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ce qui se cache dans la nuit Hier, un appel est arriv éé l’Agence de Dé tectives. On nous demande de l’aide pour r soudre un myst ère la Maison Hanté e ! Les courageux d tectives de monstres sont chargéé s d’aller d couvrir ce qu’il s’y passe. Pourront-ils r soudre cette affaire ? Pour cette extraordinaire mission, nous compterons sur l’aide inestimable de nos c l bres d tectives Tiramisu, Kiwi, Menthe et Fraise. Nous disposerons galement de l’appui du Localisateur, de la Loupe Cul-de-bouteille, du Filet Attrape-monstres, de la D tectitorche et de la Couverture de Linus. Une Aventure pour Petits Dée' tectives de Monstres, jeu de ro^le pour enfants Ecrite par Paula Torres ((et traduite par Charlotte Dée’ nouveaux Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale. événements Il se passe des choses très étranges chez la nouvelle habitante de la Maison Hantée, une collégienne de 12 ans. Elle se réveille chaque ma- tin avec les cheveux tout emmêlés et ébouriffés. Et sans sa couverture en plus ! Comme l’hiver arrive et qu’il commence à faire froid, elle a appelé l’Agence de Détectives pour lui venir en aide. Mission Il faut découvrir celui qui, la nuit, cause des problèmes et le faire cesser. Pistes Chaussettes dépareillées sur tout le sol de la chambre (+1 de Peur). Boulettes de poussière dispersées sur le sol du salon (+1 de Peur). Les Gamusinos : « La nuit, on entend des bruits de pas comme si quelqu’un se déplaçait dans toute la maison. » (+2 de Peur). Les cahiers de classe disparus (+1 de Peur). La collection de chaussettes dépareillées sous le lit qui indique le nid du monstre (+1 de Peur). Monstre Le Monstre de Sous Le Lit (pages 72-73 du livre de base). Son nid est sous le lit de la collégienne. Détective Vétéran : Bonjour, détectives ! L’Agence nous a appelé pour une étrange mission à la Maison Hantée. Le plan de la maison se trouve à la page 25 du livre de base. Tout porte à croire qu’une grande aven- ture commence. Etes-vous prêts pour un nouveau mystère ? Tout d’abord, distribuons les gadgets. Moi, je garde le Localisateur qui nous indiquera le niveau de Peur tout au long de l’enquête. Main- tenant, qui souhaite récupérer la Loupe Cul-de-bouteille ? Répar- tissez les gadgets entre les joueurs. Ok, nous sommes tous prêts ! Nous nous rendons à la maison et devant la porte, nous rencon- trons une jeune fille qui nous dit : « C’est un vrai désastre ! Je me lève chaque matin avec les cheveux en pétard et tout emmêlés. Je ne peux plus me peigner. En plus, je me réveille sans ma couver- ture et je commence à attraper froid. Cette maison est en train de me rendre folle… Atchoum ! S’il vous plaît, pouvez-vous m’aider ? Je suis en train de m’enrhumer… Atchoum ! » Alors, détectives, que voulez-vous faire ? Entrons dans la maison résoudre ce mystère ! Lorsque nous entrons, nous découvrons un salon et une cuisine très désor- donnés. Nous avançons en prenant beaucoup de précaution. Il ne faudrait pas que le monstre soit ré- veillé et qu’il nous donne une bonne frayeur. Pour cela, nous lançons d’abord les dés pour voir si nous entendons quelque chose (difficulté facile 2). Comme il fait jour et que le monstre dort, nous n’entendrons rien et nous pourrons enquê- ter sans Peur dans la maison. Dans le salon, le Localisateur de Peur signale qu’il est monté à un point ! C’est un grand salon ouvert sur la cuisine. Il y a un canapé, une che- minée et une table. Cela va être difficile de cher- cher ici. Vous pouvez peut-être utiliser la Loupe pour chercher une piste sur le monstre (difficul- té normale 4). Regardez, de tous petits tas de poussière ! Quelqu’un a ramassé la poussière et en a fait des boulettes pour les étaler sur tout le sol du salon. Il devait beaucoup s’ennuyer... Quel monstre aime faire des boulettes de poussière ? Allons dans la cuisine chercher d’autres pistes. Dans la cuisine, un tas de livres et de cahiers sont sur la table. Mais il leur manque des pages... la 3... la 7... Et en plus, ils sont tout en désordre ! C’est peut-être le moment d’utiliser la Détecti- torche pour chercher plus de pistes. Voilà ! Le Localisateur de Peur nous dit qu’il y a ici un point supplémentaire de Peur ! Quand ils se mettront à chercher (difficulté moyenne 3), ils trouveront des petits bouts de papier qui mènent jusque sous le canapé. C’est un monstre un peu maladroit. Si nous cherchions sous le canapé... Atcha ! Nous y retrouvons tous les cahiers disparus de la collé- gienne. Ils sont en morceaux, mordus et pleins de bave dégoûtante. Ayant découvert l’origine des disparitions, la Peur descend d’un point. Il est temps d’entrer dans la chambre pour en- quêter. Essayons de ne pas faire de bruit. Depuis la porte, notre attention est attirée par des tas de chaussettes dépareillées dispersées dans toute la chambre. Cela semble être une piste importante puisque le Localisateur indique un point de Peur supplémentaire. Ou est-ce seulement que la collégienne est très désordonnée ? Cherchons d’autres pistes dans la salle de bain. Regardez ! Il semble que le panier à linge sale bouge !... Et d’un coup sort un Gamusino qui a l’air perdu. Attention ! Il faut y aller avec des pincettes avec les Gamusinos. Ils sont très craintifs et peuvent fa- cilement partir en courant. Il semble qu’il veuille nous dire quelque chose. Il chuchote : « Il y a quelqu’un qui se déplace dans la mai- son, surtout la nuit. Il a l’air d’errer d’une pièce à une autre. » Dès qu’il a dit cela, il s’enfuit en courant. Il va falloir faire très attention car le Localisateur nous indique qu’il y a 4 points de Peur. Retrouve toutes les règles de ce jeu de rôle et bien d’autres monstres dans Petits Détectives de Monstres, livre publié par La Loutre Rôliste. www.petitsdetectivesdemonstres.com www.laloutreroliste.fr Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale. Retournons dans la chambre. Les détectives lancent les dés pour trouver d’autres pistes (difficulté normale 4). Il semble que la cou- verture soit sous le lit. La collégienne nous a dit qu’elle se réveillait tous les matins sans elle. Sous le lit, l’espace est rempli de chaus- settes dépareillées et il y a quelques empreintes. Super ! C’est sans doute une piste importante ! Il semble que ce soit le nid du monstre ! En plus, le Localisateur indique un autre point de Peur. Quel monstre aime faire des boulettes de poussière, prendre les chaussettes pour les cacher sous un lit et se déplacer la nuit ? Le Monstre de Sous Le Lit ! Nous avons désormais réussi à trouver quel monstre cause tout ce désordre et nous avons réussi à ré- soudre toutes les pistes. Ainsi, le Localisateur additionne la valeur de Peur du monstre à celle de la maison, soit un total de 13 points. Il faut maintenant se préparer pour sa capture. Lisons dans le Livre des Monstres ce qui agace ce monstre pour être préparés et l’attraper dans la Fiole de Cristal pour le rendre gentil. Notre monstre semble ne pas aimer la Couverture de Linus, l’aspirateur et le balai. Nous pouvons peut-être allumer l’aspirateur pour le réveiller, l’attirer et puis le capturer. Lorsque nous pren- drons l’aspirateur pour faire du bruit, le monstre sortira de sous le lit où il était endormi et mordra le détective le plus proche de lui. Tu as été mordu ! Il faut donc que nous lançions tous trois dés en gardant le résultat moyen, sauf le détective qui a été mordu qui devra garder le résultat le plus petit. Nous additionnerons tous nos résultats et nous devrons égaler ou surpasser le niveau de Peur du monstre qui est de 13. Ceux qui ont échoué et le détective mordu devront garder le dé le plus petit un petit moment. Que se passe-t-il si nous utilisons un objet pour nous approcher du monstre (difficulté normale 4) ? S’ils réussissent, le monstre sera effrayé et tentera de s’enfuir. Le monstre essaye de s’échapper ! Mais il ne va pas y arriver car nous le maintenons fermement. L’in- dicateur de Peur descend de 4 points. C’est le bon moment pour mettre tous ensemble le monstre dans la Fiole. Pour cela, nous devons tous lancer 3 dés et garder les dés moyens. Ceux qui ont échoué au jet précédent, ainsi que le détective mordu, doivent garder leur dé le plus petit. En additionnant tous les résultats, si le total dépasse la valeur de Peur du monstre moins 4 points car il est effrayé, 13 - 4 = 9, nous réussissons à le mettre dans la Fiole. N’oublions pas les paroles magiques pour sceller la Fiole ! Très bon travail, détectives ! Il ne reste plus maintenant qu’à ajou- ter le gel convertisseur et à envoyer la Fiole à l’Agence. Comme vous vous en êtes très bien sortis, distribution des médailles du Courage, du Travail en Equipe et des Meilleurs Idées ! Vous avez démontré que vous étiez plus forts que ce monstre en surpas- sant sa valeur de Peur. Un autre grand jour pour l’Agence de Petits Détectives de Monstres ! il aime Faire des tas de pous- sière. Les histoires pour s’endormir. Manger certains habits, comme les chaussettes à rayures. Il les garde habituelle- ment sous les lits. Se cacher sous les meubles. Vivre là où il n’y a pas de lumière. il déteste La Couverture de Linus est le gadget qu’il supporte le moins. Quand on passe le ba- lai ou l’aspirateur dans son nid. Il peut mordre si on le dérange alors qu’il est tranquille. 13 PEUR Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale. ce qui se cache dans la nuit Hier, un appel est arriv éé l’Agence de Dé tectives. On nous demande de l’aide pour r soudre un myst ère la Maison Hanté e ! Les courageux d tectives de monstres sont chargéé s d’aller d couvrir ce qu’il s’y passe. Pourront-ils r soudre cette affaire ? Pour cette extraordinaire mission, nous compterons sur l’aide inestimable de nos c l bres d tectives Tiramisu, Kiwi, Menthe et Fraise. Nous disposerons galement de l’appui du Localisateur, de la Loupe Cul-de-bouteille, du Filet Attrape-monstres, de la D tectitorche et de la Couverture de Linus. Une Aventure pour Petits Dée' tectives de Monstres, jeu de ro^le pour enfants Ecrite par Paula Torres ((et traduite par Charlotte Dée’ nouveaux Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale. événements Il se passe des choses très étranges chez la nouvelle habitante de la Maison Hantée, une collégienne de 12 ans. Elle se réveille chaque ma- tin avec les cheveux tout emmêlés et ébouriffés. Et sans sa couverture en plus ! Comme l’hiver arrive et qu’il commence à faire froid, elle a appelé l’Agence de Détectives pour lui venir en aide. Mission Il faut découvrir celui qui, la nuit, cause des problèmes et le faire cesser. Pistes Chaussettes dépareillées sur tout le sol de la chambre (+1 de Peur). Boulettes de poussière dispersées sur le sol du salon (+1 de Peur). Les Gamusinos : « La nuit, on entend des bruits de pas comme si quelqu’un se déplaçait dans toute la maison. » (+2 de Peur). Les cahiers de classe disparus (+1 de Peur). La collection de chaussettes dépareillées sous le lit qui indique le nid du monstre (+1 de Peur). Monstre Le Monstre de Sous Le Lit (pages 72-73 du livre de base). Son nid est sous le lit de la collégienne. Détective Vétéran : Bonjour, détectives ! L’Agence nous a appelé pour une étrange mission à la Maison Hantée. Le plan de la maison se trouve à la page 25 du livre de base. Tout porte à croire qu’une grande aven- ture commence. Etes-vous prêts pour un nouveau mystère ? Tout d’abord, distribuons les gadgets. Moi, je garde le Localisateur qui nous indiquera le niveau de Peur tout au long de l’enquête. Main- tenant, qui souhaite récupérer la Loupe Cul-de-bouteille ? Répar- tissez les gadgets entre les joueurs. Ok, nous sommes tous prêts ! Nous nous rendons à la maison et devant la porte, nous rencon- trons une jeune fille qui nous dit : « C’est un vrai désastre ! Je me lève chaque matin avec les cheveux en pétard et tout emmêlés. Je ne peux plus me peigner. En plus, je me réveille sans ma couver- ture et je commence à attraper froid. Cette maison est en train de me rendre folle… Atchoum ! S’il vous plaît, pouvez-vous m’aider ? Je suis en train de m’enrhumer… Atchoum ! » Alors, détectives, que voulez-vous faire ? Entrons dans la maison résoudre ce mystère ! Lorsque nous entrons, nous découvrons un salon et une cuisine très désor- donnés. Nous avançons en prenant beaucoup de précaution. Il ne faudrait pas que le monstre soit ré- veillé et qu’il nous donne une bonne frayeur. Pour cela, nous lançons d’abord les dés pour voir si nous entendons quelque chose (difficulté facile 2). Comme il fait jour et que le monstre dort, nous n’entendrons rien et nous pourrons enquê- ter sans Peur dans la maison. Dans le salon, le Localisateur de Peur signale qu’il est monté à un point ! C’est un grand salon ouvert sur la cuisine. Il y a un canapé, une che- minée et une table. Cela va être difficile de cher- cher ici. Vous pouvez peut-être utiliser la Loupe pour chercher une piste sur le monstre (difficul- té normale 4). Regardez, de tous petits tas de poussière ! Quelqu’un a ramassé la poussière et en a fait des boulettes pour les étaler sur tout le sol du salon. Il devait beaucoup s’ennuyer... Quel monstre aime faire des boulettes de poussière ? Allons dans la cuisine chercher d’autres pistes. Dans la cuisine, un tas de livres et de cahiers sont sur la table. Mais il leur manque des pages... la 3... la 7... Et en plus, ils sont tout en désordre ! C’est peut-être le moment d’utiliser la Détecti- torche pour chercher plus de pistes. Voilà ! Le Localisateur de Peur nous dit qu’il y a ici un point supplémentaire de Peur ! Quand ils se mettront à chercher (difficulté moyenne 3), ils trouveront des petits bouts de papier qui mènent jusque sous le canapé. C’est un monstre un peu maladroit. Si nous cherchions sous le canapé... Atcha ! Nous y retrouvons tous les cahiers disparus de la collé- gienne. Ils sont en morceaux, mordus et pleins de bave dégoûtante. Ayant découvert l’origine des disparitions, la Peur descend d’un point. Il est temps d’entrer dans la chambre pour en- quêter. Essayons de ne pas faire de bruit. Depuis la porte, notre attention est attirée par des tas de chaussettes dépareillées dispersées dans toute la chambre. Cela semble être une piste importante puisque le Localisateur indique un point de Peur supplémentaire. Ou est-ce seulement que la collégienne est très désordonnée ? Cherchons d’autres pistes dans la salle de bain. Regardez ! Il semble que le panier à linge sale bouge !... Et d’un coup sort un Gamusino qui a l’air perdu. Attention ! Il faut y aller avec des pincettes avec les Gamusinos. Ils sont très craintifs et peuvent fa- cilement partir en courant. Il semble qu’il veuille nous dire quelque chose. Il chuchote : « Il y a quelqu’un qui se déplace dans la mai- son, surtout la nuit. Il a l’air d’errer d’une pièce à une autre. » Dès qu’il a dit cela, il s’enfuit en courant. Il va falloir faire très attention car le Localisateur nous indique qu’il y a 4 points de Peur. Retrouve toutes les règles de ce jeu de rôle et bien d’autres monstres dans Petits Détectives de Monstres, livre publié par La Loutre Rôliste. www.petitsdetectivesdemonstres.com www.laloutreroliste.fr Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale. Retournons dans la chambre. Les détectives lancent les dés pour trouver d’autres pistes (difficulté normale 4). Il semble que la cou- verture soit sous le lit. La collégienne nous a dit qu’elle se réveillait tous les matins sans elle. Sous le lit, l’espace est rempli de chaus- settes dépareillées et il y a quelques empreintes. Super ! C’est sans doute une piste importante ! Il semble que ce soit le nid du monstre ! En plus, le Localisateur indique un autre point de Peur. Quel monstre aime faire des boulettes de poussière, prendre les chaussettes pour les cacher sous un lit et se déplacer la nuit ? Le Monstre de Sous Le Lit ! Nous avons désormais réussi à trouver quel monstre cause tout ce désordre et nous avons réussi à ré- soudre toutes les pistes. Ainsi, le Localisateur additionne la valeur de Peur du monstre à celle de la maison, soit un total de 13 points. Il faut maintenant se préparer pour sa capture. Lisons dans le Livre des Monstres ce qui agace ce monstre pour être préparés et l’attraper dans la Fiole de Cristal pour le rendre gentil. Notre monstre semble ne pas aimer la Couverture de Linus, l’aspirateur et le balai. Nous pouvons peut-être allumer l’aspirateur pour le réveiller, l’attirer et puis le capturer. Lorsque nous pren- drons l’aspirateur pour faire du bruit, le monstre sortira de sous le lit où il était endormi et mordra le détective le plus proche de lui. Tu as été mordu ! Il faut donc que nous lançions tous trois dés en gardant le résultat moyen, sauf le détective qui a été mordu qui devra garder le résultat le plus petit. Nous additionnerons tous nos résultats et nous devrons égaler ou surpasser le niveau de Peur du monstre qui est de 13. Ceux qui ont échoué et le détective mordu devront garder le dé le plus petit un petit moment. Que se passe-t-il si nous utilisons un objet pour nous approcher du monstre (difficulté normale 4) ? S’ils réussissent, le monstre sera effrayé et tentera de s’enfuir. Le monstre essaye de s’échapper ! Mais il ne va pas y arriver car nous le maintenons fermement. L’in- dicateur de Peur descend de 4 points. C’est le bon moment pour mettre tous ensemble le monstre dans la Fiole. Pour cela, nous devons tous lancer 3 dés et garder les dés moyens. Ceux qui ont échoué au jet précédent, ainsi que le détective mordu, doivent garder leur dé le plus petit. En additionnant tous les résultats, si le total dépasse la valeur de Peur du monstre moins 4 points car il est effrayé, 13 - 4 = 9, nous réussissons à le mettre dans la Fiole. N’oublions pas les paroles magiques pour sceller la Fiole ! Très bon travail, détectives ! Il ne reste plus maintenant qu’à ajou- ter le gel convertisseur et à envoyer la Fiole à l’Agence. Comme vous vous en êtes très bien sortis, distribution des médailles du Courage, du Travail en Equipe et des Meilleurs Idées ! Vous avez démontré que vous étiez plus forts que ce monstre en surpas- sant sa valeur de Peur. Un autre grand jour pour l’Agence de Petits Détectives de Monstres ! il aime Faire des tas de pous- sière. Les histoires pour s’endormir. Manger certains habits, comme les chaussettes à rayures. Il les garde habituelle- ment sous les lits. Se cacher sous les meubles. Vivre là où il n’y a pas de lumière. il déteste La Couverture de Linus est le gadget qu’il supporte le moins. Quand on passe le ba- lai ou l’aspirateur dans son nid. Il peut mordre si on le dérange alors qu’il est tranquille. 13 PEUR Traduit sous licence Nosolorol Ediciones. Relecture par Benoît « L'Amiral » Bastien. Titre original : Lo que se esconde por las noches, publié dans Nivel 9 numéro 7, Copyright © 2020 Nosolorol Ediciones. La Loutre Rôliste, Tous droits réservés. ISBN : 978-2-37564-038-8. Mise en ligne du PDF : décembre 2019. PDF gratuit pour une utilisation personnelle non commerciale.
textdata/thevault/Petits Detectives de Monstres [FR]/Scenarii/Ce qui se cache dans la nuit - LaLoutreRoliste.pdf
Saldor Foslarin 1 Saldor Foslarin Convocatus Primus des Bunds des Weißen Pentagramms Zauberkundige aus ganz Aventurien ken- nen Saldor Foslarin als entschlossenen Kämpfer gegen Schwarze Magie, der sich dem ‘Guten’ verpflichtet sieht. Aber sie spotten auch hinter seinem Rücken über den hitzköpfigen Zwerg, dessen Engstir- nigkeit ein Hindernis für Philosophie und Forschung bedeutet. Saldor Foslarin ist einer der wenigen Zwerge, die in einer menschlichen Aka- demie die Kunst der Magie lernten, und kann eine besondere Karriere vorweisen. Er hat sich in die Menschengesellschaft eingefügt und ärgert sich, wenn Kollegen ihn wegen seiner Herkunft abwerten. Sein niedriges Ansehen bei anderen Zwergen kümmert ihn dagegen wenig, denn er ist überzeugt, das Richtige zu tun. Foslarin steht immer bereit, um für das Mittelreich und die ‘Gute Sache’ nach dem Rechten zu sehen. Die Pfeile des Lichts, seine weißmagische Eliteeinheit, sind ebenso respektiert wie gefürchtet. In seiner Akademie Schwert und Stab in Gareth ist er nicht immer anzutreffen, dafür sieht man oft, wie er in der Stadt auf seinem zottigen weißen Pony von einem Termin zum nächsten hetzt. Als Zwerg schätzt er den Anblick schön gearbeiteter Artefakte und großer Kriegsmaschinen (in seiner Kammer bastelt er nachts an einem komplizierten Modell einer gigantischen Wurf- maschine), vor allem aber den von Feuer. Seine Kampfzauber sind nicht nur tödlich, sondern auch prächtig anzusehen. Foslarin ist schonungslos ehrlich, streitbar und so hart im Einstecken wie im Austeilen. Jeder- zeit würde er sein Leben für seine Ideale riskieren und die eigenen Wünsche hinter das Ge- meinwohl zurückzustellen. Seine eigenen Maßstäbe legt Foslarin auch bei anderen an, über- sieht aber dabei unter anderem, dass er als Zwerg körperlich belastbarer ist als die meisten Menschen. Daher ist er häufig unzufrieden mit seinen Schülern, wenn sie wieder erschöpft um eine Pause bitten. Er befürwortet jedoch Gewalt und hält sie für einen wichtigen Teil des Lebens – auch, um seine Schüler auf den richtigen Weg zu bringen. “Meine Jungs und Mäd- chen” nennt er die Abgänger seiner Akademie voller Stolz. Saldor Foslarin misstraut allem Individuellen und Chaotischen, das er dem Bösen zuordnet. Er gesteht sich nicht ein, dass er als Zwergenmagier und – für zwergische Maßstäbe – sehr junger Gildenleiter selbst ein Unikum ist. Äußere Erscheinung Gewöhnlich trägt Saldor Foslarin nur eine schlichte weiße Magierrobe und hat seinen wallen- den Bart zu einem praktischen Zopf geflochten. Er tritt auf wie jemand, der gewohnt ist, dass »Ein Glück, dass ich mein Amt verstehe Und mit geübtem Blick alles übersehe, vermag die Faulheit wohl zu kontrollieren und meine Schüler zum Guten hinzuführen. Denn ich weiß zu kommandieren, zu kritisieren und zu terrorisieren, zu strapazieren, zu drangsalieren, zu malträtieren und zu schikanieren! Der Schüler Wohl hab ich stets im Sinn, wer wüsste nicht, dass ich kein Unmensch bin? Werte will ich ihnen weisen, die die Jugend leicht vergisst – o ich bin klug und weise und weiß, was richtig ist. Diese ausdrucksvollen Züge, dieses Aug’ ein Flammenstrahl künden meines Geistes Siege, ich bin ein zweiter Rohezal! Der Körper passt zum Intellekt, mit einem Wort – ich bin perfekt!« —Auftrittslied (Auszug) der Spektabilität Grantor Steinbeißer in dem Singspiel Garether Affären, 1030 BF Saldor Foslarin 2 man sofort tut, was er sagt. Aus unruhigen Augen mustert er seine Umgebung, immer angespannt und bereit, auf alles loszugehen, was ihm nicht gefällt. Seine präzisen Bewe- gungen verraten, dass er ein geübter Kämp- fer ist. Zu offiziellen Anlässen wirft sich Foslarin in Schale – ein Festgewand, auffällige Ma- gierhüte und extravagantes Schuhwerk sind Pflicht für ihn – und trägt seinen langen, dichten Bart offen. Sein Magierstab ist ein langer Kampfstab, ohne den er sich selten zeigt. Dazu trägt er ein reich verziertes Bannschwert. Lebenslauf Saldor Foslarin wurde 952 BF geboren und entstammt einer Sippe der Brillantzwerge aus den Beilunker Bergen. Als Kind musste er miterleben, wie sein Zwillingsbruder Galdor von dem Drachen Naugadar getötet wurde. Der Verlust traf den jungen Zwerg tief, weckte aber auch seinen Kampfgeist: Der Drache wurde für ihn zum Sinnbild willkürlich zerstörerisch eingesetzter Macht, des Übels, das er bis heute mit höchstem persönlichem Einsatz bekämpft. Die Ausbildung zum Geoden verlief ihm zu langsam, und so entschloss er sich zum Ärger seiner Familie, die menschliche Magierakademie Schwert und Stab in Beilunk zu besuchen. Saldors junger Geist wurde dort geformt durch Militarismus und die Vermittlung soldatischer Tugenden. Talent und Einsatz machten ihn bald zum Assistenten des damaligen Akademielei- ters Durobius Draken. Spötter brachte der Zwergenmagier durch seine Leistungen in der Schlacht von Jergan im Boron 987 BF zum Schweigen. 990 BF trat er Drakens Nachfolge als Spektabilität zu Beilunk an, und 1002 BF beerbte Sal- dor Foslarin seinen Mentor schließlich auch als Gildensprecher des Weißen Pentagramms. Seitdem hielt er sich derart beharrlich auf dem Posten, dass das Amt des Convocatus Primus der Weißen Gilde inzwischen mit seinem Namen identisch zu sein scheint. Unvergessen ist Foslarins mutiger Einsatz bei der Schlacht der 1000 Oger im Praios 1003 BF. Die Tatsache, dass er schon zuvor Galottas Ausschluss aus der Weißen Gilde betrieben hatte, stärkte nun das Vertrauen der Collegae in sein Urteilsvermögen um so mehr. Als Takti- ker und Kampfmagier unterstützte er das Mittelreich auch in den kommenden kriegsreichen Jahren – so auch im Rondra 1020 BF in der Schlacht bei Eslamsbrück und im Ingerimm 1021 BF in der Dritten Dämonenschlacht. Bereits ein halbes Jahr zuvor war Foslarins Aka- demie von Beilunk nach Gareth umgezogen, da aufgrund eines Arcanum Interdictum inner- halb des Stadtgebiets von Beilunk keine Magie mehr gewirkt werden durfte. So war er auch in den folgenden Jahren stets als erster zur Stelle, wenn ein Kampf gegen Schwarze Magie anstand: Als einer der Gastgeber des Allaventurischen Konvents im Peraine 1027 BF in Gareth gehörte Foslarin zu den ersten, die Galottas Angriff auf die Stadt abzu- wehren versuchten und im ausbrechenden Jahr des Feuers erneut zu den Rettern des Reiches gehörte. Saldor Foslarin 3 Saldor am Spieltisch Charakterspiel: Es gibt kein Grau: Alles, was nicht weiß ist, ist schwarz. Wer deine Ansichten nicht teilt, missachtet die Ordnung des Kosmos, und jeder weiß ja, dass Chaos aus den Nie- derhöllen kommt! Daher behältst du lieber alle genau im Auge, die mit ‘Individualismus’ und anderem gefährlichen Unsinn anfangen. Und da gibt es tatsächlich Leute, die behaupten, du selbst würdest als Zwergenmagier gegen ‘die Regeln’ verstoßen. Unverschämtheit! Größte Stärke: Seelische Robustheit. Foslarin begreift das Böse nicht, weder das Verführeri- sche seiner Macht noch die Tragik eines gefallenen Magiers. Daher prallt es an ihm ab. Mehr als seine zwergische Natur macht ihn sein fest gepanzerter Geist zu einem unverwüstlichen Kämpfer. Die jahrelangen Kriegserfahrungen haben ihm gelehrt, dass das Böse nicht voll- ständig vernichtet werden kann. Trotzdem weigert er sich, diese Einsicht als unvermeidlich anzuerkennen. Unbeirrbar vertraut er darauf, dass jeder Einsatz sinnvoll ist, jedes Opfer als Held stirbt und der Kampf letzten Endes trotz Niederlagen für die ‘weiße Sache’ entschieden wird. Größte Schwäche: Berechenbarkeit und Intoleranz. Saldors geradlinige Denkweise macht sein Handeln vorhersehbar, was Feinden Gelegenheit gibt, gut geplant gegen ihn vorzugehen. Sei- ne Intoleranz bringt ihn zudem um die Möglichkeit, ungewöhnliche Ideen anderer zu würdi- gen und zu nutzen – es sei denn, es geht um etwas, was brennt oder explodiert. Konfliktverhalten: Angriff. Wer Glück hat, wird von Foslarin nur mit einem zornigen Wort- schwall überschüttet. Andere liegen schon benommen am Boden, ehe sie vor seinem Staban- griff zurückweichen können. Bevor er Kampfmagie nutzt, wirkt Saldor zunächst eine Kombi- nation von Schutzzaubern auf sich selbst und seine Verbündeten. Ein besonders schön ge- formter Feuerball ist das letzte, was viele seiner Gegner jemals sehen. Darstellung Saldor Foslarin mustert seinen Gesprächspartner kritisch von unten bis oben, bevor er auch nur grüßt. Während einer Unterredung zeigt er, dass er in Eile ist, tappt mit seinem Stab auf den Boden und schneidet seinem Gegenüber das Wort ab, um den Rest des Satzes selbst zu ergänzen. Auf Fragen reagiert er gereizt, als wäre die Antwort selbstverständlich. Wenn ihm etwas missfällt, blitzt ein unheilvoller Funke in seinen Augen auf, die letzte War- nung vor einem seiner gefürchteten Wutanfälle. Gerät er in Zorn, was schnell passiert, schnappt seine tiefe Stimme über, und sein Gesicht läuft rot an. Zitate —»Schwarze Magie ist wie verschimmeltes Brot: Wer davon kostet, wird krank.« —»Philosophie ist nur ein anderes Wort für Anmaßung. Wer könnte einem trauen, der die eigenen läppischen Gedanken über den Ratschluss der Götter stellt? Solche Leute verdienen keine Zuhörer, die Geißel verdienen sie!« —»Die jungen Leute zu schonen, würde heißen, sie zu verraten. Dreimal durchs Feuer muss die Klinge, eh’ ein gutes Schwert draus wird.« —»Plötzbogen, nicht so viel denken!« Verwendung im Spiel —Aufraggeber: Als Auftraggeber eignet sich Saldor am besten für rechtschaffene Gruppen, die ihre Zuverlässigkeit bereits bewiesen haben. Nach erfülltem Auftrag verteilt er kaum Lob, hält dafür zahlreiche Verbesserungsvorschläge parat. —Verbündeter und Retter in der Not: Immer wieder verlässt Saldor Foslarin mit starker Bedeckung (Weißmagier oder vertraute Helden) seine Akademie und zieht selbst ins Feld. Doch durch sein offenes Vorgehen ist er ein Verbündeter mit Tücken, der nicht nur den Er- folg selbst gefährden kann, sondern im Besonderen auch die Helden. Genauso mag er sich Saldor Foslarin 4 aber auch im rechten Moment in den Kampf werfen, wenn die Helden einer Übermacht ent- gegenstehen. —Mentor und Lehrmeister: Ausschließlich bei Weißmagiern mit respektablen Verdiensten ist Saldor Foslarin bereit, diese persönlich zu protegieren, sie in Kampfmagie zu unterrichten oder sie gar dem Orden der Pfeile des Lichts anzuempfehlen. Bei nichtmagischen Helden, die sich persönlich einen guten Ruf bei ihm gemacht haben, lässt er sich nicht nehmen, ihnen einige unvergessliche Stockkampflektionen zu erteilen. —Konkurrent und Gegenspieler: Die Pfeile des Lichts oder Saldor selbst können mit dem- selben Ziel unterwegs sein wie die Helden. Statt einer Zusammenarbeit wollen die Weißma- gier ihre Überlegenheit beweisen. Doch ihr wenig subtiles Vorgehen verschlimmert die Ge- fahr. Auf Schwarzmagier-Helden hetzt Foslarin die Pfeile des Lichts. Dabei neigt er zur Über- reaktion. Er sammelt belastendes Material über Forscher und Philosophen aller Gilden und formuliert schärfer, als es die Fakten rechtfertigten. Für das Verschwinden oder zumindest die Kenntnis ihrer Akte würden betroffene Magier gut zahlen. Verbündete und Feinde —Hauptfrau der Pfeile des Lichts seit 1021 BF und Foslarins direkte Stellvertreterin ist Sagit- ta da Sambra (*996 BF XXX Neusetzung XXX, athletisch, lange schwarze Haare, unnach- giebig, AB 122), die die Truppe mit harter, aber gerechter Hand führt. Wer sich bei ihr durchmogeln will, wird bei Regelübertretungen gnadenlos bestraft. Im Gegensatz zum Con- vocatus Primus ist es für (ehrbare) Helden recht leicht, mir ihr in Kontakt zu treten. —Zu Foslarins schärfsten Gegnern gehört der Mirhamer Arkanologe Karjunon Silberbraue (*946 BF, gebrechlich, stets etwas verlottert, abweisend und stur, Meister der Dämonen 255), den Foslarin einst vor ein Gildengericht brachte und wegen Verbrechen gegen den Co- dex Albyricus expurgieren ließ. Seitdem veröffentlicht Silberbraue seine wissenschaftlichen Artikel mit Seitenhieben auf “bestimmte Collegae, die mich für diese Meinung sofort verhaf- ten ließen, ohne zuvor den Satz zu Ende zu lesen” und ähnlichen Liebenswürdigkeiten. Auch führen beide eine hitzige ‘Brieffeindschaft’, vor allem in offenen Briefen im Aventurischen Boten oder dem Salamander. —Die Spektabilität der Dunklen Halle der Geister zu Brabak Demelioë Nandoniella Terby- sios (*965 BF, alternde Schönheit, Opportunistin, Invasion der Verdammten 247f.) ist sehr verärgert, seit Foslarin ihren Abgesandten einst erklärte, sie seien nicht erwünscht – nachdem sie um die halbe Welt angereist waren. Den Garether Hofmagier Magister Melwyn (Seite XXX) bezichtigte Saldor bereits der Denunzierung. Auch mit der Fasarer Spektabikität Tho- meg Atherion (mittleres Alter, kultiviert, Hedonist, Erste Sonne 151) geriet er mehrfach aneinander. Die Liste ist erweiterbar. Was andere über Saldor sagen Absolventin der Garether Akademie: »Beim Stabfechten hat er mir die Nase gebrochen. Acht Jahre war ich alt, und abends hab ich unter der Decke geheult, so weh tat es! Aber nie wieder habe ich meine Deckung derart vernachlässigt.« Karjunon Silberbraue: »Der Zwerg ist gefährlich. Früher oder später werden Unschuldige für seine Selbstherrlichkeit zahlen – mit ihrem Blut.« Thomeg Atherion: »Saldor Foslarin – der kürzeste und schlechteste Witz Aventuriens. Muss ich mehr sagen?« Meisterinformationen Der Drache Naugadar* Seit Jahrzehnten fahndet Saldor Foslarin nach dem Hort Naugadars und zahlt gut für entspre- Saldor Foslarin 5 chende Informationen. Er will den Höhlendrachen, der seinen Bruder Galdor getötet hat, zum Kampf stellen und baut dafür an einer Rüstung aus Stahl und Endurium. Allerdings ist Nau- gadar schwer zu finden, denn seit Jahrhunderten streunt er quer durch Aventurien. Um 700 BF wurde der noch junge Drache von Zwergen vertrieben, als er gerade sein erstes Revier in den Trollzacken besetzen wollte. Die Angreifer kamen zwar ums Leben, doch hat- ten sie ihm einen Drachentöter ins rechte Auge gerammt. Die abgebrochene Waffe konnte der Drache nie entfernen, eine Seite seines Kopfes ist obskur überwuchert von einem Klumpen aus wildem Fleisch. Die Verletzung stört seine Konzentration bei der Anwendung von Magie und die Genauigkeit seiner Angriffe. Naugadar gelang es nie, ein neues Revier zu besetzen, immer wieder wurde der Verletzte von ansässigen Drachen vertrieben. Er ist gezwungen, heimlich in fremden Jagdgebieten zu fres- sen, und daher meist hungrig. Bisweilen überfällt er nachts auch Viehweiden. Zwerge hasst er – sobald er Exemplare erspäht, die ihm harmlos erscheinen, greift er an. Naugadars Schuppen sind dunkelgrau und tarnen ihn auf felsigem Untergrund. Er ist dürr, sein Schweif zuckt nervös, und sein Körper ist vernarbt von Kämpfen mit anderen Drachen. Er legt den entstellten Kopf schräg und funkelt sein Gegenüber aus seinem unverletzten Auge an. Seine Gedankenbilder sind unruhig und von hellen Schmerzblitzen durchzogen. Blick in die Zukunft Noch lange wird Aventuriens Magierzunft mit dem unverwüstlichen Foslarin als Convocatus Primus der Weißen Gilde auskommen müssen. Sein Augenmerk gilt vor allem Paktierern und Schwarzmagiern der Schwarzen Lande sowie der Ausbildung neuer Pfeile des Lichts. XXX WERTEKASTEN ANFANG XXX Saldor Sohn des Sablon aus der Sippe Foslarin Titel: Convocatus Primus der Weißen Magiergilde (Convocatus), Spektabilität der Akademie Schwert und Stab zu Gareth (Spektabilität), Großmeister der Pfeile des Lichts (Meister), Weisheit im Orden vom Auge (Exzellenz) Wappen: Weißes Pentagramm auf Gold Geboren: 952 BF Größe: 1,49 Schritt Haarfarbe: braun Augenfarbe: grau Wichtige Wesenszüge: rechtschaffen, unbeugsam, intolerant, cholerisch Ziele und Motivation: Bekämpfung und Ausrottung schwarzer Magie Besonderheiten: gehört zum äußeren Zirkel des Ordens vom Auge und hat Zugang zum Auge des Morgens; seit der Schlacht der 1000 Oger wird er in wichtigen Angelegenheiten zu den Stabsbesprechungen des Reichsheeres im Rang einer Oberst-Spektabilität hinzugezogen; Trä- ger des Pentagramms in Endurium Verwendung im Spiel: Auftraggeber, Verbündeter und Retter in der Not, Mentor und Lehr- meister, Gegenspieler, Konkurrent, allgemeines Ärgernis Wichtige Publikationen: Roman Der Feuertänzer (2006), Kampagne Die Sieben Gezeichne- ten (2004-2007), Abenteuer Brogars Blut (1998), Abenteuer Schlacht in den Wolken (2004), Soloabenteuer Himmelsbrand (2009), Spielhilfe Angroschs Kinder (2005), Aben- teuer Bunte Scherben in Pilgerpfade (2009), Spielhilfe Hallen arkaner Macht (2010) Kurzcharakteristik: brillanter Kampf- und Schutzmagier Beziehungen: sehr groß (beim Bund des Weißen Pentagramms SO 16 XXX [mark] neu ge- setzt, als Träger des Pentagramms in Endurium eigentlich nochmal +2, könnte aber schon mit Saldor Foslarin 6 eingerechnet sein XXX), ansehnlich (bei anderen Magiern), hinlänglich unter Zwergen Finanzkraft: groß MU 17 KL 15 IN 15 CH 12 FF 16 GE 13 KO 19 KK 15 LE 40 AE 65 KE - AU 25 WS 10 MR 12 Vor- und Nachteile: Arroganz 6, Ausdauernder Zauberer, Eisern, Festgefügtes Denken, Jäh- zorn 8 Herausragende Talente und Sonderfertigkeiten: Selbstbeherrschung 12, Stäbe 18 (Spezialisie- rung Magierstab), Lehren 13, Magiekunde 17 Herausragende Zauber und Sonderfertigkeiten: Armatrutz 16, Fortifex 13, Ignifaxius 18, Ignisphaero 18, Invercano 12, Gardianum 14, Transversalis 12, Fulminictus 16 XXX [mark] Merkmale Schaden, Eigenschaften, Antimagie, fast alle Schadenszauber meisterlich bis voll- endet, viele Eigenschafts- und Antimagiesprüche auf meisterlich bis brillant. XXX Besondere Ausrüstung: Zauberstab XXX WERTEKASTEN ENDE XXX © 2011 K. Ludwig ~ Quelle: wolkenturm.de
textdata/thevault/Dark Eye, The [multi]/LANG/[DE]/Das Schwarze Auge/013. Inoffizielles Material/001. Spielhilfen/NSC, Archetypen, Namen/Von Rang und Namen/NSC_SaldorFoslarin.pdf
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit www.wizards.com/d20 This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING GREYHAWK website at www.rpga.com For questions specific to this document and your region please e-mail your triad point of contact (POC) at poc@verbobonc.net for LIVING GREYHAWK campaign questions email rpgahq@wizards.com VERIntro 5-03 Ruby Falls A Two-Round D&D LIVING GREYHAWK® Verbobonc Introductory Regional Adventure Version 1 By William Duvall, Terry Cletcher and Brian Lynn Cartography by Russell Akred Triad Edit: Vernon L. Vincent Rumors speak of a ghost who gives out rubies. Is this true or just a gnomish prank? A merchant is looking for adventurers to find out this answer. This is a two-round Verbobonc Introductory regional adventure for first-level characters only. RPGA SANCTIONED PLAY Most likely you ordered this adventure as part of an RPGA even from the RPGA website, or you received it from your senior gamemaster. To play this adventure as part of the LIVING GREYHAWK campaign—a worldwide, ongoing D&D campaign set in the GREYHAWK setting—you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be at least a HERALD-LEVEL gamemaster. The person who sanctions the event is called the senior gamemaster, and is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and then reported back to the RPGA in a timely manner. The person who runs the game is called the table DM (or usually just DM). Sometimes (and almost all the time in the cases of home events) the senior gamemaster is also the table DM. You don’t have to be a HERALD-LEVEL GM to run this adventure if you are not the senior GM. To learn more about the LIVING GREYHAWK character creation and development, RPGA event sanctioning, and DUNGEONS & DRAGONS REWARDS, visit the RPGA website at www.rpga.com. PLAYERS READ NO FARTHER If you are planning on playing this adventure, stop reading now. The rest of the information in this adventure is for the DM only. If you read farther than this section, you’ll know too much about its challenges, which kills the fun. Also, if you’re playing this adventure as part of an RPGA-sanctioned event, reading beyond this point makes you ineligible to do so. PREPARING FOR PLAY To get the most out of this adventure, you need copies of the following D&D books: Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Sidebars contain important information for you, including special instruction on running the adventure. Information on non-player characters (NPCs) and monsters appear in abbreviated form in the adventure text. Full information on NPCs and monsters are given in Appendix 1. Along with this adventure you’ll find a RPGA Table Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your senior GM directly after play. You’ll also find a LIVING GREYHAWK Adventure Record (AR). LIVING GREYHAWK LEVELS OF PLAY Because players bring their own characters LIVING GREYHAWK games, this adventure’s challenges are proportionate to the modified average character level of the PCs participating in the adventure. To determine this modified Average Party Level (APL) follow the steps below: 1. Determine the character level for each of the PCs participating in the adventure. 2. If PCs bring animals that have been trained for combat (most likely dogs trained for war), other than those brought by virtue of a class ability (such as animal companions, familiars paladin’s mounts) or the warhorse of a character with the Mounted Combat feat, use the sidebar chart to determine the number of levels you add to the sum of step one. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately. 3. Sum the results of step 1 and 2, and divide by the number of characters playing in the adventure. Round up to the nearest whole number. 4. If you are running a table of six PCs, add one to that average. Throughout this adventure, APLs categorize the level of challenge the PCs face. APLS are given in even- numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience and gold a PC can gain at the end of the adventure. If a player character is three character levels or more either higher or lower than the APL at which this adventure is being played, that character receives only one-half of the experience points and gold for the adventure. This simulates the fact that either the PC was not challenged as much as normal or relied on help by higher-level characters to reach the objectives. VERIntro5-03: Rubyfalls Page 1 Furthermore, a PC who is four or more levels higher than the highest APL supported by the adventure may not play the adventure. LIVING GREYHAWK adventures are designed for APL 2 and higher. Four or five 1st-level characters may find the challenge of an APL 2 adventure difficult. Suggest the following to these groups to help increase their chances of success: • Enlist a sixth player. • Advise characters to buy riding dogs to help protect them, and fight for them. This is an introductory event and may only be played by first level characters. Time Units and Upkeep This is a standard two-round regional introductory adventure, set in Verbobonc. Characters native to Verbobonc pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per round. Rich Upkeep costs 50gp per round. Luxury Upkeep costs 100gp per round. Verbobonc Town Project Portions of this adventure take place in the town of Ruby Falls, which is part of the Verbobonc Town Project. Characters with Citizen of Ruby Falls certificates receive the benefits listed there for this adventure. See Appendix Two: History of Ruby Falls for more information on this town. The judge is also encouraged to visit the Ruby Falls Yahoo discussion group at: http://games.groups.yahoo.com/group/TownOfRubyFalls/ The discussion group has additional resources that will prove helpful in detailing the portions of the town not covered in this scenario. Adventure Background Rubyfalls Long ago the hamlet of Rubyfalls fell prey to an evil creature. The creature, a vicious demon with the name of Xarjent, feasted on all matter of beast within the Gnarley forest, but his favorite was gnomish children. Fortunately Garl Glittergold answered his clerics’ pleas for help and sent a mighty gnome warrior by the name of Tumblebelly atop a golden wolverine to vanquish the demon. The battle lasted for hours and finally concluded in the cave behind the waterfall of Rubyfalls. The wolverine was the first to die as it forced the hero out of the way of a killing blow. The demon and the hero then charged each other for what would be there final act. The blood of all within the cave flowed from the cave into the waterfall and gave the water a ruby hue. A golden beam of light then came from the sky and sealed the cave forever. Many have tried to gain access to the cave but all have failed. From time to time when the sun shines its final light, villagers have seen the ghost of the gnome hero within the falls. The ghost has been known to hand out rubies to the brave souls that reach out to the ghost. Most of the rubies disappear by the next morning’s light, though a few have been rumored to remain permanent. Cult of Xarjent The cult is dedicated to bringing back Xarjent. Xarjent’s eldest son Onynxe leads the cult of Xarjent. Onynxe could care less about his father’s return, but would love to gain access to his father’s items that are sealed behind the mouth of the cave. Onynxe’s two lieutenants, Erazuz and Abzxat hate each other and they constantly strive to outdo each other. Both have been charged to find a way into the cave. Erazuz has recently discovered an ancient ritual requiring the blood of six gnomish infants. Erazuz has no idea as to what the ritual will produce, but he is hopeful it will give him some insight. Abzxat has learned of Erazuz’s plan and has already taken steps to spoil it. Abzxat thinks that the rubies are a clue to the key, but he will need a good aligned person to retrieve one. Abzxat figures that he can find a group of good aligned adventurers to go to Rubyfalls. He will clue them in to the gnomish infant disappearances in hope that they will foil Erazuz’s plan. He figures that if this happens, the ghost will reward them with a ruby. Adventure Summary The adventure starts out in the hamlet of Taymouth. The party is hired by Wendell the merchant (Abzxat) to travel to Rubyfalls and investigate the rumors of a ghost who hands out magical rubies and to bring him rubies if the rumor is true. Two days away from Rubyfalls, the party comes to the rescue of a courier that is under attack by orcs. One day away from Rubyfalls, it starts to rain hard and the party is forced to spend the night in a cave. Unfortunately the cave is the home to a darkmantle who is hungry and tries to eat the party. The party arrives in town the following afternoon. Upon arriving they are greeted by the town VERIntro5-03: Rubyfalls Page 2 representative, Fuzzysnoot. While talking to Fuzzysnoot, a gnomish woman approaches them and tells them that her infant son was kidnapped. Fuzzysnoot tells the party that this makes 5 kidnappings in the last 2 days. He asks the party to investigate in exchange for a free night’s stay at Fall’s Inn. Upon investigating the gnomish woman’s house, the party finds a letter in Draconic. Upon deciphering the letter they find out that Erazuz has ordered the kidnapping of six gnomish infants and plans a dire ritual. The gnomish woman tells them of one other gnomish family that has a newborn. Just before the party arrives to the other family’s house, they are ambushed by kobolds. After the party defeats the kobolds, they learn that the ritual is going on at sunset. The party is too late to stop the ritual. They are however attacked by more kobolds for their trouble. Introduction Your travels in Verbobonc have taken you northeast along the Low Road, which runs adjacent to the mighty Velverdyva River. With the exception of seeing an occasional Rhennee Barge and the presence of the Mounted Borderer patrols, all is uneventful. Early one morning your journey has brought you to the hamlet of Taymouth. Hungrily you make your way to the Tays’s Creek Inn. The smell of freshly cooked bacon and eggs greets you as you enter. A middle-aged woman hastily seats the adventurers at the same table. Allow the adventurers to introduce each other. Encounter One: A Proposition A middle aged man wearing fine merchant garb approaches your table and states that he is in need of adventurers and offers to pay for your breakfast in exchange for listening to his proposition. Wendell waits for the party to agree before sitting down. Wendell is actually Abzxat (Male Half-Fiend Sor 8). He has established himself as a merchant in Taymouth for three weeks now. Abzxat wears a hat of disguise and is currently under an undetectable alignment spell. “My name is Wendell, I am a merchant who has a fascination for fine jewels and gems. I was recently talking to a young woman by the name of Ulna who was traveling to Verbobonc city from her home in Rubyfalls. She told me tales of ghosts, gnomes and magical rubies. I tried to loosen her tongue with a bit of Elven Wine, but she politely refused wanting only clean water in a clean glass. Anyway to make a long story short, I have several responsibilities that prevent me from traveling to Rubyfalls myself. I would like to hire you to travel to Rubyfalls and to investigate this strange tale. If the tale proves true and not some gnomish prank to attract visitors, I will pay you each 200gp for a magical ruby. If the tale proves to be false, then return and I will pay you for your time. So what do you say? If the party does not agree, Wendell (Abzxat) will thank the party, pay for their rooms and meals and wish them a pleasant day. Assuming the party accepts, Wendell (Abzxat) will thank the party, pay for their rooms and meals and answer any questions that they may have. Some questions the characters are likely to ask include: What are your responsibilities? I am responsible for ensuring the accuracy of inventory and the timeliness of shipments from Taymouth to Verbobonc City. What types of shipments? Oh, many different types, but mostly exotic herbs and spices. How do we get to Ruby Falls? Do you have a map? Wendell provides the party with Player Handout #1. Can you arrange transportation for us to Rubyfalls? Unfortunately, all of our boats and mounts are in use at the moment by Jensen’s Runners at the moment. The soonest they would be available to head to Rubyfalls would be next week. Listen, we really need some getting-started money. Can you give us an advance? If pressed, Wendell (Abzxat) will agree to pay the party 50gp up front. A successful Gather Information check (DC 5) on Wendell reveals that everyone vouches for him and confirms his information. Encounter Two: The Causeway Any character that is awake at dawn will notice that all of the birds fall silent for a few moments. It is unknown as to why they do this. The party will have to travel southeast to get to the River Road (Low Road). From there they will have to cross a stone VERIntro5-03: Rubyfalls Page 3 causeway that fords Tays Creek. The causeway is submerged six inches. After a great rest and even greater meal, you travel southeast out of town until you reach River Road (Low Road). As you approach Tays creek, you notice that there is not a bridge. You will have to cross a stone causeway that is submerged about six inches. The causeway is 30 feet across. Each person must make a DC 12 Balance check to travel half of their normal movement in one round. If they fail their roll by 4 or less, they are unable to move that round. If they fail their roll by 5 or more, then they fall and are carried 10 feet downstream into a two-foot pool. From there the characters are able to cross normally, but they will be soaking wet. Character with movement rates of 20 or less will have to make more than one roll. Encounter Three: When Orcs Attack It is roughly 75 miles from Taymouth to Rubyfalls. This encounter happens 2 days away from Rubyfalls. You have been traveling all day with nothing to see but the mighty Velverdyva River to your left and the Great Gnarly Forest to your right. Just when you are rounding a corner in the road, you notice up ahead four orcs chasing a teenage boy atop a riding horse. The horse and rider are 40 feet away and the orcs are 60 feet away. APL 2 (EL 2) � Orcs (4) See Monster Manual If the party wins, the rider will return. He thanks the heroes and introduces himself as Tom. Tom tells the party that he works for Jensen’s Runners and that he was delivering an inventory list from Dyvers to Verbobonc City. Encounter Four: The Cave This encounter should occur one day away from Rubyfalls. The dark clouds have hid the sun most of this day. As the wind picks up, you know that it can only mean one thing. You feel a few drops come down and for a while it is tolerable, but if starts to quicken as you look for shelter. There is a small cave in a hill to the right just inside the tree line. Inside the cave the party sees that they could light a fire to stay warm and that there is only one defendable entrance. On a successful Spot Check (DC 20), they will notice 4 stalactites. A successful Knowledge [Dungeoneering] check (DC 16) reveals that something is not quite right about the fourth stalactite. Finally, a DC 16 Knowledge [Arcana] check reveals this monster to be a darkmantle. If more than one person leaves the cave, the darkmantle will cause darkness and attack. Otherwise it will wait till more than one person is lying down then it will cause darkness and attack. APL 2 (EL 1) Darkmantle (1) See Monster Manual Encounter Five: A Cry for Help! After walking most of the day in the thick mud from last night’s hard rain, you finally make it to Rubyfalls a couple of hours past the noonday’s sun. As you come off the River Road (Low Road) and cross over a bridge onto Main Street, you can see the falls to your left. In front of the falls is a small island with what appears to be two statues. A little ways from the falls you can see a building with a sign reading Fall’s Inn and Tavern. Eager to take the load off your feet and get some warm food in your belly you make your way to the Inn. You are quickly seated next to the fireplace with a mug of cold ale and a plate of warm food. The only other customer is a well-dressed gnome sitting by himself at a small table in the corner. The bartender, a halfling named Varian, asks the group if they are here to visit Ghost Island. If so, Varian tells them that Ghost Island is the Wonder of Rubyfalls. He explains that Ghost Island is more then a historical site; it is what brings the townspeople together in times of trouble. He will also briefly tell them the town’s history (see Appendix Two: The History of Rubyfalls). If asked about the statues, he will tell them that they are a tribute to the Gnomish warrior and his mount. If asked about Ghosts or Rubies, he will tell them that he has heard many of the tales, but never has he seen them himself. Halfway through your meal the door to the Inn slams open. In walks a gnomish woman with tears in her eyes. The well-dressed gnome stands up and walks to her. “What is wrong Owgar?” The woman looks up to him and says, “Lanook, my daughter is VERIntro5-03: Rubyfalls Page 4 missing. I put her in her cradle and left only for a minute, when I had returned she was gone.” Upon hearing this Lanook turns pale. He eyes your group and tells her to wait there. The gnomish man walks to your table and introduces himself. “Greetings travelers and welcome to Rubyfalls. My name is Lanook Fuzzysnoot, town spokesmen in the absence of the mayor. I am in dire need of your help. Over the past two days, a total of five gnomish infants have been kidnapped. The town guard and I have been unable to find any clues whatsoever. Surely a fine young group of adventurers such as yours would have no problems in getting to the bottom of this. I can only offer you free stay in the Inn and free meals while you are looking into the matter… and of course my gratitude. Will you go to Owgar’s home and see if you might find a clue to this unfortunate crime? Lanook (male, gnome Brd 2) waits patiently for their answer. If the party says no, then Lanook looks disappointed but thanks them for their time. The adventure is over and the party is unable to retrieve any rubies. The group may return to Taymouth but will be unable to find Wendell (Abzxat). Abzxat will have learned of the group’s failure and will be looking for a new group of adventurer’s under a different disguise. If the party says yes, then Lanook will look quite pleased and thank them. Owgar will then take them to her home. Encounter Six: Scene of the Crime The characters will arrive at Owgar’s burrow with about two hours left of sunlight. Owgar’s home is actually a burrow at the base of a giant oak tree. You soon realize that anyone larger than a gnome would probably have to crawl to get inside. Searching the baby’s cradle (Search DC 12) will reveal a small scale in the folds of the baby’s blanket. Knowledge [Nature] (DC 12) reveals this to be a kobold scale. A search outside the house (Search DC 15) will reveal a leather pouch that had been dropped. Inside the pouch is a letter (Player Handout #2.) Upon hearing or reading the contents of the letter, Owgar will inform the party that there is only one other gnomish family with a newborn, the Greenbottoms. She will quickly give the group directions to their burrow. Encounter Seven: Ambush Erazuz is aware that someone may be tracking him, so he has left a small group of kobolds in the last gnome home to attack whoever it may be. Following Owgar’s directions it takes about an hour to get to the gnomish family’s home. Everything seems fine as you near the small burrow until… Have the characters make Spot checks (DC 16) with failure indicating that they are surprised by the kobolds that come out of hiding by slinging rocks for their surprise round. Any characters that approach the kobolds have a chance of setting off the pit traps. APL 2 (EL 3) � Camouflaged Pit Trap (2): CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search Dc 24; Disable Device DC 20. Market value 1,300 gp each. � Kobolds (4): See Monster Manual Once the party defeats the kobolds, they will find the gnomish parents tied up in the burrow. The parents will tell the party that the kobolds mentioned something about taking the children to the falls. Encounter Eight: The Final Encounter No matter what happens, the party will be unable to stop the ritual. They can however save the children. As the day’s last light fades, you near the bridge to Ghost Island. You can make out what appears to be five kobolds standing above 6 tiny figures and a black-scaled kobold floating in the air by the falls edge next to the two statues. With a final somatic gesture the black-scaled figure splashes a golden chalice towards the falls allowing a red-tinted liquid to merge with the flowing water. A bright red flash blinds you for only a second. When your sight returns you can see the figure turn in the air to face towards your group. He now has what appears to be a scepter of some kind. “Slay them and feed the gnomish vermin to the falls.” With that he vanishes. Erazuz (male, half-dragon Clr 8) has recalled back to his lair to study the scepter that appeared. The gnomish infants are at –1hp. Check for stability at the end of every round. APL 2 (EL 3) VERIntro5-03: Rubyfalls Page 5 � Kobolds (4): See Monster Manual � Vex: hp 7; see Appendix One Conclusion After all of the kobolds are dead or defeated and after the babies have been saved, the Ghost of the Gnomish Hero walks out of the falls. Now that the battle is over and the gnomish children are safe, you take the time to enjoy the view of the falls and of the two statues. The first statue is of a large wolverine. The second statue is of a man-sized gnome wielding a battle-axe. You notice a golden orb appear out of the waterfall and slowly move towards the statues. The orb touches the gnomish statue and the statue’s eyes open. A calm feeling comes over you as you feel your wounds heal. Still glowing gold and without any words the statue reaches out and places a small ruby in each of your hands. You hear a strong voice in your head say, “I have a feeling that one day you will need this.” The statue looks down at the gnomish infants as you hear the voice tell you, “You are now the heroes of Rubyfalls.” Suddenly the presence is gone as you hear many footsteps approaching. Lanook and the town guard have arrived. Lanook thanks you as he directs the guardsmen to return the children to their parents. The next day is a day of celebration as the town throws a great feast in the party’s honor. That night the party is approached by Lanook and a bard by the name of Shieldheart who asks the party what their intentions with the ruby is. Now the group must make a decision. The choices are: 1) Return to Taymouth and claim their reward from Wendell. If this is the case, Lanook and Shieldheart will inform the group that their spy’s have informed them that Wendell is not who he claims to be and that he is actually an agent of evil. Shieldheart offers to pay the party for the ruby. If the party refuses this offer, go to number 2. 