroma, the young thief was a bright spot in the image her senses were forming.
Further out the pattern began to distort, growing longer and thinner due to the
confusion of the wind. Upwind from her, from where scent still came clearly,
Danica made out the thin, almost undetectable scents of climbing reptiles, out
foraging for food in the safety of the night. Her sensitive ears picked out their quiet,
nearly inaudible cries to one other. Food here, mate here, my tree. Nothing else,
but that was hardly surprising with the breeze blowing in the same direction for the
entire night. Only a fool would approach a camp from upwind. But downwind,
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now that was a different story. Though her nose could catch only the slightest hint,
still the faint essence of exotic spices and perfume tickled it for an instant. It might
as well be a signature.
Malik.
Leaving or departed already.There was no doubt in Danica’s mind that Malik’s
arrogance had brought him too close to the fire, awakening her, and it was also very
likely that he had seen through her improvised deception. The Coyote was
extremely clever. Danica cursed softly, hefting the short blade and slipping out of
the bedroll to gain a better sense of the situation before the smell faded completely.
She glanced at Tucker, but he slept on, oblivious. In the city he’s a paranoid
Marten, she thought disgustedly, but take him out of reach of the Guard and he
drops like a drugged Sloth. Silently she slipped into the thin brush at the edge of
the hollow and let her eyes adjust to the deeper shadows, sniffing carefully before
moving onward.
The fire, upwind, drowned out most of the odors here, but she definitely captured
a trace of Malik’s scent. Not long ago at all. Maybe he wakened me by leaving.
More disturbingly, perhaps he left after she awoke. With that thought terror swept
through the Fox; the other hunter would think nothing of slitting their throats
while they slept, for a bounty rich as that offered by the Otter. Worse than that, in
his own twisted mind there were plenty of reasons to put a blade in her. Danica
cringed, wondering if at that moment he lay somewhere in the darkness, drawing
down on her with the crossbow he occasionally used. There would be no warning,
nothing seen, nothing heard; just the shock of impact, throwing her to the ground,
helpless. Stop it! Desperately she clung to control by clinging to one simple, ugly
fact. Had Malik wanted them dead, they would already be so. And there would
have been nothing I could have done to stop him. The thought of Tucker and she
gasping for a last breath in their bloodied blankets almost made her retch with fear,
but the roiling terror in her stomach relaxed after a moment.
She scanned the ground again, letting her eyes dance across the thin grass, broken
twigs, and leafy weeds. As the eye wanders, she knew, it picks up a larger picture
than one focused on a single spot. This time it latched onto something odd at the
same instant her nose caught another, different whiff of scent. Immediately she
crouched, staring at the divot left in the ground a few paces away. Certain common
signs were obvious to the trained eye and easily identified; a hobnailed boot, turning
on the ball of the foot, drove this particular mark into the turf. That’s not Malik.
Too large, and he doesn’t wear boots. Someone came earlier, moved up to look into
the hollow, and turned away, creating the gash in the soil. Didn’t get too close; not
confident in their woodsmanship, or did they just see enough from here? Hopefully
the first. She had an uncanny feeling in her spine that this was a mark left by one of
those she was pursuing. Mercenaries and soldiers, accustomed to long walks and
desiring sure footing during combat, often wore such footgear. Danica suspected
she and Tucker were camped far closer to her quarry than she originally thought.
The West wind, blowing from their camp to further down the road, became a curse
for her. Bending, she sniffed the track as best she could. Not fresh, this track, and
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the stink of rust and leather covered most of the smell. The bounty hunter could
not determine what sort of man it had been, if man at all. But you can bet it’s
probably not the Wizard, not wearing hobnails.
Turning, Danica surveyed the camp from where the intruder had stood. Tucker
lay close to her, wrapped in his own blankets, with no pack. Still, her leather pack
lay between their bedrolls and that position had been chosen carefully, not by
coincidence. In addition to preventing the thief from rolling closer to her, an
observer would be hard pressed to determine to whom the pack belonged. As for
her armor, the bounty hunter crudely folded the leather and bronze protection
under her pack before she slept, a habit ever since a night lizard had once decided
that the boiled skin of one of its cousins seemed like a good snack. It cost a full
denar to fix the chew marks in the armor, but now she blessed the dratted beast.
You likely saved me here. As for weapons, with her sword slid under her blankets
beside her and the knife under the rolled up cloak she used as a pillow, none of the
usual accouterments of her violent profession were easily visible. So they only know
someone is on the trail behind them, and not the reason why. Quickly moving back
to the camp she resisted the urge to kick Tucker awake. Any danger was long since
gone by now, and the poor Raccoon was exhausted after the day’s walk. Fast, agile,
strong…all of these things would describe him quite well. Enduring? Well, that was
another matter. There were few reasons for city folk to develop the proper muscles
and lungs for distance walking.
Now I just have to figure out if Malik knows where my quarry is. Danica
pondered that question as she fumbled about in her bedroll, beginning the
impossible task of finding the exact, comfortable position she so recently vacated.
Despite the fact the Grey Fox’s party was close by, she doubted Malik had discovered
them. Knowing someone else had been lurking around her camp (and a hunter as
experienced as Malik could never miss the marks she discovered) was one thing.
Knowing that he would have to continue downwind from her to find them told
Danica that the Coyote would return to his own bedroll for the night. The
possibility of being caught between two foes would be contrary to his well-developed
survival instincts. He would be watching, though, concealed just out of scent and
hearing. Waiting to determine the best way to remove both her prize and her head.
How Malik caught up with her so quickly was no mystery; obviously he had not
believed a single word she uttered during their conversation. After accepting the
Otter’s offer, the Coyote most likely tracked her down at the Crested Mastiff, and
followed at a discreet distance once he determined her travel plans. Perhaps her old
associate even left a half day after her, just in case. As for physically catching up,
Tucker slowed her enough that it would be ridiculously easy for him to make up the
lost time; times past she watched Malik loping along beside her and Mo-gei,
indefatigable, impossibly fresh after the two of them were exhausted. His seemingly
endless endurance had frustrated Mo-gei; it terrified her. Sometimes he seemed less
a man than a magical construct, untiring, unstoppable. Danica did not look
forward to the confrontation she knew was brewing; if not today, then someday
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soon. A monster like Malik would never let go of their past. Delaney, where are
you when I need you? The brief thought came upon her unawares; she cursed the
weakness, reviling herself. The only person Danica could count upon was herself.
Besides which, Delaney was in Triskellion. There was no sense praying for help that
would never materialize. Rolling over, she took a long look at Tucker then shook
her head. The burglar was almost as fast with his hands as she was on her feet, and
if Delaney had taught him to use a knife, he knew much more than simple cut and
thrust; the old Raccoon was a barrelful of lethal tricks.
Malik would eat the young thief alive.
Heloise, if you’re listening to a greedy, tired bounty hunter, please don’t let this
get Tuck killed. I don’t know if I could live with dragging a friend along on this ride
to die.
Settling in, Danica resigned herself to an exhausting night. Sleep would prove
elusive and fitful.
* * *
False dawn, that time of night where the light seems to grow but only tricks the
eyes into making shapes out of shadows, was fading when Danica shook Tucker
awake. The Raccoon rolled over, his back protesting loudly at the movement, and
his watery eyes failing to focus properly on the face silhouetted against the indigo
and black sky above. “Wha…?” he whispered, years of avoiding the Guard slapping
a gag over his sleep-fuddled instinct to blurt out the question normally. Arrgh.
Sleeping on the ground isn’t half as fun as you might think. The earth leached away
his body heat and left him cold and damp, every joint aching despite his youth.
“Up,” the bounty hunter whispered, curtly but to his ears not unkindly. Sniffing
as he rolled over, Tucker tasted the scent of her exhaustion hanging in the air.
Danica probably lay awake all night, he thought guiltily, guarding the camp while he
slept like a newborn. Next time , he vowed, I’ll be the one standing watch. It would
not be the first time the burglar kept his eyes open the night through; sometimes
you needed to watch a house for a long time to get a feel for the holes in its
defenses.
“What’s going on?” he repeated more clearly if still quietly, swiftly following her
example and rolling up his blanket. Watching and learning from her every move
certainly gave him enough to think about during this trip. Tucker was beginning to
see how much more there was to learn than he first thought. Well, she did say you
picked it up as you went along. I can do this, though. When he finished, he tossed
the blanket to her; the Red Fox caught it and tied it on the top of her pack. But
when the Raccoon started strapping on his knives a hand came down on his wrist.
Startled and staring down at her gloved fingers touching his forearm, he almost
missed what she said. Not...yet? Why not? Rather than ask questions he placed the
sheathed blades back on the ground, pausing to shove one in the back of his belt.
There was a lesson Delaney had mercilessly beaten into him; he could still recall the
words. Ye might be the best blade artist in the world lad, but it’ll do ye nae good if
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yer knife’s left at home. And the time ye’ll want it most is the time ye’ll nae have it.
This, of course, was after the scarred and (in Tucker’s sometime opinion) insane
Raccoon burst into his room the morning after a whiskey bender and attacked him
with a stick. A painful awakening, it had been.
Quietly Danica led him to the edge of the hollow, moving the last few paces on
her knees. He mirrored the bounty hunter, and when she dropped to the ground at
the lip, fell down beside her. Slowly extending her arm, the Fox pointed in the
direction the sun would rise. At first Tucker could see nothing across the grey and
black plain, but then a flicker of light caught his eye. There, across the shadowy
expanse of fields, flickered a small fire. He squinted and could just keep it in focus,
occasionally able to discern a dark form slipping around the flames. Straining his
eyes earned him nothing more; the thief was forced to give up. In the gloom of pre-
dawn, the other camp was too indistinct for details to be observed. Another quiet
tap on his wrist drew him back to the campsite. “Was that them?” he whispered as
they crouched beside the stone-cold ashes.
Danica nodded thoughtfully. “We made up a lot of time on them, but I can’t
imagine how. Unless they’ve been dawdling, we should be farther behind. It’s a
problem; one of them came around the camp last night for a sniff.”
“What!” Tucker managed to contain the explosion at the last second; as a result,
it gurgled out as a rather strangled exclamation. “When? How do you know?”
“I don’t know when, Tuck, but it was after I went to sleep. So make it the middle
of the bloody night,” she replied irritably. “How do I know? I woke up and found
some tracks. The good news, if there is any, is that I don’t think he would have
figured us for anything more than travelers who left a little late and got caught on
the road at sundown.”
“I’d say that sounds good,” Tucker started warily, “but something tells me there’s
more bad coming.”
“You might want to take up a career as a fortune-teller, Tuck,” Danica sighed,
kicking dirt over the already dead coals. Staring down at her feet she seemed to
come to a decision, and swung to face him. “We have a very, very big problem.
There’s an ex-partner of my mentor wandering around out here. I think he knows
about this job, he knows we have a lead, and he’s following us to take it away.” She
sat down on one of the logs and slumped over, head in gloves.
Tucker stared at her, shocked. Another bounty hunter she knew? Why was her
reaction so extreme? Never once had he seen her this despondent. Angry, yes.
Furious even. Sad and, he was convinced, desperately lonely. But this, this broken
depression was completely stupefying. Frightening as well. Tentatively, he reached
out for her shoulder but then, thinking better of it, drew his hand back equally
slowly. Something quietly whispered in the Raccoon’s ear that to touch her now
would not leave her looking kindly upon him, and for once he listened. The burglar
watched her ears twitch at the faint rustle of a scavenging lizard in the tree above,
and he frowned in consternation as she tensed reflexively.
Fear. There was fear there, too.
“Danica,” he whispered, sitting down on the log beside her. Not too close, now.
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“Who is this man? You have to tell me.”
“Malik,” she returned. “His name is Malik. He might look like a Coyote, but he’s
a serpent. Cold, vicious, and uncaring. Poisonous. He’s been a hunter as long as
I’ve known him, and for a lot longer before that. Mo-gei, my mentor, worked
together with Malik some of the time. In a bizarre way they were friends, good
friends. I never personally understood how you could get to be friends with a
maddened cobra. For my part, Malik was certainly never any more than someone to
be feared.”
Tucker shifted uncomfortably; this was a completely new side to Danica. Always
the hard surface, always the sharp edge, never showing emotions. He knew there
was something deeper, but now that it had surfaced the thief was stunned by the raw
dread she displayed. Keep listening? That seemed wisest. She must be really shaken
to be telling me this.
“For a long time the three of us worked together, Mo-gei, myself, and sometimes
Malik.” She smiled thinly. “Sort of a family, I suppose, with a father, a daughter,
and a vagrant older son. Seeing I was a bit of an orphan, for want of a better term, I
can’t say I minded much having a few people around to look out for me, even if
Malik kept a bad feeling running up and down my spine.” Tucker’s ears perked up
at this; though Delaney knew of Danica’s past the innkeeper was not terribly
forthcoming. The young burglar never understood that way of thinking. If you
knew something critical about a friend, was it not just as important to share it with
her other friends, in order for them to understand her better?
“The last time he worked with us, we were on a hunt for two youngsters. It was a
particularly horrible crime. They’d been servants to a Bisclavret household and
butchered the noble lady, running off with her valuables. The three of us tracked
them for days. We almost lost them quite a few times, but Mo-gei was very
insistent.” For an instant a ghost of a smile touched her lips. “His number one rule
was that if you take on a job, you get it done. No excuses. “So Malik, he put forth
an effort like you’ve never seen. I always knew that Coyote tracked like a demon,
but this? He hunted those murderers through heavy forest, swamps, rivers; it was
unbelievable. And he did it all for Mo-gei; for once both he and I agreed on letting
them go, just for different reasons. Me because I was feeling sorry for them, and
Malik because he simply couldn’t be bothered.” Danica swallowed hard and glanced
at him out of the corner of her eye. Another surprise. In anyone else Tucker would
have read it as guilt, but Danica never, ever looked guilty. “So we did catch them,
after almost a week of serious hunting. Two children - a girl and her brother, both
of them no older than ten or eleven.” She shook her head, a disgusted frown
twisting her mouth. “Servants? They were slaves.”
Tucker sucked in a breath. Slavery was an unpleasant fact on Calabria, and
nowhere more prevalent than the lands of Great House Bisclavret, its practice
sanctioned by the laws of the rulers. His sister, Seanna, spoke often at great length
against slavery, and after listening to a few escaped slaves, hearing how they were
treated, Tucker decided long ago nothing good could come of it. After all, the
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young thief would never wish to be a slave. How could he condone it for someone
else? And for children, yet....
“I got their stories out of them,” Danica continued, tone light and almost bland.
The fur around her eyes rippled as the skin tightened, and Tucker smelled the rage.
“Bisclavret slaves are treated pretty poorly, by and large, worse in general than in
most other lands. Slavery’s lawful there, even encouraged, right? So you can’t get
arrested for breaking your own property.” Her smile, like her logic, was ugly. “The
sister stuck a pitchfork in the back of the noble lady while she was horsewhipping
the girl’s brother for stealing a dessert from the kitchen. Seems the countess liked to
dish out punishment to her slaves personally. They took her valuables and ran.
Seeing as the lady’s estate was on the edge of Bisclavret territory, it was easy for them
to evade the Guard, so bounty hunters were summoned. The children even told us
our employer, the lady’s husband, made his money in the slave trade.” For the first
time Danica looked Tucker in the eyes. “This rather disturbed Mo-gei, and had me
nearly raving. But Malik, he was fine with it.”
She rose suddenly and began to pace, arms beginning to sweep the air as she grew
more disturbed. Tucker could see her eyes take on a faraway cast as the memories
drew her back to that time. “So Mo-gei, going with his ethic of always completing
any contract agreed to, starts back with the children. I’m not happy, so I keep
telling him we have to let the children go. Malik and I get into an enormous
argument and Mo-gei starts becoming very edgy, like I’ve never seen before. Malik
doesn’t miss it, and stops arguing with me, but it’s too late. Mo-gei’s already starting
to question the whole thing, to question himself. Why, he asks, are we taking
children back to their deathscertain death?” She stopped suddenly and looked back
towards the town, eyes scanning the horizon. Shocked, Tucker realized Danica was
looking for her erstwhile associate; the telling of the story obviously brought her
concerns about him to the forefront.
“So I wake up that night with a bad feeling, only to find Malik and the children
gone. I hear movement close by but heading off, and realize that if I take the time
to wake up Mo-gei, I’ll lose them. So I hop up and take off after the sound,
following the trail - three people.” Danica shot a glance at Tucker; he nodded,
anxious for her to continue. “I’m gaining, but slowly. I come to the edge of the
swamp, and there’s Malik with the two children. I’m close enough to hear them
speak. He tells them he’s had enough and says that if they take off across this
swamp, he’ll lead the pursuit off another way. They’re wary, but he tells them he’ll
give them a bit of coin to get out of his life. He reaches around behind his back, as
if to bring out a purse. But I see him take out the knife.” Another quick look at
him, and the burglar pretended not to see it. In truth, he found the tale very
disturbing, and could hardly blame Danica for her insecurities. “He grabs the girl by
the snout and cuts the boy’s throat, shoving him under the water. A heartbeat later
and she’s down too.” Tucker’s eyes widened as his heart lurched.
“But why didn’t you-“
”Dammit Tuck! Don’t you think I haven’t asked myself that?” Danica shook her
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head. “I really, really didn’t expect him to do that. And he did it so cursed quickly,
I couldn’t react in time. Then, by the time he went for the girl, I froze. I just-“ She
made a quick gesture in the air. It could have meant anything. “I’ve seen men
gutted and women torn apart, Tuck. It’s never easy to watch a person die. And I’ve
watched Malik gut some of those men, and women too. I’d killed a few myself. But
that? It was too much. Not even my brother….” She paused, and shifted her
shoulders around, trying to work out some of the tension. Shuddering, Tucker tried
to imagine what she felt that night, then immediately attempted to banish it from
his mind. It was no use; the image remained locked in his mind’s eye. And Danica
was continuing, as unable to stop speaking as he was to stop listening. With the
worst over, so he thought, she was a bit calmer now. “I slipped back, as quietly as I
could. I don’t want to think about what would have happened if he had seen me;
I’d probably have joined the children. Then I ran. I ran back to the camp as
quickly as I could and told Mo-gei. He very nearly didn’t believe me.” She slowly sat
back down on the log beside the thief. “Malik came back and started in with some
story about how he’d lost them off in the marshes, gesturing off in a slightly
different direction. He offered to take us there so we could all have a look around,
knowing full well he was the best tracker. But Malik’s weak point is his ego; he
forgot I’m no slouch as a tracker myself. It’s part of being a Fox. And when I
pointed out the actual trail to Mo-gei, there was nothing he could say. That’s when
Mo-gei finally decided I’d been telling the truth.”
“What happened?” Tucker whispered, still caught up in the horror.
“They fought. Oh, with words, not weapons. Malik practically pleaded with Mo-
gei to understand. He thought he was doing the right thing. He would have told
Mo-gei and me that they’d escaped, led us around in circles away from the bodies,
and come back later for their slave tattoos. He could see Mo-gei had been caught
between dedication to the job and his own compassion and sense of ethics. So
Malik explained he was just getting the job done, and taking away Mo-gei’s suffering
by bringing it onto himself.” The twisted smile was back on her face. “It was a poor
argument, and Mo-gei saw right through it. Greed and madness, that’s all there was to
what Malik did.”
Abruptly Danica spat, as if clearing a bad taste from her mouth. Tucker did nothing
but stare at the ground; this sort of thing was far outside of his experience. He knew of
some monsters in the city, but none like this ever crossed his path before. The Fox’s
voice was dull when she began to speak again. “Mo-gei and I abandoned him; I wanted
us to kill him, but Mo-gei wouldn’t go along with it. He told me later that Malik had
saved his life years before. After that, I watched my teacher age in front of me, as if that
final revelation about his friend was too much for his spirit. He started drinking and
whoring. A bit over a year later he died.” Flat as paper now, her tone told Tucker she
had finished the tale. The important part, anyway. “And now Malik’s out there. He was
only a few paces from us last night.” The thought put a dagger of ice into Tucker’s gut;
he sucked in a breath, trying desperately not to give in to the quick and brutal impulse to
look over his shoulder.
“Um, Danica,” he began quietly. She certainly would not take this well. “Why
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don’t...I mean, you always told me it wasn’t worth dying for gold. Why don’t we just,
you know, go back to the inn?”
Hands instantly grabbed his shoulders, jolting his head up. Her wild eyes stared into
his, her nose so close he could taste her breath. A position he had dreamed of, with
distressing frequency, but not in this way. “No! I’m not walking away from a contract! I
took it, made a promise, Tuck! You don’t walk away from a job! It’s your life if you do!”
She released him and slid back, staring at her gloved hands. “I can’t walk away from this
one,” she whispered, more to herself than to him.
What in the name of the Light is going on here? Tucker had his own suspicions about
the Grey Fox, but could not for the life of him discern the motive for Danica’s frantic
insistence to forge on. She’s a friend. You support your friends, even when you don’t
understand them. “Fine,” he breathed out, then more loudly. “Fine. We’ll do this.
There’s two of us, and one of him, Danica. If we can deal with the Wizard and her
white-shields, we can deal with this bounty hunter of yours.”
Her head snapped up and the fiery glare almost tumbled him from the log. “You stay
away from him, Tucker! Do you understand? He’ll kill you with the same effort it takes
you to step on a beetle.” Her voice rose higher in pitch, almost frantic, and Tucker made
quick shushing motions. “You haven’t a clue what you’re dealing with here. I’d give
Delaney good odds, but you? You’ve never killed a man. He’d gut you in a second!” A
sharp retort sprang to mind, but the naked terror in her eyes shocked him into silence.
Her words cut but their driving force mollified him. The Red Fox cared for him, at least
a little; a soothing balm for injured pride. He settled on giving her a stiff nod. Relieved,
she relaxed somewhat. Well, as much as she ever does.
“C’mon, Tuck,” she said awkwardly, obviously embarrassed at her emotional outbursts.
“It’s almost dawn. Let’s finish up here and have a look at who we’re up against.”
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Chapter Five
While they finished packing up the camp, Danica repeatedly attempted to drive
home the point to Tucker that he would not receive any share of the bounty. In
addition, should trouble occur, as it likely would, he had best stay far out of her way.
As a last ditch struggle at keeping the burglar from continuing, it sorely lacked any
punch. She sincerely doubted her words made any impression at all on the young
thief.
In the odd light before the sun rose she made out her prey for the first time,
haloed against the brightening horizon.
“Stay low when you move,” she hissed at Tucker, though they were still at a
considerable distance away. The burglar glared at her in annoyance. Slipping out of
the small grove he kept his silence far better than she, despite lack of familiarity with
the rural terrain. She studied her quarry’s camp. Perhaps ‘a considerable distance
away’ was a truer measure of the distance reckoned against the amount of time it
would take to walk between the two fires than it was in terms of how far they already
traveled. They were ridiculously close, really. Had they pressed on a bit longer the
night before, she and Tucker would have stumbled right over their quarry in the
dark. And wouldn’t that have been a pretty picture. The wind must have carried
the scent of their campfire directly to the Wizard and her companions, explaining
their midnight visitor. So it was definitely them, rather than some hireling of
Malik’s. The Coyote worked alone most of the time; anyone who could stand to
work with him more than once usually tried to kill him for the reward money.
Obviously no one had yet succeeded, and Danica did not hold out much hope of
that fortuitous event occurring.
Studying her targets from behind one of the trees surrounding the hollow, the
bounty hunter tracked each of their movements and tried to make some sense of
them. Tucker wormed a few paces closer to slide up under a bush.
Five of them, one standing motionless in the dim light, so still she almost missed
the silhouette, and four scattered hither and thither. As her eyes adjusted to the
distance Danica could make out three of them chasing the fourth, running him
down despite his frantic bursts of speed, slowly boxing him in. She observed his
movements, his methods of attempting to escape, and recognized them as similar to
her own when pursued. Instinct was a powerful tool and easily identified by race.
It seemed the Grey Fox was not with the others by choice. Danica shook her head,
fighting against renewed doubt and suspicion. Determinedly, she put aside her
concerns and worries over the identity of the Fox, and tried to focus only on
studying her competitors, for want of a better word.
One of the pursuers was tall, powerfully built, and very quick, easily closing
distance on the Fox but having difficulty on the turns. From the height and
movement, she suspected it was a Tiger. I hope it isn’t Salamin the slave trader.
That would be the icing on this cake. Rumor, confirmed by Delaney, described
Salamin as an Atavist, a baresark who had attained the ability to submerge his mind
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into instinct during combat, losing much of his intellect but gaining terrible powers
of the body as a result. If he were one of the mercenaries, she could be in very deep
trouble. But that doesn’t make sense. Salamin is a slaver, his own master, and
makes fine money selling to the Bisclavret or foreigners. Why would he demote
himself to a simple guard? As for the other two, judging by the easy coordination
they displayed in running down their quarry, she guessed they were Bisclavret
mercenaries. Wolves, and probably pretty happy to be heading into Avoirdupois
lands rather than those of the Doloreaux. The Wolves and the Boars held nothing
in common save a shared border and mutual hatred.
As she watched, one of them sprung through the air, catching hold of the
desperate Fox with a hand and bringing him down. The huge figure arrived an
instant later, and slammed a foot down on the captive until the other two had him
under control. Danica turned her gaze towards the fire when it became apparent
the chasers had no intention of actually harming her prize. The figure standing by
the flames, heavily cloaked, merely observed as the mercenaries dragged the Fox
back to the camp. The Fire Wizard. The captive whipped his body about like a
Weasel, but try as he might could not escape the Tiger’s grasp. A sick feeling crept
over Danica as she watched him fighting to get free - his unceasing, tireless attempts
seemed almost preternatural in their tenacity. When the three white-shields
returned to the camp carrying the struggling fox, they clustered in a circle, no doubt
tying him with cord. The cloaked figure turned back to the small cooking fire and
began toying with the pot hanging over the coals.
Danica picked up a small pebble and threw it into Tucker’s bush. He started,
then rolled to look at her. A slow movement of her arm motioned him back, and
he slid over the ground like butter in a hot pan, without any of the noise. They
both tumbled back into the hollow, Tucker’s eyes again wide with excitement,
Danica’s narrow as she planned quickly and carefully. I have to get him out of
there. The disquiet at her core intensified as she considered the Grey Fox in the
hands of the Wizard. If he was who she suspected....
But how to free him? They could not just walk up and take him. Though the very
idea enjoyed a certain appeal, the bounty-hunter knew that bravado aside, her
chances against three sellswords and a Wizard were next to none if they saw her
coming. We need to get past them, lay an ambush. The question was how to do
that without taking too much time. Avoirdupois lands were close ahead, a half day’s
march at the most, and within the next hour, they would likely be encountering
Rinaldi border patrols. Out of the corner of her eye the hunter caught a glimpse of
Tucker opening his mouth, then closing it carefully. Apparently the Raccoon now
thought before speaking, a useful skill to master. Still, it might be wise to hear what
he had to say; there were no such things as poor ideas, just ideas that could not
possibly work given the particular circumstances....
Wait a minute. Tucker?
The plan exploded in her head full-born - audacious, wild, and requiring little
effort. Best of all, it was simple. Quickly Danica began to pack her armor; leather
with steel and bronze plates, it took much less time to stuff into a backpack than the
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heavier sort. Nimble feet were her main asset when trouble broke out and the
armor barely slowed her when she wore it. Now, however, it would serve her better
hidden, until they passed her quarry. “Tucker,” she hissed, “if you are coming, snag
that gear and wrap it in your blanket like a peasant pack.” A pause. “You do know
how to roll something up in a blanket to carry it, don’t you?”
“I’ll be coming with you.” His mouth was set, his eyes determined. As expected.
If anything, her little fumble last night seemed to have ignited the smoldering flame
of his wish to begin the adventurous and prosperous life of a bounty hunter. Then
the fire faded momentarily, and the Raccoon opened his mouth in a wide, happy
grin that stabbed her conscience deeply. “But you’re going to have to help me pack
this; I’ve never had to move anything around before, eh?”
He’s totally clueless, and here I am, dragging him into this... “You…,” words failed
her for an instant, and she lashed out, catching his coat. The Raccoon’s dark eyes
opened wide as she prepared to lace into him. “If you foul this up for me, if you
make a mistake here…” if you get killed “…I’m going to be very, very unhappy with
you,” Danica finished lamely, suddenly shaken by the realization of the danger
facing the young thief. Heloise, I can’t lose him! Tucker and Delaney, along with
Desmond and Porter, comprised her entire, terribly small circle of friends. For any
one of them to die, or disappear from her life, she realized, would be a terrible blow.
And here was Tuck, about to walk into a situation rife with lethal possibility, and he
was doing it for her.
He nodded somberly, perhaps finally grasping the seriousness of the matter.
“Looks to me like our friend the Fox isn’t exactly going to be helping them if
something goes awry.” She nodded tersely. Oddly enough, he didn’t appear
surprised, almost as though he expected it. “What’s the plan?” So earnest now.
And yet, there was a hint of that hilarity peeping out from behind the mask. Danica
suddenly realized he would never know just what the world was really like until it
reared up and savagely bit him. Such naivete, such idealism, was strange to find in a
burglar. It was quite a surprise for her to also discover she liked him far better as he
was. Better as he is now than as I am. Perhaps Tucker was a small lifeline to a
brighter outlook. She took a deep breath and let it out, trying to smile. For him,
for everything he did for her. A little smile... he deserves that much.
“Plan? We walk right by. Simple as that.”
* * *
On the surface it seemed a preposterous idea. Was there possibly a better way to
call attention to themselves? Tucker very briefly argued that point before she
explained her plan. There was no reason for the Wizard and her sellswords to
suspect any skullduggery; Tucker and Danica would be simply two more travelers on
the East Road. The group ahead already knew someone followed them on the road
and probably had a very good idea what they looked like based on the previous
night’s reconnaissance. Though it was possible the Wizard would be anticipating
pursuers, why these particular two travelers, making no attempt to conceal
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themselves? Anyone could be moving along the East Road; it was the main trade
route between Triskellion and the Avoirdupois. More likely the small group of
kidnappers was paying more careful attention to the surrounding countryside,
watching for ambushes, than examining every man, woman, and child on the route.
Unfortunately there remained a single, major complication with the plan: in
order to pass their quarry this early in the morning, Danica and Tucker would have
started out on their traveling very early. Far earlier, in fact, than normal for the
average traveler between towns. While not exactly waving banners and bugling, it
might attract unwanted suspicion.
With that in mind, Danica decided a bit of banner waving and bugling would be
perfect.
“…and furthermore, you’re a bloody fool if you think this life would suit you. It’s
hard work, you know; the sort of thing you aren’t used to. Living on the road…”
The revised plan called for the bounty hunter and burglar to argue as they
marched past the Wizard’s camp. With people on the road too far to be properly
heard by anything but a particularly long-eared bat, Danica and Tucker would
nevertheless present the image of a pair of quarreling travelers. It was an image she
fervently hoped would stick in the minds of the watchers, allowing them to pass
without suspicion. Far better to call attention to one detail than try to hide
everything and fail. As long as the pair avoided overacting, the Wizard and her
guards would be tricked into seeing a completely different image than the truth.
Unfortunately, though the argument started out as a bit of a joke, soon Danica
and Tucker found themselves at a loss for amusing subjects. After all, one could
only fight about Delaney’s odd personal habits for so long. Besides which, Tucker’s
depiction of the Innkeeper’s interesting knife-training sessions had the hunter
fighting to hold in peals of laughter. Searching for ideas, Danica decided it would
be a good time to force Tucker to listen to some hard truths about her profession.
He was, as it were, a captive audience.
It was possible she put forth her
arguments a trifle more harshly than necessary.
“…you weren’t so bloody boarheaded, you’d see that if I’m not a Prince of the
Auvoirdupois, I’m not a Phelan savage either. If spending a little time with me is a
chore, well…”
Tucker, for his part, obviously deemed it a fine occasion to bring his long
simmering attraction for her out into the open and promptly did so. In short order
it became obvious he’d held back a good bit of frustration when dealing with her
under normal circumstances. Catching the tone of real passion into his voice,
Danica began to suspect his feelings for her had progressed beyond a simple crush.
Abruptly she felt herself becoming snappish, wanting only for him to drop the
subject.
Since neither party agreed with any part of the other’s point, the ‘discussion’ went
rapidly downhill. Despite her anger, Danica suddenly became acutely aware that
their rising voices skirted dangerously close to the boundary of overdoing the act.
Ironic, to be truthful, for the argument had shifted from staged to real long before
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they’d drawn near the other group. Maybe they’ll think we’re a couple, traveling,
she thought despairingly, adjusting her pack, rather than a couple of travelers. A
quick glance at the camp as they passed told the story. The Wizard’s back was to the
road, the woman ignoring them, and while the mercenaries certainly showed
interest, paying them quite a bit of attention, it was not interest of a dangerous sort.
From the road she could see handshaking going on between the two wolves.
Wagering, no doubt, on the chances of the travelers’ argument leading to blows.
Definitely a Tiger, and not Salamin, she noted, in a corner of her mind, while trying
to cut in over Tucker’s rising voice. The huge whiteshield turned away from them,
evidently losing interest, and strode to a squirming bundle on the ground. For an
instant an icy chill ran through Danica, and she stumbled over a point designed to
reduce Tucker to a quivering, agreeable lump. The Fox. So very close, and so many
answers there, some of which she would probably be very happy never knowing.
Tucker’s voice brought her rudely back to the present.
“…not even listening to me, and that’s bloody typical too! I’m not a boy, you
know; I’ve been around for a while, and could probably teach you a few things about
life myself.”
Yes, how to live it wearing blinders, how to see only the good, how to stumble
through it through sheer luck. It was truly a shame she considered sadly, while
firing a blistering salvo of oaths in the burglar’s face, that she was not the slightest
bit interested in the young Raccoon the way he wished. Everything he was saying
was absolutely correct. She could do much worse in a man than Tucker. But he was
an annoying younger brother to her and could, quite honestly, do much better in a
woman. Danica was definitely not interested, for his own good as well as her own.
Was she saddened a bit by the thought? Perhaps. But only a bit.
They came to a small dip in the road, enough to be shielded them from any prying
eyes behind them. From this point, the East Road sloped gently downhill straight
into Horselands. Danica looked ahead, scanning the horizon for Rinaldi outrider
patrols; they would be mounted, most likely, and easy to see with the sun behind
her. “Enough, Tuck. We’re far enough away that they can’t hear us any more.”
“…an insult, did you know? A bloody insult that you keep…””Tuck!”
There was a pause in his diatribe, and Tucker blinked owlishly. “Ah, yes. Sorry.”
Abruptly every word he spat out during their little tiff seemed to come crashing
down on him, and his scent rapidly shifted from anger to embarrassment. The
young burglar began laughing, slightly hysterically, and scratching frantically at the
back of his neck. “Dani, I, that is...”
“Save it. We haven’t much time.” Danica expected him to be hurt; instead he
looked relieved. I’ll never understand men. Never. “There isn’t much distance left
to Avoirdupois lands; we’ll be hitting Rinaldi outrider patrols soon enough. So
we’ll take them here.” With a flick of her wrist she indicated the countryside,
notably devoid of convenient cover. “Catching them off guard is absolutely crucial.
The two of us can’t handle a Wizard and three of her men when they’re wary.” The
hunter paused, squinting up at him appraisingly as she unwrapped her sword from
the side of her pack. “How good are you at looking worried?”
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“In the face of imminent death, I’m a bloody thespian,” he joked.
“Good. Because that’s precisely what you’ll be up against if you aren’t
convincing.” Standing up, Danica pointed the sheathed blade at his chest.
“Tuck,one more thing. This is your last chance to get out.” He cocked a skeptical
eyebrow, and she promptly poked him in the breastbone. “Seriously, Tuck. If you
stick around to help me here, you’re certainly going to have to fight. You might
even have to kill someone.” Muscles in her jaw clenched. “You might get hurt,
yourself.”
There was that smile again, oh so confident and so completely ignorant of reality.
“You think I’ll walk now? No fear there.” The Raccoon made a quick show of
checking two of his knives. Forcing her fists to unclench, Danica lowered the sword
and returned to her pack. She’d done her best. It was his choice now.
So why did she still feel responsible?
Another thought, spurred by his earlier words, jumped into her head and the
bountyhunter looked back over her shoulder. “Oh, and Tuck?” The Raccoon
looked up again, eyes narrowing and lips tightening. She smiled, baring all of her
teeth. “Don’t call me Dani.”
* * *
Tucker squeezed her arm, the signal that their targets were within sight. Some of
the water he was pouring into her mouth ran down her neck and into her fur as his
attention lapsed. The Fox bit back a growl, changing it into a cough. At this
distance, a sharp-eared Wolf might be able to make out whispers, not the full
content, but enough to put him on his guard. The picture they wished to present
was hardly one of two people having a quiet conversation. Hence the groaning, and
Tucker’s muttered expletives as he examined her leg. Danica felt she should
definitely have words with him when this was over; though not quite too familiar,
he still carried the examination a trifle beyond what was required for the deception.
If I can still speak when this is over.
“Sirs! Sirs!” Tucker leapt from his crouch and began waving enthusiastically at
the travelers. They were watching, Danica noted. Studying the group through
slitted eyes, she was careful to use only her peripheral vision to observe. People, she
discovered in the past, could often sense direct observation; it was something that
created considerable difficulty when stalking a target. The Wizard motioned to the
two Wolves; they split up, moving away from their employer, the Tiger hefting the
captive Fox effortlessly over his shoulder. Make or break here, Danica thought,
watching them carefully. One of the lupine sellswords moved closer, while the other
took up a flanking position, studying the terrain for possible ambushes and
hopefully realizing not even a Stoat would be able to creep within a stone’s throw
without being seen. Neither of them readied bows or crossbows nor appeared even
to carry them; a sudden, incongruous pang of relief struck the bounty hunter.
Despite the fact this little drama was only beginning, she felt a surge of confidence
run through her veins.
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“Speak, ‘coon!” The Wolf’s sword remained in its scabbard, but his hand rested
on the hilt and he shifted a shield to arm. Danica noted the chain armor; though
not the most expensive of protection, it was in very good repair and while in the
style of Great House Bisclavret’s soldiers, it lacked the family markings.
Mercenaries, possibly down on their luck, but meticulous in the maintenance of
their hauberks which were finely polished and oiled. Too many soldiers let their
discipline go lax after mustering out, to their painful dismay the first time poorly
cared for arms or armor failed them in desperate circumstances.
“My wife...she’s been struck by a red-bander! We just stopped for a quick meal,
and the snake came out and bit her on the ankle....”
Danica could imagine what they were thinking as Tuck continued to ramble
hysterically. The two travelers from the camp behind them getting a very early start,
hoping to put in a good few miles before breakfast. An argument, and the decision
to stop for a bit of food to cool down, talk out their differences. And now they sat
in the midst of a scattering of food and packs, one frantic, the other lying still,
wrapped up in a cloak against the cool morning air. The Bisclavret mercenary
nodded and sprinted back to the Wizard and her hulking bodyguard, his
explanation accompanied by wide sweeps of arms. The other Wolf remained
watching; Danica observed his nose working frantically as he tried to make sense of
the situation, searching for any hint of duplicity. We’re not downwind, so it won’t
be easy for him to make anything out, and the spiced meat all over the place should
mess up his nose a little. Enough, hopefully, for him to miss the sharp tang of metal
in the air. She saw the Weasel shake her head in negation under the hood of the
cloak, the Tiger turning away to stare down the road. The whiteshield nodded
slowly, face grim, and turned back.
“We can pay!” Tucker held out his purse, opening it up and taking out a handful
of denarii, amongst which glittered a scattering of gold. Danica blessed the young
burglar’s timing. The nearer Wolf sucked in his breath at the sight. When I count
that, there better be four aureals or Tuck’s going to have some explaining to do.
Many people never laid eyes on gold, and mercenaries were no exception, save when
very lucky during looting. It often proved to be an irresistible lure, undermining
common sense and natural caution.
And morals, a little voice inside noted. How much of the Otter’s words do you
really believe, Danica?
“They’ve a fair bit o’money, even some gold,” the mercenary called back to his
associates, his speech marked by the heavy Bisclavret accent so similar to Delany’s.
“Where’d ye get it from?” he inquired, turning back and shouting across the
distance.
“We’re moving to Saudre,” yelled Tucker, almost hopping now. “Got a good price
for the house. I’m not looking for someone to take her there, man! Just to the
nearest town where we might find a healer. I don’t want to wait for a patrol; she
might die by then! Truth and Beauty, she’s dying now, dammit!”
The Weasel tugged at the first Wolf’s arm, whispering something. He nodded and
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grinned, obviously relieved, and perhaps for more than the money. Then the entire
group, including the Tiger carrying the helpless captive, began to move closer.
“Why don’t we just have some fun?” she heard the big cat rumble, heedless of the
volume of his voice. “There’s a woman and gold; we could take both from this little
ratspit. Who cares if she’s dying?” Danica wrinkled her lip in disgust and felt
Tucker tense beside her. Definitely can’t lose this little tussle.
The Wizard shot a venomous glace at him from under her heavy leather hood;
somehow the mercenary missed it. The first Wolf was not so circumspect and
rounded on the massive warrior, fur bristling and hand on the hilt of his sword. “I
do what I’m paid to do, and there’s a limit fer that too. If ye be wanting to rob and
terrorize, take yerself elsewhere.” The Tiger spat angrily, but the Wolf was not
impressed. He leaned in closer, nearly muzzle to muzzle with the huge feline,
completely unafraid. “Or me brother and I might be willing to pin ye to a tree and
show ye how we deal with yer like up North, stripey. D’ye ken what a blood eagle
is?”
The growl started low, a deep rumble in the Tiger’s chest that Danica imagined
she could feel in hers, but the Wizard pushed between the two before it rose to its
peak, a savage attack cough. The whip-thin, hooded figure faced the huge, armored
behemoth, whispering angrily. Even with her sharp Fox’s hearing Danica only made
out a few words. Something to do with everburning flame? And his liver? It was
enough; the Tiger’s ears fell back, and on the wind Danica caught a sudden whiff of
his fear. He nodded, angrily striking the Fox when the Wizard turned away.
Another one I owe you, Danica noted angrily. His burden kicked out once in
protest then wisely lay still.
The Weasel moved closer, perfunctorily motioning Tucker away. He stepped back
a few paces, bowing hastily and clumsily; the silent Wolf came to stand beside him,
still sniffing cautiously. Danica groaned; she hoped it sounded more real to them
than it did to her. Certainly some of it was unfeigned, with her sword beneath her,
hilt digging painfully into her back. “Let me see that leg,” whispered the Wizard,
reaching out with thin, fine-boned hands. When her fingers touched the cloak, the
Weasel gasped, no doubt feeling hardened leather and greaves of metal beneath the
swaddling.
Danica lashed out, one hand gripping the Wizard by her formidably thick cloak,
the other hammering a fist-sized stone between her eyes. The woman staggered,
somehow keeping her feet, dragging the bounty hunter over. A ragged burst of an
ancient language brought flickers of bright crimson flame to gather instantly about
one hand, while she foolishly fumbled with a heavy mace at her belt. Danica struck
again, the blow solid under the Weasel’s jaw, felling her, leaving a thin trail of
crimson whipping through the air behind the falling body. One! Shouts exploded
as the bounty hunter spiraled to her feet, snatching her sword on the way up and
discarding the scabbard. In an instant she knew the plan had changed for the
worse.
Originally they hoped to take the Wizard hostage, should she be the first to
examine Danica. If not, and the Weasel not in easy reach, it would have been a
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good time to flee and try something else later. With the mercenaries lacking any
ranged weapons, and the Wizard likely not wanting to expend her magic against
already fleeing ‘bandits’, Danica felt the plan was without much risk.
Up until this point, everything could not have proceeded better, but the now
supine Wizard had failed to fall on the first blow and the Wolves reacted much
more quickly than expected. One was pulling steel and closing far too swiftly to
think about holding a blade to the Weasel’s throat. The other grappled with Tucker
on the ground nearby. Either the boy had leapt on him the moment Danica struck
the Weasel, or the Wolf had disdained drawing his sword; whatever the reason, the
two were locked in a vicious struggle, teeth and claws flashing as they sought a hold.
It seemed a close match, the mercenary’s chain armor advantage countered by the
shield weighing down his left arm. With Delaney as a teacher, Tucker ought to
know what he’s doing infighting. He’d better not hesitate going for the throat. It
was the only thought she had time for before the second Wolf was on her.
Danica avoided a blow from his sword with a quick skip to the side, disdaining
contact. The mercenary recovered and stabbed out, shield covering his left, staying
cautious. Sliding off line, Danica cut his sword hand and sawed down his wrist to
thrust deeply into his right shoulder, chain mail links parting under her weight
behind the thin, razor sharp blade. Her victim let out a shrill cry, dropping his
weapon and falling back, trying to shake loose the shield from his other arm as
blood pumped from the deep wound. Two! She let him go, spinning to face the
Tiger, continuing the spin to avoid his massive axe. The double-bladed weapon
sliced the air where she had stood a mere heartbeat before, and Danica faced him
with barely two paces separating them.
The big mercenary grinned lazily. She recognized the look in his golden eyes;
having decided its prey was weak, a cat was in the mood to play. He may be right; a
lot more speed there than he has any right to, and I can’t block that kind of power.
Thank Heloise I took care of the other one so quickly. Just like Mo-gei always
said...put them down fast; one at a time is much better than two at once. Danica
spared a glance for Tucker. He was on top of the Wolf, and was pressing his weight
down on the dagger between them; she could see it was one of his own. A faint
sound warned her; even the brief distraction was nearly too much, and once again
her only saving grace were nimble feet. This time the moon-shaped blade came so
close it nearly shaved off one of her ears. The Tiger laughed, a long, roaring bellow,
and the Fox took the opportunity to flick the tip of her blade at his eyes. With a
sharp snarl he swung his axe against her sword, leaping back with tail lashing. “I was
going to have a bit of fun with you,” he rumbled, “but now I think I’ll just hack you
in two.”
Danica said nothing, balanced evenly on the soles of her feet. The striped
monster leaped forward, axe blurring through an X before him. Danica gave
ground, then sideslipped; he could charge much swifter than she could backpedal.
To continue to retreat was suicide. Again her blade licked out; this time the hunter
aimed lower, and the razor tip of the sword cut through a boot, gashing his calf. His
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grunt of effort turned into a yelp of pain and the axe came around one handed in a
powerful, looping backhand. She dropped straight down to avoid it, rolling away
quickly to regain good footing as the double-blade hissed by above, left hand
twitching the fold of her cloak around her. Limping, but not seriously impaired, the
Tiger closed relentlessly. “Your cloak is a poor shield, little girl, no matter what
you’ve been taught. Let me...demonstrate.” This time he came in more carefully,
his patterns tighter. The heavy axe swept out, back, and up in short, powerful arcs,
any of which could easily cut through her leather and metal armor. The Tiger’s
chain shirt, reaching down to the lower belly and covering his upper arms, was
adequate protection against Danica’s blade. But his movements left openings; she
cut his left wrist, and struck from there at his face. A fraction too slowly; he rolled
his neck, and her sword sliced along a cheek. Damn! Too close for bladework, the
Tiger drove the butt of the axe down onto her collarbone with crushing force. The
armor plate saved her shoulder, but shock and pain drove Danica to her knees, her
numb hand opening to drop the sword.
“Die,” the Tiger hissed, raising the axe high above his head for the final blow.
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Chapter Six
Part of Danica’s mind, astounded by the opening presented, considered what Mo-
gei would say about such an attack: grave-bait, she could hear the Leopard mutter in
disgust. If not for that single, brutal blow to her shoulder, the bounty hunter could
have written her name in the Tiger’s stomach with the tip of her sword.
The rest of her thoughts were focused on the pain, fighting to move through and
past it. With an effort of will she overcame the paralysis of the impact and shooting
agony. She released the edge of her cloak, shifting to a fighting grip on the foot-long
Chevernaise war knife held in the same hand, concealed until now by the leather.
Mail shirt riding up with his raised arms, the mercenary’s soft-furred belly was
exposed; Danica lunged, driving the heavy blade deep. A burgeoning roar of
triumph soared upward into a scream of shock and agony as the axe fell heedlessly
from the whiteshield’s fingers to the grass beside them. The Tiger’s twisted face
bent towards her, jaw gaping , finger length canines bared in a last attempt to shred
away her life. She cratered him then, twisting the long knife in his wound, not up
towards the heart where it would hold him on his feet for that crucial instant, but
down with force, driving the point of the blade into the bones in his hips. Falling
away off the edged steel onto his backside, mouth open in a keening howl, the Tiger
reached for her with hooked claws. Too late. She stepped back and watched as,
helpless and harmless, the sellsword sank back, legs splayed out, before rolling over,
clutching his abdomen.
Three!
Danica swung around to locate Tucker, hoping to see him standing over the dead
body of another mercenary. To her horror, he was leaping away from a sword
stroke, desperately dodging and unable to counter with his much shorter weapon.
What in blazes? I thought he had the Wolf! She had time for one step in his
direction before something, a scent, a whisper of noise, a feeling, ran a cold finger
up her spine. For an instant the Fox hesitated, then she knew, and that knowledge
sent a silent scream of raw panic tearing through her mind. With a horrified
realization of what was surely already shrieking towards her, the bounty hunter
threw herself in a spine twisting roll to one side.
It saved her life.
The coruscating sphere of arcane energies whipped past her and bloomed, a
deadly flower of searing heat. Fur withering on her legs, Danica felt the skin stretch
tautly on one calf. Close to a dozen paces away stood the Wizard, shakily getting to
her feet, hand still outstretched after throwing the killing spell. Her hood had fallen
back and now her thin, pretty face, fur thickly matted with blood, stared wildly at
the Red Fox. Head wound, came the errant thought in Danica’s mind as she
crouched on the blood-slick grass. Despite the terrific blows she had received, the
Weasel remained conscious, regained her footing, and now stared coldly across the
space between them. For a heartbeat they stood thus, the bounty hunter poised on
her toes, heavy knife held loosely in her left gloved hand and three fingers of her
right touching the grass, the Wizard standing thin and straight, short-hafted mace
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gripped solidly, one eye swollen shut but the other burning with an inner fire.
Another beat of the heart, and both women exploded into motion.
Speed, speed, and more speed; Danica pushed herself to the limit, desperately
flinging herself across the space at the Wizard to close before the next spell struck
home. The wounded Weasel’s free hand wove a blurred pattern in the air before
her, and a tiny ball of sun-bright flame materialized therein; Danica realized almost
too late she could never reach the woman in time. Flexing burned muscle proved
painful, but the Fox leapt high, trusting a combat trained spellthrower to aim for the
lower body. The point of light hurtled toward her, slicing the air as it warped from
a small globe into a thin spike of pure flame. Heat ignited the damp grass below the
lance of scintillating fire, forming a doubled blazing thread stretching out from the
mage. Danica had no time to appreciate the spell; she was over it and slamming
into the Weasel, driving them both to the ground in a tangle of limbs. The bounty
hunter worked her blade quickly against the Wizard’s body, cutting savagely and
looking for an opportunity to drive home a thrust as they struggled, snapping and
snarling. The Chevernaise weapon struck light armor and more, repelled from the
leather with sparks and a bright chiming. The Weasel kicked Danica off and rolled
over, mace fisted and swinging in a high arc, then down again. The bounty hunter
pushed off with one hand, sliding out from under the weapon; it struck earth with a
flare of light and a blast of heat that singed her whiskers. Well, that tears it. She’s
no apprentice, and that ‘enhancement’ to her armor tells me she knows more than
fire magic. The hunter whirled to her feet, coming about to face her opponent.
Blood dripping from the gashes on her face, the Weasel was up on her knees,
already preparing another spell. The triumphant glitter in her eyes told Danica the
Wizard was nearly finished.It was the same spell as before, and the sphere of light
had just appeared. Thin lips peeled back from the Weasel’s needle-sharp teeth, the
killing fire lanced out high this time; if the Fox jumped it would all be over. If she
went to ground, no doubt the flaming mace would hammer down an instant later.
Danica twisted at the last instant, presenting her left side to the mage and leaning
far back on her left foot. At the same time, her left hand snapped up to point at the
Weasel’s leg. The heavy knife, blade shimmering with reflected light from the spell,
flew forward from the underhand throw like a spear. A raging finger of light shot by
Danica’s chest, just under her throat and above her breasts, the heat flash-igniting
her leather armor for an instant, sending brief, searing pain through her body. The
Chevernaise war-knife struck the Wizard’s thigh point first, driving through the
magic protection with the sound of a distant bell and sinking into the woman’s
unprotected leg. She screamed and staggered, slapping the weapon from her thigh.
Her spell, though not fully blocking the knife, prevented a deep wound. Then
Danica’s gloved hand dug into her collar and dragged her forward. One, two, three
elbow smashes into the fineboned features, and the Wizard finally crumpled,
deadweight in the bounty-hunter’s grip. Danica held her for an instant more,
considering, then let her drop as fingers lost their strength. I should kill her. I
really should.
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Spotting her knife, Danica gathered it up and turned away from the fallen
woman. Panting heavily now, pain rippling through her body, she hoped Tucker
had managed to get his opponent under control; cuts and wounds were things with
which she was woefully familiar and could ignore. Burns were something altogether
different.
Her eyes she found the Raccoon, fresh blood streaming from his chest, now
frantically rolling away from the hacking sword of the second wolf. Forcing her
exhausted body into a sprint, Danica reached the place where she had fought the
Tiger. Ignoring his moans she glanced about and found her sword, nearly falling to
her knees to grab the hilt. “Hey!” The mercenary, shield forgotten on the ground,
spun on her, blade coming to bear. One last cast of the dice, then. Somehow,
somewhere, Danica found the strength within to throw off the sodden cloak of
exhaustion and pain that had settled over her. Heavy knife in one hand, she began
drawing lazy circles in the air with the tip of the light sword in her other.
“Ye bloody reiver! I’ll be…” the Wolf began, advancing on her with a wild light in
his eyes. Surprisingly, a shout from his brother interrupted him.
“Lad!” the downed Wolf cried, holding a pad of cloth against his shoulder.
Bandage from his kit, thought Danica, faintly approving. He must carry it at his
belt. “Forget it! Put down yer blasted sword!”
“I canna let her live for what she’s done, Camden! Ambushing us, cutting ye
down, killing Shaaban!” The boy, for she realized he was definitely the younger of
the two, frothed at the mouth, crazed and stinking of rage. For an instant Danica
feared he was a barasark, then dismissed the idea. Northerners were renowned for
such people, wildmen who set aside self-preservation and rational thought to allow
themselves access to the terrible strengths of instinct and rage. Had he been such,
he would hardly be carrying a blade and wearing chainmail; more likely he would be
sporting a loin cloth or going about naked.
The bounty hunter kept silent; adding her own tongue to the mix would only
serve to infuriate the youngster further. If I can finish this without any more blood
spilled, that would be good.
Frantic now, the wounded Wolf pounded his injured fist on the ground,
spattering blood in wide arcs from the wrist. “She’ll gut ye like a trout, Keith! Look
around!” Keith stared about wildly, his eyes touching on the battered and
unconscious mage and the struggling, moaning Tiger then flicking back to her.
Danica shrugged, unconcerned; it cost her a sharp stab of pain and made spots
dance before her eyes, but she was sure her weakness did not show.
“Your brother’s going to bleed to death without someone to help him.” Watching
his eyes, she saw him flinch, saw the quick shift from hysterical rage to fear.
“She’s going to KILL you, boy! Put up yer cursed sword!” Camden screamed
hoarsely, and it finally penetrated. Hand shaking, Keith dropped the blade, and
backed away to sink down on the ground beside his brother. Camden began to
weep with relief and shock, gripping him tightly. “I thought I’d be taking yer body
back to our mother and father, lad,” the older Wolf cried. Still trembling with
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battle rage, Keith angrily thrust his arm away and unbuckled a pouch, glaring at
Danica. Ignoring the Wolf, she carefully picked up her sheath and walked over to
Tucker on shaky knees. I can’t believe this worked. Heloise, let Tucker still live.
The thief forced a grin as she knelt beside him. “Just a scratch is all,” he grunted.
But when she pulled his hand away, the blood ran fresh and dark. Damn. It was a
deep puncture into the muscle of his chest, but thankfully did not seem to have hit
the lung. Despite that little bit of luck, a thrust was certainly not a wound to
disregard. Without proper care, it would quickly become septic, and Tucker could
very well die. Danica needed to get him back to Triskellion as quickly as possible.
Additionally, the wound would certainly need immediate cleaning and some sort of
stitching; without Desmond handy, she would have to do the job herself.
“What happened? You had him,” she said, pulling linen from her own field kit
with shaky hands. This isn’t going to be easy, Danica. Tucker hissed and chittered
as she wiped the wound. Wish I had a razor. The fur should be cleared.
“I don’t know. I couldn’t stick him. It just…” His explanation cut off abruptly as
his features twisted into a pained snarl, but there really was no more needing to be
said. The shame and self-loathing in the young Raccoon’s eyes told the story quite
well.
Never killed a man before and he froze. It was no surprise when sudden relief
swept through her; that, at least, was one bridge she would not have to push him
across. “It’s not easy, putting steel into a body.”
He stared past her. “You seemed to handle that pretty well.” Danica followed his
gaze to the Tiger, Shaaban, coughing blood and shivering, in shock and dying. Faint
horror darkened Tucker’s eyes behind his mask. “That’s…” Unable to complete the
thought, he looked away from the gruesome sight.
“Sit up.” She finished wrapping his chest and pushed him back down. “Now
don’t move, and the bleeding may stop sooner rather than later.” Keep him
positive, Danica. “I have to check the Fox.”
The captive had writhed a good ten paces away from where Shaaban had dropped
him, displaying a desperate endurance and tenacity Danica found almost admirable.
She skirted the Tiger carefully, making sure not to come within reach and keeping
her sword in hand. Pausing, the bounty hunter reconsidered her direction. The
Fox is going nowhere. But there’s something I have to make sure of NOW.
Returning to her pack, she snagged a length of leather cord and marched quickly
to the Wizard. The two Wolves stiffened, then relaxed when she turned the Weasel
over and searched for a heartbeat. It was there and strong, despite the blood
soaking her leg. Danica sighed with relief. Nothing personal here; no reason for
either of us to die. Though if things came to that, it would be the other woman, to
be sure.
The only real wounds were the slice in the Weasel’s leg and her battered head.
The bounty hunter carefully rolled her back and began to bind her hands. Good
mercenaries, she pondered, studying the wary Wolves. Smart enough to surrender,
loyal enough to consider getting up and having at me again if I was going to murder
their employer. How’d they get mixed up with that bleeding filth? “Your friend’s
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going to die soon,” she called to them, “but if you want to try to patch him up, be
my guest. Or her, if you don’t try anything foolish.”
The younger Wolf looked to his brother for guidance. Camden spat once, a
disgusted grimace wrinkling his snout. “That bastard? He’s been nothin’ but
trouble since the day the Wizard hired him. Vicious, sick monster. If he were afire,
I’d not cross the street to empty my bladder on him.” Keith looked shocked, but
offered no argument. “But ye have our word we’ll nae do aught t’ the Lady but stop
up her wounds.” Danica considered this, then shrugged. Unless one of the them
was an adept of Theurgy, and that seemed highly unlikely, the woman would not be
stirring for some time.
“Go ahead.”
While the young Wolf tended to his employer, Danica hunted through the grass,
looking for the purse Tucker had dropped. The stink of leather and metal gave it
away. Snatching it up, she pulled out a handful of coin, several denarii and four
aureals. She considered the gold thoughtfully. There’s a fair reward waiting for me
back at Triskellion. With a flick of the wrist she sent two of the aureals spinning
through the air to the older Wolf as he tried to make himself comfortable. “Blood
debt,” the Fox called as Camden picked one up and stared at her suspiciously. “I
want nothing between us. Take the coin, find a Church, and offer it to the Light of
Truth and Beauty for a healing. But let this end here.”
For a moment Danica thought he would pitch it back, but his shoulders relaxed
and he tossed them in turn to the watching Keith. “Nothing between us.” The
sellsword gave a harsh bark of laughter. “Truth be told, I weren’t planning on
hunting ye down, but this erases much o’ the bad feeling. Aeiich…I wish ye’d been
nae so hard with the tying of that, lad,” he cursed, pressing on the linen wrapping
his shoulder.
Keith snorted in disgust as he bent over the Weasel. “Aye, and next time I’ll let ye
do it alone, then. And ye can tell our mother why ye have only one arm, too.” The
Wolf walked back to his brother, and Danica replaced him by the Wizard. His
bandaging was clean and neat, she noted. I should have had him do Tucker.
Checking the woman’s bound wrists and gag, she nodded in satisfaction. Tied and
injured as the Wizard was, she could do nothing until released.
“Your word on it - you will not follow until at least one day has passed. Even if
she awakens.”
“Our word.” Camden nodded firmly. “I’m in no shape besides, and yon
Wizard’ll likely have a head like an angry badger come the morrow.”
Assuming she doesn’t die from bleeding in the skull. Danica put the thought out
of her head. Remember the reward. A large sum, to be sure. It’s all business.
Stilling her doubts, she finally returned to the bound captive, again ignoring
Shaaban and his piteous moans for aid. Hopefully it would all be over for him soon
anyways, sparing her the effort of giving the Tiger the only help she could.
The Grey Fox had managed another few paces, still hopelessly trying to escape.
What on earth? Surely he can’t think he’s going to get anywhere. And he must
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know things have changed, that something serious is going on. With her toe, she
flipped him over. Tall, lean, dressed in rags of silk and linen; Danica supposed he
would be handsome, were it not for the gag filling his mouth, the rolling eyes, and
the stink of terror wafting from him in waves. “Calm down. I’m not here to hurt
you.” At her voice the Grey Fox started and began to writhe violently. Pinning him
with a knee, she tugged at the ties of the gag with her gloved hands. It came free
and he spat the crumpled cloth onto the grass. “Are you injured? Is there pain?”
Worry spiked her voice. It wouldn’t do, she rationalized, to have him die before she
collected the reward. That’s what it’s about, Danica. The reward, nothing else.
The Grey Fox stared into the sky with glazed eyes, drew in a deep breath, and
began to scream as though the cries were torn from him by iron hooks.
Danica jerked back in surprise, nearly falling as the bound man began to twist and
turn again. The howls did not diminish one whit, if anything growing louder. They
chilled her blood; screams of agony she could have weathered and had done so
before, but these shrieks of pure, raw terror stunned her to the core. The bounty
hunter pulled away in horror, stepping back as the bound Fox tore divots in the
ground with his claws, sobbing and choking.
Her composure failed utterly and Danica spun on the Wolves, taking in their
carefully blank expressions. “What did you bastards do to him?” she screamed,
suddenly filled with a mindless fury. They flinched , evidently realizing she teetered
on the edge of a killing rage.
“It’s nae what ye think!” cried Camden as the
bounty hunter stalke towards them pulling steel, leaving the Fox to howl at the sky
behind her. “Stop a moment and listen!”
“You’d better talk fast,” Danica hissed through gritted teeth, both hands fisted
down at her waist, sword tip jutting out at their eye level dancing hypnotically as her
hands shook with fury.
“He’s been like that since I first laid eyes on him! We bought him from th’slaver,
and his mind was fair cheese when Recondrite paid the gold!” The words tumbled
out of Keith’s mouth as he gestured frantically at the unconscious Wizard. “We’ve
had a cursed difficult time keepin’ him along with us; he tries t’run if ye turn yer
back on him for a heartbeat!”
“Truth and Beauty, m’lady!” Camden nodded frantically, hands carefully
anywhere but near his sword hilt. “He’s a bloody lunatic, that one! Screams if ye
pin him down, chews through gags all the time, doesn’t seem t’ken how to talk - I’m
thinkin’ I’ll be thankin’ ye for taking him off our hands!”
The fear on their faces was genuine, equally so the urgency. Danica wished she’d
spent more time observing liars; by the time she began a hunt, her quarry’s guilt had
usually been considered and validated by a court, be it low or high. Truth be told,
though, very little of her time went to searching for High Court criminals; few
nobles wished to set the precedent of commoners pursuing those of better blood.
Wouldn’t they be surprised at the truth. Having had little experience dealing with
con-artists and the like, Danica could not say for sure that the Wolves were telling
the truth, but with what she had observed there was a tiny voice inside counseling
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her as to their veracity. After another long, searching look that had them both
panting nervously, she nodded once, curtly. The long, agonized wailing continued
behind her, unabated.
“All right. Say I believe you. What did she, the Wizard, have to say about this?”
“Lady Recondrite?” Camden screwed up his face, evidently trying to remember.
The slowly swaying point of her blade jogged his memory quickly. “Well, from what
she said, and she did cast some kind o’spell on the Fox t’check it; the poor man’s got
some kind o’magic on him.” His voice dropped and he glanced about nervously.
“She seemed t’ think it might be something of a curse.”
A curse? Black magic was rare indeed in this time, though if you hearkened to the
Church of S’allumer, all too prevalent in the wicked past. While magic in general
was far from common, Necromancy remained a shadow spoken of in hushed
whispers or fool’s tales. Perilous to the souls of both the adept and his enemies, and
outlawed by Church and High Court, Black magic was punishable by death and
worse. One could travel an entire life without seeing evidence of its existence
outside of stories and mothers’ threats to their children. And now, in one single
job, Danica had held steel against one Wizard at the bequest of another; she was
gaining a tiny glimpse of some of the darkest of forces one could manipulate.
Unfortunately it had the bounty hunter barely restraining a few choice curses of
her own, of the mundane sort naturally. She wanted to speak to the Grey Fox, not
care for a blithering idiot! Another thought struck her, and Danica turned back to
the wary Wolves. “Did the Lady say if it could jump to someone else?” Both of
them shook their heads. “Did the Lady say it couldn’t be?” she clarified, gritting her
teeth.
“She didn’t know,” returned Keith helpfully. His hopeful smile faded at the look
in her eyes.
“All right,” Danica muttered, walking back to the captive. Quickly tying a rope
around his bound wrists for a leash, she leaned close to his head. “Listen to me!”
His cries threatened to drown out her voice. She grabbed his face by the sides and
turned it to look at her. “Listen!” The Grey Fox paused at the sight, mid-howl, and
trailed off into a confused whimper. Probably just surprised at the new face, Danica
thought. “I am here to rescue you,” she continued, more quietly with less heat. He
stared at her, tears welling over and pouring into his already damp fur. “Please, be
quiet. We want to help you.” It was difficult, speaking to him like this. Danica had
made a habit of being sharp and cold when dealing with her quarry to keep them
fearful of her; never had she needed to handle one softly. No doubt I’m not nearly
as good at it as I was back in childhood. Perhaps nothing she said was sinking into
the Grey Fox; he still wept silently in seeming incomprehension. Slowly she moved
down and slid the knife from its sheath. He watched, shuddering, as she carefully
sliced the cords from his legs. Heloise, please don’t let him struggle now. One of
the Wolves shouted a warning; something about the Fox bolting, but she paid it no
heed. The Fox stared down at his ankles as she slowly replaced the blade.
Struggling suddenly, he made it to his feet. Danica surreptitiously put a knee on the
dangling end of the cord binding his wrists, but the filthy man made no attempt at
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escape, merely continuing to breathe heavily and stare around through eyes larger
than Tucker’s. The Wolves’ shouts died away to mutterings. “Good,” the bounty
hunter breathed. “Now, come on. We have to help our friend.” She slowly rose to
her feet. The Grey skittered away from her to the end of his makeshift leash but did
not try to pull away. With a gentle tug he consented to follow her, pulling back only
once, when she reached Tucker.
“Tuck, can you walk?”
“If I couldn’t, what could we do?” The smile was strained now, but game. “I’m
thinking I don’t have much choice, Danica. Of course, the hole’s in my arm, not
my leg, and that makes it a wee bit easier.” He extended the other hand, and she
took it, letting him pull himself to his feet. The young thief groaned once as
wounded muscles shifted, but he managed well enough. Swaying alarmingly for a
moment, he caught himself before Danica reached out to help him.
The Grey Fox whined and tried to back away. “Stop that,” barked Danica, shortly
but not unkindly. “We have to move, now. If a patrol comes by there’s nothing to
stop them from checking our friends here out, and if they tell the story, we’re in big
trouble. You can’t just go about attacking people on the highway - it’s called
banditry, no matter what your reason.”
“But what if…” Tucker began to counter, staring at the Fox, then fell abruptly
silent.
“But what if what?” Becoming tense with worry, Danica felt her temper fraying.
“No, later, it’ll keep,” he returned, checking around the ground. Kneeling
carefully he picked up a thin dagger, and flipped it once, nearly impaling his own
palm. Frowning, Tucker carefully slid it into his belt. “Definitely not top shelf,” he
muttered, the crimson stain across his bandage noticeably larger than before.
“We’ll see what we can do about that after we get out of here.” Danica took one
last look, then stopped. Oh yes. Him. “Stay here. Watch the Wolves.”
“Why?” Tucker sounded mildly aggrieved. If this is what the Raccoon became
every time he took a blade, she would definitely take better care of him in the
future.
“Just do it, Tuck!” Not bothering to wait and see if he listened, she strode swiftly
across the damp grass to the bloodstained patch where Shaaban lay. His great body,
once so powerful, was now terribly weak and helpless. The massive skull rolled over
and his shock-glazed eyes turned to her.
“Help?” he whimpered.
“There’s no helping you now,” Danica muttered, feeling both disgust and pity. A
vicious bastard, but no one deserved to choke out a life like this. Behind her leg,
out of his sight, she readied her sword. “Close your eyes.”
A tear seeped out as his lids shut.
* * *
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Chapter Seven
The travois strapped to her shoulders and a wild lunatic with wrists and throat
tied to her belt made travel difficult, to be sure. Despite the vicious fight and the
accompanying letdown, a few hours of this and the bounty-hunter was ready to kill
again. Having no one Danica actively wanted dead within easy reach simply threw
another frustration on the growing pile.
Glancing back along the East Road she still saw nothing, for which Heloise earned
another brief prayer of thanks. Thus far it was a full day’s walk traveled, with several
stops to slow them down. One was made to avoid a Rinaldi patrol, two more to
avoid the curious eyes of other travelers, and a fourth to eat. After the meal, she
had cut up several saplings to make the frame of the travois, which she lashed
together with leather thongs. Over Tucker’s strenuous objection and protestation
that he ‘only needed to sit down a bit longer’ Danica laid him on the wooden
structure, carefully tying him on with more thongs, and began to drag him. The
endless jouncing over the cobblestones must have been a nightmare for the thief
and he passed out in short order. At least with Tuck unconscious, the bounty-
hunter was not subjected to his endless commentary about how he felt well enough
to walk. All things considered, it was not a good day for traveling.
She might be halfway to Triskellion, and night was falling.
“That’s it.” Danica let out a long breath and slowly untied the crude harness,
lowering Tucker gently to the ground, “I’m done for the day. Rinaldi patrols,
bandits, slavers, even a rogue destrier or two…bring them on.” Collapsing to a
seated position she watched the Grey Fox skitter away, as far as the leash would
allow. You can’t stop in the middle of the road, idiot. Get up, dammit. With a
groan she forced her weary legs to bear the weight, and carefully dragged the travois
from the cobbles. The Grey Fox followed; he had little choice in the matter.
It took her some time to prepare the campsite in the middle of a farmer’s field,
complete with fire and water, collected earlier from the Tiger’s pack, heating atop it.
Strips of dried meat went into it with some vegetables; Tucker needed the
nourishment and would probably throw up dry food. Danica stole a glance at him.
He was awake again, but panting, and there was an unhealthy glaze over his
normally bright eyes. He had been unable to eat lunch, first sitting silently and
staring at the dry food , then slowly crumpling and sliding off the log. She thought
he had been dying. It was clear he had a fever; the wound might be turning foul
and this sickness could very well kill him. But that would take a few days at least,
and she intended to make Triskellion by nightfall tomorrow at the latest.
“Come here.” She pitched her voice a trifle higher than usual, and kept it soft.
The Grey Fox crept a little closer. It was easier than chasing him; she discovered
earlier that day any unexpected sound or movement produced a disproportionate
reaction in him. He shied away from noises in the grass, sudden breezes kept him
whimpering in terror, and he absolutely refused to come anywhere near Tucker.
Danica thought it might be the scent of blood. She hoped that was it.
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She ran a hand over his head and he calmed somewhat, shivering at the touch.
Oh yes, definitely magic at work here, some sort of curse laid on the Grey Fox,
afflicting him with endless terror. There could be no other reason for such a
heightened and constant state of unadulterated fear. She shuddered; such things
belonged in children’s stories, not burned into this poor lunatic’s mind. For the
third time that day Danica threaded her gloved fingers through the fur on his
cheeks, following their tracks carefully with her eyes and sighing at what she found.
No doubt there, much as she wished there would be.
“I’d be jealous, if I didn’t feel quite so terrible.”
The Grey Fox yelped and jerked her off balance as he darted back to the end of his
lines. Danica caught herself to keep from falling and glared at the recumbent
Raccoon. “Keep your voice lower. He’s easily frightened.”
“You’ve a penchant for stating the obvious, you know?” the burglar grumbled,
panting. “And who’s the sick one here, anyways?”
She picked up the pot and brought it to him. Beginning to steam, the strips of
meat the makeshift stew contained were likely tender now. He turned his nose up,
pausing long enough in his gasping to spit. Undaunted, she offered him the thin
broth. “You need this, Tuck.”
“Not hungry,” he muttered, refusing it again.
“Fine,” she snapped, slapping the pot down. Hot liquid sloshed over the edge
onto one of her gloves and Danica cursed softly, shaking the hand quickly to cool
the leather. “Hold still.” A quick check of his bandage revealed what she feared.
“You’re still bleeding.”
“You see how well you do, bounced along cursed cobblestones on a couple of
poles all bloody day long,” Tucker snarled, then flopped back onto the bunched
cloak, wheezing. His eyes burned feverishly as he pawed at the wound.
“Stop that.” Danica rooted about in her pack, coming out with a string of
lizardgut, stretched thin, and a sharp needle wrapped in thick leather. After a
moment’s thought, she returned to grab a small silver flask of brandy. “Here, start
drinking.” Tucker eyed it dubiously, sniffed it warily, and then took a cautious sip.
The expression on his face was priceless. “Wipe that grin off. I’m not at all pleased
at wasting that on you just to keep the pain away.” She held the needle in the coals
of the campfire for a few heartbeats, then dropped it to the grass, allowing it to cool.
Then came the laborious task of threading it with the lizardgut, still wearing her
gloves. She noted Tucker enthusiastically polished off the brandy. Not hungry, but
always up for drink. He’s a man, all right.
“That’s Fabrizio de Rinaldi, isn’t it?”
Danica almost dropped the needle at Tucker’s query. “Why do you say that?” she
asked neutrally. There was little sense in denying the truth, unexpected as it was.
“Well, you’re being paid a lot of coin,” he said, waving his left hand in the air,
accent growing more pronounced as the drink and fever took greater hold. “And
you haven’t yet yelled at him, or got mad, or anything. Sorry to say but that’s a wee
bit out of character for you. That lot was going to an awful bit o’ trouble to take
him to the Horses, so they must have known they’d get a chunk of gold. Plus he’s
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Grey, and rumors say the Don and his sons were killed with magic, Black magic.
Lastly, remember we were talking about Fabrizio before we left? So what if he got
away, and picked up a wee bit of a curse?”
Always remember, Danica: young and male doesn’t necessarily mean stupid.
“Well you’re right in the center ring with that one.” No lie. Just not the whole
truth about why she hunted Fabrizio de Rinaldi.
“I knew it.” He nodded in satisfaction. “With all of the Guard whispering about
it, and then Delaney telling us about Tamurello wanting to find him. Seeing as the
moneylender was doing business for the heir, I figure that you’re working for
Tamurello. He must have realized the ‘lackwit’ was the real heir. You could have
told us, you know.” The Raccoon frowned briefly. “You were hired to get him
back, weren’t you?”
“Yes.” Now a lie, and it burned into her throat. In his wounded condition
Tucker mixed the facts up completely. He was unable to percieve the holes in his
own deduction, making it so much easier for Danica to fool him. Lying to a friend,
no less, but the thought of the accusation, the betrayal in Tucker’s eyes if he heard
the truth was too much to bear. All of the pieces had fallen into place for the
bounty hunter herself as soon as she had verified that this actually was Fabrizio de
Rinaldi - ridiculously simple, if one knew what to look for. Obviously the false
Fabrizio, or more likely his master, had hired her. Hired her to bring back the real
Fabrizio, so he could be dealt with. Danica considered her friends: the two
Raccoons, an apothecary, and a scholarly cleric. None of them would understand,
every one would consider this nothing less than murder. So what would you call it,
Danica? Fabrizio was nothing to her, she repeated to herself, nothing. If there were
ever any feelings of loyalty in her heart towards the Rinaldi family, they had died
during the long years spent on the trail out of Triskellion. But Tucker, Delaney, the
others? The thought of losing their friendship stung, more deeply than she
expected.
Which was precisely why Tucker’s wound needed to be stitched.
“Now, this is going to hurt.”
“What are you going t’do?” In his weakened state, the alcohol was hitting the
Raccoon like a hammer.
“I’m going to have to cut your wound, Tuck.” She finished removing the
bandages and stared through his fur at the ugly, oozing pucker. “Punctures don’t
seal up well when you stitch them. You have to slice them first.”
“You’re going to...cut it?” Tucker’s face fell sharply. “Well, it couldn’t be any
worse than how I feel now,” he managed in a ghastly attempt at bravery.
One of Tucker’s sharper daggers went into the fire next. “It won’t take but a
second, Tuck.” Her stomach already churned at the idea of putting steel to her
friend. She brought the weapon out of the fire and stared at its smoking blade.
Heloise, can I do this? A few heartbeats while the blade cooled were all she had
time for. Staring into the Raccoon’s resolute, but terrified eyes she hoped the fever
and the drink would take the edge from the pain.
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They did, somewhat.
The initial cut went well, with the burglar’s only reaction a savage hiss through
gritted teeth. Blood flowed thick and dark, and Danica pressed the linen against the
wound hard to wipe it away. With the new cut, the puncture’s shape changed from
a hole to a bulging gash. Now she could safely stitch it.
Tucker, despite further attempts at stoicism, finally succumbed and passed out,
though not until the job was almost complete. Danica cheerfully cursed him; he
should have gone ahead and given up at the very beginning rather than toughing it
out that far. It would have been easier on him, and her as well. Quickly she
stripped off the gloves and took up the needle. Now, freed of their constraints, her
hands’ stitching was fast and sure. After some time, while tying off the final knot,
some sense, perhaps hearing or smell, gave a faint warning. The stitches being her
first priority, Danica finished them before slowly turning her head.
Fabrizio, wrists worn near furless but also distinctly ropeless, crouched behind her,
ears flattened in sudden fear, and feet ready to flee. How long has he been free? I
should have checked his damned bonds! Another, more intriguing thought
occurred to her. And how long has he been sitting there? His eyes, she saw, slowly
slid down her arms to rest on her hands. Danica failed to suppress a flinch but
stubbornly refused to snatch up the gloves. She glared defiantly until the madman
lowered his head, turning away his shame-filled gaze. Well, there is a brain inside
that skull after all, she mused, cocking an eyebrow in surprise. I never expected to
get that kind of a reaction out of him.
“What in the name of the Light happened to your hands?”
Tucker’s horrified exclamation froze both her and Fabrizio; fortunately, the Grey
Fox did not run. The only thing keeping her from the gloves now was the crushing
knowledge it was far, far too late. Danica slowly looked down, at the hands she saw
only when bathing.
The wrists were slim, despite constant work with the heavy Chevernaise fighting
knife and her dead mentor’s blade. They tapered delicately down into hands with
fur pale and fine, never having been exposed to the sun, and worn away under the
thin but ever-present leather. Artist’s fingers stretched out from her palms, slender
and light, dexterous and cunning...ending in poorly healed, gaping scars where claws
had once grown.
Clawless.
Danica stared at the offending digits, despondent, a sudden wave of disgust and
self-hatred sliding through her veins like greased offal. Any pledge to keep silent
about her secret that she could extract from Tucker would hold for exactly the
amount of time it took to reach Triskellion. He would promptly blurt out her
shame to Porter, Desmond, or worse, any drunken patron of the Crested Mastiff,
with no regard for former promises or impending consequences. Fantastic at
keeping his own secrets, the burglar was the world’s worst confidant. Oddly, there
was a faint thread of relief coursing through her at that moment. Despite whatever
might come in the future, there would be no need to hide the ugly truth from her
friends any longer.
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Hard on the heels of that realization came the crushing thought that after this
little job, she might have an even more loathsome secret to conceal.
Danica forced herself to meet his gaze. There it was, the pity. Stop it, damn you!
“It was a long time ago,” she said aloud, holding her voice steady. It took far more
effort than she expected; this was the first time in her life the hunter ever spoke
about her scars. “I did something my Father didn’t particularly appreciate. He had
this done in return.” And after crippling me, he threw me out on my ears. “You
asked me why I don’t sing? I stopped then. End of story.” No more lullabies for
my brother, or for me.
Tucker opened his mouth, his jaw working. Either the burglar was simply unable
to think of something to say he considered adequate in his drunken, suffering state,
or the look in her eyes put him off. Perhaps it was a bit of each. Regardless, the
Raccoon closed his mouth with a snap, nodded once, and turned over. Danica
swung away to find Fabrizio staring at her mournfully. He reached out a trembling
finger to one of her hands, snatching it back as she jerked her own away violently.
“Quit it,” she hissed in annoyance, yanking on her gloves. “Why do you look so
cursed sad? They aren’t your hands, and it wasn’t your doing that this happened to
me.” The Grey Fox drew back nervously but showed no sign of running away.
Good thing too. This little job’s already cost me a great deal. Maybe more than it’s
worth. She stared at Tucker’s shoulders. From his breathing, the thief was still
awake, but his back remained resolutely towards her, scent undecipherable through
the cloying stench of blood. Clawless. She could not even blame him. Claws and
self-respect; even most criminals still had theirs.
Just like Mo-gei said - finish the job, she thought wearily, poking the fire. Think of
the gold. She sniffed the night air. And Malik. He’s out there somewhere, waiting.
The Grey edged a little closer to her. Fabrizio. Say it Danica, his name is Fabrizio.
Hard to get the mind around it, as if not knowing his name somehow made her
plans more palatable. Deep in her gut, she knew exactly who the Fox was, exactly
who she was delivering to his enemies. I could run. I could take him and run, I
suppose. “A job taken is a job finished.” Words of her mentor, words she lived by
all of her life as a hunter. If she backed out now, took him away, who would ever
hire her again? The news would spread; there was no way around that. If not the
truth, then rumor. And without her trade, how would she pay for them both to
live? How could she continue her trade with a crazed, cursed lunatic tagging along,
no matter who he was?
It was impossible, not even worth consideration. Besides, with his mind gone this
way, death would probably be a blessing in the end.
No matter how hard she tried to convince herself, she could not make that one
stick. A faint thread of music, a lullaby, spun in her imagination.
The job. Keep your mind on the gold and the job.
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Chapter Eight
The morning failed to become any easier on the travelers.
Danica kept watch the night through. It was not impossible that the wizard,
cheated of her prize, would seek them out in the darkness and attempt to reclaim
Fabrizio. Not impossible but also not likely, however. With that many cracks on
the head the Weasel no doubt nursed a monstrously sick stomach along with a
concussion. Without her mercenaries, the woman would be hard pressed to catch
up to the bounty hunter, much less force her to give over the Rinaldi noble. Still, a
knife across the throat as one slept could be accomplished by a child, or a woman
half dead on her feet, and there was no guarantee the wizard was unskilled in
Theurgy. A quick healing, and the Weasel would suddenly become a credible
threat.
Worse still was the ever-present danger of Malik. Danica suspected he would wait
until he could look her in the eye, let her know exactly what was happening, but one
could never tell with the unpredictable Coyote. Better to remain awake and aware
the night through, despite her exhaustion.
Not to mention that remaining awake kept her out of reach of the dreams she
knew waited in sleep.
Thus it was, worn out and ill-tempered, Danica shouldered the travois early the
next morning after a hasty meal shared with her two charges. Fabrizio had begun to
respond to his name; he came when called and showed no sign of wishing to escape,
practically following on Danica’s heels. The irony nearly sickened her. She decided
to let him remain unbound; not having him linked to her belt was far easier for all
three travelers.
Though Tucker’s bleeding had stopped, his fever continued to climb and the
wound had become puffy, the skin an angry red. Tainted. He even began to rave a
bit, babbling about his friends and his sister. Hopefully he would forget the night
before completely. She needed to return him to the city at once, where, with proper
donations to the Church the Raccoon could receive the necessary help through the
miracles of Theurgy. Better yet, let Porter be back from one of his little expeditions.
At least then the healing would be without cost. Self-disgust warred with practicality
over that last thought and lost.
She carefully put out of her mind the other consequences of returning to the city.
“You’re a real hero, Dani.” Tucker blathered as they marched (well, as she
marched), repeating to himself over and over, like a man with a bellyful of ale,
“Going out like this to bring back our lord. I mean, even though you’re doing it for
gold, you’re doing it, right?”
“Right Tuck.” She resolutely ignored the twinges his youthful idealism produced,
just as she ignored his bastardization of her name. Just this once. “I’m doing it.”
I’m bringing him back to the slaughter. She glanced at the cursed Fox, finding his
eyes, as always, carefully watching her as they traveled. It was as if the madman
considered her some kind of savior, and she detested it.
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“C’mon, sing a song, Dani. It’ll pass the time.” When she shook her head in
annoyance the Raccoon began himself, belting out a pub tune; his grasp of the
melody was execrable. The poles on her shoulders vibrated alarmingly. Fabrizio
scampered a few paces away, dancing around nervously. Unable herself to flee, she
rolled her ears back in a vain attempt to mute the sound. The Grey Fox whined at
her piteously. Danica shook her head; it was better to let Tucker sing, to keep his
mind off the pain. There was no more brandy.
The singing broke off abruptly, almost ominously. Dancia considered putting the
travois down to check on Tucker when he spoke up. “It looks like...he likes you,” he
mumbled, voice hoarse. “Hasn’t tried to run away from you; even slept by your feet
last night.”
“He did?” Damn. I never noticed he got that close. I can’t be getting used to him
already! The guilt was back, stronger than ever. Curse it! He has no reason to feel
that way - he should hate me, damn him. Look what I’m going to do to him!
“Sing a song, Dani.” The nickname made her grind her teeth and glance at
Fabrizio, but there was little in those roving eyes but fear. “He wants you to sing a
song, too.” The cursed noble actually seemed to understand, looking up at her for a
moment, then snapping his head away and yipping incoherently as a snake slithered
across the cobbles ahead. For an instant an image burst into her mind, the same as
that of the night before. Singing lullabies to her brother. Long ago, before her
father threw her out. She quashed it, ruthlessly. Now is not the time to start
developing a conscience.
“Sorry Tucker.” Danica motioned ahead. “We’re in sight of the walls. Almost
home.” Indeed, she could make out the beginnings of the morning traffic out of
Triskellion ahead, the dark shadow of the city proper looming through the morning
haze. The farmers’ crops and patures began to give away to cleared, rocky fields.
Their exhausting travel nearly done, still there was no sign of Malik. What is he
thinking? What’s his game?
After careful consideration she called Fabrizio over and fit her spare traveling
cloak around his neck, pulling up the hood. It wouldn’t do, Danica thought, to
have him recognized in a chance meeting with a familiar guard. Though it was
unlikely any would actually give him a second glance in his ragged clothing, ill luck
could always play a role. She caught herself humming quietly as gloved fingers tied
the cloak about his throat. The nobleman suffered her attentions with faint
frustration, rolling his eyes to keep watch as best as possible over the surrounding
terrain. With the cloak there would be no problem now. Worst case, the gate
guards would look at Tucker and herself, rather than Fabrizio.
Silencing her humming, Danica began the final leg of the journey, every stride
bringing Triskellion’s walls into clearer focus.
She never thought her relief could
be so great at the sight of the accursed place.
Only Fabrizio spoiled her sense of satisfaction, skittering along beside her and
gawking at the massive stone fortifications ahead.
* * *
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The city streets rang with festivities. Cheerful as they were, the gate guards were
easy to ward off with a quick story about a hunting accident and a trip to the
healers. Once inside the walls, song surrounded the travelers, along with many
drunken, enthusiastic merrymakers. Danica found herself snarling at some to stop
them from ‘helping’ her drag Tucker to the Crested Mastiff, or from pushing the
travois from her shoulders and carrying her off to dance. Vendors offered free food,
the meals cheap but still filling, and mugs of watered-down ale or mead; for a
wonder, many upstanding citizens took time from their work to accept the largess
and stopped to gossip. Here and there Danica spotted the troubled face of a
member of one of the other Great Houses; a Doloreaux merchant, or a traveling
Avoirdupois Chevalier. No doubt the news of good fortune for Triskellion failed to
bode well for their royalty. As well it might.
It seemed that Fabrizio de Rinaldi, son of the late Don, had appeared and
declared himself.
The Fabrizio with them, of course, showed no sign of comprehension of the
events surrounding him. His entire concern at the moment seemed to be sticking as
close to Danica as possible, nearly tripping her every time he shied away from a
hollering merrymaker or group of dancers. Tucker, however, lapsed into an
ominous silence as they moved through the city streets, his feverish mind no doubt
wrestling with the news, attempting to make sense of it. Danica contented herself
with keeping them moving towards their goal: Old Town, and the safety of the Inn.
The one thing uppermost in her over-full, very troubled mind was Malik. If he were
near, the other hunter would have to move soon. Once they entered the Crested
Mastiff, the Coyote would be a fool to attempt stealing her prize. With Tucker safe
and Delaney backing her up, Danica was confident she would come out on top in
any confrontation with her ex-partner. She tried very, very hard to avoid
considering what burglar must be thinking. She almost succeeded.
Once through the gates of Old Townand nearing her goal, Danica began to feel
her tension rise. The walls of the Rinaldi Keep dominated the edge of the sky
before them; to their right, the old watchtower jutted up in the distance like a
broken tooth. Heart pounding, she increased the pace, pulling harder on Fabrizio’s
arm and feeling the straps of the travois bite into her shoulders with every step. A
few hoots and cries of derision drifted to her from the bystanders on the streets; the
festivities were much less rowdy here, with more people simply taking advantage of
the occasion to drink themselves insensible. Not that many of the citizens out
needed that particular excuse at the best of times. The Rinaldi and their jockeying
for power mattered much less here in Old Town; things would be just as poor under
any other ruler.
Danica cared nothing for those hurling insults; they were no danger. Hissing
lizards usually fled when confronted; it was the silent, deadly cobras that were the
real threat. If she kept to the open streets....
Another crowd of revelers swept up on her from behind, surrounding her with
splashing tankards of foul smelling ale, deafening howls, and cries of drunken
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exuberance. Tightening her grip on Fabrizio’s arm, Danica opened her mouth to
curse them off…then stopped. A light, ticklish feeling by her hip, the tingle of
something touching skin in between her chest armor and greaves, turned her insides
to water. A cold tickle. A steely tickle, easily capable of threading up to her kidney
in one crimson instant.
“My thanks, Danica,” breathed the voice in her ear, breath redolent of foreign
spices. “Do not release my package; you brought it all of this way for me, now you
may bring it one or two steps closer. It may even make you feel better about losing.”
The revelers passed, leaving them alone in the middle of the street save for a few
curious onlookers. She could count on no help from them; the only reason they
might call the Guard would be to increase the entertainment value.
“Funny,” she rasped back, voice quivering slightly. “I thought I would smell you
coming.”
“Saaaaa, Danica, how rude of you.” Malik stepped around to her side, out of
reach of Tucker. As if the near crippled Raccoon posed any danger. “You know I
am careful to wash before every job and not use any of my usual perfumes.”
“I smelled you by my campsite.”
“As you were so meant to do,” he returned, absently, staring across her at the Grey
Fox tugging frantically at her gripping hand. “I wanted you to push forward, hard.
Do my work for me. And you obliged me so very well. Certainly you did not
disappoint against the Wizard.” For an instant Danica was tempted to release
Fabrizio, but Malik would put the blade into her kidney and be on top of the
madman in a flash. “Off the main pathway.” The Coyote jerked her arm, and she
dragged Tucker and Fabrizio towards one of the smaller alleys leading off the main
course of Old Town, where the aqueduct burbled merrily.
“Danica,” came Tucker’s groan. “What’s happening?”
The bounty hunter had to lick her lips and swallow once to answer him. “Malik.
The one I told you about.” She silently cursed her cracking voice; beside her
Fabrizio picked up on the fear and clung to her arm, eyes wide in terror. Tucker
pulled in a pained breath.
“What…I’ll…,” he muttered, beginning to thrash about on the travois.
“Tucker, stop!” she ordered, heedless of Malik’s appraising glance. “You’ll hurt
yourself!” He quieted, thankfully, and she looked her erstwhile partner in his
smiling face, meeting his empty eyes as they stepped along the track, under the
shadows of the buildings to either side. “You leave him out of this, you hear? He’s
nothing to do with it, and doesn’t even know you.”
“He does now,” whispered the Coyote thoughtfully. She tensed, and the needle
point of the stiletto, still precisely where it was first laid, jabbed slightly. Danica felt
a single drop of blood well up. “So, that is how it stands between the two of you,
eh? My people have punishments for unmarried women who do such things.”
For a moment a wave of fury obliterated her fear; the Red Fox would be damned
before she bothered to explain things to the murderer. “I bet it isn’t as bad as getting
thrown out of the tribe, Malik,” she snarled in return, feeling a surge of petty
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satisfaction at seeing his eyes widen in surprise and rage. “What did you do there,
murder more children?”
“Ah, back to that, as always,” he muttered, but she could feel the metal against her
side tremble with his anger, and her own guttered, blown out by a sudden gust of
mortality. Oh fantastic, Danica. Infuriate him. Make absolutely sure he’s going to
kill Tuck. “Stop here.”
She did, and with his left hand he unbuckled her belt, letting it fall to the ground.
Fingers slid impersonally around her back, and pulled the Chevernaise blade from
its hanging sheath; two quick slashes cut the travois away, first spilling Tucker off,
then dropping the poles to the ground. The Raccoon groaned when he hit the
cobblestones, and Fabrizio fought silently to free himself from her grasp before
huddling against her leg, shuddering. Oh, Heloise, it’s going to be both of them.
Tucker, leaping down this deadly well without any clue how deep it went, just to
help her. And Fabrizio. Despite her decision to fulfill her contract, the thought of
handing him over to Malik turned her stomach. For an instant Danica considered
throwing herself against the Coyote; self-preservation remained a powerful instinct,
though, as it had been for many years now. When the thin blade pricked her again,
she froze, unable to force herself to move. A flick of a Malik’s wrist sent the heavy
Chevernaise knife spinning across the alley. Danica winced as the blade hit the
cobbles, but then realized a damaged weapon would probably not matter in a few
heartbeats.
“Now, push Fabrizio de Rinaldi against the wall, please.” Danica did so, and the
small blade moved around her back with Malik. A quick shuffle, a thud, and
Tucker let out a high pitched, eerie groan; with mounting resignation she realized
the Coyote had kicked the Raccoon in his wound to keep him occupied. Nothing
she could do here; any resistance would kill her that much sooner. It was surprising
Malik had waited this long to thrust the dagger home. A leather thong was pushed
into her hand. “Rope him.”
Danica slowly reached out and gripped the Grey Fox’s wrists. Carefully the Red
Fox tied them together, fully aware of Malik’s watchful eye. “His feet too.” A longer
thong fell across her shoulder, and she hobbled the fox. Malik shoved her suddenly,
forcing her face down, and struck, driving the hilt of the dagger into the back of
Fabrizio’s neck. The fear-crazed noble dropped, stunned, as Danica rose to her
knees.
“Are you planning on fighting me fairly?” She hated the trembling in her voice.
Normally the Red Fox could face naked steel without flinching, but the same steel in
Malik’s hands took on sinister undertones, as if his corrupt spirit infected the metal.
If he let her pick up her own blade, however,....
A short bark of laughter shattered that hope. “Are you mad? This is not a game,
Danica.” He sneered. “We are not here to discover which of us is more capable
with a sword. That question has been answered time and time again,” he finished,
shaking his head sadly. It was true enough. With that many more years of
experience under his belt, and a natural gift for sudden violence that the Fox simply
could not match, Malik outclassed her. But there would have been a chance. As if
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reading her mind, he continued. “Anyone can be lucky once, Danica. From our
past association I know I can beat you four out of five passes with wooden blades.
But these are live steel, and my confidence in myself is sufficient that I will not risk
that fifth pass to prove myself your better one last time.” Abruptly his ears perked,
and he paused, attention diverted slightly. But not enough, curse it!
“Is this private?” drawled a voice from deeper in the alley. Both bounty hunters
glanced that way to see a group of hunched silhouettes filling the cramped passage,
led by a hard-eyed Badger wearing scraps of ill-fitting armor. One of the
innumerable alley-gangs thriving in the streets of Old Town, they fed off its citizens
like leeches, dodging the Guard, and occasionally starting a small war with another
such group. The leader took a step forward, holding out one hand. “You’re on our
territory, m’friend, but you’re also in luck. We don’t want any trouble, y’hear?
After all, it’s a festive time!” The Badger leered and licked his lips. “I figure if
you’re going to bleed her, might as well hand her over to us instead - we can take
care of that…after. Add your silver, and we let you go with everything else you’ve
got, even your life.” Grinning, he showed off a set of broken and decaying teeth.
“Not a bad bargain, eh? What do you say?” From behind the Badger’s wide
shoulders came rumbles of agreement, and the faint glimmer of drawn steel.
Danica’s blood turned to ice.
The scimitar slid silently from its scabbard, with never a sound. It swung up to
point squarely at the gang leader’s face; the knife pressed through Danica’s fur
against her skin never twitched. “You made one mistake,” Malik said quietly. “You
took the front. So you die first.”
Danica could see the Badger prepare to utter a, no doubt, angry rebuttal. Then
the words struck home and he stopped, mouth opening and closing spasmodically.
Having looked very deeply into Malik’s eyes herself, the Red Fox knew exactly what
he was seeing...death. To Malik, the Badger was simply one more obstacle to be
removed; there was no concern there, only faint annoyance at the disturbance. The
gang leader took a step back only to realize that his retreat was blocked by his own
men. For them to attack, hewould be forced to scrabble, ignominiously, through
their ranks while ordering them to fight. Such a display would be the death knell
for his position. Trapped before what amounted to a force of nature, the brute’s
resolve melted like snow under summer sun. Quietly the gang leader held up both
hands, slowly pushing backwards. “C’mon lads. It’s not worth bleeding over. Let’s
leave the man to his work.” A few dissatisfied murmurs rose behind him. “Move!”
he shouted, squelching the opposition.
In a few heartbeats the alley returned to its former silence.
“Filth,” muttered Malik as Danica felt her shoulders slump with an odd relief.
“There. The reason I entered this sort of work.” The Red Fox could only stare up
at him, stunned by his words. Spoken absently, they held the ring of truth. Then
Malik...he started doing this for the same reasons as me. At one time he believed he
did good. When had that changed for him? For that matter, when had it changed
for her? How long since I cared about why I was hunting, beyond the fact that there
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was money offered?
“Turn around,” whispered the Coyote. With no choice, Danica did as he bid.
“Kneel.”
This was death. “Malik,” she began, her voice hoarse with fear.
He kicked her behind the knee, all the while keeping the cold steel against her
side. The Fox dropped to the ground, and the blade withdrew. Still she found
herself unable to move.
“Malik, please. Think about this. You’ve won.” The words spilled from Danica’s
lips before she could clamp them shut. Begging Malik. He must be laughing inside.
Lying in front of her, Fabrizio craned his head, trying to see what was going on.
“You took from me my friend, Danica. The only one on this accursed island I
cared for. The only one who accepted me for who I was, you took from me.” The
Coyote’s words dripped with vitriol; she could taste the hatred. She could scent his
exaltation.
Suddenly tired of being afraid, Danica felt a fresh wave of loathing for this
monster crest and wash away the fear. “Mo-gei never knew you; he didn’t know
what you were until I showed him. A sadistic killer. That’s when he turned away
from you, you vicious monster.” It would get her killed, but she felt a certain
satisfaction in her refusal to cower any longer. It seemed Malik always managed to
goad her into anger, whatever the situation.
“Oh, yes, you showed him. You knew full well what I had planned, but you didn’t
have the courage to face and stop me, did you Danica?” The oily sense of victory
was back in his voice as his words cut; she shivered with the memory. “Yes, you
knew what I was about, did you not? You knew what I was, what I would do with
the children, but you did not try to stop me. Instead, you ran to Mo-gei, after the
fact, to show him what I had done. So you could show him what a ‘vicious monster’
I was and not have to travel with me any more.”
“I couldn’t have stopped you,” Danica gasped, anger draining away under the
relentless hammering of his words on her conscience. What little I have left. “I was
young. You were so much better than me. I would have died.”
“No,” Malik crooned almost tenderly, “the important fact is you would have tried.
In the face of such a horrible crime, as you call it, any ‘good’ person would, yes? But
you did not, did you? You waited. I freely admit I killed them, but I took a contract
to find them, lawbreakers that they were. For you they were more, and your
conscience told you it was wrong. Yet you did nothing. So tell me, Danica,
kneeling there so sure of your righteousness, who is also to blame for the deaths of
those children?”
The Fox’s only answer was harsh breathing as her mind desperately tried to think
of something, anything, to refute the Coyote’s conclusion. Nothing came.
“And now? Fabrizio de Rinaldi? Knowing your background, I am rather shocked,
Danica.” The amusement in his tone fell against numb ears. She was almost
beyond caring now. “And this one, this stripe-tailed bandit? A friend, perhaps? Or
do you even have friends, Danica?” His breath grew warm on her ear, the Coyote’s
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mouth close as he whispered. “I would have DIED for Mo-gei. And you refuse to
even fight for these two. Scheming, no doubt, for one last chance to save your own
hide. You are still but a child, caring only for your own life, only for your own
needs. Always assuming things will turn out for the best. Your best.” A shift in his
body moved him back, and Danica could imagine him readying his blade. “No
matter; dream your pleasant dreams of escape. They will be brief, and the long-
awaited justice, the retribution, for my losswill be mine. The gold,” he gloated, “is
merely a bonus.” He moved to the side slightly; she could see him now, staring
down at her, the scimitar a bright wing of steel between them. It rose…and then she
saw her sword.
Mo-gei’s blade lay on the cobblestones in its sheath, still attached to her belt, less
than a pace from Malik. In it rested her chance, the only chance to save herself, all
of them, from the remorseless Coyote. His scimitar rose higher, reaching its apex,
when suddenly she leaped, snatched the belt, and rolled along the ground with it
swinging in her hand. Danica heard no clang of metal on the cobbles behind her;
Malik must have checked his swing. She spun to her knees, hand grabbing for her
sword hilt...and coming up with only air.
The scabbard was empty.
Horrified, she turned back to find Malik still frozen in the same stance, only his
head turned towards her. His right foot, however, stood on the sword’s hilt. He
stepped on it, and I pulled the scabbard right off the blade!
“Surprised? You should not be. Faster than I you may be, Danica, but as always I
am one step ahead in mind and body. Well, almost always.” His smile faded for a
moment. “There was that one time with the children, yes?” With two swift steps he
crossed the distance and flicked the belt from her unresisting hands. “You are so
terribly easy to predict, Danica. Do you know why?” The curved edge kissed her
neck; she shook her head slowly, carefully. “Because you are the same as I in many
ways, yes?”
“No,” Danica whispered.
“I think,” he countered, “we both know the truth. Goodbye, Danica.” He tensed,
and she could sense what he planned. He would simply open her throat with the
edge of the blade. There would be no long windup and much less mess. The Fox
tried to move, but with steel against throat her body was paralyzed, refusing to take
any chance, desperate for one, last breath.. She could only wait for the pain and
pray it would be quick.
A sudden grunt, an ugly, slippery noise, and crimson rain pattered down on the
wet cobbles. Danica’s eyes opened wide, wider than the enormous slash through
Malik’s throat. The scimitar fell away from her neck, and the Coyote tumbled
against the wall, shoved violently from behind. Tucker staggered back, leaning
against the opposite side of the alley, face drawn, whiskers quivering with effort.
The bandage wrapping his shoulder seeped red. “Bastard...talks too much,” the
Raccoon gasped at her, then stared at his hands in horror. They were slick with the
Coyote’s blood. Malik sagged slightly, life running away in long rivulets of red, and
tried to raise his curved blade. It slipped from weakening fingers and clattered to
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the cobbles.
Danica stood shakily, muscles weak, and caught Tucker as he began to fall.
“Tuck!”
“Is it true, Danica?” His eyes searched hers, but she could not for her life read
them. They closed in the sleep of unconsciousness before she could discern the
intent of his question. There were, after all, far too many possibilities.
Whimpering, Fabrizio crawled to her side, hands still tied together. With a curse,
she snagged her knife and slashed him free; a few heartbeats later they stumbled
down the alley towards the main road, Tucker slung over her shoulder like a sack of
grain. The sky chose that moment to open up on them, full force; the deluge
obliterated visibility and added stones to Tucker’s weight. Danica kept a firm grip
on Fabrizio. It made for slow walking, but it was safer in this downpour. Though
her skin crawled, her back wide open to a blade, she never looked back.
Behind them the rain began to slowly wash the trail of blood from Malik’s
sprawled body.
* * *
The Inn was packed with the common people, thieves, prostitutes and sundry
other denizens of Old Town pushing their way in and out to celebrate the city’s
good fortune. Any excuse for a party would be taken, for there was normally little to
celebrate in Old Town. Despite the rain coming down in driving sheets, a great
many of the patrons sat outside under the cracked and dripping wooden awning,
soaked but uncaring in their cups.
Seeing no hope of shoving her way in while carrying Tucker and leading Fabrizio,
Danica took the alley around the back to the door into the kitchen. Quickly rolling
the burglar to the ground, she hammered on the locked portal with the hilt of her
knife. “Delaney!” the Fox howled over the muted roar of the rain, with diminishing
hope of being heard. Fabrizio whined and shied away from her pounding hand, but
kept one of his looped through her belt. He waited there as Danica beat on the
door and screamed, not even moving when she graduated to kicking the offending
barrier.
When the door finally opened, the bounty hunter had to stumble around on one
foot for a moment to avoid kicking Armande in the shins. “Begone, you filthy-“ the
tall horse began in a strong Avoirdupois accent, before his mouth dropped open
and he goggled openly. “Tucker?”
“Pick him up!” ordered Danica through a throat made raw by too much yelling.
Armande stared down at the wounded Raccoon nervously.
“Delaney has left to purchase more brandy, and I am all alone on the bar,” he
started, before Danica caught his arm and spun him against the wall. The tip of the
Chevernaise knife hung in front of his eye. The Horse stared, almost too fascinated
by the slick metal to be frightened.
“Listen, part-timer. Pick him up. Carry him in to his room. Then go and wait for
Delaney. You don’t,” she hissed, “and I’ll be juggling your eyeballs in a heartbeat.”
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The bartender swallowed, eyes crossing again at the razor sharp point as it was
withdrawn from his face. Bending quickly, he hefted Tucker and hastened back
inside. Danica carefully pried Fabrizio’s rigid hand from her belt and followed.
Armande carried Tucker down the back hall to his room on the first floor, beside
his sister’s and across the hall from Delaney’s. Though the innmaster was out,
Seanna might be able to give them a hand. Danica would endure any number of
barbs concerning her choice of lifestyle if it meant a bit of aid with the wounded
Raccoon. Nodding at her door, Danica received a shake of the head from the Horse
as a reply. “Out making the world safe for the common folk,” she muttered,
ignoring Armande’s brief flash of anger. Idiot probably thinks she walks on water,
like everyone else does.
Laid carefully on the bed by the Horse, Tucker’s limp body presented a pathetic
sight. He looks so small! Heloise, I hope Desmond or Porter are here, or in town.
“You can go tend bar now,” she said absently to the Horse, who left in an almost
palpable cloud of relief. There was a rag on the dresser beside a water pitcher.
When she motioned, Fabrizio actually went and brought them to her, as eager to
please as any trained lizard. Soaking the cloth in water, the Fox laid it on Tucker’s
head before leaning back and stretching. Her body ached, cold to the bone. Wet,
bruised, cut, and burned, it was near giving out, she knew. Carefully the bounty
hunter picked up a towel from a pile on the floor of the room, shaking her head
sadly. Why do men neverthink even to throwthem over a chair? Tossing the towel
over Fabrizio’s head, she dried his sodden fur; eyes covered, he shivered in fear but
permitted the attention. Danica carefully gripped his head in her hands and
scrutinized him; the grey and white fur stood up in spikes, and she couldn’t hold
back a chuckle. It died as she finally paused to consider the brief and lethal violence
in the alley.
Malik was dead. Another link with her past snapped. A deep stillness settled over
the Red Fox, akin to sadness. Though Danica had not exactly lived in fear of the
Coyote, the knowledge that Malik was out there somewhere, thinking of her as he
studied the stars and sharpened his blades, always brought a certain…tension to her
life. Now that the tension had disappeared, Danica’s memory of the Coyote’s face
was growing dim. Despite their history, the abrupt change in her life brought with it
a sense of loss. The loss, however, was mixed with relief, a feeling she suspected
would grow ever stronger as time went by.
Who could have known he had me figured so well? The bounty hunter sighed
deeply. Every word the Coyote had spoken struck like a ball from a gun. But is what
he described actually me, or just what Malik thought of me?
“Danica?” The Fox froze, catching her breath. “I guess I’ve done it now, eh?”
The voice came cracked and broken; even Fabrizio seemed affected, turning his head
to look at Tucker sadly. Danica raised her eyes to the Raccoon, lying on the bed
and staring at the ceiling. He slowly held up his hand and opened the fingers wide.
Thick blood clotted there, where the rain failed to reach. “I guess I’ve used them
now.” For a moment she was confused, then recalled their conversation around the
fire and nodded.
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His knives.
“Yes, Tuck, I guess you have.” Emotions warred within her, the relief and faint
sadness over Malik’s death and new fear mixed with pity for the young Raccoon.
Killing was easy; it was the thinking afterward that was the hard part. It should be
the other way around. Fabrizio glanced at her, then gently reached out and took
Tucker’s fingers, staring at the blood soaking them. He shuddered once, looking
back at Danica mournfully, before carefully removing the cloth from the burglar’s
forehead and painstakingly wiping the blood off the hand and claws. Danica sucked
in her breath and stood up, arms wrapped tightly around her stomach.
There IS something there; he has a mind, buried beneath the curse and all of that
fear. A storm of indecision, harder even than the rain outdoors, struck her. How
could she turn him over, knowing that fragments of the true Fabrizio had survived
the curse? And if he were not Fabrizio di Rinaldi…would she feel the same about
turning him over to his murderer’s claws?
“I have a bit of a question for you.” She turned to face Tucker’s feverish eyes,
bright behind the black mask. His nose twitched uncontrollably. When she
nodded carefully, terrified at the thought of what he might ask after all he had heard
during their short travels together, he continued. “Why were your claws…taken?”
Danica stood slowly to buy some time, relief fighting with a sick hollowness in the
pit of her stomach. Not a question she wanted to answer, it was nevertheless not
the question she was dreading. Perhaps if she gave in to this one, the hunter
reasoned, he might not ask the other. Perhaps if she told him, he might keep his
mouth shut about her claws. And perhaps he had earned an answer, bought with
pain.
Sitting on the edge of the bed, she tried not to look at Fabrizio, who was carefully
worrying at the blood trapped under Tucker’s claws and trembling wildly at the
crescendos of singing and shouting emanating from the taproom. Between being
tied up and carried for days, the violence back on the road, and Malik’s vicious
attack, Danica supposed the curse on him was working at a fevered pitch. It’s
probably tearing at his mind like a pack of northern bethrach lizards. Despite her
best efforts, guilt began to burn deeply into her spirit.
“It’s a bit of a long story, Tuck,” she hedged. It would not do to appear eager to
tell it. Well, perhaps eager wasn’t the right choice of word. Danica didn’t want him
to see how relieved she was to be explaining her scars. Better the one story than the
other. Better to tell him how she lost her claws, tell him of her older crimes and
losses, than to tell him of the true purpose for catching the Fox, the true purpose for
bringing Fabrizio de Rinaldi back to Triskellion. Shame in the past could be
forgiven; selling a life could not.
“I seem to have time,” he returned dryly. She smiled weakly at his feeble attempt
at humor. Danica studied his eyes, noting their clear, unblinking gaze, and a
shadow of apprehension lessened her relief. Despite the fever, he doesn’t seem that
confused. Closing her own eyes she drew in a breath, let it out slowly to calm both
her heartbeat and her concerns, and began.
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Chapter Nine
Staring down at Tucker in the bed before her, his bright, clever eyes locked on
hers, Danica traveled back to her youth to find words for her story. Not a terribly
difficult task as ever since she had re-entered Triskellion and accepted this
commission, the dreams returned, deviling her every night. It would almost be a
relief to finally release part of the story into another’s keeping, even if Tucker would
only keep it long enough to gift it to the next person he met. With luck, the telling
of her past might weaken the hold the nightmares had on her sleep.
“When I was young, I had quite a temper. I think it came from being the bastard
child of a servant in a noble house. I was tormented endlessly for not having a
legitimate father, and I always knew that except for an accident of birth I could have
been living pretty well. It got me into a lot of trouble. There’s some irony there I
guess. Now that I’ve seen how the nobles live, I’m not sure I’d want to be one of
them.” She smoothed his sheet with her hands, and kept her eyes on her gloves.
“But my father was a fair and good man, even if he couldn’t be a real parent to me.
He took me in, you see, when my mother, a maid, died of consumption when I was
five or six. Of course he had his sons, so I had brothers. I was only half sister to
them, as their mother had been noble, my father’s rightful wife. She died long
before I was old enough to remember her, giving birth to their second son about a
year after I came into this world. I really had no legal right to be there, in their
house, and the eldest son never let me forget it, but for some reason Father decided
to keep me in his care after my mother perished. I worked as a serving girl and as
sort of companion for his children.” Fond memories. True, those years had been
difficult, but easier by far than the rest of her life. Danica swallowed hard, and
wished things had turned out different. Likely as not she would still be with the
family in one way or another. Likely you would be dead, girl.
“I wasn’t openly acknowledged; the family had some stature and they couldn’t
afford any scandal. They treated me well, though; I even received a bit of education
while the other children got theirs. Like I said, I wasn’t friendly with my older
brother, but my younger brother and I got along very well. We were close in age,
and both quite the troublemakers.” She risked a glance at Tucker’s face. The
Raccoon’s thoughtful expression indicated that he was apparently clearheaded
despite his fever. Danica drew in a deep breath and wished they were alone,
Fabrizio nowhere in earshot. “My younger brother and I had a bit of a fight one
day. Not really odd, that. We used to fight all the time, just like most youngsters.
Tussling, even a couple of serious ones that ended with him on his tail, nose
bloodied - I was by far the tougher of the two of us. But this one.... I was nearly
into my teens, and he as well.” Danica sighed. At that age, children were confused
about life, and prone to act on their emotions without thinking. She had been no
exception. “Perhaps I was becoming a bit jealous of the attention my brothers
received from Father, with no one in the family really interested in me except the
younger one. Both boys excelled in nearly everything they tried, they were the heirs,
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they were their Father’s sons.... I was just a bastard he’d taken in out of pity.” As
she spoke her old anger surged again and she began pacing the small room. Fabrizio
skittered from her path to hide in the corner, evidently sensing the building tension
in the room; like most stressful situations it frightened him. That must be it.
Nothing more.
“The fight started simply enough - over a biscuit of all things. My brother
snatched it from me as a joke while I was walking down a hall, and bolted it down.
He was probably just laughing in good humor, but the look on his face seemed
mocking to me, seemed cruel. My temper got the best of me, and we began
wrestling. He pinned me down, still laughing, and I suddenly realized he was
growing bigger than me, that he would soon get the better of me even in this.
Something inside me snapped like an overdrawn bowstring, and the next thing I
knew things were turned around. I was tearing at his face with my claws, and our
father was dragging me off.” Danica held the memory at arm’s length. Detachment
was the only defense that would allow her to finish this story. Tucker tossed the
bloodied rag into the corner; Fabrizio started, his eyes jumping from her to the cloth
and back again. Her throat grew thick despite her best efforts at control. “I tore up
one of his eyes, scarred his face. There was no question whether I’d been trying to
really, seriously injure him.” Not even in my own mind. “The family was rich, so I
suppose nothing came of the wounds; a good enough donation to the church
probably gave him a full recovery, even the eye. But if my father hadn’t pulled me
away, I have no idea how much damage I would have caused. I might even have
killed him.”
The will to remain aloof began to crumble as Danica felt a betraying moisture fill
her eyes. Tucker regarded her speculatively; she would have given good money to
know what he was thinking. Fabrizio shifted back and forth, the sharp stink of fear
rising from him. It was the only smell in the room, besides the blood; from Tucker
there came nothing. “Father was...furious, to say the least. He didn’t beat me,
beyond the first rage when he was holding me back, but he accused me of betrayal,
of jealousy, and hatred for my brother. It wasn’t true, at all, but what could I say?
He wanted me out of his house, but first,” and her fists clenched spasmodically, “he
called in a barber and had him pull my claws.”
The voices of memory echoed in the dark places of her mind. ‘You realize if I
simply pull them, she may very well bleed to death, my Lord. Surgery is the usual
method here.’ The unfamiliar voice was terrible in its mildness.
‘Pull them, but see that she survives. I care not how, so long as she lives. I will
not have her death on my hands.’ Her Father, and yet not. What kind of father
would condemn his daughter to such a fate, speaking as coldly as though she were
not in the room, pinned under the strong hands of one of the house guard, the very
same guard who carried her on his shoulders around the courtyard.
‘I could sear the wounds shut; there would be scarring, though.’ The voice grew
thoughtful as it presented a possible answer to the dilemma.
‘Acceptable. Scarring is precisely the point here, barber.’
“He even had the barber burn the wounds shut with hot iron.” Slowly she slid off
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one of the gloves, staring at the ruin of her index finger. A deeply pitted scar gazed
back at her, puckered over, still terrible after all these years. So much pain for such
a tiny space. The struggling, the agony, the heat, the burning. Tucker’s words jarred
her back to the present.
“Why did he pull your claws? You were out of the house, Danica.” His voice was
as flat as his eyes; there was little of Tuck there, only a cool, analytical stranger,
searching for holes in her story. Realization struck like lightning. He doesn’t
believe me! Why? Abruptly Danica knew where this was leading; the cold
knowledge settled over her bones, like snowflakes drifting down to cover a corpse.
He’s going to bring up Malik. He’s leading to Fabrizio. The questions resembled
Tucker’s lengthy, convoluted strategies in Steel and Stone, but this time Danica
could see no way out.
“‘I want no danger for my sons from you, forever.’ That’s what he told me.” The
rest of her Father’s pitiless speech to her, dimly remembered through the agony and
self-hatred, crept back into her memories. ‘Without claws, you will be seen as a
criminal, or worse. None will believe you; none will hearken to you. You will have
no claim, none at all, to my House. You will never be a threat to my sons.’
Father, how wrong you were.
“You’re not telling me something.”
Danica pinned him with her gaze, but this time it failed to fluster. “That’s all I
feel like telling you. Now, if you don’t mind, I have business.” She reached for
Fabrizio and was leading him to the door when Tucker spoke again.
“I heard we have a Don’s son again, Danica. Everyone in the city was talking
about it on the way in. So who’s your employer? The man sitting on the throne
pretending to be Fabrizio?” The questions struck home like crossbow quarrels, and
she stood still, eyes on the door, waiting for the rest, for the accusation. “Because
we both know that the Fox shivering on your arm has to be the real Fabrizio. It
can’t be the one that’s declared himself, coming out of nowhere. You already
admitted as much on the trail who this one is. And why else go to so much trouble?
Why else would he be cursed by Black magic, seeing that’s how the Don was
supposedly killed? Why would that Weasel be bringing him to the Avoirdupois?
I’m guessing they’d pay a fair amount of gold to have the surviving Rinaldi heir in
their hands. Speaking of money, after thinking for a bit I figured a moneylender
like Tamurello wouldn’t put up fifty gold aureals as a reward. So you’re not working
for him, either.” The words came faster, now edged with emotion for the first
time…anger. “And then there’s Malik. He knew who you hunted, and he was after
Fabrizio for the same people. Right? Bounty hunters.” The Raccoon fairly spat the
word.
Well, you wanted to cure him of his illusions, Danica thought in near hysteria,
desperately trying to think of something, lie or truth, to buy her the time to think
her way out of this predicament. It was her worst nightmare coming true. All along
the Red Fox thought she could get everything: keep her friends, the gold, her own
sense of self-worth. It was turning out to be an impossible juggling act, balls
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tumbling all around her.
A rustle came as Tucker shifted position, his tone slightly calmer. “You knew.
You knew all along, and you weren’t here to rescue him. You were here to bring
him back, so he could be dealt with by this pretender.” Slowly she turned to face
him. His face still held its empty cast, his tone conversational and yet oddly lifeless.
“Nice story about the claws, by the way; very well practiced. Who did you really
betray? I may be no good with figures, but there’s just too much here that doesn’t
add up.”
Danica could hardly defend her past after Tucker’s revelation of her motives
concerning Fabrizio. In his eyes, her lack of claws simply reinforced her lack of
honor. Whether her story was true or not had become academic. She stood mute
under his accusations while he studied her with cool regard.
“You told me earlier, and I didn’t believe you. It’s all for the money, you said. I
didn’t want to see it. I wanted you to be special. Well, you are that…very special.
You’re worse than everyone else. You don’t care at all, do you.” A clinical
observation, not a question. She wanted to cry out, deny his words, but how?
“Malik was right - you’re just like him. You use people, you treat everyone but your
friends like dirt, you never do anything except for your own purposes, and you even
lie to your supposed friends and manipulate them.”
“That’s not true,” she burst out, unable to contain herself any longer. It couldn’t
be true! But try as she might, Danica could find no words with which to defend
herself.
“No? Well, from what Malik said you didn’t exactly put yourself on the line to
save a couple of children. But you did use their deaths to get rid of him. You lied
to me from the start. You were willing to jerk me and Delaney around by our noses
just to keep us from figuring out what kind of person you were. You even pulled us
into your little scheme.”
“I didn’t know at the time,” Danica whispered.
Tucker snorted. “Sure, Danica. Whatever you say. And then you’re bringing
back this Fabrizio. Even if you ‘didn’t know at the time’, we figured it out on the
trail, so you knew exactly what you were bringing him back to. Whether you stick a
blade in him yourself, or hand him over to the hooded one with the axe, murder is
murder, Danica. And he isn’t guilty of anything but having noble blood running in
his veins.”
Murder is murder. The phrase was familiar, heard recently, and when the bounty
hunter realized where, her hands began to shake. Murder is murder...her own
words. Danica swayed on her feet, and Fabrizio crawled forward to wrap his fingers
around her gloved fist, murmuring incoherently in soft, worried tones.
Tucker studied his fingers sadly, and rubbed a missed spot of crimson from one
with the sheets. “I even killed for you.” His face twisted for an instant. “Delaney’s
right about me. Such a damned fool!” Danica reached out towards her friend,
caught by his pain, but jerked her hand back, unwilling to suffer the rejection she
knew would follow her touch. Tucker stared at his own hands for a few moments
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longer, unwilling to look at her, before sighing deeply and continuing in the same
barren tone. “I’m thinking you ought not come around here anymore. I don’t
really want to see your face, and I figure Delaney will feel the same once I tell him.
Also Porter and Desmond. Especially Desmond, you know how he is. Or maybe
you don’t. Maybe you don’t really know any of us.”
“You wouldn’t,” Danica whispered. He couldn’t strip away all of her friends. Bad
enough she was losing him, but all of them? Malik, is this what you felt when I took
away Mo-gei? But unlike Malik, there was no one to conveniently blame but herself.
Tucker sucked in a deep breath, wincing at the pull in his chest. “DELANEY!” he
bellowed, the shout making her cringe and driving Fabrizio back into the corner in a
whimpering huddle. She held up her hands, trying to placate the Raccoon, but he
drew in another breath , glaring at her.
“All right! I’m leaving!” The words spilled out like the blood from Malik’s throat,
leaving her equally hollow. I can’t believe it. This can’t be happening! A trickle of
anger rushed in to fill the void. “You don’t have a clue what you’re talking about,
Tucker,” she hissed, grabbing Fabrizio by the wrist and dragging him away from the
supine Raccoon. “You’re a cursed thief; you steal. You’ve no call to be making
moral judgments on other people!” There must be something to say to wipe that
disgust from his eyes, to hurt him as he had hurt her. “You’re nothing but a poor
gutter rat. You don’t know what I’ve been through. Don’t you dare judge me!”
“I grew up in this shit-heap, Danica,” he returned icily, gesturing out the broken-
shuttered window at Old Town. “Me and my sister both. We didn’t even have
Delaney until we were ten or eleven, so spare me the sob story. My sister’s in the
church now, and I don’t drag innocent people to their deaths for money. How
about that? Maybe we make our own choices.” Tucker waited for her reply, but all
she could do was stand mute, overcome with rage and shame, keeping Fabrizio’s
wrist in her hand. In truth, the Red Fox was unable to think of a single argument to
refute his disgusted appraisal. The Raccoon shrugged, turning away to stare through
his mask out the window. “Get your tail out of my room.”
Danica slowly gathered up her things from the floor as Tucker continued to stare
at the slowing rainfall. With each item she collected, she paused to check and see if
he was watching her. Never once did his expression change. When she picked up
her full pack, the bounty hunter stood for several heartbeats, staring at the burglar,
willing him to turn, to smile, to forgive her, even to rail at her again. Anything.
Eventually she left. There was nothing else to do.
* * *
Danica had little difficulty bringing Fabrizio through the city unrecognized; the
people knew where their ruler was, and certainly he would not be found cowering in
torn peasant’s clothes in the slowing drizzle with the likes of her. At first the bounty
hunter steered her charge in the direction of the Rinaldi palace. With a mind
brimming full of whirling questions, accusations, and regrets, she operated purely
on instinct. Finish the job. Mo-gei’s words cut through the confusion, lending a
certain stability to her actions. It really was the right thing to do; despite her
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emotional turmoil Danica held onto that spar like a drowning woman. No need to
make a decision, just remember your teaching. Finish the job.
Unfortunately, the massive Rinaldi palace gates were securely closed, a massive
black iron denial. No one answered her hammering on the smaller door in the gate.
She stared at Fabrizio worriedly as he threw back his hood and gaped at the massive
iron doors. Slowly the cursed noble ran his hand over the worked metal, an
expression of faint wonder growing on his face. He’s probably never seen those
gates closed to him before. The thought struck a chord of empathy in Danica. Her
Father, her mentor, now her friends. Everyone she had cared for was taken from
her, and now the same was happening to Fabrizio.
Or did I throw them away, rather than lose them?
“It’s still locked up,” came a familiar voice.
Danica carefully replaced the hood over Fabrizio’s head before turning to face the
Skunk. It was the same one as before, returning from rounds along the wall. This
time he looked considerably more miserable, for though the Rinaldi issued all of the
Guard heavy oiled cloaks, the damp still crept in under the cloak. Standing out
here in the wet would be foul duty indeed. “Where’s your friend?”
Snorting, the Skunk shook his sopping head. “Sick. Rotten bugger’s prob’ly
sitting himself down in front of a fire with an ale.”
“I heard Fabrizio was back.” At his name the Grey Fox turned his cloaked head;
thankfully, that was all, and the Skunk noticed nothing untoward.
“Well, he’s back, but not here.” The Guard looked at her hopefully. Danica
sighed and dug into her purse, flipping him two silver denarii. He caught them out
of the air, nearly bobbling one. “That’s it?”
“No one to share it with, this time,” she replied.
The guard brightened. “True.” Scratching his ear, he thought for an instant,
evidently sorting out the facts in his head. Danica could appreciate that; much
better to pay for clear, concise information than the babblings of an idiot. “Seems
that there’s some money owed, and the palace and lands is part of the assurance.
The heir isn’t allowed in until it’s all settled. Also, I hear there’s word of a
purification being held soon by the Church on the Keep itself.” He quickly made
the sign to ward off the evil eye. “Black magic killed the Don and his son. So they
say.”
Considering this information, Danica barely restrained a laugh despite her
despondent mood. Money owed? Truly the nobility was falling on hard times in
Triskellion if a commoner could dictate terms. And Black magic? Whenever
someone of importance died it was always Black magic - and for once, the rumors
were correct. “Where’s he staying now?”
“Um, I’m not sure,” he said, flashing an apologetic smile. When the bounty
hunter started digging in her purse again, the Skunk waved his hands in front of
her, startling Fabrizio into leaping back behind her with a sharp cry. “No, no, no,
no! I really don’t know! Just some inn. New Town.”
“Fair enough.” Taking Fabrizio gently by the wrist, Danica began to lead him
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from the gates. The mad Fox craned his neck as they walked, staring over his
shoulder at the guard, the crumbling walls, and the ancient, black metal barrier. A
faint sound escaped his throat. Perhaps a whimper of loss, or more likely fear.
Perhaps, Danica imagined, it was even resignation.
Over a hundred paces away from the gates the realization that she never thanked
the Skunk sank in. ‘You use people. You treat everyone but your friends like dirt.’
Tucker’s “No,” Danica whispered, “I’m not like that.” Fabrizio stared curiously as
she turned, hunting for the guard in the rain.
He was already gone on his rounds.
* * *
Three Spears Inn, Danica thought as she trudged through the rain, keeping her
eye out for unwelcome encounters. The Otter will want the fake to stay away from
the Merchant’s Guild until he’s settled in and unassailable - they’re the most likely
to notice something wrong. The merchants also had both the power and the motive
to upset the Pretender’s plans; long chafing under the rule of the nobility, the
Merchant’s Guild held a great deal of influence in Triskellion. To finally divest
themselves of the ruling yoke, false or true, would be the culmination of many of
their members’ dreams. The Skunk’s right. He won’t be staying with any
merchants, even if they offer. He needs a private place, somewhere he can stay out
of reach…the best inn in the city.
Until they finally passed through the gates into New Town, Danica felt on razor’s
edge, nerves trembling with tension. At any instant Delaney or another of her
friends could step out of the rain, demanding their own explanation. To go through
that again would kill her; better to leave and never return. Better to trust only in
herself.
Despite the gently hissing rain, a fair sized crowd had gathered outside the Inn’s
estate, held off by the massive stone walls. Danica sighed, and gently pulled the
terrified Fabrizio away; he feared they would be pushing through the inn’s besiegers
and began trembling immediately. “We’ll come back later.” The grateful look he
gave her deepened the wound cut by Tucker’s words. I have nothing else now but
myself. Remember that. She ruffled his fur, running gloved fingers thoughtfully
along his cheekbone again. “Come on. We’ll find somewhere quiet for the
afternoon.” There was no reason to torment the poor mendicant.
“D..dd...dd,” he agreed, stuttering and nodding foolishly in relief. It was by far the
most articulate speech he had yet uttered. Beyond his brief reverie at the Keep’s
gates he still demonstrated no signs of familiarity with the city, as lost as a total
stranger. For an instant doubt touched the Red Fox; what if somehow she were
wrong, what if this was not Fabrizio and they were caught up in the playing out of a
completely different plot? She pulled off a glove and put her hand on the side of his
face, turning him towards her to look in his eyes. There was nothing of intelligence
to be seen, no more than a riding dray, but Danica was sure this was the Rinaldi
heir. No doubt at all.
The two weary Foxes spent the day on the steps of the Cathedrale De Temoin,
across the Market Square from the Three Spears. The enormous edifice, all spires,
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towers, and stained glass, was the end of many a pilgrimage to Triskellion for the
purpose of paying homage to the martyrdom of Heloise. The heart of the Church
of S’allumer, the awesome building housed a legion of clergy, a massive library
second to none, and the only fully comprehensive school of Theurgy in existence.
Dedicated to the worship of the True Faith, the Cathedrale was a shining light on
the occasionally shadowed island of Calabria. At the moment, though, the only part
of it Danica found herself interested in was the marble stairs. They served to keep
her out of the muddy puddles and also provided a good vantage point from which
to observe the Three Spears Inn, across the marketplace.
The rain tapered off quickly and Fabrizio, features shadowed by Danica’s cloak, sat
watching the small, scavenging lizards scampering about the massive edifice of stone
and stained glass. From high on the steps Danica studied the commotion at the inn
over the heads and stalls of the market crowd. Even at this distance she could
identify some of the more prominent members of the Triskellion Guilds: several
leaders of the Merchant’s Guild, a high ranker in the Goldsmith’s Guild (for whom
she had done work in the past, tracking down a member who absconded with some
of the raw materials); even an uncomfortable looking Master of the recently formed
Sailor’s Guild, his fashionable but well-worn clothing looking quite out of place
amongst all of the finery. All of them left soon after their arrivals, identical
disgruntled expressions souring their widely different faces. So, the Otter isn’t
taking any chances with his protégé.
Even the few visitors from the clergy were sent out after a perfunctory visit.
Danica listened in on a conversation between two of them entering the Cathedrale;
it seemed the Don-to-be would undergo a ritual of purification, in order to cleanse
him of any taint of the foul magicks that took the life of his father and brother. The
Priests seemed convinced it should be soon, for ‘the peril to his soul may be great’.
Danica stole a look at Fabrizio, chortling with childlike delight at the antics of the
lizards.
Too late, Fathers.
The bounty hunter almost called out to them as they passed, but held her tongue.
Danica could not begin to explain the urge. Above all else in her mind, confusion
reigned supreme. It clouded her decisions, making her unable to commit to the
simplest action beyond blindly following her original plan.
The situation was hardly clear, and with her first real opportunity to think since
this fiasco had begun, Danica turned what she knew over and over in her head,
looking for the thread to untangle the whole affair. Assuming the Otter’s first
encounter with the real Fabrizio was at Tamurello’s, why had he not simply acted
then against the Weasel? He would have been facing an unknown Wizard and her
henchmen, alone. Plus he would hardly wish to call more attention to the real heir -
it might result in his plans being exposed. Then why had he waited such a long time
before unleashing hunters to go after the group? Despite what her employer had
said, Danica suspected she was the first on the scene; with the Wizard and her
captive not terribly difficult to trace, Danica felt certain that the first competent
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hunter would have discovered them. Malik simply took the easiest route, following
an already established pursuit. Loyalty was the issue there; he needed out-of-
towners, hunters known to have no true affiliation to Triskellion. He couldn’t risk
some last vestige of allegiance to the Rinaldi pushing the hunters to save the rightful
heir should they recognize the Grey Fox as such. Perhaps they might even become
rivals to his plans. And the Otter would know Fabrizio could not possibly sway
outlanders in his current state; with the chance meeting, even should the
Pretender’s advisor not be of the esoteric Green and Purple College, the mind-
delvers and dream-spinners, a few moments in the same room with the madman
would serve to reassure the mage of the real Fabrizio’s incompetence. He sent out
riders looking for hunters immediately; being in Three Rivers, I just happened to be
closest.
Danica’s eyes fell on Fabrizio, sitting one step below her, toying with the edge of
her cloak. Time to think suddenly proved to be curse. Fifty gold aureals was a fair
bit of money, but was it enough to justify turning an innocent over to his
murderers? He’s cursed; his mind’s gone. It’ll be a blessing. The rationalization fell
flat in the hollowness in her gut. What in the name of the Blessed Light of Truth
and Beauty am I doing? “Murder is murder,” she whispered. I can’t do this!
A darker thought took hold, pushing away the guilt. Oh, come on Danica; Tucker
was right, and this certainly would not be the first time you’ve done something
questionable. When times were tough, you hunted slaves and brought them back to
their owners for the reward. You put yourself before everyone. It’s the only way to
survive. The two sides of her mind fought viciously, no quarter given. There’s so
much gold there - his mind’s gone anyway. He isn’t even Fabrizio de Rinaldi
anymore! It was a certainty that sooner or later someone with no scruples would
find the poor lunatic. There was no possible way she could bring him along
wherever she went, protect him. Leaving him in a hostel run by the church would
be signing his death warrant. At least this way she could benefit from the gold.
Sure Danica; run your fingers through the bloody gold. Only Mo-gei’s teaching kept
coming back clearly. The damned contract.. Caught in her indecision, Danica sat,
wrestling with inertia as the day wore on.
It turned out to feel like quite a long time, Danica’s fight with Tucker at the
Crested Mastiff intruding over and over again. Try as she might, it was impossible
for the Fox to find a better way this could have turned out. You made your choice;
you can’t go back. Live with it. Despite all attempts to convince herself otherwise,
the bounty hunter still held a desperate hope that something, anything, could be
salvaged. Perhaps Tucker would listen to reason. Perhaps the others would believe
her over him if she lied. Perhaps, perhaps, perhaps....
And what of Fabrizio?
When the sun finally began to dip below the rooftops, Danica stood and brushed
off her trousers. It was time; most of the doubts had vanished under sharp-edged
purpose. Just keep moving; everything will work out if you just get moving. “Come
on, ‘Rizio,” she muttered automatically. The mad Fox started, head snapping
around, eyes widening before he realized who spoke. Obediently, the noble
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struggled to his swollen feet and stood, eyes darting to and fro, waiting for her
command. Danica wanted to shake him. Run! Run away, fool! Instead, she took
his hand to lead him through the crowd.
The stony walls of the Three Spears stood only just above head-height on a tall
Bear, not much compared with the Rinaldi Keep, but they sufficed quite well to
accomplish their primary purpose - privacy. The miniature fortifications kept out
the casual bystander, the occasional thief. More persistent invaders were held at bay
by the inn’s reputation for hiring very large, very angry guards. The Three Spears’
continued profit depended on its ability to keep the customers happy, and one
service every one of them paid out silver for was a curtain to draw against the world
outside. Those hired to keep that curtain closed took their duties very seriously.
Thus Danica found it odd they were stopped at the massive front doors by one of
the Triskellion Guard. The Red Fox looked him up and down disdainfully. The
heavyset Armadillo glared at her, leaning forward myopically to get a better look
through the bars of the gate. “I don’t care if you’re Heloise herself…,” he began, but
Danica cut him off with a single comment.
“The Anathasian.”
The guard’s mouth snapped shut for an instant, but only that. “So you’ve heard
something. You’re going to have to do better than that.” Crossing huge arms in
front of his chest, the thick-set creature frowned at her sourly. “I’m not running all
the way to the back with nothing more to go on.”
“Tell the Anathasian Danica has a package for him.” She put as much annoyance
as possible into the phrase. “If he doesn’t want it, I can always find someone else to
hand it to.”
The guard grunted and turned away, motioning to a nearby Wolverine in the
same livery to take his place. As the armor-plated behemoth swaggered off he took a
quick glance over his shoulder; from where she stood, the bounty hunter could see
fear flash in his nearsighted eyes. Good. Danica smiled; better to have him afraid
of her.
“You treat everyone but your friends like dirt.”
The smile faded. Fabrizio whined and tugged at her hand. She leaned back
against the wall and tried to take a deep breath; it came out in a shuddering moan.
Danica knew all about those who treated people like objects to be used, then
thrown away. Nearly all of her life she had hunted them. Killed them. And now
the Fox could see it, so plainly. Once again, Tucker was correct. She took, took, and
took some more, never returning anything. Malik had seen it as well; the twisted
Coyote recognized a kindred soul, and sought to destroy it. She wondered at his
friendship with Mo-gei, his desperate loyalty despite their totally different natures.
Look who I have for friends. Tucker, Delaney, even Desmond and Porter. Do we
all yearn for something better? Do we all hate ourselves so much?
Bounty hunting was all she knew: Use a weapon, hunt a person for money.
Setting up shop somewhere as a merchant was a possibility; no doubt she would
shortly thereafter die of starvation. Danica almost laughed at the idea. Living in
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poverty isn’t my idea of life. Death would be preferable, and since that thought
hardly appealed... “Sorry ‘Rizio-Fabrizio,” she finished, mentally cursing her slip.
With an effort she put some mental distance between them. “Looks like you lose.
Again.”
Fabrizio snarled nervously, seeming in reply, but then Danica made out faint
noises approaching. It was the guard returning. Frantically, involuntarily, her mind
hunted furiously, looking for a way to make something better out of this situation,
some trick by which she could get what she wished without losing any more. I’ve
already lost my friends - I can’t afford to lose anything else! If she ran with Fabrizio,
she burdened herself with a cursed fool and broke her contract as a hunter. Word
would get out and there would be no more lucrative job offers coming her way, ever
again. Danica would live out her life on small rewards found in even smaller towns,
staying one step ahead of her former peers, themselves hired by her furious former
employer to hunt her down. And she would never be able to release Fabrizio;
anyone to whom she handed him could be found eventually, and they both would
die. Nowhere to run, and impossible odds to fight.
Better for them both if it ended now, cleanly and easily.
Easily for whom, Danica?
The Armadillo yanked open the gates in the wall, staggering in his haste to reach
her. “Ahhh, the Lord Fabrizio’s advisor will see you now,” he gasped. Danica
nodded cooly, ears picking up the sound of heavy, booted feet on the walkway inside
the gate. She peered past the gatekeeper’s bulk and made out two forms, one short
and whip-thin, the other dwarfing the guard in height and mass. “These men,” the
Armadillo finished, “will be escorting you. And your friend.” He tried a bow; it was
truly pathetic, but Danica felt a moment’s pity for him and nodded curtly before
taking Fabrizio, her Fabrizio, by the elbow. She led him carefully around the huge,
wheezing figure to walk towards the two silhouettes awaiting them on the path to
the Inn.
Scant few heartbeats later found them hurried along cobbled pathways on the side
of the inn towards the Three Spears’ second guest building. Built of white marble
in the rear of the modest estate, its materials imported at a tremendous cost from
the Doloreaux, the guest suite was a smaller structure, resembling nothing less than
a nobleman’s summer cottage or small manor house. An expensive coup for the
Three Spears, the building contained but one set of rooms, opulently furnished and
catering only to the nobility or the more affluent of the merchants; few others could
afford its exorbitant prices. The benefits of the suite could be well worth the cost; it
was the perfect place for visiting merchants to conduct business outside of the guild
halls, and for nobility of the other Great Houses to rest themselves in comfort with
their retinue when visiting Triskellion: luxurious, elegant, spacious and above all,
private.
The two guards ushering her into the room where the Otter awaited them were a
cold and dangerous sort. Quite a pair they struck as well: a massive Rhinoceros in
rusty, heavy mail and a vicious-eyed Rat in bright scale armor, his hand light on a
rapier hilt. The air about them hung heavily with the stench of sudden violence.
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Hired killers both; one did not spend so much time hunting the like without being
to recognize them by sight and scent. Not members of the Watch at all, the Fox
surmised.
For an instant Danica pondered the rather disturbing possibility that her silence
would be bought with blood rather than gold, but she dismissed the thought. She
would be a fool to speak out against the nobility; the Otter would likewise be a fool
if he murdered every successful employee. Either treachery was bad business and,
should word get out, could ruin one’s reputation. If Danica spoke against her
employer, right or wrong, she would be hard pressed to find work outside hunting
for publicly denounced criminals. Similarly, if the mage had her killed and that fact
slipped into the rumor mill, he would find it most difficult to hire competent
people to do her kind of work.
The room itself was likely the best the Three Spears had to offer, and Danica let
her eyes roam freely as their little group entered. The bounty hunter had never
actually been inside this inn before, nor another of comparable class since her
childhood. Even in this simple meeting area the marble walls were colored with
hanging silks in a bewildering array of hues and tapestries crafted in intricate detail
depicting the martyrdom of Heloise, while a foreign rug of an elegant, handwoven
design warmed the floor. Dark wooden furniture, heavily carved, lent an air of
solemnity to the chamber, complementing its purpose. A huge rectangular table
dominated the room. It could seat several people comfortably, or two could sit
across from one another and still be close enough to discuss private affairs in hushed
voices. Naturally a small buffet stood against the far wall, carven to match the
furniture and sporting several crystal decanters. The Otter turned from one as they
entered, holding a small snifter in his paw. She could see the liquid within shimmer
slightly as if his wrist trembled. A little nervous, are we?
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Chapter Ten
“Thank the ancients,” the Wizard whispered as Danica stepped through the room
up to the table, Fabrizio practically on her heels to avoid the steely-eyed Rhino. To
the other side, the Rat grinned happily at the display of fear. “You have him!
I…the resemblance is uncanny, is it not?”
Whatever the greeting Danica expected, babbling was not it. The last time she
had seen the Otter he was the picture of condescending superiority, a towering
column of arrogance swathed in a black leather cloak. He’s strung tighter than a
wounded Shrew, she realized. With all of the visits from the people of power, and
without the true heir safely eliminated, the degree of stress on the Otter must be
immense. The Fox thought she actually liked him better this way. It came to her
that the true Pretender was nowhere to be seen. Well, well; so it is the Wizard
masterminding this whole deal. Or at the very least, he’s fronting it for another. I
wonder, just where does his magical power come from? Not an Elementalist; he’s
far too subtle. Green and Purple College? Logically there would be a mind-twister
behind this in order to better control the heir and deflect any suspicion.
“No problem,” she replied carelessly, her tone belying the sick roiling of her
stomach. Almost finished with this nightmare, she could soon put it behind her.
She could walk away and start over, forget this ever happened. Somehow. “Do you
have the payment?”
Of course he did, opening the buffet and snatching out the bulging purse, hands
still a-tremble. Despite his apparent tension, a faint smile hovered at the corners of
his lips. The stench of fear in the air subsided somewhat as Danica took the leather
satchel, far heavier than a bag of denarii. Here it was: the gold. It would suffice to
keep her alive and in good health for a very long time. Perhaps it was even enough
to buy her some peace. Peace like Mo-gei had near the end, Danica? She weighed it
in her hand, opening the purse to verify the contents, then dropped it to the table.
The Otter tensed, shifting his weight, but relaxed as the bounty hunter slipped off
her pack, opening it to carefully place the oh, so heavy gold within.
She was actually doing it, actually following through. Something inside still found
itself surprised. After her ruminations on the stairs of the Cathedrale, Danica half
expected her hand to throw back the bag of its own accord. Inertia, again, was
carrying her through. Already here, having come this far, she found herself again
unable to back out . Not for a madman, or for what remained of her morals.
She simply could not see any other way.
The massive Rhinoceros caught Fabrizio by one arm; he pulled back violently,
staring at her mutely in shock. Danica returned the gaze, flat faced, mind empty
and stomach quiet now. With a quick yank the Rhino pulled the Grey Fox away,
dragging him towards the rear of the room. For an instant the cursed noble
complied, then exploded into violent motion, struggling and snarling, desperately
trying to free his arm from the iron grip. The bitter stink of terror filled the room as
the Rhino fought with the Fox, the Rat stepping forward to lend assistance; in his
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madness, Fabrizio put up quite a bit of resistance.. “D...dddd ...dd...,” he
stammered, tears welling in his eyes as the two soldiers overpowered him.
Danica watched, dully. A dreamlike lassitude settled over her, and in an odd
way a sense of relief. She had to stand by her decision now, good or bad.
“I admit, you appeared a trifle wild - eyed when you came in,” the Otter muttered
genially, heading back to the sideboard for another drink, completely dismissing the
frantic struggles of his captive as unimportant. “It almost seemed as if you were
considering refusing your reward.” Pouring another half glass, he swirled it
carefully, studying how the amber liquid clung to the side when the motion ceased.
It seemed that with the completion of the contract the Wizard had regained his
usual aplomb, ruffled fur soothed and tension leeched away.
The Rat drove a fist into Fabrizio’s gut; he doubled over, sagging in the Rhino’s
grasp, arms instantly pinioned by the massive hands. All fight began to drain out of
the Fox now; despite the curse no doubt screaming in his mind to escape,
exhaustion and unceasing fear were crippling his will to struggle.
“Lystragones? What’s going on?”
The Otter rose smoothly to his feet, directing his attention towards the door
leading into the bedchambers. A Grey Fox stood there, swathed in a brocade
dressing gown and rubbing his eyes sleepily. There was indeed an uncanny
resemblance between him and Fabrizio, but up close Danica could make out the
slight differences distinguishing one from the other. Ironically they were more
similar in looks now than they would have been before the hunt; days on the run,
cursed with fear, had taken their toll on Fabrizio, and he had lost weight, growing
slimmer. The Pretender’s face, slightly sharper than it should be, now matched the
original’s almost perfectly. The similarity was so very close, Danica thought, that it
would fool anyone not bothering to look for differences although perhaps not
someone who knew Fabrizio intimately. And they’re all dead now, she thought
sadly, and with a certain hint of irony. All of them.
“It is nothing, my Lord. Please, retire to your rooms,” the Otter began to suggest,
but the Pretender cut him off with a shocked cry.
“That’s him, isn’t it? That’s the one you told me about, Lystragones! The peasant
Imposter!” He stepped up to the trio, staring at Fabrizio thrashing weakly in the
arms of the Rhinoceros. “In truth, he appears only vaguely similar to myself.”
Danica fought to keep back a snort of annoyance. “So, fellow, now do you see your
reward for trying to steal the throne?” His eyes glittered with mean-spirited
satisfaction. “Anything to say, hmmm?” Fabrizio merely whined and continued his
futile struggles. “Light, the fellow’s witless,” the Pretender exclaimed angrily,
rounding on the Wizard. Suddenly he let out a bark of harsh laughter. “They
would supplant me with this ragamuffin? Idiots! Whoever they are; anyone with
half a brain would see through this pathetic plot in an instant!”
You’re one to talk about half a brain, Danica thought. The imposter definitely
believed he actually was Fabrizio - that settled the question as to what college the
Wizard belonged. Green and Purple, no doubt at all.
“Yes, my lord,” muttered the Otter quietly. “We will discover the identities of
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those behind this scheme, and bring them to justice. Your justice,” he amended
unctuously, but Danica saw the light of derision flash briefly in his hooded eyes.
Unfortunately the Grey Fox missed it completely, and preened under what he
took for flattery. Then his eyes fell on Danica. “Well well,” he leered salaciously.
“What have we here?” When Danica merely stared back impassively, without the
usual simpering the Pretender no doubt expected from women, the foppish puppet
took a closer sniff and his snout wrinkled in disgust. “Another one of your
mercenaries, Lystragones?”
“Hardly, my Lord.” The bounty hunter felt the cut of the Otter’s offhanded
insult. “She is, in fact, the hunter to whom we owe thanks for capturing this
traitor.” Fabrizio snarled, and in his fear, tried to bite the Rat, but the Rhino
hammered him back into the wall hard enough to drive the breath from his lungs.
Wincing delicately, the Pretender kept his attention on Danica.
“She stinks of blood and burned meat. For the love of Light, Wizard,” he whined,
“heal her. I can hardly bear the stench.”
“As you command, my Lord,” the Otter breathed with a faint edge to his voice.
He reached out, nose wrinkling with disgust, and touched Danica’s shoulder lightly.
Danica nearly stepped back, wary and disliking, on principle, to have magic cast
upon her, but a ripple of pain from her scorched legs helped keep her in place. It
infuriated her that she should be dealt with like a beast of burden or a piece of
furniture. Or a slave. A torrent of syllables flew from the Wizard’s lips, and his
pupils dilated sharply as the magic rippled forth. It felt like cool rain, passing down
over her body and washing away the dirt and pain. Having been on the receiving
end of Theurgy in the past, Danica recognized it as a very minor healing spell;
evidently the Otter was loathe to waste any more of his precious power on her.
While it certainly helped the pain and eased the stiffness in her legs, the spell did
nothing for her frustrated thoughts.
Is this the sort of person I’ll be dealing with forever? Someone who despises me,
or thinks of me as nothing more than a pair of hands, a tool? Suddenly it made
sense to Danica why Malik cared so much about his friendship with Mo-gei, why
Mo-gei had been so horrified at the truth about the Coyote. Why it hurt so terribly
much to lose her own friends, to feel so alone.
When dealing with these people day in, day out, one would be very, very thankful
for what friends they had, friends who cared for who one was, not what one could
do for them. Strange she failed to realize this until too late, until all of her friends
were gone.
The Pretender dabbed his nose with a perfumed handkerchief, losing interest in
Danica. “Well, what shall we do with this one? A public execution perhaps?”
“No! Rather, my Lord,” the Otter continued more quietly when the pretender
spun to face him, eyes wide with shock, “I only fear for your position. No one need
hear of this false Fabrizio. There would be whispers, discussions of this in houses
low, high, and Great. Better the masses see only the truth we present to them.” The
irony sickened Danica, but the annoyance faded from the Grey Fox’s face, replaced
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by a worried cast.
“True, true,” he muttered, glancing at the guards speculatively. The unwholesome
light of paranoia flowered in his eyes. “We must be very careful whom we trust.
Very well; what would you suggest?”
“A silent death, here and now, my Lord. The servants are bribed, and this
edifice is secure. A trip to the privy, his throat slit, and the body removed for
disposal elsewhere.” Danica gritted her teeth, choking back her feelings.
“Very good.” The Pretender sighed with satisfaction. “Then perhaps I can get
some sleep. Deal with it,” he snapped at the guards. The Rat bowed, muttering
something unhealthy under his breath the Pretender did not catch. He turned to
the Rhino just in time to get a piece of one ear taken cleanly off by a snap of bright
fangs as Fabrizio suddenly erupted into one last furious effort to free himself.
By the madman’s glazed eyes and unfocused thrashing, Danica could see it had
been an accident, but the Rat, putting one hand to his ear, let out a enraged shout.
His hand shot out, a blur in the air. Danica blinked in surprise. The movement
was so quick she missed its impact. Fabrizio’s head jerked to the side, bright blood
seeping through the fur of his right cheek, sliced raggedly by the Rat’s claws.
Cursing, the ruffian whipped out a dagger, but froze at a command from the Otter.
“Nothere.” The Wizard punctuated his words with a nod in the direction of the
wide-eyed Pretender. Fairly shaking with fury, the Rat swung toward the robed Grey
Fox and gave another short bow.
“Beggin’ your pardon, m’Lord.”
Danica could only stare, captivated by the blood seeping into the fur of Fabrizio’s
face.
Slowly the cursed noble brought his head up, breathing heavily. Turned about
during the struggle, he now faced Danica. The Rhino’s horned, grinning face stared
at her from behind his captive’s shoulder as the stunned, trapped madman caught
her with his gaze. A desperate entreaty shone there for her and her alone. Despite
their past, despite the curse, despite the bounty hunter’s betrayal, Fabrizio reached
out to the person Danica realized he still recognized as the one to whom he always
turned for help. “D...ddddd…d...d,” the Grey Fox wheezed in his stumbling voice,
then drew in an anguished breath, expelling it in an agonized scream. Just as he
had, years ago, when the night terrors took hold and he needed her to keep them
away.
“DAAANNNIII!”
The heavy blade, jerked from its sheath and pitched underhand in one single,
violent motion, slid past her brother’s ear, clearing it by only a finger’s breadth. Her
fingers remained in the air, leveled at the huge man’s throat; a foot of steel
hammered precisely where she had aimed it. Fabrizio, released, shoved the Rat aside
and ducked under the table, howling in terror. Roaring, the Rhino spat crimson as
he reached to pull the Chevernaise knife from his neck. Danica beat him to it,
stepping in to tear the weapon free in a sideways rip, opening the arteries. One!
Blood fanned the walls, the mercenary crumpled, and she shifted to face the Rat,
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her knife deflecting one, two, three thrusts before she gained enough room to pull
steel and sweep the air in a tight, shining arc that forced him back. For an instant
the tips of their swords danced against each other; then he thrust again and she
barely avoided it, losing fur. His speed with the rapier would make a mockery of
most opponents, and a corpse.
Out of the corner of her eye Danica was aware of the Otter moving quickly to put
distance between them. Heloise! Two at once, now! Finally reacting, the Pretender
eerily mimicked the real Fabrizio by screaming in horror, albeit in falsetto, then
retreated back into the bedroom, slamming the door behind him. A rattle of
furniture being piled against the barrier echoed an instant later.
“Nice sword,” whispered the Rat, blood dripping from his bitten ear. “I bet you
think you’re fast.” He lunged, terribly swift on the point, but she slid the attack
away, up her blade and to the side. Partly blocked, his returning draw cut opened
her shoulder, and before Danica could riposte the Rat snapped back at the ready.
“Ain’t nobody quicker than me, girl.” Another thrust, and she parried with a whip
of her blade that cut the point up under the end of his jaw. When he jerked back,
surprised, she flicked the razor tip and bounced it off his forehead. Blood now
flowed from both his sliced jaw and the scalp wound. “You-!” Enraged, he wiped
his forehead and lunged, full extension. Two. Danica sidestepped smoothly and
watched his eyes widen in sudden realization. She took the wrist, thigh, then throat,
and whirled to face the Wizard.
The two mercenaries served their purpose; on the other side of the table now, the
Otter was across the room with staff raised with a spell no doubt at the ready.
Danica twisted her shoulders, beginning the underhanded throw to send the knife
hurtling into the Otter’s chest. Instead, she found herself falling into his shadowed
eyes, grown huge and fiery, drinking in her mind and spirit and leaving her void and
numbed. She stumbled, off balance but not falling, limbs growing dull and heavy,
body sinking into a syrupy torpor. ‘Rizio…I’m sorry. Some part of her thoughts,
still darting about wildly within the confines of her mind, cursed her own stupidity.
Stupid to go back on a contract. Stupid to come this far and then attack her
employer in his own room, full of his own people. Above all, stupid to throw her
brother to the Mastiffs, even after so many years apart. Stupid and sickeningly,
unforgivably wrong. ‘I don’t drag innocent people to their deaths for money.’
Tucker’s words, but how much hotter would his scorn have burned knowing who
‘Rizio had been to her?
Had been…for with her caught under the icy, mind-numbing web of the Mage’s
spell, they were both dead.
The Otter stepped quickly around the jerking body of the dying Rat and shot a
faintly repulsed glance at the corpse of the Rhino. “Well. That could have gone
better,” he muttered absently. “Why did you not simply complete your contract?”
His tone of voice was one of a disappointed uncle, conversing with a niece caught
stealing pies from a baker. Bending swiftly, he jerked a dagger from the horned
mercenary’s mammoth boot. “Why pick now, of all times, to develop a conscience?”
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The Otter moved closer, his queries obviously rhetorical. “Or did someone else pay
you more, perhaps, to kill me? Most foolish.” From the way he held the weapon,
there was no question he planned on using it. “Though I don’t know who that
would be. Well, speak! You might yet walk away from this little blunder.” It was an
utterly transparent lie; only a fool would release her now. Danica desperately fought
the spell holding her in place, draining the strength from her limbs.
“My brother,” she whispered back hopelessly, trying to buy time again but for once
with the truth. “You said there were Rinaldi bastards. You were right.” Stopping
in his advance, the stunned Mage gaped at her. The explanation certainly could not
have been what he expected. “Couldn’t do it. Almost, but....” A change of heart,
coming far, far too late for any possible redemption. Danica’s mind raged against its
magic prison. If she could only gain a few more heartbeats, she felt the spell might
shatter. Unfortunately its master was well aware of this; the dagger came up as he
stepped close.
“An illuminating conversation,” he purred, recovering his aplomb, “but whether
this is simply your own insanity or the truth, I’m afraid the rest of your revelations
will have to wait. Forever.” Gripping her shoulder the wizard raised the small,
sharp edge to her throat with a slight shudder of distaste. The blade trembled for an
instant, then grew steady.
A heartbeat from making the cut the wizard’s eyes flew wide and he shrieked,
lurching back and flailing wildly. Fabrizio, snarling hideously, had lunged forward
from under the table and fastened teeth into the Otter’s calf. “You fiend!” the
Wizard screamed in pain and surprise. Twice delivered in one day by another, and
still in grip of the spell, Danica could only watch, praying, as they grappled,
murderous snarls rising from the savage struggle. Slashing down with the dagger,
the Otter cut clumsily along her brother’s arm. The mad Fox wailed as he fell back,
the curse of terror once again clouding his eyes.
Danica’s mind blazed, as she remembered lullabies sung in the dark to her brother
whimpering under the demon’s talons of a nightmare. Deeply buried shame, her
brother’s ruined face and eye, added fuel to the flames. The mystic power of the
glacial shackles on her body and mind melted in the furnace of her fury. The Otter
swung back towards her, sensing that the spell was failing, desperately reaching out
with the short dagger. Cold steel ran along her cheek, missing her throat by a
hand’s breadth. Her left arm, weighted with short, heavy steel, thrust forward.
She cratered him.
For an instant they froze, the bounty hunter and the Wizard, linked by a razor-
edged length of steel. Then Danica twisted her wrist and thrust the blade down.
The Otter hit the ground howling, hands fighting, but failing, to keep the blood
from spilling out. Danica stepped back and raised the point of her sword up under
his sobbing mouth. A flare of light erupted from the Mage’s wound at that instant;
a hung spell of some sort, set for what contingency she knew not. Nothing overt
occurred, and she relaxed minutely, the tip of Mo-gei’s sword rock steady, belying
her wobbling knees.
Despite the danger in which she now stood, Danica felt suddenly possessed by a
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sensation of terrible freedom. The decision she thought already made now was in
truth, and whatever came of it she would deal with. “‘Rizio. Come here!” The Grey
Fox whimpered, clamping a paw over the wound in his arm and scurrying to her
side. A quick glance told her whatever sanity had returned for that one instant was
now gone. “Grab my pack.” When he refused to leave her, Danica growled in
frustration and slowly raised the Otter’s head with the point of her sword. He
blinked once, still moaning, and then his attention finally focused on her face.
“Listen carefully,” she spoke clearly, staring down into his agonized eyes. “If that
little spell lets you live, don’t even think of carrying this further. Send someone
after me, come after us yourself and miss, and I’ll take my brother to the
Avoirdupois. Or the Doloreaux. For his own protection. Far better for him to live
long as a puppet than to suffer a short life dodging assassins. And then I come back
here, looking for you, and anyone else I even suspect is involved with this little plot.
So tell anyone involved. Stay…away…from us.”
Perhaps letting him live would prove a mistake, but Danica felt she needed
someone to send the message. Better to take the chance and get some use from the
Otter. Besides, should Fabrizio be threatened in the future, she would need a link
to the others involved, if any. The Pretender obviously knew nothing. Dead, the
Wizard would be useless.
“Please,” the Otter whispered, “just go. Please don’t kill me.”
Danica looked down at his hands, pressed against his gut. The wound would
finish him, sooner than later. The magic must be keeping him clearheaded; he
should be unconscious or in shock by now. Whether the Mage was deluding
himself with the hope that he would survive the wound or simply awaiting her exit
to heal himself, she cared not. Either was acceptable, though it occurred to her if he
died the message would not be sent. Then I’ll just find another way to send it, the
hunter thought grimly.
She cleaned her sword and knife on the Rhino’s cloak, sheathed both, and slung
the battered leather pack over her shoulder. A quick glance at the bedroom door,
and Danica wondered if there was a loose end here she might want to snip off. The
fact that the Pretender was an innocent dupe, magicked into his position, drew the
bounty hunter up short. Murder is murder. Her cheek itched; she rubbed it and
pain stabbed deeply, the glove coming away bloody. Eye or throat, and he missed
them both.
At a touch on his shoulder, ‘Rizio turned from sniffing fearfully at the downed
Rat and followed her out the door.
* * *
The healing bestowed by the Otter had kept Danica on her feet during the wild
melee; now, with her shoulder pulsing thickly, the cool night air made her head
spin. There would still be the guard at the gate. In her condition the bounty hunter
wondered if he would prove too much of an obstacle.
She had to try.
A faint mist flooded the grounds, legacy of thick grass and ocean air. The damp,
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grey blanket deadened sounds, muffling her harsh breathing and the constant, thin
whines from Fabrizio. At least the Grey Fox seemed calmer now, though urgency
evidenced itself in his tight grip on her wrist. Danica could not stop thinking about
how close she came to falling the final distance, turning her own brother, mad as he
was, over to be slaughtered. When did I go so wrong? Have I always been this way?
Is this who I am? The Fox could not say for sure, but was reasonably certain the
answer was no. Most people started as bounty hunters wanting to do at least a bit of
good - her words to Tucker.
As they slipped through the silent fog she recalled her first hunt; the excitement of
bringing down the Bear who had killed three men they knew of, and most likely
many they did not. ‘He has a taste for it,’ Mo-gei had commented. It was the right
thing to do, the money they received a bonus, an extra joy allowing her to continue
to the next criminal and hunt him down in turn. When had that changed?
Certainly she had been an angry child, even a jealous child, but not a cold, empty-
hearted creature. There were people she had loved: her Father, her distant older
brother…and Fabrizio, very, very much. Somewhere along the path of her life that
loving child had been killed, joining the many bodies the bounty hunter left strewn
in her wake, and she wandered on without noticing. Danica wondered when that
little Fox had been killed. Killed or...
Or driven out.
Sucking in a breath Danica interrupted her progress ward the gate, sliding up to
take cover against the brick wall of the inn. Worried, Fabrizio muttered something
and tugged at her wrist, but she shushed him. It was impossible! If you take on a
contract, you complete it. Finish the job. Carry through.
Mo-gei.
The white Leopard had instilled many lessons in her, but always his most
important teaching remained the same: the work was all. Ignore your quarry’s side
of the story; right or wrong mattered not, they were already convicted. Forget about
caring with whom you spent your time; as long as they held up their end of the
work, they were worthwhile. A contract taken was to be carried out, regardless of
personal feelings.
Forget about being a person, enjoying life.
How often had she wondered about Mo-gei ignoring Malik’s ever-more obvious
madness? The same way he ignored the flaws growing in me. To him, they weren’t
important. The work, Mo-gei’s work, was all-important, all-consuming, providing
the satisfaction within himself to survive. When the emptiness of hunting people
had grown in him, he replaced the dying feelings of carrying out justice with the
satisfaction of a job completed. The Leopard probably tried to pass on that
dedication to his two compatriots, knowing only that it made a life of hunting
people for money worthwhile. But Malik already had his own, twisted reasons, and
Danica....
Her mother was dead. Her father had not loved her. Tossed from her old life like
flotsam, she discovered that in hunting others she could take control, something she
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had never before experienced, and thus care for herself as she thought no other
could. With friends held at arms’ reach and all other people divided into two
categories, potential clients or potential quarry, life suddenly became quite easy to
manage. Taking Mo-gei’s advice to heart, she let the job become everything. But for
a different reason :for survival, not satisfaction.
For control over a formerly chaotic life.
Mo-gei could not be controlled, but that fact did not affect their relationship; she
revered him as her savior. Malik, her one competitor for the Leopard’s favour,
could also not be controlled, so she destroyed him by opening Mo-gei’s eyes to the
truth. I forced him to see what he had ignored. But in doing so she destroyed Mo-
gei as well. His friend, his best friend, lived as a worse monster than many of those
he hunted, far worse indeed than the children he slew. Any hunter of men for
money stood only a few steps upslope from Malik on that terribly slippery mountain
of morality. Could Mo-gei possibly be any better? Suddenly a completed contract
was no longer enough to gratify. Doubt crept in, doubt about the right and wrong
of the hunt, the guilt of the quarry and their eventual fate. Long before he suffered
through his final agonies, long before he even met the prostitute who would kill
him, Danica was certain any enjoyment, any satisfaction in Mo-gei’s work and his
life, had turned to ashes.
And it was all due to her own selfishness. Had she saved the children, had she
confronted Malik herself, taken the chance, perhaps Mo-gei would have seen some
hope in life, some true justice and moral justification for their work. As it was, there
were only two dead children and a favored apprentice who stood by and let it
happen. Thus did the Leopard lose hope in life, and thus he died. And a young
Fox learned her final lesson. Never depend on others, for they will always leave you.
Danica slumped down the wall, rubbing the welling tears from her eyes. Had
she tried to save the children, at worst she would be dead. At best, the children
would have lived, and Mo-gei as well. Most likely the girl, Danica, would not have
continued on the path that made her the woman she had become. Uncaring, rigid,
and manipulative. Empty.
And now, she realized, despite all of her efforts, her planning, her crimes, she
would die. She and her brother both. The mass of gold in her backpack dragging
her down suddenly seemed pathetic payment for two lives.
With nowhere to turn, no allies, no safe haven,wounded, exhausted, and haunted
by a necromancer’s curse, they would be dragged down by their pursuers and slain,
Danica’s brave speech to the Otter notwithstanding. Even should she manage to
escape the inn’s walls, with their wounds weakening and slowing them, death was
only a matter of time
Fabrizio pulled at her arm again, more of a yank than a gentle tug, and she drew
back, suddenly furious, opening her mouth to snap at him. The look in his eyes,
however, stopped her dead. Omnipresent fear and tension filled them, but under
the dim, misty light from an inn window and the gibbous moon, something deeper
seemed to stir. Far beneath the curse, Fabrizio de Rinaldi peered out helplessly on
the world, unable to act or even communicate. Help me, the tiny spark, buried
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deeply, seemed to say. I can’t think, can’t act, can’t help; I can’t even speak to you.
I have only one hope. WE have only one hope. You. The trust there gave her
pause; after everything, all of the pain, the treachery, she remained his older sister,
come to drive away the demons.
Gathering the shreds of her will together, Danica forced herself to think. In all
Triskellion, there was still one place she could seek aid. With no idea what sort of
reception she could expect, the bounty hunter was loathe to open herself up to more
disappointment, more heartache. But the only other option open to her was to die,
and worse, to let Fabrizio die. After sinking her brother in the mire, she found
herself willing to undergo any ordeal to pull him out again. And yes, there was hope
that at the same time, saving him would pull the Red Fox out of the life she had
chosen. Danica would do something she had not in many years; throw herself into
another’s hands. Ironically, whom else could she trust, but the friends she had
betrayed?
The Crested Mastiff it was, then.
Steeling her resolve, Danica shook her shoulders to relax them, wincing at the stab
of pain. Trying to climb the wall would be suicide, even without an injured
shoulder; gossip held that the tops of the brick were studded with broken bottles,
and the frequent guard patrols would no doubt spot her and Fabrizio moving
carefully over the shards of glass. The rear entrance, made for servants to take in
deliveries and dispose of garbage, was a favorite gathering ground for beggars
searching for table scraps; it would be well patrolled at night. That left the front
gate and the Armadillo. In her condition, she would find it difficult fighting her
way past a crippled work dray. How, then, could she possibly....
“I’m such a fool.” Pulling her arm carefully free from Fabrizio’s grasp, Danica slid
out of her pack straps. One caught on the shoulder plate above her wound. A
sudden, terrible roaring filled her ears, like that of the surf, and the bottom dropped
out of her stomach. When the pain subsided and her vision returned she sat on the
ground with Fabrizio, who alternately patted her hand and stared nervously out into
the mist. Must be going into shock. Reaching out she snagged the pack and dug
into it, finding the heavy pouch of gold aureals. I can’t believe I didn’t think of this.
Quickly Danica pulled one out, paused, then grabbed two more. This was no time
to be stingy. If the Armadillo wanted more, she could always give him the whole
sack, but it would be better to start with three. Using the wall, she laboriously
pushed herself to her feet.
The enormous man was dozing when they arrived at the gates, but his eyes popped
open as Danica lead Fabrizio down the path. “Leaving so soon?” he asked, snide
triumph creeping into his voice. “I guess you didn’t have the package they wanted.”
Danica barely kept herself from shaking her head in disgust.
Why can’t all Armadillos be like Porter? Quiet, polite.... “Look, we just need to
leave, all right?” The guard stared at her, weak eyes trying to pierce darkness and fog
to discern if anything were amiss. Though he made a perfect sentry behind a gate,
before one the man’s feeble vision was a distinct liability. As is his lack of a mind.
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“How about I give you these,” Danica continued, holding up two aureals, “and you
just turn away for a few heartbeats. It’s the middle of the night, and nobody will
see.”
The bounty hunter blessed the power of gold as she slipped between the cracked
gates, following Fabrizio. She pushed him through first to avoid any chance of foul
play, but the Armadillo, stunned by his good fortune, did not even pause to wonder
why she was bribing with gold just to be let out without question. Not too bright.
But then, that was probably close to two months’ pay for him, or more. Glancing
out into the deserted marketplace, lit only by the waxing moon, Danica sniffed the
air briefly, scenting only the stench of the city after a rain. Nobody there, it would
seem - no doubt there were people still moving about in the port, but fortunately
not here, not now. Only the tents of hawkers and peddlers, their owners safe in
their canvass fortresses against the threat of more rain.
Thirty paces from the gate, a deep, gravelly voice brought her to a shuddering halt.
“You must be slipping, Danica, not seeing me here.” Keeping Fabrizio behind her,
the hunter slowly turned to face the Magistrate stepping out from the arch of a New
Town doorway. Downwind. Damn. I just can’t stop making mistakes tonight.
Umberto’s clothing was quite rumpled, his eyes red and puffy; she supposed he
had been awaiting her some time. Even his lace neck ruff was sadly dilapidated
from the damp chill. It should have made him a ridiculous figure, but there was no
laughter welling up in Danica. She glanced at his belt; a rapier hung there,
thankfully not in his hand. She had seen the man fight once against a maddened
criminal bent on revenge; the Ape was decent enough, and should she actually
manage to win in her condition, pulling steel on a Magistrate was a serious crime.
Not only the Otter’s people, but the Guard, too, would be after her head. All things
considered, she would be luckier to have to fight the Armadillo in a narrow passage.
And Umberto del Serio would not be, could not be, bribed.
“Earlier on I spoke with Luis. You remember him?” Danica shook her head.
Umberto sighed. “The Skunk you bribed. My people are loyal, Danica. He came to
me and reported the bribes - both of them. As usual, I let him keep them - it’s my
policy concerning such things, that the Guard let go certain small infractions to give
me information hopefully leading to larger ones, and that I reward my Guard for
bringing such items of import to my attention. The bribes usually suffice for that,
and as they would take them normally, it keeps my men guilt free. In any case, I
discovered a certain bounty hunter did indeed have business with the Don’s son,
despite what she explained to me before. This was intriguing, but not unexpected.
I’ve learned not to expect the truth when dealing with her.” Danica’s already
depressed spirit sank lower at his words. It seemed everywhere she turned, someone
else held her, quite rightfully, in low esteem. “I was returning here to make my
report to the Don-to-be,” he began, placing both massive hands behind his back and
staring down at his audience, “when who should I see but that very bounty hunter,
one with whom I have dealt in the past, one who was asking questions regarding a
Weasel but whose business actually concerned the late Don’s family, walking into
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the very same Inn which I desired to enter. Possibly she, too, was avoiding the
crowds by coming late? In any case, much to my surprise, she walked in with a Fox,
a very well known Grey Fox, so perhaps she bumped into the heir out for a walk in
the night air?” A thin smile crossed his wide lips. “But this Fox was dressed in rags,
and behaved not at all like the man with whom I had spoken the night before.
Indeed, one might think they were not the same person at all.” Danica shook her
head mutely; all she could do now was await the falling of the axe. “So I decided to
wait. Now, I am not the most imaginative of people, but I found that while I sat in
this cold dampness many interesting scenarios leaped into my mind. I confess most
of them were of a somewhat ridiculous nature. For example, what if there were two
Fabrizio de Rinaldi’s?” Umberto must have caught something in her eyes, for he
nodded then, as if to himself. “And if so, which was the real one? And now I see
you leaving, bribing the gatekeeper, blood soaking through your cloak, and I have to
wonder: are we back to one Fabrizio now?” Now the great hand was on the hilt of
his blade. “Who lies dead behind you?” Danica could not imagine what to tell him,
what he wanted to hear. Shrugging, she decided on the truth. He deserved it from
her at least this once. This night is definitely a poor time to start growing a
conscience. “Some people had accidents. None of them were Grey Foxes.” It was a
somewhat imprecise version of the truth, at least. There was no sense in directly
incriminating herself, since the Ape was also taking pains to speak around the issues.
Again nodding thoughtfully, Umberto seemed to take in their position for the
first time: Danica in front with Fabrizio hiding behind her lean frame. His mouth
broke into a much wider smile. “I serve the throne, Danica, not the man. I care not
whose fundament rests upon it, so long as the head attached to said rear rules wisely
and leaves me to enforce low justice as I see fit. I feel this way for two reasons.
Firstly, I am a simple Magistrate, with no control of Highborn courts and politics. I
hold no power there. Secondly,” he continued, ticking off his points on long, thick
fingers, “chaos is very bad for my peace of mind and Triskellion’s continued
existence.” An edge crept into his voice then, and Danica quickly deduced his
meaning. No wish to see the Rinaldi at war, within or without.
“I’m just taking my brother here for a trip,” Danica countered quickly, almost
stumbling over the words in her haste to assure the Ape of their plans. “A long trip.
We might not come back; this city has far too many accidents in it for my liking. I
might even be blamed for some of them.”
“Indeed,” Umberto rumbled. “Perhaps that would be best.” The bounty hunter
almost choked with relief as it appeared the Magistrate was letting them go. “Your
brother, eh?” At his skeptical tone her chin came up.
“Yes. My half-brother,” she repeated defiantly.
His eyes widened slightly with sudden comprehension. “So? If that is the case,
take good care of your brother, Danica di Rinaldi. And of yourself as well, I hope.”
Turning away, he began to shuffle down the cobblestones towards the Three Spears.
“I believe I saw a smaller place back here offering some cheap ale in celebration of
the return of the heir to the throne. If it remains open, I might raise a mug to the
son of the late Don myself. Who knows, I may not get to the delivery of my report
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tonight.”
Danica blinked back tears. Delivered, impossibly, from the depths of despair.
Three times now. “Thank you,” she whispered, and cleared her throat. “Thank
you!” she called after the Ape.
Umberto paused, turning his head to regard her with a slight frown. Then he
nodded his shaggy jowls one last time. “That is, you know, the first time you have
thanked me for anything, Danica. You are most welcome.”
She watched him amble away, so graceless in motion, yet with a curious nobility of
bearing. The first time.... ‘Rizio pulled on her arm again, near frantic with worry
now. A drop of rain struck the end of her nose, eliciting a vicious sneeze. “Yes,
Rizio, we’re going!” She looked up again for Umberto, to thank him a third time.
He was gone.
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Chapter Eleven
The cellar was dark, but a single candle shed enough light to allow Delaney to spot
the spiders scurrying for cover, carefully eluding the growing puddles of water
leaking in from cracked foundations. There were advantages to being a Raccoon.
Had Armande accompanied him, the innkeeper mused, the horse would be nursing
a cracked shin before long. The thick-set man set the bronze candlestick down on
the nearest cask and began taking stock of his stores. Under the circumstances it
was far from easy. He kept losing count as his thoughts slid back to the young
Raccoon lying passed out in a bed upstairs.
Seven casks of the poor ale; some of them would no doubt go completely foul
before they were drunk. They should be brought up, sold cheaply. What in the
name of the Light of Truth and Beauty went on out there, on the trail? Four, five
barrels of good ale; good for a while anyways, and then there would be five more
barrels of the poor stuff. How did Tucker end up bloody well cut open like that?
Three smaller casks of cheap brandy, along with assorted bottles, full and empty.
He’d need to decant some off to sell to those who preferred drinking at their own
hearth. What of the Fox? Did they even find him? One cask of the good brandy
left, and one bottle of truly fine stuff; even Danica would approve. There had been
a plan to crack it open when she returned, but that was looking less likely to happen
now. Danica. What went on there? Dumping Tuck off, high-tailing it out of here
without a single word to me. And nothing since.
He paused, staring blankly at the mismatched jars of homemade whiskey he traded
for ale with local farmers. “How many bleeding casks o’ good ale was it?” the greying
Raccoon whispered. “Damn.” This was a wasted effort. With his thoughts
spinning endlessly around Danica, Tucker, and their little jaunt, turned
battleground, Delaney lost track of the numbers as quickly as he counted. Had he
even looked at the brandy yet?
Mechanically the innkeeper reached out, arms locking into place around one of
the casks of soon-to-be-wasted ale. A grunt of effort, and his arms suddenly corded
into thick cables of muscle. Flexing his knees, he hefted the massive weight to his
chest and began the short walk up the stairs. Getting weak, old man. Soon you
won’t be good even for this; your back or knees’ll give out. Staggering slightly, he
wriggled the barrel through the door and slowly lowered it to the floor. It was
vaguely disappointing that his only audience was Armande. Hasley, a dockworker
by trade, one of Delaney’s regulars, and the only other man in the common room,
was occupied examining the underside of his chair. Blasted Elk’s never figured out
when to stop. Delaney supposed it would be another night in the storeroom cot for
him, added to the laborer’s tab. Where had the rest of the usual drunks gone?
“Get this behind the bar; we’ll be selling it at full price in the morning, half by the
night,” he wheezed, leaning back and listening to the off-key noises of his back
cracking.
“As you say,” returned Armande, finishing the sweeping, and tossing the refuse
casually out the window.
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“Where did everyone go, lad?” There had only been a few left when the innkeeper
started his trek down the stairs, but he expected them to be here most of the night.
Armande shrugged. “The rains started once again, and they each bought bottles
and left for their homes.”
Delaney considered this and nodded slowly. It made sense. Everyone in the city
had been putting in some fairly serious drinking, first at the news of the Don’s
death, then at the fear and anxiety born from the tragedy, and finally at the news of
Fabrizio’s miraculous return. People were probably very nearly sick of ale, wine and
brandy by now. And for the heavy drinkers, with the weather turning foul it seemed
sitting at home with a bottle was preferable to a cup in a leaky, damp bar.
Well, for most people, he amended, staring at the semi-conscious Hasley.
“Put up the oak, lad. I’m thinking we’re done for the night.” Armande nodded
and moved to the door, hefting the heavy bar. It was a formality, really, to keep out
the beggars and chronic drinkers coming to look for a nip in the wee hours of the
morning. The inn was a castle with walls full of breaches; any thief could gain entry
in a heartbeat. But to enter was to risk encountering the innkeeper, and stealing
anything more valuable than liquor required a thief to enter Delaney’s room.
There had been one attempt. Word got out, and nobody ever tried again.
An instant after Armande dropped the bar into place, something slammed against
the oak door. Delaney tensed, dropping into a crouch. It had the ring of a shoulder
to it; could it be the Guard? A moment passed, and then a hammering began,
rhythmic thuds against the oak barrier. Had they heard about Tucker? Crossing his
mind came a mental warning that to fight the Guard would be to lose any hope of
running an inn in Triskellion, even one as dilapidated as this one. They would find
any way to harass and shut him down if he balked them, and if one of them were
actually hurt, it would go much harder on him. But with the young burglar helpless
in the back, nowhere to escape.... Well, I’d just have to make sure none of them
reported back. Delaney flexed his hands, working the stiffness out of his fingers.
It’s been a long time since I’ve killed anyone. Funny how it’s never too long, he
thought sadly. I could do without that tonight.
Staring at him with a worried expression, Armande made a quick, silent gesture at
the door. Delaney nodded. “Open it.” He was gratified when the Equine picked
up the broom in one hand first. Gratified because of the show of support; it was
unexpected against what might be the Guard. But the bartender cut a ridiculous
figure, thin broomstick held in one huge, shaking hand. Delaney knew full well
Armande was nothing of a fighter. “If there be trouble, lad,” he cautioned, “just get
out o’ the way.” The Equine swallowed and nodded, then slowly pushed the bar up
and away, having a rough time of it judging from the continued thunder of fist
against wood.
As the bar was lifted, Delaney realized that the Guard would have stopped
pounding a fair bit of time ago and started shouting, if not chopping with axes.
And there was a faint tinge of desperation to the sound, an aura of frantic need.
Then the door swung open and Armande stepped away with a grimace of fear.
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Two miserable figures stood in the driving rain, vainly attempting to take cover
under the leaking porch. One was cloaked, the other, taller figure wearing scarred
leather and bronze armor and soaked to the skin by the freezing deluge. From their
bent backs and wide stances, each hung on the very edge of exhaustion. The taller
one raised her head and stared sadly at the Innkeeper, an expression of broken
appeal on her visage. “Delaney.”
“Dani,” breathed the Innkeeper. Frozen limbs finally responded, and he lurched
forward, forcing his body out of its pre-battle tension. Carefully he took hold of the
pack, sliding it down her arms, noting her flinch as the straps fell from her
shoulders. The other man, a hunched Grey Fox dressed in rags and wearing
Danica’s cloak, skittered back from him; the Innkeeper paid him no heed.
“Armande!” he shouted. “Ye’ll get some brandy, now! And the good stuff, mind
ye!”
“B-but she-with the knife-and Tucker!” the Horse stuttered, staring at the bounty
hunter in trepidation.
“Ye told me lad, but right now move yer bloody ass!” Delaney shouted, one arm
slipping around the Red Fox’s waist and drawing her into the room. The bounty
hunter was almost boneless in his grasp. “And stoke up the fire!” Sliding her into a
chair near the fire, the Innkeeper was shocked by the violence of her shivering. Is
she in shock? Grasping her face, he looked into her eyes. “Lass. Can ye hear me?”
Danica slowly nodded, never looking away, naked fear floating in her gaze. What’s
happened here? A spray of water spattered his back, and he cursed. The Grey Fox
dropped the sodden cloak and sprang away wildly, stumbling over a chair in his
haste. Danica’s eyes abruptly focused.
“’Rizio!” Her faint cry was fearful, nearly panicked, but the other Fox calmed
almost instantly, slipping past Delaney and crouching in her field of vision. She let
out a short gasp of relief.
Delaney began to unbuckle the metal plates on her armor, then paused, staring
down at the wood beneath her chair. The water dripping down on her left was
shaded with faint swirls of pink. The Innkeeper quickly stripped off the protective
bronze on the right side of her body, then carefully began work on the rest. Once
he started the wound was easy to see…a gash, high on her left arm near the shoulder.
Clean but fairly deep. There would be no lasting effects, but if not closed soon, a
considerable amount of blood would be lost.
“We’ll have to stitch that,” he muttered to Armande as the Horse handed him the
brandy. “Here lass, but not too much. It stops the clotting.” Danica took the bottle
and swallowed a quick gulp, coughing violently as some went down the wrong pipe.
Retrieving the bottle from her shaking hands, Delaney held it out to the other Fox,
but he skittered away, staying just out of reach. Halfwit. Shrugging, the Raccoon
put the bottle on the floor and the stranger darted in to grab it.
Armande arrived with a blanket and began building up the fire, so Delaney took
the opportunity to head for his room. There he reached under the bed, coming out
with an old, cracked box. Inside were a hodge-podge of collectibles: a broken tooth,
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a tarnished silver denar from years past, a lady’s earring, and a thin, gold knife in the
middle of the rest of the junk. If one looked closely, the nicks and gouges in the
metal demonstrated its purity. Delaney pushed the clutter aside, scrabbling for a
roll of oiled leather on the bottom of the mess. A heartbeat later the box was back
under the bed, the Innkeeper striding down the hall.
Not content with only a blanket, Armande had fetched clean linens. Good man;
he’s only watched Desmond do this once or twice. Looks like he’s picked summat
up. At his inquiring glance Delaney nodded, and the Horse began shredding one
into long, thick bandages. Delaney clucked once, motioning, and the Grey Fox
hesitantly put the bottle back in his outstretched hand. “Lass, have some more.
Ye’ll need it.”
She let out a terrible sound, caught halfway between a sob and a laugh. “Funny
you should say that....” Another swig went down, then the bottle hit the table with a
note of finality. “I can’t be drunk, Delaney. I need to move on. Tonight.”
The Raccoon eyed her suspiciously, then shrugged. “Your life. Though I can’t
say’s I’ve ever seen ye in this state.” He unrolled the leather, revealing an assortment
of small blades, needles, and thin thread. At her questioning look, he smiled. “Had
it made a long time ago. Hoped I’d never need it again, and now I’m cursed glad
I’ve kept it.”
“Desmond?” She asked hopelessly. “Porter?”
He shook his head. “I’m all ye have, lass.”
With a shiver, the Red Fox turned away. “Go ahead.” Even her whisper lacked
life. The curve of her neck, the bowing of her head, it was the carriage of a person
expecting a blow. Delaney delicately threaded the needle.
“Summat’s eatin’ at ye, lass. Why don’t ye just tell me what, and we can stop all o’
this cat-footing around.”
Her eyes snapped back to his. “But...T-Tucker, he didn’t say anything?”
“Nay.” Delaney smiled thinly. “The lad rolled over on his side, put his back to
me, and grunted. Didn’t seem to want to talk much. Then Desmond came, gave
him some herbs, and he’s been out since.” Waiting, he wondered what she would
do next.
A spark of hope burned in her eyes for a moment, then went out. “No,” she
whispered to herself, obviously screwing up her courage. Then to him: “I don’t
know if I have time to tell it; I can’t stay. I’ll have to make it quick.”
“Ye can tell,” he replied, “but nae ‘til after I’ve finished here, or ye’ll be passing
out in the middle of it.” He snatched up the brandy and poured a good splash onto
her wound, then more of the fiery liquor went on the needle as a quiet moan
slipped from between her gritted teeth. Good lass. Tough as old dray hide. But not
tonight; something had broken inside her, something vital, and Delaney wondered
if he would ever see the razor-sharp girl he knew from before. The Innkeeper ran
the needle through the fire for an instant, watching as the Grey moved to her and
sniffed the wound. Danica pushed him away, but gently, without the abruptness she
would have shown a few days ago. Maybe it’d be better if what had broken stayed
that way.
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The stitching went well; certainly the bounty hunter was no weakling. She bore it
in silence, sitting, wincing, and chuckling once when Armande fled the room at the
fourth stitch. Odd how some people could handle anything but a needle. Delaney
could feel Danica’s eyes on him, studying him surreptitiously, fearfully. Exactly what
is it Tucker will have to tell? When it was done, he gestured at the Grey.
“He’s got a cut on his arm I’d like to look at. And there’s one on your face as well,
Dani.”
“Get the linen,” she whispered, “I’ll do his wound while you fix up mine. While
we talk.”
She rambled on while he bandaged her face and she tried to wrap the Grey’s arm;
she too busy to talk coherently, and he too busy to listen properly. She skirted the
issue a fair bit as well, speaking more in vague generalities than specifics. Something
about lying to them, manipulation, and being an all-around terrible person.
Disgusted, Delaney gave up trying to follow it.
Stopping his ministrations, he took her face in his hands. The fur was now cut
from around the wound with a tiny razor; it looked decidedly odd. “Lass. We’re
not a single one of us perfect.” Seeming stupified, Danica simply stared at him, and
he wondered if the words were getting through. “Mayhap ye’ve made some poor
choices. Mayhap you’re not the person ye would wish to be. But none of us are,
and it’s never too late to start trying. As much as ye can in this world, that is.” The
Raccoon dipped a small bandage in a bit of sticky glue mixed up from water,
crushed powders, and some wax-sealed herbs that hopefully still held their potency.
It fit securely, snug over the cut; the glue would hold, and the wound would not
putrefy. The mixture served him well in days gone by. “Whatever ye’ve done, it
canna be that bad. From the look of ye, it was turning away from the last step what
got ye here, else ye’d not be feeling so guilty. ‘Tis a hard thing, finding out your life
wasn’t the best; believe you me. But ye know, no matter what, I’m yer friend.
Tucker too, when he comes out of his funk. He’s young; both of ye are young. Ye
take things hard.”
“Talk to Tucker. Listen to what he says,” Danica whispered, hanging her head,
ears drooping, a fine portrait of self-hatred. “It’s all true, and I just can’t bring
myself to say it. Then tell me I’m taking it too hard.”
“Did ye do it, whatever it was?” She shook her head emphatically. “Well then.”
Delaney stood, looking down at the Grey’s arm. “Not bad,” he conceded. “Are ye
sure ye canna stay longer?”
“We have to go, Delaney.” Bleak depression hung in her eyes. “I might not be
able to come back.”
“Dinna be an idiot on top of a fool. Whatever ye did, people have short
memories.”
“It’s what I didn’t do,” she returned, staring at the Grey. “Delaney, I want to
come back someday. I want to see you, and talk to Tucker about what happened,
and see Desmond and Porter, and even Seanna-“
”Shush. We’ll all be here, one way or another.” Rubbing her head with a scarred
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palm, Delaney leaned close. “I like my inn, so I’m nae leaving. But I’d like it better
with ye in it. And yer friend,” this last said with a flick of the hand at the Grey, who
started nervously.
Danica choked once, and for an instant Delaney stood stunned, thinking she
would cry. But there was enough of the old steel left that she swallowed once and
rubbed her overflowing eyes. “Delaney, I’d-I’d like that more than anything.
Believe me!” Still frightened, now some relief danced in her eyes. His words offered
her hope. “Thank you. For everything.” Abruptly a look of horror rolled across her
face, and she put a hand to her mouth. While Delaney glanced left and right
looking for a threat, she reached out and took his hand in her gloved one. “Oh,
Delaney! Have I ever thanked you before now? For anything?”
Confused, he reared back slightly, frowning. “Such a foolish question, lass. Of
course ye have - many a time.” He failed to understand the mixture of relief and
disgust that crossed her features then.
“Friends, of course.” The word fairly dripped with annoyance, directed at herself
he decided. She did not release his hand. “I’m sorry I’ve been-“
Delaney’s other hand was free; he used it to cover her mouth. “Yer apologizing a
little too much, lass. Ye need t’ get going.” Glancing around, he motioned
Armande over. The Equine had been in and out the whole time; now he carried a
pair of wineskins and a small wooden box that steamed slightly. “If one o’ ye takes
that in hand, ye’ll have summat t’ warm yer stomach tonight on the trail. It’s a
stew.” The innkeeper glanced at the bartender for confirmation, and Armande
nodded, glancing shyly, though warily, at Danica. She gave him a wan smile in
return.
“I’m sorry about earlier.”
“Ah, think nothing of it,” he returned gallantly. Delaney snorted. Avoirdupois or
not, how is it all the bloody horses act like they’re king and lord? “Things were not
going so well for you at the time, no? None of us are at our best, under such
circumstances.” He began to sweep low in a bow, but Delaney’s rock hard arm
across his chest stopped that before it fully began.
“Enough. She’s having places to be.”
Dancia nodded slowly and turned towards the door. And kept turning, all the
way around to face Delaney, her face a study in consternation. “I almost forgot. Is
Tucker awake? I need to talk to him.” He could see the fear, and her mastering of
it.
“I’m sorry, lass. He’s out, and I don’t want to wake him.” Delaney scratched the
back of his head, unable to stand her sad eyes. “The wounds were pretty bad.”
The Red Fox nodded slowly, downcast. “All right, then.” She shifted her weight
uncomfortably for a moment. “Do you have something to write with?”
* * *
It was damned unfair, Tucker decided. In songs and stories a man wounded in
battle became the object of sympathy, affection, and more than a little attention
Scars
Ironclaw Fiction
125
from the ladies. The lays were full of long descriptions of how honors were heaped
on the injured warrior’s head, and of the wellwishers sitting by his bedside. The
stories never spoke of the queasy pain of the injury or the illness killing all desire to
see even one visitor, much less one of the fairer sex. He had little energy, the fever
having broken only an hour before. Simply lying in the bed sapped his strength,
and the discomfort stole all hope of sleep. Desmond’s herbs had worn off a short
time ago, and the Apothecary needed to purchase more. Tucker happily, ecstatically
gave the man money for that, but flatly refused to send a donation to convince a
member of the priesthood conversant with white magic to heal him; curing people
was the sort of thing the thief felt should be done for free. After several hours he
began to regret his principles, but could not bring himself to give in. So the young
Raccoon simply sprawled on the bed in a twilight of the mind and panted. Heloise,
either heal me or let me die.
Over and over Tucker’s mind replayed his journey, wondering if he could have
done something different. Wondering if he could have handled the fight with the
mercenary better. Wondering if he could have seen at the beginning Danica’s true,
hidden nature. Wondering if there had been any way to deal with Malik other than
killing him.
Malik. A psychotic, brutal monster, from Danica’s description, and despite his
instinctive distrust of anything she had told him in the past, nothing he had seen of
the Coyote contradicted that. The world was certainly a better place without him in
it. So why did I have to be the one to pull the blade across his throat? Without the
killing, Danica, himself, and Fabrizio di Rinaldi would all be dead. So what, exactly,
had he accomplished? Danica was dead in every way that mattered, Fabrizio was a
corpse or would be soon, and he was counting whorls in the boards overhead and
wishing he could join the Grey Fox. And for this, I’ve killed a man. With a single,
violent motion the young burglar crossed a line over which he could never return.
It was impossible to tear from his mind the memory of his hand dragging sharp
metal through Malik’s throat. He wondered if it would ever go. Does Danica
remember the face of the first man she killed? Was it possible to forget? Though he
cut the Coyote down from behind, it was too easy to recall his expression as the
bounty hunter spun to sag against the wall: the shock, the horror, the belief in his
own immortality betrayed. Does everyone think they will live forever? Tucker knew
he himself had, until a short time ago. It was a lesson the Raccoon considered
himself lucky to survive. Sometimes. Other times, like now, he simply wanted to
get it over with and die. And for more than one reason.
Despite all of his disgust and fury at Danica, a good portion of the anger was
directed at himself.
I shouldn’t have thrown her out like that. For all of his long, impassioned speech
on betrayal and friendship, Tucker knew he held some share of the blame. Friends
did not turn their backs on other friends for making a mistake. Friends held
together. The young Raccoon had not bothered to try convincing Danica that
turning over Fabrizio was wrong. Instead, he simply let her continue and damn
herself, secure in the knowledge that he was morally correct. No attempt to stop her
Scars
Ironclaw Fiction
126
by word or by deed. Am I any better than she? Is this any different than what she
did to those children? Tucker never tried to help Danica find the right thing to do;
the moment she fell of the pedestal on which he had placed her, the thief turned his
back and walked away.
The door creaked open, and Delany’s ragged face slipped around it. “Awake, lad?
Time for yer liquid.” The older Raccoon stomped across the floor, putting the tray
down and bringing a full mug of watered wine to Tucker’s lips. Though his thirst
was terrible, the wounded man waved it away after a few gulps. Bitter bought
experience told him too much would soon return, far more quickly than it went
down. “D’ye need to use the bucket, lad?”
Tucker shook his head; his body sucked up all of the water he drank like a sponge,
as long as it went in slowly. Blurry vision fixed on the tray. “What’s that?” he
croaked, pointing at the folded paper under the carafe.
“Letter from Dani.” Delaney frowned at him, probably due to the sour look
Tucker felt nailed to his face. “Boy, I dinna ken what happened to ye out there, but
I think ye’d better listen to what she wrote It’s short - she said she did nae have
much time t’write.” Tucker grunted and turned over, feeling childish but resolute.
He would have nothing to do with that murderer. “Fine then. Ye dinna have to be
facing me to hear it.” There was a faint rustling, and then Delaney began to read
the note, haltingly at first, but slowly gaining confidence as he continued. “Tuck. I
wanted to say this to you personally, but Delaney is feeling moth...motherly.” The
scarred Innkeeper chuckled.. “What I put you through was wrong, and I am terribly
sorry for it, and for what I might have otherwise done without your words. Perhaps
when next we come to town you might be willing to speak to us, but that will not be
for a fair while. I expect things are a little warm for us in Triskellion, but I promise
we will return. Then you will get to hear me say to your face that you were right.
Danica.” The Innkeeper paused for a moment, and Tucker could hear the rustling
of paper as he refolded the note. A moment later it was pushed, gently but
insistently, under his arm. “Here.” There was silence in the room then for a few
moments as the young Raccoon considered the letter.
“Was she alone?” Tucker asked abruptly.
“No.” He could hear the grin in the heavy man’s tone. “Had a Grey Fox with her,
a real prize that one. Did nae say a word, jumpy as all get out, and dressed in rags.
Funny - she were real careful for him, but I did nae get the feeling they were
together, if ye ken what I mean.”
“I think I get it, Delaney,” he replied drily. “I didn’t think so.”
“Does everyone ken the story but me?” the big Raccoon complained. “Both were a
wee cut up, but nothin’ serious. I had to let her fix her friend’s arm; he would nae
let me near him. But I did hers - that one was quite a slash.”
Tucker stiffened, surprised. “They were wounded? How?”
A wide palm came down comfortingly on his shoulder. “Dinna worry lad - it’s nae
that bad; just a cut and a matching nick on her face. Painful, but nothing more.
Looks like they got in a wee bit of a tussle.” Fabrizio? In a fight? “Ah, she also left
Scars
Ironclaw Fiction
127
about half of the reward,” the Innkeeper continued quietly. “Near as I figure it,
that’s about seven for me, by the deal we made. The rest,” and the purse jingled,
bounced in one of Delaney’s huge hands, no doubt, “would be yers.”
“Could you drop it on the bed?” Tucker carefully slid the note out of his armpit
and held it delicately. “Thanks, Delaney.”
The thick paw patted his head carefully, then smoothed back the fur between his
ears. “Stop yer distressing, lad; they’ll be fine. Just rest up.”
When the door closed, Tucker rolled onto his back, staring at the familiar boards
of the cracked ceiling. He ignored the purse; more gold than he had ever seen or
not, it would keep. Instead, he unfolded the paper and studied the meaningless
jumbling of letters. Got to learn to read. So Danica changed her mind; by the
sound of it, someone had been less than pleased with that fact. More importantly,
whatever occurred, Danica had come out on top. Or if not on top, at least alive.
Perhaps Delaney was right. Perhaps they would be fine. Perhaps someday they
would come back to Triskellion and he could hear the whole story. Certainly the
thief was missing some vital pieces, but what he knew would suffice for the moment.
Carefully folding the paper Tucker placed it on the floor beside the bed. His
headache and nausea seemed to have diminished a trifle; to him, it felt like living in
the Light of Truth and Beauty.
Be careful, Danica. She might not be the hero he once thought, and she certainly
was no paragon of virtue. But her final decision had been one he could live with,
and hopefully she could as well. It seemed, at the end of it all, she remained his
friend. And, as itturned out, a better person than she thought herself.
* * *
The Grey Fox moaned in his slumber, rolling over and starting awake. Throwing
off the sleeping wrap in a panic, he dumped it on the annoyed and groggy figure
beside him, inching nervously away from the muttered curses. Crouching in the tall
grass, Fabrizio laid his ears back and peered about with wide eyes at the grasping tree
branches and the baleful eye of the full moon, glaring down from far above.
Danica stared at him blearily, chilled to the bone from sleeping on the cold, damp
earth. We have to stop somewhere to pick up supplies before heading up to
Harrogate… maybe a decent bedroll for two. “What is it, ‘Rizio?” Recognizing her
voice and scent the madman crept closer, trembling, the whites of his eyes showing
clearly in the sullen glow cast by the coals in the firepit. “Another nightmare?”
Tension drained from her and frustration vanished. “Come here.” As he moved
closer she picked up a long stick and poked the dying fire; it flared up, flooding the
small campsite with light.
Fabrizio settled against Danica and she threw a blanket around them both.
Shivering uncontrollably, the cursed noble clenched his arms around his chest. “All
right. Sshh. Lie down.” Nestling within his sister’s embrace, the haunted Fox’s fear
dissolved into simple confusion, and he slowly relaxed, one muscle at a time. “Sleep,
‘Rizio. I’ll keep an eye out for dreams.” Her poor, mad brother smiled faintly at
Scars
Ironclaw Fiction
128
her, nose twitching frantically as he tested the air for danger, and reached up to
touch the bandage along her cheekbone. Danica laughed quietly, running her
naked, ruined fingertips through the fur on his face, feeling the thin, raised lines
around his eye and down his cheek that had confirmed his identity when she first
touched them days ago. Was that only two days ago, the three of us at camp? The
lines of scars, dug by claws she no longer possessed.
Her emotional storm had blown itself out sometime earlier in the day, just after
dawn. At the inn with Delaney, and as they set out across the city, her feelings had
swung back and forth between hysteria and depression. One of their precious
aureals bought a silent exit from the gates, but an hour’s walk into the night and
Danica collapsed, at last giving in to a torrent of pent up emotions and tension. It
drove Fabrizio near to panic, but gradually her sobs lessened and she moved them
off the trail into some cover, where they spent the night. By morning, rational
thought returned to the bounty hunter. Once again she was the collected,
competent student of Mo-gei. Thoughts of her appallingly poor judgment and
choices haunted her nearly as badly as Fabrizio’s curse, though, and they made little
progress in their journey north that day. They traveled cross-country both to throw
off any pursuers and to avoid contact with others. Danica felt a desperate need to
be alone, to consider her life to this point. Until now, it had been ordered,
passionless, andempty. In a word, dead. Now there was responsibility beyond the
work, someone to care for, someone who was helpless without her. Someone to
care for her as well. The Red Fox had no idea what to do next or where to go
beyond heading north, away from Triskellion, nor did she know how she would
make a living while caring for her invalid brother. She was facing a fundamental
change in her life; she found it simultaneously terrifying and invigorating.
Danica wanted to thank Tucker for planting the seed of truth in her and making
her think about who and what she was. Still greater was her desire to find some way
to thank Fabrizio for touching a part of her she thought long dead, for helping her
to remember what it meant to be alive. Most of all she desperately wanted to thank
whatever force or fate had brought brother and sister together after so many years
apart. It had saved them both. I guess, she thought, still running her fingers along
her brother’s face, I’ll just have to do the best I can.
“It’s all right,” Fabrizio’s sister whispered gently. “Sleep now.”
Raising her unpracticed voice, her memory straining for the words, she quietly
sang an old, familiar lullaby to drive back the nigh.
| textdata/thevault/Ironclaw/Ironclaw novels/Scars.pdf |
t
DMG)
Play Notes:
� Gained a level
� Lost a level
� Ability Drained ____________
� Died
� Was raised/res’d
� Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region______________________
593 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 4
max 675 xp; 600 gp
APL 6
max 900 xp; 800 gp
APL 8
max 1,125 xp; 1,250 gp
APL 10
max 1,350 xp; 2,100 gp
This Record Certifies that
__________________________________________
Played by______________________________________
Player
RPGA #
Has Completed
A Friend in Need
A Regional Adventure
Set in the Yeomanry
Event: _________________________________ Date: ________
DM: __________________________________________________
Signature
RPGA #
Cross out any game effects this character does not gain.
� Rod of Winter
Appearing as a two-foot long, pale blue icicle, this rod acts as
a continual control weather spell, dropping the temperature in a 3-
mile radius to frigid cold (below 0 degrees Fahrenheit) as long as it
is stuck in the ground. Removing the rod from the ground
disables the spell effect and renders the rod non-magical from that
point forward.
Strong transmutation; Caster Level: 13
th; Prerequisites: Craft
Rod, control weather; Market Price: 45,500 gp; Weight: 2 lbs.
Adventure Record#
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 4:
� Rod of Winter (Adventure, see above)
� Wand of Snare (Adventure, 3
rd level caster, DMG)
� Wand of Magic Missile (Adventure, 1
st level caster,
DMG)
APL 6 (APL 4 Items plus):
� Arcane Scroll of Stoneskin (Adventure, 7
th level
caster, DMG)
� Arcane Scroll of True Seeing (Adventure, 11
th level
caster, DMG)
� Wand of Magic Missile (Adventure, 3
rd level caster,
DMG)
APL 8 (APL 4, 6 Items plus):
� Potion of Cure Serious Wounds (Adventure, DMG)
� Wand of Magic Missile (Adventure, 5
th level caster,
DMG)
� Potion of Shield of Faith +5 (Adventure, DMG)
� Horn of Fog (Adventure, DMG)
APL 10 (APL 4, 6, 8 Items plus):
� +1 Bane (Human) Battleaxe (Adventure, DMG)
� Wand of Magic Missile (Adventure, 7
th level caster,
DMG)
� Wand of Lightning Bolt (Adventure, 10
th level
caster,
TU REMAINING
Added TU Costs
- TU
TU Cost
1 or 2 TU
Starting TU
TU
XP
FINAL XP TOTAL
XP Gained
+ XP
Subtotal
XP
XP lost or spen
- XP
Starting XP
XP
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
FINAL GP TOTAL
GP
GP Spent
-
GP
Subtotal
GP
GP Gained
+
GP
Subtotal
GP
GP Gained
+
GP
Subtotal
GP
GP Spent
-
GP
Lifestyle
� None
� Standard (12 gp x TU)
� Rich (50 gp x TU)
� Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
Starting GP
GP
| textdata/thevault/Living Greyhawk/Modules/Yeomanry/593/Normal Scenarios/YEO3-05 - A Friend in Need (APL 4-10)/YEO3-05 - A Friend in Need AR.pdf |
IRONSWORN
A TABLETOP RPG
OF PERILOUS QUESTS
A TABLETOP RPG OF
PERILOUS QUESTS
BY SHAWN TOMKIN
Copyright ©2018 Shawn Tomkin.
The text of this work is licensed under the Creative Commons Attribution-
NonCommercial-ShareAlike 4.0 International license. For details on licenses
and the Ironsworn System Reference Document, visit ironswornrpg.com.
Updated June 9, 2019.
WRITING AND DESIGN
Shawn Tomkin
ACKNOWLEDGEMENTS
Ironsworn leverages mechanics and creative inspiration from several amazing
games. Thank you to their authors.
Apocalypse World, by D. Vincent Baker and Meguey Baker.
City of Judas, by Davide Pignedoli.
Dungeon World, by Sage LaTorra and Adam Koebel.
Fate, by Rob Donohue, Fred Hicks, Leonard Balsera, et al.
Mythic, by Tana Pigeon.
PLAYTESTERS AND CONTRIBUTORS
Aaron Ferguson, Alice Southey, Allan Prewett, Andrea Parducci,
Andrew
Huffaker,
Benny
Tsai,
Bjorsa
Brimrsson,
Bruce
Curd,
Calvin Mark Davis, Charley Kottler, Chris Dion, Chuck Durfee, Dale
Mogford, Deathworks, Derek Cutsinger, Ethan Uhlig, Etienne Lefebvre, Freja
Nordsiek, Greg Gelder, Guy Sodin, Jacob DC Ross, Jeremy Epp, Joe Deckert,
Karen Lauwers, Mark Brady, Michael Bauer, Mike Leavitt, Peter J. Ria, Samuel
Rondón Acevedo, Todd Grotenhuis, Wesley Ramos, Zack MacDonald
SPECIAL THANKS
Bernhard Lutz, Catalina Gerlein, Charles Picard, Chet Coleman, Evandro
Novel, Garrett Holthaus, Graham Spearing, Ian Stronach, Jim Alcala Sales,
Jeremiah Wenneker, Josh McGraw, Justin Gordon, Lysa Clarke, Martin
Bentley, Matt Click, Nicolas Bourassin
IMAGE CREDITS
Stock image elements from IStock, 123RF, and ShutterStock. Selected icons by
Lorc and Delapouite under CC BY 3.0.
CONTENTS
CHAPTER 1: THE BASICS
1
PLAYING IRONSWORN
1
What You Need
1
Mechanics and the Fiction
2
The Setting
2
Iron Vows
4
Your Character
4
MOVES
6
THE ACTION ROLL
8
Matches
9
GM’s and the Dice
10
MOMENTUM
11
Gaining Momentum
11
Losing Momentum
11
Burning Momentum
12
Resetting Momentum
13
Suffering Negative Momentum
13
Minimum Momentum
13
Max Momentum
14
PROGRESS TRACKS
14
Challenge Ranks
14
Marking Progress
15
Progress Moves
17
Progress Rolls
18
Sharing Progress Tracks with Allies
18
HARM
19
Inflicting Harm
19
Enduring Harm
19
STRESS
20
ASSETS
21
ORACLES
22
Rolling Oracle Dice
22
Seeking Answers
23
More Randomness
24
Trust Your Instincts
24
BONDS
24
For Terrie, and the vows we have fulfilled together.
OTHER CHARACTERS
24
Allies and Companions
25
EQUIPMENT
25
THE FLOW OF PLAY
26
WHAT’S NEXT
28
CHAPTER 2: YOUR CHARACTER
31
YOU ARE IRONSWORN
31
Envision Your Character
31
Where to Start?
31
CHARACTER BASICS
33
Name
33
Stats
33
Health
33
Spirit
34
Supply
34
Momentum
35
VOWS
35
BONDS
36
DEBILITIES
36
Conditions
37
Banes
38
Burdens
38
ASSETS
39
Asset Types
39
Acquiring Assets
41
Upgrading Assets
42
Asset Abilities
42
Ability Requirements
42
Using Companion Abilities
43
Failing an Asset Move
44
Using Asset Cards
44
EXPERIENCE
44
EQUIPMENT
45
BECOMING IRONSWORN
46
CHARACTER CREATION SUMMARY
47
CHAPTER 3: MOVES
49
MAKING MOVES
49
Move Outcomes
49
Best Practices for Moves
50
Making Group Moves
51
Making Progress Moves
51
Equipment and Moves
52
Initiative
53
Move Glossary
56
ADVENTURE MOVES
60
Face Danger
60
Secure an Advantage
61
Gather Information
62
Heal
63
Resupply
63
Make Camp
64
Undertake a Journey
65
Reach Your Destination
68
RELATIONSHIP MOVES
69
Compel
69
Sojourn
71
Draw the Circle
73
Forge a Bond
74
Test Your Bond
75
Aid Your Ally
76
Write Your Epilogue
77
COMBAT MOVES
78
Enter the Fray
78
Strike
79
Clash
80
Turn the Tide
81
End the Fight
82
Battle
84
Other Moves in Combat
85
SUFFER MOVES
90
Endure Harm
91
Face Death
93
Companion Endure Harm
94
Endure Stress
95
Face Desolation
96
Out of Supply
97
Face a Setback
97
QUEST MOVES
98
Swear an Iron Vow
98
Reach a Milestone
100
Fulfill Your Vow
101
Forsake Your Vow
102
Advance
103
FATE MOVES
104
Pay the Price
105
Ask the Oracle
107
CHAPTER 4: YOUR WORLD
111
WELCOME TO THE IRONLANDS
111
Travel in the Ironlands
111
REGIONS OF THE IRONLANDS
112
Barrier Islands
113
Ragged Coast
114
Deep Wilds
115
Flooded Lands
116
Havens
117
Hinterlands
118
Tempest Hills
119
Veiled Mountains
120
Shattered Wastes
121
YOUR TRUTHS
122
The Old World
123
Iron
124
Legacies
124
Communities
125
Leaders
125
Defense
126
Mysticism
127
Religion
127
Firstborn
128
Beasts
128
Horrors
129
MAPPING YOUR JOURNEYS
130
CHAPTER 5: FOES AND ENCOUNTERS
133
NPCs IN THE IRONLANDS
133
Components of an NPC
133
NPC Packs
136
Joining Forces with NPCs
136
Creating NPCs
137
IRONLANDERS
138
Broken
138
Common Folk
139
Hunter
139
Mystic
140
Raider
140
Warrior
141
FIRSTBORN
142
Elf
142
Giant
143
Primordial
144
Troll
145
Varou
146
ANIMALS
147
Bear
147
Boar
148
Gaunt
148
Marsh Rat
149
Wolf
150
BEASTS
151
Basilisk
151
Elder Beast
152
Harrow Spider
153
Leviathan
154
Mammoth
155
Wyvern
156
HORRORS
157
Bonewalker
157
Chimera
158
FrostBound
158
Haunt
159
Hollow
160
Iron Revenant
161
Sodden
162
CHAPTER 6: ORACLES
165
SEEKING INSPIRATION
165
Oracles In Solo and Co-Op Play
165
Oracles In Guided Play
166
IRONLAND ORACLES
167
How to Use the Tables
167
Intro to the Oracles
168
Oracle 1: Action
174
Oracle 2: Theme
175
Oracle 3: Region
176
Oracle 4: Location
176
Oracle 5: Coastal Waters Location
176
Oracle 6: Location Descriptor
177
Oracle 7: Settlement Name
178
Oracle 8: Quick Settlement Name Generator
180
Oracle 9: Settlement Trouble
181
Oracle 10: Character Role
182
Oracle 11: Character Goal
182
Oracle 12: Character Descriptor
183
Oracle 13: Ironlander Names
184
Oracle 14: Elf Names
186
Oracle 15: Other Names
187
Oracle 16: Combat Action
188
Oracle 17: Mystic Backlash
189
Oracle 18: Major Plot twist
190
Oracle 19: Challenge Rank
190
MORE ORACLES
191
Creating Your Own Oracles
191
CHAPTER 7: GAMEPLAY IN DEPTH
193
STARTING YOUR CAMPAIGN
193
Create Your Character
193
Create Your World
194
Mark Your Background Bonds
195
Write Your Background Vow
195
Envision Your Inciting Incident
196
Set the Scene
198
Swear an Iron Vow
199
Next Steps
200
Creating a Quest Outline
200
Campaign Setup Summary
202
THE MECHANICS AND THE FICTION
203
Leading and Following with the Fiction
203
Fictional Framing
205
Representing Difficulty
208
Zooming In and Out
210
MANAGING YOUR QUESTS
212
Reaching Milestones
213
Undertaking New Quests
216
Fulfilling Your Vow
221
Forging New Bonds
222
Advancing Your Character
222
Quest Flow Chart
225
PRINCIPLES
226
General Principles
226
Group Play
227
Solo Play
228
Playing as the GM
229
GAMEPLAY OPTIONS
230
Number of Players
230
One-Shot Play
231
Opposing an Ally
232
Scene Challenges
234
Semi-Random Campaign Setup
236
HACKING IRONSWORN
237
Playing in Other Worlds
237
Tweaking Assets
238
EXTENDED EXAMPLE OF PLAY
241
Kuno Takes the Stage
241
A Journey Interrupted
242
Into the Fight
244
Aftermath
251
INDEX
255
PLAYING IRONSWORN
In the Ironsworn tabletop roleplaying game, you are a hero sworn to
undertake perilous quests in the dark fantasy setting of the Ironlands. You
will explore untracked wilds, fight desperate battles, forge bonds with isolated
communities, and reveal the secrets of this harsh land. Most importantly, you
will swear iron vows and see them fulfilled—no matter the cost.
To play Ironsworn, you create your character, make some decisions about
the world you inhabit, and set the story in motion. When you encounter
something dangerous or uncertain, your choices and the dice determine the
outcome.
Ironsworn supports three modes of play.
• Guided: One or more players take the role of their characters, the
protagonists in your story, while a gamemaster (GM) moderates the
session. The GM helps bring the world to life, portrays the people and
creatures you encounter, and makes decisions about the outcome of your
actions.
• Cooperative (Co-Op): You and one or more friends play together to
overcome challenges and complete quests. A GM is not required. The
Ironsworn game system will help you explore the dramatic stories of your
characters and their fateful vows.
• Solo: As with cooperative play, no GM is necessary. You portray a lone
heroic character in a dangerous world. Good luck!
Ironsworn is primarily intended for solo and small group play. One
to four players (plus a GM in guided mode) is ideal. The characters
portrayed by other players are referred to in these rules as your
allies.
WHAT YOU NEED
If you’re playing solo, just grab some materials and get started. A session can
be as long as you like, from a few minutes to a few hours.
If you’re playing with one or more friends—either guided or co-op—you
probably want to dedicate enough time to make some progress in your quests.
Plan on a couple of hours or more.
CHAPTER 1
THE BASICS
1
IRONSWORN
Make sure you have:
• Two ten-sided dice (d10) for each player. These are your challenge dice.
• One six-sided die (d6) for each player. This is your action die.
• Optionally, another pair of ten-sided dice to use as your oracle dice.
• A printed character sheet for each player and printed asset cards
(available at ironswornrpg.com).
• Some counters for marking status tracks on your character sheet. You can
use paper clips, beads, dice, coins, tokens from other games, or whatever
is convenient.
Not required, but helpful: Printed reference sheets for moves,
the blank Ironlands map, and other worksheets available at
ironswornrpg.com.
MECHANICS AND THE FICTION
Ironsworn uses various mechanics, such as rolling dice and managing the
stats and resources on your character sheet. As a player, you will often make
decisions based on a desired mechanical outcome. For example, you might
choose a particular action to get a bonus on your die roll. The basic mechanics
of Ironsworn are introduced in this chapter.
Ironsworn is also heavily reliant on the fiction, which is the imagined
characters, situations, and places within your game. You will play from the
perspective of your character. You will interpret actions and events in a way
that is consistent with the dramatic, fictional reality you have forged for your
story and your world.
To learn more about how the mechanics and fiction interact, see page 203.
THE SETTING
The default setting for your adventures is the Ironlands. It is a rugged
peninsula of isolated communities and untracked wilds on the frontier of the
known world. You can learn more about the setting starting on page 111. For
now, here’s a summary of some default assumptions.
• Two generations ago, your people were driven to the Ironlands from their
former homes in the Old World.
• The weather here is harsh. Winters are brutal. The rugged terrain makes
travel and trade difficult and dangerous.
• There are no thriving cities. Instead, Ironlanders live in isolated villages
or steadings. Their homes are modest buildings of wood, stone, and
thatch.
• Many areas of the Ironlands are unexplored and uninhabited except by
the firstborn—beings such as elves, giants, and the wolf-like varou.
• Coins have little value here. Most commerce is made through barter and
favors
• Some communities remain isolated and independent, while others trade
in basic goods such as iron, grain, wood, livestock, wool, and coal.
• There is a diverse mix of peoples and cultures within the Ironlands,
even within a single community. You can envision your character and
those you interact with however you like, unbound by considerations of
geography, lineage, sexual orientation, and gender.
• Communities sometimes band together under a powerful leader, but
there are no kingdoms. Territorial lines are sketchily drawn, if at all.
• Large-scale warfare is unheard of, but raiding parties and skirmishes
between communities are a constant menace. Some communities subsist
entirely on raiding.
• Spear, axe, shield, and bow are the dominant weapons. Swords are rare
and highly prized. Some warriors choose to wade into battle clad in iron,
while others trust in their prowess or in the strength of their shields.
• Magic is subtle and mysterious. Mystics seek to ward away the darkness
through the practice of magic, but often succumb to it. Rituals are
performed as blessings and to gain insight.
• Supernatural creatures and beasts are rare, frightening, and dangerous.
You are encouraged to make Ironsworn your own, and to bend the setting
to your liking. Your version of the Ironlands will be unique because you’ll
define aspects such as the history of your people, magic, mythic beasts, and
more. The choices you make will help inspire the personal vows driving your
character.
You can also ignore the Ironlands entirely and play in your own world, or
explore a setting inspired by media, history, or another roleplaying game. The
Ironsworn rules are flexible enough to accommodate many forms of gritty
fantasy or historical fiction.
With a bit of work, you can even adapt these rules to different genres. See page
237 for more on hacking Ironsworn.
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IRONSWORN
CHAPTER 1 | THE BASICS
2
IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER
EXPERIENCE
IRON
SHADOW
WITS
HEART
EDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED
SHAKEN
UNPREPARED
ENCUMBERED
BANES
MAIMED
CORRUPTED
BURDENS
CURSED
TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
IRON VOWS
In the Ironlands, a vow is sacred. When you declare your solemn promise to
serve or aid someone, or to complete a personal quest, your honor is bound to
that vow. Abandoning or recanting an oath is the worst sort of failure.
When you swear a vow, you touch a piece of iron. It can be an iron coin, a
weapon, or your armor. It’s an old tradition. Some say the iron, a piece of the
primal world, serves as a conduit to the old gods—so they may better hear
your promise.
Vows are the core of playing Ironsworn. It is your vows that drive you. These
goals create the context for your adventures and challenges. As you complete
vows, you gain experience and new abilities.
When you create your character, you start with a background vow. When you
setup your campaign, you envision or encounter an inciting incident which
triggers a new vow. There are several prompts for vows associated with the
details of the world in chapter 4 (page 111), and with foes and encounters in
chapter 5 (page 133). You can select something which fits your vision for the
world and your character’s goals, or just come up with something yourself. If
you are playing in co-op mode, you and your fellow players may have shared
vows and personal vows.
To learn more about your first vows and starting your campaign, see page
193.
YOUR CHARACTER
You use your character sheet to track your stats, overall condition, and
progress in your quests. You also have assets (page 21), which are abilities
you choose when you create your character and when you gain experience.
These components help you determine the outcome when things get
dangerous or uncertain.
However, your character is more than these mechanical bits. You are the
protagonist in a rich story. You have hopes and fears, virtues and failings. You
have a history. You are, or were, part of a community. This is the fiction of
your character. Consider a few of these details as you create your character,
but don’t sweat it. You’ll evolve it through play. At the start of your game,
put your character on stage to see what happens. Fill in the blanks—for your
character and your world—as you go.
To learn more about creating your character and the components that make
up your character, see page 31.
As you fulfill
vows, you earn
experience (page
44). You spend
experience to gain
new assets.
You have five stats (page
33) which represent
the core aspects of your
character. These are
often added as a bonus
when you take action.
You have status
tracks for health,
spirit, and supply
(page 33).
These represent
your current
condition and
readiness.
As you take action, you
build or lose momentum
(page 11). Positive
momentum can help
improve the result of
an action. Negative
momentum can undermine
an otherwise successful
action.
Your vows (page 35)
are your sacred oaths to
complete perilous quests.
Each vow has a rank and
is managed through a
progress track.
You suffer debilities
(page 36) as you
face harrowing
challenges. Some
debilities are
temporary and easily
mended; others are
permanent.
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IRONSWORN
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4
MOVES
Moves are self-contained systems to resolve a specific action, scene or
question. There is a move for most common situations you encounter in
Ironsworn. They have specific triggers, phrased as “When you [blank].” When
your character does that thing, or you encounter that situation, refer to the
move to see what happens.
Moves are organized by activities.
• Adventure moves (page 60) cover a variety of dangers, conducting
investigations, traveling, making camp, and healing.
• Relationship moves (page 69) involve persuading others to do
something, building bonds with people and communities, resting and
recuperating within a community, aiding your allies, and initiating duels.
• Combat moves (page 78) are used when fighting (but not exclusively;
other moves may come into play as well).
• Suffer moves (page 90) occur when you endure hardship, such as
suffering physical harm or facing a dispiriting challenge.
• Quest moves (page 98) encompass iron vows, making progress in a
sworn quest, and improving your character.
• Fate moves (page 104) help you decide what happens in solo and co-op
play, or support the GM’s decisions and brainstorming in guided play.
When a move’s name is referenced within these rules or by another move,
you’ll see it as italicized text.
Most moves are based on risky actions you are taking. You are attacking with
your sword, making a dangerous climb, or healing an ally. These moves use
dice to determine the outcome. This is called an action roll (page 8).
Some moves measure your headway against an extended challenge, such as a
journey or fight, using a progress track (page 14). When you are ready to
resolve the challenge, you make a progress roll (page 18).
Other moves utilize a different kind of dice roll, called an oracle roll (page
22). These moves help determine the outcome of uncertain events out of
your character’s control. If you’re playing solo or co-op, you can use the Ask
the Oracle move (page 107) to answer questions about the world, resolve how
other characters respond, or determine what happens next.
Some moves don’t require a roll. They might support or reference a separate
move, or simply help you resolve a mechanical or narrative situation. Don’t
roll dice unless a move tells you to. To learn more about moves, see page 49.
GATHER INFORMATION
When you search an area, ask questions,
conduct an investigation, or follow
a track, roll +wits. If you act within a
community or ask questions of a person
with whom you share a bond, add +1.
On a strong hit, you discover something
helpful and specific. The path you must
follow or action you must take to make
progress is made clear. Envision what you
learn (Ask the Oracle if unsure), and take +2
momentum.
On a weak hit, the information complicates
your quest or introduces a new danger.
Envision what you discover (Ask the Oracle
if unsure), and take +1 momentum.
On a miss, your investigation unearths a
dire threat or reveals an unwelcome truth
that undermines your quest. Pay the Price.
This is the move’s trigger.
When you do this
thing, or encounter this
situation, make the move.
Moves with an action roll
include three levels of
possible results: A strong
hit, a weak hit, and a miss.
When a move is
referenced within
another move, you’ll
see it as italicized text.
Moves which require an
action roll will tell you
which stat to add to your
roll, and may give you an
option to include other
bonuses (called adds).
This is the
move’s name.
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IRONSWORN
CHAPTER 1 | THE BASICS
6
THE ACTION ROLL
When you make a move representing a risky or uncertain action, you roll
three dice at once.
• Challenge dice: Two ten-sided dice (D10)
• Action die: A six-sided die (D6)
3
4
8
ACTION DIE
CHALLENGE DICE
Add your relevant stat to your action die. The move will tell you which stat to
add, or may give you a choice. Some moves will tell you to use one of your
tracks, such as health or supply, in place of a stat. Based on the move or your
character’s assets, you may also have an opportunity to apply one or more
bonuses called adds. The total of your action die, your stat, and any adds is
your action score. Your action score is never greater than 10—anything over
that is ignored.
To determine the outcome of your move, compare the action score to each
of the challenge dice. You want it to be greater than the individual value of
those dice.
6
4
8
ACTION SCORE
COMPARE TO
CHALLENGE DICE
+ 2 + 1 =
+ 2 + 1 =
STAT
ADDS
ACTION
SCORE
3
6
There are three possible results for a move.
Strong Hit
Your action score is
greater than both the
challenge dice. You
succeed at what you
are trying to do.
Weak Hit
Your action score
is greater than only
one of the challenge
dice. You probably
succeeded, but with a
lesser effect or cost.
Miss
Your action score isn’t
greater than either
of the challenge dice.
You failed, or need to
make some serious
concessions.
The move will tell you how to interpret the outcome of your action, or offer a
choice. The result may include mechanical changes to your character’s status
and narrative changes to the current situation.
When you score a miss on a move, you’ll usually see a prompt to Pay the Price.
This is a special move that lets you pick a likely negative outcome or roll to see
what happens. If you’re playing with a GM, they may consult with this move,
or just tell you the price.
The main thing to remember on a miss: Something always happens. The
situation gets more complex, dramatic, or dangerous. To learn more about
the Pay the Price move, see page 105.
Ties always go to the challenge dice. Your action score needs to
exceed—not equal—the challenge dice to count as a hit.
5
5
=
MATCHES
When you roll for a move, you
should be on the lookout for a
match on the challenge dice. In
cooperative and solo play, this is
your trigger to add a twist, create
a new complication, or otherwise mix things up. Something interesting,
unexpected, or unusual happens. If you’re unsure, you Ask the Oracle, which
is a move you use to ask questions or check for inspiration. If you’re playing
with a GM, a match on the challenge dice can be their prompt to introduce a
surprising turn of events.
Greater than
NOT greater than
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IRONSWORN
CHAPTER 1 | THE BASICS
8
The outcome of a match should be evaluated based on the result of your move.
• Strong hit: The match should represent a twist in the narrative, something
interesting, or a new opportunity.
• Miss: The match should represent a heightened negative outcome, a
complication, or new danger. Things get worse for you in an unexpected
way.
You can also let the intensity of your success or failure frame how you interpret
a match. Rolling matched 10’s on your challenge dice should prompt you to
introduce a harrowing turn of events or a dire failure. It’s as bad as things get.
GM’S AND THE DICE
If you are playing as a GM, you can focus on guiding the game and responding
to your player’s questions and actions. Since NPCs don’t make moves, you
won’t need to make action rolls. However, you might want to have a pair of
D10’s available for oracle rolls (page 22).
MOMENTUM
Momentum is a special mechanic which is central to playing Ironsworn. Your
momentum value ranges from a -6 to +10 and represents how you are faring
in your quests. Move results may tell you to increase or decrease momentum.
The momentum track is on the left side of your character sheet. You can use
a paper clip or token to mark the current value.
When you have positive momentum, things are going your way. You have the
advantage. You are in control. Your path is clear. You are properly positioned
for success.
When you have negative momentum, the tide has turned against you. You
face tough odds. You are outmatched. Your next steps are uncertain.
Momentum persists through scenes and between gaming sessions.
When you finish a session, write down your current momentum
value. Then, pick up where you left off when you return to the game.
GAINING MOMENTUM
You gain momentum as an outcome or option when making moves. This
represents securing advantages, acquiring new insight, and making progress
in your quests. If a move tells you to add momentum (phrased as “take +X
momentum”), increase your momentum track by the value indicated. The
choices you make in a move, or the assets you use to support the move, may
modify the amount rewarded.
In general, taking +1 momentum represents a minor advantage. Taking +2
momentum (or more) represents a major advantage.
LOSING MOMENTUM
You can lose momentum as a choice when making moves, or as an outcome
of a move—particularly on a weak hit or miss. If a move tells you to suffer a
specific loss of momentum (phrased as “suffer -X momentum”), you reduce
your momentum track by the value indicated. The options you choose in a
move, or the assets you leverage, may alter this penalty.
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CHAPTER 1 | THE BASICS
11
IRONSWORN
If you lose momentum as a result of a narrative outcome without a defined
value, such as when you make the Pay the Price move (page 105), you should
suffer a reduction appropriate to the narrative circumstances.
• For a minor disadvantage or complication, suffer -1 momentum.
• For a major disadvantage or complication, suffer -2 momentum.
Some moves and assets give you the option to suffer a loss of momentum
in exchange for temporary advantages. If you take this option, adjust your
momentum track by the amount indicated.
BURNING MOMENTUM
Burning momentum is a powerful option to build on your success and deliver
a decisive result or avoid dire failure. When you have positive momentum,
after you roll your move, you may cancel any challenge dice that are less than
your current momentum value. This gives you an automatic hit.
If both challenge dice are less than your momentum value, you may cancel
them both for a strong hit. If you burn momentum when only one of the
challenge dice is less than your momentum value, the result of the other die
stands—giving you a weak hit.
For example, your momentum track is at +6 and your action score is 4. You
roll a 5 and an 8 on your challenge dice. You may burn momentum to cancel
the 5, but not the 8. This shifts your result from a miss to a weak hit.
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
8
CHALLENGE DICE
5
MOMENTUM TRACK
Burning momentum is never required. Even if you score a miss on a move
and have enough momentum to cancel the challenge dice, you can choose to
suffer the failure and save your momentum for a more crucial moment.
After you burn momentum, you must reset your momentum. See the next
page for how that works.
RESETTING MOMENTUM
After you burn momentum, you must adjust your momentum track to your
momentum reset value. The default reset is +2. This value may be lowered
when your character suffers from a debility (page 36). Debilities are
conditions such as wounded, shaken, or unprepared. They are marked on
your character sheet as a result of a move or a narrative event.
• If you have one debility marked, your momentum reset is +1.
• If you have more than one debility marked, your momentum reset is 0.
There is a box below the momentum track where you can record your current
momentum reset.
SUFFERING NEGATIVE MOMENTUM
When your momentum is less than 0, and it matches the value of your action
die, you must cancel your action die. You still check the success of your move
by comparing your stat plus your adds to the challenge dice, but you won’t
have your action die to help you.
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
CONDITIONS
WOUNDED
SHAKEN
UNPREPARED
ENCUMBERED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDAB
TROUBLESOME DANGEROUS FORMIDAB
MOMENTUM TRACK
4
ACTION DIE
MINIMUM MOMENTUM
Your momentum cannot drop lower than -6. This is your minimum
momentum. If a move tells you to lower your momentum, and your
momentum is already at its minimum, you will instead make the Face a
Setback move (page 97). As a result of this move, you reduce your health,
spirit, or supply (or some combination thereof) by that amount, or undermine
your progress in a current quest, journey, or fight.
Make moves such as Secure an Advantage (page 61) to increase your
momentum.
You may cancel
this die.
You must cancel
this die.
13
IRONSWORN
CHAPTER 1 | THE BASICS
12
page 111. Give your vows a rank appropriate to the complexity of your quest
and the amount of emphasis you want to give the vow in your story.
MARKING PROGRESS
You will perform specific moves to advance toward your goal. For example, as
you travel across perilous lands, you Undertake a Journey and mark progress
when you successfully reach waypoints in your travel.
UNDERTAKE A JOURNEY
When you travel across hazardous or unfamiliar
lands, first determine the rank of your journey (Ask the
Oracle if unsure).
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If
you are setting off from a community with which you
share a bond, add +1 to your initial roll.
On a strong hit, you reach a waypoint. If the waypoint
is unknown to you, envision it (Ask the Oracle if
unsure). Then, choose one.
• You make good use of your resources: Mark
progress.
• You move at speed: Mark progress and take +1
momentum, but suffer -1 supply.
On a weak hit, you reach a waypoint and mark
progress, but suffer -1 supply.
On a miss, you are waylaid by a perilous event. Pay the
Price.
This move
lets you mark
progress on
a strong or
weak hit.
Similarly, when you fight, you Strike (page 79) or Clash (page 80) to
inflict harm on your foe. To move forward in your quest, you use the Reach
a Milestone move (page 100). These incremental moves let you amass
advantages to have the best chance of success when you are ready to resolve
your challenge.
MAX MOMENTUM
Your max momentum starts at +10, and is reduced by 1 for every marked
debility. There’s a spot on your character sheet to record this value. You can’t
increase momentum over your max. If you are at your max and a move gives
you an option to increase your momentum, you can’t take that benefit.
PROGRESS TRACKS
A progress track is used to measure your pace and determine the outcome of
a goal or challenge in specific situations.
• When you Swear an Iron Vow (page 98), a progress track represents
the challenges you overcome on your way to achieving your ultimate goal.
• When you Undertake a Journey (page 65), a progress track represents
how far you’ve gone and how favorable the travel has been.
• When you Enter the Fray (page 78), a progress track represents your
advantage as you weaken or wound your foes in combat.
• When you establish a new relationship with a character in your world
and Forge a Bond (page 74), you mark your bond on a progress track.
Progress tracks are drawn as a row of ten boxes which you fill in—or mark—
as you make headway toward a goal. When you initiate a challenge, these
boxes are empty.
Since making progress on your quests may stretch over many sessions, your
character sheet includes progress tracks for vows. Your character sheet also
includes a progress track for your bonds. For journeys and fights, you can
sketch out your progress tracks on whatever is convenient, or use the challenge
worksheets provided at ironswornrpg.com.
CHALLENGE RANKS
When you engage in a fight, initiate a journey, or swear a vow, you give your
challenge a rank. In increasing order of difficulty, the ranks are troublesome,
dangerous, formidable, extreme, and epic. You (or the GM) will choose
a rank appropriate to the situation and how quickly or easily it should be
resolved. Troublesome is used for simple challenges. A typical challenge is
dangerous or formidable. Epic and extreme challenges require great effort and
luck to overcome. Guidelines for foes are on page 134, and for journeys on
15
IRONSWORN
CHAPTER 1 | THE BASICS
14
Whenever you successfully move toward your goal, you partially or fully fill
in a box on your progress track. You fill progress boxes with lines—called
ticks. A full progress box consists of four ticks in a star-shaped pattern. When
a move tells you to mark progress, fill in the appropriate number of ticks or
progress boxes based on the rank of your challenge.
Troublesome
mark 3
progress
Dangerous
mark 2
progress
Epic
mark 1
tick
Formidable
mark 1
progress
Extreme
mark 2
ticks
MARKING PROGRESS FOR BONDS
If you are marking progress on your bonds progress track, you always mark 1
tick unless a move tells you otherwise. Bonds are not given a challenge rank.
To learn more about bonds, see page 24.
PROGRESS MOVES
There are four moves, called progress moves, which utilize progress tracks to
resolve the outcome of a goal or challenge.
• To resolve a quest, Fulfill Your Vow (page 101).
• To end your journey, Reach Your Destination (page 68).
• To decide the outcome of combat, End the Fight (page 82).
• When you retire from your life as Ironsworn, Write Your Epilogue (page
77).
REACH YOUR DESTINATION
Progress Move
When your journey comes to an end, roll the
challenge dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, the situation at your
destination favors you. Choose one.
• Make another move now and add +1.
• Take +1 momentum.
On a weak hit, you arrive but face an
unforeseen hazard or complication. Envision
what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray,
your objective is lost to you, or you were
misled about your destination. If your journey
continues, clear all but one filled progress, and
raise the journey’s rank by one (if not already
epic).
This label identifies
this move as a
progress move.
A progress move
uses a progress
roll instead of an
action roll (see
the next page for
how it works).
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CHAPTER 1 | THE BASICS
17
IRONSWORN
PROGRESS ROLLS
You don’t make an action roll when you make a progress move. Instead, you
tally the number of fully filled progress boxes (those with four ticks). This
is your progress score. Then, roll your challenge dice and compare your
progress score to the value of the dice.
As with an action roll, if your progress score is greater than both challenge
dice, it’s a strong hit. If you beat one of the challenge dice, it’s a weak hit. If you
fail to beat either die, it’s a miss. The progress move will tell you how to resolve
the challenge based on the outcome of your roll. Also, keep an eye out for a
match, which represents a surprising twist or unusual complication.
In the example below, you would compare your +6 progress score to your
challenge dice when making your progress move. The seventh progress box is
only partially filled in, and won’t count toward the progress score.
6
PROGRESS SCORE
4
6
CHALLENGE DICE
When deciding whether to make your progress move, you need to weigh your
chance of success against the risk of continuing to make preparatory moves.
One thing to remember: It’s not necessary to fill your progress track before
making your progress move. In fact, a weak hit or miss on a progress roll can
lead to exciting new story possibilities.
MOMENTUM AND PROGRESS ROLLS
Momentum is ignored when you make a progress move. You cannot burn
momentum on a progress roll, and you do not suffer from negative momentum.
SHARING PROGRESS TRACKS WITH ALLIES
When you and your allies are working together to resolve a challenge—a
quest, a journey, or a fight—you share a progress track and mark progress
together. When you make a progress move, only one of you rolls the dice. The
result will stand for the group.
HARM
Harm represents physical damage and fatigue. You inflict harm on your foes
in combat, and you Endure Harm when you are attacked or fail to overcome a
physical hazard or ordeal.
INFLICTING HARM
When you successfully attack a foe using the Strike (page 79) or Clash (page
80) moves, you inflict harm. If you are armed with a deadly weapon (such
as a sword, axe, spear, or bow), you inflict 2 harm. If you are unarmed or using
an improvised or simple weapon (such as a shield, stick, club, staff, or rock),
you inflict 1 harm. You may have an option to inflict additional harm through
the choices you make in a move.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.
ENDURING HARM
When you face physical injury or hardship, make the Endure Harm move
(page 91). As part of that move, you reduce your health track by the amount
of harm suffered. There are five ranks of harm.
• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
tiring effort.
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
nasty injury, or a demanding effort.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature,
a serious injury, or an exhausting effort.
• Extreme (4 harm): An overwhelming attack by a monster or beast, a
grievous injury, or a debilitating effort.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
injury, or a consuming effort.
When you are fighting a foe, they inflict harm based on their rank. Sample
foes are in chapter 5 (page 133).
If you are at 0 health, a miss on the Endure Harm move puts you at risk
of suffering a debility or dying. You can recover health through rest and
recuperation, using moves such as Heal (page 63), Make Camp (page 64),
and Sojourn (page 71).
19
IRONSWORN
CHAPTER 1 | THE BASICS
18
STRESS
Stress represents mental burdens and trauma. When you face mental shock
or despair, make the Endure Stress move (page 95). As part of that move,
you reduce your spirit track by the amount of stress suffered. There are five
ranks of stress.
• Troublesome (1 stress): An unsettling incident or frustrating failure.