2) The party keeps the ruby, unfortunately it disappears with the next day’s light. Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus role-playing) to each character. Encounter One If the party accepts the proposal 60xp Encounter Two Successfully navigating the causeway 60xp Encounter Three Defeating the orcs 120xp Encounter Four Defeating the darkmantle 120xp Encounter Five Investigate the missing children 60xp Encounter Six Find and decipher the letter 60xp Encounter Seven Defeat the kobolds 120xp Encounter Eight Save the children 120xp Story Award Good role-playing and combat heroics 180xp Total possible experience 900xp Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below. VERIntro5-03: Rubyfalls Page 6 Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. L = Looted gear from enemy; C = Coin, Gems, Jewelry, and other valuables; M = Magic Items. Encounter One: Introduction If pushed Wendell will pay an advance 0-50gp Encounter Three: The Orcs equipment 100 gp. Encounter Seven: The Kobolds’ equipment 100 gp. Encounter Eight: The Kobolds’ equipment 100 gp. Sell Ruby to Shieldheart: Shieldheart pays the party 150-200 gp. Total Possible GP: 300-500gp VERIntro5-03: Rubyfalls Page 7 Appendix One: NPCs APL 2 Encounter Seven Vex, male kobold Sor2: CR 2; ECL 2; Medium-size Humanoid (kobold); HD 2d4; hp 13; Init +2; Spd 30 ft; AC 12 (+2 Dex); Melee unarmed strike -1 (1d3-1); SA spells; SQ light sensitivity, summon familiar; AL LE; SV Fort +0, Ref +2, Will +4; Str 8 (-1), Dex 14 (+2), Con 10, Int 12 (+1), Wis 12 (+1), Cha 16 (+3). Skills and Feats: Knowledge [Arcana] +6, Knowledge [Planes] +3, Listen +1, Spellcraft +6, Spot +2; Toughness. Spells Known (4/2; base DC = 13 + spell level): 0 – daze, detect magic, ray of frost, read magic; 1st – mage armor, magic missile. Possessions: Sacrificial dagger. Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell. A dazzled creature takes a –1 penalty on attack rolls, Spot checks, and search checks. Familiar: Toad - +3 hp VERIntro5-03: Rubyfalls Page 8 Appendix Two: History of Rubyfalls Ruby Falls is a small village located between the Kron Hills and the Gnarley Forrest. Although the town is mostly made up of gnomes, there is a good deal of humans and dwarves as well. The town is known for its copper mine, lumber and friendly people. Ruby Falls welcomes all strangers of all races. Normally the mayor is out of town building relations with other towns. When the mayor is gone, Daviot the Half-Orc leads the town in its day-to-day activities. The main attraction to this humble town is not the fine ale and beautiful gnomish women. Nay, it is the tale of Ruby Falls. The town’s only landmark is a waterfall on the northern edge of the village. This is the tale that brings the travelers to the remote village. In the year 567 CY, or so the story goes, the gnomish villages in the Kron Hills were the targets of some unknown evil. The evil, a hideous creature of unstoppable power, would steal into the homes of the villager and kidnap their children, leaving the grieving parents behind. Any who got in the way were killed. With each visit, the evil grew stronger. The Gnomish clerics met together in a village on the eastern side of the Kron Hills. After prayer and fasting, they petitioned their gods for help and intercession. On the fifth day, a vision appeared to the youngest gnome cleric at the gathering. He saw the Kron Hills before him. One of the hills southwest of the village raised itself up on what appeared to be four horse's legs. The hill became real bright, reflecting the evening sun as it came closer and closer to the village. On the right side of the hill was what appeared to be a flickering streak of silver lightning, as if the hill were waving a sword. As it got closer to the village, another hill, reddish-brown in color, appeared in the village and started to destroy buildings and crops, killing some of the Gnomish inhabitants. The hill opened up and swallowed two children, and then when it noticed the shining hill, it ran east. The reddish-brown hill stopped at a waterfall that tumbles from a stream that borders the Kron Hills and the Gnarley Forest, and the shining hill fought the reddish-brown hill. With each boulder the reddish-brown hill threw at the shining hill, the shining hill broke them to pieces. Finally, the shining hill charged the reddish-brown hill and pushed it into the waterfall. The falls turned red, the reddish-brown hill being destroyed and the shining hill turning into silt. The next day, the evil attacked the village. After it destroyed several more buildings and a couple of fields of crops, it attacked the small contingent of militia that had gathered to fight it. Many of the militia died in the fight, but the evil was severed wounded. Looking to flee, it grabbed two nearby children that had gathered to watch the conflict. From out of the southwest a tall gnome, wearing gleaming full plate armor and riding a huge golden wolverine, rode into the village. The armor was emblazoned with three rubies on the breast of the armor. In both hands, the gnome bore a great double- bladed axe. The evil and this unknown warrior stopped at the base of a waterfall that issued forth from a stream that flowed from between the Kron Hills and the Gnarley Forest. Casting aside the children, the evil attacked the gnome with the full fury of its might, but the warrior parried and deflected each attack. Finally, the warrior and his steed charged the evil, driving it back into the sheet of the waterfall. As the evil stumbled against the onslaught, the gnome swung his axe and cut deeply into the chest of the evil. Knowing that his reign of terror was over, the evil pulled the gnome and his steed into the waterfall with it. As he did, the flow of water turned deep red. Though the body of the gnome warrior and his steed were found, the evil was not. They were buried in the cave behind the waterfall, as a testimony to their stand and the site on which they fell. Since that day, the evil has been gone from the land. Occasionally, or so the tale goes, on certain bright and clear sunset evenings by the waterfalls, there appears to be a figure in shining armor on a huge wolverine in the waters of the waterfall. They appear to turn and ride into the falls, and once again the falls sparkle with what appear to be drops of blood. It is also at this time that some say that a ruby will appear in the hand of those that reach into the falls to shake the hand of the warrior that saved the gnome villages from the evil. While some scholars attribute the evil to the depredations of the first rising of the Temple of Elemental Evil, others are not so sure. VERIntro5-03: Rubyfalls Page 9 Player Handout #1 VERIntro5-03: Rubyfalls Page 10 Player Handout #2 Vex, Bring to me six gnomish infants from the cursed town of Rubyfalls. I have need of their blood for a ritual most vile. This will surely put me in favor with Onynxe over that dretch Abzxat. Erazuz, Faithful of Onynxe. VERIntro5-03: Rubyfalls Page 11
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textdata/thevault/Living Greyhawk/Modules/Veluna/592/Normal Scenarios/VEL2-04 - Spectre of Lorridges (APL 2-6)/VEL2-04 - Spectre of Lorridges cert.pdf
This certificate certifies that ___________________________________________________________ A character played by ____________________________________ ________________ ___________ ________ Signature of Player RPGA Number Date AR Has fulfilled the requirements for membership in this Verbobonc regional metaorganization. Membership must be renewed annually at the beginning of each calendar year. Please keep all previous certificates of membership together along with this one so an accurate account of your membership can be made in the event of an audit. ___________________________________ ___________________ __________________________ Signature of DM RPGA Number Date DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. The Riverwalk Society MAestro The Riverwalk Society has been established only recently by Master Bard Sovonich of Rhyne- hurst. The Society is dedicated to furthering arts and culture within Verbobonc, as well as pre- serving the lore of this fair land. Its symbol is a white silhouette of a lark flying above a field of blue Benefits: A Song for Dinner: Riverwalk Society members maintain their lifestyle by performing. An Maestro receives Rich lifestyle for free. The Silver Tongue: Riverwalk members learn that successful artists must be social and willing to perform anywhere. Maestros gain a +4 circumstance bonus on Diplomacy, Gather Information, and Perform skill checks. Furthermore, they receive a +2 circumstance bonus on Bardic Knowledge checks. Access to the Societies Private Collection : Riverwalk members gain access to the Riverwalk Society’s private library. While pri- marily a place of research, the members use it socialize as well. A Maestro that attempts a Bardic Knowledge check while here receives a +4 circumstance bonus. Furthermore, Maestros have access to the Greyhawk regional feat Blackmoorian Rhymes. Tool of the Trade: Maestros receive a masterwork musical instrument. This instrument enhances their Bardic Music ability as detailed in Complete Adventurer. Requirements: • Must be a resident of Verbobonc • 6 Ranks Diplomacy • 12 Ranks Perform • 7 TU annually composing new works • Dues: 30gp annually • Must have the ability to perform Bardic Musicb • Must have been an Artiste for at least 6 months This regional documentation has been issued by the Triad of the region of Verbobonc and must be turned over to them upon request. It may be revoked, altered, changed, or otherwise modified at any time by the Verbobonc Triad for any reason deemed necessary.
textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/_Documents/Riverwalk Society/The Riverwalk Society - Maestro.pdf
The Vosser Clan Page 1 Clan VOSSER Gandalin the Grey, Seeker of Information – Fireseek, 593CY 1. Pre-history In the area of the Flanaess around the Yatil Mountains, the Oeridians ran into the Flan of historical Perrenland. In most parts of the continent the Oeridians had conquered quickly and fully; around the Yatils the results were very different. Despite being driven from some lowland territories, the Flan continued to dominate the bulk of the Yatil and Clatspur Mountains, absorbing the few Oeridian tribes than penetrated that far and successfully resisting the invaders who had overran the lowlands. The result was an essentially pure Flan people in the mountains of Perrenland, and Oeridian tribes in the Feronwold and the lands around Schwarzenbruin, Traft, and in Krestible. 2. The Clan The Vosser are of Flan descent. They have guarded the Velverdyva river pass since before written history. Their fortified clan capital of Koetheim has been a place of traditional resistance in Perrenland, holding out against both the Aerdi invasion and subsequent occupation from 97 CY as well as the armies of Iggwilv in the 480s. Predominantly found within the Yatils in southern Perrenland and dominant within Quagfludt canton, this Hooglander clan is less abrasive than their Roodberg neighbours. A Vosser clansman is more likely to live and let live, preferring to ignore the foibles of other. However, if thoroughly annoyed, these clansfolk are known for their swift and determined retribution. One way to annoy a Vosser clansman is to call him a Laaglander. The Vossers are a mountain clan and proud of it! Folk of the Vosser clan are more family oriented than the Roodbergs and have a strong family identity. Likewise they form firm and lasting friendships – Vosser clansfolk who join mercenary bands usually join for life and the band becomes their family. 3. Non-human involvement in Clan Life Before the concatenation, many nomads and refugees travelled through many parts of Perrenland. Large numbers of them wandered into the mountains – some found death and destruction – others found homes and began to maintain meagre subsistence lifestyles. Those who found villages and became part of the scattered settlements soon proved their worth with their industry and efforts – no mean task with the stern and proud Vosser clans. Acceptance meant that non-humans and others became part of the clan, especially when fighting began and major villains were about to be defeated! At this time the Vosser Vorstammann declared that ANY non-human who wanted to live within Vosser clan laws could become a clansman. By the time of Perren, many non-humans were already Vosser clansmen. Their new skills, foods and outlooks added to the Vossers, whilst life with the Vossers was predictable and firm. The Vosser Clan Page 2 At the time of the concatenation, Vosser clans were already multi-racial - dwarves, elves, half- elves, halflings, half-orcs, gnomes and humans made up the clan – faced clan enemies together – and voted together to decide their futures. Today a Vosser clansman may be of any race or half race that is imaginable. Whilst a stern group of clansmen, Vossers will accept all that accept their standards (generally Lawful Good) and who work to assist their clansmen. Whilst they are never honorary humans (a demeaning title) they are Vosser clansmen and that is far more important! Vosser clan membership allows all members equal status and acceptance – woe betide the outsider who demeans a Vosser – after all the Vosser motto “Touch not the cat bot a glove” reveals the intensity that protects and nurtures Vosser clansmen. Clan numbers are not easy to determine. Many claim the Vosser clan is the largest clan in Perrenland (Patenji, 593CY). Others are not so sure and point to the continuous Roodberg conflict as a reason for lower numbers (Bucktoof, 593CY). We do know that the clan probably has far more non-human members than any other, possibly in the order of 9 000 to 10 000! 4. The Sub-Clans Within the Vosser held (western) half of the canton, each sub-clan has major responsibility for the lands, growth and development of their own sub-cantonal area. The Höndvoet occupy the central area, basically the central third of the western side of the canton – This sub-clan has a magnificent Dwarven built cavern that they use as a castle. It is beautifully designed, many hundreds of years old and is ideal as a defensive position. It backs on to extensive Dwarven mining areas that go into the hills behind it and most of the metals, coal etc come through this fort. This family, therefore, has a close affinity with dwarves, and has learnt a lot of their rockwork and mining skills. This cavern has NEVER been seen by anyone outside the Vosser clan, and its associated dwarves. According to legend, if you go far enough through the caverns, you'll eventually reach the canton of Krestible. Fortunately, only the Hondvoet's know this and none of them really remember the way! This is also the location of the Vosser School of Defence - outsiders have access through another passage, and have never seen the main cavern. The sept numbers around 9 000 humans, and roughly 650 – 700 of each of the non-human races for a total of around 13 000 souls. The Körtbénen occupy the southern area, especially the narrow passes between the mountains and the Velverdyva River. Their fortress is well built, and can actually close the entire river to access from the south if required. This family has an affinity with the forest elves from the Vesve Forest who use it as a trading outlet for Elven goods. This family operates some fast river craft, and a couple of transport barges, so they also maintain a small port. They can also run you down to Highfolk if you would like! The sept numbers around 6 500 humans, and roughly 500 of each of the non-human races for a total of around 9 500 clansmen. The Roodhand occupy the northern area, up near the base of the lake. This family is a major water power - they have transport ships, a large port, warehouses etc, run fast lake vessels, a large fishing fleet and have three warships (these “warships” are about the size of the Zee- Auszugen Ice Skimmers) to protect their The Vosser Clan Page 3 interests. As the traditional controllers of one end of the lake they are in a powerful position. They have an affinity with the aquatic elves which are the custodians of Lake Quag, although they keep this information pretty much to themselves. It is usually their vessels that allow fast access to the three lake towns, Schwarzenbruin, Traft and Ungra Balan. This sept numbers around 6 000 humans, and roughly 300 – 350 of each of the non-human races for a total of around 8 000. One informant told me that another Vosser sept exists. According to her, the Fellkatz occupy the more unapproachable areas of Claspurgen Canton. Their largest settlement of Katzberg numbers abut 1 600 very hardy souls. The sept numbers total about 8 000, mainly humans, but with small numbers of Grey Elves. Only time will tell whether this report rings true. 5. Cultural Oddity What appears to others as unusual is a small animal called the Vosserkatz. Other clans look upon this animal with some degree of incredulousness, whilst the Vossers, in their turn view clans without such affinities as more than a little strange! Vosserkatz (approved by RPGA in the scenario Pfaltzgrafs Fury – 2003) Small Magical Beast Hit Dice: 1d8+1 (5 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 30 ft. AC: 15 (+1 size, +4 Dex) [Touch 15, Flat footed 11] Base Attack/Grapple: +0/-4 Attack: Claw +1 melee (1d3) Full Attack: 2 Claws +1 melee (1d3) and Bite -4 melee (1d4) Space/Reach: 5 ft./5 ft Special Attacks: Pounce, improved grab, rake (1d3) Special Qualities: Bond (sp), Low Light Vision (ex), Scent (ex). Saves: Fort +3, Ref +6, Will +1 Abilities: Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 6. Skills: Balance +10, Climb +9, Hide +14*, Jump +10, Listen +5, Move Silently +10*, Spot +5. Feats: Improved Initiative _______________________ Climate/Terrain: Temperate forest, Hills and Mountains. Organisation: Solitary or Family Group (2-8). Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: 2-3 HD Combat Pounce (Ex): If a Vosserkatz leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the Vosserkatz must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): A Vosserkatz that gets a hold can make two raking attacks (+1 melee) with its hind legs for 1d3 damage each. If the Vosserkatz pounces on an opponent, it can also rake. Bond (Sp): A Vosserkatz is not subject to any form of animal friendship, nor can it be taken for a familiar. The exception to this rule is that it will bond as an animal companion to any good aligned non-human with Vosser heritage, who has the class ability to gain an animal companion or familiar. Skills: *Vosserkatz gain a +6 racial bonus to Hide and Move Silently checks in rocky or lightly wooded terrain. The Vosserkatz is a legendary animal of the hills and mountain ranges of the Quaglands (Perrenland). It has, since ancient days, been associated in totemic form with the Flan peoples of this region. The legends and myths of the Vosser clan in particular have given it its The Vosser Clan Page 4 modern namesake, yet depictions of it found in ancient Ur-Flannae ruins in the region predate this clan's establishment in the mountain valleys of the Quaglands. Some scholars seem to feel that this indicates that the modern Vosser clan may, in fact, be simply a modern remnant of the once thriving indigenous Ur-Flannae peoples that inhabited the Quagland in prehistoric times. Regardless, the legend attributed to the Vosserkatz is one that hints at a dualism. The Vosserkatz is seen as being both a protector and harbinger of trouble. The Vosser clan seems to attribute some magical nature to the animal, yet no evidence of this has ever been found. It is, however, peculiar that the animal will resist all calls to friendship with humans, unless called by one with a Vosser heritage. The Vosser clan hold the Vosserkatz as sacred, and some with the talent amongst them take them as animal companions or familiars and have a higher level of prestige in the clan for doing so (+2 reaction modifier to Diplomacy and Gather Information skill checks). If the Vosserkatz is gained as a familiar the master gains a +2 bonus to Hide skill checks. Legend, that may be based in fact, suggests that, at times, a litter of Vosserkatz is born with magical abilities, an aberration from the otherwise mundane nature that captured specimen’s display. Vosser legends portray the birth of such a litter as a warning that trouble for the clan is manifesting. To harm a Vosserkatz is to earn the ire of the any Vossers who gain knowledge of such a travesty. The hunting and killing of Vosserkatz is said to be the main cause of continued tensions between the Vosser clan and the Roodberg clan, who prize the pelt for its camouflage ability. (A Vosserkatz cloak gives a +6 to the wearer's Hide skill checks in mountainous or wooded terrain. Possession of such a cloak shifts all Vosser reactions to unfriendly and gives a –4 ability check modifier on all Diplomacy and Gather Information checks with Vosser clansman.) 6. Government The Vosser Clan, in all matters EXCEPT the leadership of the CLAN, are very democratic. Each city, town and village elects a local Hetmann to manage affairs within the settlement. Some towns add “council” type groups that reflect town needs and management requirements. It is interesting to understand that not all of the Hetmann are human! The Clan capital, and also the Quagfludt canton capital, is Koetheim, a small city of about 5 000 residents. Its location on the western side of the mountains would appear to make it less accessible than other towns, but this is not the case. Travelling the river brings you close to Schwarzenbruin, the capital city of Perrenland and provides trade routes through secure means. It is also the closest Quagfludt city to Krestible, which allows access to the produce from that canton. This is also an administrative centre peopled by such groups as lawyers and judges, tax collectors and merchants, politicians and law enforcement. It is also well known for its classy housing, its libraries and its temples. This city is often called “Lesser Greyhawk” as it has apparently tried to reproduce many of the features of the fine city of Greyhawk. Where Koetheim is called the capital, Fort Vosserkatz is the heart of the VOSSER clan. This is the home of the Vorstammann, the clan chief. This is the centre where the Vosserkatz is most revered. This is where the city leaders meet to determine what happens in Quagfludt canton – because this is home! The Vosser clan Vorstammann Heinrich Vosser VII is the leading political figure. As clan chief Heinrich wields a lot of power, but he is very much a man of the people – one of the very few who has never been opposed by anyone on personal grounds. 7. Clan Enmities The Vosser Clan Page 5 Most Vossers live and let live. They maintain some sort of “aloofness” where other Perrenders are concerned – so much so that some call them a snobbish clan. This is not really untrue, but this opinion of clansmen arises because the Vossers don’t really care how others see them. Their status within the clan is more important to them than anything else. Unfortunately, history has given rise to the clan’s greatest elements of distaste. During the migrations period, the Aerdi (Oeridians,) swept across the Flanaess to form a great kingdom. The conflict of races was a major disruption to Flan life, but typical Vosser tenacity won out and the new race made little impact on the high lands that nurtured the clan. Those invaders turned out to be the ancestors of the Roodberg clan. Roodberg is usually not a nice word in the Vosser language. It stands for perceived racial supremacy, religious bigotry, centuries of conflict and dominance by parentage, rather than personal worth. The other concern about the Roodbergs is their inability to let others live in peace. Put a Roodberg anywhere, it seems, and conflict will soon result! Vossers are not blameless in this rivalry. In defending their lands and their race, many Vossers did serious damage to Roodberg family and lands. The taking of Roodberg heads, even today, is seen as a worthy way to blood oneself, providing the head is of an able warrior, not a child or an old person. Where a Roodberg is likely to huff and puff, a Vosser will simply do! Another nail in the coffin of the Roodbergs is their claim to be highlanders. Nothing affronts a Vosser more than the suggestions that the Roodbergs are a highland clan. Vossers frequently mention the hundreds of heads they collected after driving the Roodbergs from the Quaglands in the battle of DerRoodOosting in 98 CY. Every Vosser knows that the Roodbergs hid in their lowland hovels during the invasion by the armies of Iggwilv in the 480s, and the lies told by the clan about this period nearly prevented the clan from being part of the concatenation of Perrenland. The Vossers are sure that some other crime of the Roodbergs will reveal their status to the nation of Perrenland… they wait with bated breath. The other Perrenese clans are of little threat, or concern, to the clan. The Vossers know that the Meerrijders suffered along with them when the Roodberg invaders stole their lands. Other clans have also felt the lash of the Roodberg’s concepts of life. Today, Vossers trade calmly with every other clan in Perrenland. Clansmen are generally proud of the role the clan has played in the development of Perrenland. They are strong supporters of Karenin and the Auszug. The clan’s support for the Voorman was strengthened when he married Greta Vosser. This lady not only took on the public role of Voormann’s wife, but also maintained her original clan affiliation and strengthened her new one by adopting the title of Vosser-Weisspeer. It is highly probable that this could set a fashion for a number of clans in the future. “Touch not the cat bot a glove!” Footnote: This is a “collection” of information from many sources. I have read, researched, asked questions, investigated, dug under and into and tried to present what I have found in a clear manner. More than any other Perrenese clan the Vossers are their canton and the Canton is their clan. In my opinion this belief arises from the number of times they have had to fight for their lands. The Vosser/Roodberg conflict certainly had its beginnings in the very early history of this land. My belief is now that it just a bit of fun to a Vosser, but a real concern to a Roodberg! Gandalin the Grey.
textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/PER background clan_vosser.pdf
BattleCorps THE TOP OF THE SCRAP HEAP Jason Hardy BattleCorps The Top of the Scrap Heap • Page  Carolinas, Alpheratz Outworlds Alliance 14 September 2783 The legs didn’t look right. They were too thin, and the metal was clearly recycled. It hadn’t even been properly melted down and remanufactured—instead, it looked like scrap metal had been chopped into pieces that just might fit on the leg and then welded into the appropriate spot. “Did someone just weld scrap metal onto the legs?” Jacobs de- manded. Murphy threw the machine a sideways glance. “No. No, of course not.” Jacobs stepped closer so she could see the dents and pockmarks. “Are you sure?” “Absolutely.” She moved away from the machine and shook her head. “They’re not going to like this.” “Who?” “Nobody!” she said. “Nobody who sees it is going to like it.” “Why not?” Murphy asked. “It moves. It shoots. It’ll easily cut through regular infantry and it’ll make quick work of most vehicles. It’ll do what a ‘Mech is supposed to do. What won’t they like??” Jacobs considered the machine again, with its three cockpit win- dows and its shoulder-mounted launchers. Her eyes kept falling to those woeful legs. “Will it trip the minute it goes off-road?” she asked. “Will it break its legs when it goes into a run?” “It’s a ‘Mech,” Murphy insisted. “It will do what a ‘Mech is sup- posed to do. It’ll work better than it looks.” “It had better,” Jacobs said. BattleCorps The Top of the Scrap Heap • Page  18 September 2783 Alliance Defenders Limited was not part of the Outworlds Alliance military, but sometimes the generals liked to pretend it was. General Bashere had been paying particularly close atten- tion to the progress of ADL’s ‘Mech project, so naturally he was on hand when the machine took its first steps. “It looks wobbly,” he said gruffly as the machine stepped gin- gerly across the rocky ground of the training area. “Is it wobbly?” “Not especially, sir, no,” Jacobs said, hoping she sounded believ- able. “The pilot just needs some time to become acclimated to the machine.” “Hmmm,” Bashere said, and Jacobs thought he did not sound convinced. The general watched the Locust make its way across the field for a few more minutes. “How comparable is this to an Inner Sphere Locust?” he finally asked. “Very comparable,” Jacobs said. “The armor might have a little more scrap on it than an Inner Sphere machine would have, but inside she’s top of the line.” She paused, then threw out her next remark like it was a throwaway observation. “Well, the targeting computer is different.” She hoped Bashere would simply let the comment slide. He didn’t. “How different?” he asked. She shrugged. “Not very. It’s primarily a software issue. I’m sure your aware of the difficulty in dealing with military software and the draconian measures nations take to keep it from being export- ed across international boundaries.” “I know the problems,” Bashere said gruffly. “I want to know how well you overcame them.” “Quite well, quite well,” Jacobs said brightly. “Through our peo- ple’s ingenuity and a fair amount of reverse engineering, we have assembled a fine facsimile of Inner Sphere software.” “‘Reverse engineering’?” Bashere asked. “We haven’t captured any Inner Sphere ‘Mechs. What are you reverse engineering from?” BattleCorps The Top of the Scrap Heap • Page  Jacobs hesitated. “A ‘Mech from some pirates. A sizeable group operating near the Federated Suns border.” “A pirate ‘Mech?” Bashere exclaimed. “Good hell, Jacobs, we don’t know where their machinery came from! We don’t know what those people have done to it! And that’s what we’re basing our targeting system on?” “Well, sir, in the end, I think you’ll agree that it’s a sensible thing to do. After all, the comm system and much of the firing controls are also based on pirate designs, so using the targeting software the pirates use is a good way to ensure that everything will …” “Firing and comm are pirate designs too?” Bashere shouted. “A minute ago you were telling me these were virtually Inner Sphere ‘Mechs. Now you’re telling me there mostly pirate machines?” “No! No, no, far from it. There are also parts from the Tortuga Dominions.” “The Tortuga Dominions!” Bashere yelled. Jacobs efforts to calm him were having the opposite effect. “They are pirates! The only difference between the Tortugans and most pirates is the pirates have better tech! This so-called ‘Mech might as well be held to- gether with chewing gum!” Bashere threw the binoculars he was holding to the ground. They splintered while Jacobs reflexively jumped backward. Then, somehow, Bashere got control of himself. His face lost its red color, his breathing evened. “Look, I know this isn’t easy for you,” he said. “I know the lack of government and popular sup- port here makes your firm’s progress difficult. The deck is stacked against you.” He took a deep breath. “But we need better than this. This will not stand. I can give you six more months. If you cannot come up with something better than this—” he gestured contemp- tuously at the Locust “—I’ll have to ask the Board of Directors to come up with someone who can. He marched out. Jacobs thought about demonstrating the Locust’s firepower by having it attack Bashere’s motorcade, but then she decided the long-term effects of that decision would probably be unpleasant. Instead, she just watched him go. BattleCorps The Top of the Scrap Heap • Page  19 September 2783 Jacobs glared at Murphy. “You’re thinking about how well you’ll get along with the new CEO, aren’t you?” “No!” Murphy said. “Of course not. I’m thinking about our prob- lem.” “There’s nothing to think about,” Jacobs said. “We got our hands on the best materials that managed to leak into our godforsaken corner of the universe. It wasn’t good enough. We’re out of op- tions. We can tinker with the Locust for six months, but in the end any improvements we make will not be enough. I’ll be out of a job, and you’ll be learning how to get along with a new boss.” “You’re not sounding like yourself, chief. Where’s the can-do spirit?” “Facing reality,” she said. “We wrestled with this project since I came on board, and in the end we came up with something that, between you and me, isn’t as good as what most of the nearby pirates have.” She shook her head. “It’s what we get for playing by the rules. You can get tech a lot easier when you steal it.” “I suppose,” Murphy said. Jacobs drummed her fingers on her desk. She worked hard to keep her face expressionless, to do nothing to give any indication to Murphy of the idea that had just sprung, fully formed, into her head. It was simple. It was obvious. She couldn’t understand why she hadn’t thought of it before, why it wasn’t the strategy she had pursued from the beginning. Well, there was the chance of imprisonment or, if things went really downhill, execution. But what great business career pro- gressed without some big risks? BattleCorps The Top of the Scrap Heap • Page  23 November 2783 None of the business of this task could be conducted over comms, or in any of the places Jacobs normally found herself. She took a roundabout path to her destination, making a few false stops and starts before she finally arrived at a nondescript coffee shop on the city’s west side. It had a brown awning, brown upholstery on the booths, brown tables, and brown floors. You could spill coffee practically anywhere and there would be a good chance no one would notice for days. Jacobs tried to act normal even though her stomach was tied in knots. She could make decisions that would effect a large busi- ness and each of its hundreds of employees without a qualm, but this cloak-and-dagger stuff made her nervous. But if she wanted to keep making decisions at the head of her company, this was what she had to do. “Irene!” a voice called out. A tall man in a long tan coat waved to her, sleeve flapping loosely. “Over here.” She responded to her code name with a smile and walked to the man’s booth. “Hello, Jerry,” she said, and exchanged a kiss on the cheek with him. “Thanks for meeting me here. Hungry?” “Famished.” “Well, let’s take a look at the menu and get some food.” She hadn’t eaten in a coffee shop (or any restaurant without a decent wine list, for that matter) for years. That, plus the fact that she was wearing a green windbreaker from the back of her closet and had her hair in a pony tail, should go a long way to prevent her from being identified. She and “Jerome” engaged in small talk for a few minutes as they waited for their food, then grew a little quieter as they took a few bites of their lunch. When they spoke again, Jacobs and Jerome made their voices quieter and quieter until they were ready to talk about the real purpose of their meeting. “How did the initial contact go?” Jacobs asked. “Perfect,” Jerome said. “The information your military sources gave us was top notch—told us more about pirate gangs operat- ing near Valasha than we’d been able to learn in years of recon. We narrowed it down to a few good candidates right off the bat BattleCorps The Top of the Scrap Heap • Page  and looked for ways to make contact. A few of the bands had dis- solved, or lost their leaders due to … well, various circumstances, but we managed to make contact with representatives from two bands. The first one smelled something about the deal and de- cided to steer clear of us, but the second one couldn’t resist the lure of the money we were waving in front of him.” Jacobs nodded. Most of the bait they had used was cash from her personal accounts—she had invested a lot in this project. “Is his band any good?” she asked. “Quite good,” Jerome said. “They’ve started venturing into the Fed Suns more and more, where the spoils are much better but the risk is higher. They’ve got the skills, and they’re getting to know the territory.” “Good,” Jacobs said. She’d much rather give money to a band that wasn’t actively raiding her own country. “When will they start?” “Well, we have them interested,” Jerome said, “but they’re not fully on the hook yet. Our man in charge of the negotiations—” for deniability reasons, Jacobs didn’t know this man’s name “—is still meeting the various representatives of the band.” “Has he met with the leader yet?” “No. Pirate leaders are reclusive, as you might expect. But our man tells me he’s meeting with decision-makers, so he’s optimis- tic.” “All right,” Jacobs said, nodding her head. “I think we’re getting somewhere.” BattleCorps The Top of the Scrap Heap • Page  11 January 2784 She ran, instinct pushing her forward. Part of her knew it wasn’t good instinct, wasn’t smart instinct, but it was all she had right now. She grasped the handrail of the stairs and used it to pull herself around a bend as she jumped, passing over half a dozen steps in mid-air before she landed smoothly and kept running down. She heard footsteps and voices above her, and was pretty sure she heard voices below her as well. “Stairwell B!” one voice said from above, echoing down loud and clear. “She’s in stairwell B. Put a team at the base and send them up.” Clearly she couldn’t stay here any longer. Really, she had no- where to go. Any security team worth their salt would have sealed all of the building’s exits before they came after her, so she was bound to run into them sooner or later. But it would be fun to see how long she could avoid them. Well, maybe “fun” wasn’t the right word. She exited the stairwell on the third floor and ran over to stair- well C, figuring she’d take that down to the second floor and look for a window to jump out of. But when she pulled the door of the stairway open, she saw three long muzzles pointed at her. “Freeze right there!” Her completely illogical instincts told her not to freeze. She piv- oted, ran back down the hallway, only to encounter half a dozen more gun-toting police officers. Finally, her instincts decided that now would be an appropriate time to surrender. “Emma Jacobs?” one of the police said. “You’re under arrest on charges of treason, piracy, and conspiracy against the Alliance …” BattleCorps The Top of the Scrap Heap • Page  8 April 2784 “You’re not making any sense!” Brinson pounded the table. The plastic creaked. Jacobs shrugged. “Maybe not,” she said. “But you don’t need to understand what I’m doing. You just have to follow my direc- tions.” There wasn’t enough room in the small cell for Brinson to pace. He could cross the entire room in five steps, so walking back and forth across it would quickly make him dizzy. He had to content himself with standing in place while bouncing up and down on the balls of his feet. “For two months you had me in panic mode!” he exclaimed. “Looking into what kind of bargains you might make, investigating the judge’s background, checking out prison facilities, everything! You were panicked about everything! And now you tell me that there’s nothing to worry about?” Jacobs sat back in her chair. Her prison haircut showed off her grey roots, and she was dressed in an ungainly olive jumpsuit, but she had recovered the bearing and command she had displayed before her arrest. “That’s right,” she said. “There’s nothing to worry about. Really, there’s not much for you to do. Just make sure any trial proceed- ings get pushed beyond May 5th. Then come back here on the 5th, because I may need you to cover some of the finer legal points.” “Finer legal points of what?” “That’s my concern. You just make sure you’re here.” Brinson stared at her wordlessly, then started shoving his note- puter back into his case as he prepared to leave. “Maybe it’s not too late to work on an insanity plea,” he muttered as a guard escorted him away from the cell. BattleCorps The Top of the Scrap Heap • Page 10 5 May 2784 Brinson was surprised to see Velma Crawford arriving at the prison doors the same time he did. “What are you doing here?” he asked. Her eyes widened. “What do you mean? Don’t you know?” “Don’t I know what?” “I’m here to meet with Jacobs. About her copping a plea.” “What?” “I was told the message came from you!” “I haven’t heard anything about a plea,” Brinson said. “There’s no plea.” “What do you mean, there’s no plea? What kind of game are you playing?” “I’m not playing anything! Jacobs hasn’t said anything about a plea! She’s been acting like she’s going to beat this thing!” “This makes no sense,” Crawford said, but her words drowned out by the sound of a man yelling. “Mr. Brinson!” the man said. “Ms. Crawford! Hello! Wait one mo- ment, please?” Brinson and Crawford exchanged glances. “Do you know this person?” Crawford asked. “No idea,” he said. The man buttoned his suit jacket as he slowed to a walk and ap- proached the two attorneys. “Good morning! Thank you both for being here. My name is Caleb Murphy, I’m an associate of Emma Jacobs. She asked me to meet you here.” “She asked you to …” Brinson said. “We’re supposed to meet her. Not her associate.” “Yes, of course,” Murphy said, taking no offense. “But if you wait a moment, you’ll see why she asked you here.” “Wait?” Crawford asked. “For what? How long?” BattleCorps The Top of the Scrap Heap • Page 11 At that moment, sirens and alarms erupted across the prison campus. Guards rushed to their stations, while two of them hur- riedly pushed Crawford, Brinson, and Murphy inside the main building. “The wait won’t be long,” Murphy said, speaking calmly even though he had to yell over the sound of the alarms. The wait took exactly 17 minutes. Brinson and Crawford tried to pry more information out of Murphy, but the man had become closed mouthed. They also tried to get in to see Jacobs, only to be told repeatedly that the entire complex had been locked down. Then, at the 17-minute mark of their wait, a barrel-chested man holding a large sidearm strode to them. “You three Brinson, Crawford, and Murphy?” “Yes,” Murphy said, while Brinson and Crawford exchanged glances. “You’re all coming with me.” He led them out a back door and into an armored vehicle. They drove outside the prison’s perimeter, staying within 10 meters of the wall at all times. At the north side of the wall, the guard who had fetched them stopped the vehicle and pointed into the distance. “Can you tell me what that is?” Brinson squinted. There was something on the horizon, but he couldn’t make it out. It gleamed in the morning sun. “We have the pilot on the comm,” the guard said. “He’s asking for you. We’ve told him not to move but, between you and me, we don’t have the firepower to enforce that.” As if on cue, the gleaming object shot into the air and flew to- ward them. It landed maybe two kilometers away from them then continued forward on the ground. Brinson could see it clearer as it approached. It was a generally humanoid shape, a triangle mount- ed atop two long legs with arms poking out of the broad top. One of the arms was holding an enormous gun, which was pointed at the vehicle Brinson was in. He didn’t like the sight at all. The vehicle’s comm crackled to life. “Do you have Brinson and Crawford with you?” Murphy, sitting next to the driver’s seat, replied. “This is Murphy. Yeah, we’ve got them.” BattleCorps The Top of the Scrap Heap • Page 1 “Good,” the voice at the other end of the comm said. “Listen care- fully. What you are looking at is a Stinger. This particular one is a Federated Suns model, captured completely intact. It is the most powerful weapon in the entire Outworlds Alliance. By far. And it is the possession of Emma Jacobs. She may decide to reverse-en- gineer it and help us build more while also preserving as much of it as possible for service. She may decide to have it scrapped. Or she might scrap it after blowing up your vehicle and much of the prison behind you. It all depends on her mood.” Brinson smiled. He leaned back. He saw it now. It might take a bit, but he knew what was going to happen. Crawford wasn’t near as sanguine. “This is ridiculous! We’re be- ing threatened! By a machine Jacobs undoubtedly got through piracy, which is why she’s in jail in the first place! Does she think this is going to help anything?” “I’m not at liberty to say what my client thinks,” Brinson said. “All I can do is reiterate what the mysterious pilot said—he is sit- ting in the cockpit of the most powerful weapon in the Outworlds Alliance. Machines like that don’t appear here every day.” “She can do what she wants with it,” Crawford fumed. “She can blow me to kingdom come, I don’t care. She is not going to force her way out of jail like this! Justice is not to be trifled with like this!” Crawford protested for a while longer. She protested while the guard took them back to the prison under the Stinger’s watchful gaze. She protested until she was out of Brinson’s earshot, and Brinson guessed she kept on protesting for the next three days, right up until the time Emma Jacobs was released and reinstated as the head of Allied Defenders Limited.