• Dangerous (2 stress): A distressing incident or upsetting failure.
• Formidable (3 stress): A horrifying incident or demoralizing failure.
• Extreme (4 stress): A heart-rending incident or traumatic failure.
• Epic (5 stress): A soul-shattering incident or the loss of all hope.
When you are opposing a foe, they can inflict stress (such as a terrifying
visage or demoralizing taunt) based on their rank. Sample foes are in chapter
5 (page 133).
When you Endure Stress, you reduce
your spirit track by the amount of
stress suffered. If you are at 0
spirit, you are in danger of
suffering a debility or falling
into desolation.
You can recover spirit by
relaxing when you Make
Camp (page 64), finding
fellowship when you
Sojourn (page 71), or
when you Forge a Bond
(page 74).
Unlike harm, you do not
inflict stress on others—at
least not mechanically. If you
attempt to frighten or demoralize
another character, make an
appropriate move to see what
happens.
ASSETS
Assets are a key component of your character. They give you additional
options and bonuses when making a move, and may include their own special
moves. When you create your character (page 31), you select your starting
assets. When you Fulfill Your Vow and gain experience (page 44), you can
Advance to spend your experience on new assets or upgrade current assets.
To learn more about assets, see page 39.
You can mix-and-match assets however you like. There are no
designated assets based on character classes or roles. However, you
should avoid picking the same asset as another player.
20
CHAPTER 1 | THE BASICS
PATH
SLAYER
When you Gather Information by
tracking a beast or horror, or when
you Secure an Advantage by readying
yourself for a fight against them, add
+1 and take +1 momentum on a hit.
{ When you Swear an Iron Vow to slay
a beast or horror, you may reroll any
dice. When you Fulfill Your Vow and
mark experience, take +1 experience.
{ When you slay a beast or horror (at
least formidable), you may take a
trophy and choose one.
• Power a ritual: When you or an ally
make a ritual move, reroll any dice
(one time only).
• Prove your worth: When you Sojourn,
reroll any dice (one time only).
This is the asset type. When you pick
an asset, you choose from companions,
paths, combat talents, and rituals.
Most assets include a
default ability, represented
by the filled-in circle. If
it doesn’t have a starting
ability, you get to pick one.
As you gain
experience, you can
purchase upgrades for
your assets. When you
purchase an upgrade,
you fill in the circle
to show that you now
have that ability.
Assets usually modify
moves by giving you
a bonus or allow you
to use the move in a
different way. Some
assets include their
own unique moves.
21
IRONSWORN
SEEKING ANSWERS
If you are playing solo or co-op, you can Ask the Oracle to help guide your
game session and trigger ideas when you need to know what happens next.
Its most basic function is to answer a “yes” or “no” question. Combined with
your own instincts and creativity, this move—and other random prompts—
can push your story in surprising and exciting directions. To learn more about
this move, see page 107.
If you are playing with a GM, they are the oracle. When you see a prompt to
Ask the Oracle, turn to your GM. The GM is free to leverage random tools and
creative prompts to come up with the answers.
Keep in mind that—even when playing with a GM—Ironsworn is about
shared storytelling. Offer suggestions. Talk it out. The GM is the final arbiter
of what happens next, but everyone at the table should participate in building
the world and creating the narrative of your game.
ASK THE ORACLE
When you seek to resolve questions, discover
details in the world, determine how other
characters respond, or trigger encounters or events,
you may…
• Draw a conclusion: Decide the answer based on
the most interesting and obvious result.
• Ask a yes/no question: Decide the odds of a
‘yes’, and roll on the table below to check the
answer.
• Pick two: Envision two options. Rate one as
‘likely’, and roll on the table below to see if it is
true. If not, it is the other.
• Spark an idea: Brainstorm or use a random
prompt.
Odds
The answer is ‘yes’
if you roll...
Almost Certain
11 or greater
Likely
26 or greater
50/50
51 or greater
Unlikely
76 or greater
Small Chance
91 or greater
On a match, an extreme result or twist has occurred.
ORACLES
Some moves may prompt you to roll on a table to generate a result between
1 and 100. There are also a set of creative prompts in chapter 6 (page 165),
which you can use to reveal details, trigger events, and guide the actions of
other characters in your world. These oracles help answer questions in solo or
co-op games, or provide inspiration for the GM in guided play.
ROLLING ORACLE DICE
Whenever you are prompted by a move or an oracle table to generate a result
between 1 and 100, roll two ten-sided dice.
3
6
One of your oracle dice may
include tens digits on its faces. If
so, you’d read this result as 83.
You can also use two D10s of
different colors, and decide
before rolling which represents
the tens digit and which is the
units. You’d read this result as 36.
80
80
3
Roll on this
table using
your oracle dice
to generate a
result between
1 and 100
You might want to use a special set of dice for your oracle rolls,
shared by everyone at the table. It’ll make those dice feel special and
unique.
22
CHAPTER 1 | THE BASICS
23
IRONSWORN
MORE RANDOMNESS
You’ll find a set of random tables in chapter 6 (page 165). These provide
inspirational prompts and random results for common situations. You can
also use whatever random generators you prefer, including those drawn from
another game, online generators, or visual tools such as tarot cards.
TRUST YOUR INSTINCTS
These random generators will never replace your own imagination and
intuition. If it’s interesting, dramatic, and pushes the story forward, make it
happen. Too much reliance on random generators to answer questions about
“what happens next” can kill the momentum of your game or make it feel
disconnected and incoherent.
Keep it moving. Ask a question. If an answer leaps to mind, go with it. If you’re
not sure, Ask the Oracle. Then, play.
BONDS
As you explore your world and complete quests, you create bonds with people
and communities by making the Forge a Bond move (page 74). Bonds give
you advantages for specific moves when interacting with those you have
bonded with. For example, if you attempt to Compel someone (page 69),
and you share a bond with them, you add +1 to your action score. The moves
tell you when having a bond provides this advantage.
Bonds also help determine your fate when you retire from your life as an
adventurer. The more bonds you create, the more connections you have
with people and communities, the better your chance to live out your days
peacefully in the company of others.
Your character sheet has a special progress track for bonds. When you
successfully Forge a Bond, mark 1 tick on this progress track. When your
adventures are complete and you Write Your Epilogue (page 77), tally your
bonds and make a progress roll (page 18) to wrap up your character’s story.
OTHER CHARACTERS
The mechanics of Ironsworn are almost entirely character-facing—meaning
they reference the capabilities and actions of your character. Other non-player
characters and creatures (NPCs) don’t have mechanical detail. In fact, they
may only have a single stat—their rank—for tracking progress against them
in a combat scene. Further, NPCs do not make moves. You won’t roll dice
for them to determine the outcome of their actions. When you attempt to
influence them, oppose them, resist them, or aid them, make moves as your
character. If you have questions about an NPC’s motivations or what they do
next, Ask the Oracle. To learn more, see page 133.
ALLIES AND COMPANIONS
If you are playing a co-op or guided game with other players, their characters
are referred to in these rules and in moves as your allies.
A companion is a special type of asset. Unlike normal NPCs, they can
provide mechanical benefits through their abilities, and they have a health
track to record harm. If the text of a move refers to a companion, it means a
companion asset. To learn more about companions, see page 39.
EQUIPMENT
In Ironsworn, you won’t worry too much about equipment. Your supply track
(page 34) is an abstract representation of your general readiness, clothes,
ammo, food, water, and mundane gear.
You are armed and armored as appropriate to your vision for your character.
If you wield a weapon, you can inflict harm with it. If you are armed with a
deadly weapon (such as a sword, axe, spear, or bow), you inflict 2 harm. If you
are unarmed or using an improvised or simple weapon (such as a shield, stick,
club, staff, or rock), you inflict 1 harm.
Other equipment provides narrative benefit. It enables you to make moves
where that gear is important, or perhaps allows you to avoid a move altogether.
For example, you need to make your way down a steep rock face.
Without assistance, you’d make a Face Danger move to see what
happens. If you had rope, the climb is not particularly risky or
uncertain. In that case, you might skip the move and just narrate
the result.
Specific assets (page 39) can make equipment more important and relevant
to your character. For example, combat talent assets (page 40) represent
your expertise in a particular weapon or fighting style. When you wield an
appropriate weapon, you gain the benefit of the asset.
Apart from assets, you can make note of equipment at whatever level of
detail you like, but don’t fuss over it. If you’re wondering whether you have a
particular mundane item, you can Ask the Oracle (page 107).
25
IRONSWORN
CHAPTER 1 | THE BASICS
24
IRONSWORN
27
IRONSWORN
27
THE FLOW OF PLAY
Like most roleplaying games, you play primarily from the perspective of
your character. What are you doing? What are you trying to achieve? What
opposition and challenges do you face? Your quests, and the characters and
situations you encounter, will guide the fiction and the choices you make.
When you have questions about what you find, how other characters in your
world respond, or what happens next, you can go with what feels right (if you’re
playing solo or co-op), or ask your GM. When you are seeking inspiration or
want to put it in the hands of fate, you make the Ask the Oracle move (page
107). Use the yes/no questions and random prompts to generate interesting
twists and new complications you might not have thought of on your own.
Above all, if it’s interesting, dramatic and fits the fiction, make it happen.
If you are doing something covered by a move, refer to the move to resolve
your action. If it tells you to roll dice, do it.
Scoring a strong hit on a move means you are in control. You’re driving the
narrative. What do you do next?
A weak hit or a miss means you don’t have control of the situation. Instead
of acting, you react. What happens next? If you’re playing with a GM, they’ll
determine how the world responds. Otherwise, you rely on your intuition and
occasional oracle rolls to drive the narrative.
Envision the
current situation
and what your
character is doing.
Ask and answer questions about
the world, other characters, and
what happens next
(or Ask the Oracle).
When your action or the
current situation triggers a
move, make that move.
STRONG
HIT
You’ve
succeeded.
You are in
control.
WEAK
HIT
You’ve made
progress,
but aren’t in
control.
MISS
You’ve failed,
or encounter
a costly turn
of events.
What happens
next?
What do you
do next?
START
26
CHAPTER 1 | THE BASICS
WHAT’S NEXT
That’s the basics of playing Ironsworn. You’ll see these concepts referenced
and expanded throughout this rulebook, but it’s not necessary to read or
understand it all before playing. To get started:
Create your character (page 31). Set your stats, select your
assets, and consider your background and personality.
Build your world (page 111). Take a tour of the Ironlands, create
your unique vision of the setting, and find inspirational prompts
for vows and quests. Or, start playing in your own world.
Review the moves (page 49). It’ll be helpful to get a basic
understanding of the moves and how you resolve your character’s
actions and intent. You can start by printing out the move reference
sheets, available at ironswornrpg.com. Then, refer to chapter 3
when you have a question or want further detail.
Review the example of play (page 241). See Ironsworn in action
to help understand the basic die roll mechanics, how to interpret
moves and outcomes, and how to use creative prompts to drive
your story forward.
Swear an Iron Vow (page 98). Play to see what happens. When
you have questions about moves, see page 49. When you need a
foe or encounter, see page 133. When you seek answers from an
oracle, see page 165.
Dig deeper (page 193). When you’re ready to explore campaign
setup guides, additional gameplay options, and best practices, see
chapter 7.
1
2
3
4
5
6
The mother asked the seer to divine her
new baby’s fate. The old mystic came and
looked at the sleeping child. She tilted her
head, closed her eyes. Then, she drew back,
frowning. No need to ask the gods. No need
to roll the stones.
“Ironsworn,” the seer said.
She took her price in silver and blood, and
left the mother alone with the baby.
That night, the mother wept, for she knew
her child would grow to live apart from her.
Whether consumed by duty or vengeance,
wanderlust or love, it was all the same. The
trackless wilds would call, the blade and
shadow would whisper their secrets, and her
child would leave.
She cried for the life her child would live, and
she cried for the knowing of it.
CHAPTER 1 | THE BASICS
28
YOU ARE IRONSWORN
Others live out their lives hardly venturing beyond the walls of their village or
steading, but you are different. Your sworn vows will lead to a life of danger,
heroism, and sacrifice at the edge of the known world.
ENVISION YOUR CHARACTER
Before you jump into the mechanics of your character, consider their
motivations, interests, skills, personality, and weaknesses. It’s fine to start with
one or two ideas about your background and goals. You can flesh out your
character as you play.
BE AWESOME
Your character is highly competent. You’re smart, brave, and driven. You can
hold your own in a fight. When you Swear an Iron Vow, you mean it.
You are not without your limitations. You’ll face hardship. You’ll make bad
decisions. You will fail. Overcoming those failures, pushing on, is what makes
you heroic.
BE WHO YOU WANT
The people of the Ironlands are diverse. Communities are formed through
shared interests, mutual protection, or strong leadership. Respect is still
paid to traditions of the Old World, but Ironlanders largely left behind their
cultural divisions when they crossed the vast northern ocean. Even within a
single community, you’ll find a fusion of Old World and Ironland influences.
You can envision your character however you like—unbound by geography,
lineage, sexual orientation, and gender. Your character can be inspired directly
by a real-world or historical culture, or you might weave a blend of cultural
influences into your concept.
The default setting is human-centric, and these rules do not include specific
options to play fantasy races. However, you can adjust to your liking. The
mechanics of your character are relatively light and can be themed to support
several types of fantasy or historical fiction.
WHERE TO START?
You can build your world , build your character, or do both in tandem. If you
have a clear idea for your character, start there and build your world around
them, as if you’re building a set to suit your actor. If you need inspiration, start
with the world. Chapter 4 (page 111) includes prompts for situations and
quests to help you envision your character and your place in the Ironlands.
CHAPTER 2
YOUR
CHARACTER
31
IRONSWORN
IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER
EXPERIENCE
IRON
SHADOW
WITS
HEART
EDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED
SHAKEN
UNPREPARED
ENCUMBERED
BANES
MAIMED
CORRUPTED
BURDENS
CURSED
TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
Asha Shadiya
9
3
1
2
1
2
1
Find my sister
Kill the wyvern
/
/
/
/
/
/
Guide the caravan safely through the mournwood
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
NAME
EXPERIENCE
STATS
HEALTH
MOMENTUM
SPIRIT
ASSETS
SUPPLY
DEBILITIES
VOWS
CHARACTER BASICS
NAME
You have a name. Perhaps others will honor it someday in stories and songs.
Give your character a name. For inspiration, you can roll on the
Ironlander Names tables on page 184.
STATS
There are five stats. Each is given a value from 1 to 3. When you make a move
and roll dice, you usually add one of your stats to your action die. The move
will tell you which stat to add, or give you a choice.
• Edge: Quickness, agility, and prowess in ranged combat.
• Heart: Courage, willpower, empathy, sociability, and loyalty.
• Iron: Physical strength, endurance, aggressiveness, and prowess in close
combat.
• Shadow: Sneakiness, deceptiveness, and cunning.
• Wits: Expertise, knowledge, and observation.
To start, arrange these bonuses across your five stats in any order:
3, 2, 2, 1, 1.
HEALTH
Health represents your current physical condition and stamina, ranked from
0 to +5. Health is reduced when you Endure Harm (page 91), and increased
when you rest or receive care through moves such as Heal (page 63) or
Sojourn (page 71).
If you are at 0 health, scoring a miss when you Endure Harm puts you at risk
of suffering a debility or dying.
To start, set your health track to +5.
BONDS
COMPANION
HAWK
Name:
Your hawk can aid you when it is aloft.
{ Far-seeing: When you Undertake
a Journey, or when you Resupply by
hunting for small game, add +1.
{ Fierce: When you Secure an Advantage
+edge using your hawk to harass and
distract your foes, add +1 and take +1
momentum on a hit.
{ Vigilant: When you Face Danger
+wits to detect an approaching threat,
or when you Enter the Fray +wits
against an ambush, add +2.
0
+1
+2
+3
PATH
STORYWEAVER
When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
or tale, envision the story you tell.
Then, add +1 and take +1 momentum
on a hit.
{ When you Make Camp and choose the
option to relax, you may share a story
with your allies or compose a new
story if alone. If you do, envision the
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
relax in your company may also take
+1 spirit or +1 momentum.
{ When you Sojourn within a
community with which you share a
bond, add +2 (instead of +1).
COMBAT TALENT
SHIELD-BEARER
If you wield a shield...
When you Face Danger using your
shield as cover, add +1. When you
Clash in close quarters, take +1
momentum on a strong hit.
{ When you bear a shield painted
with a meaningful symbol, and you
Endure Stress as you face off against
a fearsome foe, add +1 and take +1
momentum on a hit.
{ When forced to Endure Harm in a
fight, you may instead sacrifice your
shield and ignore all harm. If you do,
your shield is destroyed or will require
extensive repair; suffer -2 momentum.
33
IRONSWORN
CHAPTER 2 | YOuR CHARACTER
32
SPIRIT
Spirit is your current mental state, ranked from 0 to +5. Spirit is reduced
when you Endure Stress (page 95). It is increased when you find comfort
in companionship, success, or relaxed moments through moves such as Make
Camp (page 64) or Forge a Bond (page 74).
If you are at 0 spirit, scoring a miss when you Endure Stress puts you at risk of
suffering a debility or falling into desolation.
To start, set your spirit track to +5.
SUPPLY
Supply is an abstract representation of your preparedness, including ammo,
food, water, and general upkeep. It is ranked from 0 to +5. Instead of keeping
track of a detailed inventory, you can consider most of your mundane gear as
covered under supply.
Supply is decreased when you make the Undertake a Journey move (page
65). You might also reduce supply as a narrative cost when you face
hardships as an outcome of other moves. For example, if you make the Face
Danger move (page 60) to ford a wild river, you might lose some gear as a
result of a weak hit or miss. Supply is increased when you gather provisions
through moves such as Resupply (page 63).
The supply track represents the shared assets among your party. You and your
allies use the same supply value while you travel together. If any of you make
a move to increase supply, or suffer the result of a move that reduces your
supply, each of you adjust your supply track accordingly.
When your supply falls to 0, all characters make the Out of Supply move (page
97). If you are at 0 supply and suffer additional -supply, you each must
reduce your health, spirit, or momentum tracks by that amount.
To start, set your supply track to +5. You and your allies share the
same supply value while you adventure together. When one of you
makes a move that raises or lowers the supply track, each of you
should make the adjustment on your character sheet.
MOMENTUM
Momentum represents how you are faring in your quests. It is gained and lost
through moves. If you have positive momentum, you are building on your
successes and ready to make decisive moves. If you have negative momentum,
you have suffered setbacks and your quest is in jeopardy.
To learn more about momentum and how it helps and hinders your character,
see page 11.
Use the momentum track on the left side of your character sheet to record
your current momentum. Your character sheet also includes boxes to mark
your max momentum and momentum reset.
• Your max momentum starts at +10, and is reduced by one for every
marked debility.
• Your momentum reset starts at +2. If you have a one debility marked,
your reset is +1. If you have more than one debility marked, your reset
is 0.
To learn more about debilities, see page 36.
To start, set your current momentum to +2, your max momentum
to +10, and your momentum reset to +2.
VOWS
When you Swear an Iron Vow (page 98), you give it a rank (troublesome,
dangerous, formidable, extreme, or epic), and record it on your character
sheet. You then use a vow progress track to mark when you Reach a Milestone
(page 100).
You should start your first session with two vows: A long term goal
(your background vow) and an immediate situation which must
be dealt with (your inciting incident). You’ll find quest starters
in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and
Encounters’ (page 133).
To learn more about your starting vows, see page 195.
35
IRONSWORN
CHAPTER 2 | YOuR CHARACTER
34
BONDS
As you build relationships and complete quests in the service of others, you
create bonds by making the Forge a Bond move (page 74).
Bonds provide narrative texture to your world by fleshing out other
characters and communities. They give you places to return to, and people
to reconnect with, when your life as Ironsworn has taken its toll. Bonds also
provide mechanical benefits when you act within a community or interact
with someone with whom you share a bond. For example, the Sojourn move
(page 71) gives you a bonus to your action roll if you have a bond with that
community.
The bonds progress track on your character sheet represents the connections
you have made. When you successfully Forge a Bond, you mark progress (one
tick). When your time as Ironsworn is done, you Write Your Epilogue (page
77). When you make that move, you tally the number of filled boxes on
your bonds progress track as your progress score. See page 14 to learn more
about progress tracks and progress moves.
You should start your first session with up to three background
bonds. Make a note of the people or communities you share bonds
with, and mark up to three ticks on your bond progress track. To
learn more about your first session and your starting bonds, see
page 193.
DEBILITIES
As you suffer hardships and setbacks in your quests, you may need to mark
debilities as a result of moves or narrative events. Moves will tell you which
debility to mark, or give you a choice. Debilities represent temporary, long-
term, and permanent disadvantages. Some can be easily cleared through an
appropriate move. Others will forever become a part of your character.
Debilities should have a narrative impact on how you envision your character’s
actions and how others react to you. They also have a mechanical impact by
reducing your momentum track.
• Each marked debility reduces your max momentum by 1.
• If you have one marked debility, your momentum reset is +1 instead of
+2.
• If you have more than one marked debility, your momentum reset is 0.
CONDITIONS
• Wounded may be marked when you are at 0 health and fail to Endure
Harm (page 91). You are severely injured and need treatment to
recover.
• Shaken may be marked when you are at 0 spirit and fail to Endure Stress
(page 95). You are despairing or distraught, and need comfort to
recover.
• Unprepared is marked when you are at 0 supply and are Out of Supply
(page 97). You and your allies share the same supply value, and will
mark unprepared together.
• Encumbered is marked as appropriate to the circumstances when you
are carrying excessive or cumbersome weight.
As with all debilities, conditions impact your max momentum and momentum
reset. In addition, if you are wounded, shaken, or unprepared, you cannot
increase the associated track.
• If you are wounded, you cannot increase health.
• If you are shaken, you cannot increase spirit.
• If you are unprepared, you cannot increase supply.
If a move gives you an opportunity to raise your health, spirit, or supply while
the associated condition is marked, you can’t take that option. You must clear
the condition before improving the related status track.
Wounded, shaken, and unprepared can be cleared when you succeed on
appropriate moves. For example, scoring a hit on the Heal move (page 63)
can clear the wounded condition. The shaken and unprepared conditions
can generally only be cleared as you find fellowship and gather provisions
in a community through the Sojourn move (page 71). Once you clear a
condition, you restore your max momentum and momentum reset, and you
can once again increase the associated track through moves.
Unlike other conditions, encumbered is not specifically triggered or
resolved by a move. Instead, it should be marked when appropriate to the
circumstances. For example, you would mark encumbered if you are carrying
an unconscious ally to safety in a perilous situation. Encumbered can also be
triggered by the Ironclad asset, which allows you to gain an advantage for
heavy armor in exchange for marking the condition. Encumbered is cleared
when you lighten your load.
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BANES
• Maimed may be marked when you are at 0 health and fail to Endure
Harm (page 91). You have suffered a wound which causes you ongoing
physical challenges, such as the loss of an eye or hand. Or, you bear
horrific scars which serve as a constant reminder of your failures.
• Corrupted may be marked when you are at 0 spirit and fail to Endure
Stress (page 95). Your experiences have left you emotionally scarred.
You are at the threshold of losing yourself to darkness.
Banes are permanent. They forever impact your character through the
momentum penalty and—more importantly—through the narrative impact
of being maimed or corrupted. You should factor this debility into how you
perform moves and how you interact with the world. You may have physical
or emotional limitations you must cope with. Your outlook may change. Your
goals and methods may change. How others behave toward you may change.
If you are maimed, envision the injury and make note of it. Consider how this
impacts your approach when facing physical challenges, and weave it into
your roleplaying and the narrative of your moves.
When you are corrupted, envision how this impacts your personality and
motivations. You might struggle with a new compulsion, quirk, or fear. You
might even bear a physical, supernatural sign of the corruption. If so, what is
it?
BURDENS
• Cursed is marked when you Face Death (page 93) and return with a
soul-bound quest. This burden can only be cleared by completing the
quest.
• Tormented is marked when you Face Desolation (page 96) and
undertake a quest to prevent a dire future.
Burdens are a result of life-changing experiences that leave you bound to
quests. Clearing a burden can only be accomplished by resolving the quest.
When you are cursed or tormented, you should consider the physical or
emotional manifestations of these conditions. You have walked the lands
beyond death or suffered visions of your greatest fears. What signs do you
bear? How do these experiences affect your relationships?
When you create your character, all debilities should be unmarked.
ASSETS
Assets represent your background, skills, and traits. They give you additional
options and bonuses when making a move—or sometimes act as their own
self-contained moves.
Assets provide both mechanical and narrative benefits. For example, if you
are an Herbalist, you gain bonuses to your moves when treating injuries or
sicknesses. You can envision your character identifying plants, diagnosing
rare illnesses, and summoning up obscure facts about herbal remedies. Even
when you aren’t making moves, your role colors the interests and manner of
your character. Also, your expertise might offer story possibilities and new
quests as you interact with others in need of your services.
Ironsworn assets are formatted as printable cards, available for download
at ironswornrpg.com. Put them alongside your character sheet for easy
reference. Each asset card includes three abilities.
ASSET TYPES
There are four types of assets: Companions, paths, combat talents, and
rituals. You can mix-and-match assets as you like—whatever fits your vision
for your character and their experiences and goals.
COMPANIONS
Companions are your NPC
helpers. When you acquire
a companion, give them a
name and envision their
appearance and personality.
If they don’t have a starting
ability, choose one.
Upgrading a companion
enables additional abilities.
Companions utilize a
health track and may suffer
harm as a result of one of
your moves. When your
companion takes damage,
make the Companion
Endure Harm move (page
94) to determine the
outcome. See page 43 to
learn more.
COMPANION
HAWK
Name:
Your hawk can aid you when it is aloft.
{ Far-seeing: When you Undertake
a Journey, or when you Resupply by
hunting for small game, add +1.
{ Fierce: When you Secure an Advantage
+edge using your hawk to harass and
distract your foes, add +1 and take +1
momentum on a hit.
{ Vigilant: When you Face Danger
+wits to detect an approaching threat,
or when you Enter the Fray +wits
against an ambush, add +2.
0
+1
+2
+3
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COMBAT TALENTS
Ironsworn characters are
assumed to be skilled
fighters. Even without a
combat talent, you can
wield weapons and perform
combat moves (page 78).
A combat talent reflects a
particular area of expertise,
and gives you additional
options and bonuses.
Combat talent assets
typically require you to
wield a specific weapon, as
noted in the asset text. For
example, if you are a Shield-
Bearer and don’t have a
shield at the ready, you can’t
use the asset’s abilities.
PATHS
Paths represent your
background, interests,
training, and skills. They
provide mechanical and
narrative advantages, but
also reflect who you are
and how you interact with
the world. For example,
a Ritualist would likely
have a different outlook
than a Veteran. Choosing
both those paths can
reflect an evolution of your
character or an interesting
background.
RITUALS
Magic in Ironsworn is cast
through rituals which help
support your actions or act
as unique moves. Like all
assets, rituals can be selected
as you gain experience and
can be upgraded over time to
make them more flexible or
powerful.
All rituals utilize a move as
their default marked ability.
You must make this move
and the associated action
roll to trigger the effect. Any
secondary abilities you gain
by upgrading the asset are
dependent on performing
the ritual described as the
default ability.
ACQUIRING ASSETS
You may select three assets when you create your character. Additional assets
can be acquired with experience points when you Advance (page 103).
Some assets can only be obtained after you have fulfilled narrative or
mechanical requirements. This is in addition to the experience point cost.
The text of the assets will outline the requirements. For example:
• Banner-Sworn requires that you have marked a bond with a leader or
faction. If you have an appropriate background bond, or have made the
Forge a Bond move with a leader or faction, you may add the asset.
• Battle-Scarred requires that you are maimed (page 38). If you have
marked the debility, you may add the asset.
• Ritualist requires that you Fulfill Your Vow in service to an elder mystic,
and Forge a Bond to train with them. Once you’ve done that, you may add
the asset.
For assets without a requirement, you should consider the narrative
justification when you add it to your character. What have you done to gain
these abilities? How have your goals changed to support this new focus? Make
your selection meaningful in the context of your story.
PATH
STORYWEAVER
When you Secure an Advantage,
Compel, or Forge a Bond by sharing an
inspiring or enlightening song, poem,
or tale, envision the story you tell.
Then, add +1 and take +1 momentum
on a hit.
{ When you Make Camp and choose the
option to relax, you may share a story
with your allies or compose a new
story if alone. If you do, envision the
story you tell and take +1 spirit or +1
momentum. Any allies who choose to
relax in your company may also take
+1 spirit or +1 momentum.
{ When you Sojourn within a
community with which you share a
bond, add +2 (instead of +1).
COMBAT TALENT
SHIELD-BEARER
If you wield a shield...
When you Face Danger using your
shield as cover, add +1. When you
Clash in close quarters, take +1
momentum on a strong hit.
{ When you bear a shield painted
with a meaningful symbol, and you
Endure Stress as you face off against
a fearsome foe, add +1 and take +1
momentum on a hit.
{ When forced to Endure Harm in a
fight, you may instead sacrifice your
shield and ignore all harm. If you do,
your shield is destroyed or will require
extensive repair; suffer -2 momentum.
RITUAL
COMMUNION
When you surround the remains
of a recently deceased intelligent
creature with lit candles, and summon
its spirit, roll +heart. Add +1 if you
share a bond. On a strong hit, the
spirit appears and you may converse
for a few minutes. Make moves as
appropriate (add +1). On a weak hit,
as above, but the spirit also delivers
troubling news unrelated to your
purpose. Envision what it tells you
(Ask the Oracle if unsure) and Endure
Stress (1 stress).
{ As above, and you may also commune
with the long-dead.
{ When you perform this ritual, add +1
and take +1 momentum on a hit.
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40
UPGRADING ASSETS
When you spend experience (page 44) to upgrade an asset, you fill in the
dot on your asset card to show you’ve acquired the ability. All assets include
three abilities. The first will probably be filled in when you purchase the asset.
If not, you get to choose one of the three abilities to start.
Upgrading an asset costs 2 experience. Abilities may be selected in any order.
You don’t have to activate the second ability to upgrade the third one.
ASSET ABILITIES
Assets provide one or more functions.
• They provide bonuses (adds) for specific moves.
• They allow you to alter the outcome of a move by rerolling dice.
• They provide improved outcomes for successful moves, such as taking
+1 momentum on a hit.
• They give you an option to exchange one resource for another, such as
trading momentum for inflicting additional harm.
• They allow you to use moves in unusual circumstances, such as using
the Scrying ritual to Gather Information remotely.
• They allow you to use a different stat instead of the one normally
required by a move.
• They provide unique self-contained moves.
• They add narrative detail and create situations where you can reveal
more about your character or your world.
Follow the directions on the asset to apply its abilities to your current situation.
ABILITY REQUIREMENTS
Narrative circumstances and the outcome of failed moves may force you into
situations where you can’t leverage a key asset, making your adventure more
challenging and dramatic.
For example, if you don’t have a animal pelt, you can’t perform the Bind ritual.
If you Undertake a Journey without your Horse companion, you won’t gain
the bonus. If you are an Archer who’s run out of arrows, you’ll have to try
something else. Before you make a move using an asset, take a moment to
ensure you are properly positioned and equipped to use those abilities.
USING COMPANION ABILITIES
If you have a companion, leveraging their abilities is an option, not a
requirement. Through the fiction, you can interact with your companion and
have them perform tasks or assist you without using one of the asset abilities.
For example, a Horse companion can put you in position to travel at speed or
get away from danger.
When you leverage a companion’s ability, you are inherently putting them
at risk. If you roll a 1 on your action die when aided by a companion, any
negative outcome of the move should involve your companion. Depending
on the circumstances, they might suffer harm, be put in danger, become
separated from you, or refuse your commands.
INFLICTING HARM ON COMPANIONS
When a companion suffers physical damage, you make the Companion
Endure Harm move (page 94). When their health is at 0, they are in danger
of being killed. Some moves, such as Sojourn (page 71) and Make Camp
(page 64), offer options for your companion to recover health.
SLAIN COMPANIONS
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you can rebuy the asset at
the normal cost.
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42
FAILING AN ASSET MOVE
For the sake of brevity, moves within an asset do not usually describe the
result of a miss. If an asset offers a self-contained move, and doesn’t provide
a specific consequence for a miss, you can leverage the miss result of the
Face Danger move (page 60): “On a miss, you fail, or your progress is
undermined by a dramatic and costly turn of events. Pay the Price.” In short,
make something negative happen as appropriate to the circumstances.
FAILED RITUALS
Dabbling in the mystic arts is dangerous, and the results can be unpredictable.
If the ritual goes wrong, envision what sort of backlash might be possible, or
Ask the Oracle. You’ll also find a Mystic Backlash table on page 189.
Failing a ritual might also lead to an entirely mundane result. Perhaps you were
ambushed in the midst of the ritual. Or, you waste time (suffer -momentum)
or resources (suffer -supply). You might choose to save any overt supernatural
backlash for special circumstances, such as when you roll a match.
USING ASSET CARDS
Booklets of asset cards are available for download at ironswornrpg.com. You
can print and cut out individual cards, and each is sized for use with standard
3.5x2.5 in (88x63mm) card protectors.
Or, you can purchase decks of preprinted asset cards. Visit ironswornrpg.com
to learn more.
To start, select three assets. Since this is a key aspect of your
character, feel free to choose assets as the first step in character
creation. You can let your assets guide your concept, or vice versa.
EXPERIENCE
When you Fulfill Your Vow (page 101), you gain experience. The amount of
experience is based on the rank of the quest, and ranges from 1 to 5 points.
Mark an ‘X’ on your character sheet for each point you’ve earned.
EXPERIENCE
When you Advance (page 103), you spend experience to purchase assets or
upgrade an asset. Replace the ‘X’ for each point spent with a filled-in dot.
EXPERIENCE
Per the Advance move, you may:
• Add a new asset by spending 3 experience.
• Upgrade an asset by spending 2 experience.
To start, your experience is unmarked.
EQUIPMENT
Make note of any important equipment or items you start with. These are
things that might impact the narrative and the moves you make, or provide
texture to your character’s background. They don’t offer mechanical bonuses
unless they are represented by an asset, such as a weapon used in a combat
talent.
You can assume you are equipped for travel and adventure as represented by
your supply track. Don’t worry about managing rations or ammo or other
mundane necessities.
There are no limitations by the rules, but envision your character’s place
in society and consider the availability of resources in your version of the
Ironlands. By default, a fine sword or a set of quality armor is rare, and marks
you as someone of note. It influences how others react to you in the fiction of
your game.
If you want to begin your adventures as a typical Ironlander, envision yourself
outfitted with cheap, mundane gear. A hand-me-down set of quilted armor.
A ratty traveling cloak. A battered wooden shield. A spear and a worn knife.
Improving your lot in life can be part of your narrative journey.
To start, make note of any items which have a narrative impact and
equipment which relates to your assets. Keep it simple.
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44
BECOMING IRONSWORN
In your first session, envision your current situation. Something has
happened—or is about to happen—which puts you on the path of the
Ironsworn. This is your inciting incident. Make it personal. Give it teeth. It’s
not a situation you can just walk away from. You must set things right.
If you need inspiration for this starting situation, have a look at the prompts
for vows in chapter 4 - ‘Your World’ (page 111) and chapter 5 - ‘Foes and
Encounters’ (page 133). Or, you can Ask the Oracle (page 107) and interpret
the meaning of the answer.
To learn more about starting your campaign, see page 193. Then, Swear an
Iron Vow and play to see what happens.
IRONSWORN
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CHARACTER CREATION
SUMMARY
Work through the following steps in whatever order you prefer.
Envision your character (page 31).
Choose a name (page 33).
Set your stats by arranging these bonuses across edge, heart, iron,
shadow, and wits in any order: 3, 2, 2, 1, 1 (page 33).
Set your health, spirit, and supply to +5 (page 33).
Set your momentum to +2, your max momentum to +10, and your
momentum reset to +2 (page 35).
Mark up to three background bonds (page 36).
Pick three assets (page 39).
Make note of any important equipment or items (page 45).
Set a background vow, and give it a rank of extreme or epic. Then,
envision your inciting incident and Swear an Iron Vow. For details
on setting up your campaign, see page 193.
1
2
3
4
5
6
7
8
9
MAKING MOVES
Moves help you decide what happens when you do something risky or
uncertain, and they resolve various fictional and mechanical situations. There
is a move for most common actions and scenes you will portray in Ironsworn.
When you do something or encounter a situation within the scope of a move,
refer to the move and follow its instructions to see what happens.
When a move is referenced within this rulebook or within another move, the
move’s name will be italicized. When you see italicized text, it’s your prompt
to make that move.
The Ironsworn moves are also available as a printable reference at
ironswornrpg.com. Refer to that handout during your session, and come back
to this chapter when you need guidance or want more detail.
MOVE OUTCOMES
Most moves use an action roll (page 8) to resolve the outcome. Roll your
action die and challenge dice, add the relevant stat to your action die along
with any adds provided by the move or your assets, and check the result.
• Strong hit: When your action score is greater than both of the challenge
dice, you succeed at what you are trying to do. Take any benefits as
defined by the move. You are in control. Envision what you do next.
• Weak hit: When your action score is greater than only one of the
challenge dice, it’s a mixed result. You’ve probably succeeded, but with a
lesser effect or a cost. The move will describe the outcome or choice you
need to make. Control of the situation is slipping away. What happens
next?
• Miss: When your action score isn’t greater than either of the challenge
dice, you failed or need to make a serious concession. The move will give
you a specific result, or tell you to Pay the Price (page 105). You’ve lost
control of the situation. What happens next?
A progress roll (page 18) is a variation of the action roll used to resolve an
extended challenge. When you make a progress move, you won’t roll your
action die. Instead, roll the challenge dice and compare to your progress track.
Then, check the result for a strong hit, weak hit, or miss.
Other moves leverage an oracle roll (page 22) to help guide the fiction.
You’ll roll two ten-sided dice to generate a number between 1 and 100, and
check your result against a table.
Some moves don’t use dice at all; don’t roll unless the move tells you to.
CHAPTER 3
MOVES
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IRONSWORN
consecutive rolls. When you Undertake a Journey (page 65), you may make
the roll several times to gain progress. That’s fine as long as the rolls don’t get
too mechanical. Break up the flow of play with other actions, narrative beats,
and events that cause you to rethink your approach. When in doubt, follow
this guideline: If you’ve made the same move three times in a row, switch
things up. Make something happen.
MAKING GROUP MOVES
When you are adventuring with allies (other player characters), you will often
make moves to resolve a challenge for the group. This represents your character
taking the lead in a particular scene. You might serve as the spokesperson as
you Compel an enemy to negotiate a surrender. Or, you might guide your party
through a dense wood as you Undertake a Journey. Unless a move specifically
offers benefits for your allies, any mechanical bonus you gain from a hit is
applied only to the character making the move. For example, if you represent
your group as you Swear an Iron Vow (page 98) and score a strong hit, you
take the mechanical reward (per the move, “take +2 momentum”). Everyone
else benefits from the narrative success.
The exception are moves such as Make Camp and Sojourn, which provide
specific options for your allies to improve their status tracks or clear debilities.
Also, your supply track is shared when you travel together, and any change
(positive or negative) affects everyone in the group.
Allies can contribute to your action by making the Aid Your Ally move (page
76). On a hit, you gain a bonus you can leverage to improve your chance of
success. If more than one ally makes this move, bonuses can be stacked.
When you make a move for your group and face a negative outcome, you
should apply mechanical and narrative costs as appropriate to the current
situation.
MAKING PROGRESS MOVES
There are four progress moves: Reach Your Destination (page 68), End the
Fight (page 82), Fulfill Your Vow (page 101), and Write Your Epilogue (page
77). These moves represent your attempt to act decisively and resolve a
challenge or complete a narrative arc. When you make these moves, you won’t
roll your action die and add a stat. Instead, you tally your progress score by
adding +1 for each fully filled progress box. Then, roll your challenge dice,
compare to your progress score, and resolve the move as directed. You cannot
burn momentum when making a progress move, and you are not affected by
negative momentum.
To learn more about progress tracks and progress moves, see page 14.
BEST PRACTICES FOR MOVES
FICTION FIRST, THEN MOVE
What are you trying to do? How are you doing it? What complications might
you face? Envision it. If you’re playing co-op or guided, talk it out. If—
after thinking through the fiction—you decide you are doing something or
encountering a situation that falls under a move, make the move.
Depending on the scale of the current action, you might be visualizing a
montage of days (a journey, for example) or the passing of a mere second (an
intense fight). Always think from the standpoint of the fiction—even if it’s
obvious what move you’ll make. Then, translate the fiction into the mechanics
of a move, and back to the fiction again as you play out the result.
To learn more about how fiction and mechanics interact, see page 203.
NOT EVERYTHING IS A MOVE
Don’t let your session jump from move to move without any roleplay,
worldbuilding, or storytelling. If you’re doing something safe and certain, it’s
probably not a move. If you’d rather gloss over something, do it.
Many moves offer a potential benefit and cost, and it’s ultimately your
decision whether to risk the move to gain the reward. If you happen across a
community in your travels, and decide to roleplay some low-key interactions
with the locals, that’s not necessarily a move. However, if you are wounded
and low on supplies, Sojourn (page 71) gives you an opportunity to recover.
Moves are also used as a pacing mechanism. Moves leading immediately to
other moves make the situation feel more intense and dangerous.
MAKE MOVES MATTER
Let your moves flow organically out of the narrative. Don’t make moves purely
for a mechanical benefit without some support in the fiction. Don’t repeat a
move trying to get your desired outcome. A move, hit or miss, should always
result in a change to the current situation.
For example, you are trying to Compel (page 69) a clan leader to agree to an
alliance. You roleplay how you attempt to reason with them. Then, you make
the roll, and fail. They refused. Why? What else do you learn or what do they
do to make your situation more complex or dangerous? Whatever happens,
something happens. You shouldn’t try to Compel them again unless you bring
a new approach or leverage to bear.
However, there will be times when you make a move multiple times in
sequence. In combat, you’ll often Strike (page 79) or Clash (page 80) with
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EQUIPMENT AND MOVES
Equipment and items can contribute to the fiction of how you make or avoid
a move. What you wear or the items you carry might also affect how you
envision your character. Otherwise, equipment is not especially important. To
learn more about equipment for your character, see page 25 and page 45.
WEAPONS AND ARMOR
In combat, the weapons you wield and armor you wear mainly provide
narrative detail for the scene. When you envision how you fight, take your
equipment into account.
Weapons have implied characteristics. Light axes, knives, or spears can be
thrown. A bow is fired. A sword is a fine weapon balanced for attack and
defense. When you wield a spear, you leverage its reach to hold your opponent
at bay or attack with speed and precision. When you fight with a knife, you
move inside your opponent’s guard and slash and cut. When you hold a shield,
you deflect blows, bash or shove your foe, or even block arrows at range.
Similarly, you can envision yourself relying on armor as you like. Do you wear
crudely stitched hides for protection? Perhaps a fine shirt of mail handed
down from your kin? Do you hide your face within a visored iron helm? How
does your armor affect your combat stance and tactics?
You can lose a weapon, run out of ammo, or see your
armor damaged as a result of a failed move.
This can be represented mechanically
through a loss of momentum. Or,
you might Endure Stress if an item
of sentimental value is destroyed.
Losing access to a weapon also
limits your ability to inflict harm
(1 harm instead of 2—see page
19). Always start with the
fiction. What moves does this
item allow you to make or
avoid? What happens when
you no longer have it?
If you have a combat talent asset (page 40), your weapon and armor may
provide additional benefit through abilities. As long as you carry the item,
you may use those abilities.
INITIATIVE
Initiative is a special mechanic in combat. It reflects who is in control. When
you have initiative, you make proactive moves and have more options. When
your foe has initiative against you, they are forcing you to react. Initiative
shifts between you and your foes depending on the result of your moves.
Some moves are inherently proactive or offensive and can only be made when
you have initiative. Others are reactive or defensive and are made when your
foe has initiative.
Combat moves (page 78) usually specify when you make the move (with
or without initiative) and whether you take or lose initiative as part of the
outcome. However, you will make moves which aren’t specifically combat
moves to take action or avoid dangers in a fight. To determine whether you
have initiative, follow these guidelines (unless a move tells you otherwise):
• When you score a strong hit, you take or retain initiative.
• When you score a weak hit or miss, you lose initiative.
The ability to take initiative on a strong hit applies even to suffer moves (page
90). For example, if you score a miss when you Clash and your foe inflicts
harm, you can still take back initiative with a strong hit on Endure Harm. This
is your character shrugging off the hit and roaring back into the fight. To learn
more about other moves in combat, see page 85.
NPCs do not make moves. When an NPC has initiative, they take actions in
the fiction of the scene which force you to react. When you have initiative,
you are in control and taking proactive actions to achieve your objectives.
INITIATIVE AND ALLIES
When you are playing with allies (other player characters), you each track
your own initiative based on the outcome of your moves. You can shift the
focus between characters and make moves as appropriate to the situation. A
character with initiative makes proactive moves to inflict harm or setup an
advantage. A character without initiative defends against attacks or tries to
get back into the fight.
Keep in mind that initiative doesn’t represent who goes next. Talk out what
happens as if moving a virtual camera around your imagined scene. Bring
the chaos of a melee to life. Use a dramatic moment to jump to a different
character and leave everyone in suspense. Keep things moving to give
everyone a chance in the spotlight.
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IRONSWORN
EXAMPLE: INITIATIVE IN ACTION
Ash and Tayla are playing Ironsworn in co-op mode without a GM.
They are helping defend a village against a raider attack. They come
across two raiders in the longhouse.
Both of them make the Enter the Fray move (page 78). This is
the move that triggers combat. Per the description of this move, the
situation and their intent determines what stat to use for the roll. The
raiders aren’t aware of them yet, and Ash wants to use this to their
advantage and get a shot or two off with his bow. He’ll roll +shadow.
Tayla, meanwhile, is eager to wade into the fight. She rolls with +heart,
caution be damned.
Ash rolls a strong hit, and gains initiative. Tayla rolls a weak hit.
They think for a moment about how to manage the initial focus of
the fight. Ash suggests, “Tayla, you are charging into battle, but these
raiders are no greenhorns. They react quickly, readying their weapons,
and one of them lunges with a spear.”
This narration shows that Tayla does not have control of the situation.
She’ll have to react to the raider and try to gain back initiative.
However, Tayla wants to put the focus on Ash, who has initiative. This
gives him an opportunity to intercede in the trouble Tayla is about to
face.
“You’ve got a second before I’m in the thick of it,” Tayla tells Ash. “What
do you do?”
“Quick as I can, nock an arrow, pull back, and send it flying towards the
guy with the spear. That’s a Strike.”
Ash rolls +edge for the Strike (page 79), and scores a weak hit. He
can mark progress against the raider, but he has lost initiative.
“I was just a bit slow with that arrow shot,” Ash says. “Let’s inflict harm
for it in a second. First, though, the raider thrusts the spear at you.
What do you do?”
Ash and Tayla are essentially rewinding time for dramatic effect. The
result of Ash’s move, the arrow shot, hasn’t occurred in the fiction yet.
They’ll use this as a technique to resolve the weak hit and give the
raider an opportunity to act before getting hit with an arrow.
“I’m going to try to evade the attack and get inside his guard,” Tayla
says.
“Clash?” Ash asks. This move (page 80) lets Tayla to try to inflict
harm on her foe.
“No. I just want to defend.”
“Sounds like Face Danger then. Roll for it.”
Tayla makes the Face Danger move (page 60). She gets a strong hit,
and now has initiative.
“He thrusts with his spear,” Tayla says, describing the outcome of
her move, “but I knock it aside with my shield. I’m inside his guard,
bringing back my sword for a swing...”
“And at that moment,” Ash says, “thwack! An arrow slices right past
you and into the guy’s shoulder. He reels.”
“Nice,” Tayla tells Ash. “You probably don’t have another clear shot
now that I’m mixing it up with them. What do you do?”
“I’ll drop the bow, draw my axe, and join the fight.”
Ash doesn’t have initiative, so the fiction needs to show him not in
control of the situation. “As I move forward,” he adds, “the raider on
the left suddenly charges at me.”
“Let’s see what happens with me first,” Tayla says.
“Sure. You’re inside his guard. He’s reeling from that arrow shot. What
do you do?”
Tayla pantomimes a sword swing. “Right across his neck. Strike.”
Tayla makes the roll. Another strong hit. She marks the harm as
progress against the raider. He’s at ten progress.
“I’ll try to End the Fight,” Tayla says, triggering the move that determines
whether she’s defeated this raider (page 82).
She makes the roll. A strong hit. The raider is out of this battle.
“Meanwhile,” Tayla says, “you’ve got the other one bearing down on
you. They’re holding their shield out like a battering ram. What do
you do?”
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MOVE GLOSSARY
There are several common phrases, terms, and prompts you’ll see as part of
moves and assets. They are summarized here (in alphabetical order).
“ADD +X”
Add this number to your action die. This is in addition to any other bonuses
you otherwise receive, such as your stat. Your action die + your stat + adds is
your final action score. See page 8 for details.
“ALLIES / ALLY”
An ally (page 25) is a character controlled by another player.
“ASK THE ORACLE”
When you seek inspiration to decide the outcome of a move, resolve what
happens next, or get details about your world, you can Ask the Oracle (page
107). This move lets you ask questions to get a yes/no result or use random
prompts for brainstorming. When you are playing with a GM, they are the
oracle. Ask them what happens, or talk it out.
“COMPANION”
A companion (page 25) is an NPC asset.
“CHOOSE”
The move will provide a list of options and the number you may select. You
may not select a single option more than once.
“ENDURE HARM (X HARM)”
Make the Endure Harm move (page 91), reducing your health track by the
indicated amount of harm.
“ENDURE STRESS (X STRESS)”
Make the Endure Stress move (page 95), reducing your spirit track by the
indicated amount of stress.
“IN EXCHANGE FOR”
Adjust the appropriate tracks by the amount indicated in the move. Typically,
you will trade +1 in one track for -1 in another.
“INFLICT YOUR HARM”
When you inflict your harm (page 19), you mark progress against your
foe. If you are armed with a deadly weapon (such as a sword, axe, spear, or
bow), you inflict 2 harm. If you are unarmed or using an improvised or simple
weapon (such as a shield, stick, club, staff, or rock), you inflict 1 harm.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting
a dangerous enemy.
“INFLICT +X HARM”
“Inflict +1 Harm” tells you to add 1 harm to your current attack. Some assets
increase your harm in particular circumstances, or a move might give you an
option to increase your harm. You must inflict harm as a result of your move
to gain the bonus. Always add your harm and any bonus harm together, then
apply it to your foe’s progress track.
“ON A HIT” / “IF YOU SCORE A HIT”
Act on these instructions if you score a weak or strong hit on a move (your
move score beats one or both of the challenge dice).
“ON A WEAK HIT” / “IF YOU SCORE A WEAK HIT”
Act on these instructions if your move score is greater than one challenge die,
but less than or equal to the other.
“ON A STRONG HIT” / “IF YOU SCORE A STRONG HIT”
Act on these instructions if your move score is greater than both challenge
dice.
“ON A MISS” / “IF YOU SCORE A MISS”
Act on these instructions if your move score does not beat either of the
challenge dice.
“PAY THE PRICE”
When you roll a miss on a move, you’ll usually see a prompt to Pay the Price.
This move (page 105) helps you resolve the outcome of failure. If you’re
playing without a GM, you make the most obvious or interesting bad outcome
happen based on the current circumstances, roll on the Pay the Price table to
see what happens, or Ask the Oracle (page 107). If you’re playing with a GM,
they can decide what happens, ask you to roll on the table, or talk it with the
group.
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“TAKE +X”
Add this number to the indicated track. For example, “Take +2 momentum”
tells you to add 2 to your current momentum track.
Some assets may offer additional bonuses. Unless stated otherwise, this bonus
is added to anything else you gain as a result of your move. If you take +2
momentum as part of a move, and you are using an asset which gives you +1
momentum on the same move, you take +3 momentum total.
“WHEN YOU…”
This is the move trigger. When you do this thing, or encounter this situation,
make the move. Only you, the character, makes moves. You or the GM don’t
use moves for non-player characters or creatures. If you’re just checking to
see if something happens or how someone acts, you can Ask the Oracle (page
105).
“PROGRESS MOVE”
This is a special type of move to resolve the outcome of a goal or challenge.
When you make a progress move, tally the number of filled boxes on your
progress track as your progress score. Only add fully filled boxes (those with
four ticks). Then, roll your challenge dice, compare to your progress score,
and resolve a strong hit, weak hit, or miss as normal. You may not burn
momentum on this roll, and you are not affected by negative momentum.
To learn more about progress tracks and progress moves, see page 14.
“REROLL ANY DICE”
After you roll your move, you may pick up and reroll your choice of any dice,
including either or both of the challenge dice and your action die. Set aside
the dice you intend to keep. You may only reroll once, using a single throw
for all dice you choose to reroll. Choose carefully, because the new result for
all dice must stand.
“ROLL +[STAT]”
Add the value of the indicated stat to your action die. This is the basic action
roll (page 8). Most moves indicate the stat you should use, such as “roll
+iron”. If it doesn’t, or gives you a choice, use the most appropriate stat.
“SUFFER -X”
Subtract this number from the indicated track. For example, “Suffer -1 supply”
tells you to subtract 1 from your supply track. If a specific amount is open to
interpretation, reduce the track as appropriate to the challenge faced.
Rank
Amount
Troublesome
-1
Dangerous
-2
Formidable
-3
Extreme
-4
Epic
-5
When you are fighting a foe, they inflict harm and stress based on their rank.
For example, a formidable foe inflicts 3 harm or stress.
When in doubt about the amount you suffer, just assume it is a dangerous
result and adjust the associated track by -2.
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ADVENTURE MOVES
Adventure moves are used as you travel the Ironlands, investigate situations,
and deal with threats.
FACE DANGER
When you attempt something risky or react to an imminent threat,
envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance:
Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
On a strong hit, you are successful. Take +1 momentum.
On a weak hit, you succeed, but face a troublesome cost. Choose one.
• You are delayed, lose advantage, or face a new danger: Suffer -1
momentum.
• You are tired or hurt: Endure Harm (1 harm).
• You are dispirited or afraid: Endure Stress (1 stress).
• You sacrifice resources: Suffer -1 supply.
On a miss, you fail, or your progress is undermined by a dramatic
and costly turn of events. Pay the Price.
The Face Danger move is a catch-all for risky, dramatic, or complex actions
not covered by another move. If you’re trying to overcome an obstacle or
resist a threat, make this move to see what happens. You select which stat to
roll based on how you address the challenge.
A strong hit means you succeed. You are in control. What do you do next?
A weak hit means you overcome the obstacle or avoid the threat, but not
without cost. Choose an option and envision what happens next. You don’t
have complete control. Consider how the situation might escalate, perhaps
forcing you to react with another move.
A miss means you are thwarted in your action, fail to oppose the threat, or
make some progress but at great cost. You must Pay the Price.
SECURE AN ADVANTAGE
When you assess a situation, make preparations, or attempt to
gain leverage, envision your action and roll. If you act...
• With speed, agility, or precision: Roll +edge.
• With charm, loyalty, or courage: Roll +heart.
• With aggressive action, forceful defense, strength, or endurance:
Roll +iron.
• With deception, stealth, or trickery: Roll +shadow.
• With expertise, insight, or observation: Roll +wits.
On a strong hit, you gain advantage. Choose one.
• Take control: Make another move now (not a progress move);
when you do, add +1.
• Prepare to act: Take +2 momentum.
On a weak hit, your advantage is short-lived. Take +1 momentum.
On a miss, you fail or your assumptions betray you. Pay the Price.
The structure of Secure an Advantage is similar to Face Danger. You envision
your action and roll + your most relevant stat. This move, however, is proactive
rather than reactive. You’re evaluating the situation or strengthening your
position.
This move gives you an opportunity to build your momentum or improve
your chance of success on a subsequent move. It’s a good move to make if
you want to take a moment to size up the situation, or if you’re acting to gain
control. It will often encompass a moment in time—such as shoving your
foe with your shield to setup an attack. Or, it can represent preparation or
evaluation spanning minutes, hours, or even days, depending on the narrative
circumstances.
A strong hit means you’ve identified an opportunity or gained the upper
hand. You knocked your enemy down. You moved into position for an arrow
shot. You built your trap. You scouted the best path through the mountains.
Now it’s time to build on your success.
A weak hit means your action has helped, but your advantage is fleeting or
a new danger or complication is revealed. You pushed, and the world pushes
back. What happens next?
A miss means your attempt to gain advantage has backfired. You acted too
slowly, presumed too much, or were outwitted or outmatched. Pay the Price.
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HEAL
When you treat an injury or ailment, roll +wits. If you are mending
your own wounds, roll +wits or +iron, whichever is lower.
On a strong hit, your care is helpful. If you (or the ally under your
care) have the wounded condition, you may clear it. Then, take or
give up to +2 health.
On a weak hit, as above, but you must suffer -1 supply or -1
momentum (your choice).
On a miss, your aid is ineffective. Pay the Price.
When you tend to physical damage or sickness—for yourself, an ally, or
an NPC—make this move. Healing might be represented by staunching
bleeding, binding wounds, applying salves, or using herbs to brew a tonic. In
the Ironlands, healing is not overtly magical, but some folk know how to treat
even the most dire of injuries and illnesses.
Healing takes time. A few minutes for a quick treatment to get someone on
their feet. Hours or perhaps days for more severe injuries. Use what seems
appropriate to the circumstances, and consider how this downtime affects
your quests and other things going on in your world.
A miss can mean you’ve caused harm rather than helping, or some perilous
event interrupts your care.
NPCs who are not companions do not have a health track. When you attempt
to Heal them, make this move and apply the result through the fiction. They
will improve, or not, as appropriate to the move’s outcome.
RESUPPLY
When you hunt, forage, or scavenge, roll +wits.
On a strong hit, you bolster your resources. Take +2 supply.
On a weak hit, take up to +2 supply, but suffer -1 momentum for
each.
On a miss, you find nothing helpful. Pay the Price.
When you’re in the field and need to bolster your supply track, make this
move. Fictionally, this represents hunting and gathering. You might also
search an area where supplies might be found, such as an abandoned camp
or field of battle.
GATHER INFORMATION
When you search an area, ask questions, conduct an investigation,
or follow a track, roll +wits. If you act within a community or ask
questions of a person with whom you share a bond, add +1.
On a strong hit, you discover something helpful and specific. The
path you must follow or action you must take to make progress is
made clear. Envision what you learn (Ask the Oracle if unsure), and
take +2 momentum.
On a weak hit, the information complicates your quest or introduces
a new danger. Envision what you discover (Ask the Oracle if unsure),
and take +1 momentum.
On a miss, your investigation unearths a dire threat or reveals an
unwelcome truth that undermines your quest. Pay the Price.
Use this move when you’re not sure of your next steps, when the trail has gone
cold, when you make a careful search, or when you do fact-finding.
There’s some overlap with other moves using +wits and involving knowledge,
but each has their purpose. When you’re forced to react with awareness or
insight to deal with an immediate threat, that’s Face Danger. When you size
up your options or leverage your expertise and prepare to make a move, that’s
Secure an Advantage. When you’re spending time searching, investigating,
asking questions—especially related to a quest—that’s when you Gather
Information. Use whichever move is most appropriate to the circumstances
and your intent.
A strong hit means you gain valuable new information. You know what you
need to do next. Envision what you learn, or Ask the Oracle.
With a weak hit, you’ve learned something that makes your quest more
complicated or dangerous. You know more about the situation, but it’s
unwelcome news. To move forward, you need to overcome new obstacles and
see where the clues leads.
On a miss, some event or person acts against you, a dangerous new threat is
revealed, or you learn of something which contradicts previous information
or severely complicates your quest.
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UNDERTAKE A JOURNEY
When you travel across hazardous or unfamiliar lands, first set the
rank of your journey.
• Troublesome journey: 3 progress per waypoint.
• Dangerous journey: 2 progress per waypoint.
• Formidable journey: 1 progress per waypoint.
• Extreme journey: 2 ticks per waypoint.
• Epic journey: 1 tick per waypoint.
Then, for each segment of your journey, roll +wits. If you are setting
off from a community with which you share a bond, add +1 to your
initial roll.
On a strong hit, you reach a waypoint. If the waypoint is unknown to
you, envision it (Ask the Oracle if unsure). Then, choose one.
• You make good use of your resources: Mark progress.
• You move at speed: Mark progress and take +1 momentum, but
suffer -1 supply.
On a weak hit, you reach a waypoint and mark progress, but suffer -1
supply.
On a miss, you are waylaid by a perilous event. Pay the Price.
This is Ironsworn’s travel move. When you set off or push on toward a
destination, make this move.
First, give your journey a rank. Decide how far—and how hazardous—it is
based on the established fiction. If you’re unsure, Ask the Oracle. Most of
your journeys should be troublesome or dangerous. Formidable or extreme
journeys might require weeks within your narrative, with appropriate stops,
side quests, and adventures along the way. An epic journey is one of months,
or even years. It is the journey of a lifetime.
If the journey is mundane—a relatively short distance through safe territory,
—don’t make this move. Just narrate the trip and jump to what happens or
what you do when you arrive.
ALONG FOR THE RIDE?
If you are part of a caravan or party of NPCs, and aren’t an active participant
in the planning or execution of the journey, you won’t make this move or
track progress. The journey will be resolved in the fiction. You can Ask the
Oracle to determine what happens en route or when you arrive.
If you’re adventuring with allies, you share the same supply value. When one
of you makes this move, each of you adjust your supply track.
If you have the unprepared condition marked, you can’t resupply. Instead, you
need to find help in a community when you Sojourn.
MAKE CAMP
When you rest and recover for several hours in the wild, roll
+supply.
On a strong hit, you and your allies may each choose two. On a weak
hit, choose one.
• Recuperate: Take +1 health for you and any companions.
• Partake: Suffer -1 supply and take +1 health for you and any
companions.
• Relax: Take +1 spirit.
• Focus: Take +1 momentum.
• Prepare: When you break camp, add +1 if you Undertake a
Journey.
On a miss, you take no comfort. Pay the Price.
Making camp can be a purely narrative activity and can be abstracted or
roleplayed as you like. However, if you need to recover from the struggle of
your adventures while traveling through the wilds, make this move.
Unlike most moves, you will not roll + a stat. Instead, you roll +supply. This
represents your access to provisions and gear. Huddling in your cloak on the
cold ground is a different experience than a warm fire, good food, and a dry
tent.
On a strong hit, choose two from the list. You may not select a single option
more than once. On a weak hit, choose one. If you recuperate or partake,
you can also apply those benefits to your companions (NPC assets—see page
39).
If you are traveling with allies, only one of you makes this roll for the group.
Each of you may then choose your own benefits on a strong or weak hit.
On a miss, you gain no benefits of your downtime. Perhaps you suffered
troubling dreams (Endure Stress). Poor weather may have left you weary and
cold (Endure Harm). Or, you were attacked. If in doubt, roll on the Pay the
Price table or Ask the Oracle for inspiration. Depending on what you envision,
you can play to see what happens, or jump to the next day as you continue on
your journey the worse for wear.
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(filling two boxes on your progress track) for each waypoint. When you feel
you have accumulated enough progress and are ready to make a final push
towards your destination, make the Reach Your Destination move. For more
on progress tracks and progress moves, see page 14.
TRAVEL TIME
Travel time can largely be abstracted. The time between waypoints might be
hours or days, depending on the terrain and the distance. If it’s important,
make a judgment call based on what you know of your journey, or Ask the
Oracle.
MOUNTS AND TRANSPORT
Horses, mules, and transport (such as boats) influence the fiction of your
journey—the logistics of travel and how long it takes. They do not provide a
mechanical benefit unless you have an asset which gives you a bonus (such as
a Horse companion).
MANAGING RESOURCES
You can intersperse Resupply or Make Camp moves during your journey to
manage your health, spirit and supply, or to create new scenes as diversions.
Don’t be concerned with using the Make Camp move as an automatic capstone
to a day of travel. You can be assumed to rest and camp as appropriate without
making the move, and you can roleplay out those scenes or gloss over them
as you like. When you want the mechanical benefit of the Make Camp move,
or you’re interested in playing the move out through the fiction, then do it.
ON A MISS...
You do not mark progress on a miss. Instead, you encounter a new danger. You
might face hazards through the weather, the terrain, encounters with creatures
or people, attacks from your enemies, strange discoveries, or supernatural
events. Decide what happens based on your current circumstances and
surroundings, roll on the Pay the Price table, or Ask the Oracle for inspiration.
Depending on your desired narrative pace, you can then play out the event
to see what happens, or summarize and apply the consequences immediately.
For example, you roll a miss and decide you encounter a broad, wild river
which must be crossed to continue on your journey. If you want to focus on
how you deal with the situation, play to see what happens by making moves.
You might Secure an Advantage by exploring upriver for a ford and then Face
Danger to cross. Or, if want to quickly push the story forward, you could fast-
forward to a perilous outcome such as losing some provisions during the
crossing (suffer -supply). Mix things up, especially on long journeys.
ALLIES AND JOURNEYS
If you are traveling with allies, one of you makes the Undertake a Journey
roll for each segment, and you share a progress track. The responsibility for
leading the journey can switch from segment to segment as you like.
Your fellow travelers can assist by making the Aid Your Ally move. Perhaps
they are scouting ahead or sustaining you with a lively song. They can also
Resupply to represent foraging or hunting for supplies en route. Everyone
should offer narrative color for what they do and see on the journey, even if
they are not making moves.
Only the character making the move takes the momentum bonus on a strong
hit. But, because your supply track is shared, each of you mark -1 supply when
the acting character makes that choice on a strong hit or when they suffer a
weak hit.
WAYPOINTS
If you score a strong or weak hit on this move, you reach a waypoint. A
waypoint is a feature of the landscape, a settlement, or a point-of-interest.
Depending on the information you have or whether you have traveled this
area before, a specific waypoint may be known to you. If it isn’t, envision what
you find. If you need inspiration, Ask the Oracle.
You will find random tables for waypoint features on page 176, but do not
rely too heavily on these generators. Seek inspiration from your fiction and
the landscape you envision around you. If it’s interesting, wondrous, or creates
new opportunities for drama and adventure, bring it to life.
Depending on the pace of your story and your current situation, you
may choose to focus on this waypoint. A settlement can offer roleplay
opportunities or provide a chance to recuperate and provision via the Sojourn
move. In the wilds, you might make moves such as Make Camp, Resupply, or
Secure an Advantage. Or, you can play out a scene not involving moves as you
interact with your allies or the world. Mix it up. Some waypoints will pass as
a cinematic montage (doubtlessly depicted in a soaring helicopter shot as you
trudge over jagged hills). Other waypoints offer opportunities to zoom in,
enriching your story and your world.
When you roll a match (page 9), take the opportunity to introduce
something unexpected. This could be an encounter, a surprising or dramatic
feature of the landscape, or a turn of events in your current quest.
MARKING PROGRESS
When you score a hit and reach a waypoint, you mark progress per the rank
of the journey. For example, on a dangerous journey you mark 2 progress
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RELATIONSHIP MOVES
Relationship moves are made as you interact with others in the world, fight
duels, form bonds, support your allies, and determine the ultimate fate of
your character.
COMPEL
When you attempt to persuade someone to do something, envision
your approach and roll. If you...
• Charm, pacify, barter, or convince: Roll +heart (add +1 if you
share a bond).
• Threaten or incite: Roll +iron.
• Lie or swindle: Roll +shadow.
On a strong hit, they’ll do what you want or share what they know.
Take +1 momentum. If you use this exchange to Gather Information,
make that move now and add +1.
On a weak hit, as above, but they ask something of you in return.
Envision what they want (Ask the Oracle if unsure).
On a miss, they refuse or make a demand which costs you greatly.
Pay the Price.
When you act to persuade someone to do as you ask, or give you something,
make this move. It might be through bargaining, or intimidation, charm,
diplomacy, or trickery. Use the appropriate stat based on your approach, and
roll to see what happens.
This move doesn’t give you free rein to control the actions of other characters
in your world. Remember: Fiction first. Consider their motivations. What is
your leverage over them? What do they stand to gain or avoid? Do you have
an existing relationship? If your argument has no merit, or your threat or
promise carries no weight, you can’t make this move. You can’t intimidate
your way out of a situation where you are at a clear disadvantage. You can’t
barter when you have nothing of value to offer. If you are unsure, Ask the
Oracle, “Would they consider this?” If the answer is yes, make the move.
On the other hand, if their positive response is all but guaranteed—you are
acting obviously in their best interest or offering a trade of fair value—don’t
make this move. Just make it happen. Save the move for times when the
situation is uncertain and dramatic.
REACH YOUR DESTINATION
Progress Move
When your journey comes to an end, roll the challenge dice and
compare to your progress. Momentum is ignored on this roll.
On a strong hit, the situation at your destination favors you. Choose
one.
• Make another move now (not a progress move), and add +1.
• Take +1 momentum.
On a weak hit, you arrive but face an unforeseen hazard or
complication. Envision what you find (Ask the Oracle if unsure).
On a miss, you have gone hopelessly astray, your objective is lost
to you, or you were misled about your destination. If your journey
continues, clear all but one filled progress, and raise the journey’s
rank by one (if not already epic).
When you have made progress on your journey progress track and are ready
to complete your expedition, make this move. Since this is a progress move,
you tally the number of filled boxes on your progress track. This is your
progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit,
weak hit, or miss as normal. You may not burn momentum on this roll, and
you are not affected by negative momentum.
When you score a strong hit, you arrive at your destination and are well-
positioned for success. This should be reflected in the mechanical benefit
offered by the move, but also in how you envision your arrival. If this has been
a long, arduous journey, make this moment feel rewarding.
On a weak hit, something complicates your arrival or your next steps. Things
are not what you expected, or a new danger reveals itself. Perhaps the village
is occupied by a raiding party, or the mystic whose council you sought is
initially hostile to you. Envision what you find and play to see what happens.
On a miss, something has gone horribly wrong. You realize you are off-course,
you had bad information about your destination, or you face a turn of events
undermining your purpose here. Depending on the circumstances, this might
mean your journey ends in failure, or that you must push on while clearing all
but one of your filled progress and raising the journey’s rank.
If you are traveling with allies, one of you makes this move. Each of you
benefit (or suffer) from the narrative outcome of the roll. Only the character
making the move gets the mechanical benefit of a strong hit.
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SOJOURN
When you spend time in a community seeking assistance, roll
+heart. If you share a bond, add +1.
On strong hit, you and your allies may each choose two from within
the categories below. On a weak hit, choose one. If you share a bond,
choose one more.
On a hit, you and your allies may each focus on one of your chosen
recover actions and roll +heart again. If you share a bond, add +1.
On a strong hit, take +2 more for that action. On a weak hit, take
+1 more. On a miss, it goes badly and you lose all benefits for that
action.
Clear a Condition
• Mend: Clear a wounded debility and take +1 health.
• Hearten: Clear a shaken debility and take +1 spirit.
• Equip: Clear an unprepared debility and take +1 supply.
Recover
• Recuperate: Take +2 health for yourself and any companions.
• Consort: Take +2 spirit.
• Provision: Take +2 supply.
• Plan: Take +2 momentum.
Provide Aid
• Take a quest: Envision what this community needs, or what
trouble it is facing (Ask the Oracle if unsure). If you chose to
help, Swear an Iron Vow and add +1.
On a miss, you find no help here. Pay the Price.
Communities stand as an oasis within the perilous wilds of the Ironlands.
They are a source of protection, trade, and fellowship. However, there are no
grand cities like those that stood in the Old World. Life here is too harsh.
Resources too few.
When you rest, replenish, and share fellowship within a community, make this
move. Depending on your level of success, you can choose one or more debilities
to clear or tracks to increase. If you share a bond with this community and score
a hit, you may select one more.
You may select an option only once. If you recuperate, you can also apply those
benefits to your companions (NPC assets—see page 39). If you Sojourn with
On a weak hit, success is hinged on their counter-proposal. Again, look to
the fiction. What would they want? What would satisfy their concerns or
motivate them to comply? If you accept their offer, you gain ground. If not,
you’ve encountered an obstacle in your quest and need to find another path
forward.
If you promise them something as part of this move, but then fail to do as you
promised, they should respond accordingly. Perhaps it means a rude welcome
when next you return to this community. If they are powerful, they may even
act against you. If you share a bond, you would most certainly Test Your Bond.
Your actions, good or bad, should have ramifications for your story beyond
the scope of the move.
On a miss, they are insulted, angered, inflexible, see through your lies, or
demand something of you which costs you dearly. Their response should
introduce new dangers or complications.
Compel may also be used to bring combat to a non-violent conclusion. Your
approach dictates the stat you use—typically +iron when you threaten with
further violence, +heart when you attempt to surrender or reason with them,
and +shadow when you use trickery. Your foe must have a reason to be open
to your approach. If unsure, Ask the Oracle. To learn more, see page 88.
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DRAW THE CIRCLE
When you challenge someone to a formal duel, or accept a
challenge, roll +heart. If you share a bond with this community, add
+1.
On a strong hit, take +1 momentum. You may also choose up to
three boasts and take +1 momentum for each.
On a weak hit, you may choose one boast in exchange for +1
momentum.
• Grant first strike: Your foe has initiative.
• Bare yourself: Take no benefit of armor or shield; your foe’s harm
is +1.
• Hold no iron: Take no benefit of weapons; your harm is 1.
• Bloody yourself: Endure Harm (1 harm).
• To the death: One way or another, this fight must end with
death.
On a miss, you begin the duel at a disadvantage. Your foe has
initiative. Pay the Price.
Then, make moves to resolve the fight. If you are the victor, you may
make a lawful demand, and your opponent must comply or forfeit
their honor and standing. If you refuse the challenge, surrender, or
are defeated, they make a demand of you.
Ritualized duels are a common way of dealing with disputes among
Ironlanders. When you challenge someone or accept a challenge, you each
trace one-half of the outline of a circle into the ground with the point of an
iron blade. Then, you face each other in the center of the circle and fight.
You setup your foe’s progress track per the Enter the Fray move, but use this
move instead of Enter the Fray to begin the fight. You have initiative at the
start of combat unless you score a miss or choose the option to grant first
strike.
Duels are usually stopped when one of the duelists surrenders or is clearly
defeated. The victor may then make a demand which the loser must abide by.
Not complying with this demand means ostracism and shame. If you lose a
duel, envision what your opponent demands of you. If you’re unsure, Ask the
Oracle. Then, do it or face the narrative cost of your dishonor.
Duels may also be to the death. If one of the combatants declares their intent
to fight to the death, the other must agree or forfeit.
allies, only one of you makes this move, but all of you can make your own choices
on a strong or weak hit.
Your Sojourn should require several hours or several days, depending on your
current circumstances and level of aid and recovery required. Make this move
only once when visiting a community, unless the situation changes.
On a hit, this move also includes an option to roll again for one of your selected
recover actions. The second roll either provides a bonus to that activity (on
a hit), or causes you to lose all benefits for your recovery. For example, if you
are suffering from low spirit, you might choose to focus on the consort action,
representing time in the mead hall or intimacy with a lover. Roll +heart again,
and take the bonus if you score a hit.
You should envision what makes this community and its people unique.
Give every community at least one memorable characteristic. If you need
inspiration, Ask the Oracle. You will find creative prompts, along with
generators for community names and troubles in chapter 6 (page 165).
Narratively, you can imagine much of the time in this community passing
as a montage. If you choose to focus on a recovery action, zoom into that
scene and envision what happens. You might be in the healer’s house, at the
market, dancing at a festival, or speaking with the clan leader and making
plans. Envision how this scene begins, make your roll, and then narrate the
conclusion of the scene—good or bad—based on the result of your focus roll.
You can also perform additional moves while in the community. If you need
to Gather Information, Compel someone, or Draw the Circle to resolve a
feud, zoom into those scenes and play to see what happens. Sojourn is an
overarching move that sets the tone for your stay and defines the mechanics
of your recovery. It is not the only move you can make.
On a miss, something goes wrong. You are not welcomed. The citizens are
hostile to you. Your dark mood alienates you. A perilous event threatens you all.
Envision what happens based on your current circumstances, or Ask the Oracle.
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they may honor you in their own way. Envision what these ceremonies look
like to add color and texture to the setting.
Also, respect the narrative weight of a bond. Don’t declare a bond with
everyone in sight to add more ticks to your bond progress track. Your bonds
represent true, deep connections.
BONDS AND ALLIES
If you and your allies act together to Forge a Bond with an NPC or community,
only one of you makes the move. Others can Aid Your Ally to provide support.
If you are successful, each of you may mark a tick on your bond progress
track. Only the character making the move takes the mechanical benefits of a
strong hit (+1 spirit or +2 momentum).
Bonds can also be made between allies. One of you makes the move, and both
of you may mark the bond on a hit. If you score a weak hit, your ally may
decide what they ask of you. On a miss, something still stands between you.
What is it? What must you do to form a deeper connection?
TEST YOUR BOND
When your bond is tested through conflict, betrayal, or
circumstance, roll +heart.
On a strong hit, this test has strengthened your bond. Choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, your bond is fragile and you must prove your loyalty.
Envision what they ask of you (Ask the Oracle if unsure), and do it (or
Swear an Iron Vow). If you decline or fail, clear the bond and Pay the
Price.
On a miss, or if you have no interest in maintaining this relationship,
clear the bond and Pay the Price.
Bonds are not necessarily everlasting. Events in your story may cause your
bond to be tested. How strong is your commitment? If you seek to maintain
this bond, at what cost? When you are forced to act against a community or
person you share a bond with, fail in a crucial task for them, or they break
faith with you, make this move.
You should Test Your Bond within the community or in the company of the
person with whom you share the bond. If an incident forces this test, but you
aren’t in a position to resolve it, make a note. Then, make this move when you
FORGE A BOND
When you spend significant time with a person or community,
stand together to face hardships, or make sacrifices for their
cause, you can attempt to create a bond. When you do, roll +heart.
If you make this move after you successfully Fulfill Your Vow to their
benefit, you may reroll any dice.
On a strong hit, make note of the bond, mark a tick on your bond
progress track, and choose one.
• Take +1 spirit.
• Take +2 momentum.
On a weak hit, they ask something more of you first. Envision what it
is (Ask the Oracle if unsure), do it (or Swear an Iron Vow), and mark
the bond. If you decline or fail, Pay the Price.
On a miss, you are refused. Pay the Price.
Bonds connect you to the people of the Ironlands. They provide a story benefit
by enriching your interactions and creating connections with a recurring cast
of characters and familiar places. They also provide mechanical benefits by
giving you adds when you make moves such as Sojourn or Compel. And,
perhaps most importantly, your bonds help determine your ultimate fate
when you retire from adventuring and Write Your Epilogue.
Bonds can be created through narrative circumstances or through sworn
vows. If you’ve established a strong relationship with a person or community,
you may Forge a Bond to give it significance. If you make this move after
you successfully Fulfill Your Vow in service to them, you have proven yourself
worthy and may reroll any dice.
When you Forge a Bond and score a strong hit, mark a tick on your bond
progress track (page 36) and make note of your bond.
On a weak hit, they ask more of you. It might be a task, an item, a concession,
or even a vow. Envision what they need, or Ask the Oracle. If you do it, or
Swear an Iron Vow, you can mark the bond.
On a miss, they have refused you. Why? The answer should introduce new
complications or dangers.
BONDS AND THE FICTION
In the fiction of your world, bonds can be ceremonial. If your bond is with a
person, perhaps you trade gifts. When you form a bond with a community,
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next come in contact. If extended time passes without making the test (days,
weeks, or months, depending on the circumstance), clear the bond and be
done with it.
If you and your allies share a bond with an NPC or community, and you act
together to Test Your Bond, only one of you makes this move.
AID YOUR ALLY
When you Secure an Advantage in direct support of an ally, and
score a hit, they (instead of you) can take the benefits of the move.
If you are in combat and score a strong hit, you and your ally have
initiative.
When you take an action to aid an ally (another player’s character) through
the Secure an Advantage move, you can hand over the benefits of that move to
your ally. This represents setting your ally up for success through a supporting
action. You might be distracting a foe in combat, scouting ahead on a journey,
or giving them encouragement as you stand against a dire threat.
If you score a strong hit when you Secure an Advantage, your ally makes the
choice between +2 momentum or making an immediate move with a +1 add.
If you have an asset which gives you any additional benefits on the outcome
of a Secure an Advantage move, your ally also takes those benefits (instead of
you).
In combat, this is a proactive move, made when you have initiative. If you
score a strong hit, you and your ally both take or retain initiative.
On a weak hit when you Secure an Advantage, your ally takes +1 momentum.
But, this advantage is fleeting or your situation becomes more complicated or
dangerous. If you are in combat, you both lose initiative.
On a miss, one or both of you should Pay the Price as appropriate to the
circumstances and your intent when making the move. If in doubt, Ask the
Oracle. As with a weak hit, you both lose initiative when in combat.
If multiple characters make this move to contribute to an ally action, all Secure
an Advantage bonuses will stack. As long as someone scores a strong hit, the
target character can take or retain initiative.
Don’t ping pong this move back and forth between two characters in an
attempt to build momentum. Envision what you are doing to Aid Your Ally,
make the Secure an Advantage move, resolve it, and hand the reins over to
your ally as they leverage the advantage. Keep it moving. Make things happen.
WRITE YOUR EPILOGUE
Progress Move
When you retire from your life as Ironsworn, envision two things:
What you hope for, and what you fear. Then, roll the challenge dice
and compare to your bonds. Momentum is ignored on this roll.
On a strong hit, things come to pass as you hoped.
On a weak hit, your life takes an unexpected turn, but not necessarily
for the worse. You find yourself spending your days with someone or
in a place you did not foresee. Envision it (Ask the Oracle if unsure).
On a miss, your fears are realized.
You make this move only once—when all your vows are fulfilled or forsaken
and you choose to end your character’s adventuring life. For better or worse,
the bonds you’ve made will echo through your days. How have you left your
mark? Where are you welcomed and where are you shunned? What remains
of you when your quests are at an end?
This is a progress move. Tally the number of filled boxes on your bonds
progress track as your progress score. Only add fully filled boxes (those with
four ticks). Then, roll your challenge dice, compare to your progress score,
and resolve a strong hit, weak hit, or miss as normal. You may not burn
momentum on this roll, and you are not affected by negative momentum.
Based on the result of this move, envision how you spend the remainder of
your days.
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by one. For a large pack (about 6 to 10) increase the rank by two. If you are
facing more than 10 troublesome or dangerous foes, group them into smaller
packs and associated progress tracks as appropriate.
For more about the foes you might face in the Ironlands, see page 133.
STRIKE
When you have initiative and attack in close quarters, roll +iron
When you have initiative and attack at range, roll +edge.
On a strong hit, inflict +1 harm. You retain initiative.
On a weak hit, inflict your harm and lose initiative.
On a miss, your attack fails and you must Pay the Price. Your foe has
initiative.
Make this move when you have initiative and act to inflict harm on your foe.
Narratively, this move might represent a focused moment in time—a single
sweep of your axe or the flight of an arrow. Or, it can depict a flurry of attacks
as you put your opponent on the defensive.
On a strong hit, you strike true. By default you inflict 2 harm if you are armed
with a deadly weapon (such as a sword, axe, spear, or bow), and 1 harm if not.
A strong hit on this move gives you an additional +1 harm (so, 3 harm with
a deadly weapon). You may also have additional bonuses provided by assets.
Each point of harm you inflict is marked as progress on your foe’s progress
track, as appropriate to their rank. For example, each point of harm equals 2
ticks when fighting an extreme enemy, or 2 full progress boxes when fighting a
dangerous enemy. See page 134 for more on NPC ranks and inflicting harm.
Narratively, a strong hit represents wounding your enemy or wearing them
down. You have initiative and can make your next move. If this attack was
intended as a decisive blow, you can attempt to End the Fight.
On a weak hit, you’ve done some damage but have overextended or your foe
counters. You mark your harm, and your foe has initiative. What do they do
next?
On a miss, you must Pay the Price. Your opponent strikes back and you Endure
Harm. You lose position or advantage and suffer -momentum. You face a new
or intensified danger. A companion or ally is put in harm’s way. Your weapon
is dropped or broken. Let the outcome flow out of the fiction, or roll on the
Pay the Price table to see what happens.
COMBAT MOVES
When there are no other options, when the sword slips free of its sheath, when
the arrow is nocked, when the shield is brought to bear, make these moves.
ENTER THE FRAY
When you enter into combat, first set the rank of each of your foes.
• Troublesome foe: 3 progress per harm; inflicts 1 harm.
• Dangerous foe: 2 progress per harm; inflicts 2 harm.
• Formidable foe: 1 progress per harm; inflicts 3 harm.
• Extreme foe: 2 ticks per harm; inflicts 4 harm.
• Epic foe: 1 tick per harm; inflicts 5 harm.
Then, roll to determine who is in control. If you are...
• Facing off against your foe: Roll +heart.
• Moving into position against an unaware foe, or striking without
warning: Roll +shadow.
• Ambushed: Roll +wits.
On a strong hit, take +2 momentum. You have initiative.
On a weak hit, choose one.
• Bolster your position: Take +2 momentum.
• Prepare to act: Take initiative.
On a miss, combat begins with you at a disadvantage. Pay the Price.
Your foe has initiative.
Make this move when combat is joined. Set up your progress tracks for your
foes and roll to see who is initially in control. Then, play to see what happens.
If you are fighting with allies, each of you make your own move to Enter the
Fray. The outcome determines your initial positioning and readiness. You and
the other players then envision the scene and make moves as appropriate. If
you have initiative, you are positioned to make proactive moves. If not, you
make moves to defend against attacks or get into position. If you and your
allies are fighting against common enemies, you share progress tracks and
mark the harm you each inflict.
If you are fighting a group of troublesome or dangerous foes, you can combine
them into a single progress track. This is called a pack. Managing your
progress against a pack is easier than tracking them as individuals, and will
make combat go a bit faster. For a small pack (about 3 to 5), increase the rank
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TURN THE TIDE
Once per fight, when you risk it all, you may steal initiative from
your foe to make a move (not a progress move). When you do, add
+1 and take +1 momentum on a hit.
If you fail to score a hit on that move, you must suffer a dire outcome.
Pay the Price.
This move represents a last ditch effort to recover control of the fight. It is that
moment when all seems lost, but the hero somehow rallies.
Turn the Tide lets you take initiative and make a move. The move can be
whatever is appropriate under the circumstance—likely Strike or Secure an
Advantage. Roll the move (add +1), and act on the results. If you’ve scored
a hit, you may take an additional +1 momentum. Then, play to see what
happens. Hopefully this bold action is a turning point for the fight.
Here’s the catch: If you score a miss when you make your move, you should
add extra severity to the consequences. You might face additional harm. Your
weapon is broken. Your companion is grievously wounded. Consider the
result of your failure and give it teeth. If in doubt, Ask the Oracle.
Narratively, this is a dramatic moment. Focus on it. Envision your character’s
action. You struggle to your feet and raise your sword, your eyes hardening
with determination. You spur your mount into a desperate charge. You grab
your opponent’s blade in your bare hand. You pull the dagger from your boot
and lunge. Or, perhaps you state your name,
lament the killing of your father, and tell
your foe to prepare for death.
CLASH
When your foe has initiative and you fight with them in close
quarters, roll +iron. When you exchange a volley at range, or shoot
at an advancing foe, roll +edge.
On a strong hit, inflict your harm and choose one. You have the
initiative.
• You bolster your position: Take +1 momentum.
• You find an opening: Inflict +1 harm.
On a weak hit, inflict your harm, but then Pay the Price. Your foe has
initiative.
On a miss, you are outmatched and must Pay the Price. Your foe has
initiative.
When your foe has initiative and attacks, and you choose to fight back, make
this move.
First, envision your action and the fiction of the exchange. Is this a focused,
dramatic moment where you each seek an opening? Or is it a flurry of attacks
and parries, advances and retreats? The outcome of the Clash determines if
your foe presses their advantage, or if you take control of the fight.
On a strong hit, you inflict your harm and steal back initiative. On a weak
hit, you manage to inflict harm, but your foe retains initiative and you must
Pay the Price. The price might be that you Endure Harm as your foe counters.
Or, you may face some other dramatic outcome as appropriate to the current
situation and your foe’s intent.
On a miss, you fail to inflict harm and must Pay the Price. This fight is turning
against you.
As with the Strike move, each point of harm you inflict is marked on your foe’s
progress track, as appropriate to their rank (page 134).
If you aren’t actively fighting back—you’re just trying to avoid the attack or
seeking cover—you should Face Danger instead of Clash. Using that move
gives you more flexibility to bring a favored stat into play, and you suffer
a relatively minor cost on a weak hit. Unfortunately, you also give up the
opportunity to inflict harm on your foe. See page 85 for more about using
Face Danger in a fight.
If you ever respond to an attack by just taking the hit, that’s not a move. The
outcome isn’t in much doubt. Pay the Price.
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Fight represents the conclusion of a bloody, desperate combat, with both sides
committed to see it through.
On a strong hit, envision how this foe is defeated. If you still face other foes
(using separate progress tracks), you have initiative and the fight continues.
If you score a weak hit, your victory comes at a cost. Choose a listed outcome
as appropriate to the circumstances. Then, consider the narrative implications
of your choice and how it impacts what happens next.
On a miss, you should face a dramatic and dire consequence. Are you
captured? Mortally wounded and left for dead? Is someone under your
protection killed? Is an important objective or vow now lost to you? Make a
choice as appropriate to the situation and the intent of your foe, or roll on the
Pay the Price table and interpret the result as severe. Make it hurt.
When you and your allies are fighting against a common foe, you share a
progress track. Any of you may attempt to End the Fight. If you then score
a weak hit or miss, consider how your choice impacts the group and who
suffers the cost as appropriate to the situation.
END THE FIGHT
Progress Move
When you make a move to take decisive action, and score a strong
hit, you may resolve the outcome of this fight. If you do, roll the
challenge dice and compare to your progress. Momentum is ignored
on this roll.
On a strong hit, this foe is no longer in the fight. They are killed, out
of action, flee, or surrender as appropriate to the situation and your
intent (Ask the Oracle if unsure).
On a weak hit, as above, but you must also choose one.
• It’s worse than you thought: Endure Harm.
• You are overcome: Endure Stress.
• Your victory is short-lived: A new danger or foe appears, or an
existing danger worsens.
• You suffer collateral damage: Something of value is lost or
broken, or someone important must pay the cost.
• You’ll pay for it: An objective falls out of reach.
• Others won’t forget: You are marked for vengeance.
On a miss, you have lost this fight. Pay the Price.
End the Fight fulfills your previous moves and the progress you have made in
this scene. This is the all-or-nothing moment where the fight is decided. Is
your foe defeated? Is your victory a pyrrhic one, and tastes of ash? Does your
foe suddenly turn your assumed advantage against you?
Since this is a progress move, you add the number of filled boxes on your
progress track for this foe, whether it’s a single enemy or a pack. This is your
progress score. Only add fully filled boxes (those with four ticks). Then, roll
your challenge dice, compare to your progress score, and resolve a strong hit,
weak hit, or miss as normal. You may not burn momentum on this roll, and
you are not affected by negative momentum.
You can End the Fight only after you score a strong hit on a preceding move.
Your setup move can be any action, but should be framed as a decisive
maneuver or response, intended to bring the fight to a close.
If you find yourself struggling against a tide of weak hits and misses, unable to
make this move, consider building and then burning momentum to get back
control. Use your favored stats and assets to improve your chances. However,
keep in mind that End the Fight is not the only way to resolve a combat scene.
You can flee. You can give up. You can negotiate or force a surrender. End the
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BATTLE
When you fight a battle, and it happens in a blur, envision your
objective and roll. If you primarily…
• Fight at range, or using your speed and the terrain to your
advantage: Roll +edge.
• Fight depending on your courage, allies, or companions: Roll
+heart.
• Fight in close to overpower your opponents: Roll +iron.
• Fight using trickery to befuddle your opponents: Roll +shadow.
• Fight using careful tactics to outsmart your opponents: Roll +wits.
On a strong hit, you achieve your objective unconditionally. Take +2
momentum.
On a weak hit, you achieve your objective, but not without cost. Pay
the Price.
On a miss, you are defeated and the objective is lost to you. Pay the
Price.
This move is used as an alternative to a detailed combat scene. When you
want to zoom out and resolve a fight in a single roll, make this move.
First, consider your objective. Are you trying to defeat your foes? Hold them
off until reinforcements arrive? Defend a person or place? Reach a position?
Envision the situation, your strategy, and what you intend to gain or avoid.
Then, roll and envision the outcome. A strong hit is unconditional success.
Your foes are defeated, surrender, flee, or give up their objectives as appropriate
to the situation and your goals for the fight.
A weak hit means you’ve achieved your overall objective, but at some cost.
Since this is the resolution of an extended scene, the price you pay should be
dramatic and meaningful. This can include suffering a significant amount of
harm, failing to achieve a secondary goal, or encountering a new danger or
complication. If in doubt, roll on the Pay the Price table, or you may pick from
the weak hit options in the End the Fight move.
A miss on the Battle move should have dire ramifications on your character
and your quest. This objective is lost to you. What does that mean? Are you
captured? Gravely wounded? Have you failed to save a loved one? Is the
settlement overrun by raiders? Must you Forsake Your Vow? Consider the
situation and the intent of your foe, and Pay the Price. Make it hurt.
Use the Battle move as you like. If your story doesn’t emphasize fighting, or
you’d rather generally abstract combat encounters, you can use this move
exclusively. You can also drop it into some portion of a larger scene. Perhaps
you Battle to quickly deal with lesser foes, then handle the fight against their
leader with standard combat moves. The mix of Battle moves and more
detailed fight scenes can help you pace your gaming sessions and let you focus
on what is interesting or important.
BATTLING ALONGSIDE ALLIES
When you and your allies fight together, only one of you makes the move.
Others can make the Aid Your Ally move, using stats as detailed in Battle.
Resolve those moves first, and then Battle.
On a strong hit, all of you benefit from the narrative success, but only the
character making the move gains the momentum bonus. On a weak hit or
miss, all of you suffer an outcome as appropriate to the situation. When in
doubt, Ask the Oracle.
OTHER MOVES IN COMBAT
You won’t rely solely on combat moves in a fight. Make other moves as
appropriate to the situation, your intent, and the actions of your foes.
FACE DANGER (PAGE 60)
Make this move when you seek to avoid or overcome an obstacle in combat,
or when you choose to focus on defense.
• You leap over a gully as you ride into battle. Face Danger +edge.
• The massive elder bear roars, spittle flying. Will you muster your courage
against this terrifying beast? Face Danger +heart.
• You bring up your shield as the raider presses their attack, standing your
ground against the withering axe blows. Face Danger +iron.
If this is a proactive move—you are overcoming an obstacle—make it when
you have initiative. If this is a reactive move—you are trying to avoid an
immediate threat—your foe likely has the initiative.
When would you Face Danger instead of Clash against an attack? If you are
fighting back, that’s probably Clash. If you focusing on defense, getting out
of the way, ducking behind your shield, or taking cover, that’s Face Danger.
It’s less risky, since you can leverage a favored stat and the penalty on a weak
hit is relatively mild. Unlike Clash, you won’t have an opportunity to inflict
immediate harm on a hit, but a strong hit with Face Danger can put you in
good position for a follow-up move.
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You’ll also likely Face Danger if your foe is trying to gain advantage through
an action other than a direct attack. They move to the trees to get a shot at you
from cover. Or they taunt you, trying to provoke you into a reckless response.
Perhaps they shove at you, putting you off-balance for a follow-up attack.
What do you do? Envision it, then make the move. If you fail to score a hit,
you likely suffer a loss of momentum to represent this setback. Your foe has
initiative and will try to press their advantage.
Face Danger might also be used to flee combat altogether. If you have a path
and means to escape, make this move to see if you get away.
Finally, in cases where an enemy represents a minor obstacle, Face Danger
can be used to avoid combat or as a means of resolving your action against a
mundane foe. For example, you can Face Danger to sneak past an enemy or
run away from a potential fight. If you are dealing with a minor foe from a
position of clear advantage, such as firing an arrow from hiding,
you can Face Danger to see what happens. In either case, a miss
on this move might force you to Enter the Fray.
SECURE AN ADVANTAGE (PAGE 61)
This move is made in combat when you try to gain some leverage, improve
your position, or setup another move. For example:
• You take careful aim before shooting. Secure an Advantage +wits.
• You perform a sly feint, trying to put your opponent off balance and
create an opening. Secure an Advantage +shadow.
• You attempt to dishearten your foe with an intimidating
roar as you charge. Secure an Advantage +iron.
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Secure an Advantage can be used whenever you have initiative, or as a means
of establishing a favorable position prior to the fight. Mechanically, it’s a
powerful move for building your momentum track toward a decisive action.
Narratively, it’s a great way to bring cinematic action into the scene.
When you want to Secure an Advantage, picture the situation. Consider the
terrain, your weapons, your position, and your fighting style and approach.
Consider your enemy, and their tactics and readiness. Where is there an
opportunity? Envision your action, then make the move.
COMPEL (PAGE 69)
Compel can be used as a shortcut to ending a combat. You don’t have to make
the End the Fight move to surrender or negotiate a truce. End the Fight is the
outcome of a desperate, probably bloody, skirmish. If you or your foe have
other objectives, give Compel a try.
• You attempt to force your foe to surrender. Compel +iron.
• You try to surrender, reason or negotiate. Compel +heart.
• You trick your foe into giving up the fight. Compel +shadow.
Compel needs to be supported by the fiction. What is your foe’s intent? How
do they feel about you? Are you a hated enemy? A potential meal? What are
they willing to risk to end you? Has the fight gone in their favor or against
them? What leverage do you have? If there’s no upside for them, you can’t
make this move. If you aren’t sure, Ask the Oracle before you Compel.
Compel might be used proactively (when you have initiative) or reactively
(when your foe has it) depending on the circumstances. Offering to surrender
is a reactive response, and can be done when you don’t have initiative.
Attempting to Compel your foe to give up the fight is a proactive move made
when you are in control.
AID YOUR ALLY (PAGE 76)
This move is an obvious choice when you want to bolster your ally’s actions.
Envision what you do to help them, make the Secure an Advantage move, and
let them take the benefits of the outcome.
You should have initiative before you attempt to Aid Your Ally. On a strong
hit, both of you then take or retain initiative. This is a huge advantage for your
ally if they were having a difficult time making progress against their foe. On
a weak hit or miss, you both lose initiative.
SUFFER MOVES (PAGE 90)
Make Suffer moves as appropriate when you face the outcome of your actions
within a combat scene.
If you make a suffer move and score a strong hit, you may take or retain
initiative—even if you scored a weak hit or miss on the preceding move.
However, this opportunity does not overrule the fiction of the moment. If you
are out of action and Face Death, you aren’t likely to come springing back into
the fight. If you do score a strong hit on a suffer move, consider what happens
next and the moves you may make in the context of the situation.
PAY THE PRICE (PAGE 105)
Being forced to make the Endure Harm move is the obvious result when you
must Pay the Price in a fight, but there’s much more that can happen in a
dynamic combat situation. You lose your footing. You drop your weapon.
Your shield is shattered. A goal is lost to you. A companion or ally is injured.
You are put in a perilous position. A new threat reveals itself.
Mix it up. Make combat exciting and cinematic. Whatever happens, make the
outcome one you wish you had avoided. If in doubt, roll on the Pay the Price
table or Ask the Oracle.
ASK THE ORACLE (PAGE 107)
In solo and co-op play, you can Ask the Oracle about your foe’s objectives,
tactics, and specific actions. The oracle can also help determine the outcome
of events or introduce new twists.
Use this move sparingly. For the most part, trust your instincts. Your actions
trigger reactions. Who are you fighting? What do they want? What do they do
next? Your first impulse is often the right one.
Chapter 6 includes the Combat Action oracle (page 188) which you can
use to prompt an NPC action or response in a fight. You can also leverage
the description of your foe’s tactics in chapter 5 (page 133) to guide their
behavior.
Be mindful of your surroundings and other characters. Ask questions. “Can
I take cover here?”, “Is the river shallow enough to cross?”, “Do the villagers
flee?” Consider your foe’s actions and your opportunities in the context of the
environment.
In guided play, the GM is your oracle. When you have questions about what
happens next, look to them, or talk it out at the table. Your GM is free to use
the Ask the Oracle move to answer questions.
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SUFFER MOVES
These moves are made as a result of a perilous event or bad outcome on other
moves. They represent what happens to you, and how you hold up against the
trauma.
• When you face physical damage, make the Endure Harm move (page
91).
• When you score a miss on the Endure Harm move, and your health is
at 0, you may need to Face Death (page 93).
• When your companion is exposed to harm, make the Companion
Endure Harm move (page 94).
• When you are demoralized, afraid, or acting against your best
intentions, make the Endure Stress move (page 95).
• When you score a miss on the Endure Stress move, and your spirit is at
0, you may need to Face Desolation (page 96).
• When your supply falls to 0, all characters make the Out of Supply move
(page 97). If you are at 0 supply and suffer additional -supply, you each
need to reduce your health, spirit, or momentum tracks by that amount.
• When your momentum track is at its minimum (-6), and you suffer
additional -momentum, make the Face a Setback (page 97) move.
Making a suffer move is not, however,
the only possible outcome of a
failure. You might face story
complications or new dangers.
You might lose an item. Your
relationship with another
character might be tested.
Keep it fresh and interesting.
When in doubt, Ask the
Oracle.
ENDURE HARM
When you face physical damage, suffer -health equal to your foe’s
rank or as appropriate to the situation. If your health is 0, suffer
-momentum equal to any remaining -health.
Then, roll +health or +iron, whichever is higher.
On a strong hit, choose one.
• Shake it off: If your health is greater than 0, suffer -1 momentum
in exchange for +1 health.
• Embrace the pain: Take +1 momentum.
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 health, you must
mark wounded or maimed (if currently unmarked) or roll on the
following table.
Roll
Result
1-10
The harm is mortal. Face Death.
11-20
You are dying. You need to Heal within an hour or
two, or Face Death.
21-35
You are unconscious and out of action. If left alone,
you come back to your senses in an hour or two.
If you are vulnerable to a foe not inclined to show
mercy, Face Death.
36-50
You are reeling and fighting to stay conscious. If you
engage in any vigorous activity (such as running or
fighting) before taking a breather for a few minutes,
roll on this table again (before resolving the other
move).
51-00
You are battered but still standing.
If you fail to defend against an attack, suffer an injury, are stricken with disease
or sickness, or bear the brunt of an arduous action, make this move.
When you are forced to Pay the Price, you should Endure Harm if physical
damage is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Harm as a cost or concession,
and may indicate a specific amount of harm to suffer.
If you face an attack by an NPC foe, you use their rank (page 134) to
determine the amount of harm dealt. If the amount of harm is not indicated
or obvious, use the following guidelines.
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• Troublesome (1 harm): An attack by a minor foe, a painful injury, or a
tiring effort.
• Dangerous (2 harm): An attack by a skilled foe or deadly creature, a
nasty injury, or a demanding effort.
• Formidable (3 harm): An attack by an exceptional foe or mighty creature,
a serious injury, or an exhausting effort.
• Extreme (4 harm): An overwhelming attack by a monster or beast, a
grievous injury, or a debilitating effort.
• Epic (5 harm): An attack by a legendary foe of mythic power, a horrific
injury, or a consuming effort.
If in doubt, make it dangerous (2 harm).
Next, reduce your health track by the amount suffered. If your health is at 0,
apply any remaining -health to your momentum track. Then, roll.
On a strong hit, you are undaunted. You can regain 1 health or take +1
momentum. On a weak hit, you are battered but manage to persevere.
When you score a miss with 0 health, you need to make an important decision.
Do you risk the potential for death by rolling on the oracle table, or mark a
debility? The wounded debility (page 37) is temporary and can be dealt
with through the Heal or Sojourn moves, but becoming maimed (page 38)
is a permanent, life-altering event.
If you score a miss and your debilities are
already marked, you have no choice. Roll
the dice and hope for the best.
FACE DEATH
When you are brought to the brink of death, and glimpse the world
beyond, roll +heart.
On a strong hit, death rejects you. You are cast back into the mortal
world.
On a weak hit, choose one.
• You die, but not before making a noble sacrifice. Envision your
final moments.
• Death desires something of you in exchange for your life.
Envision what it wants (Ask the Oracle if unsure), and Swear an
Iron Vow (formidable or extreme) to complete that quest. If you
fail to score a hit when you Swear an Iron Vow, or refuse the
quest, you are dead. Otherwise, you return to the mortal world
and are now cursed. You may only clear the cursed debility by
completing the quest.
On a miss, you are dead.
You make this move when forced to Face Death as a result of a miss on the
Endure Harm move, or when you face a physical trauma so horrific that death
is the only reasonable outcome. This move is (hopefully) rarely made and a
chance for storytelling and for enriching your world and its myths. Make it
dramatic and personal.
When you first make this move, you should envision how the afterlife is
represented in your version of the Ironlands, or specifically to your character.
What do you see and experience? Is it only blackness and void? Do you see
iron gates parting before you? Does a ferryman guide you across a blood-red
river? Do you hear the songs of your kin calling you to the feast hall? On
a strong hit, you might only catch glimpses of what lay beyond. Does your
experience support your beliefs or call them into question? If in doubt, Ask
the Oracle.
There is also the personage of death to consider. Does death take form, or is
it nameless and unknowable? Is it beautiful and welcoming? Sly and full of
guile? As grim as the coldest night? On a weak hit, you may decide what death
asks of you, which leads to a new quest and the cursed debility (page 38) as
you return to the mortal world.
On a miss, you are dead. Envision what awaits you. You may begin again with
a new character in a new version of the Ironlands, or explore your current
world and storyline from a new perspective. Perhaps your kin will avenge
you?
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COMPANION ENDURE HARM
When your companion faces physical damage, they suffer -health
equal to the amount of harm inflicted. If your companion’s health is
0, exchange any leftover -health for -momentum.
Then, roll +heart or +your companion’s health, whichever is higher.
On a strong hit, your companion rallies. Give them +1 health.
On a weak hit, your companion is battered. If their health is 0, they
cannot assist you until they gain at least +1 health.
On a miss, also suffer -1 momentum. If your companion’s health is 0,
they are gravely wounded and out of action. Without aid, they die in
an hour or two.
If you roll a miss with a 1 on your action die, and your companion’s
health is 0, they are now dead. Take 1 experience for each marked
ability on your companion asset, and remove it.
A companion (page 39) is an NPC asset which complements your abilities
and can help support your actions. When you leverage a companion on a
move, you are inherently putting them at risk. If you roll a 1 on your action die
when using a companion ability, you should make the companion the focus of
any negative outcome for that move. Depending on the fiction of the current
situation, this might include harm.
Inflicting harm on your companion might also happen as a reasonable
outcome of any move, or through a roll on the Pay the Price table.
Your companion asset has a health track which functions the same as your
own. If they face physical damage, reduce the health track as appropriate to the
circumstances or the rank of your foe, and take any leftover as -momentum.
Then, roll this move.
When your companion’s health is at 0 and you score a weak hit or miss,
you cannot use their abilities until they gain at least +1 health. To aid your
companion, make an appropriate move, such as Heal, Make Camp, or Sojourn.
If your companion is killed, give yourself 1 experience point for each marked
ability. Then, remove the asset. If you acquire the same type of companion
through the narrative of your quest and journeys, you are free to rebuy the
asset at the normal cost.
You should also Endure Stress and suffer -spirit as appropriate to the fiction
when your companion is wounded or dies.
ENDURE STRESS
When you face mental shock or despair, suffer -spirit equal to your
foe’s rank or as appropriate to the situation. If your spirit is 0, suffer
-momentum equal to any remaining -spirit.
Then, roll +heart or +spirit, whichever is higher.
On a strong hit, choose one.
• Shake it off: If your spirit is greater than 0, suffer -1 momentum
in exchange for +1 spirit
• Embrace the darkness: Take +1 momentum
On a weak hit, you press on.
On a miss, also suffer -1 momentum. If you are at 0 spirit, you must
mark shaken or corrupted (if currently unmarked) or roll on the
following table.
Roll
Result
1-10
You are overwhelmed. Face Desolation.
11-25
You give up. Forsake Your Vow (if possible, one
relevant to your current crisis).
26-50
You give in to a fear or compulsion, and act against
your better instincts.
51-00
You persevere.
Make this move when your courage fails you, when you are unnerved or
disheartened, or when you act against your best intentions.
When you are forced to Pay the Price, you should Endure Stress if mental
hardship is an obvious and dramatic outcome of the current situation. Also,
some moves and assets will direct you to Endure Stress as a cost or concession,
and may indicate a specific amount of stress to suffer.
If you are demoralized or frightened by an NPC foe, you can use their rank
(page 134) to determine amount of stress you must suffer. If the amount of
stress is not provided or obvious, use the following guidelines.
• Troublesome (1 stress): An unsettling incident or a frustrating failure.
• Dangerous (2 stress): A distressing incident or an upsetting failure.
• Formidable (3 stress): A horrifying incident or a demoralizing failure.
• Extreme (4 stress): A heart-rending incident or traumatic failure.
• Epic (5 stress): A soul-shattering incident or the loss of all hope.
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If in doubt, make it dangerous (2 stress).
Next, reduce your spirit track by the amount suffered. If your spirit is at 0,
apply any remaining -spirit to your momentum track. Then, roll.
On a strong hit, you are unfazed. You can suffer 1 less spirit or take +1
momentum. On a weak hit, you are rattled but carry on.
When you score a miss with 0 spirit, you need to make an important decision.
Do you risk the potential for desolation by rolling on the oracle table, or mark
a debility? The shaken debility (page 37) is temporary and can be dealt
with through the Sojourn move, but becoming corrupted (page 38) is a
permanent, life-altering event.
If you’ve scored a miss and your debilities are both marked, you must roll on
the table to determine your fate.
FACE DESOLATION
When you are brought to the brink of desolation, roll +heart.
On a strong hit, you resist and press on.
On a weak hit, choose one.
• Your spirit or sanity breaks, but not before you make a noble
sacrifice. Envision your final moments.
• You see a vision of a dreaded event coming to pass. Envision that
dark future (Ask the Oracle if unsure), and Swear an Iron Vow
(formidable or extreme) to prevent it. If you fail to score a hit
when you Swear an Iron Vow, or refuse the quest, you are lost.
Otherwise, you return to your senses and are now tormented.
You may only clear the tormented debility by completing the
quest.
On a miss, you succumb to despair or horror and are lost.
Make this move when forced to Face Desolation as a result of a miss on the
Endure Stress move. This represents the potential breaking point for your
character. Do you push on in spite of all you have seen, all you have done, or
do you fall into darkness?
Choosing the option to become tormented (page 38) on a weak hit creates
interesting story possibilities. What is your greatest fear? Preventing that dire
outcome can steer your story in a compelling new direction.
On a miss, you are broken. There is no recovery possible. This is the end of
your character’s story.
OUT OF SUPPLY
When your supply is exhausted (reduced to 0), mark unprepared. If
you suffer additional -supply while unprepared, you must exchange
each additional -supply for any combination of -health, -spirit or
-momentum as appropriate to the circumstances.
When you and your allies reduce your supply to 0 (through a choice or result
of another move), you each mark unprepared. The unprepared debility (page
37) can be cleared when you score a hit on the Sojourn move and choose
the equip option.
While you are unprepared, you cannot increase your supply track. If you suffer
additional -supply while unprepared, you and your allies must exchange each
-supply for some combination of -momentum, -health, or -spirit. Select an
option appropriate to the situation. A lack of provisions can have an obvious
impact on your fitness, morale, and readiness for challenges.
FACE A SETBACK
When your momentum is at its minimum (-6), and you suffer
additional -momentum, choose one.
• Exchange each additional -momentum for any combination of
-health, -spirit, or -supply as appropriate to the circumstances.
• Envision an event or discovery (Ask the Oracle if unsure) which
undermines your progress in a current quest, journey, or fight.
Then, for each additional -momentum, clear 1 unit of progress
on that track per its rank (troublesome=clear 3 progress;
dangerous=clear 2 progress; formidable=clear 1 progress;
extreme=clear 2 ticks; epic=clear 1 tick).
When you suffer -momentum while your momentum track is already at
its lowest possible point (-6), the leftover -momentum must be traded for
an equal value in -health, -spirit or -supply, or it must be accounted for as
lost progress in a relevant progress track. Make a choice appropriate to your
character’s status and the current situation. Don’t just shift points around.
Envision how your choice is reflected in the fiction.
If your health, spirit, and supply are all at 0, you have no choice. You must
clear progress on a related progress track. You should use the quest, journey,
or fight which is most relevant to the current situation.
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QUEST MOVES
Making and fulfilling vows is central to your character’s motivations. These
oaths drive your story and give you the means to gain experience and acquire
new abilities. When you embark upon a quest, manage your progress on a
quest, seek to complete a quest, or gain the rewards of a quest, make these
moves.
SWEAR AN IRON VOW
When you swear upon iron to complete a quest, write your vow and
give the quest a rank. Then, roll +heart. If you make this vow to a
person or community with whom you share a bond, add +1.
On a strong hit, you are emboldened and it is clear what you must do
next (Ask the Oracle if unsure). Take +2 momentum.
On a weak hit, you are determined but begin your quest with more
questions than answers. Take +1 momentum, and envision what you
do to find a path forward.
On a miss, you face a significant obstacle before you can begin your
quest. Envision what stands in your way (Ask the Oracle if unsure),
and choose one.
• You press on: Suffer -2 momentum, and do what you must to
overcome this obstacle.
• You give up: Forsake Your Vow.
When you encounter a wrong that must be made right, seek to fulfill a
personal ambition, or give your word to serve someone, make this move.
Fictionally, an iron vow is ceremonial. You touch a piece of iron and speak
your vow. Don’t just make the move. Envision how your character enacts the
ceremony. What do you do? What do you say? Is this a moment of grudging
acceptance or one of fiery determination?
Set the rank of your quest based on what you know of the challenges you
will face, or Ask the Oracle. Higher ranked quests require more effort (both
in your narrative and through session-time and focus), but offer greater
experience rewards. An epic quest could be the endeavor of a lifetime, while a
troublesome quest might be resolved in a few scenes.
It is not necessary to resolve one vow before swearing another. In fact, the
intent of these rules is for your character to run afoul of new situations and
get side-tracked with new vows even while attempting to complete a separate
quest. This is the life of the Ironsworn.
Based on the results of this move, your path may be clear (a strong hit), or
more investigation may be required to identify your next steps (a weak hit).
On a miss, you face a serious obstacle at the very start which prevents you
from undertaking this quest. It might be a sudden event, someone working
against you or refusing your aid, or a personal conviction which must be
overcome. When in doubt about what happens, Ask the Oracle. It should be
significant and not easily dealt with. Also, when you resolve this obstacle,
you won’t Reach a Milestone for your quest. You aren’t actually able to make
progress on the vow until you overcome this initial challenge.
You also have the option, on a miss, to come to the realization that your vow
was made impulsively or without support, and you may simply give up. If you
do, Forsake Your Vow.
When allies join together to Swear an Iron Vow, one of you speaks for the
group and makes the move. The others can commit to the cause with the Aid
Your Ally move. If you score a hit and take +momentum, or score a miss and
choose to suffer -momentum, only the character making the move adjusts
their momentum track. Once your quest is underway, you share a progress
track and mark progress together.
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REACH A MILESTONE
When you make significant progress in your quest by overcoming
a critical obstacle, completing a perilous journey, solving a complex
mystery, defeating a powerful threat, gaining vital support, or acquiring
a crucial item, you may mark progress.
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
You will face obstacles as you strive to complete quests. Some of these obstacles
arise naturally out of the fiction of the situation. Overcoming one challenge
leads naturally to the next. Others represent narrative twists introduced when
you interpret the result of a move, or when you Ask the Oracle for inspiration.
When you overcome one of these obstacles, and it was a notable challenge,
make this move and mark progress on your quest.
Not every step on this path is worthy of a milestone. Did it put you in great
danger? Did it cost you something significant? Did you unravel a complex
web of clues and motivations? Was it dramatic and narratively interesting?
Most importantly, was it directly related to your quest, and not a random or
unconnected event?
How you define milestones determines the pace of your game. You need
to overcome challenges to Reach a Milestone and mark progress. You can’t
(with confidence) Fulfill Your Vow unless you’ve marked progress. You don’t
gain experience unless you Fulfill Your Vow. You can’t add new assets to your
character unless you gain experience. That’s the broad flow of how quests
drive gameplay and character improvement, the tempo of which is determined
by you and others at your table. If you come up against relatively simple
obstacles and call them milestones, you’ll mark progress and move quickly
toward completing the quest. But, if you do, you’ll miss out on storytelling
opportunities and the satisfaction earned when you prevail against a worthy
challenge.
Not sure if something is worthy as a milestone? If you’re playing co-op or
guided, talk it out at the table. If you’re playing solo, trust your instincts and
the type of play experience you want to create. In the end, it’s your game.
To learn more about milestones, see page 213.
FULFILL YOUR VOW
Progress Move
When you achieve what you believe to be the fulfillment of
your vow, roll the challenge dice and compare to your progress.
Momentum is ignored on this roll.
On a strong hit, your quest is complete. Mark experience
(troublesome=1; dangerous=2; formidable=3; extreme=4; epic=5).
On a weak hit, there is more to be done or you realize the truth of
your quest. Envision what you discover (Ask the Oracle if unsure).
Then, mark experience (troublesome=0; dangerous=1; formidable=2;
extreme=3; epic=4). You may Swear an Iron Vow to set things right. If
you do, add +1.
On a miss, your quest is undone. Envision what happens (Ask the
Oracle if unsure), and choose one.
• You recommit: Clear all but one filled progress, and raise the
quest’s rank by one (if not already epic).
• You give up: Forsake Your Vow
Your path leads here. Your foe is defeated. The relic is found. Your training
is complete. The village is saved. The beast is killed. The murder is avenged.
Your family’s honor is restored. You are triumphant.
Or are you? Make this move to find out.
Since this is a progress move, you tally the number of filled boxes on your
progress track for this quest. This is your progress score. Only add fully filled
boxes (those with four ticks). Then, roll your challenge dice, compare to your
progress score, and resolve a strong hit, weak hit, or miss as normal. You
may not burn momentum on this roll, and you are not affected by negative
momentum.
When you and your allies are working to fulfill a common vow, you share a
progress track. When it is time to see the vow done, one of you represents
the group and make the Fulfill a Vow move. The outcome affects everyone
involved.
On a strong hit, your vow is fulfilled. Mark your experience, clear the vow,
and decide what you do next. Do other quests call you into the wilds? Or, do
you Write Your Epilogue, never again to return to your life as Ironsworn?
On a weak hit, you discover or realize something which leaves your quest
unfinished or undermines your success. Envision what you learn (or Ask the
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Oracle), make your choice, and play to see what happens. Whether you leave
this behind or take on a new quest should be driven by the fiction and your
choices as the character. Have you defeated your foe in a bloody fight, but they
use their dying breath to say your true enemy still lives? You might Swear an
Iron Vow to hunt them down. Have you helped return the clan chief to power,
only to learn their promises were lies? You can Swear an Iron Vow to usurp
this deceiver, or simply leave this place, promising never to return.
On a miss, a turn of events finds you defeated or your true goal is suddenly
beyond reach. The band of raiders were a diversion, and a more dangerous
force has stolen away with the winter stores. The crown of kings is found, but
it is a forgery. You’ve hunted and defeated the wyvern, but discover it was only
one of a large flock of beasts. If you choose to press on, the nature of your
quest remains the same—protect the village, find the crown, stop the ravages
of the wyverns—but most of your progress is undone through this dramatic
realization.
FORSAKE YOUR VOW
When you renounce your quest, betray your promise, or the goal
is lost to you, clear the vow and Endure Stress. You suffer -spirit
equal to the rank of your quest (troublesome=1; dangerous=2;
formidable=3; extreme=4; epic=5).
Make this move when you decide to abandon a quest, or if circumstances
leave your goal seemingly unobtainable.
For an Ironsworn, realizing you must Forsake Your Vow is a dramatic and
disheartening decision. Tradition says the item upon which you swore your
vow—your sword, your armor, the iron coin—is discarded. Some clans even
believe you must cast away all of your weapons and armor and bear no iron
until you redeem yourself.
Mechanically, you Endure Stress, reducing your spirit track by an amount
equal to the rank of your quest (troublesome=1; dangerous=2; formidable=3;
extreme=4; epic=5). Narratively, you should consider how your failure affects
your story and what you do to put yourself back on the proper path. Did you
swear this vow in service to others? How does this impact your relationship
with them? If your vow was a personal quest, how does this failure force you
to rethink the path your life has taken? Where do you go from here?
If you have abandoned a quest which is central to your character’s motivations,
you may decide your life as an Ironsworn is done. If so, Write Your Epilogue
to determine your fate.
ADVANCE
When you focus on your skills, receive training, find inspiration,
earn a reward, or gain a companion, you may spend 3 experience to
add a new asset, or 2 experience to upgrade an asset.
Make this move when you spend experience to add an asset or upgrade an
existing asset.
Narratively, you should consider how your recent experiences and fulfilled
vows have led to these new abilities. Was your horse a reward from the
thankful chief of a highland clan? Did you train under a powerful mystic?
Has your time spent trekking across the wilds made you adept at woodcraft or
navigation? Let your choice of assets flow naturally from the fiction.
To learn more about spending experience and gaining assets, see page 222.
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FATE MOVES
In solo and co-op play, the fate moves mediate the result of other moves or
serve as inspirational prompts for your story. When you face the outcome of
a move, want to know what happens next, or have a question about people,
places and events external to your character, the fate moves help you discover
an answer.
In guided mode, your GM represents the whims of fate. They can reference
these moves as they like, but they can also decide the outcome or direct the
question back to you.
There are three key aspects of using the fate moves:
• Instinct: If an answer to a question or the result of a situation is obvious,
interesting and dramatic, make it happen.
• Randomness: You can roll on random tables to generate a result or
answer a question.
• Inspiration: You can use creative prompts, such as those included in the
oracles chapter (page 165) to guide your story.
PAY THE PRICE
When you suffer the outcome of a move, choose one.
• Make the most obvious negative outcome happen.
• Envision two negative outcomes. Rate one as ‘likely’, and Ask
the Oracle using the yes/no table. On a ‘yes’, make that outcome
happen. Otherwise, make it the other.
• Roll on the following table. If you have difficulty interpreting the
result to fit the current situation, roll again.
Roll
Result
1-2
Roll again and apply that result but make it worse. If you
roll this result yet again, think of something dreadful
that changes the course of your quest (Ask the Oracle if
unsure) and make it happen.
3-5
A person or community you trusted loses faith in you,
or acts against you.
6-9
A person or community you care about is exposed to
danger.
10-16
You are separated from something or someone.
17-23
Your action has an unintended effect.
24-32
Something of value is lost or destroyed.
33-41
The current situation worsens.
42-50
A new danger or foe is revealed.
51-59
It causes a delay or puts you at a disadvantage.
60-68
It is harmful.
69-77
It is stressful.
78-85
A surprising development complicates your quest.
86-90
It wastes resources.
91-94
It forces you to act against your best intentions.
95-98
A friend, companion, or ally is put in harm’s way (or
you are, if alone).
99-00
Roll twice more on this table. Both results occur. If they
are the same result, make it worse.
This is one of the most common moves in Ironsworn. Make this move when
directed to by the outcome of another move, or when the current situation
naturally leads to a cost through your choices or actions.
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First, choose an option as described in the move. You may determine the
outcome yourself, Ask the Oracle to decide between two options, or roll on
the table. In guided play, you look to your GM for a ruling. Whatever choice
you make, always follow the fiction. If a dramatic outcome springs to mind
immediately, go with it.
Next, envision the outcome. What happens? How does it impact the current
situation and your character? Apply the outcome to the fiction of your scene
before you determine any mechanical impact. Focusing on the narrative cost
leads to deeper, more dramatic stories.
Finally, apply any appropriate mechanical penalty:
• If you face a physical hardship or injury, Endure Harm and suffer -health.
• If you are disheartened or frightened, Endure Stress and suffer -spirit.
• If you lose equipment or exhaust resources, suffer -supply.
• If you waste precious moments or are put in an unfavorable position,
suffer -momentum.
• If an ally or companion is put in harm’s way, apply the cost to them.
See page 58 for guidelines on mechanical costs. When in doubt, suffer -2
from the appropriate track.
Most situations can impact both the narrative situation and your mechanical
status. But, a result might also be purely narrative without an immediate
mechanical cost. An initial failure might introduce a complication or force a
reactive move (such as Face Danger). A failure on a subsequent move can then
introduce a mechanical penalty. In this way, failures build on each other, and
the situation gets riskier and more intense.
The narrative and mechanical costs you endure should be appropriate to the
circumstances and the move you are making. Scoring a miss on End the Fight
implies a greater cost than if you fail to Clash within that scene. For dramatic
moments and decisive moves, up the stakes.
Once you’ve resolved the outcome, envision what happens next and how you
react. You are not in control. The situation is more complex and dangerous.
You may need to respond with another move to restore your advantage and
avoid further cost.
ROLLING MATCHES
If you rolled a match on a move (page 9), and the outcome of that move
tells you to Pay the Price, you can consider rolling on the table instead of just
choosing an outcome. This fulfills the promise of the match by introducing a
result you might otherwise not have considered. When in doubt about what
a result on the table might represent (for example, “a new danger or foe is
revealed”), you can Ask the Oracle. However, rolling a match on the Pay the
Price table itself doesn’t have any special significance.
ASK THE ORACLE
When you seek to resolve questions, discover details in the world,
determine how other characters respond, or trigger encounters or
events, you may…
• Draw a conclusion: Decide the answer based on the most
interesting and obvious result.
• Ask a yes/no question: Decide the odds of a ‘yes’, and roll on the
table below to check the answer.
• Pick two: Envision two options. Rate one as ‘likely’, and roll on
the table below to see if it is true. If not, it is the other.
• Spark an idea: Brainstorm or use a random prompt.
Odds
The answer is ‘yes’ if you roll...
Almost Certain
11 or greater
Likely
26 or greater
50/50
51 or greater
Unlikely
76 or greater
Small Chance
91 or greater
On a match, an extreme result or twist has occurred.
In solo or co-op play, use this move when you have a question or want to
reveal details about your world. In guided play, the GM may use this move to
answer their own questions or inspire the story of your game session.
DRAW A CONCLUSION
The most basic use of this move is to simply decide the answer. Think it over
for a moment (or talk it out with others at your table), and go with what seems
most appropriate to the current situation and introduces the most potential
for drama and excitement.
Your first instinct is often the right one. If it leapt to mind, it’s probably a good
fit for the current situation. But, if your initial impulse doesn’t really excite or
interest you, give it more thought. Wait for an “aha” moment.
If you’re still not sure of the answer, or want to put things in the hand of fate,
you have some other options...
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ASK A YES/NO QUESTION
You can ask a binary yes/no question and leave the answer open to fate.
• “Is this steading inhabited?”
• “Do I drop my sword?”
• “Is there somewhere I can hide?”
• “Do I know the way?”
• “Would they consider this trade?”
Decide the likeliness of a ‘yes’ answer, and roll your oracle dice to get the
result. For example, if you rate the chance of a ‘yes’ as ‘unlikely’, you must roll
76-100 for a yes. Otherwise, the answer is no.
PICK TWO
The next option is to ask a question and pick two viable results.
• “Do I drop my sword or my shield?”
• “Is it in the forest or the hills?”
• “Does the elder bear try to pin me down, or does it bite?”
• “Am I attacked by a horror, or a beast?”
• “Is this a formidable foe, or a dangerous one?”
You rate one of those as ‘likely’, and roll on the table. If it’s a ‘yes’, the answer
is your likely pick. If not, it’s the other. Use this approach when the answer is
more open-ended, but you have a couple of options in mind.
SPARK AN IDEA
The final option is to seek inspiration through an open-ended question.
• “What happens next?”
• “What do they want?”
• “What’s this place look like?”
• “What do I find?”
• “Who or what attacks?”
If you’re in a game with other players, you can talk it out. Brainstorming
together will lead you to interesting answers you might not have thought of
on your own.
You can also use random generators to help inspire an answer. See chapter 6
(page 165) for creative prompts and random results. Or, use your preferred
tools, such as an online generator for interesting names, or a set of tarot cards
or rune stones for visual inspiration. When asking an open-ended question,
use tools which offer a spark of inspiration instead of a definitive response.
Your creative mind will lead you naturally from an abstract concept to a
relevant answer, adding exciting and surprising dimension to your story.
Within the oracles worksheet (available at ironswornrpg.com) you will find
a set of blank tables to create your own oracles. If you are setting off on a
journey, you might fill a table with things you expect to encounter. When you
want to trigger an event, roll on that table.
QUESTIONS UPON QUESTIONS
You can come back to the yes/no table and ask a follow-up question to clarify
or affirm a result. However, you should avoid leaning too heavily on asking
questions (or this move in general). Don’t let one question snowball into a
series of more specific questions. Even when playing solo, oracles should be
the spice of your game, not the main course. Ask a question or two, decide
what it means, and move on. When in doubt, follow your gut. Your first
instinct is probably the right one. Go with it.
ROLLING A MATCH
A match on your oracle dice when rolling on the yes/no table should trigger an
extreme result or narrative twist. This can mean an all-caps “HELL YES!” or
“HELL NO!”, or a yes or no but with an interesting or dramatic complication.
When you’re unsure what a match might mean, you can roll on another oracle
table (page 167) for inspiration. If you’re still left scratching your head, just
move on. Resolving a match is not a requirement. It’s just a way to introduce
narrative turning points that lead you along unexpected paths. Head down
the rabbit hole, but don’t get stuck in it.
ORACLES AND GUIDED PLAY
In guided play, your GM is the oracle. You won’t make this move unless you
are talking things out and need a random result or a bit of inspiration. Your
GM can use this move (or ask you to make it) to help guide the story.
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WELCOME TO THE IRONLANDS
The Ironlands is a vast peninsula in the northern ocean. The people who
now refer to themselves as Ironlanders settled here two generations ago, cast
out of their homelands by a catastrophic event. Since that time, they have
survived but not prospered. The Ironlands are a harsh, dangerous place. The
winters are long and brutal. Harvests are uncertain. Depending on the choices
you make as you create your version of the Ironlands, monstrous beasts and
dreaded horrors may be a constant threat.
This chapter includes a brief summary for each major region of the Ironlands.
It also includes a section where you define the characteristics, dangers, and
mythology of your own Ironlands, creating a setting customized to your
vision and preferences.
The detail here is intentionally light. Consider it a sketch on a canvas, ready to
be adorned with the vibrant colors and details of your story.
TRAVEL IN THE IRONLANDS
When traveling through dangerous or unknown areas, make the Undertake a
Journey move (page 65). You will set the rank of the journey as appropriate
to the fictional circumstances—the distance, region, terrain, threats, and
your character’s readiness. You should also consider its importance in your
quest. A higher rank means more storyline dedicated to the journey. If you
want to move quicker to your destination, give it a lower rank. If this journey
represents an important aspect of your character’s story, or you want to create
opportunities for interesting events and side quests, give it a higher rank.
When in doubt, refer to the following for general guidelines, or Ask the Oracle.
• Traveling a moderate distance within a single region is Troublesome.
• Traveling a long distance within a single region, or across rough terrain,
is Dangerous.
• Traveling from one region to another, or across especially challenging
terrain, is Formidable.
• Traveling through multiple regions is Extreme.
• Traveling from one end of the Ironlands to another, or to a separate land,
is Epic.
Generally, don’t sweat it. Travel should move at the speed of your story. Don’t
worry about exact measurements for distance or time. Give your journey a
rank appropriate to the circumstances and your story, and make the move to
see what happens.
CHAPTER 4
YOUR WORLD
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REGIONS OF THE IRONLANDS
BARRIER ISLANDS
Features:
• Crashing waves and
treacherous currents
• Jagged rocks hidden just
beneath the surface
• Snow-dappled cliffs jutting
out of the sea
• Low clouds and curling mists
• Ferocious winds
• Gliding seabirds
• Decaying wrecks of wooden
ships
• Fisher-folk braving the wild
sea
• Lurking seaborne raiders
This long string of islands parallels the Ragged Coast. They are beautiful,
but imposing. The slate-gray cliffs rise dramatically out of the water, topped
by treeless moors. Waterfalls, fed by persistent rains, plunge over these cliffs
into the raging sea. The winds are fierce and ever-present. In the winter, sleet,
snow, and ocean mist can cut visibility to the length of one’s arm.
The islands are sparsely populated by Ironlanders, mostly fisher-folk who
brave the surrounding waters. Their settlements cling to narrow, rock-strewn
shores or lie on high overlooks. At night, the dim lights of their fires and
torches glimmer pitifully against the wild, storm-tossed sea.
Quest Starter: The spectral maiden appears at the bow of your ship, offering to
guide you safely through the storm—for a price. What does she demand of you?
1 - Barrier Islands
2 - Ragged Coast
3 - Deep Wilds
4 - Flooded Lands
5 - Havens
6 - Hinterlands
7 - Tempest Hills
8 - Veiled Mountains
9 - Shattered Wastes
9
8
7
6
5
4
3
2
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RAGGED COAST
Features:
• Narrow fjords
• Settlements built on rocky
shores
• Trade ships flying colorful
sails
• Shipbuilders hammering at
wooden hulls
• Raiders sounding the drums
of war
• Schools of orca gliding
through the waves
• Monstrous serpents rising
from unfathomable depths
This coast is marked by massive fjords. It is a rugged land of snow-capped
cliffs overlooking blue waters.
Ironlander settlements are located at the head of the fjords in the shelter of
narrow valleys. From there, both fisher-folk and raiders set sail. Their kin
gather to see them off, laying wreaths of spruce in their wake.
In the center of each settlement, at the front of the longhouse, a stack of rune-
marked river stones memorialize those who did not return—one stone for
each of the lost.
Quest Starter: A ship which set off from a coastal settlement is found washed up
on shore. It is empty. This ship carried something of great importance, now lost.
What was it, and why do you swear to recover it?
DEEP WILDS
Features:
• Unbroken woodland
• A thick canopy casts the
forest floor in shadow
• Lingering fog
• Constant rains
• Elves, ever watchful
• Ancient trees hung with
moss
• Streams winding their way
through rough terrain
• Skittering and growls from
out of the mist
The Deep Wilds are a vast swath of ancient forest. The ground is a lush carpet
of ferns and lichens. The gnarled branches are cloaked in hanging moss. The
air is almost perpetually misty and wet. Unlike the bordering regions, heavy
snow is rare here. Instead, there is the ceaseless patter of rain dripping from
high boughs and the rush of river over rock. The air carries the earthy smells
of damp and decay.
A few Ironlanders live along the fringes of the Deep Wilds, taking advantage
of the relatively temperate climate and abundant game. However, most avoid
this region. This is a land of the firstborn, of monstrous beasts, of horrors that
defy description. This is the world before humans.
Quest Starter: An Ironlander has sided with an enemy in the heart of the Wilds,
and is leading attacks against Ironlander settlements. Who is this person? Who
have they joined forces with? What will you do to stop these attacks?
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FLOODED LANDS
Features:
• Fetid wetlands
• Dead trees poisoned by salt
water
• Networks of sluggish rivers
• Ponds and lakes shrouded in
clinging mist
• Beguiling ghostlights, drawn
to the warmth of the living
• Biting insects
• Creatures, just beneath the
surface, laying in wait
This is a low-lying region of bogs, swamps, lakes, and slow-moving rivers.
Near the coast, the water is salty and riddled with dead trees. Further north,
the morass of forested wetlands and bogs is interspersed with rare patches
of higher ground. Through it all, twisting rivers make their sluggish journey
to the sea. The smell of these lands is rotten and dank. It is the smell of slow
death.
A few hardy Ironlanders live here in small settlements built atop hillocks, or
in homes standing on stilts over the wetlands. Most fish and forage, making
their way among the waterways on flat-bottomed boats propelled by long
poles. Some dig through peat for bog iron—a cold, wet, grueling task.
Travel is precarious here. One step has you on solid ground. The next sends
you plunging through a thin layer of peat into a murky bog. Then, bony hands
reach out to you, grasping, pulling. “Stay with me,” a voice whispers. “Stay
with me here in the dark.”
Quest Starter: Rising flood waters threaten to overwhelm an Ironlander
settlement. Escape by boat is the only option, but there are few
boats and many people. What’s more, there is something
hungry in the water, waiting to feed.
HAVENS
Features:
• Rolling hills and rocky bluffs
• Pockets of dense wood, thick
with shadow
• Walled settlements
• Verdant heaths
• Wide rivers navigated by
wary boatmen
• Long, harsh winters
This is an expansive region of forests, rivers, shrubland, and low hills. After an
arduous journey, after untold losses, the first Ironlander settlers looked upon
the Havens as a fresh start—a relative oasis in a fierce, uncaring land. It gave
them hope.
Years later, that hope is fading. Even within the Havens, there is little rest or
safety. The winters are long. The harvests are never enough. Raiders strike
without mercy. The thick woods, deep rivers and dark nights hold secrets and
lurking horrors. Some say the Ironlands is a living thing, a malevolent spirit,
intent on ridding itself of the human invaders. Slowly, season by season, year
by year, it is succeeding.
The Ironlander settlements in this region typically stand on hills or at the
confluence of rivers. The buildings are made of wood, or sometimes stone,
with roofs covered in turf. The central homes and communal structures are
protected by an outer palisade fashioned from earth and wood. Outside these
walls, from spring through autumn, farmers work the meager fields. In winter,
the settlements are smothered by deep snow and oppressive gray clouds.
Quest Starter: A settlement has fallen under the unjust rule of a cruel leader.
What leverage do they hold over these people? What is your connection to the
community? What can be done to overthrow this tyrant?
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HINTERLANDS
Features:
• Dense forests nestled against
rugged terrain
• Hunter camps and remote
settlements
• Birdsong interspersed with
sudden, unsettling stillness
• Ironlanders, foraging and
hunting game
• Hungry beasts, stalking
• Varou bands, howling their
war song
This high terrain consists of a long string of forested hills.
Isolated Ironlander settlements in this region serve primarily as bases for
hunters and trappers. A few farmers do the best they can with the rocky
soil, but the people depend mostly on meat, mushrooms, berries, and other
bounties from the forest to sustain them during the long winters.
Those winters are bitter and harsh. Snow gathers as deep as an Ironlander
is tall, or more. Hunters, cloaked in heavy furs, wear snowshoes to navigate
across the rough terrain. At night, they make camp. They drink and tell
stories. They try to ward away the encroaching darkness with a blazing fire.
They cast nervous glances at sounds just beyond the light.
In the spring and summer, the melting snow feeds tumultuous rivers. The
forests burst with rich life. But, always there is a chill in the air. Always there
is a reminder of the coming winter.
Quest Starter: A group of Ironlanders have been forced out of their Hinterland
settlement. What caused them to leave? With winter coming, and food in short
supply, will you attempt to reclaim their settlement or convince someone to take
them in?
TEMPEST HILLS
Features:
• Stunted forests
• Howling winds
• Mist-shrouded waterfalls
• Mining settlements
• Nomad encampments on
high plateaus
• Ironlander caravans hauling
bounties of ore
• Wary giants keeping their
distance
• Mammoths grazing in alpine
meadows
These highlands are defined by rugged hills and low mountains, thin conifer
woods, and wide, grassy plateaus, leading up to the heights of the Veiled
Mountains. Through most seasons, the constant ill-winds break against the
sides of the hills, screeching and moaning. In the dead of winter, some say
these winds carry the names of those fated to die during the long cold season.
Nomadic Ironlanders live among the hills, herding livestock. In the spring
and summer they move among high pastures. In the winter, they find some
relief from the brutal weather in sheltered valleys.
Others live in mining settlements, drawing iron ore from riverbeds and
shallow digs. Their furnaces, sending up plumes of black smoke, convert the
ore into wrought iron, which is sent south for trade with the Havens.
Quest Starter: You have come across or learned of a rich source of unclaimed iron
and silver among these hills. What hazards must be overcome before a mine can
be established? What force opposes you or attempts to establish its own claim?
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VEILED MOUNTAINS
Features:
• Massive peaks shrouded in
roiling clouds
• Howling beasts
• Endless snows
• Precarious mountain trails
• Stone cairns, marking the
dead
• Abandoned settlements
• Circling wyverns
Commonly referred to as the Veils, these great mountains mark the northern
bounds of the settled lands. They are almost perpetually shrouded in cloud,
snow, and mist. On the rare day they are visible to those Ironlanders far south
in the Havens, the sight of the towering peaks is enough to inspire a mix of
fear and awe.
For a few, that feeling is a call rather than a warning. The Ironlanders who
dwell here are mostly members of small mining communities. They seek
fortunes in iron or silver, but often find only death in the endless, brutal cold.
Even those who manage to eke out some sort of life among the Veils are sure
to head south before the onset of winter. Before the long dark takes hold.
Quest Starter: As winter fast approaches, there is no sign of the Ironlanders who
live in a small mining community on the flanks of the Veils. They should have
been off the mountain weeks ago. Time is running out.
SHATTERED WASTES
Features:
• Vast fields of broken ice
• Discomforting stillness
• Deep crevasses, plunging
into darkness
• Piercing cold
• Unnatural horrors breaking
through the ice
To the north of the Veiled Mountains lies the Shattered Wastes, a plain of
jagged, broken ice.
No one knows the bounds of this land or what lies beyond. No Ironlanders
dwell here, and only a handful have explored the passage into the Wastes
through the Veils. Those who survived the journey returned with stories of
unimaginable cold and things moving beneath the ice.
Quest Starter: The traveler returned from his journey into the Shattered Wastes
with dead, frostbitten hands and extraordinary stories. The others scoff at him,
but you believe. Why? What does he tell you? What compels you to see for
yourself?
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THE OLD WORLD
{ The savage clans called the Skulde invaded the kingdoms of the Old
World. Our armies fell. Most were killed or taken into slavery. Those
who escaped set sail aboard anything that would float. After an arduous
months-long voyage, the survivors made landfall upon the Ironlands.
Quest Starter: You are a descendant of the Skulde. Because of your heritage,
your family has long borne the distrust of your fellow Ironlanders. Now, a
small force of Skulde have landed on our shores. Are they the harbinger of
an invasion? Where do your loyalties lie?
{ The sickness moved like a horrible wave across the Old World, killing all
in its path. Thousands fled aboard ships. However, the plague could not
be outrun. On many ships, the disease was contained through ruthless
measures—tossing overboard any who exhibited the slightest symptom.
Other ships were forever lost. In the end, those who survived found
the Ironlands and made it their new home. Some say we will forever be
cursed by those we left behind.
Quest Starter: A settlement is stricken by disease. Though this sickness bears
some similarities to the Old World plague, it doesn’t kill its victims. Instead,
it changes them. How does this disease manifest? Why do you swear to seek
out a cure?
{ The Old World could no longer sustain us. We were too large in number.
We had felled the forests. Our crops withered in the barren ground. The
cities and villages overflowed with desperate, hungry people. Petty kings
battled for scraps. We cast our fate to the sea and found the Ironlands. A
new world. A fresh start.
Quest Starter: Decades ago, the exodus ended. Since then, no ships have
sailed here from the Old World. Until now. Word comes of a single ship,
newly arrived across the vast ocean, grounded on the rocks of the Barrier
Islands. When you hear the name of this ship, you swear to uncover the fate
of its passengers. Why is it so important to you?
YOUR TRUTHS
For each category in this section, choose one of the three options and make it
true for your version of the Ironlands. Your choices set the background and
tone of your campaign, and may inspire vows through the quest starters listed
with each option.
Not happy with any of the choices? You can also make your own truth.
Some choices in one category may contradict a choice you make in another,
but you’re free to bend and twist these options to fit your unique version of
the Ironlands. If you find a particular choice to be evocative or interesting,
make it work in the setting implied by your other choices. You can even select
multiple choices within a single category. There are no rules here. Seeming
contradictions can be the foundation of interesting stories.
Your choices may impact your characters and the assets you might reasonably
select. For example, if magic is rare or unknown in your world, rituals can be
ignored or themed in such a way as to make them more about superstition
and subtlety. Feel free to build your world around your characters, or let the
world influence or limit your options.
Don’t get mired in building the detail of your setting before you start playing.
Leave room for inspiration and surprises. As you play, fill in the blanks to
further deepen your narrative and world. You may even discover that some
of the choices you make here—which reflect the common knowledge of the
people—aren’t the actual truth after all.
The following section is available as a separate workbook at
ironswornrpg.com, making it easy to print and mark your choices.
If you are playing co-op or guided, do this as a group as part of your
first session to give everyone input into your setting. See page 193
for more on starting your campaign.
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IRON
{ The imposing hills and mountains of the Ironlands are rich in iron ore.
Most prized of all is the star-forged black iron.
Quest Starter: The caravan, bound for the distant southlands, left the
mining settlement last season but never arrived at its destination. It carried
a bounty of black iron. Why is finding this lost caravan so important to you?
{ The weather is bleak. Rain and wind sweep in from the ocean. The winters
are long and bitter. One of the first settlers complained, “Only those made
of iron dare live in this foul place”—and thus our land was named.
Quest Starter: The harvest fell short. The unrelenting snows left the village
isolated. The food is running out. What will you do to see these people
through this harsh season?
{ Inscrutable metal pillars are found throughout the land. They are iron
gray, and smooth as river stone. No one knows their purpose. Some say
they are as old as the world. Some, such as the Iron Priests, worship them
and swear vows upon them. Most make the warding sign and hurry along
their way when they happen across one. The pillars do not tarnish, and
even the sharpest blade cannot mark them.
Quest Starter: Your dreams are haunted by visions of a pillar which stands
in an unfamiliar landscape. What do you see? Why are you sworn to seek
it out?
LEGACIES
{ We are the first humans to walk these lands.
Quest Starter: In the writings of one of the first settlers, there is a description
of a glade in the heart of the Deep Wilds. The spirits of this place are said to
grant a miraculous blessing. What boon does it bestow?
{ Other humans sailed here from the Old World untold years ago, but all
that is left of them is a savage, feral people we call the broken. Is their fate
to become our own?
Quest Starter: You find a child—one of the broken. It is wounded, and
hunted by others of its kind. Do you protect it, even at the risk of inviting
the wrath of the broken tribes?
{ Before the Ironlanders, before even the firstborn, another people lived
here. Their ancient ruins are found throughout the Ironlands.
Quest starter: Miners uncovered an underground ruin. Thereafter, the
people of the settlement are haunted by strange dreams. The ruins call
to them, they say. Several have disappeared in that dark, ancient place—
including someone important to you.
COMMUNITIES
{ We are few in number in this accursed land. Most rarely have contact
with anyone outside our own small steading or village, and strangers are
viewed with deep suspicion.
Quest Starter: In the dead of winter, a desperate man arrives at a snowbound
steading. He is wounded, hungry, and nearly frozen to death. His family has
been taken. By whom? Will you brave the merciless winter to save them?
{ We live in communities called circles. These are settlements ranging in
size from a steading with a few families to a village of several hundred.
Some circles belong to nomadic folk. Some powerful circles might
include a cluster of settlements. We trade (and sometimes feud) with
other circles.
Quest Starter: A decades-long feud between two circles has flared into open
conflict. What is the cause of this dispute? Do you join in the fight, or swear
to put a stop to it?
{ We have forged the Ironlands into a home. Villages within the Havens are
connected by well-trod roads. Trade caravans travel between settlements
in the Havens and those in outlying regions. Even so, much of this land
is untamed.
Quest Starter: Caravans are forced to pay for passage along a trade road.
This payment, one-quarter of the goods carried, leaves several communities
without sufficient winter stores. Who is making these demands? How will
you set things right?
LEADERS
{ Leadership is as varied as the people. Some communities are governed by
the head of a powerful family. Or, they have a council of elders who make
decisions and settle disputes. In others, the priests hold sway. For some, it
is duels in the circle that decide.
Quest Starter: You have vivid reoccurring dreams of an Ironlands city. It
has strong stone walls, bustling markets, and a keep on a high hill. And
so many people! Nowhere in the Ironlands does such a city exist. In your
dreams, you are the ruler of this city. Somehow, no matter how long it takes,
you must make this vision a reality.
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{ Each of our communities has its own leader, called an overseer. Every
seventh spring, the people affirm their current overseer or choose a new
one. Some overseers wear the iron circlet reluctantly, while others thirst
for power and gain it through schemes or threats.
Quest Starter: An overseer has fallen ill. She is sure to die without help, and
the illness is unknown to the village healer. Poison, or perhaps even foul
magic, is suspected. The families in the community are now at each other’s
throats as they position their preferred candidates to take up the iron circlet.
Will you discover the truth of the overseer’s illness and restore her to health?
{ Numerous clan-chiefs rule over petty domains. Most are intent on
becoming the one true king. Their squabbles will be our undoing.
Quest Starter: You secretly possess one-half of the True Crown, an Old
World relic. Centuries ago, this crown was broken in two when an assassin’s
axe split the head of the supreme ruler. You are descended from that lineage.
Who gave you this relic? Will you find the other half of the broken crown
and attempt to unite the clans under your rule? Or, do you see another use
for it?
DEFENSE
{ Here in the Ironlands, supplies are too precious, and the lands are
too sparsely populated, to support organized fighting forces. When a
community is threatened, the people stand together to protect their own.
Quest Starter: A settlement is unable, or unwilling, to defend itself against
an imminent threat. Why? What peril do they face? What will you do to
protect them?
{ The wardens are our soldiers, guards, and militia. They serve their
communities by standing sentry, patrolling surrounding lands, and
organizing defenses in times of crisis. Most have strong ties to their
community. Others, called free wardens, are wandering mercenaries who
hire on to serve a community or protect caravans.
Quest Starter: You come upon a dying warden. She tells you of an important
mission, and charges you with its completion. “Swear to me,” she says,
reaching out with a bloodied hand to give you an object crucial to the quest.
What is it?
{ Our warbands are rallied to strike at our enemies or defend our holdings.
Though not nearly as impressive as the armies that once marched across
the Old World, these forces are as well-trained and equipped as their
communities can manage. The banners of the warbands are adorned
with depictions of their Old World history and Ironland victories.
Quest Starter: A warband was wiped out in a battle against an overwhelming
enemy. What is your connection to this band? Who defeated them? Will
you carry their banner on a quest for vengeance, or do you vow to see it
brought home to a place of honor?
MYSTICISM
{ Some still find comfort in the old ways. They call on mystics to divine
the fortune of their newborn, or ask them to perform rituals to invoke a
bountiful harvest. Others act out of fear against those who they suspect of
having power. However, most folk believe true magic—if it ever existed—
is lost to us now.
Quest Starter: Someone close to you is accused of cursing a settlement,
causing fields to go fallow and cattle to become sick. What is the evidence
of this? Will you defend this person and uncover the true cause of the
settlement’s troubles?
{ Magic is rare and dangerous, but those few who wield the power are truly
gifted.
Quest Starter: You have heard stories of someone who wields true power.
They live in an isolated settlement far away. Who told you of this mystic?
Are they feared or respected? Why do you swear to seek them out?
{ Magic courses through this land as the rivers flow through the hills. The
power is there for those who choose to harness it, and even the common
folk often know a helpful ritual or two.
Quest Starter: Someone you love walked the paths of power, and succumbed
to it. Who are they? Why did they fall into darkness? Where are they now?
Do you seek to save them or defeat them?
RELIGION
{ A few Ironlanders still make signs or mumble prayers out of habit or
tradition, but most believe the gods long ago abandoned us.
Quest Starter: A charismatic Ironlander, encouraging her followers to
renounce the vestiges of Old World religions, proposes a new path for this
new world. What doctrine does she teach? What does she seek to achieve?
Are you sworn to aid or stop her?
{ The people honor old gods and new. In this harsh land, a prayer is a
simple but powerful comfort.
Quest Starter: An Ironlander is determined to make a pilgrimage into
dangerous lands. What holy place do they seek? Why do you swear to aid
them on this journey? Who seeks to stop them and why?
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{ Monstrous beasts stalk the wild areas of the Ironlands.
Quest Starter: A prominent Ironlander is consumed with the need to bring
vengeance upon a specific beast. What makes this creature distinctive? How
did it earn the wrath of this Ironlander? Do you aid this person in their
quest, or act to prevent their blind hate from destroying more than just the
beast?
{ Beasts of all sorts roam the Ironlands. They dwell primarily in the
reaches, but range into the settled lands to hunt. There, they often prey
on cattle, but attacks on travelers, caravans, or even settlements are not
uncommon.
Quest Starter: Professional slayers earn their keep by killing beasts. This
particular slayer, famed throughout the Ironlands for her numerous kills,
has gone missing on a hunt. Did she finally meet her match, or is something
more nefarious at play. What is your connection to her?
HORRORS
{ Nothing but stories to frighten children.
Quest Starter: The murders began last season. Local gossip suggests they
are the work of a vengeful horror, but there may be more mundane forces at
work. What is your connection to these killings? What will you do to stop
them?
{ We are wary of dark forests and deep waterways, for monsters lurk in
those places. In the depths of the long-night, when all is wreathed in
darkness, only fools venture beyond their homes.
Quest Starter: You bear the scars of an attack by a horror. What was it? Are
those scars physical, emotional, or both? How do you seek to make yourself
whole again?
{ The dead do not rest in the Ironlands. At night we light torches, scatter
salt, and post sentries at the gate. It is not enough. They are coming.
Quest Starter: A group of Ironlanders establish a settlement in a territory
cursed by a malevolent horror. What evil plagues this land? Why are the
Ironlanders so intent on settling here? Will you aid them, or attempt to force
them to give up this foolish undertaking?
{ Our gods are many. They make themselves known through manifestations
and miracles. Some say they even secretly walk among us. The priests
convey the will of the gods and hold sway over many communities.
Quest Starter: You bear the mark of a god. What is it? The priests declare
this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and
swear to see it through, or are you determined to see it undone? What force
opposes you?
FIRSTBORN
{ The firstborn have passed into legend. Some say the remnants of the old
tribes still dwell in deep forests or high mountains. Most believe they
were never anything more than myth.
Quest Starter: Someone obsessed with the firstborn wants to find evidence
of their existence. This will require an expedition into the far reaches of the
Ironlands. What is your role in this mission?
{ The firstborn live in isolation and are fiercely protective of their own
lands.
Quest Starter: The elf, outcast from his kind, lives with Ironlanders. Over
time, he became a part of the community. Now, he is dying. He yearns to
return to his people before he passes. Does he seek absolution or justice?
Why do you swear to help him? What force opposes his return?
{ The firstborn hold sway in the Ironlands. The elves of the deep forests
and the giants of the hills tolerate us and even trade with us—for now.
Ironlanders fear the day they decide we are no longer welcome here.
Quest Starter: Humans and giants are on the brink of war. What has
happened? Who do you side with? Can anything be done to defuse the
situation?
BEASTS
{ The beasts of old are nothing but legend. A few who travel into the deep
forests and high mountains return with wild tales of monstrous creatures,
but they are obviously delusional. No such things exist.
Quest Starter: You were witness to an attack by what you thought was an
animal of monstrous proportions. No one believes you. In fact, you are
accused of the murder you blame on this beast. How can you prove your
innocence? Can you even trust your own memories of the event?
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MAPPING YOUR JOURNEYS
To keep track of the details of your world, download the blank Ironlands map
at ironswornrpg.com. Then, use a separate sheet, index cards, or a journal to
create a key for the locations on your map.
Index cards work great. They give you space for a reasonable amount of
information for a region or location, and it’s quick and easy to dig through
them to find details on-demand. Just mark the index card with a number,
and mark that same number in the proper location on your Ironlands map.
If you store your index cards in order, clipped to your map, it’ll take all of a
couple of seconds to remind yourself, “What was the name of that village in
the Hinterlands?”
You can even use these index cards for random events. Need to know where
the raiders are headed? Shuffle your index cards, turn them face down, and
draw one.
Don’t worry about the details here. Not everything you encounter needs to be
marked on the map or recorded. Focus on the people and places important to
your story. Don’t fuss with distances or exact positioning. There are no extra
points awarded for neatness. That said, if you really enjoy detailed maps and
recording your journeys, feel free to do so in whatever form works best for
you.
If you’re using your own map for the Ironlands or playing in a different setting
altogether, you can manage the details however you like.
N
IRONSWORN
T H E I R O N L A N D S
1
2
3
-
4
-
5
6
7
8
9
1. Raven’s Bluf (B)
Large settlement on a rocky ridge
Features: Strong winds; precarious
rope bridge
People: Jilan the Overseer (B)
Vow: Banish the vengeful Haunt
3. Cairnhome
Lonely fshing village
Features: Rottng shipwrecks; stacked
stones for each of the lost
People:
Thorsten the sea captain (B)
Val the Raider (enemy)
When you record the details of a community, include a note for any bonds
you share. In the example below, (B) is used to signify a bond. The index cards
can also be used to keep track of related quests.
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NPCs IN THE IRONLANDS
An NPC (non-player character/creature) is anyone who inhabits your version
of the Ironlands other than your character and those portrayed by your
fellow players. They can be a person, being or creature. You will roleplay your
interactions with NPCs, and make moves when you attempt to influence
them, aid them, gain their help, or act against them.
This chapter includes a variety of sample NPCs, organized by category.
• The Ironlanders are the humans who have settled these lands.
• The Firstborn are beings who walked the Ironlands uncountable years
before humans arrived.
• Animals are common creatures.
• Beasts are monstrous creatures of unusual size and cunning.
• Horrors are supernatural beings.
These NPCs are a starting place. Use what fits your version of the Ironlands,
keeping in mind the choices you made when you defined the characteristics
of your setting in the previous chapter. If your world is entirely human-
centric, ignore any fantastical NPCs. If you want to boost the fantasy in your
campaign, you can emphasize the unreal or monstrous.
Use what you like. Discard what you don’t. Create what is missing. It’s your
world.
COMPONENTS OF AN NPC
Because gameplay in Ironsworn is centered on the abilities and actions of your
character, NPCs are primarily represented through your fiction rather than
mechanics. They don’t have stats, assets, or tracks. Instead, the sample NPCs
in this chapter include some broad details to help guide their actions and the
threat they pose in combat.
When you interact with an NPC, envision their personality and motivations.
A brutish character leverages their strength, or attempts to bully and
intimidate. A sly character acts through manipulation or trickery. A noble
character behaves according to their sense of honor. An animal, depending on
its disposition, may attack when threatened or may run away. A supernatural
being may act with mindless malice and hate for the living, or may have more
complex needs. When you are unsure of an NPC’s traits or next action, Ask
the Oracle. Then, envision what they do and make moves to aid or oppose
them as appropriate.
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ENCOUNTERS
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RANK
NPCs have a single mechanical attribute, their rank. From this, their ability to
resist and inflict harm (page 19) in combat is derived, as follows:
Rank
Type
Progress
Harm
Troublesome
Common enemies
3 progress
per harm
Inflicts 1
harm
Dangerous
Capable fighters and
deadly creatures
2 progress
per harm
Inflicts 2
harm
Formidable
Exceptional fighters and
mighty creatures
1 progress
per harm
Inflicts 3
harm
Extreme
Foes of overwhelming skill
or power
2 ticks per
harm
Inflicts 4
harm
Epic
Legendary foes of
mythic power
1 tick per
harm
Inflicts 5
harm
When you engage a foe in combat, give them a standard progress track (10
boxes). When you Strike or Clash and inflict harm, mark progress for each
point of harm based on the foe’s rank. For example, you mark 2 ticks for each
point of harm inflicted on an extreme foe, and 2 progress (2 full boxes) for
each point of harm against a dangerous foe.
When you fail to defend against a foe’s attack and face physical harm, you
make the Endure Harm move (page 91). As part of that move, you reduce
your health track by the amount of harm your foe inflicts, per their rank.
If appropriate to the NPC, they can also inflict stress (page 20) equal to
their rank when you fail to resist an action which frightens, demoralizes, or
rattles you.
Use the End the Fight move (page 82), adding your progress against this
foe, when you attempt to resolve the combat. To learn more about progress,
see page 14.
The ranks for the sample NPCs in this chapter represent a typical
individual of that type. For unusually powerful NPCs, increase
their rank by one (to a maximum of epic). For less powerful foes,
decrease their rank by one (to a minimum of troublesome). You can
also adjust the rank of a foe when circumstances give you significant
narrative disadvantage or advantage before the fight. See page 208
for more on adjusting challenge ranks.
FEATURES
These are the typical characteristics of appearance and personality for an
NPC. They are not universally true, especially within diverse societies such
as Ironlanders and the firstborn, but can provide some common impressions
as a starting point.
DRIVES
Drives reflect the motivations and instincts of an NPC. For creatures, these are
relatively simple: Hunt, eat, defend territory. For intelligent beings, drives are
the typical goals and beliefs of their society, but do not represent the complex
range of motivations you will encounter. Drives are a starting place, giving
you the rough outline of a typical NPC to be fleshed out (or contradicted)
appropriate to their role in the fiction.
NPCs who are prominent in your campaign will have more detail. Depending
on their role in your story, their drives may support—or conflict with—your
own goals. As you discover details about an important NPC, make note of
it. Look for opportunities to introduce interesting and surprising backstories
and motivations for these characters.
TACTICS
Tactics provide a reference for how an NPC might act in combat. These give
you a sense of typical maneuvers, but do not represent the possibilities of a
complex and dramatic combat scene. You should let NPC actions flow out
of the fiction. What is the situation? What is their goal? What will add to the
excitement and danger of this moment? Make it happen. When in doubt, Ask
the Oracle.
Your foes should do more than simply try to inflict harm. A fearsome roar
or demoralizing boast might cause you to Endure Stress. Tactical maneuvers
reduce your momentum. Fictional complications—the appearance of new
foes, putting companions or allies at risk, or a realization that undermines
your quest—will heighten the drama of the scene.
QUEST STARTER
All NPCs include a quest starter, which can serve as inspiration for one of
your vows.
YOUR TRUTH
Some NPCs include a question for you to answer. This is an opportunity to
customize the NPC to your vision of the Ironlands. You can do this as you
define your world or discover through play. Truths may represent an absolute
fact, or merely something the people of your world believe.
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NPC PACKS
When you fight a group of troublesome or dangerous foes, you may combine
them into a single progress track. This is called a pack. It’s more convenient
than tracking progress for each individual foe, and the scene will move faster.
When you group foes into a pack, increase their rank to represent their
combined ability to inflict and resist harm. For a small pack (about 3 to 5),
increase the rank by one. For a large pack (about 6 to 10) increase the rank
by two. For example, a pack of 4 troublesome foes are treated as a single
dangerous foe. If you are facing more than 10 troublesome or dangerous foes,
you can group them into smaller packs and associated progress tracks.
When you inflict harm on the pack, you can envision it as appropriate to the
fiction. You might wound them, put one or more of them out of action, or
drive some back. When you successfully End the Fight, you have defeated the
last of them, or broken their fighting spirit.
Formidable, extreme, and epic foes may not be grouped into a pack.
Each must have its own progress track.
JOINING FORCES WITH NPCs
If your story leads you to cooperating with helper NPCs to overcome
challenges, you need to consider how they impact the fiction and your moves.
NPCs—unless they are a companion asset (page 39)—won’t give you
mechanical bonuses on your moves. They also won’t make moves of their
own. They are simply a part of your story, perhaps impacting the moves you
make, the results of those moves, and the rank of your challenges. Gaining
the aid of an important NPC might also allow you to Reach a Milestone (page
100).
For example:
• If you are charged with protecting NPCs, they might be placed in danger
or suffer losses as a result of your failures on moves.
• If you are fighting alongside NPCs, you can reduce the rank of your foes.
For example, battling alone against a large pack of raiders might be an
extreme challenge. If you are aided by a stalwart band of villagers, you
could shift the enemies’ rank to formidable.
• If you are being led by an experienced scout, you might choose to skip the
Undertake a Journey move, or reduce the rank of the journey.
• If an NPC leader agrees to support your quest by allowing passage through
contested lands, you might Reach a Milestone and mark progress.
As with any NPC, you can Ask the Oracle to see how a helper NPC responds,
how they fare in a challenge, or what they do next. You can make moves to
influence them, such as Compel. If you develop a strong relationship through
your story, or if you Fulfill Your Vow in their service, you can choose to Forge
a Bond.
In short, make them characters, not numbers. Give them personalities. Give
them quirks and motivations. Let them impact your story and your quests, for
better or worse, but always keep the focus on your character and your allies.
CREATING NPCs
You should create NPCs that fit your version of the Ironlands, enhance your
story, and enrich your character’s adventures. Use the sample NPCs as a
starting place, or start from scratch. Because NPCs don’t have mechanical
detail, it’s easy to bring them to life without advance preparation.
If you face an NPC in combat, give them a rank. If you like, you can also
make note of their drives and tactics. Otherwise, their motivations, abilities,
and actions are entirely part of your fiction. They may ignore you, aid you, or
oppose you. Make moves to resolve your intentions with them as appropriate.
Springboard off those moves with new details and complications to flesh out
these characters.
For reoccurring NPCs, make note of what you learn of them over time. If you
share a bond, mark it down.
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136
IRONLANDERS
Ironlanders are the human inhabitants of these lands. Unless your story
emphasizes adventures well outside of the settled regions, the majority of your
interactions will be with fellow Ironlanders.
This section covers a few broad categories of Ironlanders. They are not
representative of the variety of people and cultures in these lands. When you
are forced to fight an Ironlander and need to determine their rank, you can
Ask the Oracle, or follow these guidelines:
• A common citizen or brute is troublesome.
• A trained warrior is dangerous.
• A powerful or veteran warrior is formidable.
BROKEN
Rank:
Troublesome (3 progress per harm; inflicts 1 harm)
Features:
• Crazed eyes
• Painted skin
• Feral screams
• Scavenged clothing and weapons
Drives:
• Show my power
• Share my pain
Tactics:
• Spring from hiding
• Ferocious attacks
Another people sailed to the Ironlands from the Old World long before our
kin settled here. Something happened. Something changed them. Whether it
was the long struggle in a harsh land, the ravages of war, or the corruption of
some dark force, they left their humanity behind and became what we call the
broken. Now, they exist only to kill, to destroy.
We fear the broken for their savagery. But, more than this, we fear them as a
dark portent of what we might one day become.
Quest Starter: Years ago, an Ironlander child was taken by a broken tribe. Now
they are seen living among them. What is your connection to this person? Can
they be brought home, or are they forever lost?
COMMON FOLK
Rank:
Troublesome (3 progress per harm; inflicts 1 harm)
Traits:
• Diverse looks
• Weary and worried
• Suspicious of strangers
Drives:
• Prepare for the winter
• Protect family
Tactics:
• Desperate defense
• Stand together
Most of us in the Ironlands are common folk. We are farmers, laborers,
crafters, sailors, and traders. When trouble comes, we know which way the
pointy end goes, and we stand together to protect our homes and kin.
Quest Starter: Two prominent families are at odds. What is the source of the
conflict? What is your relationship to them? What danger threatens to destroy
their community if they can’t put aside their petty squabble?
HUNTER
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Traits:
• Wearing hides and furs to ward away the cold
• Steely gaze
• At home in the woodlands
Drives:
• A clean kill
• Survive the hunt
Tactics:
• Set traps
• Keep to the shadows
• Deadly shot
Hunters face brutal weather, difficult terrain, dangerous animals, and worse.
Many never return from their hunts. Others return, but are forever changed.
Quest Starter: A hunter returns to her village, panic-stricken and pleading for
help. The rest of her party is still out there. What happened to them?
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MYSTIC
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Knowing eyes
• Tattooed skin
Drives:
• Respect the old ways
• Seek the paths of power
Tactics:
• Foresee the intent of my enemies
• Prepare rituals
• Use trickery
Some say you can tell a mystic by looking them in the eye. They walk in two
worlds, and their eyes shimmer with that dark reflection of realms beyond
our own. We call it the sight. Some hold that darkness in check. Others are
consumed by it.
Quest Starter: A mystic returns to their home after a years-long journey. They
are changed. What new power or knowledge do now they wield? What do they
seek to do with it? Why do you oppose them?
RAIDER
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Geared for war
• Battle fervor
Drives:
• What is theirs will be ours
• Stand with my kin
• Die a glorious death
Tactics:
• Intimidate
• Shield wall
• Burn it down
Raiders survive by seizing what they need from others. Our grain. Our meat.
Our animals. Our iron. They’ll take it all, and leave us facing the long winter
with nothing to sustain us but prayers to indifferent gods.
Quest Starter: You were raised as a raider, born to battle, but long ago left
that life. Troubled by your past, you vow to wipe this powerful clan from the
Ironlands. How can you defeat them? What will happen when you must face
your former shield-kin?
YOUR TRUTH
A large raider clan is known and feared throughout the Ironlands.
What is it called? Who leads it?
WARRIOR
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Traits:
• Battle-hardened
• Scarred
Drives:
• The thrill of the fight
• Protect those in my charge
• Survive another day
Tactics:
• Maneuver for advantage
• Find an opening
Some Ironlanders, through strength of arms, set themselves apart from the
common rabble. They are trained to fight, or simply born to it. For them, a
sword, spear, or axe is as natural a tool as any hammer or spade.
Quest Starter: A legendary warrior, now well past their prime, swears to face a
daunting foe in one final battle. What help do they ask of you and why? Who is
their enemy?
YOUR TRUTH
Warrior’s shields are often emblazoned with meaningful symbols.
What are they? Family crests? Animal totems? Mystical sigils?
Motifs honoring the nations of the Old World? If you carry a shield,
what is painted on yours?
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FIRSTBORN
The firstborn lived here long before the humans landed on these shores. The
humans, in their arrogance, named this peninsula the Ironlands and called
themselves Ironlanders—but the firstborn gave it names of their own in a
time beyond the reach of memory.
To determine the role of the firstborn in your setting, see page 128.
ELF
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Large, luminous eyes seen through a wooden mask
• Gray-green skin the texture of dry leaves
• Sonorous voice
• Wielding bow and spear
Drives:
• Protect the wilds
• Drive out trespassers, or see them pay
Tactics:
• Strike from shadow
• Force their surrender
• Turn the forest against them
Elves are strange beings of the forest, seldom seen beyond the ancient woods
of the Deep Wilds. They are fiercely protective of their lands and suspicious of
humans. Their scouts patrol the borderlands, riding the fearsome mounts we
call gaunts (page 148). Others of their kind watch us from the shadow of the
deep woods, spears and bow at the ready. Some say elven mystics can bind the
animals and beasts of the forest to aid in the defense of the Wilds.
A few warn that the elves are biding their time, readying the attack which will
drive us from these lands.
Quest Starter: The leader of an Ironlander community seeks an audience with
the elves. For what purpose? Why are you compelled to help?
YOUR TRUTH
Elves conceal their faces behind ornate wooden masks. What do
these masks signify?
GIANT
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Dark hair and ruddy skin
• Twice the size of a tall human, or more
• Wearing layers of wool, hide, and furs
• Stoic and observant
Drives:
• Survive the winter
• Protect the herd
Tactics:
• Fight as a last resort
• Sweeping strike
• Make them flee
Giants dwell in the Tempest Hills and Veiled Mountains. They live a nomadic
life alone or in small family units, herding oxen, mountain goats, and sheep.
In their own language they are called the Jokul.
Many Ironlanders misinterpret their quiet nature for dullness, but giants are
keenly intelligent and observant. They have a great respect for life, even for
our kind, and use trickery and negotiation to avoid fights. When they are left
without other options, an enraged giant is a devastating, relentless force.
Quest Starter: A pair of giants are raiding human settlements, stealing supplies
and livestock. With winter coming, the survival of those settlements is threatened.
What is driving the giants down from the hills?
YOUR TRUTH
Every fifth spring, the giant clans meet for a gathering. There, the
memory-keepers sing of a great giant hero, revered by all. Who is
this hero?
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TROLL
Rank:
Formidable (1 progress per harm; inflicts 3 harm)
Features:
• Long limbs
• Sunken, beady eyes
• Translucent skin camouflaged to the environment
• Keen sense of smell
• Speaks in gibberish
Drives:
• Find pretty things
• Keep it secret
Tactics:
• Be sneaky
• Bite and claw
• Run and hide
Trolls mostly live in the Flooded Land, but it’s not unusual to encounter one
in the Hinterlands or even in the southern reaches of the Havens. They are
solitary creatures, wary of contact with Ironlanders but likely to attack if
scared or provoked.
They move with their back hunched, often skulking on all four gangly limbs.
When they stand straight they are much taller than humans—nearly as tall as
a giant. Their skin is a sickly pale gray, but they can camouflage themselves by
changing it to match their environment.
Trolls collect objects of all sorts, and particularly value Ironlander trinkets.
They are tormented by the fear of others stealing their hoard, and are
constantly seeking out new, better hiding places. The items are mostly junk to
anyone but a troll, but occasionally an object of real value finds its way into
the dregs.
Quest Starter: The villagers tolerate the troll who lives nearby because its presence
serves to dissuade a greater threat. They even donate items for its hoard, and put
up with its occasional thievery. But now, the troll is missing. What is the looming
threat the troll helped avert?
PRIMORDIAL
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Personification of the natural world
• Turbulent, changing visage
• Vaguely human-like or animal-like form
Drives:
• Embody chaos
• Cling to vestiges of power
Tactics:
• Control the elements
• Destroy with primal rage
The primordials, said to be the vestigial spirits of long-forgotten gods, are the
most ancient of the firstborn. Each embodies some aspect of the natural world,
bound in a crude mimicry of a human or large animal. A river primordial is
a mass of rock, gravel, and flowing water. A forest primordial is formed of
wood, earth, rocks, and plants. A mountain primordial is a lumbering being
of glacier stone and ice. A fire primordial, depending on its mood, might take
form as embers, ash, and smoke—or as a raging pyre.
They range in size from the height of an Ironlander to half-again as tall as
a giant. Rumors persist of primordials who dwell in the deepest parts of the
Wilds, or high in the ranges of the Veiled Mountains, who are as tall as an
ancient tree. Beyond, some suggest, in the Shattered Wastes, live primordials
who tower into the clouds. Is the sound of distant thunder sometimes the
footfalls of mountain-sized primordials who dwell beyond the edge of the
known world?
Primordials are solitary beings as unpredictable as the natural forces they
personify. They might ignore you. They might lurk at a distance, as if
observing you. Or, they might attack. They do not speak in any language we
can understand. Some suggest they have no intelligence, and are merely a
manifestation of the natural world, no different than a winter storm.
How do you kill a primordial? Most scoff at the idea. You are just as likely
to kill the rain or the sea. A mystic might tell you to use a weapon imbued
with elemental power. Don’t trust them. If you see a primordial, keep your
distance. Better yet, run.
Quest Starter: In the dead of winter, a fire primordial is razing homes and
burning a nearby wood. At night, orange flames light the sky. What can be done
to stop this destruction?
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VAROU
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Yellow eyes shining in moonlight
• Pointed ears and snout-like face
Drives:
• Take their land
• Defend my kin
• Keep the bloodcall at bay
Tactics:
• Strike at night
• Leap into combat
• Let loose the bloodcall
The varou are humanoid beings who dwell within the Deep Wilds and in the
woods of the Hinterlands. Their features are fierce and wolf-like. They are
broad-shouldered and a head taller than the average Ironlander. Their long
hair is ornately groomed and decorated with beads and other trinkets.
The varou value territory above all things. They often war amongst themselves
and against the elves to gain or defend holdings. They mark their claims by
carving clan symbols into trees. Only the foolish ignore the warning of these
border signs. Several of our settlements—built too close to varou territory—
are now abandoned ruins bearing the mark of a victorious varou clan.
Quest Starter: A varou clan has carved their mark into the trees surrounding
an Ironlander community, claiming it as their territory. An attack is surely
imminent. What will you do to prevent it?
YOUR TRUTH
A young varou receives their keth—a curved dagger—before
undergoing a rite of passage. What must they do to take their place
among the adults of the clan?
ANIMALS
Animals are the mundane creatures which dwell in the Ironlands. Some
animals are native to these lands; others were also common in the Old World.
Most wild animals are skittish and do not pose a threat to humans. Those
creatures have no rank, and can be attacked or interacted with using
appropriate moves. For example, Resupply (page 63) can represent hunting
for deer or small game.
A few notable exceptions—predators, aggressive creatures, and animals
trained to fight—are noted here.
BEAR
Rank:
Formidable (1 progress per harm; inflicts 3 harm)
Features:
• Fearsome teeth and claws
• Thick hide
Drives:
• Find food
• Defend cubs
Tactics:
• Roar
• Pin down
• Maul with savage force
Most bears are not aggressive. They avoid Ironlanders and are unlikely to
attack unless they see you as a threat.
There are exceptions. The silver bears of the Veiled Mountains, which
sometimes range as far south as the Tempest Hills, are territorial, powerful,
and aggressive. Likewise, the ash bear, encountered in woodlands throughout
the Ironlands, is known for its ferocity and cunning. If either catch your scent,
they are likely to hunt you down and attack.
Quest Starter: A group of hunters felled a large ash bear with several arrows. It
tumbled into a river and was swept away. Unfortunately, the bear they thought
dead is now stalking the group as they make their way back home.
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BOAR
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Wiry coat
• Long tusks
• Vicious
Drives:
• Forage
• Protect territory
• Defend sows
Tactics:
• Charge and gore
• Circle and attack again
In the Old World, wild boars were belligerent and dangerous animals. Here in
the Ironlands? They are even bigger and meaner. They attack without warning
or provocation. They will run you down, gore you, bite you, and circle around
to do it all again. And again. And again.
Quest Starter: A boar hunt ends in tragedy when an Ironlander is gored and
grievously wounded. How do you know this person? What terrible truth do they
reveal as they lay dying?
GAUNT
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Horse-like creature with a lean, skeletal frame
• Ghostly pale eyes
• Black, scaled hide
Drives:
• Run like the wind
Tactics:
• Rear up
• Charge
• Trample
A gaunt is a creature unique to the Ironlands. They maneuver across the
rough, dense terrain of the Deep Wilds and Hinterlands with uncanny speed
and grace. This makes them ideal as mounts for the elves (page 142), who
breed and train them.
A gaunt will not usually act aggressively without provocation, but they are as
deadly as the fiercest warhorse under the command of a talented rider.
Quest Starter: Villages in the Hinterlands have fallen prey to a large band of
gaunt-riding elves. They attack with sudden and violent force, and are gone
before any sort of defense can be mustered. Their leader, a warrior of unmatched
skill, rides a distinctive white gaunt. What has driven these elves to strike out
against the Ironlanders?
YOUR TRUTH
Some gaunts live in wild herds. They once roamed the wilds in
countless numbers, but few now remain. What has happened to thin
these herds so dramatically?
MARSH RAT
Rank:
Troublesome (3 progress per harm; inflicts 1 harm)
Features:
• Beady eyes
• Long tail
Drives:
• Eat everything
• Breed
Tactics:
• Swarm and bite
The marsh rat is a rodent of unusual size. They are all-too-common in the
Flooded Lands or in wetlands within the Hinterlands and Deep Wilds.
They eat almost anything, including carrion and waste. Our grain stores and
pantries are an easy target for marsh rats, who dig tunnels or chew through
walls to get at the food. They will also try to make a meal out of living prey—
deer, cattle, or even an unlucky Ironlander. A pack of marsh rats can kill a
horse and reduce it to bone in a matter of hours.
Quest Starter: Marsh rats raided the stores of an isolated settlement. How will
you ensure the Ironlanders have enough food to survive the coming winter?
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WOLF
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Keen senses
Drives:
• Fight rivals
• Mark territory
• Run with the pack
Tactics:
• Stalk
• Pack rush
• Drag to the ground
The Ironlands are home to several breeds of wolves. Most are not aggressive
and stay clear of settlements and travelers. Despite that, attacks against
Ironlanders are not unknown. A harsh winter and insufficient prey can drive
a pack to hunt livestock or even an unwary Ironlander. As night falls we hear
their howls, and hope they are well fed.
Quest Starter: You find the grisly remains of a pack of wolves. All are dead, even
the cubs. What caused this? Why is it a harbinger of a greater danger?
BEASTS
Beasts are monstrous creatures of great size and power. They are natural
beings—not supernatural entities—but were unknown in the Old World.
To determine the role of beasts in your version of the Ironlands, see page
128.
BASILISK
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Giant snake
• Dull yellow-brown skin
• Vibrant yellow eyes
Drives:
• Devour
Tactics:
• Lay in wait
• Mesmerizing gaze
• Sudden bite
• Crush
Basilisks dwell in the Flooded Lands, lurking in the murky waters of the
swamps or within marshy thickets. There, they wait patiently for prey. They
regularly feed on marsh rats or deer, but will eagerly make a meal out of a
passing Ironlander.
Quest Starter: The adventurer set out to slay a basilisk, only to become its next
meal. Because the serpent digests its prey slowly, the remains of the adventurer
are still undoubtedly within the beast—along with the heirloom sword he
wielded. What is your relationship to this person? Why is recovering the sword
so important to you?
YOUR TRUTH
Some piece of a basilisk anatomy is prized by the Ironlanders. What
is it? How is it used?
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ELDER BEAST
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Twice the size of their common kin, or more
Drives:
• Dominate
• Protect territory
Tactics:
• Intimidating display
• Overwhelming attack
Elder beasts—including wolves, bears, and boars—are huge, monstrous
versions of their common kin. They are primarily solitary creatures, though
elder wolves have been known to lead a pack of normal wolves. Some call
them guardians, avatars of the land itself, and say they are as long-lived as the
oldest trees.
Quest Starter: An elder wolf, white as snow, appears to you in a dream. When
you wake, the memory of its piercing gaze lingers. Is the vision a dark portent or
a promise? Why are you compelled to seek this beast out?
YOUR TRUTH
What people of the Ironlands revere and protect the elder beasts?
What group hunts them and why?
HARROW SPIDER
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Massive fangs
• Long legs and bloated body
• Eight iridescent black eyes
Drives:
• Lurk
• Feed
Tactics:
• Drop atop prey
• Bite with pincers
• Trap in webbing
These gigantic creatures are a menace in woodlands throughout the Ironlands.
Despite their size, they move through high branches with uncanny grace,
dropping suddenly to grapple their prey and entomb them in webbing.
Quest Starter: A brood of harrow spiders attacked a contingent of Ironlanders.
The single survivor tells of the horrifying encounter and the monstrous brood
mother—a harrow spider larger and stronger than a warhorse. What was this
group’s mission? What important item are you sworn to recover from one of the
victims?
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LEVIATHAN
Rank:
Epic (1 tick per harm; inflicts 5 harm)
Features:
• Massive bulk
• Flesh as tough as iron
• Cold black eyes
• Sinuous grace
Drives:
• Slumber in the depths
• Destroy those who trespass
Tactics:
• Rise from the depths
• Ram and swamp ships
• Devour prey whole
These massive sea beasts lurk in the darkness of the deepest fjords and in the
abyssal depths beyond the Barrier Islands. They sometimes surface to hunt
within shallower waters. They will indiscriminately destroy any Ironlander
vessel which strays too close to their hunting grounds.
Watchful sailors might catch sight of a leviathan circling their boat, studying
them, in the moments before it attacks. Their dagger-shaped head is as tough
and destructive as any battering ram, able to shatter a ship in a single blow.
Quest Starter: A leviathan lurks off the coast, preying on fishing boats and
trade ships. Among the dead is someone important to you. Who is it? You have
vowed to send this beast back to the depths, but doing so will require a mythic
weapon—The Abyssal Harpoon, an Old World artifact said to be carved from
the bones of a long-dead sea god. Where is this weapon rumored to be held?
YOUR TRUTH
Some coastal people believe leviathans are a manifestation of an
ancient spirit. What is it?
MAMMOTH
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Woolly fur
• Large head and curved tusks
• Prehensile trunk
Drives:
• Migrate to fertile ground
• Forage for food
• Protect the young of the herd
Tactics:
• Form a protective circle
• Charge
• Trample
• Gore
These beasts resemble the elephants of the Old World’s southern realms, but
are larger and covered in a coat of thick fur. They travel in herds among the
Tempest Hills, migrating south with the winter and north with the spring.
They are not aggressive creatures, but are fearless and will fight to the death
to protect their young.
A herd of mammoths is an amazing and humbling sight, but smart Ironlanders
keep their distance and stay downwind.
Quest Starter: A mammoth calf wanders alone into an Ironlander settlement.
Why do you swear to reunite it with its herd?
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WYVERN
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Huge, bat-like wings
• Rows of knife-sized teeth
• Thick hide with a metallic sheen
• Long tail
Drives:
• Watch for prey from high above
• Feed
Tactics:
• Swoop down
• Snap up prey
• Fearsome roar
• Bash with tail
There are several breeds of wyverns in the Ironlands. To the west, tawny
wyverns nest in the cliffs of the Barrier Islands and Ragged Coast, diving for
fish in the surrounding waters. Inland, the verdant wyverns dwell in forested
regions. The largest and most fearsome breed, the iron wyverns, hunt among
the Tempest Hills and along the flanks of the Veiled Mountains.
All wyverns have wolfish heads with wide jaws, thick bodies, and sinuous
tails. They have short hind limbs and elongated forelimbs which extend along
their wings. In flight, they are a terrifying but awe-inspiring creature. On the
ground, they lumber heavily on all four limbs, their wings folded back, jaws
agape, gaze fixed on their prey. They are the grim cruelty of the Ironlands
given form. They are death.
Quest Starter: Ancient cave paintings in the Tempest Hills show humanoids
riding atop wyverns. Perhaps these beasts can be tamed. Why are you obsessed
with this possibility?
YOUR TRUTH
Rumors persist of a wyvern graveyard where wyverns instinctively
go when their death is near. Where is this supposedly located? In
what way do Ironlanders make use of wyvern bones?
HORRORS
Horrors are supernatural entities. In the Old World, they were superstition
and legend. Here, they are nightmares made real. The Ironlands is fertile
ground for darkness and evil to take hold, spawning these undead beings of
pure vengeance or mindless hate.
Many horrors can be temporarily defeated through physical attacks, but
cannot be killed. They are beyond death.
To determine the role of horrors in your setting, see page 129.
BONEWALKER
Rank:
Dangerous (2 progress per harm; inflicts 2 harm)
Features:
• Skeletal corpse
• Yellowed bones
• Tattered remains of clothing and armor
Drives:
• Destroy life
Tactics:
• Rush with unexpected speed
• Attack with the weapons they bore in life
• Grasp and claw
Bonewalkers are human remains given unnatural life. The source of the dark
energy animating them is a mystery. Some say it is the will of dark gods.
Others say an ancient evil permeates this land and seeps into porous bones of
the dead. Or, perhaps it is the work of corrupt mystics.
Bonewalkers usually roam the location of their final resting place—a burial
site, a cursed battlefield, or a settlement blighted by disease or violence.
Nothing remains of their previous selves. They are soulless monsters driven
only to destroy the living.
Quest Starter: A horde of bonewalkers marches relentlessly towards the Havens.
What dark force has gathered this army of the undead? How will you stop them?
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CHIMERA
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Shambling mass of dead creatures and offal
• Rotting stench
Drives:
• Insatiable hunger
Tactics:
• Horrifying wail
• Relentless assault
• Claw, bite and rend
A chimera is the corrupted form of dead animal flesh given horrible life. Its
body is a collection of various creatures, fused together into a twisted, massive
entity which knows only pain and hunger. When a dozen blood-tinged eyes
focus on you, when its gibbering mouths open at once to scream, your only
hope is a quick death.
Quest Starter: Multiple chimera have spawned from the heart of a deep wood.
What evil is at work there?
FROSTBOUND
Rank:
Formidable (1 progress per harm; inflicts 3 harm)
Features:
• Mummified, desiccated flesh
• Frozen blue eyes
• A sorrowful, hollow scream
Drives:
• Absorb the warmth of the living
Tactics:
• Sense heat
• Life-draining grasp
Some who fall prey to the long winters or the wild storms of the northern
regions are given a horrible new life as the frostbound. These animated
corpses are cursed to forever seek out the warmth their death took from them.
Quest Starter: A group of frostbound lurk along a mountain trail. This path is
the only safe route to the lowlands from a mining village.
YOUR TRUTH
Can creatures other than Ironlanders become frostbound? If so,
undeath gives them uncanny strength. Make them one rank higher
than their living form.
HAUNT
Rank:
Formidable (1 progress per harm; inflicts 3 harm)
Features:
• Subtle, unsettling manifestations
• Appear as they did in life
• Lay bare the ravages of death
• Stench of the grave
Drives:
• Torment the living
• Find rest
Tactics:
• Vanish and reappear
• Horrifying visage
• Unleash chaos
Haunts are restless spirits bound to this world by a traumatic or unjust death.
They may be tied to a location, an object, or even a person.
A haunt who manifests as a physical being can be dispelled by overcoming
them in a fight, but only temporarily. They will only be at peace when their
death is avenged or resolved. Some say a haunt can be banished through a
ritual, but few possess the knowledge.
Quest Starter: You are plagued by a haunt. Who is it? What do they want of
you?
YOUR TRUTH
When someone dies a violent death, or at the hand of another,
they are often laid to rest using a specific, ceremonial rite. This, it
is believed, prevents them from returning as a haunt. What is this
ritual? What rare material is required?
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IRON REVENANT
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Empty, patchwork shell of armor and other hunks of
metal
• Wielding iron weapons
• A low, reverberating voice
Drives:
• Fulfill the vow
• Destroy any who stand in their way
Tactics:
• Steadfast attacks
• Pull in iron with an unyielding, magnetic force
Some vows are held so fiercely that they survive even after death. An iron
revenant is an incorporeal force of furious resolve, the unfinished vow of an
Ironsworn given horrible form as a construct of metal.
Attacks may slow them down or temporarily break apart their armored form,
but they have no flesh to pierce and cannot be killed. An iron revenant won’t
stop until their vow is fulfilled.
Quest Starter: Someone you knew
has taken form as an iron
revenant. Who is it?
What is their vow?
HOLLOW
Rank:
Extreme (2 ticks per harm; inflicts 4 harm)
Features:
• Vaguely humanoid shape formed of earth, plants, and
insects
• Empty black eyes behind an elven mask
• Smells of wet soil and dead things
Drives:
• See justice done
Tactics:
• Bash with savage strength
• Draw in a whirlwind of materials to reform and
enlarge
• Envelop and suffocate
It is said that elves who die an unjust death or have cause to seek retribution
can rise as a hollow. Their form is a rippling mass of dead leaves, plants, soil,
carrion, and insects. They move with a nightmarish, shambling gait. Their
face is the wooden mask they wore in life. Their voice is the rattle of the wind
through dry leaves.
As with haunts, they can be temporarily defeated but cannot be killed by
physical means. They are a relentless force, bound to this world by a singular
motivation—vengeance.
Quest Starter: A hollow terrorizes an Ironlander village. What does it seek?
What will you do to stop it?
YOUR TRUTH
How do elven communities view a risen hollow? Are they seen as
spirits of righteous vengeance or as dangerous aberrations?
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SODDEN
Rank:
Formidable (1 progress per harm; inflicts 3 harm)
Features:
• Milky eyes
• Mottled flesh
Drives:
• Drown the living
Tactics:
• Draw victims to the water
• Grab and scratch with jagged claws
• Chilling embrace
• Drag into the depths
A sodden is the restless spirit of someone who drowned or was put to rest
in water. They can appear in seas, rivers, lakes, ponds, or marshes. Their
loneliness and grief compels them to draw living victims into their watery
lairs.
A sodden is not confined to its resting place. In fact, some believe that
surviving an encounter with a sodden leaves you vulnerable around any body
of water until the spirit finishes its work.
Quest Starter: Someone you know died and appears to you as a sodden. Who are
they? Can anything be done to put them to rest?
YOUR TRUTH
Many Ironlanders habitually perform a quick ritual when near a
body of water, believing it keeps any lurking sodden at bay. What do
they do? Is there any truth to this custom?
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SEEKING INSPIRATION
In Ironsworn, an oracle is anything which generates random results to help
determine the outcome of a move, a detail in your world, an NPC action, or
a narrative event.
Among the choices provided in the Ask the Oracle move is “spark an idea”
(page 108). You can use this option (instead of or in addition to the yes/no
table) to answer open-ended questions or inspire new situations.
Rolling a match on a move (page 9) can also trigger opportunities to
introduce narrative complications and surprises through random prompts.
This chapter includes a series of random prompts in the form of tables. You
can use these oracle tables to answer questions about your world, drive the
narrative, and inspire dramatic events and revelations. Some oracles are
for specific, mundane questions to streamline play (“What is the healer’s
name?”). Others provide more abstract results which you interpret based on
the current situation (“What happens next?”).
ORACLES IN SOLO AND CO-OP PLAY
Ironsworn oracles don’t function as a GM simulator. Instead, they leverage
the power of your creative interpretation. Ask your question, roll on a table,
and consider the answer in the context of your current situation and story.
What comes to mind first? Did you think of something which reinforces a
dramatic narrative or takes things in an interesting and surprising direction?
Does it feel right? If so, make it happen.
If you follow your instincts while staying open to twists and turns, you will
find your game offering many of the same narrative rewards as if you were
playing with a GM. In fact, you’ll be surprised how often a seemingly random
result seems to feed directly into your character’s story and the world you’ve
established through play. This is the power of creative interpretation at work.
You score a miss on your Undertake a Journey move, and roll “A new
danger or foe is revealed” on the Pay the Price table (page 105). You’re
not sure what this means in the context of your current journey, and
decide to spark an idea to see what happens. You roll on the Action and
Theme tables (page 174), and the oracle answers, “Bolster vengeance.”
Playing off this prompt, you decide it would be interesting to bring
back a particular enemy, one who holds a grudge against you. They’ve
gathered allies and are tracking you on your journey.
CHAPTER 6
ORACLES
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IRONLAND ORACLES
HOW TO USE THE TABLES
Ask your question and choose an appropriate oracle
table.
Roll your oracle dice (page 22) to generate a number
from 1-100.
Check your roll against the table. The oracle will reveal
its answer.
Consider the answer in the context of your question
and the current situation. Is the result a good fit? Does
it trigger a spark of inspiration?
If the answer is difficult to interpret for your situation,
you can check up or down one row from your original
answer, or reverse the digits (37=73).
If you’ve got your answer, you’re all set! Play to see
what happens. If you want further detail, you can talk
it out with other players or roll on another oracle table.
If you’re having trouble, you can roll again, try a
different table, or just fall back to your instincts and
decide what happens next.
ORACLES IN GUIDED PLAY
GM’s can use oracles for support during play and to supplement their narrative
decision-making. Mundane oracles, such as names (page 184), are helpful to
quickly flesh out details. Interpretative oracles, such as the Action and Theme
tables (page 174), can be used to spark new ideas.
When the characters Sojourn at a small settlement deep in the Flooded
Lands, they roll a match. Everyone is interested in using that match to
drive a new quest. The GM rolls on the Settlement Trouble table (page
181). The oracle answers, “Production halts.”
The GM interperts this result. “This settlement relies on a steady
harvest of a rare medicinal plant found in the depths of the swamp”,
she tells her players. “But, a huge basilisk they call ‘one-eye’ lurks there.
A group of able hunters set out last week to kill the beast. They did not
return.”
You can also use oracles as a prompt for sharing control of the narrative
with your players. Not sure what happens next? Not sure how to answer a
character’s question? Roll on an appropriate table, or have a player make the
roll, and talk it out with everyone at the table.
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CHAPTER 6 | ORAClES
WHEN ANSWERS LEAD TO MORE QUESTIONS
You aren’t limited to a single roll on a single oracle table when asking a question.
If you like, you can let the result from one table inform your interpretation of
the result on another. You can even refer back to the Ask the Oracle table (page
107) to clarify an answer with a yes/no question.
However, use caution with this technique. Too many questions and too many
rolls makes your session feel like an exercise in randomness. Lead with your
instincts. Leverage the oracles to fill in the gaps. Keep it moving.
You use the Character Goal oracle (page 182) to identify an NPC’s
primary motivation. The answer is “Avenge a wrong.” You don’t have
any immediate ideas on how this relates to this character, so you roll
on the Theme table (page 175) for more detail. “Land”, the oracle
answers. You decide the NPC’s home and farm was taken by a rival.
This is the wrong she seeks to put right.
ORACLE TABLES AND MATCHES
Matches don’t have special significance when rolling on these oracle tables.
They can be ignored.
INTRO TO THE ORACLES
This chapter includes a variety of oracle tables. Use them in whatever way
best fits your preferences and the needs of your story, but here’s some basic
recommendations.
ORACLE 1: ACTION (PAGE 174)
Use this table to inspire a discovery, event, character goal, or situation. A roll
on this table can be combined with a Theme (see below) to provide an action
and a subject. Then, interpret the result based on the context of the question
and your current situation.
ORACLE 2: THEME (PAGE 175)
As with the Action oracle, this is an interpretative table which you can use
to answer questions or generate new situations. Combined, the Action and
Theme tables provide creative prompts suitable for most situations and
questions. In fact, with some creative interpretations, it’s entirely possible to
play with only these two tables.
You are sworn to recover a stolen artifact which is sacred to a community.
In your search for suspects, you make a Gather Information move as
you question the village leader.
You roll a strong hit, but where do the clues lead? You Ask the Oracle
and, roll against the Action and Theme tables. “Leave mysticism,” the
oracle responds.
Interpreting this result, you decide the likely suspect is a traveling
mystic who left shortly before the theft was discovered.
ORACLE 3: REGION (PAGE 176)
Use this oracle when you want to randomly select a region with the Ironlands.
ORACLE 4: LOCATION (PAGE 176)
Use this oracle when traveling to generate a point-of-interest or to answer a
question about a place where someone or something can be found.
Your roll may generate a place or geographical feature which doesn’t make
sense in the context of your current location. If so, follow the guidelines on
page 167 to generate a different result (look at adjacent rows or reverse the
digits). Or, play off the original answer to introduce something unexpected.
You ask, “Where was the traveling mystic bound?”
The Location oracle answers, “River.” You decide she traveled south
from the village aboard a merchant’s boat.
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168
ORACLE 5: COASTAL WATERS LOCATION (PAGE 176)
Use this oracle to identify a point-of-interest or destination when you are
traveling by ship or boat along the coast.
ORACLE 6: LOCATION DESCRIPTION (PAGE 177)
Use this oracle to add detail to the Location or Coastal Waters Location
oracles, or by itself to generate a description of a location. Roll more than
once for extra detail.
You travel downriver on a hired boat. You want to add a bit of color
to your journey, so you use the Location Description oracle for some
detail. It answers, “Inaccessible.”
You interpret this result to mean segments of the river are shallow,
forcing the crew to portage the boat along the shore. This sounds like a
perfect opportunity for an ambush...
ORACLE 7: SETTLEMENT NAME (PAGE 178)
Ask this oracle for a thematic name for an Ironlander settlement. Roll once for
the category, and again to pick from the examples. Alternatively, just roll for the
category and come up with a name that fits the theme. In either case, consider
the meaning of the name and how it impacts this settlement’s surroundings,
livelihood, culture, or history. This may, in turn, inspire narrative hooks and
opportunities for new quests.
ORACLE 8: QUICK SETTLEMENT NAME GENERATOR (PAGE
180)
Use this oracle as a simpler alternative for settlement names. Roll once for the
prefix, and once for the suffix. If the combination doesn’t quite work, look at
adjacent rows or reverse the digits. Once you have your answer, envision what
feature, person, or event inspired the name.
ORACLE 9: SETTLEMENT TROUBLE (PAGE 181)
Use this table to generate a narrative hook for a problem faced by a community.
This oracle can help inspire a vow for your character or serve as a prompt for a
trouble you encounter when you interact with a settlement. Use other oracles,
as appropriate, to help flesh out the answer.
You were attacked by raiders while portaging the boat around some
shallows, and barely managed to fend off the attack. Now, you seek out
healing, rest, and supplies at a nearby village.
First, you generate a name for the settlement. You use the Ironlander
Settlement Name oracle and roll “A historical event” as the category,
and “Firstmeet” from the examples. You decide this village sits on the
site of the first encounter between elves and humans.
You roll a match on your Sojourn move, and opt to trigger a new
narrative hook. You ask, “What’s the problem here?” and roll on the
Settlement Trouble table.
The oracle answers, “Debt comes due.”
Perhaps the band of raiders you encountered along the river have also
been making demands of Firstmeet to supply them with food. The
raiders are due to return soon, but the villagers won’t survive the winter
without the meager provisions they have left. You Swear an Iron Vow
to help them.
ORACLE 10: CHARACTER ROLE (PAGE 182)
Use this oracle to define the background for a character, or to generate a
random encounter.
ORACLE 11: CHARACTER GOAL (PAGE 182)
Use this oracle to define the primary motivation of an NPC or a faction. It can
also be used to kick-off a personal quest for your own character.
ORACLE 12: CHARACTER DESCRIPTOR (PAGE 183)
Use this oracle to help flesh out a character’s personality or physical
characteristics. Roll more than once to add additional detail. You can combine
all three character oracles (10, 11 and 12), plus a roll on an appropriate name
table, to build an outline of an NPC.
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170
ORACLE 13: IRONLANDER NAMES (PAGE 184)
Use this oracle to quickly generate a name for an Ironlander character. Roll
on either table. Surnames are not used in the Ironlands and names are often
gender-neutral. If a name doesn’t fit a character, or you don’t like the sound of
it, look up or down a row for your answer, or reverse the digits.
You can also ignore this oracle and use your own preferred naming conventions
or name generators for your Ironland characters.
What do the villagers know of the raider chief? You roll on the
character oracles to learn more about him. The Role oracle tells you
his background is a “Leader.” The Character Goal oracle tells you his
mission is to “Fulfill a duty.” Then, you ask what makes him distinctive
by rolling on the Descriptor table, and the oracle answers, “Obsessed.”
Putting these pieces together, you decide the bandit chief was once
the leader of a settlement to the north. He and his allies were exiled
following a coup. He is sworn to protect his followers and see them
through their life as outcasts, but he is also obsessed with someday
reclaiming his home.
With a few rolls and a bit of interpretation, you’ve added a fair bit of
texture and pathos to what might otherwise be a stock villain character.
You roll for his name and the oracle tells you, “Khulan.”
ORACLE 14: ELF NAMES (PAGE 186)
Use this oracle to generate a name for an elf character. To learn more about
elves in the Ironlands, see page 142.
ORACLE 15: OTHER NAMES (PAGE 187)
Use this oracle for other firstborn characters, including giants, varou, and
trolls.
ORACLE 16: COMBAT ACTION (PAGE 188)
Use this oracle to help inspire an action for an NPC in combat. When you’re
not sure what your foe does next, particularly when they have initiative, roll on
this table and interpret the result as appropriate to your foe and the situation.
You face off against Khulan, the leader of the raiding party. You charge
at him, sword swinging. He easily parries the blow, and takes initiative.
What does he do next? You roll on the Combat Action table. The oracle
answers, “Provoke a reckless response.”
Khulan laughs at you, slamming the haft of his axe against his shield.
“C’mon!” he yells, goading you into a hasty attack. “You can do better
than that.”
You Face Danger to try to resist the taunt...
ORACLE 17: MYSTIC BACKLASH (PAGE 189)
Those who deal in magic may find themselves at the mercy of chaos. This
oracle can supplement, or replace, the Pay the Price table (page 105) when
resolving the outcome of a failed ritual or other negative interaction with
mystical forces. Use this oracle in dramatic moments, or to introduce an
unexpected outcome triggered by a match.
ORACLE 18: MAJOR PLOT TWIST (PAGE 190)
Use this oracle to introduce a narrative surprise or revelation. Most of these
results have a negative implication, and can be used to resolve a match at a
crucial moment in your story. In particular, this is an effective tool to leverage
when you make a move with matched 10’s on the challenge dice.
This oracle offers similar results to the Pay the Price table (page 105), but is
more focused on dramatic events tied to your current quests.
Khulan has been defeated, but you roll a miss with matched 10’s when
you Fulfill Your Vow. Perhaps these raiders are part of a larger force?
The village is still in danger, leaving your vow unfulfilled. To get some
more detail and resolve the match, you check the Major Plot Twist
oracle. The oracle responds, “Two seemingly unrelated situations are
shown to be connected.”
Based on that answer, you decide to connect this encounter to your
original quest. The raider and his clan all bear branded scars in the
shape of the stolen relic. What does it mean? Play to find out.
ORACLE 19: CHALLENGE RANK (PAGE 190)
Use this oracle when you want to randomly determine the challenge rank of
a quest, journey, or fight.
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172
ORACLE 1: ACTION
1
Scheme
2
Clash
3
Weaken
4
Initiate
5
Create
6
Swear
7
Avenge
8
Guard
9
Defeat
10
Control
11
Break
12
Risk
13
Surrender
14
Inspect
15
Raid
16
Evade
17
Assault
18
Deflect
19
Threaten
20
Attack
21
Leave
22
Preserve
23
Manipulate
24
Remove
25
Eliminate
26
Withdraw
27
Abandon
28
Investigate
29
Hold
30
Focus
31
Uncover
32
Breach
33
Aid
34
Uphold
35
Falter
36
Suppress
37
Hunt
38
Share
39
Destroy
40
Avoid
41
Reject
42
Demand
43
Explore
44
Bolster
45
Seize
46
Mourn
47
Reveal
48
Gather
49
Defy
50
Transform
51
Persevere
52
Serve
53
Begin
54
Move
55
Coordinate
56
Resist
57
Await
58
Impress
59
Take
60
Oppose
61
Capture
62
Overwhelm
63
Challenge
64
Acquire
65
Protect
66
Finish
67
Strengthen
68
Restore
69
Advance
70
Command
71
Refuse
72
Find
73
Deliver
74
Hide
75
Fortify
76
Betray
77
Secure
78
Arrive
79
Affect
80
Change
81
Defend
82
Debate
83
Support
84
Follow
85
Construct
86
Locate
87
Endure
88
Release
89
Lose
90
Reduce
91
Escalate
92
Distract
93
Journey
94
Escort
95
Learn
96
Communicate
97
Depart
98
Search
99
Charge
00
Summon
ORACLE 2: THEME
1
Risk
2
Ability
3
Price
4
Ally
5
Battle
6
Safety
7
Survival
8
Weapon
9
Wound
10
Shelter
11
Leader
12
Fear
13
Time
14
Duty
15
Secret
16
Innocence
17
Renown
18
Direction
19
Death
20
Honor
21
Labor
22
Solution
23
Tool
24
Balance
25
Love
26
Barrier
27
Creation
28
Decay
29
Trade
30
Bond
31
Hope
32
Superstition
33
Peace
34
Deception
35
History
36
World
37
Vow
38
Protection
39
Nature
40
Opinion
41
Burden
42
Vengeance
43
Opportunity
44
Faction
45
Danger
46
Corruption
47
Freedom
48
Debt
49
Hate
50
Possession
51
Stranger
52
Passage
53
Land
54
Creature
55
Disease
56
Advantage
57
Blood
58
Language
59
Rumor
60
Weakness
61
Greed
62
Family
63
Resource
64
Structure
65
Dream
66
Community
67
War
68
Portent
69
Prize
70
Destiny
71
Momentum
72
Power
73
Memory
74
Ruin
75
Mysticism
76
Rival
77
Problem
78
Idea
79
Revenge
80
Health
81
Fellowship
82
Enemy
83
Religion
84
Spirit
85
Fame
86
Desolation
87
Strength
88
Knowledge
89
Truth
90
Quest
91
Pride
92
Loss
93
Law
94
Path
95
Warning
96
Relationship
97
Wealth
98
Home
99
Strategy
00
Supply
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174
ORACLE 4: LOCATION
1
Hideout
2
Ruin
3
Mine
4
Waste
5
Mystical Site
6
Path
7
Outpost
8
Wall
9
Battlefield
10
Hovel
11
Spring
12
Lair
13
Fort
14
Bridge
15
Camp
16
Cairn/Grave
17-18
Caravan
19-20
Waterfall
21-22
Cave
23-24
Swamp
25-26
Fen
27-28
Ravine
29-30
Road
31-32
Tree
33-34
Pond
35-36
Fields
37-38
Marsh
39-40
Steading
41-42
Rapids
43-44
Pass
45-46
Trail
47-48
Glade
49-50
Plain
51-52
Ridge
53-54
Cliff
55-56
Grove
57-58
Village
59-60
Moor
61-62
Thicket
63-64
River Ford
65-66
Valley
67-68
Bay/Fjord
69-70
Foothills
71-72
Lake
73-75
River
76-79
Forest
80-83
Coast
84-88
Hill
89-93
Mountain
94-99
Woods
00
Anomaly
ORACLE 6: LOCATION DESCRIPTOR
1-2
High
3-4
Remote
5-6
Exposed
7-8
Small
9-10
Broken
11-12
Diverse
13-14
Rough
15-16
Dark
17-18
Shadowy
19-20
Contested
21-22
Grim
23-24
Wild
25-26
Fertile
27-28
Blocked
29-30
Ancient
31-32
Perilous
33-34
Hidden
35-36
Occupied
37-38
Rich
39-40
Big
41-42
Savage
43-44
Defended
45-46
Withered
47-48
Mystical
49-50
Inaccessible
51-52
Protected
53-54
Abandoned
55-56
Wide
57-58
Foul
59-60
Dead
61-62
Ruined
63-64
Barren
65-66
Cold
67-68
Blighted
69-70
Low
71-72
Beautiful
73-74
Abundant
75-76
Lush
77-78
Flooded
79-80
Empty
81-82
Strange
83-84
Corrupted
85-86
Peaceful
87-88
Forgotten
89-90
Expansive
91-92
Settled
93-94
Dense
95-96
Civilized
97-98
Desolate
99-00
Isolated
ORACLE 3: REGION
1-12
Barrier Islands
13-24
Ragged Coast
25-34
Deep Wilds
35-46
Flooded Lands
47-60
Havens
61-72
Hinterlands
73-84
Tempest Hills
85-94
Veiled Mountains
95-99
Shattered Wastes
00
Elsewhere
ORACLE 5: COASTAL WATERS LOCATION
1
Fleet
2
Sargassum
3
Flotsam
4
Mystical Site
5
Lair
6-10
Wreck
11-15
Harbor
16-23
Ship
24-30
Rocks
31-38
Fjord
39-46
Estuary
47-54
Cove
55-62
Bay
63-70
Ice
71-85
Island
86-99
Open Water
00
Anomaly
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CHAPTER 6 | ORAClES
176
ORACLE 7: SETTLEMENT NAME
01-15
A feature of the landscape. Envision what it is. What makes it
unusual or distinctive?
Examples:
1-10
Highmount
51-60
Stoneford
11-20
Brackwater
61-70
Deepwater
21-30
Frostwood
71-80
Whitefall
31-40
Redcrest
81-90
Graycliff
41-50
Grimtree
91-00
Three Rivers
16-30
A manmade edifice. What is it? Why is it important to this
settlement’s history?
Examples:
1-10
Whitebridge
51-60
Timberwall
11-20
Lonefort
61-70
Stonetower
21-30
Highcairn
71-80
Thornhall
31-40
Redhall
81-90
Cinderhome
41-50
Darkwell
91-00
Fallowfield
31-45
A creature. Why have the people of this settlement chosen this
creature as their totem? How is it represented in art or rituals?
Examples:
1-10
Ravencliff
51-60
Boarwood
11-20
Bearmark
61-70
Foxhollow
21-30
Wolfcrag
71-80
Elderwatch
31-40
Eaglespire
81-90
Elkfield
41-50
Wyvern's Rest
91-00
Dragonshadow
46-60
A historical event. What happened here? What place or practice
commemorates this event?
Examples:
1-10
Swordbreak
51-60
Olgar's Stand
11-20
Fool's Fall
61-70
Lostwater
21-30
Firstmeet
71-80
Rojirra's Lament
31-40
Brokenhelm
81-90
Lastmarch
41-50
Mournhaunt
91-00
Rockfall
61-75
A word in an Old World language. What culture is represented
by this word? What does it translate to?
Examples:
1-10
Abon
51-60
Kazeera
11-20
Daveza
61-70
Khazu
21-30
Damula
71-80
Sova
31-40
Essus
81-90
Nabuma
41-50
Sina
91-00
Tiza
76-90
A season or environmental aspect. What influence does the
weather have on this settlement?
Examples:
1-10
Winterhome
51-60
Duskmoor
11-20
Windhaven
61-70
Frostcrag
21-30
Stormrest
71-80
Springbrook
31-40
Bleakfrost
81-90
Icebreak
41-50
Springtide
91-00
Summersong
91-100
Something Else....
Examples:
1-10
A trade good (Ironhome)
11-20
An Old World city (New Arkesh)
21-30
A founder or famous settler (Kei's Hall)
31-40
A god (Elisora)
41-50
A historical item (Blackhelm)
51-60
A firstborn race (Elfbrook)
61-70
An elvish word or name (Nessana)
71-80
A mythic belief or event (Ghostwalk)
81-90
A positive term (Hope)
91-00
A negative term (Forsaken)
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178
ORACLE 8: QUICK SETTLEMENT NAME
GENERATOR
Prefix
Suffix
1-4
Bleak-
-moor
5-8
Green-
-ford
9-12
Wolf-
-crag
13-16
Raven-
-watch
17-20
Gray-
-hope
21-24
Red-
-wood
25-28
Axe-
-ridge
29-32
Great-
-stone
33-36
Wood-
-haven
37-40
Low-
-fall(s)
41-44
White-
-river
45-48
Storm-
-field
49-52
Black-
-hill
53-56
Mourn-
-bridge
57-60
New-
-mark
61-64
Stone-
-cairn
65-68
Grim-
-land
69-72
Lost-
-hall
73-76
High-
-mount
77-80
Rock-
-rock
81-84
Shield-
-brook
85-88
Sword-
-barrow
89-92
Frost-
-stead
93-96
Thorn-
-home
97-00
Long-
-wick
1-2
Outsiders rejected
3-4
Dangerous discovery
5-6
Dreadful omens
7-8
Natural disaster
9-10
Old wounds reopened
11-12
Important object is lost
13-14
Someone is captured
15-16
Mysterious phenomenon
17-18
Revolt against a leader
19-20
Vengeful outcast
21-22
Rival settlement
23-24
Nature strikes back
25-26
Someone is missing
27-28
Production halts
29-30
Mysterious murders
31-32
Debt comes due
33-34
Unjust leadership
35-36
Disastrous accident
37-38
In league with the enemy
39-40
Raiders prey on the weak
41-42
Cursed past
43-44
An innocent is accused
45-46
Corrupted by dark magic
47-48
Isolated by brutal weather
49-50
Provisions are scarce
51-52
Sickness run amok
53-54
Allies become enemies
55-56
Attack is imminent
57-58
Lost caravan
59-60
Dark secret revealed
61-62
Urgent expedition
63-64
A leader falls
65-66
Families in conflict
67-68
Incompetent leadership
69-70
Reckless warmongering
71-72
Beast on the hunt
73-74
Betrayed from within
75-76
Broken truce
77-78
Wrathful haunt
79-80
Conflict with firstborn
81-82
Trade route blocked
83-84
In the crossfire
85-86
Stranger causes discord
87-88
Important event threatened
89-90
Dangerous tradition
91-00
Roll twice
ORACLE 9: SETTLEMENT TROUBLE
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180
ORACLE 10: CHARACTER ROLE
ORACLE 11: CHARACTER GOAL
1-2
Criminal
3-4
Healer
5-6
Bandit
7-9
Guide
10-12
Performer
13-15
Miner
16-18
Mercenary
19-21
Outcast
22-24
Vagrant
25-27
Forester
28-30
Traveler
31-33
Mystic
34-36
Priest
37-39
Sailor
40-42
Pilgrim
43-45
Thief
46-48
Adventurer
49-51
Forager
52-54
Leader
55-58
Guard
59-62
Artisan
63-66
Scout
67-70
Herder
71-74
Fisher
75-79
Warrior
80-84
Hunter
85-89
Raider
90-94
Trader
95-99
Farmer
00
Unusual role
1-3
Obtain an object
4-6
Make an agreement
7-9
Build a relationship
10-12
Undermine a relationship
13-15
Seek a truth
16-18
Pay a debt
19-21
Refute a falsehood
22-24
Harm a rival
25-27
Cure an ill
28-30
Find a person
31-33
Find a home
34-36
Seize power
37-39
Restore a relationship
40-42
Create an item
43-45
Travel to a place
46-48
Secure provisions
49-51
Rebel against power
52-54
Collect a debt
55-57
Protect a secret
58-60
Spread faith
61-63
Enrich themselves
64-66
Protect a person
67-69
Protect the status quo
70-72
Advance status
73-75
Defend a place
76-78
Avenge a wrong
79-81
Fulfill a duty
82-84
Gain knowledge
85-87
Prove worthiness
88-90
Find redemption
91-92
Escape from something
93-95
Resolve a dispute
96-00
Roll twice
ORACLE 12: CHARACTER DESCRIPTOR
1
Stoic
2
Attractive
3
Passive
4
Aloof
5
Affectionate
6
Generous
7
Smug
8
Armed
9
Clever
10
Brave
11
Ugly
12
Sociable
13
Doomed
14
Connected
15
Bold
16
Jealous
17
Angry
18
Active
19
Suspicious
20
Hostile
21
Hardhearted
22
Successful
23
Talented
24
Experienced
25
Deceitful
26
Ambitious
27
Aggressive
28
Conceited
29
Proud
30
Stern
31
Dependent
32
Wary
33
Strong
34
Insightful
35
Dangerous
36
Quirky
37
Cheery
38
Disfigured
39
Intolerant
40
Skilled
41
Stingy
42
Timid
43
Insensitive
44
Wild
45
Bitter
46
Cunning
47
Remorseful
48
Kind
49
Charming
50
Oblivious
51
Critical
52
Cautious
53
Resourceful
54
Weary
55
Wounded
56
Anxious
57
Powerful
58
Athletic
59
Driven
60
Cruel
61
Quiet
62
Honest
63
Infamous
64
Dying
65
Reclusive
66
Artistic
67
Disabled
68
Confused
69
Manipulative
70
Relaxed
71
Stealthy
72
Confident
73
Weak
74
Friendly
75
Wise
76
Influential
77
Young
78
Adventurous
79
Oppressed
80
Vengeful
81
Cooperative
82
Armored
83
Apathetic
84
Determined
85
Loyal
86
Sick
87
Religious
88
Selfish
89
Old
90
Fervent
91
Violent
92
Agreeable
93
Hot-tempered
94
Stubborn
95
Incompetent
96
Greedy
97
Cowardly
98
Obsessed
99
Careless
00
Ironsworn
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IRONSWORN
CHAPTER 6 | ORAClES
182
ORACLE 13: IRONLANDER NAMES
1
Solana
2
Keelan
3
Cadigan
4
Sola
5
Kodroth
6
Kione
7
Katja
8
Tio
9
Artiga
10
Eos
11
Bastien
12
Elli
13
Maura
14
Haleema
15
Abella
16
Morter
17
Wulan
18
Mai
19
Farina
20
Pearce
21
Wynne
22
Haf
23
Aeddon
24
Khinara
25
Milla
26
Nakata
27
Kynan
28
Kiah
29
Jaggar
30
Beca
31
Ikram
32
Melia
33
Sidan
34
Deshi
35
Tessa
36
Sibila
37
Morien
38
Mona
39
Padma
40
Avella
41
Naila
42
Lio
43
Cera
44
Ithela
45
Zhan
46
Kaivan
47
Valeri
48
Hirsham
49
Pemba
50
Edda
51
Lestara
52
Lago
53
Elstan
54
Saskia
55
Kabeera
56
Caldas
57
Nisus
58
Serene
59
Chenda
60
Themon
61
Erin
62
Alban
63
Parcell
64
Jelma
65
Willa
66
Nadira
67
Gwen
68
Amara
69
Masias
70
Kanno
71
Razeena
72
Mira
73
Perella
74
Myrick
75
Qamar
76
Kormak
77
Zura
78
Zanita
79
Brynn
80
Tegan
81
Pendry
82
Quinn
83
Fanir
84
Glain
85
Emelyn
86
Kendi
87
Althus
88
Leela
89
Ishana
90
Flint
91
Delkash
92
Nia
93
Nan
94
Keeara
95
Katania
96
Morell
97
Temir
98
Bas
99
Sabine
00
Tallus
1
Segura
2
Gethin
3
Bataar
4
Basira
5
Joa
6
Glynn
7
Toran
8
Arasen
9
Kuron
10
Griff
11
Owena
12
Adda
13
Euros
14
Kova
15
Kara
16
Morgan
17
Nanda
18
Tamara
19
Asha
20
Delos
21
Torgan
22
Makari
23
Selva
24
Kimura
25
Rhian
26
Tristan
27
Siorra
28
Sayer
29
Cortina
30
Vesna
31
Kataka
32
Keyshia
33
Mila
34
Lili
35
Vigo
36
Sadia
37
Malik
38
Dag
39
Kuno
40
Reva
41
Kai
42
Kalina
43
Jihan
44
Hennion
45
Abram
46
Aida
47
Myrtle
48
Nekun
49
Menna
50
Tahir
51
Sarria
52
Nakura
53
Akiya
54
Talan
55
Mattick
56
Okoth
57
Khulan
58
Verena
59
Beltran
60
Del
61
Ranna
62
Alina
63
Muna
64
Mura
65
Torrens
66
Yuda
67
Nazmi
68
Ghalen
69
Sarda
70
Shona
71
Kalidas
72
Wena
73
Sendra
74
Kori
75
Setara
76
Lucia
77
Maya
78
Reema
79
Yorath
80
Rhoddri
81
Shekhar
82
Servan
83
Reese
84
Kenrick
85
Indirra
86
Giliana
87
Jebran
88
Kotama
89
Fara
90
Katrin
91
Namba
92
Lona
93
Taylah
94
Kato
95
Esra
96
Eleri
97
Irsia
98
Kayu
99
Bevan
00
Chandra
185
IRONSWORN
CHAPTER 6 | ORAClES
184
ORACLE 14: ELF NAMES
1-2
Arsula
3-4
Naidita
5-6
Belesunna
7-8
Vidarna
9-10
Ninsunu
11-12
Balathu
13-14
Dorosi
15-16
Gezera
17-18
Zursan
19-20
Seleeku
21-22
Utamara
23-24
Nebakay
25-26
Dismashk
27-28
Mitunu
29-30
Atani
31-32
Kinzura
33-34
Sumula
35-36
Ukames
37-38
Ahmeshki
39-40
Ilsit
41-42
Mayatanay
43-44
Etana
45-46
Gamanna
47-48
Nessana
49-50
Uralar
51-52
Tishetu
53-54
Leucia
55-56
Sutahe
57-58
Dotani
59-60
Uktannu
61-62
Retenay
63-64
Kendalanu
65-66
Tahuta
67-68
Mattissa
69-70
Anatu
71-72
Aralu
73-74
Arakhi
75-76
Ibrahem
77-78
Sinosu
79-80
Jemshida
81-82
Visapni
83-84
Hullata
85-86
Sidura
87-88
Kerihu
89-90
Ereshki
91-92
Cybela
93-94
Anunna
95-96
Otani
97-98
Ditani
99-00
Faraza
ORACLE 15: OTHER NAMES
Giants
Varou
Trolls
1-4
Chony
Vata
Rattle
5-8
Banda
Zora
Scratch
9-12
Jochu
Jasna
Wallow
13-16
Kira
Charna
Groak
17-20
Khatir
Tana
Gimble
21-24
Chaidu
Soveen
Scar
25-28
Atan
Radka
Cratch
29-32
Buandu
Zlata
Creech
33-36
Javyn
Leesla
Shush
37-40
Khashin
Byna
Glush
41-44
Bayara
Meeka
Slar
45-48
Temura
Iskra
Gnash
49-52
Kidha
Jarek
Stoad
53-56
Kathos
Darva
Grig
57-60
Tanua
Neda
Bleat
61-64
Bashtu
Keha
Chortle
65-68
Jaran
Zhivka
Cluck
69-72
Othos
Kvata
Slith
73-76
Khutan
Staysa
Mongo
77-80
Otaan
Evka
Creak
81-84
Martu
Vuksha
Burble
85-88
Baku
Muko
Vrusk
89-92
Tuban
Dreko
Snuffle
93-96
Qudan
Aleko
Leech
97-00
Denua
Vojan
Herk
186
CHAPTER 6 | ORAClES
187
IRONSWORN
ORACLE 17: MYSTIC BACKLASH
1-4
Your ritual has the opposite affect.
5-8
You are sapped of strength.
9-12
Your friend, ally, or companion is adversely affected.
13-16
You destroy an important object.
17-20
You inadvertently summon a horror.
21-24
You collapse, and drift into a troubled sleep.
25-28
You undergo a physical torment which leaves its mark upon
you.
29-32
You hear ghostly voices whispering of dark portents.
33-36
You are lost in shadow, and find yourself in another place
without memory of how you got there.
37-40
You alert someone or something to your presence.
41-44
You are not yourself, and act against a friend, ally, or
companion.
45-48
You affect or damage your surroundings, causing a disturbance
or potential harm.
49-52
You waste resources.
53-56
You suffer the loss of a sense for several hours.
57-60
You lose your connection to magic for a day or so, and cannot
perform rituals.
61-64
Your ritual affects the target in an unexpected and problematic
way.
65-68
Your ritual reveals a surprising and troubling truth.
69-72
You are tempted by dark powers.
73-76
You see a troubling vision of your future.
77-80
You can't perform this ritual again until you acquire an
important component.
81-84
You develop a strange fear or compulsion.
85-88
Your ritual causes creatures to exhibit strange or aggressive
behavior.
89-92
You are tormented by an apparition from your past.
93-96
You are wracked with sudden sickness.
97-00
Roll twice more on this table. Both results occur. If they are the
same result, make it worse.
ORACLE 16: COMBAT ACTION
1-3
Compel a surrender.
4-6
Coordinate with allies.
7-9
Gather reinforcements.
10-13
Seize something or someone.
14-17
Provoke a reckless response.
18-21
Intimidate or frighten.
22-25
Reveal a surprising truth.
26-29
Shift focus to someone or something else.
30-33
Destroy something, or render it useless.
34-39
Take a decisive action.
40-45
Reinforce defenses.
46-52
Ready an action.
53-60
Use the terrain to gain advantage.
61-68
Leverage the advantage of a weapon or ability.
69-78
Create an opportunity.
79-89
Attack with precision.
90-99
Attack with power.
00
Take a completely unexpected action.
188
CHAPTER 6 | ORAClES
189
IRONSWORN
1-5
It was all a diversion.
6-10
A dark secret is revealed.
11-15
A trap is sprung.
16-20
An assumption is revealed to be false.
21-25
A secret alliance is revealed.
26-30
Your actions benefit an enemy.
31-35
Someone returns unexpectedly.
36-40
A more dangerous foe is revealed.
41-45
You and an enemy share a common goal.
46-50
A true identity is revealed.
51-55
You are betrayed by someone who was trusted.
56-60
You are too late.
61-65
The true enemy is revealed.
66-70
The enemy gains new allies.
71-75
A new danger appears.
76-80
Someone or something goes missing.
81-85
The truth of a relationship is revealed.
86-90
Two seemingly unrelated situations are shown to be connected.
91-95
Unexpected powers or abilities are revealed.
96-00
Roll twice more on this table. Both results occur. If they are the
same result, make it more dramatic.
ORACLE 18: MAJOR PLOT TWIST
MORE ORACLES
Roleplaying games have a long tradition of using random generators as a play
aid. If you’re an avid collector of RPG’s, you may wish to leverage oracles from
other systems. You can also find a limitless supply of random generators and
tables online—names, people, creatures, places, plot hooks, and much more.
Physical randomizers can also be helpful. You can purchase dice with various
icons that can be interpreted to resolve questions and trigger new situations.
Or, you can play with tarot cards or rune stones.
Whatever aids you use, don’t let randomness overwhelm your narrative. Your
own story instincts are the most powerful tool in your gaming kit.
CREATING YOUR OWN ORACLES
You will find a blank worksheet at ironswornrpg.com to create your own
oracle tables. You can make tables which better fit your preferences or support
the tone of your game.
You can also create specific tables for certain narrative situations. Heading
out for a dangerous journey into the mountains? Create a table of things
you might encounter. Then, roll on the table when you want to introduce an
encounter or event.
ORACLE 19: CHALLENGE RANK
1-20
Troublesome
21-55
Dangerous
56-80
Formidable
81-93
Extreme
94-00
Epic
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CHAPTER 6 | ORAClES
190
STARTING YOUR CAMPAIGN
An Ironsworn campaign is a series of connected game sessions. You will explore
your world and the life of your character as you swear vows and struggle to
see them fulfilled. You will journey across the Ironlands, run afoul of troubles,
fight fearsome foes, and form bonds with people and communities. Through
it all, you make decisions as your character and explore what it means to be
Ironsworn in a harsh land.
To get started on your campaign, follow the steps described in this section.
CREATE YOUR CHARACTER
Refer to the character creation summary on page 47. Envision your
character, considering their motivations, skills, background, appearance,
personality, and connections to the world. Set your stats and pick your assets
in whatever order you prefer. Give your character a name.
If you are playing co-op or guided, talk over your character with the other
players and establish your connections to each other. You can shorthand your
ideas for now, and flesh them out in play.
Feel free to intermix world creation and character creation. The choices
you make about your setting may determine the options available to your
character. Is magic unknown in this world? If so, you may want to ignore the
ritual assets.
You envision your character. Your family was part of a raider clan.
You were born to battle, but left that life behind long ago. Now, you
live as a farmer. Your sword, long unused, hangs above the mantle in
your modest home. Your armor is stored in a chest at the foot of your
bed. Only those closest to you are aware of your former life among
the raiders. Others know you for your loyalty to the village and your
stubborn determination to help see them through the unforgiving
winters. In quiet moments, your dark mood betrays the shadows of
your past.
You set your stats. Your iron is 3, representing your strength, prowess
in battle, and fierce resolve. Then, 2 for heart and wits, and 1 for edge
and shadow. For your assets, you choose Shield-Bearer and Veteran.
You’re not sure about your third asset, so you decide to pick it once you
are further along in creating your world and starting situation.
Finally, you give your character a name: Saskia
CHAPTER 7
GAMEPLAY IN
DEPTH
193
IRONSWORN
CREATE YOUR WORLD
If you are playing in the Ironlands or a similar setting, work through the
‘Your Truths’ exercise starting on page 122. Review the options and make
selections. Keep an eye out for quest starters which trigger an idea for a
background vow (page 195) or an inciting incident (page 196).
Next, choose where your story begins. Have a look at the regions on page
112. Where are your characters located? Are they part of a community, or
wandering the wilderness? Talk it out with other players and envision the
setting. Mark the location on your map.
You envision some basic characteristics of your home village. It
is a small settlement along the southern fringes of the Havens. It is
surrounded by fields and sits astride a wide river.
You roll on the Settlement Name table (page 178), and the oracle
answers, “Cinderhome.” You envision the burnt ruins of the former
longhouse. It is a place haunted by a long-dead overseer who died in
the fire.
You mark Cinderhome on your map. This is where Saskia’s adventures
begins.
If you prefer, you can just spend a few moments defining some basic facts for
your world. Jump in and discover the rest in play.
If you are using your own setting or one drawn from another source (such
as an RPG, book, or film), you can leverage the information on that setting
to determine your character’s situation and the troubles you may encounter.
COLLABORATING TO BUILD YOUR WORLD
If you are playing a co-op or guided campaign, you should work through the
initial process of worldbuilding with the other players. Depending on your
preferences, you can spend a few minutes quickly roughing out the basics of
your setting, or you can dive deep for an hour or two of collaborative creation.
Talk it over with the other players to ensure you have the same expectations
for your initial session. Even if you give this initial activity some focus, leave
open questions and blank spaces to fill in through play.
If you are the GM, you should facilitate discussion and contribute to the
worldbuilding. Take cues from the players and make suggestions to help
formulate potential quests and adversaries.
MARK YOUR BACKGROUND BONDS
Give yourself up to three bonds (page 36). These bonds may be to a
community or an individual. You do not need to make the Forge a Bond move
for these starting bonds. Mark a tick for each bond on your character sheet (1
tick per bond), and make note of them.
If you are playing guided or co-op, you can use these starting bonds as your
connection to other player characters. Otherwise, you may establish bonds
with those characters though play.
If you’d rather jump right into play, you can flesh out the details of your
background bonds later. Consider these bonds held in reserve until you
decide to bring them into your narrative. If you later introduce a background
bond for a character or community, mark the bond. Then, envision how this
bond was previously established and how this relationship impacts your story.
You mark one bond for your home village. You also envision an NPC,
the clan overseer, who is a good and loyal friend. She is one of the few
who knows of your former life as a raider, but does not hold it against
you. “We can remake ourselves,” she once told you. “Like a broken
sword reforged.” You give her a name and mark the bond.
You don’t have any ideas for your third bond, so you keep it in reserve.
You can allocate it as you explore your starting situation.
You decide the background bond with the overseer fulfills the
requirement of the Banner-Sworn asset (“When you mark a bond with
a leader or faction”). You take it as your third and final asset.
WRITE YOUR BACKGROUND VOW
When you create your character, you give yourself a background vow to
represent a primary motivation or ultimate goal. This vow is part of your
character’s backstory. It may be a vow sworn years ago, or one which is a
reaction to some recent, major event.
Write down this vow and give it a rank of extreme or epic. You don’t need to
make the Swear an Iron Vow move for this quest.
Fulfilling this vow will not be easy. In story-time, it might require months,
years, or even decades to see this vow fulfilled or forsaken. You may even
decide your background vow isn’t something you make significant progress
on in your narrative. Instead, it just helps establish some roleplaying detail for
your character and fleshes out your world.
195
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194
Your backstory involves your former life as a raider. Haunted by your
past, you have sworn to see this raider clan defeated. However, there are
complications. The clan is powerful, and you couldn’t possibly hope to
defeat them without an army at your back. Also, the clan is led by your
own mother. It’ll take a special sort of courage to face her again.
You envision the clan’s name: “Red Moon.” Their shields are decorated
with a blood-red circle.
For now, this vow is a glowing ember, a promise not yet sparked to
flame. You mark the vow as “Defeat the Red Moon clan”, giving it a
rank of extreme.
ENVISION YOUR INCITING INCIDENT
An inciting incident is the problem which arrives at the beginning of a
story, propelling the protagonist into action. Everything up to that point
is backstory—the normal world to which your character has become
accustomed. In Ironsworn, the inciting incident is the tipping point which
forces you to undertake a life of perilous quests and adventure.
To start your character’s story, envision an imminent threat or compelling
need. You can use a quest starter from this book (see chapters 4 and 5), talk
it out at the table, or Ask the Oracle (page 107). This problem dictates what
drives your first session and sets your character’s story in motion.
What makes a good inciting incident?
• Make it personal. Why is this important to your character? Envision how
this connects to your background and motivations. Also, consider how
you can leverage story themes which are interesting to you as the player.
• Make it a problem that won’t go away on its own. The threats or forces
at the heart of this situation will see it through, even if you ignore them.
• Give it a ticking clock. The problem won’t wait for you. If you don’t act
or encounter delays, things will get worse.
• Make it universal. If you are playing with allies, make this a shared vow—
important to each of you. This creates an opportunity to work together.
If you are playing solo, make it a threat which impacts other people you
care about.
• Up the stakes. Envision complications which make your inciting incident
even more dire for you, your family, or your community.
• Limit the scope. Unlike your background vow, this is a problem which
you can (and must!) deal with now. In gameplay turns, you Swear an Iron
Vow and mark it as a troublesome, dangerous, or formidable quest. If all
goes well, it might be resolved in a session or two. If you don’t act, things
will get worse.
These suggestions can apply to any vow, but are especially relevant for an
inciting incident. Even if the details are not clear to you, envision how the
problem can lend itself to a rich narrative full of drama, conflict, and surprises.
A mysterious sickness has struck Cinderhome’s overseer. The village
healer brewed draughts, but none offered any relief. The priest prayed,
but the gods did not listen. The mystic performed divinations, but the
shadows did not divulge their secrets.
The overseer, your friend, is fading. Without help, she will surely die.
To add a bit more drama and stakes, the families in your community
are now at each other’s throats as they start to position their preferred
candidate to take up the iron circlet. If the overseer dies, open conflict
may break out. The community will be weakened and may not survive
the coming winter.
You pile on the stakes until it feels like an imperative. You must take
on this quest.
IRONSWORN
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196
SET THE SCENE
You have two options for starting play: You can begin with the normal world,
or in media res.
THE NORMAL WORLD
Envision a prologue involving your character which helps to flesh out who
you are and how you interact with your world. If you have allies, this is an
opportunity to roleplay your relationships and introduce your personality
and backgrounds. Your inciting incident can then serve as an event or threat
which you encounter in play during your first session.
You want to spend a bit of time exploring your character and your
world before you kick things off with your overseer’s sudden illness.
Your village is celebrating the spring festival, and you are taking part
in a boar hunting competition. You roleplay scenes and make moves
as you interact with other hunters, track your quarry, and attempt to
bring down a particularly large and vicious boar. When you return to
the village, you learn that the overseer has fallen ill.
If you are having trouble coming up with your initial quest, you can use the
prologue to jump in and discover a dramatic situation through play. Ask
questions about the characters, your world, and the current situation. Draw
conclusions to those questions or Ask the Oracle. Look for opportunities in
the fiction to trigger a vow.
IN MEDIA RES
In media res is a Latin term meaning “in the middle of things.” You start
your story at a crucial point. Your inciting incident is happening now, or is
something you are fully aware of and must react to. The raiders are attacking.
The usurper claims the iron circlet. The marauding beast appears.
You can begin with a tense, action-oriented scene as you encounter the
problem. Or, you might frame a scene where you Swear an Iron Vow, letting
the result of that move trigger what happens next.
You envision a scene in the longhouse as you visit your stricken
overseer. She lies in bed, her features as pale as death, her breathing
ragged. There are others here: The village healer, the overseer’s wife,
and a rival who feigns concern. Ignoring them, you stride forward. You
draw your sword...
SWEAR AN IRON VOW
To set your quest in motion, as a response to the inciting incident, make this
move (page 98). But first, start with the fiction. Envision the scene. Describe
what you say and how you perform the ceremony. This is an important
moment for your character.
What was the result of your move?
• Did you score a strong hit? Envision your first steps. Do you Undertake a
Journey? Do you Compel someone into action? Play to see what happens
next, and make moves as appropriate.
• Did you score a weak hit? Your next steps are unclear. This may typically
lead to new scenes and new moves. Perhaps you Gather Information
(page 62) as you try to identify a path forward.
• Did you score a miss? An unexpected danger or obstacle stands in your
way. Envision what it is, or Ask the Oracle (page 107). Then, play to see
what happens as you attempt to overcome this stumbling block.
For an inciting incident, give your new vow a rank of troublesome, dangerous,
or formidable.
You envision the scene as you kneel before your overseer. You curl your
hands tight around the iron blade of your sword—so tight that you
open a cut in your palm. You pay the wound no mind. The blood fuels
the promise. “I will see you healed,” you say. “I swear it.”
You roll the dice. Because you have the Banner-Sworn asset and
serve the overseer, you may reroll any dice. It’s a strong hit. A good
omen. You write your vow on your character sheet and give it a rank of
dangerous. Per the move outcome, “you are emboldened and it is clear
what you must do next.” What do you know about this disease? What’s
your likely path forward? Envision the answer, talk it out, or Ask the
Oracle (page 107).
SHARING YOUR VOW WITH ALLIES
If you are playing with allies, only one of you will make the Swear an Iron Vow
move. Other players can make the Aid your Ally move (page 76) as a way
of representing their own commitment to this vow. If you share this quest
with your allies, each of you write the vow and any progress is marked by all
players.
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NEXT STEPS
Depending on the result of your Swear an Iron Vow move, your character may
have a clear path forward, may have more questions than answers, or may
need to overcome an immediate obstacle or threat before they can undertake
their quest. You, as the player or GM, interpret what this result means. Not
sure where to begin? Ask the Oracle.
You’ve sworn your vow and scored a strong hit, which means the next
steps—from your character’s perspective—are clear. As the player you
don’t know where to begin. Are there any clues to the source of the
sickness? You Ask the Oracle by rolling on the Action and Theme tables
(page 174).
The oracle answers, “Leave” and “Trade.” What does it mean? Your
first instinct is to interpret this answer as having something to do
with a trade caravan. Perhaps one left your village on the same day the
overseer fell ill? There must be a connection.
With your immediate goal in sight, you can roleplay your preparations
and Undertake a Journey (page 65) to set off after the caravan.
CREATING A QUEST OUTLINE
If you find it helpful, you can envision and write down the main narrative
steps in your quest. What journeys must you undertake? Which enemies will
oppose you? What information must be found? Who do you need help from?
Your outline should give you ideas for the scenes and challenges which can
be part of your quest, with each major step an opportunity to make the Reach
a Milestone move (page 100). However, you should consider it a sketchy,
unreliable plan at best. It is like an ancient map with “here there be monsters”
written in blank spaces.
If you are a GM and have some ideas for challenges and events in the quest,
make note of them. However, don’t get locked into a specific path which
must be followed. Whether you are a GM or a player, leave yourself open to
surprises, new ideas, input from others at your table, and the whims of fate. Be
prepared to toss even the mostly loosely defined plan out the window.
Put simply, play to see what happens.
You consider the steps you’ll take to Fulfill Your Vow. You need to find
the caravan, identify the cause of the illness, locate a cure, and return
back to Cinderhome to heal the Overseer. You write the milestones
down.
In your outline, you include a note about a healer in the Tanglewood
forest. You like the idea of a woodland adventure and a mysterious
old herbalist who may want something in exchange for a cure. Your
story might not lead in that direction, but it gives you an interesting
potential narrative checkpoint.
That’s four milestones, which is about right for a dangerous quest (two
progress per milestone). But, these may change depending on where
the story takes you. At the moment, much is unknown.
Save the Overseer
1) Find the trade caravan
2) Discover what caused the sickness
3) Find a cure
(get help fom the herbalist who
lives deep in the Tanglewood ? )
4) Return home and deliver the cure
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CAMPAIGN SETUP SUMMARY
Create your character (page 193). Envision your character.
Choose your name, set your stats, and select your assets. Refer to
chapter 2 (page 31) for details. If you prefer, you can start by
creating your world (below).
Create your world (page 194). If you are playing in the
Ironlands, refer to chapter 4 (page 111) and the ‘Your Truths’
exercise (page 122). Otherwise, establish the basic truths of your
own world. Envision where your story will begin and mark it on
your map.
Create your background bonds (page 195). Mark up to three
bonds to represent your connections to home, friends, family,
or other loyalties. Make note of these bonds, and mark a tick for
each.
Write your background vow (page 195). Create a sworn quest
as backstory for your character. Write down this vow and give it a
rank of extreme or epic. You don’t need to make the Swear an Iron
Vow move for this quest.
Envision your inciting incident (page 196). Come up with the
problem that drives your character into action.
Set the Scene (page 198). Decide whether you want to start with
a prologue (the normal world), or in the midst of the problem (in
media res). Envision the scene and begin play.
Swear an Iron Vow (page 199). Make the move and write down
your vow. Give it a rank of troublesome, dangerous, or formidable.
Take your next steps (page 200). Based on the outcome of your
Swear an Iron Vow move, envision what you do or what happens
next. If you like, you may outline the milestones of your adventure.
Then, play to see what happens.
THE MECHANICS AND THE
FICTION
Ironsworn is a game. As such, it uses various mechanics to resolve situations
and challenges. You make moves and roll dice. Your character uses stats, tracks,
and assets as a representation of their abilities and readiness. The outcome of
a move may have a mechanical impact, such as increasing your momentum
track or reducing your health track. Managing your resources and making
decisions based on a desired mechanical result is part of the challenge and
fun of the game.
The fiction helps you define and understand your setting and your character.
It guides your character’s background, personality, and motivations. It
provides a framework for the situations you face, the world you inhabit, and
the people and creatures you encounter. As you play, you take actions through
the imagined perspective of your character. The fiction helps inform what
happens next.
The intersection of fiction and mechanics is what makes the
roleplaying experience vibrant and compelling. Think of the
mechanics as your needle and the fiction as your thread. Using them
both, you will weave the tapestry of your Ironsworn story.
LEADING AND FOLLOWING WITH THE
FICTION
Without story, the game is an exercise in rolling dice. Without mechanics,
your story lacks choices, consequences and surprises. An ideal session of
Ironsworn leverages both the mechanics and the fiction, but leads and follows
with the fiction.
What does that mean? Consider the fiction as the bookends to your moves.
You start by picturing the situation. What is happening? What are you trying
to do? How are you doing it? What opposes you? What complications might
you face? If you are playing solo, envision it. If you are playing co-op, talk it
out. If you are the GM, set the scene for your players and work with them to
clarify any details.
1
2
3
4
5
6
7
8
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Does the fiction trigger a move? If so, make it. Roll the dice. Deal with the
mechanical outcome within the context of the current situation. If one of your
status tracks—health, spirit, supply, or momentum—is adjusted as a result of
a move, envision how this looks in the fiction. Don’t just move the numbers
around. Picture what it means for your character’s readiness and well-being.
Then, translate the result of your move back to the fiction. How does the
situation change? What happens next?
FICTION
Envision the
situation and your
intent.
MECHANICS
Make the move
and resolve the
outcome.
FICTION
Apply the
outcome to the
current situation.
FINDING YOUR BALANCE
The level of emphasis you give to the fiction varies by the situation and the
desired pace of play. You can explore entire scenes—such as interactions
with your allies and other characters—entirely through the fiction without
engaging in moves. Other times, you may quickly gloss over the fiction to
get on with things. That’s fine. Use the mechanics of moves to portray the
inherent drama and uncertainty of character intent and obstacles, but always
look for opportunities to add texture and vibrancy to your world through the
fiction.
You envision a quick scene as you return home and gather your gear.
There’s no move triggered here. You pack your supplies and don your
armor. The mail shirt is heavier than you remember, as if weighed
down by dark memories.
You stand at the door for a moment. Your hand rests on the hilt of your
sword. “A blade never bloodied is a waste of iron,” your mother once
told you. You remember her words now, and say a quick prayer that
your sword will not be drawn. It has seen enough blood.
Time is short. You must begin your quest.
FICTIONAL FRAMING
Ironsworn does not emphasize situational mechanics. Instead, the details are
often abstracted within your moves and are reliant on fictional framing.
Think of it like moving a chess piece. Is it a pawn or a queen? What square is
it on? What other pieces are on the board? What is the state of the game? All
of these considerations impact the move you make and what happens next.
There are rules. You can’t simply decide to move a pawn three spaces or sweep
the enemy pieces off the board.
Gameplay within Ironsworn is much less constrained than in chess, but is still
framed by the rules of your narrative reality. Your actions and the events in
your story need to make sense for the characters, the setting, and the fiction
you have established through play. Your character’s background, skills, beliefs,
goals, and equipment all contribute to the actions you can take and how you
envision those actions—even when those elements aren’t defined by a stat or
asset. NPCs don’t have detailed mechanical attributes, but are portrayed as
appropriate to the characteristics and intent you’ve established through play.
Fictional framing is your polestar. It helps create a character, a world, and
situations which feel authentic and consequential.
How does fictional framing impact play?
• It adds texture to your story. Adding detail enriches your narrative,
creates opportunities for new challenges and quests, and helps you
visualize your character and your world.
• It determines the moves you cannot make. If you are not properly
equipped or positioned to make a move, you can’t do it. Without a very
strong incentive, you can’t Compel a hated enemy to help you.
• It determines the moves you must make, or those you can avoid. If you
are unarmed and want to Strike a spear-wielding foe, you should Face
Danger or Secure an Advantage to get in close. If you need information
from someone and already have their trust and cooperation, you won’t
need to Compel them before you can Gather Information.
• It guides the outcomes of your moves. Look to the fiction when you
have a question about the outcome of a move, especially when you Pay
the Price. Do you suffer a mechanical result such as harm? Do you face
a new narrative complication? If in doubt, Ask the Oracle and apply the
context of your fictional framing to interpret the answer.
• It helps determine the rank of your challenges. The rank you give
to your quests, journeys, and fights is influenced by the scope of the
challenge within the fiction.
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For example, imagine you are caught within a snow storm while traveling.
Winter in the Ironlands can be brutal. How does this storm and your
character’s readiness impact your story? Establishing facts through your
fiction, whether as an outcome of a move or simply as a narrative flourish,
helps frame the challenges you face.
If you encounter a harsh winter
storm in your travels, the driving
snow and biting wind adds evocative
details to your journey.
The narrative texture
of your story.
If you are exiled from a community,
you can’t Sojourn there to seek
shelter from the storm.
The moves you
cannot make.
If you are caught in the storm without
a heavy cloak and furs, you’ll need to
Face Danger to withstand the brutal
cold.
The moves you must
make (or can avoid).
If you score a miss as you Face Danger
to endure against the storm, you will
likely suffer harm, stress, or a loss of
supply. Or, perhaps you encounter a
threat even greater than the storm.
The outcome of your
moves.
The frostbound emerges from
the blinding snow, its dead eyes
flaring with a cold light. You grip
your sword, your hands shaking
and numb, and Enter the Fray. You
decide the frostbound would be
mystically empowered by the winter
storm, so you set its rank one higher.
This makes it an extreme foe.
The rank of your
challenges.
In co-op and guided modes, you collaborate to create a shared understanding
of the current situation. If something is unclear or at odds with the
assumptions of another player, take a moment to talk it out until everyone
has a clear picture of the situation. When playing solo, you are the arbiter of
this fictional reality. Either way, find opportunities to increase the stakes and
introduce dramatic new challenges and conflicts. Bend the fiction, but don’t
break it. Push your characters. Subvert your expectations.
You must set off in pursuit of the trade caravan, but traveling on foot
doesn’t make sense within the established fiction. They have a lead of
more than a day. Catching up with them requires a horse.
The characteristics of a horse aren’t defined within the Ironsworn rules.
We’re not concerned with how much a horse costs, its travel distance
per day, how fast it can run, or how much it eats. The Horse companion
would give Saskia a mechanical bonus in some situations, but you don’t
have that asset as part of your character.
The function of a horse, then, is to add narrative texture to your travels
and influence the moves you can make and their outcome. For now,
traveling on horseback gives you the fictional framing you need to
Undertake a Journey in pursuit of the trade caravan.
Does Saskia own a riding horse? You decide to Ask the Oracle, and give
it 50/50 odds.
“No,” the oracle answers. So, where do you go from here?
It’s reasonable to assume the overseer’s wife would lend you a horse.
This is part of the fictional framing you have established through your
campaign setup and initial play. You are attempting to help the overseer,
who is a friend. You have sworn an iron vow to do so. Borrowing a
horse from her wife doesn’t sound like a situation which is uncertain
or risky, and thus wouldn’t require a Compel move.
You envision this horse, one of the overseer’s mares. It has a buckskin-
colored hide and a black mane. You give it a name, Nakata, and write
it down.
To flesh out a bit of detail for this animal, you roll on the Character
Descriptor table, and the oracle responds, “Wary.” You make note of
that as well. This horse will be skittish. If you find yourself in a perilous
situation, you may need to Face Danger to control it. A horse can also
be injured or killed as part of the narrative outcome of a failed move.
For now, you’ve got your horse. Time to go.
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REPRESENTING DIFFICULTY
You might be familiar with roleplaying games that give various tasks a
difficulty rating or modifier. The flexibility to make each toss of the dice
contextual, to adjust the chance to succeed based on the situation, creates an
experience which helps simulate your imagined reality.
However, the Ironsworn rules do not utilize fine-grained mechanics for the
difficulty of a particular challenge or the abilities a foe can bring to bear.
Instead, the requirements to overcome challenges in your world are primarily
represented through your fictional framing.
FROM HELL’S HEART, I STAB AT THEE
A leviathan is an ancient sea beast (page 154). It’s tough to kill because of its
epic rank, and it inflicts epic harm, but it doesn’t have any other mechanical
characteristics. If we look to the fiction of the leviathan’s, description, we see
“flesh as tough as iron.” But, rolling a Strike against a leviathan is the same as
against a common thug. In either case, it’s your action die, plus your stat and
adds compared to the challenge dice. Your chances to score a strong hit, weak
hit, or miss are the same.
So how do you give the leviathan its due as a terrifying, seemingly invulnerable
foe? You do it through the fiction.
If you have sworn a vow to defeat a leviathan, are you armed with a suitable
weapon? Punching it won’t work. Even a deadly weapon such as a spear would
barely get its attention. Perhaps you undertook a quest to find the Abyssal
Harpoon, an artifact from the Old World, carved from the bones of a long-
dead sea god. This mythic weapon gives you the fictional framing you need
to confront the monster, and finding it can count as a milestone on your vow
to destroy this beast.
Even with your weapon at the ready, can you overcome your fears as you stand
on the prow of your boat, the water surging beneath you, the gaping maw of
the beast just below the surface? Face Danger with +heart to find out.
The outcome of your move will incorporate the leviathan’s devastating power.
Did you score a miss? The beast smashes your boat to kindling. It tries to
drag you into the depths. Want to Face Danger by swimming away? You can’t
outswim a leviathan. You’ll have to try something else.
Remember the concepts behind fictional framing. Your readiness and the
nature of your challenge may force you to overcome greater dangers and make
additional moves. Once you’ve rolled the dice, your fictional framing provides
context for the outcome of those moves.
ADJUSTING CHALLENGE RANKS
When you Undertake a Journey, Enter the Fray, or Swear an Iron Vow, consider
the fictional framing as you set the rank of the challenge. For example:
• Does your voyage to the leviathan’s hunting ground take you over rough
seas and near mist-shrouded rocks? That sounds like it’s worth notching
up the rank when you Undertake a Journey.
• Have you negotiated with a clan overseer to gain the aid of his fleet?
When you Enter the Fray against the leviathan alongside these NPCs, you
can reasonably reduce its rank by a step or two. This alliance might also
allow you to Reach a Milestone and mark progress on your quest.
The rank can reflect your desired pace of play. Adjust the fiction and set the
rank as appropriate to the amount of focus you want to give this challenge in
your story. But, don’t go easy on your character. Prevailing or failing against
overwhelming odds is the stuff of great stories. Be epic. Or die trying.
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ZOOMING IN AND OUT
As the writer, director, and editor of your story (or collaborating as such with
others at your table), you have control over how you manage scenes within the
visualized fictional space you create.
Imagine you are in a desperate battle. Your opponent is one of the firstborn,
a giant, wielding a brutal-looking axe. He’s an outcast of his own clan, and is
warring against the Ironlanders. He’s nine feet tall. Scary as hell.
You fight with a spear and shield. You Face Danger, ducking under a wild
swing of the axe. A strong hit. You have initiative. Next, you Strike, lunging
with the spear, and roll a weak hit. You slam the spear into the giant’s leg.
That’s 2 harm. Mark the progress. Unfortunately, your foe has the initiative.
What happens next?
Imagine time frozen. Picture the scene. Morning mist hangs above the ground.
The sun is low, casting long shadows. Specks of blood are suspended in the air.
Your expression is a mix of determination and fear as your eyes focus on the
point of the spear, embedded in the giant’s massive leg. He is reacting to the
hit, head back, mouth agape. His massive axe is held high.
This is a moment of high drama. Linger on it for a moment. Imagine what the
giant does next. Does he attack with the axe? Does he kick at you? Does he try
to grab your spear and snap it in half? Look to the fiction. If you’re unsure, or
want to leave it open to fate, Ask the Oracle.
Time moves again. The frantic battle continues. The giant acts. You react. Roll
for it, and interpret the result. Remember: It’s fiction first, then the move, then
back to the fiction as you resolve the outcome. If it’s interesting, supports your
fictional framing, and compounds the tension, make it happen.
Even in a situation where seconds count, such as combat, you can shift the
focus and flow of time. A Strike might be a single, decisive blow. Or, it might
represent a flurry of attacks and blocks leading to a pivotal moment. Don’t
treat a fight as a series of discrete rounds. Mix it up. There’s even a special
move for combat, Battle (page 84), which lets you zoom out and abstract an
entire engagement in a single roll.
Later, after you’ve defeated the giant, you continue on your quest. You’re
making your way into the mountains. You roll to Undertake a Journey and
score a weak hit. You imagine it as a montage. You are moving from dense
forest into jagged hills. You rest only once, pausing to eat alongside the banks
of a surging river. Your eyes are narrowed and your expression wearied as you
scan the difficult terrain ahead.
Time is compressed. An entire day passes. If your roll had failed, something
went wrong. What happened? Find out, then slow down and zoom in if
appropriate.
This is the ebb and flow of play. Time is fluid. The moves help dictate this
flow, but you also have control. If it’s interesting to you, if it impacts your
story, focus on it. If not, abstract it.
You set off on your quest. You envision looking back one last time at
your village, muttering a prayer to the old gods to keep the overseer
alive until you return.
You make the Undertake a Journey move, giving your journey a rank
of dangerous, and roll a strong hit. You mark progress, and take the
option to preserve your supply. You zoom out to envision a good first
day of travel. You head south along the trade road, which is little more
than a muddy path meandering through the low hills. The weather is
fair. You catch a nice fat rabbit for dinner.
You Ask the Oracle for guidance on your first waypoint by rolling on
the Location (page 176) and Location Descriptor (page 177) tables.
The oracle answers, “Mystic site” and “Beautiful.”
You interpret this answer as a set of standing stones the locals call ‘The
Three Maidens’. Looking for a bit more detail, you roll on the Action
and Theme tables. The oracle responds, “Communicate Dreams.”
That night, as you sleep, three spectral women appear and speak to you
urgently in a language you don’t understand. Do these spirits offer a
blessing or a curse? You make note of this enigmatic vision. It could be
an interesting narrative hook to explore later.
You Undertake a Journey three more times, rolling hits and marking
progress. You mostly stay zoomed out, picturing Saskia keeping a
resolute pace in pursuit of the caravan. Then, you Make Camp, but
score a miss. You envision a troubled and anxious night, plagued by
bad dreams, and Endure Stress.
On the next segment of your journey, you also score a miss. Per the
move, you are “waylaid by a perilous event.” Your roll is a match, which
means you have an opportunity to introduce a dramatic twist.
It’s time to zoom in...
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REACHING MILESTONES
Imagine your Ironsworn quest as a path of stones leading across the water.
Each stone marks a major step forward—a milestone—triggering the Reach
a Milestone move.
You might plan some of your quest milestones in advance (page 200). Others
will emerge naturally from the fiction. The outcome of your moves or creative
prompts may send your quest in unexpected directions, leading to new
milestones and perhaps even new vows.
MANAGING YOUR QUESTS
Sworn quests are the narrative engine of your Ironsworn adventures. When
you start your campaign, your character has two vows: Your background vow
(page 195), and a vow triggered by an inciting incident (page 196).
Making progress in these quests requires you to face and surmount obstacles.
You will undertake perilous journeys, uncover information, gain the support
of NPCs, recover important items, and defeat powerful foes. Your character
will struggle to overcome their own limitations and find their preconceptions
and loyalties challenged.
Putting these obstacles in your path isn’t just for dramatic purposes. Succeeding
against these trials, finding your way forward, enables you to reach milestones
and mark progress on your quests.
In the fiction, an iron vow is a significant, deeply held promise. If a
situation is not dramatic and relevant to your character’s goals and
principles, it’s probably not worthy of a vow. It might be a milestone
for a quest, or simply a narrative diversion as an opportunity for
roleplaying or worldbuilding.
If you want to take on an Ironsworn quest, but the problem in
front of you doesn’t seem meaningful enough, punch it up. Give it
context. Up the stakes.
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YOUR QUEST
Each major step
forward triggers
the Reach a
Milestone move.
Swear an
Iron Vow
Fulfill
Your Vow
WHAT’S WORTHY OF A MILESTONE?
The text of the Reach a Milestone move states:
When you make significant progress in your quest by overcoming
a critical obstacle, completing a perilous journey, solving a complex
mystery, defeating a powerful threat, gaining critical support, or
acquiring a crucial item, you may mark progress.
The pace of your quest will be largely defined by what you decide is “significant
progress.” A milestone should accomplish two things:
• It should relate directly to your quest. A milestone should be meaningful
to your character and your vow. An unrelated challenge which you deal
with as you undertake your quest is probably not a milestone.
• It should represent a turning point or major step forward in your quest.
Achieving a milestone requires effort and sacrifice for your character. A
minor discovery or easy success is probably not a milestone, especially
for a higher ranked quest. Not every step you take is a milestone.
MARKING PROGRESS
Your vows utilize a standard progress track (page 14) to measure how far you
have come in your quest. This progress track is a mechanical representation
of the likelihood of being successful when you Fulfill Your Vow (page 101).
More filled boxes means a better chance of a hit on that move. The progress
track also shows how much story potential you have fulfilled in your quest.
Higher ranked vows require more focus in your story and more effort and
sacrifice for your character.
When you Reach a Milestone (page 100), mark progress per the rank of your
vow.
• Troublesome quest: Mark 3 progress.
• Dangerous quest: Mark 2 progress.
• Formidable quest: Mark 1 progress.
• Extreme quest: Mark 2 ticks.
• Epic quest: Mark 1 tick.
You’ve scored a miss for Saskia on Undertake a Journey, and the move
outcome says you are “waylaid by a perilous event.” Plus, you’ve rolled
a match, which gives you an opportunity to introduce an unexpected
complication or twist.
You Ask the Oracle for guidance, rolling on the Action and Theme
tables (page 174). The oracle answers, “Surrender vow.”
You consider the meaning of this response. “Surrender” makes you
think of someone ambushing you and demanding your surrender.
But what about “vow”? You currently have two vows: “Defeat the Red
Moon Clan” and “Save the Overseer.” What if this is an opportunity to
tie them together as a way to fulfill the match you’ve rolled?
Perhaps you stumble across Blood Moon clan raiders, war-kin from
your former life, and they have something to do with the plot against
the overseeer.
You set the scene. A band of raiders step out from the woods alongside
the trail, blocking your path. They have spears and bows at the ready.
You envision Saskia spotting their distinctive painted shields. Her
breath catches in her throat.
But, you have no interest in parlaying with these raiders. You step down
from your horse. You walk toward them, hands raised. You Secure an
Advantage by feigning compliance, putting them at ease, and roll a
strong hit. The archers relax their aim.
You Ask the Oracle: “Do any of them recognize me?” You were the clan
leader’s daughter and were well known. You set the odds as likely.
“No,” the oracle answers.
Good. They are younger raiders. Inexperienced. Left here for some
mundane task. Perhaps they are serving as some sort of rear guard to
watch for anyone who might go after the trade caravan.
An idea occurs to you. You want to weave together these seemingly
unconnected narrative threads. You have eight progress marked on
your journey. Perhaps catching up with the trade caravan doesn’t need
to be your destination. What if the answers you need are right here?
You make the Reach Your Destination move and score a strong hit. This
perilous journey is at an end. You Reach a Milestone and mark progress.
Back to the scene, you envision Saskia moving closer to the raiders,
then drawing her sword in a flash. You Enter the Fray...
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UNDERTAKING NEW QUESTS
In the midst of a quest, you will encounter situations which introduce
opportunities for additional vows. These new vows may be related to existing
quests, or they can spring from unconnected problems.
SECONDARY QUESTS
As you undertake a quest, you may make a promise or work to overcome an
obstacle which is worthy of its own vow. Imagine this as a gap in your path,
bridged by a set of milestones. This shorter path is your secondary quest. You
will Swear an Iron Vow, give it a rank, and mark progress as you work to
resolve this new vow.
You won’t mark progress on your main quest until you Fulfill Your Vow on the
secondary quest. When the two paths converge, when your secondary quest is
complete, you can Reach a Milestone on your main quest and continue along
your path.
When is an obstacle its own quest instead of just a milestone? Look to the
fiction. Is it a significant, self-contained challenge? Is it meaningful to your
character? Does it create opportunities for new drama and conflict? If so, it’s
probably worthy of a vow.
You defeat the raiders, but it’s a hard-won victory. You are wounded and
your shield was shattered. Luckily, you are able to interrogate one of the
surviving raiders. You play out the scene as you Gather Information to
learn how the Blood Moon clan is involved in the overseer’s illness.
Through a hit on that move and some questions to the oracle, you
discover the raiders are indeed at the heart of this problem. An assassin
traveling with the trade caravan is poisoning the leaders of Ironlander
villages. The resulting strife will weaken those villages and make them
ripe for the picking. Come winter, the raiders will sweep across this
region like a dark tide.
You also learn the nature of the poison. It is extracted from a rare plant
found only in the heart of the Deep Wilds. Your mother’s schemes have
grown more elaborate since you last fought beside her.
These discoveries are worth another milestone. You Reach a Milestone
and mark progress. This gives you a total of four progress on your
dangerous vow.
What next? You look back at your quest outline and are reminded of
your story prompt: “Get help from the herbalist who lives deep in the
Tanglewood.” Seeking out a reclusive herbalist—who can hopefully
provide an antidote for the poison—sounds like a good fit for the story.
You decide to gloss over the expedition into the Tanglewood and forgo
the Undertake a Journey move. You’ll just put the forest nearby for the
purposes of your narrative. You’re familiar with this herbalist, you
decide, because she occasionally visits your village to trade.
You roleplay a scene as you arrive at her ramshackle hut and try to
convince her to concoct an antidote for the poison. You envision her as
a cantankerous, eccentric woman, unconcerned with your quest. You
try to Compel her. Unfortunately, you score a miss. Not willing to let
your narrative hit a dead end, you decide she will—per the move—
“make a demand which costs you greatly” Being forced to commit to
a secondary quest sounds about right. For good measure, you Pay the
Price and suffer -2 momentum to reflect the lost time.
“A nest of harrow spiders is scuttling about,” she says. “Kill the brood
mother, and bring me her fangs. I’ll need them for the antidote anyway.”
She hands you an iron coin. “Swear it, or be gone. Your choice.”
You Swear an Iron Vow. There is work to be done...
Swear an Iron Vow
and begin your
secondary quest.
As you Fulfill
Your Vow on your
secondary quest, you
can Reach a Milestone
on the main quest.
MAIN
QUEST
SECONDARY
QUEST
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UNRELATED QUESTS
You may encounter situations—unrelated to your current vows—which your
character is driven to set right. This may happen organically through the
fiction, via oracle prompts, or as introduced by your GM in guided play.
If you ever find yourself without a vow, are having difficulty envisioning the
next steps in a current quest, or you want to explore a new narrative, make
something happen. Introduce a problem. You can use quest starters in this
book, or Ask the Oracle and interpret the answer.
Several moves explicitly provide opportunities to undertake new quests as
part of their outcomes. For example, if you Sojourn and choose the option
to take a quest, you can introduce a trouble which this community is facing.
Or, when you Forge a Bond or Compel and roll a weak hit, the NPC demands
something of you. If appropriate to the fiction, this demand may require a
sworn vow.
DELAYED QUESTS
A quest may require you to gain something from an NPC. It might be
information, an item, or aid of some other sort. However, as the outcome of
a move or through the fiction, an NPC might have their own demands. They
may even want you to Swear an Iron Vow as your promise to see it done.
If you do so, and the NPC is satisfied with the promise itself (for now), you
can continue on your current quest. You will deal with this new vow later. If
the aid of the NPC is a significant step forward on your current quest, you
should Reach a Milestone.
Keep in mind that swearing an iron vow is a sacred promise. NPCs,
particularly powerful ones, will hold you to it. Ignoring it means you Forsake
Your Vow, which should have dramatic implications within your narrative.
You’ve made an enemy, or ruined your reputation. How will others take your
vows seriously in the future? How will you?
You Swear an Iron Vow as a
commitment to undertake a
new quest, allowing you to
Reach a Milestone on your
current quest.
DELAYED
QUEST
CURRENT
QUEST
Fulfill or Forsake Your Vow
to resolve your current quest.
Now you can
devote your
attention to your
delayed quest.
Swear an
Iron Vow
QUEST A
QUEST B
Fulfill or
Forsake
Your Vow
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FULFILLING YOUR VOW
The fiction driving your quest and the mechanical progress represented by
your progress track converges in the decisive moment when you believe your
quest is at an end. This is when you make the Fulfill Your Vow move (page
101).
Managing your mechanical progress and the fiction to reach this moment
requires a bit of stagecraft. It’s the end of the third act. Your actors need to be
in position. Your sets and props need to be in place. The lights come up for
the final scene...
Progress tracks can help you set the pace. If your progress track is filling up
well ahead of your story, slow down the pace and focus on key objectives and
turning points as milestones. If you find your story moving to a resolution
well ahead of your progress track, envision some complications or twists
which alter your path and create new opportunities for milestones.
However, keep in mind it’s not necessary to fill your vow’s progress track
before you Fulfill Your Vow. Has the fiction led you to a moment when your
quest seems complete, but your progress track is not even half full? Go with it.
A weak hit or miss on the Fulfill Your Vow move can create interesting stories
and reveal opportunities for new vows.
Playing as Saskia, you have killed the harrow spiders at the behest of the
herbalist. You Fulfill Your Vow for the “Kill the Brood Mother” quest.
This also allows you to Reach a Milestone on your “Save the Overseer”
quest as the herbalist concocts an antidote.
You Undertake a Journey back to Cinderhome. Since this is a return
trip, and you don’t want to give it much story focus, you set it as merely
troublesome. You are waylaid by a tense encounter with a protective
ash bear and her cub, but eventually Reach Your Destination. This final
journey also serves as a milestone on your quest. You now have eight
boxes marked on your progress track.
You envision the scene as you rush to the overseer’s bedside. She is as
pale as death, her breathing so shallow it can barely be detected. Are
you too late? Was this all for nothing? You make the Fulfill Your Vow
move to find out.
You roll the challenge dice. It’s a strong hit. You envision the overseer
slowly improving. The color returns to her face. After a time, she wakes.
Your vow is fulfilled. You earn 2 experience for the dangerous quest,
and 1 bonus experience because of your Banner-Sworn asset.
INTERSECTING QUESTS
If you have undertaken two related quests, you may encounter a situation
where a milestone allows you to mark progress on both vows at once. However,
this should be a rare event. The two quests are not overlapping paths, with
every step a milestone for each. Instead, imagine these paths intersecting at
key moments.
A significant success
or step forward might
allow you to Reach
a Milestone for both
quests.
QUEST A
QUEST B
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Some more examples of connecting assets to your story and vows:
• You Swear an Iron Vow to guard a trading caravan. The trader promises
you a fine set of armor in payment. When you Fulfill Your Vow, you take
your reward and are Ironclad.
• You find an abandoned village in your travels and discover a forgotten,
malnourished Hound. You nurse it back to health and it becomes a loyal
companion.
• Each night at camp, you spar with your ally. When you Advance, you
upgrade your Skirmisher asset.
• You travel far in your quest, through deep woodland and over high hills,
and become a Wayfinder.
• After you Face Death, you return to the world to find a Raven perched in
a branch above you. It looks at you with knowing eyes.
• You witness a priest perform a miracle, and become a Devotant.
• You paint your family’s emblem on your shield, singing the songs of your
ancestors, and add a new Shield-Bearer ability.
• You defeat a powerful warrior in ritual combat, and word spreads of your
skill as a Duelist.
• You have reoccurring dreams of flying high above the Ironlands, seeing
the world through the sharp eyes of your hawk companion. These dreams
grant you the insight to upgrade your Totem ritual.
• You swear to recover your family’s ancestral sword from a notorious
raider. When you do, you are Blade-Bound.
• You were maimed in battle, but choose to persevere as one of the Battle-
Scarred.
• You have witnessed death and brought it upon others. You have stood
at the edge of the shadow lands and seen what lies beyond. This dark
knowledge allows you to perform the Communion ritual.
• You swear loyalty to an ambitious overseer, and become Banner-Sworn.
• You vow to become a master of the mystic arts, and undertake a quest to
train under an elder mystic. When you complete your training, you are
a Ritualist.
Envisioning how your new abilities connect to your sworn quests and
experiences gives them additional significance and context. They will be a
reminder of the paths taken and not taken, the challenges overcome, and the
bonds formed.
FORGING NEW BONDS
As you pursue your quests, the relationships you form and the hardships
you endure with other characters can be given fictional and mechanical
significance through the Forge a Bond move (page 74).
A new bond can be a natural outcome of a successful quest. When you
successfully Fulfill Your Vow in service to a person or community, you may
reroll any dice if you Forge a Bond with them.
You envision the overseer’s wife cutting a braid from her hair and
giving it to Saskia, a token of appreciation and respect. You kneel, and
apologize that you have nothing to give but your continued service to
Cinderhome and the overseer.
You make the Forge a Bond move, and roll a miss. Luckily, your
successful quest lets you reroll any dice. You roll again, score a strong
hit, and mark the bond on your character sheet.
ADVANCING YOUR CHARACTER
When you successfully Fulfill Your Vow, you earn experience points. This
experience is spent to purchase or upgrade assets through the Advance move
(page 103).
When you focus on your skills, receive training, find inspiration,
earn a reward, or gain a companion, you may spend 3 experience
to add a new asset, or 2 experience to upgrade an asset.
You can spend your experience points when they are earned, or save them up
for future use. Either way, you should look to the fiction to give context and
justification for your new abilities. You can guide your story toward an asset
you would like to purchase or upgrade, or let your selection of assets flow
naturally from your character’s goals and the situations you encounter.
Assets can even serve as the focus of a new vow, giving you a tangible objective
or reward for undertaking a quest. If you Swear an Iron Vow to become a skilled
Swordmaster, you can make progress in that quest by seeking out training,
demonstrating your prowess, and commissioning the crafting of a fine blade.
When you Fulfill Your Vow and spend experience on the Swordmaster asset,
it will be a satisfying and rewarding resolution of your quest.
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You earned 3 experience on your quest to save the overseer, enough to
purchase a new asset. You Advance, and buy a Horse companion. You
envision the overseer and her wife giving you Nakata, the horse who
saw you through your perilous journeys.
Nakata will serve you well. You would like to go back to your simple life
as a farmer, but the raider’s plot must be stopped.
It’s time to face your past.
QUEST FLOW CHART
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When you’re ready, Advance to
spend your experience on new
and upgraded assets.
Envision your next steps and the
challenges you face.
Play to see what happens.
Forsake Your
Vow
Swear an Iron Vow
You face a crucial challenge
related to your quest. Do you
overcome it?
Is your vow ready
to be fulfilled?
Will this quest
continue?
NO
NO
YES
NO
Reach a Milestone and
mark progress.
Fulfill Your Vow
and mark
experience.
YES
YES
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PRINCIPLES
These principles are your guideposts for managing your Ironsworn sessions.
Much of this is redundant to the best practices discussed elsewhere in this
rulebook. They are collected here to summarize core techniques, but you can
adjust to your liking. It’s your game. Start here, and find the path that leads
you to awesome stories.
GENERAL PRINCIPLES
SWEAR IRON VOWS, AND SEE THEM FULFILLED OR
FORSAKEN
Your sworn vows are the narrative framework of your Ironsworn stories. You
will introduce an urgent problem or personal quest, Swear an Iron Vow to set
things right, and play to see what happens. As you pursue your quest, you may
encounter situations which take your vow in surprising directions or inspire
new vows.
PORTRAY A HEROIC CHARACTER IN A HARSH LAND
The default tone of Ironsworn is heroic but grounded. Your character is
exceptional, but you aren’t a superhero or mythic figure. Add depth to your
character by portraying them as a complete and imperfect person. You are
flesh and blood. You will fail. You will get hurt. You will make mistakes.
You will lose faith. You will act against your better instincts. Make decisions
through the flawed perspective of this character.
You will also paint your world in shades of gray. The weather is hostile. Terrors
lurk in dark nights and deep forests. Too often, Ironlanders fight and scheme
amongst themselves instead of standing together against greater threats. But,
there is beauty here. There is love and kinship. The people persevere.
Most of all, there is hope. The act of swearing a vow is an expression of that
hope. Seeing it through—no matter the cost—is what makes you a hero.
BEGIN AND END WITH THE FICTION
Set every scene and action within the fiction. What is happening? What are
you doing? What does it look like? If a move is triggered, make it. Then, look
to the fiction to resolve the move and decide what happens next. Keep things
moving forward, bookending the mechanics of your moves with the fiction.
Ironsworn rules, moves, and assets often use the term “envision.” This word is
your reminder to visualize the scene or the action. Don’t rush through your
moves with a focus on the mechanical outcomes. Let your story breathe. Go
beyond the surface details. Ask questions (or Ask the Oracle), and build on
the answers.
When playing with others, describing your character’s intent and actions is
part of the conversation you share at your table. When playing solo, take the
time to imagine the scene and take note of important details.
To learn more about the fiction and fictional framing, see page 205.
GROUP PLAY
FORGE A STORY THROUGH CONVERSATION
When you begin your campaign, your characters are actors on an empty stage.
At first, everything is hidden in shadow. Gradually, the stage is assembled.
The lights come up, showing texture and details. Your characters reveal
themselves through action and dialogue. Other characters—some important,
some unimportant—are introduced. Elements that seemed little more than
stage dressing become a focus of the story.
Because roleplaying doesn’t have the luxury of lights, sets, props, and actors,
you use the conversation at the table to build your story and your world. The
deeper the conversation, the more you reveal of what is happening onstage,
the more opportunities you will find to take your story in interesting new
directions. Ask questions of each other to help create a coherent, shared
picture of what is happening in the fiction. Deepen your setting and your
characters by adding evocative details. You’ll be surprised how often an
offhand suggestion can snowball into exciting story possibilities.
When something is uncertain, you can Ask the Oracle and work together to
interpret the answer. When playing with a GM, they are your oracle.
SHARE THE SPOTLIGHT
Be a generous, collaborative player. Within scenes, work to keep each character
visible and each player engaged. Remember to use the Aid your Ally move to
interact with the moves other players are making. Use the conversation to give
everyone input into the narrative.
For your broader campaign, don’t let one character’s vow drive your story
through every session. Mix it up. Give each character opportunities to explore
their own motivations and quests, and find ways to give everyone a personal
stake in your sworn vows.
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SOLO PLAY
CHRONICLE YOUR ADVENTURES
When you play Ironsworn with other players, the shared conversation helps
create a story that lives beyond the game table. As a solo player, your character
and your world exist only for you. This can make your story feel a bit fleeting
and unimportant.
To help ground your session, keep a record at whatever level of detail you
prefer. This can be a few bullet points in a text file, a journal filled with
sketches and notes, or even a detailed play report you share on a forum or
blog. There’s no wrong answer here. Use whatever approach works for you
and is an enjoyable aspect of your play.
Creating a record also makes it easier to pick up where you left off when you
return to the Ironlands.
ASK THE ORACLE, BUT TRUST YOUR INSTINCTS
Oracles are a valuable tool for solo play, but don’t let them replace your own
storytelling instincts. If it’s dramatic, fits the fiction, and pushes your story
forward, make it happen. Use oracles when you don’t have an immediate
answer to a question, or when triggered by a match.
The Pay the Price random table (page 105), in particular, isn’t something you
should roll on for every failure. Note the first option in this move: “Make the
most obvious negative outcome happen.” Let the result of your failed moves
flow from the fiction. Make the occasional oracle roll for added uncertainty
and surprise.
LET IT ALL FALL APART
As a solo player, you have control over the challenges you face and the
outcomes of your actions. Don’t let this control keep you from missing out
on dramatic opportunities. A great story requires adversity. Failure makes
success meaningful. When in doubt, err on the side of the dramatic, even
(and especially) when it turns your character’s life upside down or takes your
story in an unplanned direction.
When you fail in a critical moment, make it hurt. Consider ways to represent
this failure beyond shifting the value of one of your tracks. Take away
something you cherish. Find yourself betrayed by someone you trusted. See
your plans crumble. Narrative cost is a powerful storytelling tool.
PLAYING AS THE GM
DELIVER ANSWERS, OR TURN QUESTIONS BACK TO THE
PLAYERS
If you are the GM, the players will look to you to answer questions about the
world and help determine the outcome of moves. When they do, you can
answer their question, keeping in mind the fictional framing you’ve established
through play. If you see a chance to surprise or delight your players, take it.
You should also look for opportunities to facilitate conversations at your table.
Encourage your players to add details and ground every move in the fiction.
Answer a question by asking questions. Work to create a shared world and
narrative which everyone has stake in. If a conversation hits a dead end or
drags on, take the question back, deliver an answer (or Ask the Oracle), and
move on.
FACILITATE, DON’T IMPOSE
You are the guide for your players as they explore the world and the story of
their characters. You set the scenes and portray the creatures and characters
they encounter. When the narrative hits a lull, you make something happen.
But, you are a guide with a vague map and an unreliable compass. Let the
players choose their path. Moderate the conversation without dominating it.
For campaign play, you facilitate character creation and worldbuilding to
create the framework for your shared story. For a one-shot session (page
231), you can come prepared with a quest outline (page 200) to make the
most of the limited time available. No matter what the format of your session,
don’t resist when everything goes completely and gloriously off-course.
EMBRACE CHAOS
Don’t overprepare for your session. Feel free to come to the table with
absolutely nothing planned. The character-driven quests help you and your
players build a story together. Anything that is not a player character or move
has very little mechanical detail, and can be introduced on the fly.
Letting go of your plans leaves you open to the unexpected. Cheer for
surprising successes. Seize the story possibilities of dramatic failures. Listen
to the players and let their suggestions inspire you.
You can also leverage the oracles for answers and inspiration. Ask a yes/
no question through the Ask the Oracle move (page 107), or interpret an
response from the oracle tables (page 167). You can even collaborate with
your players to interpret an oracle’s answer.
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GAMEPLAY OPTIONS
NUMBER OF PLAYERS
Ironsworn is intended primary for small group play. One to four players (plus
a GM in guided play) is about right. The examples in this book primarily
default to solo play, but the rules are the same for more players and guided
play.
For combat scenes with three or more player characters, consider a couple of
factors:
• Don’t rely on initiative to manage the spotlight. Even if a player is on
a roll with strong hits, jump to someone else and keep it moving around
the table. Use transitions from player to player at key moments as a way
to heighten the drama and allow others to react to what just happened or
is about to happen.
• Since every character can inflict harm and mark progress on a shared
progress track, enemies will be easier to take down. To offset this,
increase the rank or number of your foes. You can divide multiple foes
among the characters instead of grouping those foes into packs.
ADJUSTING THE IMPACT OF MATCHES
More players tend to add more rolls to your session. This creates more
matches, which can be challenging to interpret or start to feel routine.
If you want to make matches feel more unusual and special, use this option:
Resolve the impact of a match only when your challenge dice come up as
an even number (2, 4, 6, 8, or 10).
ONE-SHOT PLAY
If you want to run a single, self-contained session of Ironsworn, here’s what to
do. This process is a simplification of the campaign setup on page 202.
Introduce the world. If you are the GM or are facilitating the
session, briefly describe the setting. You can play in the Ironlands
(page 111), or introduce your own setting. Don’t worry about the
details. You can flesh it out in play.
Create characters. Each player creates their character by setting
stats and picking assets. Give your character a name, and consider
some basic aspects of their look and personality. You can ignore
background vows and bonds. Work together to decide how your
characters are connected.
Introduce the inciting incident. If you are the GM or facilitator,
you can come prepared with an inciting incident (page 196) and
quest outline (page 200). Otherwise, you can work together to
envision a story problem (or Ask the Oracle). You might consider
introducing the inciting incident as part of character creation to
help determine the relationship between the characters.
Set the scene. Decide where your adventure starts, and begin play
in media res (page 198).
Swear an Iron Vow. Give your quest a rank of troublesome (for a
session of an hour or two) or dangerous (for a session of three to
four hours).
To give your story a satisfying conclusion, your target for the session is to
resolve the quest and see the vow fulfilled or forsaken. Adjust the pace of
your milestones and the detail of your scenes as appropriate for the time you
have available. Focus on what is interesting, and zoom out or abstract what is
unimportant. Use the Battle move to quickly resolve combat with secondary
NPCs, saving detailed combat for climactic fights.
1
2
3
4
5
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OPPOSING AN ALLY
An ally is a character controlled by another player. Ironsworn moves are not
intended to provoke or reinforce conflict between allies. Instead, the focus
is on the drama and challenges of perilous quests in a harsh world. You and
your allies will stand together against the forces which would see your vows
unfulfilled. You are working towards shared (or at least complementary) goals.
That said, situations within the fiction may put you and an ally at odds. Your
characters are not perfect. They may try to act rashly in a tense situation. They
might stubbornly cling to a self-defeating approach or point of view. They
might pursue their own vows at the cost of their relationships. Making non-
optimal choices as your character, creating more trouble for yourself, is part
of dramatic storytelling.
CONFLICT WITHOUT MOVES
Disagreements between characters can often be handled through roleplaying
without engaging in moves. Talk it out, as your characters. Take care to not let
this fictional conflict carry over into the real world.
If things get heated or uncomfortable, take a break. Discuss your approaches
out-of-character, agree on next steps, and step back into the world to resolve
the situation.
CONFLICT USING MOVES
If you are taking an action in opposition to an ally and want to resolve this
conflict through a move, you can use this process:
• You both describe what you are doing to act against or resist your ally,
and Face Danger (page 60) using an appropriate stat.
• If at least one of you scores a hit, determine who gains control of the
outcome by comparing your level of success (strong hit > weak hit >
miss). If you both have the same level of success, use your action score
(you action die + stat + any adds) as a tie-breaker. If you are still tied,
envision how your actions lead to a complete stalemate.
• Whoever gains control of the outcome decides which of the two moves
should be resolved. The result of the other move is ignored.
• If neither of you scored a hit, resolve the miss for both moves. Each of you
must Pay the Price.
The opposed Face Danger move provides a simple, fast mechanic for resolving
conflicts between player characters. You can use a single exchange to decide
the outcome of a quick action or an entire scene.
Use this process sparingly, and be considerate of not taking away control of
another player’s character. Work together to interpret the outcome of the
scene, with each player describing their character’s intent and reaction.
Having helped repel a raider attack, Tayla and Ash are attending
a feast in the village longhouse. They sit across the table from each
other, surrounded by drunken Ironlanders. Neither of them is feeling
particularly celebratory.
A man named Themon stands to make a toast. Ash and Tayla suspect
he conspired with the raiders, but have little evidence. They grit their
teeth as Themon raises his drink and praises the defenders of the
village.
Ash’s eyes narrow, and his expression grows hard as iron. “I can’t take
any more of his lies. I’ll Draw the Circle and deal with this bastard.”
“No,” Tayla says. “It’s not the right time. Themon has too many friends
here. We need proof.”
Ash is not convinced. “You see my hand going to my sword. Do you
want to try to stop me?”
“I want to try to calm you down,” Tayla says. “I’ll put my hand on your
shoulder and see if I can talk some sense into you. Roll for it? I’ll Face
Danger with heart.”
“Let’s do it. I’ll roll iron as I try to shove your hand away. I want to stand
up and challenge this guy.”
They both make the move and roll the dice.
Ash rolls a weak hit. Tayla rolls a strong hit, which gives her control of
the outcome. She chooses to let her move stand. She is successful and
takes +1 momentum.
“I’ll take that strong hit,” Tayla says. “I’ve got my hand on your shoulder.
I look you straight in the eyes and shake my head. I tell you that we’ll
have our chance.”
“My hand drifts away from my blade. I’ll let it be. For now.”
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SCENE CHALLENGES
A scene challenge is an optional approach you can use to resolve an extended
challenge against an obstacle or NPCs. Examples of scene challenges include
a chase on horseback, an archery contest, a formal debate before a council of
elders, and leading an army into battle.
SETTING UP YOUR SCENE CHALLENGE
First, envision your goal for the scene and decide the rank of your challenge
using the standard rank system: Troublesome, dangerous, formidable,
extreme, or epic. A typical challenge is dangerous. Make it formidable if you
are at a disadvantage, or troublesome if you have clear advantage. An extreme
challenge is very tough to overcome, and an epic challenge is nearly hopeless.
Next, create a standard progress track with 10 boxes. When you mark
progress, you fill in a standard number of boxes or ticks based on the rank of
your challenge (page 14).
Then, create a separate track with only 4 boxes. This is your countdown track.
When you mark the countdown track, you completely fill in a single box.
MAKING MOVES
Envision your action, and Face Danger or Secure an Advantage using whatever
stat is most appropriate to the situation and your approach.
If you Face Danger:
• On a strong hit, you are successful. Mark progress per the rank of your
challenge.
• On a weak hit, you are successful and mark progress. But, you also
encounter a minor complication or delay. Envision what happens, and
mark a countdown box to represent this setback.
• On a miss, you fail, or encounter a dramatic turn of events. Mark a
countdown box and Pay the Price.
If you Secure an Advantage:
• On a strong hit or weak hit, apply the outcome as per the move.
• On a miss, mark a countdown box and Pay the Price.
RESOLVING THE SCENE CHALLENGE
Continue to make moves, each time envisioning your approach, until either
your countdown track is full (all 4 boxes are marked), or you decide you’re
ready to resolve the scene. In either case, roll the challenge dice and compare
to your progress track. As with standard progress moves, you may not burn
momentum on this roll, and you are not affected by negative momentum.
• On a strong hit, you achieve your goal unconditionally.
• On a weak hit, you succeed, but not without cost. You must Pay the Price.
Make this a minor cost relative to the scope of the scene.
• On a miss, you fail, or your progress is undermined by a dramatic and
costly turn of events. Pay the Price. Make it hurt.
WORKING TOGETHER WITH ALLIES
Guided by the fiction, you can take turns making moves to give everyone a
chance to participate in the challenge. Any allies involved in the scene can
make the Face Danger or Secure an Advantage move. When they do, resolve
the outcome of their move and mark progress and countdown boxes as
appropriate. Any player can also make the Aid Your Ally move to contribute
to a move another character is about to make.
LET SLIP THE DOGS OF WAR
If you are leading a large force of NPCs into battle, you can use a scene
challenge to resolve the outcome. First, consider the makeup of the units on
the field and give the challenge a rank.
• If you have a clear advantage, make it a troublesome challenge.
• If the forces are evenly matched and positioned, make it a dangerous
challenge.
• If you are facing a superior force or are badly positioned, make it a
formidable challenge.
• If you are facing overwhelming odds, make it an extreme or epic
challenge.
Then, envision your approach as you lead your warband into battle. Face
Danger or Secure an Advantage as appropriate, choosing a stat which
represents the current situation and your tactics. Resolve the outcome of each
move and mark the progress track and countdown track as normal.
During the battle, you can zoom in and resolve a fight against an important
NPC or pack using combat moves. If you defeat this foe, mark progress on
your scene progress track. If you lose the fight, mark a countdown box.
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SEMI-RANDOM CAMPAIGN SETUP
To give fate a heavier hand in your character and starting situation, do the
following:
Roll on the following table, and assign the +3 value to the result.
Then, distribute the remaining stats (+2, +2, +1, +1) as you like.
1-20
You are nimble, fast, and precise: Edge
21-40
You are willful, courageous, and sociable: Heart
41-60
You are strong, forceful, and imposing: Iron
61-80
You cunning, deceptive, and sneaky: Shadow
81-00
You are smart, knowledgeable, and resourceful: Wits
Gather the asset cards and organize them into decks by type
(companion, path, combat talent, and ritual). Exclude any cards
that don’t fit your vision for the setting (such as rituals if you aren’t
including magic). Shuffle the individual decks and put them face
down.
Choose a card from any deck. Don’t look at it. Pass the draw to the
next player. Continue taking turns drawing a single asset from any
deck until you have five in your hand.
Reveal your cards and choose two of them to discard. The remaining
three cards are your character’s assets.
Ask the Oracle: “What is my background vow?” Then, spark an idea
using the Character Goal oracle (page 182). Interpret the result,
or roll on additional oracle tables to clarify as you like. Mark your
background vow and give it a rank of extreme or epic.
Ask the Oracle: “Who do I share a bond with?” Then, roll once on
the Character Role oracle (page 182) and twice on the Character
Descriptor oracle (page 183). Envision this NPC, give them a
name, and mark a bond. You may do this for your two remaining
starting bonds, or come up with other bonds from scratch.
Together with the other players, Ask the Oracle: “What is our
inciting incident?” Then, roll on the Settlement Trouble oracle
(page 181). Interpret this answer to define your starting situation.
HACKING IRONSWORN
PLAYING IN OTHER WORLDS
If you want to play in a different setting—but one that is similar to the
Ironlands in tone—you can jump right in. Ironsworn characters, moves, and
assets can make the transition to similar gritty fantasy or historical settings
with very few changes, if any.
When you create your character, you can omit any assets which aren’t a good
fit for your setting. For example, rituals might be left out or limited if there is
no magic in your world.
Ironsworn works best when portraying driven heroes undertaking
perilous quests. Vows, milestones, and progress tracks are core to
the game, and should not be left behind when you explore other
settings and genres. If iron vows and sworn quests don’t fit your
world, you can change how they are represented in the fiction. A
solemn promise can take many forms.
HIGH-MAGIC SETTINGS
A bigger shift in tone may require more work. If you play in a setting where
mystic forces are more powerful, you’ll need to consider how to handle magic
for your character. The easiest option is to simply create a character without
magic capabilities and depict the magic of the setting and NPCs through the
fiction. Your story gains the potential advantage of showing your mundane
character standing against overwhelming supernatural forces.
For magic-wielding characters, ritual assets can be envisioned with overt
magical effects in high-magic settings. For example, instead of simply wearing
an animal pelt using the Bind ritual, you can actually shape-change into
the creature. The mechanical outcomes can stay the same, but the fictional
framing changes dramatically. Rituals might also be envisioned to require
less time to prepare or perform, functioning more like the quick-fire spells of
heroic fantasy roleplaying games.
If your setting or character concept don’t work within the confines of existing
assets, you have some options to consider on the next page.
1
2
3
4
5
6
7
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EXPLORING OTHER GENRES
Ironsworn characters and moves are intentionally only lightly themed
for the default setting and tone, and they work just fine across a variety of
heroic fiction genres. Undertake a Journey can be envisioned as faster-than-
light travel aboard a spaceship, or as nitrous-fueled journeys on the ruined
highways of a post-apocalyptic wasteland.
Assets are designed to reflect Ironsworn’s default world, and require more
work to ignore, transition or replace for dramatically different settings and
genres. Some options follow.
TWEAKING ASSETS
PLAYING WITHOUT ASSETS
Playing without assets limits the options for your character, but simplifies
things if you prefer less mechanical detail. It also makes it much easier to
quickly reskin Ironsworn for other settings or genres.
If you do play without assets, you should give your character additional depth
through roleplaying and description. Envision your character’s background
and skills to help define the fictional framing of your actions.
For anything other than a very short campaign or one-shot, you need an
alternate reward when you spend experience. Here’s a suggestion:
When playing without assets, you may spend 6 experience to increase a
single stat by +1. No stat can exceed +4.
USING ROLES INSTEAD OF ASSETS
If you aren’t using assets but want to add a bit more detail to your character,
you can use a simplified representation of assets called a role. Here’s how it
works:
• Name a role for your character based on their expertise or background.
In the Ironlands or a similar setting, you might be a leader, scout, mystic,
or healer. If you are hacking Ironsworn for a different setting or genre,
use roles which fit the world. If you chose a combat-oriented role, make
it narrow enough that it isn’t usable for every potential action in a fight.
• Your role gives you the fictional framing to act using that role in your
story. If you are a scout, you are skilled at finding your way in the wilds
and observing the enemy from hiding. If you are a mystic, you can
perform rituals. If you are a leader, you can command others. You make
moves as normal, but the fictional framing might give you permission to
make or avoid specific moves, and affect how you envision your actions.
• If you like, give your role greater story potential and specificity with an
evocative label. You are not just a priest, you are a Wayward Disciple
of the Forgotten One. You are not just a hunter, you are a Sharp-Eyed
Hunter of the Hinterlands.
• When you make a move (not a progress move) and envision how your
role contributes to this action, choose one before rolling: Add +2, or add
+1 and take +1 momentum on a hit.
• For every 6 experience points, you may buy an additional role. Name
it, and write it down. Bonuses from multiple roles may not be combined
for a single move. If your roles overlap for a particular action, envision
which role provides the most influence over your intent and outcome.
RESKINNING ASSETS
Because many of the assets represent the typical tropes of heroic characters,
they can often be reimagined for different settings and genres with minimal
changes. Use the existing assets as a starting place, and adjust the labels and
specific abilities to better fit your imagined world.
• Are you a 17th century
pirate who is a crack
shot with your musket?
Rename Archer to
Marksman, and change
the condition to “If you
wield a musket...”
• Are you playing a cyborg
in a future dystopia?
Rename Archer to
Gunner, and change the
condition to “If you wield
a cybernetic blaster...”
Then, swap out the last
ability with something
that better fits the theme.
COMBAT TALENT
ARCHER
If you wield a bow....
When you Secure an Advantage +wits
by taking a moment to aim, envision
where you intend to land your shot.
Then, add +1 and take +1 momentum
on a hit.
{ Once per fight, when you Strike or
Clash, you may take extra shots and
suffer -1 supply. When you do, reroll
any dice. On a hit, inflict +2 harm and
take +1 momentum.
{ When you Resupply by hunting, add
+1 and take +1 momentum on a hit.
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EXTENDED EXAMPLE OF PLAY
This example demonstrates the use of moves, oracles, and storytelling within
a typical session of Ironsworn. This is a solo session, but the basic gameplay
concepts are applicable to guided and co-op play. It includes commentary as
I make decisions about my character’s moves, interpret oracles, and resolve
events and actions within the fiction of the scene.
KUNO TAKES THE STAGE
Kuno is a scout. She’s most comfortable by herself, stalking the untracked
wilderness well beyond the settled lands. At this moment, however, she’s
leading a group of Ironlanders who have fled their own village in the wake
of a raider attack. They are bound for a settlement called Mournwood to the
north, on the borders of the Hinterlands. There, they hope to find help and
shelter. Kuno has sworn a vow to see them safely to their new home.
IRONSWORN
SUPPLY
HEALTH
SPIRIT
+5
+4
+3
+2
+1
0
+5
+4
+3
+2
+1
0
MOMENTUM
STATUS
+5
+4
+3
+2
+1
0
CHARACTER
EXPERIENCE
IRON
SHADOW
WITS
HEART
EDGE
MAX
+10
+9
+8
+7
+6
+5
+4
+3
+2
+1
0
-1
-2
-3
-4
-5
-6
RESET
CONDITIONS
WOUNDED
SHAKEN
UNPREPARED
ENCUMBERED
BANES
MAIMED
CORRUPTED
BURDENS
CURSED
TORMENTED
DEBILITIES
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
VOWS
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
TROUBLESOME DANGEROUS FORMIDABLE EXTREME EPIC
BONDS
Kuno
10
2
3
2
2
1
1
Avenge my brother
/
/
Find a new home for the refugees
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
/
CREATING ASSETS AND ABILITIES
If you want to create new assets or update an existing asset to better fit your
theme, look to the existing abilities as your model. Assets provide several
types of mechanical benefits, including:
• They grant a moderate benefit, such as “add +1 and take +1 momentum
on a hit”, for a relatively common action you expect to perform a few
times each session.
• They grant a strong benefit, such as “reroll any dice”, for less common
actions or abilities which have a limit (“one time only”). You can also
grant strong benefits for abilities which require setup moves or strict
fictional framing. For example, to use the Slayer’s “reroll any dice” ability,
you must first kill a formidable beast.
• They give you an option to exchange one resource for another, such as
“suffer -1 momentum and inflict +1 harm on a hit.”
• They provide the fictional framing to make a move in unusual
circumstances. For example, you can use the Communion ritual to
Gather Information from the dead.
• They allow you to use a different stat instead of the one normally required
by a move.
You will find various permutations of these rewards across the default assets,
along with many other less common abilities and self-contained moves which
are specific to an asset.
One technique you can use when creating a new asset is to mix-and-match
abilities from other assets. Whatever you want to portray in the fiction can
probably be cobbled together, with some mild tweaking, from abilities which
already exist.
A final word: Ironsworn is not particularly concerned with strict mechanical
balance between assets. You aren’t going to break anything by experimenting.
If it adds to your fun, it’s working.
Of course, the easiest way to play Ironsworn in different worlds is to
let someone else do the work. Visit ironswornrpg.com for updates
on official expansions and community-created content.
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A JOURNEY INTERRUPTED
Suddenly, Kuno hears frantic screams from up ahead.
She spurs her horse on, and rides to the top of a low hill. Before her
is a terrifying scene. A wyvern is pawing at an overturned wagon.
A horse lies dead beside it. The screams are coming from beneath
the wagon, where a woman and a young girl are cowering.
The wyvern has a muscled body three times the size of a horse,
covered in a leathery iron-gray hide. Its claws rend along the side
of the wagon.
So, what now? The first order of business is to sort out whether my traveling
companions will be of any help. I haven’t established much detail for this
group of refugees, so I’ll leave it to chance. “Are there any able warriors with
them?” I ask. I give it a 50/50 chance and roll on the yes/no table.
The oracle answers, “Yes.”
But can I manage to put them to use? A wyvern is a horrific foe, and not
something this group has dealt with before. The first step is to order them to
join me in this fight.
“To me!” Kuno yells, summoning the mounted warriors to her side.
The men and women ride up, but stop short as they catch sight
of the fearsome beast. Their eyes go wide, and they mutter quick
prayers. Their horses neigh and stomp their hooves in distress.
“Courage,” Kuno says. “These people need our help.”
I make the Compel move (page 69) to resolve what happens when I rally
these warriors to aid me. We’ll roll with heart for this action. Per the move, “If
you charm, pacify, barter, or convince: Roll +heart.”
+ 2 + 0 =
+ 2 + 0 =
HEART
5
7
ADDS
3
5
A strong hit and a lucky break. A wyvern is normally an extreme foe. With the
help from the Ironlanders, I’ll rule that I can knock it down to a formidable
challenge. Still not an easy fight, but there’s hope.
Plus, Compel gives me +1 momentum on a strong hit. I started the scene with
my momentum track at +2, so it’s now at +3.
I envision Kuno riding ahead
of the pack of refugees,
keeping her eyes on the thick
woods along their path. She
has a Horse companion, Etana,
to aid her on the journey.
She ignores the nervous
chatter of the refugees behind
her. These are dangerous lands,
and she’ll remain wary until
this band is safely within the
walls of Mournwood. Once
they’ve arrived, her vow will
be fulfilled and she’ll be free of
them.
She gives Etana an
encouraging click of the
tongue, and picks up her pace.
I make the Undertake a Journey move (page 65) for this segment of travel.
Leveraging my companion’s Swift ability gives me a +1 add.
+ 1 + 1 =
+ 1 + 1 =
WITS
3
5
ADDS
5
7
That’s a miss. The outcome for Undertake a Journey tells me: “you are waylaid
by a perilous event.” I don’t have anything in mind, so let’s see what the oracles
have to say. I roll on the Action/Theme tables (page 174).
“Reveal creature,” the oracle says.
After a moment’s thought, I decide it would be exciting to encounter something
truly frightening and wild out here. A wyvern comes to mind. Kuno has never
fought one, but she’s heard stories and is eager to test her mettle against one
of the fearsome beasts.
However, I want to do a bit more than just bring a wyvern onto stage. I want
to ramp up the stakes and drive Kuno into action. I envision what happens.
COMPANION
HORSE
Name:
You and your horse ride as one.
{ Swift: When you Face Danger +edge
using your horse’s speed and grace, or
when you Undertake a Journey, add +1.
{ Fearless: When you Enter the Fray
or Secure an Advantage +heart by
charging into combat, add +1 and take
+1 momentum on a hit.
{ Mighty: When you Strike or Clash at
close range while mounted, add +1
and inflict +1 harm on a hit.
0
+1
+2
+3
+4
+5
Etana
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INTO THE FIGHT
I’ll make the Enter the Fray move (page 78) as Kuno rides toward the
wyvern. Since the beast is focused on its prey, and hasn’t taken note of Kuno,
we’ll be using shadow for this roll. Per the move, “If you are moving into
position against an unaware foe, or striking without warning: Roll +shadow.”
+ 1 + 0 =
+ 1 + 0 =
SHADOW
3
4
ADDS
3
6
That’s a weak hit. According to Enter the Fray, I must choose between taking
initiative or +2 momentum. I choose initiative, which means I’ll put the focus
on Kuno taking proactive actions as I wade into the fight.
I’ll use the initiative to Secure an Advantage (page 61). I envision this as
an opportunity to leverage Kuno’s fierce determination and her bond with
the horse as they charge into battle together. My companion’s Fearless ability
will also help me here. Per the asset, “When you Enter the Fray or Secure
an Advantage with +heart by charging into combat, add +1 and take +1
momentum on a hit.”
+ 2 + 1 =
+ 2 + 1 =
HEART
4
7
ADDS
4
0
The weak hit on Secure an Advantage gives me +1 momentum, and another
+1 for the Fearless bonus. My momentum is now +5. But, things turn against
me. I envision this as the wyvern spotting us and moving to attack.
Kuno’s horse, heedless of the danger, charges toward the beast.
Kuno leans low and draws her sword. She is vaguely aware of the
others following behind, but her attention is focused on her target.
If she can just manage to strike the wyvern before it’s aware of
them…
But the wyvern catches their scent and fixes its gaze on them.
It roars, a crown of horns flaring on its thick, wolfish head. No
longer concerned with the trapped Ironlanders, it clambers over
the top of the wagon and moves fast to meet their charge. Its wings
flex as it lunges.
I think a moment about my options here. Kuno, despite her courage, would
be unnerved by the sight of this beast leaping towards them. Also, her first
concern is the safety of her horse. I could Clash (page 80), but I want to
play it a bit safe this early in the fight. If I Clash and score only a weak hit, I’d
have to suffer the full harm or some other dramatic result. Face Danger (page
60), on the other hand, gives me only a minor cost on a weak hit. Also, my
companion has the Swift ability, which allows me to make that move with a
bonus. Per the asset, “When you Face Danger with +edge using your horse’s
speed and grace, or when you Undertake a Journey, add +1.”
I won’t be able to inflict harm in the exchange, but hopefully I’ll build some
more momentum and get back initiative. I’ll envision this as Kuno and Etana
trying to evade the wyvern’s attack.
+ 3 + 1 =
+ 3 + 1 =
EDGE
2
6
ADDS
7
7
It’s a miss. The Face Danger result tells me, “On a miss, you fail, or your
progress is undermined by a dramatic and costly turn of events. Pay the Price.”
I have also rolled a match on the challenge dice, which indicates something
unexpected (page 9). I’ll use some oracles to help resolve the match. First,
I roll on the Pay the Price table.
The answer is, “It is stressful.”
No surprise there. Facing off against a wyvern is stressful. I want more to go
on. I’ll roll on the Combat Action oracle (page 188) to see what the wyvern
does as part of this outcome.
The oracle responds, “Shift focus to someone or something else.”
This is an opportunity to bring the other warriors into the scene. They won’t
provide further mechanical benefit, but I should include their actions in the
fiction. In this case, they’ll also help me depict the wyvern as a fearsome,
deadly foe.
Weaving together the move outcome and the oracles, I envision what happens
next.
The wyvern leaps. Kuno shouts a word of encouragement to her
horse and pulls the reins hard to the right. The wyvern lands, jaws
snapping, but Etana deftly avoids the bite as they circle to one side.
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Kuno rides away from the wyvern, readying another charge. An
arrow, then another, lance into the side of the beast as mounted
archers take up the fight. Other warriors, armed with spear and
shield, move forward to harass it.
As sudden as a lighting strike, the wyvern lunges at one of the
fighters, bites down with a horrible crunch, and lifts him off his
horse. Then, it whips its head around, opens its mouth, and sends
the lifeless body flying. The mauled corpse lands in the dirt near
the wagon with a splash of blood.
The girl hiding beneath the wagon screams at the sight of the body.
The wyvern, as if remembering its original intent, turns suddenly
and clambers toward her.
The mother, shakily, eases out from cover and raises a small knife
in their defense.
That gives me what I need to resolve the original “It is stressful” outcome
of the Face Danger move. I Endure Stress (page 95) and suffer -2 spirit as
a result of seeing the warrior killed. Per the move, I “roll +heart or +spirit,
whichever is higher.” Since my heart is 2 and my spirit track is now at +3, I’ll
roll with spirit.
+ 3 + 0 =
+ 3 + 0 =
SPIRIT
5
8
ADDS
2
4
That’s a strong hit, which means I can take back initiative. I choose the Endure
Stress option to “embrace the darkness”, and take +1 momentum (now +6).
Kuno is determined to wreak vengeance upon this beast.
She also wants to stop the wyvern from getting at the girl and her brave mother,
so I’ll leverage my initiative to Secure an Advantage with another charge.
+ 2 + 1 =
+ 2 + 1 =
HEART
1
4
ADDS
1
7
The weak hit is bad enough, but I’ve also rolled a 1 on the action die while
leveraging one of my companion’s abilities. That means I need to involve my
horse in the move’s outcome (page 43).
The good news is I’ve gained another bit of momentum (up to +7). I envision
what happens next.
Kuno urges her horse back into a charge. She screams, partly out
of determination, partly to get the wyvern’s attention away from
the woman and girl. The beast turns to look at her, amber eyes
narrowing. Its whip-like tail lashes out...
I’m framing this as a danger to my horse companion. Etana is quick and agile,
so we’ll try to dodge the wyvern’s attack. I’ll Face Danger to see what happens.
As before, I’ll leverage my companion’s Swift ability to gain a +1 add.
+ 3 + 1 =
+ 3 + 1 =
EDGE
6
10
ADDS
9
4
A strong hit, which means I’ve overcome the danger, take +1 momentum
(now +8), and have initiative again.
The wyvern’s tail lashes along the ground like a scythe. Kuno pulls
up hard on the reins, and Etana jumps over the tail as quick and
graceful as a cat.
I envision Kuno raising her sword and readying an attack. This seems like the
right time to Strike (page 79).
+ 2 + 0 =
+ 2 + 0 =
IRON
5
7
ADDS
5
2
The strong hit with Strike allows me to inflict +1 harm. I mark 3 harm on
the wyvern’s progress track. For a formidable foe, that’s 3 progress.
Leveraging the momentum of the charge, Kuno swings her sword
as they pass by the beast’s neck. The blade digs deep, leaving a
crimson gash in its wake.
Kuno lets loose a fierce laugh. She’s bloodied it. Despite the stories,
it can be killed. She draws back her sword, pulling on the reins
with her other hand, bringing Etana around for another attack.
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I roll to Strike again, hoping to build on my success and add more progress
against this foe.
+ 2 + 0 =
+ 2 + 0 =
IRON
2
4
ADDS
7
9
That’s a miss. I could burn my +8 momentum to cancel one challenge die
and shift the result to a weak hit, but I’d prefer to save it for a more dramatic
opportunity.
Now I must Pay the Price (page 105). Suffering direct harm for me or my
horse is an obvious choice, but I’m interested in leaving it to fate. I roll on the
Pay the Price table to see what happens.
The answer is, “You are separated from something or someone.”
I interpret this as an attack which separates me from Etana.
Kuno readies another slash, but too late. The wyvern’s massive
head slams into her and Etana, sending them both sprawling.
Kuno hits the ground hard. For a moment, blackness fills her
vision.
It seems reasonable to also apply harm to this outcome. I’ll split the wyvern’s
3 harm between myself and my horse—2 for me, 1 for Etana. This requires
suffer moves for both of us.
First, I make the Endure Harm move (page 91), subtracting 2 from my
health track. Per the move, I “roll +health or +iron, whichever is higher.” My
health track is at +2, and my iron is 2, so it’s a wash.
+ 2 + 0 =
+ 2 + 0 =
IRON
3
5
ADDS
3
0
That’s a weak hit. Kuno suffers her harm and presses on.
Kuno stands. Pain flares through her ribs. She pushes the pain
aside, concerned only with her horse.
Now to check on how Etana has fared. I make the Companion Endure Harm
move (page 94). First, I lower her health track by 1. Then, per the move, I
“roll +heart or +your companion’s health, whichever is higher.” Etana’s health
track is at +3 and my heart is 2, so we’ll roll + her health.
+ 3 + 0 =
+ 3 + 0 =
HEALTH
2
5
ADDS
4
7
Another weak hit. Etana is still in the fight, but Kuno wants her out of harm’s
way. I’ll handle that in the fiction.
Etana gets to her feet, shaken but okay.
“Go!” Kuno yells at her, then scrambles to pick up her sword.
Beside it lay the shield of the fallen warrior. She grabs that as well,
and turns back to the Wyvern.
The Ironlanders stab at the beast ineffectually with their spears,
distracting it for a moment but not wounding it. Another arrow
flies, landing true in the thing’s snout.
Paying this fresh wound no mind, the wyvern refocuses its
attention on Kuno. It lumbers forward, wings bent in a bat-like
crawl.
Kuno’s instinct is to dodge, hoping to get in a better position to attack. I’ll Face
Danger with +edge instead of clashing. This uses my favored stat, improving
my chances.
+ 3 + 0 =
+ 3 + 0 =
EDGE
5
8
ADDS
7
6
That’s a strong hit and another +1 momentum (+9 total).
Kuno waits for the beast, then leaps aside at the last moment. The
wyvern’s teeth clamp down on the space she stood only a moment
before. Its great head spins around, powerful jaws opening for
another bite...
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248
Next, Kuno will Strike.
+ 2 + 0 =
+ 2 + 0 =
IRON
3
5
ADDS
7
8
The great beast heaves a strangled sigh and collapses with an
earth-shaking thud. Kuno sinks to one knee. She watches as the
life fades from the wyvern’s eyes. She feels a moment of pity for it,
and rests her bloodied hand on its snout.
“Go easily into the shadow lands,” she whispers.
AFTERMATH
The defeat of the wyvern, while notable, isn’t relevant to my current quest
and doesn’t seem worthy of a milestone. However, it has introduced an
opportunity for a new narrative hook. Who is this woman and her child? Why
are they here? I envision the scene.
Kuno wrests her sword from the beasts mouth, and surveys the
cost of the battle. One of their band lies dead. The other warriors
gather spent arrows and spears. None appear hurt.
She moves to the wagon, hobbling a bit as pain flares through
her ribs. The mother is standing there, knife raised in a trembling
hand. She is looking past Kuno, at the wyvern.
“Are either of them obviously injured?” I Ask the Oracle, and set the odds as
unlikely.
“No,” the oracle answers.
“Be easy,” Kuno says to the woman. “This beast is dead.”
The mother blinks. Then, she gives Kuno and the others a quick,
sharp glance. Kuno imagines her wondering, “Have I leapt from
the frying pan into the fire?”
“We mean you no harm,” Kuno says, “but these are dangerous
lands. Where is your home?”
I don’t have the answer to that question, so it’s an opportunity to Ask the
Oracle. This time, I decide to leverage the Settlement Trouble oracle (page
181). It’s primarily intended for introducing a problem within a community,
but works here as a way of establishing what has driven this woman and her
child so far into the wilds.
I roll, and the oracle tells me, “Roll twice.” I do so, and am told, “Someone is
captured” and “Dangerous tradition.”
Looking for a bit more detail, I also roll on the Action oracle (page 174). It
tells me, “Hunt.”
A miss. With my +9
momentum, this is a
perfect opportunity to burn
momentum (page 12). I do
so, and cancel both challenge
dice, elevating the outcome to
a strong hit.
I’ll also leverage my
Swordmaster ability, which
lets me inflict +2 harm when
burning momentum on a
Strike or Clash. That’s an
impressive amount of harm on
this attack.: +2 for the sword,
+1 for the strong hit, and +2
for Swordmaster, giving me
5 harm total. This takes the
wyvern to 8 filled progress.
Kuno springs forward, stabbing with all her might through the
roof of the beast’s mouth. The sword bites deep into the soft flesh.
Warm blood spills over her arms.
This feels like the proper resolution of this battle. Time to End the Fight (page
82). I tally my progress (8), roll the challenge dice, and compare.
PROGRESS
8
7
3
It’s a strong hit. This battle is done.
COMBAT TALENT
SWORDMASTER
If you wield a sword...
When you Strike or Clash and burn
momentum to improve your result,
inflict +2 harm.
{ When you Clash and score a
strong hit, you may add +1 if you
immediately follow with a Strike.
{ When you Swear an Iron Vow by
kneeling and grasping your sword’s
blade, add +1 and take +1 momentum
on a hit. If you let the edge draw blood
from your hands, Endure Harm (1
harm) in exchange for an additional
+1 momentum on a hit.
251
IRONSWORN
CHAPTER 7 | GAMEPlAY IN dEPTH
250
“Who is captured”, I Ask the Oracle. “Another child?” I give it a 50/50 chance.
“Yes,” the Oracle responds.
Some Ironlanders cling to superstition and dark rites as protection against
these harsh lands. What if this woman’s child was taken as part of such a
ceremony? I envision how these prompts come together, and how they might
connect to my current quest.
The woman kneels, and coaxes her child out from under the
wagon. She gives the girl a hug and a few soft words. Then, she
turns back to Kuno.
“We live in a steading south of here,” she says. “Sova.”
Kuno shrugs. She hasn’t heard of it.
“They raided our home. Took my boy. Took the other men.”
“Who?”
“His name is Kenrick,” the woman says. She curses in an Old
World tongue and spits on the ground. “It’s him that’s making
them do it. He’s gone mad.”
“Making them do what?”
“They call it the hunt.” Tears well in the woman’s eyes, but she
brushes them away with the back of her hand. Her expression
hardens with determination. “They’ll kill my boy. I’ve got to stop
them.”
“Who is Kenrick?” Kuno asks.
“The overseer of Mournwood.”
Kuno sighs. Out of the frying pan and into the fire, indeed.
“We are bound for Mournwood,” Kuno says.
Snow begins to fall. It’s the first snow of winter, a portent of the
grim, cold months ahead.
Kuno brings her hand to the iron ring which hangs from a silver
chain around her neck. The metal thrums with expectant energy.
Such is the life of the Ironsworn.
IRONSWORN
253
CHAPTER 7 | GAMEPlAY IN dEPTH
252
INDEX
A
Abilities 42
Action Die 8
Action Roll 8–10, 49
Advance 103, 222–224
Adventure Moves 60–68
Aid Your Ally 76–77
In Combat 88
Allies 25
Aid Your Ally 76–77
Allies and Journeys 66
Allies and Supply 34, 64
Bonds and Allies 75–76
Initiative and Allies 53
Opposing an Ally 232–233
Sharing Progress Tracks 18
Sharing Vows 99, 101, 199
Animals 147–150
Armor 52. See also Equipment
Ask the Oracle 23, 107–109
In Combat 89
Assets 39–44
Abilities 42
Acquiring 41
Asset Cards 44
Companions 39
Failing an Asset Move 44
Martial Talents 40
Paths 40
Rituals 41
Tweaking 238–240
B
Background Bonds 36, 195
Background Vow 35, 195–196
Banes 38
Barrier Islands 113
Basilisk 151
Battle 84–85
Bear 147
Beasts 128–129, 151–156
Boar 148
Bonds 24, 36
Background Bonds 195
Forge a Bond 74–76, 222
Marking Progress 15–16
Test Your Bond 75–76
Bonewalker 157
Broken 124, 138
Burdens 38
Burning Momentum 12
C
Camp 64
Campaigns 193–202
Challenge Dice 8
Challenge Ranks 14–15
Adjusting 209
NPC Ranks 134
Rank Oracle 190
Travel 111
Character 4–5, 31–47, 193
Character Sheet 5
Chimera 158
Clash 80
Combat Moves 78–89
Initiative 53–55
Combat Talents 40
Common Folk 139
Companion Endure Harm 94
Companions 25, 39
Companion Endure Harm 94
Using Abilities 43
Compel 69–70
In Combat 88
Conditions 37
Co-Op (Cooperative Play) 1
Principles 227
Using Oracles 165
Corrupted 38, 95–96
Cursed 38, 93
d
Damage. See Harm
Death 93
Debilities 5, 36–38
Deep Wilds 115
Dice 2
Action Roll 8–10
Oracle Roll 22
Progress Roll 18
Difficulty 208–209
Draw the Circle 73
Drives 135
Duels 73
E
Edge 33
Elder Beast 152
Elf 128, 142
Names 186
Encumbered 37
End the Fight 82–83
Endure Harm 19, 33, 91–92
Endure Stress 20, 34, 95–96
Enter the Fray 78–79
Epilogue 77
Equipment 25, 45, 52
Experience 5, 44–45
Advance 103
Fulfill Your Vow 101–102
F
Face a Setback 13, 97
Face Danger 60
In Combat 85–86
Face Death 93
Face Desolation 96
Fate Moves 104–109
Fiction 2, 203–207
Fictional Framing 205–207
Firstborn 128, 142–146
Flooded Lands 116
Foes 133–163
Forge a Bond 74–75, 222. See
also Bonds
Forsake Your Vow 102
Frostbound 158
Fulfill Your Vow 101–102, 221
G
Gamemaster. See GM
Gather Information 62
Gaunt 142, 148–149
Gear. See Equipment
Giant 128, 143
Names 187
GM 1. See also Guided Play
Principles 229
Rolling Dice 10
Group Moves 51
256
255
Group Play 227. See also Co-Op
(Cooperative Play); See
also Guided Play
Guided Play 1
Principles 229
Using Oracles 23, 109, 166
H
Hacking Ironsworn 237–240
Harm 19, 57–58, 58
Companion Endure Harm 94
Endure Harm 91–92
NPC Ranks 134
Harrow Spider 153
Haunt 159
Havens 117
Heal 63
Health 33, 91–92
Heart 33
Hinterlands 118
Hit 9, 49, 57
Hollow 160
Horrors 129, 157–163
Hunter 139
I
Inciting Incident 35, 46, 196–198
Inflicting Harm 19, 57
Initiative 53–55
In Media Res 198
Iron 33
Ironlanders 138–141
Ironlands 2–3, 111–131, 194
Iron Revenant 161
Iron Vows. See Vows
Items. See Equipment
J
Journey. See Undertake a Journey
l
Leviathan 154
Losing Momentum 11–12
M
Magic. See Mysticism
Maimed 38, 91–92
Make Camp 64
Mammoth 155
Mapping 130–131
Marking Progress 15–16
Marsh Rat 149
Matches 9–10, 109
Adjusting the Impact 231
Max Momentum 14
Mechanics 2, 203–204
Milestones 15–16, 100, 213–215
Minimum Momentum 13, 97
Miss 9, 49, 57
Momentum 5, 11–14, 35
Burning 12
Face a Setback 97
Gaining 11
Losing 11–12
Max 14
Minimum 13
Resetting 13
Suffering Negative 13
Mounts 67. See also Companions
Moves 6–7, 49–109
Best Practices 50–51
Equipment and Moves 52
Glossary 56–58
Outcomes 49
Progress Moves 17–18, 51
Mystic 140
Mysticism 127
Backlash Oracle 189
Rituals 41
N
Name 33
Negative Momentum 13
Non-Player Characters. See NPCs
Normal World 198
NPCs 24–25, 133–163
Creating 137
Help From 136
Ranks 134
Number of Players 1, 230–231
O
Old World 2, 123
One-Shots 231
Oracle Rolls 22
Oracles 22–24, 164–191
Creating 191
Fate Moves 104–109
Out of Supply 97
P
Packs 78–79, 136
Paths 40
Pay the Price 57, 105–107
In Combat 89
Primordial 144
Princess Bride References 81, 149
Principles 226–229
Progress. See Progress Tracks
Progress Moves 17–18, 51
End the Fight 82–83
Fulfill Your Vow 101–102
Reach Your Destination 68
Write Your Epilogue 77
Progress Rolls 18
Progress Score 18
Progress Tracks 14–18
Q
Quest Moves 98–103
Quests 4, 212–225
Flow Chart 225
Moves 98–99
Outline 200–201
R
Ragged Coast 114
Raider 140–141
Ranks. See Challenge Ranks
Rat. See Marsh Rat
Reach a Milestone 100, 213–215
Reach Your Destination 68
Regions 112–121
Relationship Moves 69–77
Religion 127–128
Reroll 58
Resetting Momentum 13
Reskinning. See Hacking Ironsworn
Resupply 63–64
Rituals 41
Failed Rituals 44
Roles 238–239
258
257
S
Scene Challenges 234–235
Secure an Advantage 61
In Combat 87–88
Setback 97
Setting 2–3. See also Ironlands
Shadow 33
Shaken 37, 95–96
Shattered Wastes 121
Sodden 162
Sojourn 71–72
Solo Play 1
Extended Example 241–252
Principles 228
Using Oracles 165
Spirit 34, 95–96
Stats 5, 33
Stress 20
Endure Stress 95–96
NPC Ranks 134
Strike 79
Strong Hit 9, 49, 57
Suffer 58
Suffer Moves 90–97
In Combat 89
Supply 34, 63–64, 97
Out of Supply 97
Resupply 63
Swear an Iron Vow 98–99. See
also Vows
T
Tactics 135
Take 59
Tempest Hills 119
Test Your Bond 75–76
Tormented 38, 96
Transport 67
Travel 65–69, 111
Reach Your Destination 68
Undertake a Journey 65–67
Troll 145
Names 187
Truths 122–129
Turn the Tide 81
u
Undertake a Journey 65–67, 111
Unprepared 37, 97
v
Varou 146
Names 187
Veiled Mountains 120
Vows 4, 35, 199–201, 221
Background Vow 195–196
Quest Moves 98–103
W
Warrior 141
Waypoints 66
Weak Hit 9, 49, 57
Weapons 19, 52, 57. See
also Equipment
Wits 33
Wolf 150
World Building 110–131, 194
Other Worlds 237–238
Wounded 37, 91–92
Write Your Epilogue 77
Wyvern 156
Z
Zooming In and Out 210–211
259
| textdata/thevault/Ironsworn (PbtA)/Ironsworn - Rulebook-Spreads.pdf |
1
2
Credits
Design, Writing, and Layout: Anne Gregersen
Editing (Introduction): Adam Hancock
Cover Graphic & Design: Anne Gregersen
Playtesters: Anne Gregersen, Dries ‘Zephyr’ Hermans, Jesper Frandsen,
Louis Flindt Rask, Oskar Sandkvist, & Sindre Urvold
Interior Art: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron,
the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries. This
work contains material that is copyright Wizards of the Coast and/or other authors. Such
material is used with permission under the Community Content Agreement for Dungeon
Masters Guild. All other original material in this work is copyright 2020 by Anne Gregersen and
published under the Community Content Agreement for Dungeon Masters Guild.
Also by Anne Gregersen
3
How To Use This Book?
Killing Humanoid Enemies
5
Harvesting Checks
5
Harvest Time
6
Time of Death
6
Types of Loot
6
Bestiary
Angels
8
Battleforce Angel
8
Firemane Angel
8
Deathpact Angel
8
Archon of the Triumvirate
9
Arclight Phoenix
9
Conclave Dryad
9
Demons
10
Cackler
10
Master of Cruelties
10
Sire of Insanity
10
Devkarin Lich
10
Felidar
11
Giants
11
Bloodfray Giant
11
Guardian Giant
11
Orzhov Giant
11
Sunder Shaman
11
Horrors
12
Flying Horror
12
Shadow Horror
12
Skittering Horror
12
Indentured Spirit
12
Izzet Weirds
12
Blistercoil Weird
12
Fluxcharger
12
Galvanice Weird
12
Krasis
13
Category 1 Krasis
13
Category 2 Krasis
13
Category 3 Krasis
14
Kraul
14
Kraul Warrior
14
Kraul Death Priest
14
Nightveil Specter
14
Gloamwing
14
Nivix Cyclops
15
Simic Hybrids
15
Hybrid Brute
15
Hybrid Flier
15
Hybrid Poisoner
15
Hybrid Shocker
15
Hybrid Spy
15
Skyjek Roc
15
Skyswimmer
15
Thrulls
15
Servitor Thrull
15
Winged Thrull
16
Undercity Medusa
16
Vampires
16
Blood Drinker Vampire
16
Mind Drinker Vampire
16
Wurm
17
Table of Contents
4
NPCs by Guild
Soldier
18
Azorius NPCs
18
Isperia
18
Lawmage
18
Precognitive Mage
18
Boros NPCs
18
Aurelia
18
Firefist
19
Frontline Medic
19
Reckoner
19
Dimir NPCs
19
Lazav
19
Mind Mage
19
Thought Spy
19
Golgari NPCs
19
Jarad Vod Savo
19
Golgari Shaman
20
Gruul NPCs
20
Borborygmos
20
Anarch
20
Druid of the Old Ways
20
Rubblebelt Stalker
20
Izzet NPCs
20
Niv-Mizzet
20
Cosmotronic Blastseeker
21
Counterflux Blastseeker
21
Flux Blastseeker
21
Galvanic Blastseeker
21
Scorchbringer Guard
21
Orzhov NPCs
21
Obzedat Ghost
21
Rakdos NPCs
22
Rakdos
22
Blood Witch
22
Rakdos Lampooner
22
Rakdos Performer
22
Selesnya NPCs
22
Trostani
22
Horncaller
22
Simic NPCs
23
Zegana
23
Biomancer
23
5
How To Use This Book?
The work is half the reward, but what if you
want the whole reward? After braving the
dangers of an acid-spewing dragon or the
petrifying gaze of a snake-headed medusa, it is
reasonable that the adventurers who survived
the monster’s onslaught might claim some sort
of prize. This document supplies a list of items
and loot that traveling adventurers might find
on the monsters they encounter and slay on
their fantastical journeys.
What follows in this section are some light
mechanics for harvesting dead creatures.
There are different types of loot that can
be found on a monster, not all of which are
necessarily useful for a group of travelling
adventures. The supplied loot tied to each
monster are simply suggestions that can be
changed by the DM to fit the circumstances of
the campaign they are running.
The loot found within this document has
been designed with the rules below in mind
for two reasons. First, this prevents characters
immediately picking something up from a
monster and using it seconds later. Second,
this document assumes that there is a body
left to harvest once the creature has been
killed. This should be considered when the
adventurers are fighting demons and devils,
which are likely to leave no corpse as they
respawn on their home plane after being killed
on the Material Plane.
Killing Humanoid Enemies
Many humanoid enemies exist within the
worlds of Dungeons & Dragons. Some of
the more popular include goblins and orcs.
Opposing their wicked ways have set brave
adventurers on the path to becoming legends
of the realm.
When killing a humanoid enemy, the
adventurers are entitled to any loot the
humanoid may carry on their person.
Weapons, armor, and other sparse items are
listed below the humanoid’s name, as with
every other monster. However, harvesting
body parts, such as hide and flesh, from
humanoid creatures is not something this
document covers because we don’t encourage
adventurers to tear into the bodies of people.
Harvesting Checks
There are a few ways to harvest the monsters
found in the worlds of Dungeons & Dragons,
and doing so can impact the nature of the
game being played. What follows are some
suggestions as to how the characters might be
able to harvest a recently deceased creature.
Ability Check
When a character attempts to harvest a
creature, they must first succeed on a specific
ability check to successfully harvest the
components from it. The nature of the ability
check depends on the monster’s type. The
following table should be seen as a suggestion
for splitting up the checks and can be changed
to better fit the nature of the game at hand.
Type of Ability Check
Creature Type
Ability Check
Beast, dragon, giant,
monstrosity, plant
Nature
Humanoid
Survival
Celestial, fiend, undead
Religion
Aberration, construct,
elemental, fey, ooze
Arcana
The DC of the check is determined by the
CR of the creature being harvested, but the
harvesting check DC cannot be lower than 10
and cannot be higher than 30. If a character
succeeds on the ability check, they are able
to harvest all available loot on the monster. If
they fail the check, the character is only able to
harvest half of the items.
Harvesting Check DC = 10 + monster CR
(not lower than 10 and not higher than 30)
If the character fails the check by 5 or more, a
mishap occurs during the harvesting process.
This could be anything from piercing a gland
of acid to an environmental accident, such as a
rock slide covering the creature. Regardless of
the nature of the mishap, all loot is lost.
Remember that two characters can help
one another harvest a creature. This means
that one of them gains advantage on their
roll, thereby increasing their chances of
successfully looting the monster.
6
Tool Check
Without the necessary tools, the characters
might be unable to fully harvest the monster
in question. The set of tools needed, if any,
to harvest the creature is up to the DM and
can vary from monster to monster. Weapons
and armor can simply be picked up from the
ground, while organs and hide need more
finesse to obtain.
Alternatively, the DM can introduce the idea
of harvester’s tools, a type of artisan’s tools
that are required when harvesting certain
resources from a creature, such as hide
and organs. The harvester’s tools come in a
leather satchel that can be rolled out for easy
use while in the field. The tool set includes a
bonesaw, a thinly bladed knife, a whetstone, a
scraper, and a mincing blade. The price for a
set of harvester’s tools is 30 gp.
Harvest Time
The size of the creature being harvested can
heavily impact how long it takes to completely
loot the monster. If the adventurers are
unwilling to harvest for the entire duration, or
they are somehow interrupted, they only get
a portion of the loot. The amount of loot they
get in such a situation varies and is decided
by the DM.
Time Spend Harvesting
Monster Size
Time to Fully Harvest
Tiny
Less than ½ hour
Small
½ hour
Medium
1 hour
Large
2 hours
Huge
4 hours
Gargantuan
8+ hours
Time of Death
The amount of loot available on a creature
can vary depending on time since death. If the
characters just killed it, all the loot is available
to them if they wish to harvest the creature.
This is not the case if they stumble upon a
carcass that has been rotting away in the wild
for several weeks.
The DM should estimate the amount of loot
left on a monster if the party stumbles upon a
dead creature. In most cases, it is impossible
to harvest food from creatures entering a state
of decay. There are exceptions to this, such
as a character using the spell purify food and
water on the carcass, which might cleanse the
flesh enough that rations can be harvested.
Types of Loot
Some creatures are able to use armor and
weapons, but they don’t always take the
best care of them. If an item has the broken
descriptor, the item was damaged prior
to fighting or during the fight in which the
creature died. A broken item does not function
until it has been repaired by an artisan or by a
creature with proficiency in the required set of
tools. To repair the item, the characters must
pay half of the cost of the item. For instance,
a broken glaive with an initial cost of 20 gp
would cost 10 gp to repair.
Other items, such as blood or other liquids,
are harvested in vials. This means that, unless
a character has some sort of container to
gather the item, they cannot harvest it from
the creature. A single vial holds four ounces
of liquid. If items like dust or ash can be
harvested, these also need to be stored in
some sort of container if the characters wish to
bring it with them.
Some creatures, like beasts and
monstrosities, might yield rations. This refers
to harvesting meat from the creature that can
be eaten as a day’s ration. Whether or not this
meat needs to be cooked before it is edible
and how long it lasts before it turns rancid is
determined by the DM. Most meat starts to go
bad after 1-2 days, if not cooked or cured.
Certain creatures have items that can be
used as an additional material component
for spellcasters. The use of these components
must be declared before any saving throws or
attack rolls are made because of the spell in
question. When the item is used in this way, it
is consumed in the process of casting the spell
and cannot be reused.
7
The same is the case for items
that need to be consumed by a
character. As an action, these
items are eaten or drunk to
gain their benefits and cannot
be reused. To consume these
items, they first need to be
treated using a specific tool set.
The consumable can be turned
into a potion using alchemist’s
supplies, cooked using cook’s
utensils, or distilled into a type of
alcohol using brewer’s supplies.
Creating one consumable
takes an hour and the DC
for creating the finished
consumable is equal to 5 +
monster CR (not lower than
10 and not higher than 30). Consuming the
item before it has been treated results in the
character having to make a DC 15 Constitution
saving throw. If they fail, the character spends
their next turn incapacitated as they start
throwing up. Whether they succeed or fail, they
gain no benefit from consuming the item.
Some things, such as teeth and hide, need
to be crafted before they can be used. To craft
an item from harvested monster parts, the
materials need to be taken to an artisan who
knows how to craft magic items. Items that can
be crafted have a cost in gold pieces attached
to them. This cost represents the purchasing
of additional materials needed for the crafting
process and also the the hired artisan’s time
working on the item. The amount of time it
would take the trained artisan to craft the item
is also noted. If an item has been crafted in this
way, it is considered magical for the purpose
of overcoming resistances and immunities.
The cost and designated time allotted to these
items should be seen as a suggestions and
can be changed to fit the nature of the game
being played.
An exception to this is when a character is
using monster loot to make ammunition, such
as arrows and crossbow bolts. When making
ammunition, the character only needs to have
proficiency in the weapon the ammunition is
for to successfully make the item. It takes 10
minutes to make one piece of ammunition.
8
_____________________________
BESTIARY
_____________________________
an additional 1d8 radiant damage on a
hit. The greatsword deals an additional
1d8 radiant damage if the targeted
creature is a fiend or undead.
•
1d3 Vials of Angel Blood. When
consumed, this functions as a potion of
greater healing.
•
1d8 Vials of Fire Essence. This liquid
glows in the dark, shedding bright light
in a 10-foot radius and dim light for an
additional 10 feet if not covered. As an
action, the essence can be applied to
a weapon made of metal and imbue it
with magical fire. For one minute, when
the weapon hits a target it deals an
additional 1d6 fire damage. The essence
then evaporates.
Deathpact Angel
•
2d8 Corrupt Feathers. Two feathers can
be used as fletching on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these feathers
deal an additional 1d8 necrotic damage
on a hit. After the ammunition has been
fired, it loses this property.
•
1 Deathpact Scythe. The scythe
functions as a martial melee weapon
that deals 2d4 slashing damage on a hit
and has the reach property. Requires
attunement by a creature with an evil
alignment. This is a magical scythe
which deals an additional 1d8 necrotic
damage on a hit.
•
1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
eight hours.
•
1d4 Vials of Corrupted Angel Blood.
When consumed, this functions as a
potion of poison.
Angels
Battleforce Angel
•
1 Broken Plate Armor (size Medium).
•
1d8 Celestial Feathers. Two feathers can
be used as fletching on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these feathers
deal an additional 1d8 radiant damage
on a hit. After the ammunition has been
fired, it loses this property.
•
1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
eight hours.
•
1 Holy Longsword. Requires attunement
by a creature with a good alignment.
This is a magical longsword which deals
an additional 1d8 radiant damage on a
hit. The greatsword deals an additional
1d8 radiant damage if the targeted
creature is a fiend or undead.
•
1 Vial of Angel Blood. When
consumed, this functions as a potion of
greater healing.
Firemane Angel
•
1 Broken Plate Armor (size Medium).
•
1d10 Celestial Feathers. Two feathers
can be used as fletching on an arrow or
a crossbow bolt. Ranged attacks that use
ammunition made from these feathers
deal an additional 1d8 radiant damage
on a hit. After the ammunition has been
fired, it loses this property.
•
1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
eight hours.
•
1 Holy Longsword. Requires attunement
by a creature with a good alignment.
This is a magical longsword which deals
9
Archon of the Triumvirate
•
1 Broken Plate Armor (size Medium).
•
1d2 Eyes of the Archon. As an action,
you can crush the eye and force each
creature that can see you within 120
feet to make a DC 18 Wisdom saving
throw. On a failed save, the creature
drops any weapons it is holding, ends
its concentration on any spells or other
effects, and becomes charmed by you
for one minute. The charmed creature
can repeat the saving throw at the end
of each of its turns, ending the effect on
itself on a success.
•
1 Hammer of Justice. This hammer
functions as a martial melee weapon
that deals 2d6 bludgeoning damage on
a hit. Requires attunement by a creature
with a good alignment. This is a magical
hammer which deals an additional 1d8
force damage on a hit.
•
1d12 Locks of Archon Hair. Can
be used as an additional material
component when casting the calm
emotions, command, and compelled
duel spells. When used in this way, you
do not expend a spell slot when you
cast the spell.
•
2d8 Vials of Archon Blood. When
consumed, you can target a creature you
can see within 120 feet of you. When you
do, you can determine which laws that
creature has broken in the last 24 hours.
Arclight Phoenix
•
3d12 Vials of Lightning Essence. This
essence crackles and glows in the
dark, shedding bright light in a 10-foot
radius and dim light for an additional
10 feet if not covered. Can be used as
an additional material component when
casting spells that deal lightning damage.
When used in this way, you deal an
additional 1d8 lightning damage when
you cast the spell.
•
1 Arclight Phoenix Egg. The egg is Tiny,
warm, and has a mizzium shell. The egg
contains the embryo of a new arclight
phoenix. It hatches when it is in the area
of a spell that deals lightning damage,
or if a creature touches the egg and
expends spell slots whose combined
levels equal 13 or more. When it hatches,
the egg releases a new arclight phoenix
that appears in the egg’s space.
Conclave Dryad
•
3d6 Arrows.
•
1 Broken Longbow.
•
1 Conclave Dryad Heart. Can be used as
an additional material component when
casting spells that attempt to charm a
creature. When used in this way, the
targeted creature has disadvantage on
the saving throw against being charmed.
•
4d8 Dryad Leaves. When consumed, you
regain 1d4 hit points.
•
1 Dryad Tongue. When consumed, you
can communicate with beasts and plants
as if you shared a language for one hour.
•
1d6 Ounces of Fey Dust. As an action,
you can blow this ounce of dust into the
face of a creature standing within 5 feet
of you. The creature must succeed on a
DC 10 Wisdom saving throw or become
confused as with the confusion spell until
the end of their next turn.
•
1 Vine Staff. This functions as a
martial melee weapon that deals 2d6
bludgeoning damage on a hit. This
staff has 3 charges and it regains 1d2
charges each day at dawn. When you
hit a creature with this staff, you can
expend a charge and force the creature
to make a DC 17 Dexterity saving throw.
On a failed save, the creature becomes
restrained by twisting vines for one
minute. A creature restrained in this
way can use an action to make a DC
17 Strength (Athletics) or Dexterity
(Acrobatics) check, ending the effect on
itself on a success.
10
Demons
Cackler
•
1 Broken Spiked Chain. This weapon,
when repaired, functions as a simple
melee weapon that deals 1d6 slashing
damage on a hit. It costs 15 gp to
repair the weapon.
•
1d4 Vials of Demon Ichor. When
consumed, you gain resistance to poison
damage for one hour.
Master of Cruelties
•
1 Broken Plate Armor (size Large).
•
1 Broken Greatspear of Cruelties. This
weapon, when repaired, functions as
a martial melee weapon that deals
2d6 piercing damage plus 1d8 psychic
damage on a hit. The greatspear has a
throwing range of 20/60. It costs 200 gp
to repair the weapon.
•
1d4 Master of Cruelties Horns. Two
horns can be crafted into a helm (1500
gp, 30 days). Requires attunement. While
you are wearing the helm, you can use an
action to activate or deactivate an aura
of blood lust. When any other creature
than you starts its turn within 20 feet
of you, that creature must succeed on a
DC 15 Wisdom saving throw, or it must
immediately take the Attack action,
making one melee attack against a
random creature within range, throwing
its weapon if necessary.
•
If four horns are used to make this helm,
the cost goes up by 500 gp and it takes
another 10 days to craft. In addition,
whenever a creature within 30 feet of
you dies, you gain 10 temporary hit
points and you have advantage on the
next attack roll, ability check, or saving
throw you make before the end of your
next turn. The aura of blood lust does not
need to be active for this to take effect.
•
1d8 Vials of Demon Ichor. When
consumed, you gain resistance to poison
damage for one hour.
Sire of Insanity
•
1d4 Sire of Insanity Horns. Two horns
can be crafted into a helm (1500 gp,
30 days). Requires attunement. While
you are wearing the helm, you can use
an action to activate or deactivate an
aura of mind erosion. When any other
creature than you starts its turn within
20 feet of you, that creature must
succeed on a DC 16 Wisdom saving
throw. On a successful save, the creature
is immune to this aura for the next 24
hours. On a failed save, the creature has
disadvantage on Wisdom and Charisma
checks and Wisdom and Charisma saves
for one minute.
•
1d4 Sire of Sanity Claws. Can be crafted
into a dagger (400 gp, 14 days). This
weapon deals an additional 1d8 psychic
damage on a hit.
•
2d6 Vials of Demon Ichor. When
consumed, you gain resistance to poison
damage for one hour.
Devkarin Lich
•
4d10 Lich Bones. Can be used as an
additional material component when
casting spells that deal necrotic damage.
When used in this way, you deal an
additional 1d6 necrotic damage when
you cast the spell.
•
1d2 Lich Eyes. Can be crafted into
a wand of fear (DMG p. 210) (2000
gp, 30 days).
•
1d2 Lich Hands. Requires attunement.
Can be used as an arcane focus. You
know the ray of frost cantrip, but only
when you are holding onto the hand.
Intelligence is your spellcasting ability
for the cantrip.
•
1 Necromancer’s Robe. Requires
attunement by a spellcaster. You have
resistance to poison damage and you
cannot be frightened as long as you are
wearing this robe. In addition, any allied
undead creatures within 300 feet of you
11
and any undead creatures under your
control have advantage on saving throws
against any effect that turns undead.
•
1 Spellbook. It has in it the following
spells: animate dead, cloudkill,
counterspell, Evard’s black tentacles, Melf’s
acid arrow, plane shift.
Felidar
•
1d2 Felidar Canines. Can be sold
for 25 gp.
•
1 Felidar Hide. Can be crafted into a set
of light armor (1500 gp, 30 days). This
set of armor has a +1 to armor class
and has three charges. You can expend
one charge and give yourself truesight
out to a range of 60 feet for one minute.
All expended charges recharge each
day at dawn.
•
2d6 Tufts of Felidar Fur. Can be used
as an additional component when
casting find familiar. When a familiar is
summoned with this spell using the fur
as an additional component, the familiar
doesn’t disappear the first time it hits
0 hit points and instead drops to 1 hit
point. To gain this benefit after it has
been used, the find familiar spell must
be cast again and another tuft of fur be
expended in the spellcasting process.
Giants
Bloodfray Giant
•
1 Bloodfray Giant Heart. Can be crafted
into a potion of hill giant strength (DMG p.
187) (100 gp, 2 days)
•
1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
(Perception) skill for one minute.
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
Guardian Giant
•
1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
(Perception) skill for one minute.
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
•
1 Guardian Giant Heart. Can be crafted
into a potion of frost giant strength (DMG
p. 187) (1000 gp, 30 days)
•
1d6 Vials of Guardian Giant Blood.
When consumed, you can’t be surprised
for the next 8 hours.
Orzhov Giant
•
1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
(Perception) skill for one minute.
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
•
1 Orzhov Giant Heart. Can be crafted
into a potion of hill giant strength (DMG p.
187) (100 gp, 2 days)
•
1d6 Vials of Orzhov Giant Blood. When
consumed, you have darkvision out to a
range of 60 feet for one hour.
Sunder Shaman
•
1d2 Giant’s Eyes. When consumed,
you become proficient in the Wisdom
(Perception) skill for one minute.
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
•
1 Sunder Shaman Heart. Can be crafted
into a potion of frost giant strength (DMG
p. 187) (1000 gp, 30 days)
•
2d6 Vials of Sunder Shaman Blood.
When consumed, you can choose to
become reckless. At the start of your
turn, you can gain advantage on all melee
weapon attack rolls you make during that
turn, but attack rolls against you have
advantage until the start of your next
turn. This effect lasts for 10 minutes.
12
Horrors
Flying Horror
•
1d2 Flying Horror Claws. Can be crafted
into a dagger (300 gp, 12 days). This
weapon deals an additional 1d6 psychic
damage on a hit.
•
1 Set of Flying Horror Vocal Cords.
Once per day, you can blow into these
vocal cords as an action and sound out
a frightening screech. Each creature
within 30 feet of you that can hear
the screech must succeed on a DC 13
Wisdom saving throw or be frightened
of you for one minute. The frightened
creature can repeat the saving throw at
the end of each of its turns, ending the
effect on itself on a success.
Shadow Horror
•
1d2 Shadow Horror Claws. Can be
crafted into a dagger (300 gp, 12 days).
The first time a creature is hit with this
weapon, it must succeed on a DC 14
Wisdom saving throw or be frightened of
you until the end of its next turn.
•
3d6 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet
away where it will shatter in a vapor
of darkness. The area within a 15 foot
radius of where the vial landed becomes
pitch black, as if affected by the darkness
spell. When consumed, you have
advantage on Dexterity (Stealth) checks
made while in dim light or darkness.
Skittering Horror
•
1 Skittering Horror Hide. Can be
crafted into a set of light armor (300
gp, 12 days). While wearing this armor,
you have proficiency with the Stealth
skill. Two sets of armor can be crafted
from this hide.
•
2d6 Skittering Horror Teeth. One tooth
can be used as the tip on an arrow or
a crossbow bolt. Ranged attacks that
use ammunition made from these teeth
deal an additional 1d6 damage. After
the ammunition has been fired, it loses
this property.
Indentured Spirit
•
1d4 Ounces of Phantom Dust. As an
action, you can blow this dust into the
face of a creature standing within 5 feet
of you. The creature must succeed on
a DC 13 Wisdom saving throw or be
frightened of you for one minute for one
minute on a failed save. A frightened
creature can repeat the saving throw at
the end of each of its turns, ending the
effect on a success.
•
1d4 Vials of Ectoplasm. When
consumed, you can see into the Ethereal
Plane for one hour.
Izzet Weirds
Blistercoil Weird
•
2d4 Vials of Boiling Blistercoil Essence.
As an action, you can throw this vial up
to 30 feet away where it will shatter in a
blast of steaming energy. Any creatures
standing within a 5-foot radius of where
the vial landed catches fire. The creature
takes 1d10 fire damage immediately
after the vial shatters, and until someone
uses an action to douse the fire, the
burning creature takes 1d10 fire damage
at the start of each of its turns.
Fluxcharger
•
2d6 Vials of Lightning Essence. This
essence crackles and glows in the
dark, shedding bright light in a 10-foot
radius and dim light for an additional
10 feet if not covered. Can be used as
an additional material component when
casting spells that deal lightning damage.
When used in this way, you deal an
additional 1d8 lightning damage when
you cast the spell.
Galvanice Weird
•
1d6 Galvanice Weird Shards. Can
be used as an additional material
component when casting spells that deal
cold or lightning damage. When used in
this way, you deal an additional 1d4 cold
damage and 1d4 lightning damage when
you cast the spell.
13
Krasis
Category 1 Krasis
•
1 Krasis Gullet. When consumed, you
become amphibious for one hour.
•
Major Adaptations Loot. Depending on
the adaptations affixed to the krasis,
it has different loot options. See the
list below for loot appropriate to your
specific krasis.
1. Acidic Skin. 1d2 vials of acid.
2. Armored Hide. 1 Krasis Shell/Scale.
Can be crafted into a shield (750
gp, 40 days). This functions as
a +1 shield.
3. Bioluminescent Markings. 1d4 Vials
of Arcane Ink. One vial can be used
to inscribe 3 spells into a wizard’s
spellbook, at no cost.
4. Flight. No additional loot.
5. Grabber. No additional loot.
6. Hypnotic Display. 1d2 Category
1 Krasis Eyes. As an action, you
can crush an eye and cast the spell
hypnotic pattern, concentrating on it
as if you cast the spell. The DC for
the spell when cast in this way is 12).
7. Venomous Sting. 1d2 Vials of
Basic Poison.
8. Regeneration. 1d4 Vials of Category 1
Krasis Blood. When consumed, you
regain 2 hit points at the end of each
of your turns for the next minute.
Category 2 Krasis
•
1 Krasis Gullet. When consumed, you
become amphibious for one hour.
•
Major Adaptations Loot. Depending on
the adaptations affixed to the krasis,
it has different loot options. See the
list below for loot appropriate to your
specific krasis.
1. Acidic Skin. 1d4 vials of acid.
2. Armored Hide. 1 Krasis Shell/Scale.
Can be crafted into a shield (750
gp, 40 days). This functions as
a +1 shield.
3. Bioluminescent Markings. 1d6 Vials
of Arcane Ink. One vial can be used
to inscribe 3 spells into a wizard’s
spellbook, at no cost.
4. Flight. No additional loot.
5. Grabber. No additional loot.
6. Hypnotic Display. 1d2 Category
2 Krasis Eyes. As an action, you
can crush an eye and cast the spell
hypnotic pattern, concentrating on it
as if you cast the spell. The DC for
the spell when cast in this way is 14).
7. Venomous Sting. 1d4 Vials of
Basic Poison.
8. Regeneration. 1d4 Vials of Category 2
Krasis Blood. When consumed, you
regain 4 hit points at the end of each
of your turns for the next minute.
14
Category 3 Krasis
•
1 Krasis Gullet. When consumed, you
become amphibious for one hour.
•
Major Adaptations Loot. Depending on
the adaptations affixed to the krasis,
it has different loot options. See the
list below for loot appropriate to your
specific krasis.
1. Acidic Skin. 1d6 vials of acid.
2. Armored Hide. 1 Krasis Shell/Scale.
Can be crafted into a shield (750
gp, 40 days). This functions as
a +1 shield.
3. Bioluminescent Markings. 1d8 Vials
of Arcane Ink. One vial can be used
to inscribe 3 spells into a wizard’s
spellbook, at no cost.
4. Flight. No additional loot.
5. Grabber. No additional loot.
6. Hypnotic Display. 1d2 Category
3 Krasis Eyes. As an action, you
can crush an eye and cast the spell
hypnotic pattern, concentrating on it
as if you cast the spell. The DC for
the spell when cast in this way is 17).
7. Venomous Sting. 1d6 Vials of
Basic Poison.
8. Regeneration. 1d4 Vials of Category 3
Krasis Blood. When consumed, you
regain 8 hit points at the end of each
of your turns for the next minute.
Kraul
Kraul Warrior
•
1d4 Spears.
Kraul Death Priest
•
1 Broken Quarterstaff.
Nightveil Specter
•
1 Broken Scythe. This weapon, when
repaired, functions as a martial melee
weapon that deals 2d6 slashing damage
plus 1d8 psychic damage on a hit. The
scythe has the reach property. It costs
250 gp to repair the weapon.
•
1 Nightveil Specter Skull. Can be
crafted into a helm (1000 gp, 14 days).
Requires attunement. This helm has
3 charges. As an action, you can touch
one incapacitated creature and choose
1 hour from among the past 24. Unless
the creature succeeds on a DC 15
Intelligence saving throw, the creature
loses all memory of that hour. The
creature regains the memory only if you
die within the next 24 hours or the helm
is destroyed within the next 24 hours.
•
3d6 Ounces of Phantom Dust. As an
action, you can blow this dust into the
face of a creature standing within 5 feet
of you. The creature must succeed on
a DC 13 Wisdom saving throw or be
frightened of you for one minute for one
minute on a failed save. A frightened
creature can repeat the saving throw at
the end of each of its turns, ending the
effect on a success.
Gloamwing
•
1 Gloamwing Hide. Can be crafted into
a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
resistance to necrotic damage.
•
2d6 Gloamwing Teeth. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth
deal an additional 1d8 damage. After
the ammunition has been fired, it loses
this property.
•
1d2 Gloamwing Wings. One wing can
be crafted into a saddle for a mount
(2000 gp, 60 days). When the saddle is
on a mount, you form a bonded link with
it. If you aren’t mounted, you can use a
bonus action to magically teleport onto
your mounts, provided you are within
500 feet of each other. When you teleport
in this way, you appear astride your
15
mount along with any equipment you are
wearing or carrying. However, if you are
reduced to 0 hit points, your mount is
destroyed (but not the saddle).
Nivix Cyclops
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
•
1 Nivix Cyclops Eye. Can be crafted
into a driftglobe (DMG p. 166) (200
gp, 14 days).
•
1d6 Vials of Nivix Cyclops Blood. When
consumed, you are revitalized when
magic is used near you for 10 minutes.
Immediately after a creature casts a
spell of 1st level or higher within 120
feet of you, you can use a reaction to
move up to your speed without provoking
opportunity attacks. You can then make
one melee attack against a target of
your choice.
Simic Hybrids
Hybrid Brute
•
1d4 Javelins.
•
1d4 Vials of Acid.
Hybrid Flier
•
1 Vial of Acid.
•
1 Vial of Basic Poison.
Hybrid Poisoner
•
1d4 Vials of Basic Poison.
Hybrid Shocker
•
1d2 Vials of Lightning Essence. Can
be used as an additional material
component when casting spells that deal
lightning damage. When used in this way,
you deal an additional 1d10 lightning
damage when you cast the spell.
Hybrid Spy
•
1 Broken Shortsword.
Skyjek Roc
•
2d6 Rations.
•
2d6 Skyjek Roc Feathers. Two feathers
can be used as fletching on an arrow or
a crossbow bolt. Ranged attacks that use
ammunition made from these feathers
have an increased range of 20 feet. After
the ammunition has been fired, it loses
these properties.
Skyswimmer
•
1d4 Half-Digested Corpses. Corpses
of previous meals can be found in the
skyswimmer’s stomach. Only half the
maximum amount of loot can be found
on these corpses if checked. There is a
40% chance the corpse is a griffin, 30%
chance it’s a skyjek roc, 20% chance it’s a
hippogriff, and 10% chance it’s a wyvern.
•
10d6 Rations.
•
1 Skyswimmer Hide. Can be crafted into
leather armor (10 gp, 2 days) or studded
leather armor (45 gp, 3 days). Three sets
of armor can be crafted from this hide.
•
4d6 Small Skyswimmer Teeth. One
tooth can be used as the tip on an arrow
or a crossbow bolt. Ranged attacks that
use ammunition made from these teeth
deal an additional 1d8 damage. After
the ammunition has been fired, it loses
this property.
Thrulls
Servitor Thrull
•
1 Thrull Defensive Spring. If kept on
your person, the spring activates in
response to you being hit by an attack,
giving the attacker disadvantage on
the attack roll. This doesn’t cost you
a reaction, but the spring breaks
immediately after it has been activated.
16
Winged Thrull
•
1d2 Thrull Defensive Springs. If kept
on your person, the spring activates
in response to you being hit by an
attack, giving the attacker disadvantage
on the attack roll. This doesn’t cost
you a reaction, but the spring breaks
immediately after it has been activated.
Undercity Medusa
•
1 Medusa Head. When a creature that
can see the medusa head’s eyes starts its
turn within 30 feet of the head, it must
make a DC 14 Constitution saving throw.
On a failed save, the creature magically
begins to turn to stone and is restrained.
It must repeat the saving throw at the
end of its next turn. On a success, the
effect ends. On a failure, the creature
is petrified until freed by the greater
restoration spell or similar magic.
•
A creature that isn’t surprised can avert
its eyes to avoid the saving throw at
the start of its turn. If it does so, it can’t
see the head until the start of its next
turn, when it can avert its eyes again. If
it looks at the head in the meantime, it
must immediately make the save. The
head has this effect for 2d6 days after
being harvested, after which it turns into
a non-magical decaying head.
•
1d6 Rations.
•
1d6 Vials of Medusa Blood. If poured on
a Medium or smaller creature that has
been petrified by being turned to stone,
they are cured of the petrified condition.
Vampires
Blood Drinker Vampire
•
1 Broken Rapier.
•
1d2 Vampire Fangs. One fang can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 3d6 necrotic damage. The
target’s hit point maximum is reduced by
an amount equal to the necrotic damage
taken, and you regain hit points equal to
that amount. After the ammunition has
been fired, it loses these properties.
•
1d10 Vampire Teeth. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 1d6 necrotic damage. The
target’s hit point maximum is reduced by
an amount equal to the necrotic damage
taken. After the ammunition has been
fired, it loses these properties.
Mind Drinker Vampire
•
1d2 Vampire Fangs. One fang can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 3d6 necrotic damage. The
target’s hit point maximum is reduced by
an amount equal to the necrotic damage
taken, and you regain hit points equal to
that amount. After the ammunition has
been fired, it loses these properties.
•
1d10 Vampire Teeth. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 1d6 necrotic damage. The
17
target’s hit point maximum is reduced by
an amount equal to the necrotic damage
taken. After the ammunition has been
fired, it loses these properties.
•
1d6 Vials of Shadow Flux. As an action,
you can throw this vial up to 30 feet
away where it will shatter in a vapor
of darkness. The area within a 15 foot
radius of where the vial landed becomes
pitch black, as if affected by the darkness
spell. When consumed, you have
advantage on Dexterity (Stealth) checks
made while in dim light or darkness.
Wurm
•
4d6 Rations.
•
4d6 Small Wurm Teeth. One tooth
can be used as the tip on an arrow or
a crossbow bolt. Ranged attacks that
use ammunition made from these teeth
deal an additional 1d8 damage. After
the ammunition has been fired, it loses
this property.
•
1d4 Wurm Fangs. Can be crafted into a
shortsword (10 gp, 2 days) or long sword
(15 gp, 3 days).
•
1 Wurm Hide. Can be crafted into leather
armor (10 gp, 2 days) or studded leather
armor (45 gp, 3 days). Two sets of armor
can be crafted from this hide.
18
_____________________________
NPCS BY GUILD
_____________________________
Requires attunement. While wearing
this cloak, you have resistance to
psychic damage.
•
4d6 Vials of Sphinx Blood. When
consumed, you gain resistance to psychic
damage for one hour.
Lawmage
•
1 Broken Breastplate.
•
1 Broken Quarterstaff.
•
1 Spellbook. It has in it the following
spells: arcane lock, expeditious retreat,
shield, slow.
Precognitive Mage
•
1 Broken Quarterstaff.
Boros NPCs
Aurelia
•
1 Divine Tongue. When consumed, you
gain the benefits of the tongues spell for
eight hours.
•
3d8 Celestial Feathers. Two feathers can
be used as fletching on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these feathers
deal an additional 1d8 radiant damage
on a hit. After the ammunition has been
fired, it loses this property.
•
1 Helm of Aurelia. Requires attunement.
While wearing this helm, you are
unyielding. When you are subjected to an
effect that would move you, knock you
prone, or both, you can use your reaction
to neither moved nor knocked prone.
•
1d2 Holy Longswords. Requires
attunement by a creature with a good
alignment. This is a magical longsword,
Soldier
•
1 Broken Chain Mail.
•
1 Broken Longsword.
•
1 Broken Shield.
Azorius NPCs
Isperia
•
1d2 Eyes of Isperia. When consumed,
you gain truesight out to a range of 30
feet for one hour.
•
5d6 Feathers of Isperia. Two feathers
can be used as fletching on an arrow
or a crossbow bolt. Ranged attacks
that use ammunition made from these
feathers are considered magical. They
also deal an additional 1d6 damage if
the target is hostile towards you. After
the ammunition has been fired, it loses
these properties.
•
1 Hide of Isperia. Can be crafted into
a set of light armor (2000 gp, 30 days).
Requires attunement. While wearing
this armor, you have advantage on
saving throws against being charmed or
frightened. In addition, you are immune
to any effect that would sense your
emotions or read your thoughts, as well
as any divination spell that you don’t
want to be affecting you. Three sets of
armor can be crafted from this hide.
•
10d6 Rations.
•
3d8 Tufts of Isperia Fur. Two tufts can
be crafted into a bag of holding (DMG,
p. 153) (200 gp, 14 days). Four tufts can
be crafted into a cloak (500 gp, 21 gp).
19
which deals an additional 1d8 radiant
damage on a hit. The greatsword deals
an additional 1d8 radiant damage if the
targeted creature is a fiend or undead.
•
4d6 Vials of Angel Blood. When
consumed, this functions as a potion of
greater healing.
Firefist
•
1 Broken Greatsword.
•
1 Broken Plate Armor.
Frontline Medic
•
1 Broken Plate Armor.
•
1 Broken Shield.
•
1 Healer’s Kit.
•
1d4 Spears.
Reckoner
•
1 Broken Longsword.
•
1 Broken Plate Armor.
•
1 Spellbook. It has in it the following
spells: blur, shield, witch bolt.
Dimir NPCs
Lazav
•
1d2 Psychic Blades. Requires
attunement. This is a magical
shortsword, which deals an additional
1d6 psychic damage on a hit.
•
1d6 Rations.
•
3d4 Tufts of Lazav’s Hair. Four tufts
can be crafted into a cloak (1000 gp,
15 days). Requires attunement. While
wearing this cloak, you are immune to
magic that allows other creatures to
read your thoughts, determine whether
you are lying, know your alignment, or
know your creature type. Creatures can
telepathically communicate with you
only if you allow it.
•
Alternatively, two tufts can be crafted
into a set of shoelaces (500 gp, 9 days).
Requires attunement. While wearing
a set of boots equipped with these
shoelaces, no attack roll has advantage
against you unless you are incapacitated.
•
3d6 Vials of Shapeshifter Blood. Can
be used as an additional material
component when casting spells that
physically alter a creature’s body. When
used in this way, the duration of the spell
is extended by 10 minutes.
Mind Mage
•
1d4 Daggers.
Thought Spy
•
1 Broken Leather Armor.
•
1 Broken Rapier.
•
1d2 Daggers.
Golgari NPCs
Jarad Vod Savo
•
1 Necromancer’s Robe. Requires
attunement by a spellcaster. You have
resistance to poison damage and you
cannot be frightened as long as you are
wearing this robe. In addition, any allied
undead creatures within 300 feet of you
and any undead creatures under your
control have advantage on saving throws
against any effect that turns undead.
•
1 Spellbook. It has in it the following
spells: entangle, finger of death, giant
insect, ray of enfeeblement, spider climb,
vampiric touch.
•
1 Staff of Svogthir. Functions as a
martial melee weapon that deals 2d4
bludgeoning damage on a hit. It also
deals an additional 1d6 poison and 1d6
necrotic damage on a hit.
•
1d6 Vials of Fermented Blood of Jarad.
When consumed, you regain 1d10 hit
points at the end of each of your turns for
the next minute.
•
3d6 Vials of Spores. As an action, you
can throw this vial up to 30 feet away
where it shatters in a cloud of spores.
20
The area within a 5-foot radius of where
the vial landed becomes filled with
spores. Each creature in the area takes
2d10 poison damage.
Golgari Shaman
•
1 Broken Hide Armor (size Medium).
•
1 Broken Quarterstaff.
Gruul NPCs
Borborygmos
•
1d10 Giant’s Toes. Can be sold for 4 gold
pieces per toe.
•
1 Heart of Borborygmos. Can be crafted
into a potion of cloud giant strength (DMG
p. 187) (10000 gp, 150 days)
•
1 Tribal Amulet. There is a 10% chance
that the amulet is an amulet of health
(DMG, p. 150), 30% chance that the
amulet is an amulet of proof against
detection and location (DMG, p. 150), and
a 60% chance that it is a non-magical
tribal amulet.
•
3d6 Vials of Borborygmos’s Blood. When
consumed, your Strength score goes up
by 2 to a maximum of 24 for one hour.
This effect does not stack.
Anarch
•
1 Broken Hide Armor.
•
1 Broken Spiked Club. This weapon,
when repaired, functions as a
martial melee weapon that deals 1d8
piercing damage on a hit, or 1d10
piercing damage if wielded with both
hands. It costs 20 gold pieces to
repair the weapon.
Druid of the Old Ways
•
1 Broken Hide Armor.
•
1 Broken Quarterstaff.
Rubblebelt Stalker
•
1d2 Broken Shortswords.
Izzet NPCs
Niv-Mizzet
•
2d6 Claws of Niv-Mizzet. Can be crafted
into a dagger (150 gp, 9 days). On a hit,
you deal an additional 1d6 fire damage
with this weapon.
•
1d2 Fangs of Niv-Mizzet. Can be crafted
into a shortsword (150 gp, 9 days). On
a hit, you deal an additional 1d6 fire
damage with this weapon.
•
1 Fire Gland of Niv-Mizzet. As an action,
you can throw this gland up to 30
feet away where it will burst in a fiery
explosion. Each creature within 10 feet
of where the gland landed must succeed
on a DC 25 Dexterity saving throw,
taking 26d6 fire damage on a failed save,
or half as much damage on a successful
one. The gland is fragile and will
burst 3d6 hours after being harvested,
regardless of if it was thrown or not.
•
1 Hide of Niv-Mizzet. Can be crafted into
a set of light armor (2000 gp, 60 days).
While wearing this armor, you have
resistance to fire damage. Three sets of
armor can be crafted from this hide.
•
2d12 Scales of Niv-Mizzet. If you have
20 scales, you can craft them into scale
mail armor (2000 gp, 60 days). While
wearing this armor, you have resistance
to fire damage.
•
2d12 Teeth of Niv-Mizzet. One tooth
can be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth deal
an additional 1d6 fire damage on a hit.
After the ammunition has been fired, it
loses this property.
•
3d6 Vials of Niv-Mizzet’s Blood. Can
be used as an additional material
component when casting spells that deal
21
damage. When used in this way, you
change the spell’s damage to cold, fire,
force, lightning, or thunder.
•
1d2 Wings of Niv-Mizzet. One wing can
be crafted into a resistant cloak (1000
gp, 30 days). Requires attunement. When
worn, you have resistance to fire damage.
•
10d6 Rations.
Cosmotronic Blastseeker
•
1 Broken Chain Shirt Armor.
•
1 Broken Warhammer.
Counterflux Blastseeker
•
1 Broken Rapier.
•
1 Vial of Dark Counterflux Essence. you
can throw this vial at up to 30 feet away
where it shatters in an electric crackle.
Until the end of your next turn, the
area is surrounded by a 15-foot-radius
invisible sphere centered on where the
vial landed. Creatures in the sphere have
disadvantage on saving throws against
spells and other magical effects.
•
1 Vial of Light Counterflux Essence. you
can throw this vial at up to 30 feet away
where it shatters in an electric crackle.
Until the end of your next turn, the
area is surrounded by a 15-foot-radius
invisible sphere centered on where the
vial landed. Creatures in the sphere
have advantage on saving throws against
spells and other magical effects.
Flux Blastseeker
•
1 Broken Quarterstaff.
•
1d4 Vials of Fluxbending Essence.
You can throw this vial at a creature
up to 40 feet away, treating the vial
like an improvised weapon. On a hit,
you teleport, swapping places with
the creature.
Galvanic Blastseeker
•
1d4 Spears.
Scorchbringer Guard
•
1 Broken Breastplate Armor.
•
1 Broken Light Hammer.
•
1 Scorchbringer. This weapon has 3
charges. As an action, you can activate
the weapon and spout a stream of flame
in a line that is 30 feet long and 5 feet
wide. Each creature in the line must
make a DC 12 Dexterity saving throw,
taking 2d6 fire damage on a failed save
or half as much damage on a successful
one. The weapon regains all expended
charges each day at dawn.
Orzhov NPCs
Obzedat Ghost
•
1 Spirit Cloth. Can be crafted into
a bag of holding (DMG p. 153) (200
gp, 14 days).
•
1d10 Ounces of Phantom Dust. As an
action, you can blow this dust into the
face of a creature standing within 5 feet
of you. The creature must succeed on
a DC 13 Wisdom saving throw or be
frightened of you for one minute for one
minute on a failed save. A frightened
creature can repeat the saving throw at
the end of each of its turns, ending the
effect on a success.
•
2d4 Vials of Ectoplasm. When
consumed, you can see into the Ethereal
Plane for one hour.
22
Rakdos NPCs
Rakdos
•
1 Set of Bracers of Rakdos. Requires
attunement by a creature with an
evil alignment. These bracers have 3
charges. When you hit a creature with
an unarmed strike, you can expend a
charge and force the creature to make a
DC 25 Constitution saving throw or be
poisoned for one minute. While poisoned
in this way, the creature can’t maintain
concentration on a spell or any other
effect that requires concentration. The
poisoned creature can repeat the saving
throw at the end of each of its turns,
ending the effect on itself on a success.
The bracers regain all expended charges
each day at dawn.
•
1 Chain of Rakdos. Requires attunement.
While wearing this chain, every weapon
you wield is considered magical.
•
1 Hide of Rakdos. Can be crafted into
a set of light armor (3000 gp, 70 days).
Requires attunement. This armor grants
resistance to fire and necrotic damage.
Two sets of armor can be crafted
from this hide.
•
2d10 Teeth of Rakdos. One tooth can
be used as the tip on an arrow or a
crossbow bolt. Ranged attacks that use
ammunition made from these teeth
deal an additional 1d10 damage. After
the ammunition has been fired, it loses
this property.
•
3d6 Vials of Rakdos’s Mind Fluid. When
consumed, you can cast the spell hellish
rebuke once within the next minute.
Charisma is your spellcasting ability for
this spell.
•
4d6 Vials of Demon Ichor. When
consumed, you gain resistance to poison
damage for one hour.
Blood Witch
•
1 Broken Longsword.
•
1 Broken Shortsword.
Rakdos Lampooner
•
1 Broken Club.
•
1 Broken Leather Armor.
Rakdos Performer
•
1 Broken Barbed Pole (High-Wire
Acrobat). This weapon, when repaired,
functions as a martial melee weapon
that deals 1d8 piercing damage on a
hit. Your jump distance also becomes
20 feet, if you’re using the barbed pole
for assistance. It costs 20 gold pieces to
repair the weapon.
•
1d4 Daggers (Blade Juggler).
•
1d2 Potions of Fire Breathing (Fire Eater).
Selesnya NPCs
Trostani
•
6d8 Dryad Leaves. When consumed, you
regain 1d4 hit points.
•
1d3 Tongues of Trostani. When
consumed, you can communicate with
beasts and plants as if you shared a
language for one hour.
•
2d6 Ounces of Fey Dust. As an action,
you can blow this ounce of dust into the
face of a creature standing within 5 feet
of you. The creature must succeed on a
DC 10 Wisdom saving throw or become
confused as with the confusion spell until
the end of their next turn.
•
2d6 Roots of Trostani. As an action, you
can crush a root and cast bless without
expending a spellslot or using material
components. When cast in this way, you
maintain concentration on the spell as if
you cast it yourself.
•
3d6 Sprouts of Trostani. When
consumed, you gain 20 temporary
hit points.
Horncaller
•
1 Broken Hide Armor.
•
1 Broken Quarterstaff.
23
Simic NPCs
Zegana
•
1 Prime Speaker’s Trident. Requires
attunement. This functions as a magic
trident that deals 2d6 piercing damage
on a hit. It also has 5 charges. On a hit,
you can expend a charge and make the
trident emit a thunderous boom. Each
creature in a 15-foot cube originating
from the prongs of the trident must
make a DC 18 Constitution saving throw.
On a failed save, the creature takes
2d8 thunder damage and is pushed 10
feet away from you. If the creature is
underwater, the damage is increased to
3d8. On a successful save, the creature
takes half as much damage and isn’t
pushed. The trident regains all expended
charges each day at dawn.
Biomancer
•
1 Broken Scimitar.
•
1 Broken Splint Armor.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Monster Loot - D&D5e - Anne Gregersen/Monster Loot - Guildmasters Guide to Ravnica.pdf |
Edges & Flaws
Absent-Minded [-1] – tend to forget things and ummm…other stuff.
Addiction [-1 to –3] – addicted to anything from alcohol to drugs to beetles.
Animal Bonding [1] – animals feel a natural empathy with you.
Ambidexterity [2] – Equal proficiency with hands and feet. Reduces penalty for double weapons by 1.
Blackmailed [-1 to –3] – someone holds the keys to your skeleton closet.
Bio-Rejection [-3] – Body is very sensitive to invasive implants and surgery. 10% higher Essence cost, and –1 to resist rolls.
Cat-Like Balance [1] – Grace and poise add +2 bonuses to balancing and falls.
Construct [+Rating] – Owner of a constructed synthetic intelligence, which can act on your behalf in the Cryptosphere
Computer Illiterate [-2] – Penalty of –2 to all interactions involving computers.
Contacts/Spies [1 to 5] – you’ve got informants and friends all over the place. Adds to legwork rolls for a specific Culture.
Dependent [-1] – a person you love/hate is dependent on you, and you must take care of them.
Double-Jointed [1] – Easier to escape bonds and manacles, as well as martial art locks and holds.
Exceptional Attribute [2] – A single attribute can be raised to 8.
Fatal Illness [-4] – Character has a fatal illness and may die at any moment (luck roll)
Faulty Biomech [-3] – some of your biomechanical implants were Made in Burma…
Forged Identity [Rating minus 2] – a complete set of registry records and background info.
Forgettable [2] – You blend into the crowds quite well, and are difficult to track down.
Grease Monkey [3] – machines and vehicles just looove your callused hands. +1 diagnose & repair.
High Pain Threshold [3] – The penalty for wounds is reduced by one.
Home Ground [2] – Provides a +1 bonus to many rolls made on home territory.
Illiterate [-2] – Cannot read or write.
Influence [1 to 5] – you have connections and are owed favours by people in power.
License to practise Medicine [3], Law [2], Arrest [3], Operate Large Vehicles [1], Diplomatic Immunity [8]
Light Sleeper [1] – A bonus of +2 on alertness rolls when asleep.
MacGuyver [4] – excellent at jury-rigging gadgets from trivial objects.
Nine Lives [5] – tend to survive hailstorms of bullets and large, spectacular explosions. +2 to dodge out of way.
Obese [-1] – Character is fat, and suffers the usual social stigma, though attributes are not affected.
Permits [1 to 5] – you’ve somehow managed to get permits for all your milspec gear.
Quick Healer [1] – Rate of healing is slightly increased.
Registry Tap [6] – you have a secret tunnel into the global citizen registry. Can pull dossiers on people.
SOTA Carrier [5] – you were the test subject for experimental biomech systems. Can start with alpha gear.
Speech Impediment [-1] – social interactions are penalized by –1.
Weirdness Magnet [-1] – strange stuff happens around you…and to you. Roll on Strange Shit table every session.
Well-Endowed [1] – let’s just say you have big… feet. +1 Seduction.
Delusion, Compulsion, Hatred, Obsession, Intolerance [-1 to –3]
Common: speech, sunlight, crowds, clothing, cars, insects
Uncommon: weather type (storm, wind), animal type (dogs, cats), swearing, total darkness
Rare: cat hissing, profuse bleeding, trapped in confined space, viral attack
COMBAT SPECIALS
Both Guns Blazing [2] – reduces the penalty for dual-gun use.
Bloodbath [3] – goons get cut down like wheat.
Bulletproof [5] – easier to dodge bullets when flying through the air.
Lightning Reload [1] – can reload clips really fast.
Eagle Eye [2] – reduces the penalty for aimed shots.
Signature Weapon [1] – a specific weapon gives you a bonus of +1 to strike.
Bag Full O’ Guns [4] – easier for you to transport weapons through security checkpoints.
Improvised Weapon [2] – pick up anything as a weapon at Skill 1.
| textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Edges by Krypter.pdf |
A 5E compatible supplement
featuring amazing creatures
from Nerdarchy’s Chimes of
Discordia campaign setting
Written by: Ted Adams, Nathan Riggins
Editing: Doug Vehovec
Layout: Doug Vehovec
Cover Art: Nelson Vieira
Interior Art: Neftalie N. Ramos and Nelson Vieira
Credits
Product identity: The following items are hereby identified as Product Identity, as defined in the Open
Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trade-
marks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, loca-
tions, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as
Open Game Content are not included in this declaration.)
Open Game Content: Except for material designated as Product Identity (see above), the content in
this Nerdarchy game product is Open Game Content, as defined in the Open Game License version 1.0a
Section 1(d). No portion of this work other than the material designated as Open Game Content may be
reproduced in any form without written permission.
Copyright © 2017 Nerdarchy LLC
www.nerdarchy.com
T
Riding above the rest
Whether you are flying high on an exotic abi-
zder or crashing through the forest astride a
wargantuan, these mounts are fierce.
This guide takes you through the five species
that were created to be mounts or monsters
to add to your game.
But we did not stop there. We added new
trade goods and training rules for each of these
wondrous creatures so that you can add them,
if you so choose, directly into your world(s).
It is up to you which ones you like, or love,
and feel are needed.
Mounts and trade goods
Mount
Cost (gp)
Abizder
1,500
Abizder silk (per yard)
15
Dranther
500
Dranther scales
25
Gantuan
250
Gantuan fur (per yard)
8
Kangoram
500
Kangoram meat (per pound)
10
Kangoram plates
10
Kangoram trophy head
10
Wargantuan
1,000
Water strider oil (per pint)
1
Training fantastical mounts
Each of these fantastical mounts requires its
own training regimen, style, and time. That is
only to be expected when one wishes to ride
creatures that resemble spider-bats, gargantuan
bugs, wingless dragons, and woolly monsters.
In any case an exotic saddle crafted for the
proper size and number of legs is required
to use these mounts, unless you are brave
enough to go bareback.
Abizder
hether the creation of chaos magic
run amok, the result of arcane experi-
mentation, or the abizder is some invasive species
from another realm one can only guess.
Now they can be found skulking in the night al-
most anywhere.
The abizder is a strange amalgamation of bat,
spider, and lizard that ranges in size from that of
a small lizard to a large crocodile as the creature
matures.
Its head is like that of a gecko with eight eyes, a sin-
uous lizard body that rests atop eight spindly legs,
and from its back sprouts leathery bat-like wings.
At Home in Most Places. Abizders are most com-
monly found in a temperate to tropical climes
both above and below ground, making their lairs
on ceilings, tree canopies, or in dark, web-filled
caverns. Such lairs are often festooned with web
cocoons holding past victims that will become
future meals.
Ambush Predators. The abizder can drop from
above on wing or web, lay elaborate webs to trap
unwary, or spring from dark places. Most prey nev-
er see them until they’ve already been ensnared
or bitten by their venomous jaws.
Master Artisans. Abizders can be encountered
as groups of hatchlings referred to as an abizder
cloud, as solitary hunters when young or adult,
or as a mated pair that creates fantastic, elabo-
rate webs very few spiders could ever manage to
match. The abizder’s ability to fly allows it to make
larger and more intricate webs than any spider.
W
Trade Good: A yard of silk made from spun abi-
zder silk fetches 15 gold pieces. Abizder webbing
is prized for making silk. Some daring merchants
will mount expeditions to the dark places where
abizders dwell in hopes of bringing this exotic
material back to civilization to sell among the
aristocracy for exhorbitant sums. In rare cases,
abizders have been captured for the harvesting
of their webbing. Such a venture cost many a
handler’s life.
Trade goods and usage
Medium monstrosity, unaligned
Armor Class 14 (natural armor)
Hit Points 22 (4d8 + 4)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
14 (+2) 16 (+3) 12 (+1) 2 (-4) 14 (+2) 4 (-3)
Skills Perception +4, Stealth +7
Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 14
Languages —
Challenge 1 (200 XP)
Spider Climb. The abizder can climb difficult surfaces,
including upside down on ceilings, without needing
to make an ability check.
Web Sense. While in contact with a web, the abizder
knows the exact location of any creature in contact
with the same web.
Web Walker. The abizder ignores movement restric-
tions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 7 (1d8 + 3) piercing damage and the target
must make a DC 11 Constitution saving throw, tak-
ing 9 (2d8) poison damage on a failed save, or half
as much damage on a successful one. If the poison
damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Young abizder
Large monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft., climb 30 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4) 15 (+2) 14 (+2)
2 (-4)
14 (+2) 4 (-3)
Skills Perception +4, Stealth +6
Senses blindsight 60 ft., darkvision 60 ft., passive
Perception 14
Languages —
Challenge 2 (450 XP)
Spider Climb. The abizder can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check.
Web Sense. While in contact with a web, the
abizder knows the exact location of any creature
in contact with the same web.
Web Walker. The abizder ignores movement
restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) piercing dam-
age and the target must make a DC 12 Consti-
tution saving throw, taking 10 (2d10) poison
damage on a failed save, or half as much dam-
age on a successful one. If the poison damage
reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, even after
regaining hit points, and is paralyzed while
poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack:
+4 to hit, range 30/60 ft., one Large or small-
er creature. Hit: The target is restrained by
webbing. As an action, the restrained target
can make a DC 13 Strength check, bursting
the webbing on a success. The webbing can
also be attacked and destroyed. The webbing
has AC 10; hp 5; vulnerability to fire damage;
immunity to bludgeoning, poison, and psychic
damage.
Adult abizder
Abizders look as alien as creatures get and they
have the social skills to match. Without some
type of magical control the adults are extremely
hard to handle. That is why you are better off
finding an abizder nest and snatching a few eggs
to raise as hatchlings. Fed properly with birds,
insects, and rodents they will be young abizders
within a few months and adults within the year.
Abizders are found in dark places. While mainly
they live in dark caves and below the ground that
is not the only place they can be located. Thick
canopies deep within the forest where the sun
has a hard time piercing the forest are likely plac-
es for an abizder colony to claim its home. Wher-
ever you find them you are sure to find copious
amounts of their dense silk webbing as a clear
sign of their lair. While this offers no hampering
to them it does for the traveler who can just as
easily get caught in their web as a fly would in
Abizder abductions
a regular spider web. Offering
food will only get you an abi-
zder’s trust but there’s more to
training a good mount than
trust. Each step in the training must
be
completed in succession in order to make a
wild abizder a useful mount or to take a newly
hatched creature and begin to properly tame
it. If you seek to just jump on a ride you will
suffer disadvantage on all future checks with
that particular mount until you do something
to curry its favor. (This favor is entirely up to
the Game Master’s whim.)
1. Introduce yourself
2. Convince abizder you are not food
3. Offer food
4. While distracted, place saddle
5. Mount the creature (if this is not done before food is
consumed go back to step 3. If no longer hungry pro-
ceed).
Animal Handling (Wisdom)
Task
DC (untrained)
DC (trained)
Fly or climb
15
10
Spin Silk
20
15
Protect another
20
15
Flee (in combat)
15
10
Flee (out of combat)
12
8
Steps to training an abizder
Dranter
raceful reptilian quadrupeds with prom-
inent horned heads more fitting on a
dragon dranthers have long, lean bodies
like a great hunting cat, lower to the ground than
a horse but slightly longer. Their scale pattern and
coloration have bred away from their true dra-
conic ancestors ending in a mottled green sheen
to their scales, each with its own markings and
shadings as a horse or cat would have.
They do not possess wings though their claws are
like those of other draconic creatures. If found
young they are easy to tame, but if found as adults
in the wilds it is almost impossible to train a dran-
ther to be a mount or service animal. Dranthers
are a marvelous creature held in high esteem by
dragonborn. These mighty creatures are mounts
truly worthy of their draconic might. They are
reared from birth to be mounts of war, for war-
riors. The best of the breed are then strengthened
and trained with the best possible food, trainers,
and possibly magical reagents to make elite dran-
thers which are even bigger and stronger than
regular dranthers.
A mount to match its rider. The dranther is the
preferred domesticated mount of the dragonborn.
Elite dranthers bred for war are known to exist but
are typically found in possession of those in the
nobility. Elite dranther possess the same abilities
as a standard dranther except for the differences
noted in the stat block.
G
Trade Good: The black market is always looking
for new trade goods and scales that looks like they
came from a green dragon can fetch a good price.
To the right buyer, a seller with no scruples could
try to sell the scales from a dranther as dragon
scales. A large size dranther’s scales typically
fetch 25 gp.
In killing said creature some scales will obviously
be damaged or unusable for certain purposes,
this cost takes that into account.
Trade goods and usage
What respect means to dranthers
While not pack animals, dranthers respect
strength and power. If you don’t have it, you don’t
really exist as a thing to them at worst. At best you
are treated as a youngling, something to slap out
of the way when you get annoying.
If you want to train a dranther you need your first
impression to signal strength. Don’t come on too
strong, because the dranther will surmise you
don’t know how to gauge your own strength.
But strong enough that it sees itself as losing any
contest with you.
With the dranther’s attitude about strength in
mind you can see how it is important to start train-
ing while they are young. That way even a youth
of your people can show the cub who is the boss
and they will begin to assume that most human-
oids in your culture can push them around.
But grab an elder or an adult from the wild and
you are going to be fighting it off and on for
months. That is, if you want to be the one who
directs where the pair of you go from then on.
Dranthers also need a place to recline. They
enjoy ledges, trees, rooftops, and other places
above the heads of everyone else. If they can’t
loom over others they can start to get agitated
and may decide to see if you are as strong as
they remember.
Dranthers have a dragon’s pride and must be
treated as such. It needs to be seen as a equal.
Many such creatures are presented to knights
as a sign of their prestige. But to a dranther, the
crowd is gathered and they are the focus of the
attention so clearly they are being honored and
the one to ride them is being given an honor.
Treat a dranther with respect and nobility and
it will do so to you. Fail to do so and you might
find your leg on the dranther’s dinner plate.
Dranther
Large beast, unaligned
Armor Class 15 (natural armor)
Hit Points 38 (5d10 + 10)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3) 15 (+2) 14 (+2)
3 (-4)
12 (+1) 8 (-1)
Skills Perception +3, Stealth +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 13
Languages —
Challenge 2 (450 XP)
Keen Smell. The dranther has advantage on
Wisdom (Perception) checks that rely on smell.
Pounce. If a dranther moves at least 20 feet
straight toward a creature and then hits it with
a claw attack on the same turn, that target must
succeed on a DC 13 Strength saving throw or
be knocked prone. If the target is prone, the
dranther can make one bite attack against it as
a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 8 (1d10 + 3) piercing damage.
A creature that is damaged must make a DC
13 Constitution saving throw, taking 10 (3d6)
poison damage on a failed save, or half as much
damage on a successful one.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8 + 3) slashing damage.
Steps to training a dranther
Animal Handling (Wisdom)
Task
DC (untrained)
DC (trained)
Use breath weapon
12
8
Protect another
15
10
Flee (in combat)
20
15
Flee (out of combat)
16
12
Elder Dranther
Just as dragons, the dranthers’ ancestors, gain in intellect, cunning, and strength as they age so does a
dranther improve as the gain in years. Eventually they are considered an elder of their kind.
Elite Dranther
Large beast, unaligned
Armor Class 16 (natural armor)
Hit Points 60 (7d10 + 20)
STR
DEX
CON
INT
WIS
CHA
19 (+4) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 9 (1d10 + 4) piercing dam-
age. A creature that is damaged must make
a DC 13 Constitution saving throw, taking 10
(3d6) poison damage on a failed save, or half
as much damage on a successful one.
Claw. Melee Weapon Attack: +6 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing dam-
age.
Elder Dranther
Huge beast, unaligned
Armor Class 17 (natural armor)
Hit Points 85 (10d10 + 30)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
21 (+5) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 10 (+0)
Skills Perception +4, Stealth +6
Damage Resistances poison
Senses darkvision 60 ft., passive Perception 14
Languages —
Challenge 3 (900 XP)
Keen Smell. The elder dranther has advantage on
Wisdom (Perception) checks that rely on smell.
Pounce. If an elder dranther moves at least 20
feet straight toward a creature and then hits
it with a claw attack on the same turn, that
target must succeed on a DC 14 Strength sav-
ing throw or be knocked prone. If the target is
prone, the elder dranther can make one bite
attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d6 + 4) piercing damage.
A creature that is damaged must make a DC 13
Constitution saving throw, taking 10 (3d6) poi-
son damage on a failed save, or half as much
damage on a successful one.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+ 4) slashing damage.
Gantuan
here is a place in the cool
pine forests where a
large furry beast dwells.
Ponderous and strong, these
six-legged creatures munch on twigs,
needles, mushrooms and tubers in a constant
quest to fuel their shaggy bulk.
They are massive, with six tree trunk thick legs
ending in round stubby feet with tough retract-
able claws. Using their short, prehensile nose
trunks to root out food, they dig furrows in the
earth and expose the fungus and tubers they
enjoy. Grinding teeth and mighty jaw strength
crushes everything into a mash that they slowly
ingest. Their digestive systems absorb almost ev-
erything from what they consume making care for
them much easier.
Once domesticated and well fed these happy
eaters make great pack animals for their size,
strength, and temperament. They can easily carry
a whole ton of cargo and pull multiple wagons
with little effort.
Stubborn but
easily swayed. A gantuan is always interested in its
next meal, even when it is still chewing its last. Left
to its own desires it would simply lumber around
munching on food all day.
If you want it to do anything but that you need to
move its food to where you want work done. Make
sure you bring plenty of food to persuade it.
Gantuan handlers make sure there is always food
around before asking the creature to do anything.
There is a saying that the only time a gantuan is
not eating is when it is sleeping but some have
been known to master even that feat.
If you offer food to a gantuan, any Wisdom (Ani-
mal Handling) checks made to coax the creature
into doing a task are made with advantage.
T
Trade goods and usage
The gantuans are used as pack animals and
are mild in temperament unless trained to be
violent.
They can be trained to do most things within
their capacity if they are consistently trained
with food and given plenty of food as a reward.
Because they eat vegetation that no humanoid
will eat if given a choice, gantuans are popular
choices as mounts and beasts of burden since
they are not competing with other domesticat-
ed animals for food on a farm or on the road to
war.
A gantuan’s thick fur is prized by those travel-
ing into cold climates.
Gantuans grow up feeling at ease eating. Not
eating occasionally while nervous or right
when they wake up. But eating all the time,
even while dozing off.
Part of training a gantuan is keeping it at
ease with a good supply of food. Twigs, small
branches, mushrooms, berries, and leafy
Way to a gantuan’s heart
Animal Handling (Wisdom)
Task
DC (untrained)
DC (trained)
Stop eating
20
13
Stampeding charge
15
10
Protect another
15
10
Flee (in combat)
15
10
Flee (out of combat)
15
10
Steps to training a gantuan
shrubs are a good start to a gantuan larder.
If the food isn’t available, be prepared for the
gantuan to leave its pen to find some — with
disastrous consequences if they have to leave
the pen by force.
Aside from taking this precaution, gantuans are
docile once they get used to you giving them
food. Wild ones know how big they are and
will use their bulk to get what they want, even
if it is from inside a house or stable. If there is
a smashable object keeping them from tasty
food they will smash it until they are trained
not to do so. Domesticated gantuans may have
grown up playing with humanoids and left to
graze in nearby forests and plains.
Gantuans
Huge beast, unaligned
Armor Class 14 (natural armor)
Hit Points 76 (8d12 + 24)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
22 (+6)
9 (-1) 17 (+3)
3 (-4)
11 (+0) 6 (-2)
Senses passive Perception 10
Languages —
Challenge 4 (1,100 XP)
Actions
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one target. Hit: 19 (3d8 + 6) piercing damage.
Stomp. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 19 (2d10 + 6) bludgeoning
damage.
‘G
Wargantuans
While normally content to leave those
alone who let the gantuan eat, some can be
coaxed into terrible violence when condi-
tioned and trained.
Wargantuans
Huge beast, unaligned
Armor Class 16 (Armor)
Hit Points 120 (12d12 + 48)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
24 (+7) 9 (-1) 19 (+4) 3(-4) 11 (+0) 6 (-2)
Senses passive Perception 10
Languages —
Challenge 5 (1,100 XP)
Stampeding Charge. If the gantuan
moves at least 20 feet straight toward a
target then hits it with a stomp attack on
the same turn, the target takes an addi-
tional 17 (2d10 +7) bludgeoning damage.
If the target is a creature it must make
a DC 15 Dexterity saving throw or be
knocked prone. Creatures that pass take
half damage and are not prone.
Actions
Bite. Melee Weapon Attack: +9 to hit, reach
5 ft., one target. Hit: 20 (3d10 + 7) piercing
damage.
Stomp. Melee Weapon Attack: +9 to hit,
reach 5 ft., one target. Hit: 20 (2d10 + 7)
bludgeoning damage.
he kangoram is a spirited mount. It is taller
than it is long since it rests sitting back on its
tail. This bipedal creature stands upright, reaching
heights between 9 and 11 feet tall. Strong legs like
a kangaroo sit below it, even mimicking their gait.
A kangoram’s arms are not as powerful as their legs,
though their strength belies the look of their limbs.
These small arms are used for eating and sometimes
combat. Thick skulls which produce a hardened
skull cap and curling horns to either side of its head
show how much these creatures use their head for
combat. These horns are durable and strong. They
are able to withstand the massive impact of the
creatures’ charging headbutts. Plates made of the
same bone-like structure trail down from the crea-
tures skull to the tip of its strong tail, almost like an
armored spine. A thick tail protrudes from a kango-
ram’s back, which helps in balance during its loping
hops, but when confronted with an enemy or a rival
to its mate they rear back using their tail to hold
them up and deliver a powerful kick or lock feet with
the creature and use its powerful body to bring their
head to bear as a powerful weapon.
Kangoram
T
Kangoram meat is considered a tasty delicacy
in some areas considering how hard they are to
hunt.
A kangoram head
mounted on a plaque
makes a nice trophy
and some exotic
game hunters prize
having one of these
on their wall, willing to
pay a premium to acquire one,
even if they did not kill the beast
themselves.
The bony plates along a kangoram’s back are
also valued for their strength, and skilled crafts-
people can utilize the material to create a vari-
ety of implements.
Trade goods and usage
Kangorams have the temperament of wild stallions
and a kick just as hard.
The kangorams focus is forward. The druids have
said that when talking to these creatures this holds
true for all of them. In order to break them or train
them you need to have them disoriented.
It takes dedication and the willingness to either be
faster than the creature or be willing to take the
bruises that come along with it.
The smart method when training a kangoram is to
harness the horns and force the creature into circles
until it is dizzy enough to mount or follow instruc-
tions. You then are able to take it into other direc-
tions, always turning when it tries to gain control.
The foolhardy jump on and get taken for a ride.
Stubbornness and knowing that trick of breaking
their charge is the key to victory.
And of course time.
Grab kangorams by the horns
Animal Handling (Wisdom)
Task
DC (untrained)
DC (trained)
Walk in a circle
18
12
Attack
12
8
Protect another
18
12
Flee (in combat)
20
15
Flee (out of combat)
15
10
Steps to training a kangoram
Kangoram
Large beast, unaligned
Armor Class 14 (Natural Armor)
Hit Points 42 (5d12 + 10)
Speed 60 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4) 16 (+3) 14 (+2) 4 (-3) 12 (+1) 10 (+0)
Skills Perception +3, Athletics +6
Senses Passive Perception 13
Languages —
Challenge 2 (450 XP)
Charge. If the kangoram moves at least 20
feet straight toward a target and then hits it
with a ram attack on the same turn, the target
takes an extra 7 (2d6) damage. If the target
is a creature, it must succeed on a DC 14
Strength saving throw or be knocked prone.
Actions
Ram. Melee Weapon Attack: +6 to hit, reach 10
ft., one target. Hit: 11 (2d6 + 4) bludgeoning
damage.
Kick. Melee Weapon Attack: +6 to hit, reach 5
ft., one prone creature. Hit: 12 (2d8 + 4) blud-
geoning damage.
Water
Strider
long flat-bodied beetle with spindly
legs ending in multidigit claws splayed
out wide, the water strider always looks
shiny and variegated like lacquered wood. This
polished shine is due to their unique oily secre-
tions that wick from their abdomen down to
their legs. These insects are a vivid green and
blue. They occasionally blend in with the water
surface like their much smaller cousin. Roughly
4 to 5 feet long and narrow body makes these 6
legged insect a great mount for those living near
water and of a smaller stature. They regularly
coat their body by bringing their legs up to rub
against the rest of their body resulting in a lus-
trous shell for which they are well known.
A marvelous waterwalker. The water strider
makes an excellent mount for those who live
around water or must frequently cross it. Its oily
body and legs interact with the water in strange
ways. As the oil that coats the water strider’s
body comes in contact with the water it allows
A
Trade goods and usage
the beetle to step upon the water as if it were
sand or mud. By walking quickly the beetle can
stay above the surface of the water.
Diving bubble. If that is not enough this bizarre
creature can rub his legs across its face and then
blow a bubble out of the oil and take it and its
rider underwater giving enough air for one hour
and shallow submarine work. The creatures can
safely go to a depth of 20 feet.
Water striders are a favored mount of small
races who live on or near water. They are great
mounts for fishermen as it is a great asset to
have a boat that can take you underwater if
you drop your fishing pole.
When training a water strider, like any mount
you need to know the tricks and have the tools
of the trade.
With these creatures it is just repetition, repeti-
tion, repetition.
A water strider senses vibrations with its body,
from its horns down to its legs. A water strid-
er has no care if a rider grasps its horns — it
almost natural.
But if you yank on the horns it will be
very displeased and you will
wind up in the drink. (I hope
you can swim.)
Light touches on the horns
allow you to direct the
mount in the direction of
your choice.
The closer you move to the head the faster you
want the mount to go. So close to the head on
The oil from water striders can be collected and
used to help waterproof materials like papers,
cloth, and wood .
Repeat after me
the back part of the horns, facing the rider, would
be a sprint.
If you reach around and tap the front of the crea-
tures horns you want it to go backwards. Each
of these commands needs to be done with both
hands. If you use only one hand it will turn in
that direction.
Water Strider
Medium beast (insect), unaligned
Armor Class 13 (Natural Armor)
Hit Points 22 (4d6 + 8)
Speed 30 ft., water walking 30 feet
STR
DEX
CON
INT
WIS
CHA
13 (+1) 15 (+2) 14 (+2) 4 (-3) 11 (+0) 6 (-2)
Skills Perception +4, Stealth +4
Senses darkvision 60 ft., passive Percep-
tion 14
Challenge 1/2 (100 XP)
Camouflage. In its natural surroundings the
water strider may be mistaken for dead tree.
The water strider has advantage on Dexterity
(Stealth) checks to hide in watery areas or
forests.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach
5 ft., one target. Hit: 4 (1d6 + 1) piercing
damage.
Steps to training a water strider
Animal Handling (Wisdom)
Task
DC (untrained)
DC (trained)
Walk on water
12
8
Dive — with bubble
15
10
Retrieve sunken object
20
12
Protect another
15
10
Flee (in combat)
15
10
Flee (out of combat)
12
8
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| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Nerdarchy - Chimes of Discordia - Fantastical Mounts.pdf |
19
In Vino Gigantus
©2019 Frog God Games. All rights reserved. Reproduction without the written permission
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Product Identity: The following items are hereby identified as Frog God Games LLC’s Product
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CEO
Bill Webb
Creative Director
Matthew J. Finch
Production Director
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FROG GOD GAMES IS
Frog
God
Games
Adventures
Worth
Winning
ISBN: 978-1-62283-651-2
Author
James M. Spahn
Producer
Bill Webb
Project Manager
Zach Glazar
Editor
Jeff Harkness
S&W Conversion
Jeff Harkness
Fantasy Grounds Conversion
Michael Potter
Substantial Editor
G. Scott Swift
Art Director
Casey W. Christofferson
Layout and Graphic Design
Charles A. Wright
Cover Design
Jim Wampler
Front Cover Art
Joshua Stewart
Interior Art
Lloyd Metcalf, Terry Pavlet,
Artem Shukaev, Joshua Stewart
Cartography
Robert Altbauer
2
Frog God Games
In Vino Gigantus ........................................................... p. 3
Part One: An Unexpected Audience ..............................p. 4
Part Two: The Wine Cellar ....................................... p. 5
Part Three: Wine Before Its Time ....................................p. 12
Appendices ...................................................................p. 12
Player Map .................................................................. p. 15
Legal Appendix .............................................................p. 16
Table of Contents
3
In Vino Gigantus
In Vino Gigantus is a short Swords & Wizardry adventure for 4–6
characters between levels 1–3. It takes place in the magnificent floating
castle of a foppish storm giant sorcerer named Lord Clovis Tempestas IV.
Adventure Background
In ages past, Stormridge Sanctum was the familial estate of the
Tempestas Clan of storm giants. Floating across the sky on a massive
field of clouds, it seemed that the bounty of four winds knew no bounds.
That was before the arrival of the dragons. They came in the night under
a blood red moon, and Lord Clovis Tempestas II, a grand sorcerer, would
not lower himself to parlay with what he called “winged snakes.”
His pride would be the downfall of his bloodline, his people, and his
beloved Stormridge Sanctum. Great storms of fire and lightning tore
across the sky on and off for years and by the time the Tempestas Clan had
defeated their foes, the only thing that survived was the Sanctum itself,
Clovis II’s grandson, and a handful of servants and the beloved family
dog Donner.
This didn’t stop the spoiled young Clovis IV from believing he could
live on as the pampered scion of a noble bloodline. He now lives with
a handful of lingering servants in the grandiose Stormridge Sanctum in
complete decadence. He forces enchanted harps to play for his pleasure,
he sculpts gaudy statues, and he drinks wine — lots and lots of wine.
Clovis IV’s love of wine and the slow degeneration of his castle have
driven him to finally take action. His wine cellar has become fouled and
flooded, and this will not stand. Though he is not as skilled a magic-user
as his ancestors, he knows a few tricks. Like any good nobleman, he has
decided to hire peasants to solve his problems.
By weaving an ancient spell of summoning and binding, he draws an
unwitting party of adventurers into his great sky castle to take care of his
dirty work. Whether they want to or not is of little concern to the foppish
Clovis. After all, who would deny the honor that comes in serving the
magnificent Tempestas Clan?
Adventure Summary
Suddenly summoned into the great sky castle of Stormridge Sanctum
by the magical incantations of Clovis Tempestas IV, the characters are
tasked by the foppish storm giant with finding the source of the infestation
plaguing his wine cellar and purging it before he loses any more of his
precious libations. With them quite literally clutched in the palm of such
a powerful creature, it is a deal they cannot refuse. Under the watchful
eye of Clovis IV’s steward, Wamp the ogre mage, they are given a fine
meal before being banished to the lower storage of Stormridge Sanctum.
After being sent down into the flooded cellar, they must contend with
environmental hazards in a domain built for a creature ten times their
size. During their dangerous investigation, they discover that a second
adventuring party is also struggling to survive in this monster-infested
basement, though their purposes and even their presence is unknown to
Clovis. The truth is that Clovis simply forgot they were even down there
In Vino Gigantus
By James M. Spahn
4
Frog God Games
after he hired them several weeks ago.
The characters’ investigation eventually leads them to discover that it is
Clovis’ beloved thunder terrier Donner that is inadvertently responsible for
flooding the basement. The terrier has been missing for a few days, and is
currently trapped in the webbing of a nest of giant spiders in the basement.
Beginning the Adventure
This adventure begins at any point when the Referee wants to spring
it on the players. The characters could be idly passing the evening at an
inn between adventures or they might be in the middle of pitched combat.
Clovis IV casts a family summoning spell regardless of their circumstances
and draws the characters from their current location to Stormridge Sanctum.
In fact, the characters appear in the very palm of his hand!
Part One:
An Unexpected Audience
As mentioned in the summary, the characters find themselves suddenly
and unexpectedly summoned into the clutches of Clovis Tempetas IV and
held prisoner in his ancestral home, Stormridge Sanctum. The Referee is
encouraged to read or paraphrase the text below to begin the adventure:
The distinct crackle of powerful arcane energies surrounds
you and your companions, distracting you from the task at
hand. Magical energy leaps between members of your party
in wide, azure arcs until it is as though you are at the very
heart of a lightning storm. A buzz rings through your body,
and your hair stands up on end before a sudden white flash
leaves you blinded and disoriented for a few seconds.
A sudden sense of what can be described only as otherness
comes over you as your senses gradually return. The ground
beneath your feet is firm, but soft, and as your vision clears you
discover that you and your allies are standing, quite literally,
in the palm of a fifty-foot-tall giant! As grandiose as only a
giant can be, the man clutching you and your companions has
well-kept teal hair streaming down his back, blazing sapphire
eyes, and flawless azure skin. His fingers, wrists, neck, and
head are adorned with perfectly polished gold jewelry sized
to his stature — each piece worth a king’s ransom. A long
flowing white toga hangs to his ankles. A booming, jovial
laugh very nearly blows you from your precipice as his entire
body shakes with mirth, and the wind of his wine-soaked
breath reminds you of the strongest summer storms you’ve
ever seen. “Hahahaha! Not what I expected, but I am glad to
see my incantation worked from such a distance! Greetings,
little masters! I am Lord Clovis Tempestas IV and welcome
to my humble home, Stormridge Sanctum! The noble house
Tempestas has summoned you here for a purpose most
befitting your stature and skill. Pray tell, won’t you sup with
me while I recount my plight to you?”
Without waiting for a response, Clovis kneels and releases
you from his grasp, setting you gingerly upon the massive
stone floor of his seemingly endless hall. He claps his hands
and it is as if thunder itself rings from within the hall. A
moment later, a cadre of ogres enters the room from a door
far to the east, bearing a long wooden table, matching chairs,
and the trappings of a feast like you have heard of only in
songs and story.
Clovis’ servants, a dozen remarkably hygienic and well-dressed ogres,
set a fine table filled with fowl, bread, fruit, and the finest wine. The table
is set with solid gold dinnerware of the highest quality. After the ogres set
the table, they take positions near the table and follow Clovis’ bidding. This
primarily consists of filling his requests that more wine and food be brought
around at the slightest sign that these provisions may be running low.
The storm giant nobleman is eager for the characters to eat at his table
and remains jovial unless they refuse his hospitality. He insists they eat
and accept his hospitality. If they adamantly refuse, he tells them that
those who refuse his generosity will be forced to accept his servants’
justice. He motions to the ogres and the massive swords at their belts. The
instant the characters partake of the meal, his demeanor returns to that of
an exuberant host.
Clovis informs the characters that something foul has taken hold of
his beloved wine cellar in the bowels of his estate. If they root out this
trouble and save what remains of his beloved wine collection, he promises
to reward them handsomely. While he could handle this task himself, he
believes members of the Tempestas Household are beneath such menial
tasks. At this point, roll a few d20s behind a screen and ignore the results.
Clovis informs the characters that since they have eaten at his table, they
are now magically bound to his service. This is, of course, a complete
fabrication, but don’t tell the players that. Let them assume the worst.
If the characters continue to refuse Clovis’ service, he tells them that
they are not worthy of death at the hands of even his servants and has
them escorted from Stormridge Sanctum. How they return to the ground
hundreds of miles below is beyond his concern as it is beyond the borders
of his domain.
Once the characters accept Clovis’ “offer” to assist him, he informs
them that he will pay them each 500gp for their service as well as provide
them with 3 potions of healing to aid in their task. After the meal, he
pays them each 100gp as a down payment as proof of good faith, and
merrily orders the ogres to lead the party to the cellar door. But not before
reminding them, “Oh, mind the dog. Donner can be a bit feisty …”
Fighting Clovis and His Servants
If the characters are foolish enough to fight Clovis, it’s a
suicidal endeavor. Clovis first orders his ogre guards to kill the
characters and engages in combat only if attacked directly. If
at any point during the battle the characters withdraw, Clovis
repeats his offer, though this time he provides no rewards
or potions. Clovis has the statistics of a storm giant and is
accompanied by 6 ogres armed with two-handed swords, along
with Wamp, his ogre magi chief servant.
Lord Clovis Tempestas II, Storm Giant: HD 15+5;
HP 71; AC 1[18]; Atk scepter (mace) (6d6); Move 15;
Save 3;
AL N; CL/XP 16/3200; Special: control weather (as
spell), throw boulders (7d6 damage). (Monstrosities 201)
Wamp, Ogre Mage: HD 5+4; HP 33; AC 4[15]; Atk
spear (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP
7/600; Special: cold blast (60ft range, 8d6 damage,
save for half), regenerate (1hp/round), spell-like abilities.
(Monstrosities 359)
Spell-like abilities: 1/day—charm person, darkness
15ft radius, fly, invisibility, polymorph self, sleep.
Equipment: spear.
Ogres (6): HD 4+1; HP 29, 27, 26x2, 23, 20; AC 5[14];
Atk two-handed sword (1d10+1); Move 9; Save 13; AL C;
CL/XP 4/120; Special: none. (Monstrosities 356)
Equipment: two-handed sword.
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In Vino Gigantus
Part Two:
The Wine Cellar
After enjoying Clovis’ hospitality, his 6 ogre servants lead the characters
to the lower levels of Stormridge Sanctum. Once the characters are inside,
the ogres lock and magically seal the door. They are left to explore the
depths of Stormridge Sanctum and find out just what has been destroying
the precious wine of Lord Tempestas. The door cannot be opened or
destroyed via mundane means from within the wine cellar.
The walls of the wine cellar are 10ft thick and made of carved stone.
The ceiling rises to a height of 60ft, clearly sized to gigantic proportions.
Doors are made of solid wood, 8ft thick, and of remarkable craftsmanship.
They open easily for a being with a giant’s strength, but the characters
might have a more difficult time. Have them make Open Doors checks
based on their strength score to push them open. Oddly enough, if the door
is locked, thieves or those skilled in the arts of larceny have an easier time
picking the massive mechanisms, provided they can climb 20ft up and find
a way to secure themselves while attempting to do so. Reaching one of the
keyholes in this fashion requires the use of appropriate climbing gear or a
successful Climb Walls check. Once in position, picking the lock requires
an Open Locks check, albeit with a +20% bonus due to the comparatively
large nature of the mechanisms. Alternatively, small characters such as
gnomes can actually squeeze through these massive keyholes if they roll
equal to or below their dexterity score on 1d20, though they still need to
find a way down once they reach the other side.
Unless otherwise stated in a location’s description, there is no
illumination. The characters need to rely on torches, lanterns, or magical
sources of light in most cases.
Random Encounters
Clovis’ basement is filled with all manner of nasty creatures that have
taken up residence since he all but abandoned the wine cellar. For every
hour that the characters spend investigating the dungeon, the Referee
should roll 1d10. On a roll of 1, pick from the chart below or roll randomly
to determine what creature is encountered.
In the encounters below, if a 10 is rolled, no monster is encountered.
Instead, the characters hear the shrill, yet booming and thunderous
bark of a dog echo through the wine cellar as if coming from some
distant location.
Wandering Monsters
1d10
Result
1
2d6 giant centipedes (small, non-lethal)
2
2d4 giant rats
3
2d4 giant frogs (small)
4
1d10 giant leeches (freshwater, 1HD)
5
1d6 sorcery leeches
6
1d6 tunnel prawns
7
Yellow mold
8
Ogre
9
1d3+1 feral undead cats
10
Strange, thundering bark
Feral Undead Cats (1d3+1): HD 1d4 hp; AC 8[11]; Atk 2
claws (1hp); Move 12; Save 18; AL C; CL/XP B/10; Special:
paralyzing scratch (after first 3 hits). (Monstrosities 57)
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Frog God Games
Giant Centipedes (small, non-lethal) (2d6): HD 1d2hp;
AC 9[10]; Atk bite (0 + poison); Move 13; Save 18; AL N;
CL/XP B/10; Special: non-lethal poison bite (+4 save,
helpless for 1d4 rounds, bitten limb useless for 2d4 days).
(Monstrosities 63)
Giant Frogs (small) (2d4): HD 1; AC 7[12]; Atk bite (1d3);
Move 3 (or 150ft leap); Save 17; AL N; CL/XP 1/15; Special:
leap (150ft). (Monstrosities 179)
Giant Freshwater Leeches (1HD) (1d10): HD 1; AC 9[10];
Atk bite (1d4 + sucks blood); Move 3; Save 17; AL N; CL/XP
2/30; Special: sucks blood (1hp/round). (Monstrosities 289)
Giant Rats (3) (2d4): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite
(1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are
diseased, surprise (1–4 on 1d6). (Monstrosities 384)
Ogre: HD 4+1; AC 5[14]; Atk club (1d10+1); Move 9; Save 13;
AL C; CL/XP 4/120; Special: none. (Monstrosities 356)
Sorcery Leeches (1d6): HD 1 hp; AC 9[10]; Atk negligible (0);
Move 1; Save 18; AL N; CL/XP 1/15; Special: arcane siphoning
(1 level of spells per 3 rounds attached). (Monstrosities 442)
Tunnel Prawns (1d6): HD 1; AC 4[15]; Atk 2 pincers (1d2);
Move 6 (climb 6); Save 17; AL N; CL/XP: 1/15; Special:
climbing. (Monstrosities 491).
Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore
cloud; Move 0; Save n/a; AL N; CL/XP 3/60; Special: killed
by fire, poisonous spore cloud (10ft diameter, save or die).
(Monstrosities 336)
Area 1-1: The Stairwell
With a heavy thud, the door to the wine cellar slams
closed behind you. The massive lock turns behind you
and suddenly the only exit from Lord Clovis’ wine cellar
thrums with a pulse of magical energy and glows with a
faint blue light. In the thin illumination, you see the giant-
sized stone stairwell descending into the depths of the
cellar. The path down is massive, dropping five feet per
massive stone step. The faint trickle of water can be heard
below, as if a stream or tiny waterfall was spilling into a
basin somewhere in the dark.
The door back into Clovis’ castle is warded and cannot be opened
unless the characters have access to a knock spell, in which case they
find the ogre mage Wamp and 6 ogres waiting for them. Alternate ways
back to the ground floor could be attempted if characters in the stove
pipe area of the dungeon (Areas 2–1, 2–2, and 2–3) somehow dig
upward through 10ft of solid rock. Attempts to climb up to the keyhole
and pick the lock result in the offending thief suffering a nasty jolt (1d6
points of damage) that throws them 20ft to the hard stone below unless
they make a successful saving throw. This fall inflicts an additional 2d6
points of damage.
Descending the steps is easy enough, though their size can present
minor problems for smaller character who may need to hang from the
edge of each step and drop down. The circular staircase winds a full 90
degrees before emptying into the wine cellar (Area 1–3). Halfway down,
a large chamber can be seen off to one side, its door hanging open. This
leads to the sideboard (Area 1–2).
Area 1-2: The Sideboard
The door to this chamber hangs open, revealing a large
sideboard. The surface of a massive wooden table towers
thirty feet above you along the far wall, with a pair of stools
half as high set against it. From your low vantage point you
can see a few beer barrels and cupboards sitting atop the
table, though smaller items sitting on the table’s surface can’t
be viewed from your current vantage point. The pungent odor
of cheese fills the room, mixing with the scent of stagnant
water rising from below.
Nothing of interest is on the floor, but characters who take the time to
climb up onto the table (whether by using the nearby stools or employing
a rope and grappling hook) can reach the table’s surface. Against the
back wall are two corked barrels and a small pantry whose door hangs
slightly ajar. If the characters are not quiet in their exploration of this
room, they alert 3 very aggressive giant rats nibbling on some very old
and very moldy cheese rotting in the cupboard. Unless the characters are
particularly alert, these rats surprise the party on a roll of 1–4 on 1d6.
The two barrels in the room rest on their side and can be opened by
removing a cork set into the top of each one. Removing one of these giant-
sized corks requires a character to roll below his or her strength score on
1d20. The barrels immediately gush countless gallons of old, foul beer
across half of the table. Any characters caught in the flood must make
a saving throw or lose their footing and be swept onto the stone floor
below, suffering 3d6 points of damage from the fall. A merciful Referee
might allow characters a last-ditch saving throw to save themselves by
grabbing the edge of the table before they are swept over. Removing a cork
automatically disturbs the rats lurking in the cupboard, who immediately
move to attack.
Inside the cupboard is a very large wheel of moldy cheese that smells
terrible. Eating the cheese causes an explosive gastrointestinal reaction
within 1d6 minutes, causing the character to suffer a –1 penalty on all attack
rolls for the next three hours. The cupboard is not without its valuables,
however. On the upper shelf of the cupboard are a few pieces of giant-sized
silverware, most of it tarnished due to age. However, one particularly fine
giant-sized steak knife functions as a +1 two-handed sword.
Giant Rats (3): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite (1d3);
Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased,
surprise (1–4 on 1d6). (Monstrosities 384)
Area 1–3: The Wine Cellar
You and your companions reach the bottom of the stairwell
to find a massive chamber that is undoubtedly Clovis’ primary
wine cellar. The far wall is covered by a latticework wooden
wine rack that may have once housed massive bottles of
wine and spirits. Now, only a handful of bottles remain, and
water pours from within the shadows of these nooks onto the
cellar’s floor, creating a massive pool of brackish, gray water
rising to a height of almost three feet pooled at the bottom
of the last step. The ceiling of the chamber rises far beyond
your meager sources of light and the smell of this moldy
pool spilling from the crisscrossing wine rack on the far wall
assaults your nostrils.
At first glance, this room appears to be the source of Lord Clovis’ flooding
problems, but characters need to undertake a detailed investigation of the
chamber to discover the truth. The floor-to-ceiling wine rack set into the
wall opposite the chamber’s entryway contains a meager four bottles of
wine, though the shattered remains of several broken bottles are mixed
into the mire flooding the floor. Water pours from several of the storage
slots, waterfalling onto the floor.
7
In Vino Gigantus
The water flooding this chamber rises to nearly 3ft, making movement
difficult. Human and elf characters are reduced to half movement while
wading through it, while dwarves and halflings are reduced to one-quarter
movement. In addition, equipment such as scrolls, maps, ink, or torches
can easily become saturated and rendered useless if it is not somehow
protected from becoming soaked. Characters trying to root through the
gray water run the risk of cutting themselves on shards of broken glass
hidden in the muck. Characters blindly pawing through the water have a
25% chance of cutting themselves for 1d2 points of damage. A character
runs the same risk of damage for every three rounds spent wading through
the water.
Climbing the latticework that once stored the collection of giant-sized
wine bottles would normally be easy, but since everything in the chamber
is soaking wet, the characters must take extra precautions if they attempt
an ascent. The latticework is a grid four slots wide by ten slots high. Each
slot is 5 square feet and is set against the stone wall. Thieves attempting
to Climb Walls suffer a –10% penalty due to the slick wood. Also, if more
than 300 pounds is put on any ropes used to explore the wine rack, there
is a 1-in-6 chance each round that the rope slips or the wood splinters.
The source of the flooding seems to be coming from a thin separation
along the wall behind the latticework, near where the wall meets the
ceiling. The water runs from the opening down the back wall and pours
out onto the floor at several locations. The separation is too small for the
characters to squeeze into.
The uppermost wine bottle is false and can be pulled to reveal a secret
door on the wall. Characters who climb up to it and investigate find a rod
running from the bottom of the wine bottle into the back wall. Attempting
to remove the wine bottle requires an effort of great strength on the part
of the characters, such as tying a rope around its neck and having several
members pull. Attempts to push on the bottom from within the slot at its
bottom requires a strength check with a –4 penalty.
If the bottle is moved, a secret door in the southern wall opens, leading
to Clovis’ secret larder. The pooled water immediately floods into the
dinnerware storage room (Area 1–4). Any character still standing in
the water must make a saving throw or be swept along in the current.
Halflings and dwarves suffer a –2 penalty due to their smaller size.
Area 1–4: Dinnerware Storage
Like the wine cellar, the floor of this room is flooded with
the same murky, disgusting water. A large china cabinet rests
against the wall opposite the newly revealed secret entrance
into this room. It towers almost fifty feet in height and is
made of dark hardwood. A pair of large doors are set into
the top half of it. Crystalline glass set into these doors reveals
stacks of golden inlaid dishes, crystalline goblets, and etched
silver flatware resting on the shelves inside. A pair of human-
sized statues of knights, cast in pewter, flank the dinnerware.
A giant-sized heavy wooden door bound in iron is on the
eastern wall.
The dishware stored in the massive china cabinet is Lord Clovis’ finest
tableware and is sized appropriately. While the bottom of the cabinet is
warped from moisture, the rest of the structure (and the dishes within)
appear to have survived in good condition. Like the wine cellar (Area
1–3), the characters need to wade through muck and water.
The doors to the china cabinet can be opened easily enough if the
characters climb up to them. However, if the characters disturb any of
Clovis’ best dinnerware, 2 man-sized pewter knights (which serve as
salt and pepper shakers) animate and attack the intruders, attempting to
slay them or shove them out of the cabinet and into the water below. Each
of the pewter knights attempts to use its stored spice as a weapon. Once
the pewter knights are defeated, the characters can take the dinnerware.
It is easily worth thousands of gold pieces, though given that the goblets
are 8ft tall and the plates are the size of a tapestry, such an endeavor may
prove nigh impossible. If the dinnerware were somehow recovered intact,
it would be worth well over 5000gp.
Pewter Knight (Salt): HD 2; AC 3[16]; Atk slam (1d8);
Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (open
wounds sting, –2 to-hit penalty for 1d6 rounds, save avoids). (see
Appendix 1: New Monsters)
Pewter Knight (Pepper): HD 2; AC 3[16]; Atk slam (1d8);
Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (save or
sneezing fit for 1d6 rounds, movement halved, no spellcasting,
save avoids). (see Appendix 1: New Monsters)
Area 1-5: Main Hall
A gargantuan stone hall runs into darkness across all
directions, well beyond the illumination of your torches and
lanterns. The chamber is flooded, almost to the knees of
any humans or elves and is even more difficult for those of
smaller stature. The sound of running water can be heard far
in the distance, buried in the dark to the east.
The main hall of Clovis’ wine cellar is flooded like the rest
of the rooms, though it is not filled with dangerous broken
glass or other hazards. Human and elf characters are
reduced to half movement, while dwarves and halflings
are reduced to one-quarter movement (as in Area 1–3),
and all characters need to be mindful to keep certain
objects dry. The doors leading to various locations in
the cellar are difficult to open, requiring an Open Doors
check because of the resistance created by standing water
throughout the dungeon. The chamber itself is over 150 feet
in length and is 30 feet wide. It can take some time to cross, and
the Referee should keep this in mind when checking for wandering
monsters.
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Frog God Games
Area 1–6: Cold Storage
The door to this room cannot be opened, even with a successful Open
Doors check. The water flooding into the cold storage chamber has frozen,
creating a layer of ice that presses against the door. The ice must be broken
before the characters can enter the room. Breaking the ice can be done
by spending 1d6x10 minutes hacking away at the frozen mess with a
large axe or blunt weapon to knock the door free from its frozen binding.
However, the noise doubles the chances of a wandering monster noticing.
The door to this room is closed (but not locked or trapped), and the only
telltale sign of the problematic ice is that the water surrounding the door
is bone-chillingly cold. Characters take 1d3 points of damage every 10
minutes while standing on the ice due to the magical cold (save avoids).
Smaller characters such as halflings or dwarves can attempt to climb
the door and slip in through the keyhole to enter the chamber, though they
are still unable to open the door from inside until they deal with the ice.
Though dry, a bone-chilling cold that is undoubtedly
magical in nature permeates this chamber. A hard, blue light
radiates from the walls of the room, providing a surprising
level of illumination. A thick sheet of ice covers the floor,
and several large, wicked-looking hooks hang from chains
far above your head. The chamber narrows along its western
side, turning into a long hall. Against the southern portion of
this chamber is a frosted wooden table beneath a pegboard
where hooks, giant-sized meat cleavers, and massive butcher
knives hang — some with massive hunks of flesh still hanging
from their blades.
This area was used to prepare stored meat and other perishables for
Lord Clovis, though it has not been used for a very long time. A massive
cookbook, still open and encased in ice, rests on the table — though it is
not visible from the floor. Only when characters climb up onto the surface
of the long table along the southwestern wall do they see the book. The
book is open to a page that contains the spells purify food and drink and
protection from cold (see Appendix 2: New Magic Items and Spells).
The page can be torn out of the book and used, but it must first be chipped
free of the surrounding ice. Using flame to melt the ice has a 75% chance
of damaging the page.
An additional complication is that the book is near the pegboard
containing the meat-carving tools that are still soiled by rotted meat. If any
character with a torch stands within 20ft of these, the heat thaws 3 sorcery
leeches slumbering in the foul meat in 1d6 rounds. The sorcery leeches
move toward the nearest magic-user to begin feeding off the character’s
magical energy.
The door leading into the basement kitchen (Area 1–7) can be opened
with an Open Doors check. It is not locked or trapped.
Sorcery Leeches (3): HD 1 hp; HP 1x3; AC 9[10]; Atk
negligible (0); Move 1; Save 18; AL N; CL/XP 1/15; Special:
arcane siphoning (1 level of spells per 3 rounds attached).
(Monstrosities 442)
Area 1–7: Basement Kitchen
Cabinets, cupboards, and pantries cover the walls of this
room, while the center of the chamber is dominated by
a massive wooden table surrounded by giant stools. It is
flooded with more than 2ft of gray, brackish water, and the
darkness that normally fills the long halls of Clovis’ cellars is
broken by a faint orange light coming from atop the table far
above your head.
Primarily used for food preparation and storage, this is the kitchen
of Clovis’ castle. The characters arrive to find that the room has been
repurposed, however. A company of adventurers is taking refuge on
the tabletop, hiding from a giant weasel that has driven them to such
desperate measures. The weasel once made its nest in one of the room’s
pantries before initially being driven away by Clovis’ dog, the thunder
terrier Donner. The weasel returned soon after, only to stumble upon these
adventurers, whom it promptly attacked.
Roll 1d6 when the characters enter the room; on a 1–4 they do not
notice the weasel concealed by the shadows and water. The weasel
ambushes them at the first opportunity, obsessed with defending its
home. The adventurers hiding on the table are not particularly heroic and
remain concealed during the battle unless victory seems imminent for the
characters. If such is the case, they attack from their elevated position
using ranged weapons.
Casthor, the leader of the adventuring company, calls down to the
characters once the giant weasel is defeated. Casthor’s companions are
wary, however, keeping their weapons at the ready. Only three remain,
and the corpse of a fourth member floats in the southeastern corner of the
room, gnawed by the weasel.
Casthor, Ernesto, and Emilia are willing to aid the characters, but
are primarily concerned with self-preservation. Their primary interests
lie in escaping the estate with their lives intact. They won’t actively
betray the party, but they aren’t afraid to do whatever is necessary to
ensure their own survival. The characters can enlist their aid in return
for an equal share of any treasure discovered and an equal cut of Clovis’
promised payment.
The tables in this room are surprisingly clean, though the pantries
and cupboards are filled with giant-sized pots, pans, and other
cooking implements. If the characters take their time and spend at
least an hour rooting through these cabinets, they discover that the
cook left behind a small (for a giant) pouch buried behind some
dishes on one of the shelves. It contains 134gp, 54sp, and three small
rubies each worth 50gp.
The body of the dead cleric (Liam, according to his still-living
compatriots) is carrying or wearing the following gear: a set of
chainmail armor, a metal shield, a mace, a small silver holy symbol of
Mithras, as well as a waterlogged backpack containing a small prayer
book, a waterskin, three torches, a tinderbox, a bedroll and a money
pouch containing 14gp. Liam’s allies lay claim to these items unless the
characters threaten violence.
Finally, the weasel has a small nest half submerged in the mire.
Composed primarily of cloth rags, straw, and mud, the characters have a
30% chance of discovering a silver ring with a tiny row of diamonds set
into the band (a ring of protection +1).
Casthor the Bold, Male Human Warrior (Ftr2): HD 2;
HP 11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move
12; Save 13; AL N; CL/XP 2/30; Special: multiple attacks (2)
vs. creatures with 1 or fewer HD, +1 to hit and damage strength
bonus. (see Appendix 3: NPCs)
Equipment: chainmail, longsword, 2 daggers.
Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5;
AC 8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L;
CL/XP: 2/30; Special: +1 damage with weapons, alertness,
deflect missiles, thieving skills. (see Appendix 3: NPCs)
Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in
6, Hide 15%, Silent 25%, Locks 15%.
Emilia Female Half-Elf (MU1): HD 1; HP 4; AC 9[10];
Atk staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save
vs. spells, wands and staffs, darkvision (60ft), spells (1). (see
Appendix 3: NPCs)
Spells: 1st—detect magic.
Equipment: staff.
Giant Weasel: HD 3+3; HP 20; AC 6[13]; Atk bite (2d6 +
blood drain); Move 15; Save 14; AL N; CL/XP: 4/120;
Special: blood drain (automatic 2d6 damage per round).
(Monstrosities 506)
9
In Vino Gigantus
Area 1-8: Stove
Stacks of soaking firewood rise from the gray murk
covering the floor of this chamber and a thin layer of soot
seems to cover everything, even the surface of the water.
Dominating the eastern half of the chamber is a huge cast-
iron stove with an equally large metal stovepipe rising from
its apex and disappearing into the highest points of the far
wall. A gentle but constant stream of water dribbles from the
stove’s open hatch.
At first glance, no threats or dangers are apparent in this room. However,
appearances are deceiving. A grey ooze floats through the water, almost
invisible in the muck. It slithers toward the characters, surprising them on
a roll of 1–5 on 1d6. Casthor, Ernesto, Emilia, and the now-dead Liam
previously encountered the grey ooze and warn the players of its presence
if they have joined the party, thus negating its increased chance of surprise.
Taking the time to extensively explore the stack of soaked firewood
(at least 10 minutes) reveals a finely-crafted, giant-sized hatchet that
functions as a +1 battle axe in the hands of a human-sized wielder.
The stove is large enough that a human-sized character can easily walk
inside. Water runs down the stovepipe to pool in the thick ash inside the stove.
Extensive exploration of the stove reveals a grate beneath the layer of caked,
soaking ash. The grate can be lifted to reveal the ash can below (Area 1–8B),
and a thick, wet fog inside the upper portion of the stove pipe (Area 1–8A).
Grey Ooze: HD 3; HP 12; AC 8[11]; Atk strike (2d6); Move 1;
Save 14; AL N; CL/XP: 5/240; Special: acid (destroy metal,
save avoids), immunities (spells, heat, cold, blunt weapons).
(Monstrosities 229)
Area 1-8A: Stove Pipe
A dense, wet fog pools in the upper half of the stove pipe
before condensing into water that runs down the edges of
the stove pipe. The pipe is wide enough for a single human-
sized creature to climb up to its top. A cool breeze can be felt
coming down from the fog-wrapped darkness.
Thieves can make their way up the stove pipe with a successful Climb
Walls check, while others can secure their ascent by making use of a rope
and hook. Unfortunately, hiding in the fog far above is a giant spider that
waits to ambush any creature daring to disturb its lair. Unless characters take
appropriate precautions, it automatically surprises them and drops down on the
first party member ascending the stove pipe, attacking with a +4 bonus during
its initial attack. If its attack is successful, it latches onto its target, which must
make a saving throw each round or plummet down the pipe, taking 1d6 points
of damage per 10ft fallen (either 20ft down the entire pipe for 2d6 points of
damage, or until the character hits another climbing character).
Giant Spider (1ft diameter): HD 1+1; HP 6; AC 8[11]; Atk
bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP:
3/60; Special: poison (+2 save or die). (Monstrosities 451)
Area 1-8B: Ash Can
After pulling away the wet muck of caked ash and lifting
the grate in the bottom of the stove, you see an ash can as
large as a closet set into the bottom of the stove. It is easily
five square feet and easily twice as deep. It is half filled with a
mixture of dry ash and clumps of wet ash, with scorched iron
sides from decades of flaming cooking fires.
Hopping down into the ash kicks up a cloud of dust, causing characters
to cough loudly for 1d6 rounds unless they make a saving throw and
covers them in a thick layer of gray soot whether they succeed or fail.
Pawing through this mess takes a long time (1d4 x 10 minutes), but for
every 10 minutes spent searching, the characters have a 1-in-6 chance of
discovering any one of the following valuables: a scorched +1 iron shield
previously used as a serving dish, a large fire opal (worth 350gp), or a
pristine golden ring of fire resistance.
Area 1-9: Cook’s Lounge
Two cots sized for creatures three or four times the size of a
human sit against the western wall of this flooded room. They
are little more than wooden frames with long sheets of cloth
stretched over them, though you cannot see over their edges
because of their height. A desk of equal scale with a matching
stool runs against the northern wall, but whatever contents
rest atop it are beyond your vantage from the ground. Finally,
and disgustingly, a huge ceramic chamber pot floats through
the morass of water that fills the room to a height of almost
three feet. A large arch without a door leads into a long
eastern chamber.
This room once served as the quarters of a pair of Clovis’ cooks. They
abandoned the chamber because of the flooding. Since their departure,
it has filled up with refuse and filth. Offal and bodily waste float about
in the muck, and the scent of excrement fills the room. Examining one
of the cots reveals a depression in its center, as if something is sitting
in the center of it, well above the waterline. This is the long-corrupted
corpse of the ogre cook’s pet: Patches, now a feral undead cat. It takes no
notice of the characters unless they make excessive noise or if something
disturbs it, at which point it attempts to ambush them from its vantage
point. Sleeping on the desk are another 2 feral undead cats; if they hear
the party, they yowl loudly and attack.
10
Frog God Games
Characters examining the desk closely discover that the top drawer is
locked. If this lock is picked, characters can recover the ogre’s personal
hoard of 245gp in a large sack, a set of bracers of defense AC 6[13] that
the giant once wore as matching rings and, buried in the far corner of the
drawer, a normal-sized silver ring set with a cat’s eye gem: a ring of feline
friendship (see Appendix 2: New Magic Items and Spells).
Feral Undead Cats (3): HD 1d4 hp; AC 8[11]; Atk 2 claws
(1hp); Move 12; Save 18; AL C; CL/XP B/10; Special:
paralyzing scratch (after first 3 hits). (Monstrosities 57)
Area 1-10: Dry Storage
Bloated grains, oats, threshed wheat, and corn saturated
by the flooding fill the surface of this chamber, pouring out
from an alcove to the east. The normally brackish water takes
on an almost viscous quality, and trudging through the mess
takes time and strength from you and your companions. The
room reeks of fouled beer and mold.
This room contains no visible threats, other than wading through the
disgusting paste of saturated grains and other dry goods — until the
characters cross into the threshold along the western side of the room into
the giant-sized closet where barrels are stored. The archway leading into
this closet is flanked on the southern side by a 5ft patch of brown mold.
Because the chamber is saturated with a paste of oats and grains, this mold
is likely to go unnoticed. The only hint of its presence is a mysterious
growing cold as the characters draw nearer to the brown mold.
The barrel closet itself is filled with four massive casks that store long-
rotted grain. As characters draw near to the chamber, they see a light
coming from atop the barrel in the northeastern corner.
The soft glow of torchlight rises from the top of the thirty-
foot-tall barrel in the northeastern corner of the room. A
narrow-faced human with sharp eyes peers down at you
and your companions. He holds a torch in one hand, a short
sword in the other, and wears a suit of boiled leather armor.
His greasy black hair is pulled into a tight ponytail. “Hail,” he
calls in an almost reluctant greeting.
The stranger politely, but obviously fearfully, introduces himself as
Franach. He asks the characters for their help, telling them that Clovis
hired him to deal with the flooding in the wine cellar but he became
trapped. He is eager to join the party and gladly aids them, offering his
services to their cause. Franach is actually a wererat. Though evil, he is
not a fool. More than anything, he wants to survive. He serves the party
loyally until he can escape Clovis’ wine cellar. Once he earns their trust,
he secretly turns into a rat each night while the party sleeps and bites the
character he judges to be the most powerful in hopes of infecting him
with lycanthropy and drawing them into his service. Franach and the
adventurers in the basement kitchen (Area 1-7) have not encountered
each other before.
Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a;
AL N; CL/XP 4/120; Special: drains heat (2d8 damage per
round, no save). (Monstrosities 335)
Franach the Wererat Thief: HD 3; HP 18; AC 8[11]; Atk bite
(1d3) or short sword (1d6); Move 12; Save 14; AL C; CL/XP:
5/240; Special: +1 or better magic or silver weapons to hit, +2
save bonus vs. traps and magical devices, backstab (x2), control
rats, lycanthropy, thieving skills. (Monstrosities 307)
Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in
6, Hide 20%, Silent 30%, Locks 20%.
Area 1-11: Nest
Rising from the gray water filling the hall is a hedge of
straw, half-rotted cloth, and other detritus. It stands six feet
high and is almost as wide. Even from this distance you can
see several sets of beady red eyes gazing at you and your
companions from the darkness.
This collection of garbage from around the cellar was constructed by the
many giant rats that call this wall of trash home. They defend it fiercely, as
they are cornered with few places to flee. If the characters approach, and
most certainly if they disturb the nest, the rats swarm them. Fortunately,
if the characters slay the rats and investigate the nest, they find a plethora
of riches — though it takes almost an hour of pawing through a pile of
garbage riddled with rat droppings. These riches include a bag of 11
small jewels (each worth 5gp), 32gp in loose coins, a watertight scroll
case (containing a scroll of protection from poison, a scroll of phantasmal
force, and a scroll of cure serious wounds), as well as a wand of detection
(magic), and a single boot of elvenkind (for the left foot).
Giant Rats (12): HD 1d4hp; HP 4x3, 3x3, 2x3, 1x3; AC
7[12]; Atk bite (1d3); Move 12; Save 18; AL N; CL/XP
A/5; Special: 5% are diseased, surprise (1–4 on 1d6).
(Monstrosities 384)
11
In Vino Gigantus
Area 2-1: Stove Exhaust
Reaching the top of the stove pipe, you see the exhaust is
wide enough and tall enough for you and your companions
to stand — but just barely. The pipe is almost eight feet wide
and equally tall, though walking through a rounded cast-iron
tunnel can be difficult at times. The noise of your movement
echoes and reverberates down the long, narrow chamber.
A steady stream of water, only ankle deep and remarkably
clean, runs down the length of this hall and cloud-like fog
pools above it to the knee. A cool breeze blows from the north
with surprising strength.
Though no monsters await the characters as they make their way down
the passage, a hollow metallic echo accompanies every step or movement
they make as they travel in the bowels of the wine cellar. Attempts to
Move Silently suffer a –10% penalty while in Areas 2-1, 2-2, and 2-3. In
addition, it is all but impossible to ambush or surprise foes.
As the characters make their way down the stove exhaust, the booming,
shrill bark of a dog shakes the very hall. This bark occurs once every
1d6+1 rounds that the characters linger here. Because the sound bounces
through the chamber at a deafening level, all characters must make a saving
throw or be deafened for 1d6 turns. Deaf characters cannot communicate
verbally and deaf spellcasters have a 20% chance to fail when casting a
spell, causing the attempted spell to fizzle and fade from their memory.
Area 2-2: Pipe Break
The passage turns sharply to the east, where the far end of
the stove pipe is torn open. Thick, white clouds of vapor pour
into the chamber and quickly condense to form the steady
stream of water in which you now stand. The tear in the pipe
and the stone wall behind it is wide enough to serve as a door
for a human. A powerful wind blows through the hole. For
a brief instant, the clouds part to reveal endless blue skies
beyond. The stove pipe turns south just before the rend and
continues its path in a southerly direction.
Pushing through the thick fogbank is a disgusting thing, as several
spiders have planted their egg sacs in this moist area. In addition,
characters daring to peer through the hole over the edge see that the
very cloud upon which Clovis’ estate floats has been torn and is slowly
pouring into the basement and turning to water; this is the source
of the flooding. Unfortunately, discovering this puts the characters
precariously close to the edge and at risk of falling to the ground
thousands of feet below. Anyone moving close enough to the edge to
look over must roll below their dexterity on 3d6. If the check fails,
the character begins slipping and sliding toward the edge. Characters
have one final chance to make a saving throw to avoid going over the
edge and falling to their death. Stumbling blindly into the fog also
risks bursting the spider egg sacs and releasing 2 nearly mature giant
spiders that attack immediately.
Those who bravely attempt to get close to the edge discover that the
hole looks as if it was torn open from the inside by some kind of tenacious
beast attempting to claw its way to freedom. In truth, it was Clovis’ thunder
terrier Donner who inadvertently caused this potentially cataclysmic
damage to the castle by clawing at the pipe. His efforts tore open the
hole, allowing the cloud outside to continually flow in and change into
water. Unless the characters are particularly clever, repairing the damage
is beyond their ability. Fortunately, once Clovis is told of this damage, he
can order his servants to make the necessary repairs.
Noisy characters automatically cause Donner to bark (as described
in Area 2-1) in a whimpering cry for aid from his precarious position
trapped in the spiders’ nest (Area 2-3).
Giant Spiders (1ft diameter) (2): HD 1+1; HP 6; AC 8[11];
Atk bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP:
3/60; Special: poison (+2 save or die). (Monstrosities 451)
Area 2-3: Spiders’ Nest
The stove pipe comes to a sudden end, opening into a
natural gap in the castle’s stone foundation. The chamber
is easily thirty feet wide and forty feet long, though its roof
is barely ten feet high. The thick, sticky webbing of giant
spiders covers half of the chamber. Tangled in these vine-like
tendrils is a teal-furred terrier of gigantic proportions with
lightning blue eyes. The massive beast is hopelessly caught.
It sees you and lets out a deafening bark, its mouth crackling
with lightning. In addition to its pleading gaze, five sets of
arachnid eyes turn your way as a cluster of giant spiders
move toward you and your companions, each arachnid intent
on punishing you for disturbing their feast.
The spiders long ago took up residence in the hollow of the castle
foundation. When Clovis’ wandering pet Donner the thunder terrier
wriggled his way up the stove pipe to escape being trapped in the wine
cellar, he became tangled in their webbing. The 5 spiders fight to the death,
backed into the corner of their own lair and fighting to defend their meal.
Characters moving into or through Squares 2, 5, 6, 7, 9, 11, or 12
must make a saving throw or become tangled in a manner similar to a
web spell. Donner is webbed in this fashion on Square 5. Because of the
moisture and fog in the room, these webs cannot be destroyed using fire.
Fortunately, the webbing in a single square can be cut away by doing
10 points of damage using a slashing weapon such as a sword or axe.
Unfortunately, Donner is panicking and barks every round during the
battle. Each time he barks, the unstable foundation has a 50% chance of
crumbling and sending a 10ft-by-10ft section of the floor upon which the
battle occurs tumbling into the blue sky below. The Referee can roll 1d12
and consult the map to determine which section falls away or simply have
them fall away in sequence. Any character standing in a square where the
floor falls away must make a saving throw to jump clear or plummet to a
painful, messy death thousands of feet below. Characters standing in any
of the webbed areas can choose to intentionally tangle themselves in the
web. Doing so grants them a +4 bonus to their save, though they are also
automatically caught in the web.
Being so close to the barking thunder terrier is also deafening, meaning
all characters must make a saving throw or be deafened for 1d6 turns as
described in the stove exhaust room (Area 2-1).
Once the spiders are defeated, the characters must find a way to
calm Donner. Rangers and druids can do this automatically, while
other characters must roll below their charisma on 4d6. If any character
is wearing the ring of feline friendship (from Area 1-9), Donner is
automatically hostile and likely to attack.
Depending on the condition of the floor and how the battle went, the
characters may have a difficult time freeing and retrieving the thunder
terrier. Once freed, the poor canine makes every effort to flee back down
the stove pipe toward the stairwell (Area 1-1). Upon hearing Donner’s
familiar bark, Clovis’ ogre mage servant Wamp releases the wards on the
door, freeing the dog and the characters.
Giant Spiders (4ft diameter) (5): HD 2+2; HP 13, 12, 11, 8,
7; AC 6[13]; Atk bite (1d6 + lethal poison); Move 18;
Save 16; AL N; CL/XP 5/240; Special: lethal poison (save or
die), surprise (5-in-6 chance). (Monstrosities 451)
Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4);
Move 12; Save 13; AL N; CL/XP 5/240; Special: deafening
bark (deafened for 1d6 turns, save avoids). (see Appendix 1:
New Monsters)
12
Frog God Games
Part Three:
Wine Before Its Time
With Donner recovered (or possibly slain), the characters return to
Clovis with the discovery that his beloved dog is the source of the flooded
wine cellar. The Lord of House Tempestas immediately orders Wamp
to send several of his servants to deal with the problem and offers the
characters their promised reward of 500gp. In gratitude, he also offers to
send them back to where he found them using his magical abilities. He
has no interest in the treasure the characters recovered, dismissing it with
a wave of his hand as “mere trinkets that he will allow them to keep.”
If Donner was slain and Clovis learns of this, he is overcome with
sorrow and barely contains his tears. In fact, over the next few weeks the
characters hear of small, freakishly powerful thunderstorms breaking out
in the region — an extension of his sadness pouring forth from Stormridge
Sanctum onto the ground below.
If the characters return his beloved Donner to him uninjured, Clovis
is overjoyed. He provides the characters with their promised reward and
agrees to drop them off anywhere they choose — though the Referee
should use this as an opportunity to allow the characters to avoid a long
overland journey or to transport the campaign to new or previously
unexplored region.
In the unlikely event that the characters refuse Clovis’ money and fawn
over what an honor it has been to serve him, the storm giant offers them a
unique reward. This reward is offered only if Donner is alive. He provides
them with a thunder terrier pup. Training and rearing the animal is no easy
task and requires constant efforts on the part of the characters. After one
year, the pup grows into an adult thunder terrier.
Whether the characters ever encounter Clovis, Wamp, Donner, or any
of the other denizens of Stormridge Sanctum is up the Referee. Casthor,
Ernesto, and Emilia go their own way once the adventure ends, though the
characters may earn potential allies to use in the future. Franach, on the
other hand, attempts to stay with the party under the guise of an ally and
attempts to slowly turn the characters into wererats in his service.
As suddenly as they arrived in Stormridge Sanctum, the characters
find themselves returned to the Lost Lands (or whatever game
world the Referee chooses).
Appendix 1:
New Monsters
Below are new monsters encountered during this
adventure.
Pewter Knight
Hit Dice: 2Armor Class: 3[16]
Attacks: slam (1d8)
Saving Throw: 16
Special: spice
Move: 9
Alignment: Neutrality
Number Encountered: 1d4
Challenge Level/XP: 3/60
Pewter knights are a curious form of animated object most often
used by intelligent giants and dragons. Most often they take the guise
of huge spice shakers carved of pewter into the images of knights and
warriors. When disturbed or touched without a command word being
spoken, they attack with their massive pewter blades in a devastating
slam attack. As they often serve as containers for various seasonings
and spices, pewter knights can make a special attack to create a unique
effect. The Referee should roll 1d4 to determine which spice is housed
within an individual pewter knight and its effect:
1d4
Spice
Effect
1
salt
If the target has any open wounds,
those wounds begin to sting in a
sharp, distracting pain that causes
the victim to suffer a –2 to-hit
penalty for the next 1d6 rounds.
2
pepper
The target must make a saving
throw or become overwhelmed
by a fit of sneezing for 1d6 rounds.
During this time, the target cannot
cast spells and movement is
halved.
3
sugar
Crystalline sugar gives the
character a sweet smell noticeable
to anyone within 120ft. For 1 hour,
the characters cannot surprise
targets, wandering monsters are
more likely to notice them (double
the normal chance), and any
attempts to Hide in Shadows suffer
a –15% penalty.
4
cinnamon
Targets inhale a massive cloud of
dry cinnamon and begin coughing
uncontrollably for 1d3 rounds unless
they make a successful saving
throw. While coughing, they cannot
move, attack, or cast spells.
Pewter Knight: HD 2; AC 3[16]; Atk slam (1d8); Move 9;
Save 16; AL N; CL/XP 3/60; Special: spice (see description).
13
In Vino Gigantus
Thunder Terrier
Hit Dice: 4Armor Class: 5[14]
Attacks: bite (2d4)
Saving Throw: 13
Special: deafening bark
Move: 12
Alignment: Neutrality
Number Encountered: 1
Challenge Level/XP: 5/240
Thunder terriers are extraordinarily rare, found most often in the
company of storm giants and cloud giants who raise them as pets. Though
similar to Yorkshire, Scottish, or West Highland terriers, the coloring of
their fur ranges from sky blue to an almost sparkling teal. Like the smaller
breed for which they are named, thunder terriers are natural ratters with a
disposition to be excitable and gregarious.
When excited or scared, thunder terriers often let out a deafening bark
that can be heard from almost a mile off. Anyone near a thunder terrier
when it barks must make a saving throw or be deafened for 1d6 turns.
Deaf characters cannot communicate verbally, and deaf spellcasters have
a 20% chance to fail while casting a spell. The attempted spell fizzles and
fades from the spelllcasters’ memory.
Thunder terrier pups can be reared and trained like any other dog,
though the cost for feeding them is enormous and the likelihood of
collateral damage is quite high.
Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4); Move 12; Save 13;
AL N; CL/XP 5/240; Special: deafening bark (deafened for 1d6 turns,
save avoids).
Appendix 2:
Magic Items and Spells
Below are details of the new magic items and spell found in this adventure.
Greater Ring
Ring of Feline Friendship
This delicate silver ring is set with a pair of cat’s-eye gems. Any time the
wearer of the ring of feline friendship comes within 120ft of a mundane
or magical cat (regardless of size), that cat must make a saving throw or
immediately come under the wearer’s control (as charm monster) for the
next 1d6 hours. If the cat is within 120ft of the wearer after this duration,
it must make a new saving throw or the effects continue. In addition, a
magic-user wearing the ring summons various cats as determined by the
Referee when casting any monster summoning spell. This could include
tigers, hellcats, torthri, or even a sea cat where appropriate.
Cats affected by the ring of feline friendship can range from common
house cats to tigers, or from undead feral cats (even though they are
normally immune to charm affects) to weretigers.
Unfortunately, all canines within 120ft of the wearer of the ring of
feline friendship regard the wearer with distrust or even open hostility.
This includes mundane dogs, wolves, werewolves, blink dogs, and even
gnolls. Hell hounds have a particularly acute hostility to the wearer.
14
Frog God Games
New Spell
Protection from cold
Spell Level: Druid, 3rd Level
Range: Touch
Duration: 3 turns + 1 turn/level
Protection from cold may be cast on another character or NPC, but it
confers a great deal more protection when it is woven personally around
the caster. When used to protect another creature, the spell’s ward grants
complete immunity to normal cold damage such as that from icy weather
or snowstorms and reduces damage from magical-based cold attacks by
half. When used to protect the caster, the spell grants complete immunity
to one exposure to magical cold, after which it functions normally.
Appendix 3: NPCs
Casthor the Bold
Casthor is big, bold, and blonde. He has an easy way about him and
his smile is infectious. He is the leader of his small band of adventurers
and takes his duties very seriously. He is pragmatic and often uses his
charms to put potential employers at ease before negotiating for the best
deal possible for himself and his companions. He typically wears a set of
chainmail armor and carries a longsword and two daggers.
Casthor the Bold, Male Human Warrior (Ftr2): HD 2; HP
11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 12; Save
13; AL N; CL/XP 2/30; Special: multiple attacks (2) vs. creatures
with 1 or fewer HD, +1 to hit and damage strength bonus.
Equipment: chainmail, longsword, 2 daggers.
Ernesto Quickfist
Ernesto is tall and wiry, with long salt-and-pepper hair pulled into a
loose ponytail. He wears loose, tattered pants, worn leather boots, and no
shirt. He carries no weapons. Despite his training and discipline, Ernesto
has little time for idle chitchat or diplomacy and is quick to address a
confrontation head-on. He is a man of his word and believes in serving
those he cares about to the utmost of his ability.
Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5; AC
8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L; CL/
XP: 2/30; Special: +1 damage with weapons, alertness, deflect
missiles, thieving skills.
Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in
6, Hide 15%, Silent 25%, Locks 15%.
Emilia the Unkempt
Emilia is a bug-eyed, one-eared half-elf who dresses more like a vagrant
than a wizard. Her bedraggled clothing is stained and worn, and the staff
upon which he leans is little more than a piece of driftwood. She speaks in
short bursts that seem more akin to streams of consciousness than actual
sentences. Despite her apparent madness, she is keenly observant and
quick to sniff out a deception. She carries a quarterstaff, a dagger, and her
spellbook.
Emilia, Female Half-Elf (MU1): HD 1; HP 4; AC 9[10]; Atk
staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save vs.
spells, wands and staffs, darkvision (60ft), spells (1).
Spells:1st—detect magic.
Equipment: staff.
15
In Vino Gigantus
16
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System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax
and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
The Tome of Horrors Complete, Copyright 2011, Necromancer Games, Inc.,
published and distributed by Frog God Games; Author Scott Green.
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Williams.
In Vino Gigantus © 2019, Frog God Games, LLC; Author: James M. Spahn
18
Frog God Games
| textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - In Vino Gigantus.pdf |
This adventure opportunity is a free
addition to Frandor’s Keep, a setting for use
with Kenzer and Company’s HackMaster
Basic fantasy roleplaying game. If you
enjoy the material presented here, there
are 144 pages of comparable fun waiting
for you in the full product.
GM’s Background
GM’s Background
The winding switchback trail leading to Falcon’s Eye Tower
is broken up by two relatively flat clearings – one about 1¾
miles up the trail (at 6200’ elevation) and the second nearly
another mile further up the trail (at 6500’). The lower clearing
encompasses approximately 1¼ acres while the upper one
occupies about three and a half acres.
The two clearings are substantively different in appearance.
The lower and smaller one is bisected by the trail and relative-
ly free of bushes and dense undergrowth. Such is not the case
with the upper clearing. The trail skirts its northern edge while
the balance is choked with briars.
A couple of months ago, a group of soldiers hacked through
the thicket in a vain search for ‘lost dwarven silver’ (this being
the rumor du jour propagated by some scurrilous wag at the
Broken Hilt Tavern). While they understandably came up
empty-handed, they did make a remarkable discovery. At the
far southeastern edge of the rocky shelf there was a 10-foot-tall
unhewn stone erected in a naturally formed notch. More eeri-
ly, a collection of antlers, hooves, teeth and other presumed ani-
mal parts were scattered around its base.
This shrine became a local curiosity attracting many to the
site. Strange markings, purportedly Orkin religious script, were
observed on the stone’s surface. Word of the site soon reached
Keep Prefect Ganitak and the incensed commander ordered
his personal retinue to level the spot. This they did by toppling
the stone over the cliff edge and hurling the gruesome artifacts
after it. Guards assigned to Falcon’s Eye Tower were flogged
and pilloried for dereliction of duty in permitting this abomi-
nation to escape unnoticed for so long.
Chastened by their punishment, the Falcon’s Eye Tower crew
has been more vigilant of late. To their great consternation,
they discovered that a replacement obelisk was erected at the
shrine site – now secured in place by large wooden stakes
around its base. Subsequent reconnoitering of the site revealed
that the pagan offerings – for certainly this is what the bones
must be – were also present and in greater abundance every
time they visited.
Only the guards of Falcon’s Eye tower know the current state
of the site. Fearing more severe punishment, they took it upon
themselves to apprehend whoever was utilizing the site for
these unholy rituals. Alas, several all-night vigils failed to dis-
cover the idolaters.
Getting the Players Involved
The following rumors may be added to the Area
Information table found on page 24 of Frandor’s Keep.
21. There’s an old silver mine in the cliffs on the south side of the
Tanara River not too far off the path that leads up to Falcon’s Eye
Tower. Dwarves used to mine it but they abandoned it when it
began to get played out. Too much work getting what little
remained they said. An enterprising young feller with a strong back
might find himself a bit a loot though if ’n he was willin’ to scratch
around a bit. (False; Dasas Zhenshi [the proprietor of Dasas’
Goods detailed in area M10 on page 65 of Frandor’s Keep] peri-
odically scatters around a few trade coins to the local drunks to
keep this rumor (and other variants) alive in hopes of selling
mining tools to rubes foolish enough to believe it.)
22. A demon totem in our own back yard! Don’t that just beat all.
The Prefect had a hissy fit when he heard about that. Had the
entire crew of Falcon’s Eye Tower flogged for lettin’ it sit there right
under their noses. Good thing he had it torn down – who knows
what kind of evil something like that might attract… we got
enough problems with these goblin scum. (True)
These rumors may goad the players into exploring the trail
to Falcon’s Eye Tower and the clearings along said path.
Alternatively, they may wish to travel to Falcon’s Eye Tower
itself to interview the soldiers there.
1
2
If they choose the latter course, they will be greeted with
stone-faced grimaces from the guards on duty. These troopers
do their best to dissuade the explorers from rummaging around
the site, even threatening to arrest them for trespassing.
However, use of Diplomacy or Art of Seduction skills (an
Average check in either case) will compel the sergeant
[Relemir Tesipo] to pursue a different tactic – especially if the
PCs relate the rumors they’ve heard and seem intent on inves-
tigating the site.
Under these circumstances, he takes the players into his con-
fidence and reveals the true nature of the site (that is, what the
soldiers believe to be true). He also states that guardsmen have
camped at the site on three separate occasions encountering
neither hide nor hair of evil cultists. If the players were to dis-
cover who is responsible for the shrine and its apparent upkeep,
he would appreciate the effort.
Of primary importance though is for the PCs to keep quiet
about anything they discover and report back to him personal-
ly. He lets slip that the guardsmen have already been punished
by the Keep Prefect and that Ganitek is unaware that the
obelisk has been restored. Were he to find out the true situa-
tion, heads would roll. While he won’t offer a cash reward, he
hints at some alternative remuneration implying that having
soldiers as trusted confederates might prove to be a valuable
asset.
If this offer is insufficient, he will agree to any terms that can
be reached. However, he will scheme to undermine the players.
See Aftermath for further details.
Additional details that may be learned through this discus-
sion include the following:
a) On each occasion, four troopers kept watch on the site and
they maintained a campfire.
b) No unusual tracks have ever been found on the path up to
Falcon’s Eye Tower.
c) There is writing on the obelisk but in an unknown script.
If the players decide to go it on their own, a shift change
occurs at Falcon’s Eye Tower a day after they set out. The out-
going patrol searches the upper clearing on their way back to
Frandor’s Keep. If they encounter foreigners (e.g. the players)
near the site, they will presume that they are the ‘evil cultists’
and attempt to apprehend or kill them. The Fast Talking skill
may prove very useful in preventing an escalation of violence
and permit the PCs time to provide a plausible excuse for
3
being there. If they are quick-witted enough, they may be able
to take the soldiers into their confidence (with similar results
as detailed above).
Sergeant Relemir Tesipo: N Baparan human fighter 1; HP 28;
Init +4; Spd 9 (8); Rch 31⁄2’; Atk +1; Dmg 2d8p+1 (longsword); Def
+4; DR 3; ToP 9/ 6; Hon 9; Quirk: Paranoid; Notable Skills: language
(Baparan 71), observation (12), resist persuasion (12); Gear:
longsword, medium shield, studded leather armor, 2d3 sp, 3d4
cp
4 Men-at-Arms: N Baparan human; HP 26; Init +5; Spd 8 (7); Rch
2’; Atk 0; Dmg 2d6p (short sword); Def +3 (medium shield); DR 3;
ToP 8/ 6; Notable Skills: language (Baparan 71), observation (10);
Gear: short sword, med. shield, studded leather armor, 1d3 sp,
2d4 cp
The Enemy
In truth, the shrine was erected by an Orkin shaman and his
apprentices as part of a ritual calling upon the Creator of Strife
for a day of reckoning and eventual defeat of the humans
encroaching on Hell’s Throat. These are high aspirations for
the diminutive band of orcs but they are true believers and
fanatical in their devotion to the Discordant One.
Their unholy days, which they dutifully observe, are periods
of foul weather. Ironically, this has served better than any
stealth on their part to aid them in remaining undiscovered for
they visit the shine only on miserable stormy nights – precise-
ly the type of weather that discourages the castle’s soldiery
from camping out and ambushing them.
Orc Shaman (67 EP): CE orc cleric 1; HP 30; Init 3; Spd 13; Reach
4’; Atk +3; Dmg 2d8p+1; Def +2 (medium shield); DR 3; ToP 12/6;
Size M; Move 10 ft./s; Spell: (1) Moderate Emotion: Cause Fear;
Notable Skills: survival (40), literacy [Orkin] (31), observation (12);
Gear: orkin body armor, medium human-made shield, flail, 5
pounds of rock salt (81⁄2 sp value), 12 sp, Potion of Orcish
Steadfastness, traveler’s outfitting bundle, ink (1 oz), quill, note-
book*
3 Orc Minions (34 EP each): HP 29, 27, 25; Init 5; Spd 9; Rch 3’;
Atk +3; Dmg 2d8p+2; Def -4; DR 3; ToP 12, 11, 10/6; Size M; Move
10 ft./s; Notable Skills/Proficiencies: laborer, observation (7); Gear:
orkin body armor, orkin scimitar, pilgrim’s outfitting bundle
*This notebook is filled with rambling orkin script detailing the
sacrilige wrought by the accursed humans building a fortress on an
orkin burial ground. Feel free to reveal as much of the history of
Frandor’s Keep from Chapter Two as you wish should an enterpris-
ing character translate the book. (For those not literate in Orkin,
translation services are offered by the Adept Scribes located in
Frandor’s Keep and detailed in entry M2).
Exploring the Upper Clearing
This three and one-half acre flat area was cleared some years
ago in an attempt to create an additional food plot for the
Keep’s residents. It proved highly susceptible to flash flooding
and was abandoned after a couple of seasons. Since then it has
lain fallow and become overgrown with thorny bushes.
If players enter the thicket, they will be able to make out
several paths through the brush as indicated on the map.
Several of these paths end in dead ends necessitating either
backtracking or a slow and laborious effort of hacking through
the dense undergrowth with swords (the latter weapon the only
suitable stand-in for a machete).
At the far end of the clearing overlooking the valley below
stands a rough unhewn stone.
Closer examination reveals script carved into the stone.
Should any of the players be literate in orkin, it reads,
“Sometimes misfortune has nothing to do with chance.” An
Easy Divine Lore check will reveal that this is a shrine to the
Creator of Strife while a Difficult Observation check of the
offerings will identify some of the bones as human (the
remains of a lost traveler captured by the orcs and sacrificed a
month ago). Tracking checks easily reveal that a number of
booted man-sized creatures have tromped around the site but
they are too old to follow away from the site.
Confronting the Minions
If the players lay an ambush in order to waylay anyone
coming to visit the site, they will spend a fruitless day and
night encamped in the clearing. The following day soldiers
from Falcon’s Eye Tower will reconnoiter the clearing possibly
confronting the PCs as ‘evil cultists’. Note that the men-at-
arms will not make any attempt at stealth and can be detected
some ways off by an observant group (though it will necessitate
an Average listening check to overhear their conversation in
the Baparan dialect – a sure clue that they are not humanoid
raiders). Should the players attempt to hide, make a contested
check versus the soldiers’ observation skills.
Later that afternoon, dark storm clouds blow over the Krond
Heights portending a storm. That evening, a severe
thunderstorm hits the region. If players are camping out,
describe in detail just how dreadful it is to be out in the
wilderness completely soaked and chilled to the bone. To
heighten tensions, a lightning bolt strikes a tall tree a mere 100
yards away, causing it to collapse.
In the midst of this storm, the orkin minions emerge to
worship at their shrine. They approach cautiously knowing that
the abominable human scum have taken to violating their
unholy shrine. Should they encounter interlopers, they attack
with maddening fury seeking to cleanse the site of this
desecration and perhaps to take a living captive to sacrifice.
If the players abandon their stakeout due to the inclement
weather, they will not encounter the orkin worshippers.
However, later investigation of the site will (with a Trivial
observation check) reveals additional bones arrayed as sacrifices
and a myriad of fresh tracks covering the site. These tracks exit
the clearing to the south and a novice tracker can ascertain that
this group comprised four individuals. Unfortunately, following
the tracks requires a Very Difficult skill check due to the hours
of hard rain obscuring the orcs’ trail. If the orcs’ tracks are
found and the creatures pursued, what will follow is an aimless
chase down the Padiras river valley. These orcs are nomads with
no lair.
Players may alternatively choose to lie in wait and not reveal
themselves to the orcs when they appear opting rather to track
them to their lair. Tracking the orcs in the rainstorm requires a
Difficult tracking check with success resulting in an identical-
ly fruitless chase through the valley.
The orcs will return to the site during the next storm (a new
storm front will appear in d8+2 days). This is the next oppor-
tunity the PCs have to confront the orc cultists. If they are not
dealt with at this point, the shaman will begin to attract fol-
lowers at the rate of d4-2 per month (with statistics identical
to the current orc minions). The emboldened band will also
inaugurate the practice of capturing individuals from the
immediate region for their monthly sacrifice. Roll a d6 to
determine this individual’s identity: 1-2 is a random traveler, 3-
5 is a named resident of Quarrytown (see Chapter Five of
Frandor’s Keep) and 6 indicates a named resident of the Keep
itself. Obviously the orcs aren’t going to boldly march into the
fortress and kidnap this individual, rather he (or she) is waylaid
sometime during the month and kept prisioner until sacrificed
to the Creator of Strife. The Keep’s military garrison won’t take
notice until such time as its residents begin disappearing.
Aftermath
Should the players kill the Orkin shaman and his minions,
they put an end to this little coven and have solved the mystery
of the shrine. There are a number of alternative conclusions to
the story based upon player actions.
After trekking through the thicket, you discover a ten-foot
high rough block of stone wedged into a natural depression and
secured with large wooden stakes. All about it lie scattered
antlers, hooves and bones.
4
5
Scenario One: If the characters made a gentleman’s arrange-
ment with the soldiers of Falcon’s Eye Tower, the troops will
completely cleanse the site. They insist that the PCs take no
bounty heads (though anything else is theirs by right of com-
bat). They proceed to pull down the obelisk, bury the orc
corpses and scatter the grisly offerings. None will ever speak of
the incident.
These soldiers will be indebted to the PCs and subsequent-
ly use their influence within Frandor’s Keep to make life a lit-
tle bit easier for the characters. This will essentially give them
the benefit of the doubt when dealing with the Keep’s common
soldiery and preclude the suspicion normally given to freelance
mercenaries. Party fighters may even be invited to join the
Secret Society of the Black Fists (see description on page 68 of
Frandor’s Keep).
Scenario Two: If the players drive a hard bargain with
Relemir taking advantage of his precarious position or if they
insist on taking heads or ears to cash in with Kip the Bounty
Master (see area M9a in Chapter Seven of Frandor’s Keep), he
will honor the terms of their arrangement and offer to buy any
trophies directly. However, he insists that any cash reward will
have to be issued from a slush fund he has squirreled away back
at Falcon’s Eye Tower. While escorting the players to the tower,
he sends his troopers back to the Keep to falsely report that the
guardsmen of Falcon’s Eye Tower killed the orcs responsible for
erecting the evil shrine.
When the players return to Frandor’s Keep, a huge public
gathering is held in which Prefect Ganitek lauds praise on the
brave soldiers of Falcon’s Eye Tower. These soldiers are treated
as heroes and treated to free drinks and hearty congratulations
from everyone they encounter. Players who feel slighted and
try to contradict the tale will not be believed whatever evidence
they present.
Scenario Three: Should the players bypass the Falcon’s Eye
Tower crew and wish to exercise their bragging rights first
hand, word soon reaches Prefect Ganitak. He summons the
PCs for a full debriefing and expresses his appreciation for
their initiative in ridding the valley of this menace. He then
invites them to a ceremony to be held two days hence to
publicly herald their accomplishment.
The ceremony is only a pretense. Its true purpose is to
punish the guards of Falcon’s Eye Tower for continued sloth
and incompetence and to serve as a warning to the rest of the
garrison.
When the characters arrive at the ceremony held on
Frandor’s Field in the middle of the upper bailey, nearly all of
the keep’s soldiers are arrayed in rank and file before the Lynx
rotunda. The PCs are ushered up to the rotunda where the
Prefect will give some them some perfunctory praise and then
presents them with 30 silver coins. Following that, the guards-
men of Falcon’s Eye Tower are marched in bound in chains.
Ganitek then lets loose a tirade about the virtues of honor and
duty and how these men have failed to honor their oath. One
man, Sergeant Relemir Tesipo, is then led forward and stripped
of his rank before being before being beheaded. The remain-
ing Falcon’s Eye troops are then marched off to the pillory.
The player characters responsible for bringing this shame
upon the soldiery will subsequently marked for every kind of
harassment possible short of open attack. Complaining to the
Prefect will elicit nothing more than a brusque “I’ll look into
it” as he has no interest whatsoever in the matter.
CREDITS
Author/Illustrator: Steve Johansson
Editor: David S. Kenzer
© Copyright 2010 Kenzer and Company. All rights
reserved. HackMaster is a registered trademark of
Kenzer and Company.
www.kenzerco.com
Adventure Synopsis
Treasure Yield:
K Potion of Orcish Steadfastness
K human-made medium shield (15 sp resale value)
K flail (71⁄2 sp resale value)
K 5 pounds of salt (81⁄2 sp value)
K ink and quill (51⁄4 cp)
K 12 sp
K bounty on orc heads (4 sp)
K Reward from Prefect Ganitek (30 sp)
Experience Yield:
K Discovering which deity the Orcs are worshipping (15 EP)
K Figuring out that the Orcs only appear on stormy nights (10 EP)
K Learning the identity of the worshippers at the mysterious shrine
(20 EP)
K Killing Orc cultists (169 EP)
K Destroying the coven before it can grow in size and influence
(15 EP)
K Discovering details of Frandor’s Keep’s history by translating the
shaman’s notebook (60 EP)
K Forming trusted alliance with Falcon’s Eye Tower crew (50 EP)
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Rended Press
Stock Number 03
Harnly’s Hole
A DIY One-shot Adventure for Swords & Wizardry WhiteBox
and other BX/Original Edition-type Games
recommended for 4–5 low-level characters (zero to first level)
with at least 1 cleric in the party
(pre-generated characters included)
by Matthew W. Schmeer
©2013
Harnly’s Hole 2
Harnly’s Hole
A DIY One-shot Adventure for Swords & Wizardry WhiteBox
and other BX/Original Edition-type Games
recommended for 4–5 low-level characters (zero to first level)
with at least 1 cleric in the party
(pre-generated characters included)
originally written for Sword & Wizardry Appreciation Day 2013
updated and expanded February, 2014
by Matthew W. Schmeer
http://rendedpress.blogspot.com
This scenario was created using only the monsters found in the Sword & Wizardry WhiteBox
rule set. My preferred version of these rules is the no-longer-available 2nd printing by Brave
Halfling Publishing, although you should have no problem running it with the freely available
3rd printing PDF from the Swords & Wizardry website. Monster stat blocks are as found in the
2nd print and differ slightly from those found on d20swrd.com. Referees should have little
difficulty adapting this scenario to any old school inspired version of the original fantasy role
playing game.
Why do I prefer Swords & Wizardry WhiteBox? Because it makes for gritty, dangerous
dungeon crawls at low-level where the spectre of death is ever-present. This scenario makes
for a good introduction to old school gaming play style or as a one-shot convention module,
as there is much risk and slight reward in the way of treasure (but there are treasures!) for 0
or 1st level characters. It is also designed to have 2 of the player characters join the game after
their discovery; the DM may opt to run these as NPCs. The boxes beneath monster entries are
for keeping track of that particular monster’s hit points during play.
Harnly’s Hole 3
Background
Fort Harnly wasn’t much of a fort. It wasn’t anything more than just a glorified one-room guardhouse
in the middle of nowhere. In fact, it was so far away from the Baron Walthamthorp’s stronghold that
he tended to forget about it and eventually stopped posting guards to the fort. After many years, Fort
Harnly fell into disrepair and nearly faded into memory.
Of the guards who served at the frontier post, only Harnson Groot is still alive. Now a one-legged
sergeant and pole-arms trainer in the Baron’s mercenary force, he regales green recruits with stories
of encounters with the bugbears, goblins, kobolds, and gnolls who roamed the hills at the Barony’s
edge. Privately, what he recalls most vividly is wasting away the hours on cool, pleasant evenings
swimming in the pond behind the fort.
He remembers those years fondly (as those who are up in years are wont to do), so much so that he
requested and was given permission from the Baron to retire to the run-down fort and start a farm
when he resigns his commission at the Baron’s mandated 40 years of service limit. The Baron has
even agreed to let Harnson send a few recruits out on a training exercise/scouting mission to begin
preparing the area for Harnson’s return.
Harnson has charged three recruits to venture to Fort Harnly. After some thought, the Baron also
asked the Keep’s priest if there was an acolyte His Grace could spare to accompany his men. Father
Noaventure agreed to this request and sent along one of his slightly more worldly clerics.
The party set out on mules from the Baron’s keep two weeks ago and has just arrived at Fort Harnly.
Along the way they recruited a few villagers as torchbearers, porters, and men-at-arms (see hirelings
list). A shipment of building supplies and a relief party led by Harnson left a week after the party’s
departure. The recruits’ mission is to secure the area, clean up the fort, and investigate any strange
goings-on in preparation of the fort’s renewal.
The party (4–5 PCs plus up to 4 hirelings) has arrived at the fort, and now must deal with what it finds.
Wandering Monsters
Wandering Monsters
(1d6; above ground)
(1d6; below ground)
1. 1d4 Gnolls
1. Giant Spider
2. 1d4 Human Bandits
2. Small Giant Centipede
3. 1d4 Goblins
3. Ghoul
4. 1d4 Kobolds
4. Gnoll
5. 1d4 Bugbears
5. Lemure Demon
6. Owlbear
6. 2 Giant Rats
Harnly’s Hole 4
Map
Map made with Dave’s Mapper.
Harnly’s Hole 5
Map Key
Note: Roll 1d4 to determine the party’s starting point. On a 1 or 2, start in Area 3 to the right of the pit.
On a 3 or 4, start in Area 1 to the left of the tree.
1. A dryad inhabits this tree. A naked dwarf is tied to the tree and the dryad plans to feed on his life
force soon. The dwarf, Virlek Gyndulfson (see pre-gen list, below), has been seduced with a Charm
spell by the dryad and somehow tied himself securely to the tree. His equipment is in good working
order and piled tidily a few steps from the tree.
A heavy iron chain dangles into the depths of the pit, the end a few feet above a small cairn of rock on
an outcropping below. This was the pond old Harnson remembers, although it has collapsed and
there is no trace of a water source. The pit does not appear to be natural, nor does it appear to be the
handiwork of any known race.
Dryad: HP 9; AC 9 [10]; Atk 1 wooden dagger (1d4); Move 12; Save 16; HDE/XP 3/60; Special: Charm
person (-2 save).
ooooooooo
2. This one-room guardhouse has fallen to ruin; 2 ragged looking gnolls have taken shelter for the
night. The gnolls are heavily injured but fight to the death if provoked. They are exhausted and terror-
plagued and rave nonsensically about a “horror below the earth” but not mention any specifics.
If treated well, the gnolls explain they are the last survivors of an expedition that breached the column
in Area 4 to explore the depths below. Bandits ambushed them as they came scrambling out of the pit
in Area 1 while some unknown enemy “breathing fire” chased them to the surface.
2 Gnolls: HP 4, 5; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special:
None.
ooooo
oooooo
3. This pit is filled with the recently dead bodies of 3 gnolls and 7 human bandits. The gnolls appear
to have put up a ferocious fight despite severe burn wounds that appear several days old. Also tied up
and knocked unconscious beneath one of the dead bandits is Raafan Autuk, a 1st level Magic User
(see pre-gen list). He’s the seventh son of a seventh son; his father is a rich merchant specializing in
rare pipeweed who bought his son’s way into the magic academy. Raafan was being held for ransom,
having been ambushed on his way home for a visit. He’ll come around after some strong drink is
poured down his gullet.
Between all the dead bodies, there’s 27cp, 34sp, and 73gp. There are several swords of various
lengths, clubs, bows, and daggers scattered about, but nothing really worth taking.
Harnly’s Hole 6
4. The broken column is an entrance to the largest cavern in the complex. The column appears to be
of gnomish design and is engraved with ancient gnomish script and warnings that have been
scratched out beyond decipherability. A Read Magic spell reveals various inscriptions (most of them
gnomish graffiti). One message stands out from the rest: “Beware the One Who Sleeps Below!”
The tunnel to Area 12 is empty, but the ground is worn smooth of dust and debris—except around the
column, where the remains of the broken column are scattered.
5. These stairs do not appear to have been carved by any earthly hand, and have been carved from
the bottom up. The gentle slope ends in a twisting stone staircase that also isn’t of any known design.
There is a 30% chance that the spiral staircase contains 1d4+1 giant rats.
A faint howling, screeching sound can be heard from the depths below. The sounds get louder near
Area 6, but then become inaudible further down.
1d4+1 Giant Rats: HP 4, 4, 3, 4, 3; AC 7 [12]; Atk 1 bite (1d3); Move 12; Save 18; HDE/XP 1/10; Special:
5% are diseased.
oooo
oooo
ooo
oooo
ooo
6. Two dead gnolls lay at the entrance to this room, their bodies burnt and horribly disfigured. They
carry a total of 6gp, 2 cudgels, and 1 spear.
Further in, a giant slug’s bulk blocks the way to Area 11. It attacks if disturbed. It is always disturbed.
Inside the slug are the digested remains of 2 gnolls and 75gp worth of coins in various denominations.
As the party ventures closer to Area 11, the howling & screeching sounds heard in Area 5 get louder.
Giant Slug: HP 16; AC 8 [11]; Atk 1 bite (1d12) or acid; Move 6; Save 3; HDE/XP 13/2,300; Special: Spit
acid (2d6).
oooooooooooooooo
7. A dead gnoll blocks the entryway here. His trappings and hide patterns indicate he was someone of
rank. There are 3cp, 12sp, and 6gp in a pouch at his waist. A heavy, wicked-looking cutlass (treat as +1
longsword) lies close to his outstretched hand.
Also in this room are twelve brittle, inanimate gnome skeletons. Among the bones are 2 emeralds
worth 68gp total. Hidden in a hollow shinbone is a scroll of Protection from Chaos.
8. At the bottom of the stairs, blocking entrance to the room, is a Hell Hound carcass with a dead
gnoll gripped in its jaws. Pieces of a broken sword and a splintered cudgel scatter the floor, as do
150cp and 75sp, making the floor near the entrance treacherous (20% chance someone falls while
moving through this area).
Harnly’s Hole 7
Two more Hell Hounds are anxiously pacing around the room. The Hell Hounds attack on sight.
2 Hell Hounds: HP 11, 10 ; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe
fire (8 hp).
ooooooooooo
oooooooooo
8a. A narrow stone staircase spirals up to Area 8b. The door to Area 9 is locked and warded; Dispel
Magic has no effect. It can only be opened with the right magical key. The door and lock are covered
with a thick layer of yellow mold.
Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore cloud; Move 0; Save n/a; HDE/XP 3/60; Special:
Poisonous spore cloud, killed by fire.
8b. This is evidently a storage room, stuffed with rusted weaponry, miscellaneous gears, spotted
sheets of waxy grey thin metal, slow leaking & near empty vinegar barrels, rotted portraiture, and
other such items. Everything is covered in a fine layer of non-toxic yellow dust.
Dangling from the corner of a picture frame at the back of the room is an iron key ring with the special
keys to the doors in Areas 8a & 10. The keys glow with a faint purple aura under a Detect Magic spell.
Inside one of the vinegar barrels is the ancient, desiccated corpse of a dead halfling. He has a cleric’s
Ring of Spell Storing in his pocket and an Amulet against Scrying on a normal chain around his neck. A
+1 short sword is in a finely engraved sheath at his side. He also has 52gp in various coinage in his
trouser pockets.
9. The smell of sulfur is strong in this stone staircase, despite a gentle wind flowing from above. A
continual stream of shadows march downward as well, two abreast. They don’t attack unless
attacked and step aside to let the party pass if unprovoked. The shadows keep coming, pair after pair
after pair. (DM Note: use the same HP for each pair during combat).
The end of the staircase is impossible to find; it just keeps going down. PCs attempting to go down off
the map find themselves walking downward for an eternity. If they are off the map and turn around to
go up, they instantly find themselves between the doors to Area 8a and Area 10.
The top of the stairs dead-ends in rock, and yet the shadows emerge from the rock and march down
nonetheless.
The door to Area 10 is locked & warded and requires a special magical key to open.
2 Shadows: HP 8, 12; AC 7 [12]; Atk 1 touch (1d4 + strength drain); Move 12; Save 16; HDE/XP 4/130;
Special: Drain 1 point STR with hit, hit only by magic weapons.
oooooooo
oooooo
Harnly’s Hole 8
10. The bodies of three dead gnolls lay in a gnarled heap, blocking entrance to the room.
A congregation of 1d8 lemure demons and 1d6 ghouls are screeching and dancing and feeding on
the bodies of another 2 dead gnolls. There is another gnoll, barely alive, gnashing and howling in
agony as he is being eaten alive. The demons and ghouls attack on sight.
The sides of the cavern walls are slick and wet, and appear to be sweating. This is actually a grey
ooze.
At the end of this area, the floor gives way to an endless pit. PCs falling into the pit fall into darkness
forever and ever without end. The smell of sulfur wafts strongly up from the hole. Any PC within 5 feet
of the pit must Save vs. Poison or suffer a –1 to all melee attacks due to severe nausea.
In a niche above the pit is a small, jewel encrusted bronze statue of a demon laughing in its sleep. The
idol is worth 1,000gp. Removing the statue summons another 1d8 lemure demons out of the pit (same
stat block as first group).
1d8 Lemure Demons: HP 7, 6, 7, 8, 9, 10, 9, 10 ; AC 7 [12]; Atk 1 claw (1d3); Move 3; Save 14; HDE/XP
4/120; Special: Regenerate (1hp/round).
ooooooo
oooooo
ooooooo
oooooooo
ooooooooo
oooooooooo
ooooooooo
oooooooooo
1d6 Ghouls: HP 9, 12, 5, 7, 11, 7; AC 6 [13]; Atk 2 claws (1d3), 1 bite (1d4); Move 9; Save 16; HDE/XP 3/60;
Special: Immunities, paralyzing touch.
ooooooooo
oooooooooooo
ooooo
ooooooo
ooooooooooo
ooooooo
Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to
spells, heat, cold, and blunt weapons.
oooooooooo
Gnoll: HP 1; AC 5 [14]; Atk 1 bite (2d4) or weapon (1d10); Move 9; Save 16; HDE/XP 2/30; Special: None.
o
11. This bridge of rope and wood plank looks hastily built, but it is in good condition. Still, there’s a
5% chance a board gives way and the PC falls down to Area 10.
The ceiling above the bridge contains 2 giant spiders. They attack if the light carried by the party is
brighter than 3 torches.
Harnly’s Hole 9
Walking across the bridge stirs up the demons and ghouls in Area 10. Their screeches and howls echo
through the caverns.
On the other side of the bridge is a pit trap tainted with poisoned barbs. The trap can hold the weight
equivalent of a normally encumbered human in chainmail; anything heavier and the floor gives way.
Falling in the trap causes 1d6 damage from the fall, plus Save vs. Poison or take 1d6 poison damage
as well. Additionally, PCs take 1hp impaling damage per round until they can escape the pit.
There’s also a black pudding skulking beneath the spikes of the trap. It does not attack but digests
any PC fully impaled or dead in the trap. Under the black pudding is about 2,162gp in various coinage.
It’s possible to break through the thin wall at the end of this area into the stairway in Area 12.
The smell of sulfur is strong throughout this part of the complex.