textdata/thevault/BattleTech [multi]/EXTRA/Novels/Battlecorps Novels/Top of the Scrap Heap - Jason M. Hardy.pdf
GP Starting GP Lifestyle � None � Standard (12 gp x TU) � Rich (50 gp x TU) � Luxury (100 gp x TU) Lifestyle Cost Other Coin Spent Total Coin Spent - GP GP Spent GP Subtotal + GP GP Gained GP Subtotal + GP GP Gained GP Subtotal - GP GP Spent GP FINAL GP TOTAL Items Sold Total Value of Sold Items Add ½ this value to your gp value Items Bought Total Cost of Bought Items Subtract this value from your gp value XP Starting XP - XP XP lost or spent XP Subtotal + XP XP Gained FINAL XP TOTAL XP TU Starting TU 2 TU TU Cost - TU Added TU Costs TU REMAINING ITEMS FOUND DURING THE ADVENTURE Cross off all items NOT found APL 4 � Silversheen (Adventure; DMG) � Heward’s handy haversack (Adventure; DMG) � Correspondence of Imiriana U’morael (only if the party chose to keep them; Adventure; 500 gp) APL 6 (all of APL4 plus the following) � Elixir of fire breath (Adventure; DMG) � Quaal’s feather token, whip (Adventure; DMG) � Scroll of resist energy (Caster Level: 7 th; Adventure; DMG) � Scroll of expeditious retreat (Caster Level 5 th; Adventure; DMG) APL 8 (all of APLs 4-6 plus the following) � Potion of cure serious wounds (Adventure; DMG) � Gauntlets of ogre power (Adventure; DMG) � Pearl of power, 1 st level (Adventure; DMG) � Ring of feather falling (Adventure; DMG) APL 10 (all of APLs 4-8 plus the following) � Bag of tricks, tan (Adventure; DMG) � Headband of intellect +2 (Adventure; DMG) � Cloak of Charisma +2 (Adventure; DMG) APL 12 (all of APLs 4-10 plus the following) � +2 breastplate (Adventure; DMG) � +1 elf bane greatsword (Adventure; DMG) � belt of giant strength +4 (Adventure; DMG) Adventure Record# 593 CY A D V E N T U R E L E V E L O F P L A Y (CIRCLE ONE) APL 4 max 1,350xp; 1,168gp APL 6 max 1,800xp; 1,598gp APL 8 max 2,250xp; 2,491gp APL 10 max 2,700xp; 4,195gp APL 12 max 3,150xp; 6,000gp � Favor of Julmar U’morael -- For retrieving the correspondence of Imiriana U’morael, Julmar is in your debt. This favor may be used to gain one-time Adventure purchase access to a single magic item from the Dungeon Masters Guide that is listed on any of your Adventure Records. � Enmity of Julmar U’morael -- Julmar is furious with you for not turning over her ancestor’s correspondence. She has maligned your name throughout the College, giving you a -2 penalty to all social interactions involving College members. In addition, examinations taken at the College receive a -2 penalty, and Diplomacy checks in examinations receive a -5 penalty. The penalties expire two years after the real-world date the module was played, or after expending two favors or influence points from the College. The actual enmity may only be removed by returning the correspondence to Julmar. � Influence with the Stalwart Pines -- By turning over Imiriana’s correspondence to the Stalwart Pines, you have gained their trust. This allows you to join and advance in the Stalwart Pines regardless of your character’s race. You also receive access to the ranger spells listed in Master of the Wild and the King/Queen of the Woods prestige class. Correspondence of Imiriana U’morael -- The arcane lore contained within the personal letters of Imiriana U’morael will take years or decade study to fully comprehend. They tell of insights into the nature of the Far Realms, and tantalizing hints of the secrets needed to master the magics of Alienism. Many of the letters are to and from one Alaxus Tomarast of Altenmaure. The letters weigh 60 pounds and take up 8 cubic feet of space. Possession of the letters provides access to the Alienist prestige class, described in Tome and Blood. � Training from Oragh Wolfhart -- In gratitude for his rescue, Oragh Wolfhart provides you personal instruction in fitness and fortitude. This training is completed between adventures, and does not require additional TU. The training gives the character access to the following feats from Master of the Wild: Dwarf’s Toughness, Giant’s Toughness, Dragon’s Toughness, Resist Disease and Resist Poison. � Recognition of Duke Karll Lorinar -- For the rescue of Oragh Wolfhart, you have received an ornately-decorated scroll tube bearing the seal of House Lorinar. It contains a scroll bestowing the official gratitude of Duke Karll Lorinar for your heroic deeds. This Certificate Certifies that _______________________________________________ Played by______________________________________ Player RPGA # Has Completed Purloined Letters A Regional Adventure Set in the Duchy of Urnst Event: ________________________________ Date: ________ DM:___________________________________________________ Signature RPGA # Play Notes: � Gained a level � Lost a level � Ability Drained _____________ � Died � Was raised/res’d � Was reincarnated _________________________________________ _________________________________________ _________________________________________ Home Region______________________
textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/593/Normal Scenarios/URD3-07 - Purloined Letters (APL 4-12)/URD3-07 - Purloined Letters AR.pdf
Sirocco’s Kiss Living Kingdoms of Kalamar Retail Adventure Adaptation Lands of Mystery By Andrew Garbade Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation Adventure Adaptation Notes This adventure takes place in Baneta, Pekal. The map inside the front cover of Lands of Mystery may be used as a reference for this adventure. The road running off the page on the bottom right leads to the main gate. Remember to replace "Bet Seder" with "Baneta" where appropriate in the adventure. A map for the building is included in this adaptation. In this version of the adventure, one of the rakshasa's followers named Krijir managed to overthrow his master, killing the creature. Krijir is a sorcerer and has so far managed to hide his true identity behind spells long enough to make himself a hat of disguise. This hat was created to be more powerful than typical versions, however, and he has so far managed to fool the other men into believing the rakshasa is still alive. The largest potential stumbling block in this adventure is if the characters manage to scare the cult, resulting in them all congregating on the boat for protection. If possible, the judge should make sure that there are two separate combats - one at the building, and one at the boat. That should ensure that encounter ELs remain within guidelines. The characters find themselves in Baneta after a successful job guarding a caravan for Lord Wanifer, a powerful merchant living in Bet Rogala, and sometime sponsor of heroic persons. A large flotilla of merchant ships is preparing to set out for foreign lands, and the city is awash in merchants and sailors trying to join the voyage! This adventure also has the potential to run very short, depending on the character’s decisions. The judge is encouraged to add role- playing encounters as needed to ensure all the players get a chance to contribute to the group’s success. Lonvus is actually a member of the Gray Legion in Baneta to investigate the new “thieves” in the city. Thinking that a rakshasa is in the city, Lonvus has been sent to kill the creature before it can establish a foothold. The Adventure The characters arrive in Baneta near dusk. Due to the hour, guards at the gates are questioning people before allowing them entrance. There are several guards outside the wall to speed the process. These guards pose some very simple questions for the characters: 1. What is your name and city of birth? 2. Are you currently serving in the Pekal armed forces? 3. Are you currently employed by a foreign government? 4. What is your business in the city of Baneta? The characters are told to enter the city and speak with the men inside the gate. Two men in long robes wait inside the gate, both holding large pieces of paper with several names and marks on each. They compare the sheets to one another until the characters approach. (They wait until all the characters have entered before speaking with them). "Greetings and welcome to Baneta. There are quite a number of people in town, and the inns are nearly full. The city council would like to ensure you find the type of establishment to suit your needs. We are here to answer any questions you may have, as well as help you find a place to rest for the length of your visit. 2 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation (Read or paraphrase the following) We are offering lodging in one of three inns. The first is The Yard Arm, a nice establishment with a garden on top of the main building, and hot baths for its guests. The cost is 4 gold pieces per night for a room with two beds. Food and bathes are included at that price. Another option is High Tide, a quaint inn that is slightly smaller than The Yard Arm. A two-bed room there is 1 gold piece per night, and includes three hot meals cooked by Salmar, a cook famous for his seafood delights! Finally, for those who might be traveling on a tighter budget, there are still a few open hammocks at Pier Number 17. A large warehouse right at the head of Pier 17 has been converted into short-term sleeping quarters. Rooms have six hammocks each, but only cost 1 silver per night. Food is not available, but the building was visited by the local ratcatchers just last week, so it's sure to be rodent free! If the characters ask to see the location of the buildings, use the following key on the map of Bet Seder: The Yard Arm - building #2 High Tide - building #8 Pier No. 17 - building "W" at the top of the page near the docks It is not important if the characters decide to stay at different inns. Lord Wanifer has provided them enough money to stay at High Tide for two nights. If the characters ask, none of the inns in town can provide lodging without a ticket. The city council passed an ordinance that allowed the House of Scales (very influential in Baneta) to regulate visitors into the city during this busy time. After the characters have made their decision, the men scribble some notes on their papers, then hand each of the characters a small slip of paper. The characters are informed the slips are their "tickets" so their beds are reserved. They should hurry to the inns to claim their rooms (or hammocks), however, since more people are arriving through other gates. The men can answer other questions as well. In general, the town is very busy, but many places have special prices on food and drink. Some vendors are selling wares as normal, though many are closed to enjoy the celebrations. This means that vendor prices are 10% higher than listed market values. Prices may be reduced to normal via Diplomacy check DC 10, followed by Diplomacy check 15. This sequence may only be attempted once. If one or the other fails, then the vendor refuses to reduce the price for that item. A Gather Information check DC 12 is necessary to find another vendor for the item (which resets the Diplomacy checks to reduce the price). Once the characters have their tickets, they are each handed a crude map with directions. They are all going roughly the same direction... Continue to "The Dying Man" in the adventure. In game mechanic terms, he goes to 0 Constitution in the round he speaks with the characters. Short of bringing him back to life (which he would not want, if asked via speak with dead), there is no way to save this man. 3 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation He has the following equipment: leather armor dagger +1 light crossbow +2 crossbow bolts x3 scroll of bless x3 He also has a small tattoo on the inside of his lower lip of the Gray Legion symbol (Pekal Gazetteer pg. 16). Characters may make relevant skill checks to identify the uses for these items. Bardic knowledge (or similar) is also possible. All these checks have DC 25. Another way to determine the use of these items is by taking them to a local temple. The priests would know (and voluntary relate) that the scrolls would have to be used on the individual bolts, then fired at the creature using the bow. Scriptures state that the blessed crossbow bolt can kill a terrible "tiger demon" known as a rakshasa. Temples in Baneta include: Halls of the Valiant The Assembly of Light Parish of Love The Order of Thought* Theater of the Arts Parish of the Prolific Coin *The Order of Thought in Baneta is found to be closed “by Royal Decree”. Gather Information DC 15 reveals some kind of scandal that befell the clergy in Baneta, but none seem to know exactly what happened. Characters may learn about the "Sirocco's Kiss" as per the adventure text. The guards are not corrupt in Baneta, just very busy. They promise to look into the matter as soon as time allows, but the characters should get Sense Motive checks DC 15 to realize that the guards probably will postpone the investigation at least until the city has cleared out (7 - 10 days). If the characters use Gather Information to try and find information on the ship, somebody they speak with might point them toward Dorrok Cooperson, a half-hobgoblin member of the Longshoremans Guild. When the Sirocco's Kiss arrived in port, the crew and passengers snubbed the local guild, so there is bad blood between the sailors and the guild members. Dorrok is very devoted to the guild and its members, and should be unfriendly toward the characters at first *unless* one of them is also a member of the Longshoremans Guild. If they are, Dorrok helps the group at no charge. If there is not a member, characters need to make two Diplomacy checks DC 12 to convince him they don’t mean any harm toward the guild or its members. As always, good role-playing should outweigh the need for rolling dice! The characters have the opportunity to convince Dorrok to help them. He can provide the following information: 1. The boat schedule - 10xATL gold 2. The building schedule - 10xATL gold 3. Assistance removing the sailors - 5xATL gold Option 1: This option does not include any information on Krijir. Option 2: This option does not include any information on the "guard" - simply that one cultist sleeps while two remain awake. Option 3: The sailors receive an official "visit" from the local "harbormaster" asking them to come register their names in the books. Not looking to raise any suspicion, Krijir instructs the sailors 4 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation to go and complete the forms. Of course, the "harbormaster" is really a Longshoreman, and the sailors are politely "encouraged" to join the crew of another boat (tied up and sold as indentured servants). Currently, the cultists are preparing an abandoned building to serve as their home and guild hall (the L-shaped building labeled "W" near the bottom of the map). Characters can discover this building by following the cultists, speaking with Dorrok, or Gather Information checks DC 30. In this version of the adventure, the cultists have already found a building to secure and prepare for their permanent move. Arkajia has asked Krijir to wait a few days before leaving the ship for his new "palace" in the city. Three cultists are in the building at all times, with at least one on guard duty, and one other awake and nearby. One other is always resting. The ship contains the sleeping quarters for the sailors, three cultists and Krijir. The sailors do work in the mornings, then spend some time in town before returning to the ship. If the characters manage to alert the cultists to their presence (see details in the adventure), the group at the building is called back to the ship for additional protection. They keep the same schedule, but the two awake cultists are on deck and both on guard duty. Arkajia, Bejar, and Cland continue to visit the warehouse they are preparing, but they are only gone from 8am-12pm. The sailors keep their schedule. Here is a the schedule for this adaptable: Ship 10pm-6am: All sleeping below deck 4 sailors Krijir Arkajia Bejar Cland 6am: 2 sailors awake, begin work on deck 8am: All other awake Arkajia, Bejar, Cland leave for building 2 more sailors begin work on deck 10am: 2 sailors leave for town 2pm: 2 sailors return to ship 2 other sailors leave for town 6pm: Arkajia, Bejar, Cland return to ship 2 sailors return to ship 6pm-10pm: All awake and aboard ship below decks Building 3am: Koyshi sleeps Ijami guard Sani free time 11am: Sani sleeps 5 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation Ijami free time Koyshi guard 7pm: Ijami sleeps Koyshi free time Sani guard 8am-6pm Arkajia, Bejar, Cland working inside building The “guard” lounges around outside most of the time, trying to look “mean” if anyone approaches (other than the cultists). If the characters investigate and seem to be a danger (by asking strange questions, attacking, etc), the guard on duty attempts to go inside the building, or at least call for help. The person with “free time” has a 75% chance of being inside the building, and a 25% chance of being away (and unavailable for combat). The person who “sleeps” during the watch must make a Listen check DC 15 to hear anything happening outside, but only a Listen check DC 5 if there are loud noises inside the building. Anyone awake and inside the building only needs to make a Listen check DC 5 to hear problems outside. Discovery The characters hopefully have spent some time preparing their magic blessed bolts before confronting the enemies. Obviously, shooting Krijir with the crossbow will simply deal damage. However, all the characters get to make Will saves to disbelieve the illusion if Krijir is struck with a bolt. Even if his disguise is discovered by the characters, the cultists continue fighting until the death, to enthralled with their leader to see the truth. Conclusion If the characters defeat all the enemies, they are contacted discreetly a few days later by a brown-haired man wearing a rough tunic. They are informed about the agent’s name and affiliation (confirmation if they discovered his tattoo), and thanked for assisting the Gray Legion in the matter. He also distributes some gold as a small token of gratitude. Further, he offers the group a bag of valuable items if they agree to turn over Krijir’s Hat of Disguise. If asked, the man shows the characters what he has to offer (the judge can show the characters the Gray Legion Item certs at this time, but NOT the cert for Krijir’s Hat of Disguise). 6 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation Map Abandoned Warehouse (1 square = 5 ft.) “S” indicates a secret door. There is a small cache of treasure within the room. If the characters defeat all the cultists (including Krijir), then they get to keep the treasure. The room with the bed indicates where the off-duty guard sleeps. All doors are simple wooden doors, and there is a large table that the cultists might try to use for cover. The open areas of the building are littered with various (stolen) building materials and trash. Characters may only move their normal rate, no double moves, charging, or running. 7 Sirocco’s Kiss Living Kingdoms of Kalamar Lands of Mystery Retail Adventure Adaptation Experience Points Due to the length of this adventure, all characters receive 500 experience points for participating. This is an exception to the typical method of experience awards. The judge may, at his/her discretion, award up to an additional 100 xp (per player) for good role-playing. Judges who “eat” this adventure receive 250 experience points. Treasure 1200 gp reward money, and all looted items may be sold for ½ market value. Characters receive the following certificates: Potion of Cure Moderate Wounds (x4) This brown liquid has the consistency of molasses and tastes of salty kelp. Potion of Cure Light Wounds (x4) This small vial holds a bright orange liquid and has a sour taste. Favor of the Gray Legion The Gray Legion appreciates your assistance with the emerging threat in Baneta. For completing the assignment and avenging their agent’s death, the Gray Legion is willing to pay for half the cost of one divine spell. This spell must be cast in Bet Rogala or Baneta. Characters also receive either : Krijir’s Hat of Disguise This hat of disguise functions exactly like the one in Core Rulebook III (pg. with one exception; this item was created with a higher level spell and requires a Will save DC 16 is required to see through the illusion. Or the following items: Mithril shirt This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds. Cloak of Resistance +1 This garment offers magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). +1 Arrows x20 These +1 arrows come with a narrow leather quiver. Bracers of Armor +1 These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1, just as though he were wearing armor. Both bracers must be worn for the magic to be effective. Phylactery of Devotion This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. The wearer of a phylactery of devotion is able to channel the power of his devotion to help those in need. Paladins who wear this item can use lay on hands as if they were one level higher. Clerics who wear this item heal one additional hit point of damage when casting “cure” spells. Other characters who wear this item gain the ability to “lay on hands” (similar to the paladin ability of the same name) for one hit point once per day. Bag of Tricks, gray This small gray sack has a leather drawstring and various animal and natural patterns stitched into the sides. 7
textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKOK-A-SK1 Sirocco's Kiss.pdf
Introduction In the beginning of the twenty-first century the breakthrough in genetic research and manipulation had set the battlefield for a corporate war in the medical industry. But one corporation stands out more than the others, The Umbrella Corporation. Resident Evil: The Umbrella Files is an unofficial supplement for Call of Cthulhu d20 by Wizards of the Coast and Chaosium. It allows players to run campaigns or single scenarios in the Resident Evil universe. This 26-page supplement will feature: � Background information on the Umbrella Corporation, the T-Virus and more. � New rules for combat. � New feats. � New skills. � New high-tech items and equipment. � Story ideas to get you started. � Complete stats and background on the many RE monsters such as the T-virus infected Zombies, the Cerberus, Hunters, Lickers, the massive Tyrant, the Nemesis and even the mutating G-Type. � New professions such as Umbrella Special Forces Units, Scientists and more. � And much more… This supplement was created without license, and was created for fans of the Resident Evil series and should therefore remain free. This supplement may freely be copied and distributed as long as we get the credit for all the hard work we put into this supplement. Resident Evil™ and Umbrella Corp™ are © Copyright Capcom. Call of Cthulhu™ is © Copyright Chaosium. All images contained in this supplement are © Copyright respectively. Resident Evil: The Umbrella Files is © Copyright J. Davidsen & M. Hansen 2002. 2 3 The Background In the beginning of the twenty-first century the breakthrough in genetic research and manipulation had set the battlefield for a corporate war in the medical industry. But one corporation stands out more than the others, The Umbrella Corporation. The Umbrella Corporation had become the largest commercial entity in the United States. Nine out of ten homes contain its products. Its political and financial influences is felt everywhere. In public it is the world’s leading supplier of: - Computer Technology. - Medical Products. - Healthcare. But unknown even to its own employees, its massive profits are generated by: - Military Technology. - Genetic Experimentation. - Viral Weaponry. The Story The birth of a corporation In the 1950s in Racoon City USA, Edward Ashford and Ozwell E. Spencer discovered the “Mother Virus” during a genetical breakthrough and realized its great potential for development of medical advancement, but also bio- weapons. They began creating what would one day be known as the “T-virus”. In the mid-60s, Edward and Ozwell founded the company, Umbrella Chemical Inc., to camouflage their research and Spencer had a mansion built outside Racoon City, so that they could continue their research without anyone knowing. Genetical research was still in its early stages at that time, and competition between the medical companies was fierce. To the public, Umbrella Inc. was considered a very generous company as it helped finance the city’s hospital and many other things. The public was being kept in the dark about the virus research. Time passed and Umbrella grew to a large corporation spanning across the entire globe and possessing a total market share of 90% on computer technology, medical products and healthcare in the US. But their work with the T-virus and other Bio-organic Weapons experiments was what became Umbrella’s main financial factor. But all that changed… The incident In 1998, an accident happened at the mansion and the T-virus was released. It turned ordinary people into mindless zombies, and the many B.O.W. (Bio-Organic Weapon), which were kept in the basement, escaped. Racoon City’s newly formed S.T.A.R.S. (Special Tactics And Rescue Squad) sent its Bravo Team to take care of the situation. Communication was lost and Alpha Team was sent in. They uncovered Umbrella’s virus research and had to battle their way through hordes of former researchers and other personnel who had turned into zombies, oversized spiders, zombie dogs and other forms of B.O.W. Finally, they found out that their own team leader, Albert Wesker, had been acting on orders from Umbrella. He was to gather data about the B.O.W. combat performance and released Umbrella’s ultimate bio-weapon, the Tyrant, to finish of the S.T.A.R.S. Alpha Team. The Tyrant was still in early testing, and it killed Wesker before it was defeated and the mansion was blown up along with any evidence that could connect Umbrella with the incident… A city destroyed Meanwhile, Dr. William Birkin, the Umbrella top- scientist who perfected the T-virus, continued working on the virus and developed the G-virus. He stayed in an underground laboratory under Racoon City and paid the police chief to keep anyone from finding it. However, the discovery of the G-virus was leaked to Umbrella and they sent in a team to recover the newly discovered G-virus. Dr. Birkin refused to hand it over to the Umbrella operatives and they were forced to shoot him. While his wife, Anette, went for first aid equipment, William Birkin injected himself with the G-virus and turned into a horrifying and powerful creature, known later as the G-type, and went after the Umbrella agents. He hunted them down and killed them. Unfortunately, he also broke the case that contained both the T-virus and G-virus. The virus spread through the sewer system and poisoned rats, which carried the virus up to the inhabitants of Racoon City. Within a week, the entire city was infected. The entire ordeal where local law enforcement officers fought mindless zombies and desperate Umbrella U.B.C.S. operatives fought a new and unknown B.O.W., lead to the destruction of the entire town, as the laboratory was destroyed and William Birkin was killed. 4 These events lead to the destruction of an entire US city, and a massive pressure was put on Umbrella. A cover up was almost impossible due to the scale of the incident. However, Umbrella managed to credit the incident to terrorists, and though the T-virus still remains unknown to the general public, there are people who have become increasingly curious about the secrets of the Umbrella Corp. Other corporations have become anxious to learn more about the T-virus, while private organisations emerge with an agenda to expose Umbrella and other corporations like them. Who knows what the future will bring… The U.B.C.S. When Umbrella was founded to protect the discovery and experimentation with the T-virus, they needed a special team of highly trained operatives to protect the research by any means. At that time the cold war was raging, and paranoia fuelled the entire world. Umbrella was no exception, as their potential B.O.W. could prove hazardous if anyone learned of them without Umbrella having full control. Thus the U.B.C.S (Umbrella Biohazard Countermeasure Service) was created, a special task force consisting of highly trained elite soldiers whose sole purpose is to be Umbrella’s clean up guys. Highly trained and packing the latest of Umbrella designed arms and equipment; these operatives are sent in to contain incidents such as the one at Racoon city, escort and guard secret operations and experiments. Their objectives are usually to contain the incident, eliminate possible witnesses and recover valuable research. They engage in counter espionage missions, tactical retrieval of lost experiments, containment of incidents both to secure any information to leak to the public, but also to ensure that innocents don’t come to harm. The T-Virus When the body dies, a residue electrical energy remains in the body, thus our hair and nails continue to grow for a short while as the pulses stimulate cell reproduction. This energy takes up to months to dissipate, and it is this fact that became the basis for the T-virus. This genetically engineered virus was designed to feed the residue electrical pulses that remain in the body when you die, thus prolonging life. The T-Virus was supposed to be a medical breakthrough that could cure all diseases and even extend life, but practice and theory did not match. Rather than to extend life, the T-virus reanimated the dead, feeding the electrical pulses giving the dead basic motor functions, but as the brain had only very little activity, the reanimated dead became driven by the basic instinct to feed, thus creating mindless zombies. The T-virus soon mutated to adapt to its environment switching from airborne to transmit by body fluids. So when an infected subject wounds someone, he or she becomes infected as well. But the T-virus does not take effect until death incurs. However, the T-virus has a mutating property that corrupts basic cell structure as well. This means that people are killed slowly by pneumonia-like symptoms and as their bodies wither, the T-virus keeps the body alive, thus effectively turning the living into zombies. The T-virus, however, reacts differently to other animals. All mammals like dogs, bats, and even some birds are affected like humans, whereas reptiles, insects and arachnids, due to their different cell structure, tend to mutate, often growing to massive proportions or even mutating into entirely new species. This side effect, though devastating to the virus’ medical use, proved a valuable source for the creation of B.O.W. The virus’ mutating 5 abilities have been utilized by Umbrella researchers to create fierce and deadly creatures for their B.O.W. department, such as the Tyrant project and the somewhat failed Licker project. There have been other projects by Umbrella that were initiated on the base of the T-virus, such as the unstable G-virus. This virus is a basic T-virus where the mutating abilities have been enhanced. The G-virus project is considered closed after the failure with the G-Type Tyrant, but no one knows if that is true, or if the project has been perfected. The B.O.W. projects When the “Mother Virus” was first discovered, it seemed to provide a huge medical breakthrough, but the obvious side effects soon took dominance over the research. At the time of the foundation of Umbrella, the world was in a state of paranoia brought about by the cold war, and the need for weapons was overwhelming. Thus Umbrella initiated the B.O.W. projects, where they would attempt to utilize the abilities of the T-virus to create controllable bioorganic weapons. The first experiments were the “lickers” but as they proved too uncontrollable, research shifted towards designing a horde of smaller uncontrollable creatures to release onto the enemy, and then focus on the Tyrant project, which was to be an enhancement of the human more than a new B.O.W. After the cold war ended, Umbrella continued their research, as the market for weapons never wears out. Latest in their lines of experiments is the Nemesis project, on which very little is known. It is still unknown to which extends Umbrella is working with the US government, but some things point to Umbrella not doing so. Perhaps the size of Umbrella, being a global corporation, has made Umbrella work on their own. One can only speculate… 6 New Rules When playing Resident Evil: The Umbrella Files, there are a few updates to the basic CoC d20 rules. Resident Evil can easily be played using the existing CoC rules, but if you want to run Resident Evil games only, we suggest you use the updated rules. Cthulhu Mythos skill vs. Umbrella Secrets skill In Resident Evil the occult and paranormal are non- existent. We suggest that when playing Resident Evil games you do not use Spells, tomes or ancient artifacts, as these elements are what drives a Cthulhu Mythos Campaign, where as Resident Evil is based on the use of technology. The use of psychic feats can be used without problems. This also effectively eliminates the use of the Spellcraft skill. In CoC the Cthulhu Mythos skill is used to show how aware of the secret darkness the players are, and it affects their sanity. In Resident Evil this skill has been renamed Umbrella Secrets skill. (Not to be confused with the skill Knowledge: Umbrella.) The Umbrella Secrets skill has the same effects as the Cthulhu Mythos skill, except it reflects how much insight into the dark secrets of the Umbrella Corp. the character has. As characters gain ranks in Cthulhu Mythos skill by reading ancient tomes etc. the characters in Resident Evil gain ranks in Umbrella Secrets when they learn something new about the Umbrella Corp. One rank in Umbrella Secrets could be added at the end of a successful game, reflecting that the characters have learned of yet another Umbrella scheme. Reading classified Umbrella files etc could also award ranks. Advanced Combat The following rules are expansion on the standard combat rules and can be used in any d20 game if the gaming group can agree on it. The basic idea of this expanded combat method is to get more Hollywood movie style combat action. When in combat the skills Jump, Tumble, Balance and Climb can be used as a move equivalent action, but doing so provokes attack of opportunity. By using these skills you can jump through the air and fire your guns or quickly throw yourself behind a car for cover, or even jump over an opponent to get them in the back or roll beneath larger opponents for that good clean shot. By using these skills, you make a normal skill check with a DC set by the GM as appropriate. Of course if you fail the skill check you will fall flat on your behind, rendering you prone and flat footed until you can spend a move equivalent action to get up. Called shots In Resident Evil there will more often than not arise situations where aiming for specific body parts will increase your chances of surviving the encounter. Zombies are vulnerable in the brain, and making a headshot will take them out instantly. The called shots rule only works on creatures with distinct features, which means you can’t make called shots on big tentacly blobs. (Whether a creature has distinct features or not is up to the GM.) Making a called shot adds the following modifier to the target’s Armor Class. Size Modifier Tiny No called shot Small +6 to AC Medium +4 to AC Large +4 to AC Huge +2 to AC Gargantuan No modifier Colossal No modifier Headshots: Making a successful called shot to the head is an automatic critical. Limb shots: Making a successful called shot to a limb will reduce speed by 20% and/or reduce attacks according to limb being hit. 7 New Feats Along with the expanded combat rule two new feats can also be used for those who want some serious action style combat. Combat Acrobatics Prerequisites: Dex 13+, Max Light armour. Benefit: When using Jump, Climb, Tumble and Balance in combat, you do not provoke attack of opportunity. Improved Combat Acrobatics Prerequisites: Dex 13+, Max Light Armour, Combat Acrobatics. Benefit: You do not provoke attack of opportunity when using Jump, Climb, Balance and Tumble in combat plus you get a +1 modifier to these skills for combat purposes only. Security Systems Prerequisites: Int 13+, Disable device 3+ ranks, Computer Use 3+ ranks. Benefit: You are trained at bypassing and installing security systems. You get a +2 modifier to any attempt made at bypassing any security system. Chemistry Prerequisites: Int 13+, Craft: chemistry 3+ ranks. Benefit: You are trained in the use and composition of dangerous chemicals. With this feat you may combine chemicals and compounds to create either liquid explosives (DC 20) or acids (DC 15) or even potions with healing or other properties. Equipment Most of the modern equipment you could desire in a Resident Evil game has already been covered in the CoC d20 rulebook, but a few items remain. Item Charges Price Stim-gun* - $87,99 T-Viral Antitoxin 1 $2.344,99 Cell reconstruction amp 2 $1.212,25 Universal antidote 2 $516,00 *The Stim-gun is standard issue to all Umbrella UBC operatives along with one of each capsule. Stim-gun: The stim-gun is a reusable high-pressure hypodermic needle designed to inject the subject fast and easily without removing clothes and without the risk of the needle breaking in stressed situations. Using the stim-gun is a move equivalent action. T-Viral Antitoxin: This antitoxin is designed by Umbrella to counter the effects of the T-Virus if injected within 30 minutes from infection. This antitoxin is as secret and rare as the T-Virus itself, and only Umbrella UBCS operatives and high-ranking Umbrella personnel have access to the antitoxin. Cell reconstruction amplifier: This capsule contains two injections of a chemical substance that uses the body’s own bio electrical impulses to amplify the reconstruction of cells and damaged tissue. One injection heals d6 hp instantly. If more than two injections (one whole capsule) is injected within a time span of a few minutes, the body overloads and you collapse unconsciously for d8 hours. Universal Antidote: This capsule contains two doses of an antitoxin that works against all known common poisons. One dose is enough to cure you instantly. Umbrella staff in charge of handling test animal or other poisonous materials uses it often. 8 9 Weapons In Resident Evil the need for firepower is vastly greater than in a regular Call of Cthulhu game, as the game is more focused on horror action than the act of going insane and dying… That doesn’t mean that dying isn’t as likely as in any Call of Cthulhu game, you just have more of a fighting chance. Weapon Type Caliber Damage Critical Action Capacity Loading Range Rate Grenade launcher 40mm 3d6 x4 bolt 1 break 30 standard Colt M-203 gr. lau. 40mm 3d6 x4 bolt 1 break 30 standard Colt Accurized Rifle .223Rem 2d10 x3 semi / bolt 9 mag 400 standard multifire Heckler & Koch G36 .223Rem 2d10 x3 select 30 mag 200 autofire The standard grenade launcher is a single barreled firearm that fires 40mm explosive shells. A breaking barrel like some types of shotguns loads it. This weapon can also fire gas rounds or other types of fragmentation shells. If the shot misses, roll a d20 to see how many feet off the target the grenade scatters. The Colt M-203 Grenade Launcher is a lightweight single shot breech loaded 40mm weapon designed especially for attachment to the M16A2 Rifle and M4 Carbine. The M-203 can also fire gas rounds or other types of fragmentation grenades. If the shot misses, roll a d20 to see how many feet off the target the grenade scatters. When situations demand rapid and accurate multiple shot deployment, the Colt Accurized Rifle delivers unparalleled accuracy. The model available for civilians or standard government forces comes complete with x6 power scope and can easily be fitted with a laser gunsight as well. A new development for HK, the G36 is a true modular weapon system in caliber 5.56x45mm (.223 Remington). Constructed almost entirely of a tough carbon fiber polymer material and using a simple, self- regulating gas system, the G36 provides the user with a lightweight weapon that delivers high performance with extremely low maintenance. The G36 can be fitted with both a scope and/or laser sight for high precision marksmanship. It is also the standard weapon of the German Armed Forces (including the new NATO Rapid Reaction Force), and Umbrella UBCS operatives. 10 Professions When playing Resident Evil: The Umbrella Files, there are several new options for PC professions. In standard Call of Cthulhu, most characters are private persons out to uncover the truth of the dark mythos, but in Resident Evil the PCs more often than not either work for Umbrella or in another way have something to do with the corporation, as no civilians are ever allowed even near Umbrella facilities. Thus we introduce an array of new professions for use with Resident Evil: The Umbrella Files. All the previous professions are still valid, as long as they do not conflict with the game play. Needless to say that a teenage gothic may not be as easy to incorporate into a story that is located at a secret Umbrella facility, as say an industrial worker hired to build a new area along with his crew. But again, these choices should be up to the GM and the gaming group. Umbrella U.B.C.S. The Umbrella U.B.C.S. (Umbrella Biohazard Countermeasure Service) is the army and security of Umbrella. Although the U.B.C.S. operatives handle delicate matters, they are rarely informed about the nature of their missions and they are considered very expendable despite their high training. Skills: � Computer Use [INT] � Concentration [CON] � Demolitions [INT] � Disable Device [INT] � Move Silently [DEX] � Open Lock [DEX] � Search [INT] � Use Rope [DEX] +4 more of player choice. Starting gear: All U.B.C.S. operatives carry a certain amount of standard gear. The following equipment is available to all starting U.B.C.S. characters: � Heckler & Koch G36 automatic rifle. � x4 Scope for the G36. � Laser gunsight for the G36. � 3 full .223 Remington ammo clips. � Gas mask w/ case. � Stim-gun w/ 1 of each injection capsules. � Flak vest (black). � Black standard U.B.C.S. combat uniform. � Combat knife. Umbrella Scientist The Umbrella Corporation has many scientists working on various experiments and research. More often than not the scientists get caught in their own experimental mishaps or even supervise field tests. Skills: � Computer Use [INT] � Concentration [CON] � Craft: choose one [INT] � Gather Information [CHA] � Handle Animal [CHA] � Knowledge: Umbrella [INT] � Knowledge: choose an area of expertise [INT] � Research [INT] +4 more of player choice. Starting Gear: It is essential to Umbrella scientists that they always carry certain tools for their jobs. � Palmtop PC. � Stim-gun w/ 1 of each injection capsule. 11 Creatures and Enemies When playing Resident Evil you will face an entirely different set of enemies than in Call of Cthulhu. There are no greater gods or great old ones, but there is plenty of unspeakable horror in the countless Umbrella B.O.W. projects. This section will provide complete stats and info on all the common and well-known BOW and mutations, along with stats for Umbrella operatives. Infectious: All the B.O.W. and other creatures infected with the T or G-virus have the ability to infect those they bite, scratch or in other ways touch. When you are hit by an attack that causes infection, you must make a fortitude save (DC 10) or become infected with the virus in question. Infected beings lose 1hp / hour and 1 sanity / hour. If more than 30 minutes pass since infection, then the anti toxin is useless. Anyone who dies from the virus becomes a zombie according to the virus. Mutative: Some of the T-virus creatures and all of the G-virus creatures have the ability to mutate and rapidly reproduce cells. Whenever a creature with the mutative ability drops to 50% of its starting hp, roll on the mutation table below to see the results. d8 Mutation Effect 1 Multiple legs Spidery legs spring forth from the creature’s torso granting it a +10 bonus to its speed. 2 Tentacle A tentacle that adds 1 ranged touch attack at 15 ft. reach at +5 to hit, and +2 to Grapple dealing d6 damage. 3 Massive growth The creature grows to one size category larger, adding +2 to its strength. (Size modifier to AC also applies.) 4 Wings The creature gains a 40 ft. fly (average) to its speed. 5 Blade claws A long blade like claw shoots out from the creature’s arm, granting it an extra +4 melee attack that deals 2d10 damage. 6 Tougher skin The creature gains a +2 to AC. 7 Poisonous spray The creature starts to spray poisonous spores. Ranged touch attack +3. Target must make a successful fortitude save (DC 15) or be poisoned. 8 Bone spikes Large bone spikes spring from the entire body forcing anyone attempting to make a melee attack at the creature to make a successful Reflex save (DC 15) or suffer d4 damage. Poison: Some creatures are poisonous beyond the standard T-virus infection risk. This poison is the standard poison from the CoC rulebook (page 84, table 5-15) that has a save DC 12, Initial damage 0 and secondary damage 1d4 Dex. Regeneration: The T-virus and G-virus are highly mutative and some of the larger creatures created by these viruses tend to regenerate their wounds fast. A creature with the Regeneration ability automatically heals d4 hp every d6 turn. However, damage that destroys cell structure such as fire and acid does not regenerate. 12 Albinoid Tiny T-virus BOW Hit Dice: 2d10 (20 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 20 ft. Armor Class: 14 (4 Dex) Attacks: Bite +4 melee, Electrical charge +2 ranged Damage: Bite d4, Electrical charge d6 electrical Face/Reach: 3 ft. by 3 ft./3 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +2, Ref +4, Will +1 Abilities: Str 13, Dex 18, Con 13, Int 8, Wis 9, Cha 10 Skills: Climb +4, Spot +3, Hide +10 Feats: Blind-Fight, Expertise, Improved Initiative, Iron Will, Lightning Reflexes CR: 1 Sanity Loss: 0/1d4 Advancement: 3-4 HD (small), 5-7 HD (medium) The Albinoid is an attempt to make small and fast BOW creatures that can infiltrate and infect enemy bases and areas swiftly. The Albinoid was created by injecting genetically altered salamanders with the T-virus. The Albinoids resemble large tadpoles at first, but soon grow into medium sized creatures. Electrical charge – The Albinoid has the ability to discharge an electrical charge from its maw. This charge counts as a ranged touch attack weapon with a range of 5 ft., and deals d6 electrical damage. Bandersnatch Large T-virus BOW Hit Dice: 10d8+20 (100 hp) Initiative: +3 (-1 Dex, +4 Improved Initiative) Speed: 20 ft. Armor Class: 15 (-1 size, -1 Dex, +7 natural) Attacks: Claw +12/+7 melee Damage: Claw 1d10+4 Face/Reach: 15 ft. by 15 ft./15 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +4, Ref +2, Will +1 Abilities: Str 18, Dex 8, Con 13, Int 8, Wis 9, Cha 10 Feats: Alertness, Improved Initiative, Power Attack CR: 5 Sanity Loss: 1/1d4 The Bandersnatch is one of Umbrellas more reliable of the larger BOW projects. It doesn’t possess the strength and intelligence of the Tyrants, but it makes up for that in the ability to effectively mass-produce them. The Bandersnatch is terribly slow, but makes up for the lack of agility with a large bulky arm that extends up to 15 feet in a powerful claw attack. It has a yellowish skin and appears as a mutated and deformed human of gross size. The Bandersnatch was created by experimenting with the T-virus on human hosts, and is the result of a genetically altered T-virus human. It has as limited intelligence as the standard T-virus infected zombies, but with its mutations and power it is even more durable and deadly. 13 Cerberus Medium T-virus Zombie Hit Dice: 2d10 (20 hp) Initiative: +2 (Dex) Speed: 40 ft. Armor Class: 15 (+2 Dex, +3 natural) Attacks: Bite +2 melee Damage: Bite 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con -, Int -, Wis 10, Cha 1 Feats: Toughness CR: 1 Sanity Loss: 0/1d4 Zombie: The Cerberus are common dogs that have become infected with the T-virus, and like all T-virus Zombies, it can be killed instantly with a called shot to the head. The Cerberus is a Medium sized creature and gets a +4 to Armor Class if target for a called shot. If hit with a called shot to the head will die instantly as it cannot function without its brain. The Cerberus are not intentional creations of Umbrella, but rather the result of normal dogs being infected with the T-virus. Like humans and other animals the dogs, when subjected to the T-virus, turn into mindless zombies following the most primal of instincts… To feed. The Cerberus are lightning fast and usually hunt in pairs but they also roam alone depending on the situation. Corvus Corax Tiny T-virus Zombie Hit Dice: d4 (4 hp) Initiative: +2 (Dex) Speed: 10 ft., fly 40 ft. (average) Armor Class: 14 (+2 Dex, +2 size) Attacks: Claws +4 melee Damage: Claws 1d3 Face/Reach: 2½ ft. by 2½ ft./0 ft. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con -, Int -, Wis 10, Cha 1 Skills: Jump +9, Search +6, Spot +13, Listen +11 Feats: Toughness, Weapon finesse (claws) CR: ½ Sanity Loss: 0/1 Zombie: The Corax are common ravens that have become infected with the T-virus. Despite being zombies like both the Cerberus and humans, the Corax cannot be instantly killed with a called shot to the head due to its small size. The Corax is not an intentional creation of Umbrella but, like the Cerberus, a zombie created by an unintentional outbreak of T-virus. They are fast and deadly carriers of the T-virus that are hard to hit, but once you hit them, they tend to go down. Devourer Huge G-virus Mutation Hit Dice: 18d12+189 (405 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 30 (-1 Dex, -2 size, +22 natural) Attacks: Bite +23 melee, 2 tendrils +18 melee Damage: Bite 3d10+9, tendril 1d8+4 Face/Reach: 10 ft. by 40 ft./15 ft. Special Attacks: Infectious Special Qualities: Swallow whole, regeneration Saves: Fort +12, Ref +2, Will +2 Abilities: Str 33, Dex 9, Con -, Int 3, Wis 8, Cha 1 Feats: Toughness, multiattack CR: 18 Sanity Loss: d4/d10 Swallow whole: The Devourer has a mutating maw that can swallow anything whole. As long as the target is one size category smaller than the Devourer, the Devourer can attempt a swallow whole attack that instantly kills the target swallowed. The Devourer is the final stage of mutation for an uncontrolled G-virus mutation. The first Devourer was reported when William Birkin, the first to discover the G- virus, injected himself with the G-virus and started mutating. The Devourer mutation is far too uncontrollable and dangerous for Umbrella to research it effectively for use in their BOW projects, but once in a while their G-virus projects get out of control and a Devourer may be a result. G-Baby Large G-virus BOW/mutation Hit Dice: 8d12+24 (120 hp) Initiative: +0 Speed: 20 ft. AC: 20 (-1 size, +11 natural) Attacks: Claws +10 melee Damage: Claw 2d6+5 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Infectious Special Qualities: Spawning, regeneration Saves: Fort +9, Ref +2, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Feats: Toughness CR: 8 Sanity Loss: d4/d8 Spawning: The G-baby has the ability to vomit a small ball of its own mutated tissue as a single action, which instantly tries to grapple a nearby victim (single action, grapple +2 melee). A victim grappled by the tissue will become infected and begin mutating. The mutation will take d6 turns and do d6 hp damage each turn. If the victim dies from the mutation, the mutation will cease and the victim will effectively be dead. If the victim survives the mutation, it will turn into a new G-baby. The G-Baby first appeared at the Raccoon city facility when William Birkin conducted G-virus experiments. The G-Baby was an attempt to produce a G-virus version of the Licker, but like the Licker project it became too uncontrollable and it has since been classified as a rogue project. Still the G-baby is the core of much of the active G-virus experimentation, and it helped refine the current G-Tyrant project. 15 It was created by injecting the G-virus into a G-type, just as the Licker was made by injecting an already infected with the T-virus. The G-Baby is slow and bulky but very powerful and deadly constantly vomiting out smaller G-babies. G-Type Large G-virus BOW/mutation Hit Dice: 10d12+32 (152 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 18 (-1 size, -1 Dex, +10 natural) Attacks: 4 Claws +10 melee Damage: Claw 2d8+5 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Mutative, regeneration Saves: Fort +6, Ref +3, Will +6 Abilities: Str 23, Dex 13, Con 19, Int 9, Wis 11, Cha 1 Feats: Toughness, multiattack CR: 10 Sanity Loss: d4/d8 The G-type was created by injecting the G-virus directly into a human. The first G-type was William Birkin, the “father” of the G-virus. When Umbrella operatives attacked the facility beneath Raccoon city, William Birkin injected himself with the G-virus, and became the first G-type. Since then Umbrella has experimented with the G-type and perfected it into the G-Tyrant. The G-virus is highly mutative, and the problem with all G-virus research and experimentation is that the subjects keep mutating uncontrollably. Only the G- Tyrant has been altered to control the mutations. G-Tyrant Large G-virus BOW Hit Dice: 11d12+56 (188 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 22 (-1 size, -1 Dex, +14 natural) Attacks: 2 Claws +14 melee Damage: Claw 2d10+7 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Mutative, regeneration Saves: Fort +6, Ref +3, Will +6 Abilities: Str 25, Dex 9, Con 19, Int -, Wis 11, Cha 1 Feats: Toughness, multiattack CR: 13 Sanity Loss: d4/d8 16 Controlled mutation: The G-Tyrant is a Tyrant created by the G-virus rather than the T-virus. The G-Tyrant has been enhanced to have control over its cellular mutations. This means that it doesn’t mutate as the G- type, but it can as a full round action spend d20 hp to gain a mutation from the mutation table. The G-Tyrant was created the same way as the regular Tyrant, except it was made by using the highly mutative G-virus. The G-Tyrant is used rarely as it resembles a human less than the standard Tyrant. The missions assigned to the G-Tyrant are usually rogue BOW extermination missions when the incident can be contained. It has proven highly effective in exterminating runaway Lickers in the remote research and testing facilities where containment is not a problem. Hunters Medium T-virus BOW Hit Dice: 5d12+14 (74 hp) Initiative: +3 (Dex) Speed: 30 ft. AC: 17 (+3 Dex, +4 natural) Attacks: 2 Claws +12 melee, bite +7 melee Damage: Claw 1d4+8, bite 1d8+4 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +7, Ref +8, Will +3 Abilities: Str 20, Dex 17, Con 14, Int 3, Wis 12, Cha 7 Skills: Spot +7, Listen +8, Jump +6 Feats: Multiattack CR: 6 Sanity Loss: 0/d4 The hunters are genetically altered humans infected with the T-virus. These reptilian like creatures are lightning fast and deadly, but not very intelligent. Their sole purpose is to hunt down and eliminate humans or animals infected with the T-virus; however, they are not scrupulous about who or what they kill. These deadly creatures are usually kept in secure cells and only unleashed in case of massive contamination danger. 17 Licker Medium T-virus BOW Hit Dice: 5d12+14 (74 hp) Initiative: +4 (Dex) Speed: 40 ft. AC: 18 (+4 Dex, +4 natural) Attacks: 2 Claws +7 melee, tongue +12 melee Damage: Claw 1d4+8, tongue 2d8+5 Face/Reach: 10 ft. by 10 ft./15 ft. Special Attacks: Infectious Special Qualities: Spider climb, regenerate Saves: Fort +6, Ref +9, Will +3 Abilities: Str 19, Dex 19, Con 14, Int 3, Wis 11, Cha 7 Feats: Lightning reflexes, alertness. CR: 6 Sanity Loss: 1/d4 Spider climb: The licker can climb any surface by digging its massive claws deep into almost any surface. The licker is created by injecting the T-virus directly into an already infected human. They are one of the most favored of the BOW projects as they are somewhat controllable and with their chest piercing tongue they are extremely deadly. Moth Large T-virus Mutation Hit Dice: 5d8+10 (50 hp) Initiative: +1 (Dex) Speed: 20 ft., 60 ft. fly (good) AC: 14 (-1 size, +1 Dex, +4 natural) Attacks: Bite +6 melee Damage: Bite 1d3+6 poison Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +6, Ref +2, Will +2 Abilities: Str 18, Dex 12, Con 14, Int -, Wis 13, Cha 11 Feats: None CR: 3 Sanity Loss: 0/d4 The Giant Moths are examples of how the T-virus affects some animals. These creatures are just like ordinary moths, only 50 times bigger and poisonous due to the T-virus. 18 Maw beast Large G-virus Mutation Hit Dice: 18d12 (216 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 30 (-1 size, -1 Dex, +22 natural) Attacks: Bite +18 melee (grapple +6), Claw +13 melee Damage: Bite 2d10+6, claw 1d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Mutative, regenerate Saves: Fort +6, Ref +5, Will +6 Abilities: Str 33, Dex 9, Con 22, Int 3, Wis 11, Cha 1 Feats: Multiattack, power attack CR: 15 Sanity Loss: 1/d8 The Maw beast is a mutative state between the G-type and the Devourer. The Maw beasts has never been attempted to recreate, and those that appear are usually the result of G-types having consumed infected DNA such as other BOW or zombies. The Maw beasts are not as fast as the G-type, but they are more durable and tend to grapple their victims with their big maw, where they slowly digest the victim by injecting it with virus-infected mucus. Nemesis Large T-virus BOW Hit Dice: 14d12+85 (253 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 26 (-1 size, -1 Dex, +18 natural) Attacks: Grenade launcher +4 ranged, 2 Slams +18 melee Damage: Grenade launcher 3d6 fire, Slam 2d10+9 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: None Special Qualities: Regenerate Saves: Fort +4, Ref +3, Will +4 Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1 Feats: Power attack CR: 14 Sanity Loss: 1/d8 19 The Nemesis is Umbrella’s most effective BOW. It was created by taking a human infected with mutating T- virus and injecting him with Tyrant DNA and more T- virus. The result was a super Tyrant. Though the Tyrant is more intelligent and often used for recovery missions, the Nemesis was designed for one purpose. Extermination. The Nemesis is often made from elite UBCS operatives, thereby getting a super Tyrant with the ability to handle weaponry. The first Nemesis type was seen at Raccoon city where it was sent to kill all remaining STARS members. Since then it has been inserted in many seek and destroy missions globally. Plant type A Medium T-virus BOW Hit Dice: 2d8+6 (32 hp) Initiative: -1 (Dex) Speed: 10 ft. AC: 13 (-1 Dex, +4 natural) Attacks: 2 tentacles +3 melee (grapple +2) Damage: Tentacle 1d6+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +6, Ref -1, Will +0 Abilities: Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9 Feats: None CR: 3 Sanity Loss: 0/d4 The plant Type A was created by genetically altering plants and injecting them with the T-virus. They are slow and easy to kill, but in the wild they are virtually impossible to spot, thus making them all the more deadly. Plant type B Medium T-virus BOW Hit Dice: 2d8+6 (32 hp) Initiative: -1 (Dex) Speed: 10 ft. AC: 13 (-1 Dex, +4 natural) Attacks: 2 tentacles +3 melee (grapple +2) Damage: Tentacle 1d6+2 poison Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Poisonous Saves: Fort +6, Ref -1, Will +0 Abilities: Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9 Feats: None CR: 3 Sanity Loss: 0/d4 The Plant Type B is very similar to the Plant Type A, except it has a more red color and is poisonous. All attacks from the Plant Type B are poisonous. 20 Spiders Medium T-virus mutation Hit Dice: 2d8+2 (18 hp) Initiative: +3 (Dex) Speed: 30 ft., climb 20 ft. AC: 14 (+3 Dex, +1 natural) Attacks: Bite +4 melee Damage: Bite 1d6 poison Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Infectious Special Qualities: None Saves: Fort +4, Ref +3, Will +0 Abilities: Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2 Skills: Climb +12, Hide +10, Jump +6, Spot +8 Feats: Weapon finesse (bite) CR: 2 Sanity Loss: 1/d4 Like the moth, the spider is one of those creatures that grow to huge sizes when subjected to the T-virus. As their size increases so does the lethalness of their poison. Though the spiders are weak and easily killed, they are very dangerous when they get up close. Scuttlers Medium G-virus mutation Hit Dice: 3d12+24 (60 hp) Initiative: +3 (Dex) Speed: 30 ft., climb 10 ft. AC: 14 (+3 Dex, +1 natural) Attacks: Bite +4 melee, tongue +9 Damage: Bite 1d6+3, tongue 2d8+5 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +4, Ref +3, Will +0 Abilities: Str 13, Dex 17, Con 12, Int 8, Wis 10, Cha 2 Skills: Climb +12, Hide +10, Jump +6, Spot +8 Feats: Weapon finesse (bite), weapon finesse (tongue) CR: 3 Sanity Loss: 1/d6 The Scuttlers is another G-virus project gone wrong. In an attempt to create a mutative super soldier, Umbrella injected pregnant women with the G-virus and removed the infected embryo from the women and nurtured the embryos in a separate hatchery, where they were fed G-virus with their nutrient. The result was a highly predatory mockery of humanity that resembles part licker part spider. The scuttlers were originally destroyed as a failed project, but later the project was reopened and used for active insertion into conflict hot-zones as expendable soldiers. 21 Umbrella UBCS Medium Human Hit Dice: 4d6+6 (30 hp) Initiative: +5 (+1 Dex, +4 Improved initiative) Speed: 30 ft. AC: 17 (+1 Dex, +6 flak vest) Attacks: G36 auto rifle +6 ranged* Damage: G36 auto rifle 2d10 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: None Saves: Fort +6, Ref +0, Will +2 Abilities: Str 14, Dex 8, Con 15, Int 14, Wis 12, Cha 14 Feats: Point blank shot, precise shot, improved initiative CR: 5 Sanity: 65 (*) – This includes Armor check penalty and Laser gunsight. The UBCS is Umbrella’s own elite task force made up by highly trained elite soldiers with state of the art equipment. All UBCS operatives are equipped with the HK G36 automatic rifle with x6 scope and laser gunsight. They also carry a standard UBCS uniform, which includes a black flak vest. When the UBCS are inserted on missions they often divide into teams with various assignments. These may include demolitions experts, security systems experts, snipers carrying the Colt Accurized rifle and standard assault troops. UBCS operatives assigned to sniper duty carry the Colt Accurized Rifle fitted with a x9 power scope with infrared and laser targeter. With armor check penalty and gun equipment bonuses, the UBCS snipers will hit on a +6 ranged attack modifier. All UBCS operatives carry Stim-guns with 1 of each injection capsule. 22 Tyrant Large T-virus BOW Hit Dice: 11d12+85 (217 hp) Initiative: -1 (Dex) Speed: 20 ft. AC: 22 (-1 size, -1 Dex, +14 natural) Attacks: 2 Slams +14 melee Damage: Slam 2d10+7 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Mutative, regeneration Saves: Fort +6, Ref +3, Will +6 Abilities: Str 25, Dex 9, Con 19, Int -, Wis 11, Cha 1 Feats: Toughness, multiattack, power attack CR: 12 Sanity Loss: 1/d8 The Tyrant was the first of the BOW projects to attempt the creation of a controllable human mutational super soldier. It was created by genetically manipulating a human and then injecting it directly with T-virus. The first Tyrant project was created at the Raccoon city mansion facility and was released before completion by Albert Wesker. This caused the Tyrant to kill Wesker and go rampant in the facility. That Tyrant project was considered failed and was destroyed, but it did not take Umbrella long to perfect the Tyrant from the data collected from the mansion Tyrant. The perfected Tyrant project is very controllable and extremely deadly, though not as deadly as the larger Nemesis project, and is used mainly for insertion in areas where the UBCS cannot operate due to Biohazard. The first successful Tyrant mission was the retrieval of the G-virus from the Raccoon city facility and the support of UBCS operatives in containing the incident following the T and G-virus outbreak in Raccoon city. 23 Zombies Medium T-virus Zombie Hit Dice: 2d12+3 (27 hp) Initiative: -1 (Dex) Speed: 30 ft. AC: 11 (-1 Dex, +2 natural) Attacks: Slam +2 melee, bite +2 melee Damage: Slam 1d6+1, bite 1d4+3 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Infectious Special Qualities: Zombie Saves: Fort +0, Ref -1, Will +3 Abilities: Str 13, Dex 8, Con -, Int 3, Wis 10, Cha 1 Feats: Toughness CR: 1 Sanity Loss: 1/1d6 Zombie: The zombies are ordinary humans that have become infected with the T-virus, and like most T-virus Zombies, it can be killed instantly with a called shot to the head. The zombie is a Medium sized creature and gets a +4 to Armor Class if target for a called shot. If hit with a called shot to the head the zombie will die instantly as it cannot function without its brain. The Zombies are ordinary humans who have been infected with the T-virus. The T-virus stimulates the electrical pulses that remain when the body dies, giving the corpse basic motor functions, but as the brain is effectively dead, the animated corpse is driven by the basic need to feed. People infected with the T-virus while alive will slowly start to die as a result of the T-virus’ mutative abilities thus turning them slowly into zombies. Corpses that have been dead for no longer than a few months may still turn into zombies when subjected to the T-virus, as their residue electrical pulses may not have dissipated entirely. The zombies are slow and fairly easy to kill, but they tend to come in large numbers, which makes them dangerous beyond comprehension. 24 Security systems With big secrets comes the need to guard them, and with secrets as big as those the Umbrella Corporation have you need some very advanced security systems. The following is just a short list of security systems that are often found at various facilities. Disabling security systems: Security systems are there to protect something, but you will often find yourself in need of getting past those systems to find answers or simply to survive. Each system has a different way of disabling it, and they all require a Disable device skill check. Characters with the Security systems feat will automatically gain bonuses to these checks. Gun drones The gun drones are fully automated medium caliber machineguns fitted with motion detective sensors that allow them to swiftly target and destroy any moving object within their designated target area. The gun drones are often used in high security areas where traffic is limited. The gun drones fire 7.62x51mm rounds on full automatic bursts at anything within their target area (usually a corridor or room), dealing 2d10 damage pr. shot. The drones have a +9 ranged attack modifier and a range of 60 ft. (the range of the motion sensor). Disabling: The gun drones can be destroyed by a successful hit to AC 20 to the sensor. The gun drones – like many other security systems – rely on computers to run them, and finding the main security console will quickly allow you to disable the gun drones with a successful Use computer skill check (DC 15). Biohazard containment chamber When dealing with biohazardous material you will usually need to pass through a biohazard disinfection chamber. These rooms are used to decontaminate personnel with a lethal gas. Anyone who enters a decontamination chamber without proper safety gear will suffer a slow suffocating death at the hand of the disinfectants. Anyone who enters a B.C.C. without protective suits must endure the decontamination process, which lasts for d8 turns. Each turn they must make a fortitude save (DC 17) or suffer d4 suffocating damage. Another version of this decontamination chamber is sometimes used as access chambers to high security areas. Anyone who enters the chamber must produce the proper identification in the shape of a pass card, a handprint scan or retinal scan etc. Failing to do so will flood the room with lethal gas. These versions have a duration of d10 turns and do d6 suffocating damage if a fortitude save (DC 20) is failed. Disabling: The decontamination chamber and the security chamber can both be disabled with a Disable device skill check (DC 25). Of course, there is a certain time limit as they can only be disabled while inside. Laser grid The laser grid is a vicious trap made by high-powered laser beams that form a moving grid that cuts through steel as well as flesh and bone. These security systems are only used in conjunction with very high security areas and require a large computer to run. Anyone who enters a corridor with a laser grid will trigger it. All exits will be sealed and the grid will activate. As the grid changes its pattern and movement, the target must make d4 consecutive reflex saves (DC 3d6+5) or suffer 4d10 damage. Disabling: The only way of disabling a laser grid is to turn it off at the main console (usually situated in the immediate proximity such as the next room, or in a main security control room). Doing so requires a successful Use computer skill check (DC 15). 25 Story ideas To get you started right away, we have created a short list of story ideas that can be used as single story plots or combined to form large campaigns. These are not scenarios in them selves, but merely plot ideas for you to turn into your own unique adventures. The dying child An Umbrella researcher in charge of a remote T-virus research facility learns that his son is slowly dying from cancer. In an attempt to save his son, the scientist uses the T-virus to create a cure for his son. However, his noble intentions become a horrid nightmare as the cure proves not only to cure the cancer, but it uses the cancer cells to mutate the young boy into a twisted mockery of his childish human shape. The creature then infects the entire facility, and a new Raccoon city incident may be waiting to happen if nothing is done. Bodyguards A high-ranking Umbrella official is in danger of being kidnapped (or assassinated) by operatives from a rivaling corporation. The players must act as bodyguards for the Umbrella official while learning the dark truth about why he is in such danger. What does the documents he carries around in his briefcase all the time contain? The prisoners The players wake up in a strange prison with little memory of what has happened and why they are there. Once in a while they notice people in military gear enter the prison compound and retrieve prisoners who are never seen again. What goes on in the large buildings on the other side of the wall? What happens to the prisoners, and what will happen to you? Can the players unravel the mystery of their capture and the dark fate that awaits them before it is too late? A different kind of war The characters take the role of soldiers on a combat mission that quickly turns into a nightmare, as their enemies suddenly don’t stay dead when they are shot. Is it some strange new type of weapon the enemy has gained possession of or is the entire mission really a suicide mission designed to field test the latest BOW? The ghost town As the players learn of a ghost town where all the people are missing, they embark on a mission to investigate the town. What dark secrets does the town hold? Where are all the people, and what is that moaning sound that keeps getting louder? A controlled outbreak of the T-virus in a small town results in the entire population being turned into zombies. Can the players escape the nightmare and can they keep the zombies from spreading? And what will happen if they can’t? 26 Final words This supplement was created by Resident Evil fans for Resident Evil fans and is not intended to be sold or otherwise used for personal profit. All names, characters and places mentioned are © Copyright respectively and not intended to portrait actual living or (un)dead persons. We hope you will enjoy playing the game as much as we did writing it. This supplement can be included into Call of Cthulhu games or it can be used to play all Resident Evil only games or even included into other d20 games. Have fun, and remember… J. D. Davidsen (Mnyogha) M. B. Hansen (MadMaxim)
textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Call of Cthulhu (d20)/CoC d20 - Resident Evil - The Umbrella Files.pdf
1 Quick Start Rules 2 True20 QuickStart Rules True20 is an adventure roleplaying game in which you, the players, take on the roles of fictional heroes having adventures in an imagined environment. One player, the Narrator, takes on the job of creating that environment and the stories for the other players to take part in. Together, you create your own tales of action and adventure, like your favorite novels, movies, or video games. The best part about adventure roleplaying is you are in control of the action! Literally anything you can imagine is possible, because you and your fellow players control the story. You may have played other roleplaying games, or this may be your introduction to new worlds of adventure. Either way, welcome to True20 and new worlds of adventure! The Rules True20 is based on a set of rules used in many popular roleplaying games called the d20 System, modified for fast, easy, and fun game-play. The basic rules are quite simple and used to resolve virtually all conflicts in the game. This section goes over the essential rules of the game to give you a feel for them. The Die True20 uses a single twenty-sided die, abbreviated “d20” or “1d20” (for “one twenty-sided die”). You can find these dice in game and hobby stores everywhere. Checks Actions in True20 are resolved with a check, a roll of the die, plus or minus a modifier. The result of the check is compared to a difficulty number: if the result equals or exceeds the difficulty, the action succeeds. If it is less than the difficulty, it fails. Sometimes the degree of success or failure (how much the check result is above or below the difficulty) matters; other times, it does not. Difficulty Any task in True20 can be assigned a numeric difficulty, the result you need to get on a check to accomplish that task. General difficulties are automatic (0, you don’t even need to roll), easy (5), average (10), tough (15), challenging (20), formidable (25), heroic (30), super-heroic (35), and nearly impossible (40). Only the greatest heroes can accomplish high-difficulty tasks on a regular basis. Difficulties Difficulty Number Easy 5 Average 10 Tough 15 Challenging 20 Formidable 25 Heroic 30 Super-heroic 35 Nearly Impossible 40 Modifiers Checks have modifiers, positive and negative numbers based on the hero’s abilities and skills, as well as on the prevailing conditions. In general, positive conditions grant a +2 modifier, while adverse conditions impose a –2 modifier. Rounds and Scenes Time in True20 is generally broken up into rounds and scenes. A round is a six-second segment of time, enough for a hero to do one or two things in the midst of a fight or other action scene. A scene is an indeterminate length of time, generally long enough for something significant to happen. Think of a scene as a chapter in a story or a single scene in a film. Traits True20 defines heroes (and other characters) in terms of certain traits. These are game-defined qualities, usually assigned a numeric value to act as a modifier for checks. The traits you will find on the hero sheets include the following: Abilities are the six basic traits that define a hero: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each has a modifier ranging from –5 (terrible) to +5 (outstanding), with the average at +0. A strong hero has a high Strength modifier, while a smart hero has a high Intelligence, and so on. Skills are trained abilities, things you learn to do. Training in a skill provides an additional modifier, added to one of your basic abilities, which you use when making checks involving that skill. If you’re trained in the Knowledge of arcane lore, for example, you get a bonus equal to your skill when making Intelligence checks to know something about the arcane. Skills give heroes bonuses ranging from +4 to +20 or more at higher levels. Feats are special capabilities, talents, or knacks heroes may have. Each feat gives your hero a special ability, explained in the hero’s description. True20 features many more feats heroes can have. Attack measures your hero’s training in combat. It is the modifier you add to your rolls to hit an enemy in a fight. Defense measures your hero’s ability to avoid attacks. It determines the difficulty to hit your hero in combat. Saving Throws (or “saves” for short) are a hero’s traits for avoiding or resisting certain effects. Toughness is used for resisting damage and direct harm. Fortitude is for resisting attacks on the hero’s health, and is based on Constitution. Reflex is for avoiding harm using speed and reaction time, and is based on Dexterity. Will is for resisting mental influences and arcane powers, and is based on Wisdom. A saving throw is like any other check: a roll, plus your hero’s save modifier, against the difficulty of the effect or hazard you want to avoid. Conviction is a special quality of heroes (and other important characters in the story). It represents their ability to overcome adversity and do important things when they need to. All True20 heroes have 3 points of Conviction to start and gain more as they advanced in level. You can spend a point of Conviction to re-roll any die roll you make and take the better of the two rolls. If the result of the second roll is 10 or below, add 10 to it, meaning you always get at least an average result if you spend Conviction on a roll. You can also spend Conviction to allow your hero to recover quickly from injury (see Damage and Recovery). Heroes regain all spent Conviction as the start of each adventure. Interaction Characters in True20 interact in various ways. Heroes try to negotiate agreements between disputing parties, or go on diplomatic missions. Villains taunt and threaten, or even try to sway heroes to their side. Quick Start Rules 3 Chapter One: Hero Creation People get into disagreements or debates. The whole adventure may hinge on convincing the right person at the right time. The Narrator determines the attitude of any character the heroes encounter during the game. The heroes can then try to influence the character’s attitude using Charisma and related skills (such as Diplomacy or Intimidate). The Interaction table shows the effects of character attitudes and the Difficulty of attempting to change someone’s attitude with a Charisma or skill check. Note that a particularly bad check result can actually make a character’s attitude worse. For example, rolling less than a 5 makes an unfriendly character turn hostile. In general, a hero can attempt to influence another character only once in any given scene. While heroes can use their Charisma and skills to influence the attitudes of Narrator characters, heroes generally cannot affect the attitudes of other heroes, nor can Narrator characters modify their attitudes. The players choose the attitudes of their heroes, and when they change. Interaction Attitude Means Possible Actions Hostile Will take risks to oppose you Attack, interfere, berate, flee Unfriendly Wishes you ill Mislead, gossip, avoid, watch suspiciously, insult Indifferent Doesn’t care either way Socially acceptable interaction Friendly Wishes you well Chat, advise, offer limited help, advocate Helpful Will take risks to aid you Protect, back up, heal, aid, support New Attitude Result Starting Attitude Hostile Unfriendly Indifferent Friendly Helpful Hostile less than 20 20 25 35 50 Unfriendly less than 5 5 15 25 40 Indifferent — less than 1 1 15 30 Friendly — — less than 1 1 20 Conflict The heroes of True20 are often forced into conflict. When fights occur in the game, follow these steps: Initiative At the start of a conflict, each player rolls initiative to determine the order in which everyone acts. This is a d20 roll plus the hero’s Dexterity modifier. The Narrator rolls for the other characters involved in the conflict. Everyone then acts in order from highest initiative result to lowest. Once the lowest result has acted, go back to the top of the list and start a new round. This continues until the conflict is resolved. Actions During a round, heroes can perform one of several types of actions. Generally, heroes can perform one move action and one standard action each round. A move action is moving a short distance (whether running, climbing, swimming, etc.) or doing something equivalent to moving, like standing up, picking up an object, drawing a weapon, and so forth. A standard action affects something else, like making an attack, using a skill or power, and so forth. Heroes can give up their standard action for another move action (to move twice as far, for example). They can also give up their standard and move actions to perform a full-round action, something that takes the full round to accomplish. Finally, some actions — like speaking, making saving throws, dropping held items, and so forth — are free actions, taking no real time. Heroes can perform as many free actions during their turn as the Narrator feels are appropriate. Attacking To attack an opponent, take a standard action and make an attack roll. This is 1d20 + your attack modifier and your Dexterity modifier. The difficulty is equal to 10 + your opponent’s defense and Dexterity modifier. If you succeed, your attack hits. If you fail, you miss. If you hit, you may inflict damage, see Damage. Attack = d20 + attack + Dexterity vs. 10 + opponent’s defense + Dexterity Damage Anyone hit with a damaging attack makes a Toughness saving throw. This is a roll of 1d20 plus Toughness (which measures the ability to avoid or shrug off damage) plus any modifiers from armor. Resisting damage has a base difficulty of 15 plus a modifier equal to the attack’s damage bonus. For unarmed attacks, this is the attacker’s Strength modifier. For weapons, this is the weapon’s damage plus the attacker’s Strength modifier. For example, an attacker with Strength +1, wielding a short sword (damage modifier +2) has a total damage modifier of +3. So, resisting this damage is difficulty 18 (15 + 3). Damage = d20 + Toughness + armor vs. 15 + damage bonus If the Toughness saving throw succeeds, the target suffers no significant damage, nothing more than a slight scratch, minor bruise, or torn clothing. If the Toughness save fails, the target suffers damage. How much damage depends on the type of attack (lethal or non-lethal) and the amount the Toughness save result is below the difficulty, as shown on the damage track: Damage Track 0 5+ 10+ 15+ Bruised Dazed Staggered Unconscious ❏ ❏ ❏ ❏ ❏ Hurt Wounded Disabled Dying Dead Non-lethal Damage comes from unarmed attacks (punches and kicks) as well as specific non-lethal weapons like saps. A failed Toughness save against a non-lethal attack means the target is bruised. Put a mark under the Bruised column of the damage track. If the Toughness save fails by 5 or more, the target is dazed. Put a mark in The Death in Freeport Adventure These Quick-Start rules are intended to go along with the free Death in Freeport sample adventure available on the True20 website; they provide all the essential rules you need to use the pre-generated characters accompanying that adventure to play it and get a feel for True20 and how it works. The Quick-Start Rules are not intended for long-term play, so some of the various details of the True20 system, particular how to create your own heroes, have been left out. They are available from the True20 Adventure Roleplaying rulebook. 4 True20 QuickStart Rules the Dazed column of the damage track. If the Toughness save fails by 10 or more, the target is staggered; check off the Staggered box on the Damage Track. If the Toughness save fails by 15 or more, the target is unconscious; check off the Unconscious box on the Damage Track. If a target suffers a result that is already checked off, check off the next highest result. So if a target is already staggered and suffers another staggered result, check off the unconscious box. If the unconscious box is checked, and the character suffers more non-lethal damage, check off the first available lethal box (so go to wounded, disabled, etc.). Characters can take an unlimited number of bruised and dazed results. Lethal Damage is inflicted by weapons, from cutting and piercing weapons like swords and spears to heavy bludgeoning weapons like hammers and maces. A failed Toughness save against a lethal attack means the target is hurt. Put a mark in the Hurt column of the damage track. If the Toughness save fails by 5 or more, the target is wounded. Put a mark in the Wounded column of the damage track. If the Toughness save fails by 10 or more, the target is disabled; check off the Disabled box on the Damage Track. If the Toughness save fails by 15 or more, the target is dying; check off the Dying box on the Damage Track. If a target suffers a “boxed” result that is already checked off (staggered, unconscious, disabled, or dying), check off the next highest result. So, if a target is already disabled and suffers another disabled result check off the dying box (if that’s already checked off, check off the dead box, etc.). • Collateral Damage: Lethal damage inflicts non-lethal “collateral damage” as well from the shock and pain of an injury. Whenever your hero suffers lethal damage, check off the corresponding non-lethal damage, so a hero who is wounded is also dazed, a hero who is hurt is also bruised. The effects of the damage conditions are cumulative. Damage Conditions Damaged characters in True20 can suffer from any of nine conditions, given on the Damage Track and described here. • Bruised characters suffer a –1 penalty to Toughness saves against non-lethal damage per bruised condition. • Dazed characters lose one full action after suffering a dazed result; they can take no actions, but retain their normal defense. The following round, they can act normally. They suffer a –1 penalty to Toughness saves against non-lethal damage per dazed condition. • Staggered characters lose one full action after suffering a staggered result. They can take no actions, lose their Dexterity bonus (but not penalty) to Defense, and opponents get a +2 bonus on attack rolls against them. In the following rounds, staggered characters can only take a standard or a move action, not both. • Unconscious characters pass out and cannot do anything until they awaken. • Hurt characters suffer a –1 penalty to Toughness saves against lethal damage per hurt condition. • Wounded characters are shaken, suffering a -2 penalty to all checks, including attack rolls and saving throws. This persists until all wounded conditions are eliminated. Additionally, a wounded character is stunned for one round after being wounded. They can take no actions, lose their Dexterity bonus (but not penalty) to Defense, and opponents get a +2 bonus on attack rolls against them. Wounded characters suffer a –1 penalty to Toughness saves against lethal damage per wounded condition. • Disabled characters are badly injured. If a disabled character takes a standard action, he falls unconscious and begins dying on the following round. • Dying characters have to make a Constitution check (difficulty 10) at the beginning of each round. On a failed check, the character dies. On a successful check, the character lives for another round (and must make a check the following round). If the check succeeds by 10 or more (difficulty 20), the character’s condition becomes disabled and unconscious. • Dead characters are, well, dead. This usually means the end for the character, although some powerful healers in True20 can restore life to the recently deceased. Recovery Recovering from damage, lethal or non-lethal, requires a Constitution check (Difficulty 10). A successful check erases the damage condition, while an unsuccessful check means there is no significant improvement for that time period. Some damage may take multiple recovery checks to go away entirely. You can make a recovery check once per minute for staggered and unconscious, once per hour for wounded, and once per day for disabled. Dying characters make checks to stabilize; once you are stable, dying becomes unconscious and disabled, which you recover from normally (one minute for unconscious, one day for disabled). You can spend a Conviction point to get an immediate recovery check from non-lethal damage, rather than having to wait a minute. You can also spend Conviction on your recovery check, ensuring success (since Conviction always grants you a roll of 10). Bruised and dazed conditions fade automatically at a rate of one per minute. Hurt conditions do the same at a rate of one per hour. You can spend a Conviction point to immediately erase all bruised, dazed, and hurt conditions after (but not during) a conflict. Fatigue Characters can suffer from fatigue as well as damage. This usually results from tasks requiring great effort, such as moving all out, exertion in difficult environments, and using powers. There are three levels of fatigue: winded, fatigued, and exhausted. • Winded: The character suffers a –1 penalty to effective Strength and Dexterity, and cannot move all out or charge. A winded character suffering an additional fatigue result becomes fatigued. • Fatigued: The character cannot move all out or charge, and suffers a –2 penalty to effective Strength and Dexterity. A fatigued character suffering an additional fatigue result becomes exhausted. • Exhausted: The character is near collapse. Exhausted characters move at half normal speed and suffer a –3 penalty to effective Strength and Dexterity. An exhausted character suffering an additional fatigue result falls unconscious (and must recover from it normally, see Damage Conditions). • Recovery: Every hour of rest, a hero makes a Constitution check (Difficulty 10) to recover from fatigue. Success reduces the character’s fatigue condition by one level (from exhausted to fatigued, from fatigued to winded, winded to normal). A full ten hours of rest allows any character to completely recover from all fatigue conditions. Powers The worlds of True20 are places of wonder, and many True20 characters have certain supernatural powers at their command. Each power is like an individual skill, except powers are available only to heroes of the adept role and cost the same as a feat (since powers are, in essence, special types of feats only adepts can have). Heroes can start out with various powers, and can acquire them during play as well. Powers have a rank based on an adept’s level and use that rank to determine their effectiveness. 5 Chapter One: Hero Creation Fatigue The use of some powers puts a strain on the adept’s mind and body. When an adept uses a fatiguing power, the player must make a fatigue save; this is a Will saving throw against a Difficulty of 11 (for the powers of a 1st-level adept). A successful save results in no ill effect. A failed save means the character suffers a level of fatigue (see Fatigue). Rapid use of powers in a short period of time makes it harder to overcome fatigue. Every time an adept uses a fatiguing power within an hour’s time, the Difficulty of successive fatigue saves increases by 1. So, an adept uses a fatiguing ability, making a fatigue save against the normal Difficulty. A minute later, the adept uses another fatiguing ability. This time the Difficulty is one higher. Use of certain powers in rapid succession can tire out even powerful adepts. To eliminate the cumulative fatigue save modifier, an adept must refrain from using fatiguing powers for at least an hour. The adept does not need to rest during that time, just avoid any further uses of fatiguing powers. You can also spend a Conviction point to eliminate the accumulated fatigue penalty from using powers, gaining a second wind. Power Descriptions The powers known to the heroes and other characters in the Death in Freeport adventure are described here. The True20 Adventure Roleplaying rulebook contains these and many other powers available to adepts. Cure Fatiguing You can heal injuries by touch. With a full-round action, you can grant a subject an immediate recovery check using your Cure check result in place of their Constitution check. If the recovery check fails, you must wait the normal recovery time for that condition or expend a level of fatigue or a point of Conviction before trying again. You can stabilize a dying character with a Difficulty 10 Cure check. You can use Cure on yourself. You can’t cure your own staggered or unconscious conditions or stabilize yourself while dying, since you have to be conscious and able to take a full-round action to use Cure. You can use Cure on your own disabled condition, but doing so is a strenuous action. If your recovery check is successful, you suffer no ill effects. If it is not, however, your condition worsens to dying. Time: Cure is a full-round action. Fire Shaping Fatiguing You can mentally start and control fires. You can make a Fire Shaping check to ignite a fire, to increase the size of an existing fire, or to create light but not heat. Ignite Fire: You can set any flammable object in your line of sight on fire as a standard action with a successful Fire Shaping check (Difficulty 15). Targets must make a Reflex saving throw (Difficulty 15) to avoid taking +2 fire damage. The target must save each round. A successful save means the fire goes out. You can reignite it with another standard action and successful Fire Shaping check. A character on fire can automatically extinguish the flames by dousing in water (or other flame-retardant material). Spending a full round rolling on the ground grants a +4 bonus on the Reflex saving throw. In addition to using it as an attack, you can use this power to light candles (up to a dozen candles in a 5-foot square with a single skill check), torches, hearth fires, and so forth. At the Narrator’s discretion, lighting tiny fires, like candles, is not fatiguing. Increase Fire: You can increase the size and intensity of a fire. The Difficulty of the Fire Shaping check is 10 + 1 per square foot of increase. Every two square feet increase the fire’s damage potential by +1. The fire maintains its increased size and damage as long as you concentrate, and it can even burn in the absence of fuel; smothering, however, still puts it out. While you maintain an increased flame, a victim does not get a Reflex saving throw to put the fire out (although it can still be extinguished by dousing with water), and the fire does additional damage based on your Fire Shaping check. So, an adept who makes a Difficulty 16 Fire Shaping check can spread a fire over an additional 6 square feet and it does +3 damage. Light: You can create a glowing spot that sheds light but no heat, illuminating a 20-foot radius. This requires a move action and a Difficulty 5 Fire Shaping check. You can increase the radius of the illumination by increasing the Difficulty of the check; each +5 Difficulty increases the radius of the illumination by 10 feet. The point of light moves where you direct it within your line of sight, as a move action. Creating light is not fatiguing. Time: Igniting fires and increasing flames are standard actions. Creating or moving light is a move action. Heart Shaping Fatiguing You can impose emotions on others. The target makes a Will saving throw. If the save fails, you can impose any one of the following emotional states: Despair: The target suffers a –2 penalty on saving throws, attack rolls, checks, and damage. Despair dispels the effects of hope. Fear: The target flees from the object of its fear (chosen by you). Friendship: The target’s attitude shifts to the next more positive attitude (hostile to unfriendly, unfriendly to indifferent, and so forth). Creatures involved in combat continue to fight back normally, however. Friendship dispels the effects of hatred. Hatred: The target’s attitude shifts to the next more negative attitude (indifferent to unfriendly, unfriendly to hostile, and so forth). Hatred dispels the effects of friendship. Hope: The target gains a +2 bonus on saving throws, attack rolls, checks, and damage. Hope dispels the effects of despair. Time: Heart Shaping is a standard action. Light Shaping Fatiguing You can mentally control light. With a successful check, you can make your outline blurred and indistinct, or even become invisible. You can create realistic three-dimensional images of light occupying up to a 10-foot cube. Each additional 10-foot cube that the image occupies increases the Difficulty by 5. Subjects seeing the image get a Will saving throw to realize it is not real if they have any reason to suspect it, such as the fact that the image makes no noise. You can create light like the Fire Shaping power (see Fire Shaping). You can create light effects anywhere in your line of sight, and they last as long as you maintain them. Task Difficulty Illuminate 5 (+5 per additional 10-foot radius) Visual Illusion 10 (+5 per additional 10-foot cube) Blur (20% miss chance) 15 Blur (50% miss chance) 20 Invisibility 25 6 True20 QuickStart Rules Time: Light Shaping is a standard action. Creating light is a move action. Move Object Fatiguing You can move objects with the power of your thoughts. A Move Object check allows you to move an object in your line of sight. The Difficulty of the Move Object check is based on the mass of the object you want to move and whether or not you choose to risk fatigue. A fatiguing use of Move Object can move ten times the mass listed on the table (so 20 pounds at Difficulty 10, up to 2,000 pounds at Difficulty 40) and doubles the listed damage. Difficulty Mass Damage 10 2 lb. +1 15 5 lb. +2 20 10 lb. +3 25 25 lb. +4 30 50 lb. +5 35 100 lb. +6 40 200 lb. +7 You can move the object a distance of 5 feet times your Move Object rank per move action. If two adepts vie for control of an object, use opposed Move Object checks. The winner controls the object for that round. If a creature is holding the object, make a Move Object check opposed by the creature’s Strength check. Striking with Objects: You can hurl objects at opponents. This requires a ranged attack roll and the object deals damage based on your Move Object skill check, as shown on the table. Since using Move Object is a move action, you can move an object and strike with it (as a standard action) in the same round. Moving Multiple Objects: As a full-round action, you can attempt to move multiple objects at once. Use the Difficulty of the heaviest object, then add +2 for each additional object and increase the fatigue check Difficulty by +2 for each additional object. You cannot strike a target with multiple objects as part of the same action. Time: Move Object is a move action. The power use lasts for 10 rounds (1 minute) and requires concentration to maintain. Pain Fatiguing You can inflict terrible pain on a target. You must touch the target, who makes a Will saving throw. If the save fails, the target is stunned (see the wounded condition for effects). So long as you maintain concentration, the effect continues. The victim gets a new Will save each round to overcome the pain. A successful Will save means your Pain power stops working. You must use it again to affect the target (with the usual increase in fatigue save Difficulty for successive use). A target gets a +2 Will save bonus for each successive use of Pain in the same scene. Time: Pain is a standard action. Second Sight You can sense the use and lingering effects of supernatural powers. The Narrator makes a Second Sight check for you in secret as a reaction whenever powers are used in your general area. The base Difficulty is 10 and increases by +1 for every 10 feet between you and the user or subject of the power (whichever is closer). A successful result means you sense the power use. You also know the general direction and distance to the source of the power and its target. If you succeed by 5 or more, you know which power was used. If you succeed by 10 or more, you also recognize the user, if known to you. Time: Second Sight is a reaction, taking no time on your part. Suggestion Fatiguing You can implant suggestions into the minds of others. The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking a creature to shoot or stab itself, immolate itself, or do some other obviously harmful act automatically fails. However, a suggestion that a pool of acid is actually pure water and that a quick dip would be refreshing is another matter... If the target’s Will saving throw fails, the suggested course of action is followed for up to 30 minutes per power rank, or until the course of action is complete, whichever comes first. You can also specify conditions that trigger a particular course of action, in which case the duration is counted from when the triggering event occurs. A very reasonable suggestion may impose a saving throw penalty of –1 or –2, at the Narrator’s discretion. Time: Suggestion is a full-round action. Ward You can create interference with other supernatural powers and even creatures. You can affect an area around you with a radius equal to your adept level times 5 feet. Alternatively, you can choose to focus your Ward against a single creature in your line of sight. Anyone affected by your Ward must make an opposed check against the result of your Ward check to successfully use any powers. Powers with results less than yours fail; although, the users of the failed powers still suffer fatigue, if any. Adepts can choose to suffer a fatigue result, in addition to the normal fatigue of the power used, to gain a +5 bonus to overcome your Ward. If so, you can choose to suffer a fatigue result to reinforce your ward, forcing the subject to make a normal check to overcome it (without the bonus). This takes no actual time; it happens as part of the check to overcome the Ward. Creature Ward: You can also use Ward to “hedge out” or ward off certain supernatural creatures. The Narrator decides what type of creatures you may ward, depending on the setting. Examples include undead, fey creatures, elementals, psychic or energy beings, demons (or other extraplanar entities), and so forth. Different types of supernatural powers may ward against different types of creatures. Any creature affected by your Ward must make a Will save against the result of your Ward check to pass the boundary of the ward (a radius of adept level x 5 feet). A creature that fails the save cannot cross the boundary so long as the ward is maintained, nor can it directly affect or influence anything within the bounds of the ward. Time: Ward is a move action. 7 License The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc. Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, Alejandro Melchoir, and John Snead. Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights reserved. Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author Steve Kenson. 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textdata/thevault/True20 System (d20)/True20 - Quick Start Rules.pdf
Druid Circles Circle of the Fountain Myths of a mystical fountain where anti-aging water flows have filled tomes for centuries. The Circle of the Fountain is rumored to have partaken in the waters which enhance their healing magic. No one but the Circle knows for sure, but Fountain druids use the rejuvenating properties of water to repair and enhance the body and nature itself. Additional Cantrips When you join this circle at 2nd level, you learn the spare the dying and shape water cantrips. Enchant Water Beginning at 2nd level, when you are preparing your spells after a long rest, you may choose to expend any amount of spell slots to enchant vials of mundane water with healing magic. A creature may drink or otherwise consume the water to instantly restore 1d8 per spell level of the spell slot expended for that vial plus your Wisdom modifier hit points. When healed by an enchanted vial, the target is considered to have been healed by a spell cast by you. When you take a long rest, all enchanted vials lose their magical properties and become mundane water. Circle Spells At 3rd, 5th, 7th, and 9th level you gain access to circle spells. Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. Druid Level Circle Spells 3rd aid, cure wounds 5th revivify, wall of water 7th control water, death ward 9th mass cure wounds, raise dead Life Giving At 6th level, whenever you spend a druid hit die to heal during a short rest, you may instead choose to restore 8 + your Wisdom modifier + the target's Constitution modifier hit points to a target. Soothing Waters When you reach 10th level, you gain swim speed equal to your walking speed and you can breathe and speak in water as if it were air. In addition, when at least half of your body is submerged in water, you regain 1 hit point at the start of each of your turns (10 hit points each minute). Healing Flow Starting at 14th level, any creature that is healed by one of your druid spells regains hit points equal to the spell's level at the start of each of their turns for a number of turns equal to your Wisdom modifier. A creature can only benefit from the flow of one spell at a time. Credits    "study" by Dongick Lee (artcobain.deviantart.com/) 1 PART 1 | CLASSES
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Stray Chow Chow/Stray Chow Chow - Druid Circle - Circle of the Fountain.pdf