2 Giant Spiders: HP 7, 9; AC 6[13]; Atk 1 bite (1d6 + poison); Move 18; Save 16; HDE/XP 5/240; Special:
lethal poison, 5 in 6 chance to surprise prey.
ooooooo
ooooooooo
Black Pudding: HP 22; AC 6 [13]; Atk 1 attack (3d8); Move 6; Save 5; HDE/XP 11/1,700; Special: Acidic
surface, immune to cold, divides when hit with lightning.
oooooooooooooooooooooo
12. The small tunnel of Area 4 opens into a tremendously large cavern that glitters with iridescent
rock. The floor here is smooth and devoid of rock and debris and slopes gently downward. This area is
the nest of a purple worm and her 3 new hatchlings. They can be encountered anywhere in Area 12,
including the stairway, but they won’t enter Area 13 or the stairways going to Area 13.
The hatchlings prefer to group on the outcrop above the stairway. The pit on this rocky outcrop
appears to be filled with a sickly-looking pool of water. It is actually a grey ooze.
Purple Worm: HP 37, 7, 5, 5; AC 6 [13]; Atk 1 bite (2d6), 1 sting (1d6 + poison); Move 9; Save 3; HDE/XP
17/3,500; Special: Poison sting, swallow whole. (Note: no XP for defeating hatchlings.)
ooooooooooooooooooooooooooooooooooooo
ooooooo
ooooo
ooooo
Grey Ooze: HP 9; AC 8 [11]; Atk 1 strike (2d6); Move 1; Save 14; HDE/XP 5/240; Special: Acid, immune to
spells, heat, cold, and blunt weapons.
ooooooooo
Harnly’s Hole 10
13. PCs entering Area 13 find themselves walking on the ceiling and be filled with a sense of
impending doom. Rest here is possible, but spellcasters have only a 75% chance of properly preparing
their spells.
The room itself is empty, and the stairs carved in the floor and ceiling of the stairway do not appear to
have been carved by any known craftsmanship. The bottom step is removable stonework and reveals
a secret crawl way to Area 14.
14. Two Hell Hounds are napping on either side of a trap door to a rickety spiral staircase that leads
to Area 15. Everything in this area, including the Hell Hounds and trapdoor, is covered with a thick
layer of normal grey dust. The Hell Hounds awaken if the trap door is touched.
In a niche at the back of the cave is a wooden chest with a poison needle-trapped lock (Save vs.
Poison or take –2 damage). Inside the chest are 2 Potions of Extra Healing, a silver dagger, a demi-
human sized War Hammer +1 vs. Ghouls, and a Whip +1 vs. Demons.
2 Hell Hounds: HP 13, 13; AC 4 [15]; Atk 1 bite (1d6); Move 12; Save 13; HDE/XP 5/240; Special: Breathe
fire (8hp).
ooooooooooooo
ooooooooooooo
15. The jale-colored column holding up a small crumbling outcrop beneath the stairway is not of
human or demi-human design; engraved with ragged, barely legible letters in ancient gnomish is the
message “today our realm ends here.” It’s possible to tunnel through the rock pile to reach Area 16
with a few rounds of heavy digging.
The floor of this area, from the column to the short staircase, is littered with the bones of many
gnomes. If the bones are dishonorably disturbed (kicked, picked-up, pushed out of the way, etc.), they
assemble into 47 animated gnome skeletons and attack. They can be gently walked on without
triggering this effect.
At the top of the short stairway is a small statue of the Jale God carved from a hunk of nearly
weightless, jale-colored, obsidian-like rock that is not of this world. The statue is surrounded with
hundreds of bones from various humanoid races: bugbears, goblins, hobgoblins, kobolds, orcs—even
an owlbear or two. Scattered among the bones are various coins worth 400gp.
The statue is worth 1,500gp. However, the PC who removes the statue from its altar must Save vs.
Spell or suffer the effect of a Quest spell. The Jale God sends the victim on a quest to carry his image
to a shrine located in another realm.
This quest can be averted with a Remove Curse spell cast by a cleric of at least 10th level. If this is
done, however, the Jale God manifests and attempts to gamble for the victim’s soul.
Harnly’s Hole 11
Anyone who makes a successful save upon picking up the statue finds they can never be rid of it.
Every time the statue is sold or given away, it reappears in the PC’s possession again soon after. This
cycle can be stopped by placing the statue in a shrine dedicated to any of the petty gods in the Jale
God’s retinue.
47 Gnome Skeletons: HP 1 each; AC 8 [11]; Atk 1 strike (1d6); Move 12; Save 17; HDE/XP 1/15; Special:
Immune to sleep and charm spells.
ooooooooooooooooooooooooooooooooooooooooooooooo
16. After tunneling through Area 15, the PCs find themselves facing another support column. This
column made of ulfire-colored stone is similar in design to the column in Area 15, but is smooth and
unblemished despite the message that seems to be carved in its surface: “The Sleeper Who Sleeps
Sleeps Below.”
A rusty iron chain dangles down to a ledge where 2 small giant centipedes rest on a clutch of 1d20
eggs. The eggs are worth 5gp apiece to the right collector.
The ledge abuts what appears to be an endless pit. It is not. Anyone or anything falling in tumbles
roughly 60 feet and lands on the back of a Baalrog Demon who’s been sleeping for a thousand years.
He immediately wakes up if something falls on him.
If the Baalrog is awakened, he can be put back to sleep by placing the demon idol from Area 10 in the
centipede nest and singing “Hush Little Baby” as the PCs make their escape.
2 Giant Centipedes (small): HP: 2, 2; AC 9 [10]; Atk 1 bite (0 + poison); Move 13; Save 18; HDE/XP 1/15;
Special poison bite (+4 save or die)
oo
oo
Baalrog Demon: HP 36; AC 2 [17]; Atk 1 sword or whip (1d6); Move 6 (Fly 15); Save 5; HDE/XP 10/1,400;
Special: Magic Resistance (75%), surrounded by flame (3d6), magic weapon required to hit,
unaffected by spells from casters lower than 6th level.
oooooooooooooooooooooooooooooooooooo
THUS ENDS THE MAP KEY
Harnly’s Hole 12
PRE-GENERATED CHARACTERS
(Pre-gens tweaked from Ramanan Sivaranjan’s LLB Character Generator)
&
HIRELINGS
(Courtesy of Greg Gillespie’s Meatshield Generator)
Harnly’s Hole 13
Arquen Fordhart 1st Level Female Fighter
Alignment: Neutral
HP: 7
AC: 3 [16]
STR: 11
INT: 10
WIS: 6
DEX: 9
CON: 9
CHA: 12
Saving Throw: 14 (+2 vs. death or poison)
Weapons: Two-Handed Sword (1d6+1), 3 Daggers (1d6-1)
Armor: Plate mail
Equipment: 6 Torches, backpack, waterskin, 1 week Iron Rations, 50 ft Rope, 2 flasks oil, 9gp
Languages: Common, Alignment
XP: 1,901
Optional Appearance: Young, Scrawny
Harnly’s Hole 14
Filk Laroosh
1st Level Male Fighter
Alignment: Lawful
HP: 6
AC: 3 [16]
STR: 12
INT: 7
WIS: 10
DEX: 10
CON: 15 (+1)
CHA: 11
Saving Throw: 14 (+2 vs. death or poison)
Weapons: Flail (1d6), Dagger (1d6-1), Short bow (1d6-1)
Armor: Plate mail, helm
Equipment: Quiver of 20 arrows, 6 torches, backpack, waterskin, 1 week Iron Rations, 50 ft rope,
small sack, 10gp
Languages: Common, Alignment
XP: 1,628
Optional Appearance: Young, Spit-and-Polished
Harnly’s Hole 15
Kelkek Pigsherd
1st Level Male Fighter
Alignment: Neutral
HP: 8
AC: 5 [14]
STR: 15
INT: 8
WIS: 13
DEX: 9
CON: 17 (+1)
CHA: 10
Saving Throw: 14 (+2 vs. death or poison)
Weapons: Spear (1d6), Light Crossbow (1d6-1)
Armor: Chainmail
Equipment: Case with 30 quarrels, 6 torches, backpack, waterskin, 1 week Iron Rations, 50 ft rope,
11gp.
Languages: Common, Alignment
XP: 1,752
Optional Appearance: Drab Clothing, Tall
Harnly’s Hole 16
Hernvixen Clavershell
2nd Level Female Cleric
Alignment: Lawful
HP: 7
AC: 4 [15]
STR: 8
INT: 11 (+1)
WIS: 13
DEX: 10
CON: 16 (+1)
CHA: 9
Saving Throw: 15 (+2 vs. poison or paralysis)
Weapons: War Hammer (1d6)
Armor: Chainmail, Shield
Equipment: 6 torches, backpack, waterskin, waterskin of holy water, 1 week Iron Rations, 10 ft Pole,
Holy Symbol, Scroll of Cure Light Wounds, 4gp
Languages: Common, Alignment, Halfling
XP: 2,501
Optional Appearance: Drab Clothing, Pretty
Turn Undead
Skeleton
Zombie
Wight
Wraith
Ghoul
7
10
13
15
17
Spells Prepared
Level 1: Light
Harnly’s Hole 17
Virlek Gyndulfson
1st Level Male Dwarf
Alignment: Lawful
HP: 7
AC: 2 [17]
STR: 10
INT: 17 (+7)
WIS: 13
DEX: 5 (-1)
CON: 12
CHA: 15 (+1)
Saving Throw: 14 (+4 vs. magic; +1 vs. death and poison)
Weapons: Long Sword (1d6), Dagger (1d6-1)
Armor: Plate mail, shield
Equipment: 6 torches, backpack, waterskin, 1 week Iron Rations, 10 ft pole, 4gp
Languages: Common, Alignment, Gargoyle, Halfling, Human Dialect, Kobold, Lizard Man,
XP: 1,727
Optional Appearance: Mature, Fancy Clothing
Harnly’s Hole 18
Raafan Autuk
1st Level Male Magic-User
Alignment: Neutral
HP: 6
AC: 9 [10]
STR: 12
INT: 17 (+7)
WIS: 5
DEX: 12
CON: 8
CHA: 11
Saving Throw: 15 (+2 vs. Spells)
Weapons: Dagger (1d6-1)
Armor: None
Equipment: Lantern, 4 flasks oil, backpack, waterskin, 1 week Iron Rations, 50 ft silk rope, 77gp.
Languages: Common, Alignment, Gnoll, Gnome, Human Dialect, Kobold.
XP: 2,198
Optional Appearance: Youthful, Elaborate Attire
Spellbook Contents
Level 1: Read Magic, Light, Sleep, Detect Magic
Spells Prepared
Level 1: Read Magic
Harnly’s Hole 19
HIRELINGS
Pick up to 4; consider all Neutral aligned
Name: Peltik Ratcatcher
0-level male porter
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1)
Armor: None
Background: Peasant
Possessions & Knowledge: A large bar of soap
Notable Features: None
Suggested rate of pay: 5sp/day
Name: Bargarda Counts
0-level female porter
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1), Club (1d6)
Armor: None
Background: Escaped convict
Possessions & Knowledge: Makes a mean stew
Notable Features: Wears hair in pigtails.
Suggested rate of pay: 5sp/day
Name: Marton Martinson
0-level male torchbearer
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1)
Armor: None
Background: Only survivor of a goblin massacre
Possessions & Knowledge: Speaks goblin
Notable Features: Large scar on back of skull
Suggested rate of pay: 5sp/day
Harnly’s Hole 20
Name: Dardic Faversham
0-level female torchbearer
HP: 3
AC: 0 [19]
Weapon: Club (1d6)
Armor: None
Background: Miller’s daughter
Possessions & Knowledge: Set basic traps
Notable Features: Emaciated
Suggested rate of pay: 5sp/day
Name: Kilstad Killstab
0-level male man-at-arms
HP: 3
AC: 0 [19]
Weapon: Dagger (1d6-1), Hand-axe (1d6)
Armor: None
Background: TPK survivor
Possessions & Knowledge: Eidetic memory
Notable Features: Tattoo of bird on left hand
Suggested rate of pay: 1gp/day
Name: Relix Yunk
0-level female man-at-arms
HP: 3
AC: 0 [19]
Weapon: Spear (1d6)
Armor: None
Background: Deserter
Possessions & Knowledge: Sock full of marbles
Notable Features: Honest to a fault
Suggested rate of pay: 1gp/day
Harnly’s Hole 21
EXPERIENCE TOTAL
approx. 14,355
TREASURE TOTAL
approx. 5,355gp
MAGIC ITEMS AVAILABLE
+1 Short Sword
2 Potions of Extra Healing
Amulet Against Scrying
Ring of Spell Storing (Cleric)
Scroll of Protection from Chaos
Silver Dagger
War Hammer +1 vs. Ghouls
Whip +1 vs. Demons
Harnly’s Hole 22
OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman,
Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch
Character Clip Art & Color Customizing Studio Copyright 2002, Elmore Productions, Inc.; Authors Larry Elmore and Ken Whitman, Art and illustrations by Larry Elmore.
Design & Layout copyright © 2014, Rended Press & Matthew W. Schmeer.
Cover image based upon “Limestone_Hole.jpg” by Hamedog. Placed in the public domain by its creator and found via Wikipedia Commons.
This document utilizes free resources provided by the OSR gaming community. Most notable are Dave’s Mapper, Ramanan Sivaranjan’s LLB
Character Generator, Greg Gillespie’s Meatshield Generator, and the Public Domain Silhouettes found at Telecanter’s Receeding Rules.
This document uses Source Sans Pro, an open source OpenType font designed by Adobe, Inc., and is used here under the terms of the SIL
Open Font License.
Thanks for taking a look at this scenario. I hope you enjoy it; let me know what you think: mwschmeer AT gmail DOT com.
| textdata/thevault/Swords & Wizardry Light/Swords & Wizardry White Box-Based/SW White Box Adventures & Settings/Harnly's Hole (WhtBx).pdf |
WILDERNESS DRESSING:
RAGING SWAN PRESS
SWAMPS
A L S O A V A I L A B L E F R O M R A G I N G S W A N P R E S S
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WILDERNESS DRESSING: SWAMPS
A Pathfinder Roleplaying Game GM’S RESOURCE supplement by Creighton Broadhurst
Tired of glossing over the details of your PCs’ overland journey (except for the inevitable, violent random encounters)? Want to add in
minor features of interest to their journeys? Want to make their journeys seem more “real”?
Then Wilderness Dressing is for you! Each instalment in the line focuses on a different type of wilderness and gives the harried GM the
tools to bring such features to life with interesting and cool noteworthy features.
This instalment of Wildernesses Dressing presents loads of great features to add to the swamps in your campaign. Designed to be used
both during preparation or actual play, Wilderness Dressing: Swamps is an invaluable addition to any GM's armoury!
C R E D I T S
C R E D I T S
Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,
plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open
Game License version 1.0a, Section 1(e) and are not Open Content.
Open Content: Except material designated as Product Identity, the contents of So What’s It Called, Anyway? are Open Game
Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated
as Open Game Content may be reproduced in any form without written permission. The moral right of Creighton Broadhurst to be
identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging
Swan Press 2012.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.
Published by Raging Swan Press
1
st printing, month 2012
Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue,
plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open
Game License version 1.0a, Section 1(e) and are not Open Content.
Open Content: Except material designated as Product Identity, the contents of Wilderness Dressing: Swamps are Open Game
Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated
as Open Game Content may be reproduced in any form without written permission. The moral right of Creighton Broadhurst to be
identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. ©Raging
Swan Press 2013.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game
Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
To learn more about Raging Swan Press, visit ragingswan.com. To learn more about the Open Game License, visit wizards.com/d20.
Published by Raging Swan Press
1st printing, April 2013
Design: Creighton Broadhurst
Additional Design: Creighton Broadhurst
Development: Creighton Broadhurst
Editing: Aaron T. Huss
Cover Design: Creighton Broadhurst
Layout: Creighton Broadhurst
Interior Art: Maciej Zagorski (The Forge Studios).
Thank you for purchasing Wilderness Dressing: Swamps; we
hope you enjoy it and that you check out our other fine print and
PDF products.
C O N T A C T U S
Email us at [email protected].
E R R A T A
We like to think Wilderness Dressing: Swamps is completely
error free, but we are realists. So in that spirit, we shall post
errata three months after release on ragingswan.com. We aren’t
going to be correcting typos and spelling errors, but we will
correct any game mechanic or balance issues that come to light.
A B O U T T H E D E S I G N E R
Creighton lives in Torquay, England where, apparently, the palm
trees are plastic and the weather is warm. He shares a
ramshackle old mansion with his two children (“Genghis” and
“Khan”) and his patient wife. Famed for his unending love affair
with booze and pizza he is an enduring GREYHAWK fan.
An Ennie Award winning designer (Madness At Gardmore
Abbey) Creighton has worked with Expeditious Retreat Press,
Paizo and Wizards of the Coast. He believes in the Open Gaming
License and is dedicated to making his games as fun and easy to
enjoy as possible for all participants. Reducing or removing entry
barriers, simplifying pre‐game prep and easing the GM's
workload are the key underpinning principles of the products he
now releases through Raging Swan Press. You can read his
thoughts on game design at raging‐swan.livejournal.com.
2
C O N T E N T S
Credits .......................................................................................... 2
Contact Us ................................................................................... 2
Errata ........................................................................................... 2
About the Designer ...................................................................... 2
Contents ...................................................................................... 3
Foreword ..................................................................................... 3
W I L D E R N E S S D R E S S I N G : S W A M P S
Minor Events ................................................................................ 4
Swamp Dressing ........................................................................... 6
Random Swamp Encounters ........................................................ 8
Swamp Features .......................................................................... 9
F O R E W O R D
I wasn’t going to write this supplement, but a friend asked me to
run an adventure at his convention and the adventure he
wanted me to run was set in a marsh. This, to me, seemed like
an excellent excuse to dust off my designer hat and get cracking!
I knew surprisingly little about marshes and swamps before
starting this project so I hit the internet – as I like to add realism
into my supplements wherever I can – and you have the results
in your hands (or on your computer screen).
I’m a big fan of realism in my fantasy gaming. I know that
given the game I play features elves, orcs and dragons this is
somewhat of an oxymoron, but I think that having a campaign
built on a believable, realistic foundation is only strengthened by
the inclusion of real world details. I like my campaign to make
sense, after all, and I’ve found in the past that strange or
obviously odd details can really jar the players’ suspension of
disbelief. That’s why I love this kind of supplement – it often
contains a lot of design invisible to the players. By that I mean
that it includes details and features the players instinctively
accept when described by the GM. For me, it’s cool little
details like this that really bring a locale to life.
This strategy, however, must be carefully followed – going
too far into the world of realism can actually stymie game play
as the GM spends too much time obsessing over small details
that have no real relevance to the game at hand. I hope you
agree that Wilderness Dressing: Swamps errs on the side of
caution in this regard.
I hope you find this instalment of Wilderness Dressing useful.
It would be great to hear how you’ve used it in your game – drop
me a line at [email protected].
3
M I N O R E V E N T S
The PCs’ travels should not be boring affairs wherein either they
encounter no one of note or end up fighting everyone they
meet. Use this table to generate minor encounters of interest or
use it as inspiration for (or possibly the prelude to) a larger
encounter.
D%
1
A single bird cries aloud as it flies overhead.
2
A faint, bobbing light begins to glow from deeper
into the swamp.
3
Mosquitoes and other insects swarm about the
party.
4
The buzzing of flies fills the air.
5
The party come across a wild pig stuck in a patch
of quicksand. The pig is partially submerged and
exhausted from its struggles.
6
A sudden wind sighs through the surrounding
reeds and thick grasses.
7
A sparrowhawk flies overhead before diving into
a nearby thicket. It emerges moments later
clutching a mouse in its claws.
8
A small, non‐venomous snake slithers through
the grass by the trail.
9
A lizardfolk warrior lies hidden in a deep pool. As
the PCs approach, it submerges and waits for
them to pass.
10
Several dead fish float upon the surface of a
wide pool.
11
A small flock of wading birds stand in a shallow
pool and watch the PCs as they pass.
12
Several frogs hop along a muddy bank leading
down to a small stream.
13
A viper basks on a fallen tree.
14
A deer suddenly emerges from a stand of tall
grass. It bounds away, if attacked.
15
A small stream flows through the mire. At one
point, beavers have dammed the stream creating
a shallow, wide pool.
16
A dragonfly buzzes past the PCs.
17
Several butterflies flutter through the air. As the
PCs approach, they settle on a nearby fallen tree.
18
An owl has taken up residence in a large tree
atop a low hummock. By night, he hunts the
surrounding area.
19
A flock of birds weave and dart overhead.
20
Lily pads float upon a deep pool; a small frog sits
atop one such pad.
21
A sudden splash from a nearby deep pool splits
the air and large ripples spread ominously on the
pool’s surface.
22
The load croaking of several frogs fills the air.
23
When the party camp for the night, they
discover that all have been attacked by leaches.
(Every character suffers 1 damage).
24
A single loud splash shatters the silence.
25
Smoke from an unattended campfire rises from a
distant hillock.
26
Several wading birds regard the PCs from a
shallow pool.
27
A single, large frog hops across the path.
28
A magic mouth cast on a stone activates and
croaks “go back” in Draconic.
29
Thick black smoke marks the location of a
sullenly burning hut.
30
The water’s surface is disturbed as if something
large is swimming just below the surface.
31
The wind blows sodden leaves into the party’s
faces.
32
The wind blows the stench of decay over the
party.
33
A single large black scale (from a black dragon)
lies on the trail.
34
A bush looks like a shambling mound (but isn’t).
A DC 16 Knowledge (nature) reveals its true
identity (as a bush).
35
The buzzing of insects fills the air.
36
A spike is embedded in the mud. A DC 15
Knowledge (arcana) identifies it as a manticore
spike.
37
A loud (but distant) tiger’s roar shatters the
silence.
38
A hallucinatory terrain renders a deep pool to
appear as a high hummock. Unwary characters
tumble into the pool.
39
The rotting head of a basilisk (DC 15 Knowledge
[arcana] identifies) hangs from a tree.
40
A severed snake head lies tangled atop thick
reeds. A DC 17 Knowledge (nature) identifies it
as coming from a medusa.
41
A globe of total darkness covers an area of
marsh. A DC 23 Knowledge (arcana) identifies it
as a deeper darkness spell.
42
The PCs hear distant singing.
43
A mass of ants cover the trail. There are not
enough to form a swarm.
44
The characters hear distant laughing.
45
The distant crack of breaking wood is followed
by a loud splash.
46
A sudden loud chorus of frog croaks shatters the
silence.
47
Leaches attach themselves to one or more
characters. Unless removed, the leaches drain 1
hp an hour from their victim.
48
Hard rain deluges the characters. After 1d6
hours, the trail begins to flood.
49
A distant splash is followed by a short scream
that is suddenly cut off. Ominous silence follows.
50
The air goes totally still; there is absolutely no
wind.
4
51
The mournful sound of a single flute pierces the
silence.
52
A fly swarm buzzes about the decomposing
corpse of a crocodile that has suffered
horrendous bite wounds to its head.
53
The cackling of a sinister crone echoes across the
waters of a nearby pool.
54
Without warning the straps of one of the PCs’
backpack splits.
55
Midges and gnats beset the party.
56
A long stream of bubbles suddenly mar the
surface of a pool close to the trail.
57
Schools of small fish dart about the depths of a
pool, easily visible from the trail.
58
The PCs spy a hunched, cloaked figure moving
quickly away from them.
59
A crude coracle floats by; the body of a lizardfolk
warrior laid out in state lies within.
60
Although no wind stirs the air a patch of nearby
rushes sways ominously.
61
The sounds of marsh life – the buzzing of marsh
insects, the croaking of frogs and so on –
abruptly cease.
62
A large bird sings at the party as they pass.
63
A large butterfly lands on a character’s nose.
64
The howling of an injured dog shatters the quiet.
65
A light drizzle begins to fall and doesn’t stop until
around midnight.
66
Clouds part to reveal the moon has risen early to
hang over the marsh with pregnant menace.
67
A thick mist hovers over a low‐lying area of
marsh. Strange sounds emanate, from within.
68
A high hillock seems to be a perfect campsite.
However, the ground is riddled with ants and if
the party camp on the hillock their clothes
become infested.
69
The smoke of a smouldering campfire drifts lazily
into the sky.
70
Several birds suddenly take flight from a nearby
tree and fly away while crying out in alarm at
some unseen (by the party) danger.
71
One of the party steps into a deep patch of sticky
mud. The PC loses his shoe unless he makes a DC
15 Reflex save.
72
The trail is bound by a steep bank, which
collapses when the party passes by. Two PCs
must make a DC 15 Reflex save or slide into the
pool below.
73
The PCs spy a distant manticore flying over the
marsh. It does not see them.
74
A sudden cold wind whips up the water of the
nearby pools.
75
Clouds block out the sun and the temperature
suddenly drops.
76
The smell of smoke borne upon the breeze
reaches the PCs.
77
A marsh bird transfixed by a slender arrow
suddenly falls at the party’s feet.
78
The roots of a tree stump hide a nest of swamp
snakes. The snakes are harmless.
79
The distant boom of thunder rolls over the party,
but the sky does not look stormy.
80
Heavy cloud cover brings dusk several hours
early, possibly catching the party without a
campsite.
81
A large pile of steaming excrement sits on the
trail. The (large) creature that created it may yet
lurk nearby.
82
A javelin arcs out of a nearby thicket of reeds
and just misses the rearmost party member.
83
A half‐sunken coracle lies in the water near the
trail.
84
The party discover a section of causeway and
make good time for the remainder of the day.
85
The PCs are bitten by insects infected with filth
fever (DC 12 Fortitude negates).
86
The sky is completely clear of clouds and the day
slowly becomes unbearably hot.
87
A drifting, empty coracle floats nearby the trail.
88
The ground gives way at the party’s feet falling
into a fetid, muddy cavern.
89
A faint, luminescent fogs rises from a nearby
pool.
90
One of the party’s pack animals falls and breaks a
leg.
91
A marsh viper bites a pack animal. Panicked, the
creature flees into the marsh.
92
Strong wind and heavy rain combine to make the
day’s travel a truly miserable experience.
93
A fallen tree blocks the trail. Characters climbing
over it dislodge it and fall flat on their face in the
mud (DC 15 Reflex negates).
94
The waters of a deep pool seem to glow from
within.
95
With a splash, a spear lands in a nearby pool.
96
The acrid stench of acid reaches the PCs.
97
A slender spear lies upon the mud about 20 ft.
away. The area is actually riddled with quicksand
(page 9) which may entrap those seeking to
recover the spear.
98
The PCs blunder into an area of quicksand (page
9).
99
The party stumbles into an area rank with marsh
gases and are sickened for 1d3 hours (DC 12
Fortitude negates).
100
Many leaches attach themselves to one or more
characters. Until removed, the leaches drain 3 hp
an hour from their victim.
5
S W A M P D R E S S I N G
The swamp through which the PCs travel should not be devoid
of interesting, minor features. Use this table to generate such
features as desired, possibly using them to add detail to a party’s
campsite or break up an otherwise uninteresting day’s travel.
D%
1
The mire smells particularly odious here.
2
A fallen (and now rotten) tree lies on its side in
the swamp. Small (harmless) snakes dwell
among its roots.
3
A low bank of thick, cloying mud emerges from
the mire. Animal tracks mar its surface.
4
The dirty water hides a deep pool. Characters
must make a DC 20 Reflex save or step into it
(and likely be briefly submerged!)
5
A partially collapsed, abandoned hovel squats
atop a small hillock.
6
A faint mist (that does not affect vision) hovers
above the waters of a deep bog.
7
The sound of splashing emanates from behind a
thick tangle of reeds and tall grasses.
8
As the PCs pass a tree, a sodden, rotten branch
gives way and falls (+3 ranged attack, 1 damage).
9
A hummock of dry land rises above the swamp’s
waters; several small trees grow atop it.
10
An area of deep bog surrounds a large pool of
brackish water. Many small fish swim therein.
11
A narrow, raised trail cuts through the swamp
for about a half‐mile.
12
The trail drops into a deep pool without any
warning.
13
Drag marks cut across the trail – a DC 9 Survival
check reveals a large slithering or crawling
creature passed this way several days ago.
14
The rotting, severed head of a lizardfolk lies
partially obscured in high grass.
15
A small hummock is surrounded by light
vegetation. A built, but unused, campfire stands
atop the hummock.
16
A huge tree rises from the mire. A DC 15
Perception check reveals a hunter’s blind hidden
in its branches.
17
The bleached, mouldering bones of some long
dead animal lie partially buried in the mire.
18
The trail passes through a thick growth of reeds,
in a sodden, low‐lying area.
19
A single huge footprint from an evidently
massive clawed creature mars a muddy bank.
20
The branches of several large trees hang down
over the trail forming a curtain of sorts and
obscuring sight of what lies beyond.
21
A partially uncovered pit trap blocks the path.
Within, wooden spikes have impaled the rotting
body of a boggard.
22
The PCs discover the skeletonised remains of a
manticore poking above the fetid waters of a
deep pool.
23
An expanse of 4 ft. high tall grass stretches
several hundred feet. Several sluggish streams
flow through the area.
24
An area of thick, viscous sludge slows travel and
coats travellers in mud.
25
A hedgerow of tall, thick grass hides a deep,
sluggish river. Unwary travellers pushing through
the hedgerow must make a DC 20 Reflex save or
fall in.
26
A jagged tree stump hides within a tangle of
reeds. Unwary characters must make a DC 15
Reflex save or fall and twist their ankle. The
injury reduces the character’s speed by half for
1d3 days or until magic is used to heal at least 1
hp of damage.
27
The rotting remains of a rudimentary wooden
bridge stretch across a deep water channel.
28
An overgrown stretch of causeway crosses an
area of deep bog.
29
A rotten tree serves as the home for a large
colony of ants.
30
Two abandoned wooden cabins stand atop a
long, low hillock. A DC 15 Perception check
reveals bloodstains and suchlike hinting the
residents may have met a horrible end.
31
The jumbled bones of some ancient skirmish
poke from a muddy bank. Digging into the bank
reveals nothing more of interest.
32
An unoccupied raft of crude manufacture floats
down a deep water course.
33
A high conical mound emerges from the mire. A
DC 15 Knowledge (engineering) or Knowledge
(nature) check reveals it is not natural.
34
An area of deep, sucking mud triples movement
costs.
35
A deceptively shallow pool contains 3 ft. of
sludge and slime on its bottom. Characters
stepping into the pool get a rude surprise.
36
A rotting boat is drawn up on a muddy bank.
37
A large willow tree grows out of the centre of a
wide, deep pool.
38
Clawed footprints (of lizardfolk [DC 12 Survival
identifies]) are clearly visible in the mud.
39
A blackened, lightning blasted tree dominates a
high, steep‐sided hillock.
40
Dense reeds hide the entrance to a half‐mud‐
filled cavern.
41
A skull decorated with bird feathers hangs from a
tree branch. A DC 15 knowledge (local) check
reveals this to be a Deep Mire tribal marker.
42
A crude, reed‐wreathed burial mound stands
next to the trail.
6
43
A few stones, half sunken into the mire, are
suggestive of an ancient stone wall.
44
A cluster of several hillocks bound a deep, fetid
pool.
45
The tracks of many birds mar a long, low
glistening bank of mud.
46
A barely visible half‐rotten lizardfolk corpse lies
at the bottom of a deep pool of muddy water.
47
A clear pool near the path is filled with wriggling
leaches.
48
Dried vomit covers a mossy stone.
49
The trail passes under the branches of a weeping
willow.
50
Steep banks of mud surround an obviously
artificial pool. Many fat fish swim within.
51
A game trail intersects the path. It leads to a
swampy mire.
52
A broken, rotting spear lies on the path.
53
Four spears thrust into the mud are each topped
by a decomposing head.
54
The tracks of a gigantic dire crocodile (DC 19
Knowledge [nature] identifies) cross the trail.
55
Gently jangling wind chimes hang from a tree’s
branches.
56
A tangled mass of roots and reeds hides a
rotting, empty backpack.
57
A sprawling abandoned campsite covers a
hillock.
58
A small wagon lies half sunken in the mire.
59
The mutilated body of a beaver hangs from a
tree.
60
The partially inscribed Draconic rune for danger
has been carved into a tree’s trunk.
61
A nearby tree has been partially destroyed by a
gigantic blast of acid.
62
A large pool of stagnant water stands near the
trail.
63
The intricate, very lifelike statue of a man – arms
out stretched – blocks the trail.
64
Booted footsteps suddenly start on the trail.
They continue for 30 ft. before disappearing.
65
A sunken wall yet emerges from the murk. A
large hole has been dug at its base.
66
A half flooded pit blocks the trail. Spikes are
visible rising above the muddy water within.
67
A half built wooden shack stands upon a small
hillock surrounded by deep water.
68
A huge lily pad floats at the centre of a wide
pool.
69
A willow tree grows in the centre of the trail. The
trail around either side is very narrow
70
A DC 20 Perception check reveals a handful of
silver coins stamped into the trail’s mud.
71
A spear with a sign in Draconic reading “Go
Back” blocks the trail.
72
Shallow pools of particularly fetid, muddy water
bound the trail.
73
Tall rushes surround a pool of surprisingly pure
water.
74
A jumbled mass of bones and rotting equipment
mark the site of an ancient battle.
75
A body lies face down in the muck.
76
Bloodstains cover the trail and lead into a nearby
pool.
77
A sinkhole pierces the ground. It leads to a
muddy, sunken cavern.
78
A steep‐sided hillock rises out of the swamp. Its
zenith provides an excellent vantage point for
spying out the surrounding area.
79
A rusting steel shield – it’s straps rotten and
useless – lies partially hidden by reeds.
80
A bale of wood – tied together with sodden
string – lies discarded by a pool.
81
A nearby tree’s trunk has been half cut through
and consequently the tree stands lopsidedly.
82
The trail leads down into a flooded section of
marsh.
83
The party discovers an obviously unnatural hill;
its sides are of banked earth protected by large
boulders.
84
The mud beneath the party’s feet oozes black
liquid when trod upon.
85
A partially hollowed out log lies near a wide pool.
86
Drifting patches of vegetation gently float about
a large pool.
87
A stand of ancient, moss‐wreathed willow trees
dominate a long, low hillock.
88
A crude wooden bridge crosses a sluggish
stream.
89
Pretty wildflowers cover a stretch of dry land
near the trail.
90
A large tree has fallen across the trail. The
characters must either clamber over it or detour
into the surrounding fetid water.
91
A great mass of mushrooms grow in the shadow
of a steep bank.
92
Greenish algae cover the water of a nearby pool.
93
The trail passes under the outstretched branches
of several trees.
94
A crude face has been carved into the trunk of a
large tree dominating a nearby hillock.
95
At night, the algae in a pool near the party’s
camp are revealed to be phosphorous.
96
An empty water flask is half buried in the mud.
97
Several thick wooden poles have been set into
the mud in a rough circle (why is unknown).
98
The crumbling ruins of a sunken watchtower
dominate a low ridge of stone and hard‐packed
earth.
99
The reeds near the path are crushed and broken
as if something huge moved through the area.
100
Blazing sunlight suddenly breaks out from behind
a cloud, briefly dazzling the party.
7
R A N D O M S W A M P E N C O U N T E R S
D12
EL
CREATURES*
NOTES
1
2
Stirges (3)
These stirges dwell in the trunk of a rotten, partially fallen tree. The tree
is a local landmark for swamp travellers and the stirges delight in
attacking anyone passing by.
2
3
Mosquito swarm (1; Bestiary 2)
Buzzing through the swamp, this mosquito swarm searches for prey.
3
4
Elder Giant Frogs2 (2)
The frogs have learnt that animals stop near this pool to drink and so
they lurk nearby waiting to strike. Once a frog has swallowed its prey it
retreats across the pool to digest its meal.
4
5
Jirovex (green hag)
The PCs encounter a cloaked woman searching for herbs in the swamp.
The woman’s face is covered by a cowl and she is surly and aggressive.
In reality, she is Jirovex (a green hag protected by a disguise self)
searching for poisonous herbs to use against a rival hag. She has no
argument with the PCs and does not attack then unless they attack her
first. She is an implacable enemy.
5
6
Crocodile2 (2) and crocodile3 (1)
Screams from the deep marsh reach the PCs’ ears. If they investigate,
they discover an upside down coracle floating in a wide lake. The water
is churning wildly and PCs making a DC 20 Perception check catch sight
of a huge scaled reptile in the water. (The owner of the boat has
recently fallen prey to three crocodiles, who are now fighting over their
prey’s broken and torn body).
6
6
Gigantic assassin vine3 (1) and leach
swarm (1)
A gigantic assassin vine lurks near the trail. Tangled in its clutches is a
rotten lizardfolk corpse upon which feed a leach swarm. The assassin
vine attacks anything on the trail and any creature dragged into the
water suffers the attentions of the leach swarm.
7
6
Lizardfolk (3), elder lizardfolk2 (2)
This hunting band from the Feathered Spear tribe lurks in the swamp
searching for a crocodile that has eaten several of their tribe. Two
skilled warriors – T’pel and H‐riss – lead the group. The lizardfolk are
wary at first but grateful for any help the PCs can provide.
8
7
Ancient will‐o’‐wisp2
This ancient and evil will‐o’‐wisp takes great delight in stalking its prey
for days at a time. It attacks at night and heals its wounds by feeding on
their fear (or the fear of other creatures it slays in the swamp during the
day). It launches its final assault when the PCs are busy with some other
fearsome swamp predator.
9
8
Giant Slug (1)
The PCs encounter several huge slug trails leading through the swamp.
Eventually, they come across a giant slug feeding on the partially
digested corpses of two boggards. The slug does not attack them,
unless the party attack it.
10
9
Witchfire (1; Bestiary 2)
A lizardfolk, cloaked in sickly green flames, rushes into the party’s camp
one night and begs for aid. A few moments later, the witchfire attacks.
It is merciless in its assault and if driven off, returns the next night.
11
11
Young catoblepas (1; Bestiary 2)
Separated from its herd, this catoblepas has wandered the swamp for
days. The party first become aware of the beast when they hear
screams coming from deeper into the swamp. If the party investigate,
they witness the beast savaging a small lizardfolk settlement.
12
16
Nerophalax (ancient female black
dragon)
The PCs discover the rent and acid‐drenched corpse of a dire crocodile
amid a huge swath of mud torn by many huge, clawed tracks.
Nerophalax recently killed the crocodile when it ventured too close to
her lair. The clawed tracks lead to a nearby stagnant lake (within which
can be found a sunken passageway leading to her lair).
*Unless noted, the creatures encountered use the standard statistics found in the Bestiary.
1: A creature with the young creature template (+2 on all Dex‐based rolls, ‐2 on all other rolls, ‐2 hp/HD).
2: A creature with the advanced creature template (+2 on all rolls [including damage] and special ability DCs; +4 to AC and CMD; +2
hp/HD).
3: A creature with the giant creature template (+2 on all rolls based on Str and Con, ‐1 on all rolls based on Dex; hp 28).
8
9
M A R S H F E A T U R E S
Marshes have many terrain features that can make encounters
and battles within them exciting and interesting. Many of these
features offer canny combatants distinct advantages in battle.
The water in a deep bog provides cover (+4 AC, +2 Reflex) for
Medium or larger creatures. Smaller creatures gain improved
cover (+8 AC, +4 Reflex). Medium or larger creatures can crouch
as a move action to gain improved cover. Creatures with this
improved cover take a –10 penalty on attacks against creatures
that aren't underwater. Deep bogs increase the DC of Stealth
checks by 2 and tumbling is impossible within.
S T E A L T H A N D D E T E C T I O N
Detection Range: The maximum range at which a character can
make a Perception check varies dependant on the terrain type:
P A T H S & T R A I L S
�
Marsh: 6d6 x 10 feet.
�
Swamp: 2d8 x 10 feet.
Narrow trails often wend their way through a swamp.
Causeway: A causeway is a steeply‐sloped raised path built
to provide a way through the swamp. The causeway is built from
a pile of stone, each roughly a foot in diameter, overgrown with
coarse marsh‐grass. The top of the causeway is 10 feet above
the surrounding marsh, 10 feet wide and allows free movement.
B O G S
Bogs are the main terrain feature of swamps.
Bogs (Shallow): Squares of shallow bog have mud or
standing water about 1 ft. deep.
It costs 2 squares of movement to move into a square with a
shallow bog; the DC of Acrobatics checks in such a square
increases by 2. Bogs increase the DC of Stealth checks by 2.
Climbing or descending the causeway does not require a
Climb check, but is considered difficult terrain (it costs 2 squares
of movement to enter each square). Creatures at the top of the
causeway gain the benefit of higher ground (+1 on melee
attacks) against creatures on the causeway’s slopes.
Bogs (Deep): A square that is part of a deep bog has roughly
4 feet of standing water.
It costs Medium or larger creatures 4 squares of movement
to enter a square with a deep bog, or it can swim (DC 10 Swim
check). Small or smaller creatures must swim.
Trail: Trails in a marsh often twist and turn to avoid boggy
areas. On the trail, movement is without penalty.
U N D E R G R O W T H
Q U I C K S A N D
One of the most dangerous of lurking perils in a marsh, such
areas often entrap careless travellers.
Size: A typical patch of quicksand is 20 feet in diameter; the
momentum of a charging or running character carries him 1d2 ×
5 feet into the quicksand.
Spotting Quicksand: A character approaching a patch of
quicksand at a normal pace making a DC 8 Survival check spots
the danger, but charging or running characters don't have a
chance to detect a hidden patch before blundering into it.
The bushes, reeds and tall grasses of a swamp can provide
concealment and cover from enemies.
Hedge (Narrow): Narrow hedges are raised tangles of stone,
soil and thorny bushes.
It costs 3 squares of movement to cross a narrow hedge and
it provides cover (+4 AC, +2 Reflex).
Hedge (Wide): Wide hedges are 5 ft. tall and fill an entire
square.
It takes 4 squares of movement to move through such a
square, but creatures making a DC 10 Climb check reduce this
cost by 2. Wide hedges provide total cover.
Effects of Quicksand: Characters in quicksand must make a
DC 10 Swim check every round to simply tread water in place,
or a DC 15 Swim check to move 5 feet in whatever direction is
desired. A trapped character failing this check by 5 or more
sinks below the surface and must hold his breath or begin to
drown. Characters below the surface may swim back to the
surface with a Swim check (DC 15, +1 per consecutive round of
being under the surface).
Undergrowth (Light): Vines, reeds and tall grass covers much
of the ground.
It costs two squares of movement to enter such squares and
such undergrowth increases the DC of Acrobatics and Stealth
checks by 2.
Undergrowth (Heavy): Dense thorn bushes and other
tangled growths make movement difficult.
It costs 4 squares of movement to enter such a square. It is
impossible to run or charge through heavy undergrowth.
Characters in heavy undergrowth gain concealment (30% miss
chance) and a +5 circumstance bonus on Stealth checks.
Rescue: A rescuer must reach the victim with a branch,
spear haft, rope or similar tool and make a DC 15 Strength
check to pull the victim. The victim must then make a DC 10
Strength check to hold on. If both checks succeed, the victim is
pulled 5 feet closer to safety. If the victim fails to hold on, he
must make a DC 15 Swim check to stay above the surface.
Y O U M A Y A L S O E N J O Y
O P E N G A M E L I C E N S E V E R S I O N 1 . 0 A
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material by Jonathan Tweet, Monte Cook and Sip Williams.
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Wilderness Dressing: Swamps. ©Raging Swan Press 2013; Author:
10
TITLE
Tired of glossing over the details of your PCs’ overland journey (except for the inevitable, violent random
encounters)? Want to add in minor features of interest to their journeys? Want to make their journeys seem more
“real”?
Then Wilderness Dressing is for you! Each instalment in the line focuses on a different type of wilderness and gives
the harried GM the tools to bring such features to life with interesting and cool noteworthy features.
This instalment of Wildernesses Dressing presents loads of great features to add to the swamps in your campaign.
Designed to be used both during preparation or actual play, Wilderness Dressing: Swamps is an invaluable addition
to any GM's armoury!
Visit us at ragingswan.com to learn more.
| textdata/thevault/Pathfinder/1st Edition/3rd Party/Raging Swan Press/Wilderness Dressing - Swamps.pdf |
It’s Never That Simple
Page 1
VERInt4-01
It's Never That Simple
A One-Round D&D LIVING GREYHAWK®
Verbobonc Introductory Regional Adventure
Version 2
by Besheer Mohamed
Editorial support by Brad Ruby
Verbobonc City seems an excellent place to purchase new supplies and find companions before
striking off in search of adventure. Yet with the harvest just finished the city is packed full and
finding a room is harder than you imagined possible. Well, with the rash of thefts you've heard
about, perhaps that's just as well. Wherever you sleep you should keep one eye open.
A Verbobonc Regional Introductory Scenario for 1st-level characters only.
It’s Never That Simple
Page 2
This is an RPGA® Network scenario for the
Dungeons & Dragons® game. A four-hour
time block has been allocated for each
round of this scenario, but the actual playing
time will be closer to three and a half hours.
The rest of the time is spent in preparation
before game play, and scoring after the
game. The following guidelines are here to
help you with both the preparation and
voting segment of the game. Read this page
carefully so that you know and can
communicate to your players the special
aspects of playing an RPGA scenario.
Preparation
First you should print this scenario. This
scenario was created to support double-
sided printing, but printing it single sided will
work as well. There is enough room along
the inside margin to bind the adventure, if
you desire.
Read this entire adventure at least once
before you run your game. Be sure to
familiarize yourself with any special rules,
spells, or equipment presented in the
adventure.
It
may
help
to
highlight
particularly important passages.
When you run an RPGA D&D adventure we
assume that you have access to the
following books: the Player’s Handbook, the
Dungeon Master’s Guide, and the Monster
Manual. We also assume that you have a
set of dice (at least one d4, d6, d8, d10,
d12, and d20), some scrap paper, a pencil,
an RPGA scoring packet, and your sense of
fun. It is also a good idea to have a way to
track movement during combat. This can be
as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and
chits, or as elaborate as resin dungeon walls
and miniatures.
Instruct
the
players
to
prepare
their
characters now.
Once you are ready to play, it is handy to
instruct each player to place a nametag in
front of him or her. The tag should have the
player’s name at the bottom, and the
character’s name, race, and gender at the
top. This makes it easier for the players (and
the DM) to keep track of who is playing
which character.
The players are free to use the game rules
to learn about equipment and weapons their
characters are carrying. That said, you as
the DM can bar the use of even core
rulebooks during certain times of play. For
example, the players are not free to consult
the
Dungeon
Master’s
Guide
when
confronted with a trap or hazard, or the
Monster Manual when confronted with a
monster.
Some of the text in this scenario is written
so that you may present it as written to the
players, while other text is for your eyes
only. Text for the players will be in gray
boxes. It’s strongly recommended that you
paraphrase the player text instead of
reading it aloud. Some of this text is general
and must be adapted to the specific
situation or to actions of the player
characters.
Reporting
As an Introductory scenario, this scenario is
not reported to the RPGA or to the
Verbobonc Triad.
Living Greyhawk
This is a LIVING GREYHAWK Adventure.
As a LIVING adventure it is expected that
players bring their own characters with
them. If players do not have a LIVING
GREYHAWK character generated, get a
copy of the current LIVING GREYHAWK
character generation guidelines, and a
character
sheet
from
your
convention
coordinator or the RPGA Web site, ant then
have any players without a character create
on. Once all players have a LIVING
GREYHAWK character, play can begin.
Along with the other materials that you are
assumed to have in order to run a D&D
game, it is also recommended that you have
a
copy
of
the
LIVING
GREYHAWK
Gazetteer.
Living Greyhawk Levels of Play
Because players bring their own characters
to
LIVING
GREYHAWK
games,
this
It’s Never That Simple
Page 3
adventure’s challenges are proportioned to
the average character level of the PCs
participating in the adventure. To determine
the Average Party Level (APL): Determine
the character level for each of the PCs
participating in the adventure. Since this is
an Introductory Adventure, all characters
must play 1st level characters.
You must have no less than four, nor more
than six, players in this adventure. If you
have
fewer
than
six
players,
advise
characters to buy riding dogs to help protect
them, and fight for them. All riding dogs are
considered trained to attack. PCs who want
their dogs to attack must succeed at a
Handle Animal or Charisma check (DC 10).
Failure indicates that the animal will not
attack that round. This is a free action
(spoken command) that may be attempted
each round. If an animal loses half or more
hp in a single round it flees, unless another
check is successful.
Time Units and Upkeep
This is a standard one round Regional
Introductory adventure, set in Verbobonc.
Characters native to Verbobonc pay one
Time Unit, all others pay two Time Units.
Adventurer’s Standard Upkeep costs 12gp
per Time Unit. Rich Upkeep costs 50gp per
Time Unit. Luxury Upkeep costs 100gp per
Time Unit.
Areas of Influence
This adventure allows the use of the
following influence points for purposes of the
Verbobonc Influence document.
•
Viscount Langard
•
Noble House (all)
•
Council of Abbots (all churches)
•
The Family
•
Gentlemen of the Watch
•
Wrinkle Academy
Adventure Background
Verbobonc City the largest city in the
Viscounty is packed to the gills and the
characters will be hard pressed to find
rooms. The only deal the characters can
find is a single room for the price that
normally would fetch two or three, though
the innkeeper will be happy to throw in a
second room if the characters are willing to
help keep watch during the night. A recent
rash of burglaries has the merchants of
Verbobonc City buzzing with concern. Talk
of the Family and the Watch abound.
Adventure Summary
In the first encounter, a pair of rogues
attempts to sneak into the inn where the
characters are staying and break into the
safe.
In the second encounter, the characters
attempt to discover who ordered the robbery
of the inn and hopefully they will discover
that a former member of the Family (the
organized crime network in Verbobonc) is
robbing his old clients, causing problems for
both the Watch and the Family.
The final encounter has the characters
attempting to intercept the shipment of
stolen goods headed out of town and the
mastermind behind the recent rash of
burglaries.
Introduction
Verbobonc City is crowded this time of
year. The streets are all bustling with
activity and the shops are quite busy.
You thought that by the end of the day
you would have been done with your
buying, but a number of merchants were
strangely short on wares, and irritable to
boot. In any case, having bought most of
your supplies you decide to try to find a
room and complete your purchases on
the morrow. After a number of failed
attempts at various inns through out the
city, you come to find yourself outside
the Bronze Unicorn Inn to have a meal
and perhaps try once again for a room.
The Bronze Unicorn is number 4 on the map
of Verbobonc City; See Appendix Two. It is
a long, wide two-story affair with a tavern,
common room, kitchen, and pantry on the
It’s Never That Simple
Page 4
lower floor. The upper floor consists of
several private rooms of various sizes.
When the characters venture inside, read:
A large fireplace, framed on each side by
an oak carving of a unicorn, dominates
the crowded common room of the
Bronze Unicorn. Near the fire, a number
of patrons listen as bard tells the tale of
his recent misadventures in far off lands
and the loss of life, if only temporarily.
As you enter the bouncer, an unusually
large half elf with a heavy club at his
side, directs you to the one empty table
This is a good time to have the characters
introduce themselves to each other. Once
they are settled in, the innkeeper Coldon will
approach the group.
"I'll be guessing you’ll be wanting a meal
and rooms? Well the meal is easy
enough. I have enough meat pies left to
feed the lot of you, but if you want a
place to stay for the night you'll have to
work for it. I think I can scare up two
rooms if you'll agree to help my son
Unwal. (At this, Coldon gestures at the large
half-elf with the heavy club) I want you all
to keep watch on the place tonight. One
of the rooms is usually my son's, but it’s
big. You can share it with him."
The characters may have a few questions
for Coldon. He’ll take the time to answer
them, even though it’s obvious he’s quite
busy taking care of his customers, he does
this because the characters look like the
most competent group in his inn tonight who
might be able to help him and his family.
•
Why do you need guards? "Because
there's a vault upstairs, in Unwal’s
room, where I allow patrons to keep
their valuables. If fact, you lot can
feel free to give me anything you
want kept safe. It's only fair since
you'll be helping to guard it."
•
But why tonight? "Well, I'd just as soon
not talk about it, but there's been a
rash of thefts of late. Better safe then
sorry, right?"
•
What if we don't want to help you?
"Well, suit yourselves. Then I've only
got one room for the lot of you, and it
will be 10 gold wheatsheaves."
•
Will you be staying as well? "No, can't
say I will. My wife and I live down the
road a ways. Not that I'd be much
help if there was trouble. That's why
my boy stays here."
•
Why
haven’t
you
paid
for
some
protection? “Doesn’t matter who you
have paid, the watch or you know…
(He gives a knowing wink, Bluff check
DC 10 to figure out he means the
Verbobonc Family) everyone is getting
robbed in Verbobonc lately.”
•
Any chance we can get some cash out
of this? Coldon can be talked into
sparing as much as 150GP to the party
(not per character!) for the job. He’s
rather desperate, since a break into the
vault would hurt his business for a long
time.
About Coldon: Coldon is a very successful
businessman. He and his wife Earwen still
run the Bronze Unicorn Inn, but only his son
stays in the Inn overnight. He has wealthy
customers and poor security, so the rash of
recent thefts has Coldon concerned. He
knows that a number of the people who
have been hit have been under the
protection of the Family (the organized
crime network in Verbobonc) and he usually
relies on the protection money he pays them
to keep the wealth of his patrons safe. He is
hesitant to speak about the recent thefts
(rumors are bad for business) and even
more hesitant to speak about the Family
(being a stool pigeon is bad for one’s
health). He stands over six feet tall and
looks as if he would have made a good
blacksmith in his day. Now, he is well past
his prime and most of the weight he carries
is fat and not muscle.
About Unwal: Unwal is a young man of
about 16 and, despite an elven mother, has
much of his father’s size. He is a dutiful,
loyal son and he is good with numbers too.
Sadly, he's quite naive and he gets
distracted very easily. He chats good-
naturedly with the patrons most of the time
It’s Never That Simple
Page 5
and quiets them down when they get too
rowdy. He is very unlikely to notice anything
that happens during the night, and if
anything more serious than a fistfight breaks
out he will freeze up completely.
If the characters decide to try to find out
information about why the innkeeper needs
additional guards, or why the merchants in
the market were missing wares, feel free to
have them role-play it out with Coldon. If
they would like to try a Diplomacy check, he
starts out Indifferent to them. He will give
them the information below, based on the
result of the Diplomacy check.
Alternatively, you can let the characters roll
a Gather Information check, if they feel like
spending the 1d4+1 hours chatting up the
people here in the Bronze Unicorn Inn or
somewhere else in Verbobonc City. Give
them all the information of the DC they roll,
and lower, from the list below:
DC 10: There have been a wave of thefts of
late and most of the prosperous nobles;
merchants and innkeepers are a bit jumpy.
DC 15: The Family is fairly active in
Verbobonc City and they don't appreciate
freelancers.
DC 20: At least some of the merchants were
under the protection of the Family at one
point or another.
DC 25: The merchants that have been
robbed of late were under the protection of a
member of the Family who died this past
summer. All of the thefts have happened
since then. I guess it’s hard to protect
people when you’re dead!
Encounter One: Thief in
the Night
Though Coldon mostly expects the group to
sleep in shifts thoughout the night, there are
a couple of between when the characters
arrive and when the inn closes. During this
the group may decide to take a nap for a bit,
relax in the common room, or whatever else
they like. In any case Unwal calls them back
together before his parents leave:
As night falls and the last of the local
patrons head to their homes, the Bronze
Unicorn begins to close for the night.
Coldon's wife, Earwen a young elven
woman, approaches you. "Well, it looks
like we're off now. We should be back a
bit after sunrise. When I return in the
morning, I'll make you all a nice batch of
blueberry
pancakes
Unwal
loves
pancakes.
Ok. Good luck See you in the morning"
She then goes to Coldon who is
reminding their son to keep a good
watch on the vault tonight.
"He'll be fine." She tells her husband
"Besides he's got these hearty souls to
keep him company and to help out if
there is any trouble." With this she gives
Unwal a parting hug and then she and
her husband leave the Bronze Unicorn.
Unwal places a heavy wooden bar across
the front door as they leave and then
busies
himself
caring
to
the
final
requests of those patrons who are
spending
the
night
in
the
Bronze
Unicorn.
It will take about a half hour for Unwal to
finish with the patrons and clean up the inn.
Once this is done, he will head to his room
to keep an eye on the vault, unless the
characters suggest something else (in which
case you should call for a DC 5 Diplomacy
check).
The
characters
are
free
to
arrange
themselves in whatever manner they think is
best for protecting the inn for the night. Find
out what sort of watches they intend to take,
and make sure they (and you) keep in mind
the potential for being fatigued the next day
and the inability to prepare spells without
having had 8 hours of rest. The two rooms
that Coldon gave them the use of are
separated by about 30 feet of hallway.
A few hours after the last patron goes to bed
a pair of thieves will attempt to break into
It’s Never That Simple
Page 6
the vault in Unwal's room. A female patron,
Alicia, will arrive at Unwal's room wearing a
traveling cloak over a revealing nightgown.
She intends to distract Unwal while her
partner breaks into the vault.
Alicia lightly knocks on Unwal’s door.
“Excuse me I am having trouble sleeping,
would you be a dear and heat up a cup of
milk for me? It always helps me get to
sleep when I find myself restless.” With
that she takes a deep sigh, which opens
up her cloak a wee bit more.
If none of the characters are there, Unwal
will gladly agree and go downstairs with her
to heat up a cup of milk. If the characters
are awake in the room, then Alicia will try to
get them to join her downstairs as well. If all
goes well she will drink her warmed milk
downstairs with Unwal and then return to
her room and sneak out the window to make
her escape. If the characters attempt to
dissuade Unwal from leaving, have the
characters roll a Diplomacy check opposed
by Alicia’s Bluff check (+9). Unwal will
follow the highest roll.
If the characters are not helping to guard the
vault, then this will give her accomplice
Roland the time he needs to break into the
vault and steal everything he can carry.
All APLs
Alicia: human female Rogue 1; hp 6; see
Appendix One.
Roland: human male Rogue 2; hp 12; see
Appendix One.
Unwal: half-elf male Commoner 1; hp 7; see
Appendix One.
Tactics: Alicia is an attractive human rogue.
When the characters meet her, she has
taken 10 on a Disguise check to conceal her
identity. It is a DC 18 Spot check to notice
that she has disguised her features. She
only expected to find Unwal in the room, but
will try to draw out as many of the
characters as she can. With men she is
flirtatious and will allow her cloak to slip
open enough that they can see that she is
scantily-clothed
beneath.
If
a
female
character is in the room then Alicia will be a
bit more modest, and it requires a DC 10
Spot check to notice that she is wearing little
beneath her cloak.
Alicia is unarmed. If at any point the
characters discover that she is involved in
the theft, she will flee rather than fight. If
captured,
she
will
deny
having
any
involvement. If pressed, read the text
entitled "Stool Pigeon" at the end of this
section.
Alicia's accomplice, Roland, has tied a rope
along the side of the building and is waiting
outside of the window to Unwal's room.
Once Alicia leaves and the room is quiet he
will pick the window lock and let himself in. If
there is anyone awake in the room, give
them a DC 15 Listen check to hear him
open the window. Once the window is open,
if a single character is awake the room
Roland attacks. If he is able to defeat the
character, he tries to get into the vault
before anyone else comes. If at any point
Roland is outnumbered, he will attempt to
flee. If captured, he will attempt to stonewall.
If pressed, read the text block entitled "Stool
Pigeon" at the end of this section. It takes
Roland 1 minute (10 rounds) to pick the lock
on the vault, gather the loot, and head out
the window. If he feels pressed for time,
Roland will take only 5 rounds to grab the
choicest pieces of loot and flee out the
window.
Treasure (from Roland):
L: 19 gp; C: 19 gp; M: 0 gp
Development:
Stool pigeon:
If captured the thieves can be made to talk,
but it won't be easy. Unless the characters
can offer a creative solution, which allows
their captive or captives to avoid being
known as a stool pigeon by the Family,
there will be a -4 penalty to any Intimidate
attempts (both Alicia and Roland oppose an
Intimidate roll with a +2 modifier; see the
Intimidate skill for more details). Retries are
possible, but with a cumulative -4 modifier to
the Intimidate check. If the characters
succeed, read:
It’s Never That Simple
Page 7
The captive begins to look a bit worried.
(S)he glances at the nearby faces and
sees no friends in sight. (S)he starts a
bit defiantly, "Look, we were hired by
Jorend, ok? He said that this inn owed
him money and sent us to collect it for
him. We're supposed to meet him at the
old warehouse tomorrow night with the
stuff we found and some of the money.
Just don't tell anyone you heard if from
me. We are new in town and needed the
work. Jorend said if we did this little job
for him he would mention our names to
the right people. All we wanted is a sense
of family."
The captive reluctantly give directions to a
warehouse near the Temples of St. Cuthbert
and Heironeous on the eastern edge of the
city (consult the map of Verbobonc City in
Appendix 2).
If only one prisoner was captured (and
successfully Intimidated) he or she also
gives the identity of the other thief (who is
almost certainly long gone by this point).
The rest of the night passes uneventfully.
Encounter Two:
Decisions, Decisions
In the morning, Coldon and Earwen will
return to the inn. He will curse and sputter a
good deal about the attempt on his vault. If
the characters succeeded in running off the
thieves, Coldon thanks them. Earwen
makes the promised breakfast and Coldon
gives them the agreed upon amount of gold.
If they failed, he is either disappointed or
angry,
depending
on
how
well
the
characters can explain away their failure. If
they refused to help last night, then he will
blame them for the thefts. In any case,
Coldon will send his son off to inform the
Gentlemen of the Watch (the Verbobonc
City town guard).
Farak, an operative for the Family, arrives
before the guards do. Farak doesn’t admit to
being a member of the Family, of course,
and just seems like a curious and well-
meaning upper-class merchant. He is a
human of about thirty, with short black hair
and a close-cropped beard. He wears a
number of gold rings on his fingers.
Farak asks the innkeeper and then the
characters what happened. Coldon seems
to trust Farak, but this is because Coldon
suspects that this merchant may be more
than he appears, and is anxious to stay out
of trouble. If the characters don’t want to
talk to Farak, Coldon tries to convince them
that Farak is all right.
If the characters captured either thief:
The door to the Bronze Unicorn opens
and a wealthy-looking merchant enters.
“Good morning to you Coldon. What is
this I hear that someone attempted to rob
your safe? It is a sad state of affairs
when ones place of business is not even
safe when one has taken the right
precautions.”
If the characters succeeded in interrogating
the captives and tell Farak that a man
named Jorend is behind the thefts, then skip
the
following
block.
Otherwise,
Farak
examines the captive with a serious look on
his face; read the following:
The captive, sensing that Farak is
unhappy, begins timidly. "We were hired
by Jorend. He said that this inn owed him
money and sent us to collect it for him.
We're supposed to meet him at the old
warehouse the following night with the
stuff we found and some of the money."
Whether Farak hears of the Jorend from the
captives or from the characters continue
with the following:
Both Farak and Coldon stare at the
speaker in disbelief. Then Farak laughs
suddenly "Is that the game? Jorend? I
should have known." With this he turns
to Coldon "My dear Master Coldon, I'd
like to suggest that you release your
captives here. No harm done, right? Your
It’s Never That Simple
Page 8
goods
were
not
stolen.
They
are
incompetent fools, but not yet thieves, as
they did not actually leave your premises
with anything. The Gentlemen of the
Watch will arrive and take them away, but
the most you could charge them with is
breaking and entry. Even that charge
would require a good deal of time away
from your inn, and likely make you…
enemies…as well."
If the characters don't interfere, Coldon will
begin to untie the captives that the
characters are holding and release them. If
the characters object to the captives being
released then Farak will leave and not offer
the characters the job. Otherwise continue
with the following:
As the captive(s) slink out of the inn,
Coldon looks meekly to Farak "So, you'll
see that my inn is safe?"
Farak nods and turns to your group. “I
would be very appreciative if you could
be of further assistance, my Friends. If
tonight you might go to a certain
warehouse I believe you will find the
goods that have been stolen of late. I
know where most of the goods should be
returned to. As for the rest of them, you
would be free to take what you like in
compensation for your services."
Farak could quite easily return all the goods
to
their
rightful
owners,
but
is
only
concerned with the merchants that have
continued to pay for protection (some
stopped when Jorend ‘died’.) The bulk of the
character’s compensation will come from the
goods of wayward merchants.
If the characters agree to assist in this task
he gives them directions to a warehouse
near the Temples of St. Cuthbert and
Heironeous on the eastern edge of the city
(consult the map of Verbobonc City in
Appendix 2). He then thanks them as he
leaves. In this case continue with the
following block of text. Otherwise skip to
“The Law”
A man in his middling years and
apparently of high birth arrives wearing
the tabard of the Gentleman of the Watch
of
Verbobonc
City
over
a
steel
breastplate. Close on his heels is
Coldon’s son Unwal. "Where are the
prisoners?" he asks, looking around the
room.
If
the
characters
do
not
speak
up
immediately Coldon will:
"Prisoners?"
Coldon
says
rather
nervously "Um, we have no prisoners
here, m'lord. This is an inn, not a
jailhouse. I'm not sure what my boy
Unwal went and said, but I'm sure he was
simply a bit confused. There was some
matter about a patron asking after milk
late in the night and then leaving early,
but nothing that needs The Watch’s
attention. I do thank you for your prompt
appearance though. Perhaps you'll have
a drink on the house? Or a spot of
breakfast, the wife was about to make
some blueberry pancakes. "
The watchman grimaces at Coldon's
words, clearly hearing the lie in them. He
looks from Coldon to you expectantly.
Again the characters have an opportunity to
speak up. If they don't, Peacekeeper Holber
turns on his heels and leaves. If they tell
Holber about Farak or the robbery last night
they will receive the Infamy with the Family
but the Favor of the Gentleman of the Watch
on the Adventure Record.
If there is no captive:
The door to the Bronze Unicorn opens
and a wealthy-looking merchant enters.
“Good morning to you. I heard you had
some unusual company last night?
Might you be able to describe them for
me? I might have some contacts who can
find them for us. We can’t have good
business
going
bad
with
freelance
attacks.”
It’s Never That Simple
Page 9
If the characters don’t explain, then Coldon
will. Though Farak has already heard from
his contacts on the streets of Verbobonc
City, he hopes to find out more, and perhaps
recruit
the
characters
for
a
little
‘enforcement’. When the explaining is done
continue with the following:
Farak nods and begins to speak “I would
be very appreciative if you could be of
further assistance, my Friends. If tonight
you might go to a certain warehouse I
believe you will find the goods that have
been stolen of late. I know where most of
the goods should be returned to. As for
the rest of them, you would be free to
take what you like in compensation for
your services."
Farak could quite easily return all the goods
to
their
rightful
owners,
but
is
only
concerned with the merchants that have
continued to pay for protection (some
stopped when Jorend ‘died’.) The bulk of the
character’s compensation will come from the
goods of wayward merchants.
If the characters agree to assist in this task
he gives them directions to a warehouse
near the Temples of St. Cuthbert and
Heironeous on the eastern edge of the city
(consult the map of Verbobonc City in
Appendix 2). He then thanks them as he
leaves.
Continue on to “The Law”
The Law:
A short time later a man in his middling
years and apparently of high birth arrives
wearing the tabard of the Gentleman of
the Watch of Verbobonc City over a steel
breastplate appears. He is followed
closely by Coldon’s son Unwal.
Peacekeeper Holber addresses the most
respectable-looking character in the group.
"What's going on here? The goodman
Unwal tells me there was some trouble
last night."
Holber listens intently as the characters to
tell him what happened and takes any
prisoners that remain into a private room to
be questioned. If the group has not already
taken a job for Farak (or pretends that they
haven’t), then read the following.
"It appears that the troublesome rogue
Jorend is behind the recent rash of
thefts." He says gravely "Perhaps you
would be willing to do the City of
Verbobonc a service?"
If the characters agree he will continue.
"This Jorend was supposed to have died
last month. It appears that he yet lives.
Apparently he thought to escape justice
by pretending to be dead and then
continuing
his
larcenous
ways.
Despicable, truly it is. There is good
news yet. There is a warehouse in the
dock district. I believe you will find there
the goods that have been stolen of late.
Tonight you can go there and reclaim the
goods, so that they can be returned to
the good businessmen of Verbobonc."
Peacekeeper Holber intends to return all of
the goods to their rightful owners. If the
characters ask for compensation, then he
will offer to pay them up to 100GP each. If
they think to ask for a warrant of some sort,
Peacekeeper Holber will gladly provide one.
After the characters confirm their intent to
assist in this task, Peacekeeper Holber
thanks them and then leaves to continue his
morning rounds. Proceed to encounter
three.
All APLs
Farak: male human Rogue 6; hp 26; see
Appendix One. Farak is a Cousin in the
Family's C&R division. He has been
assigned by the Family to investigate the
recent
thefts
at
businesses
that
are
supposed to be under their protection.
Tactics: If the characters get rough with
Farak, he will fight until half his hit points are
gone, and then he will attempt to flee.
It’s Never That Simple
Page 10
Peacekeeper
Holber:
male
human
Aristocrat 6; hp 36. Holber is a distant
relative to Lord Velysin, and was appointed
directly to the position of Peacekeeper. He
is a competent and Lawful watchman, and
as a worshiper of St. Cuthbert he takes his
position very seriously.
Development: By the end of this Encounter,
the characters should be on their way to the
warehouse mentioned by Alicia, Roland,
Farak, or Holber. If they want to go right
away, the warehouse is deserted; the
villains and the missing goods don’t arrive at
the warehouse until early evening.
Encounter Three: The Big
Bust
The warehouse is an unremarkable
wooden building looking like the rest of
the warehouses on this street. The one
you have been sent to is approximately
40 feet on the street side, 30 feet deep
and 20 feet in height. There do not
appear to be any windows to hint at what
might be contained within. A single
guard stands, before a pair of large
double doors, with a smaller door inset
on the left side. He is also holding the
leash of a mean-looking dog.
On the night following the attempted theft at
the inn, Alim will be supervising the loading
of the gains from the recent rash of
robberies into wagons to be smuggled out of
Verbobonc City the next morning. There is a
single
guard
posted
outside
of
the
warehouse. Inside there are two porters
loading the goods. The warehouse is dimly
lit and there are numerous crates and
barrels both inside and outside of it, making
hiding easy. The warehouse is forty feet on
the street side by thirty feet deep and it is
twenty feet tall. There is one ordinary door
(partially open) inset in the left door of a set
of large double doors (closed, but can be
opened from the inside with a move action).
If the characters attempt to parlay
Alim hears any of the characters talking to
his guard, unless they take pains to be very
quiet. Alim casts mage armor while the
characters are talking to the guard. The
guard will then let the characters into the
warehouse, where he and the two porters
will stand in front of Alim.
Alim claims no knowledge of any stolen
goods but he also refuses to allow the
characters to inspect the warehouse. If the
characters claim to have come on orders
from the Watch then Alim claims to think
they are lying: "How do I know you're not
just here to rob me? I have heard of the rash
of night time robberies." Even if they have a
warrant from the Watch he refuses to let
them inspect the warehouse or his wagon
for that matter. "Let me see this warrant of
yours? A fake! And not even a good one.
Now get out of my sight before I call the real
guards."
The guard is paid well enough to take orders
from Alim and not concern himself with the
'truth' of the characters' accusation. The
porters, on the other hand, may be swayed.
Allow the characters to attempt a Diplomacy
or Bluff check opposed by Alim's Bluff (add
a +4 circumstance bonus to the characters’
roll if the characters have a warrant). If the
characters succeed then the porters appear
uncertain and once combat starts they run
away unless attacked.
Once the characters have attempted the
Diplomacy/Bluff check, Alim will reiterate his
demand that the characters leave his
warehouse or else he will be forced to deal
with them as trespassers. Assuming the
characters don't leave, combat begins at this
point.
If the characters sneak around
The characters can sneak past the guard if
their Hide and Move Silently checks beat
opposed checks from both the guard and
the dog. If they guard spots someone trying
to sneak into the warehouse, he shouts and
immediately attacks.
If the characters are able to sneak past the
guard and the dog, they can close and lock
the smaller door from the inside, so the
It’s Never That Simple
Page 11
guard is stuck outside and can’t participate
in the combat. The sound and motion of the
door closing, however, alerts Alim and the
porters, who then immediately attack.
If the characters attack immediately
The guard will attempt to withdraw into the
warehouse, if possible, and loose his dog to
attack the characters. The guard alerts
Alim, and the guard, the porters, and Alim
prepare to attack the characters once they
enter the warehouse.
All APLs (EL 2 or 3 or 4)
Alim: male human Wiz(Illusionist) 1; hp 3;
see Appendix One.
Porters (2): male human War1; hp 10 each;
see Appendix One.
Guard: male human Ftr1; hp 12; See
Appendix One.
Guard Dog (use Riding Dog): hp 13; See
Monster Manual.
Tactics:
Alim will begin combat by casting mage
armor on himself (if he hasn’t already).
Then he will cast color spray on whoever he
perceives to be the most powerful fighter
(and any other characters he can get in the
spray). After that, he will attempt to use
daze while falling back. Once outside of the
sight of anyone he perceives to be a mage
he will attempt to cast silent image. His
illusion will be that of a shadow (the lack of
sound will not give away an incorporeal
creature) and have it engage the party.
(Medium illusion, AC 10, will miss every
attack, since striking and doing no damage
would alert the party to the illusion.) At the
point where it ceases to be effective he will
cease concentration.
As long as the remaining members of his
party are not outnumbered by more than
two-to-one, Alim will remain and either cast
daze, or fire his crossbow.
The porters and the guard, if involved in the
combat, will fight until reduced to 3 hit points
or less. At that point, they will flee out the
warehouse doors (if possible) or surrender
(if not). The dog will fight until killed. These
men know nothing, other than that Alim is
working for someone named “Jorend.”
They’ve never seen Jorend, and take orders
(and pay) from Alim directly.
If at any point his party is outnumbered by
more than two-to-one, Alim will flee either
through the trap door our out the front of the
warehouse (whichever looks easiest). He
has no intention of being taken in, since he
expects that he will be killed by The Family.
Trap: The escape route from the warehouse
is a secret door in the floor located in the
middle of the back wall opposite the large
double doors. Beneath it is a 10-foot drop
down into the city sewers, with a ladder. The
third rung down is tied to a trap; Alim knows
not to touch this rung if he flees this way. If
any character attempts to use the ladder to
climb down, he triggers the tanglefoot trap.
Tanglefoot bags shoot out of concealed
cubbyholes all around the top of the
trapdoor. The triggering character and
anyone within 5 feet of the trap door will also
be affected by the trap. Once the trap is
triggered, the top of the trapdoor is covered
in hardened tanglefoot goo. In order to clear
enough space to descend the ladder, the
characters have to do 15 points of damage
with a slashing weapon.
All APLs (EL 2)
Tanglefoot Trap: CR 2; mechanical trap;
touch trigger; repair reset; ranged touch +10
(effects of tanglefoot bag, see the Players
Handbook); multiple targets (the character
on the ladder, and any character within five
feet of the top of the ladder); Search (DC
15); Disable Device (DC 15).
Treasure:
Defeat and loot Alim and his men.
L: 17 gp; C: 270 gp; M: 0 gp
If the characters find and successfully
disable the tanglefoot trap, they can extract
six undamaged tanglefoot bags from the
trap. If the trap goes off, these bags are
used up.
L: 25 gp; C: 0 gp; M: 0 gp
Development: If the characters detect the
trap door and decide to follow down it, let
them. Beneath the warehouse the tunnel
It’s Never That Simple
Page 12
branches immediately in four directions.
Each tunnel continues for 50 feet before
branching sharply. One of them (the one
that Alim will takes) ends in a ladder leading
up to the street. A second branch leads to a
concealed door in the ceiling, which cannot
be reached without a DC 20 Climb check (it
opens into an empty warehouse). The last
two lead deeper into the sewers of
Verbobonc City, but it’s clear no one has
passed this way in a long time.
Alim will take two rounds to get out of the
warehouse, through the sewers, and into the
streets. He ducks into an abandoned house,
where he can change into a different
disguise and quickly flee Verbobonc City.
If captured, Alim pleads for mercy and offers
the characters directions to Jorend's hideout
if they will let him go. He says he is just a
pawn and Jorend in the real bad guy. He
refuses to tell them anything more until after
they give their word to let him go. Of course,
he's bluffing. Once released, he gives the
characters
a
false
hideout
(the
inn
mentioned in the Conclusion) and then runs
away. A Sense Motive check, opposed by
Alim’s Bluff, will reveal that the wizard is
lying. Roll these checks for the characters
in secret, so they aren’t suspicious.
Conclusion
In no case can the characters truly find
Jorend. This is because Jorend is, as
rumors stated, dead. Alim was a close
friend of Jorend’s who heard all about
Jorend’s protection ring, and decided to
cash in on the information Jorend gave him
once Jorend died. Alim wants to make
everyone thinks that Jorend is still alive, in
order to throw suspicion off of himself. Alim
is the real culprit behind the rash of
robberies. Alicia and Roland get their
orders from Alim, when Alim is disguised as
Jorend. They usually meet him at the
warehouse.
If the characters fell for Alim’s ruse on where
to find “Jorend,” his directions lead to the
Electrum Eel (number 34 on the Verbobonc
City Map in Appendix Two). This is a cover
where Alim has often stayed while disguised
as Jorend. The innkeeper and barmaids at
the Electric Eel remember “Jorend,” but he
isn’t in right now. No matter how long the
characters wait, “Jorend” never shows up,
and it shouldn’t take them long to realize
they’ve been fooled.
After all of the investigation is over the
characters can go to whoever hired them
(Farak
or
Holber)
and
receive
congratulations and the agreed upon reward
(either in cash or in kind). Their employer
will see that the goods are redistributed and
offer to see that any captives are handed
over to the city guards.
The End
Experience Point
Summary
To award experience for this adventure, add
up
the
values
for
the
objectives
accomplished. Then assign the experience
award. Award the total value (objectives
plus roleplaying) to each character.
Encounter One
Prevent the theft
90 xp
Encounter Two
Agree to work for Farak or Holber 60 xp
Encounter Three
Defeat Alim and his men
90 xp
Discover the tanglefoot trap
60 xp
Story Award
Return the stolen goods
50 xp
Discretionary roleplaying award
Good roleplaying and teamwork 100 xp
Total possible experience: 450 xp
Treasure Summary
It’s Never That Simple
Page 13
During an adventure, characters encounter
treasure, usually finding it in the possession
of their foes. Every encounter that features
treasure has a “treasure” section within the
encounter description, giving information
about the loot, coins, and magic items that
make up the encounter’s treasure.
The loot total is the number of gold pieces
each character gains if the foes are
plundered of all their earthly possessions.
Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters
cannot take the time to loot the bodies, they
do not gain this gold. If you feel it is
reasonable that characters can go back to
loot the bodies, and those bodies are there
(i.e., not carted off by dungeon scavengers,
removed from the scene by the local watch,
and so on), characters may return to retrieve
loot. If the characters do not loot the body,
the gold piece value for the loot is
subtracted from the encounter totals given
below.
The coin total is the number of gold pieces
each character gains if they take the coin
available. A normal adventuring party can
usually gather this wealth in a round or so.
If for some reason, they pass up this
treasure, the coin total is subtracted from
the encounter totals given below.
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate,
because they are varied and because
characters may want to use them during the
adventure. Many times characters must
cast identify, analyze dweomer or similar
spell to determine what the item does and
how to activate it. Other times they may
attempt to use the item blindly. If the magic
item is consumable (a potion, scroll, magic
bolts, etc.) and the item is used before the
end of the adventure, its total is subtracted
from the adventure totals below.
Once you have subtracted the value for
unclaimed treasure from each encounter
add it up and that is the number of gold
pieces a characters total and coin value
increase at the end of the adventure. Write
the total in the GP Gained field of the
adventure certificate. Because this is a
Regional scenario, characters may spend
additional Time Units to practice professions
or create items immediately after the
adventure so this total may be modified by
other circumstances.
L: Looted gear from enemy.
C: Coin, Gems, and other valuables.
M: Magic Items recovered.
Encounter One:
L: 19 gp; C: 39 gp; M: 0 gp
Encounter Three:
L: 42 gp; C: 270 gp; M: 0 gp
Conclusion:
L: 0 gp; C: 100 gp; M: 0 gp
Total Possible Treasure:
450 gp
It’s Never That Simple
Page 14
Appendix One: Non-Player Characters
Encounter 1: Thief in the Night
Alicia: female human Rogue 1; CR 1; Size:
M; HD 1d6; hp 6, Init +1, Spd 30 ft; AC 11
(Dex +1), touch 11, flat-footed 10; BAB +0;
Grp +0; Atk none; SA sneak attack +1d6;
SQ trapfinding; AL CN; SV Fort +0, Ref +3,
Will +1; Str 10, Dex 12, Con 10, Int 11, Wis
12, Cha 16.
Skills and Feats: Bluff +10, Climb +4,
Diplomacy +7, Disguise +7 (+9 when using
kit), Listen +7, Move Silently +5, Sense
Motive +5, Spot +7, Use Rope +5;
Alertness, Skill Focus (Bluff).
Possessions: traveller’s cloak, disguise
kit.
Physical Description: Attractive female.
Roland: male human Rogue 2; CR 2; Size:
M; HD 2d6+2; hp 12, Init +3, Spd 30 ft, AC
14 (+2 leather armor, +2 Dex), touch 12,
flat-footed 12; BAB +2, Grp +2, Atk +2
melee (1d6+1 nonlethal, sap) or ranged +4
(1d4+1/19-20, dagger); SA sneak attack
+1d6; SQ evasion, trapfinding; AL NE; SV
Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con
12, Int 12, Wis 10, Cha 9.
Skills and Feats: Climb +6, Disable
Device +8, Hide +10, Jump +8, Listen +5,
Move Silently +10, Use Rope +8, Sleight of
Hand +8, Spot +5, Tumble +8; Run,
Stealthy.
Possessions: leather armor, sap, three
daggers, masterwork thieves tools, silk rope,
19 gp.
Physical Description: Human of medium
build with a nasty knife scar across his face.
Unwal male half-elf Commoner 1; CR 1/2;
Size: M; HD 1d4+3; hp 7, Init +0, Spd 30 ft,
AC 10, touch 10, flat-footed 10; BAB +0,
Grp +3, Atk +3 melee (1d6+3, club); AL NG;
SV Fort +1, Ref +6, Will +0; Str 16, Dex 10,
Con 16, Int 8, Wis 9, Cha 10.
Skills and Feats: Diplomacy +2, Gather
Information +4; Endurance.
Possessions: club, 3 gp.
Physical Description: This friendly half-
elf is built like a blacksmith.
Encounter 2: Decisions, Decisions
Farak: male human Rogue 6; CR 6; HD
6d6; hp 26; Init +2; Spd 30 ft; AC 17 (+2
Dex, +5 glamered +1 chain shirt), touch 12,
flat-footed 17; BAB +4; Grp +5; Atk +5
melee (1d4+1/19-20, dagger) or +6 ranged
(1d4+1/19-20, dagger); SA sneak attack
+3d6; SQ evasion, trapfinding, trap sense
+2, uncanny dodge; AL NE; SV Fort +2, Ref
+7, Will +3; Str 12, Dex 15, Con 10, Int 13,
Wis 8, Cha 15.
Skills and Feats: Bluff +11, Disguise
+11 (+13 when trying to act in character),
Diplomacy +13, Intimidate +13, Gather
Information +13, Hide +11, Knowledge
(local) +10, Move Silently +11, Open Lock
+11, Sense Motive +8; Combat Expertise,
Iron Will, Point Blank Shot, Quick Draw.
Possessions: glamered +1 chain
shirt, concealed daggers (6).
Physical Description: Farak looks to
be nothing more than a well to do merchant.
He is a human of about thirty, with short
black hair and a close croped beard. He
wears a number of gold rings.
Encounter 3: The Big Bust
Alim: male human Wiz(illusionist) 1; CR 1;
HD 1d4-1; hp 3; Init +2; Spd 30 ft; AC 12 [16
with mage armor] (+2 Dex), touch 12, flat-
footed 10; BAB +0; Grap +0; Atk +0 melee
(1d4/19-20, dagger) or +2 ranged (1d10/19-
20, heavy crossbow); SA spells; AL CE; SV
Fort -1, Ref +2, Will +3; Str 10, Dex 14, Con
8, Int 15, Wis 13, Cha 12.
Skills
and
Feats:
Bluff
+6,
Concentration +3, Disguise +6 (+8 with
disguise
kit),
Knowledge
(local)
+4,
Knowledge (arcana) +3, Listen +3, Sleight of
Hand +4, Spellcraft +3, Spot +3; Alertness
(B), Spell Focus (Illusion), Skill Focus
(Disguise).
Possessions: familiar (snake), loaded
heavy crossbow, 10 bolts, dagger, spell
component pouch, brooch (worth 250 gp),
It’s Never That Simple
Page 15
disguise kit.
Spells Prepared (4/3; base DC = 12 +
spell level, 13 + spell level for Illusion
spells): 0—daze, daze, mage hand, daze;
1st—color spray, mage armor, silent image.
Spellbook: 0—ghost sound, open, mage
hand, daze, acid splash; 1st—color spray,
silent image, mage armor, ventriloquism.
Physical Description: Alim is a red-
haired Suel of about 20. He wears loose
fitting pants dyed blue and a matching red
shirt. He wears a brooch of blackened gold
with what look like ruby chips in it.
Porters (2): male human War1; CR 1/2;
Size: M; HD 1d8+1; hp 9, Init +0, Spd 30 ft,
AC 12 (+2 leather armor), touch 10, flat-
footed 12; BAB +1, Grp +2, Atk +3 melee
(1d6+1, club) or +2 ranged (1d6+1, thrown
club); AL N; SV Fort +3, Ref +0, Will +0; Str
13, Dex 11, Con 12, Int 8, Wis 10, Cha 9.
Skills
and
Feats:
Intimidate
+3,
Profession (Porter) +4; Endurance, Weapon
Focus (club).
Possessions: club, leather armor, 4 gp.
Physical Description: These porters are
beefy thugs.
Guard: male human Ftr1; CR 1; Size: M;
HD 1d10+2; hp 12, Init +1, Spd 20 ft, AC 12
(+1 Dex, +4 scale mail, +2 heavy steel
shield), touch 11, flat-footed 16; BAB +1,
Grp +3, Atk +4 melee (1d8+2/19-20,
longsword); AL CN; SV Fort +4, Ref +1, Will
+1; Str 15, Dex 13, Con 14, Int 8, Wis 12,
Cha 10.
Skills and Feats: Handle Animal +4,
Intimidate +4, Listen +3, Spot +3; Alertness,
Combat
Reflexes,
Weapon
Focus
(longsword).
Possessions: longsword, scale mail,
heavy steel shield, two daggers, 12 gp.
Physical Description: This guard has a
shifty, suspicious look to him, despite his
stocky build.
It’s Never That Simple
Page 16
Appendix Two: Map of Verbobonc City
The Bronze Unicorn Inn is #4 on this map, near the North Gate. The warehouse in Encounter
Three is the second one below #45 (most of the buildings in that area are warehouses). If the
characters are tricked into going to the Electrum Eel in the Conclusion, it is #34.
| textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi4-01 Its Never That Simple (3E).pdf |
CYBERNETICS FLAVOR
BY COLIN “MEPHIT JAMES” WILSON
This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its
logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters
and character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
www.montecookgames.com
This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used with
permission under the Community Content Agreement for Cypher System Creator.
All other original material in this work is copyright 2017 by Colin Wilson and published under the Community Content
Agreement for Cypher System Creator.
Cover image by John Peterson.
CYBERNETICS FLAVOR
INTRODUCTION
The term “cybernetics” refers just to the control of a system,
including the control elements of computers, feedback
elements of devices, and central processing units. In a sci-fi
sense, however, it’s usually used to refer to devices surgically
implanted in a living organism which has direct control over
them. These cybernetic organisms (shortened to “cyborg” by
two researchers in 1960) are an important part of several
subgenres of science fiction.
Fans of cyberpunk authors like William Gibson and Bruce
Sterling, posthumanist authors like Iain M. Banks and Hannu
Rajaniemi, or authors of sweeping sci-fi like Greg Bear and
Becky Chambers might all want to include cybernetic
implants in their Cypher System games. The sci-fi setting of
Numenera has plenty of options for strange cyborgs while The
Strange has cybernetic modifications for technological
recursions like Ruk. In the Cypher System Rulebook there are
different science fiction options in Chapter 13 while
Expanded Worlds includes some more rules for hard sci-fi
settings.
This short work is meant to complement all of those options.
It is a flavor (described on pages 50-51 of the Cypher System
Rulebook) which provides new options for everyone to select
from in addition to the abilities from their character type. In
this way, cybernetics becomes more present in the setting and
even characters who do not have a descriptor or focus making
them a cyborg can gain an ocular implant here or prosthetic
limb there. At the end of the document are cybernetic threats
for the GM to use, making sure that everyone gets to have fun
with it.
CYBERNETIC FLAVOR
Characters with the cybernetic flavor are good with computers
but they also have abilities that can make them formidable in
combat and with knowledge skills. They blend the line
between robot and human (or alien) and so can do many of
the things normally associated with robotic characters
including surviving in the vacuum of space and talking
directly to machines.
There are other options in this same vein available in the
Technology flavor (Cypher System Rulebook, p. 53-56) and
often both flavors will be included in a setting. Where the
Cybernetic flavor is internally focused (implants and nanites)
the Technology flavor is externally focused (ships and robots)
so they complement each other nicely. The GM may want
some of abilities from each flavor but not others, in which
case they can pick and choose to create a hybrid flavor that
includes exactly the elements they envision in their particular
view of the future.
FIRST-TIER CYBERNETIC
ABILITIES
• Enhanced Senses: Your eyes, ears, and nerve endings
are all upgraded with the latest technology to hone them
beyond normal human ability. Not stopping there, you
have t-ray emitters, electrosense, and other posthuman
abilities that make you even more perceptive. With all of
these enhancements, the difficulty of all perception
checks is reduced by one step. Enabler.
• Extra Limb: You have an extra arm, cloned or
mechanical, attached to your torso. This can move just as
independently as your other arms and so you can’t make
multiple attacks without extra training (such as the
Wields Two Weapons At Once focus) but it does allow
you to use a two-handed item, such as a heavy weapon,
and still carry another item as well. You can select this
ability multiple times, adding another limb each time.
Enabler.
• Linguistic Cortex (1 Intellect point): A cybernetic
implant in your brain has heightened your linguistic
ability. When you select this ability you immediately
gain the ability to speak, read, and write another
language. With this ability, you can spend a point of
Intellect when hearing a language you don’t speak to
gain the ability to speak, read, and write that language
for the next 24 hours. This is based on “overclocking”
your language centers so the insight will fade with time
unless you spend another point of Intellect. Action to
initiate.
• Subdermal Armor: You have carbon-fiber sheets
embedded under your skin which provide you with a
point of Armor. Enabler.
• Toxin Filters: Chemical analyzers and synthesizing
implants allow you to deal with poisonous materials
more easily than others. The difficulty of all tasks
involving resisting the effects of toxins (including
defense rolls) is reduced by one step for you. Enabler.
SECOND-TIER CYBERNETIC
FLAVOR
• Augment Implants: You have cybernetic enhancements
that improve your body’s natural abilities. You gain 5
extra points in your Speed, Intellect, or Might Pool and
you gain +1 Edge in that stat as well. You can select this
ability up to three times, but never more than once for
Speed, Intellect, or Might. Enabler.
• Enhanced Respiration (2+ Might points): Oxygen-
producing nanites, enhanced lung capacity, or vat-grown
red blood cells provide you with a boost to your
respiration which can help you in situations where
breathing is an issue. If you are in an area with no
atmosphere you can spend 2 points of Might to hold your
breath for an hour (though other vacuum conditions may
apply, see Expanded Worlds p. 121). In an area where
there is thin atmosphere you can spend 2 points of Might
to boost your breathing and avoid the effects of thin
atmosphere for 12 hours. In either case you can spend
Effort to increase the duration by half again (30 minutes
for no atmosphere and 6 hours for thin atmosphere) per
point of Effort. Action to initiate.
• Feature Flex (1 Intellect point): Synthetic relays in
your facial muscles and throughout your body allow you
to adjust your appearance to look like someone else. This
doesn’t have to be someone in particular although you
can try to change your face to look like a specific person
- 1 -
CYBERNETICS FLAVOR
with an Intellect roll (level dependent on the target). You
cannot change your appearance to look like an animal or
alien species, however. This disguise provides an asset to
all disguise checks (including impersonation checks if
you change your features to a specific target’s) for the
next 12 hours. Action to initiate.
• Hyper-Reflexes: Digital relays improve your nervous
system’s reaction time. You reduce the difficulty of all
initiative rolls by one step. Enabler.
• Reinforced Skeleton: Your internal structure is
reinforced to take hits that would stagger a normal
person. You can 1 additional point of Armor. Enabler.
THIRD-TIER CYBERNETIC
FLAVOR
• Concealed Weapons Implant: You have a weapon
directly implanted into your arm. This might be a blade
that slips out over your hand, a gun resting on a servo
over your shoulder, or an energy beam from your eye.
You must purchase the weapon separately when you
select this ability. Whatever the case, the weapon is
either disguised to look like a normal part of your body
or it can be retracted to avoid notice. When it is retracted
you reduce the difficulty of keeping the weapon hidden
from someone searching you by one step. This does not
apply to t-ray scanners, metal detectors, or other systems
that can quickly see cybernetic implants. Enabler.
• Nano-Meds (2 Intellect points): Nanoscopic machines
in your bloodstream dramatically increase your body’s
ability to heal. When you use this ability and make a
recovery roll, you only spend half the normal time for
the roll (minimum one action). Action.
• Neural Uplink: Hacking is all about speed and
adaptability and you have a definite advantage over
others: a direct, wired connection between your brain
and the computer. This uplink jack allows you to plug a
cable from the computer into your brain and manipulate
code directly. While uplinked like this you are trained in
all tasks involving writing computer programs, any
assets to tasks involving computers reduce the difficulty
of the task by one additional step, and your Intellect
Edge increases by +1. Enabler.
• Precise Muscle Control (3 Speed points): You can
activate a precision program controlling packets of
synthetic tendons in your muscle tissue. The result is
precision and grace beyond human comprehension. You
reduce the difficulty of tasks involving agility, stealth,
balance, and dexterity (including Speed attacks and
defenses) by one step for the next 4 hours. You can
spend Speed Edge to increase the duration by 30 minutes
per point spent. Action to initiate.
• Vacuum Sealing: Your body has systems that
automatically seal your body against the effects of hard
vacuum (see Expanded Worlds, p. 121). As long as you
have a means to breathe (including holding your breath
with the Enhanced Respiration ability) you can operate
normally in vacuum without an environmental suit.
Enabler.
FOURTH-TIER CYBERNETIC
FLAVOR
• Body Flex: This implant suite works like the Tier 2
ability Feature Flex except that it is full body and
includes means to adjust your skeletal structure, skin
pigmentation, and even voice box. When you disguise
yourself as someone of your same species you reduce the
difficulty of disguise and impersonation tests by one step
(this stacks with Feature Flex if you have both abilities)
and it allows you to disguise yourself as an alien species.
There are limits to how much Body Flex can adjust your
form so transforming into an energy being is still
impossible but you could potentially grow wings,
secondary eyes, or other strange features. Dramatic
changes could increase the time for the implants to finish
up to about 30 minutes for truly bizarre aliens and the
GM has final say in what is or is not possible with Body
Flex. Enabler.
• Nano-Tools: These wrist-mounted tools have nano-sized
tips so that you can work on truly miniscule tasks with
ease, allowing you to construct microcircuits or rebuild
nerve endings by hand. The system also includes
implants in your eyes to allow you to see at the
nanoscopic level. You reduce the difficulty of any
mechanical or perception tasks by one step for fine-
detailed situations. Enabler.
• Overclock Implant (4 Intellect points): Mental
implants increase the response time of your neurons and
boost your brain’s ability to process and hold knowledge.
In a sense, you are boosted like a customized computer
to be able to function at a superhuman level. Your
Intellect Edge increases by +1 and you are able to take
two separate purely mental actions in a round, though the
difficulty of all actions is increased by one step the
following round. Mental actions include perception
tasks, activating another cybernetic implant, sending a
message or saying something, and making a single-
action recovery roll. It does not include computer or
hacking tasks unless you have a means of interacting
with the computer without physically manipulating it
such as a Neural Uplink, a Touch-Link, or a Datajack
(Cypher System Rulebook, p. 53).
• Skill Implant: You are trained in two skills of your
choice in which you are not already trained. You can
select this ability multiple times. Each time you select it,
you must choose two different skills. Enabler.
• Touch-Link: Nanoreceptors in your skin with near-field
signals allow you to interact with a computer just by
touching it. This allows you to make physical contact
with any computer and interact with its code directly,
reducing the difficulty of any computer programming or
hacking tasks by one step and increasing your Intellect
Edge by +1 for that particular machine. You are also
considered trained in computer programming tasks. If
you also have a Neural Uplink you are considered
specialized in computer programming tasks. If you have
a Machine Interface (Cypher System Rulebook, p. 54)
you gain an asset in searching through the data of any
computer through your Touch-Link. Enabler.
- 2 -
CYBERNETICS FLAVOR
FIFTH-TIER CYBERNETIC
FLAVOR
• Environmental Adapting: Synthetic replacements and
nerve-sheathing has rendered you immune to many
environmental hazards including radiation, fire and
severe cold (see the Cypher System Rulebook, p. 200-
201), and atmospheric or hydrostatic pressure up to one
hundred times normal. You are not immune to diseases
or toxins (although, see Incredible Health and Poison
Resistance in the Cypher System Rulebook p. 95 and
Toxin Filters above). Enabler.
• Hyper-Cognition: Because of noötropic implants and
other enhancements, you push your intelligence to
amazing new levels. You reduce the difficulty of
research tasks and solving puzzles by one step and you
increase your Intellect Edge by +1. Enabler.
• Life Support Nanites (5 Might points): These
nanoscopic robots will move to support parts of your
body that are damaged or that fail. If you are afflicted by
any unwanted condition from an injury (such as a broken
arm, a concussion, or blindness from bright light) you
can ignore it and act as if it does not affect you for one
hour. If the condition normally lasts longer than an hour
it will return after that, otherwise it is entirely negated.
Action.
• Reference Implant: You have databases of knowledge
stored in your head that help you perform at the top of
your game. You are trained in two skills in which you
are already trained. You can select this ability multiple
times. Each time you select it, you must choose two
different skills. Enabler.
• Stasis Modifications (4 Might points): Your body is
equipped with sustaining nanites that can put your body
into a comatose state almost indefinitely. While in this
state your body requires very little energy or water and is
dead to all but the most careful medical examinations
(level 8). You are still damaged by anything that would
damage you normally and any damage sustained will
automatically trigger the nanites to wake you up,
otherwise the stasis will last until the time set when it
initiates. Starting or leaving this comatose state takes ten
minutes. Action to initiate stasis or to revive.
SIXTH-TIER CYBERNETIC
FLAVOR
• Carbon Sheath (6 Speed points): A sheen of fullerene-
encased nanites covers your body, normally invisible but
reacting to attacks and learning from your enemies.
When you activate the sheath it reduces the difficulty of
Might and Speed tests by one step and it provides an
additional point of Armor. The sheath remains
operational for 30 minutes before resetting. Action to
activate.
• Multivector Vision (6 Might points): Six implants
located throughout your body house small, millimeter-
sized sensor drones that you can launch to provide you
with visual and audio data of your surroundings.
Implants in your sensory cortex help to process the
sensory input from seven different sources (including
yours) so that you can monitor all of them at once. This
provides an asset to ranged attacks and allows you to
scan a large area as the drones can operate up to a mile
away from you and still maintain signal. Once activated,
the six drones can operate for 45 minutes before needing
to return to your port-implants and recharge. Action to
launch; giving the drones orders is normally a free
action.
• Neuro-Linked Familiar: You have a robotic drone,
cybernetically-enhanced animal, or sentient AI that is in
constant communication with you. Your link has a range
of one mile and as long as your familiar stays within that
range you can see through their eyes and give it
directions (no action required). Your familiar is a level 6
creature that deals 10 damage with a successful attack. If
you don’t give your familiar a specific action, it will
assist you in your task, providing an asset on your action.
Enabler.
• Optogenetics (6 Intellect points): Your eyes are
equipped with small projectors that can shine small
patterns of light across your eyes. These are generally
imperceptible but can be programmed to trick another
creature’s mind with what amounts to a neurological
computer virus. If you lock eyes with a target (level 2 or
lower) not currently engaged in combat and initiate the
patterns you can give them a subliminal set of
instructions. The creature will follow one command to
follow for the next 1d6 minutes. The action cannot be at
odds with the creature’s normal actions and cannot cause
them to knowingly put themselves into danger, but you
can command guards to let you pass or officials to tell
you what they know of a subject. Instead of applying
Effort to decrease the difficulty, you can apply it to
increase the maximum level of the target by 1. When the
effect ends, the creature remembers following the
suggestion but believes that it chose to do so willingly.
Action to initiate.
CYBERNETIC THREATS
When player characters are loaded up with cybernetic
implants, it makes sense for the GM to line up cyborgs on the
other side of conflicts as well. Biomechanical creatures from
the Numenera core rulebook or either of the Ninth World
Bestiaries are certainly appropriate and their strange nature
might make them best used as wild or jury-rigged cyborgs in
a sci-fi setting, the sort of thing fringe colonists and
doomsday cults might throw together. On the other hand, the
sleek and deadly monsters of Ruk in The Strange are great for
corporate-manufactured threats in a cyber noir setting or
automated defenses on powerful starships or space stations.
The varied creatures in the Cypher System Rulebook can fall
into either category, and anything can be quickly reskinned to
have a cybernetic cast to it.
The threats described here are more along the lines of rivals
and adversaries, the equivalent of the NPC chapter in the
Cypher System Rulebook. When a rival corporation hires its
own team of hackers to beat the PCs to the prize or the
players’ actions lead to enhanced bounty hunters on their trail,
this is the place to look for threats that will remind them that
ubiquitous cybernetics is a double-edged sword.
- 3 -
CYBERNETICS FLAVOR
DATAJACKED PILOT
LEVEL 4 (12)
Pilots who get neural implants to connect directly with their
ship are some of the best and most deadly pilots out there.
They command their ship as easily as others move their arms
and they are beautiful to watch. It’s easy to spot a datajacked
pilot by the elegant grace of their ships, even when that grace
is directed into a combat formation bearing down on you.
Because of their skill, datajacked pilots can command high
fees for their services. Those who work as mercenaries are
only hired for short periods by wealthy patrons and those who
are part of an organization are the elite of a flight corps and
only called in for important situations. The feedback loops
from their implants can be overwhelming and most datajacked
pilots burn out after five years or so of service, though by this
time they have more than enough to retire on. Still, this short
career span leads many “manual” pilots to look down on
datajackers as cheaters taking a short cut.
Motive: Showing off, getting the upper hand
Environment: Ship’s cockpit or remote control facility
Health: 15
Damage Inflicted: 4 points
Armor: 0
Movement: Short
Modifications: Ship maneuvers as Level 5, initiative in ship
combat as Level 6
Combat: With his enhanced connection to his vehicle, a
datajacked pilots operates on a level beyond the
comprehension of most people. He moves his vehicles
quickly and often reacts to an attack before his enemy
processes what’s happened. Whenever an attack misses the
pilot’s vehicle, he can make an immediate counterattack as
a free action. The difficulty for this rushed attack is
modified one step to the datajacked pilot’s detriment.
The neural connection is also a danger for the datajacked
pilot, however, since damage to his vehicle results in
feedback directly into his mind. Targeted attacks that
destroy or disable subsystems of the vehicle (see Cypher
System Rulebook, p. 215) will stun the datajacked pilot on a
successful hit. The round after this hit, the difficulty of all
tasks for the pilot is modified by one step to his detriment.
Interaction: Datajacked pilots are just normal people and can
be reasoned with if the characters have a good point.
However, plugging into a vehicle is an overwhelming
experience and often desensitizes the datajacked pilot so
that social tasks are one step more difficult than normal.
Use: Datajacked pilots are skilled and specialized, meaning
they are only used for important situations. After player
characters have proven that they can run circles around
normal NPC pilots, their enemies might call in a datajacked
pilot (or even a team, depending on their means) to put an
end to this nuisance.
GUN KATA ARTIST
LEVEL 7 (21)
There are two tiers of modded warriors on the streets. On the
one hand there are the self-centered mercenaries and
bounty hunters who use their implants like tools and blunt
instruments. On the other hand are the artists who move
with superhuman grace and a deadly calm. These artists,
sometimes called “knights” or “samurai” utilize
streamlined practices often semi-jokingly called “gun
katas.” They can take their pick of positions and so most
align themselves with a person or cause they strongly
believe in, or else they travel the world looking for
something worthy. With their extreme training and cutting
edge implants they are powerful enemies driven by their
sense of purpose and sworn mission.
Motive: Perfection and completion of the mission.
Environment: Anywhere their path takes them.
Health: 30
Damage Inflicted: 8 points
Armor: 1
Movement: Short
Modifications: Running, leaping, and climbing as Level 8.
Perception tasks as Level 9.
Combat: The artist’s focus is difficult to break. When an
enemy loses an ability that would cause them to lose a turn
(such as stunning or binding) they must roll twice and keep
lowest result.
With a single action they can attack two different targets
within short range. Each target rolls their defense task
separately and can spend Effort on their own rolls as usual.
If the artist misses with an attack, the difficulty of defense
rolls against the gun kata artist is increased by one step for
the target during the following round. The artist’s training
focuses his attacks but he also knows how to improve on
mistakes when they happen.
Interaction: The gun kata artist is not a typical enemy and his
code of morals can sometimes be used to reason with him.
Even if he doesn’t have a sense of honor in the strictest
sense, to achieve this level of skill they must possess self-
discipline that makes them more than a street thug and open
to negotiation for groups that can find the right leverage.
Use: The gun kata artist is not an errant threat that wanders
into the PCs’ path. He is a trained and highly selective
warrior who chooses his battles carefully. If he chooses to
fight the player characters there is a definite reason for it.
Loot: The gun kata artist almost certainly carries an artifact
on their person and may carry a few.
MODDED BOUNTY
LEVEL 6 (18)
HUNTER
Having a bounty hunter on your trail is bad enough but when
that bounty hunter has been modified to superhuman levels
through implants then the situation becomes truly dire. These
are the consummate professionals of their field, sacrificing
body and soul for the chase. Their motivations may vary but
they are all pragmatic business people at heart and consider
their quarries mostly for the payoff rather than personal
reasons (unless they have some pre-existing grudge, of
course). On the other hand, most people don’t have the
stomach to work as bounty hunters so there is usually
something more than a little disturbed about a bounty hunter,
particularly one who is slowly replacing their body with
machinery to become a cybernetic predator.
Motive: Capturing the target and getting paid.
Environment: Hunting alone, usually blending in to get close
to her target.
Health: 28
- 4 -
CYBERNETICS FLAVOR
Damage Inflicted: 6 points
Armor: 2
Movement: Short
Modifications: Stealth and tracking actions as Level 8.
Initiative as Level 7.
Combat: With cybernetic implants, a bounty hunter’s
weapons become extensions of her body and they are
linked with constant AR displays in her field of vision. At
the beginning of combat, the GM designates a “locked in”
target for the bounty hunter and that condition lasts as long
as the target is in her line of sight (including ocular implant,
see below). While the target is locked in the difficult of
their defense rolls against the bounty hunter’s attacks is
increased by one step and the bounty hunter deals an
additional 2 points of damage with successful attacks.
Changing which target is locked in takes an action after
combat begins.
The bounty hunter also has an ocular implant (obvious or
disguised as a normal eye) which allows her to see into
parts of the electromagnetic spectrum that humans
normally can’t. She ignores negative modifiers from
darkness or low-light conditions (thanks to heightened
sensitivity) and can adjust her view to see heat sources,
radiation sources, and even millimeter waves that can
pierce through standard walls and vehicles. When
determining the difficulty of stealth tasks against the
bounty hunter, the GM should consider the situation as if
these elements were not present (hiding in a car counts as
lying in open ground while ducking into a dark corner is
just like crouching in a well-lit one). Distracting the bounty
hunter or overwhelming her senses are good
countermeasures to use.
The bounty hunter has enhanced muscles and pneumatic jets
built into her boots (controlled by near-field implants). She
can jump twice as far as a normal human, climb
exceptionally fast, and otherwise perform amazing feats of
physicality in her pursuit of targets.
Interaction: Bounty hunters are focused on their targets but
they’re also in it for the money. They are business people
so if a pursuit becomes more costly than the reward or they
are offered a larger sum they might be persuaded to give
up. They also depend on reputation, however, so public
embarrassment might make this job personal and the
normal rules don’t apply.
Use: Bounty hunters are a natural consequence of character
actions that routinely flout the law or thumb their noses at
powerful organizations. Player characters are often busy so
it’s not unreasonable at all that the first time they realize
there’s a bounty on their heads is when the shots start
flying.
Loot: The bounty hunter carries at least a few cyphers on her
person, possibly even an artifact.
UPLINKED HACKER
LEVEL 5 (15)
In a future with complex enough computers to facilitate
cybernetics implants, computer hackers are common threats
to come up against. Uplinked hackers are outfitted with
modifications to make them so much more than the average
cyber-thief, however. They are as far beyond these manual
hackers as they are beyond grade school students learning
algebra for the first time. An uplinked hacker is able to sort
through databases as easily as someone can scan through a
physical library, moving through the simulated world of
computers as their new adopted home. Many grow
uncomfortable when unplugged and spend more and more
time linked to computer networks.
Motive: Cracking through computer security and beating
opponents.
Environment: Sealed room connected to computer networks.
Health: 14
Damage Inflicted: 4 points
Armor: 0
Movement: Short
Modifications: Computer tasks as Level 7, initiative for
computer tasks Level 6.
Combat: The uplinked hacker is not terribly dangerous in the
physical world. He is likely sickly with atrophied, disused
muscles and only rudimentary combat skills. However,
when encountered through a computer network he can be
deadly. An uplinked hacker connected via implants to a
computer network is considered blind and deaf to outside
stimuli. However, they can take two computer actions
every round and has an asset on all computer tasks.
Additionally, their computer avatar (if engaged in a virtual
reality simulation) is a Level 7 threat with 25 health and
Armor 4.
Interaction: Uplinked hackers tend to be show-offs and little
can reach them once their egos have entered the situation.
However, they live for the challenge and can sometimes be
distracted from a mission by the promise of facing a worthy
adversary online and crushing them.
Use: The party will encounter uplinked hackers when they try
to break into cutting-edge computer systems. If they engage
a powerful enemy such as a corporation or government,
they might also attract the attention of an uplinked hacker
as a sideways maneuver by the enemy to catch them off-
guard.
- 5 -
| textdata/thevault/Cypher System/3rd Party/Cybernetics Flavor.pdf |
©1997 John A. Nephew. This page may be reproduced for personal use.
35
Over the
Edge Combat
Brief
Initiative: Roll a combat, agility, or speed trait at the
beginning of a combat. Actions proceed each round
from highest roller to lowest.
Attack: Roll a combat, strength, agility, or similar trait.
Compare it to the defender’s roll. A non-combat trait
can only be used for either attack or defense each
round. You hit your opponent if you beat your oppo-
nent’s defense roll.
Defense: Roll a combat, agility, or similar trait. A non-
combat trait can only be used for either attack or
defense each round. You get one defense roll for each
attack made against you.
Damage: On a successful hit, subtract the defense roll
from the attack roll. Multiply the result by the
weapon’s damage factor to calculate the damage done.
Armor: The defender determines armor protection (usu-
ally 1 point for casual armor, or one or two dice for
good armor). Subtract this protection value from
damage done to get damage taken.
Lost Hit Points: Subtract the damage that exceeds armor
from the target’s hit points. If the target is at half hit
points or below, they take a penalty die on further
actions. If at 0 hit points or below, the target is out of
the fight. If at a level of hit points equal to the nega-
tive of their normal hit points (e.g. -21 for a character
with 21 hit points), they are purchasing agricultural
real estate.
Recovery: After a chance to rest and recuperate (maybe
half an hour), you recover half the hit points you lost.
After that, you recover only by rest or medical care.
Damage Factors
Unarmed combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1
Throwing knife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X1
Knives, lead pipes, throwing axe, etc.. . . . . . . . . . . . . . X2
Swords, axes, etc.. . . . . . . . . . . . . . . . . . . . . . . . . . . . . X3
Light handgun or SMG. . . . . . . . . . . . . . . . . . . . . . . . X3
Medium handgun or SMG . . . . . . . . . . . . . . . . . . . . . X4
Large handgun or SMG . . . . . . . . . . . . . . . . . . . . . . . X5
Light Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X6
Heavy Rifle. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X7
12-gauge shotgun. . . . . . . . . . . . . . . . . . . . . . . . . . . X10*
Taser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . X5**
*Divided by “distance dice” (see “Weapon Ranges,” p. 23)
**All damage from a taser is temporary. Record it sepa-
rately; it all comes back when the character recovers.
Over the
Edge™
Rules
Brief
This page may be photocopied for personal use. Use it as a
quick-reference sheet.
Character Checklist
Your character includes:
• Concept (who or what you are)
• Traits & Signs: One central trait and two side traits, one
of the preceding three traits is your superior trait; one
flaw; a sign for each trait (including the flaw).
• Hit Points
• One Die in Your Experience Pool
• Motivation (why you do what you do)
• Secret (the thing you don’t want others to know)
• Important Person in Your Past (someone who affected
your life)
• Drawing (draw your character, at least a rough sketch)
• Name, Background, Equipment, Finances, Etc. (be
reasonable)
Mechanics
When you use a trait, you roll a number of dice equal to its
score (usually three dice, or four dice for your superior trait).
If you get a bonus die (by having some advantage), you
roll an extra die along with your normal dice and then drop
the lowest die out of the bunch. If you have to roll a penal-
ty die (from having some disadvantage), roll an extra die
along with your normal ones, but drop out the highest one.
You compare your roll vs. that made by the GM, usu-
ally representing a GMC’s traits. You succeed if you beat
the GM’s roll or the difficulty factor she assigns.
Sample Difficulty Factors
Task
Difficulty Factor or Dice to Roll
Easy
4
1
Moderate
7
2
Hard
11
3
Really Difficult
14
4
Near Impossible
18+
5 or 6
Your Experience Pool
You can use the die in your experience pool to improve
one roll per game session. Once you use the experience
die, you cannot use it again in that session. The dice from
your experience pool act as a bonus dice. As you play, you
can acquire more dice for your pool.
| textdata/thevault/Over the Edge/Over The Edge [2nd ed]/Sheets/Rule Briefs.pdf |
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The Scorpion Clan. .
118
The Unicorn Clan
123
Skills. .
. 128
Equipment. . . . . . .
. . 142
Weapons. . . . . . . . . .
. .... 144
Magic and Shugenja . . .
. . 146
Definitions.
.
147
Mechanics.
.
148
Basic Spells. . .
.
151
Air Spells.
. .•..... 153
Eanh Spells. . . . .
.
157
Fire Spells .......•............. 160
Water Spells......
..164
Void Spells
168
Bloodspeakers, Ronin and
The Minor Clans
_.. __ .169
Blood and Honor (5)
169
Character Creation for Bloodspeakers
and Tainted Characters
173
Maho and The Shadowlands Taint 176
The Bloodspeakers.
. . 176
Maho Spells. . . . . . .
. ... 177
The Minor Clans. .
. .. 180
The Fox Clan
181
The Hare Clan.
. . 181
The Sparrow Clan
182
The Monkey Clan. .
.
183
The Tortoise Clan.
.
183
Minor Clan Characters.
. . 184
Ronin
184
Ronin Brotherhoods. . . .
. .. 185
The Tessen .
. . 186
The Eyes of Nanashi ..
..186
The Machi-Kanshisha.
.
187
The Burning Sands
188
The Ashalan.
.
189
The Celestial Alliance and
The Khayel . . .
. .. 189
The Khadi . . . .
. . 189
The Moto
189
The Qolat. . . . .
. _190
The Senpet......
.
190
Beyond Rokugan
190
Ivory Kingdoms. .
.
191
II
COn..T£n..T5
Introduction
_
3
Blood and Hooor (1) .
. 3
What is Rokugan Live-Action? . .
. 5
How to Use This Book . . . . .
. 6
The Most Imponant Rules
8
History ofRokugan
9
Blood and Honor (2) .
.
9
History of Rokugan
12
The Celestial Order
20
The Emperor's Advisors
21
Rulers of the Clans. .
. . 23
Rokugani culmre and Etiquette
25
Mechanics
3
Blood and Honor (3)
43
Mechanics. . . . . . . . . . . . . .
.
46
The Basics.
. . 46
Basic Opposed Tests
46
Unopposed Tests
47
Combat..........
.
49
Character Creation
54
CharacrerType
.....•....... 55
Character Sheet.
. 57
Rings and Traits.
.
57
Skills. . . . . . . . . . . . . .
. 61
Clan Family and School..
.. 61
Character Points. .
.. 61
Advantages and Disadvantages. 62
Wounds.
.. 62
Honor....
.
62
Glory.
. .. 64
Insight and School Rank
67
Experience Points. . . . . . .
.
67
Character Building
69
Blood and Honor (4)
69
Character Building.
. . 71
Advantages
71
Disadvantages. . . .
.
79
The Great Clans. . . . . . . . .•.. .
. . 84
The Crab Clan. . . .
.
84
The Crane Clan. . .
.
91
The Dragon Clan
97
The lion Clan ..........•.... 103
The Mantis Clan..
. .. 108
The phoenix Clan. .
.
113
Merenae ..
Yobanjin Tribes.
Yodatai Empire ....
.... 191
...... 192
.... 192
BLOO" An.." KOn..O:a
'?A;tT on::
Shiba Kanshiro believed that there was a Fortune of Destiny, and that she
conspired only to make his life difficult.
Kanshiro stepped out of Lord Juro's chambers, struggling to keep the rage and
frustration from his face. Kanshiro thought he saw aguard smirking at him as he
closed the door, but when he looked at the man his 'Yes were politely averted. What
was it with this place? Why did everyone here seem to go out of their way to make
things difficult> Kanshiro adjusted the two swords tucked beneath his obi and
moved on with all the dignity he could muster. He quietly fumed as he made his
way back to the gardens, planning his next move.
The Shogun was not a man known for indulging in worldly luxuries, but he was
a canny politician who recognized that there were many who did. Seppu» JUTO,
most realized, was more important for being known as the Shogun's karo than for
his position as governor of Honored Treaty City. The governor's palace served as a
place to entertain those who wished to have the Shogun's ear, keeping them com-
fortably entertained and away from strategic operations in nearby Shiro Henka.
These gardens, like this palace, were not designed for the Shogun but for his guests.
Subtly curving rock paths wound between delicate trees, bushes sculpted in won-
drous natural patterns, and a brilliant riot ofbeautiful flowers. Kanshiro liked this
place, and had spent quite a great deal of time here since his arrival. Even so, the
beauty of the gardens only slightly mitigated his anger
"Kanshiro-san," called out a delicate voice from his left. "Things did not go well,
I take it?"
He looked toward the source of the voice. A woman in the red silken robes knelt
just beside the entrance of the courtyard. She peered up at him over the top of her
book, dark eyes encircled by a red velvet mask in the manner which distinguished
the Scorpion Clan. Kanshiro's training cried out at him not to trust a Scorpion, but
during his time in the governor's palace he had become quite fond ofSoshi Kaoru.
His heart said she was not like other Scorpion, even as his brain told him this was
quite possibly exactly what she wanted him to think. In any case, he had no secrets,
so he saw no harm in befriending her even if her motives were impure.
"The Shogun's karo is beingdifficult," Kanshiro sighed. "I have told him ofthe sit-
uation in my home village, how the bandit attacks are increasing in frequency and
organization, but he seemed almost amused. It sounded as if he believed the attacks
were our fault, as if my family had failed to protect our home... he refused to dis-
patch troops to aid us."
Kaoru frowned sympathetically. She rose, folding her book and tiuking it into her
obi. "Jura has become corrupted by his position," she whispered to him. "With the
Shogun occupied keeping peace in the south, his word here is absolute. If rumor has
it right, he is easily distracted by worldly pleasures. I have heard that many; like you,
have found greater success in keeping his focus on important matters by bestowing
certain gifts upon him."
Kanshiro's 'Yes widened. He glanced about to see if Kaoru had spoken while any
ofthe other guests were in hearing range. Ofcourse she had not. "Bribes?" Kanshiro
hissed, outraged. "Such is not conduct worthy of a samurai, especially a samurai
who serves the Shogun directly!"
Kaoru studied Kanshiro for a moment, as if gauging the sincerity of his words.
She smiled gently. "You are a good man, Kanshiro," she said with just a hint of
sadness. "An honorable man. Some days I fear there are too few like you left in
Rokugan." She moved past him down the garden path, walking slowly enough that
he could follow if he so chose.
(lIs something wrong, Kaoru-chan?" he asked her, walking beside her.
"A family matter," she replied. "You have your own problems, Kanshiro·san.
1would not wish to impose upon you."
"My oum mission here seems futile," Kanshiro replied. "If there is any way that 1
can help you, it is my duty as a samurai to do so."
Kaoru looked at him over one shoulder. "Not all samurai would be so generous to
a Scorpion."
"Since 1 arrived here, you are the only one who has shown me kindness and
courtesy;' Kanshiro replied. "1 will not repay that with distrust."
Kaoru's face flushed slightly with surprise. She nodded to Kanshiro, thanking
him for his kindness. un is my cousin, Yoshino;' she replied. "Lady Vidori dispatched
the two of us here to present a gift from our family, a crystal flower carved by the
legendary Ashalan sandsmith. We have been here for two weeks now. Yoshino
claims that it is his responsibility to remain here until the Shogun returns to claim
his gift, but this is not true."
"Oh?" Kanshiro replied. He had met Kaoru's cousin a time or two since his
arrival. He had seemed acurt, arrogan~ and impatient young warrior.
Kaoru glanced around carefully, then looked up at Kanshiro. "Yoshino is having
an affair with Seppun Isa, Lord Jura's daughter. It is for her sake that he makes
excuses to remain."
"But the karo's daughter is betrothed to Mirumoto Aichi," Kanshiro replied,
"an officer in the Shogun's guard, due to arrive at the castle this very day." Kanshiro
had not expected aproblem ofthis scale - he almost regretted his selfless offer to help.
"Now you understand my difficulty," Kaoru replied. "Aichi's clan, the Dragon,
and my clan are allies. If this shameful affair should see the light of day not only
would the Scorpion's reputation with the Shogun be greatly harmed, but our
alliance with the Dmgon Clan would be as well."
"I am not certain how 1 can help," Kanshiro replied, "but 1 promised, Kaoru-
chan."
"Arigato, Kanshiro-san," Kaoru said gratefully. "1 only ask you be careful not
to speak of this matter. Even if a mere servant should overhear, and report to the
Mirumoto ..."
A sudden commotion behind them drew his attention. A dozen samurai in fiery
armor ofthe Shogun now spread across the garden, taking up positions at every exit.
Some herded guests into the open area, looking at the guards and at one another in
confuSion, irritated. A lanky woman in a billOWing green kimono stepped into the
center of the garden. The winding image of a snake tattoo coiled itself over her
shaven head, and she scanned those present with acalculating eye.
"Cuests ofHonored Treaty City," she called out. "I am Kit,"ki Temko, agent ofthe
Shogun. In the name ofthe Emperor, none ofyou are to leave this castle, and should
any of you desire to leave the confines of these gardens, you shall do so only in the
company ofmy chosen guardsmen. And so it shaH remain until the murder ofLord
Jura is solved."
WIfAT IS
~OI{UGAT\
LIII£-ACTIOT\?
As the name suggests, this is a game set in a fantasy world known as
Rokugan, an Empire of heroic samurai, mystical shugenja, and fearsome
creatures from the Shadowlands. Though the serring draws heavily from
the culture and history of Japan and other Asian nations, it is a unique
fantasy world.
Legend ofthe Five Rings'" first appeared in 1995 as a collectible card game.
This game introduced a revolutionary idea: a game whose story was
influenced by the actions of its players through the results of major
tournaments. Legend of the Five Rings later expanded into a role-playing
game in 1997, the game upon which many of the rules and mechanics of
this game are based, though previous knowledge of the game is nor
necessary to use rhis book.
,
Those familiar with rhe role-playing game may note that the rules here
are greatly streamlined. As a live-action game, it is designed to move much
more quickly and with less Game Master participation than a tabletop
roleplaying game. This is not to say that the rules for Live-Action Role Play
(or LARP as it is more commonly referred to) are inferior to its tabletop
counterpart - they are merely designed to take the best advantage of the
medium at hand. We have taken away the dice, replacing them with a deck
ofnormal playing cards.
Welcome to Rokugan, where honor is a force more powerful than steel.
HOW TO US£
THIS BOOI{
LARP can most closely be compared to a mix between tabletop role·playing
and an improvised play, where each player portrays his character. The use
of props and costumes is encouraged. As opposed to dealing strictly with
Non-Player characters (NPCs) or working cooperatively in a party, players
often have a variety ofobjectives and there are generally few Game Master~
controlled characters. Rokugan Live-Action still has Game Masters (GMs),
though their role more closely resembles that of a referee or judge rather
than representing all the other assorted characters in the game. LARP has
been called is a more intensive role-playing experience, with players
leaving character rarely, ifat all during a game session.
GMs accustomed to keeping their players on a short leash may have
problems running their first LARP session. This is nor to say that you
cannot achieve storyline agendas or have one-on-one sessions with
players. In this environment players should become more responsible for
familiarizing themselves with the rules so as to not to cause too heavy a
strain on the GM. The main duty of the players is to enter into the persona
of the characters they have created and see the world through that
character's eyes. As in all role-playing games, there is no defined way to
"win" or "lose" a LARP other than the objectives players set for themselves
-
you get out ofit what you put into it.
Imagination plays an important parr in LARP. As appropriate settings
can be difficult to find, just about any environment can be turned into
a suitable space for play. A park that is isolated, someone's home, a college
campus, or a church can all provide places for the game provided
you manage to secure permission. Make certain LARP area is clearly
defined before play begins so players do not wander out of the intended
boundaries.
Setting a mood is also important, and can help players feel more in
character. One ofthe easiest ways to make any environment feel more like
Rokugan is to remove items of modern design (if possible). An area with
sparse furnishing is fat less jarring to the mood of the game. Playing back-
ground music such as the sound oftaiko drumming significantly enhances
the tone ofthe game. However, keep in mind that loud music, dark rooms,
and smoke) while they may set an intriguing mood, can be disruptive and
confusing for players.
Costumes) while optional in many LARPs, can also help set a mood and
get everyone into character. Costume is probably one of the biggest
concerns when playing in a LARP and this book explores costuming in
detail Dressing in a traditional Japanese fashion can be costly and the array
ofaccessories needed makes the prospect daunting to the newcomer. The
cosruming chapter in this book will walk teaders through how to make a
basic costume, something workable and attractive for a LARP, without
breaking their budget.
TH~ 1i\.OST 11i\.70;tTAnT
;tUl.~S
This book includes a number of rules for creating and playing
characters. One should feel free to tinker with and adapt these rules to fit
his or her style. However, there are a number ofrules that are critical, and
should not be altered. These rules are designed to make certain the LARP
experience is safe and fun for all parties:
No alcohol or drugs should be present. These substances not only
impair judgment and affect role~playing, but can also make players
uncomfortable.
No weapons should be present. Even the presence of realistic toy
weapons cause problems. Players often get carried away with the emo~
tions oftheir characters, so better that the temptation not be available.
No touching other players in any way. While a good rule to maintain
player etiquette in general, this also fits in well with the flavor of
Rokugan, where physical contact is considered rude.
Respect other players, and remember the boundaries between "in
character" behavior and etiquette to your fellow players. Instituting a
hand signal to indicate that one is communicating "out ofcharacter" is
a good way to prevent unfortunate misunderstandings.
SJ-OOD AnD 1+0no;l.
i'A;tT TUIO
ryr
Kanshiro was the first to be taken aside, seated in a small dining chamber while
magistrates interviewed him. Kitsuki Temko studied him coldly, walking i,n slow circles
around the young Phoenix. The Kitsuki family was known for its relentless investigators.
Once they smelled a '11ystery, they did not cease their pursuit until the truth had been
uprooted. Kanshiro knew that he was guiltless, but even so he could not help but feel
self-conscious under Temko's scrutiny, as ifshe might reveal some clue that suggested he was
in fad the killer by some means so devious that he had fooled even himself.
Kanshiro tried not to think about the factthatTemko was amember ofthe Dragon Clan,
and the Dragon were not particularly fond of his own clan, the Phoenix. Surely a Kitsuki
magistrate would be honorable enough not to abuse herposition for pettypolitics, and would
desire only the truth.
"Confess now, Kanshiro," Temlw said as she paced around him. "Do not compound the
shame ofyour actions with falsehood."
"r did not kill Lord Jura," Kanshiro replied, somewhat outraged. His hands rolled into
fists at his side. One ofTemko's guards rested his hand meaningfully on his katana.
Temko stopped pacing, and turned to look at him again. Though she looked youngfrom
adistance, Kanshiro could see that the magi5fmte's face was a map offine lines and elegant
wrinkles. This was a woman experienced in separating truth from fiction, well versed in
seeing into the heart ofthe matter. she was not afraid ofhim. "You were the last man to see
him," she said. "1 already know that you argued with him, that you were angry about his
refusal to dispatch aid to your village."
.',
,
"Why would I kill him'" Kanshiro asked, "what good would that do my village,
to murder the only man who could aid us?"
Temlw shrugged. "A crime of passion," she said. "Young men such as yourself are
known for brash acts."
Kanshiro reached for his sword. The guards took aquick step fonvard, but Temko
did not flinch. In fact, she held out one hand, signaling them not to attack.
Kanshira drew the blade from his obi, still sheathed in its saya, and held it out to her
with both hands. Athick silken cord bound the sword to the saya, tied in acomplex
knot.
"On the day I arrived in Honored Treaty City, 1 prayed to the Fortunes at the
temple of Benten," Kanshiro said. "I vowed to Mio, the master of the Temple, that
my sword would not be drawn again lest it be drawn in the name of justice -
a
vow ofpeace in hopes that the gods would protect my village while I am gone. Mia
tied this peace knot LVith his own hands as he blessed me. It has not been disturbed
since -
I could not have used this weapon to kill Lord Jura."
"1 believe you, Kanshiro;' she replied. "1 believe that you are not responsible for
this crime."
Kanshiro felt as ifagreat weight had bee" lifted from his shoulders. He bowed to
Temko from where he sat and tucked the sword baikinto his obi.
"Though it is not what you
say, but the sincerity with
which you say it that
leads me to believe,"
she continued. "After
all, the Phoenix is aclan ofscholars. Ifone such as yourselfhad adesire to learn the
complex peace knots ofthe Brotherhood, I have no doubt you could do so. Juro was
poisoned, struck by a dart coated in a potent variant of Night Milk, not slain with
a sword."
"Poison?" Kanshiro replied.
"It was your assumption that Jura was killed with asword that led me to believe
you," Temko went on. "Jura was an old man, but he was yet awarrior, hand-puked
byToluri I to govern this city. Had he been attacked in broad daylight, would he not
have cried out' Would he not have defended himself' Is it not likely that you would
have been wounded, or at least not exited meekly from his chambers without so
much as a drop ofblood on your kimono'"
Kanshiro looked slightly embarrassed. "I... suppose it is unlikely, Temko-sama,"
he said.
"Precisely, Kanshiro-san; Temko replied. "You are no murderer. Such guile is not
within you. Further, I suspect you have never even been in combat, not even with
the fearsome bandits that menace your home." Kanshiro's face flushed even mOTe
deeply. "Yes, I know the danger that faces your village. I knew you quite well before
we ever met, Kanshiro·san. Such is the way ofthe Kitsuki."
"You are right; Kanshiro said. "I reached gempukku only three months ago and
have never been in real combat. Though my sensei believes I am an excellent
swordsman, my father believes I am not yet ready."
"Making you the peljed choice for a diplomatic mission," Temko said. "Send the
most inexperienced wanior on adoomed mission to retrieve help. Thus occupied, he
will not trouble the true samurai."
Kanshiro scowled up at Temko. IIWatch your tongue, Dragon," he said without
thinking. III am a true samurai ofthe Phoenix Clan. Ifyou insult my honor again,
I will show you."
The guards reached for their swords again, but Temko continued to stare placidly
at him. uExceUent," she said.
Kanshiro blinked, confused.
/lOther than my personal guards, you are the only man in this castle who I know
for certain is innocent;' she replied. "However, innocence and integrity are different
things. You are outnumbered, inexperienced, you have no idea what I am capable
of... yet when I tested you, you were prepared to defend your honor. You are a
worlhy son of the Phoenix Clan, Shiba Kanshiro. I believe you can aid me in my
investigation."
"Aid you?" Kanshiro asked, removing his handfrom his sword in numb surprise.
"Whoever murdered the Shogun's kaYO has covered his tracks well," Temko said.
"I am trained to analyze evidence and testimony, but the murderer will know
this... and seek to cloud my investigation. You, on the other hand, are nothing." She
looked at him with a smile. "No offense intended ... but you are a Phoenix in
Phoenix lands, ayoung samurai from avillage with no political significance. To the
eyes of many here, you are invisible. You can move where 1 cannot, see what I
cannot. You might hearanswers I would miss. Invisible, honest, reliable, you are my
perfect ally. Will you help me, Kanshiro'"
"Hai," the young Phoenix said without hesitation.
H-ISTO:ay Of'
:aOI{UGAn.
WHAT HAS
GOn~
B~f'O;l.~
(?;l.~..HISTO;l.~)
Before the genesis ofmankind, several civilizations rise and fall including
the Five Races (kenku, ningyo, trolls, kitsu, and zokujin), the Naga, the
Ogres, and the Nezumi. Each of these civilizations ruled the land that is
currently known as the Empire and, for various reasons, faded into
memory. Some rare ruins, such as the City of Night, the Naga temples,
and the Nezumi cities in the Shadowlancls mark the existence of these
once-proud civilizations.
Fall of the Kami: Established pre-calendar
After dueling his father for the lives of his siblings, the ten Kami,
children oflord Moon and Lady Sun, rumble to the mortal realm. Hantei,
Hida, Doji, Togashi, Akodo, Shiba, Bayushi, and Shinjo gather the
orihumans and establish the Empire of Rokugan. Fu Leng is separated
from the others and falls to the southwest, where he is lost to the corruptive
power of Jigoku. Tenth Kami) Ryoshun) dies before finally reaching the
mortal realm.
The War Against Fu Leng and creation ofthe Shadowlands
The armies of the Lost Brother) Fu Leng) swarm across Rokugan and
liquidate everything in their path. The servants of the Hantei fight
valiantly, but find that they are losing the War. When all seems lost, a
mysterious man named Shinsei arrives and gathers a hero from each clan.
Shinsei's conversations with Hantei are recorded as the Tao of Shinsei)
which latet becomes the foundation of Rokugani philosophy and religion.
Shinsei and the Seven Thunders go on to bind the soul of Fu Leng in the
Twelve Black Scrolls.This conflict comes to be known as the Day ofThunder.
Only Shinsei and Shosuro) the Scorpion Thunder) survive the battle. Both
disappear shonly thereafter.
Shinjo's Exodus: year 45
The Kami Shinjo, leader of the Ki-Rin Clan, decides to take her followers
and explore the world.
The Phoenix Clan find Uikku, the Serene Prophet: circa year 72
The Phoenix discover uikku, a young child cursed with the gift of
prophecy. His ravings are alternately inspiring or baffling, but many of
them involve the future or interpretations ofthe Tao.The Phoenix transcribe
all ofhis pronouncements, which come true with chilling frequency.
Mantis Clan Founded: citca year 80
Osano-Wo acknowledges his illegitimate son Kenzan as ruler of the Crab
rather than the legitimate Kaimetsu-uo. Kaimetsu-Uo leaves Crab lands
find his own destiny across the Rokugani seas, on the islands he names the
Isles of Spice and Silk. His followers call themselves the Mantis, though
they ate not acknowledged as a clan until much latet.
Disappearance of Bayushi: year 83
The First Scorpion is said to have left behind his mask and sword for his
son, with the note "1 have lost her forever."
Death ofAkodo: citca year 99
While surveying the construction ofthe Hall ofAncestors and the Ikoma
Libraries, Akodo One-Eye is confronted by an army ofTsuno (though he
does not recognize them as such). Akodo stands against the hotde with one
hundred men, and meets his enemy in the Seikitsu Pass. When the battle
seems lost, Akodo's mighty roar collapses the pass, bringing down a moun-
rain upon him and the enemy.
Kuni Nakanu notices Taint on corpses: circa year 100
The first signs ofthe Shadowlands Taint, and its effects, are studied by the
Crab Clan as early as rhe firsr cenrury afrer rhe Empire's founding. Nakanu
dies shortly thereafter when he is overwhelmed by zombies during an
ill-advised experimenr.
Reported Death ofTogashi: year 101
When Doji rravels [Q rhe land ofrhe Dragon clan [Q visir wirh her brorher,
Togashi, she is turned away. This was the first news of the death of the
Dragon Kami.
Disappearance of Doji: year 102
Lady Doji imparts her final wisdom to her son Nio and walks into the tide l
never to be seen again.
Emerald Magistrates and Emerald Legions fOWlded: year 153
Experienced military officer Doji Hatsu and skilled courtier Soshi
Saibankan drafr merhods by which qualiry soldiers could be conscripred
and magistrates could enforce the law of the Empire. Hatsuo and
Saibankan devise rhe framework for the Imperial Legions and rhe Emerald
Magistrates, respectively. The new system guarantees that the Emperor's
conscripts and magistrates will work closely, with powers that
complement one another.
Disappearance ofthe Kami Hida: year 210 (traditional date)
In the year 210, the aged Kami ofthe Crab takes up his tetsubo, announces
he intends to seek out his lost son, and departs into the Shadowlands. He is
never seen again.
Yasuki Tanaka Invents the koku: year 243
The system of exchanging valuable items for goods or services existed
prior to Tanaka, but it is he who designs the koku as it is recognized today.
The koku's design features the kanji of the Fortunes on one side and the
Kami on the other. Tanaka's coins confound most attempts at forgery.
When the Emperor inquires as to the nature of the strange little copper
coin (which was, ar rhar poinr, used exclusively by rhe Crane)Tanaka gladly
provides rhe Emperor wirh his minring piares as a gifr.
Beginning ofNezumi-Crab Alliance: year 314
Twelve year old Hiruma Kazuma forges the bonds of trust between man
and Nezumi, drawing upon their resources to save the besieged Hiruma
Castle. The Crab continue to show greater understanding and friendship
toward the Nezumi than any other single clan at present.
The Yasuki split and the Crane:Crab War: year 387
The great Crab -
Crane war was the first large-scale internal war in
Rokugan. Caused by the Crab seizing territory along the Crane's southern
borders (presumably ro feed the Crab's beleaguered troops afrer a number
of major bartles against rhe Shadowlands), and the splir of rhe Yasuki
family from Crane to Crab, the war lasts for over adecade.
Rulership ofthe Gozoku: years 391-435
After the kidnapping ofHantei Fujiwa's heir, the Hantei Emperor has lirtle
choice but to concede to the demands of the Cozoku Alliance, a
conspiracy between the Crane, Scorpion, and Phoenix Clans to undennine
the Emperor's rule. Fujiwa falls ill and dies shortly after capitulating to the
Gozoku, leaving his aged uncle, Oromo Tohojarsu, as regent until Hanrei
Kusada can claim the throne. Tohojar5u falls in with the Gozoku, as he had
always coveted his nephew's power and the Gozoku helps him secure his
clan. Hantei Kusada (Hanrei VI) seems destined to serve as nothing more
than 5 a figurehead -
by the time he is of age to take the throne, Oromo
Tohojarsu's concessions to the Gozoku had rendered them completely in
control.The Gozoku are interested in establishing the independence ofthe
clans, with the Hantei Emperor to serve as a "face" for their rule. The
Gozoku's rule is a prosperous time. They encourage a detailed system of
roadways and new ways of conducting trade and travel so that the clans
can be independent but still in close contact. Art and culture flourish.
Unfortunately, crime and corruption increase dramatically as it becomes
clear that even the Great clans have little respect for the Emperor's law.
End of the Crab-Crane War and Sparrow Clan founded: year 400
The Empire's first civu war results in an Imperial Edict banning large·scale
open warfare among the Great Clans. Since that time, only small
battles are permitted, and only with the Emperor's consent. During an
earlier failed negotiation for peace, Crane official Doji Onegano is ousted
from the Crane Clan. The Emperor grants Onegano lands stripped from
the Crab and Crane for his use. The lands are harsh, unforgiVing, and
largely worthless. Onegano retires to a monastery but his SOD, Suzume,
remains to found the Sparrow Clan.
Snake Clan corrupted: year 401
Chuda Tamihei, great·grandson of Isawa Chuda, succumbs to the tempta·
tion of a spirit and unleashes a dreaded Shuten Doji in the lands of the
Snake. The spirit begins extending its influence throughout the tiny clan,
completely assuming conrrol in a matter of a month. In an event that
comes to be known as the Five Nights of Shame, the Phoenix clan are
forced to exterminate all Snake Clan members possessed by the spirit. A
handful of Chuda family members not home at the time survive, and
quickly go into hiding.
Coronation ofHantei Yugozohime: year 435
When Hantei Kusada dies of old age, his heir is brought from Phoenix
lands [0 assume the throne (and maintain the Gozoku stranglehold on the
power of the Empire). However, Kusada's forgotten daughter Yugolohime
challenges her brother to a duel for the throne, and defeats him. With the
support of the Lion and Dragon behind a confident and powerful Hantei
Emperor, the strength ofthe GOloku is shattered.
Yugozohime (Hantei VII) enacts great changes to the Empire's
government, granting many powers of the Imperial Court (that the
Gozoku used to their advantage) to the Otomo family, effectively splitting
the court's influence and preventing further attempts to undermine the
Emperor's power.
Gaijin Ambassadors Arrive at Imperial Court: circa year 440
At the behest of the Mantis, a small group of gaijin explorers are allowed
admission to the Imperial Court while their fleet docks in Golden Sun Bay.
The Emperor opens limited trade and exchange of ideas with the foreign
visitors. The gaijin are allowed two years to prove their honor and their
respect for the Empire.
Battle ofWhite Stag/Raging Seas: circa year 442
The gaijin are commanded to leave Otosan Uchi, and retaliate with
violence. In the ensuing battle, Hantei Yugozohime is slain. The united
clans band together to slaughter the gaijin, driving the shattered remnants
oftheir fleet to sea, where many oftheir number are consumed in a myste·
rious storm. Yugozohime's uncle Hantei Muhaki assumes the throne.
Battle ofStolen Graves: year 510
Soshi Takasho and Akodo Minobe discover the secret cult of the blood
sorcerer Iuchiban, who plans to animate the bodies of the Imperial crypts
and attack the Emperor. Rousing the armies of the clans, Iuchiban is
defeated. It is soon discovered that Iuchiban cannot be killed, thus he is
imprisoned within a labyrinthine tomb. The architect, Kaiu Gineza,
is killed by Scorpion assassins so the secrets of the tomb will remain safe'.
The Emperor issues a formal edict that all corpses of the dead will hence-
forth be cremated, to prevent such an army from rising again.
Reign ofthe Steel Chrysanthemum: from 589-597
Hantei XVI takes the throne when his father retires early at his son's
behest. Hantei XV believes his son will usher in a new age of prosperity.
Hantei XVI proves to be a different sort of ruler, however. Paranoid since
birth, the Steel Chrysanthemum's rule slowly becomes a merciless
dictatorship. Hantei XVI mercilessly crush~s any threat to his power, real
or imagined. Thousands die in the throes of his cruel reign. Those who
follow the Steel Chrysanthemum into death when he is finally deposed are
said to be cursed to follow him forever.
Seppun Hanako writes the Articles of Heaven: year 622
Having endured the brutal reign ofHantei XVI during her youth, Hanako
eagerly assists the young and inexperienced Hantei XVII in his rule ofthe
Empire. In an attempt to curb .the baser tendencies of Rokugani society,
she pens the Articles of Heaven, a set of legal reforms that touches on
virtually all parts ofthe Empire's legal system.
The Battle of Sleeping River: year 750
Two hundred years after his first defeat, the dreaded sorcerer Iuchiban
rises once more to threaten the Empire. Armed with the secret of moving
his spirit from body to body, Iuchiban spends these two centuries
procreating a massive cult throughout Rokugan. The Bloodspeakers, his
loyal followers, amass an army of corpses on the plain beside Sleeping
River. An ise zumi discovers Iuchiban's spirit and alerts the clans to his
treachery. After driving Iuchiban's forces from Ryoko Owari, the united
clans converge upon the plains ofSleeping River and destroy the sorcerer's
anny. The ise zumi who first discovered Iuchiban captures and holds his
spirit until he can be re-imprisoned within his tomb.
The Unicorn Clan returns to Rokugan: year 815
After eight centuries of wandering, the clan once known as the Ki-Rin
rerum ro rhe Emerald Empire. Pursued by rhe Shadowlands Horde, rhe
Unicorn know they cannor afford to take time to peacefully explain their
approach to the Crab. Instead, the Unicorn smash through the Crab forti-
ncations and speed into Rokugan. The Unicorn emissaries prove they are
the rerurned !G-Rin by returning a fan given ro Shinjo by lady Doji
centuries ago. The Emperor decrees that the Ki-Rin have come home and
restores their lands.
The Scorpion Clan Coup: year 1123
The Scorpion Champion Bayushi Shoju discovers an ancient prophecy
rhar indicares thar rhe Emperor will become possessed by Fu leng. Shoju
launches adevious plan to prevent the prophecy by ending the Hantei line.
He secretly places his army throughout Otosan Uchi and cuts his close
friend Hanrei XXXVIII down in cold blood just as his troops take over
the capital. Realizing Akodo Toturi is the only tactical mind capable of
undennining his well-laid plans, Shoju arranges for Totuti's assassination.
Unfortunately for Shoju, Toturi's geisha assassin cannot bring herself
to kill Toturi and simply drugs him so that he will be unable to stop
Shoju's attack.
Shoju declares himselfEmperor, defending the city despite an attack by
the combined Great Clans. Only when Totuti returns are the clans able to
pierce the city's defenses, and the Lion slays Shoju in a duel. Believing the
Hantei line to have been exterminated, Toturi declares himself the
Emperor of Rokugan.
.
The Hantei's son, smuggled to safety by the Phoenix
during the Coup, returns to find Toturi occupying
his throne. Consumed with rage, he both
dissolves the Scorpion Clan and declares
AkodoToturi adishonored ronin. The new Lion
Champio
atsu Tsuko quickly decrees that
anyone bearing the Akodo name must either
swear fealty to the Matsu, rkoma, or Kitsu,
join the Deathseekers, live as ronin, or die.
The renowned sensei Akodo Kage is the
exception to this edict. As an afterthought,
Hantei XXXIX takes Bayushi Kachiko
as his bride to end the traitorous
Bayushi line forever.
Yogo Junzo opens the first Black Scroll: year 1123
In anguish over the destruction of his clan, Yoga Junzo opens the first of
the twelve Black Scrolls. The scroll creates a deadly Wasting Disease that
subsumes Rokugan, bringing misery and death to all who contract it. The
spell also transforms Junzo, transforming him into Pu Leng's loyal servant.
Junzo begins seeking out the other Black Scrolls in his new master's name.
The Naga awaken: year 1124
Although scouts have been active for nearly rwo centuries, it is not until
recently that the Naga awaken in significant numbers. It is a slow process
at present, and one that will require time to complete, but at last the
serpent folk begin to stir from their sleep ofages.
The Clan War: years 1125-1128
When Hantei XXXIX falls victim to a mysterious illness without leaving
an heir, the clans vie among themselves to determine a successor. In truth,
Empress Kachiko has been slowly poisoning the Emperor. The ronin
Toturi returns from underground, gathering an army ofronin to deal with
the growing threat of Yogo Junzo's army. As the Empire spirals into chaos,
it is understood that Fu Leng has possessed the body ofthe last Hantei, and
with the unfurling of each Black Scroll, his hold on the young Emperor
grows stronger. The descendant of Shinsei returns to unite the
descendants of the Seven Thunders and face Fu Leng. In final battle with
the possessed Emperor, Toturi and Crane Champion Doji Hoturi strike
down the Ninth Kami. Horuri dies ofhis wounds shottly thereafter.
Coronation ofToturi I: year 1129
Toturi is crowned the new Emperor of Rokugan. The conversations
between Toturi and Shinsei's descendant over the winter are transcribed
and compiled by Isawa Osugi, and collected as the New Tao. To symbolize
the Empire1s dedication and survival against the Dark Lord, a new throne
of jade is crafted for Toturi I, and Rokugan becomes known as
"The Jade Empire."
War Against the Darkness: year 1130-1133
What begins as the Emperor's kidnapping is soon realized for the danger it
truly is -
the Lying Darkness, an incomprehensible force dedicated to the
unmaking of all that exists has set itself against the Empire. Its
minions, men and women who have lost their identity to the power of
Nothing l go about impersonating important individuals and sowing
discord in Rokugan. The Lying Darkness sets about destroying histories,
genealogical records, and other reminders of Rokugan's past. This crisis
culminates in the Battle of Oblivion's Gate, where the Darkness allies with
the Shadowlands to destroy Rokugan's blessed ancestors. Only an alliance
between the Great Clans and the returned spirits of Rokugads greatest
heroes finally defeats the Darkness.
The War of Spirits begins: year 1138
After years of preparation and monitoring the political climate of
Rokugan, the returned spirit of the Steel Chrysanthemum, Hantei XVI,
demands that the Jade Throne be ceded to him. Totun refuses, stating that
the Hantei dynasty is dead, and the blessing ofthe Heavens are upon him.
With the power ofmost ofthe reborn spirits and the assistance ofthe spirit
of Hida Tsuneo, Hantei XVI declares war upon the Empire to claim the
throne for himself Thus begins a long, slow war of attrition between the
armies ofthe living and the dead.
Birth ofToturi Naseru: year 1139-1150
Having secretly returned through oblivion's Gate, Hantei XVI unleashes
his plans to retake his Empire. Having worked for years in secret, turning
the returned spirits stranded in the morral realm against their morral
descendants, he unites an army of spirits against Toturi I. Many of the
Great Clans, including the Scorpion, Phoenix, and Dragon, are uncertain of
their loyalties during this troubling war. In the end, Toturi's allies unite
behind him and defeat the Steel Chrysanthemum, who peacefully surren-
ders and is placed under house arrest.
The Four Winds Saga: 1158-1160
When Tatun is slain during a visit to Scorpion lands, his wile Kaede takes
possession of the throne. When she disappears mysteriously, Rokugan is
left in doubt concerning the true heir. Toruri's four children, also called the
Four Winds, vie with one another for control of Rokugan. During the
chaos, a new Dark Lord, Daigotsu, destroys Orosan Uchi and releases the
spirit of Fu Leng into the Celestial Heavens. The Four Winds unite against
Daigotsu, seeking to destroy Eu Leng's power base, but they do so only at
great cost. Toturi Tsudao, seen by many to be the most worthy successor to
her father's throne, give her life protecting her brothers from Daigotsu's
final onslaught.
Coronation ofToturi III: 1160
Taturi's youngest son, Naseru, is selected as the new Emperor. One of his
first acts is to posthumously recognize his sisterTsudads brief, self-declared
title ofEmpress. He thus names himselfToturi III, the Righteous Emperor.
The Rain ofBlood: 1165
Iuchiban escapes his tomb for a second time. Shortly after his escape he
enacts a horrifying ritual, bathing the Empire in a blood shower. All those
exposed to the rain are faced with the darkest secrets within their souls.
Those overburdened with desire 1 or regret immediately gain the
Shadowlands Taint, and most become willing servants ofthe Bloodspeaker.
Thousands are lost to the Rain, and the Empire is left reeling in the face of
Iuchiban's new army.
TH-£ C£L£STIAL
O~,,£~
The structure the universe according to the Rokugani belief system is
known as the celestial Order, the perfect pattern to which all living things
are meant to adhere. This Order strictly defines who has authority over
whom, from the humblest peasant to the heavenly Fortunes and Dragons.
The samurai culture of Rokugan reflects the upper tiers of the Celestial
Order,with the samurai caste holding the highest position ofsocial author-
ity in the mortal realm. The Emperor is the master of all samurai, situated
betvveen mortals and the higher realms. Thus, the Emperor is often looked
~pon as a living god. All who dwell in the Empire are expected to kneel
. before his wisdom, without exception. The Emperor has no peers among
mortals, though he may seek advice ifhe so chooses, and only the Heavens
may command him directly. All land belongs to the Emperor, though he
allows other samurai to tend his lands and reap their bounty in exchange
for their fealty and taxation on their lands.
TH~
~m7~;l.O;l.·S A"IIIS0;l.S
Though all samurai serve the Emperor, he is directly attended by a handful
of advisors: the Emerald Champion, the Jade Champion, the Imperial
Advisor, the Imperial Herald, the Imperial Chancellor, the Voice of the
Emperor, and the Shogun.
The Emerald Champion is considered the Emperor's personal body-
guard, though in reality the Emerald Champions duties frequently require
him to be away from the Emperor's side. The Emerald Champion leads the
Emerald Magistrates, Rokugan's foremost law enforcement organization.
In the absence of the Emperor or Chancellor, the Emerald Champion's
word is final on all matters concerning Imperial law.
The Jade Champion and his Jade Magistrates serve a similar function for
the Emerald Champion. The Jade Champion is technically the Emperor's
spiritual guide and protector. Though the Emerald Magistrates enforce all
manner oflaws, matters ofmaho (black magic) and other misuse ofmagic
fall directly into the purview ofthe Jade Magistrates. Though his post does
not carry the same prestige as the Emerald Champion} few are foolish
enough to defy the Jade Champion.
The Imperial Advisor is an informal position} though one has always
existed according to recorded history. The Advisor is, as his title suggestl an
advisor though frequently his duties amount to finding other experts and
scholars who can offer the Emperor qualified information on a range of
subjects. This individual usually holds no other office so that he has no
political entanglements and thus can offer the Emperor free and unbiased
advice. The title is usually for life, though the Emperor can dismiss his
Advisor and select a new one wilL
The Imperial Herald is usually the daimyo ofthe Miya family, and is thus
in charge of the Emperor's messengers, also known as the shisha.
The Herald's duty is to greet and organize all guests in the Imperial
presence, as well as deliver the Emperor's edicts. Extremely important
messages from the Emperor will also be delivered by the Imperial Herald,
an honor surpassed only by a visit from the Emperor himself
The Imperial Chancellor serves as the Emperor's personal ambassador,
\ representing his interests when the Emperor cannot make a personal
appearance. The Chancellor has some degree of freedom to issue lesser
edicts in the Emperor's absence (though the Emperor can veto them later),
granting him extraordinary power.
I
The Voice of the Emperor is a new title, created by the new Emperor,
Toturi III. The Voice ts the Emperor's personal diplomat, acting on his
behalf to quickly rouse disputes on the Emperor's behalf. The Voice is
intended to be granted only to powerful shugenja of the Phoenix, so that
they might use their magic to swiftly locate the source of a problem.
The Shogun is also a newly created office. With the recent struggles
between the Great Clans, it has become clear that there is a great need for
an army that is prepared at all times to seek out threats to the Empire and
crush them. Though the Emperor may call upon the Lion Clan, his Right
Hand, it is never a guarantee that the Lion will not already be involved in
such a conflict. The Emperor also commands the Imperial Legions and the
Seppun guards, but their first duty is to protect the Imperial City and the
Emperor, making it difficult for him to commit a large force elsewhere.
The Shogun commands a roving army of samurai dedicated to one ideal
above all others -
to crush those that would upset the harmony ofRokugan.
When the Emerald Champion fails to maintain order and the Voice fails to
maintain peace, the Shogun is ready to mete out punishment to the
Emperor's enemies. Those that serve in the Shogun's Army may be called
upon to combat their own clanmates one day, and all have taken an oath to
never waver in their loyalty to the Shogun should such a day come.
THE:
E:1il7E:~O~ An" HIS
A"IIIS0~S
The following characters make up the Emperor's staff in the
current timeline ofLegend ofthe Five Rings
Emperor - Toturi III
Emerald Champion - Yasuki Hachi
Jade Champion - Asahina Sekawa
Imperial Advisor - Doji Tanitsu
Imperial Herald - Miya Shoin
Imperial Chancellor - Bayushi Kaukatsu
Voice of the Emperor - Isawa Sezaru
Shogun - Kaneka
;tVJ-~;tS Of'
TH~ CJ-AnS
The Daimyo ofthe Great Clans, also frequently called Champions, rule the
eight Great Clans in the Emperor's stead. Most ofthese individuals are also
family daimyo as welt and have a number of responsibilities within their
clan. Great Clan Daimyo rarely have time to visit the Emperor, though
most make time to attend him (or send a suitably impressive representative)
at the annual Winter Court.
The daimyo of the major families serve the Clan Champions. They are
responsible for maintaining the day to day affairs of their family and
ensuring the family is prepared to fulfill any dury the Clan Champion sets
before them. Each family has a carefully defined role in the overall function
of the clan. In the Lion Clan, the Ikoma serve as the clan's courtiers, the
Marsu are the Lion's rank and file soldiers, the Akodo produce elite warriors
and tacticians, and the Kitsu serve as shugenja and spiritual advisors.
When these families act in concert, there is little that can stop the will ofa
Great clan except another Great clan. Though these families serve a
common desire to further their clan's goals, members ofthe family tend to
vie with one another to prove themselves the most valuable asset to their
family daimyo and Clan Champion.
Besides the daimyo ofthe great houses, each clan holds lords responsible
for small offshoots from the main family tree. These provincial daimyo
maintain patches of land in the clan's provinces and report to their family
daimyo on a regular basis. This is the lowest level ofthe kuge samurai caste
-
samurai born to positions ofinfluence and command. It is these daimyo
who deal with samurai who
own nothing Significant
(a castle
-.-••----
or land)
of their own. Samurai who command no land or title are referred to as
buke, bur may one day ascend to rhe higher starion if they prove rhem-
selves worthy. Even samurai who report to minor daimyo tend to have a
handful ofother, less important samurai under their command.
Finally, outside of the clans, there are ronin. These masterless samurai
owe their allegiance to no lord, and while they technically have samurai
status, have little means by which to enforce this status other than personal
strength ofarms. They have little chance ofadvancement, as most ronin are
in this predicament due to dishonor or disgrace and thus new lords are
reluctant to tolerate their presence. Ronin tend to be universally shunned
by other samurai because of what they represent -
a lack of duty, and
often a lack ofhonor.
Beneath the samurai caste is the clergy, comprised of monks. Though
shugenja are priests, they are also samurai and thus of higher rank than
most clergy. The Brotherhood of Shinsei, the largest organization of
monks, do nor seek glory or honor. They command no political authority,
but are universally revered and respected. They are the keepers ofwisdom
and enlightenment, thus even the most boastful samurai tends to give
them leeway. This is not considered dishonorable for the samurai since it is
the duty of monks to provide others with guidance and understanding.
Beneath the clergy caste resides the bonge. The honge are also referred
to as heimin (or "half·people") and are comprised of peasants, merchants,
and craftsmen of no noble status. Among the honge, the farmer is consid-
ered ofthe greatest importance, as farmers personally tend to the lands and
provide crops to feed the Empire. Peasant villages are organized by a village
headman -
the latest in a line offarmers to hold the position. Beneath the
farmers is the artisan, who brings works of art into the world. Finally, the
merchant is considered the least worthy ofthe heimin, because he creates
nothing and serves no purpose but to crudely handle money. Though some
samurai may refer to themselves as merchants, in fact these samurai are
patrons of peasant merchants and generally avoid dealing directly in
financial matters (which are viewed as
beneath a samurai's honor).
The bonge have legal rights
concerning other members oftheir
caste, but a heimin that is wronged
by a samurai has no
recourse. A samurai who feels he is wronged by a heimin does not need to
bother with any son of legal trial and may execute the peasant. However,
most samurai are exceedingly cautious with such behavior. After all, even
peasants serve a higher power, and should a powerful daimyo become
offended because his swordsmith was unjustly slain, it is the samurai who
killed the peasant who will ultimately pay the price.
The lowest position of mortals in the Order is that of the eta (the "non-
people"). These peasants engage in activities that mark them as "unclean."
This includes any petson whose work involves contact with hlood or flesh.
This includes criminals, entertainers, and assorted seedy personalities.
Eta may not look at or speak to samurai unless they are spoken to, and are
usually deferential even to heimin. Eta are not technically considered
human, so even the heimin may abuse them with little fear of reprisal
Killing an eta is not considered criminal, since they barely exist in the
Order. For all their lack of rights, rampant murder of eta is extremely
uncommon. Eta perform a necessary role, and without them the samurai
would be cremating their own corpses and disposing oftheir own garbage.
In addition, clever eta often ingratiate themselves to powerful samurai,
thus protecting themselves from the wrath of lesser samurai. (Geisha are
panicularly adept at this.)
~OI(UGAnl CUJ.TU~£
AnD £TIQU£TT£
Rokugan is a nation defined by tradition. What is accepted as proper is
similar to that which was practiced centuries ago. Such rules of behavior
are not cast aside without consequences -
even the most thick-headed
Crab is mindful ofkeeping face and remaining respectful toward superiors.
While most interactions maintain protocol, for the sake ofbreviry only the
most important customs and rules of etiquette are covered here.
Rokugani citizens define themselves by one thing that sets them apart
from "barbarians" and animals -
manners. Even the most ruthless
Scorpion samurai knows bener than to behave like a rude child in mixed
company. Even if there are none present with suitable rank to admonish
the Scorpion for his behavior, you can be assured that someone up the
chain ofcommand will hear about it and rectify the situation. The Empire
simply will not tolerate those who do not take the rime to act civilized, and
punishments can range from simple public humiliation to the dishonor~
able execution of the offender, stripping noble status and name from his
immediate family.
Those who feel the need to be offensive are allowed to do so in accepted
ways - cunning insults are a favorite in noble coun, and those who cannot
respond in kind or at least handle the situation honorably, stand to lose
tarnish their reputation. Enemy commanders meeting in the field should
never show disrespect with childish taunts. Accepted forms of boasting
about one's lineage and accomplishmentsl or recounting the misdeeds of
an opponent are a more acceptable (and common) precursor to a battle.
If there is a situation where one can be seen doing something (and the
ancestorslspirits, and Fortunes are always watching)l you can be sure there
is protocol fot doing so politely.
The thing to keep in mind is that Rokugani value those who can maintain
a calm demeanor over those who bluster with curses and boasts. Many
situations can be made far more interesting when a character is forced to
keep his cool while his enemies sit merely two feet away, taking tea at the
same table, protected by the rules ofprotocol and honot. This goes back to
the matter ofhonor and duty, as there will be times that the edicts ofciVility
will overrule the character doing something that heH much rather do.
on
(f'AC~)
Despite the importance of truth in both Rokugan's texts and lawsI the
Empire has customarily been more concerned with appearance than fact.
Those who present themselves with confidence are admired over those
who speak the truth poorly in court. A charactees on (which loosely
translates to "face" or "respectability") is a measure ofa characterls reputation,
and ability to control onels emotions in public. This is something a little
different than honor or glorYI though a samurai who fails to keep face
might be judged as dishonotable and as such limit his political mobility.
A large part ofon deals with restraining outbursts ofemotion. All displays
of emotion are subtle. While a samurai may smile in publiCI he will not
show his teeth or laugh out loud. Physical contact is also to be avoidedl as
it is an open display of a close emotional tie with someone. Of course the
requirements are different from place to place. The Mantis and Unicorn,
for example, are gregarious people who are forgiving of emotional
outbursts. Samurai of the Crab Clan see rage as a useful tool, in limited
situations. The Crane and Phoenixlat the other extreme, shun all unseemly
outbursts.
Generally the reaction to such displays is to ignore them. A samurai who
flies into a tantrum in coun will find his fellows qUietly turning their backs
upon him, continuing on as uhe were invisible. This is, in fact, a courtesy,
allowing the offender afinal chance to regain his composure. Ifthe samurai
continues his unacceptable behavior, one of his superiors will admonish
him.This is an embarrassing situation for both the samurai and his superiorl
as it suggests that the offending samurai was so poorly trained his superior
had to interrupt his duties to issue a command the offender should have
had the common sense to follow all along.
At times, loss of face is acceptable. A samurai who has lost a loved one
(Ot his lotd) may allow himselfa shameful display, sobbing and teating his
clothes in grief This is the most sincere show ofloyalty a samurai can give,
demonstrating that the samurai does not care how he is judged, only that
his love and sadness be known. In such a circumstance, other samurai will
politely leave the samurai in question with his sorrow. Likewise, limited
physical contact is acceptable toward a samurai's close friends, spouse, or
children. Again, this is a sincere demonstration that the person performing
it values the other person so greatly that his own face is not a consideration
-
an impressive act to say the least. To be touched by the Emperor is an
incredible,if rare, honor.
T~~S OF
ADD~£SS
How a samurai addresses others is can be either a means of showing
respect or offering enormous insult. Samurai of different clans would be
expected to address one another by clan name unless it was obvious from
their clothing to which family they belonged. For example 1 calling another
samurai "Dragon" when his kimono very clearly bears the mon of the
KilSUki family would be an insult, implying that his family was beneath
notice (if one simply does not recognize the family mon it is polite 1 if
somewhat embarrassing, to ask). Using a samurai's given name rather than
his family name implies familiarity, which mayor may not be appropriate
depending on circumstances. Two samurai of differing clans who refer to
each other by their personal names in public are friends, close associates,
or related to one another.
When addressing another, it is traditional to add a suffix to their name in
order to reflect their relative rank Ifone is speaking to a friend or another
of equal rank, then -san should be added to the end of their name. For
example, a Lion magistrate working with a Phoenix might refer to him as
"Shiba-san." To a superiorl the -sama suffix should always be added. It is a
symbol of respectl and to refer to a superior as -san suggests a familiarity
the other samurai might find shamefuL Referring to an equal with the
-sarna suffix is a great compliment, though it should also be used with care
as it might embarrass the subject. Between members of the opposite sex
who are closely involved or relatedIthere are different suffixes to use.
Referring to a woman who is a loved one should involve the
use ofthe -chan suffix. Conversely, referring to a
male who is a loved one should employ the
-hun suffix. This is commonly done
between siblings or other relatives l
spouses, or close bonds between
friends. Using these suffixes in
public may be seen as an unseemly
display offamiliarity.
One other consideration as a
term ofaddress is the prefix 0-
being added to another's name.
This means "great oneil and is a
show of enormous respect
and admiration to the indi~
vidual being so addressed.
Typically, this prefix can only
be bestowed by one's daimyo
after a demonstration of
exceptional service and loyalty.
f'O~~IGn~~s
Visitors to Rokugan are rare. The
Rokugani value their traditions
highlYI meaning that outsiders who
do not comprehend their ways will
be treated as inferiors. Even those who
prove themselves will still find their stand-
ing in society never quite reaches that of a
native, though the Unicorn and Mantis are some~
what more hospitable toward outsiders. Nonhumans are
also viewed with distrust and suspicion l as they are not part ofthe Celestial
Order as the Rokugani view it. Even the NagaI who have proven them-
selves the Empire's allies time and time again, are greeted with reluctant
respect. Some clans make exceptionsl such as the Crab Clan's alliance with
the Nezumi and the Scorpion Clan's secret friendship with the Ashalan.
For the most part, however, anything that is not a part ofRokugani culture
and tradition is considered suspicious.
GIFT-GIVinG
When meeting a host or superior for the first time, it is customary to offer
a gift. Gifts are also given to demonstrate favor to another or to reward
loyalty. Monetary value ofa gift is unimportant to a samurai, as all his needs
are provided by his lord. Rather, the more personal and sentimental the
gift, the more valuable it is. A samurai who gives another samurai a gift
clearly purchased from the market is showing his disfavor, but the same
samurai awarding his comrade with a well-worn obi once worn by
his own father would be showing extraordinary favor.
The gift of a weapon or armor to another can
actually be taken as an insult, implying as it does
that the recipient either requires protection or
that their lord is unable to meet their needs
accordingly. A katana is invariably an insult,
unless it is given by the samurai's lord or a
close relative.
When accepting a gift, it is customary
to politely refuse the gift twice before
acquiescing. This allows the person
presenting the gift to demonstrate their
sincerity by continuing to offer it. This
has become a popular courtly game, as
the gift-giver and recipient match wits
in an attempt to provide increasingly
clever reasons to accept or deny the gift.
j.£A~nlnG
There are two distinct methods to learn
a trade in Rokugan. The first and most
common among samurai is the use of the
school or dojo. When a samurai reaches a
suitable age, normally around seven years
old, they are sent to a school that will teach
them the skills they will require.The vast majority
attend bushi schools, where they gain the martial
training. A small number go elsewhere, to various
c1an·specific schools for courtiers, yojimbo, or even
merchant patrons. Finally, a handful are blessed with the
ability to speak to the kami, and undergo the rigorous training that
will allow them to serve their clan as shugenja. Whatever the training,
these schools usually teach their students for at least six years, sometimes
as many as nine before granting them their gempukku, or coming of
age ceremony.
A samurai taught in a dojo continues his education throughout his
lifetime, even though he may leave the school for extended periods of
time. Students who return to their sensei and demonstrate a certain level
of skill are ready to advance. Such students are taught more intricate and
complicated secrets of the school's style. Understandably, the sensei of a
clan's schools are highly respected individuals who may have hundreds of
different students serving the clan in various positions.
The other primary system of instruction, less common among samurai
but used ahnost exclusively by the heimin and hinin classes, is that of the
master and apprentice. Samurai craftsmen and artisans use this system to
pass on what they have learned, choosing suitable apprentices to study
with them for years and master the techniques they have spent their lives
developing. Among the lower classes, various types ofcraftsmen including
smiths, carpenters, and stonemasons employ similar methods to ensure
that their talents do not die with them, but that their village will continue
to have such skills at its disposal
.LATtGUAG£5
It is unlikely that one will encounter any language other than the native
tongue in Rokugan. There are other
languages that are spoken in Rokugan,
but they are exceed-
ingly rare and
generally
only
spoken in specific locations or circumstances. In Rokugan there are no
secret spoken languages. Each clan has its own code that is used in the
encryption ofspell scrolls and other important documents, but this cipher
is written, not spoken. There has never been sufficient demand among the
people ofRokugan to develop secret spoken languages.
High Rokugani is not a true language but a particular dialect of
Rokugani that is used in court and legal proceedings. It is virtually identical
to the common tongue except for its reliance upon flowery addresses and
overemphasized pronunciation. This dialect is used at the Emperor's court,
and is spoken by most samurai. Using the common tongue in the
Emperor's presence is agreat dishonor unless the Emperor requests otherwise.
COin.. AnD
comm~~c~
The economy of Rokugan is a confusing, constantly evolving entity.
The monetary unit upon which the country's economy is based, the kaku,
is in turn based upon bushels of rice. Therefore, the value of a single koku
can fluctuate wildly from year to year. If the harvest is bountiful, a single
koku might be worth relatively little due to the influx of money in the
market. During sparse years, however, a single koku can purchase agreat d~al.
Tlm~ In.
~OJ{VGAn
It is said that time began when Lady Sun and Lord Moon brought about
the Ten Kami. The first recorded event in the history of the Empire is the
fall of the Kami from the Heavens, shortly after which they began to build
Rokugan. The Tribe ofIsawa are said to have developed the first method for
recording time, though at one point or another all the clans have made
their own reckoning of time. For the purpose of simplicity, the method of
the Phoenix is most commonly used, for it agrees easily with Imperial
texts, as well as being the easiest to understand.
The Rokugani day is divided into twelve hours. These hours take up the
same amount of time as two hours of our traditional time. Each of these
hours has a common name used by the peasantry, and a formal name that
is invoked during matters of ceremony and formal occasion. Nobles
generally use the formal name of the hours as a matter ofhabit.
Hour
Common
Formal
6-8~AM
wcHa're' ~
:?un::-~-..
8-10 AM
Dragon
Moon
1Q AM-No?n
'·Serpent
"Hantei~"---:======:
Noon-2 PM
Horse
Akodo
"2-4 ~M
GoaC
Doji
t~· :~;
nunu,~~~~~ftmL~
,tnP~·:~~~h[·~~ITtTn'_~4F"',"",I~"'
8-10 PM
Dog
Shinjo
IO~f'1,""Mi<!.nfufL'
Boar
Hida
Midnight-2 AM
Rat
Togashi
"Z-4'!!.M' '~px
"FuJe~g
4-6AiX
Tiger
Ryoshun
The hour ofthe Hare is generally when most villages, houses, and castles
perform their morning tasks. Samurai awaken and perform their morning
kata directly, farmers begin the tasks of the day before breakfast, and the
night watch is sent offduty.
The year is divided into twelve months, just as the days fall into twelve
hours. Unlike Rokugani hours, their months match up much more with
our own. A Rokugani month is 28 days, and is regarded by a more common
name and a formal name. The year begins with the month of the Sun,
commonly referred to as the month of the Hare, which matches up with
April in the spring.
Season
Common
Formal
Spring
Hare
Sun
Dragon
Moon
Ser~nt
Hantei
Summer
Horse
Akodo
Goat
Doji
Monkey
Shiba
Fall
Rooster
Bayushi
Dog
Shinjo
Winter
Boar
Hida
Rat
Togashi
Ox
Fu leng
Tiger
Ryoshun
The proper names of the months were added by Imperial Decree of
Hantei XXXV; so in many provinces the more common names are what
peasants generally know. In other lands, peasants and samurai alike will
have different common names for some months, the three most popular
differences being Crane (instead of Rooster), Tortoise (instead of Dragon),
and Sheep (instead ofGoat).
TH~
\!}m.T~~
COV~T
The winter court has long served as a passionate subject for L5R fictions
and adventures, and is a natural setting for a LARP. Rokugani winters can
be fierce with snowstorms and sleet making outside activities impossible.
Most time is spent indoors, and the ancient custom ofpeople gathering in
one house to conserve heat has evolved into the winter court. Each major
house, including the Emperor's, holds a winter court (though the plural
uWinter Court" refers to the Emperor's winter court).
Bushi who choose to attend winter court are either versed in politics, or
serve as yojimbo to the courtiers and shugenja who attend to such matters.
These affairs are the most important political events of the year. As many
political figures are essentially trapped in a household with no way to
travel, they spend the winter hatching plots, arranging marriages, forming
alliances, competing for promotion, or planning for war. The Emperor's
Winter Coun is the premier social event in all ofthe Empire. Each year it
is held in a different household. While this is a great honor for the master
of the house, it is also an extraordinary burden as the lord must insure his
home is safe, secure, and presentable for the Emperor and his entourage.
Invitations to the court are rare, and many courtiers spend the entire year
accumulating favors that might be exchanged for a winter in the Imperial
presence. While the political opportunities are obvious, many wish to
attend the Winter Court merely for a chance to meet the most famous
personages in Rokugan, dine on the fine dishes enjoyed by the Emperor's
court, or simply participate in the courtly games, festivals, and unparal-
leled celebrations ofthe Winter Court.
T~AII~1-
At the dawn of the Empire, the first Hantei commanded that there would
be roads constructed and maintained to connect the Imperial City, Orosan
Uchi, with the palaces of the Great clans. Where it is possible to suppon
such things, trees border the roads, formed a canopy over the road to
ptotect the Emperor from foul weather and shade him from the midday
heat ofthe Sun. Though some ofthese roads have fallen into disrepair ovet
the centuries, the Emperor's Roads are still, as a whole, the highest quality
roads in the Empire.
Along these roads are way stations staffed by younger samurai, usually
dan magistrates or low-ranking Imperial Magistrates. These samurai serve
as scouts in the event of an invasion, and also patrol the area for bandits
and other criminals. They are generally charged with assisting travelers
and maintaining order. Large way stations even have one or two shugenja
on hand.
These magistrates also check all travelers to make certain they have
reason to be in the area. Each clan, Great and Minor, is assigned specific
territory by the Emperor, thus any unwarranted incursion into another
clan's territory may be considered an act of war. Travel papers grant a
samurai temporary permission to enter another clan's territory. These
papers must be drafted and notarized by eirher Emerald Magistrates or
ranking samurai ofthe territory the samurai wishes to enter (daimyo, clan
magisnates,or the daimyo's selected representatives).These papers must be
carried at all times, and can be revoked by the lord ofthe province -
thus
samurai are encouraged to be on their best behavior while in foreign lands.
The Emperor can also grant a samurai safe, permanent passage to any
roads, anywhere in the Empire, revocable only by his own edict. Emerald
Magistrates, Jade Magistrates, and Imperial Legionnaires are all granted
such authority.
Another interesting aspect of travel is related to the Imperial Maps.
All Imperial Maps are drawn by Imperial Cartographers.The original maps
are kept inToshi Ranbo, but copies are available for any samurai who desire
to go there and obtain them. Because these maps are approved by the
Emperor, many samurai are fanatical about their accuracy. To put it bluntly,
if something is not on the Imperial Maps, then it cannot exist. To say
otherwise would suggest that the Emperor is wrong.
BVSHU70
"Strength of steel is nothing without strength of character to guide it,"
-
Mirumoto Kenzo
Though the samurai of Rokugan often differ in their interpretations of
what is honorable and just, there are some consistent traditions. One of
these is adherence to bushido, the way of the warrior. Bushido can be
accurately described as a series of seven virtues. Some clans favor some
virtues over others, but there is no samurai family that denies the worth of
all seven virtues ofbushido.
Gi (Honesty and Justice) -
There is no room for dishonesty in the
heart of the samurai. Lies corrupt the soul and distract the mind from
honest pursuits, something a true and proper samurai cannot abide. Just as
a samurai is honest with others, he cannot abide dishonesty and treachery
in others. When confronted with criminal behavior, a samurai must see
justice done. As such, this is his dury.
Some in modern Rokugan consider full and complete honesty to be a
failure of duty, particularly when it works against the goals of one's lord.
The Scorpion have been notorious for this philosophy for centuries, and a
handful of other families in the Empire seem to have recognized the
effectiveness ofsuch tactics, particularly in court.
Yu (Heroic Courage) -
For the samurai, to die without fear fulfilling
one's duty is the ultimate honor. Fear is for the weak of mind and those
who have little faith in the strength oftheir blade.
Courage is valued among the Crab Clan, as they face fearsome
monstrosities that can break the spirits of men on a daily basis. However,
discretion is the better pan ofvalor, in this case. Ifby escaping afoe a samurai
can survive long enough to warn his brothers of the impending assault,
then there is honor in such an action.
Jin (Compassion) -
The samurai embodies both strength and nobility.
By his very nature he is stronger than those of the lesser classes.
Mistreatment of those beneath one's own station is a sign ofweakness and
insecurity, traits no true samurai would ever exhibit. A samurai cares for
and protects those beneath him, just as his own lord tends to his needs.
This extends all the way to the Emperor, who cares for the people ofRokugan
and is looked after by the Heavens. To fail to show compassion to those
beneath your station is to fail in maintaining the Celestial Order.
Rei (Polite Courtesy) -
The samurai is a civilized warrior. In addition
to being taught the art of the sword, he is learned in the ways of history,
literature, and etiquette.To treat a peer rudely or with disrespect is to abandon
that which makes one worthy of the title samurai. Without courtesy, even
towards one's enemies, a man is little more than an animal, snarling and
lashing out at that which it does not understand. A man cannot be
respected who does not conduct himself with poise and good manners.
In practice, this is the tenet ofbushido that is most quickly forgotten by
modern samurai. The passion in men's hearts is such that when one
perceives a slight against him or his clan, he often cannot respond with less
than aggression and vitriol. When cooler heads prevail, those who lack
courtesy are quickly ostracized.
Meyo (Honor) -
External judgment is meaningless to the samurai.
The true measure ofworth comes only from within. Ifa samurai is true to
himselfand makes decisions that stem from his own sense ofwhat is right,
then he cannot be dishonotable. If a samurai fails to uphold the other
virtues, he must judge himselfaccordingly.
Many samurai use this tenet to justify questionable behavior. For example,
the Daidoji family of the Crane participates in battle tactics that could be
considered dishonorable (contaminating the enemy's water supplies, sabotage,
stealing enemy battle plans, etc). The Daidoji, however, consider it their
duty to protect the clan and ensure their victory on the battlefield, and
thus look upon it as an honorable sacrifice made in the name ofthe Crane.
Makoro (Complete Sincerity) -
There is no contradiction in what a
samurai says and what he does. If a samurai says that he will perform a
certain act, then that act is as good as done. It has nothing to do with
honesty or dishonesty, merely the recognition that the word and the deed
are both the extension ofthe samurai's honor, that they are ultimately one
and the same.
Chugo (Duty and Loyalty) -
The most important factor in a
samurai's life is his duty.
All actions are defined by dury. Loyalry to one's lord and the execution of
the duty with which one is charged are the two traits that define what
it means to be samurai. Failure in either respect is inexcusable, and could
be considered grounds for being made ronin or even ordered to commit
seppuku.
On this count, there is no dissention. All Great and Minor Clans demand
and expect all samurai within their ranks to live each day exemplifying all
that is chugo. Those who do not recognize their duty are of no use to their
lord, and thus are worse than traitors.
f'V L::nG
The Ninth Kami. The Fallen Lord. The Dark Brother. Fu Leng is known by
many names, and his true name is in fact lost to the ages. Fu Leng is the
embodiment of evil, feared and shunned throughout Rokugan. Early in
history, Fu Leng's escape from Jigoku nearly destroyed the fledgling
Empire, but it was equally his appearance that galvanized the Empire to
stand together and fight as brothers. Though Fu Leng can no longer enter
the mortal realm, his influence on the world is symbolized in the wild
Shadowlands. His followers are many, and include such powerful lost souls
as Daigotsu, Shahai, and the mad tattooed man, Kokujin. If there is one
thing all of Rokugan has in common, it is a fear and hatred ofFu Leng and
his minions. His destruction is the one unifying force that can lead even
the most bitter foes to set aside their differences and fight for the future of
the Empire.
;t£S7£CT
Like so many things in Rokugan, respect is an expected courtesy between
samurai. As all samurai are descendents of the children of Sun and Moon,
it is unseemly to treat another samurai with disrespect, even ifthey are an
enemy, unless they have earned it by dishonoring themselves. Respect is a
two~way relationship in regard to a daimyo and his vassal, with a lesser
samurai showing proper respect to his lord and the daimyo respecting the
worth and abilities of his subordinate. Daimyo who do not treat their
vassals are regarded as poor lords indeed, though a samurai is still expected
to serve a master that does not show him proper respect. Disrespecting a
lord, even an unworthy one, only brings greater shame. Samurai who are
forced to commit dishonorable acts in the name of their lord sometimes
commit seppuku to cleanse their shame.
Bowing and kneeling to other samurai is the most accepted way ofshow-
ing respect. Two samurai who are equal to one another bow an equal
amount uJ.i!9,n-d::rl~e-$g.A samurai of lower status bows more deeply and
don~ to a sl1mM!Jidti;ll'igher status.
~-
-
1
,- j"l4 or Rokugani this is automatic behavior
xjc;ticed from an early age, and is often done
$tplout much conceptual thought. The practice
'e$,\" at the dawn ofthe Empire, as a gesture of
:p;~r,ility toward the Kami. Most bows are
tlttiffk and perfunctory, though one samurai
S~
how heartfelt respect for another by
bQWil1g lower than is expected. The opposite is
:a1sQ:;~ue, as a samurai may only bow slightly as
stll,jij!jy veiled insult.
Kneeling is customary when meeting
..t ,someone of significantly superior rank.
T'"'l
This is done by placing both knees on
-
the ground and touching the forehead
:to the ground as well, not rising until the
person being knelt before gives permis~
s!i9n. Additionally, furthet respect may be
Shown by placing ones hands palm down
;~ the ground where the forehead is
lowered, keeping one's hands away from his weapons. This position is used
to show respect to a superior samurai, even from a different clan, regardless
of any affiliation or prevaUing political influences. Needless to say, all
kneel before the Emperor, JUSt as all peasants kneel before samurai.
Similar to Rokugani penchant for bowing, eye contact is also a taboo in
Rokugan. Meeting another person's eyes directly is an act performed only
between equals, close friends, or lovers. Even in these cases it is usually
frowned upon in public, much like public displays of emotion. Ncr one
ever makes eye contact with the Emperor without permission from him.
\!JA~ An" ";:ATH
A samurai is taught never to fear death. It is a samurai's duty to bear in
mind at all times it is his place to die for his master. War is an honorable
pursuit} and thus something not be shied away from when the time comes.
While baule is not something that should dominate a samurai's entire life,
a bushi must be prepared for combat. War is where bushi excet the profes-
sional warriors and soldiers of the samurai caSte who are taught from an
early age how to fight and kill. Other members ofthe samurai caste usually
avoid the battlefield, though even shugenja and courtiers have their place
on the grand canvas ofwar.
To the casual observer, the Rokugani philosophy regarding war is a
blatanr contradiction. Bushi, the bulk ofthe samurai caste, constantly train
and prepare for war. A samurai's station is noted by the swords he is allowed
to wear, and feuds between two samurai often end in the death ofthe other.
However, Rokugani religion abhors senseless violence. A common belief
among samurai (traced to Akodo himself) states that "the art of war is the
way ofpreserving peace."
Recognizing that the Empire was a land of warriors in constant
competition despite their mUlUalloyalty 10 the EmpelOr, the EmpelOr long
ago acted to stem large-scale conflict. Imperial Edict forbids unprovoked
warfare between the Great clans. Obviously, the definition of "unpro-
voked" is malleable, and clans that find themselves in conflict must be
careful not to draw the Emperor's attention to their affairs. It is a courtier's
duty to justify his clan's aggressions against weaker clans, while demoniz-
ing incursions by more powerful enemies. When a courtier glibly states
that the lives often thousand samurai hinge upon his every word, it is not
an exaggeration.
Death is accepted as an eventuality ofa samurai's service. Death in battle
is considered an honorable passing. Samurai who fought and died are often
remembered favorably, even in defeat, so long as they fought bravely.
Crane Champion Doji KUlOhilO's shrine 10 Crab Champion Hida O-Ushi
(whom he fought and killed in aduel) is merely one example ofthis tradition.
KOSTAG£S
In Rokugan, there is a distinct difference between hostage-taking and kid-
napping. Kidnapping is the illegal theft of a living person. Hostages are
taken legally with prior notification to the hostage's family. This is done
most often to insure good behavior in a defeated enemy. However,
hostages are just as frequently used to cement an alliance. These hostages
are typically the second son of the allying daimyos, sy'mbolizing that each
daimyo is serious about his wish for peace, while practical enough to
protect his primary heir. Occasionally these hostages are required to swear
fealty to their captors, and be schooled the techniques of their new clan.
During violent periods, it is the Emperor's right to invoke the Hitojichi
(Hostage) laws, requiring each daimyo to spend a month of every year in
Orosan Uchi. After the daimyo returns home) his family remains in the
city for another month as hostages of the Emperor. The Emperor could
thus severely reduce the chances of an organized attack by holding the
loved ones ofimportant figures.
Hostages are treated as honored guests) not prisoners. A true samurai
would not endanger his clan)s interests by escaping. Most ofthese hostages
are quite welcome among their caprors, and are invited to train at their
captors) dojo, leading to the occasional incidence ofa samurai adept in the
techniques ofa rival clan.
"V£~IJtG
When one samurai is in dispute
with another) the standard
means of rectifying the
plOblem is through a J"'.::io-
formal iaijutsu dueL
First the challenge is
issued. At this point)
if the challenged party
is of higher station,
he may ignore the
challenge (a rather
embarrassing act for
both
parties).
If the
challenge is not ignored,
the
challenger
then
determines what form
the duel will take. Duels~
to the death, to the first·'
draw) or to the first
:if
blood are the most
~
common though occa-
sionally there are other _
varieties. Some samu-
tai simply display their
dueling
stance
to
judge who is superior, while others might insist on kenjutsu duels (begin.
ning with weapons drawn) or even duels with less orthodox weapons.
Shugenja duel using magic. Contests ofwits, poetry contests, or other non·
violent competitions are generally not acceptable -
though technically
they can be named, doing so is an act of supreme cowardice. Dueling is a
sacred and honored tradition between warriorsj the challenge should be
met in the manner ofa warrior.
In the case of duels to the death, both parties must ask permission' of
their daimyo to ptevent the possibility ofa blood feud (courtiers toutinely
draw upon illegal duels as justification to declare war upon another clan).
Adaimyo may agree to the duel, but replace the combatant from his side of
the duel with one ofhis choice. A daimyo who selects a combatant who is
unrelated to the original offense may be viewed as rude or cowardly.
A daimyo who chooses a combatant who does not serve him (such as a
Crab lord selecting a Kakita duelist to replace his cousin in a duel) may be
ourright refused by the samurai in question with no loss offace. Needless
to say, this makes the daimyo look very foolish.
Ifboth daimyo agree, the duel may take place. If the duel is not to the
death, but one party dies during the confrontation, then the slain samurai
may seek repercussions or declare a blood feud so it is best to obtain
permission in any case. Once permission is granted (if it is required)
the challenged party may name a second to fight in his place. This is
teC,hnically not a cowardly
or dishonorable act,
though
some
may
iew it as such. If the
:-secoe.d agrees, he takes
the
challenged
~
party's place in the
". duel.
However,
apy repercussions
for the loser are
inflicted
upon
the
original
v. challenged party
should the second
fail. (Thus if it
is a duel to the
death and the
-second
loses,
the
original
challenged
individual must
commit seppuku.)
It is a yojimbo's
duty to act as a
second should
his charge be II'
'~
l
'"
, .
challenged. If a samurai does not intend to accept a challenge personally,
he typically does not wear his katana, carrying only the wakizashi as the
sign ofhis rank. This is not a concrete law, but rather a minor etiquette that
prevents any loss offace when a challenged party insists on a second.
A time and place must then be decided upon. Though most duels take
place soon after a challenge, they are always performed in a pubhc place
with witnesses. A duel without witnesses might as well have never
occurred. Once the opponents have faced one another, -either duelist may
acknowledge his opponent as the victor of the duel before swords are
drawn. This is not a cowardly or dishonorable act, though depending on
the circumstances the loser may suffer a loss offace for withdrawing. Ifthe
duel was to the death, the loser must still commit seppuku, unless the
winner releases the loser (winner's choice). In non-lethal duels) a combat~
ant who sees that he is clearly outmatched and does not back down has
performed a foolish and shameful act that not only risks his own safety but
forces his opponent to waste his time against an unworthy adversary.
When aduel is complete, the matter is considered resolved. For better or
worse, a duel is the ultimate arbitrator ofjustice between samurai.
BLOO" f'£U"S
When a samurai is slain in an illegal duel, or due to the gross incompetence
of another samurai, it is the domain of his immediate family to declare a
blood feud. A formal blood feud requires the written consent of one's
daimyo and is essentially a declaration of war between the dead samurai's
immediate family and the offending party. Those who interfere in a blood
feud threaten the honor of the offended, and may be dealt with as
the offending party deems fit. (The Emperor, his magistrates, Imperial
Legionnaires, and other assorted personages of the Imperial Family are
exempt.) Once the offending party has been killed, the feud has been
resolved and the offended parties are expected to leave the lands of their
enemies peacefully.
S£77UKU
Seppuku is exclusive to the samurai caste, a highly ritualized form of
suicide. Though often glorified, seppuku is rare and considered carefully
by those who perform it. Seppuku is never performed for glory, or because
a samurai is discontented. It is a means by which a samurai cleanses the
shame ofhis actions, allowing his family's honor to remain pure regardless
ofhis crimes. In no way does seppuku redeem or condone a dishonorable
samurai's actions, it simply removes rhe fault for them from his family line.
Samurai convicted of a capital offense (murder, rape, and other atrocities)
are usually offered the chance to commit seppuku. Only the most heinous
samurai criminals are actually executed, as such a death forever negates the
possibility that innocent family members will share the samurai's shame.
Samurai are expected to request permission for seppuku from their lord,
who has the right to permit or refuse it according to his whim. If a lord
refuses seppuku for no apparent reason, it brings the samurai's family even
greater shame unless the samurai is cast our of the clan entirely, in which
case his shame is his own. Daimyo who doubt the sincerity of a samurai
requesting seppuku might give permission but offer the samurai a wooden
blade with which to perform the act, a gesture indicating that the daimyo
does not believe the samurai lacks the courage to truly perform the act and
thus does not need a true weapon.
A samurai might commit seppuku without permission as a final act of
defiance against an unjust lord. While this is a disloyal act, it invariably
brings scrutiny to the lord's actions as other samurai wonder if the suicide
was justified. If it is determined that the samurai's lord is truly dishonor-
able, his denial of his vassal's seppuku will bring great shame upon him,
and perhaps end in his own seppuku or execution.
Seppuku is a highly ritualized form of suicide, involving long prayer,
purification, and final disembowelment using three specialized cuts with a
wakizashi. After the third cut is performed a "second" (usually a trusted
samurai comrade or a presiding magistrate) deems whether the samurai
performed the act with dignity. If it is so, then the second takes the
samurai's head with his katana, ending his pain.
A specialized form of seppuku named jigai has been developed for the
wives of samurai and other non-combatants. Far less painful than
traditional seppuku, this form of suicide involves simply falling over onto
an uprurned dagger, cutting one's own throat.
NOTE: Seppuku, jigai, and all such forms of suicide should not be
simulated in a LARP without serious consideration. UNDER NO
CIRCUMSTANCES should any of these rituals be simulated using real
weapons, and we highly advise simply not acting out the ceremony
altogether. (GM steps in, says ''And Hida Kaneda commits seppuku/' and·
the game moves on.) The danger of emulating a dramatic samurai act
becoming a very real tragedy is simply too great.
;t£TI;t£1il£nT
"The time comes for every samurai to step down and contemplate the Tao. For me,
at least, that time is not today." -
Kakita Munemori
Should a samurai attain the age of forry, he is expected to step down and
spend the rest ofhis life in serene contemplation of the Tao ofShinsei and
the mysteries of the universe. More and more, however, some samurai
choose to break with this tradition and retain their status as samurai well
into their late forties, and even fifties. There are even some instances of
samurai living for eighty years in the role of a shugenja, courrier, or even
a bushi (albeit usually as a military advisor) before finally succumbing to
old age.
When a samurai retires, he is expected to sever his ties with his family
and clan, forever joining the Brotherhood ofShinsei. The retiree will shave
his topknot, a symbol ofending his Me as a samurai, and passes his swords
to one of his heirs or gives them back to his lord. The samurai's titles and
lands pass to his heirs as well The newly dedicated monk often chooses a
new name as well. From this point on, the retiree is a monk in all ways, and
does not command the respect and authority ofa samurai. Though this is a
bitter pill for some samurai to swallow, they also understand that their time
has passed and it is proper to make way for the next generation.
While the samurai is expected to renounce his ties to his previous clan,
it is not uncommon for the monk to aid those of his former clan with
wisdom and advice from time to time. Many daimyo keep a monk as an
advisor in their court, and oftentimes this monk is actually the daimyo's
retired predecessor.
Not all retired monks come to their new role due to advanced age. Some
samurai are forced into retirement due to injury, or to failure too minor to
require exile or seppuku but too great to allow the samurai to retain his
title. Some samurai simply leave with the permission of their daimyo,
seeing the path ofenlightenment as a necessary vocation.
BLOO" All" HOllO;t
i'A~T
TH~::::
Kanlhiro felt privileged to be participating in the investigations. Unfortunately, he also felt
quite out ofhis depth. He knew little about poisons, murder, or subterfuge. As a Phoenix, of
course, he was aLways prepared to learn.
Kansniro descended into the palace libran"es, eyes wide as he took in the countless shelves
of books and scrolls that surrounded him. Though Kanshiro was a warrior, he was yet a
Phoenix, and thus he had spent agreat deal oftime here since his arrival. The thought ofso
much knowledge contained in one place intrigued him. He wondered what mysteries might
lay in the countless pages. The libraries filled the sub-levels of Honored Treaty Palace. They
ll'tYe atrue hidden treasure ofthe city. Now, looking upon them again, there was something
about these horaries that disturbed him. He could not name precisely what it was.
Apolite cough by his side drew him back to reality. An elderly man waited patiently for
Kanshiro's attention, holding a small covered lantern. He wore a fine kimono shugenja,
stained by ink and tea. This was Seppun Kenzan, the master librarian. He smile,d
pleasantly as Kanshiro bowed.
'Greetings, Kenzan-sama,' Kanshiro said. "r had hoped you might help me find a book."
~Ofcourse, Shiba-san," the ola rnan said in a whispery voice. "What book?"
Kanshiro paused, considering how to broach the subject. He concluded that the blunt
troth was his best course. "Do you have any books about poison?" he asked.
The old librarian', eyes widened. After a long pause, he sighed deeply. "Shiba-san, this
coulJ get you in agreat deal oftrouble," he said. Kanshiro opened his mouth to explain, but
Kenzan continued. "If that Kitsuki finds out you are conducting an independent
investigation into Lord Juro's murder, he will be quite upset."
Kanshiro blinked. "These are Phoenix land,;' he replied instead of what he had
been about to say. ''A Phoenix should resolve this problem."
"Well said, my lord," the old librarian said with a proud smile. He moved deeper
into the library, gesturingfor Kanshiro to follow. "You may be surprised to know we
have an extensive collection of books about poison," he commented. "Most of it has
been only recently added to the library 'in" shiro Renko was built outside the city.
The Shogun felt it would be wise to have such volumes on hand, for the purpose, of
crafting antidotes. The collection is secret, you know." The old librarian favored
Kanshiro with aconspiratorial grin. "Only the Shogun and the late governor knew
ofit.'
"I am honored you would share such a secret with me," Kanshiro replied.
Apanicked cry erupted through the ceiling above them, followed by the sound, of
heavy feet running across the floor. Kenzan looked at Kanshiro with a concerned
expression.
"What pari ofthe palace i' above u,?" he asked.
"These libraries extend beneath the entire palace; he replied, "the practice dojo is
above this section."
"1 will return, Kenzan-sama," Kanshiro replied, bowing in apology as he hurried
off toward the ,tairs.
Kanshiro had little idea what could be occurring above, but whatever had caused
such excitement surely could not be making matters any better. The dojo doors stood
open, and when he stepped inside he found a smug, broad-shouldered warrior in
brilliant green armor facing offagainst a smaller man in red silk, an ebony hawk
mask covering(~is features but failing to conceal his seething rage. Kanshiro
;
recognized 50shj Yoshino. He could only guess the armored man was Mirumoto
Aichi. A handful of rather intimidated looking young samurai hovered in the
background, dearly ordered to ad as witnesses in the midst of their daily practice.
"What is happening here?1I Kanshiro demanded.
"The little Scorpion has challenged me to a duel," Aichi replied, eyes fixed on his
opponent.
"You have shamed Isa," Yoshino snapped, his voice nearly hysterical. "You do not
deserve her."
"I do not desire her; Aichi retorted. "she is low-born. Her mother was apeasant.
I will not sully the blood ofMirumoto."
"Ifher father is samurai, she is samurai!" Yoshino snarled.
"Her father is nothing," Aichi retorted.
"Villain!" Yoshino snarled. "Such insults demand blood." He reached for his
sword.
"A duel to the death is illegal, Scorpion," Aichi warned. "If you draw steel on me,
blame for your death shall fall upon your own house."
Kanshiro quickly interposed himself between the duelists, turning to face the
Scorpion. "Yoshino," he whispered. "You are no swordsman. Ai,hi is a trained
duelist. You have no ,hance."
"1 do not care ifI win," Yoshino whispered back, his eyes intense. "He has insulted
her honor."
"Win or lose, your dan will suffer for your actions here, Yoshino," Kanshiro
replied. "Is that how you would complete your mission here?"
Yoshino paused for a long moment as reason slowly dawned on him. "What do I
do?" he whispered. "I cannot back down to the Dragon now."
"Name me as your second," Kanshiro said. I'The Empire will take little notice of
one more duel between Dragon and Phoenix."
The Scorpion nodded. He looked toward Mirumoto Aichi. "I name the Shiba as
my second," he said, forcing calm into his voice.
Aichi nodded in approval, eyeing Kanshiro carefully. "To first blood>" he asked.
The Phoenix nodded. The Dragon looked relieved. Kanshiro removed his haori
and tossed it to the floor, giving himselfgreater ease of movement. The two men
circled one another, watchin(each other carefully. Kanshiro let thought bleed away,
reaching into the depths of his being for the pure focus of the Void. Then all was a
blur ofmovement. Kanshiro reached for his sword, drawing and slicing the air in a
single maneuver as his sensei had taught him. In the smooth clarity ofthe duel, he
saw the Dragon's sword fly from its saya firs!. He saw the blade move toward his
body with impossible speed, raw talent honed by years ofpractice in the field.
But at the last momen~ Aichi's sword paused and Kanshiro left aneat gash across
the Mirumoto's h.ip. Aichi grimaced in pain and nearly fell to one knee, but did not.
Kanshiro realized, through the glaze ofadrenalin, that though he had done well the
Dragon was the superior swordsman.
Ailhi had let him win.
"Congratulations, Kanshiro-san, Yoshino-san," he said. "Seppun Isa's honor is
intact. I apologize if my statements brought her any shame. Good day, gentlemen."
With that, Mirumoto Ailhi turned and left the chambers.
,Kanshiro only felt more confused than ev"
li\£CIiAnICS
This game is designed to be as simple as possible and still have enough
depth to allow players to succeed at playing a character that may possess
strengths that they do nor have in real life. Tests are designed to be less
time consuming and should be resolved in a mini1l1-al amount of time.
TIi£ BASICS
Not all conflicts can be solved through role-playing in LARP. In these
instances there are many techniques and skills that a character can bring
into play. In this way the person playing a Doji courtier can still manage to
socially outmaneuver the Hida berserker who is obstinately refusing to
agree to whatever the Doji is proposing. All you will need to play this game
is few decks ofplaying cards and someone who is willing to run and judge
the game for you. In this book we will refer to judges as Game Masters.
With larger groups of players, multiple Game Masters are recommended.
Generally, a ratio ofone Game Master per five players is optimal. In lARPs
where only a few Game Masters are in circulation players may opt to draw
an opponent's card and vice versa for OpposedTests. The values ofthe cards
start with the Ace being worth 1, a Jack is 11, a Queen is 12, and the King is
13. Jokers'should be included in the deck of cards, though they have no
inherent worth and are explained later.
BA.SIC 0770S5:" T5:STS
In order to begin this test, add the Rank of the skill being used and the
.applicable Trait. Most skills suggest which Traits are most appropriate for
their use in their description, but many skills can utilize other traits. A skill
may only draw upon a single Trait for any given test. Both players then
draw a single card from a normal playing card deck provided by a Game
Master. In games where only afew Game Masters are in circulation players
may opt to draw an opponent's card and vice versa. Add this card to the
total ofTrait plus Skill. The final result compares:Trait +skill + Pulled Card.
The player who has the higher total wins the test. After a test is complete
all cards are shuffled back into their decks.
Example: Kitsuki Remata is attempting to discern the validity of
Akodo Rokku's claim ofinnocence in regards to his obviouslyforged
travel papers. Remata has a Perception of5 and an Investigation of 6.
He pulls a Ten ofHearts and adds it to his Trait + Skill total of11. He
has a totalof21 (5 + 6 + 10 = 21). Akodo Rokkuhas an Awareness of2
and a Sincerity of 3. He pulls a Seven of Clubs, which means he now
has a total of 12 (2 + 3 + 7 = 12). Kitsuki Remata is not even remotely
fooled by Rokku's lies and places him under arrest.
vn0770S::" T::STS
Easy
Difficult
Impossible
Average
Very Difficult
5
These are identical to opposed tests1 except that the number the player
must beat is not randomly determined by another player. Once again the
player will need to draw from a deck ofcards that a Game Master provides.
Ifthe character meets or exceeds a specific Target Number (IN), then he
has succeeded in his task. Target Numbers are set by the GM, but generally
conform to the following pattern:
TN
Difficulty ofTask
Example
2
Very Easy
Identifying your own family mon, climbing a
gentle slope
Identifying a well-known family mon, climbing
a slightly rugged slope
Identifying a famous samurai's personal mon,
climbing a mountain face with many handholds
Identifying an obscure family or personal mon,
climbing a vertical mountain face
Identifying a long-dead family or clan mon,
climbing a sheer mountain wall
Identifying an obscure personal mon from a
dead family or clan, climbing a sheer cliff in
a thunderstorm
15
10
20
)
The player's pull must exceed the TN [0 be successful. After a test is
complete all cards are shuffled back into the deck.
30+
Example: Kakita Seigi wants to know what would be the correct
gift to present to her host, Imperial Herald Miya shoin. She has an
Awareness of 3 and Etiquette of 4. Shoin is a famous personage, but
she does not know him rhat well, so the GM deems that this task is
Average (IN 10). She pulls the Four ofHearts giving her a total of 11,
and succeeds at choosing something he will appreciate.
Example: Kakita Seigi is attempting to seduce Doji Nagori. He is
inclined to resist her advances as he is occupied finding out infor-
mation for the Emerald Champion, so he attempts to use Etiquette
to withdraw gracefully. Kakita Seigi has an Awareness of 3 and a
Seduction of 4. She pulls a Joker and then pulls the Eight of
Diamonds. The value of the Eight of Diamonds is doubled so it
now adds 16 to Seigi's Trait + Skill of 7. She now has a total of 23
(3 + 4+ 16 = 23). Doji Nagori has a Willpower of 5 and an Etiquette
of 5. He pulls a Queen, which means he now has a total of 22
(5 +5 + 12 = 22). Despite his reluctance he is overwhelmed by Kakita
Seigi's attentions and cannot help but to return her affections.
J"OKS;l.S
When the Joker is drawn, the player should immediately draw another
card from the deck. Double the value of the card pulled. If it is another
Joker draw another card and triple the value of the card drawn. Add this
total toTrait +Skill.
:;tAIS;;:S
In certain situations a player will not be content to merely succeed at
defeating an opponent but may wish for a greater effect. Raises are the
means by which this is achieved, adding an element of risk to obtain a
greater effect. Raises might be used to inflict more damage with a combat
maneuver, learn more information during an interrogation, gain greater
influence over a target through persuasion, or merely show off. If Raises
can be used for a given skill, that skill's description will define the effects of
those Raises. Players have the option ofcalling for a number ofRaises on a
single test equal up to their Void Ring. For each Raise they take, subtract 2
from the test totaL Raises must be declared
before the card is pulled in a test. A test result
that would have succeeded had the Raises
not been made is still a failure, due to the
player overextending his grasp in some
unfonunate manner.
f':;t;;:;;: :;tAIS;;:S
A Free Raise will not add the
normal penalty of subtracting
2 from a character's total
draw during an Opposed
Test. A Game Master may
award Free Raises to cer
M
tain players to reward
~
role-playing, or due to
some external advan
M
tage. (If a samurai's
opponent
is
dis-
tracted by the pretty
geisha across the
room, the GM
may award that
samurai a Free
Raise.)
Some
Advantages and
Techniques
give
players the benefit of a Free Raise. A Free Raise confers all of the benefits
of a normal Raise and none of the penalties. If the player is entitled to a
Free Raise in an Opposed Test and the test either has no stated Raise effects
or the player does not wish to use any ofthe stated effects, they may instead
add +2 to their total.
Example: Daidoji Sakura and Utaku Rea are racing their horses to
Toshi Ranbo. The Game Master has determined that the winner of
an Opposed Test will reach the city shortly before the other. Daidoji
sakura has an Agility of 3 and a Horsemanship of 1. She pulls a Five
ofSpades giving her a total of 9 (3 + 1 + 5 = 9). Rea has an Agility of4
and a Horsemanship of 7. She is confident she can beat Daidoji
sakura so she declares that she is taking two Raises. Utaku Rea pulls
a Nine ofDiamonds giving her a total of20 (4 +7 + 9 = 20). She must
now subtract 2 for each Raise she took givingher a total of16.This is
still more than enough to beat Daidoji,Sakura so she reaches her
daimyo hours before Sakura instead of narrowly arriving first.
VnSKI1.1.::" T::STS
Players who do not possess an applicable skill may not attempt Raises,
though Free Raises may apply normally. Jokers will also have no effect on
theit card pulls and they must immediately pull again.
T1::S
Any time there is a tie during an opposed test, the character with
the higher Void is considered the winner. If Void is equal, the character
with the higher Insight is equal. Failing this, both players must start rhe
test over.
1101"
A character's Void Ring represents their
mastery of the most mysterious of
elements, that which is all and noth-
ing. It is a1s01 to a large degree, the
character's luck. You have a number
of Void Points equal to your total
Rank in Void and you may spend
these Void Points in a number
of ways. You may spend a
Void Point to draw two
cards on a single pull,
keeping the card of
your choice. You
may only spend
one Void Point
per test. Void
can
also
be
spent to activate
certain
Advan·
rages} Techniques,
or other character options. Spending a Void Point does not lower the char-
acter's Void Ring for the purposes of determining maximum Raises or
other effects. A character recovers all Void between sessions, or by using
the Meditation skill.
COIilBAT
In asetting such as Rokugan, where samurai daily vie with one another for
superiority over the Empire, combat is unavoidable. Though LARP
encourages players to act out what their characters will be doing in most
situations, combat is a definite exception to this rule. Though some LARP
systems allow for more dynamic depictions of combat (even using mock
weapons) the core rules oflegend of the Five Rings lARP do not include
such options. When swords are drawn, it is time for the players to call over
a judge and resolve the dispute with Tests.
InJTIATIII:::
Initiative is the order in which combatants act. Drawing a card and adding
it to Reflexes determines Initiative. The person with the highest Initiative
may go first. Advantages and techniques may alter Initiative totals. Players
with identical initiative act simultaneously. A player may hold their action
iftheir initiative is higher in order to take an action before, after, or simul-
taneous to another character with lower initiative. Initiative
remains the same throughout combat unless a new player
enters into the current engagement, then Initiative may
be redrawn.
.
;tOUnDS
Every player has one action each round unless they
possess an Advantage, Technique l or Spell that
allows them more than one action. A round is
completed once all parties involved have completed or
declined to perform an action.
T:::STS
A Combat Test determines if an opponent is hit or
-"'
emerges unscathed from the conflict. First you
must determine how hard it will be to hit your
opponent. Striking an opponent is an opposed test. The attacker makes an
Offensive Combat Test (Agility + combat skill with the weapon they are cur-
rently wielding) and the target's makes a Defensive Combat Test (Reflexes +
Defense skill). Some weapons utilize Traits other than Agility but these are
the exception rather than the rule.
FULL ATTACK
On a player's turn l before his action, he may declare Full Attack. Ifhe does
so, he can draw two cards on all of his Offensive Combat Tests that round
and add the higher card to his total (shuffling the other card into his deck
with no effect). Iftwo jokers are drawn on this initial pull, then three cards
are added to the test instead of two. A character under the effects of Full
Attack effectively has a Defense skill of zero (not counting bonuses for
Armor) until his next turn. Full Attack cannot be used while spellcasting.
FULL D:::F:::nS:::
On a player's turn l before his action l he may declare Full Defense. If he
does so, he can draw two cards on all of his Defensive Combat Tests until
his next action and add the higher card to his total (shuffling the other card
into his deck with no effect). If two jokers are drawn on this initial pulll
then three cards are added to the test instead oftwo. A character under the
effects of Full Defense may make no attacks until his next turn. Full
Defense cannot be used while spellcasting.
Example: Hida Hio is attempting to use his tetsubo to crush the
skull of his opponent, Mirumoto Kei. Kei's Reflexes are 2, her
Defense skill is 4 and she is wearing light armor. Hio has an Agility
of 3 and a Subojutsu skill of 4. Hio's Initiative is higher, so he
declares Full Attack. He draws a Five of Hearts and a Seven of
Spades. Discarding the Five ofHearts, he has a total of(4 +3 + 7 =12).
Rei has not yet had a turn, so she has no opportunity to go on Full
Defense (as she might have had she had the chance). She draws aTwo
of Diamonds (2 + 4 + 2 = 8). Hio successfully lands a mighty blow on
her head. Unfortunately he is nowvulnerable to counterattack due to
declaring Full Attack.
~IS::S
On a Combat Test, players have the option of calling for Raises as usual.
Successful Raises give that player the option to add two wounds per Raise
onto the damage they in1lict on their opponent with that pull. In addition,
Raises might be used to strike specific areas of the target, or to perform
special combat maneuvers at the GM's discretion. One Raise to strike the
torso, two Raises to strike a limb, or three Raises to strike the head are a
good guideline. These attacks have no additional effects, unless a character
needs to strike a specific area for a particular reason. (The opponent is
about to pick up the Twelfth Black Scroll with his left hand, etc.)
Three Raises, followed by a successful opposed Agility test, can disarm a
target opponent.
For each successful Raise made on a Defensive Combat Test, a character
may add 2 to his Initiative in the following round. (A successful Defensive
Combat Test is one in which the target was not struck by his opponent.)
Ii\ASS C01i\BAT
A combat situation can quickly escalate into full-scale battles. When more
than one combatant attacks an individual, mass
combat rules take effect. There can
only be a maximum of four
people attacking the same
person at a time without
incurring penalties. No
more than four char-
acters may attack a
single opponent in
melee
at
once.
Ranged
attacks
(including many
spells) suffet a -2
penalty for every
other
character
between the char·
acter making the
ranged attack and
his target.
Penalties £0:;;,:'::Te:s:ts===:J====J
-0_
-4
;::6
-8
IAIJ"UTSU [lU5:LS
The formal etiquette surrounding iaijutsu duels is explained in some detail
on page 38. This section explains the mechanics involved once a
duel begins.
Opponents each take their stance only a few feet from the other. Each
participant should maintain eye contact with their opponent, as the
Iaijutsu duel is also a contest ofwills. Game Masters may award Free Raises
to players they feel are accentuating the tension ofthe duel with a suitably
impressive stance and expression. Both duelists make an Unopposed Test
using their Awareness trait and Iaijutsu skill. The TN of this test is their
opponent's Insight Rank X 5. A successful test gives them knowledge of
their opponent's Agility, Awareness, Iaijutsu, Reflexes, or Void rank
(player's choice). They may also opt to call for Raises during this test. Each
successful Raise will provide an additional piece ofinformation.
When both combatants are about evenly matched the duel will continue
normally with each participant choosing their opponent's Agility,
Awareness, Reflexes, or Void -
this becomes his opponent's Dueling
Attribute for this duel. The combatants then make an opposed Awareness +
Iaijutsu test. The winner of this test has the option of Focusing or
Striking first.
[IAIilAC05: T5:STS
Once a target is hit, damage may be determined by adding Strength +
Damage Rating (DR) of the weapon plus a random pull from the deck
(Jokers function normally but Raises and Void Points may not be used on
this pull). Damage tests are called tests even though you cannot Raise,
spend Void, and there is no way to "fail" them. Wounds penalize Damage
Tests just as they do all other tests (Raises and Void spent on the initial
attack, of course, can affect damage dramatically). Damage Ratings for
common weapons can be found on page 144.
l!Iovn17S
Each character has six Wound Ranks. Each Wound Rank contains double
your Earth in Wounds. As you take damage, mark these Wounds off
accordingly. Once you drop to a certain Rank you will start incurring
penalties to all tests, including Initiative tests. When you reach the Down
level you fall unconscious and may no longer move or act. The Down level
has twice as many Wounds as every other level. Once this level is depleted,
the character is dead. A quick glance at the damage inflicted by the
weapons will show that this is an extremely lethal system, as befits the
precarious world ofthe samurai.
Wound Level
C::Onscatlie£
Hurt
!niuc~d~.•~,.~-:======::n:::::
Wounded
Cllown
Dead
If a combatant chooses to Focus, then the other combatant must then
decide whether to Focus or Strike. If a combatant chooses to Strike, then
the duel immediately resolves. A combatant may not focus more times
than his Rank in his Dueling Attribute, though a combatant may spend
a Void Point to Focus an additional time. A combatant may continue to
Focus in this manner until he is out of Void Points or does not wish to
spend any more.
When a Strike is declared, the combatants then make an opposed test of
Dueling Attribute + Iaijutsu + a randomly drawn card. Raises may not be
declared on this test, though Void Points may be spent normally. Each
combatant must subtract 2 from his total for each time he chose to Focus.
The combatant with the higher total strikes first, and immediately deals
katana damage to his opponent. For each Focus that combatant declared,
he gains the effects of a Free Raise for damage. If it is a duel to the death,
then combat now begins normally. If it a duel to first draw or first blood,
the duel now ends.
T1l5:S
Ties are not resolved in the usual manner during an Iaijutsu duel. Ties are
considered "kharmic strikes" with each opponent simultaneously striking
the other as if he had won the duel. It is not unusual for duelist to draw,
strike, and kill each other all in a single moment.
CIiA~ACT£~
C~£ATIOn.
In lARP, you play the role of a character (sometimes one that you create 1
sometimes one that the GM provides). This character is designed with
statistics, recorded on a character sheet. There are many things to consider
when creating a character, and the finer points of this process will be
detailed later. In this chapter you will find a guideline on how to put a
character together. of course this is only the beginning -
all characters
are built more from story and background than statistics and rules,
but these rules will help define yOU! chatactet and help it function within
the game.
Before writing down any information on your character you should
visualize the type of character you want to play. Have a rough idea of how
your character reacts to situations, his personality, and what some of his
strengths and flaws are going to be. Does your character live for the thrill
of bloodshed Ot does she prefer the subtlet battlefields ofCOUttly politics'
What sort of family and upbtinging did he have? These ate questions you
should answer before laying down your stats on paper.
f'11I£ aV£STICn.S
The following questions can help you gain a better understanding ofwhat
type of character you are going to make. Consider these answers carefully,
as they will help you explote parts of YOUt chatactet's background and
personality that you might not have considered, giving you an advantage
when you play that charactet in a LARP.
What clan does your character belong to?
For a game based in Rokugan, this is probably the most important question
to ask yourself Every clan has a unique perspective, a unique view of the
world and an agenda. While not every character need fit the mold of his
clan, it is important to be aware of the sort of environment your character
came from. Other characters will also frequently judge your character by
your clan stereotypes, expecting your alliances and behavior to reflect the
values of your clan. In addition, as a samurai's primary concern is duty to
the lord ofhis clan, it is ofutmost importance to know who that lord is. You
might decide not to belong to one of the Great Clans, instead selecting a
Minor Clan or Imperial Family. You may eschew loyalty to any lord at all
and choosing the wild and dangerous lifestyle ofa ronin (samurai with no
masters). You may decide not to be a samurai at all, or even to play an non~
human character such as a Nezumi. This decision will forever color how
players perceive your character. For a more in depth description of each
Clan and their ideals, take a look at the Clan Descriptions on pages 84.
Is your character a bushi, shugenja, courtier, ninja, or monk?
The above choices are the basic career selections a character may make.
The term "samurai" is used to describe the fierce warriors of Rokugan, but
technically not all samurai find their place on the battlefield. Those samurai
who choose the way of the warrior are called bushi. Samurai who can
communicate with the kami gravitate to the role of shugenja, priests who
can call upon elemental magic for a variety of feats. Courtiers are the
political backbone of the Empire, using well placed words and complex
webs offavors to protect their clan's best interests. Ninja are shadowy spies
and assassins, and usually pretend to be one of the other professions
publicly. These characters may not be samurai at all, unless it serves their
purposes to maintain such a potentially useful cover identity. Monks, while
not members ofthe samurai caste, bear special starns as holy scholars ofthe
Tao, and demand respect from samurai and peasant alike. While there is a
great deal of flexibility within any of these professionsl your character's
choice will determine how other characters regard him.
What are the driving goals and motivations ofyour character?
Is there a panicular reason your character decided to be a bushi? Is there
someone who they wish to take revenge on? Are there any ambitions your
character relishes? Perhaps your character has the ambition to cleanse the
Shadowlands, find glory in battle, or become the Emperor's most favored
advisor. Perhaps your character wishes nothing more than to serve his lord
with honor.
What is your character's background?
Was your character an only child or was he a member ofa large family? Are
you closely relared to the ruling family of your clan, or is your branch of
the family tree removed? Family is crucial for a samurai, thus you will want
to determine what sort ofbackground your character has. Ifyou are a ronin
you will want to decide how you entered such a state. Were you born without
a clan, or were you forced into the life of a wave-man by a shameful act?
How does your character view bushido?
What does your character think of bushido' Does she think that the
virtues are a strict guideline to life or merely loose guidelines? Is your
character one who always acts with honor and compassion in mind or
merely when she thinks someone is watching? Do you value some of the
virtues more than others? While all samurai are expected to obey their
lords, you may wish to decide to whom you show true loyalty. Do you
honor a sensei, a family member, or a spouse as much as (or more than)
your daimyo?
CHA~ACT£~ TYi'£
To give you a basic grasp of your character's attitude you may wish to
emulate one of the stereotypes of the classic samurai from films and
fiction. Please do not feel that your character must have a two dimensional
personality, but some of the archetypes may offer you ideas how to put
your character together.
','
,II.
), A
B;ulSH
Brash characters never think about the consequences of their actions.
Many samurai are quick to act on an insult as maintaining face is an
important pan of Rokugani culture. Whether you have a chance against
your enemy is not a consideration. Death is a welcome fate compared to a
life without honor.
VI>l.TUOUS
You adhere to the code ofbushido strictly and cannot be tempted by others
to violate that code. You are even~tempered and resolve disputes before
your hotheaded friends get themselves in trouble. Though a virtuous
samurai embraces compassion, he also acts with justice and courage -
he
will mete out punishment to those who deserve it without hesitation.
The virtuous samurai's loyalty to his lord is unquestioned.
IilASTS>l.liUnD
Rather than dirry your hands with the rigors of a battlefield you prefer to
use political leverage to overcome opponents. You are a student of
psychology, and know well how to influence others into doing YOUt
bidding. While some might call your tactics cowardly, you know all too
well how deadly the arenas ofthe court can be.
>l.SLUCTAnT
Your character cannot help but feel he has been forced into a role not ofhis
choosing. While you might fulfill your orders without question, your self
doubt often undermines the results. Ultimately you hope to find your
place in the world, and the only thing you know is it isn't here.
D'SHOnO>l.ABLS
You have no real loyalty unless it serves your purposes. Be cautious not to
be too obvious in your self-obsessed desires; a samurai who does not fulfill
his duties will be cast out or ordered to commit seppuku. Perhaps your
character has already met such a fate, and now lives as an opportunistic
ronin.
SCHOLA>I.
You are a philosopher, well versed in theTao ofShinsei as well as the tenets
ofbushido. You would rather spend rime in a library rather than be forced
to interact with other samurai. Other people may think ofyou as naive and
wish to manipulate you, while others might seek out your knowledge for
their own purposes.
VSnC;Sf'UL
Your character exists for one purpose: to take revenge on someone who has
wronged you. Perhaps you have sworn a blood feud against a samurai who
has killed one ofyour family members. Perhaps you have chosen to pursue
your clan1s conflict with another clan on a personal level. Your quest for
revenge may be obvious, or it may take a subtle turn as you ingratiate
yourselfwith your enemies only to betray them in a moment ofweakness.
on~:
;t1n~S An" T;tAITS
Now that you know what type ofcharacter you want to play you may Start
creating your character. Make aphotocopy ofthe character sheer at the end
of this book. An explanation of each pan of the character Sheet follows.
All characters stan out with aRank of 2 in each Ring and Trait. A character's
Ring is equal to the lower ofits two Traits. A samurai with an Awareness of
4 and a Reflexes of 3 would have an Air Ring of 3.
Your Rings, Traits and skills can grow as high as 9 over time, but it isquite
rare to have a statistic above a 5. You can only attain a 10 with extraordinary
supernatural aids. Legendary characters may possess a 6 or 7 in askill,Trait
Ot Ring, but anything higher is almost unheard of (ofcourse, player char-
acters do tend to be legendary sons ofpeople).
Each Ring is represented by a physical stat and a mental stat, as follows.
SH-££T
CH-A~ACT£~
Earth ("chi") is represented by a mountain, standing ever resistant to the
elements. More passive than the other elements, earth grants defense and
the ability to weather adversity. The two Traits associated with Earth are
Stamina (physical) and Willpowet (mental).
STAminA
I.
Stamina represents the endurance a character ha:~
handle pain.
Stamina 1: Sickly and prone to illness.
Stamina 2: Average health.
Stamina 3: Can run long
distances without get-
ting out ofbreath and
deal with pain better
than most.
Stamina 4: Hardy and robust, you do not feel pain as normal
people do.
Stamina 5: You can ignore wounds that might incapacitate another
individual as well as run great distances without breaking a sweat.
\!I1J.J.701!1::~
Willpower represents a strength ofcharacter, the abiliry to resist someone
else's manipulation. A character with high Willpower can resist temptation
more easily than most.
Willpower 1: Unassertive and easily manipulated.
Willpower 2: Average, you are not too hard to persuade as long as the
request is not out ofthe ordinary.
Willpower 3: Not easily swayed from a course of action.
Willpower 4: Your resolve is hard to break and your enemies view
you as stubborn or pigheaded.
Willpower 5: Iron-willed, no one can break your resolve once it
is made.
\!IAT~~
Water ("mizu") is represented by a curling wave, sweeping away obstacles.
Watet heals and purifies, helping to clear the way of anything that would
pollute the way.The twoTraits associated with Water are Strength (physical)
and Perception (mental).
ST~::n<lTIt
Strength is raw might and the ability to inflict damage on an opponent.
It also encompasses lifting and carrying as well as maintaining a hold on
an object.
Strength 1: Weak.
Strength 2: Average, able to lift approximately 100 pounds.
Strength 3: Able to lift approximately 200 pounds.
Strength 4: Most are amazed by the character's strength. Able to lift
up to 300 pounds.
Strength 5: Legendary strength. Able to lift 400 pounds.
7::~C::7TIOn
Perception is the ability to discern details about one's environment using
the five senses. Those characters with a low Perception will miss the details
that companions with a higher Perception would not.
Perception 1: Totally oblivious to surroundings.
Perception 2: Average, most things will slip past you.
Perception 3: You notice details that others would not.
,
Perception 4: You notice even small and meaningless details.
Perception 5: No aspect ofa situation escapes your observation.
Fire ("hi") is represented by the illuminating flame. Fire symbolizes clear
reasoning and powers of deduction and perpetual motion. It is a force for
change as well as destruction; thought and action are tools of desrructipn
and creation. The two Traits associared wirh Fire are Agility (physical) and
Inrelligence (menral).
AGILITY
Agility is the measure of grace, dexterity, and precision that a character
moves and acts with.
Agility 1: Completely uncoordinated and accident-prone.
Agility 2: Average, hut not unknown to be clumsy.
Agility 3: You move with unusual grace.
Agility 4: Every movement you make is fluid and quick.
Agility 5: You are poetry in motion; even your most innocuous
action bears the smooth elegance of a dancer.
litT3:l.l.IG3:nC3:
Intelligence is the ability to retain and draw upon learned information.
Acharacrer wirh high Intelligence will solve problems quickly.
Intelligence 1: Slow to comprehend complex problems, you leave
the thinking to others.
Intelligence 2: Average intellect.
Intelligence 3: You possess a quick, above-average intellect.
Intelligence 4: Scholarly. You enjoy mental challenges and excel at
overcoming them.
Intelligence 5: A true genius, most people are astounded by your
great intellect.
AI~
Air ("kaze") is represented by the swirling srorm. Air can only be felt, nor
seen, and so it is with its spheres of influence. Intuition and instinct are
essential to mastering the power of air. The two Traits associated with Air
are Reflexes (physical) and Awareness (menral).
i3:n3:)(3:S
Reflexes measure the speed in which acharacter reacts to asudden change.
It determines how finely honed the instincts ofthe character are. characters
with a high ReflexTrair ger the jump on any situation.
Reflexes 1: Slow to react, you are usually the last character to make
up her mind.
Reflexes 2: Average reflexes.
Reflexes 3: You often react more swiftly than your brethren.
Reflexes 4: You react to danger with preternatural speed.
Reflexes 5: Nothing surprises you. You are prepared for anything.
AI!JA ~::n::ss
Awareness is a measure of charisma and empathy that a character
possesses. Characters with a high level of Awareness are eloquent and
well spoken.
Awareness 1: You always put your foot in your mouth.
Awareness 2: You get along well with those with whom you have
much in common.
Awareness 3: You are adept at reading the moods of others and get
along well with strangers.
Awareness 4: You discern much others would keep hidden, and
adapt well to any social environment.
Awareness 5: Other people are an open book; you are a social
chameleon, adjusting to other's moods quickly and reacting
appropriately.
1101[7
Void ("ku") is the union ofall four Rings, and it is nothing. It is the drive to
excel at all things accompanied by the absence ofambition. Void is also the
inner strength that all characters possess, which can be drawn upon in
moments ofduress. No Traits are associated with Void, but it determines a
character's maximum Void Points as well as the maximum number of
Raises that can be made on a single test.
TWO: SKI.L.LS
The Traits a character possesses represent their natural strengths, wl;1ile
Skills are abilities gained through experience. Many characters will
possess some of the same Skills, but everyone will have varying degrees of
mastery in each. Acomplete list ofSkills and their definitions are listed on
Page 128.
TH~~~:
C.LAn. f"A1i\I.LY
AnO SCHOO.L
On Page 84 you will find more information about each of the Eight Great
Clans as well as rules for ronin and members of Minor Clans.
The first thing you will want to do is choose a clan (or decide to be a
ronin). After choosing which clan your character belongs to, read the
descriptions of the families who claim loyalty to each clan and decide
which one your character is a member of. You should then decide what
profession your character follows and write that under Profession on the
charactet Sheet. Undet the entry for School, write the name ofthe school
where yOUL character was trained. Descriptions of these schools can be
found under each clan description. Each School and Family gives bonuses
to certain Traits. Increase these Traits accordingly. Next, record the skills
that each School grants the character under the skills section. Those skills
begin at Rank 1. Your Rank in the School also starts at 1 and bushi schools
teach a technique that should be written down in the Technique/Spells
section of your Character Sheer. Shugenja schools teach certain spells,
which should be recorded under the Technique/Spells, section as well.
Even if a family that you have chosen is traditionally comprised of bushi,
this does not mean your character must be a bushi. Char~cters almost
always attend the schools of their clan but there are some circumstances
that will allow the character to attend another clan's school. (see l'Advantages
and Disadvantages")
f'OU~:
CHA~CT~~ 70lnTS
After selecting your Clan, Family, and School, it is time to spend Character
points. You have 30 Character PointS to spend on customizing your character.
Character Points are spent as follows:
•
Increasing a Skill costs an a~ount of Character Points equal to
the Rank you are advancing the Skill to. To increase a Skill to Rank
3 from Rank 2 would cost three Character Points. To purchase a
new skill at Rank 1 costs one skill point. Each Rank must be paid
for separately.
•
Increasing aTrait costs an amount of Character Points equal to the
Trait's new Rank X 3. To increase a Trait from Rank 2 to Rank 3
would cost nine character Points. Each Rank must be paid for
separately. You cannot increase a Ring directly (other than Void)
though increasing the lower ofthe two Traits associated with a Ring
will increase the Ring accordingly.
•
Increasing Void costs an amount of character Points equal to the
new Void Rank x 5. To increase Void from Rank 2 to Rank 3 would
cost fifteen Character Points.
•
To increase your character's Honor Rank costs three character
Points. Lowering your character's Honor Rank will give you two
extra Character Points to spend. You may only increase or lower
your Honor Rank during character creation once.
•
To increase your character's Glory Rank you may purchase the
Social Position Advantage for 5 Character Points.
•
The cost for each Advantage and Disadvantage is listed on Page 71.
FIII£: A"IIArtTAG£5 Art"
"I5 A"IIArtTAG£5
Advantages and Disadvantages are another way of customizing your char·
acter. While Advantages cost Character Points to purchase, Disadvantages
are flaws that your character possesses and gain you additional Character
Points. You may only gain 10 Character Points from Disadvantages.
(You may take more than 10 points worth of Disadvantages, but you gain
no extra character Points for them.) The complete list of Advantages and
Disadvantages is on Page 71.
51)(: WOVrt"5
Your character might accumulate Wounds, either through combat or
mishap.The Wound section ofyour character has seven Wound Ranks, and
as your character accumulates Wounds they begin to interfere with his
ability to function. Your character should have a number ofWounds equal
to his Earth Ring X 2 on each Rank.
5£II£rt:
HOrtO~
Every character has Honor. Honor is ranked from 0 to 5 and measures your
character's nobility and adherence to bushido. A character with high
Honor is one who can be trusted to keep his word, be fair in judgments and
present himselfwith dignity. He is a man who has integrity, one who at the
same time is concerned when his integrity is questioned. A character with
a low HonorTrait also might care about his reputation, but for more selfish
reasons. A dishonorable character seldom keeps his word and takes
advantage of all opportunities. While playing a character with low Honor
may seem easy, there are disadvantages. Low·honor characters are easily
tempted perform dishonorable acts, while a character is more resistant to
such behavior. This is illustrated through "Tests of Honor." You can find
rules for Honor Tests on Page 65.
Characters with a high Awareness can sometimes gain a sense of
another's Honor. Those with low Honor have the feel of a rogue about
them; there is something vaguely untrustworthy about them. Honorable
characters have a nobility and trustworthiness that is unmistakable; they
tend to get better deals in the market and attract other honorable people
to them.
Note that honor is not necessarily defined by what is good though those
virtues overlap more often than not. A Scorpion ninja who follows his
daimyo's orders and is unquestioningly loyal to his clan might be quite
honotable indeed, though the dishonorable acrs he is asked to perform
may ultimately limit how high his Honor can increase.
While a character's Honor is mostly defined by a character's self-image
and why he performs the actions he does, a character's Glory is defined by
how those around him view that character and his actions -
it is a gauge
of political status in the Empire. A character's Honor and Glory are
independent of one another. A dishonorable samurai might secretly
perform horrible deeds and reap political advantage from it, while an
honorable samurai might roil forever in obscurity, content with his lot.
Ail characters' beginning Honot Rank depends on their Clan. This should
be listed within the description for each clan. Listed below are the five
Honor Ranks. Each has a brief description of a character at that Honor
Rank. Players can use these descriptions as guides for role-playing rheir
own characters. Honor, unlike other statistics, cannot increase above 5.
When a character chooses an Honor Rank, he begins with 5 Honor
Points in that Rank. If he performs an Action that is unwonhy of that
Honor Rank, he will lose a number of Honor Points. The Game Master
determines the number of Honor Points he loses. Minor infringements
may incur a loss as small as 1 Honor Point, while a penalty as high as a
whole Rank may accrue for a truly reprehensible act. If a character ever
loses all ofhis Honor Points in a Rank he falls one Honor Rank lower, with
5 Honor Points in that Rank.
Honor losses and gains are not static, universal amounts. Characters
with low Honor lose less Honor for dishonorable acts, and gain more for
honorable behavior. likewise, characters with high Honor gain less Honor
for honorable acts, and lose a great deal more for dishonorable acts.
characters with average Honor lose or gain a moderate amount depending
on their actions.
Example: Yogo Kamatsu has an Honor Rank of 2.1. He has
betrayed one of his comrades causing him to lose 3 Honor Points.
His Honor Rank is now 1.8.
The Honor Ranks are defined as follows. Please keep in mind that
these are not rigid restrictions upon your character's behavior,
merely a guideline for how to appropriately replay a character of
each Honor Rank. Your choices, ultimately, are your OWIl.
Hono....AnI{ 0: "Hono:;u.:;:ss [lOC;"
You do not adhere to the principles of bushido. You mock those who do,
viewing bushido as a code followed by easily manipulated idealists.
You cannot be trusted. You would not hesitate to betray anyone to gain
advantage.
HOnO'i!. 'i!.AnK 1: "UnT'i!.USTWO'i!.THY"
You are untrustworthy, but not to the extent of a 0 Honor character. You
have some veneer ofvirtue which may be relied upon (perhaps you admire
duty and courage but scoffat the rest ofthe virrues), bur stillgenerally disdain
bushido. You recognize the importance ofbushido, but consider it to be an
inconvenience. You easily ignore your conscience when it suits you.
HOnO'i!. 'i!.AnK 2: "WHAT IS ::X?::CT::D",
This is the default level oEHonor for those ofthe samurai caste. You follow
the tents ofbushido to the letter. You have qualms whenever you must let
your own interests be supplanted by the interests of your Clan, but you
generally do what honor requires. You believe in bushido, but sometimes
find it difficult to understand and shy away from truly selfless acts
ofvirtue.
HOnO'i!. 'i!.AnK 3: "::.)(C::;>TIOnAC'
You have seen the strength ofbushido and embraced it. While you feel the
temptations of,'low" character, you ignore them easily. Only the strongest
temptations can shake your resolve. Occasionally you allow yourself to
ignore virtue in the name ofpracticality, but this is still a difficult decision
to make.
HOnO'i!. ;!.AnK ll: "A SOUl. ABOII:: QU::STIOIt'
You are a rarity, one of the few samurai who cannot be swayed from their
duty to kin and clan. Because ofyour devotion to bushido, others consider
you impractical. While you recognize this, you see virtue as more important
than pragmatism -
honor is its own reward, and wipes away failure.
HOnO'i!. 'i!.AnK 5: "ST'i!.::nC;TH OF
A THOUSAnD AnC::STO'i!.S"
Those who have reached Honor 5 are the stuff of legends. You are so far
beyond reproach that those who question your honor are looked upon
with distrust and disdain. You are selfless, completely devoted to family
and clan. Ironically at this level, some amount offlexibility is regained -
you define virtue with your every action.
~IGHT:
GLO~.Y
Glory is aTrait that greatly influences how the rest of Rokugan views your
character and how they will interact with him. Glory represents how well
known and respected your character is in Rokugan. All characters have a
Glory Rank between zero and ten, Their School Rank directly modifies
their Glory Rank. A character's Glory Rank is almost always at least equal
to his School Rank.
Example: Doji Domotai has reached Rank 2 in the Akodo School,
making her Glory Rank also a 2,
Characters can increase their Glory by gaining Glory Points.
The character's lord always awards Glory. When a character gains ten
Glory Points in his current Glory Rank, he is eligible to rise to the
next Rank; these promotions in Glory rank rely on the approval of
the character's direct superior. A lord cannot advance a character to
a Rank that is eqnal to his own. In fact, many lords may be reluctant
to advance a character to a Rank close to their own. If a character's
direct superior is a Non-Player Character then a Game Master can
award Glory Ranks.
T::5T5 OF ..ono~
Any time your character fails a test that directly causes him to lose Honor
he may declare aTest ofHonor. This allows the character a second chance
to make the same test, but he must replace either the Trait or the Skill he
used in the previous test with his Honor Rank. Ifthis attempt succeeds, he
gains a point ofHonor. Ifthis fails, he loses two points ofHonor. Only one
Test ofHonor may be attempted on each failed test.
4LO;tY ;tAnKS
Glory is a measurement ofpolitical standing and fame. A character's Glory
Rank is usually equal to or greater than his School Rank. Any attempt to
recognize a character (who is making no attempt to disguise himself) may
add the target's Glory Rank to the Perception test.
A general guide to Glory Ranks follows.
Heimin (Peasant) Glory Ranks
F'M"~'k''ltt\'S 11'1_~lryttWJ!:'llMti~ttii_iiJl'__iiiiiXtl~:2~
h~.2~~~
~1_ V" 'W_
.
Doshin (peasant village officers)
1
~~~§fi~([~~§.?nt~ar[fgr)~~:.l::;==:::::.:J
Ashigaru (peasant soldier)
0.7
Hyakush9Jfarmers,WOodW1~.p::JisJierm:iQ)
-or-:JQ
Shokunin (craftsmen)
0.5
.bkindO(meiCfiani§;:peaaler:sl:;":·~-::--:=L=:-:=~~====l
Peasant Retainer (peasant levy)
0
Hinin ("Non-People")
_!a!~'1~~~~I1~a~;:'::::::=::=::::::====::=:;:+'::::=::::=::I
Leatherworkers, Butchers
-4
~.Tortur~--·=:-===:::::==::"~·::;--::-=-:-:-=-~·:'S·~·--~"""
Gravediggers
-8
Wnja*~.
Nezumi, Naga, the Lost, and others who are outside of Rokugani
society have a Glory Rank of o.
* This assumes the individual's status as aninja is publicly 'mown -
most ninja
keep this a secret.
T~n:
~)(7~YtI~nC~ 70lnTS
run~: InSIGHT An., SCHOOL YtATtI{
Insight and School Rank are two Traits that will have a great influence on
your character interactions within the Empire. Your character's Insight
gives an estimate of how experienced the character has become.
The School Rank reflects the training he has acquired.
0-150 pts
151-175 pts
176-200 pts
201-225 pts
226-250 pts
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
InSIGHT
To determine a character's Insight add up his Rings (Earth, Water, Fire, Air,
and Void) and multiply the total by 10.Then total up the number ofRanks
in Skills, not counting the first Rank in each skill. Ifyou have 12 skills at
Rank 1, you get no Insight from your Skills. Ifyou have 6 Skills at Rank 2,
you gain six points of Insight. Ifyou have 3 Skills at Rank 4 you gain nine
points of Insight. Any time an applicable skill or Ring increases, Insight
immediately increases as well.
Everyone gets better at what they do through practice and experience.
Your character is no different. At the end ofeach session, the Game Master
will award your character a number of "Experience Points." These points
can be used to increase your characters Traits and Skills. Advantages may
be purchased as well with the approval ofa Game Master.
Increasing a character's Trait or Void above Rank 5 requires a significant
amount ofrole-play outside ofjust expending Experience Points. Typically
when a character spends the experience to raise aTrait or Void, they must
undergo a series of "tests" (given by their sensei, a Fortune, or other
approptiate character played by the Game Master or another NPC) in order
to actually achieve the new level.
InSIGHT
~AnJ{
When a character gains Insight, he also gains greater understanding, and
may return to his school to learn more. School Rank represents this.
All characters begin as Rank 1. As acharacter gains Insight, he draws closer
to Rank 2. When he reaches 151 Insight, he returns to his School and the
sensei teaches him the secrets ofRank 2, embodied in a new technique or
perhaps new spells and spellcasting ability (in the case of a shugenja).
A character may increase his School Rank with Insight as follows.
SCHOOl..
~AnJ{
For most characters, Insight Rank and School Rank are identical. However,
characters who purchase the Multiple Schools Advantage will wish to keep
track of these tWO attributes separately. For characters with Multiple
Schools, the Rank in each school is determined independently for the pur-
poses of Rank-dependent Techniques. The total of all Ranks in all schools
the character possesses, however, can never exceed his Insight Rank.