PLAYER’S GUIDE VERSION 10.0 PLAGUE OF ANCIENTS A CAMPAIGN SUPPORTING ICEWIND DALE: RIME OF THE FROSTMAIDEN Wizards of the Coast D&D Staff: Brandy Camel, Chris Lindsay, Chris Tulach D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, LaTia Jacquise, Greg Marks, Alan Patrick, Travis Woodall Effective Date September 15, 2020 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, PH, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print and photocopy this document for personal use only Adventurers League Player’s Guide v.10.0 2 WELCOME TO THE D&D ADVENTURERS LEAGUE! DO YOU LOVE DUNGEONS & DRAGONS? We certainly do! The D&D Adventurers League welcomes anyone and everyone to join us at the game table, whether it’s in-person or online. We’re a diverse and inclusive group, so no matter who you are, if you love D&D, you’re ONE OF US! D&D ADVENTURERS LEAGUE HOUSE RULES Nearly every D&D game has house rules that modify or clarify the existing rules as they pertain to that Dungeon Master’s game. To maintain fairness for all participants in a shared-world campaign, all DMs use the same house rules. What follows are the house rules for play in the D&D Adventurers League Forgotten Realms campaign. These are effective September 15, 2020. As the campaign continues, we’ll modify these living rules as needed. CREATING A CHARACTER To begin play in Plague of the Ancients, the D&D Adventurers League season supporting Icewind Dale: Rime of the Frostmaiden, do the following:  Create a new 1st-level character for use in this season  Play in a seasonal adventure suitable for 1st-level characters, and/or begin playing Icewind Dale: Rime of the Frostmaiden. Each D&D Adventurers League supported adventure you play as a part of this season earns your character rewards and allows them to gain levels. Each adventure has a level range requirement, which your character must meet to participate in that adventure. WHAT RULEBOOKS SHOULD I USE? At minimum you should have access to the D&D Basic Rules, which is a free download on the Wizards website. For the optimal experience however, we recommend you use the fifth edition Player’s Handbook (PH). When creating and advancing your character, you can use any race and class rules options for your character from the PH and one other from those products listed below. We refer to this campaign rule as "Player’s Handbook + 1".  Icewind Dale: Rime of the Frostmaiden  Mordenkainen’s Tome of Foes  Tasha’s Cauldron of Everything  Volo’s Guide to Monsters  Xanathar’s Guide to Everything Character Sheet and Adventure Logsheet. You can use any character sheet meant for fifth edition D&D, and an adventure logsheet that suits your preferences. You can find some at D&D Adventurers League Resources. STEP 1. CHOOSE A RACE, CLASS, AND BACKGROUND These choices can be made in whatever order you’re most comfortable with, as you think about the character you want to play. Choosing Your Race. All races in the PH are appropriate for this campaign. Additionally, you may also select a race or subrace from the list below as well. From Volo’s Guide to Monsters. Aasimar, Firbolg, Goliath, Kobolds, and Tabaxi From Mordenkainen’s Tome of Foes. Deep Gnome, Duergar, Eladrin, Gith, Shadar-kai, and Tiefling subraces Choosing Your Class. You can use class and subclass options from the PH, Xanathar’s Guide to Everything, and the upcoming book Tasha’s Cauldron of Everything. Choosing Your Background. Choose a background from the PH or any fifth edition product listed above. Alternatively, you can instead customize a background using the rules found in the PH. Your choice of background is not restricted by the PH + 1 rule. STEP 2. DETERMINE ABILITY SCORES Your character’s ability scores are generated using one of the following methods:  Standard Array (15, 14, 13, 12, 10, 8)  Variant: Customizing Ability Scores (PH). CUSTOMIZING YOUR ORIGIN IN D&D The D&D Adventurers League now uses this variant system from Tasha’s Cauldron of Everything since it allows for a greater degree of customization. For ease of reference, the relevant information is included as an appendix to this document and doesn’t count against the PH + 1 rule. STEP 3. DESCRIBE YOUR CHARACTER Selecting or creating personality traits, an ideal, a bond, and a flaw can help you bring your character to life as you play them. Alignment. In additional to your character’s personality, you should select an alignment. Characters in this campaign are heroes and therefore can be any alignment but evil. Deities. Clerics must worship a single, specific deity. Any deity listed in Deities of the Forgotten Realms and Nonhuman Deities tables in the PH are appropriate for this campaign. Your cleric character isn’t limited to the Domains recommended for their deity when choosing their subclass. Non-cleric characters may (but are not required) to choose a deity to worship as well, selecting from the same tables mentioned above. STEP 4. CHOOSE EQUIPMENT Your character’s starting equipment and gold is determined by their class and background; you don’t roll for their gold. Trinkets. You start with a trinket of your choice from the table in Chapter 5 of the PH. Equipment. Your character can sell starting equipment using the rules in the PH and can buy equipment and spell components found in the PH or any other resource listed above. Selling starting equipment provided by your class and background doesn’t count toward your GP Limit. Not for resale. Permission granted to print and photocopy this document for personal use only Adventurers League Player’s Guide v.10.0 3 CHARACTER REWARDS When playing as part of the campaign you can play the hardcover adventure Icewind Dale: Rime of the Frostmaiden, the Campaign adventures created in support of it, or both. LEVELING UP AND TIERS OF PLAY As characters level up they also advance tiers. We use tiers as we design content to determine appropriate challenges for characters of a given level as well as rewards. The following table shows what tier your character is at various levels. TIER BY CHARACTER LEVEL Character Level Tier 1 – 4 1 5 – 10 2 11 – 16 3 17 – 20 4 Playing Icewind Dale: Rime of the Frostmaiden. Your DM will tell you when you’ve gained a level. If you’ve played for at least 4 hours (8 hours at Tier 2+) in the hardcover adventure, and your DM hasn’t told you to gain a level, you gain a level at your own discretion. You can only gain one level per session. If you gain a level, you advance to the next level at the end of the session. If you want to continue playing your character at their current level, you decline to advance, but you must earn another level through adventuring when you're ready to advance in the future. Playing a Campaign adventure. You gain a level at the end of the adventure, again at your discretion. If you’d like to continue playing at your current level, you can decline to gain a level, although it has an impact on other rewards that you receive. GAINING HIT POINTS When your character advances a level, use the fixed hit point value provided in the class’s entry; characters never roll their hit points. MAGIC ITEMS In order to maintain portability in this shared-world campaign, whenever the group you’re playing with finds a magic item, your character can keep it if you wish (assuming that it wasn't returned or lost, or it ran out of charges during the adventure). The number of magic items your character can own at a given time is determined by their tier (common, consumable, and story items don’t count against this limit). Your character can also replace an item in their possession with a new one—useful in getting rid of obsolete items or those that have been destroyed or have no magic remaining. Legendary items can only be kept by tier 4 characters, but others finding one instead unlock it and can choose to take possession of it when they reach tier 4. Until then the item doesn’t count against the character’s Magic Item Limit. Only one character a table can possess a story item at the table at a given time. MAGIC ITEM LIMIT BY TIER Tier Magic Item Limit Tier Magic Item Limit 1 1 3 6 2 3 4 10 GOLD AND DOWNTIME DAYS Your Dungeon Master awards your character gold during play. To maintain fairness in a shared-world campaign, the maximum amount of gold your character can earn is based on how many hours they’ve played in their current tier. While your DM is strongly encouraged to award this amount of gold each hour, your character earns an amount of gold equal to half of the hourly award for each hour you play during the session if they don’t. Once your character has earned an amount of gold equal to their GP Limit, inform your DM; they can’t earn any more until they reach a new level. Once your character reaches 20th level, their GP limit resets each time they complete an adventure or hardcover chapter. GOLD PIECE LIMIT BY TIER Tier Hourly GP Award (Minimum) GP Limit per Level 1 20gp (10gp) 80gp 2 30gp (15gp) 240gp 3 200gp (100gp) 1,600gp 4 750gp (375gp) 6,000gp Downtime Days. Your character earns 10 downtime days after gaining a level (20 for tier 2+ characters). PLANNING FOR THE FUTURE As your character gains levels, they evolve and grow. When advancing your character, the following rules apply: Decline Advancement. If you decline advancement when your character gains a level, your character can still keep any other rewards they earned during the session. Character Rebuilding. You can rebuild your character prior to playing their first adventure as a 5th-level character—changing any of your character’s statistics but their season and name. Non-mechanical aspects of your character such as alignment, gender, choice of deity, or personality traits can be changed between sessions regardless of level. Your character keeps any rewards and equipment earned to that point. If your character’s class or background changes, they lose any equipment that it granted, along with the proceeds from selling it, or benefits derived from it, such as copied spells or gold earned by selling it. Similarly, if you change their faction, access to renown benefits are suspended (see Appendix 1: Renown). Dead characters or those removed from play can’t be rebuilt, nor can story awards be exchanged or removed. Death, Disease, and Curses. Dead characters or those subject to a condition or story award that removes them from play (vampirism, lycanthropy, petrification, imprisoned in another plane, etc.) can’t begin a new session until they’ve been returned to life or until relieved of the effects that removed them from play—something that NPC Spellcasting Services can typically accomplish with a nominal gp cost. If your character doesn’t have enough gold to pay for the cost of the requisite service or if they suffer from any effect that spellcasting services can’t remove (such as a story award requiring a wish), you can instead choose to remove a permanent magic item (excluding common magic items) in order to return the character to life or to Not for resale. Permission granted to print and photocopy this document for personal use only Adventurers League Player’s Guide v.10.0 4 remove all effects that removed them from play. A character returned to play in this way also finds their Magic Item Limit reduced by 1 until they reach the next tier of play (or completed two adventures or hardcover chapters at 20th level). This option is always available—even if a character’s Magic Item Limit has been reduced to 0 or if they have no magic items. Breaking From Seasonal Play. Once your character has reached 5th level (Tier 2) you can migrate them to play in content specific to the Dreams of the Red Wizards story arc. Additionally, your character can play any of the content from seasons prior to season 10. If you migrate your character, they may no longer play in the current season’s content. PLAY BETWEEN ADVENTURES The activities below should occur between adventures. It isn’t appropriate to take up valuable play time with these things in the midst of a game. MANAGING YOUR CHARACTER’S GEAR Between sessions, your character can sell or buy equipment and spell components using the rules found in the PH. Additional options might be made available at the end of any given adventure. Sometimes, equipment might be hard to find during an adventure and unavailable for you to buy. Your DM will tell when this is the case. Gold earned from selling items counts against your GP Limit. Your wealth and equipment is your own, it can’t be given to another character, but:  Equipment and consumable items can be lent to other characters at your table but must return it at the end of the session (unless it’s been consumed or lost).  Permanent magic items can be traded (see below).  Characters can choose to contribute toward the cost of NPC spellcasting services obtained during an adventure. DOWNTIME AND LIFESTYLE Your character can participate in downtime activities between adventures. If downtime activities become available during an adventure, your DM will tell you and adjudicate their resolution as appropriate. Between adventures you can use the downtime activities found in the PH as well as the following activities. Lifestyle costs aren’t incurred when spending downtime days. Downtime: Spellcasting Services. You can spend a downtime day to have an NPC cast one spell for you. Alternatively, you can use this downtime activity to cast one spell yourself or benefit from a spell cast by another character that is at the same table as you without expending spell slots or renewable charges from magic items. The DM alone has ultimate discretion on whether use of downtime is feasible during the session (i.e., there are multiple days of inactivity that make it an option). Downtime: Catching Up. By spending downtime at 4th, 10th, or 16th level you gain a level. DOWNTIME: CATCHING UP BY TIER Current Tier Downtime Cost 1 20 days 2 80 days 3 200 days Downtime: Copying Spells. Characters copying spells into a spellbook must use this downtime activity. You spend up to 8 hours copying spells into your spellbook and/or making their spellbook available for other characters to copy from for each downtime day you spend. Characters playing at the same table together can “trade” spells with each other using this activity. Each wizard has their own “language” used for scribing spells and can’t benefit from the Help action when scribing—even if assisted by other wizards. You must use this downtime activity if you wish to copy spells into a spellbook or to make your own spells available for someone else to copy. This downtime activity must be used in the presence of your table’s DM. Downtime: Trading Magic Items. Permanent magic items can be traded on a one-for-one basis for items of the same rarity. Only tier 4 characters can trade legendary items. Each party to the trade must spend 15 downtime days unless they’re playing at the same table. Certificates (if present) must accompany the trade or be destroyed. Unique magic items or magic items without magical properties can’t be traded. If your magic item possesses a certificate, it must accompany the trade or be destroyed. In the event of conflict, the Dungeon Master’s Guide determines an item’s rarity and properties. Brewing Potions of Healing (XGE). You don’t need to obtain rare materials to using this activity. You don’t suffer complications while using this activity. Scribing Scrolls (XGE). You don’t suffer complications while using this activity. MANAGING YOUR CHARACTER’S RENOWN By adventuring, your character establishes themselves as notable among the denizens of Faerûn. As their reputation grows, they can call in favors from those they have crossed paths with along their journeys. Additional information on renown can be found in appendix 1. SELECTING A FACTION (OPTIONAL) Your character can be a member of a faction only if they have the Safe Haven background feature (shown below). When you choose a faction, you replace your current background feature with this one. Faction Insignia. Members of a faction receive an identifying insignia of their faction: a pin, a brassard, or special coin. In addition, they can also identify themselves in other ways, such as clothing, tattoos, or secret handshakes. Upon reaching 5th level, faction members receive a magical signet ring (see appendix 2: Renown) FEATURE: SAFE HAVEN As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. Not for resale. Permission granted to print and photocopy this document for personal use only Adventurers League Player’s Guide v.10.0 5 APPENDIX 1: CUSTOMIZING YOUR ORIGIN IN D&D At 1st level, you choose various aspects of your character, including ability scores, race, class, and background. Together these elements help paint a picture of your character’s origin and give you the ability to create many different types of characters. Despite that versatility, a typical character race in D&D includes little or no choice—a lack that can make it difficult to realize certain character concepts. The following subsections address that lack by adding choice to your character’s race, allowing you to customize your ability scores, languages, and certain proficiencies to fit the origin you have in mind for your character. Character race in the game represents your character’s fantasy species, combined with certain cultural assumptions. The following options step outside those assumptions to pave the way for truly unique characters. ABILITY SCORE INCREASES Whatever D&D race you choose for your character, you get a trait called Ability Score Increase. This increase reflects an archetypal bit of excellence in the adventurers of this kind in D&D’s past. For example, if you’re a dwarf, your Constitution increases by 2, because dwarf heroes in D&D are often exceptionally tough. This increase doesn’t apply to every dwarf, just to dwarf adventurers, and it exists to reinforce an archetype. That reinforcement is appropriate if you want to lean into the archetype, but it’s unhelpful if your character doesn’t conform to the archetype. If you’d like your character to follow their own path, you may ignore your Ability Score Increase trait and assign ability score increases tailored to your character. Here’s how to do it: take any ability score increase you gain in your race or subrace and apply it to an ability score of your choice. If you gain more than one increase, you can’t apply those increases to the same ability score, and you can’t increase a score above 20. For example, if the Ability Score Increase trait of your race or subrace increases your Constitution by 2 and your Wisdom by 1, you could instead increase your Intelligence by 2 and your Charisma by 1. LANGUAGES Your character’s race includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a halfling adventurer is assumed to know Common and Halfling. Here’s the thing: D&D adventurers are extraordinary, and your character might have grown up speaking languages different from the ones in your Languages trait. To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, Infernal, Orc, Primordial, Sylvan, or Undercommon. Your DM may add or remove languages from that list, depending on what languages are appropriate for your campaign. PROFICIENCIES Some races and subraces grant skill, weapon, or tool proficiencies. These proficiencies are usually cultural, but your character might not have any connection to the culture in question or might have pursued different training. You can replace each of those proficiencies with a different one, as shown on the Proficiency Swaps table. PROFICIENCY SWAPS Proficiency Replacement Proficiency Skill Skill Simple weapon Simple weapon or tool Martial weapon Simple/martial weapon or tool Tool Tool or simple weapon For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that proficiency for proficiency with another weapon or a tool. Your elf might be a musician, who chooses proficiency with a musical instrument—a type of tool—instead of with longswords. Similarly, elves start with proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance. The “Equipment” chapter of the PH includes weapons and tools suitable for these swaps, and your DM might allow additional options. PERSONALITY The description of a race might suggest various things about the behavior and personality of that people’s archetypal adventurers. You may ignore those suggestions, whether they’re about alignment, moods, interests, or any other personality trait. Your character’s personality and behavior are entirely yours to determine. Not for resale. Permission granted to print and photocopy this document for personal use only Adventurers League Player’s Guide v.10.0 6 APPENDIX 2: RENOWN All characters accrue renown based on their level/tier. RENOWN TITLES BY TIER Tier Title 1 Novice 2 Adept 3 Veteran 4 Heroic RENOWN BENEFITS Your character starts a new adventure or chapter, they gain inspiration and one renown benefit associated with their current rank or lower. Renown benefits can’t be sold and are lost at the end of the adventure or hardcover chapter, whichever happens first. RENOWN BENEFITS BY TITLE Rank Benefit Novice Potion of healing Adept Potion of greater healing, a silvered weapon, or 10 pieces of silvered ammunition Veteran Potion of superior healing, an adamantine weapon, or 10 pieces of adamantine ammunition Hero Potion of supreme healing or a spell scroll valued at 2,500 gp or less (see Buying Potions and Scrolls) RENOWN MAGIC ITEMS At Adept and higher rank, your character gain access to basic magic items—specifically bags of holding, +1 weapons, +1 shields, +1 rods of the pact keeper, and +1 wands of the war mage—and can choose as many of them as their Magic Item Limit permits. While they can’t be sold or traded, they can replace and be replaced by other items between sessions. These items are thematically linked to your background. For example, a Folk Hero might be given an old +1 longsword and a +1 shield from a retired adventurer back home, while a Sage may find a +1 wand of the war mage hidden in a library and use an old, dusty bag of holding on their adventures. RENOWN SUSPENSIONS Just as your character earns access to rewards through heroic acts, they can lose them through unheroic ones. Your DM can suspend these benefits--immediately removing access to renown and faction benefits for the remainder of the current adventure or hardcover chapter and for an additional number of adventures or hardcover chapters determined by the unheroic acts they commit: Long-Term Suspension. Your character’s access to renown benefits is suspended for a number of adventures or chapters equal to half their level (minimum 1). These suspensions are imposed for egregious in-game and out-of- game actions, such as:  Attacking another character without the consent of their player and the Dungeon Master.  DM’s Discretion (use sparingly). This includes truly disruptive things; such as hostile behavior against faction members, overtly evil acts, etc. If this type of behavior persists after this penalty has occurred, the DM has ultimate discretion to excuse you from the game—in which case you forfeit all rewards for the session. If excused in this way, you can’t replay the adventure with the same character. Short-Term Suspensions. Your character’s access to renown benefits is suspended for one adventure or chapter. These suspensions can be imposed for:  Leaving a faction to join another.  Your character is witnessed committing a crime.  Your character is found guilty of committing a crime.  DM’s discretion (use sparingly). This can include things such as acting a manner that is not beneficial to the faction’s goals; significant disrespect of persons with legitimate authority, abusing commoners, intentionally hindering the group, etc. It’s important to note that sometimes these actions can be allowed or even requested by the other party members (such as everyone involved agreeing that casting fireball amidst the party is the only way to eliminate their foes en masse or if your character is subject to spells such as dominate person, etc.). In these cases, no suspension of benefits is applied. FACTION MEMBERSHIP Characters with the Safe Haven background feature can join any faction they wish (including those of their own design, but excluding the Red Wizards of Thay) provided they meet its requirements (for example, Bregan D’aerthe requires that its members be drow). Your character can be a member of only one faction at a time. FACTION MAGIC ITEMS Adept faction members obtain one magical ring bearing their faction’s insignia that identifies them as a member. Your character’s magic item limit applies to this item and it can’t be sold or traded, it can replace and be replaced by other items between sessions. You can choose one of the following, determined by your character’s faction: FACTION MAGIC ITEMS Faction Item All Ring of protection Harpers Ring of free action Emerald Enclave Ring of animal influence Order of the Gauntlet Ring of fire resistance Lords’ Alliance Ring of the ram Zhentarim Ring of evasion
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ASHEN STARS T hough most players find GUMSHOE simple and straightforward, we’ve heard from a few folks who’ve had trouble assimilating it. Usually this happens when they see that it’s a little different from the roleplaying rules they’re used to, and then assume that it’s even more dif- ferent than it really is. Here are the questions we tend to get from players as they grapple with GUMSHOE, along with the answers that helped them make the adjustment. Use these to guide any of your players who haven’t yet had the cartoon lightbulb of recognition appear above their heads. Doesn’t the game railroad the players down a single path? No more so than any other investigative game in which the players attempt to unravel a mystery whose answer the GM has determined in advance. (Nor do you have to determine it in advance, as you’ve seen from the notes on improvised cases on p. 225.) If the only source of narra- tive branches in a scenario is the possibility that the PCs will fail to understand what’s going on, it’s already a rail- road. For this reason, GUMSHOE actually allows you to see the clue path more clearly and construct it to avoid single-track plotting. You do this by ensuring that there are multiple paths to the eventual solution. In many instances, the feeling that players enjoy freedom of decision-making matters more than the actuality of your plot diagram. A story replete with chances to fork the narrative in unexpected directions may feel like a railroad if the players feel pressured or constrained. Conversely, a single-track plot might feel free and open if they feel that they’re forging ahead and you’re scrambling to keep up with them. When players feel hemmed in or see only one undesirable way forward, the GM may need to point to their various options, showing them that they’re not being railroaded. Won’t the players just rattle off all of the abilities on their character sheets every time they enter a scene? No more so than in a game where you have to roll against your abilities to get information. Players who imagine this happen are assuming a much greater difference between the traditional style and the GUMSHOE approach than actually exists. In each case, players always have to describe a logical course of action that might lead to their getting information, directly or indirectly suggesting the ability they use to get it. In the traditional model, there’s a roll; the GM supplies the in- formation on a success. In GUMSHOE, this step is skipped— but it’s the only step skipped. Traditional style: Player: I scan the area for unusual energy signatures. GM: Roll Energy Signatures. Player: I succeed. GM: You detect a harmonic anomaly on the quantum level— a sure sign that Xzar technology has been used here, and recently. GUMSHOE style: Player: I scan the area for unusual energy signatures. GM: [Checks worksheet to see if the player’s character has Energy Signatures, which she does.] You detect a harmonic anomaly on the quantum level—a sure sign that Xzar tech- nology has been used here, and recently. In neither style do you see players grabbing their character sheets as soon as they enter a new scene and shouting out “Anthropology! Archaeology! Botany! Cybe Culture! Evi- dence Collection!” They don’t do this because it would be weird, boring, and stupid—and because in neither case does APPENDIX II: tROUBLESHOOTING gumshoe 3 ASHEN STARS 4 ► [Industrial Design] “Maybe it’s the engineer in you, but you can’t help thinking there’s something about that schematic you missed the first time around.” ► [Interrogation] “It occurs to you that maybe it’s time to take somebody into custody and ask a few tough questions.” The extent to which you subtly usher the players along is also a pacing issue. What seems intrusive and railroady in the middle of a session may feel satisfyingly efficient as the clock ticks down toward the end. What are the common causes of player floundering? Stopping to ask why players are stuck is the first step to hint- ing them out of their conceptual paralysis. A few common syndromes lie behind most floundering incidents: Problem: Someone already came up with the right, simple answer, but it was dismissed or forgotten. Solution: Tell the group that they’ve already considered and dismissed the right answer. Problem: The group is stuck in endless speculative mode. Solution: They need more information. Remind them of this basic investigative principle. Problem: The group knows what to do, but is too risk-averse to proceed. Solution: Tell them to nut up. That’s why they get paid the bigcreds. What if players over-investigate every little detail? Expect players to surprise you by applying their investiga- tive abilities to tangential descriptive details. For example, as the players explore a palace on a Tudor synthculture world, you might mention that a medieval-inspired tapestry hangs over a wooden throne. The core clue is a residue of alien protoplasm on the bottom of the throne. You mentioned the tapestry simply to add another evocative detail. Now your players are asking you what’s on the tapestry, whether it’s antique or modern, and whether the star pattern shown in its sky tells them anything. A useful clue that dovetails with the episode’s central mys- tery might occur to you here. If not, though, you can still treat this as more than a null moment to be quickly dismissed. In- stead, treat tangential queries as opportunities to underline the characters’ competence, while at the same time signaling that they have no great relevance to the case at hand. You can do this simply with a “no big deal” tone of voice or body it fill all the requirements necessary to get information from a scene. The only difference is the lack of a die roll. It has a big effect on play, but that doesn’t mean you’re suddenly taking the express train straight to Crazytown. What if the players come up with a different way to get the information than the scenario specifies? Give it to them. GUMSHOE always provides at least one way to get clues into player hands. Reward player creativity when they find others. Disallow this only where it: ► pushes aside another player who ought to be able to use an ability he’s heavily invested in to get the info, and who would be upset to see his spotlight stolen ► makes no fricking sense whatsoever In the latter case, work with the player to suggest a more plausible means of using the proposed ability to acquire the clue in question. In some cases, an unorthodox ability use might require a spend or trigger some negative consequence in the story. In general, though, GUMSHOE is about allowing access to in- formation, not disallowing it. The default GMing style hand- ed down by oral tradition from the hobby’s early days trains us to be on the lookout for actions to disallow. GUMSHOE works best when you always look for ways to say yes. How hard should I hint if the players are floundering? As much as you have to, and (ideally) no more. The barrier we traditionally erect between player autono- my and GM intervention is like any other roleplaying tech- nique—it’s useful only insofar as it makes our games more enjoyable. In GUMSHOE or any other system, frustrated play- ers are generally happy to be nudged back on track, even if you use techniques that would otherwise seem intrusive. Hint as unobtrusively as you can, but hint all the same. When possible, disguise your hinting by using the mechanisms the game provides you. In this case, use your Investigative Ability Worksheet to find an ability that would logically provide the insight needed to see past the current roadblock. Then nar- rate it as if the character who has the ability has had a hunch or breakthrough: ► “Suddenly you remember the phrase your Forensic Accounting professor kept hammering into you: fol- low the money!” kch-thk ASHEN STARS 5 that Ashen Stars mysteries can be simpler than those in po- lice procedurals or horror games. In my group, we never see the game ground to a halt on a missed information roll, so why play GUMSHOE? Play it because it focuses and streamlines play, eliminating the elaborate workarounds your GM has to use to make the missed information rolls invisible to you. It replaces these moments of circular plotting with more interesting scenes that move the story forward. Optional Rule: No-Spend Investigative Spends Although most groups enjoy the investigative spend rules, a few have reported problems with them. Some players find that the need to ask for investigative spends intrudes too much on the illusion of fictional reality, or makes it too clear that there are certain actions they ought to take during par- ticular scenes. Here’s another method of providing the flavor clues available through investigative spends, for groups that prefer it. This optional rule is equally applicable to all GUMSHOE games. Be aware that, like most optional rules, this imposes a trade-off you should be aware of before implementation. In this case, the GM takes on a greater bookkeeping burden in exchange for making the system more transparent to her players. Before play begins, the GM checks all character sheets for in- vestigative abilities with a rating higher than 1. She complies a master list, arranged per ability, ranking the characters in order of their ratings. Graz Prister has Downside at 4. Clementine Heidegger has it at 3, and Arno Black at 2. The entry in the GM’s master list looks like this: Downside Graz 4 Clementine 3 Arno 2 Players alert the GM whenever they add to their investigative abilities, so they can keep the master list up to date. Whenever the PCs enter an investigative scene in which a spend is available, the GM checks the master list to see if any of them could afford to make the spend. The first time this language, or you can spell it out explicitly. ► [Astronomy] “You can recall a thousand star systems from memory, and can say right away that the pat- tern of stars is just an arbitrary pattern chosen by the artist.” ► [History, Human] “The images depict an idealized image of Henry VIII—exactly what you’d expect from someone who didn’t bother to delve into the actual history.” ► [Chemistry] “What’s it made of? The usual synthetic fibers, exactly as you’d expect.” What if the player actions suggest a clue that isn’t in the written scenario? This will happen all the time. No scenario, no matter how tightly written, can provide every answer to the questions players will use their abilities to ask. When this comes up: 1. Using your knowledge of the scenario’s backstory, think up the most logical answer to the question. 2. Pause to make sure that your answer doesn’t contra- dict either the facts needed to supply the solution to the ultimate mystery, or any of the core clues along the way. If it does, modify it to fit the rest of the mystery. 3. Supply the info. This might lead to new scenes and al- ternate ways of gathering the core clues. Improvise as needed to keep up with player actions. Doesn’t the clue structure make the game hard to pre- pare for, or to run on the fly? It’s true that good mysteries are hard to plot, in roleplaying or in other media. You have to be able to plot in two di- rections, creating both a logical backstory that makes sense when reconstructed, and (as a bare minimum) at least one logical path for the investigators to follow when unraveling it. However, if you keep the backstory reasonably simple, you can rely on the players to provide all the complications and red herrings you need. With this in mind, preparation for a game session can be as easy as jotting down a few point form notes sketching out the backstory and scene structure. Provided you keep the basic details and story logic straight in your head, this very basic structure makes plotting easier, not harder. In this case, you’re in luck: space opera conventions mean appendix 1: sample names ASHEN STARS 6 ASHEN STARS Chapter bracelet indicates that he’s a timestooge—a dupe of a bogus nufaith run by con artists pretending to be tem- poral travelers.” Two scenes later, another opportunity for a Downside spend comes up. This is for a 2-point spend, to know that the radiation scars on the arm of a witness were probably put there by the notorious smuggler who loves to brand enemies with a jury-rigged weapon. You check the list, which now looks like this: Downside Graz 4  Clementine 3 Arno 2 Graz already has a tick next to her name, so Clementine gets this clue. You then put two tick marks next to her name: Downside Graz 4  Clementine 3  Arno 2 The GM can either start fresh with no tick marks at the begin- ning of each scenario, or continue the existing list from one case to the next. happens, the GM chooses the topmost character, and puts a number of ticks next to the name equal to the size of the spend. During subsequent scenes in which a spend can be made in the same ability, the GM chooses, from among the PCs whose ratings equal or exceed the spend, the one with the fewest tick marks. The tick marks do not represent ex- penditures; under this system it is possible for a player with 2 points in a particular ability to get two or more 2-point clues, if no one else in the group qualifies to earn them. This approach doles out the flavor clues in a way that favors players who’ve invested the most points in any given ability, but hides the mechanism from them, so they can’t see the plot gears in motion. It also tends to result in the revelation of more flavor clues. The PCs are interviewing a witness, a hollow-eyed spaceport hanger-on named Lou. The scenario notes say that on a 1-point spend, a character with Downside will know the meaning of the decorative glowing sub- dermal implant that Lou wears on his left wrist. You, the GM, check your master list for Downside, and see that no spends have been made against it this scenario. So the highest-ranked character with the least tick marks is Graz. You describe the implant and tell his player: “The
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MURDER ON THE CIRCULAR EXPRESS LOCATION: Circulars, Large Interplanetary Spacecraft, Overland Rail, Orbital Elevator, Acheron Blockade, Caravansary. TWISTS: The main adversary is a close friend or relative, or the murder is a double-bluff. (i.e. The original suspects are the true suspects.) OBSTACLES: Diplomatic Immunity, Information Protection (Passenger Manifest, Cargo Details), Corsair Attack, Faction Hostilities, Security Personnel, Sabotage (Equipment and Data), Villain and Assistants. ADVERSARIES: Combined Army Infiltrator—Speculo Killer or Septisorised Human (Nemesis), Septisorised Humans (Troopers or Elites) or Vengeful Sympathizers and Mercs (Activists and Spec Ops). MURDER ON THE CIRCULAR EXPRESS An important diplomat or politician from a multi-factional crisis team was murdered. Evidence points to an opposing faction. Find a swift and discreet resolution before a crisis engulfs the Human Sphere. OBJECTIVES Main Objective: Solve the murder before political tensions explode. Secondary Objectives: Prevent further acts of terrorism, hide Combined Army involvement (if any), and capture or neutralize any extras involved. GONE FISHING! LOCATION: Paradiso, remote alien locations, unexplored region of space. TWISTS: The exploration team is in league with the Combined Army (not just harvesting their tech), or the PCs uncover corruption that goes all the way to the top. OBSTACLES: Extreme Piloting Conditions, Underwater Exploration, Combined Army, War Zone, Pirates and Mercs, Faction Hostilities, Jungle Survival. ADVERSARIES: The Exploration Team, Combined Army Patrols, CSU operatives, Flora and Fauna (all a mixture of Troopers and Elites). GONE FISHING! Paradiso teems with life, much of it uncatalogued. The team accompanies an exploratory mission seemingly intent on braving the dangers of the planet to address this. Uncovering the real goal—harvesting VoodooTech—places everyone in danger. OBJECTIVES Main Objective: Prevent the harvesting and distribution of VoodooTech. Secondary Objectives: Uncover the depth of deception, recover a new species possessing miraculous properties, and survive the jungle. ONLY THE BEST LOCATION: A large private estate on any core planet. TWISTS: The negotiating team has been lured into a trap, or a rival organisation muscles in on negoatiations. OBSTACLES: Sourcing a Credible Supplier, Arranging a Meeting, Rival Competitors, Negotiating the Deal. ADVERSARIES: The Supplier (Triad Boss), Rival Competitor (Triad Boss and Thugs). ONLY THE BEST A critical element or component is required for an innovative trial piece of technology. A supplier must be sourced and negotiated with before the process can continue. OBJECTIVES Main Objective: Find a supplier and negotiate a deal. Secondary Objective: Remain discrete and keep the trail clean. RESUPPLY LOCATION: A contested planet or remote location on a planet with hazardous conditions. TWISTS: The resupply request is a ruse—the remote team is already dead or captured, the resupply team becomes trapped by conditions, or a rival faction ambush the resupply en route. OBSTACLES: Sourcing Supplies and Vehicles, Navigating to the Resupply Point, Local Weather Conditions, Outlaws and Bandits, Combined Army Patrols. ADVERSARIES: Local Warlord (Pirate Captain), Weather Conditions, Random Patrols (Thugs or Combined Army troops). RESUPPLY A remote field team need to be resupplied, but conditions and restrictions mean that this can only take place by vehicular means. This is a life or death matter. OBJECTIVES Main Objective: Resupply the remote team. Secondary Objective: Defeat faction or person responsible for attacking the resupply. ALIEN INFESTATION LOCATION: A planet with contested territories, such as Dawn or Paradiso. TWISTS: A rival faction also stakes a claim, one of the team is an undercover saboteur, or a member of the overrun outpost or community is a high-ranking dignitary. OBSTACLES: Navigating to the Outpost, Enemy Patrols, Extreme Temperatures and Fatigue, Automated Defences. ADVERSARIES: Paradiso—Oznat Hunter (Nemesis-level) or Dawn—Antipode war-chief (Nemesis-level), Hungries, Morat patrols, Antipode Trinomials. ALIEN INFESTATION A crucial outpost or civilian community has been overrun by an alien incursion. Secure the outpost and defend it from further attacks until it can be fortified to stabilise the area. OBJECTIVES Main Objective: Secure the outpost. Secondary Objective: Defend the outpost until reinforced. CORPORATE ESPIONAGE LOCATION: Any location with high-rise buildings and a civilian population. TWISTS: Sensitive information implicates the corporation in illegal dealings, the covert agent is a deep cover O-12 operative, or the agent is gunned down or whisked away just as the chase ends. OBSTACLES: Fast-paced Chase Switching between Rooftops and Sewers, Preventing Civilian Harm, Contending with Local Authorities. ADVERSARIES: Covert Agent (Detective, Great or Similar), Local Authorities, Local Submondo. CORPORATE ESPIONAGE In a real-time event, a member of a rival faction is being pursued for allegedly undertaking covert action against a powerful corporation. The pursuit is rapidly escalating. OBJECTIVES Main Objective: Apprehend the agent. Secondary Objective: Secure any stolen data. AERIAL INTERCEPTION LOCATION: Any location with restricted airspace and a civilian population. TWISTS: Tie this plot in to other plots and their twists, such as Corporate Espionage, Shopping Spree, Point of View, etc. OBSTACLES: Potential Civilian Casualties, Weather Conditions, Faulty Aircraft, Military Intervention, Confined Airspace. ADVERSARIES: Main Adversary Dependant on Plot Tie-in, Ace Pilots, Military Commanders. AERIAL INTERCEPTION Several unidentified aircraft broached restricted airspace, their objective and intent unknown. The team has been scrambled to ascertain these details and neutralise any potential threat. OBJECTIVES Main Objectives: Discover the identity and destination of unknown craft. Secondary Objective: Stop or divert the flight, avoiding civilian casualties. EXPLORE & CATALOGUE LOCATION: Any planet with unexplored regions of wilderness, or a previously explored region that has lost touch. TWISTS: Excellent for sandbox missions. Another survey team is exploring the area, or the real agenda is to seize a rare and protected natural resource. OBSTACLES: Other Survey Teams, Indigenous Species, Combined Army Infiltrators, Covert Outposts, Deadly Flora, Disease and Poison. ADVERSARIES: A Survey Team of Equal Strength and Skill, Indigenous Species. EXPLORE & CATALOGUE For any number of reasons—colonial expansion, research, future offensive planning, recovery—a previously uncatalogued region of the wilderness needs to be explored and defined. OBJECTIVES Main Objectives: Explore the region fully and report findings. Secondary Objective: Befriend or avoid harming any indigenous species. DEEP SPACE SALVAGE LOCATION: Human Edge, the Paradiso system, or a remote system adjoining a known region of space. TWISTS: The AI controlling the ship's functions has gone insane, or the ship's crew were driven mad by an event or disease. OBSTACLES: Zero-G Environment, Spaceship Combat and Manoeuvres, Corsairs and Pirates, Mercenary Salvage Teams. ADVERSARIES: The AI Controlling the Ship, Mercenary Salvage Teams, Corsairs, Pirates. DEEP SPACE SALVAGE Contact was lost with a long-range scientific exploration vessel, although the vessel has since been found in a remote region of space. To discover what happened, the ship must be boarded. OBJECTIVES Main Objective: Discover the means of the ship's demise. Secondary Objective: Recover any uncorrupted data. THE MEXICAN FALCON LOCATION: A tour of all three motherships, possibly during a riotous Krug. TWISTS: A radical faction within the Nomads, which is saying something for the Nomads, has stolen the piece and is constantly moving it from ship to ship. OBSTACLES: The Rich, Varied and Colourful Societies of the Three Nomad Motherships, Possibly Mid-Krug Gathering. ADVERSARIES: A Radical Faction of the Nomad Nation, The Social Nuances of the Nomad Nation. THE MEXICAN FALCON A priceless Nomad Nation souvenir harkening back to the days of the 1st Radical Bakunin Manifesto has disappeared, with the G5 Nations suspected. It must be recovered and returned as quietly as possible. OBJECTIVES Main Objective: Recover the souvenir. Secondary Objective: Cover up any involvement of the radicals. ALIEN NATION LOCATION: Paradiso, or a remote system with known Tohaa presence. TWISTS: The Tohaa aren't actually hiding anything; a Combined Army infiltrator has influenced the situation to spark a diplomatic incident. OBSTACLES: Tohaa diplomacy, alien environments, alien social nuances. ADVERSARIES: Nemesis-level Combined Army infiltrator, Tohaa patrols. ALIEN NATION The Tohaa have been very secretive concerning their recent activities at an undesignated base on Paradiso. Their diplomats are brushing aside all concerns, so clandestine investigation is required. OBJECTIVES Main Objective: Reveal the Combined Army Infiltrator. Secondary Objective: Prove the Tohaa are innocent. HONOUR THE FALLEN LOCATION: A known conflict zone on Paradiso. TWISTS: The team have been sent into a trap by a Combined Army infiltrator, or the officer is alive, well, and enjoying life thanks to being septisorised. OBSTACLES: Combined Army Patrols, Decimated Warzone, Finding and Removing the Cube. ADVERSARIES: Umbra Legate, Combined Army Patrols, Mercenaries. HONOUR THE FALLEN A Combined Army offensive has overrun defensive lines, resulting in massive loss of life. The body of a high-ranking officer must be recovered before the Combined Army realises the value of its secrets. OBJECTIVES Main Objective: Recover the officer's Cube. Secondary Objective: Disrupt Combined Army presence. DESPERATE DEFENCE LOCATION: The Acheron Blockade or similar site of large-scale fleet action. TWISTS: To gain control, the vessel's security system must be overcome, all while an assassin targets the team. OBSTACLES: Vessel Security Systems, Large Scale Spaceship Combat, Rescue Missions, Boarding Parties. ADVERSARIES: Speculo Killer (or similar type of assassin), Enemy Spaceships, Boarding Parties. DESPERATE DEFENCE A chain of high-profile deaths signalled the launch of a major fleet action. The characters are not only caught in the middle of battle but must also take command of their current vessel to ensure survival. OBJECTIVES Main Objective: Take control of the ship. Secondary Objective: Assist in the combat or collect survivors. FRIENDLY NEIGHBOURS LOCATION: Bourak or a planet with remote wilds and temperature extremes. TWISTS: The contact has been compromised by the Submondo organisation, or the local authorities are also involved. OBSTACLES: Overland Travel, Environmental Conditions, Locating the Contact, Submondo Attacks. ADVERSARIES: Submondo Leader (equivalent to Triad Boss), Submondo Goons, Local Red Tape. FRIENDLY NEIGHBOURS A contact at a remote location has information relating to local Submondo activities. The information needs recovering, but the environmental conditions and local policies require an overland expedition. OBJECTIVES Main Objective: Make contact with the agent and recover the info. Secondary Objective: Uncover any local corruption. THE WRONG MARK LOCATION: Any busy city on Shentang or Yutang, or with significant Yu Jing presence. TWISTS: The arrest wasn't a mistake, but finding out why the StateEmpire targeted the agent is not without risk. OBSTACLES: StateEmpire Bureaucracy, Heavy-Handed Imperial Agents, Sectorial Friction. ADVERSARIES: Imperial Agent (Crane Rank), Yu Jing Diplomats, Rebel Groups. THE WRONG MARK Imperial Agents have mistakenly apprehended an undercover O-12 agent whose credentials have been tampered with. Diplomacy and negotiation will be required to secure their release, top-rate detective work to uncover who interfered and why. OBJECTIVES Main Objective: Secure the agent's release. Secondary Objective: Discover the source of interference. BURN OUT LOCATION: Any large city from within any faction system. TWISTS: The agent has gone rogue and is threatening to expose their covert past. OBSTACLES: Tracking the Agent, Avoiding Lethal Traps, Apprehending and Recovering the Agent. ADVERSARIES: Nemesis-Level O-12 Covert Agent, Local Law Enforcement, Hired Bodyguard or Sympathetic Agents. BURN OUT An O-12 agent due for R&R has gone off the grid. Their most recent communications cited stress and implied a borderline psychotic episode. Find the agent, approach with extreme caution, and return to O-12 care. OBJECTIVES Main Objective: Bring the agent in unharmed. Secondary Objective: Secure any covert data. NO TRACE LOCATION: Any large city. TWISTS: A law-enforcement agent ordered the attack to cover their own trail of corruption. OBSTACLES: Interrogating the Damaged Data, Revealing the True Perpetrator, Non-Violent Diplomacy. ADVERSARIES: Great Detective, Corporate Goons, Law Enforcement Officers, Hired Mercenaries. NO TRACE An observation post supporting an undercover operation has been ransacked, its operators murdered. The scene must be secured, data interrogated, and perpetrators uncovered. OBJECTIVES Main Objectives: Uncover and apprehend the perpetrator. Secondary Objective: Recover the damaged data. TRANSTARTARIC TROUBLES LOCATION: A remote location on Dawn with Transartaric links. TWISTS: An illegal mining operation is being undertaken, which forced the Antipodes into action. OBSTACLES: Calming the Antipodes, Uncovering the Mine, Wilderness Survival, Diplomatic Crisis. ADVERSARIES: Antipode Warchief, Antipode Warriors, Corporate Security Units. TRANSTARTARIC TROUBLES An infrequently travelled section of Dawn's Transartaric Railway has been experiencing an increasing number of Antipode attacks. Something has the natives riled, and the situation needs to be defused before Ariadna retaliate with genocidal force. OBJECTIVES Main Objective: Prevent further Antipode attacks, preferably non-violently. Secondary Objective: Discover the reasons for their attacks. POLITICAL MIRE LOCATION: San Pietro, Neoterra, or a similar political centre. TWISTS: The radical group are posing as Nomads, though they're actually corporate sponsored. OBSTACLES: Making Contact, Rescuing the Hostages, Discovering True Allegiances, Political Red Tape. ADVERSARIES: Elite Radicals, Disgruntled Law Enforcement, Aggressive Diplomats. POLITICAL MIRE A radical group masquerading as lobbyists has taken hostages inside a well-known political institution, though their intent remains unclear. ALEPH has recommended O-12 intervention, and PanOceania has accepted. OBJECTIVES Main Objective: Rescue the hostages. Secondary Objective: Reveal the true perpetrators. VIRAL AGGRESSION LOCATION: Paradiso or similar contested warzone. TWISTS: The Combined Army were immediate suspects, but the virus is actually homegrown. OBSTACLES: Interrogating the Virus, Avoiding Infection, Discovering Its Source, Preventing Further Infection. ADVERSARIES: Nemesis-Level Hacker, Elite Hacker Teams, Hired Mercenaries. VIRAL AGGRESSION Military assets in a contested warzone are facing a deadly threat—a quantronic virus that shuts down systems without warning. The source of the virus must be traced, and the threat eliminated before too much ground is lost. OBJECTIVES Main Objective: Discover the source of the virus. Secondary Objective: Discover the intent of its creator. UNDER CONSTRUCTION LOCATION: Any faction planet with an orbital elevator. TWISTS: Local Submondo have been subverting the workforce, likely in an attempt to gain illegal privileges. OBSTACLES: Dangerous Construction Site, Uncooperative Employees, Convoluted Financial Trail. ADVERSARIES: Submondo Leader (equivalent to Triad Boss), Local Red Tape, Construction Bots and Remotes. UNDER CONSTRUCTION A new orbital elevator has been plagued with delays and staff shortages. O-12 have launched an investigation to smooth production and investigate reports of criminal activities. OBJECTIVES Main Objective: Investigate the operation. Secondary Objective: Smooth production. THE SOURCE LOCATION: Any large city with Submondo connections. TWISTS: The synthetic drug is the result of stolen data from corporate experiments. OBSTACLES: Compromised Medical Equipment, Investigating Corporate Supply Chain, Corporate Executives. ADVERSARIES: Kyrgyz Mafia Chieftain (or similar crime boss), Mafia Goons, Corporate Security. THE SOURCE A deadly synthetic drug has made its way on to the open market via medical supplies intended for trauma teams. The means of supply and its source need to be uncovered and shut down. OBJECTIVES Main Objectives: Discover and shut down the supply. Secondary Objective: Uncover the intent of the original experiments. HOT AIR LOCATION: Saturn or a similar gas giant. TWISTS: The facility has been overrun by corsairs intent on plunder and murder. OBSTACLES: Boarding Action, Zero-G, Close Quarters Combat, Facility Defences. ADVERSARIES: Corsair Warlord, Corsair Warriors, Facility Defences. HOT AIR A gas collection facility has been out of contact for several days. The team is tasked with finding out why and assisting with any problems that might have caused the loss of communication. OBJECTIVES Main Objective: Secure the facility. Secondary Objective: Capture or kill the corsair leader. COOL WATERS LOCATION: Varuna. TWISTS: Ateks are initially blamed, though corporate experimentation is later revealed. OBSTACLES: Underwater Investigation, Helot Diplomacy, Atek Unrest, Corporate Security. ADVERSARIES: Corporate Executive, Corporate Security, Ateks, Underwater Creatures. COOL WATERS Several Helot clutch havens have been raided for eggs. The team is dispatched to liaise with Helot representatives and assist with investigating the matter. OBJECTIVES Main Objective: Uncover the egg thieves. Secondary Objective: Assist the Helots with clutch haven defences. SHOPPING SPREE LOCATION: Any urban marketplace. TWISTS: The thieves are tech-specialists gathering supplies for a radical splinter cell. Blowing up the marketplace will issue a statement. OBSTACLES: High-tech Stealth Technology, Terrorists, Timed Bomb Explosion. ADVERSARIES: Splinter Cell Terrorists and Their Leader, Thieves and Splinter Cell Goons. SHOPPING SPREE Markets are not uncommon, but where there's a market, there's bound to be trouble. One market is plagued by thefts, but the culprits keep eluding regular security. A team of agents has been dispatched to assist in their capture. OBJECTIVES Main Objectives: Catch thieves and discover their plan. Secondary Objectives: Uncover splinter cell plan and stop it. OLD IS NEW LOCATION: Any abandoned jungle planet, or an abandoned part of a jungle planet. TWISTS: The tech to be picked up is prized amongst smugglers and mercs, as it's an illegal weapon prototype. They've got word too. OBSTACLES: Druze Soldiers and Wildlife. ADVERSARIES: Druze Soldiers and Anaconda TAG, Wildlife. OLD IS NEW Not every colony succeeds in the Human Sphere, with many cases where human civilization lost to nature, the environment, or an indigenous species. Something important was left behind, however, and needs a specialised survey team for recovery. OBJECTIVES Main Objectives: Capture and secure weapon prototype. Secondary Objective: Keep Druze from obtaining it. BUSHWACKERS LOCATION: Bourak. TWISTS: Submondo goons watching over the transaction are ready to shoot if they sense anything suspicious, including their trading partners. OBSTACLES: Assassination Attempts, Submondo Interest in the VoodooTech. ADVERSARIES: Submondo Heavy Weapon Experts and Assassins, Submondo Goons. BUSHWACKERS Bourak markets are notorious places for smuggling and illegal trades—hawking even VoodooTech. A team has been assembled to locate the illegal traders and secure the alien tech. OBJECTIVES Main Objectives: Stop the trade and acquire the VoodooTech. Secondary Objective: Stop the Submondo members from escaping with the tech. FUELING THE RESISTANCE LOCATION: Any human settlement where a rebellion is possible. TWISTS: The resistance forces are supplied by an underground arms dealer, so they're heavily armed for a ragtag gang of rebels. OBSTACLES: Resistance Sympathizers, Disgruntled Arms Dealer, Civilian Casualties. ADVERSARIES: Resistance Leader, Resistance Members. FUELING THE RESISTANCE Few rebellions ensue without an ounce of blood being spilled. A city-wide rebellion is happening, and a team of agents is called in to quell it, keeping the civilians out of the crossfire and innocents from being slaughtered. OBJECTIVES Main Objective: Quell the rebellion. Secondary Objective: Find the source of the underground arms. PAINSTAKING RESEARCH LOCATION: Any remote human settlement where a CA attack is probable. TWISTS: None of the scientists were kept alive, so the agents have to find the research. OBSTACLES: Merc Teams, Indigenous Species, Combined Army Infiltrators, Deadly Flora, Disease and Poison. ADVERSARIES: Charontid and Other EI Aspects, Combined Army Troops. PAINSTAKING RESEARCH A recent Combined Army attack hit a remote scientific colony, and some of the scientists might still be alive or held hostage. A team has been dispatched in hopes of retrieving them and their research on the EI and CA. OBJECTIVES Main Objective: Secure the research done by the scientists. Secondary Objective: Find the scientists. ASSASSIN! LOCATION: Major faction planets like Neoterra, Dawn, or Bourak. TWISTS: The rumors are true, but they aren't human assassins, rather Speculo Killers. OBSTACLES: Tracking the Alien Assassins, Political Maneuverings, Mass Hysteria. ADVERSARIES: Lead Speculo Killer, Minor Speculo Killers. ASSASSIN! Rumours of an assassination plot run rampant, targeting an important political leader. Mass chaos will ensue if they die, since they hold the factions together. A team of agents is sent to stop the assassin. OBJECTIVES Main Objective: Prevent the assassination of the politician. Secondary Objectives: Eliminate the assassins and determine their motives. CORPORATE RETREAT LOCATION: Acontecimento, Neoterra, Yutang, Bourak, or any secluded location on a main planet. TWISTS: The affiliated Submondo organisation has given orders to execute their corporate partners before the truth can be revealed. OBSTACLES: Submondo Goons, Corporate Security. ADVERSARIES: Corporate Boss and/or Submondo Force Leader, Corporate Security, Submondo Goons. CORPORATE RETREAT At a lakeside resort, high ranking members from a powerful corporation enjoy their yearly retreat. A team has been assembled to snatch and grab the corporate leaders on charges of money laundering for a Submondo organisation. OBJECTIVES Main Objective: Capture the corporate board members responsible for the laundering operation. Secondary Objectives: Uncover proof of the link between the corporation and Submondo group. Recover the personal data devices of the corporate leaders. COVER UP LOCATION: Any city or orbital in the Human Sphere or Human Edge. TWISTS: A group of hacktivists has uncovered the accident and used links with the Nomad Nation to attack and stop the cover up. OBSTACLES: False Flag Attack, Mercenary Outfit, Chemical Weapons, Civilian Casualties. ADVERSARIES: Corporate Soldiers and Security Agents, Mercenaries. COVER UP A powerful corporation experimenting with chemical weapons has staged a false flag terrorist attack. Using the attack as cover, they hope to conceal the mass deaths caused by an accident at one of their research facilities. OBJECTIVES Main Objectives: Initially, stop the attack. Once the truth is revealed, discover the purpose of the diversion. Secondary Objectives: Catch the corporation in the middle of the cover up and reveal them for the mass murderers they are. THE WHISTLE BLOWER LOCATION: Yutang, any planet with a Yu Jing presence. TWISTS: The information details a subversive information sharing arrangement between Tunguska Nomads and the Yu Jing StateEmpire, using Interspace Trust as the intermediaries. A Spektr unit was sent to kidnap her. OBSTACLES: Niàn Zhēn Arrested by the Yănjīng, Prisoner Transport Chase