..•
,
•
I,
,
Traits: The cost for increasing a Trait is the next Rank x 3 (to go
from Rank 3 to Rank 4 would cost 12 Experience Points)
skills: The cost for increasing a skill is the next Rank in Experience
PointS (to go from no Skill at all to a Rank 1 in a Skill would cost 1 Experi-
ence Point)
Void: The cost for increasing the Void Ring is the next Rank x 5 (to go
from a Void of 2 to a Void of3 would cost 15 Experience Points.)
Advantage: The cost for putchasing a new Advantage is double that
Advantage's normal Character Point cost. GM permission is required to
purchase a new Advantage, and some Advantages may not be purchased
mer character creation at all (stated in their descriptions).
..
81.00" An." HOn.O;l.
'?A~T
f'OV~
Kanshiro waited quietly in the shadows of the library, looking for any sign of movement,
any sound that heralded the one for whom he waited. When she appeared, it was completely
quiet. Soshi Kaoru simply stepped out of the damness and smiled at him from behind her
mask. Kanshiro was startled, but not truly surprised. Scorpion were taught to move with
silence and precision; he considered it somethingofacompliment that she had allowed him
to detect her before she had dmwn any doser.
"Thank you for what you did for my brother," she said softly. "Even though Aichi
abandoned Isa, he could not stand to hear her mistreated so."
"He told you what happened?" Kamhiro asked, surprised.
Kaoru only smiled.. "I am adept at uncovering secrets," she said. "1 assume that is whyyou
have asked for my help>"
Kanshiro nodded. "You are the only one here, other than myself, that I know was not in
the governor's chamber after I left;' he said. "You are the only one Ican trust."
Surprise flashed across Kaoru's delicate features. "It is not often that a Scorpion hears
those words," Kanshiro replied. "Kanshiyo, I think you trust too easily."
"Do 1?" Kanshiro replied. "1 am no fool, Kaoru. I know you were using me."
('Using you?" Kaoru retorted, a hint of outrage in her voice. ((Why would you say that?
How did I ever use you, Kanshiro?"
"Of all those here in the court of Honored Treaty City, I was the only one who presented
no political advantage, who offered you nothing. Thus, I was the only one with whom you
,
could relax. With me, there was no pressure to be a Scorpion." He smiled. "That is
how you used me, Kaoru. And that is why I trust you."
She looked at him blankly for a long time, then a small chuckle escaped her lips.
"You are a strange man, Shiha Kanshiro," she said. "For my part, I hope I don't
betray the faith you've placed in me. Now why did you summon mer'
"This Iibmry contained Seppun Juro's most valued secret texts, iruludingacollection
of advanced texts about poison manufacture," Kanshiro replied. "The library is
tended only by asingle seppun librarian."
"Ha," Kaoru replied with a disdainful sniff. "These shelves are spotless."
Kanshiro grinned. "1 was thinking the same thing," he replied. "In addition,
whoever killed Juro escaped without notice. This library extends beneath the entire
palace."
"You expect to find asecret passage ofsome sort?" she asked.
Kanshiro nodded. "1 have heard Scorpion magic excels at finding such things."
un does/' Kaoru replied, drawing a scroll from her satchel and studying it
,arefully. "r will be glad to help. Though r confess r wondered if perhaps you had
ulterior motives for getting me alone in these library halls."
Kanshiro blinked at her.
"l suppose now you will never k.now," she said with asmall smile, moving offinto
the shadows as she began whispering words ofmagic.
CHA~CT£:a
BUI1.DlnG
This chapter goes into precarious detail on a number ofcharacter options
which you will need to flesh out your character. As Advantages and
Disadvantages can greatly affect your Character Point total, they are listed
first, followed by schools (which will define the overall theme and purpose
ofyour character), Skills, and Spells.
ADIlAnTAG£S AnD
DISADIlAnTAG£S
While your character's School, Rank, Skills, and profession determine
much about her they are not the truly defining qualities. Below is a list of
advantages and disadvantages that you can take in order to give your character
a more complete background. Advantages cost you Character Points and
Disadvantages give you extra points, to a maximum of ten. Additional
Disadvantages may be taken with the GM's approval, but you gain no extra
points for them. The point cost for each is listed in parentheses.
ADIlAnTAG£S
AB50J.UT£
[71~£CTlon C1 ?OlnTl
You never get lost. Gain a +5 bonus to any test involving navigation and
mapping. This Advantage must be purchased during character creation.
AJ.J.I£5
(vA~AB1.;;:)
You have connections all over. Two points spent gets you a single Minor
ally; four buys you a Major Ally. Minor allies will help you get legal items
like food, shelter, and some money. Major allies go out oftheir way to help
you and get things like fake rravel papers, audiences with a daimyo, or large
amounts of koku. This advantage may not be purchased after character
creation, but may be awarded if the GM feels you have made significant
attempts to gain the alliance of another character. This Advantage repre-
sents an alliance with an NPC, and is not necessary to represent friend-
ships with player characters.
AIilBI[7£')(T~OU5 (3 ?OlnTS)
You may use a weapon in either hand with no penalty. A character that does
not have this advantage has a -5 test penalty on any attack using his off-
hand. This Advantage must be purchased during character creation.
,
B£nT£ItS BL£SSlnG
(3 70JnTS, 2
FO~
c~n;;:
CHA~ACT;;:~S)
You 3fe blessed by the Fortune of Romantic Love. This may translate into
physical appearance, or simple charisma, or a combination. Gain a
+2 bonus to tests when attempting to persuade others (increasing to +4
if they are already attracted to you). Beneen's Blessing is ineffective on
Seduction Tests.
BLACKmAIL
(c;LO~Y ~AnK OF BI.ACKIilAII.;;:D InDllIlDUAl.,
IilmllilUIil 1)
You are holding some bit ofinformation or evidence over another person's
head. This Advantage functions similarly to Allies except it is far more
dangerous. A blackmailed person will be more willing ro do things for you
than an ally, but be wary of pushing too far -
no one likes being black-
mailed. The COSt of this advantage is equal to the glory ofthe blackmailed
individuat minimum one. The target is unaware of what you know unless
you choose to use the infonnation. Be warned that this Advantage does
not, in and ofitself, protect you from any retribution the target may choose
to take on you. Be cenain your plan to reveal their shame is solid enough
to risk forcing their aid.
You may have this advantage multiple times, each rime affecting a
different person. Scorpion pay one less point for this advantage, minimum
one.This advantage may not be purchased after character creation, but may
be awarded ifthe GM feels you have made significant attempts to blackmail
another character.
BLAnD
(2 70lnTS)
You are either unassuming by nature -
a quiet person with average build
and features -
or you have learned to carry yourself in an unassuming
manner. Because you are not striking in any way it is easy to forget your
name and appearance. You may not take Benten's Blessing, Dangerous
Beauty, Bad Reputation, or Benten's Curse at character creation. Any test to
recognize you has'a -10 penalty unless you call attention to yourself
BLOOD Of' OSAnO-WO
(570InTS)
The Fortune of Fire and Thunder protects you, rendering you resistant to
extremes of temperature. You gain a +10 bonus to any Stamina checks
involving weather. You gain a Free Raise on any spell with Fire orThunder
in the tide.
CL£A~
THlnlt£~ (2 70lnTS)
You are hard to deceive. When another character tries to confuse, befuddle,
or lie to you they get a -5 penalty.
COJilBAT
~;:f'l.;:')(;:S
(6 70lnTSl
You have a near-supernatural ability to determine other people's actions in
combat. After initiative is rolled for combat you may switch Initiative with
the character whose action is direcdy before your own.
C~AB HAnt7S
16 70JnTS; Il 70JnTS FO;t C;U\B CI-Anl
You are familiar with many forms of weapons and can wield virtually any
ofthem with some degree ofeffectiveness. You are considered to have one
rank in all weapon skills. You may thus make Raises as normal when using
any weapon, even if you normally have no skill Ranks with it. If you
wish to purchase the skill at a later date you must purchase it at Rank 1
as normal
C~f'T.Y
15 70lnTS. :5 70lnTS FO;t SCO;t710n CI-Anl
Your mind is cunning and devilish, enabling you to perform the dirtiest
and most underhanded tasks. You are considered to have ODe rank in all
Low skills. You may thus make Raises as normal when using any Low Skill,
even if you normally have no skill Ranks with it. Ifyou wish to purchase
a Low skill at a later date you must purchase it at Rank 1 as per Donnal
In additioD, some Game Masters may decide that it is easier for Crafty
players to scrounge up useful items in times ofcrisis. Make an Intelligence
Test (TN 10). The Difficulty incteases depending on the tarity of the item.
"AnG;:~OVs B;:AVT.Y
12 701nTS, 1 FO;t SCO;t710n CHA;tACT;;:;tSl
You possess unparalleled beauty. A character with Dangerous Beauty
receives a +5 bonus on Seduction tests.
"A~;:t7;:lIll.
III 70JnTSl
You are a risk taker. Whenever you attempt to do something extremely
risky, the Game Master pulls a card. Ifthe card value is even, you receive a
bonus of+5 to the attempt (unknown to you until after the results are tallied).
Ifa Joker is pulled, pull again and add a +10 bonus ifthe card is even.
";:ATH
T~AnC;:
13 701nTS. 2 FO;t I-IOn CHA;U\CT;;:;tSl
Death has no hold over you. When faced with it your mind enters into a
thoughtless trance that gives you great courage. You automatically succeed
in all Fear tests.
"If'f';:~;:nT SCHOOl.
(5 70JnTSl
Your character trained at a school outside of his clan as a hostage or an
"exchange student." This required some efIort on the part of your family
and will most certainly color the opinions of others when dealing with
you. You may select a starting school nor normally offered to your clan.
£A~ Of" TH£
£m7£~O~ N
701nTS)
You have a semi-direct line to the Imperial Court, whether through famil-
ial connections, favors, social or political influence, or simple respect. You
must clearly define the terms ofthis connection at character creation. You
are treated as if your Glory Rank were one level higher than normal in
court settings and around courtiers. This advantage may not be purchased
after character creation, but may be awarded ifthe GM feels you have made
significant attempts to gain such political influence.
G~£AT O£STIn.Y
N
70JnTS)
When you were born, the ancestors, the Fortunes, or possibly even the
Kami smiled upon you. You serve a purpose, and that purpose will not be
denied. Once per session, if you take damage that would kill you, you are
instead reduced to the lowest Wound level and somehow escape notice
until you have a chance to recover. Once a GM deems that your destiny has
resolved itself, you lose this Advantage and gain 8 Experience Points.
HAn..OS Of" STOn..£
N
70JnTS)
Your Damage Rating with unarmed attacks is increased by two.
H£A~TL£SS
(2 70JnTS)
All attempts to sway your heart with pleas ofcompassionl lovel or courtesy
fall on deafears. You gain a +5 bonus when resisting attempts to manipulate
you into merciful action.
HIGH£~
7V~70S£ (270JnTS)
Your entire existence is focused on some overriding goallnamed when this
Advantage is taken. This must be somewhat specificl such as "fight the
minions ofFu Leng" or "avenge my father's death." It cannot be something
vague like "survive" or "be a good samurai." Whenever a Game Master
determines that you have taken a step towards achieving your Higher
Purposel gain an extra experience point at the end of the session. If you
resolve your Higher Purpose permanentlYI you gain 5 Experience Points.
Im7£~IAL S70VS£
(270InTS)
You are married to a member of one of the Imperial Houses. Having an
Imperial Spouse allows you to know more of the goings-on of the Court
and can grant you small boons in times of need. In addition, even though
your spouse has your family name they are still considered Imperial by
sycophantsl well wishers, and those who wish to harm said family.
This counts as a Minor Ally and also grants you 0.5 Glory among those who
know of your spollsels origins. This Advantage may not be purposefully
purchased after character creationl though it may be awarded.
m.H£~ITAn..C£
CIIA~IABj.;;:)
You are the bearer of some valuable inherited iteml carried by your family
for generations. Minor magical items cost 2 or 3 pointsl while legendary
items might cost up to 20 points. The final point cost and abilities are left
to the CM's discretion.
1~~£7~OACHABl.£ (IIA~ABJ,.E:)
You are devoted to your word. For each point spent on this advantage you
gain a +2 bonus when resisting seduction and bribery attempts. You may
not purchase Greed or lechery. The number of Ranks you possess in this
Advantage may not exceed your Honor.
KHA;ui\IC TI£
(1-5 701nTS)
You have a spiritual connection to another character. Once per session per
point in this advantage you can gain a +4 bonus to any test that involves
helping or protecting your tie. The exact nature of this relationship must
be determined when the Advantage is taken 1 and the target ofyour tie does
not necessarily possess a tie to you in return. This advantage may not be
putchased after character creation, but may be awarded ifthe GM feels you
have developed a special connection to another character.
LARGVAG£S
(2 70lnTS
7E:~ l.AMUAGE:)
For every two points taken in this advantage you are able to read, write, and
speak a new language. possible languages include the following: Ashalan,
Bakemono, chikushudo (animal spirits), High Rokugani, Ivory Kingdoms,
Kami (shugenja), Mekhem (a common language in the Burning Sands),
Moto, Mujina, Naga, Nezumi, Ogre, ani, Rokugani, Senpet (Gaijin),Tsuno,
and Yobanjin. All members of the samurai caste are assumed to have
Rokugani and High Rokugani. (All human Rokugani characters speak
Rokugani. All samurai characters speak High Rokugani and all shugenja
speak Kami. All Nezumi characters speak Nezumi.)
LA~G£ (2 70lnTS, 1 FO~ C~AB
CHA~ACTE:~S)
You are huge by Rokugan's standards. This is an advantage in combat, bur a
disadvantage in social situations. You deal +2 Wounds per hit. Apply a-1
penalty to all social checks. This advantage may not be purchased after
character creation.
LUCK
(3, G,
O~ 9 701nTS)
You gain one rank. ofluck for every three points invested in this advantage.
Once per session per rank of luck, after any opposed or unopposed test,
you may declare that you are using this advantage to get a redraw. You must
accept the second draw unless you wish to use luck again (assuming you
have uses left).
1i\AGIC
~£SISTARC£
(2, ll, O~ G 70lnTS)
You are highly resistant to spell effects. For every two points spent in
Magic Resistance any spells targeting you have their TN raised by 3.
li\VLTIi'L£ SCHOOLS
(S7SCIAL)
You may take Ranks in another school other than the one you began in.
Your Rank in your previous school is permanently frozen 1 and you cannot
take further ranks in that school unless you purchase this Advantage again
to return to it. You gain no Trait bonus or skills for joining the new school.
Your total ranks in all schools can never be higher than your Insight Rank.
You cannot mix shugenja and non-shugenja schools. The only exceptions
to this rule are the Kuni Witch Hunter and Kuni Shugenja School- if
these are your only two schools you may take ranks from both as you desire
once you have purchased this Advantage. Shugenja who purchase this
advantage gain all Affinities and Deficiencies from all schools they have
attended, hut they cannot gain an Affinity or Deficiency they already
possess nor can they attend a school that grants an Affinity for any element
with which they already possess a Deficiency
This Advantage may only be purchased after character creation with the
GM's permission, and costs 6 Experience Points.
7~SCISS
lilSlilO~.Y
(3 i'OlnTSI
It is nearly impossible for you to forget a fact, face, or figure. When you
wish to access any basic memory or experience you have had make an
Intelligence Test (Difficulty 5). It may be more difficult to access detailed
and complex information.
QUICK
(S i'OlnTSI
You are naturally fast. Gain a +5 bonus to all Initiative draws.
~SA" 1.175
(2 i'OlnTSI
With asuccessful PerceptionTest (Difficulty 5) you can read the lips ofany-
one whose face you can see clearly.
ssnssl
ct-S i'OlnTSI
You have a deeper bond with your sensei than most samurai. You each go
out of your way to aid one another because of this bond. The cost of this
advantage is equal to the rank of your sensei. This Advantage may not be
purchased after character creation, but may be awarded ifthe GM feels you
have developed a spe'Cial relationship with your sensei.
~OJ-£-7J-A.Ymc; A"IIAnTAc;£S
At many LARPs, the sheer number ofcharacters makes it difficult
for judges to determine if all players are playing their characters
appropriately. Many ofthe advantages can be abused by dishonest
players who simplytake them for the extra points and then ignore
their drawbacks.
To prevent this, GM's may consider rewarding additional Expe~
rienee Points to players who role~playtheir Disadvantages appro~
priately. The lecherous Crane courtier who wanders off to flirt
with a pretry Battle Maiden just as the Seppun ambassador he has
been charged to meet with arrives may fail in his objectives, but he
has succeeded in playing his character extremely well. Disadvan-
tages such as Vanity and Fascination are particularly excellent
role-playing tools.
SOCIAJ- 70SITIOn
(5 ?OmTS
?::~
~Aru(. Ii\A-XIIi\VIi\ II
~AnKS)
You have an important position within Rokugani society and are more
readily known because of it. Add one to your glory rank for every five
points in this advantage. The exact nature of this position must be
determined at character creation. This Advantage may not be purchased
after character creation, though Glory may be awarded as your character
progresses.
ST~£nc;TK Of' TK£
£A~TK
(2, Il
O~ 8 ?OlnTS)
You are more resilient than most samurai and can withstand more damage.
For every two points spent in this advantage reduce the penalty for your
wounds by 2 on each level (minimum -0).
T~V£
f'~I£n"
CVA~IABJ,.::)
True friendship is a rare commodity in Rokugan. You and your friend have
adeep bond and would go to great lengrhs to aid one another. This advantage
has two costs:
Influence
1 Porn·~t;;;'~M··~jn~o~r'i!1nuenSiJty~sal samurai)
","
2 Points -
Some influence (magistrate or courtier)
3 Points -
Major !D.tr~~fd(§myo)
Devotion
.......,t~Point-
~~J~:Lg~ oJ:!t ofhi~rwail)ut not" risk his hRrJ9J-
2 Points -
Would risk his honor secretly
Jl'oints ~ >JJ:ou1cJ. oJml1hing to aid you
This Advantage may not be purchased after character creation, but may
be awarded if the GM feels you have developed a true friendship.
This Advantage represents friendship with NPC's, and is not necessary to
represent friendships with player characters.
1I01C~
(2 70mT51
You have trained your voice to be better than most around. You gain a +2
bonus on any social test involving speaking.
DISADIlAflTAG£S
AnTISOCIAJ.
(2 o;/. IJ 70lnT51
You are unused to social situationsl or you simply do not like other people.
The amount of points spent in this Disadvantage determines the penalty
you receive in all social tests:
2 Points -
Moderate (-3 penalty)
4 Points -
Extreme (-6 penalty)
ASC~TIC
(3 70lnT51
Material gain means nothing to you. You priorities are on intangibles such
as honor and enlightenment. You stan with basic equipmentj only what
you need to survive (weapon, average clothes, food, and at times armor).
A samurai ascetic will own a daisho, but little else ofvalue.
BAD
H~AJ.TH
(3 70lnT51
You calculate Wound Ranks as ifyour Earth were one Rank lower.
BAD
~~7VTATIOn
(2701nT51
You have earned you a nasty reputation in Rokugani society. Any attempts
to recognize you get a +5 bonus, but others generally know ofyourill deeds
and judge you for them in advance. choose a one-word description to
detail your reputation.
B~nT~I"Cs CV~S~ (270mT51
Something about you repulses other people. Either you are ugly or simply
rude. You have a -5 penalty on all social tests except Intimidation.
BLACK
SH~~7 (S 7omT51
You have been ostracized from your family. Though not technically a ronin,
your family shuns you. You cannot progress beyond Rank 1 in your current
school and members ofyour clan will treat you as an outsider.
B~SH
(2 701nT51
You are hot-heated and easy to anger. You will react aggressively to any
insult on your honor. You can resist your brashness with a Test of
Willpower + Honor +a card from the deck (TN 10). The GM may raise this
TN accordingly for increasingly infuriating insults.
CAI"CT
J.I~
(3 70lnT51
Simply put, you are not a good liar. Whenever you try, you fail horribly.
C01i\7U.LSIOn. (2-lJ 70lnT5l
You have some uncontrollable urge (drinking, gambling, women, drugs,
etc.) that often gets you into trouble. You must make a test ofWillpower +
Honor + a card from the deck (TN 10 + Points of this Disadvantage) each
time you are confronted with your Compulsion.
COn.T~A~Y (370mT5l
You always have an opinion and cannot remain neutral in any situation.
You will never stand by idly in a dispute and must choose a side. You can
resist this temptation with a test of Willpower + Honor + a card from the
deck (TN 10 + Points ofthis Disadvantage)
OA~K
S£C~£T
(570mT5l
You have a dangerous secret that would not only jeopardize you, but your
entire family or clan ifit got out. Ifthe secret ever becomes public knowledge
(i.e. known by people other than those involved in the secret) you will be
expected to commit seppuku or be cast out as a ronin.
O£7£n.O£n.T
(1-3 70mT5l
Someone close relies entirely upon you to look after them. This person is
helpless without you (an aged father, naive spouse, or child).
[email protected]
_w
2 Points -
Elderly person
"3
j:l1t~
C6TJa '..
\P
nRtmmt*ijtWt!1ttiiuUtitdilr..1W!JtWtmgm,
O~IV£n.
(3 70lnT5l
There is a single defining goal that you pattern your entire existence offof
and will sacrifice anything, including honor and family, to make certain it
is accomplished The exact goal must be determined at character creation.
If presented with a chance to fulfill this goal you must make test of
Willpower + Honor + a card from the deck (TN 10) or immediately cease
your activities and pursue your obsession.
FASCinATIOn.
(1 70lnTl
You are a consummate hobbyist (horses, music, katanas, history, etc.)
and will go to great lengths to investigate these pleasures. While not as
dangerous or dishonorable as a compulsion, you do spend an excessive
amount of time dwelling upon your fascination (much to the dismay of
whoever is trapped in a conversation with you).
FO~SAK£n.
(2 701nT5, 3 TO;t J.Iorn
The ancestors have turned their back upon you for some reason (detennined
at character creation). No ancestor will ever talk to you or come to your aid.
If this ever comes to light others will look down on you and you could
possibly lose Gloty You cannot be Haunted.
r;utIL 1i\1n"
(3 ?OlnTSl
You have a weak mind that makes it easier for others to seduce you, cast
spells on you, or do anything that involves your Willpower. In such
situations your opponent receives a +5 bonus.
G~££"
C1-3 ?OJnTSl
You are greedy. For each point in Greed your enemies get a +3 bonus when
anempting to bribe you.
.
GULLlBL£
(3 ?OJnTSl
You believe anything anyone tells you if they are convincing enough.
Opponents gain a +5 bonus to convince you ofanything.
HAUflT£"
C1-3 ?OJnTSl
An ancestral spirit is not happy with you and shows up to let you know it.
He is distracting, insulting, and generally annoying, but you must respect
him because he is your anceStor. Characters with a Kharmic Tie to you can
see and hear this ghost as well You cannot be Forsaken.
1 Point -
Shows up once a session
2 Points -
Shows up twice a 5;:e""::';;iO;;,":....
...
3 Points -
Remains every session
U'£ALlSTIC
12 ?OmTS. 3 TO;t LIOnl
A samurai with this disadvantage has a much more extreme view of
Bushido than held by most. You are quick to pass judgment, unrelenting in
your ideals, and lose more honor than others (one more point per loss).
lJ\s£nSITIII£
(2 ?OlnTSl
Your life, your health, and your wealth a~e the o·rdy things that are imponant
to you. Other people are tool, to help you along your path. You must ,pend
a Void point to take any action that would help another and not yoursel£
,.
J,.AIil~(3 70lnTSl
You have a crippled leg. Any Test involving Agility has -5 penalty.
J,.~CH~~.Y
(f-!J 70lnTSl
Love is far more important to you than it should be. For each point spent
all opponents gain a +2 bonus when attempting to seduce you, and you are
often distracted by attractive members of the opposite sex.
J,.05T
J,.OIl~
(2 70lnTSl
At some point in your life you experienced great love and then a great loss.
When you are reminded of your love you become melancholy for at least
an hour (all ofyour draws have a-3 penalty). You can spend a Void point to
negate this melancholy for the session.
1il1551n.C1 J.IIilB
(3 70lnTSl
You are missing some part ofyour body (a hand, foot, leg, etc). Any physical
tests involving that limb have a -5 penalty to the draw.
IilOIilOKV (8 70lnTSl
Something has caused a great disturbance in your soul. Whether it be a
maho curse, an ancestor's disgrace, or your own failing you cannot spend
Void points for any reason.
n.~1il~515 ("2 70lnTSl
This is the dark counterpart to Kharmic Tie. Choose a Sworn Enemy.
This person was an eneplY to you in a past life as well and the hatred car-
ries over. You cannot spend Void Points against your enemy. Like Kharmic
Tie, there is no guarante~your enemy possesses the same weakness where
you are concerned.
OBJ.lC1ATIOn.
(2 0;1. !J 70lnTSl
You have sworn to aid someone in return for a past favor. A two point
obligation is a minor favor (would not cause you to lose honor). A four
point obligation is a major favor Gust about anything). When the obligation
is called in you must do everything in your power to honor the request.
Failure results in loss of an entire rank of Honor or worse, depending on
the nature ofthe Obligation (at the very least, others will see you as unable
to fulfill your promises -
a damning reputation in Rokugan).
i'~~An.~n.T \!IOVn.11
(5 70lnTSl
You begin the game with a wound that never healed properly. You always
start a session with the first Wound level filled. No magic or healing can
restore these lost Wounds.
i'HOBIA
(1-5 70lnTSl
You have an unnatural fear of something. Whenever you encounter your
phobia all ofyourTest Difficulties suffer a penalty equal to the points spent
in Phohia. Common phobias are fear ofheights, darkness, the dead, blood,
erc. The penalty lasts until the end of a session. This Phobia must be
something that you would conceivably encounter during a LARP session.
SJi\ALL (3 i'OJnTS)
You are below average height and weight by Rokugani standards. Whenever
you deal damage in combat you cause two less Wounds than normal
(minimum one).
SOCIAL J:7ISAJ:7I1AnTAG~
13 ?OlnTS i''';I. ;l.AnJO
Your starting Glory is lowered by one Rank for every three points spent.
SOf'T..H~A~T~J:7
(2 i'OlnTS)
Your conscience overcomes you whenever you are about to commit an act
ofinhumane cruelty. When you try to rake a human life you must succeed
at a WillpowerTest (Difficulty 10) Ot be unable to act.
s\!Io~n
~n~Ii\Y
(1-5 i'OJnTS)
You have a sworn enemy who desires your death at almost any cost.
The cost of this disadvantage determines your enemy's rank.
T~V~
LOII~
(3 i'OJnTS)
True love in Rokugan is celebrated, hut not openly. It can he a painful
experience for lovers when they are forced apart by marriagel clan ties l and
status. Whenever you have to choose between your love and duty you must
choose your love unless you spend a Void pqint. Ifyou lose yourTrue Love's
favor, your Void is permanently reduced by one Rank until they die or you
get it back.
vnLVCK
(3, 6, 0;1. 9 i'OInTSl
You gain one rankofunluck for every 3 points invested in this disadvantage.
Before any test you must inform the Game Master that you have this
disadvantage. Once per session per rank ofUnluck, the Game Master may
activate one rank of Unluck and force you to redraw. You must accept the
new draw. It is possible for multiple ranks ofunluck to affect a single test,
and you may take both Luck and Unluck.
\!I~AKn~S5 (5 i'OlnTS)
One ofyour starring Traits is hindered by weakness. You can reduce any of
your Traits (except Void) by one point to gain 5 character points. You may
not reduce a Trait below one l or by more than two with this disadvantage.
VAniTY
(1 i'OInT)
Something about you simply radiates excellence... to you, anyway.The rest
of the world does not always recognize this quality and in this case it is
your duty to inform them of it.
TK£
G~£AT CLAns
Most player characters will hail from one of the eight Great Clans. Details
on each ofthese clans follows.
TK£
C~AB CLAn
For over one thousand years, the Empire of Rokugan has been protected
from a terrible evil thanks to the impervious vigilance of the Crab Clan.
When the Empire first formed, the Kami Hida gathered the strongest
warriors and claimed the southernmost lands as his own, carving a vast
realm from the bleak wilderness. When the forces ofFu leng appeared and
were eventually defeated, it was Hida who volunteered to stand guard
against the evil that would eternally threaten his brother's kingdom.
The Crab have a well- deserved reputation as un-couth ruffians. They
wage war against the Shadowlands every day, and virtually all have lost
someone dear to them. They regard other clans as pampered, spoiled
children who fail to appreciate the sacrifices the Crab have made in their
name. Stilll the Crab are universally respected for their military prowess
despite this poor reputation, and there are many among the other clans
who are eager to lend a hand in
their perpetual struggle.
Allies: The Crab .have
forged an alliance with the
Crane for the first time in
historyl and the two are fast
allies in all endeavors even if
their philosophical differences
are considerable. The Lion and
Unicorn are also considered
allies, if to a lesser extent. The
tattooed men of the Dragon
are sworn enemies of the
Shadowlands, and are thus
always welcome in Crab lands
even if the Crab do not under-
stand them.
Enemies: Though they have
always distrusted the Scorpion,
the Crab have no true enemies
among the Great Clans at present.
The Shadowlands is their enemy, and
they choose to focus their energy on
that fact alone.
TH£ f'A1i\II.I£5
Four of the Crab Clan's families were established when the clan first
formed, and two have joined in the centuries since.
TH:: Hit/A
Lords of the Crab, the Hida are among the largest of all samurai families.
They are unquestionably the largest in stature, for the average Hida samurai
towers over warriors from other clans. The first Hida was perhaps the
largest man to ever live, and perhaps the strongest warrior that Rokugan
has known. His followers and descendants value strength and personal
power over all things, and have used this strength to defend the Empire
from the Shadowlands for over a thousand years. Their brief alliance with
Fu Leng's forces during the Clan War is a great stain upon their honor
in the opinion ofmany. The Crab Champions that have reigned since that
time have each vowed to see their clan perish to a man before they permit
such a thing to recur.
The Hida are invariably warriors, berserkers, and soldiers. There are
virtually no bloodlines with-in the family that are strong in magic, and only
those who are unable to serve upon the wall are relegated to duty in COUIT.
Benefit: +1 Strength
TH:: HI;/.UIilA
The Hiruma are the Hida's ser-
~ants, bodyguards. and soldiers.
They are cunning and agile when
the Hida are strong and powerful,
a perfect complement to their
lords' abilities. Their ancestral
lands were lost to the
Shadowlands for cen-
turies before being
finally recovered a
few decades ago.
The recovery has
been a long and
painful process, for
many
of
their
provinces remain rav-
aged or even Tainted
by the Ninth Kami's
influence. Still, they
have retained their
home in the face of
terrible punishment
from the Shadow-
lands
in
recent
years, and refuse
to surrender it
ever again.
The Hiruma are warriorsl but not like the Hida. They emphasize speed
and finesse, and frequently serve as scouts and spies in the Shadowlands.
Benefit: +1 Stamina
Ttl::: KAIU
The first Kaiu is still numbered among the most brilliant men who have
ever lived, even given a thousand years of innovation. His insights into
smithing, engineering l and siege warfare established a tradition of
academic warfare that has persisted to the present day. Kaiu's descendants
maintain the Great Wall and all the traps and machines that continue to
ensure its survivability. The weapons that every Crab warrior carries are
likewise products of Kaiu ingenuity. While not as brusque as the Hida or
Kuni, the Kaiu nevertheless lack the social niceties that other clans value
so highly. A Kaiu simply does not understand the need for pretty words
when a precise I logicat and accurate statement is all that is required.
Kaiu samurai tend to be learned warriors, focusing on a single weapon
and diverse engineering skills rather than the broad weapon base their
Hida cousins tend to study. They are reserved I conservative men and
women who think problems through with all the relentless tenacity of
a Crab.
Benefit: +1 Perception
TH::: KUn!
The Kuni have a poor reputation among shugenja families. They are more
martially inclined than most Qther families due to the demands of their
clanl and are forced to study the noxious secrets of the Shadowlands in
order to help their Hida lords better understand the enemy they face.
For their partl the Kuni look to other shugenja families with scorn as welt
for they sit in safety and deride those who ensure that safety is not threatened.
Kuni samurai almost always srudy the shugenja path, though a few who
do not possess the talent with the kami take up the sword. A small sect that
includes both bushi and shugenja make up the Witch Hunters, a group
devoted to destroying the Shadowlands
l influence both within and beyond
Crab lands.
Benefit: +1 Intelligence
TH::: YASUKI
The Yasuki family's history is tumultuous to say the least. They originally
served the Crane, their founder having sworn fealty to Kakita during the
Empire's first days. Within afew centuriesl however, a bitter war led to the
family abandoning the Crane and joining the Crab. Years ago, the Yasuki
daimyo died without an heirl and a Crane was declared the new Yasuki
daimyo. Another period of conflict followed, but in the end Yasuki Hachi
pledged his loyalty to both Crane and Crab, dividing the family between
two masters. Thus farl they have served both masters with equal fidelity.
Though Hachi claims to be both Crab and Crane, other members of the
Yasuki family declare themselves specifically Crab or Crane.
The Yasuki are the merchants and ambassadors for the Crab. They are
looked down upon by other clans because of their commercial interests l
but the Yasuki do not care. They recognize the service they perform for the
Crab, and for the Crane to a lesser extent, and do not shirk from their
duties despite the scorn.
Benefit: +1 Awareness
THS: TO;/.ITAKA
Smaller even than the Kuni, theToritaka are among the smallest families in
Rokugan. Four decades ago, the Toritaka were known as the Falcon Clan,
areclusive band of spiritualists who kept to their remote lands and barely
interacted with the Empire at large. Mere months before the onset of the
Clan War, however, a magical disaster struck the Falcon lands when a
maho-tsukai nearly succeeded in opening a portal to the spirit realms.
Angered at the near cataclysm, Crab Champion Hida Kisada petitioned the
court and was given permission to absorb the Falcon into the Crab.
The Toritaka family was the tesult ofthis merger.
The Toritaka tend to be solitary folk. They have not abandoned their
spiritual outlook, and find the hands of spirits in all things. They are
usually warriors and scouts, although a few study the shugenja path and
rend to be exceptionally gifted at it.
Benefit: +1 Perception
TH£ C:v\B SCHOO1.S
The Crab maintain many different schools, each essential to the clan's
ongoing struggle to protecr the Empire from the Shadowlands. Those
listed below are the most common, although they are by no means the only
schools the clan maintains.
THE: HIDA BUSHI SCHOOL
Among the oldest and most respected bushi schools in the Empire, the
Hida bushi school is based on the precepts that the great Hida considered
most important. Those who study the Hida techniques focus on personal
strength, inflicting enormous damage on an opponent meanwhile ignoring
damage taken from an opponent's blows.
Benefit: +1 Stamina
Skills: Battle, Defense, Jiujutsu, Kenjursu, Kyujursu, Lore (Shadow-
lands), Subojutsu.
Outfit: Standard Bushi, plus one additional weapon.
Technique 1: The Way of the Crab -
You may ignore penalties for
Heavy Armor. When wielding an ono, tersubo, or dai rsuchi you may add
your rank to the Damage Rating.
Technique 2: The Mountain Does Not Move -
When taking damage,
you may spend a Void point to pull a card and add it to YOUt Earth. If the
total is equal to or greater than the damage inflicted, you take no damage.
Technique 3: Two Pincers, One Mind -
You may make an extra attack
per combat round.
Technique 4: The Berserke~ Rage -
Before making an attack roll, you
may voluntarily take aWound ofdamage to increase the Damage Rating of
your weapon on a one for one basis. The penalty for these Wounds does not
affect you until after your attack roll is made. You may not take more
Wounds than yOUl Rank, and this damage may not be negated by
The Mountain Does Not Move.
Technique 5: The Mountain D~es Not Fall- At the beginning of a
combat round, you may spend a Void Point to take an action, even if you
would be unable to do so because ofyour wound rank or magical incapaci·
tation. You may ignore all penalties to this action. You may continue to do
this every round so long as you spend one Void Point per round. When you
have no more Void Points to spend, you return to your previous state.
THE: KUnl SHUc;E:nTA SCHOOL
The Kuni shugenja have a reputation among other clans as a sinister
ensemble prone to corruption and various kinds offoul play. This reputation
is not undeserved, as the family has had more oftheir number succumb to
the Taint than any other shugenja family. To the Kuni, this is unfortunate
but understandable. Though they have taken every precaution the simple
truth is that those who stand closest to flame are burnt most easily. It is
only logical that more of them will fall than those who cower in their safe
and well-defended homes.
Benefit: +1 Willpower
Skills: Calligraphy, Defense, Kenjutsu, Lore (Shadowlands), Meditation,
anyone High Skill, anyone weapon skill.
Outfit: Standatd Shugenja, plus three fingetS ofjade.
Benefit: Runi's Secret -
You begin the game in possession of the
following spell scrolls: Sense, Commune, Summon, any 3 Earth spells, any
2 Fire spells, and any 1 Water spell. You have an Affinity for Earth spells,
and a Deficiency for all Air spells.
THS YASUKI
TVl17::~ SCHOOL
The infamous Yasuki traders fulfill a number of roles that the Crab
consider unsavory or secondary to their duty: they are merchant patrons,
diplomats, courtiers and record-keepers. Those who attend this school
learn to love these duties, for they understand a secret that many in Rokugan
do not wish to accept: all the scorn and disgust in the world can DOt deny
the economic power ofa wily trader.
Benefit: +1 Perception
Skills: craft (any), Defense, Etiquette, Gambling, Heraldry, Sinceriry,
any 1 skill.
Outfit: Standard Courtier
Technique 1: Way ofthe Merchant -
When engaged in a conversation
that regards commerce (debating the value of an item, attempting to
procure some tangible resource, etc.), you gain a number of free Raises
equal to your rank in this school on any test directly related to commerce.
Technique 2: Koku Speaks -
When making any opposed social test,
you may sacrifice any numberofkoku to add +2 to your total result for each
koku sacrificed.
Technique 3: The Carp Smiles -
Your convincing demeanor allows
you to succeed through perseverance. Any time you lose an opposed test in
asocial situation, you may spend a Void point to immediately draw another
card and use that in place ofyour previous card.
Technique 4: Taka's Lesson -
Once per session, you may make an Imelli~
gence/Etiquerte test. Ifsuccessful, this test allows you to obtain any single
non-magical item. The difficulty ofthis test is determined by the judge and
based on the item's rarity. For example, a minor work of art might have a
diffiCulty of6, akatana ofexquisite quality bearing the Crane Clan mon might
be 12, and a seal bearing the Emperor's chop might be as high as 18 or 20.
Technique 5: The Splendid Carp -
You are a master at reading the
emotions and desires of others, particularly customers. When you are
dealing with an individual who wants or needs something in your possession
(a resource, object, or service), their card draw is reduced to one-half its
Donnal value in any opposed test against you.
TH:: I!/ITCH HunT::~S
The witch hunters, also known as the tsukai sagasu, are among the most
feared samurai in Rokugan. They are hand-selected from the most zealous
Kuni to be trained in secret techniques developed over centuries offighting
the Shadowlands. These rare, solitary men and women scour the Empire
hunringTainted beasts and rhose who have sold their souls to Fu Leng, the
blood sorcerers called maho-tsukai. Even the Crab are not immune to the
Witch Hunters' thankless vigil, and any Crab who falls to darkness can
expect a visit from them.
Benefit: +1 Awareness
Skills: Athletics, Defense, Herbalism, Hunting, lore (Shadowlands),
any 2 Bugei skills.
Outfit: Katana, wakizashi, traveling clothes, steed, travel sack, any two
weapons, [hree fingers ofjade, 5 koku.
Technique 1: To See the Darkness -
You can center yourself, making the
disharmonious presence of the Taint easier to detect. You may make an
Awareness/Lore (Shadowlands) test (TN 10 for a 10 foot area around you,
with an additional 2foot radius for each Raise). Ifsuccessful, the judge will
reveal to you whether or not there is Taint present within the room.
This ability does not allow you to specifically locate a Tainted person or
creature, merely reveals ifthe Taint is present.
Technique 2: To Strike the Darkness -
Whenever y'ou make an attack
against a target that you know to possess the Taint, you gain a Free Raise on
your attack.
Technique 3: To Repel the Darkness -
You may spend aVoid point and
become immune to all spells cast by individuals with the Shadowlands
Taint for one round. You may do this for as many rounds as you have Void
points. This is done on your action, and lasts until your next action.
Technique 4: To Punish the Darkness -
You may make one extra attack
per round. This attack must target a Shadowlands creature or a target that
you know to possess the Shadowlands Taint.
Technique 5: To Shatter the Darkness -
After making a successful
attack against any Tainted target, you may sacrifice any number of your
wounds to inflict that many additional wounds upon your target.
The children of Lady Doji, the Crane Clan have protected and nurtured
every Emperor that has sat upon Rokugan's throne since the first Hantei.
Whenever the Emperor convened his court, Crane advisors stood ready to
counsel him. Whenever an Emperor has required a bride, a bevy of Crane
daughters has been available to love, guide, and advise him. Whenever the
Emperor has stood in need of a blade to champion his cause, a Crane
duelist has stood at the quick.
The Crane's favored status has garnered them many an enemy. The first
true inter-clan war was waged between the Crane and Crab clans early in
Rokugan's history, and was due in no small part to the resentment held by
the Crab toward the Crane's arrogance and wealth. The Lion and Scorpion
have stood at odds with the Crane for similar reasons for centuries, and the
children of Doji have survived only thanks to their peerless political
acumen, the Emperor's favor, and the ruthless tactics ofthe Daidoji family's
military forces.
The Crane's social domination of Rokugan has been interrupted only
periodically throughout history. The Clan War was particularly taxing, as
Clan Champion Doji Horuri was kidnapped and replaced with a rwisted
duplicate that neatly left the clan in ruin. Although the clan rebuilt
quickly, they were divided again only a few years later, when the Lying
Darkness's manipulation created a civil war between the Champion Doji
Kuwanan and his general Daidoji Uji. Again, the Crane endured.
The current Crane Champion, Doji Kurohito, has sworn to consolidate
the clan's power and achieve such power and prestige that the clan will fear
threats to its power again. With strong alliances with other clans, domination
of the Imperial Coun through an alliance with the Oromo and a Crane as
Imperial Advisor, and the occupation ofboth Emerald Champion and Jade
Champion by loyal Crane samurai, it seems that Kurohito's goal is rapidly
becoming a reality Though some might call him ruthless, Kurohiro would
reply that he is not without compassion -
he simply reserves none for
his enemies.
Allies: In keeping with Kurohito's intention to return the Crane to the
pinnacle oftheir power, the Crane currently maintain diplomatic relations
with every clan. Their particularly strong alliances with the Crab and
Phoenix have made the Crane a truly powerful force in modern Rokugan.
Enemies: The Scorpion have always been the Crane's rivals in the coun,
and do not plan to surrender the field peacefully. Though technically allied
with the lion, there are also many among that clan who have not forgiven
the Crane for their ancient feud.
f'A1i\ILI£5
The Crane are unique among the Great Clans in that they have as many if
not more samurai devoted to pursing politics and the arts as they have
soldiers. of the four families that bear the Crane mOll, only one has
devoted itselfentirely to warfare.
TH5: ASAHlnA
There is no family in the Empire quire like the Asahina. When 19awa
Asahina went on a murderous rampage against several Crane villages, the
daughter of the Crane Champion boldly attempted to bring him to peace.
Astounded by the girl's courage and shamed by his own actions, Asahina
repented his violent ways and embraced pacifism, as did those who swore
fealty to him. After marrying the Crane who saved his honor and his soul,
he was eagerly invited to join the Crane. Since that time, the Asahina have
studied the kami and foresworn the use of steel. The taint of the original
Asahina's vengeful anger is a constant temptation, but it is a temptation the
Asahina rarely fail to rise above.
The Asahina are a shugenja family, and it is rare that any ever pursue
another path. Their philosophy ofstrict pacifism make it all but impossible
for an Asahina to consider becoming a warrior, and the few who are
without the ability to speak to the kami often enter a monastery rather
than accept a less worthy path.
Benefit: +1 Perception
TH5: DAIDO.]"I
More than any other family, the Daidoji fail to confonn to the typical image
ofthe Crane. Where the Doji are stylish and elegant, the Daidoji ate rough
and practical. Where the Kakita are lithe and athletic, the Daidoji are
muscular and powerful. Where the Asahina are pacifists, the Daidoji live
every day in preparation for war. They are the Crane's strong arm, the
power behind their clan's armies. The Daidoji accept that the Crane are do
not possess the Lion's military might, the Unicorn's mobiliry, or the Crab's
dogged tenacity. They make up for this by seizing every possible advantage,
even resorting to sabotage and guerilla tactics to defend their lands. Often
times this is enough, as it is only necessary to delay an invading army
briefly while a Crane courtier summons finds reason to condemn their
enemies and draws support from the Imperial Legions. If some degree of
honor must be sacrificed for the clan's greater well being, then that is a
sacrifice the Daidoji gladly make.
The Daidoji are almost exclusively bushi. There are very few among their
number that pursue a political or artistic path, and there are no bloodlines
that have ever consistently produced shugenja among their number.
Benefit: +1 Strength
TH5: DO.]"I
In virtually every court in Rokugan, there is a Doji who has significant
influence. Those few that lack a representative from the Crane Clan are
simply beneath the Doji's notice. The Doji are descended from Lady Doji,
the first Emperor's sister and the architect of many basic social traditions
that have been practiced for over a thousand years. The Crane are the
Emperor's Left Hand, the clan that protects his honor and power by
championing him in the court, and none exemplify this duty more
completely than the DOji.
Doji tend to be bushi or courtiers. Shugenja are rare, but not unheard of
Artisans are hkewise embraced as a natural outgrowth ofthe family's quest
for perfection and mastery ofevery high an.
Doji frequently have blue eyes, a ratiry among othet families, and bleach
their hair white in honor ofthe Crane hero, Daidoji Hayaku.
Benefit: +1 Awareness
TH5: KAKITA
While the Doji mirror their founder's exquisite gifts, the Kakita continue
the tradition of their founder by pursuing excellence at a chosen task.
AKakita selects one thing to pursue as their life's goat and they focus upon
it with startling intensity. Their family's belief is in excellence, in living in
pursuit of perfection. What perfection means varies for each individual,
but the Kakita permit each samurai to follow his own path. Perfection is
not a final, achievable goal, after all, but the quest of an entire Lifetime.
The Kakita are a varied family, with many bushi, artisans, and courriers
among their number. They are nearly as large as the Doji, although not as
prominent as their cousins. The Kakita are not as prone to flamboyance as
the Doji, and rarely bleach theit hait. They have light, athletic builds.
Benefit: +1 Agility
TH5: YASUKI
Years ago, the Yasuki daimyo died without an heir. Imperial historians
retraced his lineage and discovered that the nearest clear line ofsuccession
lay with Daidoji Hachi, a minor gunso in the Crane armies. This was
exceptional because the Yasuki family had defected ftom the Ctane and
joined the Crab centuries earlier. This controversial decision led to a brief
but intense conflict between the two clans that was only resolved when
their daimyo, now known as Yasuki Hachi, pledged his loyalty to Hida
Kuon as well as to Doji Kurohito. The Yasuki now serve both clans equally.
Much as with the Crab Clan, the Yasuki serve as merchant patrons for the
Crane, overseeing all necessary maners ofcommerce.This is a distasteful duty
for any samurai, but the Yasuki revel in it, enjoying the material rewards of
their labor even as they suffer scorn from other clans as a direct result.
Benefit: +1 Awareness
TH£
C~An£ SCHOOl.S
The Crane are an incredibly diverse clan, supporting a wide number of
schools that cover a more varied field of professions than any other clan.
Crane bushi are feared for their skill at dueling just as much as the clan's
artisans are heralded for their unparalleled mastery ofthe performing arts.
TH5: ASAHJnA SHUC;::nJ"A SCHOOL
Focused on purification ofthe spirit more than the use ofmagic in combat,
the Asahina shugenja school has virtually no offensive focus. Their partic-
ular emphasis is on the creation of simple fetishes: single-use magical
items created with the blessing and consent of the kami that power them.
The Jade Champion and his followers are exceptions to this rule -
they
see the Shadowlands as the living embodiment of the defilements the
ASahina banle against, and deal with them accordingly.
:'.~I;4;t"
<.~i:
, .
.::
••f'
\
Benefit: +1 Awareness
skills: Calligraphy, Etiquette, Lore (Theology), Meditation, Shintao, Tea
Ceremony, any 1 High skill
Outfit: Fine Shugenja (no wakizashi)
Technique: Asahina's Gift -
You begin knowing the following spells:
Sense, Commune, Summon, any 3 Air spells, any 2 Water spells, and any 1
Fire spell. You have an Affinity for all Air spells, and a Deficiency for all
Earth spells.
TH5: 1703"1 COV:;l.T15::;l. SCHOOl.
Only the Scorpion would question that the·most powerful force in Rokugan's
courts has always been and remains Crane Clan, and generally they do so
out of earshot of the Doji. Many families from other clans seek to have
their young courtiers study with the Doji, but few are admitted without
owing the family a great favor in return.
Benefit: +1 Awareness
Skills: Courtier, Etiquette, Heraldry, Manipulation, Oratory, Sincerity,
any 1 High skill.
Outfit: Fine Courtier
Technique 1: The Perfect Gift -
A number oftimes per session equal to
your Air Ring + 1, you may call upon a favor owed you or your family by a
non~hostile samurai present. This favor may be material in nature, perhaps
an object or a small number of koku, or it may be a service, such as safe
passage or travel papers that are within the individual's power to grant.
The GM will determine which samurai you can obtain this favor from.
Ifthe target fails to comply, he will lose Honor, Glory, or both (GM's option).
Technique 2: A Whisper From The Sotil- You can subtly influence the
moods ofothers through careful manipulation during conversation. If you
spend at least five minutes talking with another character, you may make
an opposed Awareness/Courtier test. If successful, you may change the
emotional state ofyour target by one step, from Friendly to Neutral to Hostile.
This emotion will not necessarily be directed toward you, but possibly
toward the topic ofthe conversation. It is up to you to channel the target's
emotions appropriately, before they come to their senses and realize what
has been done.
Technique 3: Test of Honor -
You may spend a Void Point to force
another to undertake a test ofHonor before they attempt any single action.
This test requires you to step in front of the target and speak to them
clearly, questioning their honor. Both you and your target must then make
an Honor test (Honor Rank + card pull). Ifyour total is greater, your target
suffers a penalty to the test for his subsequent action equal to your Honor.
Ifyour opponent's total is greater, you lose one Honor point. This technique
must be used carefully, as questioning a samurai's Honor often leads to
a duel.
Technique 4: The Gift ofthe Lady -
You gain Free Raises equal to your
Insight Rank on any Etiquette, Courtier, Heraldry, Oratory, or Sincerity
check
Technique 5: Your Life Is Mine -
You may drastically alter the feeLings
one person has toward another. If you succeed at an opposed Awareness
test, you may determine how the target feels toward anyone other character,
causing the target to feel fondness, hatred, suspicion, or admiration toward
atarget ofyour choice (including yourselfor the target's self). This artificial
relationship requires your attention to maintain, however. You must speak
to the target at least once per hour for a minimum of five minutes and
succeed at another opposed Awareness test to maintain it. Outrageous
manipulations, such as making a samurai lord fall in love with an eta or
convincing an Emerald Magistrate that he hates the Emperor are impossibie.
Subtlety is key here.
TH:: KAKITA BUSHI SCHOOL
Kakita was an unparalleled swordsman and duelist, and the techniques
that he and his sons created during the Empire's formation have persisted
for over a thousand years, never equaled and save for Mirumoto's Niten
techniques, never rivaled. The Kakita place emphasis on speed and
precision, belieVing that one perfect strike can win wars that armies
cannot. Indeed it is a standard Crane tactic for a Kakita duelist to insult the
honor of a key enemy officer. This inevirably leads ro a challenge rhe
enemy cannot win, leaving their ranks in chaos while the DOji and Daidoji
swoop in for rhe kill.
Benefit: +1 Reflexes
Skills: Eriquette, Iaijutsu, Kenjutsu, Kyujutsu, Sincerity, any Bugei Skill,
any High Skill.
Ontfit: Fine Bushi
;'.'.
.
,
Technique 1: Way of the Crane -
You may add your Iaijursu skill ro
your Initiative tests when wielding (or about to draw) a katana.
Technique 2: The Sudden Srrike -
When involved in an Iaijursu duel,
your weapons all in.£lict extra Wounds equal to your School Rank.
Technique 3: Srrike from rhe Void -
You may spend mulriple Void
points on an laijutsu strike, drawing a number of cards equal to the Void
PointS spent and keeping the card ofyour choice.
Technique 4: One Strike, Two Cuts -
You gain an extra attack each
round.
Technique 5: Srrike wirh No Thoughr -
Before Iniriarive is rolled for
the first round ofcombat, you may make an opposed Void test against your
opponent. If successful, you gain a free attack before combat begins.
If involved in an Iaijursu duel you may use this action after the strike is
performed, but before the duel proceeds into normal combat (effectively
striking your enemy twice ifyou win the duel).
TH5: KAKITA
A~TI5An ACA[15:Ji\.Y
Lady Doji and her husband Kakita were incredibly guted, each having
mastered (and created) a number of sophisticated ans. Doji was a child of
heaven, of course, and could achieve nearly any task that she attempted.
Kakita was a master swordsman, a gifted musician, and an exceptional
craftsman. Their children and descendants have retained this gut for the
arts, and the Kakita Artisan Academy has continued to develop their talents
for centuries.
Benefit: +1 Intelligence
Skills: Calligraphy, Courtier, Etiquette, Lore (any appropriate to
specialty), any 1 High Skill, and 2 ranks in the characrer's specialty skill
Outfit: Fine Courtier
Technique 1: A Soul of Beauty -
You may choose anyone artisan skill,
including Acrobatics, Acting, Dance, Ikebana, Jester, Music, Painting,
Poetry, and Storytelling. You receive a +2 bonus to your tests when using
this skill.
Technique 2: Free the Spirit -
Your work inspires others to great feats.
When presenting an artistic endeavor (presenting a painting, reading a
poem, acting a scene from a play, telling a story, etc.), you may select any
one observer. That observer will receive a Free Raise to their next test.
Technique 3: The Soul's Dream -
Your artist's perceptions grant you
insight into others' souls. You gain a bonus equal to your primary artisan
skill (as chosen at Rank 1 above) to all opposed social tests made against an
individual with a disadvantage that indicates a strong need or desire
(Greed, Driven, Lecherous, Vanity, etc.).
Technique 4: Undying Name -
Your an becomes even more impressive
and inspiring. The bonus granted by the Rank 1 technique increases to +4,
and your Rank 2Technique now provides three Free Raises (which can be
given to a single observer or split between multiple observers).
Technique 5: Walk Among the Heavens -
Your reputation is so
exceptional that many find it difficult to raise their hand against you. Any
samurai who wishes to attack you must first succeed at an opposed test,
their Awareness/Etiquette against your Awareness + artisan skill of your
choice. Ifyou win, your detractor is physically unable to attack you unless
you are openly hostile, though he may still apprehend or threaten you.
TK£
D~AGOT\ CLAT\
Ever enigmatic and mysterious, the Dragon Clan was secretly ruled by
their founder, the Kami Togashi, for over a millennium. The great Togashi
could see the future unfold, but could never see his role there. For this
reason, he kept the Dragon removed from the Empire, taking action only
when failing to do so would make matters drastically worse. Because of
Togashi's reticence, the Dragon developed a reputation as recluses, mystics,
and madmen.
Truthfully, the samurai who serve the Dragon Clan have never had any
more understanding of their clan's role than anyone else. They merely
followed their lord's wishes loyally and without hesitation, as their duty
demanded. Having never known any other different path, the Dragon
simply became accustomed to a life ofmystery. An uncertain furure was, by
some accounts, a certain future by the Dragon perspective. They are a
philosophical and gleefully contradictory people, raking more delight in
thought.provoking questions than boring answers.
Togashi was killed in battle with his brother Fu leng on the second Day
ofThunder nearly forty years prior. Since his death, the Dragon have
learned, with difficulty, to govern themselves. Without the Kami's vision,
they have had no choice but to depend upon their own wisdom to find
their way in the world. The Tao of Shinsei says that fortune favors the
mortal man, and no clan knows this to be truer than the Dragon.
Since Togashi's death, the Dragon have been through a great deal.
His successor, Hitomi, became obsessed with the Lying Darkness and its
connection to Onnotangu, Lord Moon. She eventually slew Onnotangu,
usurping his place in the heavens, then defeated the lying Darkness by
robbing it of the very lack of identity that lent it power initially. The trials
of Hitomi brought even greater change to the Dragon Clan, though the
Dragon have risen to meet the challenges admirably.Their recent war with
the Phoenix left the Dragon with an inherent distrust ofpowerful nemuranai
(magical items). The Dragon have thus taken it upon themselves to patrol
the Empire, disposing ofdangerous artifacts.
Allies: The Dragon are an enigmatic clan at best. They are on friendly
terms with the Scorpion, who understand the value ofmystery and secrets
better than most. The Crane are also on friendly terms with them.
Enemies: The Dragon only recently emerged from a war with the
Phoenix. Though this war was instigated by the Dark Oracle of Fire's
manipulations, bad feelings still run deep between the two clans. The
Dragon's interference in recent Unicorn-lion conflicts has won them a fair
amount ofenemies among these clans as well.
•••••.
.
,
~
'TH£
f'A1ilI~I£S
The Dragon are a clan of small families, except for the Mirumoro family.
They tend to be highly compartmentalized, far more so than othet clans.
To many Dragon families the other families are just as much of a mystery
as they are to the rest ofthe Empire.
TH:: KIT5VKI
The Kitsuki are the ambassadors and magistrates of the Dragon Clan.
They ate an offshoot of the Agasha, a shugenja family that defected to the
Phoenix several decades ago. The Kitsuki are unique in their emphasis on
studying forensics. They believe that physical evidence outweighs the
power of testimony, an enlightened view that others in the Empire do not
share. With their keen powers ofobservation, the Kitsuki often serve as the
Dragon Clan's representatives in COUIT, using their powers ofperception to
pick up on subtle cues that others might miss. Criminals and conspirators
across the Empire have come to fear the intervention ofa K.itsuki magistrate.
The Kitsuki are usually magistrates or courriers. The family's leaders
recognize that in any other clan, Agasha Kitsuki would never have been
permi((ed to follow his own path and eventually create a family. In
recognition ofthis great boon, they permit those oftheir number to follow
whatever profession they choose.
Benefit: +1 Awareness
TH:: ml;l.VmOTO
By far the largest Dragon family, the Mirumoto are both the bulk of the
clan's military fqrce and the administrators oftheir lands. For cenruries, the
Mirumoto daimyo was left to look after clan affairs
while the enigmatic Togashi looked after his
personal pursuits. Now that the Champion,
Togashi's grandson Satsu, has taken up a more
active role, the Mirumoto have considerably
more freedom. They have reacted somewhat
predictably to this turn of events, and have
spent the past few years building and
preparing the Dragon armies, which had
been in a poor state following the Dragon-
Phoenix war.
The Mirumoro tend to be soldiers, warriors, and yojimbo. They are a
stolid people, with a practical outlook. While they rarely indulge in the
enigmatic games of other Dragon families, they respect their fellow
Dragon for pursuing their own paths.
Benefit: +1 to any Trait
.
Tit::
TAli\O~1
The Tamori are a family of shugenja, but in keeping with the Dragon's
unique nature, they are unlike any other shugenja family. The Tamori do
not have the same philosophical leanings as otherfamilies, and could perhaps
be likened only to the Kuni family ofthe Crab. They take an active role in
the clan's governance, effiCiently overseeing their family's provinces and
advising the Clan Champion in all things, including and not excluding
political and military endeavors. The Tamori are obsessed with unlocking
the mysteries of nature, and often use their discoveries to enhance the
military prowess of their Mirumoto brethren. The Iamori are resentful
toward the Agasha family of the Phoenix; the Tamori was a branch of the
Agasha family until the Agasha abandoned the Dragon years ago.
The Tamori have never forgiven their cousins for their depanure.
TheTamori are universally shugenja, although there are rare instances of
a child born who does not bear the gift for the kami. These few unfortu-
nates are either pledged to another family or allowed to serve as yojimbo
and guardians.
Benefit: +1 Stamina
Tit:: TATTOO::"
O~"::~5
Although not a family in any true sense of the word, the Dragon Clan
includes three orders oftattooed monks that are given the same considerations
as asamurai family. The Togashi, the Order ofthe Eternal Dragon, were the
first, an order of monks given mystical tattoos using the blood ofTogashi
himself The Togashi have been elevated to the level of myth throughout
Rokugan, as the peasants have many tales of such men and their obscure
tattoos. Since the Clan War, two other orders have been created. The Hoshi,
the Order of the Celestial Wanderer, follow Togashi's son Hoshi. A third
order, the Hitomi, Order of the Lady ofthe Moon, were created by Hitomi
shortly before her duel with Onnotangu. Although the progenitors of all
three orders have departed Rokugan, powerful members of the Togashi
and Hoshi orders are able to pass on tattoos with their own blood.
Hiromi are born bearing tattoos, a sign oftheir Lady's continuing guidance
and blessing. Sometimes the Hitomi are born outside the Hitomi.
These individuals soon realize that they are chosen by the Lady and soon
join her service.
By definition members of a tattooed order are monks, though the
Dragon show them the same respect and status as samurai. All members of
the Three Orders bear mystical tattoos granting them supernatural abilities.
Tattooed monks vary wildly in their philosophies, and are generally
regarded by Rokugan's populace with amix ofconfusion, fear, and admiration.
Benefit: +1 Agility
'fI'.!I.',
t.
,
, .
TH£
"~A.GOn SCHOOLS
The Dragon Clan maintains perhaps the most unconventional schools
known anywhere in the Empire. It is perhaps a result ofTogashi's centuries
of governance allowing his followers to pursue their own interests that
results in this extensive range of skills and vocations.
TH5: KITSUKI li\AGIST:;/.AT5: SCHOOl-
The secrets taught by the Kitsuki are uncomplicated. The founder ofboth
school and family, Agasha Kitsuki, theorized that it was not necessary to
speak to the kami to learn their secrets; one could discern all that was
needed simply from observing and thinking logically. These skills have
been developed for decades, and there are few criminals who do not fear
the keen, practiced eye ofa Kitsuki magistrate.
Benefit: +1 Perception
Skills: Courtier, Heraldry, History, Law, Lore (any), Nazodo, Sincerity.
Outfit: Standard Courtier
Technique 1: Kitsuki's Method -
AI; a Kitsuki, your powers ofperception
are nothing less than amazing. You may spend any number ofVoid points
when making a test that involves Awareness or Perception.
Technique 2: Wisdom the Wind Brings -
When making any test
involving Awareness or Perception, you gain a number ofFree Raises equal
to your School Rank.
Technique 3: Finding the Path -
You automatically succeed on any
unopposed test involving the following skills: Heraldry, History,
Investigation, or Law. No card pull is required. You are automatically
assumed to have achieved the minimum result necessary for success. You
may not make Raises on this test, although you may still benefit from free
Raises as granted by Rank 2 above. You must make opposed tests nonnally.
Technique 4: Know the Hean's Rhythm -
Your intuitive understanding
of others' techniques grants you an advantage. When facing an opponent,
you may become familiar with any technique they use against you by
making a contested Awareness test. Any time you are facing an opponent
who is using a technique you are already familiar with) they must spend a
Void point in order to use their technique against you. This is cumulative
with any Void point requirements the technique may have. You may be
familiar with a number ofTechniques equal to your School Rank) and can
"forget" an old technique to familiarize yourselfwith a new one.
Technique 5: The Eyes Betray the Heart -
Those who wish to lie to you
must first succeed at an opposed Awareness test.Those who are unsuccessful
are unable to tell you a lie, although they are not required to tell you the
complete truth. Ifan opponent has a higher Awareness than you, they may
lie to you if they wish) but you will automatically know that they are not
telling the truth ifthey fail the initial test.
TH5: li\1:;/.UIi\OTO BUSHI SCHOOl-
The Mirumoto fighting style is unique throughout the Empire in that it
teaches the use of both swords rather than focusing on the katana.
While not hereticat this practice is extremely controversial. There is a
centuries-old rivalry between the students of Mirumoto's style and the
students of Kakita's style, one that is not likely to be resolved any rime in
the near future despite the efforts of many warriors throughout history.
Benefit: +1 to any Trait
Skills: Battle, Defense, Kenjutsu, KyujutsU, Meditation, Lore
(Shugenja), any 1 High or Bugei skill.
Outfit: Standard Bushi
Technique 1:The DaishoTechnique -
Trained to wield two blades, you
have a much more efficient defense than most. Your Defense Skill is
increased by 2 + your School Rank (+3 at this rank, +4 at the next, etc.)
when you are wielding a daisho.
Technique 2: Strong and Swift -
You may make an extra attack per
combat round.
Technique 3: The Blood of My Brothers -
You were trained alongside
shugenja and understand their ways. You may spend a Void point to
increase or decrease by 2 the card pull made by a judge to determine if a
spell targeting you succeeds or fails. This only applies to spells that
specifically target you, not spells that affect an area.
Technique 4: The Unrighteous will Fall-The speed ofyour attacks is
nothing short ofamazing. Any time you make amelee strike that kills your
opponent, you may immediately make another melee attack against any
other target within range.
Technique 5: The Heart ofthe Dragon -
You may make an extra attack
per combat round.
TH5: TAmO;t1 SHU45:njA SCHOOl.
TheTamari are a surprisingly visceral family, and their training focuses less
on ritual and more on practicality than most shugenja schools.
Most Tarnori possess aT least rudimentary martial training, either in
unarmed or weapon techniques.
Benefit: +1 Willpower
skills: Calligraphy, Kenjutsu, Lore (Elements), Meditation, Shintao, any
2 High or Bugei skills.
Outfit: Standard Shugenja
Technique: Taman's Strength -
You know the following spells: Sense,
Commune, Summon, any 3 Earth spells, and 2 Fire spells, and any 1 Water
spell. You have an Affinity for all Earth spells and a Deficiency for all
Air spells.
TH5: TATTOO5:17 monK SCHOOl.
The Three Orders do not possess an organized school as such. Rather, they
are loose confederations that share a philosophy and who are granted
mystical tattoos upon reaching certain levels in their training. These tattoos
are always unique, although common themes and symbolism can be seen
in the images and abilities they confer.
Benefit: +1 Void
skills: Craft (any), Jiujutsu, Meditation, Nazodo, Shintao, any 2 other skills
Outfit: Simple clothing, hat, travel sack.
Techniques: Tattooed men do not gain technique in the same manner as
students ofother schools_ You begin the game with a single mystical tattoo,
and gain an additional tattoo each time you advance in rank. These tattoos
vary considerably in appearance and effect,-but you may construct your
own using the following gUidelines. All tattoos are subject to judge
approval well in advance ofthe LARP session.
Attack Bonus: An attack bonus tattoo grants a +2 bonus on all attack
skill combinations when using a specific Weapon Skill (including
unarmed combat). The tattoo usually takes the form of the weapon in
question or ofa swift animal ofsome sort.
Damage Bonus: A damage bonus tattoo allows you to spend a Void
point to increase your Damage Rating by your School Rank when using a
particular type of weapon. The tattoo usually takes the form of a flaming
aura around the weapon in particular, or a powerful predator.
Free Raise: A tattoo granting a free Raise confers a free Raise on tests
made using anyone particular trait (or Skills that utilize that Trait).
This ability may be used a number of times per session equal to your
School Rank x 2. The Trait should detennine the tattoo's image (a crab for
stamina, a lion for strength, etc.).
skill Bonus: A tattoo granting a skill bonus confers a +3 bonus to your
relevant ability/skill when making any non-combat test. The skill selected
should determine the image the tattoo takes (a hawk for Investigation, a rat
for Stealth, etc.).
Ttf£ LIOn. CLAn.
The Lion are the strongest military force in the Empire, and take pride in
this distinction. Their founder, Akodo One·Eye, is said to be the greatest
tactician that ever lived. Since Akodo's rime, the Lion have had a long and
violent history. The feud initiated by Lady Matsu and Kakita has never
been resolved, and the Lion and Crane have survived in a state of near-
constant warfare for a thousand years. The Imperial edict prohibiting open
warfare between the clans has prevented the Lion and Crane from wiping
each other out, relegating them to simple border skirmishes that
constantly exchange hotly·contested holdings such as Shiro no Yojin and,
until recently, Toshi Ranbo.
Recent years have seen the Lion do the unthinkable: join in a tentative
alliance with their long-term rivals the Crane. The two clans jointly
administrate the Empire's new capital city, Toshi Ranbo, seat of power for
the Righteous Emperor Toturi III. They are currendy engaged in a war on
their western border with the forces ofMoto Chagatai, the Unicorn Khan,
and have suffered at the hands ofBloodspeakers just as all other clans have.
Allies: The Lion are not currently on good terms with any clan. Though
technically allied with the Crane, one could say their alliance simply
amounts to little more than a cessation of hostilities between ancient
enemies. Though the lion are wary of the Scorpion, a secret alliance
between the Ikoma and Bayushi families has yielded great power and
influence for both families.
Enemies: The lion are currently at war with the Unicorn Clan, and are
not on good terms with the Dragon due to their interference in that
conflict. A broken alliance with the Phoenix years ago left them hatd
feelings as well
TH£ f'A1i\11.I£5
There are only four families in the Lion Clan, each with a carefully
tecotded history rhat dates back to the time of Akodo One-Eye and his
followers. Each family has awell-defined role within the clan, and considers
it a sacred duty to fulfill that role without hesitation or variance.
TH:: AK0170
The Akodo have a unique and troubled history They ruled the Lion for a
rhousand years befote their lord was disgraced in rhe Scorpion Clan Coup
in 1126. The Emperor's outrage at Akodo Toturi's actions was so great that
not only did he cast down rhe Lion Champion, but he dissolved his family
as well. For six years, there were no Akodo in the Empire save one -
Akodo Kage. It was not until the lying Darkness was destroyed at the
Battle ofoblivion's Gate at Volrurnum that the Akodo terurned. The Dark-
ness was destroyed by being named, and the name given it was Akodo. The
many souls absorbed by the Darkness over the centuries were returned as
amnesiac samurai~ aware only that their names were Akodo. Many Akodo
ronin returned from obscurity to guide these lost souls down the path ofthe
lion. The decades since then have seen the Akodo return to their former
position, albeit only through great hardship.
The Akodo are a varied lot, though most become soldiers and tacticians.
Shugenja are rare but not unheard of. There are many historians and
a handful of courtiers among their number as well.
Benefit: +1 Perception
THE: IK01i\A
The Ikoma are the lion Clan's memory, maintaining the Empire~s most
extensive historical records. The first Ikoma was a sly warrior who
impressed Akodo with his cunning. There are those who suggest that he
was not the most honorable of men, and even some
Ikoma fondly tefer to their founder as "The old
Spy.'~ Few, however, would question the integrity
of his descendants,. In addition to serving as
bards and historians, there are a substantial
number of tacticians as well. The study of
tactics was largely an academic pursuit
throughout most of history, but the
period wherein the Akodo were
dissolved saw a large number of
Ikoma step forward ro fill the
gap left by so many gener-
als and officers.
The Ikoma are the
most varied of ail lion
families l with strong
traditional lines of
historians, tacticians,
and magistrates. The
numbers of Ikoma
~.
who pursue outside
interests
is never
large
enough
to
threaten their primary
duty as historians.
Benefit: +1 Intelligence
THE: KIT5V
Possessing a unique and distinct ancestry, the Kitsu serve the lion as
shugenja, forging a spiritual link to their ancestors. The first Kitsu were
members of a mystical race of feline spirit creatures called kitsu. These
creatures survived the lion Clan's ill-conceived campaign to slaughter
their kind. Too late Akodo recognized that the kitsu were not evil creatures,
and in reparation for his actions he took the last five surviving kitsu and
offered them a home among the lion. The kitsu took human form and
thus the Kitsu were born. The unique spiritual powers the kitsu once
demonstrated survive in their descendants, as a rare few Kitsu shugenja
possess the ability to sense and speak to ancestral spirits. These exception-
ally rare men and women are the holiest treasures the Lion possess, for they
represent apersistent and concrete link to their ancestors, the one thing all
Lion value more than anything.
Those who bear a strong blood connection to the original kitsu are
immediarely recognizable. All ofthese individuals have red-gold eyes; and
some possess bright auburn hair.
The dury of a Kitsu is to speak to the kami. Those Kitsu who are unable
to do so are usually fostered to other families, meaning that there are only
ahandful of Kitsu in any generation who are not shugenja.
Benefit: +1 Awareness
THS JilATSU
Easily rhe largest family in Rokugan, rhe Marsu are also
the fiercest and most violent of all warrior
families. They are descended from Lady Marsu,
Akodo One-Eye's most fearsome follower.
Matsu was lost to the Shadowlands along-
side Shinsei and the Seven Thunders, and
Akodo never recovered from her loss.
For a thousand years, the Matsu served as
rhe Lion's weapon, guided by Akodo
wisdom and racrics. Shortly before rhe
clan
War,
rhe
dearh
of
Akodo
Arasou,
the Lion Champion
and Matsu Tsuko's
betrothed, drove
a wedge between
the two families.
When rhe Akodo
were dissolved,
the
Marsu
eagerly rook com-
mand.
When
rhe
Akodo
were
finally
reformed,
the
Matsu
embraced rheir cousins once more, and continue to stand shoulder to
shoulder with them, though rhe Lion Champion currently remains a
Matsu.
The Marsu do nor embrace any path save thar ofa warrior.Their philosophy
and mindset is one that cannot accept any profession other than that of a
bushi. Shugenja are unheard of, and rhe Marsu do not consider politics or
investigation to be tasks worthy ofrhe Marsu legacy.
Benefit: +1 Strength
v.
TH£ LIon SCHOOLS
The Lion are a highly traditional clanl placing enonnous value on reverence
for the past and the following of rituals and practices that have been
observed for centuries. Their schools have existed for centuries with very
little change and are unhkely to change in the near future.
nt5: AJ(O"O BUSHI SCHOOL
Among the oldest and most revered bushi schools iIi the Empire, the
Akodo school teaches precision above all else. No move is wasted} no
energy squandered. The Matsu consider the school's techniques somewhat
anachronistic and conservative, but no one can deny their overwhelming
effectiveness.
Benefit: +1 Agility
skills: Bard, Battle, Defense} History, Kenjutsu,Kyujutsu,any 1High Skill.
Outfit: Standard Bushi
Technique 1: The Way ofthe Lion -
Aoy opponent you attack gains no
Defense bonuses from Armor against your attacks.
Technique 2: The Strength of Purity -
When making an attack,
you may add your Honor rank to the total of your Offensive Combat Test.
Technique 3: With the Strength ofMy Ancestors -
You may make an
extra attack per combat round.
Technique 4: The Hand of Destiny -
You no longer need to declare
raises on Offensive Combat Tests for any purpose other than increased
damage.
Technique 5: The Final Lesson -
When you make Raises on an attack
test and fail to meet the new target number but still meet the original
number if the Raises were not met, you succeed in your attack but gain no
effects from the Raises.
TH5: IJ(OIilA OIilOI"ASU
In addition to the clan's historians and tacticians, the Ikoma act as the
Lion's living memory. The Ikoma omoidasu remember the greatest tales of
Lion warriors and relive them for the soldiers on the front line
and the clan's allies and enemies in court, reminding all who will listen of
the Lion's honor and prowess.
Benefit: +1 Awareness
Skills: Bard, Calligraphy, Heraldry, History, Law, Lote (any 2).
Outfit: Standard Courtier
Technique 1: Path ofthe Rivet- You are ttained both to fight and rep-
resent your clan. You may choose anyone weapon skill and anyone social
skill. You may add your School Rank to tests involving either ofthese skills.
Technique 2:The Current's Pull- You gain a number offree Raises per
session equal to your School Rank. These Raises may be used on any
Sincerity, law, Bard, Manipulation, or Etiquette test.
Technique 3: Patience ofTides -
Your patience is legendary. Any time
someone Raises on an opposed social test (Courtier, Etiquette, Intimidation,
Seduction) against you, you gain a Free Raise on your own test.
Technique 4: Master the Flow of the Heart -
Any time that you ate
making an Awareness test, you may spend a Void point to add your rank
in this school to your Awareness. You may still spend a Void Point on this
test nonnally.
Technique 5: The will ofthe Waves -
The secret ofan omoidasu is that
you must never consider failure. When making any opposed test, you may
spend two Void points to force asecond test using Awareness or Perception
(your choice). Ifyou are successful in the second test, you are automatic~Uy
considered to be victorious in the first. This ability may not be used ifyou
declare any Raises in the first test, although you may benefit from any free
Raises you are entitled to as a result oftechniques or advantages.
Tit:: KITSU SItUG::nJ'"A
The Kitsu are among the most traditional of the shugenja families,
maintaining rituals they can trace to the First Five.
Benefit: +1 Perception
Skills: Calligraphy, Etiquette, Heraldry, History, Meditation, any 1
Bugei Skill, any 1 High Skill
Outfit: Standard Shugenja
Technique: The Kitsu's Path -
You hegin knowing the following spells:
Sense, Commune, Summon, any 3 Water spells, any 2 Eanh spells, and any
1Air spell. You have an AfIiniry for all Watet spells and a Deficiency for all
Fire spells.
Tit:: SOI1An-S::ItZO
The sodan-senzo are a unique sect of the Kitsu shugenja school, available
only to those who possess the blood of a true Kitsu in their veins.
The bloodlines that are able to access the secret magic once practiced by
the kitsu are rare, and there are perhaps a half-dozen at most born in any
generation. The sodan-senzo are able to perceive the connection ofYomi,
the Realm of Blessed Ancestors to the mortal world, and are even able to
send their souls to visit the spirit realms through lengthy riruals.
The sodan-senzo ate held in particularly high regatd by the Lion, as they
are able to communicate directly with the clan's revered ancestors.
They can even communicate with the ancestors ofother clans and benefit
from their blessing for shott periods oftime.
The Different School feat may not he used to enter this school Its srudents
must be members of the Kitsu farnuYi even other Lion families are
not accepted.
Benefit: +1 Willpower
Skills: Calligraphy, Etiquette, Heraldty, History, Lore (Ancestors),
Meditation, any 1 High or Bugei Skill.
Outfit: Fine Shugenja
Technique: The Blood of Lions -
You begin knowing the following
spells: Sense Ancestor, Summon Ancestor, Commune with Ancestor, any 2
Air spells, any 1 Water spell. You have an Affinity for all Ancestor spellsl
and a Deficiency for all Earth and Fire spells.
,
TK£ mAnTIS CJ.An
The Mantis Clan is unlike any other clan in Rokugan's history. They were
born when Hida Osano~Wo'sson took his Matsu bride and set out to find
his destiny, discovering it on the isolated Islands of Silk and Spice.
Once established, Kaimetsu-uo and his followers became. the Mantis Clan,
Rokugan's first Minor Clan (although that claim is disputed by the Fox).
Geographic isolation kept the Mantis from playing a major role in
Rokugani history. They were granted a family name, Gusai, but it was
stripped from them when the Mantis daimyo attempted to assassinate the
Emperor. The clan was allowed to remain in existence only because the
daimyo's heir turned against him and returned the Hantei's kidnapped son
to him. This incident gave the Mantis a shadowy reputation as criminals
and pirates, as even their heroic acts were not performed without subterfuge.
The Mantis have thrived by seeking fortune in an arena most Rokugani
shy away from -
the high seas. The Mantis are master sailors, plying the
waves both as merchants and explorers. They are not afraid to explore
distant lands, and often engage in surreptitious trade with gaijin nations.
With their great mobility, Mantis troops can be qUickly dispatched anywhere
in the Empire. Combined with the geographic isolation of their most
important holdings this makes them prize mercenaries. The Mantis can
offer their services in any dispute and fear little chance of reprisal.
The Mantis Clan also has a reputation for piracy that is not entirely
undeserved. They consider the seas to be their domain, and do not think
twice about attacking a ship that invades their territory without showing
the proper respect (usually in the form ofa share oftheir cargo).
During the Clan War, the Mantis daimyo Yoritomo united several Minor
Clans under his banner and created Yoritomo's Alliance. Together, the
Mantis, Fox, Centipede, and Wasp clans were the equal of any Great Clan,
and they stood against the Shadowlands Horde beside Toturi the Black
while the Great Clans squabbled among themselves. The Alliance quickly
became famous, and on the second Day ofThunder, Yoritomo stood with
the Great Clan's Champions and demanded to be recognized as an equal.
His gambit was rewarded, and in the aftermath Emperor Toturi I
proclaimed the Mantis to be a Great Clan.
The Mantis's history over the past few decades has been tumultuous.
They engaged in open conflict with both the Crane and the Phoenix
during the War Against the Darkness, and lost the legendary Yoritomo
during the Battle at Oblivion's Gate. They fought a secret war against the
cultists ofthe Ivory Kingdoms, unknown to any in the Empire. Their mer~
cenaries fought on both sides in the War ofSpirits before finally throwing
their weight behind the Toturi Dynasty. Though not as devious as the
Scorpion Clan, the Mantis Clan's history is checkered by subterfuge, guile,
and ambition.
The Mantis recently recovered from a disastrous civil war between
Yoritomo Kitao and Yoritomo Kumiko, the long lost daughter ofYoritomo.
Kumiko emerged victorious but spared Kitao's life. During the Rain of
Blood, IGtao fell to the Shadowlands and now leads a Tainted fleet against
the shotes of Rokugan and the fleets ofher former clan.
Allies: The Mantis frequently offer their services as mercenaries, couriers,
and merchants and thus find it useful to remain on good terms with most
clans. The Crane share their interest in promoting the Empire's economy,
while the Unicorn understand the Mantis' curiosity about foreign lands
better than any other. The Mantis also possess strong ties to all the Minor
Clans, a claim no other Great clan can ever match.
.
Enemies: The Emerald Champion is suspicious ofthe Mantis' claims that
their acts of piracy are justified, but thus far has taken little action against
them. The Scorpion are their most bitter enemies, as the Mantis have never
forgiven them for assassinating their Champion, Yoritama Aramasu.
THE FA1i\ILIES
The Mantis Clan is composed of three families, each ofwhich is a former
Minor clan. The unification of three formerly independent clans into the
Mantis Clan has not been easy, but all three are now settled into their roles
and work well together, each complementing the others.
TH;;: mOSHI
Once the Centipede Clan, the Moshi have undergone the most dramatic
change of all Mantis families. Once, they were a matriarchal family of
shugenja who revered Amaterasu, the lady Sun, above all Fortunes and
..e.~'j;
l,
•
~."
"
ancestors. When rhe Lady Sun died shortly before the Batde at Oblivion's
Gate, she was replaced by Hida Yakamo, who became the Lord Sun. This all
but severed the Moshi's link to the heavens, and they have had to adapt to
new rituals and practices. While the line ofsuccession is still clearly female
and their religious influence is still strong, male Moshi and bushi are now
allowed to participate more fully in the family's rule.
Female Moshi .are generally shugenja, and many male family members
are as well. The kami's favor is not as predominant among males, however,
and many are fostered to the Yoritomo orTsuruchi to study the arts ofwar
as the Meshi have no true bushi school of their own.
Benefit: +1 Intelligence
THE: T5V:;/.VCHI
As conflicted and unorthodox a family as can be found in Rokugan, the
Tsuruchi are an exercise in contradiction.The family was founded less than
a century ago by an extraordinary man named Tsuruchi. Tsuruchi was the
son ofa Lion and a Scorpion. His parents were betrayed by both clans and
murdered for the sake ofgreed and ambition, disguised as honor. Tsuruchi
gathered a band ofhis fellows and sought his revenge.Though he had little
hope of success, he not only avenged his family but managed to save the
lives of his followers by securing a special role as servants of the Emerald
Champion (a Crane, the Champion had no love for the Lion or Scorpion).
Though he remained a samurai, Tsuruchi felt that the precepts of
bushido were too easily abused by those consumed by lust for power.
In their place, Tsuruchi created a code that he and his followers would
follow, and took up the bow in place of the blade. Armed with these
weapons, the samurai who served him became the Wasp Clan, the finest
archers and most implacable bounty hunters in the Empire.
Tsuruchi samurai are typically archers, as that has been their tradition
since the Wasp Clan was founded decades ago. A small number ofyounger
members have not taken up the bow but rather choose ro srudy the blade,
finding Tsuruchi's philosophies outdated. These younger members
profoundly disappointment olderTsuruchi.
Benefit: +1 Awareness
TH E: YO:;/.jTOIi\O
The Yoritomo are the Mantis Clan's heart and soul. They are a rowdy, surly
lot but they possess a determination and inregrity that those who would
underestimate them find surprising. The Yoritomo are a proud family,
intent on proving their equal to any of the Great Clan ruling houses and
quick to anger when discounted as a "Minor Clan."
The Yoritomo are the Empire's finest sailors. These samurai come face to
face with the sea's fury early in life, either on the countless Mantis kobune
that sail the ocean or the vicious storms that assail their island home.
All develop reverence for the sea at an early age, and rare is the Yoritomo
who is unfamiliar with the ways ofthe ocean. Yoritomo look on theirTsuruchi
and Moshi brothers and sisters as equals, but regard families from other
clans as arrogant, conceited fools. Ironically, this attitude often creates a
similar perception of the Yoritomo in others.
Yoritomo are most often bushi, although there are a surprisingly large
number of shugenja among them as welL They are a self-sufficient family
that believes strongly in fending for oneself and depending upon no one
for aid. At heart they are adventurers -
the more impossible the quest, the
better. Whether the object oftheir quest involves plumbing the secrets ofa
distant land or the earning respect oftheir fellow Great clans, the Yoritomo
will not falter.
Benefit: +1 Strength
TH£ mAnTIS SCHOOLS
The Mantis families are specialized, each controlling their own lands separate
and distant from their kinsmen. As a result, there is little crossMcultural
conflict between the families, and each continues to practice the same arts
they have developed since before the clan was formed.
TH:: mAnTIS
COV~TI::~ SCHOOl-
Upon their ascension to Great Clan status, the Mantis found themselves in
dire need ofrepresentation in court, where they had never had a significant
presence. The finest courtiers from the Yoritomo, Moshi, and Tsuruchi
families were gathered to consolidate their experiences and techniques
into a single school. It has taken several decades, but the Mantis courtier
school has been a surprising success.
Benefit: +1 Willpower
Skills: Courtier, Defense, Intimidation, Kuenai, Poetry, Poison, any 1
Bugei Skill.
Outfit: Standard Courtier
Technique 1: Duty Before Honor -
When interacting with individuals
who have an Honor rank of2 or less, you gain afree Raise on any Awareness
or Willpower related test.
Technique 2: Storm Heart -
The benefits ofa Void point spent on any
Intimidation test are doubled for you, allowing you two redraws ifyou so
choose. Additionally, any individual with a lower Willpower who attempts
to use Intimidation or a fear effect on you automatically fails.
Technique 3: Command the Winds -
You may add your ranks in
Intimidation to your Initiative tests. You may also choose to use your
Intimidation skill in place ofthe Sincerity skill in any test.
Technique 4: Will ofthe Storms -
When attempting an Intimidate test
against an opponent with a lower Willpower, you may spend a Void point
in order for the test to automatically succeed. Ifan opponent has an equal
or greater Willpower, you instead gain a number of free Raises equal to
your School Rank by spending a Void Point.
Technique 5: Strength in All Things -
When making an opposed test
against an opponent with lower Willpower, your opponent may not spend
Void at any point during the test (either for the test itself or to activate
techniques) unless you do.
TH:: mOSHI SHVc;::n::rA SCHOOl-
The Moshi's focus is shifting from Fire to Air given the loss oftheir patron
Amaterasu. This change caused philosophical debate to erupt among the
membership, but as time goes on and a new generation takes over, the
Moshi are able to set aside their griefand embrace their new role.
Benefit: +1 Agility
Skills: Calligraphy, Divination, History, Lore (Theology), Meditation,
Shintao, any 1 High or Bugei skill.
Outfit: Standard Shugenja
Technique: Lord Sun's Blessing -
You begin knowing the following
spells: Sense, Commune, Summon, any 3 Air spells and any 3 Fire spells.
You have an Affinity for all Air spells and a Deficiency for all Earth spells.
TH5:
TSU~UCHI
A~CH5:~ SCHOOl-
Despite the lingering resentment some Tsuruchi feel over their absorption
into the Mantis Clan, they have never flagged in their duty. They remain
among the finest hunters and magistrates, and are widely recognized as the
greatest archers in Rokugan.
Benefit: +1 Reflexes
Skills: Athletics, Defense, Hunting, Kyujutsu 2, lore (any, often
Bushido), Stealth.
Outfit: Yumi with 40 arrows, wakizashi, light annor, standard clothing,
travel pack, anyone weapon, 5 koku.
Technique 1: Never let the Blade Reach You -
You gain a number of
free Raises equal to your rank in this school when making any archery-
based attack.
Technique 2: The Sting of the Wasp -
You gain an extra attack per
round, but only if all your attacks this round are with a bow. You gain
another such attack when you reach Rank 4 in this schooL
Technique 3: The Arrow Knows the Way -
You may
spend any amount of Void Points when making a
ranged attack.
Technique 4: Flight of No-Mind -
Your
archery attacks may ignore armor, as well
as any Technique that reduces or
negates damage.
Technique 5: Tsuruchi's Final
lesson -
You may spend
a Void Point to gain an
extra attack with
a bow.
TH5:
YO~IT~
01i\O
BUSHI
SCHOOl-
The Yoritomo fight-
ing style is unique
in the Empire. They
focus on the use of
peasant
weapons,
simple tools easily replaced iflost at sea.
Benefit: +1 Agility
Skills: Athletics, Battle, Defense, Jiujutsu, Kenjutsu, Nofujutsu, any 1
Bugei skill.
Outfit: Any two weapons, light armot, standatd clothing, 10 koku.
Technique 1: Fight Without Steel-You lose no honot fot using peasant
weapons. Your Rank with any Skill using a peasant weapon is considered
one higher than its actual Rank on all tests (ifyou have no Ranks, you are
consideted to be Rank 1).
Technique 2: Voice of the Storm -
When making an arrack using a
peasant weapon smaller than a katana, you gain a Free Raise on that attack.
You gain another such Free Raise at Rank 4.
Technique 3: Claws of the Mantis -
When wielding two peasant
weapons that are both smaller than a katana, you may attack with each one
in a single round.
Technique 4: Yoritomds Rolling Wave -
While making an arrack Ot on
Full Arrack, your Defense Skill is increased by your School Rank until your
next turn.
Technique 5: Hand of Osano-Wo -
When wielding two peasant
weapons smaller than a katana, you may make a single arrack this round
that uses both weapons. Only one weapon inflicts damage with this attack,
but its DR is doubled. You may spend any amount of Void Points on
this arrack.
TH-£
i'H-o£nl~ CLAn
The Phoenix Clan has an unusual history given that the Kami Shiba swore
an oath to Isawa (a mortal) to protect and defend his descendants. This
established a unique precedent in that the mortal Isawa were essentially
given free reign to do as they pleased while the divine Shiba tended to
their protection and other needs. It was the Isawa who derived the Tao
of Shinsei from Shiba's record of Shinsei and Hantei's conversations,
and their unparalleled access to that information cemented their role as
Rokugan's preeminent scholars early on in history.
The phoenix are respected as the Empire's most powerful and sophisti-
cated shugenja. Their clan boasts a larger number of shugenja than any
other, and all major Phoenix palaces feature impressive magical defenses.
It is perhaps fonunate for the Empire that a clan with such great power is
so firmly dedicated to peace. The Phoenix are devout pacifists, avoiding
war at all costs save self-defense. Though the Phoenix are quick to forgive
and slow to anger, their wrath is incredible when given no recourse but
violence. Entire armies have been washed away by waves ofelemental fire,
entire islands dragged beneath the waves by the power ofthe Council, and
mountains torn from the earth by Isawa's creations. The Phoenix recognize
the devastating nature of their power if left unchecked, and thus use it
reluctantly.
Sadly thete is a darker side to Phoenix brilliance. The Phoenix also tend
to be arrogant. They frown upon aid from those outside their clan, and
tensions between their own families are high. The Phoenix have such faith
in their intellect and power that they often shun aid from others until it is
too late. Fortunately they are also resilient, and have recovered from a
number ofdisasters that would be the death ofany other clan.
During the Clan War, the Isawa Elemental Masters took drastic steps to
defeat the Shadowlands and opened the Black Scrolls. While this offered
the insight they hoped for, ir also resulted in their evenrual corruption.
All the good the Masters accomplished was wiped away during the second
Day ofThunder, when the Master of Fire went mad and killed the others
countless other samurai, including two other members of the Council.
The decimation was so great that follOwing the Clan War's conclusion, the
Phoenix opened their gates to any who could speak to the kami, offeting
them fealty in hopes ofrebuilding their numbers.
At the end ofthe FourWinds Era the Phoenix were joined by two former
heirs to the throne, Toturi Sezaru and Kaneka. While Sezaru willingly
joined his mother's clan and took the Isawa name, Kaneka was ordered to
join the Phoenix by his half-brother, the Emperor. Totuti III tightly feared
the Shogun's ambition, and as a means of keeping his power in check he
commanded Kaneka to swear fealty to this most peaceful ofclans.
Allies:The Phoenix keep largely to themselves, as association with more
warlike clans inevitably leads to conflict. They currently have a strong
alliance with the Crane, who share their preference for peace over war.
Enemies: The Phoenix recently emerged from a war with the Dragon
Clan, and bitter feelings still boil between the two clans. Tensions with the
Lion Clan are also high due to a broken alliance that occurred during their
war with the Dragon.
TH£ f'AIilIJ.I£S
The Phoenix Clan is comprised of three families of shugenja and a lone
family ofbushi.
THE: AGASHA
The first Agasha was a follower ofTogashi, the Kami that created the
Dragon Clan. The family that bears her name served Togashi's line loyally
for cenruries. His death at the second Day ofThunder led to Hitomi's
ascension as Clan Champion, and her bizarre behavior led ro immediate
conflict wirh the Agasha family. After her slaughrer of many Togashi
monks, many Agasha abandoned their oaths to the Dragon and swore
loyalty to the Phoenix Clan. They were granted small provinces near the
Shiba lands and permitted ro study their own unique magical styles, but
otherwise were largely left alone. The Agasha have served their Phoenix
kinsmen well, and all parries have been pleased with the arrangement thus far.
The Agasha are a family of shugenja, one among many in the Phoenix
Clan. They are an enigmatic clan, as befits their Dragon heritage.
They experiment with a variety of unusual schools of magic, and some
among their number are cursed with visions of the future. The Agasha are
focused predominantly on fire magic.
Benefit: +1 Awareness
Tit=: ASAKO
Amonastic family, the Asako srudy the kami purely as a means ofdeciphering
the universe's mysteries.The spirit ofshiba imparted significant wisdom to
the first Asako shortly following Fu Leng's first defeat, and as a result the
family follow a mysterious path ro immortaliry. Those who followed this
path, the Path ofMan, became known as Henshin. In addition to shugenja
and henshin, the Asako maintain asmallgroup ofInquisitors who ruthlessly
aid the Kuni Witch Hunters in their passionate search for corruption. The
family is also responsible for maintaining the clan's only courtier's academy.
The Asako are a varied family. There are large numbers ofboth shugenja
and monks within the family, as well as a significant number of henshin
and courtiers. Asako shugenja tend to be highly specialized.
Benefit: +1 Perception
Tit=: ISAI!JA
The 19awa are the largest shugenja family in Rokugan, twice as large as any
other is. Their study of magic predates Rokugan, and none question their
position as the most powerful shugenja in the Empire. While they are
pacifists and scholars by nature, many 19awa are arrogant and set in their
ways. The 19awa do not have a daimyo, but rather are ruled by a body
known as the Council of Elemental Masters, featuring one powerful
Master of each ofthe Five Elements. The Council is not exclusively Isawa,
but that family usually dominates the Council.
The Isawa are shugenja, almost without fail. It is rare for one to be born
without magical aptitude. The rare few who embrace violence and martial
ways are shunned by the rest oftheir family.
Benefit: +1 Awareness
Tit=: SltlBA
The Shiba are descendants ofthe Kami whose name they bear, the samurai
who transcribed the Tao and rescued Shinsei and Shosuro from the
Shadowlands. He swore an oath to serve and protect the descendants of
Isawa, an act ofhumility and selflessness unmatched by any ofhis brothers
or sisters. The Shiba continue to honor this vow, protecting the Phoenix
lands with their armies and protecting the Isawa as their ever-present
yojimbo. Despite their focus on matters ofwar and violence, the Shiba are
a contemplative folk, believing in violence as an answer only when every
other option is exhausted.
The Shiba are the largest phoenix family, and are comprised primarily of
bushi. The family's two main schools are for bushi and yojimbo, both of
whom fulfill an integral role in aclan with so many shugenja. Shugenja are
rare among the Shiba, but they appear only on occasion. The current
Master of the Void is Shiba Ningen, the first Master of the Void born out-
side the Isawa family.
Benefit: +1 Intelligence
TH£ 7HO£nI.)( SCHOOJ.S
Schools maintained by the Phoenix Clan are predominately shugenja-
oriented, and focus on meditation and study even ifwhen the kami are not
emphasized.
TH:: ASAKO COU:;tTI:::;t SCHOOl.
Utilizing magic in court is a complicated business, strictly regulated by
Imperial Law. Thus Phoenix ambassadors are forced to faU back upon their
diplomatic abilities. To compensate for this, the clan long ago organized a
courtier school for their ambassadors and dignitaries.
Benefit: +1
Skills: Courtier, Etiquette, Heraldry, History, Shintao, Sincerity, any 1
High Skill.
Outfit: Standard Courtier
Technique l:Temple ofthe Soul-Ifyou are familiar with acourt setting,
having spent some amount oftime there (at least one session or a significant
amount of your back history), your High skills are considered to be one
rank higher in all non-combat tests.
Technique 2: From the Ashes -
Ifyou are defeated in an opposed social
test with another individuat you gain a +2 bonus to your Trait/Skill total
for the next opposed social test made against that same person.
Technique 3: Voice ofthe Void -
You may spend aVoid point 10 double
the next card you draw in an opposed social test.
Technique 4: Invincible Mind -
Any
spell that attempts to alter or cloud your
mind, even those cast without your
knowledge, are more difficulw~8~
When the judge draws a"t~ia to
determine ifthe spellBlE~dspr
fails, the TN of the spell is
increased by double your
Rank in this SchooL
.
Technique 5: Wisd~m of
the Ages -
By spending a
Void
point,
you
m~;y
increase your rank in cap)'
one High skill to 10tor
the purpose of makil"lj!a:
single test.
TH:: ISA\!IA
SHU<;::nJ'"A SCHOOl.
There can be no question that the Isawa famHy produces the finest
shugenja in all ofRokugan. Their magical tradition predates the Kami's fall,
and it was the Isawa who interpreted Shiba's original copy of Shinsei's
wisdom to decipher how the kami might be invoked through prayer and
ritual.
Benefit: +1 Void
skills: Calligraphy, Investigation, Lore (Theology), Mediration, Shinrao,
any 2 orher High skills.
Outfit: Fine Shugenja
Technique: Isawa's Trurh -
You begin the game wirh rhe following
spells: Sense, Commune, Summon, any 3 spells of the element of your
choice, any 2 spells from another element, and any 1 spell ofathird element.
You have an Affinity for all spells ofyour primary element and aDeficiency
in all spells ofthe element that opposes your primary element.
TH,. SHIBA BUSHI SCHOOl-
The most introspective of all bushi schools, the Shiba are contemplative
and studious lot. The Tao is the primary source of their training, and they
apply its wisdom liberally to any tactical situation. Shiba bushi are not
respected for their martial prowess, bur their incredible focus gives even
the most belligerent Marsu pause.
Benefit: +1 Reflexes
Skills: Defense, Kenjursu, Kyujursu, Meditation, Shintao, Tea Ceremony,
any 1 High or Bugei skill.
Outfit: Srandard Bushi
Technique 1: Way ofrhe Phoenix -
You may spend any amounr ofVoid
Points on a single test.
Technique 2: Dancing With the Elements -
You have been trained
alongside shugenja and are familiar with their ways. You may spend aVoid
point to increase or decrease by 2 the card pull made by ajudge to determine
if a spell rargering you succeeds or fails. This only applies ro spells rhat
specifically target you, not spells that affect an area.
Technique 3: One With Nothing -
You may spend a Void point to gain
an additional action per combat round. This action may not be used to
make an attack This ability may be used once per round.
Technique 4: Everywhere And Nowhere At Once -
You gain an
additional attack per round.
Technique 5: One Wirh All And Norhing -
By spending a Void point,
you may substitute your Void ring for any Trait or Skill in any rest.
TH,.
ISHI~IO;:n SCHOOL
The rarest ofall aptitudes, the term Ishiken applies to those incredibly rare
individuals who are born with the ability to perceive and manipulate the
Void. This can be a deadly gifr, as those who are not quickly identified and
raughr ro conrrol their abiliries can be overwhelmed and consumed by rhe
sheer power.
Benefit: +1 Void
Skills: Lore (Theology), Lore (Void Magic), Mediration 2, Shinrao, any 2
High or Bugei skills.
Outfit: Fine Shugenja
Technique: Norhing and Everything -
You begin rhe game wirh rhe
following spells: Sense, Commune, Summon, any 3 Void spells. any 2 spells
ofanorher element (your choice), and any 1 spell ofanorher, non-opposing
element. You have an Affinity for Void spells and a Deficiency for either of
the two elements for which you do not possess any spells (your choice).
r~i
."
:';~~"!
TIf£ SCO;t,?IOT\ CJ.AT\
Every tale demands a decent villain1 and the Scorpion are often that villain
in Rokugan. The first Bayushi allowed himselfto be defeated in the Kami's
tournament to see who would become Emperor, preferring a role outside
the spotlight where he could make his plans outside ofthe sphere ofsocial
politics. This began a tradition of deception, deceit, and treachery bent
towards a single end -
protecting the Empire. While the Scorpion's tactics
may seem dishonorable, their loyalty to the Empire and to one another is
limitless. They make sacrifices that others would not, unbound by the
restrictions of honor. Even yet, the Scorpion are samurai, and are not
without their own peculiar interpretations of bushido. Those who betray
the Scorpion or shirk their duties are branded as the basest of cowards.
Such individuals see the souls torn from their body in a magical ritual and
bound to the trees in Traitor's Grove, where their descendants weep for
their weakness and children gather to throw stones.
The first ScorpionThunder, Shosuro, is the onlyThunder to return from
the Shadowlands after Fu Leng's defeat. Shosuro carried the Black Scrolls,
powerful corrupted artifacts that held the secret of Fu Leng's defeat.
Mourning Shosuro's loss, Bayushi demanded to right to protect the Scrolls.
The Emperor agreed, granting the Scorpion considerable leverage in the
process. Thus the Scorpion became the Clan ofSecrets.
During the reign of Hantei XXXVIII, Scorpion Champion Bayushi
Shoju learned of a prophecy that forerold the Hantei bringing about
Fu Leng's return. Shoju attempted a coup, but failed and was killed.
The Scorpion were disbanded, but survived in hiding until the second Day
ofThunder, when the new Emperor restored their status to reward their
e.ffons in restoring the Empire.The clan was nearly destroyed again several
years later when the Emperor disappeared, but were banished instead.
The Scorpion endured great hardships in the Burning Sand, but returned
stronger than ever with their ranks bolstered by the addition of secret
gaijin allies.
The Scorpion have recently recovered from an internal civil war. A traitor
named Bayushi Atsuki attempted to usurp control of the clan and return
them to what he perceived as their true purpose. Atsuki's organization was
destroyed, though Atsuki himself escaped. Scorpion Champion Bayushi
Sunetra has reunited her clan under her leadership.
Nearly all Scorpion wear masks, except in the most intimate surroundings.
This is a tradition that can be traced to Bayushi himself A Scorpion's mask
is a reflection of that individual's moral outlook. A handful of Scorpion
choose not to wear a mask, claiming instead that their mask is the fact that
they wear no mask.
Allies: The Scorpion are a clan for whom enduring alliances are
ultimately unknown, though they have maintained an alliance with the
Dragon fot some time. They also foster hidden alliances with the Moto and
the Ikoma families.
Enemies: The Scorpion have a curious perspective on Rokugan.
WhUe many clans despise them overtly, the Scorpion do not consider any
other clan their enemy. The other clans are merely tools in a toolbox. Ifthe
Scorpion require aid from a certain clan, then they will act to repair their
reputation with that clan, aid them for as long as necessary, then discard
them once they have obtained what they desired in the first place.
TK£
f'AIilI~I£S
As might be expected. each Scorpion family has its
own sectet set of practices. Only the Bayushi truly
understand the depths ofany Scorpion plot, and
even then there are those among the other fam-
ilies who are given leave to pursue their own
interests without supervision.
TH:: BAYUSHI
Lords ofthe Scorpion, the Bayushi are the clan's presence in court and on the
battlefield. They are the Scorpion that one finds, distracting enemies from
the hidden endeavors taking place behind their back. The Bayushi are well
known fot their elaborate and eye-catching masks. These masks not only say
"you cannot trust met" but they also draw an opponent's attention, leaving
them open for an attack from unexpected quarters. The Bayushi thrive
upon their unseemly reputation, as each Bayushi uses his wUes to convince
his target that he is the exception to the Scorpion stereotype of villainy.
The Bayushi are as varied a family as exists in a Great Clan. They have
vast numbers of bushi and courtiers, but do not discourage individuals
from pursuing other paths. Bayushi students study at virtually every
school the clan maintains, although it is rare for one to display an affinity
with the kami.
Benefit: +1 Agility
TH5: SHOSU>tO
The shosuro are a silken glove where the Bayushi are a mailed fist. They are
a family of courtiers, poets, and diplomats. Unknown to almost the entire
family, they are also Rokugan's premiere ninja family. If a Shosuro cannot
deal with an enemy through persuasion, another Shosuro stands ready to
dispose ofthem in a more permanent manner.
The Shosuro family's focus is, ironically, their lack offocus. The shosuro
boast an equal number of bushi and courtiers, as well as a fair number of
shugenja. Ninja are also numerous, though obviously they do not draw
attention to themselves. Most Shosuro ninja disguise themselves as
mediocre politicians, so to remain hidden in until the time is right.
Benefit: +1 Awareness
TH5: SOSHI
The Soshi are the Scorpion's premiere shugenja family. Their mastery of
magic is influenced by Scorpion philosophy, and places a strong influence
on disguise, illusion, and ferreting out secrets.
The shugenja tradition is strong within the Soshi family, but like the
Bayushi they do not place restrictions on their members. Soshi have often
served as courtiers and even bushi.
Benefit: +1 Perception
TH5: YOc;O
Perhaps no family has a more tragic history than the Yogo. Their bloodhne
is cursed, with each true Yoga doomed to betray whoever they love most.
The Yoga avoid this curse in a unique manner, by remaining aloof and
distant from others (and thus avoiding love altogether). The Yogo are
powerful shugenja, and are particularly adept at crafting wards. They are
sworn enemies ofthe Shadowlands, and show no mercy to those who prac~
tice maho.
The Yogo are a shugenja family. Although a handful have chosen to study
other paths, every Yogo born has the abiliry to speak to the kami if they
choose to pursue it. Some believe this is a form of balance to the terrible
curse their family bears, although the Yoga find little comfort in it.
Benefit: +1 Willpower
TH£ SCOYl.i'IOn SCHOOJ..S
There are no more tightly kept secrets in Rokugan than the secret
techniques taught by Scorpion schools. This is in part due to the clan's
mystique -
a clan that deals in secrets must protect its own vehemently.
TH5: BAYUSHI BUSHI SCHOOl.
Lion bushi are feared for their precision. Crab bushi are feared for their
strength. Scorpion bushi are feared for their unnatural speed, but even
more so because it is impossible to predict what they will do next.
The Bayushi technique is quick and ruthless, taking advantage of every
mistake an opponent makes.
Benefit: +1 Intelligence
Skills: Defense, Iaijutsu, Kenjutsu, Kyuju!sU, Poison, Sincerity, Stealth
Outfit: Standard Bushi.
Technique 1: Way of the Scorpion -
You double the value of any catd
you pull for Initiative.
Technique 2: Pincers and Tail- An opponent who attacks you and
effectively has a Reflexes Rank of 0 against your attacks until their next
turn.
Technique 3: Strike at the Tail-You may choose to attack an opponent
nonnally, adding their tank in the weapon they are wielding added to their
Defense Skill. Ifsuccessful, you disann rhem rarher than inflict damage.
lfyou make two Raises successfully, you not only disarm them bur confiscate
their weapon in the process.
Technique 4: Strike from Above, Strike from Below -
You may make
an extra attack per round.
Technique 5: The Pincers Hold, The Tail Strikes -
You may declare
Raises on your arrack tests after the card pull has been revealed.
THE: BAYUSHI
COU~TIE:~ SCHOOL
The same philosophies that make the Bayushi bushi school dangerous are
true for the family's courtier school, and perhaps even more so. A Bayushi
courtier is a ruthless, relentless foe that will exploit any and every weakness
an opponent reveals to gain the advantage. Many courtiers are eager to ally
with a Bayushi simply so that rhey do not have to face them in court.
Benefit: +1 Awareness
skills: Courtier, Etiquette, Investigation, Law, Seduction, Sincerity, any
1 skill.
Outfit: Fine Courtier
Technique 1: Weakness Is My Strength -
When making any opposed
social test, you may add the number ofcharacter Points your opponent has
gained from Disadvantages to your total.
Technique 2: Shallow Waters -
After five minutes of conversation
with someone, you may make an opposed Awareness test. If successful,
you learn that character's lowestTrait. You may spend a Void point to learn
the next lowest Trait.
Technique 3: Secrets Are Birthmarks -
After five minutes of
conversation with another character, you may make an opposed Awareness
test. If successful, you learn one Disadvantage the character possesses
(GM's choice).
Technique 4: Scrutiny's Sweet Sting -
For every hour you spend in
conversation with or observing social interaction on the pan of another
character, you gain one level of the Blackmail advantage. This requires a
successful opposed Awareness test at the end ofevery hour. (Ifthe character
possesses no secrets that can constitute as Blackmail, you gain nothing.)
Technique 5: No More Masks -
You may, after five minutes ofconver-
sation in a public place, spend Void points to give others Disadvantages.
For every Void point you spend, you may grant your target 2 points worth
ofdisadvantages, which they will endure for the remainder of the session.
Disadvantages granted in this manner must be social in nature. No physi-
cal disadvantages can be conferred by this technique.
TH;;: SHOSV;tO SHlnOBI SCHOOL
No one outside the Scorpion Clan who learns that the shosuro shinobi
school exists is permitted to live. The shinobi are the finest assassins and
infiltrators the clan has at their disposal, assassins among assassins.
The rare occasions when their agents have been sighted (or allowed
themselves to be seen) have given rise to the legends ofninja, possessed of
incredible magical abilities.
Benefit: +1 Reflexes
Skills: Athletics, Defense, Explosives, Poison, Stealth, any 2 skills.
Outfit: Katana, wakizashi, black clothing, one vial ofspider venom, any
three weapons, 5 koku.
Technique 1: The Shadow Has No Mask -
You may add your School
Rank to all Stealth tests.
Technique 2: The Shadow Has No Mercy -
When attacking an opponent
unaware ofyour presence, you may make any number of Raises, unlimited
by your Void Ring.
Technique 3: The Shadow Has No Form -
You may use a shinobi
distraction technique against an opponent, increasing your Defense skill
by five until your next action. Using this technique also reduces any
Offensive Combat Tests you make by five for the same duration.
Technique 4: The Shadow Has No Substance -
By making a Difficult
Awareness + Acting test, you may exchange the name on your nametag
for that of another character (you have disguised yourself as them).
Your character's abilities and statistics remain the same.
Technique 5: The Shadow Has No Soul- You are intimately familiar
with the stalking and hunting of others, so much so that you are aware of
others stalking you. You may never be surprised, and may always roll
initiative during the first round ofcombat. When an opponent attempts to
ambush you, you may make an opposed Reflexes test. Ifyou are successful,
you gain +5 to your Initiative for the first round ofcombat.
TH;;: SOSHI SHVC;;;:nJ'A SCHOOL
Without the Lying Darkness's influence, the Soshi have struggled to find a
focus for their teachings. Their students learn the most effective means of
using magic to gather information on enemies, move unseen through the
mortal realm, or strike down an opponent with no one being the wiser.
Benefit: +1 Awareness
Skills: Calligraphy, Courtier, Lore (Theology), Meditation, Shintao,
Sincerity, any 1 High or Bugei skilL
Outfit: Standard Shugenja
Technique: Strength in Shadow -
You begin knowing the following
spells: Sense, Commune, Summon, any 3 Air spells, any 2 Fire spells, and
any 1 Water spell. You have an Affinity for all Air spells and a Deficiency
for all Earth spells.
TK£ uruco;tn CLAn
At the dawn of Rokugan, when Fu Leng and his forces had been defeated
by the Seven Thunders, the Kami Shinjo went to her brother the Emperor
and asked him how they could protect their Empire ifthey knew not what
lay beyond it. As Fu Leng had desrroyed everything they had built, so too
could some new, unknown foe appear to wreak such definitive havoc.
Saddened at the norion oflosing his sister, the Emperor reluctantly agreed
to Shinjo's plan. With her followers, the Ki-Rin Clan, Shinjo left the
Empire and traveled north across the Burning Sands into the unknown
lands beyond.
Eight hundred years later, Shinjo's followers returned now uncler the
moniker of the Unicorn Clan. Their trials abroad had altered them
significantly, but they eventually proved the truth of their identity.
The period ofadjusrment was lengthy, and never truly ended. Even in the
present, many consider the Unicorn uncouth barbarians. The Unicorn,
for their part, do not feel that they have abandoned their traditions.
They are samurai, but they have incorporated their ways with customs
adopted to survive in harsh foreign lands. They are a clan of nomads,
explorers, and warriors.
In modern Rokugan, the Unicorn are stronger than they have ever been.
The Moro now rule the family, led by the merciless Khan. Their armies
rival those ofthe lion, and the two clans have engaged in open conflict on
their shared border. For now, the entire Empire holds their breath to see
which clan will emerge as the greater military power.
Allies: The Crab are on good terms with the Unicorn, and the Crane and
Mantis have a lucrative trade agreement with them. The Unicorn also boast
alliances with many kingdoms beyond the borders of the Empire.
Enemies: The Unicorn are currently at war with the lion Clan, and are
resentful toward the Dragon for their attempts to interfere in that war.
They otherwise get along well with most Clans and have no outstanding
grudges.
TH~
f'AIi\IJ.I~5
The Unicorn have more families than any other clan save the Crab.
The Khan believes that so long as each family serves him welll there is no
reason to consolidate them.
TH5: HO;l.IVCHI
More an order than a traditional family, the Horiuchi are the adopted
children and grandchildren ofHoriuchi Shoan, an Iuchi shugenja granted
her own family name shorrly befote the Clan War. Shoan adopted sevetal
children orphaned by the clan War and the Battle.at oblivion's Gate, and
each has adopted her name in turn. shoan has since retired to the Four
Temples of Kyuden Seppun, but her son Shem-Zhe now administrates the
family's small holdings near the Iuchi provinces.
-'II·
.
,
There are only a handful Horiuchi in existence, and all are shugenja.
There have to date been no instances ofa Horiuchi who has not possessed
the kami's gift and followed in their founder's footsteps.
Benefit: +1 Willpower
TH=: II'=:
The Ide are a family of pacifist diplomats. The founder was a peaceful,
introspective man who truly believed violence was never an acceptable
solution. When Lady Shinjo look her followers across the Burning Sands,
Ide served her well. Countless conflicts with strangers the Ki-Rin met
along the way were defused before they erupted into open warfare.
Even Shinjo's most militant followers had no choice but to agree that Ide
was an invaluable asset to the clan. His descendants follow in his footsteps,
representing the clan in court and attempting to defuse whatever
unnecessary hostilities may arise. The Moto family's rise to power has
made this duty considerably more difficult, as the Khan bas no interest in
avoiding hostility.
The Ide are typically couniers, ambassadors, and diplomats. There is a
division ofthe family that bas no interest in diplomatic pursuits, and tbey
tend to serve as merchant pan-ons, sponsoring or even leading vast merchant
caravans that cross Rokugan and even venture into the gaijin lands beyond
in search of trade and commerce.
Benefit: +1 Perception
TH=: IVCHI
Other shugenja families regard the Iuchi with a mixture of curiosity and
revulsion, for their magical style combines the basic precepts oftraditional
Rokugani magic with questionable rituals and techniques learned from
a hundred different gaijin sorcerer traditions. Still, the Iuchi are perhaps
the most traditional of the many shugenja groups within the clan, as the
Mota shugenja, Horiuchi shugenja, and meishodo practitioners are all
looked upon with decided distaste by the rest of Rokugan for one teason
or another.
Iuchi are invariably shugenja. Like all shugenja families, there are
occasionally those born who do not possess the kami's gift. These samurai
usually srudy with the Shinjo Ot the Utaku infantrymen, as the Mow and
Iuchi have some fundamental philosophical differences.
Benefit: +1 Awareness
TH=: 1i\OTO
Once considered little more than gaijin barbarians, the Mota are now the
most powerful family in their clan. The Mota are descended not from the
original Rokugani, but from the barbatian Ujik-hai tribes who swore fealty
to ShinjO during her journeys. The Mota's ascension ta rule the clan has
wrought many changes, as the Mota have little interest in adjusting their
culture and beliefs to suit Rokugan in the same manner the Shinjo once
did. Their tactics,lifesryle, demeanor, even their diet and architecture are a
radical departure from the norm, and the Mote would have it no
other way.
The Moro are a bushi family, and most have trained in various weapons
traditions for years before they ever begin formal study for their gempukku.
Their White Guard is among the most feared military units in the Empire.
The few among the family who prove to possess a talent for the kami often
become priests of death, shugenja who serve the gaijin death gods called
the Shi-Tien Yen-Wang.
Benefit: +1 Strength
TH5: SHinJO
Once lords ofthe Unicorn Clan, the Shinjo suffered tremendously during
the return oftheir founder to Rokugan. Lady Shinjo recognized the Kolat's
influence on her descendants, and angrily purged all those who were
disloyal from their ranks, including the Unicorn Champion, Shinjo
Yokarsu. In the decades since, the Shinjo have been reviled by all for their
perceived weakness. Their daimyo, Shinjo Shono, hates the Kolat with a
ferOCity that few can match} but is not particularly motivated to return his
family to power as he feels in many ways he and his kin deserve their
punishment. Shono has vowed that his people will not fail again.
The Shinjo are predominately bushi and scouts, although there is
a strong magistrate tradition among the family as well. The Shinjo govern
the clan's nonhern provinces} and are considered among the finest horsemen
in the clan, surpassed only by the Utaku and their near·mystical connection
to their warhorses.
Benefit: +1 Reflexes
TH5: UTAJ{U
Once known as the Otaku, the Utaku
family is aware that its role changed
noticeably since the Moro assumed
power. The Utaku now serve as a crack
reserve unit, though they are no less
feared. The matriarchal family's
disdain for men is clearly resented
by the Khan, and he has acted to
limit their influence over tbe
clan since his ascension. Ironi-
cally, this change has permit-
ted
the
Utaku
to
return to tbe pious,
ascetic lifestyle their
founder
espoused.
They forsake many worldly
goods and pleasures, embrac·
ing study of the Tao and the
martial path to the exclusion ofall
else. Those who have faced them
on the battleground will attest
that it has only made them all the
more fearsome.
,
Utaku women are trained as Shiotome, the elite Battle Maidens that
serve as the most devastatingcavalry unit in the Empire. Males are permitted
to study as infantrymen or allowed to study the cavalry techniques ofother
families, but are not allowed to ride the magnificent Utaku battle horses.
Benent: +1 Agility
vnlco~n Cl.An SCHOOl.S
The Unicorn have a vast array of schools and techniques) many of which
revolve around horsemanship or the strange gaijin fighting styles they
brought back with rhem from rhe Burning Sands and rhe mysterious lands
beyond.
TH=: I[I=:
=:1i\ISSA~ SCHOOL
The Ide school teaches absolute non-violence, and as such it is the only
school that the Khan has forbidden members of his family to srudy.
lbe school depends heavily upon rhe ability to read an opponent, discovering
the hidden emotions that drive their ambitions.
Benefit: +1 Awareness
skills: Courtier, Etiquette, Horsemanship, Investigation, Sincerity, any
2 High or Bugei skills.
Outfit: Fine Courtier
Technique 1: The Heart Speaks -
You may spend a Void Point at any
rime to automatically succeed at any unopposed Etiquette test. This allows
you to automatically avoid social gaffes in time ofneed, instinctively sensing
how to behave politely even in unfamiliar surroundings.
Technique 2: The Heart listens -
You may identify a person's clan,
family, and school with a successful Awareness + Diplomacy test (IN 10).
When dealing with individuals that you have successfully studied with
this technique, you gain +2 to your Trait/Skill on all opposed social tests.
Technique 3: When the Veils Move -
Ifhostilities erupt in your presence,
you may make a Reflexes + Courtier check (TN 10) prior to Initiative being
rolled. If successful, you may take one action before Initiative is rolled.
This action may not be an attack.
Technique 4: Piercing the Veils -
Your ability to perceive another's
emotions makes manipulation and deception difficult. Any opposed tests
intended to deceive or manipulate you must Raise twice to be successful.
Technique 5: The Immovable Hand of Peace -
So long as you remain
non-violent (no weapon in hand, no threats, etc.), no one may attack you
without first succeeding at an opposed Awareness test.
TH=: IUCHI SHUG=:n,TA SCHOOL
The Iuchi school is a unique combination of traditional shugenja magic
combined with gaijin rituals and outlook. The techniques there resemble
the Kitsu school in many respects, as they were both based on the same basic
principles taught by Shinsei centuries ago and have horh developed along
very focused lines.
Benefit: +1 Perception
Skills: Calligraphy, Defense, Herbalism, Horsemanship, Hunting,
Meditation, any 1 Bugei skill
Outfit: Fine Shugenja
Technique: Iuchi's Method -
You begin with the following spells:
Sense} Commune, Summon, any 3 Water spells, and 2Earth spells, and any
1 Air spell. You have an Affinity fot all Water spells and a Deficiency for all
Fire spells.
TH~ mOTO BUSHI SCHOOL
The ruthless fighting style practiced by the Moto is direct, brutal,
and relentless. The Moto utilize a large number of weapons from their
homeland beyond the Burning Sands, weapons that many samurai are
ill-prepared to face.
Benefit: +1 Agility
Skills: Defense, Horsemanship, Hunting, Intimidation, Kenjursu, any 1
Bugei skill, any 1 weapon skill.
Outfit: Fine Bushi
Technique 1: The Way ofMOIO -
Your Rank in Horsemanship and any
Skill using a peasant weapon is considered one higher than its actual Rank
on all tests (ifyou have no Ranks, you are considered to be Rank 1).
Technique 2: Master of Destiny -
You may spend two Void points on
any combat test, rather than the normal limit of one. When making a
normal offensive combat test, you may choose to spend one Void point to
alter the roll after the test is made if you did not spend any Void points
prior to making the test.
Technique 3: Swift Across the Plains -
You may make an extra arrack
per combat round.
Technique 4: Never Yield -
You gain a +3 bonus to Initiative totals for
every rank ofWounds you possess. Wound ranks never affect your Initiative
tests. You may spend a Void point to reduce your wound penalties by one
rank for the round. You may spend any number of Void points in
this manner.
Technique 5: Bloodied but Unbowed -
Upon receiving damage that
would kill you, you do not die. You may act for that round and one
additional round. During this time, you suffer no wound penalties.
You gain +5 to your Initiative and gain an additional arrack. You die at the
end ofthe round, regardless ofany magical healing you receive during the
extra round.
TH~ SHinjO SCOUT SCHOOL
The disgraced Shinjo are often outriders, scouts, and explorers that push
back the boundaries of Rokugan's borders. They focus on hunting, horse-
manship, and exploration, and are largely self-sufficient in any situation.
Benefit: +1 Perception
Skills: Battle, Defense, Horsemanship, Hunting, Kenjutsu) Stealth) any
1 Bugei skill.
Outfit: Katana, wakizashi, traveling clothes, steed, yumi with 30 arrows,
travel pack, any two weapons, 8 koku.
Technique 1: Grace of the Unicorn -
You may add half your rank in
Stealth 10 your Defense skill during tests.
Technique 2: Speed of the Viper -
You may add twice your School
Rank to your Initiative every combat round.
Technique 3: The Stars Are My Guide -
You gain the Absolute Direction
advantage, ifyou did not have it. You may add your School Rank to any test
involving Perception.
Technique 4: A Soul As Swift -
You may make an extra attack per
combat round.
Technique 5: Purity of the First Strike -
You may add your rank in
Stealth to the total ofany attack rest you make against an opponent who is
unaware ofyour presence.
OUTFITS
Standard Bushi Outfit: Katana, wakizashi, yumi with 20 arrows,
light or heavy armor, standard clothing, anyone weapon, 5 koku.
Fine Bushi Outfit: As above plus steed, one additional weapon, 10
additional koku.
Standard Courtier Outfit: Wakizashi, standard clothing, 8 koku.
Fine Courtier Outfit: As above plus steed, 10 additional koku.
Standard Shugenja Outfit: Wakizashi, scroll satchel, three blank
scrolls, standard clothing, 5 koku.
Fine Shugenja Outfit: As above plus steed, 10 additional koku.
SI{ILLS
One ofthe most dynamic I unique ways to customize your character is by
selecting their skills. Skills add a great amount ofdepth to a character that
sets him apart from others from the same, clan, family, and school.
Two bushi from the Ikoma family and Akodo school may share a similar
anitude and basic training, bur one may be much more ofascholar while the
other spends his time perfecting his hunting skills to impress his daimyo.
When picking skills, it's important to address any strengths and weak-
nesses you want your character to possess, as well as any hidden surprises
(such as a burly Hida bushi who is the master of the tea ceremony) you
wish to add.
skills come in four categories -
High, Low, Bugei, and Merchant.
The most common are High and Bugei skills, as they are the domain ofthe
samurai caste. High skills represent more "refined" skills that tend towards
social activity and more cultured learning. The term cultured learning in
Rokugan also encompasses violent and physical arts such as hunting, as it
is considered an honorable pursuit that is acceptable even for those who
are not necessarily warriors. Bugei skills are arts studied almost exclusively
for a combat arena. Swordplay, athletics, wrestling, and the like are bugei
skills and largely the province ofbushi. Warriors tend to have a great many
bugei skills, though all among the samurai caste (bushi, courtier,
and shugenja alike) are expected to be able to show at least a broad mix of
scholatly training.
Low skills are talents those among the samurai caste are not supposed to
cultivate. Sneaking, stealing, and lewd behavior are all reprehensible acts
that bring about shame as a direct consequence. Low skills are often
employed by criminals and peasants in their day-to~day activities, however,
and ate listed hete largely for completeness (and for the sake of the
occasional ninja or villainous player character). Performing a Low skill
is grounds for aloss ofHonor, and being caught in such an act will certainly
result in a loss of Glory. Circumstance is an important factor to consider
when dealing with the use ofLow skills -
a Hiruma scout using Stealth
to slip past a band ofogres is not acting dishonorably, but a ninja creeping
through the halls of an enemy castle at midnight certainly has no
such excuse.
Merchant skills are neithet honorable nor dishonorable. They are skills
that certainly have their uses and are not strictly forbidden to samurai,
though those with more traditional values will prefer to leave such acts to
the peasantry.
Some skills are considered related or complimentary to one another.
Related skills can be substituted for one another but are used at a penalty
when done so. For example, the game ofGo emulates the tactical ebb and
flow ofmass combat (generals are often masters ofthe game) and acharacter
may use his Battle skill when playing Go ifhe doesn't have the skill. Such
skills are considered to be effectively two Ranks lower for such purposes
(so it is not worth substituting them unless you have at least three Ranks).
Complimentary skills are such that they benefit from having several
people with the same skill working together. In these cases, the test is
made using the highest relevant skill and trait among the group, with a
Free Raise being granted for every two characters working together
beyond the first. There is a logical limit on such assistance that varies from
skill to skill (it's likely that 30 characters with the Craft (Engineering) skill
could work together on the same castle, but 30 cooks would not be as helpful
making one pot ofsoup) that may be determined by the GM as appropriate
to the situation.
ACTinG
OtIC;H. AI!IA;t::n::SS)
The art ofpretending to be someone (or something) else for the entertain~
ment ofothers is amazingly popular in Rokugan. Plays are both events for
appreciation of the arts and a social setting to mingle with powerful and
influential nobles. While the plays tend to be highly received events,
the actual actors tend to be forgettable unless they have a great deal of
individual notoriety. Ranks in this skill represent the proficiency for the
art, with no roll required. If the skill is used to impersonate a particular
subject or convince a particularly skeptical viewer, it becomes an opposed
test against the opponent's Intelligence + Investigation. Using this skill for
dishonorable deceptions (such as trying to pass yourselfoffas a daimyo or
his son to gain access to forbidden areas) makes its use a Low Skill. Raises
may be required by the GM to impersonate or perform a particularly
difficult role.
f.l i'i'~f.lISf.l.L
(1i\;:;l.CHAn1; InT;:LLIc;;:nc;:)
Tests are made with this skill when attempting to determine the value of
an item (Ot group of items). The difficulty should tange from Easy (the
value of a common kimono) to the Difficult (a haori woven from rare silk
found only on the Mantis isles and ctafted by the chaste nuns ofthe Moshi
family). Failure indicates an inaccurate assumption of something's worth,
which may turn out poorly when the appraiser attempts to get such an odd
price. This skill may also be used to detect forgeries of specific materials,
such as a phony copy of a famous Shiba swordsmitHs blade. Raises may be
made to reveal obscure details about the items creation, or the identity ofa
person or group who might find the item unusually valuable.
f.lTH .L~TICS
(BUC;;:I.ILOW, STA1i\JnA.lST;l.;:nc;TH.IAC;ILITY)
This skill may be used for a large number ofpurposes, such as determining
how fast a character can swim or run and for how long, or how well he can
chmb with or without aid. Trials of endurance use the Stamina trait when
making a skill check, while functions that rely solely on physical power
(such as lifting) use the Strength trait and acts ofprowess (such as climbing
or tumbling) use Agility. Raises may be made for additional effect (such as
a burst ofspeed) or to put on a better performance than an opponent.
AVT075.Y
n.OI!J, InT::LLIG::nC::l
The Autopsy skill is used by the eta, the lowest social class. A skill check
indicates basic information gathered from the body, such as cause ofdeath
(if not carefully obscured) or how long the body has been dead. Raises are
required to gain specific information such as an exact time of death or
psych-jng out information that was purposely hidden (such as using a rare
poison to make the death look like a heart attack). Kuni sometimes possess
this skill so that they might examine the corpses ofShadowlands creatures.
BA;t"
(HIGH, AI!JA;t::n::SSl
In the CDuns of even the most minor dairnyo, there is always at least one
retainer on hand to recount the glorious deeds ofhis ancestors and famous
heroes ofthe family and clan. More than just telling a story, the adept bard
is able to rouse the emotions oflisreners and turn even the most indifferent
audience into admirers of his subject. Additionally, when a samurai has
performed a particularly great deed or acted a noteworthy manner, he is
summoned before his daimyo to recount the tale before it is acknowledged
more formally. Ranks in this skill gauge a proficiency with the an, though
skill checks may be required to win over a particularly hostile audience.
BATTJ.£
(BUG::I,
"::~C::"TIOnl
The Battle skill encompasses leading troops, devising plans to crush the
enemy, and being able to adapt to the constanr struggle against the enemy
commander's strategy. The tide of large battles can be derermined by an
opposed Battle + Perception test between the enemy generals. The Battle
skill can also be used to scan an area for possible points ofambush, or find
a secure place to make camp. Raises can be used to gain more detailed
infonnation, or perfonn more complex maneuvers.
CAJ.J.IG;tA7H-.Y
(HIGH, AGILITYl
Every samurai is literate, bur the Calligraphy skill indicates a focus on
writing not just correctly bur beautifully. There are no tests for using this
skill, unless the writer wishes to make raises to ink a particularly striking
work ofart. This skill is very useful for samurai seeking an easily obtained
yet sentimental gift for another samurai.
CI7H-£;t
(HIGH, InT::LLIG::nC::l
Ciphered messages are often sent in the guise of harmless letters to those
being held hostage, or used as a way to get orders to a well-planted spy
without causing any potential problems. Attempts to decipher the message
are done with an Intelligence + Investigation test (TN equal to the initial
result of the Cipher role). If the writer made any Raises while writing the
message, those attempting to read it must make at least as many Raises to
understand the cipher. Characters who know the code used to cipher the
message need not make any roll. Additional Raises may be made to make
the cipher more difficult to break as noted above, or they may be used to
give a specific reader recipient a Free Raise (on a one for one basis) to break
the code ifhe is not aware ofthe code.
COnC5:AJ.
[LO\!l, ;/.;;:TL;;:X;;:S)
Also known commonly as "palming," the art of concealing may be used to
hide a small item anywhere on a character's body (not just in the hand).
Whenever the character is searched or comes under reasonable scrutiny
that may reveal the hidden object, the character makes a Contested roll
with this skill against his opponent's Perception + Investigation. Raises
may be made to hide objects in a particularly imaginative and difficult
manner, forcing investigators to make an equal number of Raises to
discover the item.
COnll5:~SATIOn
[HIGH, A\!IA;/.;;:n;;:SS)
In the highly charged political settings of Rokugan, making meaningless
small talk to pass the time is considered a fine art. Conversation is used as
a way to politely distract or entertain others. This skill may be used to
simply "pass the time" with meaningless small talk. If a character realizes
someone is attempting to seduce or manipulate him, he may make an
opposed Conversation +Awareness skill against the Skill +Awareness of
his opponent to dominate the conversation, not giving the other speaker a
chance to work their wiles.
COV~TI5:~
[HIGH, A\!IA;/.;;:n;;:SS)
The Courtier skill represents a general knowledge of how the courts
operate, from the lowest daimyo's events all the way up to the Imperial
COUtt. It is also a general gauge ofbeing able to apply diplomacy and read
the political climate. This skill can be used to determine known alliances,
farm rumors, and subtly manipulate others to seeing your point of view
without behaving dishonorably. It is the primary tool of emissaries and
diplomats of all stripes. Raises may be used to obtain a greater amount
ofinformation.
C~f"T
[HIGH .11i\;;:~CHAnT)
The Craft skill actually represents multiple skills. Each time it is selected,
pick a specific sort of craft, such as bonsai, armorsmithing, origami,
weaving, and the like. Multiple crafts are separate skills and must be
advanced separately. Raises may be made for countless reasons, though
usually they increase the worth ofthe final result or to compensate for less
than desirable tools and circumstances.
DAnc~
lHIGH, AGIL.ITY)
There are a great many dance styles, as each clan tends to have their own
styles and many of the major families have traditional dances oftheir own.
In most cases, these are graceful, coordinated movements perfonned by a
single dancer or in unison with a troupe. Ranks in this skill gauge general
proficiency with the art, though skill checks may be made with raises to
make a parricularly striking performance.
DSf'£TlS£
lBUG~I, AGIUTY)
Defense is an essential skill practiced by most bushi and a good number of
shugenja and courtiers as well. It is described in detail in the combat section.
DIVinATiOn
lHIGH, vOlin
Though many spells offer a glimpse of the future, divination is not the
exclusive domain of shugenja. Characters with the Divination skill know
one (or more) method ofdivining the future, be it through Kawaru coins,
astrology, or reading omens. Once per session, a character with the
Divination skill may question the GM and use this skill. Simple questions
or general questions about significant events ("Will the world end
tomorrow?") require no Raises, though specifk questions about far~off
events or important individuals may require a great deal of Raises ("What
family will my daimyo's unborn child many into?"). If possible, this teSt
should be made in secret by the GM, with the GM providing an incorrect
or unintelligible answer in case ofa failure.
~5CA7~
(LO\!l, AGILITY)
This skill is used to escape various means of binding. Commonly, this
means rope bindings, though the Crab are known to employ Kaiu-
engineered chains and cuffs, while the Phoenix are known to beseech the
kami ofearth to hold a criminal in place. Common forms ofbinding may
be escaped with a test ofAverage Difficulty, though the GM may rule that
more complex methods have ahigherTN or require Raises to negate.
£TIOU£TT£
(HIGH,
AI!JA;/'~1\~55)
Etiquette is a complex art form in Rokugan. This skill can be used for a
variety of purposes, from knowing the proper rituals involved in a
common greeting to recognizing obscure local customs. A master of
etiquette is adept at avoiding social embarrassment as well as finding polite
means of escaping manipulation. Etiquette + Awareness can be used in
contested social tests whenever acharacter wishes to back out ofasituation
gracefully. Along with Courtier it is a necessary skill for diplomats,
emissaries, and politicians -
these two skills are essentially the attack and
defense of counly ans. Raises may be made to make a lasting impression
on others, or to reveal particularly obscure customs ofetiquette.
£.)(71.05111£5
(.LOI!J, 11\T~.L.LIG~I\C~)
Gunpowder is called ('gaijin pepper" in Rokugan, and the Emperor
explicitly forbids its use outside ofahandful ofharmless Dragon fireworks.
Naturally, while all ofRokugan agrees with the Imperial Edict openly, more
than one major family employs it in clandestine operations. The Shosuro,
Tamori, and Daidoji families are particularly curious about explosives, and
the Kaiu are known to covertly deliver such explosives to Hiruma scouts to
destroy Shadowlands outposts. The Explosives skill encompasses the use,
understanding, and crafting of such products. Raises may be made to
create particularly destructive explosives.
f"A1.COn~Y
(HIGH. 11\T~.L.LIG~I\C~)
One of the common arts of the samurai caste is the care and training of
hunting falcons. Though many samurai do not actually employ these birds
for hunting, possessing a notable flock ofwell trained falcons is a point of
honor and reputation among many nobles. Others keep their falcons to
themselves, using them only for practical purposes, not bothering to
display them for the amusement of others. The Falconry skill may be used
to train falcons and other hunting birds over a period oftime, but does not
include the knowledge ofbreeding them. Raises will result in exceptionally
trained animals.
GAIil£5
(HIGH.I.LOI!J.
IIA;/'I~5)
There are a great many ways for the samurai caste to pass the time, all of
which involve one or more partners in the game. Go and shogi are popular
games of strategy among the samurai as they tend to emulate the sort of
tactical decisions required on the battlefield. less honorable are games of
pure chance and gambling such as Winds and Fortunes, a popular dice
game played for large srakes in Scorpion and Mantis lands.
H£~AJ."~.Y
(HI4H, InT5:LLI45:nC5:l
Every clan and family possesses identifying heraldry Beyond rhat, samurai
also have their own personal seal (a 'chop') that serves as their signarure and
mark of authority, and often have personal mons as well. In armies,
different legions and divisions can be recognized by the chop, mon, and
other markings on the standards that accompany them as they march
(the most famous and respected of which being the Imperial Chrysan-
themum and the laurel leaves of the Emerald Legions). The Heraldry skill
signifies the abiliry to recognize these marks. The GM may force a character
to make Raises to recognize a particularly obscure symbol, such as the
personal chop of minor daimyo far removed from the character's sphere
ofinfluence.
H£~BAJ.ISlil
(1i\5:~CHAnT.lHI4H, InT5:LLI45:nC5:l
All samurai understand the bounty that the natural world provides, and
most respect it. There are agreat many scholars and holy men who pursue
the art ofherbs who are able to coax elixirs, salves, and even food out ofthe
raw resources found in nature. This skill may be used to bind wounds,
counteract natural poisons, and scout for the bare minimum ofsustenance
for a number of individuals up to the character's rank in this skill for a
single day. Raises may be made to increase the effectiveness of healing
salves and poison cures according to the situation.
HISTO~.Y
(HI4H, InT5:LLI45:nC5:l
Many scholars devote their entire lives to the study ofthe past, as tradition
and history are powerful forces in Rokugan.
Exceptionally traditional families, such as
the Akodo and !sawa, expect their children
to be able to recite their lineage back to the
founder of the family name. Raises may
be made for a more obscure information,
or to tell historic tales in a more
engaging manner.
HO~S£lilAT\.SHIi'
(HI4H, A41LITYl
Characters wirhout this skill
must make a Reflexes check
(TN 5) every minure while
mounted to prevent falling
off, every round if galloping
or in combat. Characters
with the Horsemanship skill need only make a skill check when traversing
unusual situations (such as crossing a swift river) or keeping control of a
spooked mount. Raises may be made to perform more advanced stunts and
tricks1 such as leaping over obstacles1 or to urge a horse to greater speeds.
HUnTinG
(HIGH, 7:::;tC:::7TIOnl
Hunting is almost exclusively a sporting affair1 as any sort of meat for
foodstuffs is generally procured by the peasantry. Daimyo are expected to
show some skill in the art of hunting due to their station as leaders and
commanders. This sport is most popular among the Unicorn and Mantis
clans1 who have the unsettling habit ofkilling their own meals on a regular
basis. This skill also encompasses the arts generally called upon during a
prolonged hunt, such as camping1 and basic wilderness survival. It can also
be used to track a target through the wilderness. If the target makes
any effort to conceal his tracks 1 this becomes an opposed Perception +
Hunting test.
IAI:rUTSU
(BUG:::I, AGI.LITYl
The art ofiaijutsu1 the "fast draw," is considered the most honorable way for
bushi to settle a dispute. The etiquette of the iaijutsu duel is described on
page 50 and mechanics for fonnal dueling are found on page 38. Outside of
an iaijutsu duet the skill may be used to draw and use a katana in the same
round -
otherwise an unprepared combatant must spend his first round
ofcombat readying his weapon.
InTI1i\I"ATlon
(BUG:::I, I!/ILL701!/:::;tl
The Hida and Mota families favor Intimidation over subtler forms of
manipulation. An intimidated opponent may find himself more receptive
to answering certain sensitive issues under pressure1 though it is impor-
tant to understand that no daimyo appreCiates other samurai pushing
around their vassals. It may be used in the same manner as Courtier to
manipulate an opponent (albeit in an obvious manner), though it may also
be used in combat. If a character spends a round making a successful
Intimidation +Willpower check against an opponent1 he gains a Free Raise
on attacks against that opponent for the duration ofthe combat.
1n.ll£STIGATIOn
(HIGH, IIA;tIABL:::l
This skill encompasses many functions 1 all of which center analyzing and
processing infonnation. It is used as an opposed skill against a number of
skills involving stealth and deception. In addition1 it can be used to analyze
a crime scene. Raises may be made to gather more information at a scene,
make more outstanding leaps oflogic, or similar effects.
JIUJUTSU
(BUG5:I, AGIl-IT.Y)
The basic 3rt ofunarmed combat, jiujutsu involves simple punches, kicks,
and throws. There are many variations on the basic principles (the most
famous ofwhich being the Kaze-do style ofthe Dragon Clan), though they
all tend to come down to the same point -
hitting the enemy without a
weapon. This is a Weapon skill.
Iw£nAI
(LOI!I,
AI!IA~5:n5:SS.lI!1Il-l-701!15:~
Just as the courriers and statesmen of the Empire understand the nuances
of correct behavior in the courts, canny rogues and criminals make it a
point to understand the proper channels for getting things done in the
underworld and appearing in conrro!. This skill functions exactly like the
Etiquette skill, but applies only to situations dealing with the criminal
underworld and other unsavory regions ofRokugani society.
LAW
(HIGH, InT5:l-UG5:nC5:)
In such an ordered society, the study ofthe Emperor's Law is an exceprion~
ally honorable pursuit. Though every member ofthe Empire is expected to
understand the law, those with the Law skill have taken an unusual effon
to memorize it. This skill not only confers an increasing knowledge ofthe
fine details ofImperial Law, but with a successful skill check, the character
is likely to be able to "bend" cenain laws because of some obscure applica~
tion ofother laws or loopholes in Imperial Edict. Such manipulation is not
particularly honorable, nor is it technically dishonorable, though some
may find it intellectually dishonest.
LO~£
(HIGH, InT5:l-UG5:nC5:)
The Lore skill represents a concentrated study of one particular subject.
The actual subject is chosen when the skill is picked, and is recorded on
the character sheet accordingly. Some popular examples are Lore
(Shugenja), Lore (Bushido), Lore (Shadowlands), and Lore (Gaijin
Nations). Multiple subjects may be chosen but are considered separate
skills and must be advanced in on their own. Raises may be made to
increase the wonh of the information recalled. History, Law, Shintao, and
Etiquette are essentially specialized Lore skills.
li\£DICIn£
(HIGH, InT5:Ll-IG5:nC5:)
This skill represents formal training in the field ofmaintaining one's well-
being and others as well as heahng the sick and injured. A skill check may
be used to diagnose a sickness, bind a wound, find an appropriate cure for
a poison, or similar activities. Raises may be made (or called for by a GM) to
conduct particularly d.i£ficult tasks, such as identifying a rare disease.
m~"ITATIOrt
(HIGH, vOlin
Most samurai meditate at 3:30 a.m. as it is the most beneficial time ofday to
work with the activity of one's mind but the Meditation skill represents a
deeper dedication to the art. Those highly skilled in meditation can enter a
trance from which the outside world cannot bother them (if they choose)
and even completely refresh the character's spirit as if he could rest
completely. A simple Meditation skill check (TN 10) after five minutes of
meditation will allow a character to regain a single Void point.
musIc
(HIGH, AIlIA>tSnSSSl
The art of music is well respected in Rokugan. A character with this skill
chooses an instrument (such as the biwa, kato, taiko drum, samisen,
shakuhachi, or singing) when this skill is taken, but may choose another
instrument (or learn to sing) at each additional rank. A skill check (TN 10)
may be made to give a simple performance, with Raises or more difficult
TN's to enhance the performance.
O~ATO~.Y/~H~TO~IC
(HIGH, AIlIA>tSnSSSl
This is the art of public speaking, a highly valued skill in the courts
of Rokugan. While skills such as Courtier, Lore, and History might help a
character find pertinent infonnation to share, this skill is used to present
that information in a charismatic manner, while speaking loudly and
clearly enough for a large audience. Combined with Conversation this
skill can be used to hold the attention of a large group for an extended
period while saying nothing importance in particular.
70~T~.Y
(HIGH, AIlIA>tSnSSSl
Poetry is quite possibly the most respected art form in Rokugan, as it
combines deep wit with simplicity. Haiku is the most famous form of
poetry, with the most common form being three lines of five, seven and
five syllables. The best haiku are simple yet profound, often making
references to natural beauty without drawing upon complex metaphors.
Such poetry is often composed spontaneously for the amusement ofothers
in a courtly setting (in fact many Rokugani poets feel that to write down
poetry or compose it in advance spoils it). An opposed roll bernreen two
poets can determine the winner of a poetry contest, though having the
players actually compose poetry can be interesting at times.
70lS0rt
(1-01ll, InT5:I-I-IGSnCSl
Imperial Law strictly forbids the use of poison, without exception. Such
cowardly and base tactics can earn a man swift and honorless death for
even carrying the substance. Naturally, there are those who believe such
risks worth the rewards ofseeing a hated rival die slowly, or cutting down
afoe with a poisoned blade in battle. This skill encompasses the study, use,
and crafting ofpoison, from the most common venoms to the most exotic
toxins from far-off lands. Expertise with poison in and of itself is not
dishonorable, as even the strictest magistrates realize that knowledge of
poison is necessary to craft effective antidotes. Raises may be used to craft
especially unique substances, to alter common poisons for a more tailored
effect, or to create an antidote for a virulent poison.
~£5£A~CH
(1tICOIt. InT::lololco::nC::)
characters may use the Research skill to utilize a library (or similar
resource) to reference and investigate information contained therein,
supplementing their own Lore skills. A successful cheek vs. aTN set by the
GM will give Raises to a subsequent lore skill. Raises may be made to find
more information or highly obscure texts.
5£I7UCTlon
(lo01!J,
AI!JA~::n::SS)
Aproper samurai is taught to ignore desire. In a perfect world, a samurai is
bereft ofsuch emotions, but the realm ofmortals is hardly perfecr. Desires
for physical and emotional pleasures are a constant temptation and there
are always those ready to take advantage of this. The art of seduction is
highly dishonorable, as is giving into its ways. Use of the Seduction skill
does not necessarily imply a sexual temptation, but instead it is the general
art of turning a subjects desires against his honor (such as convincing a
tited guatd that his post will be safe enough should he take a short nap).
Seduction is always a Contested roll using this skill against the target's
Willpower +Etiquette, Courtier, Seduction, or Honor (target's choice).
SHlnTAO
(1tICOIt. Val")
Shintao is the study of the Tao. As the Tao of Shinsei holds a great deal of
subUme wisdom, those who master its mysteries gain some small shred of
enlightenment. As well as providing mastery of Shinsei's great teachings,
tanks of the Shintao skill count double toward a character's Insight Rank
(though the first rank still does not count).
5InC£~ITY
(1t1COIt,
AI!JA~::n::SS)
The word of a samurai is considered truth, and the more convinced the
samurai is of his own word (or the more convinced he appears to be), the
more easily he can convince others. The Sincerity skill is used to show a
character's deep resolution that what he has spoken is truth. Though the
intended use of this skill is for a samurai to demonstrate the truth of his
words, it can also be abused to tell convincing falsehoods. A successful test
(opposed by the listener's Perception + Investigation) indicates you appear
to believe what you have said.
S7£J.J.CTtAf'T
(HIGH,
JnT~J-J-IG~nC~)
Though all shugenja study the ways ofthe elemental kami, some take such
scholarship a step further and learn how to identify the signs of magic use
and the science of spellcasting. With a successful Spellctaft check, a
character can tell if there was magic used within the past hour within a
fifty foot radius. Raises may be made to determine more specific facts
(the element in question, the general nature of the magic, the specific
location affected, etc.). Similarly, this skill may be used to identify what
sort of magic is being invoked if a shugenja is seen casting a spell. The TN
is generally equal to the spell's Mastery Level X 5 minus the observer's
shugenja school rank x 5.
ST£AJ.TH
(J-O\!l, AGIJ-ITY)
like all arts ofdeception, stealth is not considered proper samurai behavior.
Exceptions are made for hunting, for scouts during times ofwar, or by the
Hlruma family while rraversing rhe shadowlands. Srealth may be used to
avoid notice and is always a Contested check against another character's
Perception + Investigation. Obvious obstacles, such as
:;
unusually good lighring or specially treared
(squeaking) floors may necessitate Raises
to the Stealth check.
T£A
C£Tt£mon.Y
(HIGH, 110'0)
The tea ceremony is one of
the most popular rituals
in Rokugan. The event
centers
around
two
or more
individuals
quietly
executing
a
long ritual of preparing
tea in aprecise manner.
The poinr of rhe exer-
cise is one of medita-
tion and focus, allow-
ing all who participate
to share a quiet moment
away from the stress and
anxiety of the world. Tea
ceremonies can also be events
of social significance, and attending
the tea ceremony of a powerful individual is a great honor. The ritual lasts
at least ten minutes, at the end of which the character leading the
ceremony makes a Tea Ceremony skill check (TN 10). If successful, all
characters involved (a number up to the lead character's Tea Ceremony
Skill) regain a Void Point.
\!I:Jt£ST1.In.(1
CBUc;;:l.
5T~;:nC;TI+l
Wrestling is a form of unarmed combat, but has little in
common with jiujutsu. Where jiujutsu teaches several fonns
ofattack and defense, wrestling focuses only on crushing the
opponenr wirh superior strengrh and hurling him into hard
objects (like rbe ground). A characrer must successfully
attack with an unarmed strike to use wrestling. Instead
ofdamaging his opponenr normally, he may choose
to then make a Contested Wrestling skill test
against his opponent's Strength + Wrestling.
Success indicares rhar rhe character has grappled
his opponent successfully and can forcibly throw
him a number of feet equal to the thrower's
Strength and causing normal unarmed
damage. In additioD, the victim ofthis arrack
must make a Stamina check or be
stunned (losing his next combat action).
Raises may be made to throw an oppo-
nent an additional foot per raise.
\!I£A70n SKI1.1.S
CBUc;;:l.
VA~;:5)
Weapon skills represent proficiency
with either a broad group ofweapons
(a
General weapon
skill) or
exclusive study with a particular
kind of weapon (a Specialized
weapon skill). Most weapon
skills use Agiliry as rhe
relevant
trait, though
. il.\'
ranged weapon skills use
Reflexes to represent the
instinctive style ofRoku-
gani
ranged
combat.
Taking a General weapon
skill bestows proficiency
(ar rhe General skill's rank)
with all weapons in that
weapon
category.
Taking
a
Specialized weapon skill bestows profi.
deney with that particular type ofweapon only, but also confers a bonus to
signify rhe benefir ofspecialized training. For every three ranks a characrer
has in a specialized weapon skill, he gains a Free Raise when using that
weapon. (So while the Kenjutsu skill offers mastery of a larger number of
weapons, the Katana skill offers greater advantages with a single weapon.)
A list of general weapon skills and the specific weapons that fall under
that category are as follows:
Bojutsu -
Bo staff
Kenjutsu -
Katana, wakizashi, no-dachi
Kyujutsu -
Yumi, dailryu
Nofujutsu -
Kama, tonfa, sai, jitte
Subojutsu -
Tetsubo, ono, dai-tsuchi
Tantojustu -
Aiguchi, tanto
Yarijutsu -
Naginata, yari, sodegarami
Ninjutsu -
Various ninja weapons
£QUI71i\£n..T
For the most part, equipment is not particularly important in lARPs.
Ifyou believe your character would reasonably have a piece ofequipment,
simply ask a GM. Be careful not to abuse this privilege or take advantage of
it for gratuitous amounts of unnecessary or inappropriate gear. A samurai
who walks into the Emperor's Winter Court carrying one hundred feet of
rope, a sledge, a stepladder, nine large sacks and a barrel of apples will
likely only make himseJ£look like afool. Your character can be assumed to
be carrying whatever gear is physically part of your costume. Any items
you wish to carry but do not actually have (including weapons) can be
represented by index cards with the name of the item written on them.
A guideline to some common Rokugani equipment follows:
[!aslc;]quiemenl
~ -,
~--'----..,
Backpack, wicker
!J..askef "
Bowyer's Kit
<Candle
Chest
.¢lj£P~!J£'~~4lMMf;
j
Dice, Fortunes and Winds
tfiYJJratio!\ Kit, l~~~~r!:t~~.tar~~' s~cKs,'etcJI-===::::::::=:::::J
Flint and Steel
FuYOfu1l2~fL:::":'======:.
Games (go, shogi, etc)
IrroliriJelI[oxy,omoolhe geJt):::,::....:::...::..::..:.:,_=.==,::"====::::1
Lantern
=~dlCarKlt
Mirror
Musica1JJ1s;tr~rrients
:n::,~===::::;::=:::=====llll1i1l1ililllllll]1Iill1L
Samisen
C~B~iwyiaE===-=- ====::::::;:::::;= '~-,::::!:,,,_~~w_'.l'--M""
~K~kxu ww-
, Snakuhacni (fluter
Taiko drum
..,,
• __~__ ~'F
A
n
J:Ui'
~~""~
Penalty to Tests
-2~;
None
To simply matters, there are two basic types of Armor, Heavy and Light.
Light armor is normally made up lighter steel and leather that protects the
head, torso, forearms, and feet. Heavy armor covers the samurai from head
to toe in metal plates bound together by tough cords. Heavy Armor
imposes penalties to all tests while it is worn.
Type of Armor
Bonus to Defense Skill
~H~a:0' e.rrpor
+4
Light Armor
+2
Ne\s\Jke .(figurine worn asiewefry)
Paper
p1lrowBog~
Puzzle Box
Quiver
'Rope (hemp)
Scrolls
,",
Sum1-e (writing) kit
"lJii15(elia
\!I£A70nS
Though samurai favor their katana, a variety of weapons can be found in
Rokugan. The following traits are important to keep in mind when reading
weapon statistics:
Entangling: This weapon may be used to perfonn an Entangling attack.
Upon a successful strike 1 the wielder makes an Agility rolt contested by
the target's Agility or Strength. Ifsuccessful, the target is entangled by the
weapon1 cannot move1 and is automatically struck for damage the follow-
ing round. On each attack you may choose to make another opposed test
to inflict damage and keep the target pinned or release them. If you
move from your current position or drop the weapon the target is no
longer entangled.
Gaijin Weapon: Any weapon not originating in Rokugan. These weapons
are looked upon with a mix of fear and disdain by most clans1 with the
Unicorn 1 Mantis 1 and to a lesser degree the Scorpion using them
frequently. A character who does not hail from one of these clans and
wishes to use a gaijin weapon must have a decent for how he obtained it.
Peasant Weapon: A weapon normally utilized by heimin or eta. Use of
peasant weapons can bring a samurai a loss of honor if it is brought to
attention.
Polearm: A shafted weapon 1 granting its wielder additional range in
melee. A Polearm grants its wielder a +5 bonus to his Initiative test on the
first round of combat. Polearms suffer a -2 penalty to all attack tests in
tight quarters. Their Damage Rating is increased by 2 against charging or
mounted opponents.
Ranged: A weapon that can be used at a distance. Unless the description
says otherwise, Ranged weapons may not be used in melee. For calculating
the damage of tanged attacks, your Strength cannot he higher than the
Strength rating of the weapon (usually 2 unless noted otherwise).
Thrown weapons use your own Strength.
\!I£A?OnS
Aiguchi/Ianto: A short knife. The tanto has a small hilt, while the aiguchi
has no hilt. You gain a +4 bonus to Conceal tests to hide an aiguchi or tanto.
An aiguchi or tanto may be used as a melee weapon or thrown as a ranged
weapon up to thirty feet. Damage Rating: 2
Arrows: An arrow is useless without a yumi or daikyu to fire it. A variety of
different arrows are utilized in Rokugan, including the following:
Ya -
The standard arrow. Damage Rating: 3
Armor Piercer -
This arrow ignores all Defense bonuses from armor.
Damage Rating: 2
Watakusi -
The "flesh-cutter" arrow; This arrow has a Damage Rating of
1 against armored opponents. Damage Rating: If
Karimata -
A "rope cutter" arrow. With two Raises this arrow can be
used to cut ropes or cords from a distance. Damage Rating: 2
Humming Bulb Arrow -
Not designed for combat, this arrow releases a
loud keening sound when fired. Damage Rating: 1
Barehanded Attack: The default unarmed attack for all charactelS.
Damage Rating: 0
Bo: The simplest of Peasant Weapons, a bo is little more than a wooden
staff. Armor provides double the normal Defense bonus against abo.
Damage Rating: 3
Dai Tsuchi: A large hammer with a metal or stone head reinforced for
battle. A favorite weapon of the Crab, a dai tsuchi excels at crushing the
armored carapaces of Shadowlands crearures. Armor bonuses to Defense
are reduced by 3 against a dai tsuchL A character must have at least 3
Strength to wield this weapon. Damage Rating: 4
Daikyu: A long bow, designed for use by cavalry. A typical Daikyu has 2
Strength, though Fine versions may have more. This Ranged can strike tar-
gets up to 300 feet away. Attacks with a Daikyu suffer a-2 penalty to attack
tests on foot. Damage for a Daikyu depends on the type ofarrow used.
Jitte/Sai: A blunt knife. The sai has a pait of curving prongs extending
from the hilt, while the jitte has only one prong. These weapons receive a
Free Raise for disarm attacks. These are Peasant Weapons) except in the
hands ofmagistrates.
Jo: Ashorter version ofthe boo Armor provides double the normal Defense
bonus against a boo Damage Rating: 2
Kama: A wickedly sharp sickle used as a farming tool. This Peasant
Weapon is particularly favored by the Mantis Clan as it was Yoritomo's
weapon ofchoice. Damage Rating: 3
Katana: The weapon of choice for samurai, the katana is a finely crafted
sword with a curved steel blade, often folded hundreds or even thousands
of times during its creation. These weapons are razor sharp and rightfully
the pride of the samurai. Non-samurai are forbidden to touch a katana on
pain ofdeath. You may add halfyour Katana skill (round down) to your Ini-
tiative while wielding this weapon. Damage Rating: 4
Longsword: The rypical gaijin sword, a straight shaft ofmeral mounted on
a hilt. This Gaijin Weapon is rare among the Unicorn, who prefer higher
quality weapons. Damage Rating: 3
Nagamaki: A shorter version of the naginar3, this weapon is a short haft
anached to a long sword blade. This polearm suffers no penalties in tight
quarters. Damage Rating: 3
Nage-yari: A short javelin.This weapon can be used in melee or thrown as
a ranged weapon up to sixty feet. Damage Rating: 4
Naginata: A long spear. This polearm is popular with the Shiotome ofthe
Unicorn Clan. Damage Rating: 4
No-Dachi: A larger, broader version of the katana designed especially for
use against mounted troops. You suffer a-5 penalry to Initiative tests when
wielding a no-dachi. Damage Rating: 6
Nunchaku: A pair of short staves attached by a length of chain or rope.
Originally used as a grain flail, nunchaku have become favored weapons of
budoka, monks, and ninja. Damage Rating; 2
Ono: A broad-bladed axe invented by the sohei of Osano-Wo. A character
must have at least 3 Strength to wield this weapon. Damage Rating: 5
Sasumata: A long Polearm with twin curved hooks at the end, lined with
barbs. This weapon is Entangling. Damage Rating: 2
Scimitar/Khopesh: Wickedly curved gaijin swords, these weapons are
wielded in Medinaat·al-Salaam and the Senpet Empire, respectively.
Though their designs vary, they are for mechanical purposes identical.
These are Gaijin Weapons. Damage Rating: 4
Sodegarami: This long Polearm features a crossbar covered with wicked
barbs. Also called a "sleeve-entangler," this Polearm is Entangling. By
making a Raise on your opposed Agiliry test, you can reduce theTN bonus
ofa suit ofarmor worn by adamaged opponent by 1.This penalty lasts until
the target takes a round readjusting his armor. Damage Rating: 1
Tessen: A war fan. Unlike the paper fans ofthe court, tessen are broad and
crafted ftom steel, used for signaling troops across the banlefield. While
their primary purpose is not as a weapon, they can be a deadly weapon as a
last resort. Damage Rating: 1
Tetsnbo: A long wooden staff bound and studded with steel. Anothet
favorite crushing weapon of the Crab, it is adept at overcoming armor.
Armor bonuses to Defense are reduced by 4 against a tetsubo. Damage
Rating: 3
Tonfa: A short wooden staff with a petpendicular handle. This weapon is
most often used as a defensive tool, increasing its wielder's Defense Skill
by 1 when wielded. Damage Rating: 1
Trident: A triple headed spear, this Gaijin Weapon is popular among the
gladiators of the Yodatai Empire. Polearm. Entangling. A trident may be
used as a melee weapon or thrown up to ten feet. Damage Rating: 3
Wakizashi: The companion weapon to the katana, a short curved sword.
These weapons have the same extraordinary quality as the katana, but are
rarely used as a weapon except by those in the Dragon Clan. Non~samurai
are forbidden to touch a wakizashi on pain ofdeath. Damage Rating: 3
Whip: A long leather cord used to discipline prisoners or slaves. This
Peasant Weapon is often wielded by Yasuki taskmasters. Entangling.
Damage Rating: 1
Yari: A long spear designed to be wielded from horseback. The Damage
Rating of this weapon increases by 1 while mounted. ~olearm. Damage
Rating 3
Yumi: A short bow, designed for use by infantry. A typical Yumi has 2
Strength, though Fine versions may have more. This Ranged weapon can
strike targets up to 200 feet away. Damage for a Yumi depends on the type
ofarrow used.
1i\AGIC AT\D
SKUG£T\J""A
To understand Rokugani magic one must first understand the nature of
shugenja. These men and women are more than simple spellcasters -
they are the mouthpieces ofthe divine. Shugenja manipulate, coerce, and
befriend the kami -little spirits that inhabit every aspect oflife from the
tiniest rock to the ocean and sky. Shugenja serve as priests and preside over
funerals, weddings, festivals, and gempukku rituals, calling the kami to
bless the participants. They are also scholars and sometimes serve as advisors
and scribes. Lastly, a shugenja's role demands that he be the keeper of the
profoundest secrets ofhis clan.
Among the peasantry shugenja are revered almost as highly as the
Fortunes. Not only are shugenja capable of speaking with the very spirits
ofhie, they are able to cause these kami to manifest into miraculous displays
of power. A shugenja's blessing can bring fortune to the crops. Their
learned wisdom is regarded most highly in disputes. This recognition of
their worth is to be expected from the heimin and samurai caste alike, but
it is considered unseemly for ashugenja to use this glory for personal gain.
Most shugenja are not expected to defend themselves in martial combat
and it is considered irreverent to assault these holy men and women. Some
clans do prefer their shugenja know how to fight, however, and there are
shugenja who endure martial training. Those shugenja who wish to show
their martial prowess will typically wear both the katana and wakizashi
of their daisho, implying that they do not intend to demand a second
ifchallenged.
Each Great Clan has at least one house ofshugenja at their call- some
have more. The most respected shugenja in the Empire are the Isawa and
they are typically the standard to which every other shugenja is compared.
Those few ronin born with the ability to communicate with the kami are
more respected by samurai than their bushi brethren, but will typically be
better served as guides for the peasant classes.
"£f'lniTIOnS
Affinity -
Trained ability to cast spells of a certain element over others.
Most shugenja start with one element as achosen affinity.
Ance,tor -
Spells with this descriptor fall under the Ancestor Affinity.
Area ofEffect- The amount ofspace or number of
targets a spell effects.
Casting Time -
The amOunt of time it
takes to cast a spell In combat, it
takes one action per Mastery
Level to cast a spell. Other-
wise, it takes 3 seconds per
Mastery Level.
Concentration -
A special
increment of duration that
allows a spell to be constant as long
as the shu-genja who cast it continues to
concentrate. While concentrating on a
spell, shugenja have a-5 penalty to all
other actions. They may not cast
spells while concentrating.
Creature -
Any non-intelligent
animal.
Deficiency -
Weaker ability to cast
spells of a certain element. Any
shugenja with an affinity will typi-
cally have a deficiency with spells of
the opposite element making it
more dillkulr to cast those spells.
., ,
Duration -
The amount oftime a spell lasts.Typically, spells have increments
of seconds, minutes, hours, or even days as well as durations of Permanent
or Instantaneous.
Instantaneous -
A duration that means the spell's effect happens instantly
and then ends.
Mastery Level-The power level ofa spell. The higher the mastery level the
more difficult it is to cast a spell.
Memorize -
The ability to take a spell as an Innate Ability
Permanent -
A duration increment that means the spell's effect remains
constant.
Self-
Spells with this description target the caster.
Sight -
Spells with this descriptor require you to be able to see your target.
Spell Slots -
The number oftimes you can cast spells of a chosen element.
Target -
The recipient/victim ofthe results ofa spell.
1i\£CHAruCS
L5:A~nJnCO A S75:LL
Shugenja players start with a set numbet of spells. These represent the
character's years oftraining, but are not the only spells he will ever know. As
shugenja advance in rank they are tested by their sensei and granted two new
spells (player's choice) as a reward for their growing power and wisdom.
Another way for shugenja to expand their repertoire of spells is to
convince a teacher (it can be any other willing shugenja) to reveal to them
their secrets. It is possible to learn any spell- even those you cannot cast,
but you may only teach spells you are able to use.
Lastly, shugenja may attempt to learn new spells by studying other
shugenja's spells. All scrolls are as unique as fingerprints and require some
time to be able to read. Learning a new spell this way requires 1 session per
Mastery Level of the spell (minus 1 session per rank) and a Research +
Intelligence Test with varying degrees of difficulty (see below). Failing this
test wastes the study time and requires the shugenja to start all over.
A shugenja may simultaneously learn a number of new spells equal to her
School Rank It should be noted that while it is theoretically possible for
any shugenja to teach his spells to any other shugenja, this practice is
highly frowned upon by the clans as it is the sensei's duty to teach.
Those who teach their spells to shugenja outside the clan are firmly
reprimanded, or even ordered to commit seppuku if they reveal a closely
guarded spell.
•
When learning a spell from someone you know, the base difficulty
is 6.
•
Learning a spell from a scroll written by someone you have only a
passing familiarity with (i.e. someone who attended the same
school as you) is a base difficulty of 9.
•
Learning a spell from a scroll written by someone you understand
very linle (i.e. someone who mended a different school than you)
is a base difficulty of 12.
•
Learning a spell from a scroll written by someone with a totally dif-
ferent mindset (i.e. a nonnal shugenja learning maho, or a human
anempting to learn a Naga spell) is a base difficulty of 15.
•
Aftet determining the Base Difficulty to learn aspell, add the Mastery
Level ofthe spell to the number.
/il;:/ilO;tIZ:ln<; A Si'-;:LL UnnAT;: ABILITY)
To cast a spell a shugenja must have the required spell scroll in hand.
In important circumstances this restraint wastes precious seconds spent
fumbling for the right scroll. In order to solve this problem, some shugenja
go to the extra effon ofmemorizing spells that they will often cast.To do so
they must learn the spell as an Innate Ability Advantage. This costs 3
Character Points or Experience Points. Thereafter, the spell may be cast
without the required scroll and having the scroll in hand as per normal
actually grants a Free Raise on the casting attempt.
C;t;:ATln<; A SC;tOLL
Creating a scroll for a spell that you have as an Innate Ability is easy
(tequiring a number of minutes equalro the Mastery Level). Creating a
scroll for a spell you know, but do not have as an Innate Ability, requires
more time and effort (60 minutes per Master Level of the Spell and a
Research + Intelligence Test with a Difficulty 5 + Mastery Level). Copying
ascroll for aspell you have not yet learned is far more difficult (one day per
Master Level of the Spell and a Research + Intelligence Test with a
Difficulty 10 + Mastery Level). Tests are made at the end of the attempt,
leading a failed attempt to waste agreat deal oftime.
S7;:LL SLOTS
Shugenja are limited in their ability to continue to cast spells. Constant
communion with the spirit world takes its toll and not all shugenja can
meet it. A shugenja can cast a number of spells per session equal to their
appropriate Ring. For example, a shugenja with a Fire 3, Water 2, Earth 2,
and Air 4 could cast 2 Water and Earth spells, 3 Fire spells, and 4 Air spells
per session. Making a Void +Meditation skill (TN 10) and spending fifteen
minutes in meditation recovers one spell slot. A Void Point may be spent to
cast aspell without expending aspell slor. Alternately, making three Raises
during casting allows a sell to be cast without expending a spell slot
(see Mastering a spell under Raises).
tllFFICULTY T;:ST
To cast a spell, add your Rank +appropriate Ring (the Ring that matches
the Element of the spell you wish to cast) as well as other modifiers and
attempt to beat the Difficulty After determining the Base Difficulty fot a
spell add all modifiers. Modifiers can include any Raises (see below), as
well as Innate Ability Bonuses, and Magic Resistance. The Base Difficulty
for a spell is its Mastery Level x 3.
;ul.IS::S
Like any otherTest, spells allow for Raises. Here is a list ofavailable effects:
•
Casting Time: For one raise a shugenja can lower the casting time
ofa spell by one increment.
•
Duration: All spells have a listed duration. For one raise, a shugenja
can increase the duration ofa spell by one increment (an increment
is the normal duration ofthe spell). Spells with a duration ofInstan-
taneous or Concentration cannot be raised this way.
•
Master: A shugenja can allot 3 raises towards Mastering a spell
when they cast it. This causes the spell to not count against the
number oftimes they can cast per session.
•
Shugenja may cast a spell at less than its full effect automatically. He
can end any non~Permanent spell by concentrating for one action.
•
Special Effects: Shugenja can allot any number of raises to special
effects. These can change the spell in any minor (non-mechanical)
way such as making Fires from Within look like water instead
offire.
•
Other: Some spells have special attributes that can be manipulated
with Raises. This will be noted in the spell's description.
sUlillilorunG AnC::STO;tS
Kitsu Sodan-senzo have the ability to summon ancestors using the
Summon spell. They may not have more summoned ancestors than their
Honor x 2. Sodan-senzo take on the personality traits of all summoned
ancestors. Ancestors remain until dismissed or until the session ends and
grant abilities appropriate to their history. The following is a list ofabilities
that can be gained followed by examples ofancestors and their traits:
•
+1 to Attack tests with a specific weapon (Example: Matsu -
brash;
Yoritomo -
arrogant).
•
+1 to the DR of a single weapon (Example: Kaiu -
determined; Moto
-
disturbing).
•
+2 to Defense (Example: Hiruma -
efficient; Bayushi -
deceptive).
•
A free raise on Tests using a single Trait or Skill (Example: Kakita
Toshimoko -lecherous; Tsuruchi -
quick-witted).
•
2 to a single non-combat Skill (Example: Kitsuki Kaagi -lOgical; Miya
-amiable).
ST::7S TO CASTinG A S7::1-1-
There are a numberoffacrors that a shugenja must take into account before
they are able to cast a spell. Below is a quick description ofhow to go about
using your shugenja's power.
Step 1: Are you capable of casting the spell?
Your rank must be equal or above the Mastery Level of any spell you wish
to cast. Spells in your Affinity are considered one Mastery Level lower and
those in your Deficiency are considered one higher.
Step 2: Difficulty
Determine Base Difficulty (see above).
Step 3: Raises
Add +2 to the Difficulty of a spell for each Raise made when casting.
Add any othet modifiers to the spell at this time.
Step 4: Area ofEffect
Declare who you wish to be targeted by the effects ofthe spell Most spells
will have a listed Area ofEffect.
StepS: Draw
Add your Rank +appropriate Ring after determining the Difficulty. Draw a
card and add the value of the pulled card to your total. If this number is
equal to or highet than the Difficulty, you succeed. If it is not, you fail.
Step 6: Casting Time
If the draw was successful, you must now wait until the casting time
elapses before the effects ofthe spell are determined. Ifyou are incapacitated
during this time the spell will not be successfully cast and you will still lose
the spell slot normally. A spell requires a number ofrounds to cast equal to
its Mastery Level, unless stated otherwise. Raises may be made to decrease
casting time normally.
Step 7: Results ofthe spell
If the spell was cast successfully, declare all results that the intended spell
has accomplished. Inform all recipients/victims of the spell that they are
targeted and apply appropriate results.
Step 8: Duration
Unless the spell is Instantaneous or Permanent, a duration will now elapse.
It is up to the shugenja and anyone affected by the spell to keep track of
how long the spell lasts. If a spell affects a large number of people, or a
whole roDIn, a Game Magistrate will help determine duration.
Step 9: Spell Slots
Unless you attempted 3 raises to Master the spell, you must now mark off
one spell slot.
BASIC S'?£LLS
z·
These spells are taught to all shugenja before gempukku and are universal.
Each spell occupies one scroll, bur when cast it is considered to belong to
whichever element is being chosen for purposes of Difficulty and spells
per day. Kitsu Sodan-senzo may cast variants of these spells that affect
Ancestors. All are Mastery Level One. All shugenja receive Sense, Commune,
and Summon as Innate Abilities for free during character creation.
COIi\Ii\VTt~
Duration: Concentration
Area ofEffect: One kami
Range: Sight
Commune allows the caster to experience the world from the point ofview
ofa single elementa! spirit. To cast the spell, the shugenja must first placate
the spirit. The difficulty depends on the spirit's importance (a fire in a
lantern might wish for you to burn a small piece of paper} where a lake
might tequite you to feed the £ish that live within it).
Spirits are generally uninformed about the world of monals and only
relate information that has directly affected them. Experiences that alter it
are mor'e important to the spirit. For example, a stream could not tell you
the descriprion ofsomeone who passed through, but it could inform you if
someone bled in it.
You may opt not to ask the spirit questions, but instead view a single
experience from its perspective.
Lastly, spitits ate highly attuned to Elemental Magic and will always
remember recent castings oftheir element within their vicinity.
Raises may be made to ask additional questions or for greater clarity of
information.
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Duration: 5 Successful Hits
Area ofEffect: Self
Range: Self
Elemental Weapon is unique in that it is universal and a version exists for
every element as a separate spell. It summons a weapon made entirely out
of the element used to cast the spell. Air summons a Yarij Eanh, aTetsuboj
Fire, a Katanaj and Water, a Eo Staff. Each weapon uses statS and skills as
per the normal weapon. The weapon vanishes if the shugenja becomes
unconscious or dies.
Raises change the type ofweapon or increase the duration by 1Hit per raise.
SEnSE
Duration: Concentration
Area ofEffect: 10' Radius
Range: Self
The caster becomes aware of all sources of the chosen element within the
area. Anything even partially composed ofthe element is revealed and the
exact distance is determined. Only the location and size of the object
is revealed. Raises increase the area by 5'.
SUJilJilon
Duration: Concentration
Area ofEffect: 1 Cubic Foot
Range: 10'
Summon creates 1 cubic foot ofone of the four basic elements. The caster
can shape the element however he wishes while concentrating. He may
summon any substance composed ofa single element, but only things that
exist naturally and he is familiar with. Once the caster stops concentrating}
BJ.£55InG5 Of' jlZO
the item remains, but will immediately act normally. Thus, a bird-shaped
mass ofwater will lose its shape.
Magic materials, including j.ade and crystal cannot be summoned. Kitsu
Sodan-senzo may use this spell to summon ancestors (see Spell Mechanics).
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Mastery Level: 2
Duration: Special
Area ofEffect: 1Target
Range: Touch
=
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Ancestor
Mastery Level: 6
Duration: 10 Spells
Area of:Effect: Self
Range: Self
Blessings of Jizo causes spells targeting the caster to backlash upon the
source. The source takes clie full brunt ofthe spell as ifthey were the target
Raises increase the duration by 1 ~ell per raise. This spell does not work
"
against Sympathetic Energies.
Ancestor
Mastery Level: 2
Duration: 5Tests
Area ofEffect: 1Target
Range: Touch
The target ofBenten's Touch gaiIjs abonus to' II soeialTeSls of+3. The target
is more attractive"witty, and socially apr. Raises increase the bonus by+1.
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Ancestor
Mastery Level: 1
Duration: Instantaneous
Area ofEffect: 1Target
Range: Sight
This spell allows the caster to target one object (+1 per raise) and make an
Air +Rank Test vs. aTN set by the GM (usually 10). Ifsuccessful he knows
if the object has any hidden items on or in it and where, but not what.
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This spell grants asingle target (+1 pet raise) the ability ofllight.The recipient
can £Iy at twice their normal rare ofmovement in any direction to amaximum
height of 100'. The spell continues for one session or until the shugenja
stops concentrating. The caster does not incur the normal penalties for
concentrating.
COmmATtI7
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Mastery Level: 5
Duration: 1 Session
Area ofEffect: 1-mile radius
Range: Self
Storm Force
Gale
Cool
Cold
This spell alters the weather within the area. The caster may control tem-
perature, wind, and precipitation. The Game Master will declare the cur-
rent weather conditions and the caster may alter them up or down one
rank (+1 per raise) according to the following chan:
Temperature
Wind
Precipitation
Sweltenng
Calm
Clear
Hot
Moderate
Partly Cloudy @ght r~snow)
Warm
R1gIi Winds
Moderately Cloudy (medium
rainlsn0t';l!g!Jlhail)
Overcast (heavy rain/snow hail)
Sto!m
(Drl\li.~g rain/snowf ail)"'
Ancestor
Mastery Level: 4
Duration: Concentration
Area ofEffect: 1Target
Range: Sight
The caster summons wind spirits around a single target (+1 per raise) that
immobilizes and lifts him into the air. The target(s) may be moved at a rate
of 10' per 5 seconds. To break free, the target mllst succeed at an
Eanh/Rank vs. the caster's Air/Rank Test.
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Mastery Level: 3
Duration:Concenrrarion
Area ofEffect: Self
Range: Self
The caster ofthis spell becomes invisible and is able to pass through solid
objects at a rate of l' per round. Quick moving objects (swinging swords)
ignore this spell and deal damage accordingly. Ifthe target draws attention
to himself(allacking or speaking) this spell ends immediately.
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Ancestor
Mastery Level: 2
Duration: Concentration
Area ofEffect: 1Target
Range: unlimited
This spell allows the caster to speak to one target he knows personally over
any distance. The target will hear the caster's words, but may not speak
back without this spell.
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Mastery Level: 1
Duration: Concentration
Area ofEffect: Special
Range: 10'
This spell creates a bubble around an object that encompasses the caster
and one other person (+1 per raise) that is within 10'. No sound escapes
this bubble.
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Mastery Level: 2
Duration: Concentration
Area ofEffect: 50' radius
Range: 1 mile
A shugenja may only cast this spell on an area they have studied for at least
10 minutes. While maintaining concentration the caster hears all
conversations inside the area as uhe were in the area himself.
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Mastery Level: 5
Duration: Instantaneous
Area ofEffect: Special
Range: Self
The caster of this spell must stretch out his hands and a strong burst of
wind blasts forth from them. The wind extends 25' from the caster and
affects all creatures in a 10' area. The wind created is violent and will rip
clothing, destroy paper, hurl light objects, and otherwise damage living
creatures (DR = Caster's Air + Rank).
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Mastery Level: 1
Duration: Concentration
Area ofEffect: 1Target
Range: 25'
This spell causes a blast of air to fly from the caster's fingertips targeting
one person (+1 per raise). Affected players must make aTest using Eam +
Insight Rank vs. the caster's Air + School Rank. Players who fail are
knocked down and must make new Tests to stand up. Players knocked
down suffer Wounds equal to the caster's Air Ring.
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Ancestor
Mastery Level: 2
Duration: Instantaneous
Area ofEffect: 1 target
Range: Sight
This spell reveals to the caster ifthe last thing the target said is true or not.
This will only tell the caster if the target was lying -
if a target believes
what he said is true, the spell does not function.
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Mastery Level: 1
Duration: Concentration
Area ofEffect: 1Target
Range: Sight
This spell saps one target (+1 per raise) of energy and makes him sleepy.
If the target is relaxed (inattentive, sitting, etc.) he will fall asleep. If they
are stimulated (in combat, casting spells, etc.) they receive a-5 penalty to
allTests. To ignore the effects, a target makes an Earth/Rank vs. the caster's
Air/Rank Test.
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Mastery Level: 3
Duration: 3 Rounds of Combat
Area ofEffect: 1Target
Range: Touch
This spell grants the target (+1 per 2 raises) a single extra action per round
of combat. This action may not be an attack or spell, but movement is
acceptable. Raises may also increase duration.
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Ancestor
Mastery Level: 3
Duration: 5 Tests
Area ofEffect: Self
Range: Self
This spell grants the caster a +5 bonus to all Tests with a single skill for the
duration. Raises increase duration by +1 Test per 2 raises.
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Ancestor
Mastery Level: 2
Duration: 1 Session
Area ofEffect: 1Target
Range: Touch
This spell calls forth the spirits of the Seven Thunders and renders one
target (+1 per raise) immune to Fear for a single session. This spell may
only be cast on someone from the original Seven Great Clans.
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Mastery Level: 4
DUrati n: Special
Area ofEffect: 1Target
~
Range: Touch
"1
This spell summons the' spirits of fonner Emperorub protec~netarget
(+1 per 2 raises). The reCiPie.nl are immune to all damag7frO a number
ofartacks equal to the taster's Eanh + Rank
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Mastery Level: 3
Duration: 1 Day
Aiea~Effect: 15' radius
Range:'ro\!c.h.__ ~_~
This spell can only be cast upon an object ofjade or a token from aTemple
of Shinsei. Everyone inside the radius feels calm and at peace and must
make a Willpower Test against the caster to perform any violent action.
Ifthe object is inside aTemple ofShinsei it affects the entire structure and
will not expire for ten days.
COU~AG~ Of"
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Mastery Level: 5
Duration: Permanent
Area ofEffect: 100 cubic feet
Range: Sight
This spell disintegrates up to 100 cuhic feet of any earth-like substance.
It may not be used on hYing beings (except Earth spirits) and nemuranai
are unaffected.
£A~TH'S STAGnATiOn
Mastery Level: 1
Duration: Concentration
Area ofEffect: 1Target
Range: Sight
This spell causes Earth spirits around the target to gravitate downward
forcing the victim to act clumsy and awkward. The target's Agility and
Reflexes are lowered hy 1 (+1 per raise) to a minimum of 1.
Ancestor
Mastery Level: 1
Duration: 5 Spells
Area ofEffect: Self
Range: Self
The Eanh spirits protect the caster against other Elemental Magics. When
the spell is cast, the shugenja chooses an Element. Spells of that Element
have their Difficulty raised by the caster's Eanh + Rank. Raises increase the
duration by one per raise.
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Mastery Level: 1
Duration: Permanent
Area ofEffect: 10 Cubic feet
Range: Sight
This spell instantly mends a single item that is broken. It will not restore
magic lost to the destruction, but can repair any single nonliving material.
HAn"s Of" CJ.AY
Mastery Level: 2
Duration: Concentration
Area ofEffect: Self
Range: Self
This spell allows the caster to walk along any surface made of earth.
He cannot slip or fall, even if he is upside down, as long as he moves no
faster than a walk.
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Mastery Level: 2
Duration: Instantaneous
Area ofEffect: 1Target
Range: Touch
This spell removes ali trace of disease and/or poison from one target
(+1 per raise). This does not affect the ShadowlandsTainr. It will not repair
damage done by either source.
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Ancestor
Mastery Level: 3
Duration: Permanent
Area ofEffect: 1 Weapon
Range: Touch
This spell requires one hour to cast. The caster of this spell draws dormant
Earth spirits dormant in any non-nemuranai weapon. The shugenja may
only have one weapon with this spell in existence at a time and a weapon
may only be affected once. The weapon's DR increases by 2 permanently.
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Mastery Level: 1
Duration: Instantaneous
Area ofEffect: 1Target
Range: Sight
This spell only functions on creatures with the Shadowlands Taint.
The caster fires energy of pure jade at one target (+1 per raise) who
immediately takes wounds equal to the caster's Earth + Rank. The DR can
be increased by one per raise.
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ST~£n.GTH
Mastery Level: 6
Duration: 10 Hits
Area ofEffect: 1Target
Range: Touch
This spell causes one target's (+1 per raise) skin to [Urn into stone.
The Earth spirits within the target render her immune to damage from any
non-magical source. Raises increase the duration by 1 Hit per raise.
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Mastery Level: 5
Duration: Concentration
Area ofEffect: 100' radius
Range: Sight
This spell causes violent eruptions from the ground in a100' radius triggered
by movement. Foot-long, sharp spikes erupt from the ground underneath
moving targets dealing damage equal to the caster's Earth every 5'.
Slow-moving creatures may attempt a Reflexes/Rank Test vs. the caster's
Earth/Rank to avoid damage.
,
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C~OW
Mastery Level: 3
Duration: 1 Session
Area ofEffect: 1Target
Range: Touch
This spell calls upon Shinsei's faithful companion} the crow. This spell
renders one target (+1 per raise) immune to the effects ofthe Shadowlands
Taint. If the target willingly embraces the Taint (e.g. casts a maho spell)
the spell will not function.
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Mastery Level: 4
Duration: Special
Area ofEffect: 1Target
Range: Sight
The spell only affects creatures with the ShadowlandsTaint.The caster and
the target make contesting EarthTests until either the creature is destroyed
or the caster fails. Each time the target fails it takes the caster's Earth +
Rank in wounds. Raises grant the caster a +3 bonus to draws for the Tests.
T~£IilO~
Mastery Levd: 2
Duration: Concentration
Area ofEffect: 1Target
Range: Sight
This spell causes a minor, localized earthquake to appear anywhere the
caster can locate visually. It affects only poorly crafted buildings or
individual targets (+1 target per 2 raises). Structures are destroyed unless
otherwise bolstered and targets take wounds each round equal to the
caster's Earth.
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Mastery Level: 2
Duration: 10 Hits
Area ofEffect: Self
Range: Self
This spell wreaths the caster's body with £lame causing him to glow with a
pale red aura. The caster's TN is increased by 5. Raises increase the
duration by 1 Hit.
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Ancestor
Mastery Level: 1
Duration: 1 Session
Area ofEffect: 10' tadius
Range: Touch
This spell requires 1 ,minutes to cast. The shuge"nja inscribes a rune in a
fIxed location. Anything entering the tadius with the Shadowlari'\1s Taint
takes damage equal to the castet's :Eattli every to.t'nd.
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Mastery Level: 5
Duration: Special
Area ofEffect: 1Tatget
Range: Sight
Everburning Rage causes excruciating pain due to invisible flame passing
through the target's ilesli an
causes them [0 act as if they were at the
Down wound rating.
This lasts
number orminures equat to ilie·-caster's Fire + Rank, but
othetwise deals no d3J'1age.
Mastery Level: 1
Duration: 5 Hits
Area ofEffect: 1 Weapon
Range: Touch
This spell only tatgets non-magical weapons with steel blades. The
weapon's DR is increased by 2.
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Mastery Level: 4
Duration: Special
Area ofEffect: 1Tatget
Range: Sight
This spell renders all Fire spirits within a target inert (lowering their Fire
and related traits to 1). The victim makes a Fire/Rank Test against the
shugenja each round to negate this.
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MasteryLeveLl
Duration: Instantaneous
Area ofEffeet: 100' radius
Range: Self
Extinguish dismisses all fire spirits in the area, extinguishing all fires.
This also renders the spell Commune: Fire is useless in the area until more
flame is introduced.
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Mastery Level: 4
Duration: 10 minutes
Area ofEffect: 1Target
Range: Touch
The target (+1 per raise) is immune to the effects ofnon-magical fire.
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Mastery Level: 2
Duration: Instantaneous
Area ofEffect: 1Target
Range: 50'
This spell creates a small ball offlame (+1 per 2 raises) in the castees palm.
He may hurl the ball at any target in sight making an attack roll using his
Fire +Rank. The fire has a DR equal to the caster's Fire. Flammable objects
on the target are destroyed.
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Ancestor
Mastery Level: 3
Duration: Concentration
Area ofEffect: 30' radius
Range: Sight
This spell summons lightning and thunder in the shape of balled fists,
pummeling an area. Weak structures are destroyed, but strong buildings
(like the Kaiu Wall) remain unaffected. Anyone in the area must draw a card.
If it is 3 or lower, they immediately take wounds equal to the easter's Fire.
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Ancestor
Mastery Level: 1
Duration: Instantaneous
Area ofEffect: 1Target
Range: Sight
This spell summons the wrath of the Fortune of Fire and Thunder.
One target (+1 per raise) is immediately struck by lightning for the caster's
Fire + Rank in wounds. Creatures within 100' feet ofthe target are deafened
for 1 minute. If it is raining, the DR increases by 5.
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Mastery Level: 3
Duration: Instantaneous
Area ofEffect: 1Tatget
Range: Sigbt
This spell functions the same 35 Fires from Within except as follows:
•
DR is equal to twice the caster's Fire + Rank and can be raised by 2
per raise.
•
Only one missile can be summoned
HU~~~D ST~7S
Mastery Level: 2
Duration: Next 5 Spells
Area ofEffect: Self
Range: Self
This spell lowers the casting time ofthe next 5 spells (+1 per raise) cast by
tbis sbugenja by bis Rank (minimum 1).
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TOOTH
Mastery Level: 2
Duration: Concentration
Area ofEffect: 1 Object (2 cubic feet)
Range: Sigbt
This spell causes an inanimate object to spontaneously combust. Anyone
touching the item takes damage equal to the caster's Fire every round.
Flammable objects ate destroyed and objects prone to melting will be
destroyed in less than a minute.
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Ancestor
Mastery Level: 4
Duration:Concenrrarion
Area ofEffect: 50' radius
Range: Self
The caster evokes an aura of light, which illuminates the area around him
as if it were daylight. Creatures with the Shadowlands Taint take damage
equal to the caster's Fire + Rank each round.
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Ancestor
Mastery Level: 6
Duration: 1 Combat
Area ofEffect: 1Tatget
Range: Toucb
---.-- =_._- ------.- ----
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Ancestor
Mastery Level: 2
Duration: Permanent
Area ofEffect: 1Targer
Range: Touch
The recipient of this spell musr be willing and may end rhe bond ar any
time. The bond enables both characters to know the general direction and
distance oftne other and allows rhem ro cast spells with a Range ofTouch
regardless ofdistance. The effects end ifthe ~haracters move farther than 1
mile from each other and can only effect one target at a time.
Ancestor
Mast~ryLevel: 4
Duration: 5 Attacks
Area ofEffect: Self
Range: Self
Avoidance grantsThe caster the aoUity to deflect melee and missile attacks.
She makes aWater!RaJ1kTest agalnst'any successful attack witH a Difficulty
equal to the attackers To Hit d aw to avoid all damage. Rais~s increase the
duration by 1 attack per raise.
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Mastery Level: 3
Duration: 1 Session
Area ofEffect: 10' radius
Range: Touch
Waiting Flames causes all Fire spirits in an area to become inert.
This angers the spirits tremendously and when anything disturbs the area
they immediately deal damage equal to the caster's Fire + Rank. The spell
ends afterwards. Raises increase the DR by 1.
The recipienr (+1 per 2 raises) of rhis spell appears ro be immolared in
flame. The fire deals no damage to the target, but causes wounds equal to
the caster's Fire + Rank to anyone within 5', Unprotected arrows and poor
quality weapons will dissolve and deal no damage. All other weapons are
scorched and their edges are blunted if they remain in the fire for more
than one attack.
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Ancestor
Mastery Level: 3
Duration: 1 Minute
Area ofEffect: 1Tatget
Range: 1Tatget
Near to Ice allows the target to ignore pain and effects of wound penalties.
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Mastery Level: 3
Duration: 5 Attacks
Area ofEffect: Self
Range: Self
This spell causes the spirits ofWater within the caster to become unusually
violent. Anyone attacking the caster uses their lowestTrait when attempting
to hit. Raises increase the duration by 1 Attack.
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Mastery Level: 1
Duration: Permanent
Area ofEffect: 1Tatget
Range: Touch
This spell heals a number of wounds equal roo the caster's Water + Rank +2
per raise.
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Ancestor
Mastery Level: 6
Duration: Instantaneous
Area ofEffect: 1Tatget
Range: Touch
This spell renders the target pure ofimperfections such as poison, damage,
disease, and toxins excluding the ShadowlandsTaint. This may only be cast
once per day:
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Mastery Level: 4
Duration: 3 Rounds ofCombat
Area ofEffect: Self
Range: Self
Perceive Harmony grants the caster precognition.This enables him to declare
his actions last in combat. Two raises increase the duration by 1 round.
,
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Mastery Level: 2
Duration: Instantaneous
Area ofEffect: 100' radius
Range: 10'
Consumable liquid in the radius of this spell is reduced to pure water
unless already absorbed inro rhe body
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Mastery Level: 1
Duration: Instantaneous
Area ofEffect: 1 Irem
Range: 10'
Scrying within a clear bowl offresb warer, rhe sbugenja is able ro commune
with the awakened spirit of a single nemuranai. she may speak with the
item as ifwith the Commune spell to determine its narure) creation, history,
or powers. The caster receives one question per Rank (+1 per raise).
Note: Some nemuranai ignore the caster, especially if they are ancient,
or extremely powerful (Le. clan swords, maho-crafted items, etc.)
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Mastery Level: 1
Duration: 3Tests
Area ofEffect: 1Targer
Range: Sigbr
The shugenja's ancestors grant the target their luck and wisdom for 3Tests
(+1 Tesr per raise). The rarger of rhis spell gains a bonus of +5 on all Tesrs.
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Mastery Level: 3
Duration: Varies
Area ofEffect: Self
Range: Self
silent Waters causes a single Water spirit to blend with the caster's soul.
This spell is cast in conjunction with another unmodified spell. When cast
the shugenja declares a trigger that immediately casts the second spell
regardless of the shugenja's state unless the second spell requires a
chosen target.
SYlili'ATIi~TIC
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Ancestor
Mastery Level: 1
Duration: Varies
Area ofEffect: 1Target
Range: Sight
This spell allows the caster to transfer the effects of a spell that would
otherwise only affect the caster to another target. The spell continues to
function normally as if the new target were the caster.
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Mastery Level: 5
Duration: 1 Hour
Area ofEffect: Self
Range: Self
This spell grants rhe caster rhe ahility to shapeshift into the likeness ofany
living creature he has seen (except unnatural, intelligent, or magical
creatures). The caster gains the physical traits ofthe creature.
Note: You cannot caSt most spells without hands to hold scrolls.
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Ancestor
Mastery Level: 2
Duration: 1 Hour
Area ofEffect: Self
Range: Self
This spell allows rhe caster to read at twice his normal rate, effectively halving
the Research time needed to srudy a scroll.
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Mastery Level: 5
Duration: 1 Hour
Area ofEffect: 50' radius
Range: Sight
This spell creates a whirlpool within any large body of water.
The whirlpool sucks in any object within 200'. To resist this effect,
creatures or objects must make a Water Test against the caster. Once a
creature is sucked in, he may attempt aSwimming/Strength vs. the caster's
Water/Rank Test to get out'or he drowns.
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_..-....-- SZZT7-- -- --
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Mastery Level: 5
Duration:Concenrration
Area ofEffect: 1Target
Range: Sight
This spell renders another character unable to move while the shugenja
concentrates. To cast the spell, the shugenja and target make Void/Rank
Tests.Thereafter, the target may spend a Void point to attempt anotherTest.
Otherwise, the target remains inen.
This may only be cast on a target with a Void Ring and it must be lower
than the caster's.
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Mastery Level: 1
Duration: Next 5 Tests
Area ofEffect: Self
Range: Self
The shugenja temporarily increases rhe number ofVoid they can spen
in
aTest by one (+1 per raise,). Lost Void po'nts are regained normally.
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Mastery Level: 3
Duration: 1 Session
Area ofEffect: Self
Range: Self
This spell grants the caster the ability to alter future events. The caster
gains one temporary rank ofLuck (+1 per twonises) that maybe used on
anyTesr. This may onlybe cast once per session.
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Mastery Level: 1
Duration: Instantaneous
Area ofEffect: Self
Range: Self
This spell can only be cast once per session and allows the shugenja to gain
a temporary void point (this may exceed their Void ring).
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Mastery Level: 2
Duration: Session
Area ofEffect: Caster and ODe target
Range: Touch
This spell allows a shugenja and ODe target ro share their Void points. The
target must be willing and the link may not be broken once the spell is cast.
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Mastery Level: 4
Duration: 3Tests
Area ofEffect: SelforTarget
Range: Touch
The shugenja must spend a Void point and may increase any skill
possessed by a willing target by the castet's Void Ring. The duration
increases by ODe Test per two raises.
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Mastery Level: 1
Duration: Concentration
Area ofEffect: 1Target
Range: Sight
Sense Void allows the caster to discern specific qualities about another
person. The shugenja and target make Void/Rank Tests and if the caster is
successful they may determine ODe ofthe following qualities:
•
Surface thoughts (i.e. whether someone is lying)
•
Emotions
•
Illnesses, poisoD, or injury
•
Supernatural phenomena (presence ofTaint, powerful spirits, etc.)
The caster may attempt to gain further informarion by maintaining
concentration and making anotherTest.
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Mastery Level: 3
Duration: Special
Area ofEffect: 1Target
Range: Sight
Spiritual Presence grants a willing target a bonus to any Ring equal to the
caster's Void. This alteration only affects Tests using the Ring or relevant
traits. The spell lasts as long as the caster can see the target and maintains
concentration.
1101"
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Mastery Level: 4
Duration: Instantaneous
Area ofEffect: 1Target
Range: Sight
Void Strike allows the caster to transfer a Void point (+1 per two raises)
from a single target to himself The target may make a Void/Rank Test to
resist this effect. A caster may only steal a number of Void points per day
equal to his Void Ring.
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Mastery Level: 6
Duration: Special
Area ofEffect: 1Target
Range: Sight
Void Suppression forces a target to use their lowest trait for all Tests.
The spelliasrs for a number aETests equal to the caster's Void Ring.
Raises increase the duration by one Test.
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Mastery Level: 2
Duration: 3 Tests
Area ofEffect: Special
Range: Touch
This spell grants the target 2 points in any skill they do not currently possess.
It may only be cast on someone with a Shintao ofat least 2. Raises increase
the duration by one test.
BJ.OO" An.."
IfOn..O~
?A~T FIIIE
Kanshiro ran as fast as he could, l.eapingove,y snow~covered stones and dodging trees. In the
"' road ahead, he could see a scrawny figure TUl\ning sWiftly. The young Phoenix continued
with grim determination, ignoring the bitter chi!! that tore through his thin kimono.
Another man might have given up, assuming the killer had faced justice. For aman on foot
in the dead ofwinter, there was no reasonable escape from Honored Treaty City. By fleeing
into the forest his quarry had without doubt deomed himself. Kanshiro was not prepared to
let the murderer escape so easily.
As he burst through the tree line onto an open plain, however, he wondered if he had
made an error. A sha'1' pierced his shoulder. A short metal dart protruded from his arm.
His left hand damped down over the wound. Searing pain lanced his body, driving him to
his knees. He could hear the approalh ofsandaled feet crunching in the snow.
'She warned me..." Kanshiro whispered, falling forward on his right hand.
'You should have lisleri£d," the killerTeplied.
'She warned me...' he repeated. 'That the antidote... would only make it hurt more:
Kanshiro pushed the pain asitU ana looked up at his a!talker The peasant blanched as he
noticed the thick poultice the Phoenix held over his wound. Kanshiro rose to his feet and
drew his sword. 'Surrend.er in the name ofthe Emperor," he growled.
"We both know there will be no justice for me," the man said, drawing a knife from
his belt.
"Do tlot make me kilL you, Genjo," Kanshiro warned. Behind them, the din ofshouts and
hoofbeats drew doser.
The servant paused for a moment, considering his options. Then, with adefeated
scream, he ran toward the Shiba with his knife raised high. A single stroke of the
katana, and it was over. Genjo fell to the snow adead man. Kanshiro stumbled and
leaned against a tree, the poison sapping his strength. The Emerald Magistrates
galloped into the clearing around him. Kitsuki Temko rode at the head, with
Mirumoto Aichi, Soshi Yoshino, and Soshi Kaoru just behind him.
"Kanshiro-san;' Temko called out, looking down at him in alan» as she climbed
from her horse. "You are injured! Are you poisoned?"
"Yes;' he said raggedly, "but I wi!! be fine. We Phoenix have a way ofrising from
the ashes." Kaoru sighed at him as she ran to his side, whispering aspell that would
draw out the residual poison.
Temlw raised an eyebrow. "Your sense of humor, at least, seems gravely injured;'
he looked down at the body ofthe dead servant. "Explain."
Kanshiro nodded. "That is your killer," he replied. "Isa's older brother, Genjo."
"Her brother?" Kaoru asked.
''Ask Aichi," Kanshiro answered. "He knows."
All eyes turned toward the Dragon. He frowned as he looked down at the corpse.
"Seppun Isa was not a true samurai," he replied. "Her parents were peasants. Juro
never had children ofhis own. He made... arrangements with the servants to adopt
one of their infants, to give her a better life. In the end, Juro's honor did not allow
him to continue the charade. He summoned me here to tell me the truth in person."
''And Genjo acted to stop Juro," Temko finished. "So that his sister would have
hope for a better life."
"I fail to understand only one thing;' Kaoru said. "IfJura was ki!!ed before Aichi
arrived, how does he know the truth of her origins?"
"150 told me;' Aichi replied softly. "I admit I reacted foolishly when I heard the
truth. She is an honorable woman, and 1 thank Kanshiro for not allowing me to
sully her honor. I will keep my vow to her, peasant or no."
"Treat her wen, Dragon," Soshi Yoshino said tonelessly. "I will be watching."
Aichi gave the Scorpion acautious look, but nodded.
"An acceptable, ifunexpected end;' Temko said, looking at the corpse in adecisive
manner. "1 thank you for your help, Shiba Kanshiro."
"I am glad I could provide it, Temko-sama," Kanshiro answered.
"I suppose once you have rested you will return to your village?" the magistrate
said, studying him calmly.
"Hai," Kanshiro answered.
"Night Milk can be atreacherous poison," she replied. "I think it best ifyou do not
return home alone. I wi!! dispatch a legion of Emerald Magistrates to escort you."
She paused and reconsidered her statement. "1 believe you mentioned some trouble
with bandits, as well? I suppose while we are in the area, we can deal with them as
well. A favor fay afavor, neh?"
Kanshiro looked at her, amazed. "I did not do what I did for a reward, sarna,"
he said quickly.
"Precisely why you deserve one," Temko said curtly, returning to her steed.
"Well done, Kanshiro-san," Kaoru said, her hand tightening on his ann.
He smiled at her. "I could not have done it without you;' he replied. "I only wish
you could return with me and see my village."
She shrugged. "My travel papers are good for another three weeks," she replied
with a grin. "I may accompany you, if you would have me. Though when my
superiors will think I have spent too long in Phoenix lands ifthey hear I came to the
rescue ofsomeone with no thought ofreward."
"Nonsense," Kanshiro replied. "Your clan deals in favors, everyone knows that.
You are simply accumulating collateral."
"Now you begin to think like aScorpion; Kaoru said, leadinghim back to the horses.
CHA~ACTE~
C~EATIOn..
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BJ.OO"5'i'EAI{E~5
An.." TAIn..TE"
CHA~ACTE~5
Characters that are members of the Bloodspeaker cult or who are
irredeemably Tainted should only be played as NPCs, as tbeir motives are
purely villainous. They make perfect antagonists in a long running
campaign, however, and it is possible that player characters can eventually
be inducted into the Bloodspeakers or become Tainted themselves during
game play. character creation for Bloodspeakers and Tainted characters
follows that of a normal character with a few exceptions: they possess at
least 1 Rank in Shadowlands Taint, and they have access to maho spells.
TH~ TAinT
The phenomenon referred to as the Shadowlands Taint is a metaphysical
corruption ofthe mind that eventually warps both body, and spirit ofthose
who suffer from it. Some theorize that the Taint is a sixth element, the
opposite of Void, but many in Rokugan consider this blasphemous.
In truth, the Taint is the manifestation ofJigoku's influence in
the morral realm. For this reason, any person displaying
obvious symptoms ofthe Taint will resulr in friends and
family shying away from them, and at worst, in mad-
ness and death. Society is not kind to those it sees
bearing the influence ofJigoku.
The first physical changes associated
with the Taint are usually pale, translucent
skin, greasy hair, and an increased
tendency towards violence. These symp~
toms are most commonly found among
the Crab clan, as they are put in constant
contact with the Shadowlands, but can be
found anywhere that humans have been
exposed to the Taint. Time spent in the Shadowlands is the most common
means ofexposure, resulting in the character gaining 1 Shadowlands Point
per day unless they succeed in an unopposed test using their Earth Ring x
2. Jade can be used to protect a player from accumulating Taint while
sojourning in the Shadowlands, however, and the Crab carry it with them
at all times while in that dark realm. When a character accumulates 10
Taint Points, they gain 1 Rank ofTaint, and their Points are reduced to zero.
There are advantages and disadvantages to having the Shadowlands
Taint. A character may add or subtract twice their Taint Rank to any
Strength, Agility, Reflexes, or Stamina test. Each time this ability is used
the character gains 1 additionalTaint Point. Characters must subtract their
Taint Rank from all opposed social tests. If at any time the character's
Taint Rank becomes higher than anyone of their Rings they run the risk
of being consumed by the Taint, a condition known to the Rokugani as
being Lost.
There is no way to completely eradicate all traces ofTaint, though there
are some spells that can reduce its effects or lower the amount ofTaint
Points a character has. There is no known way to reduce an individual's
Taint below 1Taint Point, however. Jigoku's mark is not easily erased.
IilAHO
Maho is the name given to blood magic, a means ofcasting spells using the
power contained within blood to summon and control corrupted elemental
spirits called kansen. Those who practice maho are serving Fu Leng,
though (especially the Bloodspeakers) would like to deny that their power
is coming from the Dark KamL Communing and commanding the kansen
is far easier and simpler than earning the respect ofthe kami, making it an
attractive option for the impatient and power-hungry. Maho is fast,
dangerous, and often deadly. Using maho requires the spilling ofa sentient
being's blood and prayers to the Dark God, even ifthe casters are unaware
ofwhom they are entreating.
Blood sorcerers, commonly known as maho-tsukai, practice a variety of
magic that includes oni summoning, raising the dead, and cursing.
Most of Rokugan believe that maho-tsukai are insane, but the unfortunate
truth is that most are not mad, merely greedy for power. They are men and
women who have abandoned the Celestial Order and who believe that
they are seizing control of their destiny when they are only binding their
fate to jigoku.
Characters wishing to learn a maho spell must make an unopposed test
with a Difficulty Modifier of +10 per Level of the spell. Deciphering a
maho scroll is difficult for the average shugenja because the spell is written
from an entirely different mindset. This test can be bypassed if the
character wishes to summon dark spirits ofthe Shadowlands, which can be
done with a successful casting of Summon. After doing so in two game
sessions, the spirits have finally taught the character the basics of maho.
Following this, the character must commit a blood rite that involves an act
of ritual death. This is the final step toward damnation, and the
character can now learn any maho spell as if it were a scroll written by an
intimate acquaintance. She may now make an unopposed test with a DM of
the spell's Mastety Level. A point of Shadowlands Taint is also gained.
In addition to the basic principles of maho, these spirits will eagerly teach
the summoner, her friends, anyone who wishes to learn maho how to cast
any Mastery Levell Maho spell. Ifthe chataetet is willing to do favors fot
the dark spirits, usually in the form ofprofane or blasphemous acts ofvio-
lence and bloodshed, they will also teach highet tanked spells.
WHO CAn
L~A;l.n IilAHO?
Bushi as well as shugenja may learn to use maho, but a warrior will be
limited in what spells he can cast. He is limited to Mastery Levelt spells
and suffers a -2 DM to all spell casting tests.
CASTine; A IilAHO
S7~LL
Maho is cast in almost the same manner as a normal spell with the
following exceptions:
•
A maho-tsukai must spill the blood of an intelligent being on the
earth to cast any maho spells. He may also use his own blood.
A numbet ofWounds equal to 2 x Mastery Level of the spell must
be dealt.
•
Whenever a maho spell is cast the maho-tsukai gains a number of
Taint Points equal to the Mastery Level ofthe spell.
o
Maho spells cast do not use up any spell slots fot the day.
•
To cast a maho spell use the Rank in Lore (Maho) + Earth Ring
for the Opposed Test, gaining a +1 bonus for every Taint Rank.
A maho-tsukai may learn any Maho spell with a Mastery Level
equal 10 his Insight Rank.
•
Maho-tsukai may learn a 1 maho spell for each Rank in Lore
(Maho). Ifenlisting the aid ofa dark spirit ofthe Shadowlands they
may learn an additional maho spell every two game sessions. The
character will gain the twice the Mastery Level of the maho spell
learned in Shadowlands Points.
mAHO AltO
TH~
SHAOO\!lJ,.AltOS TAlltT
Any shugenja who possesses at least one Rank in the Lore (Maho) Skill can
perform a ritual to remove one Taint Point. This ritual must be carried out
every game session and after four game sessions results in the loss of one
Shadowlands Point. This ritual will not remove Taint Ranks.
TK£
BLOODSi'£AI{£;tS
The Bloodspeakers cult seeks to destroy Rokugan's current system of
government, philosophy, and theology and replace it with a system based
on greed and the importance of the individual Largely autonomous, the
society is split up into dozens or hundreds of different cells across the
Empire that are unaware of one another's existence. Only a handful of
high-ranking members know the location of more than one cell. The cult
believes in the survival of the fittest, and will not hesitate to sacrifice
members oftheir order to further the cult's overall goals. The recent return
of Iuchiban, the first Bloodspeaker and the cult's founder, and his subse-
quent conquest ofthe Shadowlands has galvanized tbe cult. Any given cell
is more active in the modern day than any time in history. StUl, most will
not risk exposure, preferring to serve their lord from concealment.
The Bloodspeakers epitomize the stereotypical view of maho·tsukai by
most Rokugani. However, they are also the least affected by theTaint ofany
blood sorcerers, and rarely bear any physical deformities, using rituals
developed by Iuchiban to prevent such physical corruption.
AOIiAltTAG~S AltO OISAOIiAltTAG~S
AtlVAnTAGl5:S
Taint Repression (5 points)
YourTaint is well hidden. Your ShadowlandsTaint is considered two ranks
lower for purposes of deformities and mental aberrations.
Bloodspeaker Sensei (5 points, Bloodspeakers Only)
You have a teacher who is well versed in maho. You may learn one addi-
tional maho spell per Insight Rank.
DISADIlAnTA<;5:S
ShadowlandsTaint (1-5 points)
For every 2 Shadowlands Points your character has, gain 1 Character Point
to spend on your character. You can gain a maximum of 10 Shadowlands
points in this fashion.
mAKO 51'£1.1.5
AnJIilAT~
TH~
"~A"
Mastery Level: 3
Duration: Permanent
Area ofEffect: 1Target
Range: Touch
This ritual takes 4 hours and both the caster and the target are considered
out ofgame for the duration of the casting. They will be unable to do any-
thing but cast the spell. At the end of the ritual the target becomes an
undead rotting creature that remains self-aware and is considered to be in
control ofitselfwhen resisting the control ofother maho-rsukai. The target
may cast any spells and use any skills they possessed before though all
spells are cast as ifthey are maho. Undead may not spend Void. characters
under the effects of this spell will remain conscious and functional until
they have taken wounds that equal their Dead Wound Rank, at which
point they are physically destroyed.
con.T~OJ.
Vn."~A"
Mastery Level: 2
Duration: 1 Hour
Area ofEffect: 1 undead target
Range: 50'
The caster seizes control of one undead target and it obeys the maho-
tsukai's commands without question. If another caster is currently
controlling the zombie) the players must make an Opposed test using
their Earth Ring.
CV~5~
Mastery Level: 2
Duration: Permanent
Area ofEffect: 1Target
Range: Line of Sight
The caster must possess a sympathetic component from the target of this
spell, possibly a lock of hair, fingernail clipping, or blood. It cannot be an
item ofclothing, but must be something that contains the target's spiritual
energy, although the target's katana or another family heirloom would be
appropriate. If the curse is successful, the caster must maintain constant
physical contact with the item. The curse is broken if the caster ever loses
the item. The curse can be anything from not being able to lie, or always
betraying those who trust them the most.
1701iUnion OF FU
~~nG
Mastery Level: 5
Duration: 1 Hour
Area ofEffect: 1Target
Range: Line ofSight
The caster seizes control of an undead creature and the target may not
resist. The target will obey all of the caster's commands without question.
17~Aln SOU~
Mastery Level: 1
Duration: 5 minutes
Area ofEffect: 1Target
Range: 6'
The target's Stamina is considered 1 Rank lower for the duration of the
spell. The maho-tsukai may cast this more than once on a single target, and
the effects are cumulative. The target may not drop below Stamina of 1.
7Aln
Mastery Level: 1
Duration: 1 Round
Area ofEffect: 1Target
Range: 6'
The target is racked by terrible pain. They automatically lose their next
action.
FU
~~nG's CHA1i\710n
Mastery Level: 5
Duration: Permanent
Area ofEffect: Self
Range: 10'
This ritual takes one game session to cast. The spell must be cast on a living
target that is present throughout the ritual. The target becomes any type of
undead that exists in Rokugan, though the GM can require Raises for
exotic breeds.
ST::AJ.lnG
B~::ATH
Mastery Level: 3
Duration: Concentration
Area ofEffect: 1Tatget
Range: 10'
One of the target's lungs collapses, forcing him to make an Opposed Earth
Ring test against the caster or collapse to the ground helpless. The target
will be unable to take any actions other than an Opposed Test using
the Earth Ring against the caster each round in the attempt to break the
spell's grasp.
summon
G~::AT::~ KAnS::n
Mastery Level: 4
Duration: 1 Hour
Area ofEffect: 1 Kansen
Range: 10'
Over the nex't hour ofgame time a misty specter played by the GM or an
NPC follows the commands ofthe caster withour question.
Kansen Stats:
Earth 4, Fire 4, Water 4, Earth 2
Considered ro have a skill of 1 in all appropriate offensive Skills.
Artacks have a DR of 2.
Damage is halved unless being artacked by a weapon made of
jade or crysral
sUlillilon un"£A.t7 CHA.1il710n
Mastery Level: 1
Duration: Permanent
Area ofEffect: Dead Body
Range: Touch
This spell creates a zombie if used on a newly dead body, or an animated
skeleton if used on something more decayed. The creature will follow the
caster's mental commands as long as the caster is within 25 feet of it. If it
leaves the caster's radius ofcontrol, its natural instincts take over and it will
attempt to kill the closest living, un-Tainted being. In order to regain
control, the caster must cast the spell again. A GM or NPC should play out
the role ofthe zombie.
TH-£ nUnO;t CJ.AnS
Minor Clans are groups with a status similar to those ofthe Great clans-
a particular duty to the Emperor and the control ofsome of the Emperor's
lands -
but a much smaller scale of influence, power, and numbers.
A single Minor Clan often does not hold the same resources and prestige as
even a single family of A Great Clan, but they are clans nonetheless.
The dury and status ofa Minor Clan can only be bestowed by the Emperor,
usually as the reward for some significant service that agroup has continued
to provide to the Empire for generations. Sometimes, a single man and his
vassals can impress the Emperor so much that he is immediately granted
his own clan and charged with a specific duty to the Empire. Being granted
such a great honor is unquestionably glorious for the initial samurai who
form such a group, but they are often treated as upstart children who do
not know their place by the Great Clans. An ancient Imperial edict bans
the Great Clans from making war on the Minor Clans, but that does not
keep them absolutely protected from their more powerful counterparts.
Since they possess extensive political capital, the Great Clans often take
what they please from the Minor Clans ifsomething catches their attention.
Usually these games result in a Minor Clan desperately attempting to
remain intact as it is dragged into the dangerous conflicts between larger
clans. At best} wise daimyo are able to play the Great Clans offofeach other
and escape unscathed.
Samurai from the Minor Clans are not necessarily inferior on an individual
level to their Great Clan peers. Many Minor Clan samurai struggle constantly
to prove themselves to the rest ofthe Empire, and there is always agroup of
Minor Clan representatives at any test ofskill and cunning. This attitude is
often tempered by the reality that such samurai may prove themselves as
another man's equall but it is unwise to draw the Great Clans' wrath or
enter into their dealings as if they are equals. The confrontations between
the clans have been known to scatter Minor Clans to the winds, such as the
recent destruction of the Dragonfly Clan during the war between the
Dragon, Phoenix, and Lion. In less than two months, one of the oldest
Minor Clans in the Empire was annihilated as a random consequence of a
sudden conflict.
Allies and Enemies: Like the Great Clans, the Minor Clans tend to be
diverse in their attitudes and goals. In general, the Minor Clans tend to
lack the influence to hold any tegular relations with any ofthe Great clans.
The notable exception to this is the Mantis Clan, which was once aMinor
Clan until the Mantis Champion, Yoritomo, proved his followets the equal
ofa Gteat Clan.
TH~ '"0.)( CLAn
The oldest Minor Clan began as an offshoot of Shinjo's first followers.
After the defeat of Fu Leng on the first Day ofThunder, Shinjo swore to
travel beyond Rokugan's botdets and seek out any threats that lay beyond
the horizon. The Kami left behind a group of her most loyal followers to
tend the lands left to her care by her brother, Hantei, and began her long
exile. The small group worked earnestly to fulfill the dury that Lady Shinjo
had set before them, but after a generation passed, it was clear that their
tiny numbers left them unable to stay on par with the other clans in agreat
many ways. This reality was driven home when the Lion, wishing to have
the Unicorn's fertile farmlands for their own, decided to make a small
incursion into Unicorn lands and test the combat readiness of Shinjo's
followers. Naturally, the Lion "proved" the weakness of the Kami's follow-
ers and demanded the right to watch over the lands themselves. The
Emperor Hantei Genji, Hantei's son, agreed, and moved them to the Mori
Kitsune, the Kitsune Forest. There, they were charged with studying the
unquiet woodlands and exploring the mysteries of nature there. Finally,
Genji pronounced the group a Minor Clan (inventing the notion on the
spot) and forbid any Great Clan from making war on a Minor Clan.
In the centuries since, the Fox Clan have come to revel in their new
surroundings. The Kitsune Forest was rife with forest spirits, and the
gentle nature of Shinjo's former followers made them ideal candidates for
befriending them. Their carefree nature has also flourished in the woods of
Kitsune Mori, and other samurai tend to view them as uncivilized and
"backwater." The Fox are at odds with the Hare, due to constant small
skirmishes between the two Minor Clans, and the Mantis. During the Clan
Wars, the Fox eagerly threw their weight behind Yoritomo's alliance of
Minor Clans, bur afterward, Kitsune Ryosei (the daimyo of the Fox at the
rime) refused to swear fealry to the Mantis as the Wasp and Centipede had.
This eventually led to the Fox abandoning their ties to the Mantis and
allying with the Crane briefly. The Fox Clan also holds relatively close ties
to the Unicorn, who quietly attempt to bring their wayward "little
brothers" back home.
TH~
HA~~ CLAn
During the second rise of the Bloodspeakets, the ciry of Ryoko Owari fell
into the control of Iuchiban's forces. Though Iuchiban and his followers
were not a threat to be taken lightly, they had been weak in the sense that
they had no defensible base ofoperations. By taking the Ciry of Stories by
force, the Bloodspeakers now controlled walls and ramparts from which to
hurl their sacrilegious magic. In short, routing the maho~tsukai had gone
from being a careful certainty to alogistical nightmare that would cost the
lives of thousands. When there seemed little alternative, a lone ronin
named Reichin presented himselfto the Scorpion and proclaimed that he
could easily sneak into Ryoko Owari and spy on the city's defenses as well
as sabotage what he could. The Scorpion had also considered such an
alternative, but did not wish to send any oftheir most experienced "scouts"
into a situation which heralded only certain doom for all involved. When
several other samurai vouched for Reichin's prowess, the Scorpion agreed,
knowing that should the ronin fail it would be no great loss. Not only did
Usagi return with valuable information, he was also able to cause enough
problems for the Bloodspeakers that retaking Otosan Uchi was far simpler
than the Scorpion had hoped.
For all his prowess, Reichin was granted both the honor ofcontrolling a
Minor Clan and allowing his heirs to carry the name Usagi into the future.
Since that time, the Hare have made it a point to act as hunters and
investigators, always managing to "stumble" upon hidden cells of
Bloodspeakers, minor Scorpion plots, and other would-be conspiracies.
Their inquisitive natures led them into opposition with the Kolat several
decades ago. Using highly placed agents, the Kolat convinced the Imperial
Court that the Hare Clan was secretly harboring a cult of maho-tsukai
under the Emperor's nose. Using the Scorpion's dislike of the Minor Clan
to their advantage, the Kolat manipulated the Court until a Scorpion-led
army crushed the Hare and brought their threat to an end. Fortunately for
the Hare, the shadowy Kolat would be exposed to the Empire at large only
a few years later, and the Usagi family was able to restore their honor and
rerum the Hare to their rightful place as a Minor Clan. After their fall and
subsequent resurrection, they have redoubled their efforts, their numbers
(adding a second family -
the Ujina), and their tenaciry in the face oftheir
foes. Their attitude has earned them friends in the Lion clan and the Kitsuki
family ofthe Dragon, as well as many allies among the Seppun.
TH£
57A~~O\!l CoLAn.
Easily the most overlooked and least influential Minor Clan, the Sparrow
Clan focuses on the concepts of enlightenment and denial of worldly
wealth as away to strengthen one's spirit and honor. The clan was founded
by the son of a prominent Doji courtier, who captured the attention of a
great many samurai with his uncharacteristic philosophies regarding
wealth as a distraction from duty and honor. Intrigued by the Crane's
words, the Emperor took the Doji courtier's lands and divided them up
amongst others, then named him the daimyo ofa Minor Clan to be located
on the Golden Sun Plains. The Spatrow have flourished somewhat by
debasing themselves with physical labor and working side by side with
their peasants. Though this would be unfitting for any other samurai) the
unique edict set by the Emperor regarding their formation makes it a
Sparrow's duty to toil in such a matter in order to achieve a more
enlightened state.
The Sparrow are known for their keen intellect and vast knowledge on
almost any subject. The Suzume family places great importance on oration,
perhaps due to their Doji ancestry, and are particularly fond ofanempting
to entertain others with stones on obscure subjects. Because ofa Sparrow's
intense love for research and knowledge, these stories tend to be excep-
tionally detailed and intensely boring. Only the most scholarly families
(such as the Isawa and the Asahina) purposely maintain close ties to the
Suzume, while others tend to ignore them completely. Their distance from
every other clan, physically and politically, has caused more than one
samurai to jokingly pretend they had forgonen the clan still existed.
TH£ li\.oru{£,y CJ.An
The youngest Minor Clan, the Monkey Clan enjoys prestige and political
influence that are normally impossible for such a small entity. The reason
for their unique position lies with the loyalty ofa single man to his master
-
the ronin Toku to the man who was first ronin then Emperor: Toruri.
During the Clan War, the ronin Toturi drew a great number ofboth ronin
and clan samurai to his banner, including a young and enthusiastic
samurai named Toku. The young ronin carried a copy ofAkodo's treatise on
bushido but he was completely illiterate and begged others to read it to
him repeatedly. His energy was boundless, and even during the war's dark-
est episodes Toku was an unyielding symbol ofhope and dedication to the
ideal that a single man can make all the difference. When Toturi and the
other Thunders faced Fu Leng and the world seemed to be doomed ro the
corrupted touch of jigoku, Toku's strength never failed as he rallied his
comrades again and again while the Dark Kami was defeated. When Toruri
was placed on the throne as Emperor, he charged his loyal friend with
commanding the Imperial Guard, and declaredToku and the ronin's closest
followers to be the Monkey Clan.
Since their creation, the Monkey Clan has come to serve as the
Emperor's personal magistrates. They work closely with the Imperial fami-
lies and the Emerald Magistrates. Monkey samurai are known for their
inquisitive natures, limitless enthusiasm, and refusal to back down even in
the face of an unbeatable foe. The Monkey are also unusual in that they
have afamily name within their clan, but it does not belong to the daimyo's
family. During the War Against the Shadow, a curious shugenja wandered
the Empire, tending the sick and bringing laughter ro the hopeless with
his stories. Though he did not topple any great beast or end a threat that
could destroy the Empire, he was well regarded by almost every clan for his
efforts. Ever one to reward such selflessness,Torun I grantedToku's request
for the young man, Fuzake, to be remembered with a family name.
TH£
TO~TOIS£ CJ.An
Like the Monkey Clan, the Tortoise serve the Emperor and the Imperial
families directly, but that is the only similarity the two Minor Clans share.
Where the Monkey serve as magistrates, the Tortoise are expected to carry
out some considerably less honorable duties the Emperor must bestow on
his servants from time to time. As a Minor Clan, they escape the notice of
. .
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most influential powers in the Empire, and are able to slip into places
undetected where a Scorpion would be instantly viewed with suspicion.
Though they share a role similar to that ofthe Scorpion Clan, the Tortoise's
smaller size usually means they serve as lone agents or perform tasks that
the Scorpion Clan finds beneath their efforts. The Minor Clan once based
their efforts in the ports of Orosan Uchi and the nearby tower they called
home, but since the destruction of that city they have split their numbers
almost evenly between the new Imperial Capitol and the eastern shores
where the ruins ofOtosan Uchi remain.
1ilITtO~ C.LATt
CHA~ACT~~S
Though the Minor Clans have developed their own schools and tech-
niques, they often use their alliances with one Great Clan or another to
send students to the schools of that clan on a regular basis. Below is a list-
ing ofwhat schools characters from aMinor Clan may choose from (either
due to mechanical similarity or political alliances):
Fox: Mantis (bushi), Unicorn (shugenja)
Hare: Scorpion (bushi)
Sparrow: Crane (shugenja), Phoenix (bushi)
Monkey: Lion (bushi), Crab (shugenja)
Tortoise: Mantis (bushi), Mantis (courtier)
~onln
The title samurai means "to serve." Much
I
.~ ofwhat asamurai is revolves around his
Ifft}
master and his duty to his master.
The samurai vassal of a powerful
daimyo, for example, carries
, much more prestige than the
vassal of some minor lord.
Being able to declare that you
are a samurai in service to an
important lord and that you
, and your family line have
faithfully executed your duty
for generations is considered
the measure of a samurai's
worth. Because much centers
on service and a daimyo,
samurai with no master hold
a unique position in the
Empire. The ronin, or wave-
men, are still technically
samurai as is their birth~
right; after all, it is by right
ofblood that a samurai claims his position in the Celestial Order. However,
with no master to kneel before and no record ofservice to call upon, ronin
are generally treated with at best cold courtesy by other samurai. As samurai,
they are allowed ro wear rhe daisho, hur wirh no political or milirary hacking
behind them, they would be fools ro draw sreel on their more fortunare peers.
Where most samurai are provided for by their daimyo, a ronin has no such
luxury. Masterless samurai must make their own way in the world by hiring
themselves out or ruming to a life ofcrime to survive. Historically, there are
an equal number oftales ofronin who become great heroes and ronin who
allow their difficult path to tum them into bandits. For those who are not the
subject ofgreat stories, ronin who stay within the law tend to be ignored and
wave-men turned to a life of crime naturally receive the attention they
deserve. This disparity in the amount of "noticed
n ronin only causes the
masses to loathe ronin even more. Amasterless samurai can remain perfectly
lawful from rhe day ofhis hirrh until he dies, hur rhe Imperial Magisrrares
may never stop keeping an eye on him no maner where he roams. Ronin in
general are considered a possible threat to peace, and large gatherings of
ronin are frowned upon by the Emperor's agents.
The daily life of a ronin is much less regimented than that of a clan
samurai. With no master to serve, the ronin is forcibly in control ofhis daily
activities, which some ronin find most appealing. Some wave-men are
fortunate enough to find regular employment as the yojimbo to some
minor daimyo, merchant, or similar figure. Others can spend months
earning a sready pay only ro have rheir prospeers dry up and die from
starvation. During wartime, many masterless samurai find work at the
front lines of battle. No matter the prevailing opinion on ronin, few
daimyo have any remorse towards hiring them for a pittance to die on the
battlefield. Some ronin even distinguish themselves in this manner, and
only rarely will a ronin prove himselfso useful rhar a daimyo will offer rhe
ronin a chance at fealty.
Allies and Enemies: As such a diverse and independent group, it is
hard to categorize ronin by any sort of alliances or feuds. Most clans tend
to ignore ronin as a group, except to hire masses of them during longer
periods of conflict. The only major exception to this is the Crab Clan's
custom of the Twenty Goblin Winter. If the Crab Champion becomes
overly concerned that the ranks ofbushi on the Kaiu Wall are becoming too
thin, he declares aTwenty Goblin Winter. During this time, any ronin who
enters the Shadowlands and returns with the heads oftwenty slain goblins
is granted fealry to the Crab and the Hida name with no questions asked.
~orurt
B~OTH£~H-OODS
Occasionally, ronin will band together in an attempt to increase their
chances of survival. These brotherhoods are referred to as otokodate.
Otokodate vary wildly in purpose. Some are brotherhoods of ronin
dedicated to remaining honorable samurai, while others are usually little
more than gangs ofbandits.
TH~
T~SS~n
This otokodate is based in the city ofToshi Ranbo, the Imperial Capitol.
The Tessen (also known as the Brotherhood of the Tessen or the Order of
Tessen) is a group ofronin that came together around a central cause: their
disgust for the mindless chaos the Lion and Crane spread in their ceaseless
conflicts. When the two most powerful clans in the Empire clash, countless
peasants are killed and wounded, farmlands are destroyed, and famine runs
unchecked while the samurai of the clans turn their attention elsewhere.
TheTessen have taken it upon themselves to act in amore "ideal" fashion for a
samurai, ensuring lawlessness and strife do not spread unnoticed while the
Lion and Crane continue their petty feuds. When the Order was officially
established, it was during a period two generations ago when the Crane held
Toshi Ranbo beneath their control. The Crane proclaimed that only other
Crane would be allowed to draw weapons in public, though other samurai
(including ronin) would be allowed to still carry their swords. Because ofthis,
theTessen take their name from the iron fan thatthey adopted as their symbol
and weapon. Skilled members ofthe otokodate are able to weave a pairofsteel
fans into an intricate pattern that even the most skilled swordsmen have
trouble piercing.
Because of their unusually vocal distaste for the Llon and Crane, the
Tessen often come into conflict with the two clans. As far as the Crane are
concerned, the Order ofthe Tessen are a group ofthugs and troublemakers
no better than petty ronin. Whenever the chance presents itseI£ the Crane
are only too happy to execute one or more of the group as criminals on
what are at times questionable charges. Regardless, the Tessen continue in
their self-appointed duties, patrolling the streets ofToshi Ranbo and the
surrounding areas where the bushi of the Crane and Lion may not bother
to look. After the city was named the new Imperial Capitol, the Seppun
have come into conflict with this group more than once, as well. Many
Seppun guardsmen see the ronin group's patrols as an insult, afact that the
Order of the Tessen finds troubling. While the ronin have no lost love
where the Crane and Lion are concerned, their honorable natures tell
them to steer clear of any conflict with the legendary Imperial family.
Ifthey become enemies ofthe Emperor's personal guardians, they wonder,
what will that truly make them'
TH~
~Y~S Of' nAnASHI
Easily one ofthe most well-known and respected groups ofronin, the Eyes
ofNanashi take their name from the ronin~foundedcity ofNanashi Mura.
The city of Nanashi was established with the intention of creating a safe
haven for ronin to gather away from the constant harassment ofclan samu~
rai. The city is the only known permanent gathering ofronin, and so far it
has proven itself honorable and civil enough to escape the wrath of the
Imperial armies. The Eyes of Nanashi are an elite brotherhood of ronin
dedicated to the ideals of honor and justice, and are the primary ruling
force in the city. The unusual dedication of the ronin and the orderly
nature ofthe city can easily be attributed ro the sohei (warrior monks) who
rook up permanent residence in the city shortly after it was founded. The
monks gave no particular reason for their actions and quickly established a
temple ro practice their arts. The village's ronin were welcome ro learn the
sohei's arts, and soon many wave-men were instilled with the sense of
justice and duty that the monks carried in their hearts. The monks remain
a highly respected force in the city, and even the Eye's leaders defer to their
wisdom when it is offered.
The Eyes ofNanashi mount regular patrols into the surrounding area to
extenninate bandits and hold crime to a minimum. Their honorable and
loyal nature means that every member of the orokodate is fiercely
protective of each other and will give their
lives for one another in the line of duty.
The Eyes of Nanashi's reputation
makes them welcome, as far as ronin
go, to moSt samurai who know of
them. Even the Crane, who- are
notoriously intolerant of ronin,
tend to overlook the otokodate's
status and instead focus on their
honorable natures. The Dragon
in particular have forged close
ties with the ronin group, and
o&en hire them to assist in their
conflicts. The Eyes are more
than happy to assist the Dragon,
as their philosophies and narures
mesh well.
TH~ 1i\ACHI-
I{AnSHISHA
In the City of the Rich Frog, the Kaeru
family, vassals ofthe !koma, maintain order in their own way. Notorious for
their somewhat malleable sense of honor (indeed, the very reason the
!koma daimyo, Sume, offered them fealty), the Kaeru have conrrolled the
city of generations. Their interests are the city's heart and soul, and the
Kaeru do everything in their power to ensure this relationship endures.
To this end, the family maintains a standing force of ronin known as the
Machi~Kanshisha, who act as guardsmen and enforcers for the Kaeru.
Though they are honorable enough given their public duty as servants of
the Kaeru, their darker and secret duties would disgrace them in the eyes of
many if they were ever exposed. Unlike typical guards. they do not
necessarily punish those outside the law. Instead, the Machi-Kanshisha
serve the Kaeru's interests above all else. Petty crimes are often beneath
their notice, as are the activities oftheir patrons. Any who cross the Kaeru
are likely ro receive a visit from the Machi~Kanshishalong before the city's
magistrate pursues an investigation, however. Those who believe them-
selves safe with the proper amount ofkoku to dissuade the ronin enforcers
are often unpleasantly surprised. Though the Machi-Kanshisha are not
particularly loyal, the Kaeru pay remarkably well.
To facilitate their image as peacekeepers, the Kaeru insist the Machi-
Kanshisha draw their swords as little as possible. Instead, the ronin employ
long iron pipes that they are quite skilled at using. Typically, a member of
the Machi-Kanshisha will use this weapon to disann, disable, then beat a
foe completely senseless, sometimes even if the opponent gives no
resistance. These pipes double as smoking instruments that the ronin use to
relax after subduing particularly troublesome opponents. Exceptionally
talented or flamboyant members use the pipe to blow smoke and ash in
their opponent's eyes during combat as well.
~onln.
CHA~CT£~S
Ronin characters come from one of two categories: True Ronin and Clan
Ronin. True Ronin are born into the life of a ronin and have known no
other code of behavior. They begin the game with only the most basic
equipment of average to poor quality -
a katana, a wakizashi, one other
weapon, one set of poor quality clothes, 2 koku, and a travel pack. True
Ronin characters do not have techniques, nor do they gain any in the usual
fashion. Instead, they begin with 30 more character points than normal to
reflect the experiences their early life has given them.
clan Ronin are samurai who once served in family and clan, but were
exiled for some particular failure (for instance, allowing the death ofone's
master is grounds for becoming ronin). clan Ronin begin the game with
the outfit and first rank in their clan school. They may receive further
training ifthey can find awilling reacher, but such a thing is highly unlikely.
TH~
BU~ru"--G SAnDS
The Burning Sands lie just past the Northern wall Mountains at the edge
of Unicorn territory. This merciless desert lies sterile, waiting to destroy
anyone foolhardy enough to traverse its unprotected dunes. It is a lethal
place both feared and highly respected by those few in the Empire thar
have visited and returned alive.
A thousand years ago, Shinjo's clan, the Ki-Rin Clan, ventured into this
vast nothingness to locate possible dangers outside the borders ofRokugan.
Eight centuries passed without incident, and the Empire believed them to
have been destroyed. When they returned, now calling themselves the
Unicorn Clan, they brought back tales ofmerciless sorcerers, foreign cities,
and exotic cultures. The clan was greatly changed by their experience, but
the overall Rokugani view ofthe Sands as a deadly place was not altered by
the Ki-Rin's survival.
Having been exiled into the Burning Sands after being blamed for the
disappearance ofToturi I decades ago, the Scorpion Clan is the only other
clan to possess knowledge concerning the Burning Sands. The only other
time the Empire has encountered the desen's powerful rouch was when
the Kami Shinjo returned to the Unicorn and brought with her the united
Mote tribes. The Moto aided the Unicorn in destroying the corrupted Dark
Mota and took over leadership of the Unicorn Clan at Shinjo's command.
Described below are afew details ofknown culrures and peoples inhabiting
the great desert waste.
TH£ ASHAJ.An.
Ashalan are an inhuman, immortal race believed to predate the existence
of all other known races. A Council ofTwelve rules the race and controls
the only twelve souls shared between the entire race. Over the centuries,
only two half-breed Ashalan have been born to the andenr race.The Ashalan
feel responsible for the fledgling races of humanity and often interfere
with human politics in secret. Most have decided that the Burning Sands
has benefited enough from their influence and have retreated from the
world. However, a small group of them ventured back into the Empire
with the Scorpion clan and believe there are many problems in Rokugan
that their ancient minds can fIx.
Ashalan are disturbing to look upon. Tall, gaunt, with almost no hair,
they have albino white and blue skin. Mystical tattoos cover their bodies
and are believed to be the source of their strange powers. They wield
weapons of a material called crysteelthat is as durable as folded steel, but
has crystalline.
TH£ C£J.£STIAJ. AJ.J.IAn.C£
An.D TH£ KHAY£J.
The Khayel are a group of djinn, powerful spirit beings, that have been
rerurned to the morral world from an ages old imprisonment. Ruled by
Kaleel, the Burning Sands Moon God, the Khayel seek the reinstatement
ofdjinn over the perry races ofhumanity. They are virrually immorral and
tend to formulate highly detailed plans that take years to bear fruit.
A faction of benevolent djinn has allied with morral sahir (wizards) and
srand as the only group powerful enough to fight the IChayel. They call
themselves the Celestial Alliance and are a powerful, reclusive group.
TH£ I{HADI
Khadi are not a culture, but simply a group of powerful mortal sahir that
have undergone a ritual in which they remove their hearts to attain
immorraliry Called Hearrless, they once ruled the great dty of Medinaat
aI-Salaam until the ancient Ashalan purged the city of their presence.
The Iuchi of the Unicorn are familiar with the Heartless, as is the First
Bloodspeaker, Iuchiban, who is a IChadi himself
TH£ mOTO
The Burning Sands culture most Rokugani are familiar with are the
nomadic More tribesmen. Shinjo returned from her imprisonment at the
hands ofthe Living Darkness at the head ofa massive army ofMoto tribes-
men. When she later purged her clan of the nefarious Kolar, she instated
the Mow Khan, Gaheris, as the new Unicorn Clan Champion.
There are still a few scattered tribes of Moto in the Burning Sands, but
these groups are pale shadows of true Moto. They are mostly scavengers,
outcasts, and raiders with little honor. They sometimes serve as scouts for
Unicorn merchants traveling the vast desen.
Rokugan is an extremely sheltered nation. Traditionally its people are
distrustful ofoutsiders and, other than the Unicorn and Mantis Clans, less
than curious about foreign lands. Travelers from abroad are referred to as
gaijin, a term that technically means "foreigner" but generally has
extremely derogatory connotations. Gaijin are viewed with extreme
suspicion. Any gaijin who acts in an aggressive manner on Rokugani soil
can expect merciless retribution. Those who approach in a more peaceful
manner are generally turned away, or slain by distrustful samurai. On rare
Tl-t£ QOJ.AT
Members of the Kolat's Roc Sect in Rokugan also belong to a much wider
sect of conspirators known as the Qalar. The Qalar is a continent -
spanning conspiracy that has managed to infiltrate every house and society
in the Burning Sands except for the Celestial Alliance and the Khayel In
the Burning Sands, the Qalar consist of powerful merchant houses that
seek the destruction ofgods, djinn, and immortal races that wish to enslave
humanity. They are not an honorable group and often stoop to simple
murder, assassination, brainwashing, and the& to achieve their goals.
~OI(UGAn..
B£,yOn.."
TH£ S£ni'£T
The Senpet have many holdings in me Cern ofme Desen, me city Medinaat
aI-Salaam, but their Empire lies farther across the Burning Sands. Their
homeland is roughly the size of Rokugan and is ruled by a powerful
Pharaoh called Neferet. According to Senpet mythology, they are the first
humans to have ever constructed buildings anywhere. When one visits
their cities this is not hard to believe. Senpet architecture is typically
crafted to venerate theirgods, a massive pantheon of10,000 deities, most of
which center around Death. Some Senpet temples and monuments far
exceed the size ofmany Rokugani cities.
The Senpet Empire is downstream ofMedinaat aI-Salaam and has been
running out ofresources recently. When the Scorpion were in the Burning
Sands, a small number ofSenpet joined the clan and returned with them to
Rokugan. Because ofthis, the Senpet are aware of the Empire and the vast
resources of water and food it has within its borders. Within roughly 50
years the Senpet will be so in danger of running out of water they will
likely attack Rokugan or wither and fade into nothing.
~•.. ~
•
ol~
.
j
occasions gaijin have earned enough trust to establish embassies in the
Imperial Capital, but a large gaijin presence has been unknown in Rokugan
since the Battle ofWhite Stag.
IIIO~Y l(.InG"01i\S
The Ivory Kingdoms are located to the south of Rokugan, beyond the
corrupted ocean known as the Seas of Shadow. The Ivory Kingdoms are a
collection of allied city states, overseen by a Maharaja. Their society is a
strictly caste-based system, ruled by a caste of holy warriors called the
Kshatriya. Several decades ago their government was corrupted from
within by a sinister cult worshipping a god known as the Destroyer but,
with the aid ofthe Mantis Clan, was able to overthrow the cult and restore
the Maharaja's power. The Ivory Kingdoms retain an embassy in Toshi
Ranbo as the current Maharaja suffers a rare blood-born illness that can
only be treated with a rare herb grown in Crane lands. Presumably
the Ivory Kingdoms has access to waterways that lead around the Seas of
Shadow to the lands beyond the Burning Sands, for they frequently
associate with those nations as well. They are an adventurous people that
enjoy exploring the mysteries offoreign shores.
1i\£~£nA£
Many centuries ago, a joint expedition between the nations of Merenae
and Thrane landed on the shores of Rokugan. Their initial encounter with
the Rokugani ended badly, culminating in the Battle of White Stag
(the origin for much of Rokugan's severe anti-gaijin sentiment). Once a
proud seafaring kingdom, Merenae was devastated when a party ofSenpet
explorers unintentionally spread a rare disease (to which the Senpet had
been long immune) through their lands. What is today called Merenae is
in fact composed of the descendants of the survivors of Merenae and a
dozen other neighboring nations ravaged by this plague. The continent
these nations once ruled is now largely uncivilized. Merenae is governed
by twelve noble houses, each representing the survivors of a fallen nation.
These houses are overseen by a single monarch, whose family can claim
ancestry to each of the twelve houses. The Merenae are a cunning,
resourceful, and ambitious people tempeted by hardship. Though the
noble houses frequently squabble among themselves, they readily set their
differences aside when the kingdom as a whole is threatened.
.YOBAn.jln
T~IB£5
Though nowhere near as large or well-established as most of the nations
listed here,the barbarian tribes ofthe Yobanjin merit inclusion due to their
natural proximity to Rokugan. The Yobanjin live in the mountains
immediately north ofRokugan, overlapping Phoenix and Dragon territory
in a number ofplaces. They are descendants ofthe original tribes that ruled
Rokugan, who fled the lands that would become the Empire rather than
accept the kami's rule. They are thus suspicious of shugenja magic, which
often draws upon the favor ofgods they refuse to acknowledge. They wield
a powerful, primal version of elemental magic, which allows them to
harness powerful elemental spirits similar to dragons in the form of
"wynn" steeds. Most of Rokugan view the Yobanjin people as an irritating
menace, particularly frustrating for their ability to vanish into the
mountains when the Imperial Legions are sent to destroy them. The Isawa
family quietly conduct trade with one ofthe more peaceful Yobanjin tribes
via a loophole in Imperial Law, and the Kolat remain on good terms with
many of the tribes, but Rokugan as a whole otherwise has a difficult
relationship with the Yobanjin.
.YO"ATAI £/ili'1~£
An ancient, and powerful empire located west of Rokugan, across the
vastness of Yakamo's Heart. The Yodatai are a proud people, defined by
expansion and conquest. Their civilization comprises the best ofcountless
different conquered peoples, each assimilated into the totality of the
Yodatai Empire. The Yodatai are ruled by an Emperor, who is advised in
return by a Senate formed of elected representatives from every province
under Yodatai rule. Though their military is fierce, the Yoclatai's true
strength lies in their ability to encourage conquered nations to accept
the fair rule and technological advancements the Yodatai have to offer.
According to their beliefs, those who die at sea are dragged into a hellish
realm beneath the waters, where their soul will never be free to join their
ancestors. As a result, they only rarely venture across the seas. Even so, a
Yodatai "scouting party" (a large army by Rokugani standards) lost at sea
established a colony north of Medinaat-al-Salaam nearly forry years ago.
rbese colonists have spent the time since their arrival eagerly studying the
foreign lands where they now find themselves, as well as searching for a
way out.
ST~7 In.-TO
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~li\71:a~
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~OI{UGAT\
9781594 720314
lIS MSRP S2US
Prmed in U.sA
AEG 3141
52495
| textdata/thevault/Legend of the Five Rings (d20) [multi]/EXTRAS/L5R - Oriental Adventures - Live-Action Roleplaying.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
0 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 8
� Circlet of persuasion (Adventure; DMG)
� +1 mithral full plate (Adventure; DMG)
� +1 mithral heavy shield (Adventure; DMG)
� Ring of mind shielding (Adventure; DMG)
APLs 10-16 (all of APL 8 plus the following)
� +1 unholy heavy pick (Adventure; DMG)
Adventure Record#
598 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 8
max 975 XP; 2,523 gp
APL 10
max 1,170 XP; 1,367 gp
APL 12
max 1,365 XP; 4,939 gp
APL 14
max 1,590 XP; 3,614 gp
APL 16
max 1,935 XP; 5,414 gp
�Gratitude of the Lorinar family: For playing a major part in
stopping Jolen Lorinar in his misguided coup attempt, you are
granted the following:
•
If you are a Suel member of a noble house, you may retire
and take over one of the recently vacant Honorable Chamber
seats.
•
If you are a Suel member of a merchant house, you may
spend one influence point with any noble house or member
of a noble house to retire and take over one of the recently
vacant Honorable Chamber seats.
•
If you are not a member of a merchant or noble house or not
Suel, you may spend 1,000 gp to sponsor a member of a
merchant or noble house of your choice to be your proxy in
the Honorable Chamber. If you wish to have complete
control over your proxy, you must retire your character.
•
You gain a permanent influence point with everyone in the
Duchy of Urnst useable once per year.
�Enmity of Dispater: For partially disrupting his plans to take
over the Duchy of Urnst, Dispater almost acknowledges your
existence, though he still considers you only a nominal waste of
air. Still, you have killed one of his aspects and meddled where you
are not wanted. In the future this will not be so easy. When in
combat with a devil, you must re-roll any attack roll that results in
a natural 20. This curse may only be removed by a miracle cast by a
divine caster of a chaotic deity.
�Eternal Night: You have failed to stop Jolen Lorinar in his
attempt to take over the Duchy of Urnst and plunge it into Eternal
Night in the name of Dispater. No sun shall shine on Urnst until
Jolen is overthrown. You are personally responsible for the Duchy
of Urnst becoming a barren wasteland ruled by a despot and his
infernal underlings. Countless death and destruction is the result
of your incompetence.
Event:__________________________ Date: __________________
DM: _____________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ______________
�
Died
�
Was raised/res’d
�
Was reincarnated
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
___________________________________________________
__________________________________________________
Home Region_________________________________
This Record Certifies that
__________________________________________________
Character Name
Classes and Levels
__________________________________________________
Player Name
RPGA #
Has Completed
URD8-04–Blood Runs Thicker than
Water (Part 2: The Iron Citadel)
A two-round regional adventure set in the Duchy of Urnst
| textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/598/Normal Scenarios/URD8-05 - Blood Runs Thicker than Water (APL 8-16)/URD8-05 - Blood Runs Thicker than Water Part 2 AR.pdf |
1
The Great Plague of Middle Earth
A Variant of Blacksburg Tactical Research Centre’s Black Death
by Nigel Hodge
Game Overview
The Great Plague of Middle Earth is a game of the Great
Plague of TA 1636-37 that Sauron released into Middle
Earth. It is suspected that his intention was for the plague
to prepare the way for an invasion of the free lands of
Middle Earth. In the event, his Orcs and other minions
proved highly susceptible to the plague itself, so no
invasion took place. However, large parts of Middle Earth
were permanently depopulated and the royal family of
Gondor was almost wiped out. The White tree of Gondor
died at this time.
Players compete in this game to become the scourge of
Middle Earth.
The Map
The map represents Western Middle Earth. Regions are
represented by one or more squares, which indicate the
maximum population of a region. Regions are connected
by lines of communication.
Regions
A region will have one or more squares, each of which
can only hold one disease counter, never more. A multi-
squared region is considered to be a single square for
purposes of moving to other regions. So, for instance, any
of Gondor's four squares are considered to be adjacent to
any region connected to any other Gondor square. Some
squares have numbers in them (e.g. -1 or +1), which
modify the chances of infecting that particular square.
(Large population centres often have poorer sections ripe
for the spread of vermin and pestilence, represented by
+1. Conversely, some population centres were much
cleaner than normal for the time and they have a -1.)
According to Tolkein's books, Gondor and the South were
much harder hit by the plague than the Northern
kingdoms.
Lines of Communication
Some lines of communication have numbered circles near
them which act as a modifier against trying to infect or
move to a region along that line of communication. Such
lines of communication cost 2 movements points to move
along. 1 is subtracted from a disease's virulence rating
when trying to infect along that line.
Example: A disease counter is in Laketown. Moving from
Laketown to the Wood Elves or Dale would cost 1
movement point, but moving to the Iron Hills or Anduin
vale would cost 2 movement points.
SETUP
Each player begins their phase by placing two of their
own disease markers on the map in any region adjacent
to an "entry" arrow. These are situated on the Eastern
edge of the map. These regions are: Rhun, Mordor, Kand
and Near Harad. If all of the available spaces are
occupied by other players' markers, players may place
their markers in Umbar.
Cards
The original game’s cards event cards are not used.
Instead, use the small set of 20 event cards included with
this variant to simulate certain events and conditions that
can affect play. Each player starts the game with an event
card. When a player reaches a body count of 5, 10 and
20 they draw an additional card. These cards can be
played at any time (unless the card specifies otherwise),
and may be played upon any player (unless the card
specifies otherwise). Card effects usually last until the
next turn of the player who played the card.
Victory
The instant a player reaches the game’s body count goal,
they win the game & have become the scourge of Middle
Earth and the most feared disease of the Great Plague of
1636 – 1637.
* For 2-3 players, the body count goal is 20,
* For 4-5 players, the body count goal is 15,
* For 6 players, the body count goal is 10.
Nigel Hodge 2008.
2
Event Card Descriptions
Bad Weather
1. Slows travel. Subtract 1 from all movement
die rolls until the beginning of this player’s next
turn.
Tip: Play this card at the end of your turn; that way
it’ll affect other players but not you.
2. Unseasonably damp and cold weather aids
the spread of disease. Add 1 to all Virulence
ratings until the beginning of this player’s next
turn.
Famine
3. All diseases add 1 to their Mortality ratings
until the beginning of this player’s next turn, but
subtract 1 from all Movement die rolls.
Good Weather
4. All Virulence ratings are reduced by 1 until
the beginning of this player’s next turn.
Tip: Play this card at the end of your turn; that way
it’ll affect other players but not you.
Fire
5. Pestilence-cleansing fire gets out of hand.
Reduce a multi-square region by one square,
as if there had been a catastrophic kill there. If
the destroyed square has a disease marker on
it, this marker is removed from the map.
This is a “free kill”. If a diseased square is
destroyed by the fire, the player whose disease
marker was removed in this manner gains 1
body count.
Mutation
6. For one turn only, the player may alter the
Virulence or Mortality of any disease by 1 point
in either direction.
This card must be played at the start of the
target disease’s turn (before any dice are
rolled). It lasts until the beginning of the next
turn of the affected disease.
7. For one turn only, the player may alter the
Virulence and Mortality of any disease by 1
point in either direction.
This card must be played at the start of the
target disease’s turn (before any dice are
rolled). It lasts until the beginning of the next
turn of the affected disease.
8. For one turn only, the player may swap up to
2 points between the Virulence and Mortality
ratings of any disease – one increases while
the other decreases. The Virulence and
Mortality ratings cannot be reduced below 0 or
above 6 in this manner.
This card must be played at the start of the
target disease’s turn (before any dice are
rolled). It lasts until the beginning of the next
turn of the affected disease.
Quarantine
9, 10. Fear of disease closes one region until
the beginning of this player’s next turn.
However, infection chances in this region are
increased by 1 for any diseases already there.
Tip: This keeps a plague-free area free of outside
infection or movement (in or out), but the closeted
conditions increase the chance of spreading for any
disease already there (which obviously is of help only
in a multi-squared region).
Smugglers
11. Move infected goods past inspectors. This player’s
disease markers may move up to 2 regions this turn, but
are still limited to the total movement points indicated by
the Movement die roll.
Easterling Migration
12. The player gets one extra infection chance at +1
Virulence which must be used on Rhun, Mordor, Khan or
Near Harad.
13. This player gets two extra infection chances which
must be used on Rhun, Mordor, Khan or Near Harad.
War
14, 15. Tensions cause any two lines of communication to
be closed until the beginning of this player’s next turn.
Place a “War” marker on these lines until then. This may
apply to map entry routes, but cannot apply to the Grey
Havens map exit route. The two lines of communication
must be attached to one region.
War Against Angmar
16. All players must move at least one disease marker
towards Angmar until the beginning of this player’s next
turn.
Threat From Mordor
17. All players must move at least one disease marker
away from Mordor until the beginning of this player’s next
turn.
Orc Fever
18, 19. Until this player’s next turn, add 1 to the Virulence
of all diseases attempting to infect any Orc regions
(Angmar, Mount Gundabad, Misty Mountains & Mordor).
While this is in place, any catastrophic kills must be taken
against an Orc region of this is possible.
Magical Defences
20. Remove a disease marker from one selected Elf
region (Wood Elves, Rivendell, Lothlorien, Grey Havens).
Until this player’s next turn, all Elf regions gain the benefit
of magical defences; any disease attempting to infect Elf
regions have their Virulence reduced by a further 1 point
(in effect, for one turn, Elf regions become “-2” instead of
their usual healthy “-1”).
| textdata/thevault/Collections/Blacksburg Tactical Research Center/Board Games/BTRC6001 Black Death (v1.01) (2008)/Black Death Extras/GPME_Variant_Rules.pdf |
CHARACTER’S NAME
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
BASIC
INFORMATION
JUSTICE
SECURITY
PEACE
LIBERTY
BASIC
INFORMATION
Name:
Identity:
Occupation:
First Appearance:
Former Aliases:
Place of Birth:
Group Affiliation:
Base of Operations:
Notes:
Original Character Points:
Current Character Points:
Unused Advancement Points:
BODY
MIND
SOUL
Attack Combat Value:
Defense Combat Value:
Health Points
Max:
Current:
Energy Points Max:
Current:
Armour:
Force Field:
Force Field Modifiers:
WEAPON/SPECIAL ATTACK
Name:
Modified Attack Combat Value:
(Base ACV + Skill Bonuses + Miscellaneous Modifiers)
2-5 (100%)
6-10 (75%)
11-16 (50%)
17-20 (25%)
Damage:
Special Effects/Notes:
WEAPON/SPECIAL ATTACK
Name:
Modified Attack Combat Value:
(Base ACV + Skill Bonuses + Miscellaneous Modifiers)
2-5 (100%)
6-10 (75%)
11-16 (50%)
17-20 (25%)
Damage:
Special Effects/Notes:
WEAPON/SPECIAL ATTACK
Name:
Modified Attack Combat Value:
(Base ACV + Skill Bonuses + Miscellaneous Modifiers)
2-5 (100%)
6-10 (75%)
11-16 (50%)
17-20 (25%)
Damage:
Special Effects/Notes:
Less Capable ( )
Less Capable ( )
Less Capable ( )
Less Capable ( )
Less Capable ( )
Less Capable ( )
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
CHARACTER
ATTRIBUTES
CHARACTERISTIC ATTRIBUTES
POWER MODIFIER VALUES
Point
Attribute
Level
Area
Duration Range
Targets
Cost
Notes
Rank/Effect
Rank/Effect
Rank/Effect
Rank/Effect
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SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
BASIC
INFORMATION
JUSTICE
SECURITY
PEACE
LIBERTY
CHARACTER
ATTRIBUTES
POWER ATTRIBUTES
POWER MODIFIER VALUES
Point
Attribute
Level
Area
Duration Range
Targets
Cost
Notes
Rank/Effect
Rank/Effect
Rank/Effect
Rank/Effect
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JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SKILLS &
DEFECTS
DEFECTS
Defect
Bonus Points
Notes
SKILLS
Skill
Level
Cost
Specializations
Skill
Level
Cost
Specializations
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
BASIC
INFORMATION
JUSTICE
SECURITY
PEACE
LIBERTY
ITEMS &
GADGETS
ITEM OF POWER
Name:
Level:
Total Power Points:
Description:
Attribute/Defect
Level
Area
Duration Range
Targets Point Cost
Notes
GADGETS
Gadget
Notes
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/
ITEM OF POWER
Name:
Level:
Total Power Points:
Description:
Attribute/Defect
Level
Area
Duration Range
Targets Point Cost
Notes
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VEHICLES
Vehicle
Notes
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
JUSTICE
SECURITY
PEACE
LIBERTY
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
CHARACTER
DESCRIPTION
DESCRIPTION
Ethnicity/Nationality:
Gender:
Age:
Birthdate:
Height:
Weight:
Hair Colour:
Eye Colour:
Distinguishing Marks:
Notes:
PERSONALITY PROFILE
Personality Traits:
Strengths:
Weaknesses:
Character Illustration
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
BASIC
INFORMATION
JUSTICE
SECURITY
PEACE
LIBERTY
CHARACTER
HISTORY
CHARACTER HISTORY & FAMILY
Background Events of Note:
Source of Powers:
Family Member Name:
Relation:
Location:
Notes:
Family Member Name:
Relation:
Location:
Notes:
Family Member Name:
Relation:
Location:
Notes:
Family Member Name:
Relation:
Location:
Notes:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SOCIAL
ELEMENTS
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
SOCIAL
ELEMENTS
BASIC
INFORMATION
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
PHILOSOPHY AND IDEALS
Thoughts on Law and Order:
Thoughts on Responsibility and Obligation:
Thoughts on Love and Romance:
Other Thoughts/Beliefs of Note:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
Contact Name:
Location:
Allegiances:
Abilities of Note:
Notes:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SOCIAL
ELEMENTS
SUPERHERO TEAM
Team Name:
Role within the Team:
Teammate
Role within the Team
Thoughts on Teammate
Romances:
Tensions and Rivalries:
Team Dynamics:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
SIDEKICKS &
HENCHMEN
BASIC
INFORMATION
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SIDEKICKS/HENCHMEN
Name:
Occupation:
Body:
Mind:
Soul:
Attack Combat Mastery:
Defense Combat Mastery:
Health Points:
Weapon/Special Attack
Name:
Modified Attack Combat Value:
2-5
6-10
11-16
17-20
Damage:
Special Effects/Notes:
Attributes:
Skills:
Defects
SIDEKICKS/HENCHMEN
Name:
Occupation:
Body:
Mind:
Soul:
Attack Combat Mastery:
Defense Combat Mastery:
Health Points:
Weapon/Special Attack
Name:
Modified Attack Combat Value:
2-5
6-10
11-16
17-20
Damage:
Special Effects/Notes:
Attributes:
Skills:
Defects
SIDEKICKS/HENCHMEN
Name:
Occupation:
Body:
Mind:
Soul:
Attack Combat Mastery:
Defense Combat Mastery:
Health Points:
Weapon/Special Attack
Name:
Modified Attack Combat Value:
2-5
6-10
11-16
17-20
Damage:
Special Effects/Notes:
Attributes:
Skills:
Defects
SIDEKICKS/HENCHMEN
Name:
Occupation:
Body:
Mind:
Soul:
Attack Combat Mastery:
Defense Combat Mastery:
Health Points:
Weapon/Special Attack
Name:
Modified Attack Combat Value:
2-5
6-10
11-16
17-20
Damage:
Special Effects/Notes:
Attributes:
Skills:
Defects
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SITUATION
REPORTS
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
SITUATION
REPORTS
BASIC
INFORMATION
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
SITUATION REPORTS
Companions/Allies/Teammates:
Villains Involved:
Notable Events:
Outcome:
Notes:
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
CHARACTER
GOALS
SHORT-TERM GOALS
MEDIUM-TERM GOALS
LONG-TERM GOALS
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
OTHER
NOTES
BASIC
INFORMATION
CHARACTER
ATTRIBUTES
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
OTHER NOTES
JUSTICE
SECURITY
PEACE
LIBERTY
SECTION 12
SECTION 1
SECTION 2
SECTION 3
SECTION 4
SECTION 5
SECTION 6
SECTION 7
SECTION 8
SECTION 9
SECTION 10
SECTION 11
CHARACTER
ATTRIBUTES
BASIC
INFORMATION
ITEMS &
GADGETS
SKILLS &
DEFECTS
CHARACTER
HISTORY
CHARACTER
DESCRIPTION
SIDEKICKS &
HENCHMEN
SOCIAL
ELEMENTS
CHARACTER
GOALS
SITUATION
REPORTS
CHARACTER
ADVANCEMENT
OTHER
NOTES
CHARACTER
ADVANCEMENT
Designed by:
Jeff Mackintosh
Cover by:
Storn Cook (Illustration)
Jeff Mackintosh (Colouring)
© 2003 GUARDIANS OF ORDER, INC. All Rights Reserved.
GUARDIANS OF ORDER and SILVER AGE SENTINELS are trademarks of GUARDIANS OF ORDER, INC.
All characters and artwork are trademark and © of their respective owners.
ISBN 1-894525-52-3 Version 1.0
All rights reserved under international law. No part of this book may be reproduced in part or in whole, in any
form or by any means, without permission from the publisher, except for Open Gaming Content.
GUARDIANS OF ORDER, INC. • P.O. Box 25016 • 370 Stone Road • Guelph, Ontario • CANADA • N1G 4T4
Phone: (519) 821-7174 • Fax: (519) 821-7635 • [email protected] • http://www.guardiansorder.com
OTHER NOTES
ADVANCEMENT TRACKER
Points Earned
Attributes/Skills Gained or Defects Removed
Your superheroes can’t be expected to keep all their notes
on random pieces of paper.
They deserve their own Character Folio!
This is the ultimate Silver Age Sentinels character sheet and player
bookkeeping tool. Inside you’ll find entries where you can record:
• Stats
• Derived Values
• Attributes
• Defects
• character advancement
• armour
• weapons
• items of power
• gadget designs,
• vehicle data
• henchmen and sidekick profiles
• team players
• background information
• and much more.
The complete story of your superhero character — all in one place!
| textdata/thevault/Silver Age Sentinels (tri-stat)/Silver Age Sentinels - Tri-Stat Character Folio.pdf |
RC1
NG3002
The Full Moon Ransom
By Thom Wilson
Convenient Encounter
Stat Blocks for:
Swords & WizardryTM
And
An adventure for any
Fantasy Roleplaying Game
System!
Area 9
Burial Vault of Family Albret
1
2
3
4
5
6
7
8
Deren
This product complies with the OGL at: me-
dia.wizards.com/2016/downloads/SRD-
OGL_V1.1.pdf
© Swords & Wizardry, by Matt Finch and Myth-
mere Games
Originally produced for © RPG Crate, by C.
Hinson. (September, 2016)
NomadGaming is owned and operated by Thom
Wilson of ThrowiGames LLC.
Recreated September 2017 for RPGNow.
Vault Wandering Monsters
Roll (d6)
Result
1-3
Nothing
4
2d4 Giant Rats
5
1d6 Zombies
6
1 Grey Ooze
The Full Moon Ransom
by Thom Wilson
1
NomadGaming adventure originally produced for RPG Crate.
RC1—NG3002—September, 2016; September 2017 [RPGNow]
Table of Contents
Introduction
2
The Adventure
2
Adventure Background
2
Beginning the Adventure
4
Deren
4
The Lottery
6
Graveyard on the Hill
7
Family Burial Vault
9
Wrap Up
13
Appendix
13
Credits
Writer
Thom Wilson
Cover Illustration
Isa de Mondonca
Interior Illustrations
Isa de Mondonca
Cartography
Thom Wilson
Editor
Tracey Wilson
Playtesters
Ryan Brown, Efraim Hermes,
Hunter Riley, Riley Simmons,
Cole Van Seters, Benjamin
Wilson
The Full Moon Ransom is a system-neutral, fan-
tasy roleplaying game adventure set in the
world of the game master’s choosing. The
setting and encounter areas can be dropped
into an existing campaign or played as a
standalone adventure.
This adventure was designed for 4-8 charac-
ters of little to moderate experience. The chal-
lenges within can be tailored to the adven-
turer’s levels with a few simple changes by
the game master.
An Appendix has been included in the back
of the adventure booklet to give the game
master sample statistics from common FRPG
systems. Additionally, main encounter areas
contain a scratch space to allow game masters
room for their own notes.
Enjoy!
Thom Wilson, Owner of Nomad Gaming
Introduction
The Adventure
2
When the first night of the full moon arrives
each month, the villagers of Deren are para-
lyzed with fear. The nearby graveyard, older
than the village itself, is the source of the
problem, yet no one can solve their dilemma.
At midnight on that awful night, a ghastly
hand emerges from an unmarked tomb, palm
upward. This decrepit appendage remains
exposed, awaiting a ransom payment from
the village. When payment fails to meet the
hand’s demands, a villager ends up dead. In-
sufficient or missing payment both trigger the
demise of the poor soul, seemingly selected at
random although most often the messenger is
targeted. Various attempts to avoid payment
have failed. The Magistrate of Deren seeks
help from the outside, brave individuals who
can end the ransom once and for all.
The town of Deren has been tormented by the
Hand from the grave for over a year, losing
nine villagers for insufficient payment along
the way. Each month, the villagers have at-
tempted to either pay the Hand’s tribute, or
flee the town during the full moon. If the
Hand does not receive adequate payment, one
villager is slain and the unmarked tombstone
of the Hand’s grave is awash in the victim’s
blood. On the few months where payment
was sufficient, the tombstone remains free of
blood and the villagers are spared.
In the last three months however, the Hand
has been unsatisfied with the payment even
though the villagers have correspondingly
increased the volume of silver and gold jew-
elry each full moon. The Hand’s demands are
quickly stripping the villagers of their wealth.
Almost no villager has any valuables left.
Deren trades their surplus crops to nearby vil-
lages and towns for glittery baubles and trin-
kets. Soon, they may have to sell or trade
needed crops just to satisfy the Hand’s pay-
ment, leaving them without food.
Deren’s Magistrate, Olun d’Traboyle, has at-
tempted several options to end the Hand’s
torment. Each has failed to work; see the ta-
ble on the next page for the efforts and results.
Adventure Background
Adventure Background
3
Attempts to End the Hand’s Demands
Idea/Option
Outcome
Skip payment
Villager murdered
Flee town (everyone)
Villager murdered
Fake gold/silver jewelry
Villager murdered
Dig up grave
Empty Coffin!
Chop off emerged Hand
Villager murdered and a
new hand emerges the
next night / month
Table 1-1
Villager’s have refused to leave their village
either because they love their homes, family
and community, or more likely, the very spe-
cial nature of the farmland around Deren (see
details in the Deren section). The soil has al-
ways produced exceptional crops while sur-
rounding areas have suffered from seasonal
and occasional blights and plagues. The sur-
plus crops have kept the Deren villagers fed
and
provided
bartering
options
with
neighboring villages and towns. Leaving the
village is not an option for most.
So What is Really Happening?
Just over a year ago, an entombed noble was
magically awakened in her burial vault under
Deren’s graveyard. Much to her displeasure,
she retuned to the world as an ugly, undead
creature. Her mummified remains were
barely covered in rotting bandages and
stained wrappings. Wanting to be beautiful
once again, she desired gold and silver jew-
elry to cover her ghastly appearance. She
found that she had the power to awaken other
deceased beings in the vault, bringing them
from their eternal slumber to do her bidding.
She could use the zombies to fetch her jewels!
Lady Hallessa formed a plan to demand a
ransom from the villagers above, using one of
her dead minions as her messenger. Crawling
through dirt tunnels to an unmarked grave,
the zombie moves through a false bottom cof-
fin and extends a hand through the ground,
palm upward. When the hand is filled with
any weight, the zombie retracts the arm and
returns to the lady with the ransom.
On the first full moon of her plan, the zombie
hand held a blood-inked note with the lady’s
demands. Villagers, although too scared to
follow the initial note’s instructions, wit-
nessed the first murdered resident, which had
been clearly stated in the demands. From
then on, the villagers attempted to either pay
the ransom or outwit the Hand. The death of
each villager thereafter proved they were in-
capable of avoiding the Hand’s ransom de-
mand.
Murdered villagers buried in the graveyard
then become new zombies for Lady Hallessa,
taking turns to act as the Hand on the full
moon.
Encounter statistics for Lady Hallessa are
found in Area 9 of the family’s underground
vault (page 12). Additional information about
Lady Hallessa’s family and their tragic demise
can be found in the extra downloadable con-
tent found at the ThrowiGames company
website.
Deren is a small farming community set in a
fertile valley, well protected by mountains to
the north, east and west. For years, their
lands have produced more than enough crops
for the families of their town and several
nearby villages. In truth, their soil is en-
chanted, long ago blessed by a ancient and
forgotten deity. This blessing increases the
volume and growth rate of crops in most sea-
sons to five times the normal rate, while still
doubling output in poor seasons. Deren’s
lands are valuable to her residents, worth dy-
ing for to most who live here.
The enchantment in the soil is slowly waning,
its effects falling deeper into the ground each
year. This enchantment has awoken Lady
Hallessa in the burial vault, it’s power reach-
ing her crypt late last year. Deren has several
more generations before the enchantment no
longer affects their soil, returning it to average
producing farmland.
Read the following passage to the players
when their characters arrive in Deren:
4
Deren
Beginning the Adventure
The game master must find a way to lead the
characters to Deren and get them involved in
the storyline. Note that the Magistrate is of-
fering a reward of 500 gold pieces to anyone
who can end the monthly ransom.
Hand From the Grave begins when the adven-
turers arrive in Deren, just a few days before
the next full moon.
The farm trail turns one last time, and you notice
a small village ahead. Several one and two story
homes cluster in a neat square, while people bustle
to and fro. Children chase dogs and chickens about
as men appear in the distance, tending to their
crops. A low picket fence surrounds the village,
and two capable looking guards stand near the en-
trance. Beyond the opening, a group of people
crowd around a sign propped up against a large
stone well in the center of the village.
If the characters appear unthreatening, one of
the guards will dash off to find the magistrate
(Area 1). The other guard will welcome the
adventurers to Deren. He will answer any
general questions about the village, leaving
any related to their current plight for the mag-
istrate to address. The magistrate enters into
view a few moments after the adventurers ar-
rive at the gate.
“Welcome! Welcome to Deren!” exclaims a well-
dressed man entering into your view from the
right. “I am Magistrate d’Traboyle but you may
call me Olun, as most do here in the village. Why
I must say, you look like a capable group of heroes!
Are you here to answer our call for assistance?”
His honest face looks troubled yet hopeful.
The magistrate will answer any direct ques-
tions about their current situation, hoping
that the adventurers are truly there to help. If
the characters are unaware of the ransom, he
will try to tell the full story over the last year,
including the attempts and failed outcomes.
He will spend only a few minutes answering
questions and discussing matters before being
pulled away for pressing town business.
5
Deren
Area 1. The Magistrate’s Home
A two story stone home, Magistrate Olun
D’Traboyle uses the first floor for town busi-
ness while using the second floor for his fam-
ily. First floor offices surround a great room,
used for town meetings and discussions. A
back stairwell ascends to the second floor
where Olun, his wife Gwenlynn, and their
two young children reside.
Area 2. Lodge of the Frosted Falcon
Owned by Kelli Nansator, the Lodge of the
Frosted Falcon has been the only inn in Deren
since anyone can remember. Kelli’s family
has owned it just as long, having passed it
down to male or female heirs each generation.
Kelli is a strict owner and bartender, and al-
lows no nonsense in her inn.
A large tavern room converts to a sleeping
area each night, providing less wealthy travel-
ers a cost effective space to lay their heads.
Alternatively, eight second floor rooms each
contain four single beds. The common room
costs 1sp per night, while each private room
costs 1gp each night.
The lodge serves common fare; nothing exotic
or exquisite can be found on their modest
menu. Likewise, their bar only serves local
ales and wines. Prices for food and drink are
based on the chosen system’s average costs.
Magistrate d’Traboyle will recommend that
the characters stay at the Lodge of the Frosted
Falcon until they can talk more either later or
the next day. He will excuse himself, stating
that the town business at this time is very im-
portant.
Area 3. The Shiny Anvil
Farming communities need blacksmiths who
specialize in creating and repairing farm tools
and common implements. Voldorf Sornen is
a young yet talented smith, well trained in
making shovels, picks and plows. His skills
with swords and axes are rudimentary at best.
He does have a few weapons in his shop, re-
ceived in trade with various residents and
travelers. His prices are more than fair for the
common weapons (25% less than normal).
Area 4. Church of Etu, Goddess of Life
This three story stone structure is the tallest in
Deren, its top floor open to the skies above.
Etu, the goddess of life and creation, is an im-
portant part of the farmer’s being; her bless-
ings of bountiful crops and large families are
critical to the survival of Deren’s residents.
Tromas, the old priest of Etu administers the
sunrise prayer service.
The recent events of the Hand’s ransom have
torn the community in two. Some believe that
Etu has provided all that the villagers need,
while others think that Etu has abandoned
them. There is constant discussion at the
Lodge of the Frosted Falcon between farmers
and merchants on the matter, often resulting
in heated exchanges.
Although Tromas believes the ransom is not
Etu’s concern, he has consulted with other
priests in nearby villages, searching for a solu-
tion. He desperately wants to find an answer
for the town but lacks the experience and re-
sources to help beyond offering prayer and
funeral services.
6
Area 5. Deren Outfitter
Hrun Dowles and his wife Grenda run a small
trading shop in town. Although mostly filled
to the rafters with farming supplies, a few ad-
venturing items can be found tucked away on
back shelves. Hun will charge fair prices for
the gear, looking to make room for more use-
ful supplies with the sales. He and his wife
live in the second story of the shop.
Deren Homes
Several one and two story homes surround
the center square of the town. Nearly all the
villagers are farmers, each family growing dif-
ferent types of crops than the others. The bar-
ter system is the economic system in Deren,
each family trading to get what they need.
The homes found along the inside of the
square each have a small stand out front
where trading and the occasional purchase
occurs. Families will sell goods to outsiders if
approached with coin, but prefer to trade for
silver and gold jewelry. In fact, adventurers
will find they can benefit from each trade by
using jewelry instead of coins.
Area 6. Deren Town Well
Deren’s town well is the source for the resi-
dent’s water as well as their desired place to
gossip. Additionally, a large wooden placard
leans against the stone well and displays the
latest news. Notifications for events, missing
items, or odd jobs around town are posted on
a daily basis. It is common to find residents
making frequent trips to the sign board each
day. When the characters arrive in town, a
crowd of villagers will be at the sign board.
The Lottery
The day before the first full moon of the
month, the notification for the Hand messen-
ger selection is posted on the town square
placard. It lists the time and place for the
drawing and includes the names of villagers
excluded from the lottery. Only children un-
der the age of 16 and those already once se-
lected are excluded from the selection. All
other villagers are entered into the lottery.
If the characters approach the crowd of villag-
ers, they will overhear conversation about the
lottery, the full moon, and the Hand. Villag-
ers will not likely engage in conversation with
outsiders and will leave the area when ap-
proached. However, one woman at the well
will answer questions. Felina d’Traboyle, the
magistrate’s older and unmarried sister, will
be fetching water when the characters enter
the area. She was once selected as messenger
and can answer many questions about the
Hand and the cemetery on the hill.
The other villagers will not discuss the Lot-
tery or the Hand with outsiders but will po-
litely direct the characters to talk to the Magis-
trate. A few old farmers found at the Lodge
of the Frosted Falcon after dinner may be will-
ing to speak about the town’s troubles if a
mug of ale or a bit of mutton is purchased.
On the evening of the lottery, the entire town
will gather at the well, awaiting the selection
by Tromas, the Priest of Etu. He will select a
name from a large woven basket, and call it
out. The villagers will react as expected, with
horrified exclamations as their loved one’s or
7
Graveyard on the Hill
friend’s name is said aloud. The town guard
will escort the chosen messenger to the magis-
trate’s home to await their duty. Villagers
will return to their homes, locking their doors
and closing their windows to await the com-
ing of morning. They will not open their
doors for anyone, including the town guard
or magistrate. The village will appear to be
completely deserted. Even the Lodge will be
empty except the owner, Kelli.
The Latest Messenger
The Drurdge family, multi-generation corn
farmers, will hear their son’s name called out
at the lottery. Grigg Drurdge, a strapping
youth of 17 will appear stern faced as he
walks forward after his name is called. Al-
though his mother and sisters will plead with
the magistrate, Grigg will willingly walk for-
ward, knowing that he must fulfill his duty.
If the characters haven’t met with the magis-
trate yet, he will meet with them after the lot-
tery. He will allow them to talk with Grigg
before he is sent off with the bag of jewelry to
the cemetery.
Graveyard on the Hill
About a half mile from town, Deren’s grave-
yard sits atop a low, broad hill. Although
dozens of generations have been buried here,
there is still enough space for many more
graves. A path from town leads directly to
the gates of the graveyard.
A steep, worn path leads directly to an old iron
gate set in a low stone wall. The gate is open, it’s
hinges appear rusty and corroded. Hundreds of
tombstones and short monuments are arranged in
straight lines, with the oldest graves appearing
farthest away from the graveyard’s entrance. A
few of the closer graves look freshly dug.
Recently deceased villagers have been buried
in the front of the graveyard. Hastily dug
plots are barely covered as villagers were
quick to bury the Hand’s victims. If uncov-
ered, the pine boxes will be found to be
empty, their bottoms broken and filled with
dirt. A careful search will reveal loose ground
underneath the coffins. The tunnels used to
fetch the newly dead villagers from their cof-
fins are sealed and impassable.
The Hand emerges from one of the oldest
graves in the burial site, found in the rear of
the area (see A on the map).
A weathered tombstone, cracked with age and
bleached from untold years of sun exposure stands
before a low pile of earth. Little tendrils of grass
emerge from the loose soil as if recently planted.
Surrounding graves look undisturbed yet are of
similar age. Something has moved the earth here
recently, perhaps in the last several weeks.
8
Area A. The Grave
Although the soil is loose and appears re-
cently disturbed, the area around this grave is
ancient and overgrown. The tombstone is
weathered and seems void of any writing or
markings. Closer inspection reveals a faint,
yet magical etching of two words and a three
digit number. A successful investigation of
the tombstone divulges the name “Lady
Hallessa” and three numbers, “266” (the year
of her death). There are no other markings
on the tombstone on either side.
The soil of the grave is very loose and easy to
move, as if recently disturbed. If the adven-
turers dig up the grave, they will find an or-
nate coffin roughly two feet below the sur-
face. The coffin is unlocked and empty.
Adventurers who successfully search the cof-
fin will find a hidden trap door that leads to a
tunnel below the grave.
The Grave After Midnight
If the characters wait until midnight of the
first full moon, they will eventually see a rot-
ting hand and forearm push through the soil
to await payment. If any weight is placed in
the hand, it lowers back into the earth, firmly
clutching whatever was placed in its palm.
Cutting off the hand or arm causes it to re-
tract as well. Use Table 1-1 on page 3 for
likely results to these actions.
Digging up the grave while the hand is ex-
tended also causes it to retract. The Hand will
only extend if the grave is intact and undis-
turbed by the villagers or characters.
If the characters can uncover the grave before
the zombie can exit the coffin to the tunnels
below, the zombie will attack instead of re-
treating.
Zombie (1): HD 2 (9 hp); AC 8 [11];
Atk: bony hand 1d8; Move 6; Save 16;
CL/XP 2/30; Special: Immune to sleep
and charm.
Tunnel Below the Grave
A narrow tunnel under the coffin declines
sharply, stretching over 20 feet before open-
ing into a finished hallway (to Area 1).
Additional GM Notes:
The narrow tunnel ends in a dark, unlit space sev-
eral feet below the surface of the graveyard.
Smooth stone under your hands and feet tell you
that you’re in a place created by craftsman, per-
haps stone masons. The sound of movement to
your right immediately alerts your senses.
9
Burial Vault of Family Albret
Burial Vault of Family Albret
Six family members from a forgotten noble
family (the Albret clan) were buried in this
hill long before the town of Deren was
formed. Their vault was naturally sealed by
time as the soil and stone shifted around the
entrance throughout the years. The youngest
daughter of the Albrets was fortunate enough
to marry into a prominent family. Both fami-
lies’ lives were filled with tragedy, including
premature deaths of many of the youngest
members. After her death, Lady Hallessa was
buried in her family’s vault. (Visit the company
website for additional detail not printed here.)
Zombies roam freely and aimlessly in the
vault, awaiting the commands of their mis-
tress. There is a 1 in 6 chance that the charac-
ters will encounter d3 zombies moving
through the halls or open rooms.
Note that the entire level is unlit. The only
room in the vault with light is Area 9.
Area 1. Tunnel Entrance Guardians
Most of the zombies are under the enchant-
ment of the lady, their eyes acting as conduits
for their master. Lady Hallessa can see what
the zombies see, giving her the advantage of
knowing the group’s location, strengths, and
weaknesses.
Four shambling creatures vaguely resembling hu-
mans move toward you, their outstretched hands
grasping for you and your compatriots. Their eyes
emit a slight yellow glow as they approach...
Enchanted Zombies (4): HD 3 (16 hp);
AC 8 [11]; Atk: bony hand 1d8; Move
6; Save 16; CL/XP 3/60; Special: Im-
mune to sleep and charm.
Additional GM Notes:
Area 2. Empty Burial Chamber
This room was the original burial chamber for
the
family’s
youngest
daughter
until
Hallessa’s husband constructed a larger vault
below (in Area 9). The stone block has the
name “Hallessa” engraved on its side. The
room is otherwise empty.
A decrepit wooden door hangs loosely on ancient
hinges, opened enough to barely see what’s beyond.
A rectangular room appears empty, a lone stone
block in its center. Nothing else of interest is seen
from the hall.
Area 3. Gusdesto’s Vault
A steel-banded wooden door and large iron padlock
keep this door closed and secure.
Gusdesto, the family’s youngest son, is buried
here, tragically killed after falling from his
pony. The padlock is old but well made,
making it difficult to open (see Table A-1 in the
Appendix for Unlocking Options).
A single stone block stands in the center of the
room, the mummified remains of the small
boy laying atop it. Three dozen silver toys are
piled beside his remains (each worth between
25 and 50 sp). Lady Hallessa has not been
able to enter this area yet, and has not en-
chanted her brother’s form.
10
Area 4. Ensicando’s Vault
Ensicando was the first family member to per-
ish, falling on his own dagger while practic-
ing swords with his older brother Hanfel.
Three enchanted zombies shamble about the
area, but quickly move toward any noise in
the area or hallway outside the door.
Broken pieces of a gilded wooden door clutter the
entrance to this area. The faint noise of shuffling
feet from within indicate that the room is not
empty. Looking intently, you see tiny yellow
lights in the rear of the dark room.
Enchanted Zombies (3): HD 3 (16 hp);
AC 8 [11]; Atk: bony hand 1d8; Move
6; Save 16; CL/XP 3/60; Special: Im-
mune to sleep and charm.
Additional GM Notes:
Ensicando is missing from the stone slab,
likely mixed in with the other zombies else-
where in the family tomb. Lying atop the slab
are two well crafted blades, a rapier and dag-
ger. A bag of coins can be found behind a
well hidden section of the stone slab (see Table
A-2 in the Appendix for Searching Options). 125
sp and 50 gp are found within the leather
sack. There is nothing else of value in this
area.
Rapier of the Rogue, +1 rapier
(magical longsword), doubles Delicate
Tasks and Traps (or Detect Traps)
percentage, up to 100% maximum, for
Thieves and Assassins only.
The once ornate steel door has suffered from the
wet underground climate, displaying rust on
nearly every inch of its face. A giant padlock pre-
vents opening the portal. However, the bottom one
quarter of the door is missing and may allow entry
into the darkness beyond.
A grey ooze has disintegrated the bottom of
the door and has made this area its home. It
blends into the ceiling and awaits to drop on
victims who may investigate the corpse laid
upon the stone slab.
Grey Ooze (1): HD 3 (17 hp); AC 8
[11]; Atk: 1 strike, 2d6; Move 1;
Save 14; CL/XP 5/240; Special: Immune
to spells, heat, cold, and blunt
weapons.
Additional GM Notes:
The last of the children to perish, Hanfel died
rescuing the family horses from a barn fire.
His embalmed body still lays upon the marble
block in the center of the tomb. Several bags
of gems, and coins are stacked around his
corpse. A bag of rubies (100, worth 10 gp
each) and a bag of emeralds (50, worth 5 gp
each) are mixed with several bags of silver
and gold coins (250 sp and 75 gp).
Area 5. Hanfel’s Vault
11
Burial Vault of Family Albret
Area 6 and 7. Zombie Mob
Area 8. Tomb of the Albrets
Both of these areas of the map are congested
with several zombies, making the hallway im-
passable.
Several zombies fill the hallway, leaving no space
to pass by without alerting the foul creatures.
They stand, slightly swaying, and partially alert.
You notice that the creatures are in various stages
of decomposition, many without arms or hands.
Decayed Zombies (2d4+4): HD 1 (5 hp);
AC 8 [11]; Atk: 1 strike 1d4; Move 4;
Save 16; CL/XP 1/15; Special: Immune
to sleep and charm.
Additional GM Notes:
A set of gilded double doors appear firmly closed, a
raised house crest occupying the center of the por-
tal. Three heads in the relief jut out behind a
round blank shield; a falcon, a bear, and a wolf are
clearly visible, their eyes gleaming red in the dark-
ened hallway. There are no handles on the door.
The double doors are unlocked but trapped—
when the doors are touched, an electrical
shock pulses through the gilded metal, deal-
ing 1d4 damage to anyone in contact. The
trap can be disarmed (see Table A-2 in the Ap-
pendix for Disarming Traps Options). Other-
wise, the trap emits the electrical impulse
every other round until the doors are closed.
Both Frulgar and Nanacia Albret are buried in
this chamber, lying side by side on two mar-
ble slabs in the center of the room.
Two raised marble blocks sit side by side in the
center of the square room. Beside each is a large
wooden chest, gilded much like the doors to the
room. A staircase occupies the northwest and
northeast corners of the area, descending to dark-
ness below. Opposite your location, two pair of
yellow eyes stare in your direction, unmoving and
unblinking...
Lady Hallessa has raised her parents as zom-
bies, enchanting their eyes for her remote vi-
sion. The pair are waiting in the back of the
room until the doors close. They attack if the
characters move toward the staircases or
chests. Noise in the area may attract the zom-
bies from below in Area 9.
Enchanted Zombies, Frulgar and
Nanacia (3): HD 4 (21 and 20 hp); AC
7 [12]; Atk: 1 strike 1d8; Move 6;
Save 16; CL/XP 4/120; Special: Immune
to sleep and charm.
Additional GM Notes:
Each chest is unlocked and has been stripped
of all the family jewelry by Lady Hallessa. She
has left behind the rest of the family heir-
looms, including dozens of silver and gold
goblets, plates, and serving tools with the
family crest. Additionally, there are 1,000 sp
and 250 gp in the chests. A small wooden box
contains a magical goblet.
Waterswitch, a magical goblet. When
water is poured into the goblet,
there is a 10% chance that it will
transform into some other liquid.
See the Appendix for options.
Area 9. Lady Hallessa
12
Descending the stairs, you immediately notice a
brighter area, lit my several wall sconces around
the rectangular room. Over a dozen zombies mill
about the center of the room near a large sarcopha-
gus. At the far end of the room, a lone form,
wrapped heavily in old bandages, stares into a tall
mirror. Above the wrappings, its arms, legs, head
and torso are covered in silver and gold jewelry.
Turning toward you, it speaks. “Who are you to
disrupt my plans? Your meddling will be the
death of you! Kill them! Kill them all!” With
that, the zombies attack!
Decayed Zombies (13): HD 1 (4 hp); AC
8 [11]; Atk: 1 strike 1d4; Move 4;
Save 16; CL/XP 1/15; Special: Immune
to sleep and charm.
Additional GM Notes:
The zombies in this room are literally falling
apart. As they attack, the group will see bits
and pieces falling away from their bodies.
Lady Hallessa can use her magical ability to
summon more zombies from upstairs (if any
remain), or may throw her poisonous cloud
potions at the group. She will avoid melee
combat unless engaged or as a last resort.
The GM may elect to allow her to surrender,
claiming that she was only trying to make
herself more beautiful. She will tell the char-
acters that she didn’t ask to be returned after
death and didn't know what else to do.
Lady Hallessa, Lesser Mummy: HD 5 (30
hp); AC 2 [17]; Atk: 1 throw potion
or 1 strike 1d8; Move 6; Save 10; CL/
XP 5/240; Special: Immune to normal
weapons, magical weapons do half dam-
age. Does not have mummy rot.
Additional GM Notes:
She has a supply of eight poisonous potions
near her gazing mirror. Each potion affects a
20’ square area—anyone caught within that
range must save versus poison to avoid 1d4
damage and a –1 penalty to actions for 1d4
rounds.
She is covered in hundreds of rings, neck-
laces, earrings and chains, all made of silver
and gold. Several items are family heirlooms
but most are from the Deren villager’s
monthly tributes.
In addition to the jewelry, there is an iron
chest near her sarcophagus containing 750 gp.
Table A-2
The GM can combine stats and abilities from a
Mummy and Zombie to create statistics for
Lady Hallessa, adjusted to the character’s lev-
els. A suggested 5E stat block is provided in
the downloadable material.
Appendix
Adventure Conclusion
Neutralizing Lady Hallessa ends the adven-
ture and frees Deren from the monthly tribute
to the Hand. Magistrate d’Traboyle will re-
ward the characters 500 gp for ending the
town’s troubles, but would prefer to pay them
after the full moon cycle completes (and no
villagers perish).
Once the Hand has been eliminated, Magis-
trate d’Traboyle may have additional tasks for
worthy heroes. Additional Deren adventures
may be found in future RPG CrateTM subscrip-
tions or at the ThrowiGames website.
13
Wrap Up / Appendix
This section provides several options for
game play, including ability checks for
unlocking locks and searching areas. Of
course, the GM can use their preferred system
option instead. Additionally, a chart of ad-
venture foes converted to newer systems is
provided.
Unlocking Options
Base Check
Easy
Moderate
Difficult
Unskilled
[DEX]
6d6
n/a
n/a
Unskilled
[DEX]
5d6
6d6
n/a
Skilled [DEX]
4d6
5d6
6d6
Skilled {DEX]
w/ tools
3d6
4d6
5d6
Roll result must be under or match Ability score.
Table A-1
Search Options
Base Check
Easy
Moderate
Difficult
Thieves,
Elves
3d6
4d6
5d6
Wizard
Types
2d6 + d8
3d6 + d8
4d6 + d8
Everyone
Else
2d6 + d10
3d6 + d10
4d6 + d10
Roll result must be under or match Ability score.
Creatures in Fifth Edition
Zombie (pg 316, MM)
Armor Class: 8
Hit Points: 22 (3d8 + 9)
Speed: 20 ft.
Challenge: 1/4 (50 XP)
STR13 (+1) DEX6 (-2) CON16 (+3) INT3 (-4) WIS6 (-1) CHA5 (-3)
Saving Throws: WIS +2
Immunities: Poison
Senses: Darkvision 60 ft
Passive Perception: 8
Abilities: Undead Fortitude
Actions: Slam +3 to-hit; Hit: 4 (1d6+1) bludgeoning
Grey Ooze (pg 243, MM)
Armor Class: 8
Hit Points: 22 (3d8 + 9)
Speed: 10 ft., Climb 10 ft
Challenge: 1/2 (100 XP)
STR12 (+1) DEX6 (-2) CON16 (+3) INT1 (-5) WIS6 (-1) CHA2 (-4)
Saving Throws: WIS +2
Resistances: see MM
Senses: Blindsight 60 ft
Passive Perception: 8
Abilities: Amorphous, Corrode Metal, False App.
Actions: see MM
The Full Moon Ransom
For 4-8 Adventurers of 2nd to 4th Level
Each month as the sun sets on Deren, the villagers hold their lottery to select a new
messenger for the Hand. That night, under the full moon, the unlucky lottery winner
takes the ransom payment to the graveyard, hoping that the tribute will be enough.
In previous months, the bag of baubles was sufficient; recently, the Hand is unsatis-
fied with the measly payment. Messengers and villagers disappear when payment
fails to please the ghastly appendage. The Magistrate is tired of the ransom, and los-
ing family members and friends. It is time to end the monthly tribute! Can the ad-
venturers help? Can they stop the Full Moon Ransom?
Nomad Gaming
(ThrowiGames LLC)
103 Route 7 South,
Falls Village, CT 06031
Look for More Products
From NomadGaming:
FF1—Wicked, Woeful Web
FF2—The Shambling Thieves
FF3— Ham Sri’s Revenge
FF4—A Fouling of Glasswater
An adventure designed to play in a single session!
Additional downloadable content available at the website!
Additional Story Background
The Full Moon Ransom
This content can be used to support the
RPGCrateTM September adventure, “The Full
Moon Ransom”. Although this content isn’t
essential to the adventure, it provides addi-
tional detail for GMs to use in preparation for
the scenario.
The Albret Family
The Albret clan was once a wealthy and
prominent family that lived amongst the
farmers and simple folk of the area. They
were kind people and used much of their
wealth to help neighbors and friends in times
of need. Many families in the region spoke
highly of the Albret family, as their generosity
and humanity were well known.
One clan despised the Albrets, mainly due to
jealousy and the locals’ love of the family.
The Korak clan were known to dabble in the
black arts and use magic to gain prosperity or
influence over others. The head of the Korak
family, Nemsaada the Third began a system-
atic beguiling of the locals, attempting to dis-
credit and undermine the Albrets. Merchants
and farmers started to unintentionally and
unknowingly disassociate themselves from
the Albrets. Locals gossiped and spoke
poorly of the clan. The Albret clan could not
understand the slow transformation that was
occurring with their friends and neighbors.
Frulgar Albret, the head of his clan, discov-
ered the plot too late, long after the irreversi-
ble damage was done. His family was asked
to leave the town and he decided to comply.
They left the small hamlet and moved to the
the current area (Deren), founding and creat-
ing the small village of Albretsville.
The Koraks weren’t satisfied with running the
Albrets out of town and wanted to outright
destroy the family. On the day the Albrets
left, Wandea (Nemsaada’s wife) cursed the
departing family, placing an unnatural death
spell upon each and every member. The hex
would guarantee that each Albret would die
before their natural time.
Early Albretsville
The Albrets chose a fertile valley several days
south of their old home, founding Albretsville
on a warm summer day. Frulgar and his two
eldest sons, Ensicando and Hanfel, built a
large manor house while hired hands tilled
fields and planted crops. Frulgar’s wife
Nanacia visited distant neighbors, setting up
trade and building friendly relationships.
Within a year, several families had moved
into the small village, building new homes
and working the unusually rich soil. Albrets-
ville thrived and all seemed well for the fam-
ily in their new village.
The family’s good fortune turned sour in their
second year in Albretsville. Ensicando was
the first child to die, tragically impaling him-
self on his own dagger while practicing
swords with his brother Hanfel. A few weeks
later, the Albret’s youngest son Gusdesto fell
from his pony into a stream and drowned.
Although times appeared bleak, the Albrets
were spared any further pain until the next
year...
Tragedy Strikes for the Albrets
A1
At a time when the family was mourning
their losses, a handsome and kind young sol-
dier wandered into Albretsville. Both he and
the Albret’s daughter Hallessa were instantly
smitten with each other; before the year
ended, Timnathy and Hallessa were engaged.
A spring wedding returned joy to Albrets-
ville, and within weeks, a new home was
erected for the young couple. Crops were
bountiful and trade between neighboring
towns flourished.
War!
Within three months of the Albret wedding,
war broke out in the far east. Inactive soldiers
were called to duty and Timnathy left for the
jungles of Nolgur-Wul. Several younger men
from the village also enlisted and went east to
protect the borders of the realm from the hor-
rors of the vile jungles beyond.
Word of Timnathy’s death reached Hallessa a
month later. Heartbroken, the Albret’s only
daughter perished in her sleep after a long,
deep depression. At this time, neighbors be-
gan to feel that the Albrets were cursed with
tragedy and began to avoid the family.
Less than two months after their only daugh-
ter passed, the Albrets lost their oldest and
only remaining child. Hanfel died in a barn
fire as he attempted to rescue the family’s
prized horses. With no remaining children
and their neighbors increasingly distancing
themselves each day, Frulgar and Nanacia
each consumed a poisonous mix of tea and
deadly Moonshade, ending the Albret family
forever.
The Refounding, Deren
Villagers buried the last of the Albrets in their
family tomb and permanently sealed the en-
trance. A unanimous town vote to rename
the town to Deren helped the villagers to for-
get the tragic past. Life returned to normal in
Deren as the crops continued to overproduce
and flocks remained healthy. The thoughts of
curses and hexes fell from the villagers’
minds.
The Albret family properties were left empty
for many years. New homes were built and
the town grew to more than two dozen fami-
lies. The first heavily laden merchant caravan
arrived in Deren, as they were making their
way across the southern part of the region
along newly blazed trails. Soon after, mer-
chants began passing through often, many
looking for a better place to sleep beyond
their cluttered wagons. One of the townsfolk,
Brulle Nansator, decided to reopen the Albret
family manor as a tavern and inn, naming it
the Frosted Falcon. Timnathy and Hallessa’s
small home eventually became the Deren
Outfitter.
Deren residents built a village graveyard over
the Albret family tomb, hoping that future
generations would either forget or never learn
about the cursed family buried below. Only a
handful of the older residents recall the sto-
ries from those dark times.
A2
Additional Story Background
A3
So What About the Koraks?
Shortly after the Albrets left town, the Koraks
attempted to take the former family’s place in
the villager’s eyes. Unfortunately for the
Koraks, their thinly disguised masks were
easily seen through by the locals, prompting
an eventual town meeting. The Koraks infil-
trated the secret meeting and revealed them-
selves just as the townsfolk voted to cast them
out. Nemsaada and his two sons attempted
to strike down the town magistrate but
quickly fell to guardsmen arrows. Wandea
and her four daughters fled the town and
were never seen from again.
Deren Today
The town of Deren continues to prosper to
this day, the tragedies of the Albret family
long forgotten. Wandea Korak’s curse suc-
cessfully ended the Albret family but did no
further damage to Deren’s other residents.
Several prominent families have lived in the
town, having several generations and off-
spring to carry the family names onward.
The Nansator family has always owned the
town’s inn and tavern, the Frosted Falcon,
since it’s initial opening dozens of years ago.
The current owner and operator Kelli Nansa-
tor, is a shrewd and intelligent business
owner. She charges fair rates for food and
drink, and always has rooms for weary travel-
ers. She is unmarried and rejects all courters.
Voldorf Sornen is the latest in a long line of
Deren blacksmiths. As long as anyone in
town can remember, a Sornen was crafting
tools and working the small forge. Voldorf
has a wife and three young sons. There is
likely to be several more Sornens in the forge
before long.
Like the local blacksmith, Magistrate Olun
D’Traboyle has followed in the footsteps of
his forefathers. Several D’Traboyles have
been magistrates including Olun’s father and
grandfather. The magistrate position is
elected by town vote each year, but no oppo-
sition has run against Olun for several sea-
sons. He has served Deren well, even
through this most recent crisis.
Deren’s Fertile Soil
Little is known about the fertile fields of
Deren, and how they remain so rich and
bountiful year after year. The local priest Tro-
mas claims that Etu, the Goddess of Life is re-
sponsible for keeping the fields productive for
Deren; this is partially true. An older god en-
riched the soil in this small valley, long before
Etu came into being. Departing older gods
passed their knowledge and powers to newer
deities, including Etu, and entrusted their
realms to the young immortals. Etu has con-
tinued to bless Deren’s soil but her powers in
this realm are waning. The fertile valley will
cease to produce an overabundance of fruits
and vegetables in the coming generations. In
fact, the enchantment in the area is settling
into the earth, deeper each year, until it falls
well below usable soil. Deren is safe for now,
but will start to see changes in twenty to
thirty years.
Lady Hallessa (custom)
Armor Class: 13
Hit Points: 61 (7d8 + 21)
Speed: 20 ft.
Challenge: 4 (1000 XP)
STR16 (+3) DEX10 CON16 (+3) INT13 (+1) WIS10 CHA15 (+2)
Saving Throws: WIS +4
Immunities: as Mummy
Senses: Darkvision 60 ft
Passive Perception: 10
Abilities: Multiattack (fist or throw, plus Glare)
Actions: Dreadful Glare, +3 to-hit
Lady Hallessa—Fifth Edition
The Full Moon Ransom Appendix section
suggests that GMs create a Fifth Edition ver-
sion of Lady Hallessa by combining Mummy
and Zombie statistics. We’ve added a sug-
gested stat block here as well.
Lady Hallessa, Alternate Ending
Although Lady Hallessa will try to destroy
the characters when they enter her chamber,
there is a change that the encounter can end
without conflict. Lady Hallessa’s mind is
warped and confused, but she remains some-
what intelligent and can interact with the ad-
venturers. She is particularly susceptible to
compliments about her “beauty” and may
pause to listen to favorable words from char-
ismatic characters.
Any references to Timnathy, her parent’s sui-
cide, or the villager’s plight to end the ransom
will infuriate her. Enough successful checks
(compliments or offers of help) may suspend
the monthly ransom until the characters find a
solution or at least allow the characters to
leave unharmed. How the players help her
(either through permanent death or resurrec-
tion) is left up to the GM.
Where to Find Information in Deren
Most of Deren has forgotten the details of the
Albrets and the early days of the village.
Those that still remember the family and their
history may have trouble recalling accurate
details of the past. There are a few residents
that have a bit of knowledge of the past.
Kelli Nansator, owner of the Frosted Falcon,
has a bit of knowledge of the Albrets, passed
down from previous generations. She’ll know
the history of both Albret homes and have
fragments of information about the family
tragedy.
The Magistrate keeps records for the deceased
in a small room in his home. He will likely let
the characters go through the old scrolls if
they insist on looking for information about
the gravesite. The scrolls and tomes of previ-
ous years are haphazardly stacked and unor-
ganized. It will take characters 1d4+4 hours
to find anything about the Albret history. It is
up to the GM to determine how much of the
story is revealed in this manner.
Tromas, the priest at the Church of Etu, also
has a bit of information on the Albrets. The
church library has decent documentation on
prominent family histories in town. A book
entitled “Early Albretsville”, found on a dusty
shelf in the back of the library, will reveal
much of the story of the Albrets.
Between the town records, the book in the
church library, and the cloudy memories of a
few residents, the characters should be able to
piece together the Albret’s story.
A4
Credits
This downloadable document can be used for
the adventure “The Full Moon Ransom” or any
campaign set in Terra MinorTM, a Throwi-
GamesTM world. The Terra Minor World
Guide can be downloaded for free from the
company website at http://throwigames.com.
Deren is not found on the large Terra Minor
map in the world guide, but future publica-
tions will further detail the southern region of
Sivona. Deren is approximately 50 miles
southwest of the Helmsrow Mountains, the
range that splits Sivona and Wynhelm.
Additionally, the entire pantheon of the “new
gods” can be found in the world guide, in-
cluding more information on Etu, the God-
dess of Life.
Thank you for supporting indie publishers
and especially our company!
- Thom Wilson, owner ThrowiGames LLC
Downloadable Document NG3002a
Author: Thom Wilson
© 2016, 2017 ThrowiGames LLC
Website: http://throwigames.com
More Adventures: http:// patreon.com/throwi
Special Offer: Contact the author at
[email protected] to receive one FREE
Patreon Excursions adventure in PDF format.
Additional Story Background
A5
| textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - RC1 Full Moon Ransom.pdf |
Designed by Bill Barsh
Illustrations by Al Cook and Walt Robillard
Q3
Death on Signal Island
Pacesetter Games & Simulations
2699 Katie Lane
Milford, Michigan 48380
pacesettergames.com
1904
©2011, Pacesetter Games & Simulations
First S&W Printing, February 2013
Signal Island—the easiest assignment in the navy! Simply man the small fort and watch the ships go by.
Nothing to do but sit back and enjoy the sun. Until now. Without warning, communication from the island has ceased.
The investigation must be quick and discrete. Only the bravest adventurers can defeat certain Death on Signal Island!
Death on Signal Island is a Quick Play™ adventure designed for four to six characters of second to fourth level. The scenario
requires the Swords & Wizardry™ rules system. Quick Play™ modules are designed for one or two game sessions and include
optional pre-generated characters, quick reference charts, and a separate color, cardstock cover.
Signal Island: DM Map
Each Hex = 500’
Reef
Rocks
1
9
8
3
4
5
7
6
2
Hill
Hill
Hill
Hill
Path
Spring
Stream
Lagoon
10
Hill
Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
Contents
Signal Island DM Map .............................. Inside Cover
Adventure Introduction ............................. 4
Player Introduction ..................................... 5
New Magic Items ........................................ 13
New Monsters ............................................. 13
Pre-Generated Characters ......................... 16
Open Gaming License ................................ 17
Signal Island Player Map ........................... 18
Quick Reference Charts .............................. Inside Cover
Designer: Bill Barsh
Cover Illustration: Al Cook
Illustrators: Al Cook and Walt Robillard
Editorial Board:
Anthony Allen, Mike Badolato, Doug Bartholomew,
John January, Jim Hare, Joan MacDonald,
Scott McClenaghan, Ian Montgomery, Steve Rubin,
Mark Shipley, Ryan Simm, Hugh Marbach,
David White and Andrew Zambrzycki
Special thanks to all the members at the Acaeum
for their tireless support and enthusiasm.
acaeum.com
Credits
Pacesetter Game & Simulations
2699 Katie Lane
Milford, Michigan 48380
pacesettergames.com
Product Number: 1904
First Printing, February 2011
Second Printing, May 2011
Third Printing, January 2013
First Swords & Wizardry Printing
February 2013
©2011, Pacesetter Games & Simulations
Death on Signal Island
4 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
Death at Signal Island is a Quick Play adventure de-
signed for four to six characters of second to fourth level
or about 12 character levels total. No particular character
class is required. This module uses the Swords & Wiz-
ardry™ game system rules.
The player characters (PCs) are recruited to investi-
gate the apparent disappearance of troops stationed at
Signal Island. The location of this adventure is a small
tropical island near a major port city. The island is strate-
gically located just outside the harbor of a major port city
and serves as both a beacon for incoming vessels as well
as an early warning station in the event of attack. The is-
land’s main feature is a small fort located on the wind-
ward side of the island. The fort is designed to garrison
no more than a dozen soldiers. The island is located
within two miles of the city’s harbor.
The island’s land features are fairly generic. There is a
small lagoon on the leeward side of the island. A small,
spring-fed stream originates on a craggy hill near the cen-
ter of the island and drains into the lagoon. The island is
completely surrounded by a reef and safe access is only
possible via small boats at two points.
This adventure can be located in virtually any cam-
paign setting. The only requirement is that a large harbor
city is present. The island, as described, is located in a
tropical or subtropical environment. The location can be
an ocean, inland sea or even a massive lake. There are no
specific names associated with this adventure.
DM’s Plot Summary
Signal Island is currently a main topic of conversation
at the highest levels of local government. More accurately,
the cost of maintaining the fort and soldiers is the focus of
the debate. Many high-ranking government officials have
determined that the money could be better spent else-
where (not necessarily more efficiently!). Several promi-
nent government leaders have defended the staffing of
Signal Island as a matter of critical importance. The politi-
cians in favor of demilitarizing the island are secretly in
the pockets of area pirates and smugglers who want a less
vigilant island staff. The debate went public and the is-
land’s supporters have won the debate, though consider-
able resistance and opposition is still present.
As fate would have it, only days after the political
fight concluded, something has happened at the island.
All communications with the fort have ceased. Fearing a
renewal of debate, the issue has been hidden from all but
a select few.
The local military commander has decided that hiring
some mercenaries to conduct an “unofficial” investigation
was the best and quickest way to deal with the situation.
This is how the PCs become involved in the scenario.
Two days prior to the PCs involvement a small but
powerful storm roared through the area. These storms are
typical for the season and none thought much of it. How-
ever, a merchant ship sailing from southern waters was
approaching the island and harbor and was caught in the
storm. The ship was thrown against the outer reef of the
5 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
island at its closest point to the island. In fact, the ship is
run aground and hidden from view (seaward) as it is par-
tially submerged and its masts have collapsed.
The ship was under commission of a local wizard
who funded an expedition to capture various beasts and
creatures from a far off jungle to the south. As the ship
fought the storm, it sustained damage and one of the crea-
tures escaped. The creature is a red ape – a massive, car-
nivorous gorilla (see New Monster section). The red ape
was taunted and tortured by the crew of the ship during
the voyage and it attacked with malice. The red ape killed
several crewmen as it made its way to the deck and the
remaining either died fighting the ape or attempted to flee
in a life raft. The ship, out of control, miraculously sur-
vived the outer reef, but was dashed against a series of
rocks just off the island’s north windward shore.
The red ape survived, as did a few other dangerous
creatures, and it fled the ship to the island. On the island,
the red ape attacked the small garrison of soldiers. This
effectively ended all communication with the nearby city.
A single member of the doomed ship survived the storm
and wrath of the ape. That man is hiding on the island.
To complicate matters, the secret of the island’s prob-
lem has found its way to a politician who opposes the
island’s mission. This politician, a devious man, quickly
formed a plan to land a band of cutthroats on the island
and make sure that whatever has occurred will benefit his
argument.
Player Introduction
The Seaside Tavern was closing when the mysteri-
ous man approached your table. Though disguised, it
was obvious he was a military man – most likely a na-
val officer. The man’s offer of employment soon con-
firmed your suspicions.
The nameless man offered you 500 gp each to per-
form a delicate mission requiring the utmost secrecy.
The job was simple, at least according the man. A small
naval outpost on a nearby island had mysteriously
ceased all communications. No “official action” could
be advanced due to a delicate political matter. The man
would only say that there would be severe criticism if
the incident was related to negligence on behalf of the
garrison.
That was last night.
The early morning air is warm and heavy. A deep
fog prevails as the sun has yet to rise. Only the sound
of bells and creaking wood betrays the presence of nu-
merous ships in the harbor and at the docks. A pair of
navy sailors has guided you to the correct dock. The
mystery man emerges from the fog, this time wearing a
naval military uniform.
He addresses you quickly, “I am glad that you have
accepted my offer. We will transport you to Signal Is-
land immediately. We can only get within a half mile of
the island and you will have to take a longboat to reach
the beach. You will have two days to complete your
investigation. This ship will rendezvous with you in
exactly 36 hours. Do not miss this appointment.” The
man finishes as the ship, under oars, leaves the dock.
“There is a small outpost on the island,” continues
the officer. “It is located near the windward side of the
island – that would be the side that faces the ocean. You
will land on the leeward side – the side facing the har-
bor. There is a small lagoon which is easily approach-
able and there is little danger of hitting the reef that
surrounds the island. You can follow the beach to the
outpost, which will take you about four hours, or you
can follow the overland trail that will cut your travel
time in half.
It is my opinion that the outpost was attacked by
smugglers or pirates. By “disabling” the outpost, a ship
could easily enter the harbor unnoticed. You see, the
island uses smoke by day and fire by night to signal
approaching ships and notify the harbor master that a
vessel is approaching. There is a light located on the top
of the outpost’s tower to warn ships of the reef.
My superiors do not agree with my assessment and
surmise that a disease or some other tragedy has be-
fallen the outpost. Either way, you must investigate the
island and find the soldiers. If you can determine the
cause of the problem, so much the better.
I have placed several packs on your longboat. They
contain food and water. There are also a number of vi-
als equal to your number. Each vial contains a single
draft that will protect you from any sort of disease for
two days. I suggest you drink the potions before you
land on the island. The alchemist tells me the potion is
useless if you have already contracted a disease.
Good luck and safe voyage.”
DM’s Description: The officer will answer some general
questions, but he has no specific information about the
mystery on the island. He also is not privy to the political
machinations that are in play. He knows the garrison is
comprised of 12 men; 11 are soldiers and one is a junior
officer. The men are rotated every two weeks. Resupply
occurs at the same time as the troop rotation. He will give
the PCs are general map of the island (see PC Island Map
on page 18).
Two hours later the PCs will be loaded into a long-
boat. The fog has lifted and the PCs can clearly see the
6 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
lagoon. They can also see the surf crashing on the reef on
the east and west sides of the island. The players may
wish to have their PCs row their boat around the island,
but this should be discouraged. The reef is a dangerous
place and once out of the harbor, the seas are churning
with some ferocity. The PCs would run aground on the
reef and their boat become battered. Drowning would be
a real possibility. There is a narrow channel that leads
through the reef to the lagoon. It is easy to follow and
marked with buoys. The PCs will arrive on the island at
approximately 8 a.m. They will be picked up at 8 p.m. the
following night.
Signal Island
This adventure takes place within the confines of Sig-
nal Island. The island is approximately two miles wide
and four miles long. There are five low hills, one of which
produces a freshwater spring. The spring forms a small
stream that runs the course of the island (north to south)
and empties into the lagoon.
Vegetation on the island is fairly dense and move-
ment off the foot path is slow. Due to the dense under-
growth, visibility is limited to 100’ in the interior of the
island. Visibility along the path is 200’ (but still 100’ if
looking into the jungle growth). Visibility along the beach
is not limited. Movement off the path is reduced by 50%.
The movement penalty only applies to PCs, NPCs and the
smugglers. Creatures such as the red ape, giant snake and
other animals suffer no penalty to their movement rate.
There are numerous trees on the island and the tallest
are palm trees. Climbing a palm tree is not overly difficult
(5% chance of falling; 1d6 damage per 10’ fallen with a
maximum fall distance of 30’). The view from the top of a
palm tree will only offer the PC a general position. The
jungle canopy is too thick and even the trail cannot be
detected. However, the fort and lagoon can be seen from
virtually any location. The shipwreck can be detected
from the northern-most hill (if a tree is climbed).
The only indigenous creatures that pose a hazard to
the PCs are the giant crab (location 3) and the giant trap
door spider (location 5). There are no wandering mon-
sters on this island. The weather for the duration of this
scenario is left to the DM. The DM may wish to warn of
an impending storm on the horizon to add some tension.
Also, if the island is located in a tropical environment, the
air temperature is brutally hot. While this will not have a
significant effect on the PCs, it will slow any overland
march as they will need to take more frequent rest breaks
and drink more water.
The PCs’ central mission is to discover what has hap-
pened to the men that are garrisoned on the island. There
are several additional encounters including a group of
sahaugin, a giant trap door spider, a giant snake, the lace-
dons and the smugglers.
The PCs are only required to stay on the island for
one night. The most comfortable location for an overnight
rest is the fort. There is no danger of attack by the red ape
or giant snake if the PCs remain in the fort. If the PCs stay
the night anywhere but the fort, they will either be at-
tacked by the red ape (location 8) or the giant snake
(location 2) in the middle of the night.
1. The Lagoon
This sheltered lagoon is the perfect place to harbor a
boat. The water is fairly deep and without obstruction.
All sides of the lagoon feature a sandy beach that
stretches 50’ from shore to tree line. A small, clear
stream flows from the jungle into the lagoon. A large,
stone-lined fire pit is located close to the stream. Only
50’ from the stream, a longboat rests upside down on
the sand. A pair of jagged holes are located in the front
hull of the boat.
DM’s Description: The lagoon is a safe harbor for boat
anchorage or beaching. The area is protected from seaside
winds and rough surf. The depth of the lagoon is approxi-
mately 30’ and it drops rapidly from the shoreline. The
fire pit is unremarkable and only used periodically. The
longboat was used by the current garrison. The red ape
has visited the lagoon and recognizing the boat as some-
7 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
thing man-made, it attacked and punched two great holes
in the bow. A close investigation will reveal several red
hairs stuck in the jagged wood.
A path leads from the lagoon to the fort at the north
end of the island. The path is located near the fire pit. The
path is narrow and the PCs must traverse it single file or
suffer a 50% reduction in their movement rate. If the PCs
decide to stay the night at the lagoon beach, the red ape
(location 8) or giant snake (location 2), if still alive, will
attack in the middle of the night.
2. The Giant Snake
DM’s Description: A giant snake has recently made its
way to the island from the wrecked ship. The snake hunts
at night. It has found a lair at the base of the island’s
southern-most hill where a thick grove of mango trees
flourish. Small island animals frequent the area in search
of the mango fruit, and the snake has found easy hunting
in the general vicinity. If the PCs make their way through
the trees, the snake will attack from above. It will gener-
ally gain surprise (1-4d6) and the victim will not receive
dexterity or shield bonuses to their AC. If the snake
strikes by four or more to hit, the target PC has been con-
stricted by the snake’s tail section and raised into the tree
canopy. The PCs on the ground will have to climb into the
tree to help the constricted PC. The snake can still attack
with its bite while it constricts. If a PC is killed by con-
striction, the snake will attempt to constrict another PC.
At night the snake roams the island in search of food.
It generally feeds on small rodents and land crabs. The
ape is aware of the snake and avoids it. If the PCs encamp
at the lagoon, or anywhere outside the fort, the snake will
attack them at night. If the snake is reduced to less than
50% of its base hit points, it will flee. The snake will re-
treat to its lair where it will remain for the duration of the
scenario.
Giant Snake (1) HD 6 +1, hp 34; AC 5 [14]; #AT 2; Dmg
1d4 bite, 2d4 constriction; SA Constriction; MV 9; AL N;
Save 11; EXP 7/600; The giant snake has no treasure.
3. The Sahuagin
DM’s Description: As the ship carrying the red ape ap-
proached the harbor and signal island, it was detected by
a group of sahuagin. While not enough in number to
overtly attack the ship, the sahuagin were aware of the
approaching storm. They waited and watched for an op-
portunity to attack the ship. The sahuagin witnessed the
carnage exacted by the red ape, and determined that at-
tacking the creature would be perilous. But all was not
lost as several crewman of the doomed ship escaped the
carnage and fled the ship in a life boat. The sahuagin at-
tacked the boat, but a single sailor escaped their notice
and swam for the island. It was not until the sailor was
climbing out of the raging surf and onto the beach did the
sahuagin become aware of their mistake. The sahuagin
have watched the island, waiting for the sailor to reap-
pear. They witnessed the slaughter of the garrison by the
red ape, but noticed the sailor was not among the dead.
Finally, they discovered the sailor as he moved along the
beach.
The sahuagin have captured the sailor and will be
making their way out of the jungle back to the ocean
when the PCs arrive. If the PCs are walking along the
8 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
beach, a giant crab will emerge from the surf and attack.
The sahuagin, who are just inside the tree line, will at-
tempt to attack the PCs by surprise if they are engaged
with the crab. The sahuagin will drop their prisoner on
the sand as they engage the PCs. The sahuagin wish to
keep their presence in the area a secret and will fight des-
perately to silence any and all witnesses.
The sailor, Jed, is battered and bruised. He made his
way to the fort, but before he could raise the alarm of the
sahuagin attack, the red ape attacked. Jed fled and re-
mained hidden in the jungle for two days. Finally, he de-
cided to go back to the beach and follow it around the
island in hopes of finding salvation from either a passing
ship or discovering the garrison’s boat. Jed will give the
PCs a good description of the red ape, though he may
exaggerate its size. He will tell the PCs that it was on his
ship and the red ape escaped and killed the crew in a
frenzy. He assumes the ship was lost and the red ape
swam ashore.
Giant Crab (1) HD 3, hp 16; AC 3 [16]; #AT 2; Dmg 2d4
per claw Special None; MV 9; AL N; Save 14; EXP 3/60
Sahuagin (6) HD 2+2, hp 17, 14, 13, 12, 11, 10; AC 5 [14];
#AT 1; Dmg 2d4 trident; Special None; MV 12/24 water;
AL C; Save 14; EXP 3/60. Each sahuagin wears a gold ear
ring inset with a black pearl worth 50 gp (which is their
tribal symbol).
Sahuagin Leader (1) HD 3+2, hp 21; AC 5 [14]; #AT 1;
Dmg 2d4 trident; Special None; MV 12/24 water; AL C;
Save 14; EXP 4/120. The leader wears a gold ear ring inset
with a black pearl worth 50 gp. He wears a silver belt in-
set with black pearls worth 150 gp.
Sailor Jed (1) HD 1, hp 4 (1); AC 9 [10]; #AT 1; Dmg by
weapon; Special None; MV 12; AL L; Save 17; EXP 2/30
4. The Spring
Bubbling up through a circle of stones, a clear spring
rushes forth and forms a small pool in the sandy
ground before running to the south. The water is com-
pletely clear and cold to the touch.
DM’s Description: The spring is quite natural and its wa-
ter safe to drink. On close inspection, the PCs may realize
(intelligence check) that the ring of stones that form the
small pool are too well organized to be a natural phe-
nomenon. Indeed, the stones were set by a band of pirates
almost 100 years ago. They used the island as a resupply
point and safe harbor. The pirates buried a small brass
box under the sand that forms the pool. The box is water
tight and locked. It holds 25 emeralds worth 50 gp each
and a silver scroll tube (which is also water tight). The
tube holds a map of the coast with several notations. This
map can be used to set up further adventures of the DM’s
own design. Alternatively, the scroll could be a message
or some other communication. The scroll tube is worth 75
gp and the box is worth 50 gp.
5. Giant Trapdoor Spider
DM’s Description: Located on the far end of this hill,
away from the spring, is the lair of a giant trapdoor spi-
der. The spider arrived on the island several years ago,
riding a piece of flotsam. The garrison soldiers are aware
of its presence, but decided to leave it alone as the spider
has put a nice dent in the local rat population. The spider
has grown very large over the years and it will not hesi-
tate to attack a PC that stumbles too close to its lair.
Giant Trap Door Spider (1) HD 4+4, hp 28; AC 4 [15]; #AT
1; Dmg 2d4 bite; Special Poison (save or take 3d8 dam-
age); MV 12; AL C; Save 12; EXP 6/400. This creature has
no treasure.
9 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
6. The Smugglers
DM’s Description: Unbeknownst to the garrison or the
harbor authority, a small group of smugglers uses Signal
Island to fence stolen goods. The smugglers off-load ille-
gal cargo from incoming vessels and transport them to the
island via longboats. Later, the goods are loaded onto de-
parting ships. The smugglers mostly deal in expensive
wine and liquors. The transfers always take place at night.
The smugglers have found a second gap in the reef and
use it to access the island.
The garrison never conducts island patrols; after all,
who would dare land on a government-owned island gar-
risoned with troops? The smugglers take great care to
hide their movements and keep the beach raked so no
signs of activity are evident. The smugglers have a small
hut located inside the tree line. They have excavated a
cave to hide their illicit product and keep it safe from the
oppressive heat. The smugglers have a longboat, but keep
it hidden inside the tree line. They do not maintain a pres-
ence on the island as this would increase the chance of
discovery by the garrison. In any event, the smugglers
rarely spend more than a day at the secret island camp.
The smugglers arrived on the island just hours prior
to the PCs. They are aware of the current events on the
island and have been paid to harass the PCs.
The smugglers’ hut contains some basic furniture in-
cluding a dozen cots, chairs and tables. The smugglers
always bring food and water with them.
Located within 100’ of the hut is a covered pit that is
very well hidden. Unless the smugglers reveal its pres-
ence, the PCs are not likely to discover it. An active search
has a 10% chance of success. The pit is 10’ deep and is
empty. Inside the pit, a thick, wood door leads to a stor-
age chamber. The chamber holds several large wine racks
and stacks of small kegs. Currently, the wine racks hold
100 bottles of fine wine worth 20 gp each. There are 20
kegs of expensive liquor worth 50 gp each. If the PCs de-
clare the find, the government will allow them to keep the
loot, but they will have to pay a tax of 50% (this is what
motivates the smugglers). The PCs can attempt to secretly
retrieve the loot at a later date, but there is a chance they
will be discovered!
Smuggler (8) HD 1, hp 8, 7, 7, 6, 5, 4, 3, 3; AC 8 [11]; #AT 1;
Dmg 1d6 cutlass or 1d4 dagger; Special None; MV 12;
AL C; Save 17; EXP 2/30. Each smuggler carries a pouch
with 1d8 gp, 2d6 sp and 3d12 cp. They wield a cutlass and
carry several daggers and wear leather armor.
Smuggler Leader (1) HD 2, hp 15; AC 7 [12]; #AT 1; Dmg
1d6 cutlass or 1d4 dagger; Special None; MV 120 AL C;
Save 14; EXP 3/60; The leader carries a pouch with 2d8 gp,
3d6 sp and two 10 gp gems. He also wears a ring of pro-
tection +1 (he is unaware of its magical properties). Also,
the leader carries a cutlass and three daggers and wears
leather armor.
7. The Fort
DM’s Description: Each area of the fort has its own de-
scription. The fort map is on page 12. The morning after
the ship ran aground, a soldier spotted it from the tower.
The officer took seven men and left to investigate the
shipwreck. The red ape ambushed the group as they re-
turned from the wreck to the beach.. The red ape then
made its way to the fort and killed the remaining soldiers.
It then sought out more men in the compound, but found
none remaining. The red ape has found a lair on the hill at
the north end of the island. The ape has a good view of
the shipwreck area from his new lair.
The PCs can spend the night in the compound with-
out fear of attack by the red ape. However, if the smug-
glers have not yet been encountered, they will attempt to
surprise the PCs in the middle of the night.
7a. The Courtyard and Patio
A low hill slowly rises above the tall jungle growth
as the land clears. No palms grow on the hill and it is
clear that they have been cleared to make way for a
small fort and compound. The 10’ tall walls of the com-
pound are formed from palm tree logs. A single gate,
again made from split palm tree logs, hangs open. A
three-story tower, with open walls, rises at the north-
west end of the compound. Inside the walls are two
structures and an open air raised patio.
A sickly smell drifts from the compound and flies
are getting thick in the air.
DM’s Description: The fort compound includes an outer
wall made from palm logs. The wall is 10’ high. The open
gate can be barred from within. The two interior struc-
tures are a barracks for the soldiers and an officer’s hut. A
raised wood platform serves as a dining area for the garri-
son. The raised patio has a thatch roof, but no walls. There
are several tables and a dozen chairs on the patio. The
tables have been turned over and many chairs are broken
into pieces. Plates and mugs litter the patio, some still
holding the remains of a morning meal. Four soldiers lie
dead on the patio. All have been badly beaten, mauled
and torn. Some are missing limbs, which can be found
scattered around the courtyard area.
10 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
7b. The Barracks
This squat building has several windows and a single
door. Like the rest of the compound, it has been con-
structed with palm tree logs. It has a thatched roof. The
door to the barracks is heavily damaged and hangs
from a single hinge.
DM’s Description: The barracks building houses the gar-
rison soldiers. The furniture in the house is basic and
functional. Five sets of bunk beds and a lone cot line the
walls. There are two small tables and six chairs. At the
foot of each bunk there are two footlockers. A single foot-
locker rests at next to the cot. Hanging on the walls of the
room are 11 shields and 11 leather armor jackets. The sol-
diers do not typically wear the armor or shields as it is
simply too hot. A weapons rack holds 11 light crossbows
and 250 quarrels – none of which are magical. The room
is clean and well-organized.
The footlockers are locked. The keys to each are held
by the soldiers. Each footlocker contains a spare uniform
and some other light-weight clothing. Each has a pouch
containing 2d4 gp, 4d6 sp and 6d8 cp. Two of the foot-
lockers hold a deck of cards. The footlocker by the cot
contains the same contents (though the uniform is that of
a sergeant). The sergeant’s pouch contains 19 gp, 21 sp
and 84 cp and a pair of dice. The sergeant is not among
the dead at the compound. In fact, he is the lone survivor
of the red ape’s ambush of the patrol that went to investi-
gate the shipwreck. The sergeant will be found on the
shipwreck (location 10).
7c. The Officer’s Quarters
The door to this small hut has been torn from its hinges
and it lays broken in a heap 10’ from its previous
mount. The hut has a single window, which is open but
undamaged.
DM’s Description: This hut belongs to the officer on
duty. The hut holds a single cot, a table and two chairs,
and a footlocker. Hanging from one wall is a suite of
studded leather armor. The officer, like his troops, rarely
wears the armor. The room appears undisturbed. The
table holds an inkwell and quill and several sheets of
parchment. Each piece of parchment holds various notes
on daily operations and a log of ships passing by the is-
land. The footlocker is locked; the key is held by the offi-
cer who is at location 9. Inside the footlocker is a spare
uniform (officer), some light-weight clothing, a journal
(officers personal notes), and a pouch containing 27 gp, 31
sp and 41 cp.
7d. The Watch Tower and Light House
A tall, open air tower rises from the northwest section
of the fort. There are no outer walls and each of the
three levels is supported by tall palm tree logs and
planked floor. The roof of the tower is flat and serves as
a platform for a square structure that resembles a tall
glass cabinet. Each level is accessed by a fixed wooden
ladder in the center of each floor.
DM’s Description: There is nothing of interest on the
first three levels of the tower. They are merely look out
platforms. A single chair and small table are located on
the third level of the tower.
The fourth level, which is not covered, holds a glass
paneled device that is used to signal approaching ships.
The panels have covers which are folded down and are
latched to the base of the device. The device is made in
two sections. The base is made of brass and is four feet
tall. A glass cube, which is two feet square, is mounted
directly on top of the brass base. The top of the cube is
covered with a brass plate. There are brass plates that can
be raised (they are held in place by a track) and lowered
to signal approaching vessels. Inside the cube are a series
of mirrors; the mirrors forming a squared “c” with the
open end facing outward. In front of each mirror “c” is a
small globe is suspended from the top panel. The globe
has been enchanted with a continual light spell. The mir-
rors reflect the light forming a powerful spotlight that can
be seen for ten miles on a clear night and two miles in the
thickest fog.
From the third and fourth level of the tower, the PCs
will have a clear view of the island and its surroundings.
The wrecked ship (location 10) is clearly visible. A further
look around the island will reveal nothing of particular
interest, but the PCs may notice that a clear view of the
far southeast corner of the island is obstructed by the hill
(southeast corner). The hill also obscures the portion of
the reef that is navigatible.
8. The Red Ape
DM’s Description: The red ape has found large copse of
sugar cane. The cane is dense and moving through it is
very difficult and slow. The ape has made a nest in the
middle of the sugar cane grove. At the center of the grove
is an ancient palm that towers over all others in the area.
The ape will occasionally climb the tree to search for
more victims to satiate its bloodlust. There is a 50%
chance the ape will detect the approaching PCs from
some distance. If this is the case, the ape will leave its nest
and lay in ambush outside the grove. When some of the
PCs enter the grove, the ape will attack those who have
11 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
not yet entered. The ape will go into a berserk rage the
moment it sustains damage. It will fight to the death.
If the ape does not see the approach of the PCs, it will
hear them approach the grove. The ape will climb par-
tially up the ancient palm and hide just above the canopy
of small trees. It will wait for the opportune time and leap
down to attack, gaining surprise on a 1-4d6.
The PCs will notice that the trunk of the palm tree is
scratched and damaged (they can only see up 20’ as the
tree then penetrates the ceiling of the grove).
If the PCs investigate the wreck prior to finding the
red ape’s lair, there is a 50% chance the ape will ambush
the PCs as they emerge from the shipwreck and swim
back to the beach.
Red Ape (1) HD 7+7, hp 39; AC 4 [15]; #AT 3; Dmg 1d6+1
claw, 1d6+1 claw, 1d4+1 bite; Special Rend attack, addi-
tional 1d4 damage if to hit roll is +4 over required score;
MV 15; Save 8; AL C; EXP 9/1,100.
9 & 10. The Bloody Beach and Shipwreck
As you approach the beach a foul odor fills the air. Ly-
ing in disjointed and mangled heaps are the bodies of
seven men. All look to have been severely beaten and
mauled. They wear the uniform of the garrison soldiers.
Approximately 100’ from the beach, lying in shallow
water, is the remains of a merchant ship. The ship’s
masts have fallen and debris lines the beach. Large
pieces of the vessel appear to be missing where the
rocks and reef ravaged the ship as it came to rest near
the beach.
DM’s Description: All of the garrison soldiers (including
their officer) are dead. They were ambushed by the red
ape as they returned from the ship. The PCs may notice
that none of the soldiers are wearing boots or their top
coats. They will find them neatly arranged near the tree
line. Additionally, no weapons are evident. The red ape
threw them into the water. A search has a 10% chance per
round per character of finding a long sword. There are a
total of seven in the water. One of the swords (formerly
belonging to the officer) is a +1 long sword. A discerning
PC will notice that there are eight sets of boots and eight
shields, but only seven bodies. The garrison sergeant
managed to escape back to the ship as the last of his men
and the officer were destroyed by the red ape. The ape
bellowed and stomped on the beach, but would not swim
to the ship. The ape, having escaped the cage on the ship
will never return. The sergeant attempted to swim back to
the shore after the ape had disappeared into the woods.
However, before he could make the shore, the red ape
returned and nearly caught the sergeant. The sergeant
has remained on the ship assuming troops will soon ar-
rive to investigate. However, he has just recently become
aware that something is moving below decks.
The PCs will not immediately be attacked while on
the beach by the ape. The ape has a 50% chance of notic-
ing the PCs on the beach from its lair. However, unless
the PCs hang around for some time, the ape will arrive
after they have left to investigate the wreck (if they do
so). It will take the ape three turns to reach beach once it
spots the PCs.
After the PCs have spent at least five rounds on the
beach, the sergeant will notice their presence. He will
shout for help, but the crashing of the ocean surge behind
him will drown out his words. The PCs must be within
50’ of the sergeant before he can be clearly heard. He will,
of course, warn the PCs of the great red ape.
The PCs will be able to climb aboard the remains of
the ship without trouble. The sergeant will greet them
exuberantly. He will tell the PCs that the ape ambushed
his men as they returned from the ship. He barely es-
caped back to the ship. He is not aware that the remain-
ing soldiers at the fort are dead. The sergeant explains
that it appears the ship held numerous cages, but all ap-
pear empty. He also suggests that something is moving in
the hold, but it could just be the water and debris. The
sergeant is armed with a long sword but nothing else. He
is wounded from the battle with the red ape.
12 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
A search of the upper portion of the ship will not re-
veal much. The storm and surf did a near complete job of
eliminating any treasure that was onboard. The sergeant
managed to find a secret stash of treasure in the captain’s
quarters. The sergeant has hidden the loot in a small bar-
rel which he has tied to rope and hung over the side of the
ship facing the ocean. The barrel and rope are mixed in
with some rigging from the main mast that fell over that
side of the ship.
The treasure consists of 39 pp, 120 gp, and a fine silver
necklace inset with three large rubies worth 750 gp.
The ship has been discovered by a pair of lacedons.
They are feeding on the corpses of the trapped creatures
that were killed during the ship wreck. If the PCs enter
the submerged hold area, the lacedons will attack.
Sergeant (1) HD 2, hp 12 (3); AC 9 [10]; #AT 1; Dmg 1d8
long sword; Special None; MV 12; AL L; Save 15;
EXP 3/60.
Ghoul, Water (2) HD 2, hp 12, 11; AC 5 [14]; #AT 3; Dmg
1d3 claw, 1d3 claw, 1d6 bite; Special Paralyzation on suc-
cessful hit; MV 12/12 swim; AL C; Save 15; EXP 3/90. The
water ghouls have no treasure.
Concluding the Adventure
The adventure is concluded when the PCs rendez-
vous with the ship after the 36 hour time period. The offi-
cer will debrief them. If they have rescued the sergeant, he
will verify the story of the red ape. The assumption will
be that it escaped from the ship. This can be corroborated
by sailor Jed. The PCs will be awarded 100 gp each with a
bonus of 50 gp each if they dispatched the red ape.
If the PCs encountered the smugglers, the officer will
agree to let them keep the spoils of the operation but a
50% tax must be enforced. If the PCs are not forthcoming,
they will have to make a plan to retrieve the contraband.
This will mean obtaining a boat. They must also find a
buyer. All things considered, they might be better off pay-
ing the tax.
The local government will act quickly to send new
troops to the island clean up the mess left by the red ape.
The government will publicly report that the island was
attacked by pirates and the brave defenders repulsed the
attack at a horrible cost. The sergeant will confirm the
story and receive a commission as an officer. The people
of the harbor city will be quick to react positively to the
bravery displayed by the garrison soldiers and no more
talk of demilitarizing the island will be tolerated.
The Fort: DM’s Map
Each Square = 10’
7a
7b
7c
7d
Platform
13 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
The wizard that originally contracted the operation to
obtain the red ape will not be pleased with the results of
the PCs mission if the ape is killed. It will take several
weeks for him to put all the facts together. When the wiz-
ard learns that the PCs killed his red ape, he may decide
on a little pay back. Conversely, he may want to hire the
PCs to get a new ape, since they seem so capable.
New Magic Items
Potion of Disease Resistance
This magical elixir, when consumed, will protect the
imbiber from all forms of disease. The protection will last
for 48 hours. This protection repels both magical and
natural forms of disease. The potion will not remove a
disease that is present prior to consumption.
Value: 200 gp
New Monster Section
Red Ape
Hit Dice: 7+7
Armor Class: 4 [15]
No. of Attacks: 3
Damage: 1d36+1/1d6+1/1d4+1 claw/claw/bite
Saving Throw: 8
Special Attacks: Berserk, Rend
Special Defense: None
Alignment: Chaotic
Experience: 9/1,100
Red Apes are related to other apes, but have some
intelligence. They also have a propensity toward evil and
delight in destroying anything that is not red ape. They
are generally solitary, but sometimes they can be found in
ancient ruins forming a loose family structure.
These brutes are generally 8’ to 10’ tall and extremely
strong. They are clever and prefer to ambush their targets.
When wounded as a result of combat, a red ape will enter
a berserk state until it has killed its opponent. A berserk
red ape will receive an additional +2 to hit and damage,
but will suffer a -3 to its AC. While berserk, a red ape will
often attack more than one opponent per round (50%
chance). The ape can attack a maximum of two opponents
per round; splitting its claw attacks between two targets.
If the ape attacks two targets in a round, it may not use its
bite attack.
Whenever a red ape makes an attack and successfully
strikes its target by four or more to hit, the ape adds 1d4
damage to the attack. Red apes are extremely stealthy and
can surprise opponents on a 1-4d6.
14 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
V1 The Vampire’s Curse
The Vampire’s Curse is an adventure for 4 to 6 characters
of 3rd to 5th level. This module requires the use of the
1st Edition Advanced Game System or the OSRIC system.
A wedding and a murder. Is it the result of an ancient curse, or is
something more sinister at work. Just what is the Vampire’s Curse?
C1 The Circle of Fire
The Circle of Fire is an adventure for 4 to 6 characters
of 4th to 6th level. This module requires the use of the
1st Edition Advanced Game System or the OSRIC system.
Trapped by a closing ring of fire, flaming death is coming fast. Then,
salvation is at hand. But what is the cost and where does it lead?
Perhaps, to another Circle of Fire!
Another great
adventure
is just around
the corner...
Available now at pacesettergames.com or nobleknight.com
15 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
T1 The Thing in the Valley
The Thing in the Valley is an adventure for
4 to 6 characters of 3rd to 5th level. This module requires the use
of the 1st Edition Advanced Game System or the OSRIC system.
A terror has come to the valley. Death and destruction now mark what
was once a peaceful land. What is the creature, where did come from, and
what is its dark purpose? These are the questions that can only found
with the Thing in the Valley.
Q1 The Screaming Temple
The Screaming Temple is a Quick Play™ adventure designed for
4 to 6 characters of 2nd to 4th level. This module requires the use
of the 1st Edition Advanced Game System or the OSRIC system.
The temple arose in the span of a single night. Only terror-filled
screams escape its walls. The lure of danger and curiosity are too much
resist. What lies behind the walls of the Screaming Temple?
Q2 Eruptor’s Vengeance
Eruptor’s Vengeance is a Quick Play™ adventure designed for
4 to 6 characters of 2nd to 4th level. This module requires the use of
the 1st Edition Advanced Game System or the OSRIC system.
The dragon is dead. Unfortunately, so are its slayers. Now the race is on to
find and secure the unclaimed treasure horde. Yet, the treasure is not un-
guarded and sometimes a dragon is never more dangerous than when it is
dead. It will take courage, strength and wit to defeat Eruptor’s Legacy.
16 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
Pre-Generated Characters
Ravnir
Human Fighter 2nd Level Lawful Good
Strength
17
Intelligence
9
Wisdom
11
Dexterity
12
Constitution
13
Charisma
10
Hit Points: 15
Armor Class: 4
Armor: Chainmail and Shield
Weapons: Long Sword +1, Heavy Crossbow, Quarrel (20)
Equipment: Pack, Large Sack, Torch (5), Iron Spike (6)
Magic: Potion of Healing
Gami
Halfling Fighter 2nd Level Neutral Good
Strength
13
Intelligence
10
Wisdom
10
Dexterity
17
Constitution
11
Charisma
10
Hit Points: 13
Armor Class: 4
Armor: Scalemail
Weapons: Short Sword, Short Bow, Arrow +1 (10), Arrow (10)
Equipment: Pack, Waterskin, Blanket
Magic: Potion of Herosim
Vakk
Dwarf Fighter 2nd Level Chaotic Good
Strength
14
Intelligence
9
Wisdom
9
Dexterity
10
Constitution
18
Charisma
9
Hit Points: 21
Armor Class: 3
Armor: Platemail
Weapons: Battle Axe, Hand Axe +1, Hand Axe (3)
Equipment: Pack, Tinder Box, Torch (3), Iron Spike (4), Large
Sack (3), Rope 25’
Magic: Potion of Healing
Krieger
Human Cleric 3rd Level Lawful Good
Strength
11
Intelligence
10
Wisdom
18
Dexterity
13
Constitution
11
Charisma
10
Hit Points: 12
Armor Class: 1
Armor: Platemail and Shield
Weapons: Mace, Hammer (3)
Equipment: Pack, Lantern, Flask of Oil (2), Silver Holy Symbol,
Holy Water (2)
Magic: Scroll: Light and Cure Light Wounds (2)
Spells: (4) 1st Level, (3) 2nd Level
Saranse Elf Fighter/Magic User 2nd Level Neutral Good
Strength
13
Intelligence
15
Wisdom
10
Dexterity
16
Constitution
10
Charisma
12
Hit Points: 9
Armor Class: 3
Armor: Chainmail
Weapons: Long Sword, Long Bow, Arrow +1 (6), Arrow (10)
Equipment: Pack, Pouch, Spell Components, Water Skin
Magic: Ring of Feather Falling
Spells: (2) 1st Level
Astare
Human Magic User 3rd Level Lawful Good
Strength
9
Intelligence
17
Wisdom
10
Dexterity
15
Constitution
9
Charisma
11
Hit Points: 8
Armor Class: 7
Armor: Bracers of AC 8
Weapons: Dagger (3), Darts (12)
Equipment: Pack, Candle (3), Pouch (2), Spell Components
Magic: Scroll of Read Magic, Burning Hands
Spells: (2) 1st Level, (1) 2nd Level
Tegrel
Human Thief 4th Level
Neutral Good
Strength
10
Weapons: Short Sword, Dagger +1
Intelligence
11
Equipment: Pack, Tinderbox, Torch (2), Thieves Tools
Wisdom
10
Magic: Potion of Neutralize Poison
Dexterity
18
Constitution
9
Open Locks 52%, Find Traps 40%, Remove Traps 40%
Charisma
12
Climb Walls 88%, Hide in Shadows 35%, Pick Pockets 55%
Hit Points: 14
Hear Noise 15%, Move Silently 43%, Read Languages 20%
Armor Class: 4
Armor: Leather +1
17 Pacesetter Games & Simulations © 2011
Death on Signal Island — Module Q3
Q3 Death on Signal Island is completed under version 1.0 of the Open Game
License and the System Reference Document by permission from Wizards of
the Coast, Inc. Additional printings will incorporate final versions of the
license and document.
Designation of Product Identity: The following items are hereby designated
as Product Identity in accordance with Section 1(e) of the Open Game Li-
cense (version 1.0): Any and all Pacesetter Games & Simulations logos and
identifying marks and trade dress; all proper nouns, monster names, NPC
names, geographic terms, capitalized terms, artwork, maps, symbols, de-
scriptions, digital graphic art, and illustrations, as well as any Basic /Expert
Dungeon Adventure logos and identifying marks and trade dress; all proper
nouns, monster names, NPC names, geographic terms, capitalized terms,
artwork, maps, symbols, descriptions, digital graphic art, and illustrations,
except such elements that already appear in the System Reference Document.
Designation of Open Content: Subject to the Product Identity designation
above, all NPC, creature, and trap statistic blocks are designated as Open
Game Content, as well as spell names, weapon statistics, and other elements
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Signal Island: Player Map
Each Hex = 500’
Reef
Rocks
Lagoon
Fort
Path
Hill
Hill
Hill
Hill
Spring
Stream
Path
Hill
Quick Reference Chart — Monster Statistics
Monster
AC
HP
THACO
#AT Damage/Notes Location
Giant Snake (1)
6[13] 34
13
2
1d4 bite
Area 2
2d4 constriction
Giant Crab (1)
3[16] 16
16
2
2d4 each claw
Area 3
Sahaugin (6)
5[14] 17, 14, 13 16
1
2d4 trident
Area 3
12, 11, 10
Sahuagin (1)
5[14] 21
16
1
2d4 trident
Area 3
Leader
Giant Spider (1)
4[15] 28
15
1
2d4 bite w/poison
Area 5
Smuggler (8)
8[11] 8, 7, 7, 6
19
1
1d6 cutlass
Area 6
5, 4, 4, 3
1
1d4 dagger
Smuggler (1)
7[12] 15
16
1
1d6 cutlass
Area 6
Leader
1
1d4 dagger
Red Ape (1)
4[15] 39
13
3
1d6+1 per claw (2)
Area 8
1d4+1 bite
Ghoul (2)
5[14] 12, 11
16
3
1d3 per claw (2) +par. Area 10
1d6 bite + paralyzation
Quick Reference Chart — Monster Saving Throw Chart
Monster
Save
Giant Snake
11
Giant Crab*
14
Red Ape
8
Giant Spider
12
Water Ghoul*
15
Smuggler
17
* Sahuagin, Sahuagin Leader, Smuggler Leader
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Look for these exciting products from Pacesetter Games & Simulations
T1 The Thing in the Valley — A nameless evil has come to the valley. What is the creature’s deadly purpose and will
the PCs survive its terrible onslaught? An adventure for characters 3rd to 5th level.
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Q2 Eruptor’s Vengeance — A dead dragon leaves his treasure unguarded. Or so they say. A Quick Play™ Adventure
designed for one or two game sessions. Designed for characters 2nd to 4th level.
Q3 Death on Signal Island — An island outpost has gone silent. Some fiendish evil stalks the shores waiting and
watching. A Quick Play™ Adventure designed for one or two game sessions. Designed for characters 2nd to 4th level.
V1 The Vampire’s Curse — A murder. A vampire. A curse. It can’t be that easy! An adventure for characters 4th to
6th level.
C1 The Circle of Fire — The first module in the City of Spire series finds the PCs trapped in a mysterious city and
besieged by a horde of creatures called the wretched. An adventure for characters 4th to 6th level.
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the pirate to a hidden cave hiding an ancient secret. An adventure module for characters 5th to 7th level.
| textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/SnW - Q3 Death on Signal Island.pdf |
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Not All It’s Crocked Up to Be
BBBBiiiiggggbbbbyyyy’’’’ssss bbbbooooooookkkkwwwwoooorrrrmmm
m bbbbaaaannnneeee
Evocation
Level: Wiz/Sor 0
Components: V, S, M
Range: Close (25 ft. + 5 ft./2 levels)
Casting Time: 1 action
Effect: Disembodied hand
Duration: 10 minutes/level
Saving Throw: None
Spell Resistance: None
When cast this spell creates a disembodied hand that will search through as many books or scrolls within the
range of the spell as it can. The hand can search 100 pages of book or scrolls per minute. The hand searches
the books and scrolls for bookworms, and when it finds them, the hand attacks relentlessly. When it attacks it
will kill one bookworm per round. The spell cannot be used for any other purpose or set its attack on any
other type of foe. This spell does not reverse any damage already done by bookworms.
[ ] Check here if the scroll is expended in order to add it to a wizard’s spellbook or the repertoire of a bard or
sorcerer. The scroll is consumed in the process, after which this certificate must be retained as proof of access
to this special spell. If used in this fashion, this certificate cannot be traded. Special spells copied into
spellbooks in this manner cannot be transcribed from one book to another. They can be scribed into scrolls,
but said scrolls require a certificate issued by the campaign staff through an interactive opportunity.
SSSSccccrrrroooollllllll:::: BBBBiiiiggggbbbbyyyy’’’’ssss bbbbooooooookkkkwwwwoooorrrrm
m
m
m bbbbaaaannnneeee
GP Value:
10 gp
Weight:
--
Use Restriction:
Common
Tradeable:
YES
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA
number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for
the certificate’s immediate disqualification from play.
Judge Signature
RPGA #
Date
Convention
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Not All It’s Crocked Up to Be
BBBBiiiiggggbbbbyyyy’’’’ssss ffffeeeeeeeelllliiiinnnngggg ffffiiiinnnnggggeeeerrrrssss
Evocation
Level: Wiz/Sor 0, Brd 0
Components: V, S, M
Casting Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Duration: 10 minutes + 10 minutes/level
Effect: Effect: Disembodied hand
Saving Throw: None
Spell Resistance: None
This spell creates a disembodied hand that cannot hold, grasp or carry, but can be commanded to touch
objects. When it touches an object the hand searches for cracks, crevices or hidden latches that indicate secret
doors or compartments. The hand will detect such things with a successful Search check, using the caster’s
Search bonus with an additional +1 insight bonus. It can search a 10 ft. x 10 ft. square in 8 minutes (taking 20)
When it finds such cracks, crevices, or hidden latches the hand will stop and point to the area of the secret
door or compartment. The hand will not search out other secret doors once it has found one.
[ ] Check here if the scroll is expended in order to add it to a wizard’s spellbook or the repertoire of a bard or
sorcerer. The scroll is consumed in the process, after which this certificate must be retained as proof of access
to this special spell. If used in this fashion, this certificate cannot be traded. Special spells copied into
spellbooks in this manner cannot be transcribed from one book to another. They can be scribed into scrolls,
but said scrolls require a certificate issued by the campaign staff through an interactive opportunity.
SSSSccccrrrroooollllllll:::: BBBBiiiiggggbbbbyyyy’’’’ssss ffffeeeeeeeelllliiiinnnngggg ffffiiiinnnnggggeeeerrrrssss
GP Value:
10 gp
Weight:
--
Use Restriction:
Common
Tradeable:
YES
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA
number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for
the certificate’s immediate disqualification from play.
Judge Signature
RPGA #
Date
Convention
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
VOID
This is an invalid place-holder certificate. Do not give it out.
VOID VOID VOID
GP Value:
0
Weight:
Use Restriction:
N/A
Tradeable:
NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
VOID
This is an invalid place-holder certificate. Do not give it out.
VOID VOID VOID
GP Value:
0
Weight:
Use Restriction:
N/A
Tradeable:
NO
Total Bonus:
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate
is the property of Wizards of the Coast and has $0 actual cash value.
has acquired the following in the scenario
Not All It’s Crocked Up to Be
Kazgund leadership armor is often worn by the chieftain of a group
of Kazgund orcs. This studded leather armor is studded not with
metal rivets, but with the teeth of humanoids and goblinoids felled
in battle. It offers no additional armor bonus. Kazgund leadership
armor is easily recognizable to members of the Kazgund orc tribe,
and any non-Kazgund wearing such armor will likely be singled out
by Kazgund orcs in battle. The armor is sized for a Medium-size
Humanoid.
KKKKaaaazzzzgggguuuunnnndddd SSSSttttuuuuddddddddeeeedddd
““““LLLLeeeeaaaaddddeeeerrrrsssshhhhiiiipppp AAAArrrrm
m
m
moooorrrr””””
GP Value:
50 gp
Weight:
25 lb.
Use Restriction:
Common
Tradeable:
YES
Total Bonus:
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
If this certificate is traded, a full record of the transaction must appear on the back. The record
must include the player name, character name, and RPGA number of both the person traded
from and the person traded to. Trade information must be legible. A questionable or illegible
trade record is grounds for the certificate’s immediate disqualification from play.
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
Judge Signature
RPGA # Date
Convention
| textdata/thevault/Living Greyhawk/Modules/Furyondy/591/Normal Scenarios/FUR1-04 - Not all its Crocked Up to Be (APL 2-6)/FUR1-04 - Not All Its Crocked Up to Be Certs.pdf |
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| textdata/thevault/Living Greyhawk/Modules/Keoland/592/Normal Scenarios/KEO2-08 - Pemlo's Lambic (APL 2-8)/KEO2-08 - Pemlo's Lambric_cert.pdf |
1
The Genius Guide To
The MaGisTer
The magister is a hybrid spellcaster, combining
arcane spells drawn from power within herself
and the faith needed to also call upon divine spells.
A magister may be a church wizard, a priestess
of magic who has studied the arcane arts, or a
dynamic spiritualist who sees no difference in the
two traditional forms of magic. Magisters may
be called bruxa, church mages, ecclesiathurges,
ovates, spell lords, thaumaturges, white wizards,
or other titles that suit the needs of your campaign.
A magister is considered both an arcane and
divine spellcaster and can count as either for
purposes of requirements and prerequisites. The
magister is similar to a sorcerer in that she draws
spell power from within herself, casting a limited
list of spells known with no need for advanced
preparation. Unlike a sorcerer, a magister can
draw from both arcane and divine spell lists when
selecting spells known, allowing magisters to be
prepared for a broader range of circumstances.
This is important as the magister’s focus is spells to
the exclusion of nearly everything else, even more
so than other spellcasting classes. Depending on
the mystic bond a magister makes, she may not
have powers beyond her spells, but instead she’ll
learn new ways to use the spells she knows to
maximum benefit.
Many magisters belong to orders within or
associated with churches. Much as paladins are seen
as warriors of the church, magisters are often seen as
mages of the church and, for religions worshiping
arcane magic, magisters may be as revered as
clerics. Such magisters often study arcane magic
2
in their youth but find themselves called to
serve the god of magic more directly as they
grow older. But groups of magisters outside
of religion also exist, and in some lands they
are common as sages and wise women, with
master-to-student traditions stretching back
for generations.
Role: The role filled by a magister is heavily
dependent on what spells she selects. While
this is true for any spellcaster, it is especially
true for magisters because they can draw
from nearly any spell list. A magister that
selects spells almost exclusively from the
spell list of one class can easily execute the
most common roles that class is called on to
fill. Magisters have a very small selection of
spells known, but can be experts at getting the
most out of the spells they do know. In that
regard, the magister could be merely another
minor variety of arcane or divine spellcaster,
similar to how sorcerers and wizards can
both be built to fill the highdamage or broad
utility functions of spellcasters. Of course,
treating the class this way ignores one of
the magister’s greatest assets—the ability
to learn spells from different class lists. The
more a magister takes advantage of her
ability to know disparate kinds of spells, the
less she is able to fill the role normally taken
by a given type of dedicated spellcaster.
While a magister concentrating on wizard
spells won’t become useless by taking cure
light wounds as a single 2nd level spell, the
fact that a magister knows so few spells
makes each spell chosen significantly affect
the character’s focus. However, a broad-
based magister makes an excellent backup
spellcaster, and may be the best option for a
“third caster” in a group that already has the
primary roles covered.
A magister is also very useful for filling
in gaps in a group’s abilities. Even if a
party includes a cleric and wizard, those
two casters may not always have access to
spells that augment other party members
and remove common afflictions. Because a
magister can draw from any spell list, she
is well equipped to cover any gaps in the
abilities of her allies. This pushes a magister
towards a varied list of spells known, and
as she gains levels her role within the party
is unlikely to resemble those of the more
traditional spellcasting classes.
Alignment: A magister may be of any
alignment. If a magister worships a deity,
her alignment must be within one step of her
deity’s along either the law/chaos axis or the
good/evil axis.
Hit Die: d6
Starting Wealth: At 1st level a magister
begins play with 4d4 x 10 gp.
Class Skills: The magister’s class skills are
Appraise (Int), Bluff (Cha), Craft (Int), Fly
(Dex), Knowledge (arcana)(Int), Knowledge
(history)(Int),
Knowledge
(local)(Int),
Knowledge
(planes)
(Int),
Knowledge
(religion)(Int),
Perform
(oratory)(Cha),
Perform
(sing)(Cha),
Profession
(Wis),
Spellcraft (Int), and Use Magic Device (Cha).
Skill Ranks per Level: 4 + Int modifier.
hey, Wasn’T This
The MaGus?
When this class was originally released
in early 2010 in a product called The
Genius Guide to the Magus, the class was
presented the magus. Then, more than a
year later, the book Ultimate Magic was
released, with an “official” class named
the magus – which looked nothing like
our class of the same name. Sometimes
picking an awesome name means other
people will use it too!
To avoid confusion, we’ve decided to
rename our magus “the magister.” As we
update our backstock of products we’ll
make the name change when referencing
this class, but you should be aware that
process takes time. For anything released
in 2013 or later, a reference to the magus
means the class from Ultimate Magic, and
any reference to the class from this book
will use the name “magister.” For books
released before that, you’ll need to check
context to know if a Super Genius Games
book talking about the magus really
means a magus – the class from Ultimate
Magic – or if it is actually talking about
our class, the magister.
3
3
Class FeaTures
All of the following are class features of the
magister.
Weapon and Armor Proficiency: Mastering
two sources of magic leaves little time for
weapon training—a magister is proficient
with only the club, dagger, light crossbow,
and quarterstaff. A magister is also proficient
with light armor, but not with any shields.
Due to her mix of arcane and divine power
sources, a magister can cast class spells while
wearing light armor without incurring the
normal arcane spell failure chance (even
if casting a spell from an arcane spell list).
However, a magister wearing medium or
heavy armor incurs a chance of spell failure if
the spell in question has a somatic component
(even if casting a spell from a divine spell list).
A multiclass magister still incurs the normal
arcane spell failure chance for arcane spells
she casts as another class.
Spells: A magister casts arcane and divine
spells drawn from any class’ spell list (see
“Choosing Spells,” below). She can cast any
spell she knows without preparing it ahead of
time. To learn or cast a spell, a magister must
have a Wisdom score equal to at least 10 + the
spell level. The Difficulty Class for a saving
throw against a magister’s spell is 10 + the
spell level + the magister’s Charisma modifier.
Like other spellcasters, a magister can cast
only a certain number of spells of each spell level
per day. Her base daily spell allotment is given
on “Table 1: The Magister.”
In addition, she receives
bonus spells per day if she
has a high Charisma score.
A magister need not prepare
her spells in advance. She
can cast any spell she knows
at any time, assuming she
has not yet used up her
allotment of spells per day
for the spell’s level.
The magister’s potential
range of spells is extremely
broad, but she may only
know a limited total number
of spells. A magister begins
play knowing four 0-level
spells and two 1st-level
spells
of
the
magister’
choice
(see
“Choosing
Spells”, below). At each new
magister level, she gains
one or more new spells,
as indicated on “Table 2:
Magister Spells Known.”
Table 1: The MaGisTer
Level
Base Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
Spells Per Day
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
+0
+0
+0
+2
Mystic bond
3
-
-
-
-
-
-
-
-
2
+1
+0
+0
+3
4
-
-
-
-
-
-
-
-
3
+1
+1
+1
+3
Mystic talent
5
-
-
-
-
-
-
-
-
4
+2
+1
+1
+4
6
3
-
-
-
-
-
-
-
5
+2
+1
+1
+4
Bonus feat
6
4
-
-
-
-
-
-
-
6
+3
+2
+2
+5
6
5
3
-
-
-
-
-
-
7
+3
+2
+2
+5
Mystic talent
6
6
4
-
-
-
-
-
-
8
+4
+2
+2
+6
6
6
5
3
-
-
-
-
-
9
+4
+3
+3
+6
Bonus feat
6
6
6
4
-
-
-
-
-
10
+5
+3
+3
+7
6
6
6
5
3
-
-
-
-
11
+5
+3
+3
+7
Advanced mystic
talent
6
6
6
6
4
-
-
-
-
12
+6/+1
+4
+4
+8
6
6
6
6
5
3
-
-
-
13
+6/+1
+4
+4
+8
Bonus feat
6
6
6
6
6
4
-
-
-
14
+7/+2
+4
+4
+9
6
6
6
6
6
5
3
-
-
15
+7/+2
+5
+5
+9
Advanced mystic
talent
6
6
6
6
6
6
4
-
-
16
+8/+3
+5
+5
+10
6
6
6
6
6
6
5
3
-
17
+8/+3
+5
+5
+10
Bonus feat
6
6
6
6
6
6
6
4
-
18
+9/+4
+6
+6
+11
6
6
6
6
6
6
6
5
3
19
+9/+4
+6
+6
+11
Advanced mystic
talent
6
6
6
6
6
6
6
6
4
20
+10/+5
+6
+6
+12
6
6
6
6
6
6
6
6
6
4
Upon reaching 3rd level, and at every other
magister level after that (5th, 7th, and so on),
a magister can choose to learn a new spell in
place of one she already knows. In effect, the
magister “loses” the old spell in exchange for
the new one. The new spell’s effective level
(see “Choosing Spells”, below) must be the
same as that of the spell being exchanged,
and it must be at least one level lower than
the highest-level class spell the magister can
cast. A magister may swap only a single spell
at any given level and must choose whether
or not to swap the spell at the same time that
she gains new spells known for the level.
A magister applies metamagic feats to her
spells as if she were a sorcerer (unless she has
metamagic points—see the metamagic pool
mystic bond, below).
A magister functions as both an arcane and
a divine spellcaster, qualifying as either for
purposes of prerequisites and magic effects (but
only counts as one of the two for any specific
requirement). Similarly, a magister’s spells can
act as either arcane or divine spells (but not
both at the same time). For example, while both
a cleric 3/magister 4 and a magister 4/wizard
3 qualify for the mystic theurge prestige class,
a magister 7/sorcerer 1 does not. (In no case
should a GM allow things clearly designed for
multiclass arcane/divine spellcasters to apply to
a single-class magister character in a disruptive
or unbalancing manner.)
Choosing Spells: Choosing spells is a more
complex process for the magister than for
other spellcasting classes. To begin with, there
is no set “magister spell list.” As a practitioner
of both arcane and divine magic, a magister
will be able to choose spells from the
list of any base class (though
not spells available only to
prestige classes). However,
a magister’s choices begin
with her primary spell list.
Primary Spell List: A
magister must designate
the class spell list of a
devoted spellcasting class
as her primary list. Devoted
spellcasting classes are those that
receive spells at 1st level, and have
0–9th level spells on their spell lists.
(This includes the cleric, oracle,
death mage, druid, sorcerer,
witch, and wizard.) At least
half of all the spells a magister
knows at each spell level must come from
her primary spell list. Even if a magister
chooses to learn a new spell in place of one
she already knows, she must maintain
this ratio at every spell level. Some
mystic bonds (see below), can also add
bonus spells to a magister’s primary
spell list. A magister can select spells from
her primary spell list as known spells
with no penalties or restrictions.
Other Devoted Spellcasting Classes:
A magister may select spells known
from the list of any devoted
spellcasting class other than her
class list. If that class draws
from the same magic source as
the magister’s primary spell
list—arcane or divine—she
may choose these spells with
5
5
no penalties (though she is still under the
restriction that at least half the spells she knows
at each spell level must come from her primary
spell list). So, for example, a magister who
has selected the cleric spell list as her primary
spell list could, upon reaching 7th level, decide
to make flame blade her new known 2nd-level
spell, since it is from the druid spell list—a
devoted spellcasting class with the same magic
source. However, the magister can only do this
if both her other known 2nd-level spells are
from the cleric spell list (her primary spell list).
A magister may also select spells known
from a devoted spellcasting class that draws
from the magic source opposite to that of her
primary spell list. However, for the magister,
such spells have an effective spell level one
higher than usual. Thus the magister from our
example above (who selected the cleric spell list
as her primary spell list) may select acid arrow as
a spell known. But, because that is a 2nd-level
spell from the sorcerer/wizard spell list—a
devoted spellcasting class with a different
magic source—this magister must count it as
a 3rd-level spell known. For her, acid arrow is
treated in all ways as a 3rd-level spell.
Non-Devoted Spellcasting Classes: A magister
may also select spells known from the spell
list of a non-devoted spellcasting class (a
class that either does not receive spells at 1st
level, or that does not include 0-level through
9th level spells on its spell list).
For the magister, such spells have an effective
spell level two higher than usual, regardless
of their magic source. Thus, a magister could,
upon reaching 7th level, decide to select bless
weapon as a spell known. Since this is from the
paladin spell list (nondevoted spellcasting
class), the magister counts it as a 3rd-level
spell known. For her, bless weapon is treated in
all ways as a 3rd-level spell.
If a spell appears on more than one class
spell list, the magister may treat it as being
from whatever class list is most beneficial
to her. For purposes of using magic items
and meeting prerequisites, a magister’s spell
list is considered to include all spells from
her primary spell list, plus any other spell
that the magister currently knows. Thus
a magister can use a wand of magic missiles
freely if she has taken
the
sorcerer/wizard
spell list as her primary
spell list or if she has a
different primary spell
list but has selected
magic missile as a spell
known.
Otherwise,
she must make a Use
Magic Device check to
use the wand.
Chaotic, Evil, Good,
and Lawful Spells: A
magister can’t cast or
choose to know spells of
an alignment opposed
to her own (even if
they are arcane spells).
Spells associated with
particular
alignments
are indicated by the
chaotic, evil, good, and
lawful descriptors in
their spell descriptions.
Cantrips/Orisons: Magisters learn a number of
cantrips and orisons, or 0-level spells, as noted
on “Table 2: Magister Spells Known”. These
spells are cast like any other spell, but they do
not consume any slots and may be used again.
Mystic Bond (Ex): At 1st level, a magister
forms a bond with the powers of magic. This
bond can take one of eight forms listed below.
Arcane Pool: The magister gains an arcane
pool, as if she was a magus of the same level
as her magister level. The magister does not
naturally gain any magus arcana, but may
select magus arcana instead of a bonus feat
Table 2: Magus Spells Known
Character
Level
Maximum Spells Known
From Primary Spell List (+ From Any Spell List)
Level
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
1
2 (+2)
1 (+1)
-
-
-
-
-
-
-
-
2
3 (+2)
1 (+1)
-
-
-
-
-
-
-
-
3
3 (+2)
2 (+1)
-
-
-
-
-
-
-
-
4
3 (+3)
2 (+1)
1
-
-
-
-
-
-
-
5
3 (+3)
2 (+2)
1 (+1)
-
-
-
-
-
-
-
6
4 (+3)
2 (+2)
1 (+1)
1
-
-
-
-
-
-
7
4 (+3)
3 (+2)
2 (+1)
1 (+1)
-
-
-
-
-
-
8
4 (+4)
3 (+2)
2 (+1)
1 (+1)
1
-
-
-
-
-
9
4 (+4)
3 (+2)
2 (+2)
2 (+1)
1 (+1)
-
-
-
-
-
10
5 (+4)
3 (+2)
2 (+2)
2 (+1)
1 (+1)
1
-
-
-
-
11
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+1)
1 (+1)
-
-
-
-
12
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+1)
1 (+1)
1
-
-
-
13
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+1)
1 (+1)
-
-
-
14
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+1)
1 (+1)
1
-
-
15
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
1 (+1)
-
-
16
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
1 (+1)
1
-
17
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
2 (+1)
1 (+1)
-
18
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
2 (+1)
1 (+1)
1
19
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
2 (+1)
2 (+1)
1 (+1)
20
5 (+4)
3 (+2)
3 (+2)
2 (+2)
2 (+2)
2 (+2)
2 (+1)
2 (+1)
2 (+1)
2 (+1)
6
when she gains magister bonus feats. The
magister treats her magister level as her
magus level for all magus arcana, and must
meet their prerequisites. The magister does
not gain any other magus class feature (such
as spell combat, spellstrike, or recall spell),
and cannot select magus arcana that affect or
depend on these abilities.
Arcane Specialization: This represents a
strong connection to one kind of magic,
granting the magister a wizard school or
elemental school specialization of her choice.
The magister gains the granted powers of this
specialization. When determining the powers
granted by this specialization, the magister’s
effective wizard level is equal to her magister
level. A magister that selects this option
receives no additional spell slots to prepare
spells of her specialization (unlike a wizard),
and does not have to pick opposition schools.
Divine Heritage: This represents a close tie
to the divine supernatural world, granting the
magister one of the following cleric domains
(or one of its subdomains): Air, Artifice,
Charm, Chaos, Darkness, Destruction, Earth,
Evil, Fire, Good, Knowledge, Law, Luck,
Magic, Nobility, Rune, Sun, Travel or Water.
The magister gains the granted powers of this
domain. When determining the powers granted
by this domain, the magister’s effective cleric
level is equal to her magister level. A magister
that selects this option receives no additional
domain spell slots (unlike a cleric), and does
not receive the domain’s spells as bonus spells
known. However, the domain’s bonus spells
are added to the magister’s primary spell list
(see “Choosing Spells,” above).
Divine Inspiration: This represents some
force of the universe has taken an interest
in the magister and her actions. This grants
the magister one of the following oracle
mysteries: Ancestor, Bones, Dark Tapestry,
Flame, Heavens, Lore, Nature, Time, Waves,
Wind, or Wood. The magister gains the class
skills of the selected mystery. A magister
that selects this option does not receive the
mystery’s spells as bonus spells known
(unlike an oracle). However, the mystery’s
bonus spells are added to the magister’s
primary spell list (see “Choosing Spells,”
above). When she gains bonus magister feats,
she may select them from the normal list of
bonus magister feats, or take a revelation
from her selected mystery. She must meet the
revelation’s prerequisites. For purposes of
the revelation’s effect and prerequisites, she
treats her magister level as her oracle level.
Martial Bond: The magister’s studies have
shown her that martial skill is its own kind
of magic. The magister receives one less spell
known and spell per day of each spell level.
Her base attack bonus, Fortitude saves, and
hit points are determined as if she were a cleric
of the same level as her magister class level.
If she later selects the Second Bond advanced
mystic talent, she has additional options of
what choices to take with some bonds, as
noted on the following list. Divine Heritage:
Magister may select the Destruction, Glory,
Strength, or War domain. Divine Inspiration:
Magister may select the Battle or Mettle
mystery. Sorceress Bloodline: The magister
may select the Aberrant, Deep Earth,
Destined, Draconic (any), Orc or Pestilence
bloodline. Patron: The magister may select
the Agility, Endurance, or Vengeance patron.
Sorcerous Bloodline: This represents an
affinity for arcane power, which may be part of
the magister’s background or may have been
bestowed by a ritual when the magister first
gained magic powers. This grants the magister
one of the following sorcerous bloodlines:
Abyssal, Aquatic, Arcane, Celestial, Djinni,
Dreampsun, Efreeti, Elemental (air, earth,
fire, or water), Infernal, Maestro, Marid, Oni,
Shadow, Starsoul, or Stormborn. The magister
gains the class skills, bloodline arcana, and
bloodline powers of the selected bloodline.
When determining the powers granted by this
bloodline, the magister’s effective sorcerer
level is equal to her magister level. A magister
that selects this option does not receive the
bloodline’s spells as bonus spells known
(unlike a sorcerer). However, bloodline’s
bonus spells are added to the magister’s
primary spell list (see “Choosing Spells,”
above). When she gains bonus magister feats,
she may select them from the normal list of
bonus magister feats, or from the bonus feats
of her sorcerous bloodline.
Metamagic Pool: A magister selecting this
option gains a bonus feat at 1st level (which
must be a metamagic feat that shifts the level
of a spell’s required spell slot by no more than
1) and has a pool of metamagic points equal
to her magister class level. A magister regains
her metamagic points when she regains her
spells for the day.
When casting a spell, a magister may use her
metamagic points to add metamagic effects
from feats she knows to the spell without
7
7
increasing the spell slot required to cast it. She
expends one metamagic point for each extra
level of spell slot the metamagic feat would
normally require her to use. A magister may not
partially reduce the cost of a metamagic feat,
nor reduce the cost of only some of multiple
metamagic effects added to a spell—she must
spend enough metamagic points to counteract
all metamagic changes to the spell’s spell slot.
The magister may apply multiple metamagic
feats to the same spell as long as she reduces
the spell slot cost of each with metamagic
points. The total (before reduction) of the level
of a spell cast plus all metamagic points used
may never exceed the highest level spell
the magister can cast. A spell cast with
metamagic points has its normal casting
time, rather than the increased casting
time a magister normally requires when
adding metamagic to her spells.
A magister with the metamagic pool
mystic bond may select metamagic feats
as magister bonus feats. A magister with
a metamagic pool may still choose to
use metamagic feats normally, casting
spells as full-round actions and using a
higher-level spell slot.
Patron: The magister forges a bargain
with a vague and mysterious force,
granting the magister power for reasons
that she might not entirely understand.
The magister gains a familiar, treating
her magister level as her witch level for
purpose of the familiar’s advancement
and any familiar-related prerequisites.
The magister also selects one of the
following patron themes; ancestors,
animals, death, elements, enchantment,
light, moon, occult, portents, shadows,
spirits, stars, time, water, winter, or
wisdom. The magister adds the bonus
spells from this patron theme to her
primary spell list (see “Choosing
Spells,” above).
Mystic Talents: As a magister gains experience,
she learns a number of talents that assist her in
manipulating spells and other forms of magic.
At 3rd level, and again at 7th, a magister gains
one mystic talent. A magister cannot select an
individual talent more than once. Talents marked
with an asterisk add effects to a magister’s
spellcasting ability. Only one of these talents
can be applied to an individual spell and the
decision must be made before the spell is cast.
Dazzling Spell (Su)*: As a swift action, the
magister adds an element of bright energy to
a spell she is casting. Only spells with a casting
time of 1 standard action that allow a saving
throw may be augmented in this way. Any
target that fails its save against the spell is
dazzled for 1 round per level of the spell. The
magister may use this ability a number of times
per day equal to 3 + her Wisdom modifier.
Mystic Accuracy (Ex)*: When the magister
casts a spell with an area and an instant
duration, as a free action she may exclude a
single target that would normally be affected.
The magister must be able to see the target to
exclude it. She may do this a number of times
per day equal to 3 + her Wisdom modifier.
Mystic Training: The magister may select a
bonus feat from her list of available magister
bonus feats.
Spell Guard (Su)*: Whenever the magister casts
a spell with a casting time of 1 standard action,
she may instead cast it as a full round action.
The magister channels some of the energy of the
spell into a defensive shield around her, giving
her a deflection bonus to her AC equal to the
level of the spell being cast. This bonus lasts until
the beginning of the magister’s next turn.
8
Spell Lore (Ex): The magister adds her level
to all Spellcraft checks made to identify a
spell being cast. (This is most often useful
when attempting to counterspell.)
Spell
Restraint
(Ex)*:
Whenever
the
magister casts a spell with an area described
as a radius, she may decide to make the
radius smaller. She may reduce the radius
down by any number of 5-foot increments, to
a minimum of a 5-foot-radius.
Spell Sage (Ex): When the magister attempts
a Use Magic Device check to use a scroll or to
activate a wand, staff, or other spell trigger item,
she gains a +4 competence bonus to the check.
Bonus Feats: At 5th, 9th, 13th and 17th level,
a magister gains a bonus feat. The magister
must meet all the prerequisites for a bonus feat,
including caster level minimums. These bonus
feats are in addition to the feats that a character
of any class gets from normal advancement. A
magister’s bonus feats must be selected from
the following list: Any feat with ‘Arcane’ in the
title, Armor Proficiency (medium), Augment
Summoning, Combat Casting, Cooperative
Crafting**, Effective Caster*, Eschew Materials,
Expanded Arcana**, Extra Spells Known*,
Far Caster*, Greater Spell Focus, Greater Spell
Penetration, Improved Counterspell, Lasting
Caster*, Magister’s Channel Energy*, Magister’s
Companion*, Magister’s Eidolon, Magister’s
Familiar*, Magister’s Focus*, Magister’s Hex,
Magister’s Performance*, Magical Aptitude,
Parry Spell**, Plait Incantation*, Spell Focus,
and Spell Penetration.
*New feat, detailed below.
**Indicates a feat found in the Advanced
Player’s Guide.
A magister’s choice of mystic bond may
also expand her bonus feat options.
Advanced Mystic Talents: At 11th, 15th, and
20th level, a magister learns further talents to
assist her in manipulating spells and other
forms of magic. She may gain one of the
abilities described in the “Mystic Talents”
entry or, if she prefers, one of the abilities
described below. Advanced mystic talents
follow the same rules as mystic talents.
Augment Spell (Ex)*: Any spell the magister
knows that has a variable that increases by
caster level, and for which that variable has
a maximum, that maximum is increased by
the equivalent of one additional caster level
per point of the magister’s Charisma bonus.
Thus, a magister with this talent and a 16 Cha
heals a maximum of 1d8+8 hit points with
cure light wounds, and deals a maximum of
13d6 fire damage with fireball.
Metamystic (Su): A magister must have the
metamagic pool mystic bond to select this
advanced talent. The magister gains additional
metamagic points equal to her Wisdom bonus.
Mystic Counter (Su)*: When the magister
uses dispel magic or greater dispel magic to
counterspell, she gains a +4 competence
bonus to her dispel check. A magister must
know dispel magic or greater dispel magic to
select this talent.
Mystic Discovery: The magister selects one
wizard’s arcane discovery for which she
meets the prerequisites (see Ultimate Magic
for more information on arcane discoveries).
For purposes of this discovery’s effects and
prerequisites, the magister’s effective wizard
level is equal to her magister level.
Mystic Focus (Su)*: When the magister
casts a spell with an area, as a free action she
may choose to focus the entire might of the
spell on a single target within that area. The
spell’s save DC is increased by +2, but only
one target is affected by the spell. She may do
this a number of times per day equal to 3 +
her Wisdom modifier.
Mystic Power: The magister may learn two
additional spells known. One must be from
the magister’s primary spell list, and neither
can be of the highest level spell she can cast.
Second Bond: The magister selects a second
mystic bond, though she cannot select a
mystic bond she already has.
Spell Diligence (Su)*: As a swift action, the
magister may focus all her attention on casting
a single spell. Only spells with a casting time
of 1 standard action and a range of personal
or touch may be cast in this way. The
magister adds her level to any concentration
check made to cast a spell when using spell
diligence. The magister may use this ability
a number of times per day equal to 3 + her
Wisdom modifier.
Steal Spell (Su): The magister can attempt
to gain the benefit of a spell currently active
on another creature. The magister must
successfully dispel the spell to be stolen, using
the mage’s disjunction, dispel magic, or greater
dispel magic spells. If the spell is lower level
than the highest level spell the magister could
cast, has a duration greater than 1 round,
and the magister could theoretically have
selected it as a spell known (it does not have
prerequisites the magister does not meet and
is not available only to a prestige class the
9
9
magister does not belong to), the magister
gains the benefit of the spell. It lasts for one
round per 2 magister levels or until its original
duration expires, whichever comes first. A
magister may attempt this a number of times
per day equal to 3 + her Wisdom modifier.
Transfer Spell (Ex)*: The magister can cast
some spells with a range of “personal” and
a target of “you” as if they had a range of
“touch” and a target of “1 willing creature.”
Only spells that do not increase the target’s
attack bonus or armor class and have a
duration longer than 1 round may be cast in
this way. The magister can only use this talent
on spells with a spell level no greater than
half of the highest level spell the magister
knows. The magister may use this ability a
total number of times per day equal to 3 + her
Wisdom modifier.
neW FeaTs
The following feats are designed to work
particularly well with magisters, and are all
included in the list of magister bonus feats.
Because a magister may be called upon to fill
the traditional role of another spellcasting
class, several of these are class-power feats
designed to give a magister more of the tools
needed to do so. In some campaigns these
feats may not be appropriate, and a GM can
exclude most of these kinds of feats (such
as Magister’s Channel Energy, Magister’s
Companion,
Magister’s
Familiar,
and
Magister’s Focus) and still allow a magister
as a generalist spellcaster, well-balanced
against other core classes.
While at first glance it may seem a
magister could use these feats to take on all
the traditional spellcaster roles at once, this
is not actually the case. First, it is difficult
for a magister to qualify for more than one
or two of these feats due to the requirement
of spells known from specific spell lists.
Because half a magister’s spells known must
come from a single spell list, a magister
trying to qualify for more than one of these
feats must carefully focus what spells she
knows (potentially foregoing useful spells
simply because they come from the wrong
spell lists).
Second, even if a magister qualifies for more
than one of these class-power feats, she never
becomes as adept at using them as members
of the classes the powers come from. This
is because the magister has a penalty to her
effective level built into the feats, must spend
a feat to gain the power (and thus has fewer
available to augment it), and is very likely to
be trying to assist with multiple roles rather
than mastering just one.
Even so, these feats can allow a magister to
encroach on another spellcaster’s bailiwick,
which can irritate other players. Because the
interpersonal dynamics of different groups of
players is impossible for anyone not familiar
with the groups to predict, this section is
designed to point out this potential issue
to GMs, but leaves it to each GM to decide
how to resolve the question. There is clearly
a tradition of multiple classes having access
to the same powers (such as rangers’ animal
companions and paladins’ channel energy),
and these feats are designed to follow in that
tradition. However, if you would discourage
a rogue from taking 4 levels in fighter to gain
Weapon Specialization with a shortsword
because it eclipses the party’s fighter, you
may similarly wish to disallow or limit access
to these magister feats.
eFFeCTive CasTer
Your spells affect more targets and bigger
areas than others of your power level.
Prerequisites: Ability score that determines
bonus spells 17, caster level 1.
Benefit: When determining the number of
targets your spell can affect, or the size of its
effect or area, you treat your caster level as if
it were two higher.
exTra spell sloTs
You have a great capacity for spellcasting.
Prerequisite: Caster level 3.
Benefit: You gain two additional spells
slots for one spellcasting class you have levels
in. You may never use this feat to have more
spell slots at any level than you know at each
level below it.
Special: You can gain Extra Spell Slots
multiple times. Its effects stack.
Far CasTer
You can send spells farther than others of
your power level.
Prerequisites: Ability score that determines
bonus spells 13, caster level 1.
Benefit: When determining the maximum
range of your spells, you treat your caster
level as if it were two higher.
10
lasTinG CasTer
Your spells last longer than others of your
power level.
Prerequisites: Ability score that determines
bonus spells 15, caster level 1.
Benefit: When determining the duration of
your spells, you treat your caster level as if it
were two higher.
MaGisTer’s Channel enerGy
Your ties to divine energy have granted you
the ability to channel energy.
Prerequisite: Magister 5, 9 or more spells
known from the cleric/oracle spell list.
Benefit: You gain the supernatural ability
to channel energy, as the cleric class feature.
You channel positive energy if good aligned,
negative energy if evil-aligned, and may choose
which to channel when you select this feat if
neutrally-aligned. Your effective cleric level for
channeling energy is your magister level –4.
MaGisTer’s CoMpanion
Your ties to nature have attracted a guardian
companion to assist you.
Prerequisite: Magister 5, 9 or more spells
known from the druid spell list.
Benefit: You gain an animal companion. You
may select from the following list: badger, bird,
camel, cat (small), dire rat, dog, horse (heavy) or,
if appropriate for the campaign, you may choose
shark instead. This animal is a loyal companion
that accompanies you on your adventures. This
feat functions like the druid animal companion
ability (which is part of the nature bond class
feature), except that your effective druid level is
equal to your magister level –4.
MaGisTer’s eidolon
Your ties to the outer planes have bonded a
powerful extraplanar being to you.
Prerequisite: Magister 5, 9 or more spells
known from the summoner spell list.
Benefit: You gain an eidolon, as if you
were a summoner. You do not gain any
other features of the summoner (not even life
link). Your effective summoner level is equal
to your magister level –2. In addition, your
eidolon has 4 fewer evolution points and two
fewer maximum attacks than normal.
MaGisTer’s FaMiliar
Your ties to arcane magic have attracted a
guardian familiar to assist you.
Prerequisite: Magister 5, 9 or more spells
known from the sorcerer/wizard/witch spell list.
Benefit: You gain a familiar. You may select
from the following list: bat, cat, hawk, lizard,
monkey, owl, rat, raven, viper, toad, and
weasel. This feat functions like the familiar
ability (which is part of the arcane bond class
feature), except that your effective class level
for all calculations regarding the familiar is
equal to your magister level –4.
You cannot use this feat to gain a second
familiar, if you already have one from
another source.
MaGisTer’s FoCus
You have a strong affinity from a group of
spells outside your primary spell list.
Prerequisite: Magister 1.
Benefit: Select one level of spells for one
class with a class spell list. Any spell known
that you select from this level of this class
spell list as a magister has an effective spell
level one closer to its true spell level.
Example: Xasha is a magister who has
selected cleric as her primary spell list. She
takes Magister’s Focus, selecting 1st level
paladin spells. Now when she selects 1st
level paladin spells as spells known, they
have an effective spell level just one higher
than their normal spell level (rather than two
levels higher, as would be normal).
Special: You may select this feat more than
once. Each time you select a different level of
spells from a class spell list.
11
11
MaGisTer’s hex
Your ties to the magic of a mysterious patron-
like force have granted you hex abilities.
Prerequisite: Magister 5, 7 or more spells
known from the witch spell list.
Benefit: Select one hex (not major hex or
grand hex). You can use this hex a number
of times per day equal to your Wis bonus
(minimum 1/day). Your effective witch level
for this hex is equal to your character level 2.
Additionally, you are vulnerable to the
plans and machinations of your patron, the
identity of which may not even be known to
you. Select one of the following creature types:
aberration, dragons, fey, humanoids, magical
beasts, monstrous humanoids, outsiders, or
undead. Your patron has plans regarding you
that involve this creature type. All creatures of
this type gain a +2 bonus to Bluff and Sense
Motive checks made against you.
Special: You may take this feat more than
once, but not more often than once per 4
levels. Each time you take it, you may select
one additional hex you may use a number of
times per day equal to your Wis bonus. Each
additional time you take this, creatures of the
type you select gain an additional +1 to Bluff
and Sense Motive checks made against you.
MaGisTer’s perForManCe
Your ties to the magic of song and story have
granted you magic performance abilities.
Prerequisite: Magister 9, 7 or more spells
known from the bard spell list.
Benefit: You gain the bardic performance
abilities
of
countersong,
distraction,
fascinate, and inspire courage. Your effective
bard level for these abilities is equal to
your magister level –4. While you do gain
additional rounds of performance per day,
the ability to begin performances more easily,
and the improved effect of fascinate and
inspire courage based on your effective bard
level, you never gain new forms of bardic
performance (such as inspire competence,
suggestion, or dirge of doom).
plaiT inCanTaTion
You can weave your spells
together with another caster,
augmenting their mystic power.
Prerequisites:
Spell
Focus
(any), caster level 1.
Benefit: As a standard action,
you can ready an action to plait
one of your spells into that of
a second spellcaster, weaving
the mystic energies of the two
spells together. When the allied
spellcaster casts a spell, you
take your readied action to cast
your spell in response. Rather
than have its normal affect,
your spell grants your allied
spellcaster a +2 enhancement
bonus to his caster level for
the spell that triggered your
readied action. The spell you
use to plait with your ally’s
must be within 2 levels of the
spell cast by your ally, and
cannot be a 0-level spell (which
lacks the power to plait).
The MaGisTer in
your CaMpaiGn
Magic, and the people who master it, are two
of the linchpins of fantasy gaming. The feel of
any fantasy RPG campaign is heavily affected
by who has magic, what kind of magic they
have, and how common that magic is. In the
12
Pathfinder Roleplaying Game, magic is broken
into two camps, arcane and divine, with very
little overlap between the two. Though it is
possible for a character to access both sources
of magic (through multiclassing), it is difficult
to be effective with both types.
This works well for game balance and
enforces some strong genre conventions.
But not every fantasy campaign matches
those conventions, and players often wish to
create characters with broader access to more
kinds of magic. In many fantasy stories white
wizards are the best healers, and priests are
different from mages more in attitude than
magical abilities. Neither of these concepts—
the healing wizard or the church mage—is
handled well by the standard spellcaster
rules. But, they are popular and reasonable
fantasy character concepts. It should be
possible to create a framework to allow such
characters while retaining game balance and
without invalidating the standard division
between arcane and divine power sources.
When adding the magister to an existing
campaign, the class can easily be introduced
as part of a small cult that PCs have never
heard of before, or a powerful tradition of
spellcasters from a faroff land to the east
(for some reason, rare and powerful mystics
always seem to come from the east). An evil
magister makes a crafty and versatile villain,
while a good magister can become an ally
with broad resources (to fill in any holes in
the PCs’ own spellcasting options).
If using magisters as a small group of
foreign spellcasters, it’s useful to have a
rough idea of what culture they come from
and how their training differs from other
spellcasting groups in your campaign.
For example, magisters may come from
cultures based on Arabic legends, with each
magister being the hand-picked apprentice
of an older magister (taught individually
but in keeping with traditions centuries old).
Perhaps magisters prefer to convert their
enemies into magister apprentices rather
than kill them. Some magister councils may
have long traditions of selecting only street
urchins, young criminals, and members
of enemy armies to be new magisters. Of
course this means that many magisters
come from nations (and even races) sworn
to destroy the magister’s homeland. Because
of this, magisters may be seen as sinister and
suspicious by commoners.
If magisters are more common, they may still
have an unsavory reputation. Within churches
and other religious organizations, magisters
could be seen as a necessary but dangerous
group who require constant watching. Senior
church officials might trust the magisters,
giving them vast leeway in interpreting
the vows and following the commands of
the religious hierarchy, or there may be a
powerful traditional cleric who wishes to see
the magisters’ order end. The effect of either of
these ideas is to make church magisters very
independent, but also frequently mistrusted
and resented by other priests.
The magister class also lends itself well
to campaigns that need competing classes
of spellcasters. Magisters could be divided
into different groups, each related to but
mistrustful of the others. For example, all
magisters with cleric domain mystic bonds
might be good-aligned (dawn magisters), all
those with sorcerous bloodline mystic bonds
evil-aligned (night magisters), and all those
with metamagic pools neutrally-aligned (dusk
magisters). To further complicate matters,
a GM could decide that all three classes are
aware of, and have worked together to defeat,
some ancient threat from the earliest days
of their order. This creates a situation where
the three orders of magisters do not trust one
another, but each knows that they may need
the other two groups if a final confrontation
with the ancient threat ever arises.
13
13
We err on The side oF aWesoMe!
CrediTs
Designer:
Owen K.C. Stephens
Editor:
Jeremy Miller
Creative Director:
Stan!
Cover Art:
Joseph J. Calkins and Cerebus Illustrations
Interior Art:
Shaman Stockart and Peter Szabo Cabor
Graphic Design and Typesetting:
Hyrum Savage and Lj Stephens
Produced by:
Super Genius Games
www.supergeniusgames.com
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Used with permission
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Pathfinder RPG Reference Document. Copyright 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
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The Reaper and the General
Or
The Death of Azharadian
Recounted by Ciryan Quillan, poet, minstrel and wanderer, upon the 21st day of Planting in this, the Common Year,
591.
Of the death of the great Aerdi general Azharadian, it is recorded by Ferenbrand in "History of the Aeredi" that he
succumbed to an affliction of the breathing and lungs whilst on campaign against the Suel tribes of Onnwal in the
autumn of the five hundred and ninety eighth year of the Oerid Reckoning, two score years and six before Nasran
Cranden had the Crown of Aerdy set upon his head as first Overking of the Great Kingdom in Rauxes.
Amongst those that fought and bled for him there was told another tale that is still recounted among the common folk of
Onnwal to this day:
By the time the eyes of the kings of Aerdy turned at last to the rich ore seams of the Headlands and the fertile vales of
the Dragonshead beyond, Azharadian the Great had already borne the banner of the Golden Sun for two score years
and ten. No general was so wise or cunning in the arts of war as he and no leader so commanded the loyalty and love
of the men he led. It was said that he saw the future, that he could look into the souls of his foes and know the secrets of
their hearts, uncovering their fears as easily as their stratagems. Under his hand, the Sun of Aerdy had never seen
defeat and its radiance had spread from the shores of the Solnor to the white peaks of the Yatils and from the mires and
medes of Sunndi to the frigid Barrens where Telchur walks. Where lesser men might have lent an ear to the whisper of
hubris, that deadliest of venoms to the great, Azharadian never once wavered in his loyalty to his realm and to his king.
Thus when that king called upon him to take up the war banner once more, this time against the Onnwi Sueloise of the
Dragonshead, though he was grey with age and the weight of his years bore heavily upon his shoulders, Azharadian
answered without hesitation. Bidding his wife and daughters and their children farewell, he marched forth from Rel
Astra at the head of a host of ten thousand, knowing that he would see neither them nor his beloved city again in this
life.
Azharadian first marched for the broad green fields of Ahlissa and setting his pavilion there, received embassies from
the Dwurking of the Iron Hills. Meeting face to face, the general and the king found much worthy of respect in the other
and swore a pact of brotherhood - a rare honour, bestowed on few by the Highborn of the Dwur. Together they pledged
allegiance to a common cause against the Suel.
For the most part, the Onnwi were a wicked people • the cruel and debased blood of the Suel ran true in the veins and
they reveled in the torment of others. When they beheld the banners of Aerdy drawing nigh to their marches, they sent
the war flag through their kingdom and mustered a host to hold the passes though the Headlands to their heartlands.
Now Azharadian knew full well that to assail them in these narrows was folly.
"No glory comes from slaughter", he used to say. "And no victory from striking an enemy who awaits the blow".
Therefore he set upon a cunning course of action. Sending companies of his vanguard forward with the Dwur, he
sought to enspell the Onnwi in the way the fakirs of the Bakluni lands bind cobras and vipers with the music of a flute.
Holding them ever at the guard with feints, raids and skirmishes, Azharadian locked their eyes eastwards, while in
secret he prepared the stroke that would prove to be their undoing. Upon the shores of Relmor, the general ordered
that a great fleet be built enough to carry his hosts across the sea to strike the heartlands of the Onnwi from the west.
All that winter his men laboured and when once Procan's wrath had been spent the following spring, the mighty fleet
set forth their masts like the trees of a forest, their banners like a blazoned sky overhead. With Gearnat the Navigator's
unwavering hand upon the rudder, Azharadian and his host passed swift and sure over the waves, and came in time to
the shores of Onnwal.
Now some few of the Onnwi had not forsaken the paths of honour and virtue. One such man was Jherlo. He had refused
to send the men of his household east against so noble a people as the Aerdi. For his troubles, he had been banished
from the court of the Onnwi king to his lands in the far western tip of the Dragonshead, where the cliffs glower out over
the narrows of the sea. Looking out from his tower in wonder, he saw the forested masts of the Aerdi as they drew nigh
the shore. Going directly down to the strand of Obelton, he lit a great beacon to guide the Aerdi to a safe landing
among the reefs and shoals.
First to alight upon Onnwal's shore was Azharadian. As he did, Jherlo fell to his knees and begged forgiveness for the
wickedness of his people, asking that even if he himself should perish that the Aerdi might in their mercy spare his wife
and daughters who had wrought no ill upon any man. The general, taking up his axe Bardinar, knighted the man as he
knelt in the name of his god, his liege and his life - Heironious the Invincible, the king of Aerdy and the Golden Sun -
and bade him rise as a friend of Aerdy and a man of virtue.
Now the host of Aerdy swept up from the shores and found the Onnwi unready for a stroke from that quarter. Too late
the Suel rushed their companies from the hills to face the onslaught and the Aerdi drove them from the plains as a
broom sweeps ashes from a hearthstone. In desperation the chieftains of the Onnwi gathered the last remnants of their
strength in a narrow vale in the hills for one last cast of the die, to break the strength of the Aerdi or to sell their lives
dearly if they should not prevail. Azharadian thus faced a desperate foe with nothing to lose, and knew that only battle,
hard fought and costly would suffice for the banner of the Golden Sun to win dominion over the land.
Yet even as the strength of his hosts grew, his own strength ebbed. The general fell ill with a sickness of the lungs.
Though it troubled him greatly, he never once shirked his duty nor relinquished his command. Instead he led his men
onwards as he always had, astride his great white stallion Altarin. Despite this, or because of it perhaps, Azharadian
grew steadily weaker, as the disease spread within his chest. His own faith in the Invincible One and the ministrations
prayers of the priests of his retinue were to no avail.
Upon the morn of the battle, the general lay gravely ill in his tent. Nonetheless, he asked that his Captains, the Sires of
the Great Houses that rule Onnwal to this day, carry his bed where he might see the field of battle and decry the
disposition of the enemy. Dutifully, the captains carried their general to the brow of a low hill overlooking the vale
where the Suel were drawing up their battle lines. From this vantage he surveyed the field.
As he looked, upon a hill close by, Azharadian spied a lone horseman clad in black sitting astride a mount the colour of
polished onyx and the rays of the rising sun touched them not. Even as the general watched, the rider raised his sword
towards him in salute.
At this, Azharadian ordered for his arms and armour be brought to him and that Altarin be saddled that he might ride
forth. His Captains objected, saying that he was surely too ill to ride, but the general replied:
"You do not question me when I would marshal my hosts, why then do you question me when I would marshal myself?"
Thus chastened, the Captains brought the general's armour, and though weakened by his sickness, he donned it without
aid and took up his great twin-headed axe Bardinar (or in the Common - Glaive of Victory), forged by the smiths of Rel
Astra and blessed by the Invincible One himself, or so t'was said. His faithful mount, Altarin was brought to him, and
slowly and painfully he mounted and sat tall and proud once more, his armour shining in the morning sun.
When his men saw their general, they cheered for they thought him well once more. They stood to attention in serried
ranks, unfurled their banners and as one saluted their beloved commander. It is said that tears came to the eyes of the
old general then, and he spoke to them is a loud, clear voice which belied the sickness in his chest:
"You have followed me to foreign lands and far reaches. You have marched and fought, bled and died, with neither
complaint nor question, nor ever giving cause for complaint or question against you. Am I not the most fortunate man
to have lived for Heironeous to have given me such an army of men to command? My tears now are because the Oerth
shall never see our like again.
"Now once more this morn we face battle. It will be hard and it will be bitter, but you are soldiers of Aerdy and there is
no better breed of warrior alive on the Oerth. Therefore, go forth today and prove the truth of my words to those who
would doubt them."
At this the Host of Aerdy cheered with a single voice and marched forth singing into battle.
Then Azharadian called his Captains to him and gave to them his commands for the dispositions of the host and for the
order of battle for the coming fray. Having done all this, he rode alone into the morning to meet the black horseman,
who waited for him yet upon the hilltop.
The black rider neither stirred nor gave any sign that he marked Azharadian's approach. He was clad all in mail that
was darker than a moonless midnight and which seemed to swallow the bright morning light. Upon his head he wore a
tall helm which covered his face. At his side was sheathed a great sword forged from steel the colour of ebon.
When he drew close Azharadian spoke.
"Pray show me your face, sir - that I might know you truly."
Without a word the black horseman opened the helm and the general looked upon his face. Grim and gaunt it was,
without expression - a face that had known neither joy nor sorrow, love nor loss, hatred nor pity - only duty. No colour
touched it, no glow of living blood, for it was the colour of sun-bleached bone. The eyes were strangest of all - for they
were but a pair of black orbs, having neither white nor colour. As Azharadian looked into them, he thought that if
mortal man could behold eternity, then it would appear such as these eyes did - fathomless depths wherein all the
world and all who walked and breathed beneath the sun, moons and stars would be swallowed. All life, all love, all
hope, all pain, all suffering and all sorrow would find an end in the night eternal that those two holes in the world
encompassed. 1
Then Azharadian spoke once more :
"Well met, sir. For by your face, I know you and though I have long awaited you, I cannot say that I am glad to finally
meet you."
"Few are, save those who would seek Me", replied the horseman in a deep voice like a winter wind amongst
gravestones. "Yet all must kneel before Me in the end"
"Your pardon sir, but I kneel before my god and my king alone and you are neither - I say to you I shall not kneel."
"All must kneel"
"Once more I must beg your pardon, sir, when I say that I will not"
"You would defy My will"?
"I would"
"It is futile, for I may not be vanquished. My Edict is law. My will shall be done, as surely as Pelor rises in the east and
sets in the west, as surely as winter follows summer, as surely as night follows day. Would you seek to oppose the
setting of the sun or the falling of the leaves or the ebb and flow of Procan's tides? Opposing Me is no less fruitless
than opposing these, for it is to oppose the natural order of Creation. Many have tried and many shall yet try, but I tell
you this - all shall fail ere the End."
"For a third time I must beg your indulgence, sir, for I mean you no disrespect. I am a soldier and I am a man, willful
and proud. All my life I have striven against my foes and against the foes of my king and my country and opposed them
on battle's field. I have carried the banners of my people from the eastern ocean to the distant west, from the empty
north to the torrid and sweltering south. For two score years and ten I have led armies of men in battle and in war. In
all those years I have never known the taste of defeat. And though I know that I cannot win this final battle, it would be
a mockery of my life and a denial of the essence of what I have been to submit to you now, without dignity, without
struggle. Therefore, sir, I shall not kneel."
With these words Azharadian drew forth Bardinar for the last time, and the great axe blazed in the morning light, such
that upon the field of battle below it seemed that a star had fallen onto the Oerth from Celestian's Field. The Suel
quailed and cried out in fear at this strange omen, but the Aerdi raised their voices once more in song, for they knew
that their general watched over them yet.
Yet even as Bardinar burned forth, the black horseman unsheathed his ebon blade and it seemed to the general that the
morning sun was diminished and grew dim and distant.
For a moment the two adversaries were still and each looked into the eyes of the other. Azharadian saw the certainty of
his own death in those bottomless eyes. His foe saw no trace of fear, only proud and resolute defiance. At this the black
horseman raised his sword to salute the general, for it was rare that he found a mortal man who did not dread him.
Azharadian raised Bardinar reply.
Then lowering the axe, he spurred forward to meet his fate. Bardinar met the ebon blade with a ring which resounded
across the plain below. Stroke for stroke, the general matched the horseman for a time, and his heart sang with the joy
of battle. Even as the armies met and clashed in the vale, the duel continued on the hilltop above.
Yet, though he fought gallantly, Azharadian was but flesh and blood, old in years and weakened with sickness besides,
while his foe was tireless and unfaltering. So it was that in the end, the ebon blade slipped beneath the general's guard,
passed through his breastplate and found his heart.
Thus mortally wounded, Azharadian spoke his last:
"Well struck sir, and so I am ended. Yet, I am not sorry, for the battle is won"
With that he spoke no more and was still.
The Captains of Aerdy led their hosts as their general had commanded and they fell with strength where the Suel line
was weakest and it shattered like a dry, brittle twig before their onset. Those of the Suel who stood were left dead on
the field, and those that fled were hunted down like beasts by the relentless Aerdi pursuit.
The battle won, the Captains sought out Azharadian, that they might bring him tidings of the victory and they decried
him still upon the hill top astride his faithful Altarin. Yet when they approached, he marked them not and gave no reply
to their greeting. Rather he seemed to stare down upon the field, a faint smile upon his lips, Bardinar gripped tight in
his hand. Only when one was bold enough to touch his hand and found it cold, did they realise their general was dead,
for he bore no mark or hurt upon him.
Though they bore Azharadian's body back to Rel Astra where his tomb yet lies, his Captains, the Fathers of Onnwal
raised a great pillar of basalt ten yards high upon the crown of the hill where the general met his end. In the heart of
the pillar they interred Bardinar, or so it is said, and there the blade remains yet to this day. Some say Azharadian will
return someday when the need of the children of the Aerdi is greatest, to claim the glaive and raise the Golden Sun
once more to its former glory. If so, say others, then surely that day must soon be at hand.
So passed Azharadian the Great, soldier, general, conqueror, unvanquished even in death
1 Though this tale is universally called the Reaper and the General in the lands of Onnwal, the description of "the
Reaper" given here in no way resembles any known depiction of Nerul. Rather it harks back to representations of the
"Ebon Knight", a shadowy figure found in the ancient tales of the Oeridians from their original homelands on the
distant plains of the west that predate the great migrations. The Ebon Knight was supposed to gather the great heroes of
the Oerids into a heroic afterlife when their time upon the Oerth was spent.
| textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Splintered Suns and Scarlet Signs/Onnwal/Onnwal Gazetteer/_LG Regional Onnwal The Death of Azharadian.pdf |
Tiny Magic
Companion
A Basic Fantasy RPG Supplement
Release 2
Copyright © 2014 Alexander-Lars Dallmann
All Rights Reserved
Distributed under the terms of the Open Game
License version 1.0a
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement offers additional game options for player and non-player characters for use with the Basic Fantasy
Role-Playing Game rules. If you do not already have a copy of the Basic Fantasy RPG rules, please visit the website
and download a copy
Tiny Magic Companion
a companion expansion for Basic Fantasy, and other old school role playing games.
Progress in Magical Sciences
Tiny Magic Companion describes an evolution of magic
and magical research, and different schools of magic
adhering to various approaches to using magical energy.
It is based on both the Tiny Hit Point Companion, and
&Pain companion expansions.
The following rules for magic can be used for all existing
magic-user spells, cleric spells, and psionic powers.
Standard Use of Hit Points
There are two types of standard hit points: A creature's hit
points generated by its hit dice, and hit points of damage
scored against a creature (e.g. by rolling 1d6 after a
successful attack in combat.)
Hit point loss has no consequence until the current hit
point total drops to 0, in which case the creature is dead.
Hit Points as Currency
Tiny Magic Companion is based on the Tiny Hit Point
Companion which utilizes hit points to buy in-game
effects in addition to standard hit point use. (That is,
reduce a creature's hit points by applying damage hit
points at a 1:1 ratio.)
Tiny Magic Companion allows a creature's (usually the
caster's) hit points to be used for magic effects. Following
the rules found in the companion expansion &Pain
instead of reducing a creature's hit points the damage hit
points caused by using magic can always be
transferred to pain.
Schools of Magic
It is generally assumed that progress in the magic sciences
will make the world a better place, and the art of magic
safer for the casters, as well.
Some schools have found ways to harness magical
energy, and control them safely. But the early approaches
were different, more dangerous, wild even, and many
magic-users, and clerics who used the power of magic
had to pay a price: They had to release their life energy,
and transform it to magical energy in order to cast spells.
Or, more gruesome even, they used the life energy of
other beings...
The magic system of the Basic Fantasy core rules is safe
to use, and research costs for spells are high. Neither
caster, nor other creatures are harmed to release magical
energy.
But some schools of magic use hit points that are
transformed to magical energy. This kind of magic is
quite dangerous. Spells, and rituals must be studied first,
but generally no preparation time is necessary. As long as
the required hit points are available the spells can be cast.
The standard magic system requires the magic-user to
study spells first, and prepare them again before each
time they will be used.
True magic is the safest, and most powerful kind of
magic. The few magic-users that were successful in their
research of true spells guard them with utmost secrecy. It
is rumored that powers of divine beings, and spirits are
based on true magic.
It is possible for a spellcaster to know, and use both the
standard magic system, and hit point magic, after
initiation into both schools. However, hit point magic is
A BASIC FANTASY SUPPLEMENT
Tiny Magic Companion
generally seen as a deviant form of magic. So, a caster
initiated into the standard system may have to keep his
knowledge of hit point magic secret.
Standard Magic System
The standard magic system requires the casters to think,
and plan ahead during the game. This includes spell
selection, spell research, resting, and spell preparation.
Spells normally do not backfire.
Preparing Spells
Spells must be prepared with the caster fully rested. This
companion expansion assumes that one game turn (10
minutes) of preparation is required per spell level.
Preparation time = spell level x 10 minutes (1 turn)
E.g.: to prepare a 1st level spell the caster must be rested,
and spend 10 minutes (1 game turn) to prepare the spell.
A 2nd level spell would require him to prepare for 20
minutes (2 game turns). If he was to prepare two 1st level
spells, and one 2nd level spell it would take 40 minutes, or
4 turns.
If the caster is interrupted, or distracted while preparing a
spell, the effort is lost, and the spell must be prepared
from the beginning.
If the caster is not fully rested, preparation time may
simply be doubled.
E.g. Frith, a 1st level elven magic-user/fighter, is in the
middle of a dungeon along with the rest of the
adventuring party. He wants to prepare a detect magic
spell. After a fight with giant rats the party found a room
suitable enough to lay low for some time, so Frith can
prepare the spell, while the others keep guard. The
preparation takes 2 turns (20 minutes) enough time for
some wandering giant rats to come along. If they were
detected, and Frith was attacked the spell would be lost,
and had to be prepared again.
Magical Research
The Basic Fantasy core rules for magical research apply.
Hit Point Magic
Hit point magic must be learned, just as the standard
magic-system. So, spellcasters interested in aquiring
access to hit point magic, must find a way to get initiated
either by finding an appropriate master, or getting in
contact with a deity, or demon (see below.)
Pain Magic
Spells can be cast by spending an amount of hit points,
that are deducted as damage from the caster's hit points.
If the &Pain companion expansion is used, these damage
hit points may be transferred to pain. And the pain may
be ignored for a while with a successful saving throw vs.
pain (=death/posion). Note that both constitution, and
wisdom modifiers are used with that save.
Hit points are restored by normal means (rest, healing), or
magic (healing spells, potions etc.)
Standard formula for hit point magic
Spell cost = 1 + spell level x 2
Thus a first level spell would cost 2 hp that are directly
deducted from the caster's hit point total, and must be
healed normally. A 9th level spell would cost 19 hp. A 0-
level spell would cost only 1 hp.
Some spells may require the caster to spend hit point
permantently. They are deducted from the caster's hit
point total, and his hit dice are recorded appropriately.
E.g. A caster (magic-user level 3) loses 2 hit points
permamenty. He reduces his hit point total by 2, and
records his hit dice as 3d4-2.
Using another creature's hit points
A caster may use another creature's hit points to cast a
spell, or perform a ritual. In such cases the caster must
cause damage to the creature (e.g. by using a ritual
dagger.) The inflicted damage hit points can be used by
the magic-user to cast the spell.
It is possible to use this kind of magic in combat. The
attacking magic-user must successfully attack an
opponent and cause damage. The scored damage hit
points can be used to cast a spell in the following round.
The GM may rule, that the energy is lost, if the caster
takes damage before the spell is cast.
E.g. a magic-user successfully attacks an opponent, and
causes 3 points of damage with his staff. He harnesses
the energy, and uses 2 generated hit points to cast a
magic missile (1st level) spell (spell cost 2 hp), and the
remaining hit point to add a +1 modifier to his AC against
the next attack (see the Tiny Magic Companion for
further details on using damage hit points for special
maneuvers.)
If the &Pain companion expansion creatures that suffer
hit point loss may transfer the damage to pain, instead.
2
Tiny Magic Companion
A BASIC FANTASY SUPPLEMENT
It is known that the agents of some magic schools
'outlawed' such practices, and hunt down anyone who
performs these acts of magic.
Optional: Deities, and Demons
Quite a few entities gain their power by feeding on hit
points (ecstasy, and/or pain) of living creatures. Since
they normally cannot travel between planes, nor manifest
deliberately, they sometimes seduce spell casters to bond
with them, granting them some powers in return. The
bond enables the entities to have some influence on the
plane of the caster.
The deity/demon can initiate the caster into the school of
hit point magic.
The deity/demon will help the caster during magical
research (reduce research time, resources, better the
chance of success.)
The deity/demon may grant special skills, and powers.
Especially knowledge skills (secondary skills), languages,
or for example saving throw modifiers.
Clerics have a similar bond with their deity, and gain
spell casting abilities, as well as the power to turn
undead.
Example: Bond with Deity/Demon
This bond, and the powers granted to the caster are
meant to be an example, as different deities, and demons
have various demands, and powers to grant.
The bond requires the caster to spend 1 hit point
permanently. The bond can be undone only if the demon
is destroyed, is given something in trade (e.g. another
bond), or dispel magic (or another appropriate spell) by
a powerful caster (9th level) is cast on the bonded
character.
One half of the damage hit points caused against other
beings are for the deity/demon, the other half is stored by
the deity/demon for a period of time (usually 1 day, or 1
night) and can be used by the caster to cast spells.
The demon feeds on hit point loss in a radius of 10'
around the caster.
The energy of hit points suffered by the caster is absorbed
by the demon, as well. So, while the caster suffers pain,
and loses hit points the demon feeds off the energy.
The demon helps the caster during magical research, and
grants the ability to read, write, understand, and speak all
languages.
Research in Pain Magic
Research in pain magic is cheaper, and more painful than
standard magic. Halve all costs from standard research.
Casters researching, or studying a new spell must
successfully save vs. death, and spend the necessary
amount of hit points to cast the spell in order to learn it. If
they fail the save, they may try again, if they have enough
hit points left. Hit points spent in this process heal
normally.
Optional: If the researcher is in bond with a demon, or
other such being, research time may be reduced to a
quarter of the standard time, and chance of success is
doubled.
Ecstasy Magic
Spells may be cast by harnessing the energy created by
experiencing ecstasy, and enormous pleasure. E.g. a
caster who created 2 hit points of pleasure may use it to
cast a 1st level spell.
Energy created by ecstasy is recorded as the ecstasy
status (xs).
Of course, it is known that agents of some magic schools
'outlawed' these practices, as well...
Research in Ecstasy Magic
Research in pain magic is cheaper, and more pleasurable
than standard magic. Halve all costs. Casters researching,
or studying a new spell must spend the necessary amount
of ecstasy hit points to cast the spell in order to learn it.
Optional: 0-Level Spells – Temporary Hit
Point Loss
0-level spells cost only temporary hit points which are
restored after a short period of time (usually 1 round).
True Magic
The safest and most powerful magic are true spells, or
true rituals, that can be used by anyone who knows, and
correctly pronounces, or performs the spell, or ritual
respectively.
Research for true spells needs special resources of money,
time, and expertise.
Even demons, and like spirits are forbidden to partake in
the research of true magic.
3
A BASIC FANTASY SUPPLEMENT
Tiny Magic Companion
Open Game License
INTRODUCTION
Tiny Magic Companion: A Basic Fantasy Supplement (hereinafter “the
Supplement”) is based on the System Reference Document v3.5 ("SRD"),
which is Open Game Content. The text of the Open Game License itself is
not Open Game Content. Instructions on using the License are provided
within the License itself.
Designation of Open Game Content: The entire text of the Supplement
(except the Open Game License, as noted above) is Open Game Content,
released under the Open Game License, Version 1.0a (reproduced below)
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14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast,
Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax
and Dave Arneson.
Basic Fantasy Role-Playing Game Copyright © 2006 Chris Gonnerman.
Tiny Magic Companion: A Basic Fantasy Supplement Copyright © 2014
Alexander-Lars Dallmann
Tiny Hit Point Companion: A Basic Fantasy Supplement Copyright © 2014
Alexander-Lars Dallmann
Hit Points as Currency: A Basic Fantasy Supplement Copyright © 2014
Alexander-Lars Dallmann
&Pain: A Basic Fantasy Supplement Copyright © 2014 Alexander-Lars
Dallmann
END OF LICENSE
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| textdata/thevault/Basic Fantasy/Basic Fantasy Supplements/Basic Fantasy Magic/Basic Fantasy Tiny Magic Companion [r2].pdf |
CC-EPI01-02
Hordes of Thar:
The Bloody Crescent
An Adventurers Anonymous Manila Adventure
Melvaunt’s guards are found dead in the barracks, the mark of an orcish murder god
splattered on their walls. While the assassins are elusive, the Emerald Enclave has found a way to
track them to their shadowy hold in the form of a strange hermit. Will the adventurers bring light to
the situation or be lost in the dark?
A Four-Hour Adventure for Tier 2 Characters. Optimized for APL 8| by Lance Tan and Smimo
Credits
Designer: Lance Tan and Smimo
Editing: Marielle Ko
D&D Adventurers League Guildmaster: Chris Lindsay
Art Director & Graphic Design: Camille Chua
Map Design: Ross McConnell
D&D Adventurers League Wizards Team: Adam Lee,
Ari Levitch, Chris Lindsay, Mike Mearls
D&D Adventurers League Administrators: Alan
Patrick, Amy Lynn Dzura, Travis Woodall, Ma’at
Crook, LaTia Jacquise, Claire Hoffman, Greg Marks
Playtesters: Ian Viernes, Iza Hernandez, Aldrick Daven,
Al Teo, Mikaela Montalvan Rama, Nikka Lao, Paulo
Agustin, Raphael Fulgar, Paul Gabat, Toby Fernando,
Febie Magno
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards
of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the
Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2019 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Adventure Primer
This adventure is designed for three to seven 5
10-level characters and is optimized for five
characters with an average party level (APL)
of 8. Characters outside this level range cannot
participate in this adventure.
This adventure occurs in the outskirts of
Melvaunt.
*Author’s Note: Due to the nature of this
module’s mechanics concerning vision, it is
highly recommended but not required that it be
played with a mat to represent the adventurers.
Furthermore, this adventure was designed to
challenge your players to use their wits and
ingenuity to solve the problems and defeat their
foes with the environment stacked against them.
BACKGROUND
Thar is an inhospitable wasteland ravaged by
various humanoid tribes who are constantly at
war with one another. Most prominent of these
are the powerful and savage orcish tribes that
fight tooth and nail for whatever scarce
resources are available to them. As though by
the design of the orcish gods themselves, the
birth rate of orcs has increased exponentially
over the past few generations, causing a rapid
increase in the most prominent tribes and the
addition of various new tribes.
Three months ago, the two largest orcish tribes,
the Howling Thunders led by Brogug the
Stormlord and the Wyvern Breakers led by
Thork Fleshrender engaged each other in the
largest turf war seen in the past few decades.
Their war spanned several battles over
hundreds of miles stretching from the River
Thent to the edge of the Highfells. After several
bloody encounters, Brogug towered victoriously
over the broken corpse of Thork. With their
leader dead, Brogug was able to subjugate the
rest of the Wyvern Breakers under his banner.
Brogug swore to unite the various orcish tribes
and go on a vicious warpath in the lands beyond
Thar.
Once upon a time, the wretched and ugly orc
known as Gnott made a pact with a hag, trading
his loyalty for beauty. The hag granted him his
wish, turning him into a vampire. Though
beautiful beyond compare, Gnott was unable to
see his own reflection.
Cursing her name, Gnott set out to join Warchief
Brogug’s growing force, serving as his avatar of
Shargaas. After establishing his home base in the
shadowy demiplane of Gehenna, the vain
chieftain orchestrates assassinations on
Melvaunt’s guardsmen with impunity.
Overview
The adventure’s story is spread over four parts
and takes approximately 4 hours to play. The
adventure begins with a Call to Action scene. If
you’re planning to play the entire adventure at
once, you only need to introduce the Call to
Action once. However, if you plan to play them
over several sessions, you’ll want to revisit the
Call to Action each time you play.
Part 1: TITA MALAS (Call to Action). Khorgol of
the Emerald Enclave sends the adventurers to meet
with his ally, Tita Malas. The party is sent over to a
small hovel in the outskirts of Melvaunt where she
was last seen. Tita Malas briefs the adventurers on
the last known location of the orcish chieftain, Gnott.
She provides the party with a lantern of fey light,
which will allow them to navigate a lair veiled in
magical darkness.
Part 2: THE NIGHT BELOW. The adventurers are
sent into a network of caves which slowly intertwines
with a pocket dimension steeped in magical darkness.
With only the Lantern of Fey Light to shed light for
them, they must navigate the temple’s many shadowy
foes and deadly traps.
Part 3. THE PRICE OF BEAUTY. Upon reaching the
lowest layer of the temple, the adventurers enter the
orc chieftain’s lair in the depths of the Night Below to
find that he is far more than a simple chieftain.
Part 4. CONCLUSION. Tita Malas thanks the
adventurers for slaying the warlord Gnott, breaking
the Bloodmoon Tribe’s leadership and involvement in
the larger orc horde. Only time will tell how the
adventurers’ actions steer the fate of the battles to
come.
Adventure Hooks
Faction Requests. The threat to Melvaunt is
quite dire and the various factions have been
issued a call to arms. All able bodied adventurers
are promised a reward for dealing with the one
responsible for butchering the city guardsmen.
Emerald Enclave. Members of the Enclave are
to serve at the behest of a Master of the Wild.
The Enclave believes that the orcs of Thar have
become quite active as of late, and that the
nearby city of Melvaunt might bear the brunt of
any plans that come of it.
Citizen of Melvaunt. The City of Melvaunt is
under lockdown due to the death of one its
sergeants. The leadership of the city have
sounded a call to arms from all able bodied
citizens who are also competent adventurers.
White Hand of Death. If the adventurers
played the first part of this adventure, CCC
EPI01-01: The White Hand of Death, then they
find themselves embroiled in Melvaunt’s plight
as it struggles to contain the chaos following the
plague.
Adventure Flowchart
This section provides a basic understanding of not only the flow of the adventure, but also the outline of
the different paths that your players may take in reaching their stated objective.
Part 1: Tita Malas
Estimated Duration: 20 minutes
A. The Balete Tree
Over the past few tendays, word has spread
throughout the Moonsea Region of the deaths of
several of Melvaunt’s finest. Many of these were
members of the City Watch who were found
murdered in their houses.
A call to arms has been sounded by the Emerald
Enclave to investigate these killings. Evidence has
emerged linking these murders to the recent
outbreak of the White Rot, a disease that would
have culled the population of the City of Swords
had it not been for the efforts of brave
adventurers.
Those who answer the call are asked to find Tita
Malas, who lives in a Balete Tree due southwest in
the outskirts of Melvaunt. Sitting on top of a hill is
a distinctly beautiful grove. Streaks of daylight
shine through the tree’s many vines whose shade
creates a beautiful kaleidoscopic pattern.
Sitting just beneath the tree is a young woman who
bears a savage regality about her. Alongside her is
a brawny half-orc with a stag antlered helm. She
greets the adventurers with a curt nod. “I am Tita
Malas, and this is my colleague, Khorgol. What can
we humble servants of nature do for you?”
Area Information
Light. The sun is shining in the summer sky. Not
a cloud in sight.
Sounds. The sounds of birds singing and the
wind blowing through the trees grace this serene
grove.
Call to Action
A call to arms has been sounded by the Emerald
Enclave to aid Melvaunt against a series of
gruesome murders by Orcish assassins of the
Bloodmoon Tribe.
The adventurers are invited to sit with them
under the Balete Tree to share in some tea. Tita
Malas invites them to introduce themselves.
Once pleasantries have been exchanged, she and
Khorgol move on to filling the adventurers in on
the matter at hand.
What Tita Malas knows:
●
Tita Malas presents herself as a kind and
warm
soul,
offering
to
aid
the
adventurers in their quest to bring the
orcs to justice.
●
Using her druidic magic, she is able to
create a means for them to strike at the
heart of the Chieftain’s lair.
●
The Chieftain's lair is located in the
fourth layer of Gehenna, Krangath. It is a
cave with frigid cold temperatures and is
completely
engulfed
in
magical
darkness.
●
When asked how she has any history
with the Chieftain, she says that she and
he are bound by ‘old wounds,’ implying
that they have faced off before. Tita
Malas lies about being ambushed by the
orc
Chieftain,
Gnott
the
Harbinger,
stating that she was the sole survivor of
her group of Autumnreavers (this is a
rank in the Emerald Enclave). Swearing
to lay her friends to rest, she was biding
her time until the evil orc would show
himself once again.
What Khorgol knows:
●
At the scene of every murder is the
symbol of Shaargas, the orcish god of
murder, a crescent moon intersected by
a
grimacing
skull.
Khorgol
finds
it
strange though, for Shaargas’ servants
usually act with more discretion.
●
The latest victim’s name is Sergeant
Conner of the Melvaunt’s City Watch. He
has served for many years, and is no
slouch in a fight. Other deaths were
Privates, killed either while on patrol or
in their own beds. All of them died from
vicious stab wounds to their necks.
●
Khorgol had been there during the
outbreak of the White Rot and
discovered that a tribe of orcs had been
poisoning a major well in Melvaunt’s
town square. Among the Enclave, he
finds himself responsible for
investigating the matter regarding his
fellow Orcbloods running amok in the
Moonsea Region.
●
With the help of Tita Malas, he found that
these assassins of the Bloodmoon Tribe
were using strange shadow magic to
move to and from the plane of Gehenna.
●
If asked why he doesn’t come along, he
says that there is another matter he must
attend to regarding rumors in the nearby
Cormanthor Forest.
Roleplaying Tita Malas
Tita Malas is a member of the Emerald Enclave with a
dark secret. She is actually a hag who delights in playing
tricks in the form of twisted favors. The adventurers are
not supposed to know she is a hag at this point. In terms
of appearance, she is a young tan-skinned woman with
brown eyes and black hair. Tita Malas presents herself
with a feigned serenity and a soft countenance that
belies her sadistic and evil nature. Those who doubt her
words may find that something is slightly off via an
Insight Check (DC 25).
She has Nystul’s Magic Aura cast on her to hide her
fiendish nature. Those who check find that she seems to
be a regular human.
Roleplaying Khorgol Ul-Gorgosh
The half-orc Khorgol is a high ranking member of the
Emerald Enclave who wears a black wolf pelt. He stands
roughly over six feet tall with a strong build. Raised in
the Savage North by his now extinct orcish tribe, he
turned to the life of adventuring before starting a tribe
of his own. His primary goal is to maintain the power
equilibrium in Thar. He has a gruff no nonsense attitude,
wearing a scowl most of the time. The objective is of
utmost importance, and he is not afraid of knocking
heads to get things done.
Once the adventurers are ready to proceed, Tita
Malas reaches into a ray of sunlight that has
kissed the grove’s floor and grounds it into a
dense sphere. She then breathes into it before
placing it into a green lantern that glows a dim
ephemeral green magical light.
The Lantern of Feylight is presented to the party.
It is the only one of its kind, and she warns them
not to lose it. Should they need to restore its
light, they may use some of their energy to light
it up again (see Lantern of Feylight section
below).
Tita Malas then knocks against the Balete Tree
three times. At first, nothing happens. Before any
of the adventurers question her actions
however, the tree reveals a winding staircase
into the dark underbelly of the tree. The
adventurers descend into The Night Below.
The Lantern of Feylight
Barring the party having the means to create a light
source that bypasses magical darkness, the Lantern of
Feylight will be their only means of seeing their
surroundings. The lantern sheds a 20ft of dim light in all
directions.
The lantern is with the adventurers only for the duration
of the module, it loses its magical properties and returns
to being a regular lantern.
The lantern has 30HP. If it drops to 0HP, the light goes
out. Player characters may spend their hit dice to
restore 10hp per hit die.
Part 2: The Night Below
Estimated Duration: 160 minutes
Setting Information
This section describes any features that are
common throughout a location, below.
Exceptions should be conveyed under an Area
Information entry in specific areas.
Ceilings. The cavern is 40ft high.
Light. There is no light in this place. The DM
must note that the entirety of the cavern is
covered in magical darkness.
Sound. The cavern is filled with an eerie
silence.
Weather. The cavern is cold, a bitter cold that
seeps into the blood.
Krangath, The Fourth Layer of
Gehenna
The Darkness of Gehenna
As mentioned in the Setting Information section, the
rest of the adventure will take place in complete and
total magical darkness. This darkness suppress any light
from magical items and magical spells to 20 feet dim
light.
The darkness holds some dangers however, as entering
it without a light source allows a Shadow Assassin (or a
Shadow if the adventure is set to Very Weak or Weak)
to take root unto a characters shadow. They register as
undead, and defend themselves when attacked, but are
otherwise undetectable until they spring up to kill the
adventurers in the final battle. Note that Shadow
Assassin (or Shadow) creatures will only latch unto
adventurers at the Offal Pit or beyond.
Chilling Cold
When the characters reach the cavern, each must
succeed on a DC 15 Constitution saving throw or suffer
one level of exhaustion. Characters who fail this saving
throw by 5 or more suffer two levels of exhaustion.
These levels of exhaustion can only be removed by
taking a long rest in a warm, dry environment.
Characters wearing clothing appropriate to extreme
cold weather or those who are otherwise resistant to
cold damage make this check with advantage.
Volcanic Remains
The temperature is far below freezing that the acid rain
has long since frozen into ice. If a character lights a
torch or casts a spell that emits heat, the ice underneath
them creates an acidic puddle. Characters who step on
the puddle will have their footgear melted, and those s
stepping on the puddle with their bare feet will need to
succeed a DC 15 Dexterity saving throw or take 2d6 acid
damage, half on save.
A. The Mirror Puzzle
This section describes any features that are
common throughout a location, below.
Exceptions should be conveyed under an Area
Information entry in specific areas.
Ceilings. The cavern is a dome, 60ft high, 60ft
radius.
Sound. The cavern is filled with an eerie
silence.
Temperature. The cavern is cold, a bitter cold
that seeps into the blood.
From what little light could be gleamed, the
adventurers see familiar faces walking toward
them. Their reflections stare back in equal
bewilderment.
A large mirror is lodged unto the wall at the end of
the path, looming over the cavern. However, it
does not take long for the mirror to reveal its
eccentricity. Passed a certain point, the path seems
to differ, leading further down into the lair.
The Mirror of Shaargas
The 30ft by 30ft mirror barring the way is a magical
door devised by Shaargas to prevent those who refuse
to walk into shadow from entering. Those who attempt
to walk through bump into their mirror images.
Any attack or damage done to the mirror images deals
damage to the original. Any area of effect damages all
those reflected in the mirror.
Reward players who come up with creative ways to
bypass the door. The usual ways to bypass the door that
we could think of are:
❖Covering the mirror from the Lantern of Feylight’s
glow, thus not creating a mirror image to bump into
❖Turning a character invisible.
Important notes about the mirror:
❖ The ideal solution is to cover the Lantern of Feylight
from the mirror while keeping the adventurers in the
light.
❖Teleporting through the mirror does not work in
bypassing the mirror
❖The mirror cannot be broken or damaged. It is
immune to all kinds of damage and cannot be detached
from the dungeon
❖Ethereal characters still create a reflection and thus
cannot pass through
P1. The First Cave Painting
Just around the bend in the hallway beyond the
mirror is a crude cave painting depicting a
wretched looking orc like humanoid with pale
white skin, looking at its own reflection in a pool. A
tree with a dense crown of leaves looms over him.
The face of the orc is scratched off.
B. The Offal Pit
Map for this location is to be found in Appendix
3a.
The descent into the Chieftain's lair underneath
the Balete tree is precarious. Jagged rock
formations are illuminated by the Lantern of
Feylight, a beacon in the dark. Bloody red moons
mark the cave walls in various stages of the lunar
cycle. The words “I am beautiful. I am not” and
“DAMN THAT WOMAN” also mark the walls. Mirror
shards are scattered all over the floor, seemingly
broken in a violent fashion.
A fetid stench wafts through the air. The smell of
refuse and decay overpower any other scent in the
room. Shining some light into the room reveals a
refuse pit.
There is an unsettling silence that places grim
emphasis on each foot step. A soft breeze from
behind caresses the rocky walls forming a whisper
that breaks into a bleak howl. There is nothing in
the distance beyond the light of the lantern. Only
darkness.
The party enters a winding cavern which
mercifully opens into a straight pathway.
The walls are marked with dried blood depicting
gruesome acts of savagery, murder, and
assassinations done by gnarled and twisted
looking orcs. With a Passive Perception of 10,
adventurers notice that the floor and walls are
caked in a thin but hardy layer of ice. With a
Passive Perception of 15, adventurers notice
that a strange gas seems to be trapped inside the
ice.
Have the players roll Perception checks to sense
any foreboding movement.
a. Ambush Point
Have the players roll Perception checks to sense
any foreboding movement once they reach this
point in the map. Those who roll 15 or higher are
not surprised by the ambush.
ADJUSTING THIS ENCOUNTER
Very Strong: 8 Red Fangs of Shaargas and 8 Giant
Bats; 2 Ropers
Strong: 6 Red Fangs of Shaargas, 6 Giant Bats; 2
Ropers
Average: 5 Red Fangs of Shaargas, 5 Giant Bats; 2
Ropers
Weak: 4 Red Fangs of Shaargas, 4 Giant Bats, 1
Ropers
Very Weak: 3 Red Fangs of Shaargas, 3 Giant Bats, 1
Roper
The ropers will only attack players within the light of
the lantern
b. Spike Traps
Spike Traps are set at points marked ‘b’. Those
who step on these spaces trigger spike traps that
shoot out sharpened bone bits from the cave
paintings.
Those with a passive perception of 15 (assuming
they have a means to illuminate the magical
darkness) detect small and crude trap
mechanisms. These traps may be disarmed with
the use of DC 12 thieves tools skill check.
Those standing on a spike trap must make a DC
15 Dexterity Saving Throw or take 4d4 piercing
damage, taking only half on a successful save.
Additionally, those who fail the save must make
a DC 15 Constitution Saving Throw or be
poisoned for an hour.
The Darkness of Gehenna
As mentioned in the Setting Information section, the
rest of the adventure will take place in complete and
total magical darkness.
P2. The Second Cave Painting
At the northern edge of the room is another crude
painting. The scene depicts a radiant butterfly
winged woman bursting from the tree catching the
pale orc by surprise. Both faces were violently
scratched off.
C. The Wandering Gnome
An arcanaloth named Leah Megillah wanders
this cavern in search for oddities and new tales.
The path opens up to a room that smells of stale
salted meat and soot. With what illumination the
Lantern of Feylight provides, pots and crates filled
with various insects, fish, and fruits litter the edges
of the room.
A small hooded figure sits down with her legs
crossed in the center of the room, roasting a dead
bat on a spit. Fifteen charred orc corpses could be
found lining the room, their skin singed off. She
looks up at the party, her honey-brown eyes
magnified by a pair of thick spectacles. By her side
is an iron flask which seems shoddy and damaged.
Cocking her head sideways, she can be heard
muttering while tinkering with broken mirror
shards, “Curious.”
The gnome immediately turns to meet the party,
as though their presence was a regular occurence.
“You must be adventurers! Come now, join me for
a tale. Show me something I have never seen.”
An arcanaloth named Leah Megillah wanders
this cavern in search for oddities and new tales.
The orc corpses that littered the room were her
would be assailants, burned to death for their
audacity.
She is disguised as a forest gnome using the Alter
Self spell. Those who attempt to discern her true
nature by magical means find nothing as she also
applied Nystul’s Magic Aura to make her appear
as a non-magical forest gnome.
Those with a passive perception of 16 or
higher will find the words “Property of Shin”
carved unto the iron flask. If the party asks about
the flask, she will not disclose the source, saying
it belonged to an old travelling companion of
hers. The truth is that Shin was a high level
wizard who used the iron flask to capture her
and take her on many fantastical adventures.
Though she is glad to be free, she does not bear
ill will toward her former master.
Leah is a curious creature, providing more
questions than answers in simple conversation.
When asked what she is doing there, she simply
says she is travelling around in search of
knowledge.
Gehenna is a dangerous place, and she offers to
watch over them as they rest if they can
complete her challenges.
The party may elect up to two members per
challenge. Encourage players who have not yet
taken on challenges to have a turn, with Leah
expressing curiosity toward the quieter
members of the adventuring group.
CHALLENGE OF MATHEMATICS
Leah offers the party a riddle. This riddle was
created to be misleading and is preferable read
fast and only ONCE. Warn the party to listen
very carefully.
Leah’s Riddle:
You are driving a caravan with four people
that starts at Waterdeep and is going north to
Bryn Shander. On the way, the caravan
stopped by Nightstone, 2 people enter, and 3
people leave. Next, it stops by Goldenfields, 6
people enter, 4 people leave. Then, it stops at
Shadowtop Cathedral, where 7 people leave
and 6 people enter. Finally, the caravan stops
at Bryn Shander where 8 people leave and 9
people enter.
Question: How old is the driver?
Answer: The answer is the age of the party
member who answers, as it is established in the
beginning of the dialogue that
Instead of asking them for their age, ask them
why they chose that number. If they can’t answer
it, then they probably have it wrong.
CHALLENGE OF STRATEGY
Leah challenges the adventurers to a game of
Interplanar Hexadecagonal Multilinear Four
Dimensional Chess. It’s basically a game of dots
and boxes, the rules of which are found in
Appendix 3b.
CHALLENGE OF SONG
The adventurers are asked to sing a song she has
never heard or a song she knows in a way she’s
never heard it sung before.
The party needs to make a Performance check.
It is important to note what languages they are
using to sing the song. If asked, Leah admits she
can speak and understand all languages but is
mostly fluent with Common, Dwarven, Infernal,
Gnomish, and Elvish.
If the adventurers sing a song in Common,
Dwarven, Infernal, Gnomish, or Elvish, the DC is
20.
If the adventurers sing in languages other than
Common, Dwarven, Infernal, Gnomish, or Elven,
the DC is reduced to 14.
If the player sings an actual song, the check is
made with advantage. If the player sings a song
the DM is familiar with but in a different genre as
the original song, grant the entire party
inspiration.
*Adventurers caught attempting to cheat in this
challenge (i.e. singing for other party mates) lose
their voice until they get treated to a Greater
Restoration.
Completing two out of the three challenges
merits the party a long rest under the protection
of Leah. Completing 1 out of the three challenges
merits only a short rest. Completing none of
them causes Leah to grow bored of them, making
her leave.
When the party’s long rest is over, Leah is gone,
leaving a note to thank them for the short time
they spent together before teleporting away.
Roleplaying Leah
Leah is an arcanaloth in disguise. She was imprisoned in
an Iron Flask but was able to escape when her captor
was distracted in a particularly difficult fight. With her
new found freedom, she travels the world and interacts
with anyone she finds interesting. At the moment, she
takes the form of her former master, a forest gnome.
Attacking Leah
Attempting to attack Leah causes her to teleport
away, preferring to run instead of risking capture. She
joins Gnot in the final battle against the party as
revenge, appearing in round 2. This will likely make
the fight quite difficult for some parties, and it is
important that Leah attempts to dissuade the party
from using violence.
P3. The Third Cave Painting
At the eastern section of the room is another crude
painting. The scene shows the orc kneeling before
radiant fairy woman whose hands are raised up at
the great tree. Both faces were violently scratched
off.
D. Altar to Shaargas
A large jagged stone stands in the center of a large
room like a dagger jutting through the backside of
a corpse. Dry bloodstains cake the rock in various
shades of red and a crude carving of a crescent
moon with a skull rests at its center. The rest of the
room is empty, save for a passage to the west.
Characters who succeed on a DC 14 Religion
check (those of orcish descent make this check
with advantage) realize that the bloodstained
rock is an altar to Shaargas. Captives are often
sacrificed to the altar by bashing their skulls
against the blunt tip of the rock.
A DC 14 Medicine check shows that bloodstains
are of different shades of deep red, implying that
they are from different sources.
Characters who succeed on a DC 13 Perception
check will find bits of scattered bones on the
floor. Further inspection reveals that they are
actually skull fragments, supposedly from
victims whose heads have been bashed against
the blunt tip of the rock.
The Secret Door:
The secret door to the eastern hallway cannot be
opened by any means, as the magic that protects
it can only broken by shattering the coffin in the
room accessed by the western hallway.
P4. The Fourth Cave Painting
At the southern face of the room is another crude
painting. Green energy emanating from the winged
woman transforms the weak and sickly orc’s body
into one of herculean physique. Though their faces
are scratched off, a triumphant smile is left on the
woman’s face.
E. The Scythes of Darkness
The path twists ahead like the gnarled claw of a
great beast. After a lengthy walk, the party finds
itself in the midst of a grotesque chamber. Three
dead pale-skinned orcs with their faces clawed off
are pinned against the walls by large iron stakes.
Huge, beautifully crafted Jade Statues stand at the
three edges of the room, posed in bombastic ways
to highlight the perfection of their physique. The
only imperfection though, is that the upper part of
their faces were clawed off, leaving only their
mouths which have both fangs and tusks.
The room’s centerpiece is a black stone coffin with
iron chains holding it aloft. It shakes violently,
rattling the chains.
Two blades sliding off each other could be heard in
the darkness behind the party, with increasing
ferocity and speed.
Please see Appendix 3b for a map of this room.
Have the party roll initiative as soon as they
enter the room. The Bloody Crescent Scythes
trap is activated
The Bloody Crescent Scythes
Trigger. This trap activates as soon as a player enters
the room. A magic portal opens at both ends of the
hallway. The southern portal disgorges two enormous
bloody scythes. When the scythes reaches the end of
the hallway they will enter a small portal which will
propel the scythes back the same way it came.
Initiative. The trap acts on initiative count 10 (but see
Speed Kills for trap progression).
The Bloody Crescent Scythes (Initiative 10).The
trap's active element are two bloody scythes that
almost fills the 10-foot wide hallway and rolls to the
other end of the hallway on its turn. Each creature in
the scythe's path must make a DC 17 Dexterity saving
throw. On a failed save, a creature takes 22 (4d10)
magical slashing damage. On a successful save, a
creature takes half as much damage. Objects that
block the scythes, such as a conjured wall, take
maximum damage from the impact.
Speed Kills. The scythes gain speed each round of
combat. After its turn, increase the scythes’ damage
by 11 (2d10). While its damage is 55 (10d10) or
greater, it acts on initiative count 20 and 10.
What do they see? When the trap is revealed, it is
seen to be a couple of whirling interlocking scythes
that swirl inward of each other accelerating at an
alarming rate.
Countermeasures:
The trap can be neutralized either by stopping the
scythe or preventing it from teleporting.
Stop the Scythes. Stopping the scythes is the easiest
way to disrupt the trap. A wall of force can do so
easily, as can any object placed in its path that has
enough hit points to absorb damage from the scythes
without being destroyed.
Disrupt the Portals. Either portal can be neutralized
with three successful DC 17 Intelligence (Arcana)
checks, but the process of analyzing a portal to disrupt
it takes time. Faint runes on the statues are involved in
the functioning of the portals. A creature must first use
an action to examine a set of runes, then use a
subsequent action to attempt to vandalize the runes.
Each successful check reduces the scythe's damage
by 11 (2d10), as the disrupted sphere loses speed
moving through the failing portal.Alternatively, a rune
can be disabled with successfully casting Dispel Magic
(DC 19). Disabling the three runes will destroy the
portal. Once the portal is destroyed, the scythes will
slam into the southern wall and comes to a halt.
ADJUSTING THIS ENCOUNTER
Very Strong: One Stone Golem, One Sacred Statue,
and One Eidolon (Hidden in the coffin) will
immediately use the Sacred Animation feature on
one of the Vampire statues
Strong: One Jade Vampire Statues, One Stone
Golem
Average: Two Jade Vampire Statues (No Legendary
Actions)
Weak: One Jade Vampire Statue
Very Weak: One Jade Vampire Statue (No
Legendary Actions)
Blood Crescent Scythes
Very Weak: No Speed Kills. Set Dexterity Saving
throw to DC 15
Weak: No Speed Kills
Very Strong: Damage already at maximum, 2nd
initiative already in play, and damage becomes non
magical.
Strategy:
Stone Golem: The stone golem will use its slow
ability on its first turn. On succeeding turn it will
grapple players and drag them to the scythe’s path.
Eidolon: When the sacred statues are destroyed, it
will attempt to use its Divine Dread and position itself
where the player can only run towards the scythe’s
path.
The coffin violently rattles because it contains a
spring trap scythe! The trap may be detected via
a DC 15 Investigation or Perception check. A
DC 15 Thieves Tools check could disable the
trap.
Opening the coffin activates the trap, wherein all
within 10ft of the coffin have to make a DC 15
Dexterity Saving Throw or take 4d6 magical
slashing damage or half on save.
Inside the coffin they find a bloody rune. A DC 12
Arcana will reveal that this is a blood rune
depicting a contract between an orc and a hag,
exchanging one’s loyalty for beauty.
P5. The Marble Pact
Inside the coffin is another scene carved in black
marble. The now muscular orc looks down at the
pool but no reflection appears in the water. The
woman’s wings turn into that of a bat’s as her
legs melt away from her body. A cruel grin
stretches past the confines of her face. Both faces
are scratched off.
PART 3: The Price of
Beauty
Estimated Duration: 45 minutes
The cavern turns impossibly dark, as though
there is no world outside of what is shined by
the Lantern of Feylight.
Red eyes penetrate the darkness. “So. She has
sent you to kill me. Her insult was not enough it
seems.” the figure says with a low growl.
A beautiful man emerges from the shadows, his
skin pale and white. Lavish satin black hair
crowns his head, curving to match his broad
shoulders. Tiny curved tusks adorn his lower lip
and sharp fangs leer down from his upper lip.
The pained expression of his elegant face turns
to rage when he eyes the party. He reaches into
the darkness, drawing from it a scythe that looks
to be made out of pure shadow.
“I am tired of her games. Your bodies will be
offered to Shaargas. That wench will get her
due.”
At this point the battle against the warchief
begins.
There are environmental points to take note of
when running this encounter
There are several notable environmental factors
to take into account:
The Mirrors
The mirrors in the room reflect a light that is 80ft
long and 15 ft wide in the direction of the mirror
across from it in the room. This only reflects light
from the Lantern of Feylight.
The Blade of Shaargas!
During his turn, Gnott may trigger the Bloody
Crescent Trap at will by swinging his scythe in a wide
arc. This sends a deadly executioner’s pendulum
fashioned as a red crescent moon down on those
standing in the kill zone of the trap (diagonal from
one corner of the room to the other).
Those caught in the trap have to make a DC 17
Dexterity Saving Throw, or take 4d10 magical
slashing damage, only taking half on a success.
Note that Gnott has to decide on which way the Blade
of Shaargas swings, either southwest to northeast
or northwest to southeast.
See Appendix 3a for the map of this room.
ADJUSTING THIS ENCOUNTER
Very Weak: One Vampire (Remove all his Legendary
Actions), replace all Shadow Assassins with
Shadows.
Weak: One vampires (One Legendary Action per
combat round), replace all Shadow Assassins with
Shadows.
Average: One Vampire, three Red Fangs of
Shaargas, three Giant Bats
Strong: Add one Sacred Statue, one Eidolon.
Increase the Blade of Shargaas damage to 5d10
instead of 4d10. Vampire gains the Cunning Action
and Hand of Shargaas ability (See Red Fangs of
Shargaas statblock).
Very Strong: Replace Vampire with one Vampire
spellcaster (See Variants: Vampire Warrior and
Spellcasters). Add two Sacred Statue, two Eidolon,
two Red Fangs of Shaargas, and two Giant Bats.
Increase the Blade of Shargaas damage to 6d10
instead of 4d10. Vampire gains the Cunning Action
and Hand of Shargaas ability (See Red Fangs of
Shargaas statblock).
MAKING ENEMIES ALONG THE WAY
❖If the party had any Shadow Assassins latch unto
them for entering the darkness, they emerge during
this fight.
❖If the party attacked Leah, she aids Gnott and his
minions before teleporting away. She uses the stats of
an Arcanaloth.
GNOTT THE HARBINGER:
Gnott uses the stats of a Vampire but with the
following changes:
-Gnott can see in Magical Darkness.
-He is armed with the Harbinger, a magical weapon
of warning shaped like a scythe (uses a glaive’s stats).
The vampire gains the following attack option:
Harbinger. Melee Weapon Attack: +9 to hit, reach
10ft., one creature. Hit 9 (1d10 + 4) slashing damage.
He uses the 10ft reach of the weapon to hit the
prettiest (or highest charisma target). Alternatively, if
he has the chance to, he will use his Unarmed Strike
to grapple a target and bring them into the darkness
beyond the Feylight.
Roleplaying Gnott
Gnott is the vain orcish vampire who leads the Bloody
Crescent Tribe. He offered his services to a hag in
exchange for beauty. Though the fey creature indeed
gave him beauty, it came in the form of vampirism, and
he has no way to see his own reflection. His extreme
insecurity does not allow him to believe others when
they say he is indeed beautiful, and he does not trust
illusions to reflect it. Now he has nothing but scorn in
his black empty heart.
In battle he bemoans his curse, loudly proclaiming his
own troubles while taunting the adventurers for being
lesser beings.
P6. Final Piece of the Puzzle
At the south end of the room, a single carving
stands out amidst the many blood moons
splattered along the walls. Gnott can be seen
roaring, his hands outstretched in anger. The
winged woman is now replaced by a grotesque
creature whose upper body separates itself from
its bottom half, her head thrown back in laughter.
The once beautiful tree has rotted away as winter
came to cull its vibrance.
CONCLUSION
Estimated Duration: 15 minutes
With the death of Gnott, the party backtracks to
the surface where they are met by the ever serene,
Tita Malas under the Balete tree which seems to
have lost all its vines. Light snowfall graces those
who stand underneath the tree despite the hot
summer sky.
“You have done well. Another threat to the waking
world has been vanquished,” Tita Malas begins,
“The children of Gruumsh have been dealt a deep
wound. Yet, that is not the end.”
Tita Malas greets the party with a warm smile,
thanking them for vanquishing the vampiric orc
warchief.
She gives the adventurers their gold reward
(max gold for a Tier 2 4 hour adventure),
thanking them for a job well done. In addition,
Tita Malas offers to give them a parting gift (See
THE MARK OF SEASONS Story Award in the
Rewards section below).
Those with a passive insight score of 18 or
higher will notice an almost sadistic glee in her
reception of the news.
Should she be confronted about the truth behind
her pact with Gnott, she will revert to her true
form, a disgusting and putrid hag. Her torso
detaches itself from her lower body, she sprouts
a pair of batlike wings, which stretches out for
about a foot.
If the party moves to attack her, she simply
laughs before teleporting back into the
Shadowfell, promising them that this will not be
their last meeting.
REWARDS
At the end of the session, the characters receive rewards based upon their accomplishments.
Player Rewards
The characters can earn the following rewards:
Advancement
Advancement Upon completing this adventure,
each character gains a level. At their discretion,
they may choose to decline advancement.
Remind those that express an interest in this
that they have a limit to how much gold they can
earn per level; declining advancement means
that they may reach a point where they earn no
gold.
Gold
Gold Award each character gold for each hour of
the session. Adventures typically features cues
for this, but you can add it where you see fit. The
maximum gold that you can award a character
per hour is determined by their tier, as follows:
Tier
Hourly Gp Award Gp Limit per Level
1
20gp
80gp
2
30gp
240gp
3
200gp
1,600gp
4
750gp
6,000gp
Magic Item Unlock
If found during the adventure, the characters can
keep the following magic items; these items are
described in Appendix 4.
❖The Harbinger (Weapon of Warning -
Glaive)
Story Award
The characters unlock the following downtime
activity for completing the adventure:
SILENCING THE SHADOWS:
Defeating Gnott stops the servants of Shaargas
from joining the main orc horde. No doubt this
would have some effect on future adventures
involving the battle to come.
THE MARK OF SEASONS:
As thanks for killing Gnott, Tita Malas offers
adventurers a tattoo that can tell the seasons.
Adventurers who choose to accept gain a tattoo
(characters can decide where on their body) of a
balete tree that changes its appearance to match
the current season (spring, summer, autumn, or
winter) of the area they are in. Bearing this mark
may have some bearing on future adventures.
Dungeon Master Rewards
For running this adventure, you gain a DM
Reward. This reward can be redeemed for levels,
magic items, and other season-themed things.
See the Adventurers League DM Rewards
document for more info.
Appendix 1:
Dramatis Personae
The following NPCs and locations feature
prominently in this adventure.
● Gnott Bloodmoon (Naught Bludmoon). Gnott is
the vain orcish vampire who leads the Bloody
Crescent Tribe. He offered his services to a hag in
exchange for beauty. Though the fey creature
indeed gave him beauty, it came in the form of
vampirism, and he has no way to see his own
reflection. His extreme insecurity does not allow
him to believe others when they say he is indeed
beautiful, and he does not trust illusions to
reflect it. Now, he has nothing but scorn in his
black empty heart.
Personality: Vain to a fault and only finds
validation in beauty and style.
Ideal: To perfect the art of the kill and become
more beautiful.
Bond: His vengeance against Tita Malas for
cursing him is his deepest desire.
Flaw: Vain to a fault. Insipid and spiteful.
Image of Gnott Bloodmoon above
● Khorgol Ul-Gorgosh (Korgol Ul Gorgosh). The
half-orc Khorgol is a Maser of the Wild of the
Emerald Enclave who wears a black wolf pelt. He
stands roughly over six feet with a strong build.
Raised in the Savage North by his now extinct
orcish tribe, he turned to the life of adventuring
before starting a tribe of his own. His primary
goal is to maintain the power equilibrium in
Thar. He has a gruff no nonsense attitude,
wearing a scowl most of the time. The objective
is of utmost importance, and he is not afraid of
knocking heads to get things done.
Personality: Puts little stock in wealth. It cannot
help in a fight.
Ideal: Tyranny must be opposed! Freedom is
most important!
Bond: Is loyal to orc kind and is invested in their
place in the world.
Flaw: Prone to using violence to solve his
problems.
● Leah Megillah. Leah is an arcanaloth in disguise.
She was imprisoned in an Iron Flask but was able
to escape when her captor was distracted in a
particularly difficult fight. With her new found
freedom, she travels the world and interacts with
anyone she finds interesting. At the moment, she
takes the form of her former master, a forest
gnome.
Personality: Matter of fact and curious, Leah is
bored of reality and seeks only to expand her
already considerable pool of knowledge.
Ideal: Growing the pool of aggregate knowledge
is the highest ideal.
Bond: Those who entertain her are adorable and
must be protected!
Flaw: Leah is ruthless in her pursuit of
knowledge being extremely curious.
● Melvaunt. A city that sits on the northern coast
of the Moonsea, adjacent to Thar. It was a city of
smithing and mercantile services, serving as the
port of entry to many travelers coming to the
region. The city itself is cold and gray, with a mist
that rose from the Moonsea seeming to cover it
entirely.
● The Night Below. This is an immense cavern
system below the lowest layer of Gehenna,
Krangath. It was said these caverns extended
forever, and were all pitch black. It is home to the
● evil orcish god of murder and darkness,
Shaargas, and his most devout follower
● Tita Malas. Tita Malas is a member of the
Emerald Enclave with a dark secret. She is
actually a hag who delights in playing tricks in
the form of twisted favors. In terms of
appearance, she is a young tan skinned woman
with brown eyes and black hair. Tita Malas
presents herself with a feigned serenity and a
soft countenance that belies her sadistic and evil
nature.
Personality: She finds nothing more fulfilling
than tricking others into ironic pacts.
Ideal: Nothing is sacred and she wants everyone
to see that.
Bond: Her word is her bond.
Flaw: She fixates on deals without considering
the consequences of angering her victims.
Appendix 2:
Creature Statistics
Arcanaloth
Medium fiend (yugoloth) neutral evil
Armor Class 17 (natural armor)
Hit Points 104 (16d8 +32)
Speed 30 ft., fly 30 ft.
STR
DEX
CON
INT
WIS
CHA
17 (+3)
12 (+1)
14 (+2)
20 (+5) 16 (+3)
17 (+3)
Saving Throws Dex +5, Int +9, Wis +7, Cha +7
Skills Arcana +13, Deception +9, Insight +9, Perception
+7
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition Immunities charmed, poisoned
Senses truesight 120 ft., passive Perception 17
Languages all, telepathy 120ft.
Challenge 12 (8,400 XP)
Innate Spellcasting. The arcanaloth's innate spellcasting
ability is Charisma (spell save DC 15). The arcanaloth
can innately cast the following spells, requiring no
material components:
At will: alter self, darkness, heat metal, invisibility (self
only), magic missile
Magic Resistance. The arcanaloth has advantage on
saving throws against spells and other magical effects.
Magic Weapons. The arcanaloth's weapon attacks are
magical.
Spellcasting. The arcanaloth is a 16th-level spellcaster.
Its spellcasting ability is Intelligence (spell save DC 17,
+9 to hit with spell attacks). The arcanaloth has the
following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion,
prestidigitation
1st level (4 slots): detect magic, identify, shield, Tenser's
floating disk
2nd level (3 slots): detect thoughts, mirror image,
phantasmal force, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
7th level (1 slot): finger of death
8th level (1 slot): mind blank
Actions
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 8 (2d4 + 3) slashing damage. The target
must make a DC 14 Constitution saving throw, taking
10 (3d6) poison damage on a failed save, or half as
much damage on a successful one.
Teleport. The arcanaloth magically teleports, along with
any equipment it is wearing or carrying, up to 60 feet
to an unoccupied space it can see.
Eidolon
Medium Undead
Armor Class 9
Hit Points 63 (18d8-18)
Speed 0 ft., fly 40 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
7 (-2)
8 (-1)
9 (-1)
14 (+2) 19 (+4)
16 (+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone,
restrained
Senses Darkvision 60 ft., Passive Perception 18
Languages the languages it knew in life
Challenge 12 (8,400 XP)
Incorporeal Movement. The eidolon can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object other than a sacred statue.
Sacred Animation (Recharge 5–6). When the eidolon
moves into a space occupied by a sacred statue, the
eidolon can disappear, causing the statue to become a
creature under the eidolon's control. The eidolon uses
the sacred statue's statistics in place of its own.
Turn Resistance. The eidolon has advantage on saving
throws against any effect that turns undead.
Actions
Divine Dread. Each creature within 60 feet of the
eidolon that can see it must succeed on a DC 15
Wisdom saving throw or be frightened for 1 minute.
While frightened in this way, the creature must take
the Dash action and move away from the eidolon by
the safest available route at the start of each of its
turns, unless there is nowhere for it to move, in which
case the creature also becomes stunned until it can
move again. A frightened target can repeat the saving
throw at the end of each of its turns, ending the effect
on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is
immune to any eidolon's Divine Dread for the next 24
hours.
Giant Bat
Large beast, unaligned
Armor Class 13 (natural armor)
Hit Points 22 (3d10 + 6)
Speed 10 ft., fly 60 ft.
STR
DEX
CON
INT
WIS
CHA
15 (+2)
16 (+3)
11 (+0)
2 (-4)
12 (+1)
6 (-2)
Skills Perception +3
Senses Blindsight 60 ft., Passive Perception 11i
Languages understands Common but can’t speak
Challenge 1/4 (50 XP)
Echolocation. The bat can't use its blindsight while
deafened.
Keen Hearing. The bat has advantage on Wisdom
(Perception) checks that rely on hearing.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 5 (1d6 + 2) piercing damage.
Orc Red Fang of Shaargas
Medium humanoid (orc), chaotic evil
Armor Class 15 (Studded Leather)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
11 (+0)
16 (+3)
15 (+2)
9 (-1)
11 (+0)
9 (-1)
Skills Intimidation +1, Perception +2, Stealth +5
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Orc
Challenge 3 (700 XP)
Cunning Action. On each of its turns, the orc can use a
bonus action to take the Dash, Disengage, or Hide
action.
Hand of Shargaas. The orc deals 2 extra dice of damage
when it hits a target with a weapon attack (included in
its attacks).
Shargaas’s Sight. Magical darkness doesn’t impede the
orc’s darkvision.
Slayer. In the first round of a combat, the orc has
advantage on attack rolls against any creature that
hasn’t taken a turn yet. If the orc hits a creature that
round who was surprised, the hit is automatically a
critical hit.
Actions
Multiattack. The orc makes two scimitar or dart attacks.
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 13 (3d6 + 3) slashing damage.
Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft.,
one target. Hit: 10 (3d4 + 3) piercing damage.
Veil of Shargaas (Recharges after a Short or Long Rest).
The orc casts darkness without any components.
Wisdom is its spellcasting ability.
Roper
Large monstrosity, neutral evil
Armor Class 20 (Natural Armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
8 (-1)
17 (+3)
7 (-2)
16 (+3)
6 (-2)
Skills Perception +6, Stealth +5
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 5 (1,800 XP)
False Appearance. While the roper remains motionless,
it is indistinguishable from a normal cave formation,
such as a stalagmite.
Grasping Tendrils. The roper can have up to six tendrils
at a time. Each tendril can be attacked (AC 20; 10 hit
points; immunity to poison and psychic damage).
Destroying a tendril deals no damage to the roper,
which can extrude a replacement tendril on its next
turn. A tendril can also be broken if a creature takes
an action and succeeds on a DC 15 Strength check
against it.
Spider Climb. The roper can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Actions
Multiattack. The roper makes four attacks with its
tendrils, uses Reel, and makes one attack with its bite.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 22 (4d8 + 4) piercing damage.
Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft.,
one creature. Hit: The target is grappled (escape DC
15). Until the grapple ends, the target is restrained
and has disadvantage on Strength checks and
Strength saving throws, and the roper can't use the
same tendril on another target.
Reel. The roper pulls each creature grappled by it up to
25 feet straight toward it.
Sacred Statue
Large construct, as the eidolon's alignment
Armor Class 19 (natural armor)
Hit Points 95 (10d10 + 40)
Speed 25 ft.
STR
DEX
CON
INT
WIS
CHA
19 (+4)
8 (-1)
19 (+4)
14 (+2) 19 (+4)
16 (+3)
Saving Throws Wis +8
Skills Perception +8
Damage Resistances acid, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
paralyzed, petrified, poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages the languages it knew in life
False Appearance. While the statue remains motionless,
it is indistinguishable from a normal statue.
Ghostly Inhabitant. The eidolon that enters the sacred
statue remains inside it until the statue drops to 0 hit
points, the eidolon uses a bonus action to move out of
the statue, or the eidolon is turned or forced out by
an effect such as the dispel evil and good spell. When
the eidolon leaves the statue, it appears in an
unoccupied space within 5 feet of the statue.
Inert. When not inhabited by an Eidolon, the statue is
an object.
Actions
Multiattack. The statue makes two slam attacks.
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one
target. Hit: 43 (6d12 + 4) bludgeoning damage.
Rock. Ranged Weapon Attack: +8 to hit, range 60/240
ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.
Shadow
Medium undead, chaotic evil
Armor Class 12
Hit Points 16 (3d8 + 3)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
19 (+4)
14 (+2)
13 (+1) 12 (+1)
14 (+2)
Skills Stealth +4
Damage Vulnerabilities Radiant
Damage Resistances acid, cold, fire, lightning, thunder;
bludgeoning, piercing, and slashing from nonmagical
attacks
Damage Immunities Necrotic, Poison
Condition Immunities exhaustion, frightened, grappled,
paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 ft., Passive Perception 10
Languages —
Challenge 1/2 (100 XP)
Amorphous. The assassin can move through a space as
narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the
assassin can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the assassin has
disadvantage on attack rolls, ability checks, and
saving throws.
Actions
Multiattack. The assassin makes two Shadow Blade
attacks.
Strength Drain. Melee Weapon Attack: +4 to hit, reach 5
ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and
the target's Strength score is reduced by 1d4. The
target dies if this reduces its Strength to 0. Otherwise,
the reduction lasts until the target finishes a short or
long rest.
If a non-evil humanoid dies from this attack, a new
shadow rises from the corpse 1d4 hours later.
Shadow Assassin
Medium undead, chaotic evil
Armor Class 14
Hit Points 78 (12d8 + 24)
Speed 40 ft.
STR
DEX
CON
INT
WIS
CHA
6 (-2)
19 (+4)
14 (+2)
13 (+1) 12 (+1)
14 (+2)
Saving Throws DEX +8, INT +5
Skills Perception +9, Stealth +12
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning,
Thunder; Bludgeoning, Piercing, and Slashing from
Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Exhaustion, Frightened,
Grappled, Paralyzed,
Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft., Passive Perception 19
Languages understands the languages it knew in life but
can’t speak
Challenge 9 (5,000 XP)
Amorphous. The assassin can move through a space as
narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the
assassin can take the Hide action as a bonus action.
Sunlight Weakness. While in sunlight, the assassin has
disadvantage on attack rolls, ability checks, and
saving throws.
Actions
Multiattack. The assassin makes two Shadow Blade
attacks.
Shadow Blade. Melee Weapon Attack: +8 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage plus
10 (3d6) necrotic damage. Unless the target is
immune to necrotic damage, the target’s Strength
score is reduced by 1d4 each time it is hit by this
attack. The target dies if its Strength is reduced to 0.
The reduction lasts until the target finishes a short or
long rest.
Vampire
Medium undead (shapechanger), lawful evil
Armor Class 16 (Natural Armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
18 (+4)
18 (+4)
18 (+4)
17 (+3) 15 (+2)
18 (+4)
Saving Throws DEX +9, WIS +7, CHA +9
Skills Perception +7, Stealth +9
Damage Resistances Necrotic; Bludgeoning, Piercing,
and Slashing from Nonmagical Attacks
Senses Darkvision 120 ft., Passive Perception 17
Languages the languages it knew in life
Challenge 13 (10,000 XP)
Shapechanger. If the vampire isn't in sunlight or running
water, it can use its action to polymorph into a Tiny
bat or a Medium cloud of mist, or back into its true
form.
While in bat form, the vampire can't speak, its walking
speed is 5 feet, and it has a flying speed of 30 feet. Its
statistics, other than its size and speed, are
unchanged. Anything it is wearing transforms with it,
but nothing it is carrying does. It reverts to its true
form if it dies.
While in mist form, the vampire can't take any actions,
speak, or manipulate objects. It is weightless, has a
flying speed of 20 feet, can hover, and can enter a
hostile creature's space and stop there. In addition, if
air can pass through a space, the mist can do so
without squeezing, and it can’t pass through water. It
has advantage on Strength, Dexterity, and
Constitution saving throws, and it is immune to all
nonmagical damage, except the damage it takes from
sunlight.
Legendary Resistance (3/Day). If the vampire fails a
saving throw, it can choose to succeed instead.
Misty Escape. When it drops to 0 hit points outside its
resting place, the vampire transforms into a cloud of
mist (as in the Shapechanger trait) instead of falling
unconscious, provided that it isn't in sunlight or
running water. If it can't transform, it is destroyed.
While it has 0 hit points in mist form, it can't revert to
its vampire form, and it must reach its resting place
within 2 hours or be destroyed. Once in its resting
place, it reverts to its vampire form. It is then
paralyzed until it regains at least 1 hit point. After
spending 1 hour in its resting place with 0 hit points, it
regains 1 hit point.
Regeneration. The vampire regains 20 hit points at the
start of its turn if it has at least 1 hit point and isn't in
sunlight or running water. If the vampire takes radiant
damage or damage from holy water, this trait doesn't
function at the start of the vampire's next turn.
Spider Climb. The vampire can climb difficult surfaces,
including upside down on ceilings, without needing to
make an ability check.
Vampire Weaknesses. The vampire has the following
flaws:
Forbiddance. The vampire can't enter a residence
without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid
damage if it ends its turn in running water.
Stake to the Heart. If a piercing weapon made of wood
is driven into the vampire's heart while the vampire is
incapacitated in its resting place, the vampire is
paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant
damage when it starts its turn in sunlight. While in
sunlight, it has disadvantage on attack rolls and ability
checks.
Actions
Multiattack. (Vampire Form Only). The vampire makes
two attacks, only one of which can be a bite attack.
Unarmed Strike (Vampire Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8
+ 4) bludgeoning damage. Instead of dealing damage,
the vampire can grapple the target (escape DC 18).
Bite. (Bat or Vampire Form Only). Melee Weapon
Attack: +9 to hit, reach 5 ft., one willing creature, or a
creature that is grappled by the vampire,
incapacitated, or restrained. Hit: 7 (1d6 + 4) piercing
damage plus 10 (3d6) necrotic damage. The target's
hit point maximum is reduced by an amount equal to
the necrotic damage taken, and the vampire regains
hit points equal to that amount. The reduction lasts
until the target finishes a long rest. The target dies if
this effect reduces its hit point maximum to 0. A
humanoid slain in this way and then buried in the
ground rises the following night as a vampire spawn
under the vampire's control.
Charm. The vampire targets one humanoid it can see
within 30 feet of it. If the target can see the vampire,
the target must succeed on a DC 17 Wisdom saving
throw against this magic or be charmed by the
vampire. The charmed target regards the vampire as a
trusted friend to be heeded and protected. Although
the target isn't under the vampire's control, it takes
the vampire's requests or actions in the most
favorable way it can, and it is a willing target for the
vampire's bite attack.
Each time the vampire or the vampire's companions
do anything harmful to the target, it can repeat the
saving throw, ending the effect on itself on a success.
Otherwise, the effect lasts 24 hours or until the
vampire is destroyed, is on a different plane of
existence than the target, or takes a bonus action to
end the effect.
Children of the Night (1/Day). The vampire magically
calls 2d4 swarms of bats or rats (swarm of bats,
swarm of rats), provided that the sun isn't up. While
outdoors, the vampire can call 3d6 wolves (wolf)
instead. The called creatures arrive in 1d4 rounds,
acting as allies of the vampire and obeying its spoken
commands. The beasts remain for 1 hour, until the
vampire dies, or until the vampire dismisses them as a
bonus action.
Legendary Actions
The vampire can take 3 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The vampire regains spent
legendary actions at the start of its turn.
Move. The vampire moves up to its speed without
provoking opportunity attacks.
Unarmed Strike. The vampire makes one unarmed
strike.
Bite.(Costs 2 Actions). The vampire makes one bite
attack.
Variants: Vampire Warriors and Spellcasters
Some vampires have martial training and battlefield
experience. A warrior vampire wearing plate armor (AC
18) and wielding a greatsword has a challenge rating of
15 (13,000 XP) and the following additional action
options:
Multiattack. The vampire makes two greatsword
attacks.
Greatsword. Melee Weapon Attack: +9 to hit, reach 5
ft., one creature. Hit 11 (2d6 + 4) slashing damage
Some vampires are practitioners of the arcane arts. A
spellcaster vampire spellcaster has a challenge rating of
15 (13,000 XP) and the following trait:
Spellcasting. The vampire is a 9th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). The vampire has the
following wizard spells prepared:
Cantrip (at will): mage hand, prestidigitation, ray of
frost
1st level (4 slots): comprehend languages, fog of
cloud, shield
2nd level (3 slots): detect thoughts, gust of wind,
mirror image
3rd level (3 slots): animate dead, bestow curse,
nondetection
4th level (3 slots): blight, greater invisibility
5th level (1 slot): dominate person
Vampiric Jade Statue
Large construct
Armor Class 14 (Natural Armor)
Hit Points 114 (12d10 + 48)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
16 (+)
14 (+2)
18 (+4)
6 (-2)
10 (+0)
5 (-3)
Damage Vulnerabilities Force
Damage Immunities Lightning, Poison
Condition Immunities Charmed, Exhaustion, Frightened,
Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages understands the languages of its creator but
can’t speak
Challenge 8 (3,900 XP)
Immutable Form. The statue is immune to any spell or
effect that would alter its form.
Legendary Resistance (3/Day). If the statue fails a
saving throw, it can choose to succeed instead.
Actions
Multiattack. The statue makes three attacks: one with
its bite and two with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) piercing damage. If the target
is a creature, that creature becomes cursed by the
statue. The curse lasts for 10 minutes. While the
creature is cursed, the statue has advantage on all
attacks against it.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) slashing damage.
Legendary Actions
The statue can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature’s turn. The statue regains spent legendary
actions at the start of its turn.
Bite. The statue makes one bite attack.
Blood Reaper. All creatures currently cursed by the
statue and within 20 feet of it take 5 necrotic damage.
Move. The statue moves up to its speed without
provoking opportunity attacks.
Appendix 3: Maps, Player Handouts, Etc.
Appendix 3a *(Each Square is 5ft)
.
Appendix 3b
Deltohedron
Interplanar Octagonal
Bipyramid 4-D
Wizard’s Chess
1. Create a grid of dots at least 4 dots wide and four
dots long
2. Determine who gets to go first by roll off.
3. Each turn, draw one horizontal or vertical line to
connect two dots.
4. Drawing the fourth wall of a box grants you a score.
5. The player who scores a box must take an extra
turn
6. Count each players boxes once the whole board is
covered
Appendix 4: Story
Award
MAGIC ITEM UNLOCK:
The Harbinger
(Weapon of Warning - Glaive)
The Harbinger is a massive scythe was forged from
the darkest shadows from the plane of Gehenna,
home of the orcish god Shaargas. The material is
light, and does not cast its own shadow. However,
the item gives its user an uncanny ability for
shadows to warn the user of impending danger.
This magic weapon (glaive) warns you of danger.
While the weapon is on your person, you have
advantage on initiative rolls. In addition, you and
any of your companions within 30 feet of you can’t
be surprised, except when incapacitated by
something other than nonmagical sleep. The
weapon magically awakens you and your
companions within range if any of you are sleeping
naturally when combat begins
Appendix 5: Dungeon Master Tips
To DM an adventure, you must have 3 to 7
players—each with their own character within
the adventure’s level range (see Adventure
Primer). Characters playing in a hardcover
adventure may continue to play to but if they play
a different hardcover adventure, they can’t
return to the first if outside its level range.
New to D&D Adventurers League?
http://dnd.wizards.com/playevents/organized-play
New to the Annual Storyline?
http://dndadventurersleague.org/storyline-seasons/
waterdeep-adventures/
Preparing the Adventure
Before you start play, consider the following:
● Read through the adventure, taking notes of
anything you’d like to highlight or remind
yourself of while running the adventure, such as
a way you’d like to portray an NPC or a tactic
you’d like to use in a combat. Familiar yourself
with the adventure’s appendices and handouts.
● Gather any resources you’d like to use to aid
you in running this adventure--such as
notecards, a DM screen, miniatures, and
battlemaps.
● Ask the players to provide you with relevant
character information, such as name, race, class,
and level; passive Wisdom (Perception), and
anything specified as notable by the adventure
(such as backgrounds, traits, flaws, etc.)
Players can play an adventure they previously
played as a Player or Dungeon Master but may
only play it once with a given character. Ensure
each player has their character’s adventure
logsheet (if not, get one from the organizer) with
their starting values for advancement and
treasure checkpoints, downtime days, and
renown. These are updated at the conclusion of
the session. The adventure information and your
information is added at the end of the adventure
session—whether the completed the adventure or
not.
Each player is responsible for maintaining an
accurate logsheet. If you have time, you can do a
quick scan of a player’s character sheet to ensure
that nothing looks out of order. If you see magic
items of very high rarities or strange arrays of
ability scores, you can ask players to provide
documentation for the irregularities. If they
cannot, feel free to restrict item use or ask them to
use a standard ability score array.
Point players to the D&D Adventurers League
Players Guide for reference. If players wish to
spend downtime days and it’s the beginning of an
adventure or episode, they can declare their
activity and spend the days now, or they can do so
at the end of the adventure or episode. Players
should select their characters’ spells and other
daily options prior to the start of the adventure,
unless the adventure specifies otherwise. Feel free
to reread the adventure description to help give
players hints about what they might face.
Adjusting This Adventure
To determine whether you should consider
adjusting the adventure, add up the total levels of
all the characters and divide the result by the
number of characters (rounding .5 or greater up;
.4 or less down). This is the group’s average party
level (APL). To approximate the party strength
for the adventure, consult the table below.
Determining Party Strength
Party Composition Party
Strength
3-4 characters, APL less than
Very weak
3-4 characters, APL equivalent
Weak
3-4 characters, APL greater than Average
5 characters, APL less than
Weak
5 characters, APL equivalent
Average
5 characters, APL greater than
Strong
6-7 characters, APL less than
Average
6-7 characters, APL equivalent
Strong
6-7 characters, APL greater than Very strong
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/Convention Created Content/CCC-EPI01-02 - Hordes of Thar (5-10).pdf |
1
CypherHeroes I
Requires the Cypher System Rulebook from Monte Cook Games.
Distributed through the Cypher System CreatorTM at DriveThruRPG.
CypherHeroes I
2
CYPHERHEROES I
By Nathan Rockwood
INTRODUCTION
CypherHeroes I provides advice and inspiration for the use of cyphers in superhero campaigns. It
is ideally used in conjunction with a fleshed-out superhero setting, such as one based on the rules
sketched out in pages 266-272 of the Cypher System Rulebook.
Part I: Kinds of Heroic Cyphers provides four ideas for superhero-themed subtle cyphers, and Part
II: Gaining Heroic Cyphers offers optional rules for distributing cyphers in genre-appropriate ways.
The Appendix: Sample Heroic Cyphers contains exactly what it sounds like: some examples to get you
started.
Of course, all CypherHeroes content can be used together or piecemeal, at the GM’s whim. Future
CypherHeroes releases may include lists of cyphers, foci, superheroic and supervillainous NPCs, story
seeds for CypherHero campaigns, and more.
Written by Nathan Rockwood
Additional writing and editing by Annalee Flower Horne
Cover art by Sarah ‘Neila’ Elkins, colored by Annalee Flower Horne
Interior art by Sarah ‘Neila’ Elkins and Robert Pitturru
Larcenous Designs, LLC, is owned by Nathan Rockwood, and is dedicated to both creating games and promoting
the treatment of games as literature.
www.LarcenousDesigns.com
This product was created under license. CYPHER SYSTEM and its logo, and CYPHER SYSTEM CREATOR and its logo,
are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries. All Monte Cook Games characters and
character names, and the distinctive likenesses thereof, are trademarks of Monte Cook Games, LLC.
www.montecookgames.com
This work contains material that is copyright Monte Cook Games, LLC and/or other authors. Such material is used
with permission under the Community Content Agreement for Cypher System Creator.
All other original material in this work is copyright 2016 by Larcenous Designs, LLC, and published under the
Community Content Agreement for Cypher System Creator.
CypherHeroes I
3
PART I: KINDS OF
HEROIC CYPHERS
While gadgets, crystals, ancient or alien relics,
and other physical objects can make for good
manifest cyphers in a heroic setting, subtle
cyphers offer a wide range of possibilities that
can be tailored to the genre beautifully. Here
are some examples. They can be used with any
method of subtle cypher distribution, but are
especially appropriate with the two methods
suggested below in Part II: Gaining Heroic
Cyphers. They each also include individual
examples of how they might be delivered to PCs,
tailored to their natures.
HEADLINES
The Dapper Pugilist strikes fear into the hearts of
evildoers! And also their faces! He strikes those,
too!
A CypherHero is defined as much by her
reputation as by her intentions and abilities.
Headlines can be subtle cyphers that grant social
abilities, such as intimidation, persuasion, the
favor of the city’s cops, and so on--but they
can also be used to provide the inspiration that
a hero needs in order to keep going, providing
recovery, protection, or even power boosts
(CSRP, pg 365). When starting with new PCs,
or after a large chunk of downtime, it could be
particularly interesting to let players come up
with a recent headline about their CypherHero,
and then have the GM fill in the power it grants.
GMs can provide headlines as cyphers when
the CypherHeroes check the news the day after a
major confrontation, or even in a moment of dire
need: An-almost defeated hero, about to give up,
is contacted by their team, and told of how Their
City is Counting on Them!
ROGUE’S GALLERY
“We’ve dealt with The Wizard of Zo before; I
bet I can find a way to suppress his heinous
magicks!”
Other than a hero’s reputation, the villains they
face are probably their most important measure
of self. From evil clowns to baddies in costumes
with the inverse of the PC’s color scheme, an
iconic nemesis (or even a recurring anti-hero
who switches sides at the drop of a hat) is going
to massively influence both what a hero needs
to do, and how they feel about themselves and
their job as they do it. A defeated villain can be
a source of knowledge or reluctant assistance,
their weaknesses can be exploited in future
conflicts, or even (for truly dramatic moral
ambiguity) their villainous powers used for
‘good.’
GMs can easily grant villain-based cyphers by
saying, for example, the heroes learned a trick
last time they fought a particular baddie, which
can disable/destroy/detect/etc. similar enemies.
However, this could also be an opportunity for
CypherHeroes with a large Rogue’s Gallery to
face down new opponents by asking the GM for
a cypher based on fights with a previous villain.
During a gearing-up scene, Freedom’s Friend
might ask, “Last second-day we managed to
shut down DarkMaster’s mental control powers.
Is it possible we learned something we can use
against The Wizard of Zo today?” Perhaps the
GM will call for a “search” roll, to represent the
research, crafting, and testing of new tricks they
learn from their villain... or, if it fits well enough,
perhaps they will simply grant the cypher.
CypherHeroes I
4
extremely powerful cypher, but one that could
only be useful in this particular situation,
or against this particular foe While a secret
weakness might seem to be too ‘reusable’ to be
a cypher, keep in mind that the villain can return
later having learned from their mistakes and
compensated for these vulnerabilities.
Finding these cyphers might be the subject of
an entire story arc, as the CypherHeroes track
down leads and follow clues, or they could be
gained through social interaction with a villain’s
family, former friends, spurned love-interest out
for revenge, and so on.
PART II: GAINING
HEROIC CYPHERS
The Cypher System rulebook (page 343) is clear
that gaining subtle cyphers should be managed
by the GM and should not be something the
players can trigger at will. However, here are
some suggestions inspired by superhero fiction
that rely on tweaking this rule a bit. These two
methods trade some (but certainly not all) of
the GM’s control of cyphers for better thematic
support of the genre.
SIGNATURE MOVES
Before leaving his Basement of
Brooding, Grittyman took a moment in
front of his mirror to practice Walking
Away from Explosions, limbering up his
hips in case he should be unable to stop
the bomb beneath Cityville Stadium. At
least he’d survive, no matter how sad-
and-angry-at-the-world surviving made
him.
Sometimes protagonists in heroic
fiction have powers that, mysteriously,
only work at plot-convenient times; such
as when they remember them, or after
a side-character’s exposition explains
how they recharge it very rarely. These
moves might be too powerful or unusual
to fit into normal character abilities, but
CypherHeroes can be given recurring
cyphers to simulate them, just like
dungeon crawling adventurers have
recurring cyphers to account for healing
potions, scrolls, and so on.
However, because it would be
too convenient to let players both
dictate and summon cyphers, GMs should
consider working out with their players a set of
suggestions for appropriate ‘signature moves.’
The GM can refer to this list when doling out
cyphers, which lets the player have some input
without giving them total control. Whether they
are subtle or even manifest (iconic pieces of
gear like tracking devices, grappling hooks, etc),
how often they come into play should depend
not on when they might be useful, but on the
pacing at which the story can handle them. Their
absence can be explained as unstable powers,
budget problems, time constraints, the dangers
of overuse, and so on.