and Rescue, Information Retrieval. ADVERSARIES: Yănjīng Imperial Agents, Yu Jing Military, Police and Corporate Security, Spektr Soldiers. THE WHISTLE BLOWER Niàn Zhēn began her career as a PA in the Interspace Trust Corporation. She started informing to O-12, her conscience plagued by corporate misdeeds. Just a week ago, she sent a message to her contact claiming to have discovered something terrible. OBJECTIVES Main Objectives: Recover Niàn Zhēn and get her safely offworld. Secondary Objectives: Recover the information Niàn Zhēn is holding, or if impossible, kill Niàn Zhēn before she is forced to reveal her deep-cover O-12 contact. THE FIRE OF GREED LOCATION: Ariadna. TWISTS: A trapped local is an undercover WarCor trying leak explosive rumours such as: Rica Tero started the fire, the Ariadnan government stood by because of bribery, and O-12 illegally interfered in a domestic matter. OBSTACLES: Forest Fire, Flora and Fauna, Heavily Armed Security in Town, No Air Travel, Roaming Security in Forest, WarCor. ADVERSARIES: Heavy Security in the Town, Security at the Perimeter, Animals Driven Wild by the Fire, WarCor. THE FIRE OF GREED A small industrial town on Ariadna is beset by a ravenous forest fire. An ongoing conflict between the mining conglomerate Rica Tero and the local population has hindered all efforts to either deal with the fire or rescue the locals. OBJECTIVES Main Objectives: Get through the perimeter to the town, and deal with the security forces preventing the locals from accessing the bunker. Secondary Objective: Gather proof that the Rica Tero is deliberately interfering with the rescue of the town's population. POINT OF VIEW LOCATION: Any city or populated area in PanOceanian space, Bourak or anywhere in the Yu Jing StateEmpire, Nomad space, involving the Observance. TWISTS: The attack was instigated by a rival company to push POV out and assume control of their programs, algorithms, and platform. OBSTACLES: Infowar, Hexahedron Hostages, POV and Rival Security Teams. ADVERSARIES: Infowar Specialist and Anti-authoritarian Dissident Marco Rollins, POV and Infowar supporters. POINT OF VIEW POV, a social media start-up, pushed subversive, anti-authoritarian messages. When the Hexahedron team arrived to investigate, a series of explosions tore them to shreds. Drone footage filmed it, streaming in real-time to Maya. It's been shared, growing an anti- authoritarian movement. OBJECTIVES Main Objective: Find and eliminate the attackers. Secondary Objectives: Recover the surviving team members. TWIN BLADES LOCATION: Any city in the Human Sphere. TWISTS: The post-humans were twins, caught, abused horrifically, and then killed by a drug-trafficking ring. Can the “Twin Blades†convince others the war is just? OBSTACLES: Twin Blades' Bodhisattva Model Lhosts, Drug Traffickers, Sympathisers, Linking the Post-Human's Previous Trauma. ADVERSARIES: The Twin Blades, Criminal Thugs and Leaders, Civilian and Authority Sympathisers. TWIN BLADES Two rogue post-humans have been tearing up the streets, waging a violent war against criminal groups. Authorities are struggling to respond to their brutal, sudden ambushes. Stop them before there are civilian casualties, or anyone else becomes a vigilante. OBJECTIVES Main Objectives: Find the Twin Blades and eliminate them or bring them into custody. Secondary Objectives: Discover the purpose of the crusade, find and deal with the drug traffickers who killed the twins. THE PROGENY LOCATION: Densely populated cities, Remote research facilities, Paradiso, Customs facilities. TWISTS: The experiment isn't a Recreation, but an Aspect of ALEPH that is self-aware and independent. Countless military and political secrets are stored within its mind, making retrieval is a top priority. OBSTACLES: Nomad Anti-ALEPH Squads, Combined Army teams, Restricted Information (Personality of the Re-creation, Exact Nature of the Lhost), Faction Black Operatives, Difficulty in Tracking the Lhost, Crowded Locations, Security Personnel. ADVERSARIES: Reverend Moira or Combined Army Infiltrator—Septisorised human (Nemesis) or Speculo Killer, Security Personnel and Faction-Based Black Ops Units. THE PROGENY An expiremental Recreation has gone awry, and now an unstable personality is loose in a top-of-the- line Lhost. The team must retrieve or deactivate it before someone else does or it causes untold harm. OBJECTIVES Main Objective: Retrieve the Recreation. Secondary Objectives: Prevent the release of sensitive info, complete main objective without revealing the mission to the public. THE PANDORA JOB LOCATION: Highly classified facilities, military bases, research stations (remote or urban), corporate headquarters, political buildings. TWISTS: Not the only team sent, they must contest with another group to retrieve the information without setting off the facility's alarm. OBSTACLES: Advanced Security Programs, Guards and Patrols, Stealth Requirements, Alarms and Traps, Interference (Equipment Malfunction). ADVERSARIES: Head of Security—Triad Boss, SWAT Officer, or Faction-based Nemesis, Rival Teams, Security (Druze Shock Teams and Thugs), Police, or Spec Ops. THE PANDORA JOB A leak within a top-secret facility means a collection of the best have a chance to break in for vital secrets, incredible wealth, or powerful technology, if they can brave the facility's defences. OBJECTIVES Main Objectives: Locate and retrieve primary objective before rival team. Secondary Objectives: Avoid alerting facility's defences, expose or disable rival team, and retrieve secondary caches. WITCH HUNT LOCATION: Any major city or town. TWISTS: The operations failure wasn't accidental, it was counted on. The agents have been betrayed by a rogue element used to implicate their nation and can't rely on allied assistance in case information is leaked. OBSTACLES: Military Forces within the City, Surveillance Programs Actively Seeking the Team Out, Limited Resources. ADVERSARIES: Lead Investigator—Great Detective (Nemesis), Police (Troops), Soldiers and Similar Troops (Troops and Elite), and a few Military Vehicles including TAGs. WITCH HUNT After an infiltration mission gone wrong, a team of operatives has found themselves trapped on world in hostile territory. The team must evade patrols, intelligence teams, and surveillance networks to reach a safe extraction point. OBJECTIVES Main Objective: Extract from the city without being captured. Secondary Objectives: Ensure intelligence remains secured, cause as few incidents as possible. KNEE DEEP LOCATION: Jungles of Paradiso, research facilites, destroyed towns. TWISTS: The Combined teams were part of an orchestrated effort to destroy Okafor's research studying potential solutions to the EI's VoodooTech. Aware of the rescue effort, the Combine have moved in force to cut off aerial escape. OBSTACLES: Combined Army Patrols and Death Squads, Hazardous Wildlife. ADVERSARIES: Daturazi Witch-Soldier, EI-Avatar, Morat Retrieval Teams, Death Squads, and Heavy Vehicles. KNEE DEEP A Combined Army advance stumbled on a research facility dedicated to testing new innovations against the alien menace. The head of research, Imari Okafor, was able to escape capture, but is now being hunted. Her retrieval is of paramount importance. OBJECTIVES Main Objectives: Secure and extract head researcher Okafor. Secondary Objectives: Evade Morat patrols rather than engage, retrieve any captured intelligence, find alternate extraction point after increased Combine resistance. ANOTHER DAY IN PARADISE LOCATION: Varunan coastal locales, bars and nightclubs, docks, criminal hideouts. TWISTS: Due to her criminal boyfriend's bragging, June overheard the plans of the local crime lords and businessmen to take over the docks and spaceport of Varuna to export vast amounts of the drug Varunan Blue. The plan can still be stopped. OBSTACLES: No O-12 Support, Evidence Tampering and False Stories, Gangs 'Encouraging' Silence. ADVERSARIES: Financier of the Operation (Silk Lord), Thugs, Corrupt Police Officers, Mercenaries and Assassins. ANOTHER DAY IN PARADISE An old friend, retired private investigator Angelo Prestov, called asking for help. A friend of his, a young waitress called June, was killed under suspicious circumstances on Varuna. Prestov wants justice, but the threads of the crime may run deep. OBJECTIVES Main Objectives: Solve the murder of June, and expose her murderers' plot. Secondary Objectives: Discover which companies are working with the local crime groups, find and dismantle the drug operation at the source. INSTALLATION 14 LOCATION: Barren moon, asteroid belt, Combine facility. TWISTS: Before the escape: A sepsitorized prisoner must be found and silenced. During the escape: A critical component (a password, a keycard) malfunctions. Close to success: The escape is an experiment designed to measure reactions. OBSTACLES: Hostile Guards, Severely Limited Resources, Planted Spies, Constant Physical Overworking. ADVERSARIES: The Warden (Umbra Legate), Morat and Shasvasti Guards, Patroling TAGs. INSTALLATION 14 A collection of Cubeless and Cube-damaged war prisoners have been transported to an EI forward prison camp where they are subjected to intense labour and experimentation. A group needs a few skilled individuals to ensure a successful rescue. OBJECTIVES Main Objective: Escape Installation 14. Secondary Objectives: Secure any useful information about the Combine, secure escape for as many prisoners as possible. THE BREAK OUT LOCATION: Any prison facility in any planetary system, a dark system, a prison moon. TWISTS: Not freed by his own crew, the captain was an agent of a rival power that dispatched a special forces team to free him before the secret could be revealed. OBSTACLES: Corrupt Prison Officials, Rival Power and Agents, Allies of the Pirate Captain. ADVERSARIES: Pirate Captain, His Second-In-Command, Pirate Crew, Bribed Officials, Allied Pirate Crews, Special Forces and Agents from a Rival Power. THE BREAK OUT The guards protecting the transport of an extremely dangerous pirate captain have been brutally killed. All the clues point to his ship crew. He must be found, as news of his breakout could spread panic among merchants in this region. OBJECTIVES Main Objectives: Find and retrieve or execute the escaped pirate leader. Secondary Objectives: Capture or kill the remains of his crew, and if twist is used, uncover the truth and retrieve him so he may be interrogated. FRENZY LOCATION: B? s? zoku gangs, Kum Bikers, gang members from any criminal group. TWISTS: She seems like a vigilante on a mission, but either ALEPH or the nation-state where the adventure is set is supporting her spree. OBSTACLES: Uncooperative Submondo and Local Authorities, Rival Gangs. ADVERSARIES: The Posthuman, Gang Members, Local Law Enforcement. FRENZY A high-tech posthuman has gone on a frenzy, waging a one-woman war against the gangs that killed her. Her attacks are sudden, highspeed, and violent. Panic is taking hold of the city as the body count grows. OBJECTIVES Main Objectives: Find the posthuman and put an end to the killing spree. Secondary Objectives: Uncover her motivations and bring her murderers to justice. THE MEET UP LOCATION: Any populated system or on a station in the Human Edge. TWISTS: The tip-off came from one of the Submondo groups to use law enforcement assets to remove their rivals. Or: It's a trap set by the Submondo groups to reveal a mole. OBSTACLES: Stealth, Security Personnel, Rival Team, Hacking Skills. ADVERSARIES: Submondo Kingpins, Gang members, thugs and body guards. THE MEET UP The leaders of a few big Submondo groups are having a rare meet-up. Local law enforcement has uncovered this, and a special team has been dispatched to quietly seize one of the transport shuttles to take down the kingpins. OBJECTIVES Main Objective: Take down the kingpins. Secondary Objective: Recover as much data as possible to aid further investigation. BIOHAZARD AEDEN LOCATION: Any remote location, moon, or station. TWISTS: Aeden has been purchasing VoodooTech on the black market to use in their experiments. AND/OR: The emergency broadcast was on an open channel. O-12 is concerned mercenary outfits and spec ops crews from other hyperpowers may investigate. OBSTACLES: Advanced Security and Defence Systems, Hacking Damaged Mainframes, Dealing with the Experiment, Survivors. ADVERSARIES: The Experiment—A Deranged Beast Form, Zombie, Monster, Spec Ops teams, Survivors, Automated Defence Systems, Mercenaries. BIOHAZARD AEDEN Bioengineering was running an experimental lab in a remote location. Less than a week ago, they broadcasted an emergency containment breach warning. Something went horribly wrong with one of their experiments. Nothing has been heard since. OBJECTIVES Main Objective: Recover their research to work out what went wrong. Secondary Objectives: Deal with the experiment, make sure the research doesn't fall into the wrong hands. TO TIP THE SCALES LOCATION: An outpost or settlement anywhere in the Human Sphere or Edge, Svalarheima. TWISTS: Sergei Kertzov is sponsored by a specific national or corporate power in the Human Sphere to instigate a civil war, which would manipulate the Teseum trade. OBSTACLES: Tracing Agent's Identity, Tracking and Infiltrating Mercenary Base, Skirmishing between Factions, Civilians. ADVERSARIES: Sergei Kertznov, Members of his Mercenary Outfit. TO TIP THE SCALES A wanted war criminal, Sergei Kertznov, has captured a deep cover Bureau Noir Agent. The agent sent a report stating a recent attack on an Ariadnan mining settlement was an attempt to incite civil war with more attacks planned. OBJECTIVES Main Objective: Recover the information the agent had found. Secondary Objectives: Recover the agent, find the targets of the future attacks. COLLECTION FEE LOCATION: An asteroid field, moon, remote location, Paradiso, unexplored planet. TWISTS: A character or NPC is infected with spores; the infection must be contained and a cure found. A criminal group or government agency thinks the fungus could be developed as a biological weapon. OBSTACLES: Identifying and Synthesising a Cure, Alien Environments, Damaged Ship Systems, Military or Criminal Groups. ADVERSARIES: Fungus, Mercenary or Military Outfit. COLLECTION FEE A wealthy merchant's ship was discovered in a remote system, all inside dead. Its interior, a biological pastiche of spore and strange fungi. They were a collector of alien artifacts; was there something in the collection that went wrong? OBJECTIVES Main Objective: Uncover the source of the fungi and synthesise a cure. Secondary Objective: Uncover the source of the artifact, ensure area is secured. THE PRICE OF WAR LOCATION: Paradiso, any moon or remote location exchanging Combined with Mercs. TWISTS: The footage was released so that the enemy can capture the PCs for interrogation. OR: One or more of the civilian's cubes have been infected. They must all be executed. OBSTACLES: Find the Combined/Merc Patrol, Plan a Sudden Attack, Execute Attack, and Manage Evac under Fire. ADVERSARIES: Morat or Merc Commander, Combined/Merc Unit. THE PRICE OF WAR An engineering crew and their families have been captured in a surprise Combined Assault. WarCor footage shows the group being escorted under heavy guard before cutting off suddenly. A team has been assembled to rescue them. OBJECTIVES Main Objectives: Find, recover, and evacuate the civilians. Secondary Objectives: Eliminate as many of the Combined/Merc group as possible, find out what their aims were in taking the captives. WOMAN DOWN! LOCATION: Any unexplored system, on behalf of any national interest. TWISTS: The communication was intercepted, and a second team is racing to get there first. OR: The lone survivor has been taken by native fauna. OBSTACLES: Finding Wreckage, Survey for Cause of Crash, Hostile Flora and Fauna, Unexplored Environment. ADVERSARIES: Hostile Flora and Fauna, Rival Team. WOMAN DOWN! An exploration ship on a long-range survey mission sent a tight wave communication three weeks ago, announcing an unprecedented discovery. While surveying a system en route home, the exploration ship went down. Emergency beacons sent back damage reports, then nothing. OBJECTIVES Main Objectives: Survive, and find and recover the lone female survivor, recover the ship's exploration history. Secondary Objectives: Find what caused the exploration ship to crash, fight off ravenous wildlife, secure extraction. COUNTDOWN LOCATION: A large spacecraft or orbital station. TWISTS: The Morats aren't the only death dealers aboard. The bomb was a diversion to send a high-ranking officer directly towards a Shavastii assassin. The team must decide whether to split up or stay together. OBSTACLES: Hacked Security Systems, Morat Operatives, Shavastii Assassins, Time Pressure, Damaged or Sabotaged Ship Systems. ADVERSARIES: Morat Däturazi Witch-Soldier (Nemesis), Speculo Killer Assassin (Nemesis), Morat Death Squad (Elites). COUNTDOWN During a conflict with a Combined Army dreadnaught, a Morat death squad boarded a human vessel and planted a devastating explosive. Although the vessel was able to disengage, the bomb and death squad are still aboard and must be destroyed. OBJECTIVES Main Objectives: Discover the bomb and diffuse or remove it. Secondary Objectives: Track down the assassin, prevent the murder of the high- ranking officer. CONTACT! LOCATION: Wilderness of a planet, with towns and outposts the team can use as cover or raid. TWISTS: Much to their luck, the team is stranded near a forward operating base that has plans for an upcoming offensive. The team can steal these plans and strike a blow against their foes. OBSTACLES: Enemy Forces, Loyal Townsfolk, Enemy Outposts, Stealth Requirements, Lack of Equipment Due to Crash. ADVERSARIES: Local commander (Nemesis, most related to the adversary faction), Soldiers (Troops and Elites), Civilian Militia (Troops) CONTACT! On a scouting mission in planetary orbit, the team's ship is ambushed and shot down. They escape to the planet's surface behind enemy lines in the wilderness. The team must either escape or wait for extraction, hostile forces drawing closer. OBJECTIVES Main Objective: Extract from the enemy territory. Secondary Objectives: Remain undetected, secure intelligence. ALL ALONE LOCATION: Any moon, asteroid or uninhabited location. TWISTS: The outpost has been attacked by Shrike Tardigrades, who return as the team arrives. A rival group aims to steal the cache of weapons in the outpost. The smuggling of the highly illegal weapons is state sponsored. OBSTACLES: Tracking the Beacon, Zero-G Environment, Spaceship Manoeuvres, Outpost's Defence Systems, Shrike Tardigrades, Criminals or Rival Operatives. ADVERSARIES: Shrike Tardigrades, Smugglers, Rival Crime Syndicate, Automated Defence Systems. ALL ALONE A deep cover Bureau Noir agent is stranded in an empty outpost, his ship severely damaged. Having uncovered vital information on a weapons smuggling ring, he needs extraction before members of the criminal group return. OBJECTIVES Main Objective: Recover the agent. Secondary Objective: Remain undetected if possible, leave no trail. RESCUE LOCATION: Any major planet in the Human Sphere, a remote location on the surface. TWISTS: The operatives were sent by a rival nation, which could lead to war. The operatives were sent by O-12, which could cause chaos in the Öberhaus. The operatives were sent by the corporation's own, which could lead to political disaster. OBSTACLES: High-end Infowar Defences, Well-Paid and Equipped Guards, Automated Defence Systems, Time Pressure. ADVERSARIES: Corporate Executive, Head of Corporate Security, Guards, Automated Defence Systems, Infowar Defences, Hackers. RESCUE A team of operatives on an industrial espionage mission tripped alarms and came under heavy fire. One member was stranded in the evac. They must be rescued before they break and reveal sensitive information. OBJECTIVES Main Objective: Resuce or silence the stranded team member. Secondary Objective: Recover any information relating to Submondo operations in the area.
textdata/thevault/Infinity - 2D20/EXTRA/Infinity - GM Plot Deck 20190117 - Modiphius (2d20 System).pdf
Aventurian Herald; Efferd 1040 FB The Prince of Uthuria is Here! Aventurian Herald 175 Political News: Guardian of the Circle Declares Convocation of the Church of Efferd Bethana/Vinsalt/Al’Anfa. For months, the hidden conflict smoldering in the Church of Efferd has been threatening to erupt into a conflagration. In the apolitical Church of the god of the ocean, the discussion about an additional Master of the Surf has become quite the political issue. The Church of the Lord of the Tides is in danger of driving a wedge between its various communities. Regional News: Straw Puppet Parade Divides Festum City Council Festum. As the 8th of Phex approaches in chilly Festum, tempers are heating up. The Grand Council is quarreling, and Councilwoman Firnski plans to lead the Atmaskottjen Parade through the middle of town to honor Rondra and a Bornish dignitary named Linjan of Elenau. Panorama: Big Game Hunt in Uthuria Belhanka. According to rumors, certain interests in Kuslik plan to exhibit a tame “escaladir” in the zoo, alongside other Uthurian beasts. This giant monster resembles a fanged cow with a horned ridge. Caspar Khoramsfright, famous beast hunter and questador, reveals what he’s learned. B elhanka. Prince Anajo I of the people of the Owangi and the realm of the Tapiwakpa, son of King Anwa-ti and Queen Kaliru, envoy of Uthuria to the colony Nova Methumisa, was welcomed to the harbor of Belhanka with great fanfare. With the words, “We feel honored to be at the service of the glorious eagle tribe, much endowed by Nandus, and ad finalem to explore its blessed Terra Cognita and civilization,” the young prince stepped onto the dock. His arrival was accompanied by cheers that were at first a bit sparse but then increased quickly. This historical occasion marks the first Uthurian visit to Aventurian shores. Prince Anajo I arrived on the caravel Prince Sirlan, which has made numerous voyages to Uthuria across the Fire Sea at the behest of the Imperial Aventurian Company (I.A.C.). This time, the hold contained not just exotic goods like jade, coffee, and gold, but also crates filled with the prince’s personal wardrobe and also gifts from his homeland, for those he plans to visit during his travels. He handed the first such gift to Pervalia ya Tehrdilion, First Admiral of the town and Primesta of the Republic of Belhanka, who was waiting to welcome him at the pier. She received a precious statue of white jade with a human body and an eagle’s head. It depicts the lord of the gods, called “Pra-Jobo” by Anajo’s people. “This White Horas,” Prince Anajo said, “shall be a confirmation of the factum that the Uthurian people of the Owangi and the Aventurian eagle tribe will fraternize in a cultural and spiritual way.” The Prince and the Admiral then addressed the crowd to explain how this new friendship will benefit both realms. There were many words praising the peaceful gifts of colonialism for both sides. Belhanka benefits like no other town in the Horasian Empire from the influx of precious colonial wares, wonderful customs, and myriad stories from the southern continent. The Owongi will benefit from the progress that the Horasian Empire can deliver. Citizens cheered the visiting dignitary until he was carried off in a specially-crafted carriage to attend the next appointment in his crowded schedule. But why is Prince Anajo visiting the Horasian Empire? He intends to travel the land for a whole month to experience our culture firsthand and spread it among his own people. Accompanying him is a patrician from Methumis named Lessandero ya Strozza, lord of the aforementioned I.A.C. and the Banking House ya Strozza. With his own eyes, Anajo will learn and see what the future holds for his tribe now that they are allies with the Horasian Empire. He will meet with nobles and other dignitaries, both mundane and clerical, and will even meet the Horas himself in the Palace Sangreal in Horasia. Prince Anajo’s schedule consists of many private meetings with important people. We do not know will be discussed behind these closed doors. What political meaning this visit entails for the Horasian Empire and its colony at Nova Methumisa remains to eb seen. Surely Khadan-Horas knows (in his flowery way of speaking, Prince Anajo refers to Khadan- Horas as “Superb Son of the Golden Coatl”) as, no doubt, do Khadan-Horas’ court and advisers, Prince Anajo I himself, and Amero ya Vespati, governor of the colony of Nova Methumisa. What is certain is that the people hold the Southern Sea colonialism of the Horasian Empire in well regard. What political meaning this visit entails for the Horasian Empire and its colony at Nova Methumisa remains to eb seen. Surely Khadan-Horas knows (in his flowery way of speaking, Prince Anajo refers to Khadan- Horas as “Superb Son of the Golden Coatl”) as, no doubt, do Khadan-Horas’ court and advisers, Prince Anajo I himself, and Amero ya Vespati, governor of the colony of Nova Methumisa. What is certain is that the people hold the Southern Sea colonialism of the Horasian Empire in well regard Arela Weißblatt (Dominic Hladek) The Voice of the People: The Prince What a beautiful man! Ah, to be young again and to go to Uthuria, to be saved from the grasp of a giant ape… –Cebanne Darow, manufactory worker from Simiavilla *** It fills me with patriotic pride. Our glorious realm has made an alliance with brave followers of Praios who live deep in the jungle, and together will now shine the light of civilization on all blasphemies and machinations of the Nameless One! I will do my part and buy shares in the next voyage scheduled by the I.A.C. We must stand up to Al’Anfa’s blasphemies and imperialism, and show them who holds dominance in the colonies. It is a fact that the interests of the Horasian Empire will be defended in Uthuria! Long live Anajo I, Prince of Uthuria! Long live Khadan-Horas! –Solates Fock, Horasian patriot *** Where else but here in Belhanka could one such as myself speak this aloud, but this caricature of a prince, stuffed into his fine threads like a wheel of head cheese, is no more than a marionette being paraded about to drum up business for the I.A.C.! The Uthurians are a proud, independent people, and it is a real shame that their chieftain’s son has become a compliant slave of the narrow-minded nobles. It is outrageous that this is being celebrated here, in Belhanka, where citizens have freed themselves from the chains of the nobility! –anonymous student from Methumis Ron Owen (order #9400483) Aventurian Herald 175 Guardian of the Circle Declares Convocation of the Church of Efferd should not branch too often, lest it lose itself among lesser streams and creeks.” At the end of his sermon, the venerable Guardian of the Circle revealed a great surprise. In the month of Hesinde, he will travel with a delegation to Brabak, where the Master of the Surge South Sea will lead him on an inspection of the temple. “I hope that I will meet with the High Blessed One of Al’Anfa and with representatives of the Horasian Church of Efferd,” the Guardian said. He then asked all Blessed Ones to journey to Brabak to join in the discussion about the future of the Church What he meant regarding the future of the Church, he did not say, as it please Boron. If it comes to pass, this will be the first convocation in the history of the Church of Efferd that brings together Blessed Ones from all over Aventuria, including the estranged congregations in Al’Anfa and the Horasian Empire. Muliro Larekos (Martin Schmidt) Aventurian Herald, Tsa 1038 FB “This is going too far!” – Straw Puppet Parade Divides Festum City Council F estum. As the 8th of Phex approaches in chilly Festum, tempers are heating up. The Grand Council is quarreling, and Councilwoman Firnski plans to lead the Atmaskottjen Parade through the middle of town to honor Rondra and a Bornish dignitary named Linjan of Elenau.ntil today, the parade had been restricted to the Warehouse Island, meaning that the infamous Thorwal Drum (symbol of the bravery of Festum’s city guards, and main attraction of the parade), which was made from the skin of the evil pirate, Atmaskot Blood- drinker, did not incite any larger conflicts. But now, Domain Master Gernot of Halsingen, along with other long-time residents of Festum, has sided with the councilwoman. Guard Captain Elkman Timpski, especially, is of the opinion that the parade route should be extended to cross the Toll Bridge and enter the Old City. Those opposed to the plan include many followers of Hesinde, merchants both small and large, and even B ethana/Vinsalt/al’anfa. For months, the hidden conflict smoldering in the Church of Efferd has been threatening to erupt into a conflagration. In the apolitical Church of the god of the ocean, the discussion about an additional Master of the Surf has become quite the political issue. The Church of the Lord of the Tides is in danger of driving a wedge between its various communities Many observers and believers looked to Bethana with hope, but the Guardian of the Circle remained tight-lipped (probably to avoid the inevitable accusation that he favored one side over the other in this argument). Even demands by the head of the Church for congregants to refrain from quarrelling and avoid casting insults in public (as reported in the Aventurian Herald) went unheeded among some members of the clergy. There is no other way to interpret the words Efferdan ui Bennain delivered in a recent divine service. “Every river needs tributaries, that its life-giving water shall not run dry. But,” ui Bennain continued, “a river Political / Regional retired Magister Alwin K. Nodwinger, himself a council member and former spokesman of the Festum Council of Arts. They fear that dangerous protests might erupt during the parade, aimed not only at careless Thorwalers, but also at Norbards, goblins, and Maraskans, all of whom enjoy burghers’ rights and privileges in Festum. The Grand Council will vote on the matter soon. Those in the know think the vote will be close, even though the traditionalists hold a majority. The atmosphere in the city is already tense, and people who have experienced Festum’s cosmopolitan flair will be surprised by the growing feelings of animosity towards “wretched immigrants” on the one hand, and “narrow-minded saber-rattlers” on the other. We hope, for the quarrelsome council members’ sakes, that they will make a wise decision, but surely not everyone will be happy with the outcome. Alriksej Gerberow (Daniel Heßler) Fantholi, Efferd 1038 FB The Countess of Bearforest Adopts a Daughter of Noble Lineage B earforest County, efferd 1038 fB: Our editors were shocked recently when a grim Weiden knight dashed into the writing room of the Herald to hand us a dispatch from the Countess of Bearforest. It seems that the corpse of a messenger sent forth on a delivery many months ago was found near Leinhouse. Phex be praised that his murderer didn’t find the report he was carrying. We now present that report here, in its entirety. County Bearforest, 10th of Hesinde 1037 FB: It has been barely four months since the cowardly attempt on the life of Walderia of Lionshead, Countess of Bearforest (as reported in AH 168) at the Bowyers’ Celebration in Olat. Now the aged Countess has made the following announcement. In a solemn ceremony, she adopted a young knight as her daughter—a rare act among nobles—thus founding a new line of succession for the County of Bearforest, with the consent of the Duke. The celebratory tournament was held in the peaceful fishing village of Olat. Firun had already clad the fields, meadows, and forests by the Mistmoor in winter snow. The black walls of the Countess’ fortress rose like a dark figure from the ominous, fog-enshrouded waters of the Nine-Eye Lake. The bitter cold prevented all but a small crowd of chosen guests from arriving to honor the future Countess. Representing the Duke’s family was Walderia’s brother, Prince Walthard, her grandniece, Princess Walbirg, and Shieldcount Kerling of Lionshead, Master of the Greencoats and former Master of the Knights of the Grove. Many famous heroes from the counties of Weiden proved their skill in the tournament, which also served as a readiness test for the campaign against Haffax. Attendees were especially moved when Master Eisewyn and Yolanda of Fallowfield sang a duet dedicated to the memory of Count Waldmar, Walderia’s brother. Geiserich of Haffstone, the disputed Steward of Comital Pallingen, was noticeably absent from the celebration, reinforcing the rumors of his envy and resentment towards the young heiress, who descends from old Bearforest nobility. It is a shame that no proof of his involvement in the assassination plot has been discovered. Divine service was held to honor Firun and Rondra, according to long-standing tradition, after which Ivrain ni Catholainn, the Pro-Legate of the Church of Firun, presented Ifirn’s blessing to the young, charismatic heiress. The Countess chose the 10th of Hesinde for the adoption because it was also Griseldis’ 27th Tsa Day. During her speech, she referred to the outrageous assassination attempt from four months ago: “As my life was taken and returned on my Tsa’s Day, so shall today signify the beginning of your new life. Rise, Griseldis of Pallingen, bound forever to me as daughter.” All present were touched to see the normally strict and reserved ruler overcome by maternal emotions. Thuronia Kupferstich (Axel Riegert) Aventurian Herald, Efferd 1039 FB Brabakan Spring Awakening N agra. This kingdom by the cape has existed for over two centuries, but at times it seems almost brand new. To the burghers of Brabak certainly it has always existed, though to be honest, nobody beyond its borders ever felt that the kingdom was very important. This has been changing in recent years, as if the kingdom is waking from a deep sleep, like a beast coming out of hibernation. It all began in the year 1035 FB when the Brabakan flotilla set sail on a secret mission. This was the same year that the Crown gave permission to a very old Brabakan family to build a wharf and create a trading company called the Brabakan Amalgamated Occidental Company, or BAOC, for short. The new company’s ships sailed first to Gyldenland, a symbolic voyage honoring the many Gyldenland travelers who had already made the round trip voyage successfully. But while foreign traders and lords blinked their eyes in surprise at the fleet’s bravery (or smiled secretly at its foolishness), the BAOC managed to establish a kontor here in Nagra. Two years later, even the Northland Bank had found its way to the royal city. That same year, the trading company’s ships finally returned from Gyldenland laden with goods for Brabak. The Crown soon issued the Codex Mizirion, a set of laws for the entire kingdom, including the Risso Archipelago, which had grown increasingly important (almost every trade route used by free traders and the BAOC to reach Uthuria leads through the archipelago). Today, Brabak maintains a thriving colony, Porto Sancta Elida, in Uthuria. Trade with the remote southern continent is now the topic of conversation on everyone’s minds, and not just in the royal capital but also here in Nagra. Countless goods, such as lumber, jewels, plant saplings, and wild animals, find their way to the markets of Brabak. Apart from the BAOC, many free traders also try their luck on the dangerous passage. The Horasian Empire is investing in southern trade as well, and is even building a harbor fortress in Nagra. This decisive move is predicted to create an advantage in the struggles with the empire’s eternal rival, Al’Anfa, and also serve as a springboard for passengers on their way to the Horasian colony of Nova Methumisa. It might feel like a prophecy, but Brabak seems to be casting its gaze increasingly towards the southern continent and the riches that it can provide through trade. The future king, Prince Peleiston, shows no sign of diverting from his father’s plans; if anything, it seems as if the Crown Prince’s convictions have only strengthened. Time, the province of Satinav, will tell if Brabak can prove itself the equal of the Horasian Empire and Al’Anfa. When it comes to exporting the Aventurian spirit to Uthuria, Brabak’s prospects look pretty good, at least as far as proud Brabakans and many foreign observers are concerned. Thus, developments here by the cape indicate that Brabak’s spring awakening will continue for the foreseeable future. Nandurio, Blessed One of Nandus in Nagra (Christian Bender) Aventurian Herald, Efferd 1039 FB Ron Owen (order #9400483) Aventurian Herald 175 Khunchom Harbor Post, Phex 1038 FB Hilbert of Hartsteen: the Fall of a Garetian Noble was the Herald’s depiction of Rohaja of Gareth as the “heroic Empress.” He saves his worst accusations for last, and directs them against the Imperial spouse. Allegedly, by employing a vast network of agents who refer to each other as “heroes,” the Imperial Privy Counselor spies on subjects, including even those whom the Crown names as close allies, in order to eliminate his own political enemies. This secret network’s most prominent victim to date was none other than Imperial Arch-Chancellor Hartuwal Gorwin of the Great River, whose murder by cultists of the Nameless One was actually a cleverly staged diversion. In reality, Hilbert believes, Rondrigan Paligan had the Duke of the Morthmarches killed because he was among the strongest supporters of the Oxblood Charter, and his death strengthens the Crown’s hold over the nobles of the Middenrealm. Hilbert’s confused ramblings might be outlandish and without substance, but they show that some long- established Garetian nobles pay more attention to rumors than they should. Charef ibn Saiman (Jürgen Suberg) Editor’s Note: If you find yourself stirred to action by Hilbert of Hartsteen’s paranoid claims and absurd stories, just visit this Khunchom Harbor tavern and visit the disgraced Knight of the Realm for yourself. Witness the wasted human potential and the questionable rotgut that qualifies as liquor on this part of the continent. I can only hope that Hilbert of Hartsteen commits himself to the Noionites’ care, and soon. (Baltram of Liepenberg, for the Aventurian Herald) (Carolina Möbis)s) K hunChom. Banishment from the Middenrealm to the hot Lands of the Tulamydes seems to rob a person of both sanity and decency. One sad example is Hilbert of Hartsteen, former Palsgrave of Broadgrove, who was convicted on charges of corruption and abuse of authority. From his exile in Khunchom, Hilbert claims to know of a conspiracy that threatens the Imperial Throne and involves the Empress’ husband, Rondrigan Paligan. Hilbert, a Garetian by birth, is willing to share his sketchy theories with Middenrealmish travelers for the cost of a glass of abszinto, and eagerly welcomes them into his new home, a sleazy, harbor-side brothel. According to Hilbert, the twelve- times cursed traitor, Helme Haffax, is a mere puppet of the Imperial Crown, whose skills are overblown and who poses no real threat to the Middenrealm. Hilbert continues by stating that the fear of the former Imperial Arch-Marshal was created artificially to bind the realm’s vassals to the Throne and stop the lords of the various provinces from claiming the rights they earned through the Oxblood Charter, such as the right to exercise sovereignty over their provincial troops. If you think that Hartsteen’s political horror stories can’t get any funnier, read on. He also says that the Aventurian Herald, a blatant mouthpiece of the Imperial Crown, played an important role in this conspiracy. For example, he points out that the Herald raised no critical voice about the marriage of the Empress to a servant with an unsuitable pedigree. According to the bitter Garetian noble’s account of events, the Herald referred to the marriage between a captain of the fleet and a scion of an unimportant Al’Anfan grandee family as “an event to be celebrated,” and points out that the Herald devoted more space to a description of the bridal gown than to the terms of the new alliance. The final straw for the former Knight of the Realm B elhanka. The Belhankan Watcher has obtained further information about the Prince’s planned travel route and destinations. From what they have been able to learn, Imperial advisors have scheduled Prince Anajo’s itinerary almost down to the minute. His Excellency will travel nearly 300 miles through the northern Horasian Empire in a specially-built carriage provided by the Imperial Kuslikan Coach Manufactory. His visit will culminate in a meeting with His Horas-Imperial Majesty Khadan-Horas, Emperor of the Horasian Empire and King of the Dulcet Fields and the Southern Sea. Here we present those details of his journey which have been released to the public. Day 1-3: Belhanka ♣ Ceremony marking the arrival of Prince Sirlan, amid cheers from the crowd ♣ Welcoming speech by Pervalia ya Tehrdilion, Primesta of the Republic of Belhanka and First Admiral of the city ♣ Address the people of the Horasian Empire ♣ Reception at Rahja’s Palace on Dere in Belhanka, organized by the Guardian of the Cup, Gylvana von Belhanka ♣ isit the Oro Nero, the first coffee house in the Horasian Empire, in the Penumbra neighborhood, to relax with an Uthurian drink Day 4-8: Methumis ♣ By request of the Prince, a fitting with a tailor from Drôl ♣ Personal meeting with Duke Eolan IV, Berlînghan, a benefactor and supporter of the I.A.C. ♣ Walk the Colorful Walls ♣ Visit Duke Eolan University and give a lecture on Uthurian derography for students of the Efferd School Day 9-10: Silas ♣ Reception with the Priorium of the Guild Masters of Silas ♣ Tour the dwarven neighborhood of Simiamada. Visit several goldsmiths and tour an exhibition of masterpieces created by the jewelers and smiths. ♣ Tour the Lizard Gardens Day 11: Sibur Events in Arivor necessitated last-minute changes to this part of the route. The planned visit to Arivor to meet with the Arch-Ruler Nepolemo ya Torese and tour the Saladanian smithies has been cancelled. Instead, the Prince will journey through Sibur, where the governor has promised to illuminate the Prince on the town’s famous silver industry. Day 12-21: Vinsalt Many scheduled receptions and celebrations. High points include: ♣ Visit to the Vinsalt Opera for the premier of the play, Uthurica ♣ As requested by the Prince, private lessons in rhetoric at the Academia Horasiana ♣ Masquerade Ball at Castle Baliiri Day 22-26: Horasia ♣ Imperial Reception, with the Praetorians serving as Honor Guard ♣ Visit the Temple of Praios Sancti Ucuriani ♣ Tour the Palace Sangreal ♣ vening of conversation with Khadan-Horas Day 27-30: Kuslik ♣ Meeting with the Magister of Magisters Aldare Firdayon in the Halls of Wisdom ♣ Reception with the Kuslikan Notables ♣ Return to Uthuria, sailing from the harbor in Curonia Quido Berylli (Dominic Hladek) Belhankan Watcher, Efferd 1040 FB Route and Itinerary for the Prince of Uthuria Regional / Overview Aventurian Herald, Rahja 1039 FB Mourning in Perricum P erriCum. Even though we are glad of the outcome, the successful completion of the campaign of good Empress Rojaha of Gareth against Mendena cost the lives of many brave heroes. One of the most important nobles to fall during the campaign was the highly decorated Colonel Wallbrord of Lionshead-Berg, Baron of Perricum. This long-serving officer and former Marshal of the Dukedom of Weiden led the troops of his Margravate in the charge against Mendena. Those who served closely with the colonel during that final battle say that he caught an arrow in the chest and fell while rallying his troops for the final strike at the heart of the city. The dying man transferred command to his son, a captain in Lord Wallbrord’s own regiment, who had been fighting nearby when the colonel was wounded. His duty fulfilled, the great man, a member of the proud and glorious houses of Lionshead and Berg, breathed his last in the arms of his son. The new commander collected himself quickly, gathered the troops with his courage, skill, and determination, and pushed the enemy towards the harbor with a brave attack. Upon learning of these events, the Empress summoned the valiant captain to the palace. As he kneeled before her, she offered her condolences and proclaimed his father’s death a terrible loss for realm and province. Then, in recognition of his deeds, she dismissed the charges of a crime which had been leveled against him several months ago. The deceased Baron’s title passed to his illegitimate daughter, Elissa, to the general surprise of his subjects. Xandros Fernel (Marcus Friedrich) Kuslikan Courier, Travia 1038 FB Terror at the Harvest Celebration H orasian empire. On the 1st of Travia, His Honored Majesty Baronet Efferdan Wavestone announced a Harvest Festival pleasing unto the Benign Mother, to be held at his hunting chateau, north of Grangor. Invitees included young and old from the surrounding area, as well as the brave heroes who defended the way station at Dawfield one month ago. To ensure the safety of his guests, the Baronet rode out to investigate rumors of marauding robbers in the nearby forest and thus wasn’t present for the festivities. No doubt Wavestone’s absence is what attracted an evil creature to the festival. It is believed that a vampire gained entrance to the chateau by concealing itself among the servants. Once it revealed itself, a magical barrier prevented those present from leaving the area, and no outside help could gain access. To further its evil ends, the vampire summoned walking dead that took up weapons from the hall and assaulted the terrified guests. Early on the morning of the 2nd of Travia, bodies from the Boron yard were found defiled in the forest. Later it was discovered that the local shrine of Efferd had been desecrated, and all water supplies, including nearby bodies of water, had been poisoned. The surviving guests then steeled themselves for a second night of attacks from the vampire and his undead servants. On the third day of their captivity, and despite suffering from terrible thirst, the guests and servants managed (with the help of Phex and Efferd) to drive away the nameless terror and break the spell. The Aventurian Herald mourns the brave heroes who lost their lives fighting against the undead. We also salute guard Beppo Sator who dutifully stood his ground and gave his life. Aslam, mercenary captain from the Lands of the Tulamydes, died a hero’s death holding off the undead creatures so that others could escape, and the beloved bard Helmut left Dere with a final, beautiful song on his spinet. In their memory, and for the protection of future generations, a shrine of Praios was built, consecrated, and devoted to the holy Horas in front of the hunting château. The ceremony took place on the 3rd of Travia. Jette Alessa Ravenguard and Hesindion Machandel (Janina und Marcus Robben) Ron Owen (order #9400483) Aventurian Herald 175 Belhankan Watcher, Efferd 1040 FB Big Game Hunt in Uthuria But then I see a beast, no joke, large as a witch’s hut in Weiden, but much scarier. I keep a cool head (I like to tell myself that, but in reality I’m terrified) and I think “Sneak a little closer. It is just a big cow.” Well, in reality it is more like a bull from the Netherhells. Not a real demon, of course, but with more teeth in its jaws than a damned Ifirn shark. And as I get closer, I see that the thing is so big I hurt my neck looking up at it. Honest, its neck starts two feet above my head. And the fur was... Well, let’s call it blood-black. And the beast stinks! Something like a cow, but one that has been dead longer than a salted Thorwalian cod at the end of winter. Lucky my nose is so crooked—I can barely smell anything. Then BAM! It suddenly goes crazy and begins to run! I think, I am being quiet, so what spooked it? And then I think to myself, fine, let it run away. But no, it runs TOWARDS me, as if Hell’s Sultan himself was sitting on its neck, guiding it. And you know what? There was something on its neck. I ran like hell, which is why I am still alive. I know when to run and when to attack. This time, I run. And I run and run and meet a family of Jucumaqh, savages that live on the southern continent. They are skilled fighters, beat you to a pulp with their clubs. But I know one of them, and lucky he recognizes me, so I don’t get beaten up. Instead we have a smoke by the fire. My Jucumaqh friend tells me about the creature. He says these beasts are really quite peaceful, except during mating season. But there are these parasites, Kalladir or something like that, a type of blood worm. They use their jaws to clamp onto the necks of these peaceful giant cows, and then they suck blood and inject a poison that makes the cows insane. The Jucs call it an escaladir, which means “peaceless.” Yes, the very same label Thorwalers use for their craziest pirates. Fitting, isn’t it? And I saw such a thing on this cow’s neck. So I ask: “Say I remove the worm from the neck, does the beast become tame like a priest of Tsa on Rohal’s Day?” The Jucumaqh says he doesn’t know what a priest of Tsa is, and if what I’m asking is will the beast then grow as calm as a kerelo- monkey after the hour of Rahja (I call it that here in Belhanka; he used other words), then yes, that is what happens. “Well,” I say, “then I will remove the worm.” You should have seen their faces. The warriors were all whispering, and their eyes… My knees begin to shake when I see their eyes. They are brave jungle warriors, but they are terrified of getting too close to an escaladir. Of course you are afraid now, I say to myself, but said is said, and said is done, which is why I’m in Uthuria, right? The next day I think to myself, maybe you will find it asleep and things will be easy. Of course, when I find it, it’s awake. Would have been strange if luck had been on my side for once. So I hold my nose and approach it from downwind, which makes the smell of the beast even worse. But this time I am quiet and get very close. I have my throwing knife with me, the one I used to knock a silver coin from a coachman’s hand back in Baliho. Hopefully I haven’t lost my edge, I think to myself. Then I stand up and throw. And hit! Man, I think, what a lucky day! Now, “hit” doesn’t mean “dead.” The worm is still on its throat, but at least the beast is distracted. So I move even closer. Now, if you think I am going to say that I climb up and throw myself on its neck, you are quite stupid. You can go try something like that, but I want to live a little while longer. I take my spear, stand off a bit from the beast, and stab. I am quite good at aiming, and by the eighth or ninth stab, BAM! I hit. My spear pierces the worm. It twitches on the tip like a pike drawn from the water, but I ram the spear into the ground, draw my knife... What, boy, you there, in the last row, yes, you. Take a look, when I say knife, I mean this one. Yes, a damn B elhanka. Among the passengers disembarking from the Prince Sirtan was an adventurer from remote Baliho named Caspar Khoramsfright, a famous beast hunter and questador who has spent the past few years in Uthuria hunting big game in the jungle. It is not hard to picture him. Imagine a rough, muscular body and a chiseled and unshaven mercenary’s face with a nose broken so often that it resembles a leaning watchtower built in a swamp. Then imagine an unpleasant yet strangely alluring smell of musk with a hint of resin and tobacco. Finally, dress this image in the snug-fitting leather hide of an Uthurian jungle lizard, add a necklace of predator’s teeth that would make a Bornland bear jealous, and you have Caspar. The daring traveler arrived with many large crates and cages in tow, destined for the Kusliker zoo. When I asked him about their contents, he would say only “beasts.” It took a further 30 minutes of questioning to worm some more information out of him. According to rumors, certain interests in Kuslik plan to exhibit a tame “escaladir” in the zoo, alongside other Uthurian beasts. This giant monster resembles a fanged cow with a horned ridge. Caspar attracts an audience even when he isn’t sitting among his peers in a tavern in Belhamèr (the Sailors’ Quarter, where we conducted this interview), and he punctuates his tales with loud exclamations and cracks of his Baliho cattle whip. Since the hour was growing late, I asked him to summarize his thrilling report of the hunt. I always say, the farther away the land, the bigger the prey. Believe me, Uthuria is so far away that a forest elephant is but a pup compared to an Uthurian beast. One day I enter the jungle, even though it is so hot you won’t send your dog outside. After three hours, I think “What a waste, this day.” Panorama Rapiro Floretti Special Editions Delivered in Time for the Visit of the Ut- hurian Prince! L.P.C.’s coverage of the daring and romantic adventures of the Belhankan heart throb continues in these new tales from the legendary southern continent! Rapiro Floretti and the Rose of Uthuria & Rapiro Floretti and the Curse of the Skull Eater Will the legendary Uthurian rose help Rapiro Floretti win back the heart of his beloved Domna Zabbaioinica? Can he resist the temptations of the jungle dryads? And will he again cross paths with the infamous Al’Anfan, Dottore Damnato? Find out for just 2 silverthalers! “Prince of Uthuria” – Try the new roast at Oro Nero! To honor the visit of Prince Anajo, our skillful roasters have create a new blend. You love our spicy “Queen of Coffee” with its citrus flavor and pleasant bite. Now try our “Prince of Uthuria,” a smoky, full-bodied coffee with hints of caramel. Don’t be a tea-drinking Tulamyde! Enjoy the true flavors of Uthuria! Credits Publisher: Ulisses Spiele GmbH, Industriestr. 11 65529 Waldems Steinfischbach Editor: Carolina Möbis Contributors to this Edition: Christian Bender, Marcus Friedrich, Daniel Heßler, Dominic Hladek, Axel Riegert, Janina and Marcus Robben, Martin Schmidt, Jürgen Suberg Illustrations: Markus Holzum, Nadine Schäkel, Sabrina Klevenow Composition and Layout: Christian Lonsing English Version Translator: Daniel Mayer Editor: Kevin MacGregor Layout: Emma Beltran The Aventurian Herald appears bimonthly. All material copyright © 2015 by Ulisses Spiele GmbH. THE DARK EYE, AVENTURIA, DERE, MYRANOR, RIESLAND, THARUN, and UTHURIA are trademarks of Ulisses Spiele. All rights reserved. This publication is protected under the copyright laws of the United States of America. No part of this publication may be reproduced, stored in a retrieval system, or transmitted, in any form or by any means, whether electronic, mechanical, photocopy, recording, or otherwise, without prior written consent by Ulisses Spiele GmbH, Waldems. machete, as you say it. So I draw my machete, which I call “Fernlove.” You know, ferns? So I draw it and hack the worm to pieces. The peaceless cow doesn’t become peaceful all at once, of course, since the poison is still in his blood. So I roll to the side, I don’t want to be crushed. I run away and wait. After a while, the beast settles down and goes back to grazing as if nothing had happened. Believe it or not, I throw my lasso around its neck and lead it back like a cow from the pasture. He has become a good friend, this beast. I name him “Birsel the Escaladir,” after my favorite cow from the time I worked for the cattle barons. Well, I called her Birsel the Cow, “Birsel” for short, not escaladir, of course. And tomorrow we go to Kuslik or whatsitsname, where the beast goes to the Zoolobota... Zoologa... Zoologa... to the zoo. It’s a pity, I really like him. What, you ask if the worms are contagious? Haven’t even thought about it. But no, if they were, I would have met somebody who caught something, back in Uthuria. People don’t catch worms. Does a worm grow back? No, I can’t imagine they do, or it would have already happened to Birsel on the ship during our journey home. Quido Berylli (Dominic Hladek) Ron Owen (order #9400483)
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Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 1 Character Focused Random Events for the City by Michael J Winegar DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 2 Introduction “Nothing in the world looks, sounds, or smells quite like the big city.” The following tables represent a way to generate random events while visiting a city between adventures. In an effort to make these events more personally interesting to unique characters, I’ve created a D100 table that can be altered to fit any combination of the standard Races, Classes, and Backgrounds found in the Player’s Handbook. How to Use Dungeon Masters should keep these tables to themselves and when asking a player to roll for a random encounter they should find the relevant entry and always READ, THINK, and then SPEAK:  READ the entire entry to yourself.  THINK about the character who rolled the event and how such an event would fit into or affect your campaign world. If it just doesn’t make sense, consider rerolling or altering the event to fit the needs of your game. Think about whether or not the event in question affects more than one member of the group or offers an opportunity in which more than one character might want to take part.  SPEAK the first part of the entry out loud. The double slash ( // ) indicates that you should wait for a response from the character before reading further or narrating how the rest of the event plays out. When to Use You can use Random City Events as often as every day or as little as a single roll between adventures. It all depends on how much your group enjoys downtime activities. Start by rolling once per week in the city. You can increase or decrease the frequency as your group sees fit. An important rule of thumb is to make sure everyone in the group rolls the same number of Random Events. If the Ranger has an activity that keeps her out of the City for a whole week, the player can feel marginalized if the other characters get to roll seven times while she is gone. Also keep in mind that player characters should not be bound by the table and should have plenty of freedom to pursue their own activities without consulting the Random Events table. Altering and Rerolling Risk is a fun and essential element to any random table. That being said, the judgment of the Dungeon Master and the roleplaying desires of the player should always trump what is written. There is a chance that a player character will assert something like, “My character would never do that.” If this is the case, alter the event into something believable for the player character. If this does not seem easily possible (or is simply taking too much time) consider rerolling until something interesting happens for the character. If a player rolls the same Event twice, consider altering it as a continuation of past events, the same event under different circumstances, or simply reroll. Necessary Assumptions It is, of course, impossible to make a Random Events Table that fits perfectly with every campaign and every party of adventurers. You should of course feel free to change anything and everything to suit the needs and flavors of your campaign. In an effort to make interesting, personal, and meaningful Random Events, I’ve made a few assumptions about the campaign world: Assumptions about the City  A class system with Upper (hereditary nobles and rulers), Middle (wealthy merchants and minor nobles) and Lower (peasants and the poor) divisions of society.  A government that is a mix of hereditary titles, elected officials, and ruling councils.  There is an organized police force, called here the City Watch, with Captains over certain districts of the city.  The city has a harbor near a large body of water.  The population is cosmopolitan, but mostly human. If your campaign or city does not feature a certain race (dragonborn or tiefling for instance) then you simply don’t roll on those tables.  Arcane magic is practiced openly by Wizards but is not part of daily life for the vast majority of citizens.  That characters frequent taverns and shops as places for news, food, equipment, and company. They make conversation when it is natural and are not actively trying to hide their identity (as a Warlock or Sorcerer might).  There is enough free travel and exchange in the land for people whom the player characters know to make their way to the city.  Players have filled out the Personality Traits, Ideals, Bonds, and Flaws section of the character sheet or have made these decisions about their characters.  That characters keep up with activities consistent with their Background. ( If your charlatan or criminal is reformed, consult your DM about using a different Background table for your rolls in the city, possibly Guild Artisan to show you've gone straight. Gloss Over or Play It Out The first rule for a random table like this is to run with it when you’re having fun and wrap it up when it’s time to move on. You should be especially mindful of how all members of the group are engaged. It can be a lot of fun for the Rogue Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 3 to play out a daring heist, but not at the expense of the rest of the players being bored. The random events presented here should be used as an interesting way to flesh out characters and to give players roleplaying opportunities. Gaining experience, advancing the main story, and finding treasure should be the focus of party adventures rather than their time in the city. If you come across an event in which all players wish to participate, with a little creativity you can turn it into a full blown party adventure. Keep in mind that players will often come up solutions and options different than those presented within the event. Whenever possible, use a player's suggestion over what you find in the event text. Don’t Just Roll and Forget You can use every opportunity presented here as a way to flesh out your campaign and your characters. After an event, think about what new Bonds a character might form, how the event can shape their reputation, and how the event could affect rolls in the future in a positive or negative way. Encourage characters to make note of their experiences and social connections. Remind them that these can be used later to their advantage. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 4 Random City Events D100 Event 001 Consult Class Table 002 003 004 005 006 007 008 009 010 011 Consult Race Table 012 013 014 015 016 017 018 019 020 021 Consult Background Table 022 023 024 025 026 027 028 029 030 031 It's inevitable when this many humans live together. You catch a disease and suffer three levels of exhaustion. // The Character cannot move up the exhaustion track until they rest for 2d4- their CON Modifier days (minimum 1 full day). Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 5 032 A cart breaks loose at the top of a nearby hill, plunging toward the street below. // The cart weighs 600 pounds and will do 3d12 Damage to anyone caught in its path before it crashes into a building, damaging the cart, the building, and all of the goods. A Character may:  Push people out of the way: DC 10 Strength or Dexterity check. On success, no one is injured though the cart and building are still damaged.  Push someone in the way: Opposed Strength Check, DC 13 Dex (Sleight of Hand) to not be noticed doing so.  Stop the cart by main force: DC 18 Strength (Athletics) check. If the Character succeeds, no one is injured and they save both the cart and all of the goods. The owner is sure to be happy and the crowd cheers mightily. On failure, the Character is damaged by the cart and someone in the crowd asks how they could be so stupid.  A Character pickpocketing someone watching the cart has Advantage 033 You go for a walk in the crowded city marketplace. // Someone attempts to pickpocket the character. Roll 1d20 vs their Passive Perception. If successful, the pickpocket takes 10 sp for every number over the character’s Passive Perception and disappears into the crowd. If the pickpocket fails, the character catches them in the act. Roll 1d6 to see who the pickpocket is: 1-3: A dirty child in rags who tries to bite the character. 4: An old man who shrugs and gives a toothless smile. 5: A young woman in fine clothing. 6: A dangerous looking professional thief in dark clothing. Was that the flash of a knife in the other hand? If DM decides, the pickpocket could take something even more valuable but be wary of making your players paranoid. 034 One of your Personality Traits comes in conflict with someone you need to interact with. // DM NOTE: What is the character trying to accomplish for the day? It could be an assistant, barkeep, government official, librarian, merchant, trainer, or anyone else the character comes into contact with. The character can probably still accomplish their purpose for the day, but it won't be as pleasant and might have far reaching consequences. 035 The city watch has a warrant to raid the den of a notorious gang and they are quietly forming a brute squad to assist them. // If you take the job it pays 5 gp and you gain the appreciation of the City Watch but someone in the criminal underworld might remember your face. If you instead warn the gang about it you have their thanks and a promise to lookout for you in return should you ever need it but the City Watch suspects you might have been the leak that spoiled the operation. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 6 036 You hear shouting and see a raggedly dressed person standing on a nearby wall, cart, or balcony. The person prophesies doom and calamity very soon to the people of the city in the form of war, famine, pestilence, and fire from the heavens. While most of the crowd tries to ignore the doomsayer, a great many people are starting to look troubled. 037 You see something that makes you question one of your Ideals. You start to wonder if people are better or worse than you think. Does the world need more order imposed on it, or less? How much does your Ideal matter in the long run? Have you actually accomplished anything to further it? Is striving for this Ideal still worth the cost? Are you even the same person you were when you first decided such an Ideal should be important to you?// DM NOTE: This can be a good opportunity for a player to reevaluate the direction they want to take their character, especially later in a campaign when they have experiences to look back on. You should not force a change on a character, but use this as an opportunity to ask a player if they want to change an Ideal or strive harder toward one they have already chosen. 038 You see something that reminds you of someone you have a Bond with. What is it and who does it remind you of?// DM NOTE: This is a good opportunity to see if there is something that the character can do right away to have an impact on someone they have a Bond with. Perhaps it's time for a clue or encounter that can help the player feel like their Bond still matters. 039 You strike up a relationship that seems like it could turn romantic. You spend a wonderful day doing something that you both enjoy. Toward the end of the day, however, one of your Flaws manifests itself and the other person bids you an awkward good night. Will you ever see them again?// DM NOTE: Ask the player to describe the kind of person their character might have such an interaction with. Be clear that the relationship does not have to take a full romantic turn, there is as much potential for the relationship as the player feels appropriate for their character. 040 You spot someone you have a Bond with as they turn a corner. // DM NOTE: Ask the player to review their character's Bonds. Was it really them? Has something unexpected brought them to the city? 041 Someone is following you, you're sure of it. // DM NOTE: Who would want to follow this character in particular? Is it a pickpocket, spy, talent scout, jilted lover? Depending on how professional the stalker is, have the character make a DC 14 Dex (Stealth) to shake them. Later, a successful DC16 Int (Investigation) check can reveal more about the stalker. 042 An expensive mundane item is on sale for half off. // Ideas could include armor other than Plate, poison, a spyglass, a mount, or up to 1,000 gp worth of trade goods (PHB pg 157). Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 7 043 After a shouting match, two men in a tavern get into a fight and one of them hurls a stool that flies in your direction. +2 vs AC for 1d6 Damage. What do you do about it? 044 A young, painfully thin man staggers into you and tries to press something into your palm. // Roll on the Trinket table (PHB pg 160) to see what it is. The young man gasps, "Please. Give this to..." before he collapses into the street and passes away. 045 While you are eating your midday meal, a woman drops a stack of papers on your table and leaves without answering any questions. // Roll 1d6 or the DM chooses from below. The papers are for a lawsuit accusing you of: 1: Trespassing In Dreams and Intentional Infliction of Emotional Distress 2: Disturbing the Peace with Excessive Noise, Music, or Cheerfulness 3: Personal Injury, Destruction of Property, and Death of a Pet 4: Misleading a Minor Into an Undesirable Profession 5: Unpaid Gambling Debts and Loss of Productive Time 6: Driving Away Customers and Risking Public Health with Lack of Cleanliness DM NOTE: Think back on this character's time in the city. Does such a lawsuit have any merit or would it be thrown out immediately? What proof does the claimant offer? The Defendant character, or that character's advocate, must make an opposed Persuasion roll against the Claimant's Advocate (+3 to Persuasion). Another player character may act as Advocate for the Defense. 046 You see a hat or other article of clothing that you immediately love. The shop owner does a wonderful job selling you on the item and gives you a deal at only 3 gp. // If you buy the item Roll 1d6: 1-2: Everyone you meet hates the new item of clothing. People in the street stare, snicker to themselves, or might say something rude enough to start a fight. 3-4: No one comments on your new item at all or seems to appreciate it. 5-6: You receive several compliments from strangers. Attractive people smile or wink at you. A merchant offers you a deal because he likes it so much. 047 You discover a Personality, Talent, and Beauty Contest open to the public. In line already are dwarves with artfully sculpted beards, half-orcs with oiled muscles, dancing halflings, singing elves, and humans telling jokes that would make a pirate blush. With them are a dizzying spectrum of humanoids of every description. // The DM rolls three 1d20+4 to represent the best of the competition. A player character can make a Charisma check or use any Skill the DM rules appropriate. Arrange the DM's NPC scores with the scores of any player characters who participate: 1st Place: 500 gp, dinner with the ruling family, and an official Certificate 2nd Place: 200 gp, dinner at an Aristocratic tavern, and an official Certificate 3rd Place: 100 gp and an official Certificate Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 8 048 Perhaps you try not to be prejudiced but you haven't always had a good experience with a certain race. You meet an upstanding member of that race whom you come to admire, even if you don't like them. Maybe it's time to rethink your preconceived notions. 049 The City Watch are chasing a thief shoving his way through the crowd nearby. // You can catch or trip the thief if you make an unarmed attack vs. AC 16. You can trip up the City Watch with an unarmed attack vs. AC 14 but you'll have to follow up with a DC 12 Dex (Sleight of Hand) check or the Watch realizes it was you. 050 A shady individual approaches you and tells you there is good money to be had in underground pit fighting for those with strong arms and stomachs. // Roll 1d6: 1: You lose badly. The pit surgeons think you cannot be saved and dump your body in a gutter. You are found barely alive by a kind stranger who gets you to a healer who nurses you back to health. You are missing for 2d4 days until you have strength to send a message to your friends. You have 4 hit points and a collection of new scars. 2: You are knocked out. You wake up in a filthy recovery room with 2 hit points the next morning. Someone has been through your things and you are short 1d6x20 gp. 3: You lose by yielding. You limp out of the pit with 5 hit points while the crowd boos and spits on you. 4-5: It's a tough fight but you win several bloody bouts. You can't be sure whether the people you've defeated will live or die. You gain 2d4x200 gp in prize money. 6: You kill a string of tough opponents. You win the grand prize of 1d6x500 gp and a fearsome reputation in the criminal underworld of the city. For the next 1d4+2 months you have advantage on Intimidation checks against criminals. 051 You have a good meal at a tavern with a particularly hospitable staff. As you are finishing up, a thug gets up and goes to leave without paying. The tavern keeper tries to call out for payment but the thug just sneers and knocks over a tray of crockery on the way out. 052 A scholar asks if you will share some stories of your homeland for a book she is writing. 053 A charity organization approaches you for a donation. // The DM secretly rolls 1d6 and the player rolls an Insight check: 1: The workers are very convincing, complete with uniforms and an office. It takes a DC 18 Insight check for the character to have misgivings. Later a DC 14 Investigation uncovers that the entire organization is a scam. 2: A DC 12 Insight check reveals to the character that these workers are impersonating those of an actual organization. 3-6: The charity is legitimate and you even think you've seen these people before performing the very work they claim. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 9 054 You hear about a tavern of the very roughest sort in a bad part of town. Rumor has it that a fight breaks out nightly and the only rule is no edged weapons. 055 A careless wagoneer accidentally flicks you with a whip for 1d4 damage in the street. 056 You catch sight of a masterfully crafted weapon, or other item, more elaborate than your own. It is embellished with etchings and carvings to bring good luck and great glory. It costs twice as much as normal for a weapon or item of its type. 057 Someone rushing through the crowd collides with you. // DC 13 Str or Dex Save to stay on your feet. The person who crashed into you is knocked to the ground and cries out in pain, claiming that you attacked them. // The City Watch soon arrives and demands the real story. DC 10 Persuasion to convince them that the other person ran into you. If you fail, the City Watch tries to bring you to a nearby office and fine you 1 gp. 058 During your evening meal in a tavern, you hear the shout of, “Fire! Fire.” from outside. // If you respond, you step outside to see a building in flames only a block away. The danger the fire poses depends on where you are staying:  Poor: The buildings on this block are smashed together and there is real danger of the fire spreading far and wide. People run screaming through the streets and there is no organized effort to fight the fire.  Modest: The fire could easily spread over the rest of the block. Some people are trying to fight the fire but more effort is needed.  Comfortable: The fire poses a significant risk but it looks like the volunteers have it covered.  Wealthy: Others in the room generally ignore the call once they find out that they do not own the building in question. A professional fire brigade soon arrives to fight the flames with a pump wagon.  Aristocratic: The other people in the room either go back to their meals or step out onto a balcony to watch the fire. The buildings in this section are well spaced out and the fire poses no danger to the place you are staying. A multitude of servants and guardsmen are already combating the flames and a professional fire brigade soon arrives to extinguish the flames with a pump wagon. 059 An old associate of yours finds you and pleads for help. He has to come up with 1,000 gp by next week or his family will be killed by a crime lord. // The friend claims that the city officials won't openly oppose the crime lord and that involving them or the City Watch will only endanger his family further. 060 A local parade offers opportunities to perform, pickpocket, or socialize. 061 Someone is selling a Trinket (PHB pg 160) that you feel a strong connection with, even if you don't understand it. // Make a DC 11 Cha (Deception) check or the seller sees your interest and increases the price from 5 gp to 150 gp. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 10 062 You see a half-orc street vendor intimidating people into buying his shoddily made wares. 063 A business expanding their cellar has tapped into a tunnel system beneath the city. They want to keep it quiet for now, offering a 50% salvage rights to your group if you will explore the tunnels for them.// Roll 1d6 or the DM chooses from the following: 1: You never find out where the tunnels lead because they collapse just as you are lowering yourself into them. You escape dusty but unharmed. 2-3: The cramped tunnels only lead a little way before they dead end. The business pays you 5 sp each for your trouble. 4: You find an old cellar full of mostly spoiled food but a few finely crafted tools and some unbroken bottles of wine worth 100 gp total. 5: The tunnels lead to a the vault of a legendary miser. You find coins and jewelry worth 2,000 gp. 6: An unspoiled dwarven tomb. There is 3,000 gp worth of treasure but if an honorable dwarf ever found out it would be a dire insult to his people. If you notify some dwarves they will respectfully remove the treasure and the remains but do not offer the business or you anything. “Why should we? All ye did was knock a hole in some poor greatfather's resting place.” DM NOTE: Of course, such a tunnel could actually lead anywhere you desire and could even be the start of an entire adventure. One or more of the characters could end up on the wrong side of the tunnel collapse and have to get out a different way 064 A high profile criminal case has the public's attention. There seems to be some missing key evidence for either side that could tip the balance. // Roll 1d6 to see the nature of the crime: 1-2: Murder 3: Grand Theft 4: Impersonating a member of the Nobility 5: Political Corruption 6: Treason If you succeed in a DC 16 Investigation check, roll 1d6 to see what you discover: 1: Incontrovertible evidence that the accused is guilty. 2: Strong evidence that the accused is guilty (+5 to the Prosecution). 3: Questionable evidence that the accused is guilty (+2 to the Prosecution). 4: Strong evidence that the accused committed the crime, but with plausible reason (+2 to the Defense). 5: Strong evidence that the accused is innocent (+5 to the Defense) 6: Incontrovertible evidence that the accused is innocent. Roll opposed 1d20s for the Prosecution and the Defense to see the verdict, factoring in any evidence found above. Afterward, the accused might prove a powerful ally or enemy if word gets out about the character's hand in the trial. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 11 065 Some goods in the city are temporarily scarce. It will cost double to maintain a Comfortable, Wealthy, or Aristocratic lifestyle for this week. 066 The city has recently been flooded with refugees from a war torn area. Volunteers or those with extra coin are needed to help care for them, though there is talk that they may soon be ejected from the city. 067 Something unnatural seems to have escaped from a wizarding school. // DC 17 Survival, Insight, Perception, Investigation, or Arcana check to help find it before it does any harm. If you fail, a citizen dies in a disturbing way every night until the creature is found and destroyed. 068 A local hospital is understaffed and requesting aid. They cannot pay contributors but can offer modest food and board. // A volunteer will come to know the poor and common citizens of the city much better and will be met with a warm welcome by such people. 069 A child runs by a pottery stall and knocks a vase off. // DC 11 Dex Save to catch it but if you try and fail the proprietor wants you to pay 5 sp for it. If you don't try to catch the vase the proprietor yells that the child's mother needs to pay, but she cries and says that she doesn't have the money. 070 A local religious order has recently changed their uniform but a DC 12 History or Arcana check shows that their new symbol is actually the mark of an ancient evil. Are their leaders naive or sinister? 071 Goblins have overrun a local iron mine. Metal goods in the city will be double in price for 2d4+1 weeks unless someone deals with the goblins sooner. 072 A mistake at the launderers has dyed all of your clothing pink and light purple. 073 A caravan that makes a circuit to the surrounding villages is looking for drivers and guards. The journey takes one week and pays 15 gp. 074 The city is on edge after several grain storage silos burn to the ground. The poorer sections threaten riot over the rising cost of bread. As you walk by a bakery, the crowd around you starts to turn ugly and one man picks up a brick, aiming at the bakery window. // DC 15 Persuade, Deception, or Religion to calm the crowd. A DC 13 Performance or Intimidation can distract or disperse the crowd but won't solve the problem for long. 075 Walking by a fountain in a nicer part of town, you see guards arguing with poor folk about taking water from the fountain. A well has gone bad in a poor neighborhood and the city has been too busy with other concerns to look into it for weeks. // A sewer pipe has broken and contaminated the well. DC 14 Persuasion or Intimidation to get a local official to fix the problem. If you have the requisite skill and materials, you could fix the well yourself with 1d4+2 days’ work. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 12 076 Hooded monks make a procession through the streets, singing a song about the doom of humanity and the need to cleanse oneself from the things of the world. People boo and throw rotten food but the monks never react. 077 A terrible storm lashes the city with rain and lightning for 1d4 days. During this time, if another character rolls an event that seems to conflict with the bad weather, the bad weather takes precedence. DM NOTE: Think about how such a bad storm would affect everything. Perhaps it would be easier to sneak around the darkened city during this time or perhaps a neighborhood would get flooded or trade goods ruined. 078 You come across an estate sale of a wealthy noble who died with no heirs. It's a chance to get luxury goods at half-price. It's also a chance to maybe filch some luxury goods while no one is watching or forge a will and impersonate a long lost relative. Perhaps the noble had an extensive library of ancient texts or a room of art, weapons, or armor. DM NOTE: Think about what would be interesting or desirable for your players. Is this a good chance for them to get a clue about the story or find out that an important item is up for auction? 079 There is a hostage standoff in a middle class part of the city. The City Watch have the building surrounded. The criminals are demanding 3,000 gp and safe passage to a ship in the harbor. There are 2d4 hostages and 1d6+3 criminals. // If someone pays the ransom and escorts the criminals to the waiting ship, they release the hostages unharmed. A DC 21 Persuasion or Deception check will convince the criminals to let the hostages go and give themselves up but it can only be attempted once. A character can make a series of DC 16 Stealth checks, one for every criminal, to kill or knock out criminals in the building, but for every Stealth failure a hostage dies. 080 The City Watch detains your character for spreading counterfeit currency. A DC 10 Persuasion or Deception check convinces them that you were not aware and as long as you surrender what you have left and pay a 20 gp fine they will let you go. 1D6x20 of your gp are indeed fake. 081 Someone with whom you have a Bond has betrayed you, perhaps under coercion. DM NOTE: Work with the player to decide who this could be and the manner of the betrayal. It could be as little as spreading false rumors and as serious as an assassination attempt. What would lead them to do it? Come up with something that would be interesting for the player but be careful not to destroy a relationship they have worked hard to cultivate. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 13 082 You meet a disgruntled mercenary who says that a caravan master claimed losses for a recent trip and skimped on guard wages. Later, the guard saw this man buying jewelry. He mumbles something about how someone should jump the caravan master in an alley and pay the guards their due. // The eight guards are owed 8 gp each. DC 14 Persuasion or Intimidation to get the caravan master to pay the guards, though he'll remember you later if he sees your face. 083 In the dark of night, the harbor is raided by several marauding ships of pirates who steal warehouse goods and set fire to what they can't carry off. // All characters in the city may participate in this event by declaring that:  I help the navy and other ship crews fight the pirates  I sabotage some of the pirate ships  I rescue people knocked into the harbor  I help put out the warehouse fires  I escort citizens to safety  I prevent looting by the pirates or citizens  I take advantage of the situation by doing a little looting or performing some other illegal activity  I guard the door of my favorite dockside tavern  I hide until it's over, preferably behind a well-stocked bar with some attractive company  I do something else in character (quietly set fire to another building, make religious pronouncements, provide mood music, etc.) DM NOTE: After the raid, think about who would be grateful to each character for their contribution. The character who rolled this event should receive special recognition for being one of the first on the scene or acting with special valor. 084 Someone with whom you have a Bond tells you that an innocent man is going to hang tomorrow unless he is exonerated or escapes tonight. // DC 15 Stealth to help the man escape. Failure gets you caught by the City Watch. DC 15 Investigate to prove him innocent. 085 The city zoo has a secret exhibit of intelligent savage creatures. An orc, an ogre, and a goblin. All look filthy, miserable, and underfed. 086 You find out that a beloved noble who runs his lands in a fair, productive way and takes care of the poor has a terrible secret. The rumor is that the real heir to the estate is kept locked up in the basement. If approached the noble says it is because the son is a wastrel who would have ruined the estate and brought poverty and misery to the peasants. 087 After a noble finishes handing out coins and food to the poor, she climbs into a carriage that drives away. In the street, you spot a beautiful piece of family jewelry that matches the coat of arms on the carriage. It is worth 1d6x200 gold. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 14 088 You learn about a workshop where men of violence may come to learn simple crafts and to talk quietly about their mental health. // You can attend or volunteer. 089 You learn that a crime lord's daughter has been kidnapped by a local City Watch captain. The crime lord is guilty but his daughter is innocent. The captain has sent threatening messages about the girl's safety. // A DC 16 Persuasion or Religion check will convince the captain to let the daughter go, after which the captain resigns. A DC 16 Persuasion or Intimidation check will convince the crime lord to give himself up. If you fail to convince one or the other to give in, the situation escalates until there is battle in the streets. 090 In a poor section of the city there are reports that an angel of light sometimes appears on top of the belfry of a rundown old church. As a result, the church is experiencing a much needed revival. // If pressed, you can learn from the priest that the angel is just a magical illusion created by a wand he found. The priest of the church argues that it gives people hope and the angel is a symbol of faith. The priest is using every coin of support he gets to serve the community and he begs you not to tell anyone. 091 It starts with strange movement in mirrors and small sounds that no one else seems to hear. Soon you catch sight of a translucent hand here or the glimpse of a face there. After several days you are convinced that you are being haunted by a ghost. // DM NOTE: Ask the player who among their associates has passed away and who might want to get them a message from beyond the grave. Is it the ghost of someone whom the character has failed, killed, or betrayed? It's up to you how long you want to play it out. The haunting can be resolved with application to a priest, when the message is delivered, or when the ghost is put to rest in some other way. 092 A local food supply guild has blocked cheaper food from getting into the city by successfully lobbying for high tariffs. You learn about a group of smugglers bringing the food in so that it can be sold to the poor at a reduced price. //  DC 15 Persuasion or Intimidate check to get the guild to lower the tariff. You may only attempt this once and if you fail the City Watch is called.  DC 15 Persuasion or Religion check to get a city official to lower the tariff. You may only attempt this once and if you fail the City Watch is called.  Helping the smugglers with a series of DC 11 Stealth checks over three weeks (one per week) will cause enough market disruption for the guild to drop the tariff. If you fail, you escape but must start the smuggling operations over again until you are successful three weeks in a row. 093 A shady looking individual hands you a purse containing 2d4x10 gold and says that his employer is following your career with great interest. He leaves without answering any questions and gives you the slip if you try to follow him. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 15 094 You meet an old herbalist who knows her craft very well. She offers wise, friendly advice to all who ask. The following items can be found in her shop at half the normal price: 1. acid 2. alchemist supplies 3. antitoxin 4. arcane focuses 5. disguise kits 6. healer's kits 7. herbalism kits 8. oil 9. perfume 10. poisons 11. soap 12. Spell components Each time you visit the city, roll 1d6. On a 1 or 2 you cannot seem to find the shop again no matter how are you look. 095 You see a smash and grab in progress at a poor immigrant's shop by 2d4 thugs. 096 You see a crippled adventurer near the docks, begging for enough money to get home. He can't really work much on a ship so he has to pay 20 gp for passage. He says he'll have nothing when he gets there but he's not bitter and he's not begging for more. 097 Across the street, you see a mean looking human standing right next to his wanted poster. // DC 13 Stealth check to tail him to where he is staying. Attack vs. 15 AC to subdue him and call for the City Watch. If you fail he slips away, perhaps remembering your face. The bounty is 30 gp. 098 You make a new friendly contact in a region of the city. // Roll 1d10 to see where: 1. On the Docks 2. Poor Quarter 3. Market Street 4. Temple District 5. Arcane School 6. Government District 7. Noble House 8. In the City Watch 9. Criminal Underground 10. At a Bank 099 An old acquaintance has been caught and is scheduled for execution for something relatively minor, but done to an important noble. // You can pay the fine of 2,000 gp, or make a DC 18 Persuasion check to convince the noble to drop it. DC 18 Stealth to spring your friend from the jail and get them out of the city. If you fail by 5 or more, you are caught in the act. 000 Through inheritance, gambling, or for service to the crown you gain ownership of a small farm just outside the city walls. You may do whatever you want with the land but if you hire a family of farmers to work it for you it yields a profit of 120 gp every harvest season. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 16 Barbarian D100 Event 001 On the street outside a tavern, a big human leans against the wall with 1d3 thuggish cronies. He calls out, “Oy, smells like somebody’s fur flap needs a wash. How’s about you turn around and go jump in a lake somewhere.” // DC 12 Intimidation check to scare them away, though they might be back in greater numbers later. Otherwise, they’ll attack with fists and clubs. The big thug could be goaded into a one-on-one fight. The others will run away if the leader loses. 002 You pass a shop displaying furs and goods from your homeland. // The owner has never been there herself but she tells you she’s expecting another shipment within 1d4 days from a trader who goes there regularly. 003 The smells of the city sicken you and you long for a quiet, wide open space. 004 Looking for a quiet space amidst the noise and crowds, you slip into a building and realize it’s a library. Though the clerk looks nervous, no one asks you to leave. 005 A circus performer spots you and says that their strongman is ill, would you consider filling in for an evening? // It only pays 2 sp but there's free food and drink to be had. 006 A scrawny young man stares at you from across the common room of a tavern. // After a time he visibly gathers his courage and asks if you will teach him how to get in touch with his raging, primal self. He’s brought his own warpaint and an axe for chopping wood. 007 You see an adventurer from a rival tribe of barbarians as he ducks into a tavern. He is wearing several battle tokens of your own tribe, meaning he has defeated many of your warriors. (Use Berserker stats) 008 The urge to hunt is upon you but the only big game to be found near the city is on private hunting reserves for the city nobility. // You can ignore the impulse, though it makes you unhappy, you can poach some game, or you can attempt to get permission from a noble with a DC 13 Persuasion and a 10 gp fee. 009 You come across a paint seller who claims that her warpaint brings good luck and protection from evil magic. // It costs 10GP but has no magical properties. 010 You are struck with a pang of loneliness. You think about your current companions and wonder if any of them are worthy to be counted your new family. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 17 Bard D100 Event 001 You are invited to the ruling court to perform. 002 You learn that a minor noble is looking to become patron to a bard of talent. // If you succeed in a DC 15 Performance check. The noble will support you with 50 gp per month for 6 months as long as you perform at the noble’s events twice per month. 003 You come across, or start, an impromptu music festival in the street. 004 A young woman asks you, if you believe in true love, to deliver a letter to her forbidden lover. Roll 1d6, the young woman is: 1: A member of the Thieves’ Guild in love with a member of the City Watch. 2: A peasant in love with the son of a duke. 3: A minor noble in love with a noble from a feuding family. 4: A questing knight in love with a prince who is promised to another. 5: A shopkeeper in love with a merchant who owes her father 1d6x100 gp. 6: The owner of a tavern madly in love with one of your adventuring companions, whether they know it or not. If you read the letter, it details a plan to run away together to the countryside, though they have nothing saved for the trip. 005 You find another bard singing one of your songs to much acclaim.// Are you flattered or outraged? You may have to persuade people that you really wrote the song by performing it better with a DC 13 Performance. 006 You are challenged to a musical duel, best of three opposed Performance checks (The other bard has +5 To Performance). The loser must not perform in town for 1d4 weeks. 007 A master bard offers to teach you the most musically difficult song ever for 100 gp. // Spend 2d4 days practicing, after which you must make a DC 15 Perception check, a DC 12 Intelligence check, and a DC 20 Performance check. If you fail, your teacher offers to instruct you again in one month, requiring another 2d4 days. If you master the song, you may play it to gain +4 and Advantage on a single Performance check. Afterward, your hands are raw and bleeding, you lose your voice for 1d6 days, and you must repair your instrument for half its cost before it can be used again. The song takes 8 minutes to play in its entirety, which you must do to gain Advantage. The song is considered a magical effect when it is advantageous. 008 The day after you perform, an investigator comes to speak to you about a criminal who claims he committed the crimes under the magical influence of your music. 009 A group of myth scholars request your knowledge unraveling some recently translated writings. // DC 16 History Check. If you succeed, in 2d4 months they dedicate a book to you. If you fail, perhaps you'll find something to help on your travels. 010 Someone wants to pay you 300 gp, or plead to your better nature, to use magic music to influence a politician on an upcoming vote. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 18 Cleric D100 Event 001 Dark birds. Disturbing patterns. Broken mirrors. You seem surrounded by bad omens. 002 The clear sound of a bell. The sun breaking through the clouds. Good omens abound. 003 A rival church has fallen on hard times. Their teachings differ from your own but they do good work in the community, including teaching literacy for free. // They do not ask for it directly, but church needs 200 gp for renovations and supplies to stay open another year. 004 A cleric whom you know from attending lessons together asks to meet with you. // He confesses that he has begun to question the faith. DC 14 Religion check to get him to stay. 005 You attend a lecture where a superior priest has started teaching things that don't line up with what you learned in your religious training. // Roll 1d6 or the DM chooses one of the following: 1: The priest has misinterpreted holy writ and no one else has dared contradict him. 2: The priest is getting very old and is confused. 3: This particular temple has decided to preach the change, hoping others will follow. 4: The priest is deliberately, maliciously spreading a false teaching. 5: The priest is no priest at all, but an imposter. (Use Cult Fanatic stats). 6: The entire church has decided to change this teaching. The mandate comes from the very highest levels. If 1-4 and you confront him, make opposed Religion checks (The priest has +6). On success you convince the other members of the temple you are right. On failure, you are told to go study and pay penance for 1d6 days, though you know in your heart you are right. DM NOTE: If you roll or decide that the church is changing its teachings, this presents an intense roleplaying opportunity for the cleric player. Where are their true loyalties? The cleric’s abilities are not affected, perhaps indicating that they are following the true path. 006 You see a member of your faith publicly shaming someone for not following the tenets of your religion. 007 A holy site within the city has been desecrated. // You can either help rebuild and rededicate the site, which takes 1d4 days, or you can go in pursuit of those responsible. A DC 12 Investigation check leads you to 1d4 Cultists and 1 Cult Fanatic (See Appendix) using the basement of a library as a hideout. 008 A noble asks for you to exorcise haunting spirits from her home. // You can exorcise the spirits by Turning Undead. The noble gives you 1d6x100 gp as an offering to your church. 009 An irreligious, wealthy merchant is hosting a debate night and inviting all religions and philosophies, claiming he, and his fortune, will join whichever persuades him. // Roll four 1d20s at +4 each. These are the Religion checks to beat. The merchant and his friends laugh and disrespect all whom attempt. At the end, he claims he will think about it. 010 There are protestors outside your temple. They claim your order is corrupt and they should give money back to the people. // The longer it goes on, the more violent the protesters become. They are chased away by the City Watch but they always come back. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 19 Druid D100 Event 001 You discover a community garden that has been neglected and is overrun with weeds. // If it were taken care of, or people learned to take care of it, it could supplement the food supply of many poor people. DC 10 Nature check and 2d4 days to get it set in order. 002 A local animal follows you about as if it has something to tell you. // Roll 1d6 or the DM chooses: 1: A warning of danger for you and your companions. 2: A complaint against a local who is cruel to the animal’s kind. 3: The animal is curious having never met a druid before. 4: A plea to be taken somewhere other than the city. 5: The animal has nothing special to say but keeps following you (You suspect it could be a spy). 6: A tip about a treasure buried outside the city. 003 In a city park, you find the stones and trees of an ancient sacred grove. They could be relocated, but it would be a massive undertaking costing 5,000 gp. 004 You notice a sick tree. It doesn't seem to have spread to others. It if it does it could devastate all the trees in the city. Should you save them or is this a natural consequence of packing too many people together? // DC 14 Nature to heal the tree over 1d4 days or it can be destroyed and the roots burned. 005 You see the signs of a great storm coming. You could warn the people of the city but would anyone here listen to you? Perhaps you should let nature take its course. 006 You learn about a group of city dwellers, nobles, peasants, wealthy merchants and immigrants, who all set aside their differences from time to time to visit a sacred grove outside the city where they perform harmless druidic rituals that seem entirely invented by someone who has never known a true druid. 007 In the smoke of the many chimneys you see a brief vision of your totem animal or an animal important to your people. What could such a vision mean in a place of civilization? 008 You meet a local ranger outside the walls who agrees to keep an eye out for anything you might want to know about the area. 009 A druid elder contacts you in a dream, requesting you meet him outside the city walls. // He tells you that an ex-druid is planning to teach the secret druidic language at a school within the city. He asks you to capture the ex-druid and bring him to a druidic council for justice. All of his notes should be brought as evidence, after which they will be destroyed and the ex-druid killed.//DC 20 Cha (Persuasion or Deception) to get the ex-druid to come with you willingly. DC 15 Stealth to capture the ex-druid or you may kill him yourself. 010 People are being torn apart by a wild animal within the walls but the animal’s trail always disappears. The City Watch is rounding up suspected shapeshifters like druids for questioning. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 20 Fighter D100 Event 001 You are sitting in a tavern when the locals start a scar and story contest. // The DM should roll three 1d20s. These are the numbers to beat with a Perform, Persuasion, Deception, or Intimidate check. The winner gets free food and drinks for 1d4 days. 002 An armorer calls out that you are the perfect height for a new design of armor, if you'll stand in as a model, you can keep the armor if you give a report of its effectiveness.// The fitting takes 1d4 days and the armor matches whatever armor you are currently wearing unless you want to pay the difference to upgrade it to heavier armor. When you are wearing the experimental armor and are subject to a critical hit, roll 1d6: 1: You suffer the full effects of the critical hit and the armor falls apart. 2-5: You suffer the full effects of the critical hit. 6: You suffer a normal hit instead of a critical hit. 003 You meet another fighter who tells you there is a truly excellent tactics and techniques section in a nearby library. 004 A noble offers to hire you as a temporary bodyguard until he can find someone more permanent. It pays 8 gp per day. // You soon learn that the noble is paranoid and demands that you are by his side every moment even ordering you to sleep in the same room. He shows no signs of trying to hire another bodyguard. //If you leave his service, he offers to double his daily price and weeps uncontrollably, saying he thought you were friends. 005 You are approached by a person who is obviously from a poorer section of the city. He asks to speak to you privately. // The man and his neighbors wish to quietly form a militia to protect themselves from criminals. If you spend 1d4+3 days training the man and his neighbors, during which they feed and house you, there is a noticeable drop in crime in the area. The neighborhood tries to pay you 50 sp for your efforts. // There is a chance that others will take notice and not appreciate your efforts including crime bosses, the City Watch, and local government officials. 006 Someone with a difference of opinion on fighting styles wants to fight you to first blood. 007 An old friend has a quick security job outside the city that will only take 1d4 days. // The job is uneventful and pays 2 gp per day, meals included. 008 A noble is looking for extra security for an art show. The job pays 1d6x2 gp. 009 Two feuding nobles want to hire fighters for 50 gp to duel to first blood. There is a 300 gp bonus for the winner. // The other fighter gets word to you that you should put on a show and then pretend to lose and he'll split the bonus money. DC 12 Cha (Performance) check to sell it to the nobles. Otherwise, make opposed Attack rolls (The other fighter has +4 Attack). The winner gets the bonus and the loser takes 1d8+2 damage. 010 You see a squire practicing hard at a local barracks long after hours, afraid of being dismissed for poor fighting skills. You can offer to train him for 2d4+2 days before his knight returns. Or it takes a DC 12 Persuasion or Deception check to convince the squire to leave the knight's service for another profession or to join a mercenary company. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 21 Monk D100 Event 001 You see a tasteless tavern modeled on a parody of your cultural and philosophical teachings. 002 A noble offers to pay you 3 gp a day for lessons in martial arts but he has no interest in learning philosophy or spirituality. 003 A local cleric wishes to invite you to debate your philosophy against his religion. // Opposed rolls to see who comes off better. The character may use Wisdom, History, Insight, Religion, or Persuasion against the cleric's +4 Religion roll. 004 A monk temple is celebrating their new calendar year and they ask if you are willing to perform for the celebration with a display of Acrobatics or Athletics. 005 A master offers to teach you a new technique for clearing your mind in order to make difficult decisions. // After you learn the technique, if you are successful in a DC 14 Wisdom check after mediating for four hours you receive Advantage on an Insight or Religion check on a question you are pondering. DM NOTE: Consider using this as a way to give the monk character clues about the positive and negative consequences of their actions. This is not meant to be a game bonus as much as a story motivation for the character to behave in a meditative way. 006 A noble asks to be trained in the way of peaceful mediation. // DC 12 Religion check to successfully teach the noble for 1d4 +2 days. If you are successful he says that he wants to be free of all worldly cares and he asks you what he should do with his wealth. If you fail he thanks you for your time. 007 A notorious burglar always gets away by leaping nimbly across the rooftops. It will take someone equally skilled to follow. // DC 15 Acrobatics to catch the thief. 008 You meet a guru dispensing wisdom. When he discovers you are an adventurer he has nothing but disdain. He thinks you should quit such a life and find a place to meditate. 009 A man boasts of being the best fist fighter in the city. He hurls insults at everyone. If anyone challenges him, he names a tavern on the following night where they clear a space for fist fights. // Best of three opposed Attack rolls. The fist fighter has +7 to Attack. // What happens after the match? Will you become friends, rivals, sparring partners? 010 A noble claims to be a master of your discipline of martial arts. He invites many people to his estate for a tournament. // Before the tournament begins, a steward takes you aside and offers you 50 gp to let the noble win, as he apparently does with everyone. To win the tournament, you must succeed in three consecutive opposed Attack rolls against an Attack bonus of +3. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 22 Paladin D100 Event 001 You meet a fallen paladin who tells you it isn't worth it to fight for good. He spends his days in drink. // DC 16 Religion, Insight, or Persuasion to convince him to clean up his life and swear his oaths anew. 002 A 12 year old girl has run away from home and started following you around. She tells everyone that she is your squire. 003 You see a group of people gathered around a wailing woman. Her young child has fallen from a second story window and is gravely injured. // You can save the child with your Lay on Hands but if you do, you are mobbed for 1d4+1 days with other people asking to be healed. The mob leaves if you angrily command them to or if you go into hiding. 004 A cleric asks if you will be a champion for religion in an upcoming duel with an offensive nonbeliever who has challenged the way of faith. // If you accept, the best of three opposed Attack rolls against the nonbeliever's Attack Bonus of +5. What happens afterward? Can the nonbeliever be convinced to see the good in religion or at least to let others practice in peace? Will he become a terrible rival? 005 A woman is soon to be a widow and her children fatherless when her husband is executed for his crimes. Her husband turned himself in for theft when others fled. Now the full weight of the law is falling on him alone. He is guilty, but shouldn't there also be mercy? 006 You visit a local center of religion where you examine your past actions in quiet. Is there anything of which you must repent? Any stone of evil you have left unturned? 007 An old paladin lies abed, tended by loving acolytes, but he longs for a final adventure, some final good he can do. He asks for your help to escape so that he can ride off into the sunset. 008 A leader of your order tells you that his paladin daughter has been killed by a criminal. The leader cannot hunt him down and dispense justice because he would do so out of anger. He asks you to keep your eyes and ears open for the murderer and bring him to justice. 009 In your studies, you come across a disturbingly well written book that calls your oath into question. You find out that the writer lives here in the city and you wonder how many paladins this book has destroyed. 010 One of the leaders of your order tells you that they have in their custody a terrible criminal who has escaped justice many times through wealth and connections. Many of the local paladins have seen loved ones and friends suffer at his hands or those of his thugs. The leader asks if you will act as an impartial executioner at a secret trial because they cannot trust city officials to do their duty. The evidence presented is overwhelmingly in favor of his guilt. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 23 Ranger D100 Event 001 There is an infestation of crows and you see an advertisement for a bird shooting contest. 002 A local dog follows you about, looking half-starved. 003 Street traffic is worse than usual. Up ahead, you catch sight of a carriage with four horses blocking the way. The young driver has apparently lost control of the animals and they are beginning to panic, straining in their traces. The driver strenuously applies his whip. 004 Local authorities ask for your help to track down a fugitive who just escaped the city walls and can't have gone far. // DC 13 Survival check to track the fugitive. If you fail, you can try again the next day but each day increases the DC by 1. 