TIPS AND SECRETS
It took some digging, but once they were able to
track down Tantrum’s secret identity, his mother
was more than willing to explain how his powers
worked--in exchange for their promise to bring
him to justice alive!
CypherHeroes will sometimes find themselves
facing villains or challenges that are seemingly
impossible, even for them. In these situations,
research, planning, and great effort will often
result in them learning a secret that levels
the playing field. This information offers an
CypherHeroes I
5
in safe conditions, and so on. Just keep in mind
that these skills, abilities, and gadgets are indeed
cyphers, and not the more permanent artifacts,
skills, and abilities that cost XP. CypherHeroes
are constantly rotating the abilities they use,
even when they might logically want to be using
one of them much more often (and if they decide
the power of a cypher they once used was so
important to their character that it should come
back into play, you can of course discuss adding
it as an artifact, a power, or simply a cypher you
grant them more frequently).
This method is essentially a re-skinning of the
standard ‘loot the room and search the bodies’
mechanic, but the re-skinning is important. If
the heroes can’t make it back to their usual
base, what do they do? Build a new, temporary
hideout, and gain appropriately altered cyphers?
Stay with a different group of CypherHeroes, and
borrow their gear for a while?
RECOVERY ROLLS
This method of cypher distribution signficantly
alters the normal pattern of ‘search for cyphers-
identify cyphers-discard or store excess cyphers.’
It requires the GM to be good at making up
cyphers on the fly, have a list planned out, or
be willing to randomize frequently. However, in
exchange, it allows CypherHeroes and GMs to
have a greater degree of control over the PC’s
current abilities, at times and in ways that reflect
many common elements of the superhero genre.
For this method, modify the four standard
recovery rolls to include the following benefits,
but only if the characters can justify the bonus
in a thematically appropriate way. For example,
a character in battle can easily take advantage
of Plan B! but wouldn’t have the time for a
10-minute rest, let alone be able to Gear Up!
On the other hand, someone sleeping for 10
hours can’t participate in a training Montage!
unless being asleep is thematically or comically
appropriate for their character as a method of
preparing for combat.
The descriptions below suggest changes to
cypher identification. This is meant to reflect that
CypherHeroes may have repeating abilities and
gear, but the GM still has final say.
And, as a last note, if as a GM you like these
options but think they grant PCs too much
control over cypher generation, consider adding
the ‘search’ roll back in: PCs make recovery rolls
normally, but must ALSO succeed in searching in
order to gain cyphers.
BACK AT BASE
Considering your close call with DarkMaster
and his mind-controlled cronies, you and your
teammates make it back to your base in Barry’s
Book Barn relatively unscathed. This being the
one store in the city that no-one ever goes into,
you should be safe for now, and can spend some
time trying to figure out a way to counter his
new Hypno-Blast….
This is the simplest method of cypher
regeneration for CypherHeroes. Research,
training, building and testing new gear, arguing
loudly with each other--however superhero
comics, movies, and shows flavor it thematically,
these are the interludes when heroes gain new
and boosted abilities that only last for one issue
or episode. After most major conflicts, heroes
who take time to prep or practice should be
allowed a chance to regain cyphers, just like
dungeon crawlers take time after a big fight to
search the area for treasure.
Mechanically, treat this just like searching for
and identifying cyphers, in terms of the number
found and the identification of them, but flavor it
as appropriate to the CypherHeroes in question.
That might mean this is described as ‘crafting
gear,’ ‘learning new skills,’ testing and trial-runs,
practicing new applications of their power sets
CypherHeroes I
6
APPENDIX: SAMPLE
HEROIC CYPHERS
HEADLINE: DAPPER PUGILIST
DECLARED KNOCKOUT NEWBIE!
Level: 1d6+1
Effect: Earned for making a strong first
impression, the Dapper Pugilist can use this
headline to keep up the streak by K.O.ing a
number of mooks or henchmen, in immediate
range, equal to the cypher’s level.
ROGUE’S GALLERY: THE SECRET OF
DARKMASTER’S HYPNO-BLAST
Level: 1d6+3
Effect: DarkMaster whispered an alluring and
powerful secret to you as he was being hauled
away. You may dominate the will of one NPC of
the cypher’s level or lower, implanting a long-
term goal or changing one major ideal of theirs
permanently; the target also finds all of their
emotions, especially love, joy, and happiness,
dulled. Or, with an effort of will, forget this
secret to render the Hypno-Blast useless, and
gain an asset to resist mind-influencing effects
for one day.
SIGNATURE MOVE:
FREEDOM’S FRIEND’S
COLLAPSING CANE
STRIKE
Level: 1d6
Effect: Stun one target in
immediate range for one
round; the next round, they
are dazed.
TIPS AND SECRETS: TANTRUM’S MOM
Level: 1d6+2
Effect: Since he believes his identity is secret,
asking Tantrum about his mother or revealing
you know how he got his powers will surprise
him, leaving him unable to use his auto-stun
ability, Cry of the Giant Baby, for a number of
rounds equal to the cypher’s level.
FIRST RECOVERY ROLL: PLAN B!
Crouched behind the overturned car, your armor
still smoldering from that last attack, you radio
your team: “Alright, so now it’s angry….”
One action. You may choose to either regain
Pool points as normal, or gain a cypher. The
cypher is impromptu and poorly planned, and so
is unidentified. The GM may tell you more-or-
less what it does, or what you hope it will do, but
it must be used as if unidentified (requiring an
Intellect roll against its level), unless you have
1-10 minutes to spend studying it.
SECOND RECOVERY ROLL: GEAR UP!
Before heading out on patrol, you hydrate and
consider your options. The new toy the Doc built?
Or is it time to see what was in the pile of gear
you took off The Wizard of Zo when you arrested
him yesterday?
10 minutes. You regain Pool points as normal,
and also gain a cypher. At the GM’s option, the
cypher is identified already, if it is a cypher
common in your campaign. If not, you may
use the 10 minutes of the rest to make a single
roll to identify it. Further attempts will take
additional time, and be at the GM’s discretion.
THIRD RECOVERY ROLL: REGROUP!
“DarkMaster says he’ll kill the mayor if we don’t
surrender to him before midnight. I say it’s
finally time we take the fight to him!”
You regain Pool points as normal, and gain two
cyphers. They are unidentified, unless common.
FOURTH RECOVERY ROLL: MONTAGE!
Speedrun races on her treadmill and
simultaneously works on beating her best time
in Portal. Freedom’s Friend meditates in the
sanctuary, holding her teammates in the Light.
You put the finishing touches on Doc’s new
anti-telepathy helmets and give your weapons
a thorough cleaning. The next time you face
DarkMaster, he won’t get away!
You regain Pool points as normal, and gain
one already-identified cypher per allied PC who
also participates in this Montage (up to your
maximum cypher limit). At least one of these
cyphers should reflect a goal you are preparing
for, but the GM decides how it does that.
Note that each allied PC who participates also
gets their own new cyphers. Three CypherHeroes
would generate up to three new cyphers for each
of them, if they can hold that many.
| textdata/thevault/Cypher System/Suppliments/Cypher Heroes I.pdf |
Black Hack
Polska Wersja Językowa
Autor: David Black
Tłumaczenie: Tomasz Misterka
- 2 -
Spis treści
Wstęp..................................................4
Co to za gra?.......................................4
Jak w nią grać?....................................4
Statystyki postaci................................4
Wybierz klasę postaci.........................5
Kup ekwipunek...................................5
Punkty Ochrony............................5
Ograniczenia zbroi...................5
Rzuty Obronne....................................7
Tura gracza..........................................7
Czas i tury...........................................7
Poruszanie się i odległości..................8
Inicjatywa............................................8
Kostka Trafień potworów...................8
Atak, obrona i trafienia.......................9
Broń dwuręczna............................9
Trafienia krytyczne.......................9
Śmierć i umieranie......................10
Mocni Przeciwnicy......................10
Leczenie......................................10
Ułatwienia i Utrudnienia.............11
Odpoczynek......................................11
Doświadczenie..................................11
Zdobycie poziomu.......................11
Obciążenie........................................12
Broń klasowa....................................12
Spotkania losowe..............................12
Reakcje stworzeń........................12
Odpędzanie nieumarłych..................13
Kości zużycia....................................13
Magiczne przedmioty.......................13
Wojownik..........................................14
Łotr....................................................15
Kleryk...............................................16
Mag...................................................17
Rzucanie zaklęć................................18
Komórki zaklęć Kleryka.............19
Komórki zaklęć Maga.................19
Boskie Zaklęcia...........................20
Zaklęcia Sztuki............................23
Przykład gry......................................30
Licencja.............................................32
- 3 -
Wstęp
Jest to pierwsza (wersja 1.2), OSR’owa edycja Hacka, stworzona przez Davida
Blacka.
Zawiera w sobie elementy pochodzące z „oryginalnej” epoki gier rpg oraz
współczesnych teorii, wykorzystujących kostkę k20 (dwudziestościenną).
Podziękowania:
W losowej kolejności — Peter Regan, Tony Tucker, Olav Nygård, Chris
McDowall, Mick Reddick, Eric Nieudan, Brian Wille, Jarret Crader, Greg Welty,
Wszystkim „Brodaczom”, za ich wkład w rozwój gry, załodze UK OSR Hangouts,
każdemu, kto wsparł akcję na Kickstarterze (jesteście wspaniali!) i wszystkim tym,
którzy przyłożyli swoją rękę do rozwoju naszego hobby.
Co to za gra?
Black Hack (BH) to klasyczna gra fabularna, do której potrzebne są kartki papieru,
ołówki i kostki – jej podstawą są oryginalne zasady z 1970 roku, ale poszczególne
elementy zostały zmienione, by jak najlepiej oddać ducha staroszkolnych gier
fabularnych.
Jak w nią grać?
Efekt każdego działania podejmowanego przez postać, które może zakończyć się
porażką, powinien być sprawdzony za pomocą testu na związaną z nim statystykę.
By odnieść sukces, gracz musi wyrzucić mniej niż jej wartość na kostce
dwudziestościennej (k20).
Potwory nie wykonują testów – postacie muszą uniknąć ich ataków, odpowiednimi
testami. Jedyny moment, w którym rzuca się za potwory, to ustalenie ile zadały
trafień.
Statystyki postaci
Statystyki postaci są losowane serią rzutów 3k6 (trzema kostkami sześciennymi),
w następującej kolejności: Siła, Zręczność, Wytrzymałość, Inteligencja,
Mądrość, Charyzma.
Jeśli wyrzucisz którąś z nich w wysokości 15+, następną generujesz, rzucając
2k6+2, a potem kontynuujesz z 3k6, do końca lub póki nie wyrzucisz kolejnej
w wysokości 15+. Gdy wszystkie statystyki zostaną wylosowane, możesz zamienić
między sobą wartości dwóch z nich.
- 4 -
Wybierz klasę postaci
Masz do wyboru cztery klasy. Wojownik, Kleryk, Mag i Łotr – od wybranej
klasy zależy, jak dużo obrażeń będziesz mógł zadawać, ile trafień jesteś w stanie
otrzymać oraz jakie masz unikalne umiejętności.
Kup ekwipunek
Każda nowa postać zaczyna z 3k6*10 monet, które może wydać na zakup
ekwipunku. Już na samym początku posiada również ubranie i jednoręczną
broń, dozwoloną przez jej klasę.
Punkty Ochrony
Zbroje zapewniają ochronę, przez zmniejszenie otrzymywanych obrażeń. Każdy
z typów zbroi może zredukować inną ilość obrażeń. Podczas odpoczynku, zbroja
może być naprawiona, co przywraca Punkty Ochrony. Jeśli postać lub potwór
użyją zbroi, by zmniejszyć obrażenia o jej maksymalną wartość, będą zbyt
zmęczeni lub ranni, by zrobić to ponownie. Po takim jej użyciu będą otrzymywać
pełne obrażenia.
Typ
Przeszy-
wanica
Zbroja
Skórzana
Kolczuga
Zbroja
Płytowa
Mała
tarcza
Duża
tarcza
Punkty
2
4
6
8
2
4
Potwory mają jeden Punkt Ochrony (maksymalnie 10) za każdą Kostkę Trafień
powyżej pierwszej, by to określić, po prostu odejmij jeden od ilości ich Kostek
Trafień. Mogą również nosić tarcze.
Ograniczenia zbroi
Jeśli postać używa zbroi, która nie jest przeznaczona dla jej klasy, gracz dodaje
wartość wszystkich Punktów Ochrony do każdego rzutu związanego z jej atakiem
lub próbą uniknięcia obrażeń.
- 5 -
Przedmiot
Cena
Kości zużycia Uwagi
Przeszywanica
50
-
2 Punkty Ochrony
Zbroja Skórzana
100
-
4 Punkty Ochrony
Kolczuga
350
-
6 Punktów Ochrony
Zbroja Płytowa
600
-
8 Punktów Ochrony
Mała / Duża Tarcza
50/100
-
2/4 Punkty Ochrony
Plecak
5
-
Można nieść +2 przedmioty
Butelka oleju
2
k6
-
Narzędzia
2
-
-
Święty Symbol
25
-
+2 do Mądrości podczas
testu odpędzania
Woda Święcona
25
k4
-
Żelazne kolce
1
-
-
Latarnia
10
-
-
Lusterko
5
-
-
Suchy prowiant
15
k8
-
Świeże jedzenie
5
k4
-
Lina
1
Około 20 m. (50’)
Mały / Duży Worek
1/2
-
-
Narzędzia Złodziejskie
25
-
-
Krzesiwo i Hubka
3
-
-
Pochodnie
1
k6
Każda pochodnia ma swoją
kostkę zużycia.
Bukłak
1
k6
-
Wino
1
-
-
Zestaw Typowych Ziół
10
k8
Tyczka
1
-
Około 4 metrów (10’)
Kołczan Strzał / Bełtów
10
k10
-
Broń dwuręczna
50
-
-
- 6 -
Rzuty Obronne
W Black Hacku nie ma rzutów obronnych. Zamiast tego, gracze wykonują testy
na odpowiednie statystyki, gdy jakieś zaklęcie, pułapka lub inny efekt może
im zagrozić. Poniższa tabelka ilustruje ideę. Przeczytaj też poradę umieszczoną
w rozdziale Mocni Przeciwnicy.
Siła
Zręczność
Wytrzymałość
Fizyczne obrażenia,
których nie da się
uniknąć.
Fizyczne obrażenia, które
da się uniknąć.
Trucizna, choroba lub
śmierć
Inteligencja
Mądrość
Charyzma
Opieranie się czarom i
magii.
Niewrażliwość na
oszustwa i iluzje.
Negowanie Uroków.
Tura gracza
Podczas swojej tury kierujesz swoją postacią, która może się poruszać, walczyć,
szukać niezwykłych rzeczy, rozmawiać z Bohaterami Niezależnymi i rzucać
zaklęcia – po prostu robisz różne rzeczy w fantastycznym świecie. Często będziesz
testować statystyki swojej postaci, by poznać efekty jej działań.
Czas i tury
Są dwie istotne miary czasu – Chwile (rundy) i Minuty (tury). Chwile
są używane podczas walki i szybko zmieniających się, niebezpiecznych scen
a Minuty, gdy podróżujesz, eksplorujesz teren i szukasz przygód. Mistrz gry może
zmieniać ten zakres czasu tak bardzo, jak tego potrzebuje przygoda, zastępując
je godzinami, dniami, a nawet miesiącami.
- 7 -
Poruszanie się i odległości
W Black Hacku używane są cztery, abstrakcyjne miary odległości, zamiast
dokładnych liczb: bezpośredni, bliski, daleki i odległy. W swojej turze każda
postać może przemieścić się na bliską odległość, jako część jej akcji, w dowolnym
momencie. Może też poświęcić swoją akcję, by przenieść się na daleką odległość.
Wszystko, co mieści się poza dystansem dalekim, jest określane jako odległe
i wymaga poświęcenia trzech ruchów.
Ten system jest opracowany tak, by wspierać raczej narracyjne opisy, niż pilnować
konkretnych pól i odległości. Jeśli będziesz potrzebować łatwej konwersji,
z opracowanych już szybkości poruszania lub odległości (np. efektów zaklęć lub
obszarów efektów), użyj poniższej tabeli:
Bezpośrednio
Blisko
Daleko
0 – 5 stóp
5 – 60 stóp
60 – 120 stóp
0 – 2 metry
2 – 25 metrów
25 – 50 metrów
Inicjatywa
Gdy dochodzi do walki, trzeba określić, w jakiej kolejności są przeprowadzane
działania. Każda postać testuje swoją Zręczność. Ci, którym się udało, działają
przed przeciwnikami jako grupa, wewnątrz której muszą ustalić kolejność
samodzielnie. Ci, którym się nie udało, wykonają akcje po przeciwnikach.
Kostka Trafień potworów
Kostka Trafień (KT) potworów reprezentuje ich poziom i liczbę kostek k8,
używanych do określenia trafień, jakie mogą wytrzymać.
- 8 -
Atak, obrona i trafienia
Kiedy postać atakuje przeciwnika, musi wyrzucić na kostce mniej, niż wynosi jej
Siła (atak bezpośredni) lub Zręczność (atak z dystansu). Analogicznie, gdy
przeciwnik atakuje, postać rzuca kostką na Siłę przeciwko atakom bezpośrednim
i Zręczność przeciwko dystansowym, aby uniknąć trafień. Najczęściej to Mistrz
Gry określa, którą statystykę postać ma testować.
Trafienia zadawane przez atak, zależą od klasy postaci lub KT potwora.
Aby wykonać atak bezpośredni, przeciwnik musi być w bezpośredniej odległości,
ataki dystansowe na takich przeciwników są możliwe, ale atakujący ma wtedy
utrudnienie.
Potwory zadają trafienia w zależności od ich KT – zgodnie z poniższą tabelą, ale
jeśli preferujesz uzależnić je od innych statystyk (np. dostępnych w używanym
module), zrób to.
Broń dwuręczna
Większa, bardziej śmiertelna broń wymaga dodania +2 do każdego testu. Zadaje
więcej trafień, ale jest jej trudniej używać.
Trafienia krytyczne
Jeśli gracz wykonujący atak wyrzuci na kostce 1, podwaja wynik kostki trafień,
którą rzuca. Jeśli, unikając ataku, wyrzuci 20, otrzymuje podwójne trafienia.
Punkty Ochrony są używane normalnie.
KT Potwora
Trafienia
KT Potwora
Trafienia
1
k4 (2)
6
k6+k8 (7)
2
k6 (3)
7
2k8 (8)
3
2k4 (4)
8
3k6 (9)
4
k10 (5)
9
2k10 (10)
5
k12 (6)
10
k10+k12 (11)
- 9 -
Śmierć i umieranie
Gdy postać straci wszystkie Punkty Trafień (PT), pada nieprzytomna i jest
traktowana jako wyłączona z akcji. Gdy walka dobiegnie końca lub
niebezpieczeństwo minie, postacie wyłączone z akcji rzucają kostką, by sprawdzić
jaki efekt nastąpił z opisanych w poniższej tabeli. Jeśli przeżyły – otrzymują
1k4 PT.
Jeśli postacie przegrały walkę lub nie są w stanie uleczyć swoich ciał, giną
na zawsze!
Mocni Przeciwnicy
Jeśli spotykacie przeciwników o KT wyższym od poziomów postaci, dodajcie
+1 do każdego rzutu gracza na dowolny test atrybutu, wykonywany podczas
wyzwania lub walki pomiędzy nimi. Postacie na poziomie 3, które bronią się
przeciwko potworom o KT 5, dodają 2 do wyrzuconych wartości na kostce.
Leczenie
Postacie mogą uzyskać Punkty Trafień z zaklęć, eliksirów i umiejętności. Nigdy
nie mogą posiadać więcej, niż wynosi ich maksymalna liczba PT i nigdy nie mogą
mieć ich mniej niż zero. Gdy jest podejmowana próba leczenia postaci wyłączonej
z akcji, przyjmij, że ma 0 PT i dodawaj w górę. Taka postać wstaje na nogi i może
dalej działać.
1k6
Efekt wyłączenia z akcji
1
Po prostu ogłuszony.
2
Rozbita głowa – utrudnienie we wszelkich testach przez kolejną godzinę.
3
Połamane kości – Siła, Zręczność i Wytrzymałość tymczasowo są
zmniejszone o 2 do następnego dnia.
4
Okaleczony – Siła i Zręczność są na stałe zmniejszone o 2.
5
Oszpecony – Charyzma jest zmniejszona do 4.
6
Martwy.
- 10 -
Ułatwienia i Utrudnienia
Mistrz Gry może zdecydować, że pewne działania mają większą lub mniejszą
szansę powodzenia. W takim wypadku gracz rzuca dwoma kostkami k20 podczas
testu. Jeśli jest on ułatwiony, brany jest pod uwagę niższy wynik. Przy teście
utrudnionym – wyższy.
Odpoczynek
Jeśli postacie odpoczywają przez godzinę, mogą zregenerować Punkty Ochrony.
Raz na dzień, po odpoczynku, mogą również rzucić Kostką Trafień zgodną z ich
klasą i odzyskać taką liczbę Punktów Trafień.
Doświadczenie
Poszukiwacze przygód nabierają doświadczenia poprzez pokonywanie i
obchodzenie przeciwności. Zabicie jednego Kobolda nie nauczy ich zbyt wiele.
Przetrwanie w lochu, zrealizowanie zadania albo po prostu wycofanie się, by móc
opowiedzieć komuś co się w danym miejscu dzieje, to rzeczy, które dają naukę i
rozwijają postać. Zapomnij o starym systemie doświadczenia.
Za każdą sesję / zbadany poziom lochu / wykonane zadanie / ważne wydarzenie,
które postać przetrwała, otrzymuje ona poziom.
Mistrz Gry decyduje, które elementy gry go dają i ta decyzja powinna być stała
podczas kampanii – a Mistrz Gry powinien jasno zakomunikować graczom, jakie
działania powodują rozwój ich postaci.
Zdobycie poziomu
Gdy postać zdobywa poziom, jej maksymalna ilość Punktów Trafień zwiększa się,
poprzez rzut odpowiednią kostką, adekwatną do jej klasy. Grający powinien
również rzucić 1k20 na każdą ze statystyk. Jeśli wyrzuci więcej, statystyka
zwiększa się o 1 punkt.
- 11 -
Obciążenie
Postać może nieść ilość rzeczy ograniczoną przez jej Siłę, bez żadnych
negatywnych efektów. Jeśli przekroczy ten limit, jest przeciążona i wszelkie testy
atrybutów są wykonywane z utrudnieniem – również poruszanie się jest
ograniczone do zasięgu bliskiego. Nikt nie może nieść więcej niż jego podwojona
Siła.
Broń klasowa
Jeśli postać używa broni, która nie jest zgodna z jej klasą, testy walki
są wykonywane z utrudnieniem.
Spotkania losowe
Mistrz Gry powinien rzucić k4 co 15 minut realnego czasu gry (zwróć na to
uwagę). Rezultat 1-2 oznacza spotkanie z losowo wybranym stworzeniem albo
zgubienie się przez najbliższe minuty (turę).
Reakcje stworzeń
Niektóre stworzenia i Bohaterowie Niezależni mają ustalone osobowości i cele,
które pomagają Mistrzowi Gry w odgrywaniu ich zachowań i reakcji przed
postaciami. Część z nich może mieć je określane losowo. Jeśli tak jest, sprawdź ich
reakcję w poniższej tabeli.
k8
Reakcja
1
Uciekają, rzuć ponownie.
2
Starają się uniknąć spotkania.
3
Chcą handlować.
4
Oferują pomoc.
5
Pomyliły postacie z sojusznikami.
6
Próbują oszukać postacie (rzuć ponownie).
7
Szykują się do walki.
8
Próbują porwać / zabić / zjeść postacie.
- 12 -
Odpędzanie nieumarłych
Kleryk może podjąć próbę odpędzenia nieumarłych znajdujących się w pobliżu
podczas swojej akcji. By to zrobić, muszą zdać z sukcesem test na Mądrość
przeciwko każdej grupie stworów, które próbuje odegnać, dodając ich KT do rzutu.
Jako Mistrz Gry decydujesz, które stwory należą do której grupy.
Nieumarłe stwory, które zostają odegnane przez Kleryka, muszą wydać cały swój
ruch (włącznie z akcją, którą też wydają na ruch), by się od niego oddalić
na 2k4 rundy.
Kości zużycia
Każdy przedmiot, wpisany na liście ekwipunku, który ma Kości zużycia, jest
traktowany jako zużywający się (ograniczony). Gdy jest używany, w następnej
Minucie (turze) wykonywany jest test jego kostką zużycia. Wynik 1-2 oznacza, że
kostka jest zmniejszana o jeden poziom zgodnie z poniższą kolejnością:
k20 > k12 > k10 > k8 > k6 > k4.
Jeśli wypadnie 1-2 na k4, przedmiot jest zużyty i uważa się go za stracony.
Magiczne przedmioty
Większość magicznych przedmiotów dodaje +1 do atrybutu, który jest testowany
i +1 do każdej kostki obrażeń. Silniejsze bronie (+2 / +3) mogą być również
znalezione, jeśli Mistrz Gry zdecyduje się je wprowadzić.
Magiczna zbroja podwaja ilość Punktów Ochrony, którą ma zwykła zbroja tego
samego typu. Magiczna kolczuga ma 12 Punktów Ochrony. Ich działanie jest takie
samo jak w wypadku zwykłej zbroi.
Tradycyjne gry z nurtu OSR ograniczają działanie magicznych przedmiotów
do +1 lub +2 do rzutów ataku i obrony. Jeśli Mistrz Gry chce wprowadzić
mocniejsze magiczne pancerze, dla postaci na wyższych poziomach, może
rozważyć potrojenie Punktów Ochrony.
- 13 -
Wojownik
•
Początkowe Punkty Trafień: k10+4,
•
Punkty Trafień na Poziom / Odpoczynek: 1k10,
•
Broń i Zbroja: Dowolna, może używać każdej.
•
Zadawane trafienia: 1k8 / 1k6 wręcz lub bronią improwizowaną.
Zdolności specjalne:
•
Raz na godzinę, podczas walki, Wojownik może zregenerować
k8 straconych Punktów Trafień.
•
Jako część jego akcji, Wojownik może wykonać dodatkowy atak na każdy
swój poziom.
•
Jeśli Wojownik nie zda testu na Siły lub Zręczności i otrzyma trafienia
w wyniku ataku, może poświęcić swoją tarczę (która ulega zniszczeniu),
o ile jej używa, w zamian ignorując obrażenia.
Awans na kolejny poziom:
•
Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Siłę i Zręczność
rzuć dwa razy.
- 14 -
Łotr
•
Początkowe Punkty Trafień: k6+4,
•
Punkty Trafień na Poziom / Odpoczynek: 1k6,
•
Broń i Zbroja: Wszystkie miecze, łuki, sztylety, przeszywanice,
skórznie i małe tarcze.
•
Zadawane trafienia: 1k6 / 1k4 wręcz lub bronią improwizowaną.
Zdolności specjalne:
•
Rzuć z ułatwieniem, gdy testujesz Zręczność, by uniknąć obrażeń lub
efektów pułapki i magicznych urządzeń.
•
Rzuć z ułatwieniem, gdy atakujesz od tyłu. Twoje obrażenia w takiej
sytuacji wynoszą 2k6 / 2k4 + poziom łotra.
•
Rzuć z ułatwieniem, gdy wykonujesz precyzyjne działania, wspinasz się,
nasłuchujesz, skradasz, próbujesz odczytać inskrypcje i otwierać zamki.
Awans na kolejny poziom:
•
Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Zręczność lub
Mądrość rzuć dwa razy.
- 15 -
Kleryk
•
Początkowe Punkty Trafień: k8+4,
•
Punkty Trafień na Poziom / Odpoczynek: 1k8,
•
Broń i Zbroja: Wszystkie bronie obuchowe, przeszywanice, skórznie,
kolczugi i wszystkie tarcze.
•
Zadawane Trafienia: 1k6 / 1k4 wręcz lub bronią improwizowaną.
Zdolności specjalne:
•
Rzuć z ułatwieniem, gdy testujesz Wytrzymałość, by uniknąć obrażeń od
trucizny lub sparaliżowania.
•
Kleryk może zużyć swoją akcję na odpędzenie wszystkich znajdujących
się w pobliżu nieumarłych, testując swoją Mądrość i dodając KT
potworów do rzutu.
Awans na kolejny poziom:
•
Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Siłę lub Mądrość
rzuć dwa razy.
Boskie moce:
•
Począwszy od drugiego poziomu, Klerycy mogą rzucać zaklęcia
pochodzące od ich bogów. Ich ilość na dzień jest ograniczona – sprawdź
rozdział „Rzucanie zaklęć”.
Księga zaklęć:
•
Klerycy rozpoczynają grę z olbrzymią księgą zaklęć, zawierającą 1k4
czarów z pierwszego poziomu boskich zaklęć i 2 czary z drugiego
poziomu boskich zaklęć.
- 16 -
Mag
•
Początkowe Punkty Trafień: k4+4,
•
Punkty Trafień na Poziom / Odpoczynek: 1k4,
•
Broń i Zbroja: jednoręczny miecz i długi kij.
•
Zadawane Trafienia: 1k4 / 1 wręcz lub bronią improwizowaną.
Zdolności specjalne:
•
Rzuć z ułatwieniem, gdy testujesz Inteligencji, by uniknąć obrażeń,
efektów magii lub magicznych urządzeń.
Awans na kolejny poziom:
•
Rzuć, by sprawdzić, czy możesz podnieść atrybut. Na Inteligencję lub
Mądrość rzuć dwa razy.
Zaklęcia Sztuki:
•
Magowie mogą rzucić pewną ilość zaklęć sztuki w ciągu dnia. Sprawdź
rozdział „Rzucanie zaklęć”.
Księga zaklęć:
•
Magowie rozpoczynają grę z olbrzymią księgą zaklęć, zawierającą 1k4+2
czarów z pierwszego poziomu zaklęć sztuki i 2 czary z drugiego poziomu
zaklęć sztuki.
- 17 -
Rzucanie zaklęć
Magowie i Klerycy mają możliwość rzucania zaklęć sztuki lub (odpowiednio)
boskich, których listy znajdują się poniżej.
Mogą rzucić dowolne ze znanych sobie zaklęć poprzez przeczytanie go z ich księgi
albo mogą zapamiętać ilość zaklęć równą ich poziomowi i rzucać je bez pomocy
księgi.
Są ograniczeni również ilością „komórek czarów”, które mogą rzucić każdego dnia
– tak, jak jest to pokazane w poniższych tabelach. Reprezentuje to ich „magiczną
energię” i jej cenę za każde zaklęcie w dłuższym czasu. Gdy ich komórki czarów
się skończą, nie mogą już tego dnia rzucić więcej zaklęć.
Podczas rzucania zaklęć Mag / Kleryk sprawdza swoją Inteligencję / Mądrość –
dodając poziom czaru do rzutu. Jeśli mu się nie uda, zmniejsza ilość dostępnych
komórek czarów z odpowiedniego poziomu o jedną. Zapamiętany czar nie znika
z pamięci.
Po 8-godzinnym odpoczynku, komórki zaklęć się odnawiają do poziomu
maksymalnego.
Jeśli zaklęcie, z tradycyjnej gry OSR lub jakiejś innej wymaga od przeciwnika
wykonania testu, rzucający zaklęcie musi pokonać również jego obronę. Dodaj jej
wartość do efektu rzutu (przypomnij sobie rozdział „Mocni Przeciwnicy”).
Kleryk pierwszego poziomu nie ma żadnej komórki czarów. Kleryk drugiego
poziomu ma jedną na czar pierwszego poziomu itd.
- 18 -
Komórki zaklęć Kleryka
W kolumnach są umieszczone poziomy zaklęć. W wierszach poziomy kleryka.
1
2
3
4
5
6
7
1
-
-
-
-
-
-
-
2
1
-
-
-
-
-
-
3
2
1
-
-
-
-
-
4
2
2
-
-
-
-
-
5
2
2
1
-
-
-
-
6
2
2
2
-
-
-
-
7
2
2
2
1
-
-
-
8
2
2
2
2
1
-
-
9
3
3
2
2
2
1
-
10
3
3
3
2
2
2
1
Komórki zaklęć Maga
W kolumnach są umieszczone poziomy zaklęć. W wierszach poziomy maga.
1
2
3
4
5
6
7
1
1
-
-
-
-
-
-
2
2
-
-
-
-
-
-
3
3
1
-
-
-
-
-
4
3
2
-
-
-
-
-
5
4
2
1
-
-
-
-
6
4
3
2
-
-
-
-
7
4
3
2
1
-
-
-
8
4
3
3
2
1
-
-
9
4
3
3
2
2
1
-
10
4
3
3
2
2
2
1
- 19 -
Boskie Zaklęcia
Poziom 1:
•
Leczenie lekkich ran: Przywraca 1k8 Punktów Trafień bliskiemu celowi.
•
Wykrycie zła: Wszystko, co ma złą aurę, rozjaśnia się blaskiem – 5 minut.
•
Światło: Tworzy łagodne światło, wydobywające się z pobliskiego punktu
lub obiektu – 1 godzina.
•
Ochrona przed złem: Ułatwienie we wszystkich testach obrony
pochodzących od źródła zła – 1 godzina.
•
Oczyszczenie jedzenia i picia: Usuwa wszelkie trucizny ze wszystkich
napojów i jedzenia znajdującego się w pobliżu.
Poziom 2:
•
Błogosławieństwo: Sojusznicy znajdujący się w pobliżu otrzymują
+1 do statystyk, gdy wykonują ataki i rzuty obronne – 1 godzina.
•
Odnajdywanie pułapek: Pozwala wykryć pobliskie pułapki – 10 minut.
•
Zatrzymanie osoby: Paraliżuje 1k4 pobliskie cele. W każdej turze
wykonaj test Mądrości, by sprawdzić, czy efekt się utrzymał.
•
Cisza: Magiczna cisza otacza wszystko wokół celu – 1 godzina.
•
Rozmowa ze Zwierzętami: Możesz rozumieć i rozmawiać ze zwierzętami
– 1 godzina.
Poziom 3:
•
Światło dnia: Pobliski obszar zostaje oświetlony mocnym światłem,
adekwatnym do słonecznego blasku – 1 godzina.
•
Wyleczenie Choroby: Leczy pobliski cel ze wszystkich chorób.
•
Wykrycie Obiektu: Pozwala poznać kierunek, w którym znajduje się
znany obiekt – 1 minuta / poziom.
•
Modlitwa: Wszyscy pobliscy sojusznicy mają ułatwienie podczas rzutów
obrony – 1k4 rundy.
•
Usunięcie klątwy: Usuwa przekleństwo z pobliskiego celu.
•
Rozmowa z Martwym: Martwe ciało jest w stanie odpowiedzieć na
3 pytania.
- 20 -
Poziom 4:
•
Stworzenie jedzenia / napoju: Tworzy wystarczającą ilość jedzenia /
napoju, by zaspokoić potrzeby znajdujących się w pobliżu stworzeń przez
jeden dzień.
•
Leczenie poważnych ran: Przywraca 3k8+3 Punktów Trafień pobliskiemu
celowi.
•
Neutralizacja trucizny: Usuwa / uodparnia na truciznę z pobliskiego jej
źródła – 10 minut.
•
Ochrona przed złem: Pobliscy sojusznicy otrzymują 6 tymczasowych
Punktów Ochrony przeciwko złym istotom – 10 minut.
Poziom 5:
•
Połączenie: Kleryk łączy się ze swym bóstwem, które odpowiada
na 3 pytania – 10 minut.
•
Rozproszenie zła: Rozprasza pobliskie boskie (Złe) zaklęcie.
•
Palec śmierci: Wybierz pobliski cel i sprawdź swoją Mdr, jeśli zdałeś,
cel jest wyłączony z walki.
•
Plaga: Sprawdź swoją Mdr dla wszystkich pobliskich celów, jeśli się uda,
tracą 2k8 Punktów Życia przez następne 1k6 rund.
•
Rozkaz: Zmuś pobliską istotę do wykonania polecenia.
•
Podniesienie Umarłego: Przywróć pobliski cel do życia, o ile nie zginął
później niż 7 dni temu.
Poziom 6:
•
Animacja obiektu: Daj pobliskiemu obiektowi możliwość prostego
poruszania się i podstawowej inteligencji – 10 minut.
•
Bariera Ostrzy: Pobliski obszar zmienia się w wirującą ścianę ostrzy.
Sprawdź swoją Mdr, by zaatakować nią obiekty z bezpośredniej
odległości (3k8) – 10 minut.
•
Przyzwanie żywiołaka: Przyzywa żywiołaka z ilością KT równą
poziomowi kleryka – 1 godzina.
•
Odnajdywanie Ścieżki: Poznajesz drogę do wybranego miejsca –
1 godzina.
•
Rozmowa z potworami: Możesz rozmawiać i rozumieć potwory –
1 godzina.
•
Powrót: Daje możliwość teleportacji do miejsca, w którym to zaklęcie
było wypowiedziane – 1 rok.
- 21 -
Poziom 7:
•
Eteryczny sługa: Przyzywa sługę, który może przynosić odległe obiekty.
•
Astralne widmo: Tworzy awatara rzucającego na wybranym planie –
1 godzina.
•
Kontrola pogody: Pozwala kontrolować pogodę na pobliskim terenie,
w dowolny sposób – 10 minut.
•
Trzęsienie ziemi: Sprawdź swoją Mdr przeciwko wszystkim pobliskim
celom, powodzenie wyłącza je z walki.
•
Święte Słowo: Pobliskie istoty posiadające mniej niż 5 KT umierają,
te z 6-10 KT są sparaliżowane na 1k4 tury.
•
Powietrzna podróż: Zamieniasz się w mgłę i z powrotem, zgodnie
ze swoją wolą – 1 dzień.
•
Przywrócenie: Przywraca wszystkie stracone poziomy podczas starcia
z potworami posiadającymi wyssanie poziomu.
- 22 -
Zaklęcia Sztuki
Poziom 1:
•
Urok: Pobliski cel znajduje się pod kontrolą. W każdej turze sprawdzaj
Mdr, czy nadal udaje się ją utrzymać.
•
Wykrycie magii: Wszystko w pobliskiej odległości, co jest magiczne,
świeci – 5 minut.
•
Światło: Tworzy łagodne światło, wydobywające się z pobliskiego punktu
lub obiektu – 1 godzina.
•
Magiczny pocisk: Bliskie, dalekie lub odległe cele otrzymują 1k4 trafień /
poziom rzucającego.
•
Tarcza: Otrzymujesz 2 Punkty Ochrony / poziom.
•
Uśpienie: usypia istoty, których łączna ilość KT wynosi 4k6 – 8 godzin.
Poziom 2:
•
Ciemność: Tworzy ciemność okrywającą pobliski obszar, która blokuje
wszystkie możliwości widzenia – 1 godzina.
•
Niewidzialność: Pobliskie stworzenie staje się niewidzialne, dopóki nie
zaatakuje lub czar nie zostanie rozproszony.
•
Kołatka: Zamek w pobliskich drzwiach lub same drzwi się otwierają.
•
Lewitacja: Rzucający unosi się do sześciu stóp (około 2,5 metra) nad
ziemią – 10 minut / poziom.
•
Pajęczyna: Tworzy pułapkę na pobliskim obszarze, która unieruchamia
cel. Sprawdź Mądrość co godzinę, by zobaczyć, czy efekt dalej działa.
Poziom 3:
•
Widzenie w ciemnościach: Umożliwia widzenie w absolutnej ciemności –
10 minut / poziom.
•
Rozproszenie magii: Usuwa pobliskie zaklęcia sztuki.
•
Kula ognia: 1k6 pobliskich stworzeń otrzymuje 1k6 / poziom rzucającego
trafień.
•
Czytanie języków: Umożliwia czytanie we wszystkich językach, również
magicznych – 10 minut.
•
Magiczne usta: Tworzy iluzję magicznych ust, które powtarzają ustaloną
kwestię wszystkim pobliskim stworzeniom.
- 23 -
Poziom 4:
•
Dezorientacja: 2k6 pobliskich stworzeń musi wykonać natychmiast test
reakcji.
•
Wrota wymiarów: Teleportuje cel do odległego miejsca.
•
Polimorfia: Zmienia kształt rzucającego lub celu w inny.
•
Usunięcie klątwy: Usuwa przekleństwo z pobliskiego celu.
•
Ściana ognia / lodu: Na pobliskim obszarze powstaje ściana złożona
z ognia lub lodu. Wykonaj test Mądrości, by zaatakować nią pobliskie
cele (3k6) – 10 minut.
•
Ściana kamienia / żelaza: Na pobliskim obszarze powstaje ściana złożona
z żelaza lub kamienia – 1 godzina.
Poziom 5:
•
Animacja umarłych: Tworzy 2k4 szkieletów / zombie z KT równym
poziomowi rzucającego, z pobliskich ciał.
•
Chmura śmierci: Za każdą istotę z KT równym 5 lub mniej, która znajdzie
się w jej zasięgu, wykonaj test Inteligencji. Jeśli się powiedzie, istota jest
wyłączona z akcji – 1 godzina.
•
Stworzenie żywiołaka: Tworzy żywiołaka wybranego typu z 3k4 KT.
•
Kontakt z wyższym planem: Możesz zadać jedno pytanie / poziom.
•
Oszołomienie: Redukuje Inteligencję pobliskich celów do 4 – 10 minut /
poziom.
•
Telekineza: Przesuwa pobliskie obiekty – 1 godzina.
•
Teleportacja: Przenosi pobliski obiekt do dowolnego miejsca znanego
rzucającemu.
Poziom 6:
•
Strefa antymagii: Tworzy w najbliższym otoczeniu wokół rzucającego
strefę blokującą wszelką magię.
•
Zaklęcie śmierci: 2k8 pobliskich celów z KT 7 lub mniej umiera.
•
Dezintegracja: Zmienia pobliski cel lub obiekt w pył.
•
Niewidoczny prześladowca: Przyzywa międzywymiarowego potwora,
który wykonuje jedno zadanie.
•
Ciało-kamień: Zmienia pobliskie ciało w kamień lub odwrotnie.
- 24 -
Poziom 7:
•
Ograniczone życzenie: Zmienia rzeczywistość w pewnym ograniczonym
zakresie lub czasie.
•
Słowo mocy, Giń: Pobliski cel z 50 Punktami Trafień lub mniej ginie i nie
może być ożywiony.
•
Wezwanie demona: Przyzywa demona z 2KT / poziom rzucającego.
•
Rój meteorów: Efekt analogiczny jak rzucenie kuli ognia cztery razy.
•
Zatrzymanie czasu: Zatrzymuje czas w najbliższej okolicy na 1k4+1 rund.
- 25 -
Stworzenie
KT
Specjalne akcje
Punkty Trafień: 1k8, Trafienia 1k4 (2)
Człowiek berserker
1
Utrudnienie podczas rzutów obronnych, gdy
Berserker atakuje.
Gigantyczny nietoperz
wampir
1
Dodatkowe 1k6 obrażeń w następnej rundzie
po ataku.
Goblin
1
Ma tylko 1k6 Punktów Życia.
Hobgoblin
1
Zazwyczaj posiada zapasową tarczę, gdy jego
główna się zużyje.
Kudłaty demon
1
2 ataki pazurami (1k12) i 1 ugryzienie (1k4),
połowa obrażeń z broni niemagicznej.
Ognisty żuk
1
Gruczoły świetlne mają kostkę zużycia k8.
Śmiertelna stonoga
1
Ugryzienie wymaga dodatkowego testu
Wytrzymałości. Niezdany kończy się
wyłączeniem z akcji.
Punkty Trafień: 2k8, Trafienia: 1k6 (3)
Gigantyczny, mrówczy
wojownik
2
Zatrute ugryzienie 1k6 + test Wytrzymałości.
Niezdany to dodatkowe 2k6 obrażeń.
Ghul
2
2 ataki pazurami (1k3) i 1 ugryzienie (1k4),
test na Wytrzymałość lub paraliż.
Trupie pnącza
2
Gryzie (1), ma 6 oplątujących macek, test na
Wytrzymałość lub paraliż.
Wielka pijawka
2
Wysysa poziom, natychmiast po zadaniu
obrażeń.
- 26 -
Stworzenie
KT
Specjalne akcje
Punkty Trafień: 3k8, Trafienia: 2k4 (4)
Cień
3
Dotyk (1k4 i -1 Siły), może być trafiony tylko
magiczną bronią.
Harpia
3
Śpiewa – test Charyzmy lub postacie się do
niej zbliżają.
Mimik
3
Może zmienić kształt w dowolnej chwili,
utrudnienie przy testach magii.
Strach
3
Wszystkie testy zręczności są utrudnione.
Strzyga
3
Może być zraniona tylko magiczną lub
srebrną bronią, wysysa 1 poziom / trafienie.
Szczurołak
3
Nie można uzyskać ułatwienia podczas próby
zaskoczenia szczurołaka.
Punkty Trafień: 4k8, Trafienia k10 (5)
Eteryczny ogar
4
Może się teleportować w pobliże przeciwnika
raz na walkę.
Gargulec
4
2 ataki pazurami (1k4) + ugryzienie (1k4) +
atak rogiem (1k6).
Galaretowaty sześcian
4
Przy dotknięciu test Wytrzymałości albo
paraliż. Niewrażliwy na zimno i błyskawice.
Niedźwiedź Grizzly
4
Dwa ataki pazurami (1k3), jeśli oba trafią
uścisk 1k8.
Ogr
4
Wszelkie testy Charyzmy przeciwko niemu
mają ułatwienie.
Wilkołak
4
Tylko srebrna broń może go zranić.
- 27 -
Stworzenie
KT
Specjalne akcje
Punkty Trafień: 5k8, Trafienia: k12 (6)
Kokatrica
5
Ugryzienie (1k3) i test Wytrzymałości lub
zamiana w kamień.
Pierzasty niedźwiedź
5
2 ataki pazurami (1k6), 1 ugryzienie (2k6) i
uścisk (2k8), jeśli rzut na trafienie od 1 do 4.
Punkty Trafień: 6k8, Trafienia: k6+k8 (7)
Bazyliszek
6
Test Wytrzymałości, przy kontakcie
wzrokowym. Niezdany to zamiana w kamień.
Mumia
6
Ataki blokują leczenie, póki nie zostanie
rzucone zaklęcie leczenia. Niewrażliwa
na broń normalną. Połowa obrażeń od broni
magicznej.
Sukub / Inkub
6
2 ataki pazurami (1k6), Ułatwienie przy
testach magii, niewrażliwe na niemagiczną
broń, wyssanie poziomu (-1) przez
pocałunek, może rzucić zaklęcie zauroczenia
raz na godzinę.
Punkty Trafień: 7k8, Trafienia: 2k8 (8)
Banshie
7
Wrzask – test Wytrzymałości lub paraliż
na 2k6 rund.
Dżin
7
Może przyjmować formę gazu, tworzyć
przedmioty i iluzje, rzucać zaklęcie
niewidzialności jako akcję.
Punkty Trafień: 8k8, Trafienia: 3k6 (9)
Chimera
8
2 ataki pazurami (1k3), 2 baranimi rogami
(1k4), 1 ugryzienie głową lwa (2k4), 1
ugryzienie głową smoka (3k4) lub zionięcie
ogniem jako smok (3k8).
Widmo
8
Osoba zabita przez widmo staje się widmem
w ciągu 1k6 minut.
- 28 -
Stworzenie
KT
Specjalne akcje
Punkty Trafień: 9k8, Trafienia: 2k10 (10)
Mroczny demon
9
2 uderzenia pazurami (1k3), Ugryzienie
(2k8), może wywołać ciemność lub strach
(jak przy odpędzaniu) raz na walkę.
Ognisty demon
9
Miecz (1k12+2), bicz (0) – test na Zręczność,
jeśli niezdany, zostaniesz przyciągnięty
do demona i otrzymasz 3k6 obrażeń od ognia.
Punkty Trafień: 10k8, Trafienia: k10+k12 (11)
Czarna masa
10
Metalowe obiekty, które go dotkną, topią się
w kolejnej rundzie.
Lodowy gigant
10
Rzuca kamieniami albo wielkimi, lodowymi
soplami.
Punkty Trafień: 12k8, Trafienia: 2k10+k6 (13)
Gigantyczny Ślimak
12
Pluje kwasem (1k12) w 1k4+2 pobliskich
celów. Test Zręczności, by otrzymać połowę
obrażeń.
Kamienny golem
12
Działają na niego tylko zaklęcia, które są
w stanie naruszyć kamień. Broń musi być
magiczna +2, by zadać mu obrażenia.
Punkty Trafień: 9k8-11k8, Trafienia: 2k10 (10) - 2k12 (12)
Smok
9-11
2 ataki pazurami (1k8), ugryzienie (1k10),
zionięcie ogniem (3k8) w 1k4+2 pobliskie
cele. Może rzucić 1k4 zaklęć z pierwszego
poziomu i 1k2 zaklęć z drugiego poziomu.
- 29 -
Przykład gry
MG: Jesteście w podziemiach, grzęźniecie w błocie po kolana, jest ciemno.
W północnej ścianie widać kratę, co robicie?
Łotr: Czy ona jest blisko?
MG: Tak.
Łotr: Podchodzę do niej i sprawdzam, czy są jakieś pułapki.
Wojownik: Jeśli będzie bezpieczna i spróbuję rozgiąć pręty.
Mag: A ja rzucam światło na moją laskę.
MG: Ok, Łotr testuje Mądrość – musisz rzucić na 1k20 poniżej twojej statystyki,
by sprawdzić, czy odkryjesz jakieś pułapki.
Łotr: rzuca, zdałem!
MG: Jesteś pewien, że nie ma tu nic, co by mogłoby wam zaszkodzić, Wojowniku,
dalej chcesz rozgiąć pręty? No to testuj Siłę!
Wojownik: rzuca, bez problemu!
MG: Dobra robota, teraz Mag, rzucasz światło na swoją laskę, to czar poziomu
pierwszego tak?
Mag: Tak.
MG: Ok, sprawdźmy zatem Inteligencję twojej postaci, pamiętaj, by dodać
1 do testu k20, jeśli ci się nie uda, stracisz komórkę czaru pierwszego kręgu
na cały dzień.
Mag: rzuca, powinienem rzucić poniżej cechy, a nie równo, tak?
MG: Tak.
Mag: No to mam pecha.
MG: Trudno. Za rozgiętymi prętami kraty widać ciemny tunel schodzący w dół.
Co robicie?
Wojownik: Zbadamy go...?
Łotr: Zgadzam się, będę się skradał z przodu.
Mag: a ja osłonię tyły!
MG: Ok, Łotr podąża w dół korytarza tuż przed swoimi towarzyszami, sprawdź
Zręczność, byśmy wiedzieli, jak cichy jesteś – pamiętaj, że masz ułatwienie przy
skradaniu się, więc rzuć 2k20 i wybierz lepszy wynik.
Łotr: rzuca dwoma kostkami, mam 17 i 19. Co się wydarzyło?
MG: Ups. Robisz sporo hałasu jak na kogoś, kto się skrada, Ghul ukrywający się
w ciemności, niedaleko ciebie, skacze w twoim kierunku, atakując!
- 30 -
Łotr: Łobuz!
MG: Ustalmy inicjatywę! Każdy sprawdza swoją Zręczność, zdana oznacza,
że działacie przed Ghulem, niezdana – po nim. Łotr sprawdza z utrudnieniem.
Wojownik: Działam przed.
Mag: Ja po.
MG: Łotr?
Łotr: To jak długo się tworzy nową postać? Działam po.
Wojownik: Pędzę podziemiami, by rozsiekać Ghula moim mieczem.
DM: Ok Wojowniku, podbiegasz bezpośrednio do Ghula. Sprawdź Siłę,
by zobaczyć czy trafiłeś, musisz dodać jeden do testu, bo Ghul jest mocnym
przeciwnikiem.
Wojownik: rzuca, Udało się, 7! rzuca ponownie, trafiłem go za 8.
MG: Dobry wynik!, Czas na Ghula, Łotrze, sprawdź swoją Zręczność,
by spróbować odbić jego paraliżujący atak pazurami i ugryzienie. Pamiętaj o +1.
Łotr: rzuca, Och, 18.
MG: O rany. Czujesz straszliwy ból rozlewający się po twoim ciele. Sprawdź
Wytrzymałość, jeśli ci się nie uda, zostaniesz sparaliżowany.
Łotr: rzuca, Czy tu również dodaję 1?
MG: Tak. Magu, widzisz, jak Łotr pada sztywno na ziemię, co robisz?
Mag: Wycofuję się powoli.
Łotr: Dopadnę cię w następnym wcieleniu, tchórzu!
- 31 -
Licencja
DESIGNATION OF PRODUCT IDENTITY
The name The Black Hack and all artwork, logos and layout are product identity.
DESIGNATION OF OPEN GAME CONTENT All text and tables are open game
content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
1.
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such content does not embody the Product Identity and is an enhancement
over the prior art and any additional content clearly identified as Open
Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law,
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- 32 -
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to comply with all terms herein and fail to cure such breach within
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- 34 -
15. COPYRIGHT NOTICE
◦
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
◦
The original roleplaying game "The Black Hack" text, tables, all
artwork, logos and layout are Copyright 2016, David Black.
◦
The Polish translation of TBH is Copyright 2020, Tomasz Misterka.
- 35 -
| textdata/thevault/Wolsung [PL]/TheBlackHackPL.pdf |
Based on the original Dungeons & Dragons® rules created by E. Gary Gygax and Dave Arneson and the new Dungeons & Dragons
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20
This is an official RPGA
® play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.
DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s
Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and
other countries. This material is protected under the copyright laws of the United States of America. Any reproduction
or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of
Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or
events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com
For questions specific to this document and your region, please e-mail your triad point of contact (POC) at
[email protected]; for LIVING GREYHAWK campaign questions email [email protected].
SHL6-02
Knightly Distractions
A One-Round D&D Living Greyhawk
®
Shield Lands Regional Adventure
Version 1.0
By Christopher J. Banks
Reviewed by Chris Tulach
Gensal has been reduced to rubble. Only the brave sacrifices of Shield Lands men and women prevented its ultimate
destruction. During the horrific attack, good Shield Landers were lost. In the aftermath, a contingent of Knights of
Holy Shielding went to Gensal to recover prisoners of war. Many never returned, and those that did refused to speak of
what they found. Now their story can now be told. An unfolding adventure for audacious adventuring parties APLs 2
through 10.
RPGA SANCTIONED PLAY
Most likely you ordered this adventure as part of an
RPGA even from the RPGA website, or you received it
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK™ campaign—a worldwide,
ongoing D&D campaign set in the GREYHAWK setting—
you must sanction it as part of an RPGA event. This event
could be as elaborate as a big convention, or as simple as a
group of friends meeting at the DM’s house.
To sanction an RPGA event, you must be at least a
HERALD-LEVEL gamemaster. The person who sanctions
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before
play, runs smoothly on the date sanctioned, and then
reported back to the RPGA in a timely manner. The
person who runs the game is called the table Dungeon
Master (or usually just DM). Sometimes (and almost all
the time in the cases of home events) the senior
gamemaster is also the table DM. You don’t have to be a
HERALD-LEVEL GM to run this adventure if you are not
the senior GM.
By sanctioning and reporting this adventure you
accomplish a couple of things. First it is an official game,
and you can use the AR to advance your LIVING
GREYHAWK character. Second player and DMs gain
rewards for sanctioned RPGA play if they are members of
the DUNGEONS & DRAGONS REWARDS program. Playing
this adventure is worth one (1) point.
This adventure retires from RPGA-sanctioned play
on December 31, 2007.
To learn more about the LIVING GREYHAWK
character creation and development, RPGA event
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
the RPGA website at www.rpga.com.
PLAYERS READ NO FARTHER
If you are planning on playing this adventure, stop
reading now. The rest of the information in this
adventure is for the DM only. If you read farther than
this section, you’ll know too much about its challenges,
which kills the fun. Also, if you’re playing this adventure
as part of an RPGA-sanctioned event, reading beyond this
point makes you ineligible to do so.
PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
the following D&D books: Player’s Handbook, Dungeon
Master’s Guide, and the Monster Manual.
Throughout this adventure, text in bold italics
provides player information for you to paraphrase or read
aloud when appropriate. Sidebars contain important
information for you, including special instruction on
running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
form in the adventure text. Full information on NPCs
and monsters are given in Appendix 1.
Along with this adventure you’ll find a RPGA Table
Tracking sheet. If you’re playing this adventure as part of
an RPGA-sanctioned event, complete and turn in this
sheet to your senior GM directly after play. You’ll also
find a LIVING GREYHAWK Adventure Record (AR).
LIVING GREYHAWK LEVELS
OF PLAY
Because players bring their own characters to LIVING
GREYHAWK games, this adventure’s challenges are
proportionate to the modified average character level of
the PCs participating in the adventure. To determine this
modified Average Party Level (APL) follow the steps
below:
1.
Determine the character level for each of the PCs
participating in the adventure.
2.
If PCs bring animals that have been trained for
combat (most likely dogs trained for war), other than
those brought by
virtue of a class
ability
(such
as
animal companions,
familiars
paladin’s
mounts)
or
the
warhorse
of
a
character with the
Mounted
Combat
feat, use the sidebar
chart to determine
the number of levels you add to the sum of step one. Add
each character’s animals separately. Animals with
different CRs are determined separately using the chart;
then, take the highest CR animal (or animals), and add 2
(drop fractions). This result is the effective character level
for a mixed-CR group of animals. A single PC may only
bring four or fewer animals of this type.
CR
1
2
3
4
1/4 and 1/6
0
0
0
1
1/3 and 1/2
0
0
1
1
1
1
1
2
3
2
2
3
4
5
3
3
5
6
7
4
4
6
7
8
5
5
7
8
9
6
6
8
9
10
7
7
9
10
11
3.
Sum the results of step 1 and 2, and divide by the
number of characters playing in the adventure. Round up
to the nearest whole number.
4.
If you are running a table of six PCs, add one to that
average.
Throughout this adventure, APLs categorize the level of
challenge the PCs face. APLS are given in even-
numbered increments. If the APL of your group falls on
an odd number, ask them before the adventure begins
whether they would like to play a harder or easier
Knightly Distractions
Page 1
adventure. Based on their choice, use either the higher or
the lower adjacent APL.
APL also affects the amount of experience and gold a
PC can gain at the end of the adventure. If a player
character is three character levels or more either higher
or lower than the APL at which this adventure is being
played, that character receives only one-half of the
experience points and gold for the adventure. This
simulates the fact that either the PC was not challenged
as much as normal or relied on help by higher-level
characters to reach the objectives.
Furthermore, a PC who is four or more levels higher
than the highest APL supported by the adventure may
not play the adventure.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1
st-level characters may find the
challenge of an APL 2 adventure difficult. Suggest the
following to these groups to help increase their chances
of success:
1.
Enlist a sixth player.
2.
Advise characters to buy riding dogs to help
protect them, and fight for them.
TIME UNITS AND UPKEEP
This is a standard one-round regional adventure, set in
the Shield Lands. Characters native to the Shield Lands
pay one Time Unit per round; all others pay two Time
Units per round.
Adventurer’s Standard Upkeep costs 12gp per Time
Unit. Rich Upkeep costs 50gp per Time Unit. Luxury
Upkeep costs 100gp per Time Unit. Characters that fail to
pay at least Standard Upkeep will retain temporary ability
damage until the next adventure, must buy new spell
component pouches and healer’s kits, and may suffer
other in-game penalties (or possibly gain in-game
benefits) as may be detailed in this scenario.
A character that does not pay for at least Standard
Upkeep may also avoid the above-described penalties by
living off the wild. If the character possesses four or
more ranks in the Survival skill and succeeds at a Survival
check (DC 20), the character will heal temporary ability
damage as if he or she paid for Standard Upkeep, may
refill spell component pouches and healer’s kits, and may
restock up to 20 arrows or bolts if the character has at
least four ranks in Craft (bowmaking). The player is
allowed to Take 10 on this roll.
More information about Lifestyle and Upkeep can
be found in the “Lifestyle and Upkeep” section of
Chapter 3 of the LIVING GREYHAWK Campaign
Sourcebook.
ADVENTURE BACKGROUND
The Shield Lands is ruled by the Council of Lords. One of
those council members is Lord Natan Enerick.
Technically, he is not a lord at all, but a placeholder for
the true lord to be, Simen Sharn of Bright Sentry. Simen
has just turned 14, and is old enough to be given an
advisory position on the council. When he turns 16, he is
legally entitled, with council support, to replace his uncle
Enerick. Regardless of council support, he will
automatically take rightful place upon his 18th birthday.
In the meantime, other matters have come to light. A
few years ago it was learned that some merchants in the
Shield Lands have been willing to deal with Iuz. The
exact identity of those merchants is unknown. However,
someone was outfitting goblin mercenaries with
excellent equipment and more importantly, excellent
information. Again, the source of this information is
unknown.
Gensal was reduced to rubble by the armies of Iuz
nearly two years ago. Since then, the Shield Lands has
been hard at work re-establishing border forts and
rebuilding the walls of Gensal. However, not all the
bodies of the defeated army were ever found. A group of
the Shield Lands’ finest was sent to Gensal in the
aftermath of the attack to search for survivors,
particularly for the once commander of Gensal Keep,
Knight Baronette Lemanda. Many of the retrieval group
returned, many did not. Of those that returned, none will
speak of the events that unfolded in the lands near
Gensal.
ADVENTURE SUMMARY
Introduction: One or more of the PC’s are approached by
a mysterious traveler of some exotic race. He informs the
PC that he knows the location and fate of Lemanda. He
will share this information with the PC, but there is a
price for such desirable information.
In encounter one, an optional encounter, the party is told
by a representative of the council of lords that this is
useful, perhaps important information. The PC(s) are
requested to investigate this information. A group will be
assembled to assist the PC(s). Any PC not currently
involved will be given Player’s Handout #1, inviting them
to join the expedition.
Encounter two pits the PC’s against a small, heavily
equipped, Iuzian strike force. Once the patrol is defeated,
the PC’s discover that nearly all the patrol’s equipment is
masterwork!
Knightly Distractions
Page 2
In encounter three the PC’s stop to recuperate in Gensal.
Encounter four has the PC’s witnessing a disturbing
scene as a dozen or so orcs are horribly killed.
Encounter six puts the PC’s at the border camp that the
informant spoke of. It is a small farmhouse turned fort
with some three dozen guards wandering the perimeter.
The PC’s must find a way to discover the secret tunnel
built into the nearby hill structure to locate the cell of
Lemanda.
During encounter seven, the PC’s must gain entrance to
the underground prison cell without setting off the
general alarm. A cunning trap bars the way to open the
prison cell’s locking mechanism. The party cannot
proceed further without solving the puzzle or using
significant magical means.
The party finds Lemanda in encounter eight being
horribly tortured by the prison cell’s warden and her
assistants. The party drives off or kills the warden and
frees the Knight Baronette.
During encounter nine, Lemanda tells the party the
horrible truth regarding her fall and the arrival of the
retrieval force, as well as its fate.
During game play, any PC who has the Prophecy special
from SHL6-01, Blood and Rain, might attempt to use
their augury ability. After the augury finishes, the PC
enacting the augury will experience the vision encounter
in encounter 10A – Visions of Future Past. If no PC uses
their augury ability, they will experience the vision in
encounter 10A at the modules conclusion.
PREPARATION FOR PLAY
This is part of a new story arc for the Shield Lands.
Players are encouraged to understand that high level
characters will probably not see the entire three year
adventure through to its ultimate conclusion.
INTRODUCTION
This introduction will be for only one of the PCs. The
rest of the party is free to listen to the introduction and
subsequent conversation between the NPC and the
named PC, but is not considered present at the meeting.
The NPC will choose one of the PC’s based on the
following criteria. It is important to note that this
meeting will take place between one and only one of the
PCs. Choose which PC to approach based on the
following criteria in descending order.
1)
A Knight of the Holy Shielding
2)
A member of the Church of the Holy Shielding.
3)
A cleric of any good-aligned deity.
4)
A pathfinder
5)
Any PC that has a reputation for honorable or
just behavior.
6)
The PC with the highest Charisma modifier.
7)
If there are multiple of the highest hierarchical
listing, the one with the highest level.
8)
Any female over any male.
This means that any Knight of the Holy Shielding will be
chosen over any other PC, while a level eight, female
pathfinder will be chosen over a level seven, male
pathfinder.
Once the PC has been chosen, read or paraphrase the
following.
It is a crisp, spring day in the Shield Lands. You find
yourself roaming the outskirts of Critwall, enjoying
the first good break in the winter. Tent Town is
busting at the seams. Everyday it grows noticeably,
and you wonder how long a semblance of order can
be maintained among the chaos that is Tent Town.
You cease your musings as a figure draped heavily
in cloaks approaches you. It stops a few feet from you,
its head and face obscured by two thick pieces of
fabric.
The figure will address the PC by name and be very
polite and cordial, though his voice will be raspy and
somewhat strained. The figure will introduce himself as
Rinola’. His people live near Gensal, though mostly out of
sight. He was present at the Gensal assault and knows
where the Orcs and their masters brought the prisoners
they took. He will answer all of the PC’s questions to the
best of his ability. Below are questions to some of the
most common questions the PC may ask.
What are you?
My people are not known by your kind. We live close
to the earth and mind our own business.
Why do you not tell this information to the council?
We do not trust your so-called council completely.
We have heard rumors of deception and know your
leaders are divided. For that reason we have chosen to
bring this message to one who has a reputation for
honor and kindness.
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Where are the prisoners?
Ah, so now we come down to it. I am taking a great
risk in telling you this information In return for my
generosity, I desire someth ng. Information is power
and for the relinquishment of such power, I desire a
favor from you.
.
i
f
t
t
i
I am in a position where I will need support in
the future; as such, I desire an oath for a single
service to be performed later. I can promise you it
will not be to the detriment o your lands or anyone
you hold dear, and if it is, I would release you from
your oath. Swear to help me in the future and I will
tell you the location of your prisoners.
If the PC agrees, Rinola’ will tell the PC’s the following.
The orcs have an encampment a few hours north and
east of Gensal. If you follow the main road east
toward Lardon and turn north at the two double dead
trees, you should find i after another hour or so of
travel. There, in the farmhouse, are your prisoners,
including the former commander of your once-proud
keep.
If the PC refuses to agree, or will not agree, then Rinola’
will make the offer one last time to the PC, attempting to
play on the PC’s sense of honor and kindness. Most good
aligned PC’s should have no qualms about offering their
services to someone to save lives. Rinola will make sure
the PC knows they may be condemning these people if
she does not agree.
Rinola’ will talk with the PC, but claims to distrust
mages and will not talk with any arcane magic-users. He
will also not enter the city or talk with any authority
figures. Once the PC has agreed and Rinola’ has answered
any questions, read or paraphrase the following.
I have delivered my message and feel my task is
complete. I must leave now as I have important
business with my people. Your gods watch over you,
resident of the shield.
He will then make his way into the crowd of people
in tent town. Once out of site, he will change shape
inside a tent and wonder away.
The truth is that Rinola’ is a doppelganger agent of
Zhayne the Succubus. Her motives are unknown, but it
can be assured that they have ill intent.
PCs may, of course, ask for Sense Motive checks.
Zhayne, though not outlined here, has at least a +24
bonus on her Bluff check and may take a ten on the roll.
If for some reason she fails, the PC should be told the
creature is holding something back, but it is hard to say
exactly what. The DM is encouraged to use creative role-
playing to convince the PCs everything is on the up and
up.
All APLs
Rinola’ (1): doppelganger; Hp 22. See Monster
Manual page 67.
ENCOUNTER 1: GAINING
SUPPORT
The PC is free to gather the party of PCs at her table and
head out toward Gensal. If this happens, they will skip
this encounter. The more likely scenario is, however, that
the PC(s) will report this information to the council or
someone else in authority that they trust. Whoever it is
that the PC(s) wishes to speak to regarding this
information, allow the NPC to be available to the PC(s),
within reason! The entire Council of Lords will not meet
to hear out the PCs, but a single member would be happy
to hear the PC(s) business. Whoever the PCs go to, they
will be rerouted to Lord Bohdon, who is heading the
investigation of Lemanda’s disappearance.
The following bit of box text applies to a meeting
with Lord Bohdon. The DM should alter the text as
needed. Lord Bohdon will offer any aid within reason
and will be honest and sincere with the group regarding
his investigation into Lemanda’s disappearance.
Lord Bohdon listens patiently as you pass on your
information. A look of concern crosses his face as you
finish telling your tale. After several seconds of
milling over your words, he leans forward inten ly.
“Th s is interesting and troubling news my
friend. As you may know, Knight Baronette Lemanda,
the former commander of Gensal Keep, was lost in
the attack. If there is even a remote chance that she
and other prisoners may be returned, I think it worth
the risk.
“I would request that you undertake this mission
for the council. A small party would be best, to avoid
scrutiny, perhaps five or six in all. Would you like me
to find other trustworthy souls, like your self to assist
in the mission?”
If the PC(s) has not yet involved the other PC at the table
and agrees to the recruitment of others, read or
paraphrase the following.
“Very well then. I will gather a force of brave heroes
to join you on this mission. I would like you to meet
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them on the road to Gensal tomorrow morning at
dawn. Is this acceptable?”
Each PC not involved will be given Player’s Handout #1,
an invitation to join in the rescue mission.
Once the PC’s meet on the road, allow them to
introduce each other before heading off toward Gensal.
ENCOUNTER 2: ON THE
ROAD
The road leading to Gensal is quite busy. Soldiers in small
groups move to and from, families can be scene
relocating, and merchants peddle their wares all along
the road. Gensal is again being repopulated after the
recent Iuzian incursion. Once the PCs have spent several
hours traveling, have them make spot checks.
Spot DC 10: You spot a rather large caravan coming
down the road. It is about five hundred feet away and
approaching quickly.
l
i
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Spot DC 30: A ways down the road, along the northern
hills, you see several humanoid shapes lying in the
grass watching the wagons approach. It ooks as f
they are setting up an ambush.
Read or paraphrase the following, adjusted for results of
the spot checks.
You’ve been journeying along the main road to
Gensal for several hours. It seems you can hardly go
twenty minutes without seeing a family, merchant, or
soldier moving to or from the once-decimated land.
The weather is fine and the road clear as a small
caravan of three wagons approaches you from ahead.
It is being lead by a gnome with a giant smile, and
flanked by three grim-looking men with spears, all
wearing holy symbols of Heironeous.
Have the PC’s make Spot checks once again. A DC 25
Spot check allows the PC to act during this surprise
round.
The gnome greets you with a bellowing, “Hello
friends!” just as a half dozen battle cries erupt from
atop the northern hill. You spin to the source of the
cries to see several heavily armed orcs rush out from
beh nd the hill, wielding crossbows. In seconds the
caravan is thrown in confusion, and screams and cries
echo all around you as bolts stream down.
The orcs are an elite raiding party sent into the reclaimed
lands to stir up fear and disorder. They are all armed with
light crossbows and will use ranged weapons on the
caravan until engaged in melee. Half the group will
engage the PCs while the other half engages the caravan
guards.
Creatures
APL 2 (EL 4)
Orcs (4): Ftr 1; Hp 11 each. See Appendix One.
APL 4 (EL 6)
Orcs (6): Ftr 1; Hp 11 each. See Appendix One.
APL 6 (EL8)
Orcs (8): Ftr 1; Hp 11 each. See Appendix One.
APL 8 (EL 10)
Orcs (8): Ftr 1; Hp 11 each. See Appendix One.
Orc Sergeant (3): Fig 3; Hp 23. See Appendix One.
APL 10 (EL 12)
Orcs (8): Ftr 1; Hp 11 each. See Appendix One.
Orc Sergeant (5): Ftr 1; Hp 23 each. See Appendix
One.
ALL APL’s
Caravan Guards (3): HP 8 each. See Appendix One.
Tactics:
The orcs are a stealthy strike force designed to operate
within the reclaimed Shield Lands and destroy morale.
They will use their ranged attacks until engaged in melee
combat, targeting any magic users first. Once engaged in
melee, they will drop their crossbows and switch to
falchions.
Treasure:
APL (ALL)
All the orcs gear is masterwork. However, it has all been
marked and permanently decorated with orcish and
Iuzian symbols. As such, no merchant in the Shield
Lands will buy it off the PC’s. They have nothing else of
value on them.
Development:
The caravan guards will stay with their charges, the
caravan, until one round after the party engages the orcs
in melee combat. Once so engaged, the guards will lend
their skill to driving off the orcs.
Once the orcs have been defeated or driven off, read or
paraphrase the following.
The gnome jumps down from his caravan and
waddles over to you. “Good day chaps! I’m Wilkin
Willbroke and this here is my caravan. I extend my
finest gratitude to you for your protection, and would
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be del ghted f you’d allow us to cook a fine meal for
you.
i
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The gnome is simply grateful for the PC’s protection. The
meal is a delicious one of sausages, cheese, and bread, but
is otherwise not unusual. He and his crew, four other
cheerful gnomes and a most unpleased dwarf named
Skiper, will listen intently to the PC’s stories and answer
any questions they may have, especially regarding
Gensal.
The gnomes have just returned from bringing food
and other provisions for sale to Gensal. All their items
were well received and they made a good profit on the
transaction. They will describe Gensal as, “Thoroughly
trashed, but getting better. All in all, a good place to do
business.”
Of interest to the PCs is the orcs’ gear. Just about
everything they own is of masterwork quality. Their
crossbows, armor, and swords are all very new and very
well-made.
ENCOUNTER 3: GENSAL
AGAIN
Gensal consists of a newly constructed wooden barricade,
a half dozen quickly constructed buildings, two stone
barracks, a shrine to Fortubo, and a tavern known as the
“Jousting Mug.” In addition, the ruins of Gensal keep is
still there, though its rubble is beginning to lighten as
people use the loose bricks and mortar for building
material of their own. A more detailed description of
Gensal can be found in SHL6-01, “Blood and Rain.” If the
PCs stop here at all, it will most likely be at the “Jousting
Mug.”
The owned of the “Jousting Mug” is one Gendor
Meadbow, a large man who is never without his falchion.
He is fair and will offer a room for a good rate, but
dislikes wizards (anyone able to cast spells, really) and
will warn about using magic in his establishment.
There are currently three other patrons staying in the
“Jousting Mug.” All three are looking for work, but prefer
to deal with people of authority to find employment.
•
Bavlin Singer, a roaming bard from Greyhawk. He
loves to sing and has journeyed to the Shield Lands
to gather information for his ballad, “How We
Brought Old Wicked to His Knees.”
•
Anon Poris, a simple farmer from Furyondy who had
all his lands destroyed by orcs. He’s come here to
seek revenge on the brutes and look for cheap
farming lands.
•
Ta’dora Lemki, a Kentish mercenary looking for
work. He is heavily scarred and very tightlipped
about his ordeals. He is simply “looking for work.”
ENCOUNTER 4 – THE ROAD
EAST
Once the PC’s begin their travels again to the east, read or
paraphrase the following.
You head out on the eastern road. As you leave,
farmers stop farming and guards stop guarding. Some
of them give you a half smile, others a quick bow, but
all seem to think they may be seeing you for the last
time. As you head off, one of the guards yells out,
“Give ’em hell, pathfinders!” The cry is echoed by
others near-by and a cheer goes up as you leave.
Obviously, this road isn’t used much; at least, it isn’t
returned on much.
After the party has been traveling for nearly an hour,
read or paraphrase the following.
You’ve been traveling for about an hour and are
amazed at the contrast in your surroundings. In the
reclaimed lands the road was clear and the weather
bright and sunny. Somehow, this road seems full of
loose rocks and footfalls, and the weather has been
chilly and the wind blustering.
As you wonder about the rapid weather change,
the sound of steel on steel comes from beyond the
southern hills.
If the PCs go to investigate, read or paraphrase the
following:
You peak out over the hill and your jaw drops. Down
in the valley, about three hundred feet away is a
creature unlike anything you’ve ever seen. It has the
body of and is dressed like a normal human, but its
head is that of a jackal. Orbiting the creatures head
are a half dozen stones, seemingly mov ng of their
own volit on.
The creature is surrounded by a dozen or so orcs.
Another dozen l e dead at its feet along with two
unmoving ogres.
This creature is an Arcanaloth, a Yugoloth of unspeakable
evil; it is here for reasons of its own. The orcs,
unfortunately for them, happened upon the creature and
engaged it. It will not see the PC’s unless they make their
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presence known. This is not to be a combat-orientated
encounter. The Arcanaloth would wipe the floor with
even an APL 10 group. A Knowledge (Arcana) DC 30 or
Knowledge (planes) DC 25 will reveal the name of the
beasts’ species and knowledge that they are rumored to
be extremely powerful. If the PC’s watch the remainder
of the fight, read or paraphrase the following:
As you watch, the jackal headed beast rips open an
orc with its clawed hands. Another orc stabs the beast
viciously in the back with its spear, only to have the
wound close immediately. As one, the remain ng orcs
turn in flight.
i
f
!
In a rapid, fluid motion the beast gracefully casts
a quick spell and a massive ball o fire erupts in the
midst of the fleeing group. The beast then casually
walks among the survivors, breaking necks and
ripping out throats. It seems to almost relish the
process.
All APL’s
Arcanaloth (1): Hp 54. See Appendix One
If the party does nothing (good for them) the Arcanaloth
will finish the orcs off, stack them in two neat little piles,
and teleport away with them.
If for some reason the PC’s decide to fight the
Arcanaloth, they are in trouble. The DM is encouraged to
not
kill
the
PC’s,
but
punish
them
severely.
Recommended punishment choices include draining
one PC’s strength to one, cursing another one, burying
another to the neck in the ground, or removing all of a
PC’s teeth. The beast is vicious and cruel, and virtuously
immune to any PC attack, so will take its time. A few,
well placed Ques spells might also be appropriate.
However, it should be stressed that this is only if the PC’s
engage the Arcanaloth in battle, otherwise it has no
reason or compulsion to go out of its way to crush a few
ants.
ENCOUNTER 5 – FOUR DEAD
TREES
Once the PC’s have returned to the road, read or
paraphrase the following:
After witnessing the demonic creature so easily
destroy lives, you tread a little softer as you head
down the eastern road. Finally, after a few more hours
of travel, you find four dead trees, two on each side of
the road, reaching up into the sky. As you approach,
the trees seem to grow mouths. They shriek out at
you, “All hail Iuz, lord and master of all Oerth ”
The trees simply have a permanent magic mouth spell
cast on them and are of no further harm. The PC’s are free
to ignore them or do as they please. As long as they
remember to head north at this junction, all is well.
If the PC’s continue down the eastern road, however,
they have a problem. They are getting deeper and deeper
into Iuzian lands. Every hour they travel past these trees
there is a 35% chance of a random encounter. It is
important to note that these random encounters happen
only if the PC’s past these trees and continue east, into
Iuzian lands. If they head north, as instructed, ignore the
random encounters. These encounters are designed to
encourage the players to believe they are going the
wrong way (which they are).
Random Encounter Table (2d6)
2-3) A lone Hill Giant. See Monster Manual page 123.
4-5) 1d2 Ogres. See Monster Manual page 199.
6) 1d3+1 worgs. See Monster Manual page 257.
7) Patrol of 1d8+4 orcs. See Monster Manual page 203.
8) A gang of 2d8 kobolds. See Monster Manual page 161.
9-10) A gang of 1d6+3 Hobgoblins. See Monster Manual
page 153.
11-12) A pair of cockatrice. See Monster Manual page 37.
ENCOUNTER 6 – THE FARM
HOUSE
Once the party has journeyed north for another hour,
read or paraphrase the following:
Your journey north through the rough foothills has
been trying. It seems every footfall, crevice, and hole
in the entire land lies along this path. Finally, you
reach what must be your goal. Lying about two
hundred paces away, tucked into the hills, is an old
farm house. It looks as if it is guarded by two dozen
orcs, roaming the perimeter. The adjoining fenced
area houses a half dozen worgs, and you can see more
orcs and a few ogres going to a from the farm house.
The PC’s have reached their destination. However,
getting in may be difficult. The best course of action is to
abduct a patrol of orcs and find out as much information
as they can. Proper persuading will reveal to the PCs that
they don’t actually have to enter the farmhouse at all. It is
simply a decoy to detract from the real jail cell, a cleverly
concealed cave entrance a ways from the farm house. It is
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located on the eastern hill, directly under the distance
key.
Of course, the PC’s have the option of engaging the
entire camp, but that could very well be lethal. The PCs
are encouraged to find unique and interesting solutions
to their situation.
If a PC does gain entrance to the farmhouse, through
stealth, invisibility, magic, etc, it is simply a large, one
story house that has had its walls removed to make one
big, open structure. Inside are eight ogres, two hill giants,
and a “tame” umber hulk, cooking and sleeping. A large,
locked chest that contains the group’s valuables is in one
corner. (Keeping the groups valuables is a way to restrict
desertion.)
Give the PC’s Player’s Handout # 2, which is simply a
map of the area. If any PC scouts the perimeter, give
them a Spot check DC 20 to notice the hidden cave
entrance if they pass by guard post “C”.
All the orcs and ogres know that there is nothing
being held in the farm house and that it is simply a red
herring to distract from the real prison cells in the hill.
With the proper persuading, any of the orcs will reveal
this information.
ENCOUNTER 6A – A FINE
WAGON
The wagon stationed on the outskirts of the farmhouse is
a large, sturdy vehicle that is currently attached to four
massive heavy horses. The wagon could support twenty
people comfortably without loosing any speed.
The wagon is currently manned by a worm of a
goblin named Juio. He will not fight in the face of danger
and will run away and hide if seriously threatened.
Alternatively, he will serve as a pilot for the PC’s if
threatened to do so.
However, the loss of the wagon will not go
unnoticed and the orcs will dispatch worg-riders to chase
the wagon and its thieves. How many worgs are present
depends on the APL of the party.
Creatures
APL 2 (EL 2)
Orcs (1): Hp 6 each. See Monster Manual page
203.
Worgs (1): Hp 30 each. See Monster Manual page
256.
APL 4 (EL 4)
Orcs (1): Hp 7 each. See Monster Manual page
203.
Worgs (2): Hp 30 each. See Monster Manual page
256.
APL 6 (EL5)
Orcs (2): Hp 8 each. See Monster Manual page
203.
Worgs (2): Hp 30 each. See Monster Manual page
256.
APL 8 (EL 7)
Orcs (3): Hp 8 each. See Monster Manual page
203.
Worgs (3): Hp 30 each. See Monster Manual page
256.
APL 10 (EL 8)
Orcs (4): Hp 8 each. See Monster Manual page
203.
Worgs (4): Hp 30 each. See Monster Manual page
256.
Tactics:
The worg-riders will chase the PC’s wagon and attempt to
engage them in combat. They will flee if reduced to 1/3
hp of less.
Treasure:
APL (ALL)
All the orcs gear is masterwork. However, it has all been
marked and permanently decorated with orcish and
Iuzian symbols. As such, no merchant in the Shield
Lands will buy it off the PCs. They have nothing else of
value on them.
Development:
None.
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ENCOUNTER 7 – THE HILLS
HAVE EYES
Once the PC’s see the opening in the hill, read or
paraphrase the following:
The open ng in the hill is on y about four feet h gh
and half as wide, and obscured by braches and bushes.
It appears to not be guarded.
The outside is, in fact, not guarded, as that would give
away its position. However, if anyone approaches the
cave, an orcish voice will ask, in orcish, “password!”
However, the orc is used to other orcs forgetting the
password, so will simply verbally berate anyone that
cannot give a good answer. But if no response comes, or
the response is in common or some other languag, the
orc will begin to raise the general alarm. Because of the
remote location or the cave, and its unique geographical
Knightly Distractions
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situation, the orc must be able to yell for a full round for
any of the other guards to hear it.
If the orcs does yell, then the two closest guards will
arrive in two rounds to see what the disturbance is. One
will fight while the other tries to go from help. If the PC’s
can not stop the guard from going for help, their only
hope is to gain entrance to the cell, (as only the warden
knows the proper sequence to open the door) or to face
the entire farm house guard. The troops from the guard
house will gather and arrive in ten rounds after the initial
orc gets away.
Once the PCs have secured or looked around the
inside of the cave, read or paraphrase the following:
The inside of the cave is wholly unremarkable. The
on y item o interest is the eastern wall, which is
inscribed with dozen of runes and symbols.
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f
f
Give the PC’s Player’s Handout #3, the puzzle to unlock
the earthen door.
The puzzle is a complex locking mechanism. The door
has seven colored bars set into it. Above the bars, are six
slots that the bars could fit in. Above that is a small,
indented hole in the door, and finally, above that; is a
message, “May the purity of light shine upon you and the
power of magic embolden you.”
The following things must happen in the proper
sequence for the door to open.
First, the six proper bars must be placed in the
correct order. The colored bars to be placed are; red,
orange, yellow, green, blue, and indigo, in that order
from left to right OR right to left. Once this is
accomplished, the indented circle will shine with the six
primary colors of the rainbow.
Second, any arcane spell of any level must be cast on
the door. The spell, for all intents and purposes is “used
up.” The spell may come from a wand, staff, scroll, or
person, but only an arcane spell will work. Alternatively,
a Use Magic Device check DC 25 will suffice.
Once both of these conditions are met, the door will
open.
If, at any time a mistake is made, I.E. The bars are
placed in the improper order, the brown bar is placed in
the door, or a divine spell is placed on the door, an
electrical, fire, or cold shock will issue out in a ten foot
radius. There is a 33% chance of each, with all three
issuing out on the roll of 100%. Each shock does a
different amount based on the APL of the group.
Shocking Door Trap:
APL 2
CR 4; magical; touch trigger, automatic reset; Atk – (2d6)
33% chance for fire, 33% chance for electricity, 33%
chance for cold, 1% chance for all three; all targets in a 10
ft. radius; Search DC 25, Disable Device DC 29; DC 18
Reflex save for half.
APL 4
CR 6; magical; touch trigger, automatic reset; Atk – (4d6)
33% chance for fire, 33% chance for electricity, 33%
chance for cold, 1% chance for all three; all targets in a 10
ft. radius; Search DC 30, Disable Device DC 29; DC 20
Reflex save for half.
APL 6
CR 8; magical; touch trigger, automatic reset; Atk – (6d6)
33% chance for fire, 33% chance for electricity, 33%
chance for cold, 1% chance for all three; all targets in a 10
ft. radius; Search DC 30, Disable Device DC 30; DC 22
Reflex save for half.
APL 8
CR 10; magical; touch trigger, automatic reset; Atk –
(8d6) 33% chance for fire, 33% chance for electricity, 33%
chance for cold, 1% chance for all three; all targets in a 10
ft. radius; Search DC 25, Disable Device DC 30; DC 25
Reflex save for half.
APL 10
CR 12; magical; touch trigger, automatic reset; Atk –
(10d6) 33% chance for fire, 33% chance for electricity,
33% chance for cold, 1% chance for all three; all targets in
a 10 ft. radius; Search DC 25, Disable Device DC 30; DC
30 Reflex save for half.
ENCOUNTER 8 – INTO THE
JAWS
The prison cell is a simple affair. It is thirty feet into the
hill and consists of ten cells on either side of a hallway,
with a door at the far end for the cell keeper and the
interrogation room. See DM’s aid #1. Once the PC’s
access the cells read or paraphrase the following:
You enter the cave’s entrance and immediately notice
that the walls are worked stone. This place was
obviously constructed for some specific purpose.
Moving down dim, dungy hallway, you find two
dozen or so cells, lining either side o you. The cells
begin abruptly, and immediately the smell of old
feces washes over you. The odor is almost enough to
send you reeling, and you have to catch yourself from
gagging.
Inside the cells are a few scattered humans, most
badly beaten or bleeding. One or two open blackened
eyes to stare up at you, but most lie unconscious.
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At the far end of the hallway is a battered metal
door. From behind the door comes screams of pain
and the occasional crack of a whip.
The PC’s will either head directly to the back room or
attempt to free the prisoners. There are fifteen prisoners
still alive. Of those, only three are conscious, the others
require serious healing before they can even open their
eyes.
The locks are simple locks and can be opened with
an Open Locks DC 20. The keys are located on the cell
keeper in the next room. If the PCs begin to bash in cells
or make a loud ruckus, read or paraphrase the following:
Your noise appears to have caused some commotion
from behind the next door, the screams and cracks of
whipping stop and low grunting issues from beyond
the door.
The door opens and a stooped Bugbear sticks its
head out.
The Bugbear, the Hobgoblin, and the cell keeper are
cunning opponents. They will not fight the PCs in the
hallway, but ready for them to approach the doorway
before barring their entrance.
If the PCs open the door or wait for the creatures to
come to them, read or paraphrase the following:
The door opens fully and you see the bleeding,
bruised form of a middle-aged woman. Blood flows
freely from a wound on her face, but a fiery defiance
still glows in her one, unclosed eye.
Creatures
APL 2 (EL 5)
Bugbear (1): Hp 16. See Monster Manual page 29.
Hobgoblin (1): Hp 6. See Monster Manual page
153.
Cell Keeper (1): Rog3; Hp 17. See Appendix One.
APL 4 (EL 7)
Bugbear (1): Hp 16. See Monster Manual page 29.
Hobgoblin (2): Hp 6. See Monster Manual page
153.
Cell Keeper (1): Rog5; Hp 28. See Appendix One.
APL 6 (EL 9)
Bugbear (2): Hp 16. See Monster Manual page 29.
Hobgoblin (2): Hp 6. See Monster Manual page
153.
Cell Keeper (1): Rog7; Hp 39. See Appendix One.
APL 8 (EL 11)
Bugbear (2): Hp 16. See Monster Manual page 29.
Hobgoblin (4): Hp 6. See Monster Manual page
153.
Cell Keeper (1): Rog9; Hp 58. See Appendix One.
APL 10 (EL 13)
Bugbear (3): Hp 16. See Monster Manual page 29.
Hobgoblin (4): Hp 6. See Monster Manual page
153.
Cell Keeper (1): Rog11; Hp 69. See Appendix
One.
Tactics:
The cell keeper and her minions are all very intelligent.
They will ready their actions to attack anyone who enters
the room, attempting to bottleneck the group in the
doorway. If the PCs refuse to enter, the cell keeper will
strike at Lemanda from cover using her whip. A few well
placed
blows
and
screams
should
be
enough
encouragement for any good-aligned PC’s to enter.
Treasure:
APL (ALL)
The cell keeper has a chest in the torture room. On top of
it is a note in infernal reading, “Payroll.” It consists of
gold and some loose silver and platinum. This is the
primary source of wealth for the adventure. See the
conclusion for exact numbers.
Development:
In the light of any unforeseen action of the PC, like a
fireball to the room, Lemanda will most likely perish. In
such a case the PC’s have failed, and killed a good knight
of the realm. May their gods have mercy upon their souls.
Adjust the remaining text for such a development.
Once the PC’s have defeated the cell keeper and her
minions, read or paraphrase the following.
The last of the creatures fall and the woman in the
chair looks down upon their corpses, breathing hard.
She gathers all her strength and spits on the woman’s
body before looking up at you.
“Thank you, soldiers. Please, release my bonds so
that we may see to my people.”
This is the Knight Baronette Lemanda. She feels strongly
that the fall of Gensal was her fault and will do
everything in her power to make sure these few survivors
make it back to Gensal.
She will be very curious of the state of Gensal and
the Shield Lands in general and answer any questions the
PC’s may have.
If the farm house has been alerted to the PC’s
presence, then the PC’s will either have to fight their way
out or find an alternate escape route, I.E. magic.
Knightly Distractions
Page 10
Once outside it will quickly become apparent that
most of the prisoners can’t move very well on their own,
without extensive healing. The wagon and horses near
the farm would do nicely as a mode of transportation for
the survivors. See encounter 6A, a fine wagon, for details
on this development. If the PC’s do not think of this and
cannot heal all the NPC’s, at least half of the NPC’s will
not be able to make the long march home.
ENCOUNTER 9 – LEMANDA’S
STORY
While the prisoners are being freed, Lemanda will pull
them aside and speak with them. It is obvious that she
has beaten and tortured extensively, but the same spark
that made her a knight is still evident in her personality
and words.
Read or paraphrase the following:
“Tel me my friends, a group of Knights of the Holy
Shielding, along with members of the Church of the
Holy Shielding and the Arcanist Society attempted to
rescue us a few months past. Did they return?”
l
l
i
t
i
it
l
l
A Knowledge (local, Iuz Meta-region) DC 10 will reveal
that the PC has heard that this group did indeed return,
though they would not speak to anyone about what they
found. If the PCs reveal this information to the Knight,
she will respond with a “Thank Heironeous,” before
continuing.
I must speak with you before you continue your
current course of action. Will you hear me?”
“The group of knights did indeed find us. At that time
we were being held in the farmhouse. They stormed
the farm house and killed the guard. We gathered the
peop e who had survived and journeyed west. On the
way back is when we ran into them.”
“I’ve never seen beasts like them before, massive,
hideous beasts with v cious looking claws. They were
lead by a man with the head of a jackal. One of the
wizards with us said they were denizens of Gehenna,
Yugoloths. Our first charge decimated 1/3 of our
number, but injured them as well. It seemed we were
evenly matched.”
“We hesitated. Then the jackal-headed creature
sought a parlay. I spoke with i myself. It said that t
had no qualm with us, but that s minions would not
let them leave alive. Something to do about a
hierarchy the beasts had. A compromise was made;
the beasts would leave the service of Iuz, if I and any
that were imprisoned with me, agreed to be taken by
them. They promised they would not harm any of the
prisoners.”
“None of the knights would agree, but I knew,
just from speaking with the creature, that every single
one of us would die taking the creatures to the grave
with us. I ordered the knights to secrecy and agreed.”
“Little did I know that the creatures were only in
the service of Iuz to bring me back. The creatures left
after Old Wicked’s minions arrived to take us back.
They moved us back and tortured my people to near
death, punishment for our escape.”
“So, you see, I cannot guarantee that we won’t
make it halfway back to Gensal before the creatures
track me down again. If that happens, I doubt any of
you or my peop e would survive. Do you still wish to
free us?
Lemanda will accept whatever the party decides. If they
decide the risk is too great, she will appear somber, but
understanding. If they decide to take the prisoners with
them, she will smile and set her mind to the task.
ENCOUNTER 10 – THE TRIP
HOME
The trip home should be a frightful thing for the PCs.
Have them make numerous Spot and Listen checks, keep
them on their toes. Once they have journeyed west for
about four hours, read or paraphrase the following:
Suddenly, from up ahead comes the loud baying of
some lupine creature. It appears to be getting closer
from over the next rise.
You watch and see a humanoid figure break the
next rise. It stops when it sees you and looks down at
your wagon. You breathe a sigh of relief as you see it
is a patrol from Gensal, its leader holding the chain of
a guard dog. “Pathfinders!” He yells out. “Welcome
home.” His troop salutes you as they move past.
As you make your way into Gensal, it seems as if the
place has grown more already. Lemanda pulls you
aside and gives a curt bow.
“Thank you my friends, you have given me much.
More then my freedom, you have given me back
hope, something far more va uable. I’m sure our paths
will gross again in the future. Know that you have
made an eternal friend in me.” With that, she bows
again and heads off toward the two stone barracks.
Knightly Distractions
Page 11
ENCOUNTER 10A – VISONS
OF FUTURE PAST
This portion of the adventure is for those who received
the Prophecy special from SHL6-02, Blood and Rain. If
the PC or PCs never used their augury ability during the
adventure, they will receive this vision.
That night your sleep is restless. You dream all night,
though before you wake, the dreams wash from you
like a cascading waterfall. However, one portion of a
dream you hang onto.
It is a cool night. The wind blows lightly from the
open window n the Council of Lords Chamber. The
room is deserted except for one man, Lord Nathan
Enerick. He works studiously in some books, writing.
The wind kicks up and sends the torchlight dancing.
Enerick, annoyed by the disturbance rises and goes to
the window. At the windows, he ooks outside with
annoyance. As he closes the window the wind kicks
up again. As the torch light dances, you catch the
briefest glance of his shadow, thrown long from the
torchlight. His shadow dances and waves in the
flickering torchl ght and it appears as i his shadow
has grown two extra pairs of arms. He closes the
window and the torchlight returns to normal, as does
his shadow.
i
l
i
f
This resolves Knightly Distractions.
EXPERIENCE POINT
SUMMARY
To award experience for this adventure, add up the values
for the objectives accomplished. Then assign the
experience award. Award the total value (objectives plus
roleplaying) to each character.
Encounter 2
Defeat the orcs
APL 2
120 XP
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
Encounter 7
Gain entrance to the cells, by pass the trap
APL 2
120 XP
APL 4
180 XP
APL 6
240 XP
APL 8
300 XP
APL 10
360 XP
Encounter 8
Defeat the cell keeper and her minions
APL 2
150 XP
APL 4
210 XP
APL 6
270 XP
APL 8
330 XP
APL 10
390 XP
Story Award
Objective met – Lemanda is saved:
APL 2
60 XP
APL 4
105 XP
APL 6
150 XP
APL 8
195 XP
APL 10
240 XP
Total possible experience:
APL 2
450 XP
APL 4
675 XP
APL 6
900 XP
APL 8
1125 XP
APL 10
1350 XP
TREASURE SUMMARY
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a “treasure” section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounter’s treasure.
The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
earthly possessions. Looting the bodies takes at least 10
minutes per every 5 enemies, and if the characters cannot
take the time to loot the bodies, they do not gain this
gold. If you feel it is reasonable that characters can go
back to loot the bodies, and those bodies are there (i.e.,
not carted off by dungeon scavengers, removed from the
scene by the local watch, and so on), characters may
return to retrieve loot. If the characters do not loot the
body, the gold piece value for the loot is subtracted from
the encounter totals given below.
The coin total is the number of gold pieces each
character gains if they take the coin available. A normal
adventuring party can usually gather this wealth in a
round or so. If for some reason, they pass up this
treasure, the coin total is subtracted from the encounter
totals given below.
Knightly Distractions
Page 12
Next, the magic items are listed. Magic item
treasure is the hardest to adjudicate, because they are
varied and because characters may want to use them
during the adventure. Many times characters must cast
identify, analyze dweomer or similar spell to determine
what the item does and how to activate it. Other times
they may attempt to use the item blindly. If the magic
item is consumable (a potion, scroll, magic bolts, etc.) and
the item is used before the end of the adventure, its total
is subtracted from the adventure totals below.
Once you have subtracted the value for unclaimed
treasure from each encounter add it up and that is the
number of gold pieces a characters total and coin value
increase at the end of the adventure. Write the total in
the GP Gained field of the adventure certificate. Because
this is a Regional scenario, characters may spend
additional Time Units to practice professions or create
items immediately after the adventure so this total may
be modified by other circumstances.
Loot = Looted gear from enemy; Coin = Coin, Gems,
Jewelry, and other valuables; Magic = Magic Items.
Encounter 8
APL 2: Coin: 300 gp
APL 4: Coin: 450 gp
APL 6: Coin: 600 gp
APL 8: Coin: 900 gp
APL 10: Coin: 1575 gp
Total Possible Treasure
APL 2: Coin: 300 gp
APL 4: Coin: 450 gp
APL 6: Coin: 600 gp
APL 8: Coin: 900 gp
APL 10: Coin: 1575 gp
Special
Thanks of Knight Baronette Lemanda: You have saved
the life and honor of the lady Lemanda. Having such
high friends will surely have its uses in the future. In
addition, she has made available to you several of her
family’s heirlooms.
ITEMS FOR THE ADVENTURE
RECORD
Item Access
APL 2:
•
Heavy Plate (Adventure; Races of Stone); 2,000 gp.
•
Earth Silk Jersey (Adventure; Races of Stone); 150
gp.
•
Heward’s Handy Haversack (Adventure; DMG)
APL 4 (all of APL 2 plus the following):
•
Wand of False Life (Adventure; DMG)
•
Ring of the Ram (Adventure; DMG)
•
+1 Buckler of Arrow Catching (Adventure; DMG)
APL 6 (all of APLs 2-4 plus the following):
•
+1 Chain Shirt of Light Fortification (Adventure; DMG)
•
+1 Thundering Heavy Flail (Adventure; DMG)
APL 8 (all of APLs 2-4 plus the following):
•
Potion of Good Hope (Adventure; DMG)
•
Amulet of Mighty Fists +2 (Adventure; DMG)
APL 10 (all of APLs 2-4 plus the following):
•
Lyre of Building (Adventure; DMG)
•
Pearl of Power, 5
th level (Adventure; DMG)
•
+1 Shocking, Giant Bane Long Spear (Adventure;
DMG)
Knightly Distractions
Page 13
APPENDIX 3: ENCOUNTERS BY APL
APL 2
Encounter Two
Orc Fighter1: Male Orc Fighter 1; CR 1; Medium
Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp
+4; Atk: masterwork falchion +4 (2d4+4 18-20)
Melee, masterwork light crossbow +1 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0,
Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Caravan Guard Warrior 1: Male Human Warrior
1; CR 1/2; Medium Humanoid (Human); HD
(1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted
15, touch 10); BAB +1; Grp +2; Atk: Spear +2
(1d8+1) Melee, long spear +1 (1d8) Ranged;
Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort
+3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT
10, WIS 11, CHA 10
Skills and Feats: Listen +3, Spot +3; Alertness
Possessions: Chain Shirt, light steel shield, long
spear, spear x3.
Encounter Four
Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider;
HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28
(flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk
Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12
Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach:
5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR
15/magic, Darkvision 60 ft., partial immunity to spells,
SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will
+14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17
Skills and Feats: Bluff +17, Concentration +14, Diplomacy
+19, Gather Information +18, Intimidate +19, Knowledge
(Arcana) +19, Knowledge (The Planes) +19, Profession
(scribe) +19, Sense Motive +20; Empower Spell,
Improved Initiative, Iron Will, Spell Focus (Abjuration)
Partical Immunity to Spells (Su): Mind-affecting spells
have no effect on arcanaloths.
Poison (Ex): An arcanalot’s claws are coated with poison.
It delivers this poison (Fortitude save DC 16) with each
successful claw attack. This initial and secondary damage
is the same (1 point of Strength damage.)
Spell-Like Abilities (Sp): At will – darkness, fly, heat
metal, invisibility (self only), magic missile, shapechange,
telekinesis, warp wood; 1/day – fear, major image. Caster
leverl 12
th; save DC 13+ spell level.
Summon Yugoloth: Once per day, an arcanaloth can
summon another arcanaloth with a 40% chance of
success.
Yugoloth Traits: A yugoloth is immune to poison and
acid. It has cold, fire, and electricity resistance 20.
Yugoloths can communicate telepathically with any
creature within 100 feet that has a language.
Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15
+ spell level for Abjuration spells)
1
st- protection from good, mage armor, shield, magic
missile, sleep, color spray, ray of enfeeblement,
expeditious retreat, cause fear; 2
nd- see invisibility,
scorching ray, bull’s strength, knock, touch of idiocy; 3
rd-
dispel magic, fireball, suggestion, haste, slow; 4
th- charm
monster, dimensional anchor, fire shield, invisibility
greater;, 5
th- teleport, dominate person, mind fog; 6
th-
geas/quest, true seeing; 7
th- forcecage
Possessions: None
Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base
DC 16 + spell level for enchantment)) 0- Daze*, Ghost
sound, Mage Hand, Resistance; 1- Charm Person*,
Expeditious Retreat, Mage Armor, Protection from Good,
Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous
Laughter*, Invisibility; 3- Displacement, Haste, Heroism*
Encounter Eight
Cell Keeper: Female Human Rogue 3; CR 3; Medium
Humanoid (Human); HD (3d6)+6; hp 17; Init +4; Spd 30';
AC 20 (flatfooted 16, touch 14); BAB +2; Grp +4; Atk:
Masterwork shortsword +6 Melee (1d6+2 19-20/x2);
Face/Reach 5’/5'; SA: Sneak Attack +2d6, scrolls; SQ: trap
Knightly Distractions
Page 14
sense +1, evasion; AL: LE; Sv: Fort +3, Ref +7, Will +2;
STR 14, DEX 19, CON 15, INT 10, WIS 12, CHA 16
Skills and Feats: Hide +10, Listen +3, Move Silently +10,
Spot +7, Use Magic Device +9, Swim +8, Tumble +10;
Iron Will, Weapon Focus, short sword.
Possessions: Masterwork Chain Shirt, Masterwork
buckler, Masterwork Shortsword x3, wand of mage hand
(37), scroll of haste, scroll of shield x2
Knightly Distractions
Page 15
APL 4
Encounter Two
Orc Fighter1: Male Orc Fighter 1; CR 1; Medium
Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp
+4; Atk: masterwork falchion +4 (2d4+4 18-20)
Melee, masterwork light crossbow +1 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0,
Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Caravan Guard Warrior 1: Male Human Warrior
1; CR 1/2; Medium Humanoid (Human); HD
(1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted
15, touch 10); BAB +1; Grp +2; Atk: Spear +2
(1d8+1) Melee, long spear +1 (1d8) Ranged;
Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort
+3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT
10, WIS 11, CHA 10
Skills and Feats: Listen +3, Spot +3; Alertness
Possessions: Chain Shirt, light steel shield, long
spear, spear x3.
Encounter Four
Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider;
HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28
(flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk
Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12
Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach:
5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR
15/magic, Darkvision 60 ft., partial immunity to spells,
SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will
+14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17
Skills and Feats: Bluff +17, Concentration +14, Diplomacy
+19, Gather Information +18, Intimidate +19, Knowledge
(Arcana) +19, Knowledge (The Planes) +19, Profession
(scribe) +19, Sense Motive +20; Empower Spell,
Improved Initiative, Iron Will, Spell Focus (Abjuration)
Partical Immunity to Spells (Su): Mind-affecting spells
have no effect on arcanaloths.
Poison (Ex): An arcanalot’s claws are coated with poison.
It delivers this poison (Fortitude save DC 16) with each
successful claw attack. This initial and secondary damage
is the same (1 point of Strength damage.)
Spell-Like Abilities (Sp): At will – darkness, fly, heat
metal, invisibility (self only), magic missile, shapechange,
telekinesis, warp wood; 1/day – fear, major image. Caster
leverl 12
th; save DC 13+ spell level.
Summon Yugoloth: Once per day, an arcanaloth can
summon another arcanaloth with a 40% chance of
success.
Yugoloth Traits: A yugoloth is immune to poison and
acid. It has cold, fire, and electricity resistance 20.
Yugoloths can communicate telepathically with any
creature within 100 feet that has a language.
Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15
+ spell level for Abjuration spells)
1
st- protection from good, mage armor, shield, magic
missile, sleep, color spray, ray of enfeeblement,
expeditious retreat, cause fear; 2
nd- see invisibility,
scorching ray, bull’s strength, knock, touch of idiocy; 3
rd-
dispel magic, fireball, suggestion, haste, slow; 4
th- charm
monster, dimensional anchor, fire shield, invisibility
greater;, 5
th- teleport, dominate person, mind fog; 6
th-
geas/quest, true seeing; 7
th- forcecage
Possessions: None
Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base
DC 16 + spell level for enchantment)) 0- Daze*, Ghost
sound, Mage Hand, Resistance; 1- Charm Person*,
Expeditious Retreat, Mage Armor, Protection from Good,
Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous
Laughter*, Invisibility; 3- Displacement, Haste, Heroism*
Encounter Eight
Cell Keeper: Female Human Rogue 5; CR 5; Medium
Humanoid (Human); HD (5d6)+10; hp 28; Init +4; Spd
30'; AC 20 (flatfooted 16, touch 14); BAB +3; Grp +5; Atk:
Masterwork shortsword +7 Melee (1d6+2 19-20/x2);
Face/Reach 5’/5'; SA: Sneak Attack +3d6, scrolls; SQ: trap
sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +3,
Ref +8, Will +2; STR 14, DEX 19, CON 15, INT 10, WIS
12,
CHA
16
Skills and Feats: Hide +12, Listen +5, Move Silently +12,
Spot +9, Use Magic Device +11, Swim +10, Tumble +12;
Iron Will, Weapon Focus, short sword.
Knightly Distractions
Page 16
Possessions: Masterwork Chain Shirt, Masterwork
buckler, Masterwork Shortsword x3, wand of mage hand
(37), scroll of haste, scroll of shield x2
Knightly Distractions
Page 17
APL 6
Encounter Two
Orc Fighter1: Male Orc Fighter 1; CR 1; Medium
Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp
+4; Atk: masterwork falchion +4 (2d4+4 18-20)
Melee, masterwork light crossbow +1 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0,
Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Caravan Guard Warrior 1: Male Human Warrior
1; CR 1/2; Medium Humanoid (Human); HD
(1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted
15, touch 10); BAB +1; Grp +2; Atk: Spear +2
(1d8+1) Melee, long spear +1 (1d8) Ranged;
Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort
+3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT
10, WIS 11, CHA 10
Skills and Feats: Listen +3, Spot +3; Alertness
Possessions: Chain Shirt, light steel shield, long
spear, spear x3.
Encounter Four
Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider;
HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28
(flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk
Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12
Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach:
5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR
15/magic, Darkvision 60 ft., partial immunity to spells,
SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will
+14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17
Skills and Feats: Bluff +17, Concentration +14, Diplomacy
+19, Gather Information +18, Intimidate +19, Knowledge
(Arcana) +19, Knowledge (The Planes) +19, Profession
(scribe) +19, Sense Motive +20; Empower Spell,
Improved Initiative, Iron Will, Spell Focus (Abjuration)
Partical Immunity to Spells (Su): Mind-affecting spells
have no effect on arcanaloths.
Poison (Ex): An arcanalot’s claws are coated with poison.
It delivers this poison (Fortitude save DC 16) with each
successful claw attack. This initial and secondary damage
is the same (1 point of Strength damage.)
Spell-Like Abilities (Sp): At will – darkness, fly, heat
metal, invisibility (self only), magic missile, shapechange,
telekinesis, warp wood; 1/day – fear, major image. Caster
leverl 12
th; save DC 13+ spell level.
Summon Yugoloth: Once per day, an arcanaloth can
summon another arcanaloth with a 40% chance of
success.
Yugoloth Traits: A yugoloth is immune to poison and
acid. It has cold, fire, and electricity resistance 20.
Yugoloths can communicate telepathically with any
creature within 100 feet that has a language.
Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15
+ spell level for Abjuration spells)
1
st- protection from good, mage armor, shield, magic
missile, sleep, color spray, ray of enfeeblement,
expeditious retreat, cause fear; 2
nd- see invisibility,
scorching ray, bull’s strength, knock, touch of idiocy; 3
rd-
dispel magic, fireball, suggestion, haste, slow; 4
th- charm
monster, dimensional anchor, fire shield, invisibility
greater;, 5
th- teleport, dominate person, mind fog; 6
th-
geas/quest, true seeing; 7
th- forcecage
Possessions: None
Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base
DC 16 + spell level for enchantment)) 0- Daze*, Ghost
sound, Mage Hand, Resistance; 1- Charm Person*,
Expeditious Retreat, Mage Armor, Protection from Good,
Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous
Laughter*, Invisibility; 3- Displacement, Haste, Heroism*
Encounter Eight
Cell Keeper: Female Human Rogue 7; CR 7; Medium
Humanoid (Human); HD (7d6)+14; hp 39; Init +4; Spd
30'; AC 20 (flatfooted 16, touch 14); BAB +5; Grp +7; Atk:
Masterwork shortsword +9 Melee (1d6+2 19-20/x2);
Face/Reach 5’/5'; SA: Sneak Attack +4d6, scrolls; SQ: trap
sense +2, Evasion, Uncanny Dodge; AL: LE; Sv: Fort +4,
Ref +9, Will +3; STR 14, DEX 19, CON 15, INT 10, WIS
12,
CHA
16
Skills and Feats: Hide +14, Listen +7, Move Silently +14,
Spot +11, Use Magic Device +13, Swim +12, Tumble +14;
Iron Will, Weapon Focus, short sword, Mobility
Knightly Distractions
Page 18
Possessions: Masterwork Chain Shirt, Masterwork
buckler, Masterwork Shortsword x3, wand of mage hand
(37), scroll of haste, scroll of shield x2
Knightly Distractions
Page 19
APL 8
Encounter Two
Orc Fighter1: Male Orc Fighter 1; CR 1; Medium
Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp
+4; Atk: masterwork falchion +4 (2d4+4 18-20)
Melee, masterwork light crossbow +1 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0,
Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Orc Sergeant: Male Orc Fighter 3; CR 3; Medium
Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp
+6; Atk: masterwork falchion +7 (2d4+4 18-20)
Melee, masterwork light crossbow +4 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1,
Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack, Weapon Focus falchion, Weapon
Focus light crossbow
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Caravan Guard Warrior 1: Male Human Warrior
1; CR 1/2; Medium Humanoid (Human); HD
(1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted
15, touch 10); BAB +1; Grp +2; Atk: Spear +2
(1d8+1) Melee, long spear +1 (1d8) Ranged;
Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort
+3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT
10, WIS 11, CHA 10
Skills and Feats: Listen +3, Spot +3; Alertness
Possessions: Chain Shirt, light steel shield, long
spear, spear x3.
Encounter Four
Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider;
HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28
(flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk
Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12
Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach:
5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR
15/magic, Darkvision 60 ft., partial immunity to spells,
SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will
+14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17
Skills and Feats: Bluff +17, Concentration +14, Diplomacy
+19, Gather Information +18, Intimidate +19, Knowledge
(Arcana) +19, Knowledge (The Planes) +19, Profession
(scribe) +19, Sense Motive +20; Empower Spell,
Improved Initiative, Iron Will, Spell Focus (Abjuration)
Partical Immunity to Spells (Su): Mind-affecting spells
have no effect on arcanaloths.
Poison (Ex): An arcanalot’s claws are coated with poison.
It delivers this poison (Fortitude save DC 16) with each
successful claw attack. This initial and secondary damage
is the same (1 point of Strength damage.)
Spell-Like Abilities (Sp): At will – darkness, fly, heat
metal, invisibility (self only), magic missile, shapechange,
telekinesis, warp wood; 1/day – fear, major image. Caster
leverl 12
th; save DC 13+ spell level.
Summon Yugoloth: Once per day, an arcanaloth can
summon another arcanaloth with a 40% chance of
success.
Yugoloth Traits: A yugoloth is immune to poison and
acid. It has cold, fire, and electricity resistance 20.
Yugoloths can communicate telepathically with any
creature within 100 feet that has a language.
Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15
+ spell level for Abjuration spells)
1
st- protection from good, mage armor, shield, magic
missile, sleep, color spray, ray of enfeeblement,
expeditious retreat, cause fear; 2
nd- see invisibility,
scorching ray, bull’s strength, knock, touch of idiocy; 3
rd-
dispel magic, fireball, suggestion, haste, slow; 4
th- charm
monster, dimensional anchor, fire shield, invisibility
greater;, 5
th- teleport, dominate person, mind fog; 6
th-
geas/quest, true seeing; 7
th- forcecage
Possessions: None
Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base
DC 16 + spell level for enchantment)) 0- Daze*, Ghost
Knightly Distractions
Page 20
sound, Mage Hand, Resistance; 1- Charm Person*,
Expeditious Retreat, Mage Armor, Protection from Good,
Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous
Laughter*, Invisibility; 3- Displacement, Haste, Heroism*
Encounter Eight
Cell Keeper: Female Human Rogue 9; CR 9; Medium
Humanoid (Human); HD (9d6)+27; hp 59; Init +4; Spd
30'; AC 20 (flatfooted 16, touch 14); BAB +6/+1; Grp +8;
Atk: Masterwork shortsword +10 Melee (1d6+2 19-
20/x2), Full Atk: Masterwork shortsword +10/+5 Melee
(1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack
+5d6, scrolls; SQ: trap sense +3, Evasion, Improved
Uncanny Dodge; AL: LE; Sv: Fort +5, Ref +10 Will +4;
STR 14, DEX 19, CON 16, INT 10, WIS 12, CHA 16
Skills and Feats: Hide +16, Listen +9, Move Silently +16,
Spot +13, Use Magic Device +19, Swim +14, Tumble +16;
Iron Will, Weapon Focus, short sword, Mobility, Skill
Focus, Use Magic Device, Combat Reflexes
Possessions: Masterwork Chain Shirt, Masterwork
buckler, Masterwork Shortsword x3, wand of mage hand
(37), scroll of haste, scroll of shield x2
Knightly Distractions
Page 21
APL 10
Encounter Two
Orc Fighter1: Male Orc Fighter 1; CR 1; Medium
Humanoid (Orc); HD 1D10+1 ; hp 11; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +1; Grp
+4; Atk: masterwork falchion +4 (2d4+4 18-20)
Melee, masterwork light crossbow +1 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +5, Ref +0,
Will +0; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Orc Sergeant: Male Orc Fighter 3; CR 3; Medium
Humanoid (Orc); HD 3d10+3 ; hp 23; Init +0 ; Spd
30'; AC 13 (flatfooted 13, touch 10); BAB +3; Grp
+6; Atk: masterwork falchion +7 (2d4+4 18-20)
Melee, masterwork light crossbow +4 (1d8/19-20)
Ranged; Face/Reach 5'/ 5'; SA: -; SQ: Darkvision
60 ft., light sensitivity; AL: CN; Sv: Fort +7, Ref +1,
Will +1; STR 17 DEX 11, CON 12, INT 8, WIS 7,
CHA 6
Skills and Feats: Listen -1, Spot -1; Iron Will,
Power Attack, Weapon Focus falchion, Weapon
Focus light crossbow
Possessions: Masterwork falcion, masterwork light
crossbow, 20 crossbow bolts, masterwork studed
leather armor
Light Sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of s daylight spell.
Caravan Guard Warrior 1: Male Human Warrior
1; CR 1/2; Medium Humanoid (Human); HD
(1d8)+1 ; hp 5; Init +0 ; Spd 30'; AC 15 (flatfooted
15, touch 10); BAB +1; Grp +2; Atk: Spear +2
(1d8+1) Melee, long spear +1 (1d8) Ranged;
Face/Reach 5'/ 5'; SA: -; SQ: -; AL: NG; Sv: Fort
+3, Ref +0, Will +1; STR 13 DEX 11, CON 12, INT
10, WIS 11, CHA 10
Skills and Feats: Listen +3, Spot +3; Alertness
Possessions: Chain Shirt, light steel shield, long
spear, spear x3.
Encounter Four
Arcanaloth: Male Arcanaloth; CR 17; Medium Outsider;
HD 12d8; hp 54; Init +7; Spd 30', Fly 50' (poor); AC 28
(flatfooted 25, touch 13); BAB +12/+7/+2; Grp +12; Atk
Claw +12 Melee(1d4+poison); Full Atk 2 Claws +12
Melee(1d4+poison) and bite +7 Melee (1d6); Face/Reach:
5'/5'; SA: Poison, Spell-like abilities, Spells; SQ: DR
15/magic, Darkvision 60 ft., partial immunity to spells,
SR 24, yugoloth traits; AL: NE; SV: Fort +8, Ref +11, Will
+14; STR 11, DEX 16, CON 11, INT 20, WIS 18, CHA 17
Skills and Feats: Bluff +17, Concentration +14, Diplomacy
+19, Gather Information +18, Intimidate +19, Knowledge
(Arcana) +19, Knowledge (The Planes) +19, Profession
(scribe) +19, Sense Motive +20; Empower Spell,
Improved Initiative, Iron Will, Spell Focus (Abjuration)
Partical Immunity to Spells (Su): Mind-affecting spells
have no effect on arcanaloths.
Poison (Ex): An arcanalot’s claws are coated with poison.
It delivers this poison (Fortitude save DC 16) with each
successful claw attack. This initial and secondary damage
is the same (1 point of Strength damage.)
Spell-Like Abilities (Sp): At will – darkness, fly, heat
metal, invisibility (self only), magic missile, shapechange,
telekinesis, warp wood; 1/day – fear, major image. Caster
leverl 12
th; save DC 13+ spell level.
Summon Yugoloth: Once per day, an arcanaloth can
summon another arcanaloth with a 40% chance of
success.
Yugoloth Traits: A yugoloth is immune to poison and
acid. It has cold, fire, and electricity resistance 20.
Yugoloths can communicate telepathically with any
creature within 100 feet that has a language.
Spells (Sp): 6/7/7/7/6/5/3 (Save DC 13+ spell level, or 15
+ spell level for Abjuration spells)
1
st- protection from good, mage armor, shield, magic
missile, sleep, color spray, ray of enfeeblement,
expeditious retreat, cause fear; 2
nd- see invisibility,
scorching ray, bull’s strength, knock, touch of idiocy; 3
rd-
dispel magic, fireball, suggestion, haste, slow; 4
th- charm
monster, dimensional anchor, fire shield, invisibility
greater;, 5
th- teleport, dominate person, mind fog; 6
th-
geas/quest, true seeing; 7
th- forcecage
Possessions: None
Spells prepared:(4/5/4/3; Base DC= 14 + spell level(*base
DC 16 + spell level for enchantment)) 0- Daze*, Ghost
Knightly Distractions
Page 22
sound, Mage Hand, Resistance; 1- Charm Person*,
Expeditious Retreat, Mage Armor, Protection from Good,
Silent Image; 2- Blur, Fox's Cunning, Tasha's Hideous
Laughter*, Invisibility; 3- Displacement, Haste, Heroism*
Encounter Eight
Cell Keeper: Female Human Rogue 11; CR 11; Medium
Humanoid (Human); HD (11d6)+32; hp 69; Init +4; Spd
30'; AC 20 (flatfooted 16, touch 14); BAB +8/+3; Grp +10;
Atk: Masterwork shortsword +12 Melee (1d6+2 19-
20/x2), Full Atk: Masterwork shortsword +12/+7 Melee
(1d6+2 19-20/x2); Face/Reach 5’/5'; SA: Sneak Attack
+6d6, scrolls; SQ: trap sense +3, Evasion, Improved
Uncanny Dodge, Opportunist; AL: LE; Sv: Fort +5, Ref
+11 Will +4; STR 14, DEX 19, CON 16, INT 10, WIS 12,
CHA
16
Skills and Feats: Hide +18, Listen +11, Move Silently +18,
Spot +15, Use Magic Device +21, Swim +16, Tumble +18;
Iron Will, Weapon Focus, short sword, Mobility, Skill
Focus, Use Magic Device, Combat Reflexes
Possessions: Masterwork Chain Shirt, Masterwork
buckler, Masterwork Shortsword x3, wand of mage hand
(37), scroll of haste, scroll of shield x2
Opportunist: (Ex) Once per round, the rogue can make
an attack of opportunity against an opponent who has
just been struck for damage in melee by another
character. This attack counts as the rogue’s attack of
opportunity for that round. Even a rogue with the
Combat Reflexes feat can’t use the opportunist ability
more than once per round.
Knightly Distractions
Page 23
PLAYER’S HANDOUT # 1
Greetings noble and courageous citizen of the realm,
Because of your past deeds, we have singled you out to join a small, elite group for
a covert mission. Because of the nature of the mission, it can not be disclosed here.
The trip should take no more then five days, but will require extensive travel. Our
people once again need your help. If you agree, please meet the others you will be
traveling with on the main, eastern road to Gensal at sun up tomorrow morning.
We pray Heironeous watch over you and that your mission be successful.
Sincerely,
Earl Lyndon Bohdon
Council of Lords
Knightly Distractions
Page 24
PLAYER’S HANDOUT # 2
Knightly Distractions
Page 25
PLAYER’S HANDOUT # 3
Knightly Distractions
Page 26
DM’S AID # 1
Cell Room layout
Knightly Distractions
Page 27
| textdata/thevault/Living Greyhawk/Modules/Shield Lands/596/Normal Scenarios/SHL6-02 - Knightly Distractions (APL 2-10)/SHL6-02 - Knightly Distractions.pdf |
White StarTM isa trademark of James M. Spahn.
The Structure of this Adventure
I provide the players with problems, not solutions. And Game Mechanics are
not a solution system they are a resolution system. That means players
suggest the solutions, and I decide, with the help of the game mechanics,
how effective those solutions are. I say this because you will notice that all I
do is present problems. There is no “if they try this then solve it like this”.
Sorry, I am not a computer, and I am not competing with one. Computers
do that kind of thing very well. That is not why I GM. I Gm because it is an
art, and that art is found when I pose problems to the players (things that
keep them from achieving their goal) they offer a solution (however silly it
may seem, we are playing a game) and I then use the rules to decide if that
solution works or not, and how well. I say this because I don't want you to
feel ripped off because I don’t provide pages and pages of how to solve
problem “x”. I am not doing that, at all, not even one example. Because I
want you to find how enjoyable it is and how easy it is, as a GM, to play this
way. Yes it is improv, but with a lot of structure. Trust your players to provide
solutions to the problems, and then trust the mechanics to help you figure
out how well those solutions to work.
Synopsis
The PCs are on their way to Seti Beta Seven to
drop off a group of cybernetically enhanced
criminals. On the way they are waylaid by solar
storms, ship system malfunctions, and the
criminals themselves. On top of this they only
have about 48 hours to get to Seti Beta Seven.
Can they get the criminals to Seti Beta Seven
on time? Set in your captain seat, read the
computer readout, and get ready to find out in
this One Shot Adventure for the White Star role
playing game.
ACT ONE:
TO PRISON, AND DON’T SLOW
DOWN
GM ADVICE
In the first act you the GM are the guide. Hell
you are the Plot Railroad Chief Engineer. Drive
that Train hard. In this act, to set the stage,
there are specific things that need to happen.
Your players need to be introduced to the
world and the adventure. So you dictate the
rolls: when, how, now! But take that hat off
when you get to Act Two. There the
players get to drive. Don’t worry, if you
have laid down a strong track, they will
know which direction to go, they just
might take a different route. That is
okay, as long as they have a goal,
you’re golden.
You may read the following
paragraph out, or choose to
play out the scenes listed
below this paragraph. Either
one will provide the
necessary
expositional
material to get the
adventure rolling. If I
was running this
adventure I would
vote for the scene
work, but this is your game so I don’t get to
vote.
Read, or paraphrase, the following paragraph:
You are crew members on the United Stellar
Starship Nimoy, or USS Nimoy. Your mission is
to take a group of cybernetically enhanced
criminals to the Penal planet of Seti Beta Seven.
Currently you are en route to the prison. By all
estimates you have a two day window to get
into the system, drop off the criminals, and get
back out. If you don’t get there, or out, in time
you will have to wait approximately thirty days.
This is due to the planetary rotation, gravity
wells, and the solar radiation from the system’s
sun. On top of this the ships systems are
overburdened with normal system operations
and the cryogenic containers housing the
criminals.
If you do not want to just drop all this
information on your players, you can instead
play out the following scenes with the players.
The same information from the above
paragraph can be related in these scenes to your
players as you act them out. In fact make
sure to reference the above material
as it will enhance your GMing of
these scenes.
In scene work it will greatly help to
do your best to talk in character to
the PCs. This doesn’t mean come
up with silly accents, unless you
want to, it means role playing with
the players to give them this
information like you would
see in your favorite TV
show. In other words Act it
out.
SCENE ONE: Takes place
on the Starship Bridge. It
deals primarily with
Helms or Navigation
Officer. The Captain will
request that the officer
plot the next leg of the course to the Penal
Colony of Seti Beta Seven. Have the PC make
a Saving Throw: Skill with a +2 bonus to the
roll. The PC will also find out that they have
two days to get to the System. The trip itself
normally only takes about a day.
SCENE TWO: Opens in Engineering section of
the ship. A junior officer comes to the PC
asking them to perform a diagnostic test of ship
systems. If you want have them roll a Saving
Throw: Skill with a +2 bonus to the roll. Then
pass on the information that the ship systems
are overloaded and it is going to take a keen
eye to keep all systems powered. When they
ask why have another crew member remind
them that the ship has been equipped with
cryogenic equipment.
SCENE THREE: Opens in the Med bay. A
partly robotic woman is tossing staff around.
Equipment is scattered about. A med tech stabs
the woman with a sedative stick. The staff
relaxes. One of the ensigns is amazed at the
strength of the criminal. Another chimes in that
the criminal must be put back in cryogenic
storage without further treatment.
Another slyly suggests copious
amounts of sedatives be
administered to all the frozen
criminals. Have the PC make
a Saving Throw: Skill +2 to
check the criminals vitals. The
sedative is corrosive to
cybernetics and the woman will
die if the sedative is not
neutralized immediately. If
the sedative is neutralized
she will wake up.
SCENE FOUR:
Takes
place on the Starship
Bridge, at the Science
Station. The captain asks
the Science Officer for a
report on the Seti Beta
Seven planetary system.
Have the player make a
Saving Throw: Skill with a +2 bonus. The PC
finds out that the system has a more active sun
that disrupts electronic equipment. Unless
entrance to the system is directly blocked by
Seti Beta Six, the ship will be damaged beyond
repair. This eclipse only happens once every
thirty days. The next alignment will be in two
days. Time is of the essence.
After all these scenes have been played out (and
more if you need/want it) you can move into the
Inciting Incident. The PCs now have a goal: Get
the Prisoners to the Prison on Time. Now is the
time to mess with that goal.
Solar Block SPF 100000000000000
SCENE FIVE: INCITING INCIDENT: The scene
starts with the Science Officer running standard
space scans. Have the Science Officer make a
Savings Throw: Skill with a -2 modifier.
On a successful save the Science Officer notes a
Level 12 Deep Space Solar Flare headed
directly towards the Ship. For every system on
the ship one PC may make a Savings Throw:
Skill at a -2 modifier. If a PC fails this Savings
Throw that specific system is shut down.
On a failed save the Science Officer fails to
note the Deep Space Solar Flare before it hits
and no crew may make a savings throw. In
this case the ship suffers a complete shut
down. Back up power is all that is
available. Additionally every
player takes 1d6 points of
damage as the ship lurches.
ACT TWO
Deeper Into the
Problem
Initially the damage is
not that large, beyond
the power outages.
Once the storm has
passed the PCs can
easily reboot any of the systems. It will be after
they get the systems up and running that they
discover larger problems.
Firstly there is the power distribution ship wide.
Already there was not enough power to meet
ship demands AND keep the criminals in
cryogenic suspension. This alone is a problem.
However, after the initial reboot it is discovered
that the power system no longer has enough
power to keep all of the systems AND the
cryogenic suspension units operating. There is
simply not enough power.
Secondly, Starship systems have been
compromised unavoidably by the Solar Flare.
The damage is not noticeable until it fails. At
which point the crew must deal with multiple
system failures that intoxicate the crew, release
the criminals, and inhibit the engines.
Thirdly it is your job in this act to just throw
problems at players and let them come up with
ways to solve these problems. You get to react
to them. This is your opportunity to tighten the
screws by escalating problems left unattended.
Do this. It will provide the necessary tension as
chaos ensues and the players wonder how they
will ever solve it all.
But be careful you don’t want to
overwhelm them, just make them feel
the heat. You’ll be able to tell when it is
too much - and when it is not enough.
Listed below are the problems you can
throw at your players to keep them
from completing their goal. Present
them in any order that makes
sense to you.
Rocky Mountain High!
Somewhere
somehow
there is a gas leak and it is
going to make being on
the ship a funky
experience. The PC will
notice the crew around them acting odd, or not
acting at all. Then they will descend into this
madness.
In essence everyone on board is being subject
to the Confusion Meditation. No there is no Star
Knight causing it, the gas just acts like that. After
1d6 rounds have each of the PCs start making a
Savings Throw. If they fail use the chart below
to determine their actions for the next minute or
two. If they pass, great, next round they are
going to have to make another Saving Throw.
Do this until the entire crew is dead, or they find
a way to stop the gas from affecting them.
Put some type of time limit on the amount of
exposure before death. A nice standard is 10
minutes, but choose a time frame that you think
would be the most dramatic. Especially since
you will want to throw another problem at them
before that count down is up. No rest for the
wicked!
Altered Confusion Chart
*If this is rolled again, the affected
crew turns off a ship system. It can
be rebooted with a -2 ST: Skill.
I Canna give it more power
Cap’n!
The solar flare has fractured the
energy crystals used to power
the ship. Practically that
means the PCs are going to
have to juggle power
requirements for the ship
systems. That may mean
shutting off or reducing
power. Okay that is what it
means because they don’t
Die Roll
Random Encounter
2-5
Attack Crew
6-8
Do Nothing. *
9-12
Attacked by Crew
have backup crystals and they don't have time
to mine them.
As Act Two progresses this situation should
worsen to the point that systems have to be
shut off in order to keep any power going to
the other systems.
Make sure to point out to the players that at
least two systems are critical: Engines and the
Cryogenic System. Without engines the ship
will not get to Seti Beta Seven in time to drop
off the prisoners. And without the Cryogenic
System the criminals will awaken. And did we
mention they are cybernetically enhanced. Yea,
that means they can break into the ship systems
very easily!! Unless.....
He tasks me.
At some point through lack of power, or the
intervention of crazed crew members, the
Criminals are going to get loose. Even if those
are in some way handled, their leader, the
mysterious Ricard, has devised a way to escape
his entrapment. It just means he will be acting
alone instead of with support. Below are stats
for Ricard and his men. Ricard’s goal is to
take over the ship and fly to parts
unknown far away from the power of
the UFP (Union of Federated Planets)
Ricard
Armor Class 2[18]
Hit Dice 5
Total Hit Bonus +5
Attacks Slam 1d6+2 Star Saber
1d6+4, Laser Pistol (built in)
Savings Throw 11
Special Cybernetic Link:
Can access electronics
and control them on
successful ST.
Movement 12
HDE/XP 5/300
Cybernetic Men (x12)
Armor Class 4[16]
Hit Dice 2+2
Total Hit Bonus +2
Attacks Slam 1d6+2, Laser Pistol (built in)
Savings Throw 14
Special Cybernetic Link: Can access electronics
and control them on successful ST.
Movement 12
HDE/XP 3/100
Getting in is the problem
Even if the PCs get to Seti Beta Seven on time,
which is doubtful, they still have to make sure to
navigate carefully. Timing is everything. The
solar radiation emitted from the sun in this
system will completely fry any ship. Shielding
simply isn't strong enough. Fortunately if they
got to the system on time (within 2 days) it is
relatively easy as the Seti Beta Six and Seven
can provide most of the cover from direct
exposure. Otherwise they have to jump from
point to point, between space debris, taking
even longer. And if they are more than two days
past their window they simply cannot find
enough cover to get to Seti Beta Seven without
destroying the ship.
This could involve scanning the area for
pieces of debris large enough to hide
behind. Calculating distance and time
from point to point. And how many
points they will have to jump to, all
of which will take precious energy
to start and stop.
Time is Relative, by marriage
Basically the PCs are going to
have decide how fast they
want to get to Seti Beta
Seven and what they
are willing to gamble to
get there. They could
just punch the engines,
but other systems would
need to be sacrificed.
Even with that option there is the likelihood
that the engines will fail. In fact there is a 100%
chance they will. In the words of a famous
starship engineer, “The ship canna take much
more of this Cap’n.”
ACT THREE: (Character) Resolution
There is no act three, read GM advice.
GM advice
This is the Act where the players get to do the
most driving. Here you, as GM, get to react to
them. And this is not as hard as it seems.
Having set the stage through exposition,
inciting incident, and then an initial problem,
the players are ready to solve the problems you
give them. Once all those problems are solved,
the adventure is over. Hand out new
characters, or XP.
Speaking of problems. Start with the inital one:
The Ship systems overloaded by the Solar
Flare. Once that is nearing completion, hit them
with another problem. And don’t stop hitting
until they are near panic. Then let the players
sort out how to solve, and in what order, each
of the problems. Its that simple.
NPCs are the doors to adventure. It is good
advice, when the players are stuck send in two
guys with guns. But decide who they are
pointing the guns at. Maybe its at the players.
Maybe its at someone chasing them. Maybe
they just have guns. And remember, most of
the time this is a metaphor. Every once in
awhile you will need guys with actual guns
busting in, but more often you will just need an
NPC with a problem that is related to one of
the adventure goals.
And here are a couple of goals this adventure
was designed around: Get the Prisoners to the
Penal Planet. Keep the Ship together. Cure the
Crew. Fix the ship. Now you know, when your
players are floundering shove an NPC towards
them that needs help with one of those goals.
And don’t worry how they solve them. Let them
suggest any way. Then use the tools at your
disposal to determine the success of those
actions. With White Star you have a couple of
different systems to use. They are called
resolution systems for a reason. You use them
to resolve players actions. They are in no certain
order: Roleplay it, 1in6 chance, Savings
Throws, Combat, Attribute Checks, and the
NPC reaction table. Now whatever the players
suggest pick a system that will allow you to
quickly and easily resolve their action and move
to the next thing. Doing this will create more
problems for your players as they won’t be able
to resolve every problem with one die roll. And
the third act creates itself before your very eyes.
THE OFFICER
Officers are captains, admirals, medics,
helmsman, security officers, scientists,
communications specialists, as well as
many other things. They provide the
support necessary to run a Star Cruiser or
Dreadnaught. From repairing the ship, to
navigating the treacherous areas of space,
to discovering new planets, people,
and places.
Due to their rigorous training an
Officer commands the respect
of those around him or her.
These brave souls have been
painstakingly prepared for
anything they might encounter out
in the void of space. When in doubt they can
fall back on their training and it will see them
through.
OFFICER CLASS ABILITIES
Weapon/Armor Restriction: Trained in all types
of combat, Officers have no weapon/armor
restrictions.
Skill Training: Each branch of Officers has been
trained in a set of specialties. These are
reflected mechanically by a Saving Throw:
Skill. Whenever a character attempts an action
involving an ability they may get a bonus based
on their Branch training, in addition to any
attribute bonus.
There are three main branches for Officers to
pursue. Those Branches are:
COMMAND BRANCH: Command Officers get
a +1 to Intelligence Savings Throw, +1 to
Wisdom Savings Throws, and +2 to
Charisma Savings Throws.
SCIENCE BRANCH:
Science
Officers get a +3 to Intelligence
Savings Throw, and +1 to Dexterity
Savings Throw.
Medical Officers get a +2 to
Intelligence Savings Throws, and
+2 to Charisma Savings Throws.
OPERATIONS BRANCH:
Engineering Officers get a +2 to
Intelligence Savings Throws, +1 to
Strength Savings Throws, and +1 to
Constitution Savings Throws.
Security officers get a +2 to Strength and
Dexterity Savings Throws.
Tactical Officers get a +3 to Wisdom Savings
Throws, and +1 to Charisma Savings Throws.
Communications Officers get a +3 to Charisma
Savings Throws, and a +1 to Wisdom Savings
Throws.
SPECIALTIES
Alternatively, if the GM decides simple Savings
Throw: Skill Bonus is too broad, you could pick
a specialty for each Savings Throw category in
your Branch. Thus a Science officer could select
Savings Throw: +3 Intelligence: Biology.
Whenever she attempted an action that required
a Savings Throw: Skill: Biology, the officer
would get a +3 to that roll.
One new specialty can be selected every level
from Branch training. A character may change
Branches every five levels.
Level
XP
HD
BHB
ST
1
0
1
0
13
2
2500
2
1
12
3
5000
3
2
11
4
10000
3+1
2
10
5
20000
4
3
9
6
40000
4+1
4
8
7
80000
5
4
7
8
160000
5+1
5
6
9
320000
6
6
5
10
640000
7
6
5
DESIGNATION OF PRODUCT IDENTITY
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Rider Games™", and "White Star™" and the
“White Star™” logo are copyright and the
Product Identity of James Spahn, 2012-2015.
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and terms within, as well as the map of the
Kelron Sector, are designed Product Identity.
Artwork and cartography are the copyright of
the respective artists, are used with permission.,
and are Product Identity.
DESIGNATION OF OPEN CONTENT
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OPEN GAME LICENSE Version 1.0a
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by E. Gary Gygax and Dave Arneson.
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| textdata/thevault/White Star/3rd Party/White Star - Space Cede.pdf |
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
1
AL-QADIM ARCHETYPES:
Scimitars against the Dark
Version 1.2
An Adventurer’s Guide to Banishing the Shadows of Zakhara
Converts material from the article “Campaign Journal: Scimitars against the Dark”
from Dragon Magazine #198, with additional material from Al-Qadim: Arabian Adventures, The Complete Thief’s
Handbook, the Al-Qadim Monstrous Compendium, and The Complete Arcane.
by Jeremy Forbing
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster
Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written
permission of Wizards of the Coast.
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission
under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2016 by Jeremy Forbing and published under the Community Content
Agreement for Dungeon Masters Guild
Contents
Contents
Contents
Contents
Contents ......................................................................................................... 1
How to Use This Document .................................................................. 2
Class Archetypes ........................................................................................ 3
Defender Domain .................................................................................. 3
Janissary ................................................................................................... 6
Oath of Enlightenment .................................................................... 8
Mariner ................................................................................................... 10
Tomb Robber ........................................................................................... 12
School of the Sungazer ................................................................... 14
Races ............................................................................................................... 18
Sea Dragonborn ................................................................................... 18
Spells .............................................................................................................. 19
Spell Lists ................................................................................................ 19
Challenger’s Mark ............................................................................. 19
Dread Mercy .......................................................................................... 19
Elemental Blade ................................................................................. 20
Frightful Strike ................................................................................. 20
Reaver’s Touch ..................................................................................... 21
Equipment .................................................................................................... 21
Cutlass ..................................................................................................... 21
Razor Claw ............................................................................................. 21
Monsters ..................................................................................................... 22
Deep Cultist .......................................................................................... 22
Great Ghul.............................................................................................. 23
Pseudonatural Creature ................................................................ 25
Example: The Rat-Thing (Pseudonatural Rat) ..................... 26
Example: The Black Dog (Pseudonatural Hell Hound) .. 27
Rom ............................................................................................................ 28
Zakharan Kraken ............................................................................... 30
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
2
A Land of
Dark Fate
“Listen and grow wise, my
children, that you may
avoid the darkness that has
claimed my sight. Though
the sun shines bright on the
sands of Zakhara, the earth
beneath hungers for blood,
and the night hides mad
genies, howling for
vengeance. We have no Fate
but the Fate we are given;
may your Fate not be a
dark one.”
—Ali ben Ali, blind prophet
Not long after the debut of the Al-Qadim
campaign setting, one of that product line’s most
prolific authors, Wolfgang Baur, wrote an article on
a new campaign style for Al-Qadim games. Inspired
by the fictions of Tanith Lee, H.P. Lovecraft, and
Clark Ashton Smith, this article, “Scimitars Against
the Dark” detailed a more sinister side to the Land
of Fate. This version of the setting was described as
“A setting of tyrannical caliphs, man-eating ghouls,
and mad genies” where there were “whispering
terrors in the dark, and treks deep into the bowels of
the earth… Dark cults and heartless tyrants… the
struggle against encroaching shadow gives the
campaign a clear focus. The villains are ruthless,
lurking just out of sight, stronger or smarter than the
PCs, but the glory to be had is that much greater
because of it.”
The text of the article describes Dungeon
Mastering techniques, motifs, and themes for
running such campaigns, making the original
invaluable reading for a game set among the
eldritch shadows of Zakhara. This document does
not seek to improve on or reproduce that invaluable
DM advice, but converts character options,
monsters, and other rules stated or suggested in
that article, for the 5th Edition of Dungeons &
Dragons. It also converts material from the original
Al-Qadim tome and other books directly referenced
or related to concepts in the article as well, and
provides some new rules in order to give players
and DM’s everything they need to create such a
campaign with the existing core rulebooks. These
rules also focus on the two kinds of geographic
features that perhaps most define the Land of Fate:
the deserts and the seas.
How to Use This Document
Though the rules herein adapt material originally
intended for the Al-Qadim campaign setting—which
describes the continent of Zakhara, far to the south
of the default Forgotten Realms setting of Faerun—
this content can also easily be used in any D&D
campaign setting.
In an area of the Forgotten Realms such as the
Sword Coast, characters with these class
archetypes can obviously be visitors from Zakhara,
taking their pursuit of ancient evils from their
native land to less civilized northern climes.
However, these archetypes can also represent
homegrown heroes aligned against such dark
forces. The mariner and tomb robber require no
adaptation at all to be natives of traditional fantasy
settings such as Faerun. The priest-defenders who
follow the Defender domain can easily be converted
to followers of a protective god such as Helm or
Torm. A janissary can represent a member of a
multi-generational, long-standing mercenary
brotherhood, especially one with administrative
duties over a nation or city-state. The Paladin of the
Oath of Enlightenment (a conversion of the faris
from the original Al-Qadim) works best as the
exemplar who brings what they believe to be a more
advanced way of life to the common people of the
realm. And of course, the wizard meddling with
dark forces that could turn him to evil or insanity is
a long-standing trope of many fantasy settings,
making the School of the Sungazer an easy
conversion as well. Sea dragonborn should work as
written in most campaigns, as should all new spells
and equipment.
As for the monsters, they can strike anywhere at
all…
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
3
Class Archetypes
Cleric Domain:
Defender Domain
There is a secret faction within your faith,
an order that includes members of certain
allied religions as well. The god or gods you
worship grant unique powers to you and
your fellow members of this order, for your
sacred task is keeping all of Zakhara safe.
You are a priest-defender, charged with
protecting civilization from the dark
primordial forces that still haunt the
shadows of the Land of Fate. There are very
few of you, and being organized at all is
very new for clerics called to your divine
mandate. It is only through alliance with a
legion of mamluks, known as “abd-Haris,”
or the Vigilant, that clergy with the
knowledge of these secret threats have now
banded together. All priest-defenders are
allied with the Vigilant, and those of higher
level serve a crucial function for these
warriors. When absolutely necessary, they
alter the memories of those who have
encountered those dark forces against
which priest-defenders and the Vigilant
have made common cause. Most clerics of
this domain are loathe to violate the minds
of the innocent, but sparing common folk
such knowledge is considered a mercy, and
often prevents a near-certain loss of sanity.
Priest-defenders are usually equipped
much like mamluks of the Vigilant. They
are often armed with maces, scimitars (a
traditional weapon of Zakhara), or with huge
scimitar-like greatswords. Their armor and clothing
are commonly embroidered. painted or inlaid with
sacred verses, holy writings, and religious symbols.
Unlike their farisan allies, priest-defenders often
care little for their own appearance, but maintain
their tools devotedly.
Defender Domain Spells
Cleric Level
Spells
1st
alarm, shield
3rd
cloud of daggers, magic mouth
5th
conjure animals, wind wall
7th
private sanctum, stoneskin
9th
modify memory, wall of force
Anointed Defender
In addition to your magical abilities, you are trained
in special combat techniques that help you defend
people and locations from an enemy advance. Any
creature within 30 feet that you hit with an attack
(including both weapon attacks and spell attacks)
must make a Wisdom saving throw against your
spell DC or have its speed reduced by half until the
end of its next turn.
Bonus Proficiency
When you choose the Defender Domain at level 1,
you gain proficiency with heavy armor, as well as
the scimitar and the greatsword.
Sacred Enemy
Starting at 2nd level, your faith grants you special
power when you face certain enemies. You can
choose a sacred enemy from the following:
aberrations, constructs, dragons, fey, fiends, giants,
monstrosities, or oozes. Whenever you use your
Turn Undead feature, instead of affecting undead
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
4
with this ability, you may
choose to affect either the
type of monster you chose
for your sacred enemy, or
to affect elementals
(including genies).
Otherwise, the effect is
identical to when you Turn
Undead
Expert Defender
Beginning at 6th level,
opportunity attacks are
made against you with
disadvantage. In addition,
choose one of the following
types of monsters:
elementals, undead, or
your sacred enemy. When
a creature of that type
attacks a target within 30
feet of you, you can use
your reaction to impose
disadvantage on the attack
roll.
Defender’s Wrath
At 8th level, when you hit a
creature with a weapon
attack that has made an
attack roll against you in
the last minute, you can
choose to inflict an
additional 1d8 radiant
damage. In addition,
choose one of the following
categories when you gain
this ability: elementals,
undead, or your sacred
enemy. When you hit a
creature of the chosen type with a weapon attack or
a spell attack, you can choose to inflict the same
extra 1d8 radiant damage, whether the creature
has attacked you or not. Either way, you can only
inflict this extra damage once per turn.
Uncanny Protector
Starting at 17th level, when an attacker that you can
see hits you or a creature within 5 feet of you with
an attack, you can use your reaction to halve the
attack's damage.
Additional Ability
Because this ability uses less common game mechanics
and can have larger effects on your party’s ability to
defeat encounters, it requires your DM’s approval before
you acquire it in-game.
Vigilant Allies
Starting at 8th level, at the beginning of a game session,
or at another time the DM deems appropriate, you can
spend 10 downtime days to summon three guards from
the Vigilant to assist and protect you in battle. If you
spend 15 downtime days, a veteran comes leading them
as well. The guards stay with you until they have assisted
you in combat on two separate occasions, after which
time they return to their post.
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
5
Warrior Roles: The Mamluk
Fanatically loyal professional soldiers educated from
youth in the disciplines of war, leadership, and politics,
mamluks are the unequalled masters of large scale battle.
The unpleasant root of most mamluk legions is slavery,
as the oldest such orders began as cadres of child slave
soldiers, and to this day many operate in this way.
However, in the current era of Al-Qadim, not all mamluk
legions are based in such atrocities, and at this point
leadership positions are nearly always held by the
mamluks themselves, rather than an outside “owner.”
Still, it is traditional for all members to start in their
youth, as the mamluk system of training demands it, and
all the legion are sworn to a nation, leader, or cause they
serve with unwavering devotion.
Whether they begin as slaves, orphans, younger children
of large families, offspring of older mamluks, or choose
this path for themselves, these scholar-warriors receive
an education as good as any aristocrat. In the societies
they serve, they operate as the infrastructure of the
government and civil service as well as the professional
military. Instead of earning position by being born with
the right name or connections, they advance based on
their own aptitude and determination, making mamluk
orders and the governments they compose true
meritocracies. This emphasis on personal excellence as a
path to authority pays off, and mamluks (also called
janissaries) often end up entirely ruling the countries
they once merely served.
The most important structural element of mamluk society
is rank. The scholar-warriors are raised for absolute
loyalty to their comrades in their legion, and they are
known for strict obedience to those of higher rank.
Disputes are arbitrated based on rank, and the only time
a trained mamluk will disobey an order from a higher
ranking member of their legion is of they are
countermanded by someone of even higher rank.
In order to make these ranks clear to all, mamluks
receive special facial tattoos that indicate their position in
the legion, as well as to which legion they belong. Though
different orders use different tattoos, the systems are
similar enough that anyone from a society where
mamluks are prominent can recognize one’s rank on
sight, and likely can identify which legion they belong to
as well.
In general, adventuring mamluks have been given leaves
of absence from regular duties to perform some task or
larger tactical objective, ranging from spying or scouting
to master-minding an entire slave rebellion. While they
are expected they send reports whenever possible, these
leaves usually have few limitations, as they are granted to
exemplary scholar-warriors known to for their
adaptability and personal prowess. Such individuals are
expected to have the discipline to operate in the long-term
without direct oversight, in the belief that if they are
worthy they will gain the field experience necessary to
become great leaders, and that if they are unworthy they
will at least die well, without endangering their fellows.
Creating a Mamluk
Most mamluks have the Soldier background. Most
mamluks in a Scimitars Against the Dark campaign join
the Vigilant, but you can also choose or roll using the
table below to determine the mamluk society you serve.
A great martial archetype for mamluk fighters (especially
members of the Vigilant) is the Janissary (see next page).
Another suitable archetype, the Commander, will appear
in the forthcoming Adventurer’s Guide to Al-Qadim.
d12
Legion
1
The Dauntless: Specialists in exploration and
recovery of lost relics, based in Qudra and Huzuz.
2
The Defenders: Focused on defense of Qudra, City
of Power, seat of the mamluks’ power.
3
The Devoted/Devout: Religious crusading
mamluks of I’tiraf and Kadarastro, respectively.
4
The Dutiful: Largest mamluk society stationed
throughout Zakhara, very loyal to Grand Caliph.
5
The Exalted: Moralist mamluks of Pantheist
League seeking to make Zakhara lawful and
civilized.
6
The Honored: Eunuchs and independent women
serving as harem guards for the Grand Caliph.
7
The Parched: Mamluks of Talab protecting the
water supply and nearby oases.
8
The Respected: Mamluks of Muluk, more loyal to
the kings of Muluk than the Grand Caliph.
9
The Studious: Qudra-based specialists in
espionage and communication.
10
The Valiant: Qudra-based specialists in lightning
raids and ambushes, facing impossible odds.
11
The Wanderers: Mamluk navy throughout
Zakhara.
12
The Wondrous: Parade troops and palace guards
of the island of Afyal.
The 13th Legion: The Vigilant
The most ancient and powerful of the mamluk societies
are the renowned twelve listed above. However, in the last
century or so, a new legion of mamluks has emerged, one
of the first such societies to be led entirely be their own
kind, rather than as slaves of an outside authority. Called
“abd-Haris,” or the Vigilant, they are based in the frontier
regions of Zakhara, including the Free Cities, the Ruined
Kingdoms, and the Crowded Sea, and dedicated to the
extermination of evil creatures beyond the Enlightened
lands. They have made close alliance with the holy
warriors known as the farisan (including paladins of the
Oath of Enlightenment) and the priest-defenders (clerics
of the Defender Domain) to cover up the existence of the
forces of darkness. They hide such knowledge fanatically,
even calling upon their cleric allies to erase memories
when necessary, in order to to protect the innocent from
things that would only terrify them, and to keep eldritch
lore away from those who might seek to learn more.
Members of this legion prefer the term “janissary” to
mamluk, and are best represented by the Janissary
martial archetype described on the next page.
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Martial Archetype:
Janissary
You are a member of a sworn alliance that defends
one or more kingdoms or city-states from dire
threats. The oath you share bonds you and your
comrades together as brothers and sisters,
foreswearing all outside ambitions and any social
ranks or obligations to which you were born.
Perhaps you’re a watcher on a wall at the far end of
the known world, the defender of a keep on the
caliphate’s borderlands, or a mamluk guard
stationed in a lawless city, but wherever you serve,
you seldom enjoy civilian comforts. You spend long
hours training in armor amid the extreme
conditions of your protectorate and its adjoining
wilds, whether they be scorching deserts or frozen
wastelands. gaining phenomenal endurance. Your
fighting style relies on this indomitable vigor, and
on leveraging the tactical advantages provided by
close collaboration with allies.
Stalwart Ally
Beginning at 3rd level when you choose this
archetype, if you successfully hit and damage an
opponent with a weapon attack on your turn, you
can use the Help action as a bonus action to assist
an ally in striking that same opponent.
Steel Yourself
At 3rd level the unforgiving training regimen you live
by helps you to resist threats to your morale as well
as the extreme temperatures of your home. You
gain different benefits depending on your legion’s
favored climate. Choose one of the following:
Colder Climate: You can use your reaction to
gain advantage on saving throws against cold
damage, psychic damage, fear, sleep, paralysis, or
being charmed until the end of your next turn, and
you are considered naturally adapted to cold
climates as long as you are wearing armor.
Warmer Climate: You can use your reaction to
gain advantage on saving throws against fire
damage, psychic damage, fear, sleep, paralysis, or
being charmed until the end of your next turn, and
you are considered naturally adapted to hot
climates when you are not wearing heavy armor.
Marks of Rank
At 7th level, you have attained a powerful reputation
in the alliance you serve, developing a natural mien
of authority. In a mamluk legion, this includes
impressive facial tattoos that intimidate foes. Even
those who don’t know of your standing are inclined
to take you seriously. The combination of any
marks of rank you possess and the grim, relentless
personal bearing you’ve gained as you’ve risen in
the ranks lets even mindless beasts know you are
not to be trifled with. But for those who know, your
rank testifies to your unquestionable battle
prowess. You have advantage on Charisma
(Intimidate) checks against any creature that can
see your face, and advantage on all Charisma
checks against members of any organized military
hierarchy (such as a mamluk society).
Allied Enemy
At 10th level, you are a specialist in infantry tactics,
as well as in dispatching enemies of the
organization to which you are sworn. Work with
your DM to determine an appropriate type of enemy
for the organization to which you belong (for
example, members of the mamluk order known as
the Vigilant are likely to choose aberrations or
undead). You can choose one allied enemy from the
following: aberrations, beasts, constructs, dragons,
elementals, fey, fiends, giants, monstrosities, oozes,
plants, or undead. Alternatively, you can select two
races of humanoids (such as humans and goblins)
as legion enemies. When you hit with a weapon
attack against a creature that is within 5 feet of one
of your allies, or that is your allied enemy, the
creature takes an extra 1d10 damage.
At 18th level, you choose a second allied enemy.
Unyielding Comrade
Starting at 15th level, you are stirred to greater
prodigies of valor by dire threats to your comrades.
When an ally fails a death save, if you have no uses
of your Action Surge ability remaining, you regain
the ability to use it once. If the death save is the
second one that ally has failed, you also regain the
use of your Second Wind ability if you have no uses
remaining. In addition, as long as you have an ally
within 30 feet, you cannot be charmed or
frightened, and you cannot be forced to sleep by
magical effects unless you choose to be.
Lord Commander
At 18th level, you become a legendary role model in
your organization, regardless of your actual rank.
You gain resistance to psychic damage, you are
proficient in Wisdom saves, and you have
advantage on all weapon attack rolls against
enemies within 5 feet of an ally. In addition, you
gain a resistance dependent on the type of legion
you chose for your steel yourself feature. If you
chose colder climate, you gain resistance to cold
damage; if you chose warmer climate, you gain
resistance to fire damage.
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Additional Abilities for Mamluk Fighters
The abilities below are intended to represent a mamluk’s
true power: being part of larger organization. However,
because they use less common game mechanics and can
have larger effects on your party’s ability to defeat
encounters, they require your DM’s approval before you
acquire them in-game.
Ranking Mamluk
At 7th level, because of your rank, whenever you are in a
settlement with at least 1,000 inhabitants, you can spend
5 downtime days to recruit a knight or veteran (your
choice) from your order of mamluks or an allied military
force to assist you. The knight or veteran stays with you
until they have performed their assigned task, provided it
is reasonable and possible for them to perform, or until
they have assisted you in combat on two separate
occasions, after which time they leave you to resume
duties at their regular post.
Marshal Soldiers
At 10th level, you have such a natural mantle of
command that you can recruit soldiers even when away
from your legion. At the beginning of a game session, or
at another time the DM deems appropriate, you can
spend 10 downtime days to recruit three guards to your
cause. If you spend 15 downtime days, you can instead
recruit three scouts. They stay with you until they have
performed their assigned task, provided it is reasonable
and possible for them to perform, or until they have
assisted you in combat on two separate occasions, after
which time they return to their previous lives.
Legendary Legionnaire
Starting at 15th, your status in your legion is such that
even jaded sergeants and proud officers will flock to your
banner, even crossing great distances to fight by your
side. At the beginning of a game session, or at another
time the DM deems appropriate, you can spend 20
downtime days to summon a total or three mamluks (who
can be any combination of knights and veterans) to serve
you in completing your mission. These seasoned soldiers
are led to you by a competent scout, so they can reach
you anywhere within reason. The scout will not stay and
fight for you, but he can be trusted to deliver a message
back to your legion if you wish. They knights or veterans
stay with you until they have performed their assigned
task, provided it is reasonable and possible for them to
perform, or until they have assisted you in combat on two
separate occasions, after which time they return to your
legion and report what has occurred.
Political Intrigues
At 18th level, your importance in your legion of mamluks
makes you an influential mover-and-shaker in the
politics of Zakhara. By spending 20 downtime days
whenever you are in a settlement with at least 1,000
inhabitants,, you can cause an assassin to target and
attempt to kill a humanoid of your choice. It is up to the
DM to determine how long the assassination attempt
takes to plan and execute, whether or not it succeeds,
and how long it takes you to get word of the result.
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Paladin Oath:
Oath of Enlightenment
To swear the Oath of Enlightenment binds you to
live the holy and civilized beliefs that unite the
honorable peoples of Zakhara, You become known
as a faris, a faithful warrior who brings others to
the true path. You know that Fate walked the lands
of Al-Qadim as the shadow of a woman in ancient
times, leaving her teachings with the illustrious
Loregiver, who recorded the code of honorable
behavior for all to follow. These are not merely
manners of custom, but the commandments of
divine revelation. You strive to embody these ideals
as a holy warrior, sworn to serve only a righteous
cause. You devote yourself in particular to the
common folk, seekng to bring them enlightenment
and truth. You’ve sworn to fight for them and
inspire them, both by living honorably and by your
willingness to die for your cause.
If a faris worships a god associated with a
particular weapon, they always carry that weapon
on their person, whether or not they ever fight with
it. They are certain to always carry the holy symbol
of their faith as well, and often have sayings from
holy works or writings of their religion inscribed in
beautiful Midani calligraphy in various places on
their armor and arms. They maintain a
meticulously clean appearance whenever possible,
in keeping with the Loregiver’s principles of purity.
Warrior Roles: The Faris
A faris (plural farisan, pronounced FARE-iss-ahn) is a
holy warrior sworn to fight only in divine causes. Not all
farisan are paladins of the Oath of Enlightenment, or
even paladins, but all pledge their bodies and souls to
their faith. No mortal is without sin, but the Loregiver
wrote clearly in her scrolls that those who go to battle as
champions of the enlightened ways and wage war only in
the service of holiness will be redeemed. No matter what
the sins of a faris’s past, the paradise of the afterlife will
one day be welcome them, so long as they ensure that
they fight only the good fight. A truly just and holy war is
one that enjoys the popular support of the people, and
which is righteous according the teachings of the faith.
A fighter, ranger, or paladin with the Acolyte, Folk Hero,
and Soldier backgrounds is a good fit to be a faris,
though a Criminal background also suits the faris’s quest
for redemption.
The Faris Paladin & The Faris Fighter
A paladin of any oath may be a faris, but a good choice
for paladins following the Enlightened gods is the Oath of
Enlightenment. Such paladins are always farisan,
The Faris Fighter. An archetype for fighters who walk the
path of the faris, the Holy Warrior, appears in the
forthcoming Adventurer’s Guide to Al-Qadim.
Tenets of Enlightenment
Inspiration. You are a model and protector to the
common folk, and must conduct yourself in a
manner that inspires them. including distributing
any excess wealth you obtain as alms for the poor.
Duty. When you are called upon to redress
attacks against your church or its devoted
adherents, you must answer with action, and when
you are asked to join in wars which the church has
declared holy, you must fight and die if necessary.
Revelation. The fame of your deeds is an
opportunity to shine the light of the Loregiver’s
truth as a beacon for those following benighted
ways.
Faith. You are champion of your faith and your
people, in that order, and your religious beliefs
require absolute devotion, even beyond mortal
perceptions of ethics or morality.
Righteousness. So long as you fight only for holy
causes that enjoy the support of the people, any
misdeeds will be forgiven and your soul redeemed.
Oath Spells
You gain oath spells at the paladin levels listed.
Oath of Enlightenment Spells
Paladin
Level
Spells
3rd
charm person, faerie fire
5th
detect thoughts, enhance ability
9th
beacon of hope, tongues
13th
freedom of movement, greater restoration
17th
commune, hallow
Channel Divinity
When you take this oath at 3rd level, you gain the
following two Channel Divinity options
Holy Light. You can use a holy symbol on your
person to distract your enemies. As long as you
have a symbol of your faith displayed openly on
your person, you can dazzle an attacking enemy.
When you are attacked by a creature within 30 feet
of you that you can see, you can use your Channel
Divinity as a reaction to impose disadvantage on
the attack roll, before it hits or misses, as the light
from the symbol flashes at just the right angle to
distract the attacker. At that moment, the attacker
is also filled with fear of the power you are granted
by your faith, taking 2d6 psychic damage. An
attacker that can't be blinded is immune to this
feature.
Turn the Unenlightened. You can use your
Channel Divinity to rebuke fiends as well as genies
and other elementals with the holy sayings of the
Loregiver. As an action, you present your holy
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symbol and speak an appropriate scripture, and
each elemental or fiend within 30 feet of you that
can hear you must make a Wisdom saving throw.
On a failed save, such a creature is turned for 1
minute or until it takes damage.
A turned creature must spend its turns trying to
move as far away from you as it possibly can, and
it can’t willingly move to a space within 30 feet of
you. It also can’t take reactions. For its action, it
can use only the Dash action or try to escape from
an effect that prevents it from moving. If there’s
nowhere to move, the creature can use the Dodge
action.
If any other creatures are charmed and/or
frightened by the turned creature at the time it is
turned, any such charming and frightening effects
are suppressed while it is turned. Any suppressed
effect resumes when the duration of the turning
ends, provided that its duration has not expired in
the meantime.
Cavalry Leadership
Beginning at 7th level, you are an experienced
battlefield leader, especially comfortable leading
from atop your steed, and those who fight alongside
you feel a sense of security from your very presence.
You and all creatures you choose within 10 feet of
you have resistance to psychic damage and
advantage on saving throws against being charmed
or frightened. At 18th level, the range of this effect
increases to 30 feet. In addition, when you are
mounted, opportunity attacks against you and your
mount are made at disadvantage.
Holy Enlightenment
Beginning at 15th level, your religious studies have
fortified you against the occult. You have advantage
on saving throws against spells and resistance
against fire and necrotic damage.
Battlefield Prayer
When you reach 20th level, you can focus your mind
with prayer to gain legendary mettle and
unmatched martial prowess. Using your action, you
gain the following abilities for one minute:
•
You increase your walking speed and the speed
of any mount you ride by 20 feet.
•
You and your mount ignore difficult terrain.
•
You have resistance against all damage inflicted
by spells or non-magical weapons.
•
When you inflict damage on a creature with a
melee weapon attack, that creature must make
a Strength saving throw against your spell save
DC. If it fails, it is knocked prone. Once per
turn, when a creature is knocked prone by this
effect, you may choose to move it 10 feet away
from you if you wish.
Once you use this feature, you can't use it again
until you finish a long rest.
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Ranger Archetype:
Mariner
Mariners are rangers born not to the desert or
forest, but the sea. You are the daring merchant-
princess, the cunning freebooter, or the bold
explorer. While your Zakharan ancestors were born
to the desert, they soon became practiced in the
ways of the sea, and today, mariners like you
dominate trade (and piracy) in the waters
surrounding the Land of Fate.
You live the virtues that Zakharans are known for:
bravery, honesty among allies, leadership by
example, and advancement by merit. Yet as a
traveler between the great seaports, with no single
home, you exist on the borders of society. When
your luck or patience runs out in one port, you
move on, seeking out new lands and adventures.
Yet the waves are no peaceful haven. The sea lanes
are choked with pirates (who may be your enemies
or rivals, depending on your own activities), sea
serpents, giant squids, and other strangeness. And
lately, these threats seem to be growing darker. It
has always been said by some that, in the deepest
waters, primordial powers older than the gods of
mortals still hold sway. Prophecies state that when
such beings wake, they will bring forth a cataclysm
that will devastate the Land of Fate, and that their
spawn and worshippers will swarm over city and
desert alike. Sailors will tell their tales, of course,
but you've heard too many rumors of signs and
omens repeated in different ports to dismiss these
dire predictions out of hand.
You've heard that mamluks of the order called the
Vigilant seem to be taking these threats seriously
enough to ally with even the most lawless mariners
when necessary. They most often seek only
information, but at times they will hire a ship and
all its crew to investigate dark doings in remote
places, occasionally joining the voyage themselves.
Some of these daring seafarers have never returned,
but others have come back to port with incredible
stories or cargo holds full of unique treasure. In the
Land of Fate, it is a strange and dangerous time to
be a mariner. Then again, you weren’t seeking
safety or boredom when you chose a life at sea.
Upon "retiring, corsairs often become simple sea
merchants, following common routes and carrying
traditional cargos. Yet even in the hearts of these
old sea dogs a fire burns—a passion that may lead
them to accept one "last" great adventure. Your
fighting style reflects the common traits of sailors
everywhere, prizing freedom, mobility, and vengeful
counterattacks.
Warrior Roles: The Corsair
Shunning the regimented lives of land-bound soldiers,
corsairs are warriors of the waves, accustomed to swift
moves and running battles over open water. For a corsair,
the sea represents freedom, untethered to land-based
organizations or leaders. A mere mortal becomes the
master of their own universe when at the helm of a ship.
Corsairs may be fighters, rangers, or even rogues.
Barbarians who engage in coastal raiding or piracy may
be corsairs as well, just as paladins who take to the sea
to battle such savage pirates or greater evils such as the
servants of the Zakharan kraken may be as well. The
simplest way to represent this is to choose the Sailor or
Pirate background, or the Pearl Diver background from
the forthcoming Adventurer’s Guide to Al-Qadim. In
addition, whenever a class feature allows a corsair to
choose a fighting style, they may always choose from the
following additional options, even if they are not normally
options for that class (though they can never choose the
same fighting style twice).
• Mobility
When you are not using a shield or wearing any kind of
heavy armor, you receive a +1 bonus to AC, and you gain
a swimming speed and climbing speed equal to your
walking speed.
• Two-Weapon Fighting
When you engage in two-weapon fighting, you can add
your ability modifier to the damage of the second attack.
The Corsair Ranger
The Mariner archetype is a worthy choice for corsairs of
the ranger class.
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Corsair Fighting Style
When you choose this archetype at 3rd level, you
receive a second fighting style, chosen from either
Mobility or Two-Weapon Fighting (as listed under
Warrior Roles: Corsair, on the previous page), You
can never take the same Fighting Style option more
than once.
Seafarer
You gain proficiency in navigator’s tools and
vehicles (water). When you make ability checks for
either of these proficiencies, or Strength (Athletics)
checks related to climbing or swimming, your
proficiency bonus is doubled. For purposes of
holding your breath and avoiding suffocation, you
may treat your Constitution as if it were 19.
Sailor’s Luck
Once per round, when you miss with a weapon
attack against a creature that has attacked you
within the last minute or that is your favored
enemy, you can re-roll that attack roll. You must
use the result of the second roll.
Slippery Opponent
At 7th level, when you hit an opponent with a
weapon attack, that opponent’s attack rolls against
you are made at disadvantage until the end of your
turn. In addition, whenever you fail a saving throw
to avoid being frightened, you can use your reaction
to roll that saving throw again.
Seasoned Sailor
At 7th level, you learn three languages you did not
already know and the druidcraft cantrip.
Mariner Retreat
At 11th level, whenever an opponent makes an
opportunity attack against you, they provoke an
opportunity attack from you in turn.
Overwhelming Counterattack
Starting at 11th level, once per turn, when you
attack a creature that has attacked you within the
last minute, if that attack hits, you can choose one
of the following options:
•
Inflict an additional 1d10 damage on that
creature.
•
Make a weapon attack against any number of
creatures within 5 feet of that creature, with a
separate attack roll for each target.
Rolling with the Waves
At 15th level, you gain a special defensive ability.
Choose one of the following features.
Evasion. You can nimbly dodge out of the way of
certain area effects, such as a red dragon's fiery
breath or a lightning bolt spell. When you are
subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Outmaneuver. When you make an opportunity
attack, after the attack resolves, you can move 10
feet as part of the same reaction. This movement
does not provoke opportunity attacks.
Retaliation. When you take damage from a
creature that is within 5 fcet of you, you can use
your reaction to make a melee weapon attack
against that creature.
The Whispers at Sea
In recent years, more and more sea stories seem to speak
of a growing darkness invading oceans and coastal
regions. Superstitious merchant captains now make a
practice of fearfully sacrificing a black goat or white calf
and tossing the carcass overboard when passing through
the Strait of Dawal, sometimes accompanied by chests of
good coin. Primitive jungle elves on the coasts, once eager
to trade for maritime goods, now chase off merchant
ships with spears and poison blowgun darts. A growing
number of pirates on the waters seem to be murderous
cultists rather than mere thieves, and tattoos of tentacled
kraken or black eight-fingered hands are seen on
longshoremen in many a dock. Similars tattoos have been
seen on sahuagin traveling on land, sometimes in
disguise. It is said they do business near Hama with
sinister mamluks of an unidentified legion, purchasing
slaves of all races that are then carried off by evil jinn,
but holy slayers of Hakiya have come in the night for
those who have looked into the matter further.
Meanwhile, advisers, nobles, and viziers in many places
have been revealed as great ghuls in disguise.
Mercenaries from distant lands seek passage to marshal
at a long-ruined citadel in Kadar, their passage
sometimes paid by mysterious figures believed to be
rakshasa. A sha'ir's tower in the Sea of Chaos is said to
have vanished overnight. The dirges of the rom now sing
of horrors to come as well as their tragic past. Aboleths
seem to be inhabiting shallower and sunnier waters than
in the past, dao serving the emperor of the yak-men
haunt major ports, and nothics, once rarely seen in these
lands, are now a common feature of seaside tales. Even
the great marids, ever known for their chaotic nature, are
now described as plotting or even sinister in their deeds
as often as they are called capricious. Ancient writings
state that Great Old Ones sleep beneath the waves, elder
things who ruled in the chaos before recorded time, and
that they await a fateful night when the stars and planets
align correctly, awaken these ancient horrors to devastate
the kingdoms of mortals—many sages say that all these
troubling rumors, taken together, point to that night
coming very soon.
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Rogue Archetype:
Tomb Robber
While most burglars covet the treasure of the living,
you are one who specializes in stealing the wealth of
the dead. Nearly all civilized societies have strong
taboos against disturbing the rest of those who
have passed, and you see this as an advantage,
since it winnows down the competition. Many
cultures make a custom of interring their most
illustrious members with finery befitting their
station in life, yet the writings of the Loregiver make
it clear that such worldly trappings do not
accompany those who pass into the afterlife. You
have determined, quite sensibly, that this is a
tremendous waste.
Of course, those who lay such grand personages to
rest know that not everyone
respects the sanctity of burial.
Special masons and engineers
are often employed to design
stone walls, heavy doors,
bewildering architecture, and
cunning traps to protect great
tombs, to say nothing of
magical curses or monstrous
guardians. Your specialty is
navigating these deterrents.
Despite the unsavory nature of
their work, tomb robbers tend
to be well-educated and
scholarly, as they require a
deep understanding of the
ancient past and the dangers
history has left behind.
Though not a formal
community, they tend to know
each other by reputation. and
often form great rivalries. The
relationship between those
who pilfer from the dead for
personal gain and those who
do so in the service of a larger
cause (such as knowledge or
the desire to take dangerous
magic items out of evil’s reach)
is particularly competitive.
Many are traditional antiquity
scholars attached to
institutions of education, and
they delight in discrediting
each other’s theories about the
past by delving into ancient
ruins or mausoleums and
obtaining contrary proof firsthand. They foster their
own renown by specializing in certain cultures or
historical epochs, writing memoirs of their
dangerous expeditions, and carrying specialized
tools and equipment. Most of all, leading tomb
robbers become famous for their advanced prowess
with a signature weapon. Less commonly used
weapons—such as blowguns, nets, or whips—are
especially favored by tomb robbers for this purpose,
the better to grow their personal reputations.
Scholar of Danger
Beginning when you choose this archetype at 3rd
level, you can add your Intelligence modifier to
Dexterity saving throws. You also gain proficiency
in any one martial weapon of your choice and one
of the following skills: Arcana, History, or Religion.
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Signature Weapon
At 3rd level, choose one weapon with which you are
proficient. This becomes your signature weapon.
When you take the attack action with that weapon,
you can then use the bonus action granted by your
Cunning Action to use your weapon to force the
creature you attacked to make a Dexterity saving
throw (DC = 8 + your proficiency bonus + your
Dexterity or Intelligence modifier (your choice)). If
they fail, choose one of the following effects:
•
The target falls prone;
•
The target takes damage equal to your
Intelligence modifier;
•
The target drops one item of your choice that it
is holding;
•
The next attack made against the target has
advantage.
In order to use your bonus action this way, you
must still be wielding your signature weapon, and
the target must be within range of that weapon.
Well-Planned Strike
At 9th level, when you add your sneak attack
damage to an attack with your signature weapon,
you may choose to reroll a number of the damage
dice up to your Intelligence modifier. You must use
the new rolls. You may use this ability twice. You
regain all expended uses when you complete a short
or long rest.
Signature Strike
At 13th level, when you add your sneak attack
damage to an attack with your signature weapon,
you can sacrifice 2d6 of the damage dice you would
have rolled to force the creature damaged to make a
Dexterity saving throw against one of the effects of
your Signature Weapon ability. In addition, when
you use your bonus action for your Signature
Weapon ability, the target does not have to be the
creature you attacked with your attack action on
that turn, but can be any creature within the
signature weapon’s range.
Adept in Darkness
At 17th level, when you hit a creature with an
attack, if you and that creature are both heavily
obscured by darkness, you can deal your sneak
damage even if you do not have advantage on the
attack roll. This ability does not function if the
creature struck has blindsight or truesight, the
rogue’s Blindsense feature, or the warlock’s Devil
Sight eldritch invocation ability.
Extra Signature Attack
Beginning at 17th level, you can attack twice,
instead of once, whenever you take the Attack
action on your turn, as long as both attacks are
made with your signature weapon. Once per turn,
you can inflict an extra 1d8 damage with your
signature weapon on a successful attack that does
not include sneak attack damage.
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Wizard’s Arcane Tradition:
School of the Sungazer
You study ancient, dark knowledge of the distant
past, and use the power of the forces you study to
empower your magic, You specialize in long-
forgotten summoning, warding, and protective
spells related to eldritch horrors from before
recorded time. Your goal in studying these entities
is to better destroy then, but there is a price. The
reason other wizards eschew such forbidden lore is
because it slowly drives you insane.
It is worth noting that there is no formal academic
setting or larger organization in which these
damning secrets are taught. There is a loose
network among some of the wizards who curate this
knowledge, which mostly consists of exchanging
coded messages across long distances, but direct
transmission of the magical techniques implicit in
this “school” occurs almost exclusively from direct
study of the blasphemous tomes that contain them.
Only occasionally do the mysterious wizards known
as sungazers even take on apprentices.
Sungazers wear dark colored robes, and they let
their hair (and beard, if male) run long. As they
grow progressively wilder and closer to insanity,
their eyes become tinged with red or yellow.
Forbidden Lore
You are both drawn to dark knowledge and repelled
by it. At 3rd level, when you choose this archetype,
your dark researches grant you insight and power.
You gain a set of abilities called eldritch wards,
which are fueled by special dice called lore dice.
Both are described below. Necrotic damage and
psychic damage inflicted by your expending lore
dice ignores resistances and immunities to those
damage types.
Lore Dice. You have three lore dice, which are d6s.
A lore die is expended when you use it. You regain
all of your expended lore dice when you finish a
long or short rest. Your lore dice become more
potent as you gain levels: When you reach 9th level,
they become d8s instead of d6s. When you reach
13th level, they become d10s. At 17th level, they
become d12s.
Eldritch Wards. You learn four eldritch wards,
which are described under “Eldritch Wards” at the
end of this archetype description. Three of the
eldritch wards you learn are Cerulean Glyph, Dark
Studies, and Supernatural Sense, but the fourth
may be any one eldritch ward of your choice. Many
eldritch wards enhance a spell in some way. You
can only use one eldritch ward per spell.
The Price of Forbidden Lore. For a duration of
one hour after you spend a lore die, you have
disadvantage on all Charisma checks and Wisdom
(Insight) checks against humanoids.
A Bit of Complexity
During the design of 5th Edition D&D, there was a lot of
discussion about what various players wanted from the
game, specifically in terms of tracking resources and
other attributes of their characters. The tactical
complexity of managing character abilities in some
versions of the game was the source of strong
disagreement among players, with some really enjoying
that secondary level of gameplay. Others felt it betrayed
the spirit of earlier editions, in which combat was quicker
and tracking limited use features such as spells and
other abilities was simpler. In most editions of this game,
there is a marked difference even between classes of the
same edition in this area. From the earliest editions,
fighters were simpler to play than wizards, since a
fighter’s main action was to attack with their weapon,
while wizards had to track the limited number of spells
they could cast of each level. 5th Edition tries to bring the
editions together by offering faster combat and simpler
adjudication of edge cases while continuing the tradition
of having some classes play with less complexity than
others. A fighter with the Champion archetype has very
little resource management, while one with the Battle
Master archetype has to track superiority dice, and both
are simpler than classes like the druid and sorcerer,
which have to track spell slots as well as extra ability
uses such as wild shape or sorcery points.
The School of the Sungazer is on the complex end of
classes. In addition to tracking spell slots, the player of a
wizard with this school must track lore dice, eldritch
wards, and their effects. Hopefully, this complexity is
mitigated by not having very many lore dice to keep track
of (3 or 4 for most of an adventurer’s career), since the
effects of rolling too high on a lore die have more and
more possible consequences as the Sungazer gains levels.
This is an intentional attempt to make playing the
Sungazer feel like one is keeping track of a great deal of
strange and dangerous arcane lore, just as the character
is in the story of the game. It also seeks to bring some
direct horror into playing such a character, emulating the
effects of confronting blasphemous truths in certain more
Lovecraftian roleplaying games. However, a consequence
is that the School of the Sungazer is a better option for
advanced players who have a good deal of familiarity with
this edition of D&D or roleplaying games in general. For
players who envision their character as struggling with
the consequences of wielding forbidden magic from
unknowable entities but do not want the extra level of
resource management required in playing this class, a
warlock whose patron is the Great Old One or the Fiend
is a perfectly good option. But for those who do choose
this class, the rewards of wielding these secret powers are
great. As are the risks…
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Blasphemous Insight
At 6th level, your dark researches let
you use your knowledge of forbidden
lore more reliably and powerfully, but
at an even more horrifying price. You
gain an additional lore die (giving you a
total of four instead of three). You also
learn a new eldritch ward of your
choice, but may be forced to pay the
penalty listed below whenever you
expend a lore die.
Psychic Backlash. The price of using
lore dice worsens. When you roll one or
more lore dice, if at least one of the
dice rolls a 6 or higher, you must roll a
Wisdom saving throw against your own
spell save DC or take psychic damage
equal to double the result of the
highest rolling lore die.
Pseudonatural Familiar
Starting at 6th level, if you have or summon a
familiar, it becomes a pseudonatural creature,
gaining the effects of the Pseudonatural Creature
Template listed in this document.
Worsening Taint
At 10th level, part of you is tainted by corruption,
though you resist it. Your use of lore dice grows
both more potent and more costly. You learn a new
eldritch ward of your choice, but may be forced to
pay the penalty listed below whenever you expend a
lore die.
Spiral of Insanity. The price of using lore dice
worsens. When you take psychic damage as a side
effect of having expended one or more lore dice, roll
2d8 and add your Intelligence modifier. If the total
equals or exceeds your Wisdom score, your Wisdom
score is reduced to 0, you are incapacitated until
you regain at least 1 point of Wisdom, and you gain
one type of indefinite madness (per the Madness
rules).
Deeper Studies
At 10th level, you can choose to either gain
proficiency with one type of artisan’s tools or learn
one additional skill from the following list: Arcana,
Deception, Intimidate, Investigation, Medicine,
Perception, or Religion. In addition, you add a 1st
level warlock spell of your choice to your wizard’s
spellbook.
Edge of Madness
At 14th level, you know you may not have much
longer until dark powers either destroy you or
shatter your sanity, but your insight and power give
you the potential to destroy such dark powers
yourself. When aberrations, fiends, elementals, or
undead take necrotic damage from your expended
lore dice, that damage is doubled. You also gain an
additional lore die (giving you a total of five instead
of four), and when you roll initiative and have no
lore dice remaining, you regain one lore die
automatically. Finally, you learn a new eldritch
ward of your choice, but expending lore dice may
expose you to the penalty listed below.
Loss of Self. If your Wisdom score is reduced to 0
by an expenditure of lore dice, you risk permanent
insanity if you do not regain your senses soon. For
every 24 hours you have a Wisdom score lower than
half of your normal Wisdom score, roll an
Intelligence saving throw against your spell save
DC. If you fail, you gain one form of indefinite
madness. Unlike normal indefinite madness, this
trait cannot be cured by any spell short of a wish.
Your DM may choose to allow your madness to be
cured by some other special means, but what that
means might be and how you might discover it are
entirely up to the DM. Finally, even when you do
regain your full Wisdom, you may not regain all of
it. When your Wisdom finally returns to its normal
score, if you have gained at least one incurable from
of indefinite madness since the last time your
Wisdom was at its normal score, as described
above, your Wisdom ability score is permanently
reduced by 1.
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Eldritch Wards
The eldritch wards are listed in alphabetical order
below.
Cerulean Glyph. When an aberration, elemental,
fey, fiend, or undead inflicts damage on you with a
spell or attack, you may expend one lore die to
decrease the damage you suffer. Roll the lore die,
then add your Intelligence modifier to the number
rolled and reduce the damage inflicted by the total.
Creeping Spell. When you cast a spell that has a
duration of 1 minute or longer, you can spend one
lore die to double its duration, to a maximum of 24
hours. However, there is a side effect. For a number
of minutes equal to your lore die roll, you have
advantage on Intelligence (Investigation) checks and
on Constitution saves that you make to maintain
your concentration on a spell when you take
damage, but you also have disadvantage on
Wisdom (Perception) checks and Initiative rolls.
Dark Studies. When you make an
Intelligence check that relates to
aberrations, elementals, fey, fiends,
or undead, or to any cult or
extraplanar entity, you can expend
one lore die to bolster the check. After
you make the roll for the Intelligence
check, but before learning if it was
successful, you may choose to use
this ability, making a second roll and
taking the higher of the two rolls, and
you add half the number rolled on the
lore die to the final result of your
check.
Harrowing Spell. When you cast a
spell of 1st level or higher that targets
only one creature and doesn't have a
range of self, you can spend a lore die
to choose a number of creatures
equal to the spell’s level within 30 feet
of the target. One of these creatures
can be the creature targeted by the
original spell. The chosen creatures
must make a Wisdom saving throw
against your spell save DC or become
frightened of you for a number of
rounds equal to the lore die roll. If the
spell cast is 3rd level or higher, on a
failed save they also drop whatever
they are holding and must take the
Dash action and move away from you
by the safest route on each of their
turns while affected, as under the
effects of fear spell.
Hungry Spell. When you hit a creature with a
spell attack, you can expend one lore die to deal
extra necrotic damage to that creature equal to the
number rolled on the lore die. You can only inflict
damage on one creature per turn with this ability.
When you reach 10th level in your wizard class, you
may choose to expend two lore dice instead of one
on this ability. If you spend two, you roll both lore
dice and add them together to determine how much
necrotic damage this ability inflicts.
Insidious Spell. When you cast a spell that
forces a creature to make a saving throw to resist
its effects, you can expend one lore die to make the
creature more likely to fail. Subtract the number
rolled on your lore die from the creature’s saving
throw. You must choose to use this ability before
the saving throw is rolled.
Instinctive Spell. When you cast a spell that has
a casting time of one action, you can spend a lore
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dice to change the casting time to 1 bonus action
for this casting. When you use this ability, you
must roll your lore die and take necrotic damage
equal to the number rolled.
Repel Abominations. You can attempt to keep
dark forces at bay. Each time you use this eldritch
ward, you choose one of the following creature
types to affect: aberration, elemental, fey, fiend, or
undead, and then spend a lore die as an action.
Each creature of the chosen type within 30 feet of
you that can hear or see you must make a Wisdom
saving throw against your spell save DC. On a failed
save, such a creature is repelled for a number of
rounds equal to the number rolled on your lore die,
though the effect ends if the creature takes damage.
A repelled creature must spend its turns trying to
move as far away from you as it possibly can, and it
can’t willingly move to a space within 30 feet of you.
It also can’t take reactions. For its action, it can use
only the Dash action or try to
escape from an effect that
prevents it from moving. If there’s
nowhere to move, the creature can
use the Dodge action.
Slithering Ward. When you
cast a spell or move on your turn,
you can expend one lore die to
temporarily ward yourself against
harm. You roll your die and add
the number rolled to your AC until
the end of your turn. In addition,
you increase your walking speed
by 5 feet and gain a climbing
speed equal to your (newly
increased) walking speed until the
end of your turn.
Supernatural Sense. You have
a preternatural awareness for
certain kinds of inhuman beings—
a chill runs up your spine, the
hair on the back of your neck
stands up, an old wound aches, or
you experience some other
sensation. As an action, you can
expend one lore die to open your
awareness to detect these forces.
For a number of rounds equal to
your lore die roll, you know the
location of all aberrations,
elementals, fey, fiends, or undead
within 60 feet of you that are not
behind total cover. You know the
type (aberration, elemental, fey,
fiend, or undead) of any being whose presence you
sense, but not its identity (the vampire Count
Strahd von Zarovich, for instance). After you use
this ability, you gain another benefit. For a number
of minutes equal to your lore die roll, aberrations,
elementals, fey, fiends, and undead can always
understand your spoken words, and you can
always understand theirs, and you gain advantage
on Charisma checks and Wisdom (Insight) checks
against them.
Whispering Spell. When you cast a spell, you
can spend one lore die to cast it without any
somatic or verbal components. If you roll damage
for this spell, you must replace one die rolled for
damage with the number rolled on your lore die.
That much of the damage inflicted becomes necrotic
damage. At the same time, you take necrotic
damage equal to half the number rolled on your lore
die.
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Races
Dragonborn Variant:
Sea Dragonborn
Dragonborn remain rare in the Land of Fate. Having
only come to this world during the events of what
northern barbarians call the Spellplague—which
affected the continent of Faerun much more
dramatically—they have yet to become common
alongside the civilized peoples of Zhakara. However,
a certain breed of dragonborn
who share traits with sea
dragons rather than chromatic
or metallic ones are seafarers, and
perhaps for this reason there are
many more of them
found in Zakhara than
their more
landbound
cousins. The sea
dragonborn are a
warlike people who
take to naval battle
readily, using their
unique abilities to strike
with stealth from banks of
fog or mist. Besides a
tendency to be smaller and
more agile, they are very much
like their metallic or chromatic
kin. They have a tradition of
raiding ships
and port
settlements,
but few
seem to be
evil, and
they
focus their depredations on evil groups which their
leaders declare as anathema. Recently, many such
warbands have come into conflict with the slave-
taking minions of the Zakharan Kraken, finding
common cause with corsairs of other races as well
as groups like the Vigilant. Of course, less ethical
sea dragonborn of other alignments are often
marine raiders as well, but are far less
discriminating when choosing their targets.
Sea Dragonborn Multiclassing
If you are using the optional multiclassing rules, sea
dragonborn gain a special benefit: they can substitute
their Dexterity score for their Strength score when
determining if they can be multiclass paladins.
Sea Dragonborn Traits
These traits replace the Ability Score Increase,
Draconic Ancestry, Breath Weapon, and Damage
Resistance traits of a normal Dragonborn.
Ability Score Increase. Your Charisma score
increases by 2, and your choice of either your
Strength score or Dexterity score increases by 1.
Amphibious. You can breathe both air and water.
Draco-Aquatic Ancestry. Like all dragonborn,
you have draconic ancestry, but it links you to
dragons of the sea rather than the usual metallic or
chromatic breeds. For effects that may depend on
it, your draconic ancestry is of the “Sea” type, and
your breath weapon is a 15 ft. cone requiring a
Dexterity save. Your ancestry does not grant the
normal resistance to a particular damage type, but
for any effet that may be based on the damage type
determined by your draconic ancestry, the damage
type is considered fire.
Minor Heat Resistance. When you take fire
damage, you can use your reaction to roll a d6. Add
your Constitution modifier to the number rolled,
and reduce the damage by that amount.
Searing Steam Breath. You can use your action
to exhale a cloud of super-heated steam. When you
use your breath weapon, each creature within a 15
ft. cone must make a Dexterity saving throw. The
DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A
creature takes 1d6 fire damage on a failed save and
half as much damage on a successful one. Being
underwater doesn’t grant resistance against this
damage. The damage increases to 2d6 at 6th level,
3d6 at 11th level, and 4d6 at 16th level. In addition,
your breath weapon creates an area of fog that
includes not only the cone itself but any area within
5 feet of it, including the space in which you are
standing when you use it. The fog remains for 1
minute, and it spreads around corners, and its area
is heavily obscured. After you use your breath
weapon, you can’t use it again until you complete a
short or long rest.
Sea Dragon’s Legacy. You gain a swimming
speed equal to your walking speed, and whenever
you make a Dexterity (Stealth) check while you are
heavily obscured by any form of water or vapor
(including mist and fog), you are considered
proficient in the Stealth skill and add double your
normal proficiency bonus to the check, instead of
your normal proficiency bonus.
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Spells
Spellcasters are some of the greatest foes of the
ancient darkness threatening Zakhara. Whether
they offer healing to warrior allies, terror to their
enemies, or simply bring increased destructive
power, their mysterious arts often make the
difference between failure and success against such
powerful enemies.
Spell Lists
The new spells in this section can be cast by many
classes, as shown in the following spell lists. After
each spells, its school of magic is listed in
parentheses.
Bard Spells
Cantrips (0 Level)
reaver's touch (necromancy)
1st Level
dread mercy (enchantment)
frightful strike (enchantment)
2nd Level
elemental blade (transmutation)
Cleric Spells
Cantrips (0 Level)
challenger's mark (enchantment)
reaver's touch (necromancy)
1st Level
frightful strike (enchantment)
2nd Level
elemental blade (transmutation)
Druid Spells
Cantrips (0 Level)
reaver's touch (necromancy)
1st Level
frightful strike (enchantment)
2nd Level
elemental blade (transmutation)
Paladin Spells
1st Level
dread mercy (enchantment)
2nd Level
elemental blade (transmutation)
Ranger Spells
1st Level
dread mercy (enchantment)
Sorcerer Spells
Cantrips (0 Level)
reaver's touch (necromancy)
1st Level
frightful strike (enchantment)
2nd Level
elemental blade (transmutation)
Warlock Spells
Cantrips (0 Level)
challenger's mark (enchantment)
reaver's touch (necromancy)
1st Level
frightful strike (enchantment)
Wizard Spells
Cantrips (0 Level)
reaver's touch (necromancy)
1st Level
frightful strike (enchantment)
2nd Level
elemental blade (transmutation)
Spell Descriptions
All new spells referenced in this document are listed
and described alphabetically in this section.
Challenger’s Mark
Enchantment cantrip
Casting Time: 1 action
Range: 5 feet
Components: V, S
Duration: 1 round
As part of the action used to cast this spell, you
must make a melee weapon attack against one
creature within the spell's range, otherwise the spell
fails. On a hit, the target suffers the attack's normal
effects, and you exchange a moment of silent,
instinctive communication that expresses your
personal challenge. Before the beginning of your
next turn, if the target willingly moves more than 30
feet away from you or attacks a creature besides
you, it immediately takes 1d8 psychic damage, and
the spell ends. This spell's damage increases when
you reach higher levels. At 5th level, the melee
attack deals an extra 1d8 psychic damage to the
target, and the damage the target suffers for moving
more than 30 feet away from you increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and
17th level.
Dread Mercy
1st-level enchantment
Casting Time: 1 reaction, which you take when
you reduce a creature within 60 feet to 0 hit points
with a weapon attack
Range: 60 feet
Components: V
Duration: 10 minutes
You offer an opponent mercy in exchange for their
cooperation. Choose one creature within range that
you have just reduced to 0 hit points. You instead
reduce that creature to 1 hit point and immediately
command their surrender. (If a creature prefers to
be reduced to 0 hit points for some reason, it can
make a Charisma saving throw, and be reduced to
0 hit points instead of 1 on a success.) As soon as
the creature is reduced to 1 hit point instead of 0
due this spell, it must immediately make a Wisdom
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saving throw. On a success, the creature is
frightened of you for the spell’s duration, and
suffers only the normal effects of being frightened.
On a failure, the creature is still frightened, but
rather than fleeing, the frightened creature stays
where it is and does not move unless you tell it to.
For the duration of the spell, the creature that
failed its save will not attack you, and it fearfully
obeys any instructions it can hear and understand
that will not directly harm it (for example, it will not
knowingly drink poison or walk off a cliff). It will not
deliberately say anything to you that it believes to
be a lie, though it can simply remain silent if you do
not ask any direct questions. If you ask it a direct
question that can be answered in one or two
sentences, it will not give you an answer that it
considers false, though it may leave things out,
especially if you ask a question that takes more
than one or two sentences to answer. It may avoid
answering questions to which it would normally
respond with a lie by giving short or evasive
answers, as long as what it does say remains within
the boundaries of what it believes to be the truth.
Whenever you or one of your allies attempt to harm
the creature, or if you give it instructions that
would harm it, or whenever you force it to make a
saving throw against another effect, it repeats its
Wisdom saving throw against this spell, ending the
effects of the initial failed save on a success. You
always know if a creature has succeeded or failed
on a saving throw against this spell. When the
spell’s effect ends, the creature is unaware it was
ever affected by this spell, knowing you could have
killed it and believing its fear of you was merely
natural.
At Higher Levels. When you cast this spell using
a 3rd level or higher spell slot, the duration is
increased to 1 hour. If you use a 5th level or higher
spell slot, the duration is increased to 8 hours.
Elemental Blade
2nd level evocation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a plum blossom)
Duration: Concentration, up to 1 minute
When you cast this spell, a sword blade of
elemental energy appears in the hand of the
creature you touch (who must be a willing
recipient). You choose one of the following damage
types when you cast this spell: acid, cold, fire,
lightning, or poison. It is the size and shape of a
normal shortsword, but is virtually weightless. If
the wielder lets go of the blade, it disappears, but
you can evoke it for them again as a bonus action.
Once on its turn while it holds the blade, the
wielder can use its action to create one of two
effects:
•
The wielder can make a melee attack with the
blade, rolling the attack as if they were
attacking with a regular shortsword, but on a
hit the target takes 5d4 damage of the type
chosen when this spell was first cast, instead of
the normal damage it would take from such an
attack. Since the blade is immaterial, the
wielder’s Strength or Dexterity modifiers do not
apply to the damage, nor does any extra damage
from special abilities the wielder may possess
(such as sneak attack).
•
The wielder can unleash lightning on a single
target within 30 feet. The wielder’s chosen target
makes a Dexterity saving throw against your
spellcasting DC. If the target fails, it takes 4d4
damage of the type chosen when this spell was
first cast. If it succeeds, it takes half damage
and can take reactions normally.
The blade sheds bright light in a 10 foot radius and
dim light for an additional 10 feet. A creature who
takes damage from this spell suffers an additional
effect depending on the type of damage inflicted, as
follows:
•
Acid: The creature cannot take reactions until
the beginning of the wielder’s next turn.
•
Cold: The creature’s speed is reduced by half
until the end of its next turn.
•
Fire: The creature must choose to either fall
prone to extinguish flames on its body or take
1d4 extra fire damage. Creatures wearing metal
armor are immune to this effect.
•
Lightning: The creature takes an extra 1d4
lightning damage if it is wearing metal armor.
•
Poison: The creature is poisoned until the end of
its next turn.
At Higher Levels. When you cast this spell using a
3rd level or higher spell slot, the damage increases
by ld4 for each slot level above 2nd.
Frightful Strike
1st-level enchantment
Casting Time: 1 action
Range: 10 feet
Components: V, M (a weapon with at least one
drop of blood on it)
Duration: 1 round
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You bark or whisper a
terrifying threat to the
creature your weapon
strikes. As part of the
action of casting this
spell, you must make a
melee attack against
one creature within the
spell's range, otherwise
the spell fails. On a hit,
in addition to the
attack’s normal effect,
the creature struck
takes an additional
amount of psychic
damage equal to 1d4
plus your Charisma
modifier (minimum 1)
and must make a
Wisdom saving throw.
On a failed save, it is
frightened of you until
the end of your next
turn.
At Higher Levels.
When you cast this
spell using a spell slot
of 2nd level or higher,
the damage is
increased by 1d4 for
each slot level above
1st.
Reaver’s Touch
Necromancy cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
The touch of your hand drains a target’s life energy,
allowing you to empower yourself via the ritual
sacrifice of animals and other creatures, or by
striking your opponents in combat. Make a melee
spell attack against the target. You have advantage
on the attack if your target is a beast. On a hit, the
target takes 1d6 necrotic damage, and you gain
temporary hit points equal to half the damage
inflicted (round up). The spell’s damage increases
by 1d6 when you reach 5th level (2d6), 11th level
(3d6), and 17th level (4d6).
Equipment
Cutlass
A curving sword with a
cutting edge on only
one side, the cutlass’s
shape keeps it short
enough for battle in
close quarters. At the
same time, it is sharp
and strong enough the
cut through ropes and
rigging. These qualities
make it ideal for naval
combat.
Type: Martial Melee
Weapon
Damage: 1d8 slashing
Properties: Finesse
Cost: 25 go
Weight: 3 lbs.
Special: All creatures
can make attack rolls
with this weapon
underwater without
being at disadvantage
(for most weapons, only
creatures with swim
speeds can attack
normally underwater).
Razor Claw
Four or five curved blades are attached to a glove,
strap, or metal bar, allowing the wielder to place the
blades securely atop or between their knuckles.
Various versions of this weapon exist, often with
nicknames like “tiger claws” or “bear claws.”
Type: Simple Melee Weapon
Damage: 1d4 slashing
Properties: Finesse, light, special
Cost: 3 gp
Weight: 1lb.
Special: A wielder armed with this weapon can
choose to make an unarmed strike instead of a
weapon attack; if they do so, the unarmed strike
inflicts slashing damage instead of bludgeoning. If a
creature would drop this weapon, they can use
their reaction to not drop it.
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Monsters
Deep Cultist
A deep cultist is the child of a warlock who traded
their child’s humanity for power before it was born,
mixing their own nature with that of an
otherworldly being. They are naturally attracted to
aquatic aberrations, such as aboleths or krakens,
and they seek to assist their abominable schemes
in any way they can.
Parents who make these pacts raise their tainted
offspring to worship whichever Far Realm entity
they made their pact with, and when such children
grow up, they attempt to raise up cults of their own
sharing this worship. The being that spawned them
is connected to the element of water (or perhaps to
the elemental evil corruption of it), and so while
deep cultists can pass for human, their amphibious
nature is indicated by subtly fish-like or frog-like
appearances, including flattish noses that are
barely more than a pair of nostrils and great
bulging eyes that tend to stare without blinking.
They have muscular or wiry builds, pale almost
bluish or greenish skin, and black greasy hair that
either grows wild or is thin and sparse.
Despite these hints to their true origins, some deep
cultists are still attractive by human standards.
They’ve been known to recruit members for their
cults by seduction as well as more mundane means
of coercion, and some truly come to love their
human paramours. Many are the legends of
“mermaids” rescuing sailors from drowning and
falling in love with them that actually tell of deep
cultists. When on land commonly go about in heavy
robes to hide their appearance on land.
Deep Cultist
Medium humanoid, chaotic evil
Armor Class 15 (natural armor)
Hit Points 105 (14d8+42)
Speed 30ft., swim 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 14 (+2)
Skills Arcana +3, Deception +4, Religion +3, Stealth
+5
Damage Resistances cold, lightning
Damage Immunities acid, poison
Senses darkvision 60 ft., passive Perception 13
Languages Common, Aquan
Challenge 6 (2,300 XP)
Spellcasting. The deep cultist is a 7th-level
spellcaster. Its spellcasting ability is spellcasting
ability is Wisdom (spell save DC 14, +6 to hit with
spell attacks). It knows the following spells:
Cantrips (at will): druidcraft, reaver’s touch**, shape
water*, vicious mockery
1st level (4 slots): create/destroy water, dissonant
whispers, disguise self, fog cloud
2nd level (3 slots): blur, hold person
3rd level (3 slots): fear, tidal wave*
4th level (1 slot): storm sphere*
(“*” = appears in the Elemental Evil Player’s Guide).
(“**”= new spell appearing in this document).
Amphibious. The deep cultist can breathe air and
water.
Fanaticism. The deep cultist has advantage on
saving throws against being charmed or frightened.
Venomous Skin. The deep cultist can cause their
flesh to exude a corrosive poison. Any creature
grappling to deep cultist or grappled by it takes 3
(1d6) poison damage and 3 (1d6) acid damage at
the end of that creature’s turn.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 3(1d6) piercing damage plus 3 (1d6)
poison damage and 3 (1d6) acid damage.
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Great Ghul
Undead elemental cousins of the dao, djinn, efreeti,
and marids, great ghuls comprise the most wicked
members of an inferior order of genies. They haunt
burial grounds and feed on dead human bodies.
They are usually female, and all great ghuls are
beguiling and seductive shapechangers. No matter
what form they take, however, their feet always
remain those of a donkey, though they often wear
special boots or long robes to conceal this
aberration. Ghuls delight in devouring the flesh of
victims and sucking the marrow from the bones.
Masters of Disguise. Great ghuls have thick
hair and bushy eyebrows that often droop
over their eyes. Their hands end in
clawed fingers, and their feet
and sometimes their ears
are those of a
donkey. Their jaws
jut out and are
powerfully muscled. Their
dark gray or pale white skin
is always cold and clammy,
and they have the hunched
posture of their lesser kin, the ghouls.
Great ghuls are aware of how their
looks repulse other creatures and
are eager to disguise their true
appearance with cosmetics,
clothes, and jewelry. While
most great ghuls stand over 7
ft. tall, those that are
sorcerers typically stand
about 10 ft. tall. In their
polymorphed form they are
often smaller. Because
great ghuls are feared by
humans and despised
by genies, they rarely
keep their own form,
even when at home in
their lonely caves
and ruins.
Shapeshifting has become a habit for the great
ghuls, and they are excellent actors and liars. Great
ghuls have many opportunities to practice these
deceptions when they travel among humans. Great
ghuls are fond of all forms of perfumes and scents,
such as attar of orange, rosewater, cloves, and so
on. They use these to cover their own unpleasant
smell.
Secretive yet Social. Great ghuls serve the genies
(when required), but lord it over the ghouls, who are
considered unrefined and unreliable. Great ghuls
who become sorcerers are very secretive; the other
genies resent and fear the ghuls’ power over them.
Such great ghuls are often destroyed when their
homes are
discovered. In
general, all great
ghuls avoid contact
with other races
because violence
often follows. But,
they do sometimes
help humans and
others who come to
them seeking help
against other genies.
Sometimes they also help
humans in quests which
the great ghuls find
interesting, and they do this
without expectation of reward.
Though solitary, they
grow bored easily,
and this seems to
motivate them to take
part in pranks and
daring deeds that
sometimes put them and
the secret of their true
identities at considerable
risk. Some of their pranks
are less amusing than
others: great ghuls are
particularly fond of joining
groups of nomads and
travelers and then leading
them astray. Many of
these travelers are led to
their deaths and
consumed by the carrion-
eating ghuls.
Predators of the Lonely
Wastes. Great ghuls are normally solitary,
though if they have kin who are great ghuls as well,
they will form packs with them. Great ghuls live in
seclusion in ruins or caves found in the emptiest
deserts or on the highest mountains. Because of
their sharp claws and incredible strength, great
ghuls are able to climb sheer rock walls that would
daunt most mountaineers. Only genies slain by
great ghuls become ghuls themselves; all other
races are simply slain and devoured.
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Great Ghul
Large undead, neutral evil
Armor Class 17 (natural armor)
Hit Points 184 (16d10+96)
Speed 40ft., climb 40 ft.
STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 23 (+6) 14 (+2) 16 (+3) 19 (+4)
Saving Throws Dexterity +6, Wisdom +7,
Charisma +8
Skills Deception +8, Religion +6, Stealth +6
Damage Vulnerabilities radiant
Damage Resistances acid, fire, lightning, thunder,
necrotic
Damage Immunities cold; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Primordial
Challenge 10 (5,900 XP)
Spellcasting. The great ghul’s innate spellcasting
ability is Charisma (spell save DC 16, +8 to hit with
spell attacks). It knows the following spells:
At will: shocking grasp , detect evil and good,
disguise self, true polymorph (self only)
1/day: animate dead, invisibility, tongues
Magical Weapons. The great ghul’s weapon
attacks are magical.
Mountainwalk. Great ghuls ignore difficult terrain
and take no damage from falling.
Sunlight Sensitivity. While in sunlight, the great
ghul has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.
Turning Defiance. The great ghul and any ghouls
within 30 feet have advantage on saving throws
against effects that turn undead.
Actions
Multiattack. The great ghul makes two claw
attacks or one claw attack and one bite attack.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 18 (3d8+5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one target. Hit: 12 (2d6+5) piercing damage.
Great Ghul Sorcerers
A great ghul sorcerer has a challenge rating of 11 (7,200
xp). It has the same statistics as a regular great ghul,
except that it has 229 (17d10+136) hit points, a
Constitution of 26, and the sorcerous spellcaster trait as
described below, in addition to its normal innate spells:
Sorcerous Spellcaster. The great ghul sorcerer is a 10th-
level spellcaster. Its spellcasting ability is Charisma (spell
save DC 16, +8 to hit with spell attacks). It knows the
following sorcerer spells:
Cantrips (at will): chill touch, fire bolt, friends,
prestidigitation, shape water*, shocking grasp, vicious
mockery
1st level (4 slots): charm person, chromatic orb, feather
fall, ray of sickness
2nd level (3 slots): detect thoughts, dust devil*, shatter,
suggestion
3rd level (3 slots): counterspell, fear, vampiric touch
4th level (3 slots): storm sphere*, wall of fire
5th level (2 slots): dominate person
(“*” = spell appearing in the Elemental Evil Player’s
Guide).
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Pseudonatural Creature
Pseudonatural creatures originate in the Far Realm
or in other places beyond the planes as we know
them. Eldritch abominations such as these are
often the spawn or servitors of Great Old Ones,
elder gods, or powerful aberrations. They can take
on at least one less alien form when needed, but a
glimpse of their true nature can shake a mortal’s
grip on reality.
Pseudonatural Template
Any corporeal creature can become a
pseudonatural creature. When it becomes a
pseudonatural creature, it keeps its statistics,
except as noted below.
Type. The creature’s type changes to Aberration.
Alignment. Chaotic evil and neutral evil creatures
do not change their alignment. Other alignments
are changed as follows:
Pseudonatural Creature Alignment
Base Creature’s Alignment
New Alignment
Lawful Good
Unaligned
Neutral Good
Neutral
Chaotic Good
Chaotic Neutral
Lawful Evil
Neutral Evil
Lawful Neutral
Lawful Evil
Chaotic Neutral
Chaotic Evil
Neutral
Chaotic Neutral
Unaligned
Chaotic Neutral
Hit Points. If the creature has less than 3 Hit Dice,
raise its number of Hit Dice to 3 and adjust its hit
points accordingly.
Ability Scores. If the creature’s
Intelligence is below 3, increase it to 3.
In addition, if the creature’s Wisdom is
less than 20, increase the creature’s
Wisdom by 10, to a maximum of 20 or
the base creatures’s challenge rating,
whichever is higher.
Challenge. Increase the creature’s
challenge rating by 1 after applying
this template. If the base creature’s
challenge rating is lower
than1/2, increase the challenge
rating to 1/2; if it is 1/2, increase it
to 1.
Senses. The pseudonatural
creature gains blindsight with a
radius of 10 feet.
Damage Resistances. The
pseudonatural creature gains
resistance to acid and lightning.
Languages. The pseudonatural
creature gains telepathy 30 ft.
New Trait: Telepathic Insight.
If a creature within 30 ft.
communicates telepathically with
the pseudonatural creature, it
must make a Charisma saving
throw against a DC equal to the
pseudonatural creature’s Wisdom
score. If the creature fails the
save, the pseudonatural creature
magically learns one fact or secret
about that creature.
New Spells: The pseudonatural
creature knows the true strike and
vicious mockery cantrips. If it can
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cast spells of 1st level or higher, it also gains the
spells bane and dissonant whispers.
New Action: Pseudonatural Form. As a bonus
action, the creature assumes its true form, that of a
grotesque, tentacled mass (or another appropriately
gruesome form), but all its abilities remain
unchanged despite the alien appearance. While it is
in this form, all attack rolls against the
pseudonatural creature made by creatures who can
see it are at disadvantage. In addition, while it is in
its true form, the pseudonatural creature has
advantage on Charisma (Intimidation) checks and
disadvantage on all other Charisma checks. It can
use another bonus action to change back.
New Reaction: True Form. When the
pseudonatural creature takes damage, it can
assume its pseudonatural form as a reaction.
Example: The Rat-Thing
(Pseudonatural Rat)
The rat-thing appears to be a regular rat to most
who see it, but it is always the familiar of some
loathesome, half-mad spellcaster, and its true form
is far more disturbing. Those who glimpse it in
unguarded moments are horrified, for the rat-thing
has a face much like that of a human, and its tiny
hands are human-like as well. Its face is bearded,
sharp-toothed, and bears an evil expression. Its
voice sounds like hateful tittering, but it can only
communicate via telepathy, which those contacted
experience as the same loathsome titter forming
words in their own language. It is said evil wizards
and warlocks create rat-things from the remains of
sacrificed cultists. Such a creature almost never
fights alone, engaiging in hostile action only at the
side of the corrupted spellcaster they serve.
Pseudonatural Rat (Rat-Thing)
Tiny aberration, chaotic neutral
Armor Class 10
Hit Points 4 (3d4-3)
Speed 20ft.
STR DEX CON INT WIS CHA
2 (-4)
11 (+0) 9 (-1)
3 (-4)
20 (+5) 4 (-3)
Damage Resistances acid, lightning
Senses blindsight 10 ft., darkvision 30 ft., passive
Perception 15
Languages telepathy 30 ft.
Challenge 1/2 (100 XP)
Innate Spellcasting. The pseudonatural rat’s
innate spellcasting ability is Wisdom (spell save DC
15). It can innately cast the following spell,
requiring no material components:
At will: true strike, vicious mockery
Telepathic Insight. If a creature within 30 ft.
communicates telepathically with the
pseudonatural rat, it must make a Charisma saving
throw (DC 20). If the creature fails the save, the
pseudonatural rat magically learns one fact or
secret about that creature.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,
one target. Hit: 1 piercing damage.
Pseudonatural Form. As a bonus action, the
pseudonatural rat creature assumes its true form,
that of a rat with a human-like face and tiny,
humanoid hands. While it is in this form, all attack
rolls against the pseudonatural rat made by
creatures who can see it are at disadvantage. In
addition, while it is in its true form, the
pseudonatural rat has advantage on Charisma
(Intimidation) checks and disadvantage on all other
Charisma checks. It can use another bonus action
to change back.
Reactions
True Form. When the pseudonatural rat takes
damage, it can assume its true form as a reaction.
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Example: The Black Dog
(Pseudonatural Hell Hound)
The black dog is massive dog the size of a calf with
thick, shaggy, jet black fur and glowing red eyes. It
has massive, sharp canines, and its mouth always
seems to be grinning, as the fell creature bears
some hidden secret. Its saliva stinks of sulfur. It
appears only at night, but even in the moonlight its
fur does not shine or gleam, but remains dark as a
shadow. It leave no footprints, but can be tracked
by the scorch marks it leaves on the ground every
few paces, and by its tendency to stop and claw or
gnaw upon large objects of wood or metal. It is
always associated with fire, with the smell of smoke
and flickering shadows in its presence, but does not
appear with a visible aura of fire. It is as if,
wherever it goes, there is always an unseen fire
nearby. Thankfully, these creatures are rare, and
seldom attack the living, but rather are omens of
worse horrors to follow. They appear before great
fires, deadly plagues, battles with high casualties,
and the deaths of important personages. They also
accompany the appearances of comets in the night
sky. Sometimes, they are set to guard something,
charged with this duty by unknown powers. In this
case, they remain calm and aloof unless a creature
threatens or approaches the object of their
protection, which sends them into an aggressive
frenzy.
In their true form, black dogs are far more
frightening. Their bodies seem to explode, as they
become unsteady orbs of crimson flame,
surrounded by ember-like points of fiery light and
bursts of red lightning. They shimmer with heat,
making them hard to focus on, but anyone looking
directly at the fiery orb sees visions in the flames,
visions of various horrific ways they might die,
combined with scenes of cataclysm and carnage
consuming nearby settlements.
Pseudonatural Hell Hound (Black Dog)
Medium aberration, neutral evil
Armor Class 15
Hit Points 45 (7d8-14)
Speed 50ft.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (-2)
20 (+5) 6 (-2)
Skills Perception +9
Damage Resistances Acid, lightning
Damage Immunities Fire
Senses blindsight 10 ft., darkvision 60 ft., passive
Perception 19
Languages telepathy 30 ft., understands Infernal
but can’t speak it
Challenge 4 (1,100 XP)
Innate Spellcasting. The pseudonatural hell
hound’s innate spellcasting ability is Wisdom (spell
save DC 15). It can innately cast the following spell,
requiring no material components:
At will: true strike, vicious mockery
Keen Hearing and Smell. The pseudonatural hell
hound has advantage on Wisdom (Perception)
checks that rely on hearing or smell.
Pack Tactics. The pseudonatural hell hound has
advantage on an attack roll against a creature if at
least one of the hound’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
Telepathic Insight. If a creature within 30 ft.
communicates telepathically with the
pseudonatural hell hound, it must make a
Charisma saving throw (DC 20). If the creature fails
the save, the pseudonatural hell hound magically
learns one fact or secret about that creature.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 7 (1d8+3) piercing damage plus 7
(2d6) fire damage.
Fire Breath (Recharge 5–6). The pseudonatural
hell exhales fire in a 15‐foot cone. Each creature in
that area must make a DC 12 Dexterity saving
throw, taking 21 (6d6) fire damage on a failed save,
or half as much damage on a successful one.
Pseudonatural Form. As a bonus action, the
pseudonatural hell hound creature assumes its
true form, that of a flaming sphere wreathed in
embers and red lightning, shimmering with it and
filled with horrific visions, While it is in this form,
all attack rolls against the pseudonatural hell
hound made by creatures who can see it are at
disadvantage. In addition, while it is in its true form,
the pseudonatural hell hound has advantage on
Charisma (Intimidation) checks and disadvantage
on all other Charisma checks. It can use another
bonus action to change back.
Reactions
True Form. When the pseudonatural hell hound
takes damage, it can assume its true form as a
reaction.
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Rom
The rom are a race of subterranean, undead giants
that withdrew from the surface world in the distant
past. They are sullen, malicious, and angry
creatures, attacking any who disturb their final
dwelling places or cairns. Rom are all male, with
tall, muscular physiques—similar to humans in
proportion—and dark, ashen-grey skin. They have
sunken, glassy eyes, long, curling fingernails, and
are either bald or have thinning, bone-white hair.
They stand about 17 ft.’ tall, retaining the
supernatural strength they possessed in life. They
speak with sad, resonant voices. All are talented
singers, poets, and musicians.
Cursed by Tragedy. Rom are thought to be all that
remains of an ancient race of giant herdsmen. They
lived in the hills and on the plains where their giant
cows could graze, some practicing a limited form of
agriculture. They were a quiet, peace-loving people
whose end came when their wives produced only
male children; there were no further generations.
Shaking their fists at the sad destiny Fate had
passed upon them, they built enormous stone
cairns for themselves, fashioned out of monolithic
granite slabs. Entire clans of rom descended into
their self-made tombs, burying themselves alive.
However, so great was their collective self-pity and
anger at Fate, that their existence persisted beyond
death.
Inspiring Hosts. The giants are known to receive
brave visitors during the night, who politely knock
on the entrance to the tombs and humbly request
hospitality for the evening. The rom are a musical
and poetic race. Brave bards who have visited with
them for only a short while are said to have been
inspired to compose a masterful, if tragic, song or
epic poem.
Death to Trespassers. Those who brashly intrude
on the giants during the night, or who break into a
cairn during the day, will be immediately attacked
by the rom present in the tomb (usually 8 or fewer).
They will throw any corpses outside as a warning to
others against further unwarranted intrusions.
Regional Effects
The granite cairns of the rom can still be found
today, towering over the plains or nestled among
the hills. They are shunned by all forms of animal
and insect life. Nearby vegetation appears stunted
and lacks its usual color. All is quiet near these
tombs during the day, but at night, one can hear a
loud lamentation rising from within the cold, stone
cairns, a plaintive cry against Fate.
•
At night, within a mile of a rom cairn, their
haunting dirges can be heard. Any creature in
this area at night that can hear must make a
DC 11 Wisdom saving throw unless their
Intelligence is 2 or lower. On a failure, the
character feels a heartbreaking sadness, a
despair that makes their efforts seem
meaningless. Until they leave the area, they
have disadvantage on death saving throws and
Dexterity checks for initiative, and they gain
the following flaw: “If all this beauty ends in
tragedy, what’s the point of living at all?” A
creature can repeat its saving throw every time
it finishes a long rest, ending the effect on
itself on a success. A creature that makes a
successful saving throw against this effect is
immune to it for 24 hours. The dirge has no
effect on constructs and undead.
•
Any beast or humanoid with an Intelligence of
2 or lower that comes within a mile of a rom
cairn becomes frightened, and will not
willingly move closer to the cairn.
•
No plant life grows naturally within 500 ft. of a
rom cairn.
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Rom
Huge undead, lawful evil
Armor Class 17 (natural armor)
Hit Points 172 (15d12+75)
Speed 40 ft.
STR DEX CON INT WIS CHA
26 (+8) 10 (+0) 21 (+5) 11 (+0) 14 (+2) 18 (+4)
Skills Animal Handling +6, Intimidation +8,
Persuasion +8, Perception +6
Damage Resistances necrotic
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion,
frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages Common, Giant
Challenge 9 (5,000 XP)
Pack Tactics. The rom has advantage on an attack
roll against a creature if at least one of the rom’s
allies is within 5 feet of the creature and the ally
isn’t incapacitated.
Sleepless. Magic cannot cause the rom to sleep.
Actions
Multiattack. The rom makes two claw
attacks.
Claw. Melee Weapon Attack: +12
to hit, reach 5 ft., one target.
Hit: 17 (2d8+8) slashing
damage plus 4 (1d8) necrotic
damage, and the target’s
Strength score is reduced by
1d4. The target dies if this
reduces his Strength to 0.
Otherwise, the reduction
lasts until the target
finishes a short or long
rest.
Rock. Ranged Weapon
Attack: +12 to hit,
range 60/240 ft. one
target. Hit: 30
(4d10+8) damage.
Frightful Presence.
Each creature of
the rom’s choice
that is within 120
feet of the rom
and aware of it
must succeed
on a DC 16 Wisdom saving throw or become
frightened for 1 minute. A creature can repeat its
saving throw at the end of each of its turns, ending
the effect on itself on a success.
Dolorous Dirge. (Recharge 6). As a bonus action,
the rom sings a song of loss in its haunting voice, a
mourning ballad that pierces the hearts of even
hardened veterans. This dirge has no effect on
constructs and undead. Any other creature within
30 feet who can hear the rom must make a
Charisma saving throw (DC 16) or have its speed
reduced by half for as long as the rom keeps singing.
The rom must use a bonus action to continue this
effect each round. A creature can repeat its saving
throw at the end of each of its turns, ending the
effect on itself on a success.
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
30
Zakharan Kraken
Zakharan Kraken are an albino race of air-
and water-breathing squid-like creatures
that dwell in the dark depths of the ocean.
Either they or their ancestors came to
Zakhara from a distant blackness beyond
the stars in the most ancient of ancient
times, and the Zakharan Kraken believe
themselves to be the eldest species of
creature yet living.
Elder Things. Before the darn of recorded
time. Zakharan Kraken were smaller and
lived in shallow coastal waters, where
human worshippers served them and
brought them sacrifices. Some upheaval in
nature—or possibly a battle with forces of
good—made the surviving monsters retreat
to the depths. Although their number
dwindled to a mere handful, the survivors
grew huge and powerful. Zakharan Kraken
now seek to kill good creatures and to
devour all life smaller than they.
Sailors’ Doom. Zakharan Kraken often
attack ships to drag them down. Larger
than the largest squid, a Zakharan Kraken
can drag vessels up to 60 ft. long under the
waves. Larger ships are dragged to a halt
in five rounds. If a Zakharan Kraken can
grasp the ship with six or more tentacles
for three consecutive rounds during an
attack, the vessel suffers damage as if it
had been rammed. It then takes on water,
and within 2d4 rounds the ship will have lost
enough buoyancy so that the Zakharan Kraken can
easily drag it under.
Lone Hunters. Zakharan Kraken are aggressive
hunters, able to battle even large sperm whales and
win. They are solitary creatures except during
mating season, which coincides with the monsoons.
At this time the Zakharan Kraken gather in the
deepest trenches of the ocean, where they leave
their eggs to hatch. Zakharan Kraken prey on
whales, giant squid and octopi, and occasionally
young zaratan. They especially hate the aboleth,
whom they consider unnatural upstarts. They even
disdain the more common krakens found in the
warmer seas of the north, who they see as imitative
parodies created by the young gods of distant
Faerun. They have no natural enemies, though
some legends say that rocs will eat young Zakharan
Kraken basking near the surface of the ocean, and
the marid hunt them for sport.
Lairs of the Zakharan Kraken
Zakharan Kraken maintain air-filled grottos,
underwater caverb complexes where they keep and
breed human slaves to serve and feed them. The
Zakharan Kraken stock these undersea dungeons
by using wind and weather to bring vessels to the
area.
Ambitious Zakharan Kraken make pacts with
sahuagin or ixitxachitl, agreeing not to destroy
them in exchange for their servitude and tribute.
These Kraken use their servants to strike against
shipping and coastal cities.
Lair Actions
On initiative count 20 (losing initiative ties), the
Zakharan Kraken takes a lair action to cause one of
the following magical effects.
•
Once per minute, a Zakharan kraken can
cause its lair to fill with water or with air, as
it chooses. When this happens, creatures
within 30 feet of the Zakharan kraken must
roll a DC 23 Dexterity saving throw.
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
31
Creatures that fail this save are knocked
prone and, if they are Huge or smaller, they
are pushed up to 20 feet away from the
Zakharan kraken. On a success, a creature
is only pushed 5 feet away and is not
knocked prone. If the lair is filling with
water (instead of air), creatures who fail the
save also take 28 (8d6) bludgeoning damage
(half that damage on a successful save).
Once a Zakharan Kraken makes this
decision, its lair remains filled with air or
water until it chooses to use this ability
again or until it dies (at which point nature
takes its natural course).
•
Creatures within 60 feet of the Zakharan
Kraken have vulnerability to lightning and
psychic damage until initiative count 20 on
the next round.
•
The Zakharan Kraken chants its own
blasphemous scriptures in a pre-primordial
language, blasting the minds of those
around it. All creatures within 120 feet of
the Zakharan Kraken that are able to hear
must succeed on a DC 23 Wisdom saving
throw, taking 13 (3d8) psychic damage on a
failed save, or half as much damage on a
success.
Regional Effects
In the area around a Zakharan Kraken’s lair, the
insanity of the Far Realm bleeds into reality,
warping both the landscape and the minds and
bodies of those who dwell there. Even if the
Zakharan Kraken dies, these effects take a year and
a day to fade completely.
•
Humanoid children born within 10 miles of
the Zakharan Kraken’s lair gain the
Amphibious trait (able to breathe both air
and water) and have oddly narrow heads,
with small, flat noses and bulging, frog-like
eyes (a look known as “the kraken’s taint”).
•
1 in 100 humanoid children born within 10
miles of the Zakharan Kraken’s lair is born a
water genasi (per the Elemental Evil Player’s
Guide) and also has “the kraken’s taint” as
described above).
•
1 in 1,000 humanoid children born within
10 miles of the Zakharan Kraken’s lair is
born a sahuagin, regardless of its parent’s
race.
•
The Zakharan Kraken can alter the weather
at will in a 10 mile radius centered on its
lair. This effect is otherwise identical to the
control weather spell.
•
Deep cultists (a new monster appearing in
this document) and their followers are
attracted to this area, where they dwell in
hastily constructed shrines, seeking to
worship and serve the Zakharan kraken and
recruit others to do the same.
•
Humanoids and beasts that take a long rest
within 10 miles of the Zakharan Kraken’s
lair have brutal nightmares. When they
finish a long rest, they must make a DC 11
Wisdom saving throw or recover 1 less hit
die than normal.
Zakharan Kraken
Gargantuan aberration, chaotic evil
Armor Class 18 (natural armor)
Hit Points 482 (28d20 + 196)
Speed 20 ft., swim 60 ft.
STR DEX CON INT WIS CHA
30(+10) 11(+0) 25 (+7) 22 (+6) 23 (+6) 20 (+5)
Saving Throws Str +17, Dex +7, Con +14. Int +13.
Wis +13
Damage Resistances acid
Damage Immunities lightning; bludgeoning,
piercing, and slashing from nonmagical attacks
Condition Immunities frightened, paralyzed
Senses blindsight 10 ft., truesight 120 ft., passive
Perception 16
Languages Abyssal, Celestial, Infernal, Primordial,
telepathy 120 ft.
Challenge 24 (62,000 XP)
Innate Spellcasting. The Zakharan Kraken’s
innate spellcasting ability is Wisdom (spell save DC
21). It can innately cast the following spells,
requiring no material components:
At will: druidcraft, create/destroy water, faerie fire,
shape water*, vicious mockery
1/day each: bane, conjure animals, control water,
control weather, dissonant whispers, water
breathing, control winds*, maelstrom*
(“*” = spell appearing in the Elemental Evil Player’s
Guide).
Amphibious. The Zakharan Kraken can breathe air
and water.
Disturbingly Alien. The Zakharan kraken’s
appearance is so terrifying and otherworldly that all
attack rolls against it made by creatures who can
see it are at disadvantage. In addition, the
Zakharan Kraken has advantage on Charisma
(Intimidation) checks and disadvantage on all other
Al-Qadim Archetypes: Scimitars Against the Darkv1.2
32
Charisma checks aqainst creatures that are not sea
creatures or aberrations.
Freedom of Movement. The Zakharan Kraken
ignores difficult terrain, and magical effects can’t
reduce its speed or cause it to be restrained. It can
spend 5 feet of movement to escape from
nonmagical restraints or being grappled.
Siege Monster. The Zakharan Kraken deals double
damage to objects and structures.
Telepathic Insight. If a creature within 30 ft.
communicates telepathically with the Zakharan
Kraken, it must make a Charisma saving throw (DC
23). If the creature fails the save, the Zakharan
Kraken magically learns one
fact or secret about that
creature.
Actions
Multiattack. The Zakharan
Kraken makes three tentacle
attacks, each of which it can
replace with one use of Fling.
Bite. Melee Weapon Attack:
+17 to hit, reach 5 ft., one
target. Hit: 23 (3d8 + 10)
piercing damage. If the target
is a Large or smaller creature
grappled by the Zakharan
Kraken, that creature is
swallowed, and the grapple
ends. While swallowed, the
creature is blinded and
restrained, it has total cover
against attacks and other
effects outside the Zakharan
Kraken, and it takes 42
(12d6) acid damage at the
start of each of the Zakharan
Kraken’s turns. If the
Zakharan Kraken takes 50
damage or more on a single turn from a creature
inside it, the Zakharan Kraken must succeed on a
DC 25 Constitution saving throw at the end of that
turn or regurgitate all swallowed creatures, which
fall prone in a space within 10 feet of the Zakharan
Kraken. If the Zakharan Kraken dies, a swallowed
creature is no longer restrained by it and can
escape from the corpse using 15 feet of movement,
exiting prone.
Tentacle. Melee Weapon Attack: +17 to hit, reach
30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning
damage, and the target is grappled (escape DC 18).
Until this grapple ends, the target is restrained. The
Zakharan Kraken has ten tentacles, each of which
can grapple one target.
Fling. One Large or smaller object held or creature
grappled by the Zakharan Kraken is thrown up to
60 feet in a random direction and knocked prone. If
a thrown target strikes a solid surface, the target
takes 3 (1d6) bludgeoning damage for every 10 feet
it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 18
Dexterity saving throw or take the same damage
and be knocked prone.
Lightning Storm. The Zakharan Kraken magically
creates three bolts of lightning, each of which can
strike a target the Zakharan
Kraken can see within 120
feet of it. A target must make
a DC 23 Dexterity saving
throw, taking 22 (4d10)
lightning damage on a failed
save, or half as much
damage on a successful one.
Legendary Actions
The Zakharan Kraken can
take 3 legendary actions,
choosing from the options
below. Only one legendary
action option can be used at
a time and only at the end of
another creature’s turn. The
Zakharan Kraken regains
spent legendary actions at
the start of its turn.
Tentacle Attack or Fling.
The Zakharan Kraken makes
one tentacle attack or uses
its Fling.
Lightning Storm (Costs 2
Actions). The Zakharan
Kraken uses Lightning Storm.
Ink Cloud (Costs 3 Actions). While underwater,
the Zakharan Kraken expels an ink cloud in a 60‐
foot radius. The cloud spreads around corners, and
that area is heavily obscured to creatures other
than the Zakharan Kraken. Each creature other
than the Zakharan Kraken that ends its turn there
must succeed on a DC 23 Constitution saving
throw, taking 16 (3d10) poison damage on a failed
save, or half as much damage on a successful one.
A strong current disperses the cloud, which
otherwise disappears at the end of the Zakharan
Kraken’s next turn.
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Jeremy Forbing/Jeremy Forbing - Al-Qadim Archetypes - Scimitars Against The Dark.pdf |
GP
Starting GP
Lifestyle
�
None
�
Standard (12 gp x TU)
�
Rich (50 gp x TU)
�
Luxury (100 gp x TU)
Lifestyle Cost
Other Coin Spent
Total Coin Spent
-
GP
GP Spent
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
+
GP
GP Gained
GP
Subtotal
-
GP
GP Spent
GP
FINAL GP TOTAL
Items Sold
Total Value of Sold Items
Add ½ this value to your gp value
Items Bought
Total Cost of Bought Items
Subtract this value from your gp value
XP
Starting XP
-
XP
XP lost or spent
XP
Subtotal
+
XP
XP Gained
FINAL XP TOTAL
XP
TU
Starting TU
1 or 2 TU
TU Cost
-
TU
Added TU Costs
TU REMAINING
ITEMS FOUND DURING THE ADVENTURE
Cross off all items NOT found
APL 2
� Saddle of the Zephyr (Frequency: Regional; see
above)
� Brooch of Shielding (Frequency: Adventure; DMG)
APL 4 (all of APL2 plus the following)
�
None
APL 6 (all of APLs 2-4 plus the following)
� None
Adventure Record#
593 CY
A D V E N T U R E
L E V E L O F
P L A Y
(CIRCLE ONE)
APL 2
max 450 xp; 400 gp
APL 4
max 675 xp; 600 gp
APL 6
max 900 xp; 800gp
�Saddle of the Zephyr: This finely crafted saddle
has a flame motif that seems to flicker slightly when
stared at. When properly attached to a horse, the
saddle provides the effects of the spell Endure
Elements: Fire on the horse only. As long as the
saddle is properly in place, the spell is in effect.
Caster Level: 3
rd; Prerequisites: Craft Wondrous Item,
Endure Elements: Fire; Market Price: 2,000 gp;
Frequency: Regional.
�Corruption Thwarted: Not only have you helped
bring down a rare case of corruption within part of
the Church of the True Faith, but the Inquisition
branch has noticed you and are willing to take you in
among their numbers due to your diligence to
stopping corruption, above all else.
<cont>
This grants the ‘Special’ requirement for taking the
Church Inquisitor Prestige Class from Defenders of
the Faith. You must be an active member of the
Church of the True Faith Meta Org, as well have
Al’Akbar as your patron deity.
�Curse of the Bad Name: Word of your failure to
safely rescue the poor innocent hostage from the
knife wielding slave has gotten around, as if by divine
means. No matter how much you protest your lack of
involvement, people seem to still give you an odd
stare. You suffer a –4 Insight penalty to all Charisma
based skill checks, when involved with a resident of
Ket (DM’s discretion on who a resident is). This
effect lasts for the next 20 TU’s that you spend,
including TU’s spend on this Scenario. Remove curse
removes this effect as well. Frequency: Curse.
This Record Certifies that
__________________________________________
Played by______________________________________
Player
RPGA #
Has Completed
Lowest of the Low
A Regional Adventure
Set in Ket
Event: __________________________________ Date: ______
DM:__________________________________________________
Signature
RPGA #
Play Notes:
�
Gained a level
�
Lost a level
�
Ability Drained ____________
�
Died
�
Was raised/res’d
�
Was reincarnated
_________________________________________
_________________________________________
_________________________________________
Home Region______________________
| textdata/thevault/Living Greyhawk/Modules/Ket/593/Normal Scenarios/KET3-01 - Lowest of the Low (APL 2-6)/KET3-01 - Lowest of the Low AR.pdf |
Item Name
Weapon
Rare
Description
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
Requires Attunement
| textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/D&D Item Cards - Form Fillable.pdf |
FATE OF HARN 1
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SETTING
The setting is HarnWorld as published. All places,
characters and situations are as described and defined
by Harn canon. Fanon is at GM discretion. Sample
NPCs and a BESTIARY are included, as well as a system
to resolve larger conflicts: LUST FOR BATTLE.
CHARACTER GENERATION
Character generation proceeds as in FATECore
though there are some Harn-specific Skills and Extras.
An alternative is to follow the HarnMaster process for
defining the character’s background, and using that to
define aspects and any relationship between the
characters.
ASPECTS
Each character has 5 Aspects: High Concept;
Trouble; and three others that are determined as in
FATECore. Some of the Harn-specific Extras require
the character to allocate some of Aspect slots to reflect
the Extra.
STUNTS & REFRESH
The character begins with one Stunt linked to one
of their Skills, and a Refresh of 3. The character can
then choose a 2nd & 3rd Stunt, each at the cost of 1
Refresh, which cannot go below 1.
Some Extras offer access to unique Stunts.
STRESS/CONSEQUENCES
The character begins with 2 Physical and 2
Mental Stress Boxes, with additional boxes
dependent on skill choice.
Unlike FATECore, each character starts with
separate Physical and Mental Consequence slots.
These are re-christened to match the Harn setting as:
MILD; SERIOUS; & GRIEVOUS. They can absorb
only half the damage compared to FATECore: 1, 2 & 3
points of damage, respectively, to reflect the less heroic,
more dangerous, nature of Harnic conflict.
The rules for the recovery from Consequences are
as described in FATECore; the difficulty of treating them
remains 2, 4 and 6, respectively.
A single CRIPPLING Consequence, able to absorb
up to 4 points of either physical or mental damage, is
included. Rules for its recovery are as in FATECore.
FATE IN HARNWORLD
Rules for Natural Hazards, Brute Force & Ignorance,
Encumbrance, Lifting & Carrying, Fear, Extra Effort, and
Trangression & Atonement are included.
SKILLS
The player begins with a skill pyramid that peaks at
+4. Skills conform to the descriptions in FATECore,
unless the entries below say not. Some skills are new, for
the Harn setting:
ATHLETICS
CONTACTS
CRAFTS
DECEIVE
EMPATHY
ENDURANCE
FIGHT
INVESTIGATE
LARCENY
MELEE
MISSILES
NOTICE
PROVOKE
RAPPORT
RIDE
RITUAL
SCHOLAR
STEALTH
STRENGTH
SURVIVAL
WILL
EXTRAS
Finally, there are five Harn-specific Extras, some of
which include novel Stunts or applications of Skills:
RANK (incl. PRIVY PURSE)
SHEK-PVAR
CLERICAL ORDER
MILITARY ORDER
SHAMAN
PSIONICS
Some of these Extras require the character to
allocate some of these Skill slots to special skills linked
to the Extra.
FATE OF HARN 2
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
SKILLS
ATHLETICS
The Athletics skill represents general level of
physical fitness, mobility and ability to dodge.
Overcome: Athletics can overcome obstacles
requiring jumping, running, climbing, swimming,
etc. Overcome actions with Athletics are used to move
between zones in a conflict if there’s an aspect or other
obstacle in the way. A race or chase is an Athletics
contest, until it turns into a contest of Endurance. It is
also used when the objective is to stop others trying to
get past by moving about in front of them.
Create an Advantage: Leaping to higher ground,
running fast enough to stay ahead of an opponent,
or performing dazzling acrobatic manoeuvres in order to
confound foes are potential advantages.
Attack: It isn’t an attack skill.
Defend: It is the default defence against Fight,
Melee, and Missile attacks.
Sample Athletics Stunts
Sprinter: Move two zones for free instead of one in
a conflict without rolling, provided there are no aspects
restricting movement, or gain +2 in a sprint race.
Body check: Use Athletics to charge an enemy at
least two zones away, and hit them for physical damage.
Even if the opponent defends successfully, the character
can still move into their zone, so long as movement
would otherwise have been unrestricted by an aspect.
Head for heights: +2 to create advantages with
Athletics in any activity or chase across rooftops or a
similarly precarious environment.
Roll with the blow: When succeeding with style
on a defend action against an opponent’s Melee/Fight
attack, the character gains a scene aspect with a free
invocation, as opposed to just a boost.
Cat’s grace: Use Athletics instead of Stealth when
moving while trying to avoid detection.
CONTACTS
This is about making and using connections with
people and organisations. The longer a character lives
somewhere the easier this should be so the GM may
apply bonuses where the character is well known.
Overcome: Any obstacle related to finding
someone or something by asking on the street or
discovering and using information networks.
Contacts can be used in contests with people
seeking to create social disadvantages against the
character, provided an information network can be
brought to bear on the situation. It could also be used to
keep someone from using Deceive or Contacts to
disappear; or to interfere with Investigate attempts.
Create an Advantage: Knowing the perfect
person to talk to is usually a way to create story
details which can be represented by aspects such as
The Best Smith in the Shire. Also, advantages that
represent what is being said about a particular
individual, object, or location. These aspects almost
always deal with reputation more than fact, such as
Known as a Vicious Thug or Notorious Swindler.
Whether the person lives up to their reputation is
anybody’s guess, though that doesn’t invalidate the
aspect – people often have misleading reputations.
Contacts could also be used to create aspects when
planting information or getting information that might
help in a later conflict.
Attack: It isn’t an attack skill.
Defend: It isn’t an defence skill.
Sample Contacts Stunts
Ear to the ground: Whenever someone initiates a
conflict in a locale where the character might have got a
tip off about it, they roll Contacts against a difficulty of 2.
Success and they automatically go first in the conflict
because they knew it was coming.
Rumourmonger: +2 to create an advantage when
planting vicious or untrue rumours about others.
Weight of reputation: If the character has an
appropriately sinister aspect then use Contacts instead
of Provoke to create advantages based on the fear
generated by that reputation or their shady associates.
Destroy reputation: Spend a Fate Point to use
Contacts instead of Provoke to inflict mental stress by
attacking social status/emotional health.
Friend in every port: Overcome 6 minus local
market size to find someone who owes a favour.
Success with style and they’ll take significant risks to
help the character.
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FATE OF HARN 3
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
CRAFTS
Crafts measures practical ability and its level reflects
relative mastery. Apprentices are typically +1,
Journeymen +2 or +3, and Masters at least +3.
Overcome: Crafts allows things to be built, broken
or fixed, presuming sufficient time and tools. Crafts
often comprises one part of a complex challenge. Often
time pressure characterises overcome actions with
greater success allowing earlier completion.
Create an Advantage: Crafts can create an
aspect on an object the character makes, and could
be declared long after it was made if it made narrative
sense. It can also be used in place of Notice in spotting
some flaw in a made object.
Creating advantages can also take the form of quick
and dirty sabotage or jury-rigging on mechanical objects
in a scene. It might create a Makeshift Pulley to help
get over a wall, or throw something into the ballista to
give it Prone to Jamming reducing its chance of hitting.
Only the Specialist stunt brings knowledge of the
theory behind a craft.
Attack: It isn’t an attack skill.
Defend: It isn’t an attack skill.
Special: Crafts can treat physical consequences
by stitching wounds and setting bones, etc.
Sample Crafts Stunts
Specialist: Choose a particular specialism from
among the many ‘practical’ guilds and unguilded trades
of Harn, including metalcrafter, mason, clothier, seaman,
etc. The character gains a +2 to all Craft rolls relating to
that particular sphere of expertise.
Always making useful things: Whenever a
situation demands a certain object, tool or artefact,
make an overcome roll to declare that it is on hand, or
can be jury rigged from what’s available. Success with
style adds a boost to the item.
Better than new!: Succeed with style on an
overcome action to repair something and gain an
aspect instead of just a boost.
Hogtie: Use Crafts to create a Hogtied (or similar)
advantage on someone, allowing the character to
actively oppose any overcome rolls to escape the hogtie
with their Crafts, even if they’re not present.
DECEIVE
Deceive is the skill used to lie and misdirect.
Overcome: Deceive is used to bluff a way past
someone or to give a false impression. This often
happens in situations where the stakes aren’t high
enough for a contest, but a roll will determine if things
get complicated or not. More complicated confidence
tricks might be a contest involving a layered series of
deceptions to achieve the goal. Deceive can also contest
efforts made to discern true motives with the Empathy
skill, and throw off Investigate attempts with false
information.
Deceive is the skill used to determine if a disguise
works, whether on the character or someone else,
though time &/or supplies may be needed to avoid a
penalty. Imitating someone of higher Rank will increase
the difficulty.
Deceive also enables characters to perform small
tricks of sleight-of-hand and misdirection.
Create an Advantage: Deceive can obtain
information from someone by making them believe
the questioner is trustworthy. This is more likely to
generate story details than an aspect, but if the
information represents a tangible advantage, it might
generate an aspect.
Deceive can create an aspect of a false impression
or cover story.
Deceive can apply to creating distractions,
momentary bluffs, any other form of misdirection, or
combat feints rendering an enemy Off-Balance.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Deceive Stunts
Lies upon lies: +2 to create a Deceive advantage
against someone who has already believed a lie during
this session.
Mind games: Use Deceive to make mental attacks
against an opponent, provided the character has some
form of leverage in the form of an Aspect representing
the opponent’s weakness.
One person, many faces: Spend a Fate Point to
declare that they’ve met a person before but under a
different name and identity. Add an aspect to represent
the cover story, and use Deceive in place of Rapport
whenever interacting with that person.
Master of disguise: Spend a Fate Point to use
found objects to create an ‘instant’ disguise aspect with
a free invoke.
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FATE OF HARN 4
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
EMPATHY
Empathy involves knowing and being able to spot
changes in a person’s mood or bearing. It’s the
emotional equivalent of the Notice skill.
Overcome: Empathy can be used to overcome
obstacles related to social difficulties. It can be
used to sense the atmosphere in a scene, spot some
small tick or concealed intention, catch a change in
attitude or gain an insight into someone’s intent.
This is the skill used in a contest against Deceive,
allowing lies to be pierced to see the true intent or
against those creating social advantages with Contacts.
Create an advantage: Empathy can read a
person’s emotional state and get a general sense of
who they are, presuming there is some contact with
them. Often it is used to assess the aspects that are on
another character’s sheet or, sometimes, to create new
aspects, especially on an NPC. If the target is aware that
they are being read then they can contest with Deceive
or Rapport.
Empathy can also discover what circumstances will
allow mental attacks on someone, figuring out their
weaknesses and breaking points.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: Once per session Empathy can be used
to reduce a character’s mental consequence
from grievous to serious (vs. +4), serious to minor (vs.
+3), and minor to nothing at all (vs. +2). This requires
at least half an hour of conversation and can’t be used
on the character themselves.
Sample Empathy Stunts
Good listener: natural practitioner of the ‘talking
cure’: +2 treat mental consequences.
Nose for trouble: Use Empathy instead of Notice
to determine initiative in a conflict, provided the
character has already had a chance to observe or speak
to those involved during this scene. The GM may
require an overcome roll if the character is making a
snap decision without ‘taking the temperature’ of the
scene.
Eye of truth: +2 to all Empathy rolls made to
discern or discover lies, whether they’re directed at the
character or someone else.
Discerning eye: +2 when creating advantages
based only on the ‘look’ of another character.
ENDURANCE
The Endurance skill represents the character’s
capacity to keep going in difficult circumstances.
Overcome: Endurance can overcome any obstacle
that is intended to present a challenge to the
character’s capacity to survive in uncomfortable of
challenging circumstances. This includes contests such
as marathons, or other endurance-based challenges,
including opposition to attempts to torture information
from a character. Endurance can provide active
opposition to someone else’s action where it is the time
that the character can maintain their opposition that
matters.
It is Endurance that allows a character to resist the
impact of thirst or other environmental challenges. It
includes the ability to stay awake when those around
them are dropping with tiredness.
Create an Advantage: Endurance creates
advantages where the ability to maintain pressure
or resist tiredness longer than the opponent matters. It
might also be used to discover physical impairments of
an opponent such a Lacking Stamina.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: +1/+2 Endurance adds a 3-point stress
box. +3/+4 Endurance adds a 3- and a 4-point
stress box. +5 Endurance adds these stress boxes PLUS
an additional mild physical consequence slot.
Sample Endurance Stunts
Absorb the blow: Use Endurance to defend against
Melee/Fight attacks though the character takes +1 Hit
on a tie.
Hard as nails: Once per session spend a Fate Point
to reduce the severity of a serious physical consequence
to mild, or remove a mild consequence all together.
Is that your best?: Once per scene when the
character takes physical damage, they may spend a Fate
Point to immediately inflict an equal amount of mental
damage on their attacker, to whom they appear
invulnerable (even though they aren’t).
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FATE OF HARN 5
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
FIGHT
Fight covers all forms of unarmed close quarter
combat, including use of clubs, staves and other
improvised weapons.
Overcome: It might be used in a boxing or
wrestling demonstration, or to participate in some
kind of regulated bout or contest.
Create an Advantage: Any number of
advantageous special moves can be created such
as a targeted strike or a positional advantage etc. Fight
could even be used to assess another fighter’s style,
spotting weaknesses to be exploited.
Attack: Fight can only attack opponents in the
same Zone.
Defend: Fight can be used in place of Athletics to
defend against Fight or Melee attacks, as well as
almost any action in a close quarter struggle. It cannot
defend against Missile attacks.
Special: The attacker adds +1 per point of SIZE
difference to hit a larger target, and -1 per point
of SIZE difference to hit a smaller target.
Special: If the attacker hits they subtract 2 shifts
of damage per point of SIZE difference against a
larger target, and add 2 shifts of damage per point of
SIZE difference against a smaller target.
Special: If the attacker hits and their
Weapon/Unarmed Impact exceeds the target’s
Armour then +1 shift to damage. If less than the target’s
Armour then -1 shift.
Sample Fight Stunts
Haymaker: Success with Style in a Fight attack
creates the Dazed aspect on the target and grants a free
invoke, instead of just a boost.
Bar-Fighter: Gain +2 to create advantages
involving improvised weapons, bottles, chairs etc.
Dirty-Fighter: Spend a Fate Point to increase the
harm done by a successful attack so that any Stress is
converted to a Mild Consequence, Mild becomes serious
or serious becomes Grievous related to a very painful
blow to kidneys or gonads, or an eye gouge etc.
Grappler: Can spend a Fate Point to allow any
successful Fight attack to create the boost
Incapacitated on an opponent with a single free invoke.
Counterstrike: If a character uses Fight to defend
against Melee/Fight and Succeeds with Style, they may
apply +2 hits rather than take a boost.
Great Blow: Whenever a character uses Fight and
succeeds in an attack, they automatically inflict 2 extra
hits due to the power of the blow.
INVESTIGATE
Investigate is the skill used to find things out,
involving concentrated effort and in-depth scrutiny,
while Notice is situational alertness and surface
observation.
Overcome: Obstacles are usually things that are
hard to uncover for some reason: analysing a scene
for clues; searching a cluttered room for an item;
pouring over an old tome to find a vital passage.
Racing against the clock to collect evidence before
others arrive or disaster occurs is one way to use
Investigate in a challenge.
Create an Advantage: Investigate is one of the
most versatile skills that can create an advantage,
because as long as there’s time, just about anything
about anyone, anything or anywhere, can be discovered.
Likewise, it provides a lot of power to declare aspects
about nearly anything that a character could reasonably
unearth by, for example, looking for clues in a scene,
examining records, verifying the truth of a piece of
information, conducting surveillance, and researching a
cover story.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Investigate Stunts
The power of deduction: Once per scene the
character can spend a Fate Point (and a few minutes of
observation) to make an Investigate roll representing
their potent deductive faculties. They may discover or
create an aspect on either the scene or the target of the
observations for each shift, though only one may be
invoked for free.
Attention to detail: Use Investigate instead of
Empathy to defend against Deceive in contests. What
others discover through gut reactions and intuition can
be learned through careful observation of the attacker.
Eavesdropper: When using Investigate to create an
advantage by eavesdropping on a conversation, the
character can discover or create one additional aspect
though this one doesn’t get an extra, free, invocation.
Eye for detail: When using Investigate to create an
advantage by direct observation, the character can
discover or create one additional aspect though this one
doesn’t get an extra, free, invocation.
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FATE OF HARN 6
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
LARCENY
Larceny is the aptitude for stealing things, getting
into places they shouldn’t, and anything else that’s
‘illegal’.
Overcome: Larceny allows the character to
overcome any obstacle related to theft or
infiltration. Bypassing locks and traps, pickpocketing
and filching, covering their tracks, and other such
activities all fall under this skill.
Create an Advantage: A character can case a
location with Larceny, to determine how hard it
will be to break into, and what kind of security to expect,
as well as discovering any vulnerabilities it might have,
or create vulnerabilities others could exploit. They can
also examine the work of other thieves to determine
how a particular heist was done, and create or discover
aspects related to whatever evidence was left behind.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Larceny Stunts
Specialist: Choose an aspect of illegality such as
pickpocket/cutpurse, breaking and entering, or trailing a
target. Gain +2 on rolls relating to the specialism.
To catch a thief: Spend a few minutes to enhance
the security of a door, secure a cupboard or chest, or
even set a small and devious trap. Whenever someone
tries to break through the enhancements put in place
their Larceny is resisted by the character’s Larceny skill,
even if the character isn’t there.
Connected: Use Larceny in place of Contacts to
overcome 6 minus local market size to find a local
representative of the Lia-Kavair who owes a favour.
Success with style and they’ll take risks too
You’re never safe: The character can use Larceny
to make mental attacks and create advantages against a
target by staging a robbery or infiltration in such a way
as to shatter their confidence in their precautions.
MELEE
Melee skill covers armed close-quarter combat.
Overcome: It might be used to display fighting
prowess in a demonstration, or to participate in
some kind of regulated bout or fencing contest.
Create an Advantage: Any number of special
moves can be covered with advantages, such as a
targeted strike or disarming. Melee could even be used
to assess another fighter’s style, spotting weaknesses.
Attack: Physical attacks in the same zone, with
any weapon but improvised ones, use Melee.
Defend: Melee is used to defend against any other
attack made with Melee/Fight. It cannot defend
against Missile attacks.
Special: The attacker adds +1 per point of SIZE
difference to hit a larger target, and -1 per point
of SIZE difference to hit a smaller target.
Special: If the attacker hits they subtract 2 shifts
of damage per point of SIZE difference against a
larger target, and add 2 shifts of damage per point of
SIZE difference against a smaller target.
Special: If the attacker hits and their Weapon
Impact exceeds the target’s Armour then +1
shift to damage. If less than the target’s Armour then -1
shift.
Sample Melee Stunts
Master of [Weapon]: Gain a +2 bonus to create an
advantage using Melee when fighting with the type of
melee weapon mastered e.g. swords, maces, spears, etc.
Heavy hitter: Success with Style generates an
aspect with a free invoke, instead of just a boost.
Two-weapons: When attacking with two weapons
accept -2 to all Melee rolls but, when successful inflict
+2 hits to the target.
Hurled [Weapon]: Melee is used instead of
Missiles to throw a melee weapon into adjacent zones.
Doing so puts the Disarmed aspect on the character, but
no one gets to invoke it for free.
Critical hit: Once per scene, when an opponent is
forced to take a consequence, the character can spend a
Fate Point to increase the severity of the consequence
from minor to serious, serious to grievous, or grievous to
grievous PLUS a second consequence, or be taken out.
Hidden weapon: Whenever hit with a Disarmed
aspect, spend a Fate Point to declare the presence of a
hidden dagger. The Disarmed aspect is ignored but the
opponent gets a boost instead, representing the
momentary distraction of drawing the dagger.
Counterstrike: If a character succeeds with style,
using Melee to defend against Melee/Fight they are
allowed to choose to inflict a 2-shift hit rather than take
a boost.
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FATE OF HARN 7
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
MISSILES
Missiles covers use of all ranged weapons.
Overcome: Demonstrating ability in non-conflict
situations and missile contests.
Create an Advantage: Missiles can be used to
perform trick shots etc. It might even be possible to
disarm people or pin their sleeves to walls! It could lay
down heavy covering fire which might act as a defence
for allies or a way to provide opposition to an
opponent’s movement.
Attack: This skill makes physical attacks up to two
zones away, depending on the missile weapon
used.
Defend: Missiles can’t be used to defend.
Special: The attacker adds +1 per point of SIZE
difference to hit a larger target, and -1 per point
of SIZE difference to hit a smaller target.
Special: If the attacker hits they subtract 2 shifts
of damage per point of SIZE difference against a
larger target, and add 2 shifts of damage per point of
SIZE difference against a smaller target.
Special: If the attacker hits and the missile’s
Impact exceeds the target’s Armour then +1
shift to damage. If less than the target’s Armour then -1
shift.
Sample Missiles Stunts
Master of [Weapon]: Gain a +2 bonus to create an
advantage using Missiles when fighting with the type of
missile weapon mastered e.g. bows, slings, javelins,
thrown axes, thrown knives etc.
Called shot: During a conflict, a character can
spend a Fate Point and declare a specific condition that
will be inflicted on a target. If the attack succeeds place
the condition on them as a scene aspect, such as Shot in
the Sword Arm, in addition to applying stress to them.
Critical hit: Once per scene, when an opponent is
forced to take a consequence, the character can spend a
Fate Point to increase the severity of the consequence
from minor to serious, serious to grievous, or grievous to
grievous PLUS a second consequence, or be taken out.
Fast hands: Use Missiles instead of Notice to deter-
mine initiative in any physical conflict where shooting
quickly would be useful.
Arrow storm: Whenever a character uses a bow
and they succeed in a Missiles attack, they automatically
create a Fair (+2) opposition against movement in that
zone until their next turn because of all the arrows in
flight.
NOTICE
Notice represents a character’s powers of
observation and ability to pick out details at a glance.
Notice is very rapid compared to Investigate: the details
are more superficial, but require less time to find.
Overcome: Notice can be used in a contest
against Stealth and in avoiding an ambush, or to
discover an observer. It can also be used to notice
something in a scene, hear a faint sound, spot a
concealed weapon etc.
Create an Advantage: Notice creates aspects
based on direct observation: looking over a room
for details that stand out, finding an escape route in a
debris-filled building, noticing someone in a crowd, etc.
Notice could declare that something is spotted that
can be used as an advantage in a situation, such as a
convenient Escape Route or a Subtle Weakness in the
enemy’s line of defence. It could spot a puddle on the
floor next to an opponent in a barroom brawl that might
become Slippery Floor.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: Notice defines the order in which
characters act in a physical combat. If Notice
ties then use Athletics; if Athletics ties, then roll a die.
Sample Notice Stunts
Danger sense: At the start of any physical conflict
that would normally be a surprise for the character, they
can make a free Notice roll to create an advantage based
on the fact that they aren’t as surprised as the enemy
thinks they should be.
Keen hearing: +2 on Notice rolls made to
overcome based on hearing.
Keen eyesight: +2 on Notice rolls made to
overcome based on visual perception.
Reactive shot: Use Notice instead of Missiles to
make quick, reactive shots that don’t involve a lot of
aiming. However, because they are knee-jerk reactions
the target cannot be confirmed before taking the shot.
The character might be able to shoot at someone they
see moving in the bushes with this stunt, but they won’t
be able to tell if it’s friend or foe beforehand.
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FATE OF HARN 8
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
PROVOKE
This is the ability to provoke fear, anger, shame, etc.
in others, including using fear and the threat of violence
to intimidate, dominate or manipulate them. It requires
some kind of justification that could come entirely from
the situation; because of an aspect that’s appropriate;
after creating an advantage with another skill (like
Rapport or Deceive); or learning a target’s aspects (using
Empathy). Emotionless targets are immune, and it’s also
hard to Provoke while bound and gagged!
Overcome: Provoke is used to frighten someone
into acting as desired.
Create an Advantage: Use Provoke in a contest
against Will to get information, in the form of an
aspect, or reveal a target’s aspect(s) by seeing how they
respond to Provoke.
Also allows characters to unnerve an opponent in a
conflict, force them into a defensive posture, startle
them, or otherwise use an intimidating presence to
create an advantage. It allows particular threats or
circumstances to be created in the scene to enhance the
effect, like brandishing a weapon or reminding the target
that they’re isolated.
Attack: Provoke can cause mental stress when
used to attack the confidence and resolve of an
opponent. The relationship with the target and the
situation determine whether or not Provoke can be used.
However, Provoke doesn’t require an Empathy roll to
know how to get to an opponent beforehand – negative
emotion is a universal enough language that, in the right
situation, a mental attack can be made.
Not all attacks with Provoke have to involve
intimidation or domination – it could equally provoke
uncontrolled, negative emotional responses like anger or
loss of composure.
Defend: It isn’t a defence skill.
Sample Provoke Stunts
Armour of fear: Use Provoke to defend against
Melee/Fight attacks, but only until receiving stress in a
conflict, which demonstrates vulnerability.
Torturer: +2 to Provoke attacks made to cause
mental stress, provided the implements of torture are at
hand and could be used against the target.
Enough talk!: Use Provoke instead of Melee/Fight
to attack in the first round of a physical conflict.
Fear me!: Use Provoke to overcome in contests
that normally need Endurance, whenever the ability to
overawe an opponent with the force of their presence
alone would be a factor.
RAPPORT
Rapport is about influencing people and getting
them onto the character’s side. Unlike Deceive, it relies
on honest appeals and natural charisma, but that doesn’t
mean the target isn’t still being manipulated.
Overcome: Like Deceive and Provoke, Rapport
gets things out of people, e.g. convincing a guard
to ignore something, flattering a guildsman, winning
over the tavern locals, or calming down an otherwise
tense situation.
Use Rapport in contests against Rapport or Deceive.
Talking their way out of situations or turning hostile
words against the opponents. As long as the situation is
verbal in nature, it can be used against Provoke too.
Create an Advantage: Use Rapport to get
information out of someone by seeming to be a
trustworthy individual. While this will more often result
in story details, if the information has a tangible benefit
it might represent an aspect such as Talkative or
Helpful on the target.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Rapport Stunts
I have studied you: +2 to Rapport rolls made
against a target that the character has been able to
prepare to meet.
Haggle: +2 to the use of Privy Purse to buy things.
I know you: Once per scene, on meeting someone
for the first time, make a Rapport roll against difficulty of
2 to declare that they are known and on good terms.
Add that aspect to the target but with no free invoke.
Orator: +2 to Rapport when seeking to sway a
crowd through an inspiring speech. If there are named
NPCs or PCs in the scene, then the roll is opposed.
Braggart: Use Rapport instead of Provoke on first
meeting someone to create an advantage based on the
intimidating demeanour they display.
Court crony: Gain a +2 bonus to any attempt to
overcome obstacles using Rapport when they are at a
noble function, such as a royal hunt or Baron’s tourney.
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FATE OF HARN 9
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
RIDE
This is the ability to ride a horse (or another
culturally appropriate animal), or drive wagons and
carts. The GM may limit access to the skill to those of
sufficient Rank.
Overcome: Ride replaces Athletics when mounted
or when driving a wagon/cart. It is used to
successfully accomplish movement in the face of
difficult circumstances, like rough terrain, small amounts
of clearance, or jumping etc. It is used in chases and
races.
Create an Advantage: Most things that apply to
Athletics also apply to Ride. Additionally Ride can
be used to determine the best way to get somewhere
using an animal, and might reveal features of the route
that get expressed as aspects, or declarations. It can
deliver bursts of speed.
Advantages created using Ride can mean getting
good positioning, attempting difficult jumps or turns, or
putting an opponent at a disadvantage.
Attack: It isn’t an attack skill (though the Charge!
Stunt makes it one).
Defend: It is the default defence against Melee/
Fight or Missiles when mounted or driving.
Sample Ride Stunts
Hard to shake: +2 to Ride whenever creating an
advantage during a pursuit of another rider/wagon.
Like the wind: +2 to Ride bonuses when using
overcome and speed matters above all else.
Charge!: Use Ride (and the mount) to attack
another character by charging them. This includes
jousting. There’s inherent danger in taking this action.
Unless the result is success with style, the mount gets a
scene aspect representing the damage done to it. Failure
or a Tie requires the mounts lowest consequence slot to
be filled instead! That could result in a fall and stress
being applied to the character.
Animal ken: The character can use Ride as if it
were Empathy when ‘communicating’ with domestic
animals. It also allows Rapport or Provoke, but can only
communicate basic ideas and simple directions. Spend a
Fate Point to use this stunt on wild animals for the rest
of the scene.
The whistle: The character can spend a Fate Point
and whistle for their mount (which they have to have
owned for a while) to arrive ‘just in time’.
RITUAL
Religion pervades all Lythian cultures and societies.
Most folk share a common set of pantheistic beliefs.
They largely agree on the same story of creation, accept
the existence of the deities, but mostly worship only one.
A player character may indicate that religion is
important to them by taking the Ritual skill. Ordained
priests gain access to a special Stunt and should also
take the Clerical Extra.
The Ritual skill is about knowledge of a particular
church, theology or faith and must state which deity/
church/theology it relates to. Theological scholars may
take multiple specialisms in Scholar to reflect
scholarship about a number of churches and take Ritual
in only the religion they believe in. Ordained Priests
make use of Ritual every day in marriage and death
rites, as well as to conduct church services.
Overcome: Use Ritual like Scholar, to overcome
any obstacle that requires some specific knowledge
to achieve a goal. This might include understanding a
relevant religious text, remembering a parable, reading a
temple script or understanding the language used in
services. It could also be used in a theological debate or
other contest of knowledge.
Create an Advantage: Ritual provides a lot of
very flexible opportunities to create advantages,
provided the subject in question falls within its limits. It
can provide a story detail; some obscure piece of
information that is uncovered at the right time. If that
information offers an edge in a future scene, it might
take the form of an aspect.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Ritual Stunt
Divine intervention: Any ordained priest must take
this as one of their ‘free’ Stunts, but a lay believer can
also take it so long as no other skill is higher than Ritual.
If that changes they must replace this stunt with another
one, until Ritual returns to primacy.
The character spends a Fate Point and makes a
Ritual roll to Create an Advantage in keeping with the
tenets of their god (see below). This could be as simple
as a Laranian Bless the Faithful, or and Agrikan Burn
the Unbelievers. Alternatively, as gods often work in
mysterious ways, the priest could seek divine inspiration
to reveal a hidden Aspect when they need it.
Any free invokes can be passed to another character
to exploit. Equally another character of the same faith
could donate the Fate Point needed to power the Divine
Intervention in the first place.
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FATE OF HARN 10
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
SCHOLAR
The Scholar skill reflects knowledge of the world
and intellectual capacity.
Overcome: A character can use Scholar to
overcome any obstacle that requires applying the
knowledge that they have to achieve a goal. They might
roll Scholar to decipher some ancient language on a
tomb wall, because the character might have learned
something of it in their studies. Scholar is applicable
whenever it is important to know if they can answer a
difficult question, and where some tension exists in not
knowing the answer.
Create an Advantage: Like Investigate, Scholar
provides a lot of very flexible opportunities to
create advantages, provided the character can research
the subject in question. More often than not, they’ll be
using Scholar to get a story detail, some obscure bit of
information that they uncover or know already, but if
that information gives them an edge in a future scene, it
might take the form of an aspect. Likewise, they can use
Scholar to create advantages based on any subject
matter the character might have studied, which also
offers the GM an opportunity to encourage players to
contribute details to the setting.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: Languages - Scholar determines the
range of languages spoken and character
literacy. All players begin able to speak their native
language with a degree of sophistication appropriate to
their Rank. A character can make themselves
understood in any language from within the same
language family but with +1 to difficulty rolls, if needed.
The sophistication in the related language is also judged
as if they were -1 in Rank.
A character cannot make themselves understood in
any language from outside their language family. A
Numec traveller could get by in Falani or Korlic, but not
in Harnic; managing with the odd word and gestures!
Each level of Scholar grants th player a choice of
either native speaker skill in a language from outside
the character’s language family or removes the penalty
to communication using other languages within the
language family or grants use of a script associated with
a language they know (usually starting with their native
script).
A language can be picked up or improved by
immersion in the relevant culture, but only if the GM
agrees that the player can use a milestone to increase
Scholar. This reflects the fact that immersion broadens
knowledge and understanding of the world, as well as
language use.
Harnic Language Families & Scripts
Lakise is the principal script for speakers of Jarind
languages, other than speakers of Jarinese who use
Runic. Runic is also learned by speakers of Ivinian and
Harbaalese, though Lakise is more popular among other
speakers of Phari languages. Azeryani’s tend to write
using Ayaran, as do those peoples who were once part
of their Empire. While Ayaran is also the classical script
of the Korlic coast, the other speakers of the Numer
family of languages write in Hekori.
‘Kantal’
The roots of the Chelembian ‘trade language’ are in
Haarbaler, so Ivinians, Chelembians and characters from
Palithane and Trierzon add it to their language family.
However, it has been enriched by a number of other
languages from across NW Lythia. It therefore allows
communication (at +2 to difficulty and -2 Ranks of
sophistication) between any native speaker of a Jarind,
Pharic, Azeri, or Hepeka language.
Sample Scholar Stunts
Specialist: Choose a specialism from among the
many ‘academic’ guilded and unguilded professionas
and trades, including litigant, cartographer, pilot,
military strategist, arcanist etc. The character gains a
+2 to all Scholar rolls relating to that particular sphere of
expertise.
Physician: This stunt allows Scholar to be used to
treat all physical and, at GM discretion, mental
consequences.
I’ve read about that: Spend a Fate Point to use
Scholar in place of any other skill for one roll or
exchange, provided they can justify having read about
the action they are attempting.
Shield of reason: Use Scholar to defend against
Provoke attempts, provided the GM can be convinced
that rational thought and reason could overcome fear.
Mercantile genius: Use Scholar whenever the
character creates an advantage that represents a return
on investments made, and invoke that aspect for free
one additional time.
Linguist: Use of Scholar ignores the +1 to difficulty
and -1 Ranks of sophistication penalty to speak any
language within their language group.
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FATE OF HARN 11
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
STEALTH
The Stealth skill allows characters to avoid
detection, by hiding in place or moving about unseen.
Overcome: Use Stealth to get past any situation
that primarily depends on not being seen: sneaking
past sentries, hiding from a pursuer, avoiding leaving
evidence somewhere, etc.
Stealth is the opposition in a contest when Notice is
being used to spot a character or to throw pursuers off
the scent in a pursuit or Investigation effort.
Create an Advantage: Use Stealth to create
aspects on a stealthy character, setting them up in
an ideal position for an attack or ambush in a conflict.
That way, they can be Well-Hidden when the guards
pass by, or Hard to Pin Down if fighting in the dark.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Sample Stealth Stunts
Lost in a crowd: +2 to any Stealth rolls made to
lose themselves in a large crowd of people.
Vanish like Naveh: Once per scene the character
can spend a Fate Point to roll Stealth and ‘vanish’. When
‘vanished’, they can’t be targeted by attacks or attempts
to create advantages against them unless the attacker
first beats their Stealth roll with a Notice roll. The effect
ends when the character’s next turn starts, or if someone
beats their Stealth roll.
Slippery target: Provided they’re in darkness or
shadow, they can use Stealth to defend against Missile
attacks from enemies that are at least one zone away.
The hidden blade: A character can use Stealth to
make a physical attack provided the target isn’t already
aware of them or thinks they are unarmed.
STRENGTH
The Strength skill represents the character’s raw
physical power.
Overcome: Strength can overcome any obstacles
that require the application of brute force, such as
a blocking aspect on a zone, or other physical barrier,
like prison bars or a locked door. Strength is used in
arm-wrestling matches and other similar contests of
physical prowess.
Strength can provide active opposition to someone
else’s movement, provided it’s a small enough space
that allows the character to block access. Also,
interposing something heavy and bracing it to stop
someone from sprinting past.
Create an Advantage: Strength has a lot of
potential in physical conflict for advantages,
usually related to grappling and holding someone in
place, making them Pinned. It might also be used to
discover physical impairments of an opponent such a
Weak Right Knee.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: Add Strength/2 (rounded up) shifts of
damage to any successful Melee/Fight attack.
Sample Strength Stunts
Grappler: +2 to Strength rolls made to create
advantages on an enemy by wrestling or grappling them.
Take the blow: Use Strength to defend against
Melee/Fight attacks though the character takes +1
damage on a tie.
Is that your best?: Once per scene when the
character takes physical harm, they may spend a Fate
Point to immediately inflict an equal amount of mental
harm on their attacker.
Bellow: Once per scene the character may use
Strength instead of Provoke to make a mental attack.
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FATE OF HARN 12
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
SURVIVAL
Survival is the skill of living off the land, finding
shelter, identifying useful (and dangerous) things in
nature, and staying alive when far from civilization.
Overcome: Use this when trying to find a safe
place during a storm, gathering sufficient food to
feed the party, tracking a fugitive through the woods.
Not getting lost is included as well as navigating from
one place to another by the sun and stars.
Racing to cross a wilderness before an opponent or
competing for limited game would constitute contests.
Risk from starvation or some natural disaster would
constitute a challenge.
Create an Advantage: Advantages often come in
the form of preparations made beforehand, like
setting a snare or gathering firewood to ensure the hunt
is easier or the fire keeps burning through the night. It
also represents using knowledge of the land to identify
potential help or hazards in a scene.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
Special: Survival could be used to treat certain
physical consequences so long as the GM agrees
Sample Survival Stunts
Herblore: As long as the character is in a natural
environment, they can use Survival instead of Scholar to
find a particularly useful plants or herbs. It also confers
knowledge of how to use plants to treat wounds or
sickness, adding +2 to the rolls.
Lodestone: The character never gets lost, even in
the worst weather or unfamiliar surroundings. Their
internal compass is always right and they always know
which way is north and the general direction of major
landmarks. If they ever find themselves in truly alien
surroundings they are still always allowed to make a
Survival roll against a difficulty of 3 to know where they
are in relation to known landmarks.
Tracker: +2 to Survival rolls made to find and
follow tracks in natural environments.
WILL
This represents a character’s mental fortitude, as
Endurance represents physical fortitude.
Overcome: Use Will to overcome obstacles that
require mental effort such as puzzles and riddles,
as well as any mentally absorbing task, like deciphering
a code. Use Will when it’s only a matter of time before a
mental challenge is overcome, and Scholar if it takes
something more than brute mental force to get past it.
Many of the obstacles that Will goes up against will be
complex, to reflect the effort involved.
Contests of Will might reflect challenging games
where it is important to concentrate or hold their nerve.
Will is also be the opposition when certain Pvaric skills
are in use. It represents emotional control under
pressure
Create an Advantage: A character uses Will to
place aspects on themselves representing a state of
deep concentration or focus.
Attack: It isn’t an attack skill.
Defend: Will is the skill used to defend against
mental attacks, from Provoke (or Deceive,
Rapport, or some Pvaric assaults). .
Special: The Will skill adds additional mental
stress boxes or consequence slots. +1/+2 adds a
3-point stress box. +3/+4 adds a 3-point and a 4-point
stress box. +5 Endurance gives an additional mild
consequence slot in addition to the 4-point stress boxes.
Sample Will Stunts
Sleep later: Use Will instead of Endurance when-
ever trying to resist any effect having to do with fatigue,
exhaustion, or sleep deprivation.
Hard boiled: Once per session choose to ignore a
mild or serious consequence for the duration of the
scene. It can’t be compelled against the character and
can’t be invoked by their enemies. At the end of the
scene the character pays for it as, if it’s a mild
consequence it becomes a serious consequence. If it was
already serious, it becomes grievous.
Indomitable: +2 to Will rolls made to defend
against Provoke attacks intending to inflict mental
stress.
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FATE OF HARN 13
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
RANK EXTRA
Permission (and Cost)
All players begin with Rank 1 (a respectable serf or
freeman) unless they include reference to some other
status in their High Concept. GMs/players may wish to
use the Character section of Harnmaster to generate a
back-ground. It is for the player and GM to agree details
within the following framework for Starting Rank.
Starting Rank
Slave/Beggar/Outlaw (Rank 0): These characters
have no personal wealth or sufficient personal status to
raise any funds on their own. They live on what they are
given, or steal, and are at the bottom of the social pile.
Outlaw leaders may have some status relative to other
outlaws, but this is worth little in settled society.
Serf (Rank 0 or 1): A peasant tied to the land or, at
Rank 1, a member of a Reeve or Woodward clan etc.
Freeman/Tribesman (Rank 1 or 2): A member of
a tribe in good standing, a free farmer, or unguilded
tradesman. The latter are not as respectable as
members of the Harnic Mangai, but fulfil necessary roles
in any village or town. A village Beadle, a respected
member of an unguilded trade, or accomplished
tribesman might be Rank 2.
Guildsman/Tribal Elder (Rank 2 or 3): These are
the most respected ‘commoners’ in civilised or tribal
society. They are members in good standing of one of
the Guilds recognised by the Mangai (where a respected
guildsmaster would be Rank 3) or a tribal shaman, wise
woman or renowned hunter/warrior.
Noble/Chief (Rank 3+): The lowest rank of the
feudal nobility is the knight but the lord of a wealthy
manor might be 4. A baron could be 5 and an Earl 6, or
more, depending on the fief and family connections.
The rank of tribal chieftains and over-chiefs would
depend on the size and dominance of their clan or tribe.
Current Rank
It is Current Rank that will influence play and it
depends on several factors:
Location
Rank depends on local reputation, and most people
never travel far from home. Current Rank depends on
how far the character is from the ‘home’ where their
Rank was established. The GM has the final say, but:
‘Far Overseas’ (-4 to Rank)
‘Overseas’ (-3 to Rank)
Neighbouring Kingdom/Tribal range (-2)
Neighbouring Shire/Clan range (-1)
Within ‘home’ Shire/Clan range (0)
Cultural distance can be as costly as geographic!
Clerical or Shek Pvar Rank
Irrespective of their birth, priests and mages gain a
certain status based on their church or scholarly
hierarchy, and its good (or bad) reputation. Unlike birth
Rank Clerical and Shek Pvar Rank usually transcends
boundaries, unless the character is so isolated from
civilisation that the locals recognise neither. At GM
discretion a character of noble birth who enters as an
acolyte or apprentice may sacrifice their noble Rank:
Acolyte/Mavari (Rank 0 or 1): Those being trained
towards the priesthood or apprenticed within a Chantry
gain some Rank by association.
Priest/Satia-Mavari (Rank 1 or 2): Village priests
and those undertaking most roles in a temple as well as
experienced, ‘travelling’, apprentices of the Art.
High Priest/Shenava (Rank 2 or 3): The senior
priests in a temple as well as some other roles in some
churches, or a Journeyman Mage.
Bishop/Viran (Rank 3 or 4): These priests hold
sway over large parts of most kingdoms while a Mage
will be Master of their Art.
Primate/Pontiff/Grey Mage (Rank 4+): The
senior representative of their church in a region of
western Lythia or across the continent, as well as a
Mage who has ‘taken the Grey’.
Local Favour/Disfavour: If a priest is a member
of a church known to be favoured by the Crown, or local
fief-holder, then Current Rank rises by +1 while in those
lands. That is also true in realms where the Shek Pvar
are encouraged or particularly respected.
Similarly, representatives of proscribed churches or
mages in lands where there is a risk of being taken as a
heretic, witch or renegade, will tend to keep their
identity, and often Rank, secret if they wish to avoid
persecution &/or death. They suffer at least -1 to Rank
unless disguised in which case they may default to their
birth Rank, or the Rank of the disguise they have
adopted using Deceive.
‘Improving’ Rank
Current Rank may change during the game but the
Rank on which it is based will only change with a change
to the character’s High Concept.
Benefits
Subject to Current Rank a character’s High Concept
can be invoked to support social skill rolls where the
relative Current Rank of those present might matter.
This could include Rank 0 characters obtaining gossip
from beggars or Rank 2 characters commanding their
respect.
Current Rank also determines a character’s starting
Privy Purse.
FATE OF HARN 14
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
PRIVY PURSE
The Privy Purse is an abstraction of a character’s
wealth and can be used as a skill. However, unlike other
skills it can change during play rather than just at a
Milestone. Every time it is used then its level may
decrease, so Privy Purse must be tracked separately
from Current Rank once play begins. Privy Purse can
also be used as an indicator of which items a character
already possesses. If Privy Purse exceeds the Cost of an
item by more than 1 then, at GM discretion, the player
can declare that the character already has it.
Overcome: When a character doesn’t have the
item then the GM can declare whether it is
available to buy or not. If local Market Size is equal to,
or greater than, the Cost of an item/service, it will
usually be available for sale. If not then it isn’t available
until next session, unless the character spends time and
effort locating it. To buy the item/service Privy Purse
must overcome a difficulty equal to the Cost of the item.
Create an Advantage: Privy Purse can be used to
create an advantage such as Generous or Well
Dressed in situations where money would
matter.
Attack & Defend: Privy Purse cannot be
used to Attack or Defend, though it can enhance
both by creating advantages.
Special: Whenever Privy Purse is used to
Overcome or Create an Advantage the following
outcomes are applied instead of the usual ones:
Fail: Succeed but reduce Privy Purse by Cost+1
Tie: Succeed but reduce Privy Purse by Cost
Succeed: Succeed with no change to Privy
Purse
Succeed with Style: In addition to obtaining
the item/service the character can negotiate a
Possession Aspect with the GM that’s noted on
the character sheet with one free invoke.
Improving Privy Purse
Privy Purse can never be increased by passing a
milestone, only by obtaining valuable items and selling
them or, with GM agreement, increasing Current Rank.
The GM also determines if Privy Purse ever resets to its
starting level when a character might have collected
‘ready-money’ from ‘home’, or obtained credit in their
current locale, perhaps through the use of Contacts.
Selling Things: the character will receive a value of
Cost-1. To get a higher value they must find a more
generous buyer through Contacts, &/or haggling.
If the value obtained is less then, or equal to,
current Privy Purse, then Privy Purse does not change.
If the value obtained is greater than Privy
Purse, then Privy Purse increases to match that value.
ITEMS AND THEIR COSTS
Item/Service (±1 Cost for high/low quality)
Cost
Armour
Shields/Armour
can absorb stress
by reducing their
protection until
repaired.
Bucklers can’t.
Leather/Padded or equiv. (1)
2
Ring Mail or equiv. (2)
3
Chain Mail or equiv. (3)
4
Plate Mail or equiv. (4)
5
Round/Kite Shield (+1)
2
NB: Buckler +1 to Defend
1
Close combat
Weapon
Impact (when
used with
Melee/Fight)
All are limited to
Zone 0
Club/Staff (1/1)
0
1-H Mace/2-H Club (2/2 )
0
Dagger/Knife (1/1)
1
Short Sword/1-H Axe (2/1)
1
Broadsword/Long Sword (2/1)
2
2-H Battle Axe (3/2)
2
1-H Spear/Javelin (2/1)
1
2-H Heavy Spear/Lance (3/1)
2
2-H Sword (3/2)
3
Ranged
Weapon
Impact(Range
in Zones)
Thrown Stone 0(0)
0
Sling Shot 0(1)
0
Dagger/Knife/Hand Axe 1(0)
1
Bow 1(1)
1
Javelin 2(1)
1
1-H Spear 2(0)
1
Long Bow 2(2)
3
Crossbow 2(1)
3
Clothes
+1 for cold
weather
Respectable
1
Prosperous
2
Expensive/Court Quality/Furs
3
Food & Drink
Cup of Ale/Wine/Pottage
0
Good Meal/Meat & Fish
1
Barrel of Ale
1
Grand Meal/Bottle of wine
2+
Lodging
Flophouse/Common Room
0
Single Room
1
Rented Room per month in city
1+
Rented house per month in city
2+
Service
+Craft or
similar to
reflect skill
Beggar guide
0
Guide/Messenger per task
1
Servant per month
1
Skilled Cook/Tutor per month
2
Entertainer(s) per day
1+
Craftsman per commission/task
1+
Transport
Riding Horse/Ox
2
Cart (1-horse/ox)
2
Wagon (2-horse/ox)
3
Warhorse
3+
Military
Force
Guard per month
1
Man-at-Arms per month
2
10 x Men-at-Arms per month
3+
Item Aspects/Stunts
The GM (or Success with Style in making or buying
an item) can imbue it with an appropriate aspect which
can be invoked for the cost of a Fate Point. At GM
discretion some items may give the PC access to a
specific stunt.
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FATE OF HARN 15
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SHEK PVAR EXTRA
Permission
To gain access to the magic of the Shek-Pvar a
character must use their High Concept to describe
which of the six Convocations they belong to. Their
Rank is assumed to be that of an experienced Satia-
Mavari (travelling apprentice) on the verge of becoming
a Shenava (journeyman). If the mage wants to gain the
advantages of a Convocational Focus they must
describe it in a second Aspect.
Convocations
Lyahvi is the magic of the insubstantial, invisible
and illusory. Lyahvians manipulate light to illuminate,
confuse, or hypnotize. The essence of Lyahvi is bright,
sterile, and unliving. Gems, mirrors, and other items
which reflect or refract can enhance their art. Diametric
= Fyvria.
Peleahn is the most active, destructive, and least
thoughtful school of magic. The Peleahn manipulate
heat and fire, producing pyrotechnic effects. Peleahn
have an affinity to fire pots, flint and steel, and other fire-
making tools. Diametric = Odvishe.
Jmorvi have an affinity to metal and its minerals.
Their magic runs in a slower vein and includes the
construction and manipulation of metallic locks, tools,
weapons, etc. Diametric = Savorya.
Fyvria is the magic of the green and growing, the
pale and dying – essentially the cycles of growth and
decay that underlie the natural world. The base of Fyvria
is fertile earth where life swarms. Fyvrian mages prefer
to use organic objects including petrified wood, bags of
earth, or even living plants and animals as foci.
Diametric = Lyahvi.
Odivshe is the magic of slow, cool darkness, the
opposite of fire and action. Odivshe mages study and
manipulate water, snow, ice, darkness, and cold to
achieve their ends. Diametric = Peleahn.
Savorya deals in matters of the spirit including
knowledge, thought and understanding, all of which,
they believe, stand above the other elements. They have
an affinity with the Spirit World and can summon spirits
to do their bidding. They often embody their art in
illustrations, runes, or the written word. Diametric =
Jmorvi.
Cost
As well as the aspect slot the character must use up
four skill slots with which to accommodate the family of
Shek-Pvar skills used by mages to influence the
environment around them through the manipulation of
complex magical forces.
The character also adopts the Code of the Shek Pvar
which can be compelled against them:
Bring not the scorn of the ordinary folk upon thy
brothers, nor make with thine Art a place for
thyself above them;
Spread not thy Lore, even among thy brothers,
without the sanction of thy peers;
Keep sacred and free from harm thy Chantry;
Succour not a renegade of the Art, but strike him
down with thy power, else summon thy brothers
to thine aid;
Make tithe to thy Chantry a portion of thy arcane
treasure to thy brother’s benefit
Benefits
Shek-Pvar characters gain the ability to manipulate
the world around them through the use of 4 skills:
Create/Make; Destroy/Disperse; Learn/Perceive; and
Conjure.
The skills have a range of applications which vary
with convocation and can sometimes mimic the effects
of other skills. They are applied using, and limited by,
the elements and essences that define the convocations:
Convocation
Element
Essence
Lyahvi
Air
Light
Illusion
Ethereal
Peleahn
Fire
Heat
Dryness
Action
Jmorvi
Mineral
Metals
Minerals
Artifice
Fyvria
Living Earth
Growth
Death
Decay
Odvishe
Water
Cold
Darkness
Moisture
Savorya
None, but an
affinity with
Knowledge Spirits
Knowledge
Mind
Meaning
Starting skill levels for a Satia-Mavari or fresh
minted Shenava are:
Create
Make
Destroy
Disperse
Learn
Perceive
Conjure
Lyahvi
+4
+3
+1
+2
Peleahn
+4
+2
+1
+3
Jmorvi
+4
+3
+2
+1
Fyvria
+4
+3
+1
+2
Odvishe
+4
+3
+1
+2
Savorya
+2
+3
+4
+1
-1 for a Mavari; +1 for an experienced Shenava or Viran.
All should be +4/+5 if they are considering the Grey.
To ‘take the Grey’ all the must be at least +4. Having
become a Grey Mage they suffer no diametric penalties.
FATE OF HARN 16
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
Create/Make
This is the art of creating changes in the
environment around the mage through the use of
existing sources of the convocation’s Element and
Essences.
Overcome: Any competition between mages
would constitute a contest where Create/Make
was used to overcome Destroy/Disperse.
Challenges would be applicable when Jmorvi are
seeking to make or enhance some artefact using Craft
(Metal) or Craft (Weapon) so long as they have time and
tools. Similarly, Fyvria could increase fertility (of a place
or living thing) through a series of challenges, though
how long that would take is up to the GM.
If the mage can overcome the level of success of an
existing spell effect caste by another mage (or, if the GM
prefers, the skill level of the casting mage), then they can
use Overcome to maintain the life of the spell by its
original duration. There is -2 to the roll when trying to
affect the spells of the Diametric Convocation.
Create an Advantage: Lyahvi, Peleahn, or
Odvishe can create advantages by changing the
environment through the creation of light or illusions;
fire or heat; and water, cold or shadows, respectively.
If Lyahvi are sufficiently skilled they can create a
temporary ‘ethereal door’ through which to escape the
scene safely, or a ‘pocket’ in which to hide.
Peleahn can create an aspect that enhances
Athletics as they are inclined to action while Fyvria
could create one that enhanced Endurance by
strengthening the tissues of the target.
Savorya are most likely to influence the scene by
creating an aspect that helps a character understand
something they had not previously realised or
implanting a memory, which sets the target up for
another skill, as could ‘provoking’ a reaction.
Fyvrians could temporarily enhance the
development of their arms, muscles, bones etc. or the
growth of local plants to impede progress.
Attack: Creating a sufficiently bright light, hot
flame or a torrent of cold and ice can cause
physical stress and consequences to a character.
Though an extremely skilled Jmorvi could create a
weapon from thin air it is the skill with the weapon that
would be judged in any conflict, not the Pvaric skill.
Defend: It isn’t an defence skill but some
advantages could be invoked defensively.
Destroy/Disperse
This skill also changes the environment around the
mage, but more destructively through the use of existing
sources of the convocation’s Element and Essences.
Overcome: Any competition between mages
would constitute a contest where Destroy/
Disperse was used to overcome Create/Make.
Challenges would be applicable when Fyvria
reduces the target’s resistance to infections, or the
fertility of a place or person over time. A contest
between this skill and the target’s Craft(Metal) or
(Weapon) would allow a Jmorvi to reduce the quality of
the resulting product. Savorya could use the skill in
contests against skills like Notice, Investigate, Provoke,
Deceive, Empathy or Rapport.
If the mage can overcome the level of success of the
original spell (or, if the GM prefers, the skill level of the
casting mage), then they can dispel an existing spell.
There is -2 to the roll when trying to affect the spells of
the Diametric Convocation.
Create an Advantage: Lyahvi, Peleahn, or
Odvishe can create advantages by dispersing light,
fire, heat, water, cold or shadows, or dispelling illusions.
Jmorvi could damage or weaken the metal
components of an artefact within the scene.
Lyahvi can also can close an ‘ethereal door’ or
‘pocket’ before it would have closed naturally.
Savorya, meanwhile, could cloud meaning, confuse
thinking and disperse ideas, conclusions or inspirations,
or even the target’s ability to manipulate a weapon.
Plucking a memory or thought from the target’s mind
would be an excellent way to reveal an aspect,
mimicking some of the other ‘perception’ or ‘social’
skills.
Fyvrians could open a way among dense
undergrowth or other incarnations of the Convocation’s
Essences, to reduce the barrier to movement they
present. They might even create weakened sword arm
on an opponent.
Attack: Savorya can cause mental stress and
consequences by using this skill to directly attack
the mind of the target. Fyvria can use it to attack the
tissues of the target and cause physical stress and
consequences.
Defend: It isn’t a defence skill but advantages
could be invoked defensively.
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FATE OF HARN 17
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
Learn/Perceive
This is the skill used by the mage to interrogate the
world and the objects and people in it.
Overcome: Any competition to discover
something would constitute a contest. Mages can
use this skill to identify magical effects related to their
convocation (but Diametric at -2) They use it in place of
Scholar when dealing with knowledge of their
convocation.
Lyahvi would use this action to see through an
illusion or otherwise enhance perception to reveal things
that would not normally be seen or heard. They could
also use it to reveal the presence of an otherwise hidden
ethereal creature or feature. Peleahn might use this skill
in a contest with Stealth by looking for heat signatures.
Savorya could engage in a contest with Will to steal
knowledge from a target’s mind. They could also use the
skill to overcome difficulties of communication when
people do not share a common language by lifting the
ideas direct from, and placing them in, people’s minds.
Create an Advantage: Lyahvi and Peleahn have
little use for this skill, though the Peleahn
predisposition towards action might allow them to pick
out some pattern in the activity of others in the scene or
the swiftest route across a zone to their destination.
Equally Lyahvi might create an advantage based on
clarity of perception in a confused scene.
Jmorvi use this skill to identify flaws in an artefact,
assess its value, or read something of its history from the
imprints left by its maker or owners. They can also
increase the chance of finding mineral deposits in the
wilds, or particular metals in a more civilised
environment, using this skill.
Fyvria can use an assessment of a living thing’s
health or fertility, the identity of an infection, or even
questions the newly dead.
Odvishe can find water in the way Jmorvi can find
minerals. They could also use this skill to find air in
environments where it is scarce, perhaps even under
water. They can also use their affinity for darkness to
mitigate against an aspect that makes it difficult to see.
Savorya can use this skill to perceive otherwise
invisible spirits and place aspects on them. They can
also communicate with spirits which may not physically
manifest.
Attack: It isn’t an attack skill.
Defend: It isn’t a defence skill.
SAMPLE SKILL USE
Create/
Make
Destroy/
Disperse
Learn/
Perceive
Lyahvi
Enhance
Light,
Create
Illusion,
Open Ethereal
‘Door’
Disperse
Light,
Dispel
Illusion,
Close Ethereal
‘Door’
Pierce an
Illusion,
Enhance
Visual
Perception
Peleahn
Enhance Fire,
Increase Heat,
Enhance
Speed
Disperse Fire,
Disperse
Heat,
Slow Speed
See in Slow
Motion,
Spot Shortest
Route,
Perceive Heat
Jmorvi
Enhance
Mineral or
Metal or
Metal Object
Weaken
Mineral or
Metal or
Metal Object
Find Mineral
or Metal,
Assess Value,
‘Read’ an
Item
Fyvria
Enhance
Fertility,
Guide
Growth,
Increase
Resistance,
Heal Tissue
Reduce
Fertility,
Guide Decay,
Reduce
Resistance,
Damage
Tissue
Assess
Fertility,
Perceive
Health,
Identify
Disease
Odvishe
Enhance
Water,
Increase Cold,
Create
Shadows
Disperse
Water,
Disperse
Cold,
Disperse
Shadows
Find Water,
See in the
Dark,
Find Air in
Water
Savorya
Enhance the
Mind or
Inspiration,
Create a
Memory
Cloud the
Mind or
Confuse
Meaning,
Disperse
Thought or
Inspiration
Read the
Mind,
Perceive
Spirit,
Speak to
Spirit
All
Maintain an
existing spell
effect beyond
its normal
duration.
‘Charge’ some
enchanted
item so that it
can be used
later.
Create an
item or scroll
in which a
spell might be
bound.
Dispel an
existing spell
so that its
duration is
lessened
(perhaps to
zero).
Ward some
location
against magic
(a pre-set
dispel waiting
to be
triggered).
Identify
magical
effects in the
scene (and
perhaps their
convocation
of origin).
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FATE OF HARN 18
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HârnWorld
SPELL DIFFICULTY
The difficulty of a spell is based on the sum of
difficulties for: the Duration the effect is to last; its Area
of Effect; and, the Range of the casting.
Spell Duration Increments
Difficulty
Instant - the next relevant die roll
+0
A full exchange around the table
+1
A contest-challenge-conflict in the scene
+2
The rest of this scene
+3
This scene and all the next one
+4
The rest of this session
+5
This session and all the next one
+6
A season
+7
A year
+8
A few years
+9
A decade
+10
A lifetime
+11
Eternity (i.e. permanent)
+12
Spell Scale Increments
Difficulty
Tiny - Thumb-sized
+0
Very small - Fist-sized
+1
Small - Dog-sized
+2
Man-sized
+3
Big - Horse-sized
+4
Huge - Elephant/Room-sized
+5
Enormous - House-sized
+6
Gigantic - Small Temple-sized
+7
Vast - Keep-sized
+8
Village-sized
+9
Town-sized
+10
City-sized
+11
Spell Range Increments
Usually requires line of sight
Difficulty
Same Zone as the caster
+0
1 Zone away
+1
2 Zones away
+2
3 Zones away
+3
The other side of a large building
+4
The other side of a village
+5
The other side of a town
+6
The other side of a city
+7
Target characteristics
+ Target’s Will if the spell is aimed at their mind.
+ Target’s Athletics if the spell could be dodged.
Discretion
Finally, the GM may alter difficulty up or down to
reflect the effect desired or particular circumstances.
SPELL CASTING ROLL
The casting roll benefits from: Time Spent
Casting; Support from other mages; the use of a
Convocational Focus; or a relevant Stunt.
Spell Casting Time
Duration
Roll Modifier
Instant - a single die roll
+0J
A full exchange around the table
+1J
all exchanges until the current
contest/challenge/combat is over
+2J
The rest of this scene
+3
The rest of this scene and the whole of
the next one
+4P
The rest of this session
+5P
The rest of this session and the whole of
the next one
+6P
J: Jmorvi -1 convocational modifier
P: Peleahn -1 convocational modifier
Supporting Spell Casters
The Mage with the highest skill (or the most senior
Mage depending on etiquette) makes the Roll but every
other mage of the same convocation and has been given
time to understand the spell (perhaps by having a scroll
or tome to refer to) adds +1 to the roll.
Convocational Focus Aspect
Spend a Fate Point to invoke the mage’s Focus
Aspect and get +2 to roll.
Extra Magical Effort
A character can choose to take a Physical OR
Mental Consequence when a Casting roll is insufficient.
The value of the Consequence is added to the roll.
SHEK-PVAR STUNTS
Student of [Essence]: gain +2 when working with
the nominated Convocational Essence, except when
Conjuring.
Cant: gain +2 to the roll when loudly shouting/
chanting, but accept a -1 modifier to the roll when
casting in whispers and -2 when remaining silent.
Gesture: gain +2 to the roll when throwing their
whole body into the ‘casting’ (including ‘ritual dance’!),
but accept a -1 modifier to the roll when standing still/
avoiding movement.
COST OF SPELL CASTING
The mage takes 1 point of Mental Stress whenever
a spell is caste, and while the Casting Roll always
achieves an effect, there will sometimes be an extra cost:
Fail or Tie: Succeed but +1 extra Mental Stress per
shift of failure.
Succeed: Succeed with 1 free Invoke.
Succeed with Style: Succeed with 2 free Invokes.
EXTENDING DURATION
The duration can be extended the by the same time
increment by doing nothing else and taking the same
Stress again; doubling it for each extension after the first.
FATE OF HARN 19
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© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
Conjure
This is the skill used by the mage to conjure some of
their convocational element from the elemental planes
or, in the case of Savoryans, an inhabitant of the Spirit
World. These Conjurations are treated in the same way.
Overcome: is used to create a protective circle
around the character, or a Conjuration, with
difficulty depending on time spent, size, and intended
duration, as for any Spell. Shifts of success represent the
difficulty an aggressive Conjuration would face in
breaching it. This skill also replaces Scholar for
creatures of the appropriate plane
Create an Advantage: Conjuring is a specific
sort of advantage creation. The conjurer rolls
against a difficulty equal to the Rank of the creature they
seek to conjure.
Fail: the Conjuration appears, but is not bound to
serve. Rank +1 and +2 Conjurations tend to run away,
while higher ranking creatures may turn on the conjuror.
Tie: the Conjuration appears and will serve, but only
for the next exchange after which it disappears.
Succeed: It appears and is bound to the mage’s
service for the rest of the scene.
Succeed with style: At GM discretion it is bound
to the mage’s service for a number of scenes equal to
the number of shifts of success, or the end of the
Session.
The character's skill is the limit on the total Ranks of
Conjurations they can control at one time. A +4
conjuror could control 2 x +2 or 1 +4 Conjuration.
Lords or Princes among their kind (Rank +6 or greater)
can only usually be conjured if the character has
discovered their true name!
Mages can dismiss any creature they have conjured
at any time. An independent Conjuration, or one
serving another mage, cannot be dismissed. It must be
driven back whence it came using Destroy/Disperse.
The Mage can us their actions to command any
Conjuration serving them to Create Advantages based
on their Skills, Stunts and Aspects.
The Mage can also use the conjuration as a source
of their convocational element and apply their Create/
Make or Destroy/Disperse Learn/Perceive skills to it.
Attack: The mage can use their action to
command a Conjuration to attack (see the Bestiary
for details of their characteristics). Multiple
Conjurations are treated as a Mob with the highest
Ranking creature attacking with +1 for each additional
Conjuration taking part in the attack.
Defend: Conjurations may be used to defend the
mage who commands them to interpose
themselves between the mage and an attack.
CLERICAL ORDER EXTRA
Permission
To gain access to the power of a deity a character
must use their High Concept to describe themselves as
an ordained priest or priestess.
They must also adopt at least one of the god’s
aspects (below) as their own.
They can use additional aspects to describe any
position of authority within the church if they wish,
though a figure in the church hierarchy has less freedom
or opportunity to pursue an adventurous life.
Cost
In addition to the Aspect slot(s) above, the
character’s first Stunt has to be Divine Intervention.
Benefits
As well as having to take Divine Intervention as
their first Stunt, ordained members of a church or
religious order gain access to some other, unique,
Stunts. These unique Stunts cost the same as any other.
Unless otherwise stated, or ruled by the GM, the
Stunt is:
based on Ritual;
available once per session;
active for the duration of the scene; and,
can be ‘given’ to a member of the faithful
other than the cleric, at the cost of a Fate
Point.
A range of suggested Stunts can be found below, but
the GM may alter or replace them to better reflect their
vision of Harnic religions.
Changing Churches
A character wishing to change church should first
suffer divine consequences (See Sin & Atonement).
Only when their sin results in a Crippling Consequence
can they replace their High Concept with a new one
reflecting their fresh search for enlightenment. That
search is likely to include joining a new church as an
acolyte rather than instant ordination.
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FATE OF HARN 20
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
AGRIK
ASPECTS:
The Emperor of Flame;
Immortal Warlord of Balgashang;
Lord of the Four Horsemen;
Master of the V’hir;
Breeder of Plague, Squalor, and Decay;
The Reasonless Reaper;
Tyrant of the Foul Chamber;
He Who Knows the 10,000 Ways.
Agrik is worshipped by dozens of clerical sects and
fighting orders many of which are endlessly squabbling.
His followers believe might is right. While this section
links particular Stunts to particular orders the GM need
not follow that approach.
The Order of the Eight Demons
The older priestesses have access to the Stunts of
Herpa the Mace as well as those below.
Painful Pleasure: use Rapport as if it was Provoke. In
addition, when circumstances allow her to use her
training in the seductive arts she can spend a Fate Point
to gain +2 to the Rapport roll.
Strength of the V’hir: summon forth the fiery strength
of the V’hir, either into herself or another believer. This
allows them to ignore consequences as if they had the
Hard as Nails Endurance Stunt. Spending a Fate Point
extends the effect to a second character.
The Order of the Fuming Gate
Agrik’s Mace: Any blunt weapon wielded by the cleric
adds +2 damage to any successful Melee attack for the
duration of the current scene.
The Fuming Gate: Spend a Fate Point to open a
temporary gateway to the nearest Agrikan temple via
Agrik’s infernal realm. Spend a second Fate Point to
keep it open long enough for d6 others to follow the
priest. The cleric (and anyone else passing through the
gateway) must use Athletics to defend against burns as if
attacked once by a fire elemental of Level equal to the
number of people passing through the gate+1.
The Order of Herpa the Mace
Summon V’Hir: the cleric may spend a Fate Point to
use Ritual to summon a V’hir (with the same
characteristics as a Fire Elemental and Rank equal to the
difficulty overcome). See the Peleahn Conjure Fire
Elemental skill.
Signs & Portents: the cleric may use Ritual to Create
an Advantage based on a sign or portent within a scene.
The Order of the Kukshin
Flaming Mace: Causes a blunt weapon being used by
the priestess to burst into flame. Successful attacks
cause an additional +2 damage or create an advantage
based on the flames.
Agrik’s Shield: +2 to Athletics (or whatever other skill
the cleric is using) to defend in combat.
The Order of Mamaka the Master of Steel
Alchemical War: create an alchemical advantage from
commonly available materials.
Iron Will: use Will as if it was Endurance.
Divine Torture: use Ritual in place of Provoke when
torturing someone and gains +2 to rolls.
The Order of the Octagonal Pit
Agrik’s Whip: +2 to attacks with a whip for the
duration of the current combat. Damage to a non-
human foe is applied as Mental Stress. Spend a Fate
Point to have the whip do Mental Stress to a human.
Rot: +1 to attacks with a whip for the duration of the
current combat, and any Consequence resulting from its
attack is ‘infected’; treated as one level more severe for
the purposes of recovery.
The Order of the Pillar of Fire
Healing Fire: the cleric may ignore the effect of any
infection on recovery and speed recovery of a
Consequence by adding +2 to the treatment roll. Spend
a Fate Point to instantly reduce the level of the
Consequence by one step with successful treatment.
Pillar of Fire: Spend a Fate Point to create a ring of fire
around themselves as a barrier to those trying to attack
them. The fire does the cleric no harm but attacks those
trying to attack or move across it as if it was a Rank 4
fire elemental (see Peleahn Conjure skill).
FATE OF HARN 21
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HALEA
ASPECTS:
The Empress of Opulence;
Queen of Pleasures and Self-Fulfilment;
Maker of Bargains;
Guardian of the Treasure Hoards of Heaven;
Enslaver of Hearts and Loins;
Mistress of the Stolen Moment Forever Lost;
Unchaste Lady of the Ten Forgotten Arts;
Golden Temptress of the Crimson Chamber.
The goddess of wealth and pleasure who demands
unswerving devotion from her adherents. Only women
can enter her clergy.
The Order of the Silken Voice
Listen to Me!: +2 to create an advantage based on the
increased suggestibility of a target in the same zone as
the priestess to reflect her whispered suggestion. Affect
additional targets by spending one Fate point per
additional target.
Look at Me!: +2 to create an advantage based on
distracting a target in the same zone as the priestess due
to her aura of seductive beauty. Affect additional targets
by spending one Fate point per additional target in the
zone or spend one fate point to extend the effect on a
single target to a second zone, so long as they have a
clear view of the priestess.
The Handmaid’s Favour: the priestess may spend a
Fate Point to seek a favour from one of Halea’s
Handmaidens. Use the Ritual skill to create an
advantage, for the rest of the scene, based on the aspect
of one of the handmaidens: Abundance, Enterprise,
Ecstasy, Feast, Harmony, Fortune, Wrath. The favour
must be repaid by the priestess carrying the aspect
forward into successive scenes until the debt is paid. It
cannot be invoked in any successive scene but can be
compelled once, for free, after which time it disappears.
ILVIR
ASPECTS:
Master of Araka-Kalai;
Brooder in the Blasted Plains;
The Serpent that Dwells Below;
Accursed Lord of the Barren Cycle;
Prince of the Fatherless Multitude;
Craven Lord of Sterile Lands.
Ilvir is the creator of the Ivashu and lives at Araka-
Kalai. He has few followers, mostly in Orbaal or near his
home. Priests are individualistic, creative, and mystical
and this has generated dozens of orders and sects.
The Order of Chuchlaen Wheelwright
The Perfect Wheel: +2 to any Craft roll.
The Order of Meamyt the Hermit
Aid to the Hermit: the cleric may call forth simple
bread and water; enough to sustain him and a
companion for one day. Spend a Fate point for each
additional companion.
The Order of the Ochre Womb
Call Ivashu: spend a Fate Point to call forth an Ivashu
to defend them. Typically this will be small Ivashu, such
as a Vlasta, but success with style could generate
multiple Ivashu or a larger creature, such as a Nolah.
The Order of Pia-Gardith
Calm the Beast: call on Ilvir’s aid to calm the temper of
a mundane beast or an Ivashu. Treat this as an
overcome vs. Average (+2) with success calming the
beast so it will harm no one for the duration of the
scene. Success with style will, at the cleric’s choice,
either extend the effect for the rest of the scenario, or
allow them to command the beast to defend them to the
death.
The Order of the Seaferer Ibenis
Call the Ferryman: spend a Fate Point to call forth one
of the spirits being carried to Ilvir for re-incarnation.
Treat as a Spirit Elemental conjured using the Savoryan
Conjure skill.
The Order Sudelrhynn the Bearer of Loam
Ilvir’s Favour: spend a Fate Point to either grow extra
muscles (adding +2 to Endurance or Melee rolls), or
lose weight and gain improved reactions (adding +2 to
Athletics or Missiles). Two Fate Point may be spent to
gain both advantages.
The Order Tuarbalt the Golden Limbed:
Rage of the Ivashu: the cleric may spend a Fate Point
and call forth a vengeful, merciless spirit of rage into
themselves, or more likely a target. An unwilling target
may resist with Will. The effect is the same as the
Endurance Stunt Hard as Nails.
FATE OF HARN 22
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HârnWorld
The Enclave of the Verdant Pool
Ilvir’s Craft: the cleric may spend a Fate Point to use
Ritual once in the scene as if it was the Fyvrian
Create/Make skill. They could create an advantage or
overcome an obstacle by guiding the growth of any
living thing in the scene.
The Order of the Yellow Hand
Find the Way: spend a Fate Point to enhance vision to
reveal things that would not normally be seen because
of darkness or some other obstacle to vision.
LARANI
ASPECTS:
Shieldmaiden of the Worthy Cause;
Guardian of Dolithor;
Protector of the Brave;
the Unwilling Warrior;
Lady of Paladins.
Larani is the goddess of chivalry and battle, favoured
by the feudal nobility. Those who follow her are
expected to display courage, compassion, and honour.
The Orders of Hyvrik and of the Spear of
the Shattered Sorrow
The orders have access to the same Stunts:
Know your Place: the cleric may call on the goddess to
remind those in the scene of their position in the feudal
order. Use Ritual in place of Rapport to influence those
of non-noble rank in the scene.
Duty to the Weak: the cleric may call forth the essence
of the Knights of Tirith. Use Ritual to create an
advantage that could protect the weak or vulnerable in
the scene. That could include the cleric if the GM
agrees their situation is sufficiently dire.
Peace of Valamin: the cleric may call forth the essence
of Valamin and use Ritual in place of Empathy or
Rapport.
FATE OF HARN 23
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
MORGATH
ASPECTS:
Tormentor of the Unlamented Dead;
Master of the Principle of Evil;
Lord of the Gulmorvrin of the Black Pit;
Wielder of the Shadow of Incarnate Evil;
Master of Chaos;
The Lord of Darkness.
Morgath is master of the undead, and despises all
things fair and noble. His church is dour and ruthless,
and infamous for its human sacrifice. Those blessed by
Morgath may wield the Shadow of Bukrai,
Shadow of Bukrai: spend a Fate Point to use Ritual to
summon Bukrai to do their bidding. The difficulty is
equal to the Size of the Shadow (see Bestiary)
If possession occurs, then the appropriate
consequence slot is filled in with Possessed by the
Shadow. While possessed the target comes under the
complete control of the Morgathian cleric. This lasts
until the end of the scene if Mild, the session if Serious,
or the entire scenario if Grievous, unless the possessed
character can be helped to recover from the
Consequence sooner.
While possessed the target is treated as a
Gulmorvin, with all ‘mental’ skills to +0; and all
‘physical’ skills reduced by +1. When the Shadow
departs the target’s skills return to normal but the
relevant consequence must become Memory of the
Shadow until cured as a normal mental consequence.
NAVEH
ASPECTS:
Lord of the Pitch Shadows;
Master of Deceit and Evil Dreams;
Lord of the Last Illusion;
The Unseen Lifter of Lives;
Trancer the Cat, Wealth’s Worry;
The Merchant of Death.
A god of darkness, best known as the bringer of
nightmares. He is worshipped by thieves and assassins
and his fanatical clerics will commit suicide to prove
their faith.
Summon Gytevsha: spend a Fate Point to use Ritual to
summon a Gytevsha to do their bidding. The difficulty is
equal to the Rank of the Gytevsha (see Bestiary). Only
Rank +1 to +4 Gytevsha may be summoned, the higher
ranking demons serve only at Naveh’s personal servants.
If possession occurs, then the appropriate
consequence slot is filled with Possessed by Naveh.
While possessed the target comes under the complete
control of the Navehan cleric. This lasts until the end of
the scene if Mild, the session if Serious, or the entire
scenario if Grievous, unless the possessed character can
be helped to recover from the Consequence sooner.
While possessed all Mental skills default to the Rank
of the Gytevsha while physical skills are those of the
possessed character.
Mouth of Falsehood: +2 to Deceive when used to tell
lies.
Hunter of Sleep: the cleric may spend a Fate Point to
place the aspect Kept Awake by Nightmares on the
target during their next sleep. The aspect remains in
place for the rest of that session.
FATE OF HARN 24
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
PEONI
ASPECTS:
The Bringer of the Life Renewed;
Maker of Balms;
Lady of Truth;
Ever-living Daughter of White Virtue;
Guardian of the Meek;
Lady of Industrious Labours & the Ripe Harvest;
Confidant of Lovers.
This gentle goddess is worshipped by rural folk.
Peoni’s clergy are divided into celibate male and female
orders; both of which maintain hospitals. Temples are
found where poverty and pain are common.
The Irreproachable Order & Balm of Joy
Son of Tirrala: the priest may speed recovery of a
minor or serious Consequence by adding +2 to the
treatment roll so long as it takes place within a scene of
it being inflicted. Spend a Fate Point to instantly reduce
the level of the Consequence by one step with successful
treatment.
Shield of Belsirasin: use Ritual to attack and defend
against elemental or other spirits in the same way as a
Shek-Pvar using Conjure.
The Quality of Mercy: Once per scene, when an
opponent of the cleric, or one of their allies, accepts a
Consequence as part of a concede, the cleric may lower
that consequence by one step and gains a Fate Point in
return.
Valon’s Balm: Spend a Fate Point to speed recovery of
a serious or grievous consequence by adding +2 to the
treatment roll whenever it was applied. Spend a Fate
Point to instantly reduce the level of the Consequence
by one step with successful treatment.
The Winding Way: Gain a +2 bonus to Defend against
Melee or Fight Attacks with a staff.
SARAJIN
ASPECTS:
King of the Icy Wind;
Lord of the Perilous Quest;
Wielder of the Blooded Axe;
Master of Frosty Climes;
The Grey Slayer.
Sarajin demands honour and bravery from his
adherents, who are mostly Ivinians. His sport is war and
he sometimes joins human battles where he inspires
battle lust among the faithful.
Call to the Elkyri: spend a Fate Point to seek a favour
from one of Sarajin’s fierce shieldmaidens. Use the
Ritual skill to create an advantage, for the rest of the
scene, based on the aspect of one of the Elkyri:
Alaryr – Weather and the Sea;
Bronwyne – Protection and success in battle;
Deanaal – The Ljarl, oaths and oath breaking;
Easlyn – Songs and poetry;
Eynwif – Health and healing;
Freana – Love and forgiveness;
Gresalyne – Strength and will;
Lynraal – Wrath and battle lust;
Maarne – Livestock and crops;
Sendryl – Crafts and fertility; and,
Ylina – Knowledge, lore and learning
In return the cleric must take a Consequence,
Remember the Ljarl. The level of consequence is
judged by the GM from Mild for small favours to
Grievous for great favours. The Consequence can never
be invoked to benefit the cleric, their friends or their
aims, but can be compelled against them for free!
Every time the Consequence is compelled its
severity is reduced by one, so a Mild Consequence
disappears after a single compel. When the
consequence disappears the debt to the Elkyri has been
paid as the Ljarl requires.
FATE OF HARN 25
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SAVE-K’NOR
ASPECTS:
Sage of the Gods;
Lord of Puzzles, Conundrums, and Mazes;
Lord of Jesters;
Mixer of Potions;
Knower of Many Things;
Keeper of the Var-Hyvrak;
The Lost Guide.
Save K’nor seeks after enlightenment. His adherents
believe that a stable and ordered society precludes evil
behaviour.
The Order of Hyn-Aelori the Sage of Heaven
Keep Secrets: When any effort is made to find out what
the cleric knows, by guile or torture, they resist with +2
to Ritual.
The Order of Rydequelyn the Fool
Did you Know …: When seeking to confuse, mislead
or entertain, the cleric uses +2 to Ritual.
The Order of Shea-Al-Aecor the Lost Guide.
Elementary: Once per scene the cleric can spend a
Fate Point (and a few minutes of observation) to make a
Ritual roll in place of Investigate, to enhance their potent
deductive faculties. They may discover or create an
aspect for each shift on either the scene or the target of
the observations, though only one may be invoked for
free.
SIEM
ASPECTS:
Master of the Lords of Dream;
Bringer of Meritorious Dreams and Blessed
Forgetfulness;
Lord of the Starlit and Thrice-blessed Realm;
King of the Uttermost West;
Master of the Sundered Ones in Exile;
Spirit of the Mist;
Never-changing Lord of the Azure Bowl.
The benign god of mystery, magic, and dreams. He
is the special deity of elves and dwarves. Siem’s
worshippers favour a personal approach to the deity.
Enlightenment: the cleric gains +2 to create an
advantage with Investigate or Scholar.
Summon Free Ilsiri: the cleric can call forth an Ilsiri
from their home in some natural object within the scene.
The spirit is bound to answer a single question about the
locale where they are summoned, but the GM can
determine how precise or clear their answer is.
Summon Asiri: the cleric may spend a Fate Point to
summon an Asiri with the characteristics as an Air
Elemental. They use Ritual as if it were the Lyahvian
Conjure Air Elemental skill. The Rank summoned
reflects the difficulty to be overcome.
Summon Elmithri: the cleric may spend a Fate Point
to summon an Elmithri into a body of water within the
scene using Ritual as if it were the Odvishan Conjure
Fire Elemental skill. The Elmithri has the same
characteristics as a Water Elemental. The Rank
summoned reflects the difficulty to be overcome and the
size of the body of water will limit the maximum Rank
that can be summoned.
Summon Aulamithri: the cleric may spend a Fate
Point to summon one of the spirits Siem uses to carry
dreams. Though they have the same characteristics as a
Spirit Elemental summoned with the Savoryan Conjure
Elemental skill they will only attack until they succeed.
Once they succeed in inflicting any hits the Cleric may
place an Aspect on the target reflecting the ‘dream’ the
spirit will have carried and placed in the target’s mind.
FATE OF HARN 26
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HârnWorld
MILITARY ORDER EXTRA
The churches of Agrik and Larani maintain military
orders tasked to extend the reach of their faith by force.
Permission
If the character is to be a sworn member of a
military order then the player must use the character’s
High Concept to describe them as such. They may also
adopt one of their god’s aspects as their own, but this is
not compulsory. Like priests they may describe their
rank within the order with additional aspects.
Cost
The aspect slot is the only cost.
Benefits
Membership of a military order gains access to some
unique Stunts costing the same as any other Stunt.
Sin & Atonement
If a member of a military order does adopt one of
their god’s Aspects as their own then the will suffer the
risks of Sin just as any priest.
AGRIKAN FIGHTING ORDERS
The GM need not follow the suggestions below
The Cohorts of Gashang
Those warriors who were previously Red Shadows
can access that order’s Stunts. Newer members have
access to:
Break their Spirit: when inflicting physical harm,
spend a Fate Point to inflict mental harm in the
corresponding box on the opponent’s mental stress
track.
Braggart: use Provoke instead of Rapport on first
meeting someone to create an advantage based on the
character’s reputation.
The Companions of the Roving Doom
Brute Strength & Ignorance: Gain +2 to defend
against Mental Attacks using Endurance.
You Win or You Die: Gain +2 to create advantages
with Deceive when using dirty tricks in close combat.
The Crimson Dancer
Shades of the Flame: Once per scene the character
can spend a Fate Point to roll Athletics and ‘vanish into
the shadows’, so long as there are shadows!. When
‘vanished’, they can’t be targeted by attacks or attempts
to create advantages against them unless the attacker
first beats their Athletics roll with a Notice roll. The
effect ends when the character’s next turn starts, or if
someone beats their Athletics roll.
Dance of Death: This martial art allows the Crimson
Dancer to make close combat attacks using Athletics. In
addition the attacks are at +2 if the character has
surprise, or some other advantage, that renders the
attack unexpected.
The Company of the Copper Hook
Kill the Bitches: +2 to attacks against declared or
believed Laranians. Spend a Fate Point to extend the
effect to any non-Agrikans.
Born to War: +2 to create advantages in a scene that
reflect the order’s long decades of border war.
The Red Shadows
Favoured of (name of Prince): the character is known
to be favoured by one of Agrik’s sons. This makes them
resistant to mental/social damage due to rumours etc.
They may spend a Fate Point to reduce a mental
consequence based on social standing by one step.
Grievous becomes serious, serious becomes mild, mild
becomes 2 mental stress. They may not clear stress
boxes in this manner. If the next lower slot is already
full, this stunt cannot be used.
Brand of a Prince: the warriors can draw their own
blood (and accept a mild consequence Self Inflicted
Wound), and spend a Fate Point to obtain a single use of
the Eight Demons stunt Strength of the V’hir.
Single Combat: the warrior may use Endurance,
Provoke, Will or Melee to create an advantage that
allows him to face a single opponent among many that
might otherwise overwhelm him.
The Warriors of Mameka
Strength of Brothers: the warrior may share stress or
consequences with a friendly character in the same
zone. The Mamekan can either take stress and
consequences that should go to the other character, or
the character can take the stress heading for the
Mamekan.
Pain Is My Blade: once per session, when the
character takes a physical consequence, they can
choose to make their next attack roll with a bonus equal
to the value of their highest physical consequence (+2,
+4, or +6). In doing so the consequence they took is
stepped up by one level (mild becomes serious, serious
becomes grievous, grievous becomes taken out).
Mind is Body: the warrior may use Endurance as if it
was Will to resist attacks to cause mental harm.
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LARANIAN FIGHTING ORDERS
The Chequered Shield & the Lady of
Paladins
Pure Knight: the character is known to be a true
embodiment of the chivalric ideal. This makes them
resistant to mental/social attacks due to rumours etc. in
locales where the Laranian Church is respected. They
may spend a Fate Point to reduce a mental consequence
based on social standing by one step. Grievous becomes
serious, serious becomes mild, mild becomes 2 mental
stress. They may not clear stress boxes in this manner. If
the next lower slot is already full, this stunt cannot be
used.
Strength and Honour: the warrior may reduce the hits
done to one opponent in order to create and advantage
that is feely invoked against another.
We Happy Few: If they succeed with style on a
Rapport roll to create a Rousing Speech aspect, choose
a number of characters equal to the Laranian’s Rapport
to each receive a free invocation of that Aspect.
Royal Patronage: warrior may use Wealth at +2 so
long as he publically declares his membership of the
order, which is well known to enjoy royal support in
western Harn.
Pure Knight: the warrior may use Melee as if it was
Rapport when the context allows him to declare or
display the chivalric virtues of the order.
Field of Honour: the warrior may use Melee or
Endurance to impress their enemies and demand that
the matter be dealt with through single combat. If
accepted then the objective is to force the opponent to
submit rather than to kill them. The knight can do this
by converting hits into boosts, or ‘pulling’ blows to avoid
taking out the opponent.
In return the opponent is bound to concede prior to
being taken out and they, and their allies, accept an
outcome that favours the knight’s aims.
Feudal Loyalty: +2 to create an advantage that helps
protect any orderial or clerical superior.
SHAMAN EXTRA
Despite their proselytising efforts the churches of
Western Lythia have had little impact on the traditional,
often animist, beliefs of most tribes. The gods pay little
attention to the barbarian peoples, preferring the
worship that the ‘civilised’ churches harvest for them.
The tribes have, therefore, come to rely on the Ilsiri,
nature spirits, and the greater denizen’s of the Spirit
World. They can be commanded, bargained with,
tricked and bound to give the shaman access to their
power. Many tribes revere totem spirits, tribal heroes
&/or ‘demi-gods’ which exemplify particular
characteristics valued by the tribe in its struggle to
survive and prosper. These can be called upon for help
in return for ‘sacrifices’ of food, goods or even blood.
Some charlatans use herbs, potions and a good line
of patter, or even a psionic gift, to give the impression of
shamanic powers. These are best dealt with through the
use of a Deceive Stunt. This Extra assumes the
character is an authentic shaman (though some have
different names); the chief animist of a tribe or clan.
They are skilled in calling on spirits, walking the ethereal
Spirit World, and binding spirits to their will.
Permission
To gain access to the power of the spirits a character
must use their High Concept to describe themselves as
a shaman of a particular tribe, totem, hero, or tribal god.
Cost (and Benefit)
They may also devote other aspects to the fetishes
with which they begin the game, including sufficient
descriptive detail to define the nature of the spirit bound
within each. At the start of the game each fetish
represents a +1 spirit. See below for the limits on the
spirits a shaman may bind at one time.
Finally the shaman must take the unique Shamanic
Rites skill and Scholar. The first Stunt taken must be
the Scholar specialism for that tribe: Tribal Lore of …
STRAIN OF USING SHAMANIC RITES
The shaman takes 1 point of Mental (e.g. headaches
or nervous exhaustion) or Physical (self-harm or physical
exhaustion) Stress (player choice), whenever they use
the Shamanic Rites skill. They may, though, be
subjected to more stress:
‘Succeed at Minor Cost’ OR ‘Opponent gains a
Boost’ = Succeed but take +1 extra Stress;
‘Succeed at Serious Cost’ OR ‘Benefit
opponent’ OR ‘Give a free invoke to
opponent’= Succeed but take +1 extra Stress per
point of failure!
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Shamanic Rites
This skill commands the often ubiquitous but lowest
ranking spirits, the Ilsiri, that are found everywhere. It is
also used to enter the Spirit World and communicate
with, or subdue, greater spirits before binding them into
fetishes.
Overcome: The shaman need only declare that
they are using the skill to enter the Spirit World
and their spirit leaves their body to enter the ethereal
plane at the start of the next exchange.
Overcoming an encountered spirit’s Rank (+1 to +6)
gets its attention and the shaman can demand answers
to one Yes/No question for each Rank, as the GM
agrees it could know the answer.
The character’s body is a Defenceless Target (with
a free invoke by the attacker) while his spirit is in the
Spirit World. The shaman can Concede as soon as the
attack is declared (but before the dice are rolled). They
then hide in the Spirit World, and take no actions, until
the end of the Scene. The GM exacts the usual cost
(and awards the usual Fate Points) associated with
conceding. Alternatively, the shaman’s spirit can return
to their body immediately after the blow is struck (and
take any damage), at which point the advantage
disappears and the shaman can act as normal.
The skill is used instead of Scholar when dealing
with knowledge of the Spirit World, or when competing
with another character in a contest of such knowledge.
Create an Advantage: The shaman can create a
situational advantage in their current Zone, so long
as the GM agrees it would be possible through the
intersession of one of the ubiquitous spirits found in
every scene, and invoke it once for free. The starting
difficulty is, at GM discretion, the Rank of the Spirit.
Invoking a Fetish, or a dominated human, costs a
Fate Point but gains +2 to the roll.
Attack: The skill can be used to cause Mental
Stress to denizens of, or other travellers in, the
Spirit World. While the target always chooses whether
or not to take a Consequence, the shaman may name
the Consequence as Bound to me. Ethereal creatures
are bound in a Fetish while travellers are bound in their
own body and to the service of the victor until either the
shaman frees them, or the Consequence ‘heals’ as
described in the rules. This represents the spirit
escaping the binding.
The shaman always has the opportunity to engage
in Mental Combat with a spirits escaping a fetish in an
effort to re-bind it, but not necessarily with a human
escaping domination – GM discretion applies in that
case.
Defend: This skill is used to defend against attacks
by denizens of, or travellers in, the Spirit World.
SHAMANIC RITES STUNTS
Crush Their Will: +2 to Attacks in the Spirit World.
Shield of Will: +2 to Defend in the Spirit World.
What happened?: Use Shamanic Rites in place of
Investigate by asking the local spirits what they know.
Friend to [Totem]: Gain the Ride: Animal Ken stunt
in relation to the totemic animal or hero/god’s friend.
Power of [Totem]: gain one use of a relevant Totemic
Aspect as if it was the Shaman’s own. Requires Friend
to [Totem]. Spend a Fate Point to extend to the end of
the current scene.
Sample Totems
Sample Totemic Aspects
Wolf
Run all day
Keen nose
Honour the pack
Eagle
Swift
Sharp-eyed
Lone hunter
Bear
Strong
Implacable
Ponderous of thought and
deed
Dracofelas
Silent hunter
Death dealer
Arrogant lord of the forest
Snake
Poison mouth
Swift strike
Untrustworthy
Crow
Clever
Mystical
Trickster
Owl
Wisdom
Death from above
At home in the dark
Bat
At home in the dark
Fear the light
Agile
Eder
Cold and Unpredictable
The Merciless Deep
Sea Creatures everywhere
Kemlar the Guide
Fore-knowledge
Mysticism
Friend of the Owl
Heneryne
Fertility
Protective
Friend of the Eagle
Crador the Blind
Unpredictable Madness
Spell-binding Storyteller
Friend of the Bat
Skinchanger: Spend a Fate Point to physically (but not
mentally) transform into the totem animal for the rest of
the scene. Requires Power of [Totem]
o
c
a
d
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PSIONICS EXTRA
Permission
To gain access to the Psionics Extra the player
must use one of their aspects to describe the talent.
The GM may decide they have to use the High Concept
(and therefore rule out the psionic mage or priest).
Cost
As well as displacing other stunts the GM can
compel the Psionic Aspect as suggested below once per
session for free. Subsequent compels cost a Fate Point.
Benefits
The Will Stunts available to the Psionic are:
Clairvoyance Stunt
The ability to visualise events currently occurinh at
a remote location. Spend a Fate Point while
concentrating on a location (or person) in the same or
adjacent zone and creating/discovering a situation
aspect based on what they perceive. Extend the range
of by taking additional Mental Stress in line with the
Spell Range costs (see Shek Pvar Extra).
Sample Compel: spontaneously broadcast one of the
psionic’s aspects to the nearest person to the target of
the clairvoyance, with a free invoke.
Disembodiment Stunt
The ability to detach the ethereal spirit from the
body. Spend a Fate Point to gain access to one use of
the Shamanic Rites skill to to enter the Spirit World (see
Shaman Extra). Their spirit leaves their body to enter
the ethereal plane at the start of the next exchange and
use Overcome to gain answers from a spirit.
Sample Compel: spontaneously weaken the boundary
between the material and ethereal planes in the vicinity
of the psionic. A situation aspect is placed on the scene
that reflects this and could include the spontaneous
appearance of a spirit with a grudge against humanity.
Healer Stunt
The ability to enhance the healing of another
creature, not the healer themselves. Spend a Fate Point
while touching the skin of the patient and immediately
reduce the severity of a Consequence by one step (or
remove a Mild Consequence). Even a Crippling
Consequence can be reduced to a Grievous one if the
psionic acts in the same scene as the Consequence was
received and they succeed in a Will roll against a passive
opposition of +8!
Sample Compel: spontaneously subject the psionic to a
situation aspect such as Overwhelmed by Other’s Pain,
with a free invoke.
Hex Stunt
The ability to curse a victim. Spend a Fate Point to
create Hexed on the victim. If the invoker has nail
parings a lock of hair, etc. then add a second free invoke.
Sample Compel: spontaneously target a random
character, or the psionic, instead.
Medium Stunt
The ability to perceive, communicate and, to an
extent, control a spirit. Spend a Fate Point to gain one
use of the Shamanic Rites skill (see Shaman Extra) to
Create an Advantage through the intercession of a spirit.
Sample Compel: spontaneously trigger and weaken the
boundary between the material and ethereal planes in
the vicinity of the psionic. A situation aspect is placed
on the scene that reflects this and could include the
spontaneous appearance of an ethereal creature.
Mental Bolt Stunt
The ability to project a blast of mental energy at
another mind. Spend a Fate Point to create an aspect
such as Blinded by the Pain on a victim they can see in
the same or adjacent zone.
Sample Compel: spontaneously target a random
character or the psionic, instead.
Negation Stunt
The ability to create a shield against peionic,
spiritual or magical effects. Spend a Fate Point to create
an aspect such as Protected by my Mind on the psionic
and any other character in the same zone (with a free
invoke against any magical, spiritual or psionic effect or
creature). The effect is approximately spherical so any
enemies in the zone are also affected.
Sample Compel: spontaneously negate a magical,
spiritual or psionic effect at an inconvenient time.
Prescience Talent
The ability to determine the fate of a group, person
or item. Spend a Fate Point to create a situation aspect
on a person, group or object which implies fore
knowledge, even if it only becomes clear to the psionic
at the point the talent is used.
Sample Compel: spontaneously trigger and allow a
random person in the current scene to gain an insight
into the psionic’s future in the form of a situation aspect
with a free invoke.
Psychometry Talent
The ability to determine information about an
object, its history or a person who owns/owned it.
Spend a Fate Point while holding the object to create a
situation aspect on the scene or the object or its owner,
with two free invokes; or two aspects with a single
invoke on each. The aspect(s) must relate to the objects
past, how it was used, when, by whom, &/or its owner.
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HârnWorld
Sample Compel: spontaneously broadcast one of the
psionic’s aspects (or location if appropriate) to the
nearest inconvenient person who gains a free invoke.
Pyrokinesis Talent
The ability to raise the temperature of a combustible
object to flash point and start a fire. Spend a Fate Point
to create an aspect on the scene like those of a Peleahn
mage, with additional Mental Stress depending on the
area of effect.
Sample Compel: spontaneously trigger the combustion
of something useful at an inconvenient time.
Sensitivity Talent
The ability to scan for magical, spiritual or magical
effects. Spend a Fate Point to detect the location or
nature of a magical/psionic/spiritual residue or effect in
the scene. This takes the form of revealing a situation
aspect on the scene/object with a free invoke.
Sample Compel: spontaneously broadcast the psionic’s
presence to an inconvenient nemesis in the vicinity and
possibly attract them …
Telekinesis Talent
The ability to move objects without touching them.
Spend a Fate Point to move an object the psionic can
see and keep it moving until the end of the exchange.
The effect can be sustained by taking Mental Stress each
subsequent exchange (Use the Spell Duration Difficulty
scale to judge). While it is not possible to accelerate
objects to dangerous speeds and control their direction
it is possible to raise and drop them to create Falling
Object.
Sample Compel: spontaneously cause an object(s) in
the scene to move in unpredictable directions and at
potentially dangerous speeds!
Telepathy Talent
The ability to transmit thoughts or emotions. Spend
a Fate Point to create an appropriate aspect on a target
within sight.
Sample Compel: spontaneously affect a random
person, or the psionic, instead.
FATE IN HARNWORLD
NATURAL HAZARDS
Hazards have two skills:
Danger is how difficult it is for a character to
oppose the effects of the hazard;
Scale represents how widespread the hazard is and
how difficult the it is to avoid its effects.
Hazards come in several varieties but in each case
the hazard description will describe the effect of failure:
Simple Hazards: a single Overcome action against
Scale to avoid or Danger to pass swiftly.
Challenge Hazards: comprise multiple challenges
requiring more than one (and possibly different) skills/
actions to successfully negotiate.
Contest Hazards: The character(s) compete with the
hazard, with three victories required to ‘win’.
Conflict Hazards: the hazard has a stress track and
may have Consequences. It seeks do the characters
harm by Attacking using Danger or Scale, depending on
the description.
Incremental Hazards: Any type of hazard that has to
be confronted at various intervals (every exchange,
hour, watch, day etc.), or due to the character’s actions,
or the adventure’s Plot Stress, or which gets more
challenging.
Hazard Aspects: these operate as situation aspects
special to the hazard and can be invoked to increases
their impact.
Examples
Simple Hazard - Bog: Overcome Scale with Survival to
find a way around it, or Danger with Athletics (to pick a
way across it) or Endurance (to slog through it). Shifts of
failure convert into increments of time delayed.
Simple Hazard - Rockfall: Overcome Danger with
Athletics to avoid it. Shifts of failure convert into
Physical Stress that a Shield can absorb.
Incremental Simple Hazard – Drowning: Overcome
+1 Danger (+1 per exchange in the water) using
Endurance. Shifts of failure convert into Physical Stress.
Incremental Simple Hazard - Falling: A pit trap
would have Scale dependent on the degree of
camouflage that would be Overcome by Notice to avoid.
Scale is +1 per 6’ fallen after the first 6’ (±1 or 2 if the
surface fallen onto is particularly hard/sharp/soft/
yielding). Overcome using Athletics. Shifts of failure
convert into Physical Stress that Armour &/or Shield
can absorb.
Incremental Simple Hazard - Desert: The desert has
high Scale and low Danger to start with, but each watch
the character spends without water increases Danger by
+1. Overcome Danger with Endurance. Shifts of failure
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convert into Physical Stress (or Mental Stress if the GM
accepts hallucinations as a possible Consequence).
Incremental Simple Hazard - Quicksand: Overcome
Scale with Strength to achieve 3 ‘victories’ in order to
escape. Failure to win and the character disappears
below the sand and must Overcome +1 Danger (+1 per
exchange in the sand) using Endurance. Shifts of failure
convert into Physical Consequences. Overcome Scale
with Athletics to reach the surface again. The more you
struggle the worse it gets can be invoked to increase
the challenge of quicksand.
Challenge Hazard – Ice/Dust/Sand storm:
Overcome Scale with Survival to create the advantage
Makeshift shelter but Overcome Danger with
Endurance to avoid Consequences equal to shifts of
failure.
Challenge Hazard – Extensive thorny thicket:
Assuming Survival failed to Overcome Scale to find a
way around it, then Overcome Danger with Athletics
and Strength to hack a way through it. Shifts of failure
convert into increments of time delay.
Incremental Challenge Hazard - Singing sword in
a stone: Overcome Scale +1 per exchange exposed to
the singing, with Will, or be forced to grip the hilt.
Overcome Scale (which continues to increase by +1 per
exchange exposed) with Will to release the hilt one
grasped. Each exchange that the hilt is held causes 1
point of Mental Stress, until Consequences cause the
character to fall unconscious. Overcome Scale with
Strength (to pull the sword from the stone and stop it
singing; teamwork bonuses apply), or with Athletics to
put enough distance between the character and the
sword to avoid its effects.
Contest Hazard - Reefs: Overcome Scale with Scholar
(Pilot) or Craft (Seaman) to avoid the reefs. Shifts of
failure convert into incremental time delays.
Alternatively, Overcome Danger with the same skills to
achieve 3 ‘victories’ to pass through the reefs. Failure
and the Danger must be Overcome using the Strength of
the character’s vessel (perhaps supported by character
skills) to avoid running aground.
Conflict Hazard - Poison: Overcome Danger (which
depends on the poison concerned) with Endurance.
Shifts of failure convert to Physical Stress. This
continues until Endurance achieves 3 ‘victories’, at
which point the poison ceases to have any effect.
Conflict Hazard - Haunted forest: Scale defines the
number of stress boxes the forest has and the forest has
Everyone feels the chill which can be invoked once for
free against each character. After that invokes must be
paid for. Each character must Defend against Danger
using Will with shifts of failure converted into Mental
Stress (as if the forest was using Provoke to instill fear).
In their turn characters may attack Danger with Provoke
(I’ve been in worst places than this) or Deceive (You
don’t frighten me!). They could also create advantages
of morale using Rapport. If their Attacks succeed then
shifts of success convert into Stress applied to the
forest’s stress track.
Conflict Hazard - Disease(Infection): any character
coming into contact with the disease must Overcome +2
or Danger (depending on the disease) with Endurance,
or take Physical Stress equal to the shifts of failure. Any
resulting Consequence becomes Infected with …
Contest Hazard - Disease(Recovery/Impact): A
victim must accumulate 3 Endurance victories over
Danger to shake off the disease. Shifts of failure continue
to inflict Physical Stress (and Consequences based on
the disease).
Challenge Hazard - Disease(Containing Infection):
Overcome Danger with Scholar(Physician). Shifts of
failure convert into zones of spread. Overcome Scale
with Scholar(Physician) to understand the disease and
create a treatment.
TIME INCREMENTS
Exchange: an instant to a few minutes; Scene: a few
mins; 15 mins; half an hour; an hour; Session: an hour; a
Watch; half a day; a day; a few days; or a week;
Scenario: a few days; few weeks; a month; to a season;
Longer Increments of Time: half a year; a year; a few
years; a decade; a lifetime; eternity.
BRUTE FORCE & IGNORANCE [BF&I]
Sometimes obstacles do not yield to subtlety and
require a different approach. Obstacles have one skill,
Strength, which also defines their Stress Track.
Obstacles also have Resistance which can, like Armour,
make them more difficult to damage.
Attack the obstacle’s Strength using Strength
(teamwork bonus applies if other characters can access
the obstacle). Shifts of success convert into Physical
stress on the obstacle modified by the difference
between Weapon Impact and the obstacle’s Resistance.
Shifts of failure convert into Physical Stress damage
to the character, modified by the difference between
obstacle’s Strength and the character’s Armour. The
weapon used to make the Attack can be used to absorb
this Stress by reducing its Impact permanently.
Character’s can use Crafts to create advantages such
as Leverage before making an Attack.
Sample Obstacles
Strength*
Resistance*
Interior wooden door
+0
+1
Exterior wooden door
+2
+1
Iron bound door
+4
+2
Stone wall
+6
+3
Metal bars
+8
+3
*±1 at GM discretion, depending on quality of construction.
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HârnWorld
ENCUMBRANCE
The character sheet shows the number of ‘hands’ of
items that a character can carry on their back, belt and
in their hands. Once these slots are filled each extra
item carried makes any rolls +1 more difficult.
LIFTING AND CARRYING
Overcome +2 per point of SIZE difference from the
character using Strength to lift it, modified by the GM for
particularly dense items. Teamwork bonuses apply, but
shifts of failure convert to Physical Stress which is
distributed between all the characters, starting with the
lead character.
Overcome +2 (+2 more per point of SIZE difference
from the character) using Endurance to carry it for a
watch (modified by the GM for particularly dense items
or if forced marching). Teamwork bonuses apply, but
shifts of failure convert to Physical Stress which is
distributed between all the characters trying, starting
with the lead character.
FEAR
Harn is a routinely dangerous, often cruel, place but
its inhabitants are not immune to what they encounter.
Whenever a PC encounters something TERRIBLE,
HORRIFIC or MONSTROUS for the first time, they
must oppose a Mental Attack on their Will. The
resulting Mental Stress is accumulated, and recovered
from, as normal. The Harnic Bestiary, below, includes
reference to these aspects and other uses can be judged
against these examples:
TERRIBLE(+1): a mound of mutilated corpses; a
Terrible creature; or witness their first human sacrifice.
HORRIFIC(+2): one of the mutilated corpses is
someone they know; the creature has hold of someone
they know, or is HORRIFIC; or they recognise the
sacrificial victim.
MONSTROUS(+3): They wake among the mutilated
corpses, or are the subject of the sacrificial rite. The
creature is MONSTROUS, or defies the laws of nature as
they understand them. This will usually include any
arcane summoning and the servants of any god –
possibly even their own!
EXTRA EFFORT
A character can choose to take a Physical
Consequence when a roll is insufficient to succeed in
some physical task. The value of the Consequence is
added to the roll.
TRANSGRESSION & ATONEMENT
The Transgression Stress Track monitors the
sins of a player character with the Clerical Extra or the
drift towards renegade of a Shek Pvar.
The track comprises 4 x 1 Stress boxes: 1111.
Transgression
If the player spends a Fate Point to avoid a compel
of the aspect they have adopted from those of their god,
or the Shek Pvar code, they take 1 Stress to their
Transgression Stress Track. The GM may choose to
impose more than 1 point in extreme cases and can also
impose a point of Transgression Stress when the player
benefits from the action of another that is antithetical to
their god/code.
Unlike other Stress Tracks, Transgression does not
clear at the end of a scene. After gaining 4 points of
Transgression the next point causes a Consequence.
The player can choose whether it is physical or mental
so long as it makes narrative sense and the GM agrees.
Agrik might impose a Raging Fever, Save K’nor might
apply Forgetful, for instance, while other Shek Pvar
might judge the character Suspicious and then
Dangerous.
Taking the consequence clears the track, which can
then refill until a second Consequence is taken, and so
on until the character is Crippled by the weight of their
transgressions.
The Code of the Shek Pvar
Bring not the scorn of the ordinary folk upon thy
brothers, nor make with thine Art a place for
thyself above them;
Spread not thy Lore, even among thy brothers,
without the sanction of thy peers;
Keep sacred and free from harm thy Chantry;
Succour not a renegade of the Art, but strike him
down with thy power, else summon thy brothers
to thine aid;
Make tithe to thy Chantry a portion of thy arcane
treasure to thy brother’s benefit
Atonement
The Consequences of Transgression cannot be
treated, and do not recover, as other consequences do.
Instead, whenever the character accepts compels
based on their god’s aspect/Pvaric code they
immediately donate the Fate Point they earned to their
god/the fates, to buy off a point of the Consequence.
The change is immediate so the Knorran’s Forgetfulness
(+3) could swiftly recover to Absentminded (+1) in only
a few scenes if compels came quickly enough.
A Crippling Consequence does not recover in this
way; it will have replaced the High Concept that defined
the characters belief/philosophy. The High Concept
Priest of … might become … Heretic, or Defrocked
Priest of …, while the Shek Pvar aspect becomes
Renegade … etc. Only a very significant Milestone
requiring time, effort and pain should recover the
character’s original status.
FATE OF HARN 33
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
THE PEOPLE OF HARN
Nameless NPCs
Nameless NPCs can be: Average (a +1 skill); Fair (+2 & +1 skills); or Good (+3, +2 & +1 skills). The following
examples are a guide to the GM and provide possible foundations for Named NPCs.
The statistic blocks describe:
HIGH CONCEPT
Other Aspect(s)
*All NPCs have a single stress track with 1 & 2 stress boxes. Additional
boxes sre added of they have Endurance. The GM can give any NPCs a
Mild, Serious & Grievious Consequence if desired, but their situation (and
the plot) may mean they are reluctant to resort to them!
Skills (& Stunts)
Weapon(s)
Armour (& Shield)
Stress & Consequences*
Average Nameless NPC: Rank-
and-file order-takers, local
conscripts, appretices and those
new to their work or role:
Fair Nameless NPC: Trained
professionals, journeymen, most
men-at-arms or sharp-tongued
courtiers or talented thieves:
Good Nameless NPC: Tough
opposition when leading groups of
NPCs, or a significant challenge if
appearing in numbers themsleves:
SLAVE/SERF/TOWNSFOLK
Manual Labourer
Skilled Labourer; Well-known
Office Holder; Respected
+1 Endurance
+2 Endurance; +1 Crafts
+3 Crafts (Specialism Stunt); +2
Contacts; +1 Endurance
Unarmed:0; 1-HImprovised:1
Unarmed:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Cloth:0
Cloth:0
Cloth:0
123
123
123
FREE GUILDSMAN/UNGUILDED TRADESMAN
Apprentice/Learning the trade
Journeyman/Knows their
business; Well-known
Master/The best … in town;
Respected
+1 Crafts or Scholar
+2 Crafts OR Scholar(Specialism
Stunt); +1 Contacts
+3 Crafts OR Scholar(Specialism
Stunt); +2 Contacts; +1 Rapport
Unarmed:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
LIA-KAVAIR CONMAN
Apprentice/Learning the game
Journeyman/Knows the game;
Well-known in certain circles
Master/The best … in town;
Dangerous connections
+1 Deceive
+2 Deceive; +1 Rapport
+3 Deceive; +2 Rapport; +1
Contacts
Unarmed:0
Unarmed:0
Dagger:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
LIA-KAVAIR THIEF
Apprentice/Learning the trade
Journeyman/Knows the game;
Well-known in certain circles
Master/The best … in town;
Dangerous connections
+1 Larceny
+2 Larceny; +1 Notice
+3 Larceny; +2 Notice; +1 Contacts
Dagger:1
Dagger:1
Dagger:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
FATE OF HARN 34
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
LIA-KAVAIR THUG
Learning to survive
Handy in a fight; Well-known in
certain circles
The most feared in town;
Dangerous connections
+1 Fight
+2 Fight; +1 Strength(Damage+1)
+3 Fight; +2 Strength(Damage+1);
+1 Contacts
Dagger:1
Dagger:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
PRIEST
Acolyte
Ordained; Well-known
Office Holder; Respected OR
Feared
+1 Ritual
+2 Ritual; +1 Contacts OR church
related skill
+3 Ritual; +2 Contacts or church
related skill; +1 Rapport OR Provoke
Unarmed:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Unarmed:0; 1-H Improvised:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
BRIGAND/OUTLAW
Runaway Peasant
Locally known; Nose for risk
Brigand Leader; Respected OR
Feared
+1 Notice
+2 Notice; +1 Fight
+3 Notice; +2 Fight; +1 Missiles
1-H Improvised:1
Club/Dagger: 1
Bow:1/1; Dagger/Club: 1
Cloth:0
Cloth:0
Leather:1
12
12
12
KNIGHT (Medium Foot/Horse)
Green but keen
Experienced Knight; Warhorse
Veteran Knight; Loyal warhorse
+1 Melee
+2 Melee; +1 Ride
+3 Melee; +2 Ride; +1 Fight
Long Sword:2; Spear:2; Dagger:1
Long Sword:2; Spear:2(3 Mounted
charge); Dagger:1
Long Sword:2; Spear:2(3 Mounted
charge); Dagger:1
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
Chain & Kite Sh:3+1
12
12
12
MAN-AT-ARMS (Light Foot)
Green and nervous
Experienced; Dutiful OR Cynical
Veteran sergeant; Survivor
+1 Missile
+2 Missile; +1 Fight
+3 Missile; +2 Fight; +1 Endurance
Bow:1(1); Dagger:0
Bow:1(1); Dagger:0
Bow:1(1); Dagger:0
Leather:1
Leather:1
Leather:1
12
12
123
MAN-AT-ARMS (Medium Foot)
Green and nervous
Experienced; Dutiful OR Cynical
Veteran sergeant; Survivor
+1 Melee
+2 Melee; +1 Strength (Damage+1)
+3 Melee; +2 Strength (Damage +1);
+1 Endurance
Spear:2; Dagger:1
Spear:2; Dagger:1
Spear:2; Falchion:2 Dagger:1
Ring:2
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
12
12
123
FATE OF HARN 35
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
THARDIC LEGIONARY (Light Foot)
Green but trained
Experienced; Dutiful OR Cynical
Veteran; Survivor
+1 Missiles
+2 Missiles; +1 Melee
+3 Missiles; +2 Melee; +1
Endurance
Bow:1(1); Short Sword:1
Bow: 1(1); Short Sword:1
Bow: 1(1); Short Sword:1
Leather:1 & Buckler:+1 to Defend
Leather:1 & Buckler:+1 to Defend
Leather:1 & Buckler:+1 to Defend
12
12
123
THARDIC LEGIONARY (Medium Foot)
Green but trained
Experienced; Dutiful OR Cynical
Veteran; Survivor
+1 Melee
+2 Melee; +1 Missiles
+3 Melee; +2 Missiles; +1 Strength
(Damage +1)
Spear/Javelin:2(1); Short Sword:1
Spear/Javelin:2(1); Short Sword:1
Spear/Javelin:2(1); Short Sword:1
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
12
12
12
THARDIC LEGIONARY (Medium Horse)
Green but trained
Experienced; Warhorse
Veteran; Loyal warhorse
+1 Melee
+2 Melee; +1 Ride
+3 Melee; +2 Ride; +1 Provoke
Spear:2 (3 Mounted charge); Short
Sword:1
Spear:2 (3 Mounted charge); Short
Sword:1
Spear:2 (3 Mounted charge); Short
Sword:1
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
Ring & Kite Sh:2+1
12
12
12
URBAN MILITIA (Light Foot)
Green and nervous
Protect the town; Dutiful
Once a man-at-arms; Dutiful
+1 Crafts
+2 Crafts; +1 Melee
+3 Melee; +2 Crafts; +1 Contacts
Spear:2; Club:1
Spear:2; Club:1
Spear:2; Dagger:1
Leather:1
Leather:1
Leather & Round Sh:1+2
12
12
12
RURAL MILITIA (Unarmoured Foot)
Green and nervous
Protect the village; Dutiful
Loyal to my Lord; Sacrifice
+1 Crafts
+2 Crafts; +1 Fight
+3 Crafts(Beadle Specialism); +2
Melee; +1 Contacts
1-H or 2-H Improvised:1 OR 2
1-H or 2-H Improvised:1 OR 2
Spear:2
Cloth:0
Cloth & Round Sh:0+2
Leather & Round Sh:1+2
12
12
12
IVINIAN BOAT CREW
Green but keen
Experienced; Fierce Courage
Veteran; Frightening when roused
+1 Melee
+2 Melee; +1 Missile
+3 Melee; +2 Missile; +1Endurance
Spear:2
Spear:2; Handaxe:1(0)
Spear:2; Handaxe:1(0)
Cloth:0
Cloth & Round Sh:0+2
Cloth & Round Sh:0+2
12
12
123
IVINIAN HUSCARL
Green but in search of fame
Experienced; Fierce honour
Veteran; Protect my honour
+1 Melee
+2 Melee; +1 Endurance
+3 Melee; +2 Endurance; +1
Strength (Damage+1)
Spear:2; Hand axe:1(0)
Spear:2; Hand axe:1(0)
Spear:2; Short Swd:1; Hand axe:1(0)
Leather & Round Sh:1+2
Ring & Round Sh:2+2
Ring & Round Sh:2+2
12
12
123
FATE OF HARN 36
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
BARBARIAN WARRIOR (Unarmoured Foot)
Youth
Experienced; Fierce
Veteran; Cunning
+1 Missile
+2 Missile; +1 Melee
+3 Melee; +2 Missile; +1 Endurance
Bow:1(1); Dagger:1
Bow: 1(1); Dagger:1
Bow: 1(1); Dagger:1
Cloth:0
Cloth:0
Cloth:0
12
12
123
BARBARIAN WARRIOR (Light Foot)
Youth
Experienced; Fierce
Veteran; Cunning
+1 Melee
+2 Melee; +1 Endurance
+3 Melee; +2 Endurance; +1
Strength (Damage+1)
Sprear:2
Spear:2; Handaxe:1
Spear:2; Handaxe:1
Leather & Round Sh:1+2
Leather & Round Sh:1+2
Leather & Round Sh:1+2
12
123
123
BARBARIAN SHAMAN/WISE WOMAN
Apprentice shaman
Shaman of the (tribe/totem/god
etc.); Fetish (appropriate +1 Spirit)
Shaman of the (tribe/totem/god
etc.); Fetish (appropriate +1 Spirit)
+1 Scholar(Tribal Lore)
+2 Shamanic Rites; +1
Scholar(Tribal lore)
+3 Shamanic Rites; +2 Scholar
(Tribal lore); +1 Survival
Dagger:1
Dagger:1
Dagger:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
FALSE BARBARIAN SHAMAN/WISE WOMAN
‘Apprentice’
‘Shaman’ of the (tribe/totem/god
etc.); Many prominent ‘Fetishes’
‘Shaman’ of the (tribe/totem/god
etc.); Many prominent ‘Fetishes’
+1 Deceive
+2 Deceive; +1 Rapport(Orator)
+3 Deceive; +2 Rapport (Orator);
+1 Survival
Dagger:1
Dagger:1
Dagger:1
Cloth:0
Cloth:0
Cloth:0
12
12
12
Named NPCs
Named NPCs play a supporting role in scenes and
scenarios. They often have a distinguishing aspect that
sets them apart from the crowd, perhaps because of
their relationship to a PC or NPC, a particular
competence or unique ability, or simply the fact that
they tend to appear in the game a great deal. The ‘faces’
assigned to particular locations are named NPCs, as are
any characters who are named in one of the PCs’
aspects or with whom they have a relationship. While
they may not be central to resolving a scenario, they’re a
significant part of the session, either because they
provide aid, present a problem, or figure in a subplot.
To make a Named NPC, start with an appropriate
Nameless NPCs but give them a unique High Concept
and a Trouble, and 2-3 other aspects. Also add two
stunts, and turn the skill column into a pyramid peaking
at Good(+3). Also add Mild, Serious & Grievous
Consequences.
Significant Named NPCs
These are the most significant characters that a PC
will encounter, with a full character sheet just like a PC.
They can be peers of the PCs with the same skill
distribution and number of stunts as the PCs; improving
as the PCs improve.
Alternatively they can be superior to the PCs who
remain static while the PCs grow to sufficient strength to
oppose them. In this case their skill pyramid peaks at
least two higher than the PCs with more aspects and
more stunts to reflect their superiority.
Friendly NPCs & Missing PCs
The GM can use their pool of scene Fate Points
compel any of their known Aspects (or roll to discofer
them). The Fate Point forms a ‘party pool’ accessible to
any PC.
Similalrly a PC can invoke any of their known
Aspects by paying a Fate Point to the GM.
They support die rolls made by the GM or PC but do
not initiate skill rolls (or take harm) themselves
FATE OF HARN 37
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
MORE ASPECTS AND STUNTS
These suggestions are provided to flesh out Named
or Significant NPCs.
BARBARIAN WARRIOR
Knows his Territory, Superstitious, Brutal (or Noble)
Savage; Berserker Rage
Notice(Keen Hearing): +2 on Notice rolls made to
overcome based on hearing.
Notice(Keen Eyesight): as above for visual perception.
Survival(Tracker): +2 to Survival rolls made to find
and follow tracks in their range.
Almost any other Survival Stunt
BARBARIAN SHAMAN/WISE WOMAN
Terrifying to all, , Superstitious , Gossip, I've got a
lotion for that, Never admit ignorance, Respected in
community, Thinks things through
Any Shamanic Rite Stunt
Rapport(Braggart): Use Rapport instead of Provoke on
first meeting someone to create an advantage based on
intimidating demeanour.
Rapport(Orator): +2 to Rapport when delivering an
inspiring speech in front of the tribe.
Empathy(Eye of Truth): +2 to Empathy rolls to
discern or discover lies.
Deceive(Mind Games): Use Deceive to make mental
attacks provided they have the leverage of knowing an
opponent’s weakness represented by an Aspect.
IVINIAN WARRIOR
Glory in Battle, Loot and Pillage, Brutal,
Superstitious, Loyal to … , Terrifying to all, Berserker
Rage, Superstitious
Melee(Hurled Axe): Melee is used instead of Missiles
to throw the Axe into an adjacent zone. Doing so puts
the Disarmed aspect on the character, but no one gets
to invoke that for free.
Melee(Master of the Axe): Gain a +2 bonus to create
an advantage using the Axe and Melee.
Fight(almost any Stunt)
Endurance(Bellow): Once per scene the character
may use Endurance instead of Provoke to make a
mental attack.
Melee(Two Weapons): When attacking with two
weapons accept -2 to all Melee rolls but, when
successful, inflict 2 extra shifts of damage to the target.
Endurance(Hard as Nails): Once per session spend a
Fate Point to reduce the severity of a serious physical
consequence to mild, or avoid a mild consequence
altogether.
COURTIER/STEWARD
Loyal to Lord, Arrogant, Cultured, Everything money
can buy, Family Honour, Generous, Get out of my
way, Sheltered Upbringing
(Rapport)Orator: +2 to Rapport when delivering an
inspiring speech in front of a crowd. (If there are named
NPCs or PCs in the scene, they may be targeted
simultaneously with one roll rather than dividing up
shifts.)
Rapport(Braggart): Use Rapport instead of Provoke on
first meeting someone to create an advantage based on
intimidating demeanour.
Rapport(Court Crony): Gain a +2 bonus to any
attempt to overcome obstacles using Rapport when they
are at a noble function, such as a royal hunt, tourney or
moot.
KNIGHT
Loyal to Lord, I have a cunning Plan, For Glory!,
Impoverished Noble, Oath to Lord, Knighted in the
Field
Melee(Master of Swords): Gain a +2 bonus to create
an advantage using Melee with a sword.
Melee(Counterstrike): If a character succeeds with
style, using Melee to defend they are allowed to choose
to inflict a 2-shift hit rather than take a boost.
Melee(Critical Hit): Once per scene, when an
opponent is forced to take a consequence, spend a Fate
Point to increase the severity from minor to serious,
serious to grievous or grievous to grievous PLUS a
second consequence; or be taken out.
MAN-AT-ARMS
Loyal to Lord, Cynical, Dutiful, Just Following
Orders, Loves an Honest Fight, Thug, Will Do
Anything for Pay
Missiles(Arrow Storm): Whenever a character uses a
bow and they succeed in a Missiles attack, they
automatically create a Fair (+2) opposition against
movement in that zone until their next turn because of
all the arrows in flight.
Melee(Counterstrike): If a character succeeds with
style, using Melee to defend against Melee, they are
allowed to choose to inflict a 2-shift hit with their
weapon rather than take a boost
MILITIA
Loyal to Locality, Local Concerns, Salt of the Earth, I
have a future! Improvised Weapons, Underfed
Crafts(Better than New!): Succeed with style on an
Craft (overcome) action to repair something and gain a
scene aspect instead of just a boost.
FATE OF HARN 38
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
THARDIC LEGIONARY
Professional, Loyal to Self, Cynical, Dutiful, Just
Following Orders, Loves an Honest Fight
Melee(Master of Spear & Shield): Gain a +2 bonus to
create an advantage using Melee when fighting with a
spear & shield combination.
Melee(Master of Sword & Buckler): Gain a +2 bonus
to create an advantage using Melee when fighting with a
sword and buckler combination.
Ride(Master of the Mounted Charge): Gain a +2
bonus to create an advantage using Ride during a
Mounted Charge.
CRAFTSMAN/TRADESMAN
Greedy, Dedicated to Craft/Trade, Industrious,
Loves Routine, Perfectionist, Respected in Community
Crafts(Better than New!): Succeed with style on an
overcome action to repair something and gain a scene
aspect instead of just a boost.
Crafts(Always Making Useful Things): Make an
overcome roll with Craft to have a tool or artefact, or
jury rig it.
MERCHANT/TRADER
Avaricious, Eye for a Good Deal, Honest,
Unprincipled, Wheeler-dealer, Gotta haggle!
Rapport(Haggle): use Rapport to buy things if Privy
Purse is no more than 2 below difficulty; Privy Purse
may still change.
Contacts(Ear to the Ground): roll Contacts against a
difficulty of 2 where they’ve built a network of contacts
to automatically go first in a social conflict initiated by
someone else.
Empathy(Eye of Truth): +2 to all Empathy rolls to
spot lies, whether they’re directed at the character or
someone else.
MERCENARY/TOWN GUARD
Loyal to Self, Cynical, Just Following Orders, Will
Do Anything for Pay
Fight(Dirty-Fighting): Spend a Fate Point to increase
the harm done by a successful Fight attack so that Stress
points become a Mild Consequence, Mild becomes
serious or serious becomes Grievous related to a very
painful blow to kidneys or gonads, or an eye gouge etc.
Fight(Bar-fighter): Gain +2 to create advantages
involving improvised weapons such as bottles, chairs
etc., and clubs.
LIA-KAVAIR
Career Criminal, Chequered Past, Heart of gold,
Hunted, Instinctive Liar, Thrill Seeker, Loyal,
Avaricious, Can't Resist Temptation, Impoverished,
Ruthless, Nimble Fingers
Deceive(Mind Games): Use Deceive to make mental
attacks against an opponent, provided the character has
some form of leverage or ammunition in the form of an
Aspect representing the opponent’s weakness.
Melee(Hidden Weapon): Whenever hit with a
Disarmed aspect, spend a Fate Point to declare the
presence of a hidden dagger. The Disarmed aspect is
ignored but the opponent gets a boost instead,
representing the distraction of drawing the dagger.
Dirty-Fighting: Spend a Fate Point to add +2 shifts of
damage done by a successful Fight attack due to a very
painful blow to kidneys or gonads, or an eye gouge etc.
Bar-fighter: Gain +2 to create advantages involving
improvised weapons such as bottles, chairs etc., and
clubs.
Almost any other Larceny or Deceive Stunt
PRIEST
Aspect assocaied with their god, Ascetic, Learned,
Loner, Pious, Corrupt
Ritual(Divine Intervention): Spend a Fate Point (or
one from a character with the same faith) and use Ritual
to create an advantage in keeping with one of the god’s
aspects.Any invoke can be passed to another character.
BEGGAR
Con Artist, Desperate, Diseased, Frightening,
Frightened
Danger Sense: At the start of any physical conflict that
would normally be a surprise for the character, they can
make a free Notice roll to create an advantage based on
the fact that they aren’t as surprised as the enemy thinks
you should be.
Contacts(Rumourmonger): +2 to create an advantage
when planting rumours (likely vicious and untrue) about
someone else.
Rapport(Haggle): Provided Privy Purse is no more
than 2 below the difficulty, use Rapport instead of Privy
Purse to buy things, though it may still change.
BRIGAND/OUTLAW
Loyal to Gang, Former Soldier, FreedomFighter,
Impoverished, Ruthless
Athletics(Head for Heights): +2 to create advantages
with Athletics in any activity or chase across rooftops or
a similarly precarious environment.
Fight(Grappler): Spend a Fate Point to allow any
successful Fight attack to create the boost
Incapacitated on opponent and allow a free invoke.
FATE OF HARN 39
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
MUSICIAN/PERFORMER
Hopeless Romantic, Loves to be the centre of
attention, Voice like honey
Deceive(Master of Disguise): Spend a Fate Point to
use a few things to create Disguised with a free invoke.
Empathy(Good Listener): natural practitioner of the
‘talking cure’ who can help others recover from social or
mental consequences. +2 to the Empathy roll.
SCHOLAR
Bookworm, I think it would be better if …, Mad
Genius, Oblivious, Obsessed
Scholar(I’ve Read about That): Spend a Fate Point to
use Scholar in place of any other skill for one roll or
exchange, provided they can justify having read about
the action they are attempting.
Scholar(Shield of Reason): Use Scholar to defend
against Provoke attempts, provided the GM can be
convinced that rational thought and reason could
overcome fear.
Investigate(Attention to Detail): Use Investigate
instead of Empathy to defend against Deceive in
contests due to careful observation of the opponent.
Serf/Slave/Common Townsfolk
Loyal to Locality or Master, Downtrodden,
Confidante, Discontent, Obsequious, Overworked
Empathy(Nose for Trouble): Use Empathy instead of
Notice to determine initiative in a conflict, provided the
character has already had a chance to observe/speak to
those involved in the scene.
Rapport(Haggle): Provided Privy Purse is no more
than 2 below the difficulty, use Rapport instead of Privy
Purse to buy things; Privy Purse may still change.
Rapport(Braggart): Use Rapport instead of Provoke on
first meeting someone to create an advantage based on
intimidating demeanour
HUNTER/FORESTER
Loner, One with Nature, The Thrill of the Chase,
Uncomfortable in Towns
Survival(Tracker): +2 to Survival rolls to find and
follow tracks in natural environs.
Survival(Lodestone): never gets lost, whatever the
weather or surroundings. They always know which way
is north and the general direction of landmarks. In truly
alien surroundings they can make a Survival roll vs. 3 to
know where they are in relation to known landmarks.
Survival(Herb Lore): use Survival instead of Scholar to
find a particularly useful plants or herbs in natural
environs. Add +2 to the healing rolls using plants/herbs
to treat wounds/sickness.
HARNIC BESTIARY
These interpretations of the creatures of Harn World
use the following Statistic Block:
NAME (HIGH CONCEPT & Nos. appearing)
Number appearing is only a guide to GMs and should be
interpreted based on the narrative. It can be invoked or
compelled to reflect the behaviour of a creature when
other aspects don’t apply.
Trouble Aspect
A characteristic of the creature, or its behaviour, that
may get it into difficulties (and perhaps advantage PCs).
Behaviour Aspect
An aspect of the creature’s behaviour or way of life.
Threat Reaction Aspect
A typical reaction to a threat from PCs (or other
creatures) along with any qualifying factors such as time
of year or presence of young etc.
Other Aspect(s)
These usually describe a natural ability of the creature if
it is general enough to constitute an aspect.
SIZE
This is not an aspect but is used in combat encounters
as described under Fight, Melee and Missile where the
creature is more or less than ‘Man-sized’:
Descriptor
SIZE
Tiny - Thumb-sized
+0
Very small - Fist-sized
+1
Small - Dog-sized
+2
Man-sized
+3
Big - Horse-sized
+4
Huge - Elephant/Room-sized
+5
Enormous - House-sized
+6
Gigantic - Small Temple-sized
+7
Vast - Keep-sized
+8
Village-sized
+9
Town-sized
+10
City-sized
+11
FEAR!
Aggressive ‘natural’ beasts often have a Fear rating of
+1, which increases for the larger &/or more ‘mythical’.
Skill Column and (Stunts)
Most peak at +4 with Stunts used to define specific
modes of attack or other natural abilities.
Attack Impact:
Armour Protection:
These are used as described in Fight, Melee and Missile.
Stress and Consequences
The Stress Track usually peaks at SIZE supplemented by
Endurance &/or Will. They all have Mild, Serious and
Grievous Conseqeunces, though narrative or context
may make them reluctant to use them.
FATE OF HARN 40
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HârnWorld
BEASTS
AQUATIC – DARANOG (1)
Stays close to Water; Swift strike from the water’s
edge; Retreat to fight another day.
HUGE(+5) & TERRIBLE(+1)!
+4 Fight (Serpentine Crush: Can spend a Fate Point
to allow any successful Fight attack to create the boost
Incapacitated on an opponent with a free invoke.); +3
Stealth; +2 Notice; +1 Athletics (Swimmer: Move
two zones through water and attack, unless there is a
movement restriction).
Bite: 5/1 (due to long neck); Constrict: 6/0 (if target is
Incapacitated) Glistening Green-Blue Scales: 3
12345
Mild1 Mild1 Serious2 Grievous3
AQUATIC – WRECAN (1)
Ships look like other Wrecan; Territorial predator;
Hates other Wrecan; Can’t let go!
GIGANTIC(+7) & HORRIFIC(+2)!
+4 Fight (Jaws of the Wrecan): Spend a Fate Point
after a successful Fight attack to create the advantage In
its Jaws on any vessel/creature up to its own size. On
smaller creatures/objects, this becomes Swallowed!
Successive successes generate Firmer Grip, and then
Sinking, as it drags the ship down. The Endurance of
Swallowed! characters is subject to automatice Attacks
each exchange (Armour applied only for the first
exchange). They may also face the risk of suffocation.
Swallowed! Characters must Overcome +2 to Attack
the Wrecan which then defends using Endurance but
with no armour protection; +3 Endurance; +2 Notice;
+1 Athletics (Swimmer: Move two zones through
water and attack, unless there is a movement
restriction).
Bite:6
Brown Wrinkly Hide:3
1234567
Mild1 Mild1 Serious2 Serious2 Grievous3
BEARS – BLACK BEAR (1)
Curious; Mildly Territorial Omnivore; Retreat unless
young are threatened; Powerful Claws
MAN-SIZED(+3)
+4 Notice (Keen Sense of Smell: +2 on Notice rolls
made to overcome using good sense of smell.); +3
Athletics (Climber: +2 to Athletics when climbing
trees); +2 Survival; +1 Fight
Claws: 1
Pelt: 1
123 Mild1 Serious2 Grievous3
BEARS – BROWN ‘GRIZZLED’ BEAR (1)
Territorial in Spring; Intimidate if threatened or
attack in defence of young; Ripping Claws
BIG(+4) & HORRIFIC(+2)
+4 Fight (Roar: Use Fight to make Mental Attack
against Will on anyone in the same Zone, once per
scene) & (Grappler: spend a Fate Point to allow any
successful Fight attack to create the boost
Incapacitated on an opponent) & (Bear Hug: +2 shifts
of damage on an Incapacitated opponent) & (Teeth &
Claws: Either +1 to attack a single target with teeth
AND claws, OR attack 2 targets at -1 each); +3
Endurance; +2 Athletics; +1 Notice.
Bite & Claws: 2
Thick Hide & Pelt: 2
1234 Mild1 Serious2 Grievous3
BEARS – SNOW BEAR (1)
Feels the heat; Fearless Hunter; White on White.
BIG(+4) & TERRIBLE(+1)!
+4 Fight; +3 Endurance; +2 Stealth; +1 Athletics
(Swimmer: Move two zones thorugh water and attack
in the same action if there are no restrictions to
movement.)
Bite & Claws: 2
Thick Hide & Pelt: 2
1234 Mild1 Serious2 Grievous3
CAT – COUGAR (1)
Nervous; Stalks its prey; Retreats; Grace & Power.
SMALL(+2)
+4 Notice; +3 Stealth (Ambush: Use Stealth to Attack
if target is unaware); +2 Athletics (Death from above:
+2 to Overcome or Create Advantage when above the
opponent); +1 Fight.
Bite:1
Hide:1
12 Mild1 Serious2 Grievous3
CAT – DRACOFELAS (1)
Arrogant ‘Lord of the Forest‘; Nocturnal Hunter by
Stealth; Frightened of nothing; Sabre-toothed.
BIG(+4)
+4 Fight; +3 Stealth (Cats Grace: Use Stealth to
climb and move among the trees) AND (Ambush: Use
Stealth to Attack if target is unaware); +2 Notice; +1
Endurance.
Sabre toothed bite: 2
Thick Fur: 1
1234 Mild1 Serious2 Grievous3
FATE OF HARN 41
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
CATTLE - AUROCHS (1d6+1)
The Herd comes first; Aggressive grazer; Enormous
horns; Potent sinews.
HUGE(+5)
+4 Fight (Charge: Overcome +2 to move 1 zone and
Attack as one action and, if Succeed with Style then +2
Damage due to trampling); +3 Endurance (Too
stubborn to die: Once per scene spend a Fate Point to
ignore the damage from any single attack); +2 Provoke
(Bellow: Use Provoke against every creature in the
zone, plus 1 zone per Fate Point expended); +1 Notice
(Herd instinct: +1 to Notice for each adult present)
Hooves and Horns:5
Hide:2
12345
Mild1 Mild1 Serious2 Grievous3
CATTLE - WISENT (1d6+6)
The Herd comes first; Avoid confrontations; Heavily
muscled grazer
BIG(+4)
+4 Endurance (Hard to kill: Use Endurance to defend
against physical attacks though the beast takes +1 extra
damage on a tie); +3 Fight (Charge: Overcome +2 to
move 1 zone and Attack as one action and, if Succeed
with Style then +2 Damage due to trampling); +2
Athletics; +1 Notice (Herd instinct: +1 to Notice for
each adult present).
Hooves and Horns:4
Hide:2
1234 Mild1 Serious2 Grievous3
CHIMERA - HIRENU (1)
Stupid & lightly boned; Territorial scavenger;
Intimidate if threatened
BIG(+4) & TERRIBLE(+1)!
+4 Notice; +3 Athletics (Leap onto a target:
Succeed with style to leap 20’ into the air before
swooping hooves first onto the target to do +2 shifts of
Damage) AND (Fly: Move 2 zones and attack as a single
action so long as there is no restriction); +2 Fight
(Multiple Attacks: Either +1 to attack a single target
with Beak AND Talons, OR attack 2 targets at -1 each);
+1 Provoke
Talons:3 & Beak:2
Hide:2
1234 Mild1 Serious2 Grievous3
CHIMERA – GRIFFON (1 MALE)
Arrogant Master of the high peaks; Cunning hunter;
Intimidate rather than fight.
BIG(+4) & TERRIBLE(+1)!
+4 Athletics (Glide attack: Use Athletics to move up
to 2 zones per 20’ of starting height and attack as a
single action) AND Agile climber: +2 to climb);
+3 Endurance; +2 Provoke (Roar!: Intimidate
Attack on all creatures within 1 zone); +1 Fight
(Multiple Attacks: Either +1 to attack a single target
with Beak and Talons, OR attack 2 targets at -1 each)
Talons:2 & Beak:1
Hide:2
1234 Mild1 Serious2 Grievous3
CHIMERA – GRIFFON (1d6+3 FEMALES)
The pride comes first; Cunning pack hunter; Drive the
prey.
BIG(+4) & TERRIBLE(+1)!
+4 Notice; +3 Stealth; +2 Athletics (Glide attack:
Use Athletics to move up to 2 zones per 20’ of starting
height and attack as a single action) AND (Agile
climber: +2 to climb); +2 Fight (Multiple Attacks:
Either +1 to attack a single target with Beak and Talons,
OR attack 2 targets at -1 each)
Talons:2 & Beak:1
Hide:2
1234 Mild1 Serious2 Grievous3
DEER – RED DEER (1d3+1 x 1d6)
The Herd comes first; Placid grazer; Flee unless
provoked.
BIG(+4)
+4 Notice; +3 Athletics (Charge: Overcome +2 to
move 1 zone and Attack as one action and, if Succeed
with Style then +2 Damage due to trampling); +2
Endurance; +1 Fight.
Gore:1
Hide:1
1234 Mild1 Serious2 Grievous3
DEER – PERAN MOOSE (1d3)
Fearless; Territorial forest grazer; Challenge the
interloper
HUGE(+5)
+4 Strength; +3 Endurance (Hard to kill: Use
Endurance to defend against physical attacks though the
beast takes +1 extra damage on a tie); +2 Fight; +1
Athletics (Charge: Overcome +2 to move 1 zone and
Attack as one action and, if Succeed with Style then +2
Damage due to trampling)
Gore:2 (+2 shifts of Damage)
Hide:2
12345
Mild1 Mild1 Serious2 Grievous3
FATE OF HARN 42
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HârnWorld
DOG – ATTACK/GUARD DOG (varies)
Domesticated; Courageous friend to man; Bite before
bark.
SMALL(+2)
+4 Fight; +3 Athletics (Swift: Move two zones and
attack as a single action if no restriction to movement);
+2 Notice; +1 Stealth
Bite:1
Hide:1
12 Mild1 Serious2 Grievous3
DOG – BLOODHOUND (varies)
Domesticated; Tenacious friend to man; Bark before
bite.
SMALL(+2)
+4 Survival (Tracker: +2 to Survival rolls made to find
and follow tracks in a natural environments); +3 Notice
(Keen Sense of Smell: +2 to Notice using smell); +2
Athletics; +1 Stealth
Bite:1
Hide:1
12 Mild1 Serious2 Grievous3
DRAGON – DRAGONET (1)
Prized as a familiar; Bat-winged serpent; Fight
another day; Psychic link
SMALL(+2)
+3 Athletics (Diving Attack: Move up to 2 zones,
Attack, and continue on for another zone) AND (Flyer:
Move two zones instead of one, provided there are no
aspects restricting movement); +2 Fight; +1 Notice
(Psychic Link: Spend a Fate Point to detect any
ethereal in the scene and communicate to a chosen
human)
Bite:1
Iridescent scales:1
12 Mild1 Serious2 Grievous3
DRAGON – BASILISK (1)
Prized by scholars; Solitary cave dweller; Very
aggressive
BIG(+4) & TERRIBLE(+1)!
+4 Will (Gaze: +2 against target’s Will to create Frozen
so long as the target is in the same zone. The effect can
be sustained at the end of that, and subsequent,
exchanges by spending a Fate Point); +3 Stealth; +2
Fight (Venom: spend a Fate Point following any
successful Fight attack to force the victim to take a
Consequence, Creeping Paralysis, instead of Stress.
This requires an Endurance Overcome to reduce to the
value of the Consequence until it’s gone); +1 Notice
Bite:2
Dull brown and black scales:3
1234 Mild1 Serious2 Grievous3
DRAGON – LINDWORM (1)
Stay close to Water; Territorial serpent; Very
aggressive
BIG(+4) & TERRIBLE(+1)!
+4 Notice; +3 Stealth (Prismatic Scales: Use Stealth
instead of Athletics to defend against physical attacks);
+2 Fight (Grappler: spend a Fate Point to allow any
successful Fight attack to create the boost
Incapacitated on an opponent as its tail coils around
them) AND ( Venom: spend a Fate Point following any
successful Fight attack to force the victim to take a
Consequence, Creeping Paralysis, insteaed of Stress.
This requires an Endurance Overcome to reduce the
value of the Consequence until it’s gone); +1 Athletics
(Swimmer: Move two zones for free in a conflict
without rolling, instead of one, provided there are no
aspects restricting movement.)
Claws & Bite: 3
Glistening scales: 3
1234 Mild1 Serious2 Grievous3
DRAGON – DRAKE (1)
Craven; Territorial stalker; Spit!
BIG(+4) & TERRIBLE(+1)!
+4 Athletics (Climber and Jumper: +2 when using
Athletics to climb or jump); +3 Fight (Acid Spray: once
per session can ignore victim’s armour following a
successful Fight attack or spend a Fate Point to attack a
weapon or armour with an Overcome against the quality
of their crafting to make them permanently Weakened);
+2 Endurance; +1 Stealth (Ambush: Spend a Fate
Point to take the first action irrespective of normal turn
order).
Claws & Bite: 3
Glistening scales: 3
1234 Mild1 Serious2 Grievous3
DRAGON – WYVERN (1)
Light boned; Soaring Terrtorial Hunter; Craven
BIG(+4) & TERRIBLE(+1)!
+4 Athletics (Flyer: Move two zones instead of one
provided there are no restrictive aspects) AND (Diving
Attack: Use Athletics to move up to 2 zones, attack,
and continue into another zone); +3 Notice (Sharp
eyed: +2 to Overcome using sight); +2 Fight ( Venom:
spend a Fate Point following any successful Fight attack
to force the victim to take a Consequence, Creeping
Paralysis, insteaed of Stress. This requires an
Endurance Overcome to reduce the value of the
Consequence until it’s gone ) +1 Survival
Claws & Bite: 3
Glistening scales: 3
1234 Mild1 Serious2 Grievous3
FATE OF HARN 43
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
GIANT – HRU (5d6)
Stone in the sun; Sociable thinker; Fight
ENORMOUS(+6) & TERRIBLE (+1)
+4 Notice (Foul Breath: Use Endurance to create
Retching on any opponent(s) in the same zone due to its
foul breath.); +3 Fight (Haymaker: Success with Style
in a Fight attack places Dazed on the target with a free
invoke) AND (Great Blow: Success in a Fight attack
automatically inflicts 2 extra shifts of physical damage);
+2 Scholar (Lore of the Mountains: gains a +2 to all
Scholar rolls relating to the Mountains); +1 Athletics
Fist:5
Stone!:6
123456
Mild1 Mild1 Serious2 Serious2 Grievous3
GRAVE-WIGHT – MALE (1d6)
Not Very Bright Follower of its Female; Long Limbed
Night Stalker; Attack!
MAN-SIZED(+3) & HORRIFIC(+2)!
+4 Athletics & +3 Fight (Rot: If an Attack causes a
physical Consequence it is Grave Rot which must be
treated successfully or it gets worse!) AND (Teeth &
Claws: Either +1 to attack a single target with teeth
AND talons, OR attack 2 targets at -1 each); +3 Stealth;
+2 Strength (+1 Damage); +1 Endurance.
Talons:3/1 & Bite:2/0
Thick Hide & Pelt: 2
123 Mild1 Serious2 Grievous3
GRAVE-WIGHT – FEMALE (1/male group)
Fat and Slow; Night Stalker; Cunning Deceiver
MAN-SIZED(+3) & HORRIFIC(+2)!
+4 Will (Influence: Passive Overcome vs. target Will
within 2 Zones to secretly create the advantage
Confused. Actively Overcome vs. target Will within 2
Zones to secretly create the advantage Panic. Either
advantage can only be invoked by the female and are
typically used to drive them from the Wights’ lair or
draw them deeper into danger); +3 Endurance; +2
Stealth; +1 Fight (Rot: If an Attack causes a physical
Consequence it is Grave Rot which must be treated
successfully or it gets worse!)
Talons:2/0 & Bite:2/0
Thick Hide & Pelt: 2
123 Mild1 Serious2 Grievous3
GULMORVRIN (varies)
Slow; Suscpetible to Light and Fire; Obedient to
Master
HORRIFIC(+2)!
+4 Fight (Touched by Bukrai: If any Physical Stress is
inflicted add a point of Mental Stress); +3 Endurance
+2 Strength; +1 Will (Hard boiled: Once per session
choose a mild or serious Consequence that can’t be
compelled/invoked against it for the duration of the
scene. At the end of the scene the Consequence
increases one level).
Bludgeoning Fists:1 (+1 Damage) Leathery skin:1
1234 Mild1 Serious2 Grievous3
SNAKE – HARNIC ADDER (1d3)
Craven; Silent in the undergrowth; Dangerous when
surprised!
VERY SMALL(+1)
+4 Notice; +3 Stealth; +2 Athetics; +1 Fight
(Poison: Victim Overcomes +2 with Endurance or
suffers 1 physical stress per exchange until treated)
Bite:1
Skin:0
0
TAWEDOG (1)
Shy, elusive and enigmatic ‘Old Ones of the Forest’;
Camouflage; Berserk blood lust
BIG(+4) & TERRIBLE(+1)!
+4 Notice; +3 Provoke (Presence: Use Provoke to
defend against Melee/Fight attacks, but only until
receiving stress in a conflict, which demonstrates
vulnerability); +2 Athletics (Move through the
canopy: +2 to Overcome obstacles among the forest
canopy); +1 Survival (Ghost in the woods: +2 to
create advantages when tracking or being tracked).
Clawed hand:3 or Tree bough:2
Hide:1
1234 Mild1 Serious2 Grievous3
WILD BOAR (1)
Tenacious(or Stupid!); Ferociously Territorial;
Cunning
MAN-SIZED(+3)
+4 Fight; +3 Endurance; +2 Athletics (Charge:
Move two zones instead of one into contact, provided
there are no restrictive aspects); +1 Notice
Tusks:2
Thick Hide:1
123 Mild1 Serious2 Grievous3
FATE OF HARN 44
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HârnWorld
WOLF – BLACK WOLF (2d6)
Depends on the pack; Intensely Territorial; Cunning
Hunter
SMALL(+2)
+4 Notice; +3 Survival; +2 Fight (Pack Hunter: +2
to create an advantage using Fight when there are 3+
wolves in the scene); +1 Stealth
Bite: 1
Thick Fur: 1
123 Mild1 Serious2 Grievous3
WOLF – DIRE WOLF (1d3)
Reckless; Intensely Territorial; Cunning Hunter
BIG(+4)
+4 Notice; +3 Endurance; +2 Fight (Pack Hunter:
+2 to create an advantage using Fight when there are
3+ wolves in the scene) AND (Teeth & Claws: Either
+1 to attack a single target with teeth AND claws, OR
attack 2 targets at -1 each); +1 Stealth
Teeth:2 & Claws:1
Thick Fur: 1
1234 Mild1 Serious2 Grievous3
YELGRI (2d6)
Light Boned; Skittish Hunter; Aggressive
MAN-SIZED(+3) & TERRIBLE(+1)!
+4 Athletics (Fly: Move 2 zones instead of one
provided there are no restrictive aspects); +3 Notice;
+2 Fight (Diving Attack: Can dive three zones and
Attack with Talons as one action provided there are no
restrictive aspects); +1 Melee
Primitive Spear/Javelin:1/1 & Talons:1 Hide:2
123 Mild1 Serious2 Grievous3
GARGUN
GARGU –ARAK (2d6) – Small Orc
Easily bullied; Nocturnal Predator; Avoids other
Gargun;
SMALL(+2)
+4 Stealth; +3 Missiles; +2 Fight; +1 Survival (Herb
Lore: use Survival instead of Scholar to find plants
giving +2 to treat physical Consequences)
Mankar:1 & Bow:1/1 Hide:1 & Buckler(+1 Defend)
12 Mild1 Serious2 Grievous3
GARGU –HYEKA (2d6) – Brown Orc
Confident miner; Nocturnal Predator; Metal Crafter
MAN-SIZED(+3)
+4 Melee; +3 Notice; +2 Stealth; +1 Craft (Miner:
+2 to Craft rolls relating to mines and mining)
Mankar:1 & Javelin:2/1 Hide & Round Sh:1+1
123 Mild1 Serious2 Grievous3
GARGU –KYANI (1d6) – White Orc
Loyal to Tribe; Thoughtful Nocturnal Predator;
Honours Courage
SMALL(+2)
+4 Melee; +3 Notice (Danger Sense: a free Notice roll
to Create an Advantage as they are not as surprised as
the enemy expects); +2 Scholar (Wolf Ken: Use
Scholar instead of Rapport/Provoke/Empathy to
‘communicate’ basic ideas and simple directions to
dogs/wolves); +1 Endurance
Mankar:1 & Javelin:2/1 Leather & Round Sh:1+1
1234 Mild1 Serious2 Grievous3
GARGU –VIASAL (1d6) – Red Orc
Aggressive; Superstitious Nocturnal Cannibal
Predator; Hate Khanu
MAN-SIZED(+3)
+4 Melee; +3 Stealth; +2 Athletics; +1 Notice
(Danger Sense: a free Notice roll to create an
advantage due to the fact that they’re not surprised by
enemy at the start of any ambush.)
Mang:2 & Spear:2
Ring & Round Sh:2+1
123 Mild1 Serious2 Grievous3
GARGU –KHANU (1d6) – Black Orc
Fearless; Murderous Nocturnal Predator; Battle Rage
MAN-SIZED(+3)
+4 Melee; +3 Endurance; +2 Notice (Danger Sense:
a free Notice roll to create an advantage due to the fact
that they’re not surprised by enemy at the start of any
ambush); +1 Stealth
Mang:2 (+1 Damage)
Ring & Round Sh:2+1
1234 Mild1 Serious2 Grievous3
FATE OF HARN 45
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
ELEMENTALS
Elementals can be summoned from the elemental
dimensions that exist beyond the Spirit World. They
vary in size from the Very Small (Size +1) to rare
Elemental Lords (Enormous: Size +6).
INTELLIGENCE
Elementals up to Size +3 are no more intelligent
than dogs or well-trained horses, but the larger they get
the more intelligent they become. These Elementals
often have complex, individual personalities, and quirks.
VULNERABILITIES
Elementals are normally only vulnerable to attacks
using their own element, the element to which they are
diametrically opposed, or magic from a similar source.
They also suffer if they are separated from their
natural element. They -1 to all rolls per zone away from
a source of their element (or in the case of fire
elementals, fuel to feed on). This has most effect on
water and mineral elementals, and least on air
elementals. Fire elementals have to Overcome their
own Rank to remain active in the same zone for more
than 2 exchanges, as they use up fuel depending on their
own size; this is why they most often attack using their
fireball stunt as it allows them to pass through the
target’s zone and refuel in an adjacent one.
AIR ELEMENTALS
Invulnerable to any physcal attacks other than those
based on its own or the diametric element/essence:
Earth or Fyvrian Magic.
Common Stunt: Charge! Spend a Fate Point (own or
Conjuror‘s) to Move up to 2 Zones into contact, attack
with a Buffet, and retreat 1 Zone, all as a single action.
VERY SMALL(+1)
Playful and dangerous living wind
+1 Athletics
Buffet:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Playful and dangerous living wind
+2 Athletics, +1 Strength
Buffet:2 [+1Dam]
12 Mild1 Serious2 Grievous3
MAN-SIZED(+3)
Playful and dangerous living wind
+3 Athletics, +2 Strength, +1 Fight
Buffet:3 [+1Dam]
123 Mild1 Serious2 Grievous3
BIG(+4)
Playful and dangerous living wind
Confined spaces are restrictive
+4 Athletics, +3 Strength, +2 Fight, +1 Deceive
Buffet:4 [+2Dam]
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Playful and dangerous living wind
Confined spaces are restrictive
Sound is Just Moving Air
+5 Athletics, +4 Strength, +3 Fight, +2 Deceive,
+1 Provoke
Buffet:5 [+2Dam]
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Playful and dangerous living wind
Confined spaces are restrictive
Sound is Just Moving Air
A Storm Incarnate
+6 Athletics, +5 Strength, +4 Fight, +3 Deceive,
+2 Provoke, +1 Will
Buffet:6 [+3Dam]
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FATE OF HARN 46
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HârnWorld
EARTH ELEMENTALS
Invulnerable to any physcal attacks other than those
based its own or the diametric element/essence: Air or
Lyahvian Magic.
Common Stunt: Restrain! Spend a Fate Point (own or
Conjuror‘s) to gain +2 active opposition to any
movement through the zone it occupies.
VERY SMALL(+1)
Deliberate and Dangerous Living Earth
+1 Strength
Batter and Bury:1[+1Dam]
1 Mild1 Serious2 Grievous3
SMALL(+2)
Deliberate and Dangerous Living Earth
+2 Strength, +1 Fight
Batter and Bury:2[+1Dam]
12 Mild1 Serious2 Grievous3
LARGE(+3)
Deliberate and Dangerous Living Earth
+3 Strength, +2 Fight, +1 Athletics
Batter and Bury:3[+2Dam]
123 Mild1 Serious2 Grievous3
BIG(+4)
Deliberate and Dangerous Living Earth
Stone is not Earth!
+4 Strength, +3 Fight, +2 Athletics, +1 Will
Batter and Bury:4[+2Dam]
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Deliberate and Dangerous Living Earth
Stone is not Earth!
Earth is my Water
+5 Strength, +4 Fight, +3 Athletics, +2 Will, +1
Empathy
Batter and Bury:5[+3Dam]
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Deliberate and Dangerous Living Earth
Stone is not Earth!
Earth is my Water
Plant Nurturer
+6 Strength, +5 Fight, +4 Athletics, +3 Will, +2
Empathy, +1 Deceive
Batter and Bury:6[+3Dam] 123456
Mild1 Mild1 Serious2 Grievous3
FIRE ELEMENTALS
Invulnerable to any physcal attacks other than those
based on its own or the diametric element/essence:
Water or Odivishan Magic.
Common Stunt: Fireball! Spend a Fate Point (own or
Conjuror‘s) to Move up to 2 Zones into contact and
Burn as a single action.
VERY SMALL(+1)
Swift and Aggressive Essence of Flame
+1 Fight
Burn:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Swift and Aggressive Essence of Flame
+2 Fight, +1 Athletics
Burn:2
12 Mild1 Serious2 Grievous3
LARGE(+3)
Swift and Aggressive Essence of Flame
+3 Fight, +2 Athletics, +1 Endurance
Burn:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Swift and Aggressive Essence of Flame
Hot Tempered Destroyer
+4 Fight, +3 Athletics, +2 Endurance, +1 Provoke
Burn:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Swift and Aggressive Essence of Flame
Hot Tempered Destroyer
Fuel my Flame
+5 Fight, +4 Athletics, +3 Endurance, +2 Provoke,
+1 Deceive
Burn:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Swift and Aggressive Essence of Flame
Hot Tempered Destroyer
Fuel my Flame
Beautiful when Tranquil
+6 Fight, +5 Athletics, +4 Endurance, +3 Provoke,
+2 Deceive, +1 Will
Burn:6
123456
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FATE OF HARN 47
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© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
ICE ELEMENTALS
Invulnerable to any physcal attacks other than those
based on its own or the the diametric element/essence:
Fire or Peleahn Magic
Common Stunt: Ice Storm! Spend a Fate Point (own
or Conjuror‘s) to cause +1 shift of damage when making
a successful Fight attack.#
VERY SMALL(+1)
Pitiless Essence of Cold
+1 Fight
Freeze:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Pitiless Essence of Cold
+2 Fight, +1 Endurance
Freeze:2
123 Mild1 Serious2 Grievous3
MAN-SIZED(+3)
Pitiless Essence of Cold
+3 Fight, +2 Endurance, +1 Athletics
Freeze:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Pitiless Essence of Cold
Cold and Dark!
+4 Fight, +3 Endurance, +2 Athletics, +1 Provoke
Freeze:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Pitiless Essence of Cold
Cold and Dark!
Sensual Flow
+5 Fight, +4 Endurance, +3 Athletics, +2 Provoke,
+1 Will
Freeze:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Pitiless Essence of Cold
Cold and Dark!
Sensual Flow
Tidal Wave!
+6 Fight, +5 Endurance, +4 Athletics, +3 Provoke,
+2 Will, +1 Strength
Freeze:6
123456
Mild1 Mild1 Serious2 Grievous3
LIGHT ELEMENTALS
Invulnerable to any physcal attacks other than those
based on its own or the diametric element/essence:
Earth or Fyvrian Magic.
Common Stunt: Prismatic Flicker Spend a Fate Point
(own or Conjuror‘s) to use Deceive instead of Athletics
to defend against physical attacks.
VERY SMALL(+1)
Playful and dangerous living light
+1 Deceive
Dazzle:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Playful and dangerous living light
+2 Deceive, +1 Athletics
Dazzle:2
12 Mild1 Serious2 Grievous3
MAN-SIZED(+3)
Playful and dangerous living light
+3 Deceive, +2 Athletics, +1 Fight
Dazzle:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Playful and dangerous living light
Line of Sight
+4 Deceive, +3 Athletics, +2 Fight, +1 Provoke
Dazzle:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Playful and dangerous living light
Line of Sight
Coat of Many Colours
+5 Deceive, +4 Athletics, +3 Fight, +2 Provoke, +1
Will
Dazzle:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Playful and dangerous living light
Line of Sight
Coat of Many Colours
Awesome Presence
+6 Deceive, +5 Athletics, +4 Fight, +3 Provoke, +2
Will, +1 Empathy
Dazzle:6
123456
Mild1 Mild1 Serious2 Grievous3
FATE OF HARN 48
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
METAL ELEMENTALS
Invulnerable to any physcal attacks other than those
based on the its own or diametric element/essence:
Spirit or Savoryan Magic. Some consider these refined
members of one of the Stone tribes as it has some
similarities to those cruder crreatures.
Common Stunt: Dismantle! Spend a Fate Point (own
or Conjuror‘s) to gain +2 to Create an Advantage due to
taking some constrcuted item apart.
VERY SMALL(+1)
Sharp Edged Artificer
+1 Craft
Stab:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Sharp Edged Artificer
+2 Craft, +1 Endurance
Stab:2
123 Mild1 Serious2 Grievous3
LARGE(+3)
Sharp Edged Artificer
+3 Craft, +2 Endurance, +1 Deceive
Stab:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Sharp Edged Artificer
Fragile Fault Lines Under Pressure
+4 Craft, +3 Endurance, +2 Deceive, +1 Strength
Stab:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Sharp Edged Artificer
Fragile Fault Lines Under Pressure
Ingenuity is Fascinating
+5 Craft, +4 Endurance, +3 Deceive, +2 Strength,
+1 Will
Stab:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Sharp Edged Artificer
Fragile Fault Lines Under Pressure
Ingenuity is Fascinating
Metals can Flow
+6 Craft, +5 Endurance, +4 Deceive, +3 Strength,
+2 Will, +1 Scholar
Stab:6
123456
Mild1 Mild1 Serious2 Grievous3
SHADOW ELEMENTALS
Invulnerable to any physical attacks other than those
based on its own or the the diametric element/essence:
Fire or Peleahn Magic. Shadow Elementals cannot
cause physical stress, but attack with Provoke to
Frighten. Shadow Elementals are sometimes mistaken
for the feared Shadow of Bukrai ...
Common Stunt: Shivers! Spend a Fate Point (own or
Conjuror‘s) to gain +1 to shifts of mental strss when
attacking using Provoke.
VERY SMALL(+1)
Insidious Pool of Shadow
+1 Stealth
Frighten:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Insidious Pool of Shadow
+2 Stealth, +1 Provoke
Frighten:2
12 Mild1 Serious2 Grievous3
LARGE(+3)
Insidious Pool of Shadow
+3 Stealth, +2 Provoke, +1 Empathy
Frighten:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Insidious Pool of Shadow
Silent and Cold!
+4 Stealth, +3 Provoke, +2 Empathy, +1 Will
Frighten:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Insidious Pool of Shadow
Silent and Cold!
Hide in Plain Sight
+5 Stealth, +4 Provoke, +3 Empathy, +2 Will, +1
Deceive
Frighten:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Insidious Pool of Shadow
Silent and Cold!
Hide in Plain Sight
The Pit of Despair
+6 Stealth, +5 Provoke, +4 Empathy, +3 Will, +2
Deceive, +1 Athletics
Frighten:6
123456
Mild1 Mild1 Serious2 Grievous3
FATE OF HARN 49
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
STONE ELEMENTALS
All of the many mineral tribes are invulnerable to
anything but attacks based on its own or the diametric
element/essence: Spirit or Savoryan Magic.
Common Stunt: Smash! Spend a Fate Point (own or
Conjuror‘s) to gain +1 Shift of damage against any
Armour or Shield that is used to absorb damage, or any
constructed item it attacks.
VERY SMALL(+1)
Blunt Destroyer
+1 Fight
Crush:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Blunt Destroyer
+2 Fight, +1 Endurance
Crush:2
123 Mild1 Serious2 Grievous3
LARGE(+3)
Blunt Destroyer
+3 Fight, +2 Endurance, +1 Deceive
Crush:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Blunt Destroyer
Fragile Fault Lines Under Pressure
+4 Fight, +3 Endurance, +2 Deceive, +1 Strength
Crush:4 [+1Dam]
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Blunt Destroyer
Fragile Fault Lines Under Pressure
Single Minded
+5 Fight, +4 Endurance, +3 Deceive, +2 Strength,
+1 Will
Crush:5 [+1Dam]
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Blunt Destroyer
Fragile Fault Lines Under Pressure
Single Minded
Unstoppable
+6 Fight, +5 Endurance, +4 Deceive, +3 Strength,
+2 Will, +1 Scholar
Crush:6 [+2Dam] 123456
Mild1 Mild1 Serious2 Grievous3
WATER ELEMENTALS
Invulnerable to anything but attacks based on its own or
the the diametric element/essence: Fire or Peleahn
Magic.
Common Stunt: Fascinate! Spend a Fate Point (own
or Conjuror‘s) to gain +2 to Create an Advantage using
Rapport.
VERY SMALL(+1)
Flirtatious but Irresistible Living Water
+1 Athletics
Pummel and Drown:1
1 Mild1 Serious2 Grievous3
SMALL(+2)
Flirtatious but Irresistible Living Water
+2 Athletics, +1 Rapport
Pummel and Drown:2
12 Mild1 Serious2 Grievous3
LARGE(+3)
Flirtatious but Irresistible Living Water
+3 Athletics, +2 Rapport, +1 Empathy
Pummel and Drown:3
123 Mild1 Serious2 Grievous3
BIG(+4)
Flirtatious but Irresistible Living Water
Cold and Dark!
+4 Athletics, +3 Rapport, +2 Empathy, +1 Fight
Pummel and Drown:4
1234 Mild1 Serious2 Grievous3
HUGE(+5)
Flirtatious but Irresistible Living Water
Cold and Dark!
Sensual Flow
+5 Athletics, +4 Rapport, +3 Empathy, +2 Fight,
+1 Endurance
Pummel and Drown:5
12345 Mild1 Serious2 Grievous3
ENORMOUS(+6)
Flirtatious but Irresistible Living Water
Cold and Dark!
Sensual Flow
Tidal Wave!
+6 Athletics, +5 Rapport, +4 Empathy, +3 Fight,
+2 Endurance, +1 Deceive
Pummel and Drown:6 123456
Mild1 Mild1 Serious2 Grievous3
FATE OF HARN 50
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
SPIRITS
Spirits can be summoned (see Shek Pvar and
Shaman Extras) or encountered in nature. Rank reflects
their power as Size depends on their choice of
manifestation which can be very varied.
INTELLIGENCE
Spirits of Rank 1-2 are usually as intelligent as a
child with Rank 3 having adult understanding. Those of
higher Rank may be far more intelligent and cunning!
SPIRIT VULNERABILITIES
All spirits are vulnerable to mental, and immune to
physical, attacks, but their choice of manifestation may
not be. Many spirits are sometimes very fond of some
object or places and threats to them can encourage the
spirit’s cooperation. If taken out the spirit either
disperses or retreats into its chosen object to recover.
SPIRITS OF NATURE - ILSIRI
These are the ubiquitous spirits summoned using the
Shamanic Rites skill and rarely exceed Rank +3. The
often manifest as tiny humanoids with insect wings
Minor Ilsiri (Rank+1)
Essence of … (animal, plant or place)
+1 Will (Essence of the ...! +2 to either Overcome,
Create an Advantage, or Attack, depending on the
animal, plant or place.) AND (Mental Bolt: Use Will to
make an Attack on Mental Stress)
1 Mild1 Serious2 Grievous3
Major Ilsiri (Rank+2)
Essence of … (animal, plant or place)
Proud, even Arrogant
+2 Will (Essence of the ...! +2 to either Overcome,
Create an Advantage, or Attack, depending on the
animal, plant or place.) AND (Mental Bolt: Use Will to
make an Attack on Mental Stress)
AND (Summon ...: Use Will to Create an Advantage in
the form of some creature associated with its nature);
+1 Provoke
12 Mild1 Serious2 Grievous3
Potent Ilsiri (Rank+3)
Essence of … (animal, plant or place); Proud, even
Arrogant; This is my ... (animal, plant or place)
+3 Will (Essence of the ...! +2 to either Overcome,
Create an Advantage, or Attack.) AND (Summon ...:
Use Will to Create an Advantage in the form of some
creature associated with its nature); +2 Provoke; +1 in
a skill related to its essence ...
123 Mild1 Serious2 Grievous3
SPIRIT OF NATURE – WILL O’THE WISP
The spirits of dangerous misty marshes & bogs.
Predator in the Mist (Rank +2)
+2 Deceive (A Lantern in the Mist! Use Deceive to
create the advantage‚ This way, it’s a Lantern/Light,
as apprporiate); +1Will
123 Mild1 Serious2 Grievous3
SPIRIT OF NATURE - ASIRI
These ethereal Sprites often secret themselves in
inanimate objects and manifest as small humanoids with
butterfly wings. In either form they can manipulate the
air around them.
Air Sprite(Rank +3); Air is my tool
+3 Rapport (Charm: Use Rapport to Overcome the
victim’s Will cause them to be Charmed, ignoring
everything about them until the end of the next
exchange); +2 Will (Magic of Air: +2 to use Will in
place of Lyahvian Create/Make & Destroy/Disperse,
BUT only on the Essence of Air. This causes no Stress
but costs cumulative Fate Point to extend range, area of
effect or duration beyond the currrent exchange; +1
Provoke
Buffet: 2
123 Mild1 Serious2 Grievous3
SPIRIT OF NATURE - ELMITHRI
These ethereal Sprites live in bodies of water and
manifest as attractive women with fishtails; easily
mistaken for mermaids. In either ethereal or physical
form they can manipulate the water around them.
Any Elmithri is fond of their pool and would have to
cease manifestation to leave it. However, it is quite
difficult to ‘attack’ a pool in order to threaten a water
sprite.
Water Sprite(Rank +3); Water is my tool and my
home
+3 Rapport (Charm: Use Rapport to Overcome the
victim’s Will cause them to be Charmed, ignoring
everything about them until the end of the next
exchange); +2 Will (Magic of Water: +2 to use Will in
place of Odvishan Create/Make & Destroy/Disperse,
BUT only on the Essence of Water. This causes no
Stress but costs cumulative Fate Point to extend range,
area of effect or duration beyond the currrent exchange;
+1 Provoke
Buffet: 2
123 Mild1 Serious2 Grievous3
FATE OF HARN 51
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SPIRIT OF NATURE - DRYAD
Dryads live in ancient trees, emerging at night and
taking the form of a beautiful women. The Dryad’s tree
is vulnerable to normal attacks, though it’s age and
stregnth will make it difficult to chop down.
Beautiful Tree Spirit (Rank +4)
Fascinating and Fascinated unless offended
+4 Rapport (Charm: Use Rapport to Overcome a male
Will to Charm them until the end of the next exchange.
Spend all her Fate Points at the beginning of each
session to extend this effect to Enthralled until released
by the Dryad, or her tree is killed, or a year and a day).
+3 Deceive; +2 Will; +1 Stealth
Unarmed: 0
1234 Mild1 Serious2 Grievous3
SPIRIT OF NATURE - GNOME
Gnomes live in old stumps and boulders and
manifest as small male humanoids. Sometimes Gnomes
move into human homes when their boulder is broken
up to make building stone. These often adopt the
human inhabitants as Hearth Spirits. Gnomes living in
the stones of mines are called Kobolds by miners.
Grumpy but Industrious Spirit (Rank +3)
Timid
+3 Rapport (Animal Friends: Use Rapport to
Overcome +2 and call on local animals to distract those
threatening them); +2 Missiles(Poison Dart: Spend a
Fate Point to cause the Consequence Deep Sleep
instead of Stress); +1 Will
Crossbow: 0
1234 Mild1 Serious2 Grievous3
SPIRIT OF NATURE - POLRAE
Polrae live in ruins and caves preferring the dark to
the light. They manifest as a sinewy male humanoid
appearing to have been freshly dipped in blood. Lesser
nature spirits live in fear of the Polrae who may bully
them into supporting its plots to wreak havoc on
humans.
Murderous Spirit (Rank +4)
Aggressive and Cunning
+4 Stealth; +3 Melee(Master of the Polearm: +2 to
Create Advantages using their bloodly polearm); +2
Will; +1 Strength
Polearm: 1 (+1 Damage)
1234 Mild1 Serious2 Grievous3
SPIRIT OF NATURE - PUKA
These are among the most powerful nature spirits.
They manifest, usually at night, as either a humanoid
with the head of an animal, or a large example of the
animal itself. In either case they are easily distinguished
by their jet black colour and golden eyes.
Seeker of secrets and teller of lies (Rank +5)
Cunning trickster of travellers
Other gods but Siem are false
+5 Scholar (Specialist: +2 Local folklore), +4 Deceive
(Liar: +2 when using Deceive to create an advantage by
telling a mortal lies); +3 Notice; +2 Will; +1 Notice
Natural weapons and hide: see relevant beast
12345 Mild1 Serious2 Grievous3
SPIRITS OF THE DEAD – GHOST
Spirits that have been denied, or refused, their death
journey into their afterlife
Sad and lonely apparition (Rank+3)
Needs help to resolve ... (the issue/task etc.)
Single minded
+3 Will (Speak through the living: Use Will to
Overcome the Will of a victim so that the ghost can
control and speak through them until the end of te next
exchange. Send a Fate Point to exted the effect for an
additonal exchange) AND (Ghastly Appearancce! Use
Will to Overcome target’s Will to manifest in the
target’snond’s eye); +2 Provoke (Haunting: Use
Provoke to Create an Advantage such as Moaning or
Chills to frighten victims. Spend a Fate Point to have an
area effect on anyone on the zone); +1 Deceive (Hide
in Plain Sight: while normally entriely ethereal the
ghoat can use Deceive to Overcme the will of a target to
make itself visible out of the corner of their eye)
123 Mild1 Serious2 Grievous3
SPIRITS OF THE DEAD - POLTERGEISTS
These are the Spirits of people who die while
holding a grudge some other person(s) so powerful
against that they refuse to give it up in favour of the
afterlife. They remain to persecute their grudge.
Noisy and Violent Spirit (Rank+3); Rash; This is MY
place
+3 Provoke, +2 Will (Telekinesis: Use Will to Create
an Advantage by moving objects in the scene around or
knocking them over. Spend a Fate Point to use Will in
place of Missile to Attack a target using an otherwise
harmless object in the scene. The Poltergeist can
accepts penalties to the Attack to rasie the Impact of the
object above 0), +1 Empathy (Secret Fear: Use
Empathy to doscover a victom’s greatest fear)
123 Mild1 Serious2 Grievous3
FATE OF HARN 52
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
SPIRIT OF DREAMS - AULAMITHRI
These normally harmless Spirits servants of the god
Siem are tasked to carry dreams into the material world.
On the rare occasions they manifest they do so as tiny
humanoids with dark insect wings
Siem is my Master(Rank +2); Insidious Spirit of the
Unconsious
+2 Empathy (Bad Luck: Spend a Fate Point to create
Bad Luck on the victim using Empathy. The spirit then
concedes, leaving the free invoke for someone else)
AND (Dream Caster: Overcome the Will of a sleeping
target to give them a specific memorable dream. Spend
a Fate Point to make it a Nightmare causing +1 Mental
Stress per shift of success), +1 Rapport
12 Mild1 Serious2 Grievous3
SPIRITS OF UNDERSTANDING
These are conjured by Savoryan mages and are
invulnerable to any physical attacks unless based on the
diametric element/essence: Fire or Peleahn Magic.
Common Scholar Stunts:
Overload: Use Scholar to make an Attack on Mental
Stress by over stimulating the mind of the victim. Some
Spirits of Knowledge are so jealous of mortal experience
that they will seek to create the Grievous or Critical
Consequence: Possessed!
Eye of Knowledge: +2 to recognise and literally
translation any script
Specialist: +2 in an a number of areas of scholarship
equal to Rank -1
Local Knowledge (+1)
Essence of Knowledge
+1 Scholar
1 Mild1 Serious2 Grievous3
Scholar (+2)
Essence of Knowledge
+2 Scholar +1Deceive
12 Mild1 Serious2 Grievous3
Teacher (+3)
Essence of Knowledge
+3 Scholar; +2 Deceive; +1 Empathy
123 Mild1 Serious2 Grievous3
Master (+4)
Essence of Knowledge
Jealous of what it knows
+4 Scholar; +3 Deceive; +2 Empathy; +1 Rapport
1234 Mild1 Serious2 Grievous3
Grandmaster (+5)
Essence of Knowledge
Jealous of what it knows
Essence of Understanding
+5 Scholar; +4 Deceive; +3 Empathy; +2 Rapport;
+1 Contacts
12345 Mild1 Serious2 Grievous3
Font of all Knowledge (+6)
Essence of Knowledge
Jealous of what it knows
Essence of Understanding
Thirst for Knowledge... and experience
+6 Scholar; +5 Deceive; +4 Empathy; +3 Rapport;
+2 Contacts; +1 Will
123456
Mild1 Mild1 Serious2 Grievous3
GYTEVSHA of NAVEH
This demon servant of Naveh is sometimes sent to aide,
or chastise, a priest or some other unlucky mortal.
Gytevsha are invulnerable to any physical or mental
attacks other than those Blessed by, or using the
Aspects of, another god. It attacks the Will of a victim.
Common Stunt: Possess! The summoner must
overcome the Will of the Gytevsha using his own Will or
Ritual in order to subdue and command it. Failure and
the Gytevsha attacks its summoner with the possessed
body’s physical skills.
RANK+1
Dark Servant of Naveh
+1 Provoke
Frighten:1 1 Mild1 Serious2 Grievous3
RANK+2
Dark Servant of Naveh
+2 Provoke, +1 Will
Frighten:2 12 Mild1Serious2 Grievous3
RANK+3
Dark Servant of Naveh
+3 Provoke, +2 Will, +1 Deceive
Frighten:3 123 Mild1 Serious2 Grievous3
RANK+4
Dark Servant of Naveh
Merciless
+4 Provoke, +3 Will, +2 Deceive, +1 Stealth
Frighten:4 1234
Mild1 Serious2 Grievous3
FATE OF HARN 53
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SHADOW of BUKRAI
This is a horrific ethereal phenomenon which surrounds
some artefacts sacred to Morgath, and his undead
minions. The Shadow is only ever encountered as a
result of conjuration by a Morgathian cleric.
The Shadow is invulnerable to any physical or mental
attacks other than those Blessed by, or using the
Aspects of, another god.
Though it causes mental stress it does so by making
contact with the target’s skin using Fight.
Common Stunt: Possess! The Morgathain cleric
spends a Fate Point to define a Mental Consequence as
Possessed by the Shadow (see Shadow Bestiary entry).
VERY SMALL (+1)
Dark Pool of Morgath’s Will
+1 Fight
Feed:1 1 Mild1 Serious2 Grievous3
SMALL (+2)
Dark Pool of Morgath’s Will
+2 Fight, +1 Provoke
Feed:2 12 Mild1 Serious2 Grievous3
MAN-SIZED (+3)
Dark Pool of Morgath’s Will
+3 Fight, +2 Provoke, +1 Will
Feed:3 123 Mild1 Serious2 Grievous3
BIG (+4)
Dark Pool of Morgath’s Will
Silent and Cold!
+4 Fight, +3 Provoke, +2 Will, +1 Deceive
Feed:4 1234 Mild1Serious2 Grievous3
HUGE (+5)
Dark Pool of Morgath’s Will
Silent and Cold!
Hide in Plain Sight
+5 Fight, +4 Provoke, +3 Will, +2 Deceive, +1
Empathy
Feed:5 12345
Mild1 Serious2 Grievous3
ENORMOUS (+6)
Insidious Pool of Morgath’s Will
Silent and Cold!
Hide in Plain Sight
The Pit of Despair
+6 Fight, +5 Provoke, +4 Will, +3 Deceive, +2
Empathy, +1 Athletics
Feed:6 123456
Mild1 Serious2 Grievous3
IVASHU
ADWELNA (1)
Patient
Nocturnal; Slow; Acidic Saliva;
HUGE(+5); HORRIFIC(+2)!
+4 Fight; +3 Endurance; +2 Notice; +1 Will (Hex:
Spend a Fate Point to allow any successful passive
Overcome against the targets Will to create the aspect
Confused.)
Tentacles: 3/1
Chitinous segments: 2
12345 Mild1 Serious2 Grievous3
AKLASH (1d3+1)
Bad Tempered
Semi-intelligent;
BIG(+4); TERRIBLE(+1)
+4 Endurance (The Choking Wind: Use Endurance
to create Retching on any one opponent per exchange
in the same zone due to its foul breath) AND
(Regenerate: Spend a Fate Point to clear a Stress Box);
+3 Fight (Grappler: Spend a Fate Point to replace any
physical stress from a successful Fight attack with the
boost Incapacitated on an opponent.); +2 Strength; +1
Survival
Claws & Bite:3[+1Dam]
Blubbery Skin:3
123456 Mild1 Serious2 Grievous3
ERGATH (1d3)
Cowardly; Semi-intelligent;
MAN-SIZED(+3) & TERRIBLE(+1)
+4 Notice (Keen Senses: +2 on Notice rolls made to
overcome using exceptional sense of smell, hearing and
sight.); +3 Stealth; +2 Athletics (Swimmer: Move
two zones through water for free in a conflict without
rolling, instead of one, provided there are no aspects
restricting movement.); +1 Fight
Claws Bite:3; Club:1
Thick Pelt:3
123 Mild1 Serious2 Grievous3
MIURUCA (1d3)
Cowardly amphibian; Opposable Thumbs; Pungent
Odour;
MAN-SIZED(+3) & TERRIBLE(+1)!
+4 Athletics (Swimmer: Move two zones through
water for free in a conflict without rolling, instead of one,
provided there are no aspects restricting movement.);
+3 Fight (Paralytic Bite: Any Consequence inflicted
by Fight must be Sluggish, as the paralytic saliva takes
effect); +2 Notice; +1 Survival
Bite:1
Rubbery Hide:2
123 Mild1 Serious2 Grievous3
FATE OF HARN 54
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
HârnWorld
NOLAH (1)
Hide and Lure; Flow into/through Small Spaces;
Quite Intelligent; Some Language;
MAN-SIZED(+3) &TERRIBLE(+1)!
+4 Athletics (Swimmer: Move two zones through
water for free in a conflict without rolling, instead of one,
provided there are no aspects restricting movement.);
+3 Will (Charm: Spend a Fate Point to make a passive
Overcome agaist any target in line of sight. Success
creates It’s this way on the target whihc is invoked for
free to brig the targte to the Nolah’s location and submit
to being eaten!); +2 Notice; +1 Survival
2-H Improvised/Rock:2 Moist Hairless Skin:2
123 Mild1 Serious2 Grievous3
SWARMS, SHOALS, PACKS
Individually, or in very small numbers, some creatures
do not constitute a combat target but require an
Overcome Action by an appporiate skill to avoid them
(ATHLETICS); drive them off or kill them (STRENGTH);
or endure their attention (ENDURANCE or WILL). Only
as a swarm, shoal or pack can they attack/be attacked.
VULNERABILITY
Swarms, Shoals and Packs can’t be damaged by attacks
that don’t have an area effect, nor can their movement
be opposed: there are too many of them to try to make
them go anywhere they don’t want to go.
LARGE SWARM (Size +3)
These are man-sized - a large swarm of bees; several
feral dogs, or more feral cats; or a pack of rats.
123 Mild1 Serious2 Grievous3
BIG SWARM (Size +4)
These are about twice the size of an average human, or
of a horse - a pack of several large wild cats; more rats
than you’re likely to see in the same place or an
unnaturally large swarm of bees or other stinging
insects.
1234 Mild1 Serious2 Grievous3
HUGE SWARM (Size +5)
These are about four times the size of an elephant -
these will be truly unnatural packs/swarms as creatures
rarely come together in such numbers nature.
12345 Mild1 Serious2 Grievous3
Larger groupings are best represented by multiple Big or
Enormous swarms/shoals/packs.
BATS – CRIBOG (1d3 Big Swarms)
See Ancient Shades! There’s always exposed skin!
+4 Notice; +3 Athletics (Fly: Move two zones through
unobstructed air, instead of one); +2 Fight; +1
Survival
Bites & Scratches:1
None:0
INSECTS – HORNETS (1 Small Swarm)
Angry and irritable winged insects! There’s always
exposed skin!
+4 Notice; +3 Athletics (Fly: Move two zones through
unobstructed air, instead of one); +2 Fight; +1
Survival
Stings:1
None:0
INSECTS – FIGHTING ANTS (1 Big Swarm)
Strongly territorial crawlers! There’s always exposed
skin! Immensely strong for their size
+4 Notice; +3 Strength (Irresistible wave:
Overcome Size of opponent to move him 1 zone; +2
Fight; +1 Survival
Bites:1
None:0
IVASHU – HYGITH (1d3 Small Shoals)
Swarm towards Blood! Tiny Razor toothed Aquatic;
HORRIFIC (+2)
+4 Notice; +3 Athletics (Swimmer: Move two zones
through unobstructed water, instead of one); +2 Fight
(Crimson Frenzy: Blood in the water confers +1d6 to
any attack by the shoal); +1 Survival
Bite:1
Articulated plates:1
IVASHU – SCURGAH (1d3 Small Packs)
They’re in the trees! Silent Death from Above; Fragile
Glider
+4 Stealth (Silent Killer: Overcome target’s Notice to
create the Boost Surprised which must be immediately
invoked I an attack.); +3 Notice (Keen Hearing: +2 on
Notice rolls made to overcome based on hearing); +2
Fight; +1 Athletics (Gliding Attack: Can glide three
zones for free in a conflict without rolling, instead of one,
provided there are no aspects restricting movement.)
Bite/Claw:1
Leathery Skin:1
IVASHU – UMBARTHI (1d6 Big Packs)
Mischievous Insane Babblers; They Know Many
Things; Predictable Teleporting!
+4 Athletics (Blink: Disappear in a puff of smoke when
hit, reappearing behind the attacker.); +3 Will (Keen
Hearing: +2 on Notice rolls made to overcome based
on hearing.); +2 Notice; +1 Scholar (Supernatural
Lore): +2 to all Scholar rolls relating to the
supernatural, though capturing and communicating with
the Umbarthi may be a challenge.)
Bite/Scratch:0
Thin Skinned:0
IVASHU – VLASTA (1d3 Small Packs)
Voracious Carnivores; The Eye’s, Always the Eyes!;
Light Boned but TERRIBLE(+1)!
+3 Athletics; +2 Fight (Leaping Attack: leap two
zones for free in a conflict instead of one, provided there
are no aspects restricting move.); +1 Notice
Bite/Claw:1
Thin Skinned:0
RATS (1d3 Small Packs)
Voracious Omnivores; Fearful Rustling in the Dark
+3 Notice; +2 Provoke; +1 Fight
Bite:1
Skin:0
FATE OF HARN 55
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© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
LUST FOR BATTLE!
DEFINING AN ARMY
An army is made up of Units and at least one
Leader. Each Unit represents 4-5 warriors, or a typical
Company/Squadron of 20 foot soldiers/10 cavalry, for
larger engagements.
Each army starts the battle with a pool of 1 Fate
Point per Unit.
DEFINING LEADERS
During the battle every Named Character (PC &
NPC) gains a special, temporary, skill: Command. This
is equal to the highest of the character’s Provoke or
Rapport skill (or Scholar if the character has the
specialist Military Strategist stunt). One Named
Character is the Army Leader. Other Named Characters
can become the Leader of individual Units by attaching
to them (see below).
DEFINING UNITS
Units have Skills, Aspects, and Consequences, and
Quality, but not Stunts or Stress boxes.
Unit Quality
Average (+1) Quality Units: these are green units
with one skill at +1 (and all others at +0); one Aspect;
but no Consequences – one hit takes them out.
Fair (+2) Quality Units: Trained warriors/men-at-
arms have a skill pyramid peaking at +2 (and all others
at +0); two Aspects; and one Mild(2) Consequence.
Good (+3) Quality Units: These veterans have a skill
pyramid peaking at +3 (and all others at +0); three
Aspects; and one Minor(2) and one Serious(4)
Consequence.
Unit Aspects
A unit's Name is its High Concept, such as The Red
Guard of Tharda; Knights of the Red Shadows; Aleath
Citizen Militia; The High Guard of Azadmere;
Sindarin Noble Cavalry etc. Other aspects defined by
the players, subject to GM agreement (see below).
Unit Skills
Athletics/Ride: Use to move foot/mounted units.
Crafts: Use to attack/defend during a siege.
Provoke: Use to intimidate/provoke other Units.
Melee: Use to attack Units in the same zone, and defend
against Melee attacks from other Units.
Missile: Use to attack Units in adjacent zones.
Notice: Use to scout ahead or spot infiltration.
Stealth: Use to set up ambushes or infiltrate.
Will: Use to defend against Missile attacks; the morale
of Units enables them to stand in place under fire.
Unit Consequences
Unlike character consequences these can be
‘treated’ during the battle by any Named Character that
is attached to the unit, using their Command.
UNIT ACTIONS
Units act in order of the Command of their Leader
or their Quality (ties broken with a die roll). A led unit
can defer its action to later in the turn if it wishes.
A unit can always move for free into an adjacent
unoccupied zone, as long as there is no hindering terrain
or other obstacle. It can also take one action during its
turn, either before or after its move. A unit can
sometimes gain a second action but no unit can take the
same action twice in a turn, and attacking always ends a
unit’s turn. Hence, a unit can move one zone and
attack, create an advantage and attack, and so on, but it
can't attack twice, create an advantage twice, or attack
and then create an advantage or move.
Unit Overcome Actions
Starting difficulty is always +2.
Athletics: Overcome to move a foot unit into a zone
occupied by an enemy unit, or containing hindering
terrain or other obstacle, Aspect, or to move out of a
zone it is engaged in. Add +2 to difficulty for each of
these present after the first, and +1 per enemy unit in
the zone after the first. Success with Style means the
unit can move into a subsequent adjacent zone.
Ride: As for Athletics but for moving a cavalry unit.
Notice: Overcome to identify a hidden terrain aspect in
an adjacent zone prior to declaring a move.
Stealth: Overcome to move into an enemy occupied
zone without immediately triggering combat, or
disengage from a combat it is already involved in.
Provoke: Overcome to move a unit into an enemy
occupied zone but ignore any additional difficulty due to
extra enemy units, but not additional difficulty due to
hindering terrain or obstacle aspects.
Unit Create Advantage Actions
Use the standard Create Advantage results, including
free invokes etc.
Athletics: Roll against the Athletics of an enemy foot
unit in the same zone (-2 if facing enemy cavalry) to
create a positional advantage relative to that, such as
Outflanked. If the unit has more allies than enemies it
can place the Surrounded aspect.
Ride: As for Athletics but for cavalry seeking an
advantageous position (+2 if facing enemy foot).
Provoke: Roll to create a situational aspect such as
Frightened by our Power or Berserk Rage!.
Missile: Roll to place an aspect such as Pinned Down!
on a unit in an adjacent zone.
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Notice: Roll against +2 (+2 per existing terrain or
obstacle aspect) to create a new aspect in an adjacent
unoccupied zone.
Stealth: Roll to add an aspect such as The Trap is Set!
to an adjacent zone, or Surprised! to an enemy unit.
Unit Attack/Defend Actions
Each additional friendly unit in a zone modifies the
roll by +1; each enemy by -1.
Melee: Roll to attack, or defend against, enemy units in
the same zone.
Missile: Roll to attack Units in adjacent zones.
Will: Roll to defend against Missile attacks; the morale
of Units enables them to stand in place under fire.
UNATTACHED CHARACTERS
Unattached Named Characters act in the turn
sequence based on their Notice, and always act before
Units they tie with.
Unattached Characters can do anything they could
do in a normal scene, acting independently and
spending their own Fate Points to interact with other
unattached characters during the battle. They are not
limited by any of the rules limiting unit movement,
treating zones on the battlefield as they would zones in
any scene. They can also:
Attach themselves to any unit in the same zone for
free;
Spend an Action to attach themselves to any unit in
the same zone having already detached from
another unit that turn;
Spend a Fate Point to give a leaderless unit in the
same zone a second action.
ATTACHED CHARACTERS
Attached Named Characters act when the unit they
are attached to acts, though they can take their action at
any time during the unit’s turn.
The attached Character with the highest Command
is usually the unit’s Leader unless the GM rules
otherwise. If the unit Leader’s Command is greater
than a skill possessed by their unit, then that skill gains a
+1 bonus as long as the Leader remains attached.
Attached characters are more constrained in what
they can do during their turn: They can:
Detach from a unit becoming an unattached
character in the same zone for free;
Spend an Action to detach themselves from a unit in
the same zone having already attached to another
unit that turn;
Donate their action to their unit, so it takes two
actions;
Spend a Fate Point to invoke one of their aspects to
help their unit;
Use their action to ‘treat’ a unit’s consequence as in
Fate Core but using their Command;
Use their action to put a boost on their unit, such as
Charge or Hold the Line. This doesn't require a
roll unless the unit has taken a consequence, in
which case the character uses Command against a
difficulty equal to twice the total value of the unit’s
consequence(s).
THE AFTERMATH of BATTLE
Battle continues until one side:
Concedes,
The conceding army must Overcome +2 with the
army leader’s Command. Each shift of success removes
a consequence (player choice irrespective of whether it
is Mild or Serious).
Named characters who were not taken out before
the concession survive and any Consequences they took
are reduced by one step, with Minor being removed.
or, Is Taken Out
The army has no chance to save stragglers or
wounded. There is no Command roll to recover
consequences, which are permanent until the GM judges
sufficient time has passed to remove them.
Named characters survive but must live with any
Consequences received.
DEFINING THE BATTLEFIELD
A battlefield is made up of zones. A zone might be a
hill, an open meadow, or an area of woodland, forest or
marsh, etc. The actual dimensions of a zone is irrelevant
as it is defined by its Aspect(s) not its area.
Number and Placement of Zones
As a rule of thumb the number of zones equals the
total number of units engaged plus 4dF (minm of 4).
The GM and players alternate rolls on a Terrain
Table, in order of Command, and place their Zone
adjacent to an existing one.
Unit Starting Placement
This might be determined by the scenario, GM
decision or by placing alternate units.
Sample Battlefield Aspects
Weather is agreed in advance or based on rolls on the
relevant Harn Weather Table.
Sample Terrain Aspects
Fortifications will usually be the result of the campaign
but an army fighting from within fortifications gains the
Aspect and can invoke it once for free, to defend, or
compel it to restrict the garrison from sallying forth.
Fieldworks can be thrown up prior to battle with GM
agreement. Treat as fortifications without a free invoke.
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Buildings/Village - invoked to provide cover and the
making of fire weapons; compel to distract troops with
booty.
Dense Forest – invoke to provide cover for an advance
and achieve surprise; compel to make impassable.
High ground – invoke to achieve momentum in a melee
or extra range for missiles; compel to exhaust troops
marching up hill.
Marsh/Bog – invoke to provide a hidden approach;
compel to delay a unit in the marsh.
Open Ground – invoke to add pace to a charge; compel
to reflect lack of cover.*
Open Woods – invoke to provide cover; compel to
break up formations/slow advances.
River/Stream – invoke to negate hot weather effects;
compel to create a barrier to a move.
Rough ground – invoke to benefit from cover; compel to
break up formations/slow advances.
Trail – invoke to speed movement across the zone;
compel to confine troops to column of march.*
*All but Open Ground & Trail add +2 to difficulty to enter
Terrain Tables
Peran: Northern Coastal Plain
1d6 Zone Terrain Aspect
1
Dense Forest
2
Dense Forest
3
Dense Forest
4
River/Stream
5
High Ground
6
Marsh/Bog
Peran: Western Highlands
1d6 Zone Terrain Aspect
1
Dense Forest
2
Dense Forest
3
River/Stream
4
Rough Ground
5
High Ground
6
High Ground
Peran: River Valleys
1d6 Zone Terrain Aspect
1
Open Woods
2
Open Woods
3
River/Stream
4
River/Stream
5
High Ground
6
Open Ground
Peran: Broken Lands
1d6 Zone Terrain Aspect
1
Rough Ground
2
Rough Ground
3
Rough Ground
4
Rough Ground
5
River/Stream
6
Marsh/Bog
Peran: Rayesha Foothills
1d6 Zone Terrain Aspect
1
High Ground
2
High Ground
3
High Ground
4
High Ground
5
Rough Ground
6
River/Stream
Rethem: Hills
1d6 Zone Terrain Aspect
1
Open Woods
2
Open Woods
3
River/Stream
4
Rough Ground
5
High Ground
6
High Ground
Rethem: Cultivated
1d6 Zone Terrain Aspect
1
Open Woods
2
Open Ground
3
Open Ground
4
River/Stream
5
High Ground
6
Building/Village
Rethem: Woodland
1d6 Zone Terrain Aspect
1
Open Woods
2
Open Woods
3
River/Stream
4
River/Stream
5
High Ground
6
Marsh/Bog
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HârnWorld
SAMPLE FEUDAL UNITS
Unarmoured(UF) – Average Foot Unit: Peasant
Militia; Melee+1 (others +0); no Consequences.
Unarmoured(UF/SB) – Average Shortbow Unit:
Peasant Militia; Missile+1 (others +0); no
Consequences.
Light Foot(LF) - Fair Foot Unit: Trained Men-at-
Arms; Loose Formation; Athletics+2, Melee+1, Will+1
(others +0); one Mild(2) Consequence.
Light Foot(LF/SB) - Fair Shortbow Unit: Trained
Men-at-Arms; Skirmish!; Athletics+2, Missile+1;
Will+1 (others +0); one Mild(2) Consequence.
Light Foot(LF/LB) - Fair Longbow Unit: Trained
Yeomanry; Cloth Yard Shafts; Missile +2, Athletics +1;
Will+1 (others +0); one Mild(2) Consequence.
Medium Foot(MF) - Fair Foot Unit: Agrikan
Laumak; Shieldwall!; Melee+2; Athletics+1, Will+1
(others +0); one Mild(2) Consequence.
Unarmoured Horse(UH) - Average Cavalry Unit:
Scouts; Stealth+1 (others +0); no Consequences.
Light Horse(LH) - Fair Cavalry Unit: Skirmishers;
Ride+1 (others +0); no Consequences.
Medium Horse(MH) - Fair Cavalry Unit: Feudal
Knights; Charge!; Melee+2; Ride+1, Will+1 (all others
+0); one Mild(2) Consequence.
Heavy Horse(HH) – Good Cavalry Unit: Akarata’s
Guard; Big Men on Big Horses; Might is Right; Melee
+3, Provoke+2; Ride+2, Will+1, Notice+1, Missile+1
(others +0); one Mild(2) and one Serious(4)
Consequence.
SAMPLE REPUBLICAN UNITS
Light Foot(LF/LB) - Fair Longbow Unit: Loyal
Legionary Bowmen; Emplace your Stakes!; Missile
+2, Athletics+1; Will+1 (others +0); one Mild(2)
Consequence.
Medium Foot(MF) - Fair Foot Unit: Stout-hearted
Legionary ; Shieldwall!; Melee+2; Athletics+1, Will+1
(others +0); one Mild(2) Consequence.
Medium Horse(MH) - Fair Cavalry Unit: Well-
drilled Legionary Cavalry; Hold the Line; Melee+2;
Ride+1, Will+1 (others +0); one Mild(2) Consequence.
Heavy Foot(HF) – Good Foot Unit: The Red Guard
of Tharda; The Best of the Best; Many Emperors led
the Guard; Melee+3, Will+2, Provoke+2; Athletics+1,
Notice+1, Missile+1 (others +0); one Mild(2) and one
Serious(4) Consequence.
SAMPLE BARBARIAN UNITS
Unarmoured(UF/SB) – Average Shortbow Unit:
Kuboran Youths; Missile+1 (others +0); no
Consequences.
Light Foot(LF) - Fair Foot Unit: Kuboran Women;
Protect the Hearth; Stealth+2, Athletics+1, Melee +1
(others +0); one Mild(2) Consequence.
Light Foot(LF) - Fair Foot Unit: Fierce Kuboran
Warband; TheForest is a Friend; Melee+2,
Athletics+1, Stealth+1 (others +0); one Mild(2)
Consequence.
Medium Horse(MH) - Fair Cavalry Unit: Chelni
Horse-Archers; Skirmish; Missile+2; Ride+1, Will+1
(others +0); one Mild(2) Consequence.
SAMPLE NON-HUMAN UNITS
Heavy Foot(HF) – Good Foot Unit: Azadmere High
Guard; Plate Mail; 2-Handed Axe; Melee +3, Will+2,
Provoke+2; Athletics+1, Notice+1, Missile+1 (others
+0); one Mild(2) and one Serious(4) Consequence.
Heavy Foot(HF) – Good Foot Unit: Evael’s
Protectors; The Power of the Hartbow; The Power of
Shava; Missile +3, Will+2, Melee+2; Athletics+1,
Notice+1, Stealth+1 (others +0); one Mild(2) and one
Serious(4) Consequence.
Heavy Horse(HH) – Good Cavalry Unit: Evael’s
Ancient Nobility; Swift and Sure; Might is Right;
Melee +3, Will+2; Ride+2, Stealth+1, Notice+1,
Missile+1 (others +0); one Mild(2) and one Serious(4)
Consequence.
SAMPLE ENGAGEMENT
During the Agrikan retreat from Kustan in 718 the
pursuing Kubora got over-confident!
The Agrikans
1 Units of Laumak (men-at-arms) escorting a unit of
Baggage which takes no part in the battle but acts as a
continuously active and invoked disadvantage to the
Laumak, adding +2 to all the difficulties they face,
except when taking a Defend action: Medium
Foot(MF) - Fair Foot Unit (+2 Quality): Agrikan
Laumak; Shieldwall!; Melee+2; Athletics+1, Will+1
(others +0); one Mild(2) consequence.
2 Units of the Akarata’s Guard deployed as an after-
guard for the retreat down the Scarlet Ribbon: Heavy
Horse(HH) – Good Cavalry Unit (+3 Quality):
Akarata’s Guard; Big Men & Big Horses; Might is
Right; Melee +3, Provoke+2; Ride+2, Will+1,
Notice+1, Missile+1 (others +0); One Mild(2) and One
Serious(4) Consequence.
Their Meketa (Command is 4) can be attached to
either Guard Unit when battle commences.
The Kubora
2 units of Warriors intent on taking the booty carried
by the Baggage. To do so they must destroy or drive off
the Laumak and hold the baggage for 2 turns after which
they will scatter into the forest with whatever they can
carry: Light Foot(LF) - Fair Foot Unit (+2 Quality):
FATE OF HARN 59
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© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
Fierce Kuboran Warband; Get the Booty!; Melee+2,
Athletics+1, Stealth+1 (others +0); one Mild(2)
Consequence.
Their Leader (Command is 4) can be attached to
either unit when battle commences.
Defining the Battlefield
5 Units will be engaged so there are 5-4dF Zones: 6
zones
Starting positions:
The turn sequence is: Guard with Commander; then
the other Guard; both Kuboran units and then the
Baggage’s Laumak escort.
Fate Point Pools: Agrikans 3; Kubora 2.
Turn 1:
The Guard* Unit (*=with the Commander attached)
defers its action, and the other Guard Unit moves into
the zone with the Baggage and its escort. This is a free
move as it is into an open terrain zone with only friends
present.
Each Kuboran unit must use Athletics +1 to enter an
occupied zone. Overcome +2, +1 for additional unit
now present (the Guard), for +3. Kubora roll 4dF+2 vs.
Agrikan 4dF+3: +2 vs +4. The overcome fails so the
first Kuboran unit is stuck in place. The unit with the
Leader attached (Kuboran*) gains an extra +1 due to his
Command exceeding their Athletics: 4dF+2+1 = +4 vs
+4 doesn’t exceed so can’t move either. The Kuboran
spends a Fate Point to invoke Booty! to add +2 to the
roll so his unit does advance after he encourages them.
Fate Point Pools: Agrikans 3; Kubora 1.
Having moved into the zone with the baggage the
Kuboran unit makes an Attack action with Melee +2 (-1
for additional enemy unit) vs. the Escort Melee +2. 3 vs.
3, so no harm to escort but attacker gains the boost
Momentum with a free invoke to use it.
This ends the Kuboran* unit’s turn so the Escort
tries to disengage and retreat into zone 6. Normally an
unoccupied open zone is a free move, but this time they
are disengaging from the Kubora so an Overcome
Athletics+1 is required against normal difficulty +2 plus
the difficulty the Baggage provides, +2: 4dF+1 vs. +4 =
-1 vs 4 presents the Kubora with the boost Baggage
bogged down with a free invoke.
This ends the Escorts turn.
The Guard* decides to take a hand and aims to
thunder down the hill into the flank of the Kubora.
Because the zone they are aiming for contain an
enemy they require a Ride Overcome (4dF+2) vs.
Difficulty +2, +2 for the Kubora in the target zone (+4):
5 vs 4 = success and they sweep down the hill to contact
the Kubora.
The Commander decides to create an advantage for
the attack using his personal Action. He rolls his own
Provoke+3 to get a total of +5 vs. Kubora Unit Will+0 or
-2 for a total of +7!
This creates Fear the horsemen! with 2 free
invokes. He adds the first free invoke to the Guard*
Unit’s attack: 4dF+3+2 vs. 4dF+2: 8 vs. 3 = 5 which
overflows the Kuborans’ Mild(+2) consequence and
takes out the unit. The Kubora are trampled underfoot
and the survivors scatter taking their Mild(2)
Consequence of Shattered with them to any future
battle.
Turn 2:
The sequence begins again and this time the
Agrikans take the initiative. The Guard* advances on
the remaining Kuboran unit. Overcome with Ride+2 vs.
+2 difficulty (1 enemy unit in open ground): 6 vs 2 =
Success with Style, so the Knights could sweep through
the zone into another one … but the Kubora are in the
way … attack: 4dF+3+2 (second free invoke of Fear the
horsemen! as the GM judges the Kubora will have been
unnerved by seeing their friends scattered!) vs. 4dF+2:
+5 vs. +4 = 1 point of damage, so the Kubora must use
their Mild (+2) consequence to avoid being taken out.
They have survived the attack, though and stopped the
Guard* from thundering into any adjacent open zone.
The next unit to act is either the Kubora, or the other
Guard unit. The Agrikans win the tie-break so the Guard
advance to contact: Overcome with Ride+2 vs. +2
difficulty (1 enemy unit in open ground): +6, so success
with style, and they too could sweep on into another
zone if they can shatter the Kubora. Attack: 4dF+3 vs.
4dF+2: 7 vs. 2 = 5 points of damage which takes this
unit out too!
The Agrikan player has destroyed both Kuboran
units and the baggage and its escort will make it a little
further down the Scarlet Ribbon towards safety!
3
Open
[Baggage and
Escort]
2
River
[Akarata’s
Guard]
4
Hill
[Akarata’s
Guard]*
6
Open
1
Open
[Kubora &
Kubora*]
5
Woods
FATE OF HARN 60
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HârnWorld
SAMPLE SETTING
The initial stages of the campaign take place in
Melderyn. The characters will move from place to place
in a series of related quests.
Current Issues
Melderyn if widely known as the Wizards Isle, a
mysterious place where knowledge is valued and people
live peacefully and prosperously. The Shadowy
Council of Eleven stand behind the throne and they
have acted for centuries to control the flow of
knowledge between mainland Lythia and the island of
Harn. Growing economic forces are making it
increasingly difficult for this isolationism to be
maintained. The current issue is A Time of Change.
Impending Issues
There is no reason to believe that the several
centuries of peace and prosperity that Melderyn has
enjoyed are about to be threatened. Their neighbours
have a healthy respect for Melderyn’s potential military
power of the its assumed command of the arcane arts.
However, the Solara Crusade and the periodic
expeditions against the Hodiri tribesmen from the
Dyriamarch suggest that both secular and religious lords
are looking outward. It is difficult to believe that the
Council of Eleven is not aware of these tendencies and
this leads to the impending issue: A Secret Arcane
Conspiracy?
PLACES & FACES
Melderyn - Felshon Island
Home to wreckers preying on unsuspecting sea-
farers and undertaking some dark rites to appease the
local sea gods. This is where the characters are wrecked
and where some of them are rescued from the locals
before escaping in a stolen fishing boat. Wreckers and
Human Sacrifice; Best Left to Themselves.
The Scarecrow: This tall silent man wears a sack
over his head with holes cut for his eyes and mouth. He
speaks little but it might be possible to identify him from
his voice. He is the head of the wreckers who make a
living deceiving seafarers onto the rocks at the north of
Felshon Island. Mysterious Master Wrecker; Duty to
his People; Ruthless.
Sir Adrin Cael: The Caels have been Bailiff’s of
Felshon Hundred for generations. Their manor at Inorm
is no bigger than Celim, further up the coast, but the
seniority of the clan ensures that most trade to Chyrefal
runs through their dock. Sir Adrin is not a man of
action; he would much prefer to be in a warm Inn. He
has no inclination to listen to rumours about wreckers.
Short-sighted Bailiff of the Hundred; Enjoys the Good
Things.
Melderyn - Ikom Island
Isolated Ikoshire is left very much to itself. The
manors of Zuden and Kisl owe fealty to the Baron of
Glenoth, across the Ikom Channel. That irks the Sheriff,
Sir Balsen Torele. Green & Pleasant Land; Tensions
among the Ruling Class.
Sheriff Balsen Torele: A quiet man in his mid-40’s
who enjoys the local power that isolation brings him.
Efficient Administrator; Ambitious; Wandering Eye.
Melderyn - Ikom Island - Chyrefal
The shire moot of Ikoshire is a small but prosperous
port that welcomes visitors as long as they obey the rule
of law. It boasts a temple of Save K’nor and a widely
respected Odvishan Chantry. Scholarly; Sprites and
Elementals.
The Whistle: a pleasant inn on the south end of the
town kept by Lyman of Aleama. Its reasonable prices
and high quality attracts many locals and is a home
away from home of many travellers. Melting Pot;
Perceptive Landlord.
Melderyn - Glenoth
Glenoth Island is located midway between the
islands of Ikom and Melderyn and the town is home to
the scholarly Baron Soren Halwyn. He takes an interest
in the concentration of standing stones across his fief
and has good relations with the local Jmorvi Chantry.
Ancient Arcane Heritage; Target of Intrigue.
The Jmorvi Chantry: a busy chantry that appears
to operate openly and to the benefit of the locals. Best
Metalwork in the Kingdom; Everyone has some
secrets!
Melderyn - Nurisel
While Earl Sunoril is cold and formal the fief
prospers under his insightful hand. Second only to
Cherafir it boasts a prosperous maritime community and
a Lyahvian Chantry. Strangers are Welcome; Pvaric
Rivalries?
Melderyn - Cherafir
The Royal seat is renowned throughout western
Lythia as a centre of scholastic activity and as the
‘wizard’s city’. Gateway to (and Gatekeepers of) the
World and The Alienage can be Threatening.
FATE OF HARN 61
HârnWorld
© Alun Rees, N. Robin Crossby & Columbia Games Inc., Evil Hat Games 2016.03
SAMPLE CHARACTER
GARAN’aqli UQUIT
1. High Concept
Garan is a Lawata Numec, a member of the kel of
the Uquit, in the desert south of Isynen. As a member of
the noble warrior caste he was granted the title ’aqli
Uquit on reaching maturity. In his training he quickly
outstripped his instructors and led the kel in raids against
their neighbours. Soon he was the greatest warrior
among the Uquit so that, when the time came, he
inherited the kel’s Thanath. This sacred Taugari blade
has been handed down through the kel’s greatest
warriors for generations.
Several years ago news reached the desert of a
foreigner from the North carrying a sword that rivalled
Taugari steel. The Taugari sent back an instruction: ‘The
sacred Kelazaydi tells us that the unbridled spread of
knowledge once came near to destroying the world. Find this
man and his blade and end the spread of his knowledge.’
Garan was one of five Lawata chosen for the quest.
The tribe’s understanding of the world beyond Isynen
was limited but, through intermediaries, passage for the
questing warriors was arranged. Three were sent to
mainland Lythia while Garan and another travelled to
Chelemby. From there his friend was to seek among the
Cheler before travelling to Ivinia. Garan was to go to
Harn.
Knowing that they might spend many years among
unclean foreigners all put aside their coveted status as
respected members of their caste. Until he returns in
honour Garan will be ’aq Uquit. Only as a member of the
vassal caste can he travel among the muwathin – the
unclean – and preserve his kel’s honour.
Questing Numec Warrior
Sample Invoke: Whenever a +2 might further the
search for the northerner and his sword.
Sample Compel: the merest hint could send him off in
a hurry or distract him from the task in hand.
2. Trouble
Not until he started his quest did Garan realise how
different the world beyond the desert was. They speak
different tongues, eat tasteless food and have disgusting
table manners.
Naïve Stranger in a Strange Land
Sample Invoke: He is novel and unusual and that
might be of interest to important or useful people.
Sample Compel: whenever someone is gulling him,
making fun of him or otherwise caricaturing him, they
have his poor language skils and understanding of
cultural mores to work with!
3. The First Adventure
With the other player characters Garan was
shipwrecked, coming ashore with little more than what
he stood up in and his beloved Thanath. Making their
way across the island to rescue the other survivors he
was grateful that mighty Azay had been wise enough to
leave him his sword.
The Thanath of my Fathers
Sample Invoke: When the quality of the blade or its
uniqueness is a factor.
Sample Compel: The sword is a concrete connection
to his culture and mission so it might force an action to
protect or recover it.
4. Crossing Paths
His experience on Felshon Island demonstrated that
the foreigners Jehal and Reza were barely fit to be
allowed out alone. He may not be ‘aqli Uquit anymore,
but they are certainly appropriate members of the
Aqhed (slave) caste. He insists on calling them
Jehal’abd Uquit and Reza’abd Uquit. As such he is
now obliged to protect them whether they acknowledge
their position in his kel or not.
Protect the kel of ’abd Uquit
Sample Invoke: invoke this aspect in their defence.
Sample Compel: his actions in their defence could be
compelled despite their inconvenience!
5. Crossing Paths again
The other stranger, Gehl, is a different kettle of sand
snakes. He is capable and practical and able to look after
himself. He stepped in several times to stop Garan
doing something he shouldn’t following the shipwreck.
The Ivinian Trader is Wise
Sample Invoke: to supplement some effort to
understand a local situation when it’s reasonable that
Gehl might signal the best course of action.
Sample Compel: it is possible that his trust in Gehl’s
judgement might be transferred to another, less
deserving, Ivinian (or trader).
6. Skills
Garan is a noble warrior who has to have the skills
to have earned his Thanath and the honour of the quest.
So: Melee (+4); Endurance and Athletics (+3); Notice,
Will and Ride (+2); and Stealth, Provoke, Survival &
Missile (+1). Other skills at +0.
7. Description
Garan is a typical Numec: olive skin, high cheek-
bones and a hooked nose. He is dressed in ankle length
robes layered against the cold and the turban-like hebr.
Garan uses layers of heavier, rougher, cloth in order to
stay warm in the cold and damp of the north.
| textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/Fate-of-Harn-Rules.pdf |
FATE: Modesty Blaise
Ex-criminal Superspies versus current criminal depraved supervillains thanks to Peter
O'Donnell, Jim Holdaway and Enrique Badia Romero.
Draft 1.0 April 15, 2013 - Blue Tyson
SETTING
Pre-mobile phone modern. Fancy radio communication is cool. Sixties to eighties works nicely.
Modesty Blaise is the retired ex-head of the criminal Network organisation, rising from
wandering orphan at a very young age. Blackmailed agreeable into helping out the British
Secret Service by Gerald Tarrant she is officially a British citizen. Platonic best friends with
Willie Garvin, turning his life around after pulling her out of prison. Previously her second in
command the partners are ultra-competent and deadly adversaries, more than capable of taking
on greater odds. Stylish and sophisticated and witty, their adventures are brilliant in prose and
comic. Allies and previously outdone enemies abound throughout the world.
ISSUES
Sir Gerald has a problem. Again. The British Secret Service is still useless.
If it doesn't involve a sociopathic, psychopathic or depraved supervillain we'll be disappointed.
Too tough? Target their friends.
Crime doesn't pay if we disagree with it.
THE PLAYERS
Modesty Blaise
Ex-Crimelord
Retirement is boring
Willie, I Really Need You Now!
Orphan Out of Everywhere
No drugs!
Yes, I've got a place on this continent.
F: Incredible +4
A: Incredible +4
S: Good +1
E: Remarkable +3
R: Excellent +2
I: Incredible +4
P: Incredible +4
Resources Incredible (+4)
Popularity -Remarkable (-3)
Other Skills
Amazing (+5) Leadership, Linguist, Kongo, Pistol, Quarterstaff, Survival
Incredible (+4) Alertness, Contacts, Rapport
Remarkable (+3) Intimidation, Weapons
Excellent (+2) Burglary, Deceit, Drive, Empathy, Investigation, Lapidary, Pilot, Ride, Stealth
Good (+1) Dance
Typical (+0) Academics, Art
Stunts
Close At Hand, Face the Pain, Money Talks, Preemptive Grace, Quick Draw, Shot On the Run
Acrobat, Big Name, Cold Read, Con Man, Criminal Mind, Death Defiance, I Know A Guy Who
Knows A Guy, Inner Strength, Martial Arts, Mental Blueprint, Signature Strike, Tripwire
Sensibilities
Willie Garvin
Ex-Crimelord 2IC
Retirement is boring
What the Princess says goes
Don't count the Princess out
A Girl In Every Port
No drugs!
I Do Own a Circus, Actually. Also, a Pub.
F: Incredible +4
A: Remarkable +3
S: Excellent +2
E: Remarkable +3
R: Excellent +2
I: Amazing +5
P: Remarkable +3
Resources Remarkable (+3)
Popularity -Remarkable (-3)
Other Skills
Unearthly (+7) Knife
Amazing (+5) Alertness, Rapport, Throw
Incredible (+4) Contacts, Intimidation, Quarterstaff, Rifle, Survival
Remarkable (+3) Disguise, Empathy, Engineering, Linguist, Ride, Survival, Weapons
Excellent (+2) Burglary, Deceit, Drive, Gambling, Leadership, Pilot, Ride, Stealth
Good (+1) Academics, Science
Poor (-1) Pistol
Stunts
Danger Sense [His Ears Prickle], Everybody's Friend, Good Arm, Headquarters, Scary,
Scientific Invention, Uncanny Hunch
Acrobat, Big Name, Cold Read, Con Man, Criminal Mind, Death Defiance, I Know A Guy Who
Knows A Guy, Inner Strength, Martial Arts, Mental Blueprint, Signature Strike, Tripwire
Sensibilities
Sir Gerald Tarrant
British Secret Service Chief.
I Must Have Modesty Blaise!
What's a bit of blackmail between friends?
F: Typical +0
A: Good +1
S: Typical +0
E: Good +1
R: Excellent +2
I: Excellent +2
P: Remarkable +3
Resources Incredible (+4) [In government capacity, otherwise Excellent (+2)]
Popularity Excellent (+2)
Other Skills
Incredible (+4) Bureaucracy, Contacts, Espionage
Remarkable (+3) Deceit, Intimidation, Investigation
Good (+1) Guns, Stealth
Stunts
Center of the Web, Expert Staff
Weng
Houseboy
Reformed druggie
Quite happy in this job, thanks very much
F: Typical +0
A: Typical +0
S: Typical +0
E: Good +1
R: Good +1
I: Good +1
P: Good +1
Resources Good (+1)
Popularity Typical (0)
Other Skills
Excellent (+2) Administration, Drive
John Dall
Billionaire businessman
Occasional boyfriend of Blaise
F: Good +1
A: Good +1
S: Good +1
E: Good +1
R: Excellent +2
I: Good +1
P: Excellent +2
Resources Amazing (+5)
Popularity Remarkable (+2)
Other Skills
Incredible (+4) Bureaucracy
Excellent (+2) Guns, Leadership
Good (+1) Ride, Pilot
Stunts
Center of the Web, Fantastically Rich
Steve Collier
Retired mathematician and textbook author
Psychic Investigator
Ex-Lover of Blaise
Husband of Dinah
F: Typical (+0)
A: Typical (+0)
S: Typical (+0)
E: Typical (+0)
R: Good (+1)
I: Good +1
P: Typical +0
Resources Typical +0
Popularity Typical +0
Other Skills
Excellent (+2) Academics, Mathematics, Mysteries
Good (+1)
Dinah Pilgrim
Blind Diviner
Ex-Lover of Garvin
Wife of Steve
F: Poor (-1)
A: Poor (-1)
S: Typical (+0)
E: Typical (+0)
R: Typical (+1)
I: Excellent +2
P: Good +1
Resources Typical +0
Popularity Typical +0
Other Skills
Mysteries (+2)
Stunts
Fortuneteller, Secrets of the Arcane
Doctor Giles Pennyfeather
Adverse Conditions Medical Genius
Bumbling Goofball
F: Poor (-1)
A: Typical 0
S: Typical +0
E: Typical +1
R: Typical +0
I: Good +1
P: Typical +0
Resources Poor (-1)
Popularity Typical (+0)
Other Skills
Excellent (+2) Medicine
Good (+1) Science
Stunts
Doctor, Medic, Surgeon
ADVENTURING
Most definitely a Spirit of the Century via Shadows of the Century style game.
TWO PLAYERS
A perfect two player scenario team, Blaise and Garvin can be easily Compelled into whatever
outlandishly led super spy or crime scenario Tarrant can come up with for them to solve. The
most likely abduction victims in their oeuvre are detailed above, for added spice. Others include
Tarrant's 2IC and Maude, an operative they have worked with in the field before.
ONE PLAYER
The 'needs the other' Aspects can be used in there is only one PC. Got to get to the other.
THREE PLAYERS
Or if three players, an abduction victim attempting to use their brains to survive until Blaise and
Garvin can get there. Then surviving to escape with them.
MORE PLAYERS
A possibility is a support team for the two heroes, particularly competent local talent, ex-Network
members or others provided by Tarrant to assist in a particular caper that could be on the level
of a standard FATE Core beginning character. Which the players could design and based on
what they come up with, the actual scenario can then be designed aorund them.
THE LADDER
Being a big Marvel Super Heroes fan from way back, this is how I like to think:
Value Adjective
+13 Cosmic 5 (Class 5000)
+12 Cosmic 3 (Class 3000)
+11 Cosmic 1 (Class 1000)
+10 Legendary Z (Shift Z)
+9 Legendary Y (Shift Y)
+8 Legendary X (Shift X)
+7 Unearthly (Epic)
+6 Monstrous (Fantastic)
+5 Amazing (Superb)
+4 Incredible (Great)
+3 Remarkable (Good)
+2 Excellent (Fair)
+1 Good (Average)
+0 Typical (Mediocre)
-1 Poor
-2 Feeble (Terrible)
-3 Awful 0 (Shift 0)
-4 Abysmal
FASERIP - basic human attributes
Physique is split compared to Core, into a Strength component and an Endurance component,
the latter of which should be used for the Stress track. Reason is native intelligence.
Fighting (Fight)
Agility (Athletics)
Strength
Endurance
Reason
Intuition (Notice)
Psyche (Will)
secondary
Popularity is a measure of charisma, reputation and public influence. If you like, bad people can
have a negative popularity ladder equivalent. Supervillains, mass murderers, ruthless thugs in
The Ball, etc.
Popularity
Resources
REFERENCES
Modesty Blaise: Wikipedia - http://en.wikipedia.org/wiki/Modesty_Blaise
The Complete Modesty Blaise Dossier - http://www3.sympatico.ca/jim.pattison/modesty/
| textdata/thevault/FATE (fudge) [multi]/Fate Hacks & Homebrews/FATE_ Modesty Blaise.pdf |
YEAR OF ROTTING RUIN—ADVENTURE 6
STORYBOOK: DEATH’S VENGEANCE
Read the Following Aloud:
Lastwall is dying, and the Whispering Tyrant
has killed it.
A noble nation of paladins and knights,
Lastwall was created to watch over the
prison of the undead Whispering Tyrant. The
notorious lich was locked away 900 years
ago in the province of Virlych in neighboring
Ustalav. Ever vigilant for the lich’s return,
Lastwall also protected civilized lands from
orc hordes, roaming undead, and other evils.
Yet in his imprisonment, the Whispering
Tyrant planned for his freedom and his revenge.
Armed with a devastating superweapon of his
own design, the Whispering Tyrant obliterated
Lastwall’s capital of Vigil and blasted open his
prison. Now, the lich who tyrannized the Inner
Sea region a millennium ago has returned.
His undead minions and mortal cultists travel
freely through Lastwall, slaying its guardians
and shattering its castles. Lastwall’s final hope
is the white-walled city of Vellumis, a trading
port on Lake Encarthan. Lastwall’s remaining
bureaucrats organize fleets of evacuees from
Vellumis daily, shepherding people out of the
dying nation to safer lands.
Yet hard times are times for heroes. The
Pathfinder Society, a world-spanning group of
treasure hunters and lore seekers, maintains a
presence in Lastwall. Few Pathfinders in Vigil
survived, and those who did rushed to Vellumis
to aid the evacuation efforts and rejoin with
Vellumis’s Pathfinders. From Vellumis, the
Pathfinders can coordinate rescue efforts in
the Lastwall countryside and take the fight
against evil into haunted Virlych itself.
Some have given the dying nation of
Lastwall a new name: the Gravelands. Yet even
in the grim face of death, champions must rise.
Lastwall
Lastwall
Ustalav
Ustalav
• Vellumis
• Vellumis
• Boursonne
• Boursonne
• Vigil
• Vigil
• Ardis
• Ardis
INNER SEA
INNER SEA
Scenario Design • Keith Richmond
Story • Elizabeth Corrigan
Editors • Mike Selinker and Vic Wertz
Graphic Designers • Sonja Morris and Tony Barnett
Cover Artist • Roberto Pitturru
Interior Artists • Klaher Baklaher, Helge C. Balzer, Leonardo
Borazio, Dmitry Burmak, Kremena Chipilova . Michal Ivan,
Kiki Moch Rizky, Craig J. Spearing, and Kevin Yan
Cartographer • Rob Lazzaretti
Organized Play Manager • Tonya Woldridge
Organized Play Lead Developer • Linda Zayas-Palmer
PACG Development Team • Chad Brown, Tanis O’Connor,
Paul Peterson, Keith Richmond, Aviva Schecterson, Mike
Selinker, Liz Spain, Gaby Weidling, and Skylar Woodies,
based on a game concept by Rian Sand
© 2020 Paizo Inc. Paizo, the Paizo golem logo, and Pathfinder are registered trademarks of Paizo Inc. Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, and Curse of the Crimson
Throne are trademarks of Paizo Inc.
COMPLETE THESE SCENARIOS IN ANY ORDER:
Adventure Reward
Adventure Path Reward
COMPLETE THESE SCENARIOS IN ANY ORDER:
Adventure Reward
Adventure Path Reward
Adventure 6—Death’s Vengeance
Build the Vault: The vault should contain all level 0, 1, 2, 3, 4, 5, and 6 cards from the Core Set and the
Curse of the Crimson Throne Adventure Path, then remove all Level 0, 1, 2, and 3 non-Veteran banes and
you may remove any Level 0, 1, 2, and 3 non-Veteran, non-blessing boons.
DURING THIS ADVENTURE PATH:
DURING THIS ADVENTURE PATH:
During This Adventure: Scenarios 6C1: An Unlikely Alliance and 6C2: Backstabbed present a choice for the
party regarding how to approach the Red Mantis assassins. Run only one of these scenarios: An Unlikely
Alliance if the party wishes to parley with the assassins, or Backstabbed if they choose to fight them.
Scenario 6D: The Demilich’s Domain is the standard conclusion to the Year of Rotting Ruin. Characters
who have completed this adventure who wish to explore Trazavai’s soul-mist can continue to the optional
scenario 6E: The Lich’s Legacy. That scenario is not required to earn the adventure or Adventure Path
rewards.
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
3
Scenario 6A: Storm of Ravenous Shadows
Read the Following Aloud:
“All signs point to Virlych.” Venture-Captain Evni
Zognoss folds her hands on her desk. She seems
surprisingly chipper, given the sentence she just
uttered. “The Lastwall Knights and I have been
researching Trazavai’s history. It seems he has
most likely hidden his phylactery in the hoard of
his friend, the demilich Yln.”
You’ve heard of Virlych, though you’ve never
been there. The forbidding Ustalavic province
is a land ruled by monsters and undead. It has
been many generations since it was home to any
but the bravest and most foolhardy of explorers.
Since the rise of the Whispering Tyrant, the
land’s threats could only have become more dire.
“Locating Yln’s lair might have proven difficult,
but luck was on our side.” The venture-captain
gestures toward a tall woman with dark hair
and blue-grey robes standing behind her.
“Aviva Racovick has spent the past several
years studying ancient sites in Virlych, and she
believes she knows where the demilich resides.”
Racovick nods in greeting. “When Vigil
was destroyed, my compatriots and I were
investigating a newly discovered site rife with
necromantic energies. I returned to Lastwall
to aid in the defense against the Whispering
Tyrant.”
“I suggest you take the next few hours
to make any last-minute preparations,” said
Zognoss. “Be sure to bring plenty of food and
clean water; Virlych is short on both.”
You set out at first light. When you cross
the border into Virlych, the land becomes
more desolate, and the plant life scarcer and
less recognizable. Keeping a close eye on your
surroundings, you manage to easily defeat a few
lone skeletons and avoid some larger hordes of
zombies. Then, a few hours into your trek, clouds
fill the sky and a sudden storm descends. Sheets
of acidic rain burn against your skin, reducing
your vision to only a few feet in front of you.
“We need to find shelter!” shouts Racovick,
though you can barely hear her over the howling
of the wind. “I think I know a—”
Before she can finish, lightning flashes in the
sky, revealing a rotting figure in black armor atop
a spectral horse. All around you, the shadows
come to life. You realize they aren’t shadows at
all, but hungry wraiths. And they don’t plan to
let you pass.
4
Development:
As the graveknight shudders and falls and the
wraiths dissipate, so too does the storm die
down. Drizzles of acid still sizzle against your
face, but you can see the terrain in front of
you once more.
Aviva Racovick insists upon taking the
graveknight’s armor with you.
“I can prepare a spell to destroy it tomorrow,
but one of you will have to carry it. It’s too
heavy for me.”
With this new weight on your shoulders,
you continue toward your destination. You
have survived your first real challenge in
Virlych, but it won’t be your last.
STORY BANES
STORY BANES
Setup
Setup
LOCATIONS
LOCATIONS
DURING THIS SCENARIO
DURING THIS SCENARIO
Reward
Reward
5
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
Scenario 6B: With Friends Like These
Read the Following Aloud:
As your guide, Aviva Racovick, leads you
through the barren land, you question her about
the hoard of the demilich Yln.
“I’m not sure what’s in it,” she says. “When
I left, the arcanists who accompanied me were
still investigating the magical energies above the
site.”
This seems a little suspicious. After all, why
would nebulous auras around a hoard be more
interesting than the piles of treasure within?
When you press Racovick on the subject, though,
she refuses to speak about it further. Even more
suspicious. Perhaps it’s paranoia after all of the
treachery and misfortune you’ve encounter on
your adventures, but you won’t be letting your
guide out of sight.
After a few more hours’ travel, Racovick says
“We’re getting close. If we sneak around back
here, we should be able to get to the entrance
to the hoard without attracting any attention.”
You consider questioning Racovick further, but
decide that she’s unlikely to part with more
information. As long as she gets you to Yln’s lair
and Trazavai’s phylactery, you can handle a few
unwelcome surprises.
She leads you to what looks like an empty
patch of dirt on the ground; closer inspection
reveals a well-covered hatch. You brush away
the grit and find the handle. Pulling on it reveals
an opening to a set of stone stairs just wide
enough to admit a single person. You’re about to
head down when you hear a startled gasp from
Racovick. Turning around, you see that a hooded
man carrying a bright silver scythe has placed
his hand on her shoulder.
“Zenobia would like a word with you,” he says.
Racovick swallows. “We should go talk to her,”
she says. “It won’t take long. I’m sure it will be
fine.” Maybe it’s the quaver in her voice, but you
don’t quite believe her.
You follow the hooded man to an encampment
of individuals wearing matching robes. A
woman—the center of everyone’s attention—
lowers her hood, revealing dark hair and
unnaturally pale skin. “That’s Zenobia Zanthret,
the leader of the expedition,” said Racovick.
“She wasn’t undead the last time I saw her. I left
because I realized they were using the energies
here to raise undead, not fight them.”
“You shouldn’t have come back, Aviva,” says
Zanthret. “But since you have, I’ll give you a
choice: kill your new companions and join us, or
die alongside them.”
Racovick casts a spell and, to your relief, aims
it at Zanthret. Zenobia snarls, and the robed
figures around her begin casting spells. You think
you can see them baring pointed teeth under the
shadows of their robes.
Well, you think, Aviva’s led us into this mess.
Let’s see if we can lead her out.
6
DURING THIS SCENARIO
DURING THIS SCENARIO
Reward
Reward
STORY BANES
STORY BANES
Development:
With Zanthret and her associates slain, you’re
free to head back to the hatch. Racovick
apologizes and thanks you for helping defeat
the monsters she once worked alongside.
“I suppose this is commonplace in my line
of work, but it never gets easier,” she says.
“Never easy to put friends down.”
As you get closer to the stone staircase, you
see two figures approaching. You groan when
you recognize the black-and-red masks of Red
Mantis assassins, though you notice their
infamous sawtooth sabers are sheathed on
their backs. Perhaps they have not come to
kill you after all.
Setup
Setup
LOCATIONS
LOCATIONS
7
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
Scenario 6C1: An Unlikely Alliance
If the majority of players wish to parley with
the Red Mantis assassins, play this scenario.
If the party would rather fight them, instead
play scenario 6C2: Backstabbed.
Read the following aloud:
As long as the Red Mantis assassins
are willing to talk, you’ll listen to
what they have to say. When
they get close enough to see that
you’ve sheathed your weapons,
they
remove
their
hoods,
revealing a dark-haired woman
and a steely-skinned angelkin
man.
The woman raises her
hand in greeting. “My
name is Kayltanya, and
this is my associate
Koriantu. We have a
proposition for you.
It seems that your
quarry was the subject of a
Red Mantis contract long ago. While our
order succeeded in killing the human, Trazavai
thwarted us by rising as a lich. Though the
original contractor is long dead, we take it as a
matter of pride to make sure all of our marks
stay dead.”
That final statement makes you uneasy.
After all, you are the subject of a Red Mantis
contract, and you don’t want to spend the rest
of your life dodging sawtooth sabers.
Kayltanya continues, “While you also have
contracts on your heads, it seems that we
have a common enemy. Our proposition is
this: if you assist us in destroying Trazavai’s
phylactery, the Red Mantis will not attack you
for three months’ time. You may have this time
to put your affairs in order or shore up your
defenses as you see fit.” Koriantu smirks, as if
to suggest that no defenses will be sufficient.
You consider the offer. Three months
isn’t a lot—but it’s more than you would get
if you refused the offer, and it will give you
time to come up with another plan.
Besides, the Red Mantis are far
more useful as temporary allies
than yet more enemies in
these
forsaken
lands.
You nod your agreement
and gesture toward the
trap door, indicating that
the assassins can
descend first.
“Not so fast,”
says
Koriantu.
“We’ll need you
to prove your
cooperation
before
we’ll
head
into
a
demilich’s lair with you. We
have another contract on a powerful
undead in the area, this one on the banshee
Ulitha. We have some associates watching her
movements, and we are ready to strike when
the time is right.”
Of course there’s a banshee, you think. And
of course they want us to prove ourselves
even further. You nod, agreeing to the further
terms.
Kayltanya and Koriantu lead you to a team
of Red Mantis assassins inside a nearby cave.
You peek around the corner and can barely see
the whisper of a woman in the room beyond.
Just as you try to disappear back behind the
rock, the banshee turns and lets out a soul-
rending wail. The bones around Ulitha rise into
powerful skeletons and prepare to do battle.
8
DURING THIS SCENARIO
DURING THIS SCENARIO
Reward
Reward
Development:
The banshee is dead, and you have proven
yourselves as temporary allies of the Red
Mantis assassins. You have to admit that you
respect their skill with their blades, and you’re
glad not to be on the receiving ends of them.
“Three months,” they say in unison.
“Three months,” you reply.
You’ll be grateful to have them as allies as
you face down the demilich.
After that… well, you’ll think of something.
Setup
Setup
LOCATIONS
LOCATIONS
STORY BANES
STORY BANES
9
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
Scenario 6C2: Backstabbed
If the majority of players wish to fight the
Red Mantis assassins, play this scenario. If
the party would rather parley with them,
instead play scenario 6C1: An Unlikely
Alliance.
Read the following aloud:
You can’t trust a Red Mantis assassin,
especially when they have a contract on your
head. These approaching assassins don’t have
their weapons out, but you have every fighting
resource at your disposal at the ready.
The woman on the right raises a wary hand
in greeting. “Greetings. My associate and
I have a proposition for you. It seems that
your quarry was the subject of a Red Mantis
contract long ago. While our order succeeded
in killing the human, Trazavai thwarted us by
rising as a lich, and we take it as a matter of
pride to make sure all of our marks stay dead.”
That last statement more than anything else
makes you certain you can’t trust this woman.
After all, they have a contract out on you.
The woman continues, “It thus seems that
we have a common enemy. Our proposition is
this: if you assist us in destroying Trazavai’s
phylactery, we will not attack you for three
months’ time. You may have this time to put
your affairs in order or shore up your defenses
as you see fit.”
There’s no way you’re taking this deal.
Working with Red Mantis assassins for a few
months of reprieve from their attack? Not a
chance! But, you reason, it doesn’t hurt for
them to think you’re listening.
The man on the left introduces the caveat
you knew was coming. “We’ll need you to
prove your cooperation before we’ll head into
a demilich’s lair with you. We have another
contract on a powerful undead in the area,
this one on the banshee Ulitha. We have some
associates watching her movements, and we
are ready to strike when the time is right.”
They want you to fight a banshee and a
demilich for them? Forget it! But if they fight
the banshee alone, they’ll be vulnerable. You
tell the assassins you’d be happy to fight the
banshee, but you have a few things to take
care of first.
“Be back in an hour,” says the man.
“Otherwise we’ll fight Ulitha without you, and
the deal is off.”
You hurry off in the opposite direction,
trying to figure out how to distract yourself
for an hour and a half. You occupy yourself by
killing some less powerful undead around the
outskirts of the camp. After you’re certain the
assassins have fought the banshee, you head
in the direction they indicated.
“You fools!” the woman exclaims as you
rush toward them. “You promised to help us!”
She and her fellows draw their blades. With
a smile on your face, you rush into the fight.
10
DURING THIS SCENARIO
DURING THIS SCENARIO
Reward
Reward
Development:
With the Red Mantises slain, you can only
hope that you’ll get a reprieve from attacks for
longer than the three months they promised.
Each disappeared in a shower of blood-red
mist when they fell, but they left their valuable
equipment behind.
You take time to loot their treasures. Now
you won’t have to worry about a sawtooth
saber stabbing you in the back after you’ve
done the hard work of defeating your
archnemesis.
It’s time to go find Trazavai’s phylactery.
Setup
Setup
LOCATIONS
LOCATIONS
STORY BANES
STORY BANES
11
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
Scenario 6D: The Demilich’s Domain
Read the Following Aloud:
At long last, you descend the stone staircase
into the demilich’s lair. At the bottom lies a
twisty passage with barely enough room for one
person to walk at a time. After what seems an
interminable trek filled with nasty but eminently
defeatable traps, you find yourself in a room
full of treasures beyond imagining—gold, gems,
magic items, and somewhere among it all, a lich’s
phylactery. Unfortunately, you also spot the one
thing traditionally associated with this kind of
treasure hoard: a dragon curled up among the
riches.
The dragon raises his head, revealing festering
wounds filled with ooze and maggots on his
flank. “Well, well, well. What have we here?” His
breath fills your nose with the smell of rot, and
you wonder if you have ever beheld something
so disgusting. “You look like tasty morsels
indeed, but I’m sure the boss would like to
participate as well.”
Boss? You know you came for a demilich but
find it hard to believe this creature—your mind
struggles to supply the correct name for this
dragon—this taniniver has a master. You turn
in the direction the taniniver is looking. A few
of the crystalized gems quiver and rise from
the piles of treasure, revealing a tiny gnome
skull underneath. Despite the aura of menace
surrounding the skull, you find her almost... cute.
Before you have time to react, the demilich
Yln lets out an inhuman shriek, and the gold
and gems begin spinning around the room,
bludgeoning you in the face and obscuring
your vision. Okay, maybe it’s not quite so cute
after all. You hear rather than see the taniniver’s
wings unfurl. A spew of disease disrupts the flow
of coins around you momentarily, and you find
yourself covered with rotting spittle.
From beneath the coins, weapons rise into the
air, dancing in a storm of wickedly sharp edges
that barrel toward you. As they rise, they reveal
a profane symbol in the ground. The symbol
flashes, filling your body with wracking pain.
Looks like this is going to be the fight of your life.
LOCATIONS
LOCATIONS
12
DURING THIS SCENARIO
DURING THIS SCENARIO
IF ANY CHARACTERS HAVE
PLAYED SCENARIO 6C1 AND HAVE
NOT PLAYED SCENARIO 6C2:
IF ANY CHARACTERS HAVE
PLAYED SCENARIO 6C1 AND HAVE
NOT PLAYED SCENARIO 6C2:
Reward
Reward
STORY BANES
STORY BANES
Development:
You manage to destroy the demilich Yln and
his taniniver minion, and you think you’ve
triggered or disabled all the nefarious traps.
The treasure is yours.
But before you can figure out how to
get it all out of here, you need to find
Trazavai’s phylactery. It takes several hours,
but eventually you find a magical glass
container filled with swirling mist. With a
mix of pleasure and relief, you use a large
diamond to smash the relic. As you do, the
vapor within rises and expands, then floats
toward the entrance.
At last, Trazavai is gone forever. You’ve
destroyed the liches and acquired a hoard of
treasure vast enough to live a life of luxury
for the rest of your days, even after paying
off whatever bounty the Red Mantis have on
your head. But can your adventurer’s spirit
resist the urge to find out what’s inside the
mysterious mist?
Setup
Setup
13
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
URBAN
URBAN
ARENA
ARENA
LOCATION 0
LOCATION 0
Illustration by Leonardo Borazio ©2020 Paizo Inc.
DECK SIZE
S
M
L
MONSTER
3
4
6
BARRIER
0
0
0
WEAPON
1
2
2
SPELL
0
0
0
ARMOR
1
1
2
ITEM
0
0
0
ALLY
1
2
2
BLESSING
0
0
0
AT THIS LOCATION
On your combat check to defeat, add
your Charisma die and the number
of ally cards in your hand, and the
difficulty is increased by d12.
TO CLOSE OR TO GUARD
Summon and defeat a new monster.
WHEN CLOSED
Draw a new ally.
Scenario 6E: The Lich’s Legacy
Read the Following Aloud:
Unable to resist the siren call of one more
adventure, you step into the mist. To your
surprise, you find yourself in the large parlor
of an elegant manor, where several people are
sitting and drinking tea.
“Oh, hello!” says the elderly lady closest to
you. “It’s simply been too long since we’ve seen
new faces. Though with all that blood covering
you, I do rather think you belong next door.”
You must have puzzled looks on your faces,
because she continues, “Are you not Trazavai’s
latest conquests? We were all killed as part
of his quest for immortality, and we’ve been
waiting patiently for someone to free us ever
since. Others among us are not so civilized.”
At her words, an icy wind swirls through the
room, whipping away your surroundings. The
scene shifts and you find yourself standing in
a field of dead grass with a stone wall reaching
up into the misty sky. In front of the wall are
hundreds of people dressed in colors as drab
as their surroundings. Some of them try to
climb the wall, only to fall when they reach the
sky. Others pound at the stone with weapons,
tools, or their bare fists, and although the wall
does not look like much, none of their efforts
put even a dent in it. These souls must be
unable to reach the River of Souls, but you
think you know a ritual to liberate them. As
you try to get someone’s attention, another
gust of wind comes up, changing the scene yet
again.
Jeers assail your ears as you appear on the
field of a huge arena where even more souls
are scattered throughout the stands. Thirty
feet in front of you, two gladiators are locked
in battle. One stabs the other through the
heart, and the latter falls to the ground. Within
seconds, a shimmering haze surrounds her,
and she comes to her feet, alive once more.
“New blood!” someone shouts, pointing at
you, and the spectators all raise their weapons
and head straight for you. You quickly begin
the opening steps of the ritual. You’re going
to have to figure out how to conduct it
with crowds of angry souls swarming you,
because while they may be unable to escape
their undying state, you’re pretty sure their
weapons can kill.
14
DURING THIS SCENARIO
DURING THIS SCENARIO
Reward
Reward
Development:
When the ritual is completed, a shimmering
stream of magic appears above the arena,
absorbing the spirits into it.
The River of Souls, you think in awe. You
didn’t think you’d see it until you died.
The scene shifts again, bringing you back to
the parlor you first arrived in, and you watch as
the spirits, one by one, stand before they go onto
their final judgment. The last to go is the elderly
lady who spoke to you.
“Thank you,” she says with a nod before she
disappears into the glorious stream.
Thanks to your curiosity, hundreds of souls
that had been ensnared by Trazavai can now find
their eternal rest.
Setup
Setup
LOCATIONS
LOCATIONS
STORY BANES
STORY BANES
15
ADVENTURE 6: DEATH’S VENGEANCE
ADVENTURE 6: DEATH’S VENGEANCE
16
UNDEAD
VETERAN
UNDEAD
VETERAN
UNDEAD
BANSHEE
INCORPOREAL
UNDEAD
BANSHEE
INCORPOREAL
UNDEAD
LICH
VETERAN
UNDEAD
LICH
VETERAN
GRAVEKNIGHT
GRAVEKNIGHT
ULITHA
ULITHA
DEMILICH
DEMILICH
STORY BANE 1
STORY BANE 1
STORY BANE 6
STORY BANE 6
STORY BANE 4
STORY BANE 4
Illustration by Hedge C. Balzer ©2020 Paizo Inc.
Illustration by Kevin Yan ©2020 Paizo Inc.
Illustration by Klaher Baklaher ©2020 Paizo Inc.
POWERS
Roll 1d4. This monster gains
the trait, is immune to, and all
damage is:
1. Acid
3. Electricity
2. Cold
4. Fire
Immune to Cold, Electricity,
Mental, and Poison. Resistant
to Attack.
Before acting, a random character
summons and encounters a
random Undead story bane. Then,
each local character suffers 1d4
damage.
POWERS
Immune to Mental and Poison.
Before acting, each character suffers
the scourge Frightened.
If the check to defeat is either not
blessed or does not have the Magic
trait, this monster is undefeated.
When you discard cards as damage,
discard them from the top of
your deck.
POWERS
Immune to Mental and Poison. Resistant
to Attack.
Before acting, each character must
succeed at a Constitution, Wisdom,
Divine, or Fortitude 6+# check or suffer
the scourge Drained and bury 1d4+1 cards
from their hand, deck, and/or discards.
If this monster would be defeated, roll
1d4. On a 1, it is evaded.
If undefeated, bury your deck or
role card.
CHECK TO DEFEAT
COMBAT
OR
DIVINE
CHECK TO DEFEAT
COMBAT
OR
DIVINE
CHECK TO DEFEAT
COMBAT
CHECK TO DEFEAT
COMBAT
CHECK TO DEFEAT
COMBAT
COMBAT
OR
DIVINE
CHECK TO DEFEAT
COMBAT
COMBAT
OR
DIVINE
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
KOBOLD
VETERAN
KOBOLD
VETERAN
HUMAN
ARCANIST
HUMAN
ARCANIST
Oh! I do think I read about
that recently. Now, was it
in the Bestiary of Garund
or that latest report from
Absalom...?
Oh! I do think I read about
that recently. Now, was it
in the Bestiary of Garund
or that latest report from
Absalom...?
AVIVA RACOVICK
AVIVA RACOVICK
SUPPORTER 0
SUPPORTER 0
Illustration by Dmitry Burmak ©2020 Paizo Inc.
POWERS
Display. While displayed:
• You may bury to draw 2 new
Arcane spells, then banish 1
of them.
• □ You may bury to examine
the top 3 cards of your location,
then you may shuffle them into
your location.
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
TYPE
MONSTER
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