005 A man from the local zoo approaches you. They have in their keeping a tiger who appears depressed, but the tiger has lived its whole life in captivity and would not survive in the wild. The other tigers do tricks and get exercise and have a good relationship with their trainers. Will the ranger help the tiger and trainers? // DC 14 Handle Animal check and 1d4 days will set the tiger on a healthy path. 006 As you prowl around outside the city, you hear of mutilated farm animals. // DC 12 Survival reveals an owlbear that has wandered close to civilization. If you succeed in a DC 12 Handle Animal check you can lead it back into the wild, which takes 1d4 days, or you can kill it immediately. If you fail, roll 1d6 every night. On a 1 or 2 it kills someone. 007 Outside the city, you are hailed by farmers who recognize your profession. A farmer offers to feed and lodge you if you would teach him and his children tracking and woodlore. 008 You are approached by a noble known for hunting exotic creatures in distant lands. He confesses that he is tired of relying on guides and offers to pay you 100 gp to train him in woodlore and tracking for 1d4+3 days. 009 A group of clueless, foppish nobles offer 200 gp for you to act as a guide on a hunting trip that will last 1d4+2 days. // They take a carriage out to a game preserve. During the trip they mistreat their equipment, leave garbage in their wake, and frequently get drunk and loud while they are irresponsible with fire. They only paid you half up front but you are tempted to leave them at the mercy of the wild. 010 A certain street has seen several killings at night and the neighborhood lives in fear of when the killer will strike again. // With a DC 15 Stealth check you can stalk the stalker. Make an Attack vs 16 AC to kill or subdue him. If you turn him over to the authorities, roll 1d6. On a 1 or 2, there was not enough evidence to convict the killer and he is set free. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 24 Rogue D100 Event 001 You see someone planning a heist using thieves cant.// DC 12 Persuasion or Intimidate can get you in on the job, even if the others aren't happy about it. You could end up getting a cut, or maybe getting cut. Roll 1d6 to see how it goes: 1: The thieving crew sets you up. Make a DC 12 Insight check to realize it before you walk into a trap set by the City Watch. 2: Your crew botches the job and scatters. Make a DC 12 Stealth check or get picked up by the City Watch. 3: Your new “friends” scatter into the night without giving you your cut. With a DC 15 Stealth check you can follow them back to their hideout. 4-6: You pull off the job without any big hitches. Your cut is 1d6x50 gp. 002 For 1d6x10 gp, a snitch tells you when a certain merchant's home will be empty. // Make a DC 11 Stealth check. Success: 2d4x100 gp. Failure: You get away with nothing. 003 A locksmith seeks an apprentice for 1 gp per day. // DC 13 Deception check to get the job. If you get the job and spend 1d4+1 weeks working hard for eight hours a day, you become familiar with most mundane locks in the city and you have advantage when using Thieves’ Tools on them for the next 6 months. 004 The City Watch is seeking someone to instruct their detectives in the way of Stealth. // It takes 2d4+2 days and a DC 12 Stealth check to teach them. The job pays 2 gp per day and gets you on the City Watch's good side. 005 There is an exclusive club for rich people who collect art. If you bluff your way in, you have a chance to lift some art easy. // Getting in takes 1d4+1 days, a DC 14 Deception check, and 2d6x100 gp worth of legitimate art. Later, make a DC 10 Stealth check to steal 2d6x500 gp worth of art. After the theft, the club disbands. If you fail the Stealth check they're on to you but don't contact the City Watch. Instead they keep your art. 006 You learn about a jailbreak in the works. The group planning it wants several members of their smuggling ring sprung, but they share a cell block with several notorious murderers who would also be let loose on the city. 007 A merchant puts out a hit on another merchant who sells the same goods. Neither of them are particularly savory and whomever is not killed stands to monopolize the market on those goods, doubling the price and the profits. // It takes a DC 12 Investigation check, a DC 15 Stealth check, and an Attack vs AC 16 to accomplish the job. The hit pays 2,000 gp. 008 A local merchant is offering a bounty to whomever can sneak into her own warehouse and steal something. Then she'll pay the burglar to tell her how they did it. // DC 17 Stealth, Sleight of Hand, or Deception gets you in and she pays you 300 gp. // If you are caught, the merchant leaves you to the mercy of the City Watch, denying such a bounty exists. 009 You learn there is a hit out on one of your adventuring companions paying 1,000 gp 010 You are invited on a heist that involves tunneling into a vault underground// Halfway through the job you learn the vault actually belongs to a church that uses the money for an extensive welfare program and that your heist companions lied to you. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 25 Sorcerer D100 Event 001 A wizard interested in learning more about sorcerous magic invites you to meet his circle. // If you go, the wizards treat you like a freakish curiosity. They ask you extremely rude and personal questions about your body, your parentage and your Personal habits. 002 You feel a pull of magic and follow it to an empty well where you feel a strange gathering of power. // A DC 12 Arcana roll allows you to absorb some of the energy, gaining Advantage on your next spell attack roll. If you fail, you get a blinding headache from the magical backlash and you must spend the next day in bed with a fever. 003 You meet a little husk of a man, wallowing in poverty and drink. He claims that he was once a mighty sorcerer until an elf with a magical dagger stabbed him and sucked all the magic from his soul. // DC 10 Arcana roll allows you to feel a terrible hollowness near him. 004 A blind beggar suddenly jerks his head around and appears to stare at you with his sightless orbs, wailing about the bright figure before him. Everyone nearby looks at you suspiciously. No tavern or merchant in this area will do business with you. 005 You hear music that, for whatever reason, seems to sooth the storm of magic in your soul. // If you follow it, you discovery a poor young woman playing a mundane flute. For a few coppers she will teach you the song and it always brings you a measure of peace. 006 A library will pay 5 gp for essays on magic from practitioners, particularly sorcerers. // It takes 1D4 days and a DC 12 Arcana or Insight check to write a piece that they will accept. 007 A wizard walks by in the crowd, fiddling with a device. As he passes you, an arc of purple lighting leaps from you into the device, causing it to explode. The crowd panics and starts to stampede. // You can escape notice with a DC 12 Stealth check. If you fail, the wizard and others spot you and, calling for the City Watch. The wizard blames you for the destruction of his device and demands 1d6x100 gp for it. 008 You discover a book about a sorcerer with powers like your own. Though he died a long ago, the book tells of a stone that teaches sorcerers the true origin of their magic. 009 A merchant wants to pay you 5 gp per day to teach him magic and to “soak in your mystical essence.”// After 1d4 days, roll 1d6: 1: After failing to do any magic he says, ''They'd all laugh at me if they knew. No one must ever know...” He attacks you with a crossbow, +2 vs your AC for 1d8 damage. You can escape now or you can take your revenge by killing or scarring him. 2-3: He gives up, depressed. 4-5: The merchant believes that he can make a cup wobble, and for a moment you think you see it too. He asks you to stay for another 1d4 days. If you do, roll again. 6: The merchant actually manages to light a candle with magic. Whether it was your influence or not, you can't say. He pays you an extra 1d6x200 gp and says he must immediately embark on a mystical journey of self-discovery. 010 A dwarf master smith believes he can use your help to make magical weapons and armor, though his methods aren't proven and he thinks it will take several years for the magic to sink into the metal. // He pays you 5 gp and says if it succeeds, you'll be the first to know. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 26 Warlock D100 Event 001 You see your patron's burning symbol emblazoned on several people's foreheads 002 An animal has been following you around the city. When you are alone, it speaks in your patrons voice, following up on a task you've been given. 003 A strange young woman approaches you and speaks the name of your patron. She smiles and says that she hopes someday you will prove an ally. She soon disappears. 004 Someone who knows your talent for such things asks you to look at some mysterious writing that has appeared on a church wall. // DC 14 Arcana to decipher it. Roll 1d6: 1: It is a warning for members of the church to leave the city before midsummer or suffer a terrible fate. 2: It lists the sins of the church clergymen. 3-4: It is a curse that will slowly cause madness in anyone who spends time in the building. It cannot be washed off or erased. The wall will have to be demolished. 5-6: The letters of the strange writing puff away into dust as you read them, appearing again inside your mind. You gain a single-use extra spell slot that can only be used for a spell of Level 2 or lower. If you do not have a spell that low, you may select one from the Warlock spell list for this single use. 005 You are invited to a secretive cabal of warlocks who serve a patron similar to yours. // If you accept the invitation you swear an oath to support the other members of the cabal as far as your patron will allow. In return, they offer their support to you. 006 A failed young wizard seeks you out and asks you to introduce him to your patron. His family is ruined and he has no talents or money. 007 Vehicles breaking down, animals misbehaving, food suddenly spoiling, people losing family heirlooms, it seems like bad luck surrounds you today, and someone takes notice. People start accusing you of having the evil eye or being a trickster spirit. No one in this area of the city will do business with you for 1d4 days. 008 You hear of a warlock in the city who once followed your patron. // A DC 12 Investigation check leads you to a gibbering madman locked in a cell, scribbling on the wall in a nonsense language. If he sees you, he winks and laughs. 009 You patron tells you, for the good of your cause, that a certain merchant must die. From everything you find, he seems like an honest, decent human being who is no threat to anyone. If you question your patron, it tells you that it's nothing the man has done, but that something he might do in the future. 010 Your patron instructs you to get a certain tattoo on a random part of your body. You will need it later. // Roll 1d8: 1: On the cheek (+1 to Intimidation rolls) 2: Back of the hand 3: Top of the foot 4: Over the heart 5: The ribs 6: Inside of the wrist 7: Shoulder 8: Palm Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 27 Wizard D100 Event 001 Something snags on your component pouch and tears it open, spilling your components into the street where several hands are quick to snatch things up and run. 002 A young couple brings you a magically sealed box and they offer to split whatever is inside if you open it for them. // DC 18 Arcana check that can be tried once per day. Roll 1d6: 1: Dust of sneezing and choking is released 2: Set of knuckle bones worth 30 gp 3: Deck of necromantic cards worth 50 gp 4: A wand worth 1d10x 10 gp 5: A scroll of a random 1d4 Level spell 6: An orb worth 1d6x100 gp. 003 While perusing a mundane bookshop, you spot an extremely rare magical text on sale for 5gp. It could easily fetch a price of 1d6x100 gp in the magical community. The shop owner clearly has no idea of its real value. 004 A well-known wizard wishes to work with you on magical theory for the next 2d4+3 days. Will you become great friends, rivals, sworn enemies? // If you make a DC 16 Arcana check you have a breakthrough which causes an uproar in the magic community. 005 You are invited to join an order of wizards who gather to discuss magical philosophy and theory on a weekly basis. It's members have many connections and enjoy a marvelous reputation. Dues are 50 gp per month. // If you join, you quickly come to realize that they spend an awful lot of time eating and talking and very little time actually practicing magic. 006 The city is electing a new archmage from amongst a ruling magical council. All who can perform a spell of Level 2 and higher may vote. // One candidate wants to expand magic teaching to more people and the other wants to protect the quality of magical education by keeping schools small. Make opposed 1d20 rolls with any player character votes adding a +1 to either side. 007 Your research yields a new spell for your spellbook of level 3 or lower at no cost. 008 There is a rumor going around that you have discovered a potent magical item in your travels and that you keep it hidden on your person. For the next 1d6 days you have advantage on Persuasion and Intimidate checks with anyone in the magic community. 009 A rival wizard insults you and your chosen school of magic. He challenges you to a magical duel. // The winner is the best of three opposed Magic Attack rolls. (Rival Wizard +5). Your rival is seen as a bully in the magic community and if you defeat him your estimation their eyes will be greatly increased and your opinions sought more often. 010 You find a deal on spellbook components. The next 1d4+1 spells you write in your spellbook are at half cost. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 28 Dwarf D100 Event 011 You visit a dwarven hall for the evening. The skald there sings a long, soulful song called “The Forging of the Mountains” that reminds you what it means to be a dwarf. // The song either fills you with pride or shame. If you are looking for another dwarf in the city, this hall is a good place to find them. 012 In a tavern, a drunk human playfully tugs on your beard. 013 You recognize the rune of your distant kinsfolk above a forge. // The proprietor is happy to see you and offers a 25% discount on goods. Also, she asks if you'll keep an eye out for any rare metals or stones on your journeys. 014 A dwarven mining expedition is looking for investors. // If you invest, the expedition lasts 4d4 months. You can roll 1d6 every month: 1: The expedition has been overrun with goblins or something worse. 2: No word from the expedition. Roll again in next month. 3-4: You gain 25% of your original investment this month. 5: You gain 50% of your original investment this month. 6: You gain 100% of your original investment this month. 015 A member of your clan has been arrested and is in a human jail cell. Your other clansmen know he is guilty but feel that he should face a trial by his own people.// DC 17 Persuasion to get him released to dwarven custody OR bribe a human official 1,000 gp. 016 A dwarf ambassador confides in you that a dignitary was supposed to come from a nearby dwarf kingdom but has refused to do so. The ambassador worries that important trade deals will fall apart if the meeting doesn't happen and he asks you to pose as the dignitary. The ambassador will do almost all of the actual talking but without this deal a lot of dwarves and humans will be out of work. // DC 12 Deception to pull it off. 017 You find a dwarf-run tavern aimed at non-dwarf customers. All of the decor and staff are over-the-top dwarven stereotypes in a way that is positively shameful. The proprietor, however, is making money hand over fist. 018 You meet a human adventurer carrying a dwarven family battleaxe. // Roll 1d6: 1: The heavily scarred human catches you looking. He sneers and points to his belt where also hang what could very well be braids of dwarven beard hair. 2: The human is loud and crass, slopping his drink over himself and the axe. 3-4: The human is unremarkable. // If asked, he found the axe in a troll warren. He will sell it to you for 1d4x100 gp. 5-6: The human seems entirely noble. // If asked he was presented the axe for heroic service to a dwarven clan. 019 A dwarf's business is failing and his only hope is to sell the business to an elf. He asks your advice on what should he do. 020 You see an offensive puppet show in which dwarves and goblins learn to live harmoniously and share their gold. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 29 Elf D100 Event 011 You are homesick for the trees of your homeland. 012 You see an aging human merchant peddling cheap “elven” wares that clearly aren't. He seems harmless and obviously does not make a very good living on it. 013 You see an old and revered elder of your people, supposedly on sabbatical to an ancient elven shrine, living riotously in the company of dissolute humans and dwarves. // If you confront him, he begs you to keep his secret. If you refuse, he offers a bribe of 1,000 gp. 014 Some people talk about the ghost of the city park. // With a DC 12 Investigation, Perception, or Survival check you discover a young elf urchin who speaks only Elvish. 015 An elven merchant asks for your help to unload half a warehouse of terrible elven wine. She needs another elf to pretend the wine is delicious so that the pretentious humans will buy it. // The sale takes 1d4 days and a DC 12 Deception check. Your cut is 2d4x200 gp. 016 A slow procession dressed in gray makes its way through the streets with a mournful song. It is an elven funeral making its way to a slender ship at the docks. All elves are invited to join in the song of mourning. 017 You are asked to sit in on a council of justice regarding a captured dark elf. The human government has empowered the council to impose the death sentence if they see fit.// The evidence is circumstantial at best, surely not enough to sentence a high or wood elf to death. But can there be any doubt that this dark elf has done something evil in his time on the surface of the world? DM NOTE: If the player character is a dark elf, then the question becomes all the more poignant. How will the surface elves react if the character defends their own kind? 018 A burglar is successfully hitting houses by using a powerful sleeping spell. The owner of a house wants to set a trap and hire an elf to catch the thief. // DC 13 Stealth or Deception to catch the thief unaware and then an Attack vs. 15 AC to kill or subdue him. 019 A half-elf comes to you, hoping you'll support him getting admittance to an elf only temple. // DC 14 Persuasion or Religion check to help the half-elf gain admittance. Or you can tell him he should give up trying. 020 A leader in the elven community of the city is trying to convince other elves to withdraw to their homelands and take up an isolationist approach to international politics. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 30 Halfling D100 Event 011 While shopping, you find something that you simply must have, but it's on a high shelf. The store is busy and no one seems to be paying attention to you in the least. It should be an easy climb... 012 Someone approaches you and says there's good money to be made in sort of acrobatics show. // You discover later that it's a halfling tossing contest, all in good fun. Sort of. 013 You meet a halfling who owns a food cart. She looks at you hopefully. // If you try some of her food, it's terrible. // With a 100 gp investment you can send her to culinary school for a month and get her set up with a better food cart. If you do this her business thrives and she will feed you for free whenever you are in the city. 014 You spot a full grown halfling passing himself off as a human child adopted by a wealthy couple. The couple seems happy, kind, and indulgent. 015 A halfling who has lived in the city all his life is attempting to run for a local government office but it seems that no humans take him seriously. He asks for your help. Perhaps you have some non-halfling hero friends who could give an endorsement? 016 A halfling bard is trying to gather tales of heroic halflings and asks if you'll contribute some of your adventures. 017 You strike up a friendship with another wandering halfling. When you mention some of the places you might go, he enthusiastically writes you a note and tells you to look up his hometown if you are in the area with need of good food and rest. 018 And angry human noble is petitioning the government to impose a curfew on halflings, who are known for being burglars. // DC 11 Persuasion to defeat the petition for now but if a halfling get caught thieving in the next two weeks the petition gains momentum. 019 You hear of a cruel crime lord who is trying to set up an underground fight between a lion and forty unarmed halflings. Surely no halfling would go along with it unless they were in truly desperate financial circumstances... 020 The City Watch suspects there is a secret underground way into the city, but the crack they found is only big enough for a halfling to explore. The job pays 1d6x10 gp. // Roll 1d6: 1-2: The crack leads nowhere. 3-4: It's a tight squeeze but you do manage to get outside the city walls. An adult human could not fit through the passage. 5-6: You discover a network of tunnels that lead to outside the walls and to multiple places within the city, most large enough for humans to use. It takes a DC 13 Deception check to lie about what you found in the tunnels. A smuggling ring will pay you 2d4x100 gp for the tip. An enemy army will pay 3,000 gp, though you'd hang for treason if anyone ever found out. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 31 Human D100 Event 011 You enjoy a night of song and dancing that might have gotten a little rowdy but not violent. The next morning a middle aged person comes to the place where you are staying and claims that you proposed marriage to them the night before. To prove it the person holds up some small token of yours. The family is expecting to meet you. 012 You hear a familiar song from your childhood. // If you follow it, you end up on the city wall where you find that some of your kinsmen have joined the City Watch. 013 Someone throws an egg at you, and calls you unnatural for loving a non-human race. 014 An archaeological society is lobbying to make dungeon delving illegal to all those who don't have a license. Citizens of the kingdom are encouraged to vote on it. 015 You witness a human of a different nationality being mistreated by 1d4 human thugs of your nationality. 016 You learn that a human city official is pulling funding from mixed-race neighborhoods and using the money to greatly improve the lives of human-only poor areas. // It takes a DC 15 Persuasion, Religion, or History check to convince him this will hurt the city in the long run. Any Intimidation attempt makes things worse for non-humans in his district. 017 An inn catering specifically to another race catches fire. // If you help put out the flames you get a token of friendship from that race. 018 Some of your relations have been forced to move to the city and are on hard times. // It will take 200 gp and 1d4+1 weeks to help them find jobs and get settled into a modest lifestyle. 019 A human company wants to hire you as their official ambassador to other races and cultures. The job pays 20 gp per month plus a 100 gp commission for successful contacts in other lands. // Roll 1d8 to see what the company sells: 1: Culturally insensitive art 2: Anti-war propaganda 3: Poetry publications 4: Rare books 5: Gourmet foods 6: Scented oils 7: Building materials 8: Spell components 020 A friend from childhood has done something heroic and been ennobled for it. She invites you and your companions for dinner at her estate. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 32 Dragonborn D100 Event 011 A shop owner keeps a very close eye on you, worried about your breath and claws. 012 You hear about a scale carving artist who can give an adult dragonborn permanent body art for 1d6+1x10 gp (younger dragonborn shed scales as they grow older). 013 A dragonborn fortune teller offers to cast the bones for you. // Roll 1d8 for the result: 1: Beware other dragonborn 2: A fortune awaits the brave 3: Stop seeking approval from others 4: An old wound will heal 5: Beware of greed in the coming months 6: You should trust in a friend you doubt 7: A dragon will soon return to your life 8: Great glory awaits you underground 014 A thug in a tavern says loudly that you look like you'd make a fine handbag or pair of boots. 015 A mad scholar keeps writing you letters, offering 1d6+1x1,000 gp if you'll lay an egg for him to study and raise as his own. If you assert that you are male he waves this off, saying that his research shows a dragonborn can change gender at will. 016 You meet an angry dragonborn fighter of a different color than you. He loudly expresses his hatred of your color and tells you to watch your back when there aren't so many humans around because he'd like to rid the world of your kind (use Berserker stats, add a breath weapon and +1 Natural Armor to AC). 017 A dragonborn scholar asks if he can buy you a meal and talk with you. // At the meal, he tells you about the ancient dragonborn empires and he whispers his contempt for the soft races. He says that when the call comes for dragonborn to rise up and retake the world he'll be ready and he hopes you will be too. His intensity can be alarming but he is a successful scholar and a good contact for History or Arcana research in the future, though he won't deal with your non-dragonborn companions. 018 A human woman screams and latches onto you. She says that years ago she was the consort of a dragon of your color and she is convinced that you are her long lost child. She claims to have had many visions of your future. She is obviously unwell and destitute. // She can be set up in a well-run asylum for 300 gp per year. If you visit her from time to time and pretend to be her child she will remain calm and even take up a part-time job. Sometimes she tells you about the visions she has about you. 019 An animal doctor asks if you will pose for his anatomy drawing class. 020 A dragonborn of your color tells you that a great dragon of that same color has died, leaving his treasure to be distributed amongst dragonborn of your kind, if anyone can find it. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 33 Gnome D100 Event 011 Several of your tools go missing. // A DC 13 Perception or Nature check reveals a packrat in the wall of where you are staying is responsible. 012 A burrowing creature begs for food. // If you feed it, it shows you a secret way into the city 013 A gnome tinker is working on a marvelously complicated little machine and he asks you to take it and give him written reports on how it performs. The device works like those found on page 37 of the PHB but it only takes 10 minutes to repair.// Roll 1d6 to see what it does: 1: Clockwork Toy (PHB, 37) 2: Fire Starter (PHB, 37) 3: Music Box (PHB, 37) 4: Soothing Frequency Healing Machine. Grants +1 to Healer's Kit checks within 5 feet. 5: Scuttling Light Source Beetle. Speed 20 feet, sheds light like a lamp (PHB, 152) 6: Gnome Army Knife: Functions as a full set of Tinker's Tools or Thieves' Tools -2. 014 A very old gnome does not wish to die in a human city. Will you help him find a nice place in the nearby woods where he can live out the remainder of his very short days? // DC 14 Stealth or Deception check to get him away from his human caretakers. If you fail, make a DC 13 Persuasion check or be charged with kidnapping. 015 A group of technophobic extremists are holding a street rally and disrupting several gnome businesses. // DC 20 Persuasion to get them to leave. DC 17 Intimidation to get them to leave, though they might come back. DC 13 Persuasion to get the City Watch to clear them away. If you help, the gnome businesses are grateful and offer you a 50% discount. 016 A friend invites you to work on a prototype of a mechanical lift for a tower in the city. If you help, it takes 2d4 days make a crafting roll. Did it come apart? Did you get a bonus? 017 A tavern you frequent has a kindly staff and good food, but it's practically coming apart. The keeper can't pay much but offers free food and drink for work done around the inn. 018 A harmless old gnome, not understanding humans would find it offensive, has been imprisoned by a human whom she embarrassed with a prank. // The gnome can be released if someone pays a 1d6x50 gp fine. A DC 13 Persuasion check will get the noble to drop charges. Alternately, you can make help the gnome escape from her minimum security cell with a DC 11 Stealth check. 019 There has been a large caravan from a gnomish homeland full of things good for tinkering. 020 A gnome child has gone missing in the woods outside the city. // DC 13 Survival or Nature check to find her. If you don't find her the first night, the DC increases by 1 every day. If you succeed, her family is grateful and offers you room and board whenever you are in the city. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 34 Half-Elf D100 Event 011 You are invited to an elven party. // If you attend, you quickly realize that you were invited with the sole purpose of being the unintentional entertainment. You can storm out, you can impress them with a DC 14 Performance check, or you can shame them with a DC 12 Insight or Religion check. 012 A human tries to become your friend but constantly asks you racist elf questions and if you can teach her to talk to trees. 013 You meet a beautiful young elf who tires of the elven ways and is fascinated by humans. What would the elf's family think if you became close friends or even fell in love? 014 You hear of an elves-only archery contest. // It takes a DC 11 Deception or Int (Disguise kit) check to pass as an elf long enough to compete or it takes a DC 16 Persuasion roll to be allowed in. The DM rolls three 1d20+4, these are the Ranged Attack rolls to beat to win the competition. If a half-elf places in the top three, it could cause quite a stir. 1st Place: 300 gp, dinner with an elf noble's family, and a silver medallion 2nd Place: 200 gp, dinner at an elven tavern, and a bronze medallion 3rd Place: 100 gp and a wooden medallion 015 You are asked to mediate a legal dispute between humans and elves. //If you do so, make a Wis (Insight) check: 1-9: Negotiations fall apart and both sides blame you. 10-13: An agreement in favor of one side is reached (determine randomly). 14-16: An agreement in favor of the side you prefer is reached. 17+: A mutually beneficial agreement is reached. You are praised by both sides. 016 You learn about a Master of Many Skills competition. // The DM rolls two 1d20+4, these are the rolls to beat. Roll 1d20+ the number of Skills you are proficient in. First prize gets 200 gp and a 30 gp per month endorsement deal with an Artisan's Guild for 1d6+2 months. 017 A half-elf has risen to prominence in the ruling council and she makes an extra effort to reach out and hear the needs of her own kind. She asks more fortunate half-elves to reach out to others of their kind with donations of time and money. 018 If you prove yourself worthy to a council of elven elders, they will grant you a writ to enter elven lands and learn more of elven ways. // You need three consecutive successes with different DC 13 checks in your choice of Arcana, History, Insight, Religion, Persuasion, Nature, or Performance. If you fail, you may try again in 1d6 months. 019 A dwarf bartender angrily points to a “No Elfs” sign and motions you toward the door. 020 You listen to a famous half elf bard who sings inspiring songs of half elf heroes taking advantage of their dual parentage. You feel better than you have in a while. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 35 Half-Orc D100 Event 011 While walking outside the walls, a shaking farmer stands between you and his family. 012 Some children throw rocks at you. 013 You find an inn that caters almost exclusively to half-orcs. The company is rough, but welcoming. 014 There's money to be had in theatrical wrestling for comical characters in costume but are you willing to play the evil orc who always loses? // The theater performs three times a week and pays 1d6x5 gp per night, depending on ticket sales. If you wish to win the bout you must make a successful unarmed attack vs AC 14. If you attempt this roll 1d6. If you make a successful DC 11 Performance check, you can roll 1d6 twice and keep either result: 1-2: The crowd boos loudly and throws rotten food at you (which they did anyway). The manager fires you. 3-4: The crowd seems unsure of how to react. The manager yells at you backstage but admits that ticket sales for the next performance are up so you can stay for now. 5-6: The crowd goes wild for you. Ticket sales skyrocket and you become a minor celebrity. You are now paid 1d6x100 per performance for 1d4 months until the ever fickle crowd picks a new favorite. 015 A tavern owner spots you and greets you by the wrong name. He insists that you are the half-orc who helped him stop a bar fight the other night and he offers you free drinks and a meal. He obviously can't tell half-orcs apart. If you refuse, even politely, he gets offended. 016 You meet a scrawny, depressed half-orc who can't find work. He wants to get out of the city but has no money. Where would he go anyway? Where can a half-orc go? 017 A ruler in the city is trying to get half-orcs expelled as “dangerous by nature.” He says no good for civilization can come from them. The half-orc community is getting angry about it, maybe angry enough to lash out and risk proving the ruler right. // DC 12 Persuasion, Insight, or Intimidation check to get the half-orcs to calm down before they riot. Alternately, you can lead the riot yourself. 018 Someone warns you that a nearby village was raided by orcs and the local populace is so angry that they killed the last half-orc who went there alone. 019 You meet a group of half-orc mercenaries who are embracing their orcish heritage. You can buy a multitude of fierce weapons and tribal trinkets from them and they offer you a job if you ever want it. They are not popular but they have an excellent reputation as ferocious fighters worth the money. 020 You meet what you first take to be a large human but soon realize is a half-orc with filed down tusks and human flesh-colored body paint. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 36 Tiefling D100 Event 011 A street preaching cleric calls out loudly that you are the spawn of evil.// A DC 13 Persuasion, Insight, or Performance check can make the cleric look like a fool to the crowd. 012 A shop owner in the market district refuses to sell anything to you. Seeing his example, several other shop owners similarly refuse. 013 Some children start following you around, pestering you to do fire magic. 014 An alchemist is willing to pay you for some of your hair 015 A local theater is producing a play and they would like to know if you are willing to play, of course, the demonic villain. // The play runs four nights a week for a month and pays 1 gp per night. If you make a DC 14 Cha (Performance) check, you can move the audience to tears with an improvised monologue at the end of the play which turns the demon into a tragic hero. If you spend 2d4 days writing the monologue with help from someone proficient in Performance (other than yourself), you can have Advantage to the check on stage. If you fail, the director refuses to pay you for the night and will only give you one more chance to follow the script. 016 You learn about a new magic drug called “Glimpse” that only works for tieflings. Other names for the drug include Glimpse the Abyss, Infernal Glimpse, or Glim. // Glimpse costs 1d6x5 gp per dose and offers transcending visions of the Lower Planes for those of fiendish blood. The visions take place 1d6 minutes after taking Glimpse and last one hour. After that, you are immune to being frightened but you cannot gain the benefits of a long rest for 24 hours. Glimpse is highly addictive and if you are in a place where it is available it takes a DC 10 Wisdom Saving Throw to resist finding and using some. The DC to resist increases by 1 for every time you have taken Glimpse in the past 30 days. A non-tiefling who tries Glimpse immediately suffers two levels of exhaustion and has terrible nightmares for a week. 017 A group of tieflings, half-elves, and half-orcs who invite you into one of their secret meetings. // The group has a long term plan to overthrow the human government. It takes a DC 10 Deception roll to feign interest in the conspiracy and leave unharmed. If you refuse, they attack you. You escape with 5 hit points left but they make come looking for you later. 018 A group of tieflings plan some profane vandalism on a church that has been persecuting them. Are you in? // DC 11 Stealth or be caught in the act. DC 13 Persuasion or Insight to get the tieflings to give up the idea. 019 You discover a notorious crime lord is also a tiefling. // She is guilty of all the regular crime lord sins but she also makes a special effort to take care of tieflings, especially those young and in need of guidance. You are invited to be a member of her crime ring while still keeping up your adventuring lifestyle. With time, you could rise in criminal power and do a lot of good amongst the tiefling community (depending on your definition of what's good for your fellow tieflings). Alternately you can join and bring the criminal empire down from the inside or you can share what you've learned with the City Watch. 020 A person in a tavern walks behind your chair and then turns to slap you, +2 vs AC for 1 damage. The person shouts, “Watch where you swing your tail, Pit Skin.” Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 37 Acolyte D100 Event 021 A local temple asks you to sing in the choir for a few nights. // “A few nights” turns out to be an expectation that you will sing every night for a month. If you refuse or stop attending, the temple looks unfavorably upon you. 022 A local religious leader preaches that those who have a successful adventuring career owe their safety and continued success to divine intervention and that if such an individual does not make regular donations they are ungrateful, impious, and risking disaster. 023 The city threatens to tear down a religious building of your faith (or perhaps a building you served in personally) if the community is not using it. // DC 12 Persuasion, Religion, or History check will convince enough people to start attending to save the building. 024 You discover a small temple that is enthusiastically serving the community around it. You soon learn, however, that the temple's finances are in chaos. // With a DC 12 Insight check and 1d4 days you can set things right. If you fail, you can keep trying for another 1d4 days. If you fail after that, the temple is forced to close down. 025 One of the young acolytes at the temple confesses to you that they are bored and don't have much faith. They are thinking of leaving the service. // A DC 11 Perception or Insight check reveals that the acolyte does not actually perform meaningful duties or services. DC 12 Persuasion or Religion roll will convince the acolyte to try more meaningful service. 026 You are asked to preside over a wedding. The wedding, however, is between two different races (determine randomly) and many in the community do not approve. //You may counsel the couple to go elsewhere if you wish or you can make an impassioned sermon to the community. If you succeed in a DC 15 Religion or Insight check, the community seems to take a turn for the better and you may perform the ceremony with no negative consequences. If you fail and still perform the ceremony it will hurt future attendance. 027 You are introduced to two acolytes. The first is ambitious and skilled in ways to help the church progress financially and spread its influence. The second is less intelligent and skilled but is obviously a true believer with a pure heart. The leader asks for your advice on whom to promote. 028 After spending some time in service, one of the religious leaders calls you harshly task over one of your Flaws in front of many young acolytes. 029 There is a debate on changing one of the ancient traditions of the temple to make it more modern, cost effective, and appealing to the public. Which side do you take? 030 A leader tells you that the temple needs 5,000 gp and he is considering selling off a relic to a private collector and replacing it with a fake to save the temple. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 38 Charlatan D100 Event 021 Someone you conned in the past recognizes you and calls the City Watch. You'll have to change your appearance, again, and move from where you have been staying. 022 You witness someone selling life insurance to adventurers and recognize the scam. // You can reveal the charlatans or muscle in for a cut with a DC 13 Deception, Persuasion, or Intimidation check. The scam nets you 1d6x100 gp as your share. 023 Posing as a merchant, you start a con on another merchant only to realize it's actually another charlatan trying to pull a con on you. // Make opposing Deception checks (the other charlatan has +5) If one of you beats the other by 5 or more, the winner swindles the other for 2d6x100 gp. If one of you beats the other by less than 5 points, or of you tie, you both realize the con is up. Will you become enemies, rivals, friends, partners, lovers? 024 An old charlatan friend wants to introduce you to a crew planning a magnificent job. // Once there, you realize that your friend has greatly exaggerated your capabilities, including things like languages you don't speak and skills you don't have, but now you know too much and these people look dangerous. // If you try to back out, you escape but your friend doesn’t. If you try the job make a DC 14 Deception roll with Disadvantage. On success you gain 1d6x200 gp as your share and your reputation soars in underground circles. If you fail, the group is caught by the City Watch while you escape. They are sure to seek revenge. 025 You learn that a wealthy old cleric thinks he is helping to build orphanages and soup kitchens when he's really being slowly defrauded of his entire fortune. // You can tip off the City Watch, muscle in for a cut with a DC 13 Deception, Persuasion, or Intimidation check (the scam nets you 2d6x10 gp per month as your share for 2d6 months until the cleric is bankrupt), or you can try to con the conmen with a DC 19 Deception check. If you succeed, you gain 6,000 gp which you can keep or give any portion back to the cleric. If you fail to con the conmen you still ruin their operation and they will likely seek revenge. 026 A learn that a friend with whom you used to run harmless cons has become a ruthless gangster with extortion and kidnapping operations throughout the city. 027 One of your mentors is sick, needing 1d6+1x100 gp for medicine. Can you believe her? 028 You have the chance to run an easy con on a new business owner. // DC 9 Deception check nets you 2d6+10 gp. // 1D6+1 days later you see the former business owner out on the street in abject poverty. 029 Your disguise contacts let you know that she can get a hold of 1d6+1 City Watch uniforms for 150 gp each (each uniform comes with a helmet, chain shirt, spear and shield). 030 A gang of burglars wants you to distract a merchant by taken her out for a night on the town. // Make a DC 11 Deception check to strike up a friendship and get her to go out with you. While out for the evening, make a DC 14 Charisma Saving Throw. If you fail, you start to really like the merchant and feel guilty about helping rob her. There's still time to get back and spoil the operation, but the burglars are sure to seek revenge and your new friend may not trust you anymore. If you let the burglars go through with it they give you 1d6x100 gp as your cut. As a result, your merchant friend has to fire several employees. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 39 Criminal D100 Event 021 A local gang tries to recruit you. They are rough but their main focus is to keep their own families and neighborhood safe from other gangs. 022 You find out that someone you knew (or possibly had a Bond with) has been brutally murdered and rumor has it the group responsible is looking for you next. 023 Someone has been caught by the authorities and ratted you out for past misdeeds. // It will take a DC 13 Stealth or Deception check to avoid the authorities and for the next 30 days you will have to move from where you are staying every 1d4+2 days. 024 You see a wanted poster of yourself, though they got the nose wrong. You're worth 30 gp alive and 20 gp dead. 025 An old associate asks you to smuggle a small sealed package out of the city, no questions asked and no looking inside, for 50 gp. A contact will meet you in a village nearby. // It takes a DC 16 Dex check and 2d4 hours to reseal the package if opened and you have to make a DC 16 Deception check when you meet the contact. If you open it, roll 1d8: 1: Fresh human bones 2: Illegal drugs worth 1d6 x100 gp 3: A dragonborn egg 4: A demonic ceremonial dagger 5: A packet of incriminating letters 6: Jewelry worth 2d4x 100 gp 7: Religious objects worth 1d6x100 gp 8: Diamonds worth 1d4x1,000 gp 026 A nervous friend asks for your help with something that has gotten out of hand. // Your friend and a group of 1d4+1 thugs have kidnapped a noble girl and are holding her in the cellar of a shady tavern. Your friend doesn't actually want to hurt the girl but the family is refusing the terms and the City Watch is getting closer. He worries about what his associates will do to her. The ransom demand is for 5,000 gp. 027 Someone has put out a 500 gp hit on a scumbag you've hated for a long time. You think you might be able to find him. //DC 16 Investigation check to find where the scumbag is staying. You can kill him yourself with a successful Attack vs AC 15 or let someone know where he is hiding. If your attack fails or you fail three Investigations he flees the city. 028 You catch a noble doing something incriminating. // With a DC 11 Intimidation check you can blackmail the noble for 1d6x10 gp per month for 1d6 months. After which he refuses and either calls the City Watch or tries to have an assassin kill you. 029 Someone who stiffed you on a job a long time ago is doing very well for themselves with a legitimate business. // DC 14 Intimidate to get 1d6x50 gp. 030 You learn about a drug ring in a poor section of town. // You can snitch to the City Watch or muscle in for a cut with a DC 13 Intimidation check for 1d6x5 gp per month. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 40 Entertainer D100 Event 021 A gig in a wealthy part of town. // Make a Performance check, you gain gp equal to double your roll. If you rolled a 13 or better you can live an Aristocratic lifestyle at no extra cost for 1d6+2 days. 022 A gig in a middling part of town. // Make a Performance roll, you gain gp equal to your roll. If you rolled an 11 or better you can live an Wealthy lifestyle at no extra cost for 1d6+2 days. 023 A gig in a rough part of town. // Make a Performance roll, you gain sp equal to your roll. If you rolled an 9 or better you can live a Modest lifestyle at no extra cost for 1d6+2 days. If you had a 7 or lower you take 1d6 damage from flying bottles and garbage. 024 A gig to cheer up soldiers in a hospital. // It only pays 2 sp per night but you get on the good side of the army and the City Watch. 025 A gig at the birthday party of a merchant's child. The job pays 10 gp. // Make a Performance roll. If you roll less than 11, the children are awful, spoiled brats who damage your equipment and your self-esteem. If you roll 16 or better the children start off noisy but quickly settle down and listen with rapt attention. Your host pays you a 20 gp bonus and you gain a good reputation amongst the merchant community. 026 A poor man can't pay you but it would mean the world if you would perform a certain song for his aging mother. 027 You are offered the lead in a local play because the star has disappeared. It pays 5 gp per night for three nights and you must rehearse for 2d4 days. //Roll 1d6 to see what happens: 1-2: The star reappears after partying riotously for days on end and demands that you, the understudy, be cast aside. 3: The star reappears with a plausible excuse for being absent and the director asks you to step down into a lesser part. 4-5: The star never reappears. Ever. It becomes a local mystery. 6: The star reappears without a plausible excuse. The director will not let them back into the play and asks you to continue in the lead. Make a Performance check to see how the play goes. 028 A local busybody denounces your performances as lewd and unfit for the public. He starts following you around, harassing anyone who seems to enjoy what you do. 029 Word of your talent gets around and you become a minor celebrity. People start asking your opinion on everything from fashion to politics. 030 While performing one night, you are upstaged by someone who isn't better than you, but is certainly louder. Make a Performance check at Disadvantage. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 41 Folk Hero D100 Event 021 Someone tells you of a folk hero from your hometown. It doesn't take you long to realize it's your story with a different name attached. This fraudulent hero can be found at a nearby tavern, enjoying your reputation for free meals and drinks. 022 You meet a true hero of the people, someone who has done something of national significance. What kind of person would your character look up to? How does it make you feel about your own accomplishments? 023 As you're traveling through the poor section, you are recognized by a cousin of someone from your hometown. They stage an impromptu celebration full of local food that is not fancy but is authentic. After the party, some people wonder if you can do something in their neighborhood like you did for your hometown. 024 You meet a young man from your hometown. He's fallen on hard times and turned to crime. //DC 11 Persuasion to get him to see that he needs to get out but he owes his crime boss 1d6x100 gp. 025 In a poor neighborhood, you see 1d4 thugs attacking people street with impunity in broad daylight. // If you confront the City Watch about it, they tell you they are stretched thin. You can find more people to join the City Watch with a successful DC 11 Persuasion check, but you'll also have to convince a local official to grant the City Watch in that area more funding with a DC 16 Persuasion check. 026 A local gang runs an extortion ring on poor businesses. There are 3d4+6 members of the gang. If they aren't all killed or arrested at once they will likely take it out on the people. 027 A merchant who has heard your reputation wants you to pay you 4 gp per day to endorse his products in the street.//Roll 1d8 to see what the product is: 1: Medical ointment 2: Street food 3: Footwear 4: Mercenary uniforms 5: A brewery 6: Ink and paper 7: Draft animals 8: Tacky jewelry 028 Someone you stood up to in the past has found out that you're in the city. They are out for revenge if you stay in the city some innocents could get hurt, particularly if you are staying in Poor or Modest conditions. // The person sends 2d4 thugs to bust you up and the last inn you stayed at. 029 While you are eating at a tavern, someone from your hometown loudly accuses you of getting too big for your britches and forgetting where you came from. 030 You meet people who believe an incredibly inflated version of your heroic story. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 42 Guild Artisan or Merchant D100 Event 021 There is fashionable revival for work in your field, if you spend 2d4+3 days working at your business you gain 6 gp per day. 022 Market fatigue. You gain only 5 sp per day practicing your profession for the two weeks. 023 You hear a rumor that a rival merchant plans to damage a place where you work in the next 1d6 days. // Roll 1d6 to see what happens. If you hire extra security for 2 gp per day, you can roll twice and keep the result you want: 1-2: 1d4+2 thugs come to damage your property, equipment, and personnel. 3-5: Nothing happens. 6: You hear that a group of thugs, claiming the merchant went back on a deal, bust up one of the rival's storefronts. 024 You witness a kind guild member being manipulated by a greedy underling who pushes off work onto others and steals things. // It takes a DC 16 Persuasion or Insight roll to get the guild member to see the underling's wrong doings. Alternately, it takes a DC 13 Investigation taking 1d4 days to come up with proof of the underling's wrongdoing. 025 A local guild is extorting a politician with economic threats to the people in his district. 026 You find someone willing to consider partnering with you in a new business venture. // If you succeed in a DC 13 Persuasion check you can start a new business that will net 30 gp per month with no daily effort on your part. If you fail, the partner pulls out and the business falls through. 027 A business friend asks for your help and advice. He owns a historic building and wants to tear it down for a new business that will employ members of the community, but he's getting resistance from certain preservation groups and nobles who like the city how it is. 028 The guild is holding an election for a new officer. It is not irregular for guild officers to delegate and be gone on business for weeks or even months at a time, so it is compatible with an adventuring lifestyle. You can run yourself if you have 1d4+1 weeks to campaign, otherwise you support and vote for a friend. // The DM makes three 1d20+4 rolls. These are the other Candidates to beat. You make a Persuasion or Insight roll to represent your own campaign or your support of a friend. The winner becomes the new guild officer for one year and gets a stipend of 100 gp per month. DM NOTE: If the player wins the position, work with them on what kind of office it is and what kind of duties would give the player interesting roleplaying opportunities. 029 A relative comes to you down on her luck and asks to be employed by your business. // If you employ her, she reminds you to make sure your will is in order, since you do so much dangerous traveling. You’re not sure if this is sweet or sinister. 030 A member of the guild is using child laborers to make products. He argues that he pays them a fair wage and it keeps them off the streets, though the hours are long and the work is hard. //It takes a DC12 Persuasion or Intimidate roll to convince him to stop, but this leads to an increase in children on the street. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 43 Hermit D100 Event 021 Overwhelmed by the press of the city, you feel the need to go for a long walk outside the walls and hunker in a cave for 1d3 days. If you do not, you suffer a level of exhaustion that cannot go away until you spend 24 hours alone. 022 You find a person who can benefit from your Discovery. 023 You meet a good person who could be harmed by your Discovery. 024 You read a periodical from an anonymous writer who claims the opposite of your Discovery is true. You may also write in anonymously. 025 You strike up a friendship with a quiet scholar who is leaving town and offers you his empty home. 026 If you prove yourself a serious and reserved individual you are welcome to stay at a monastery in town. // The monks require that you do four hours of daily chores in exchange for plain food and a small room to yourself. The monastery has an extensive library and many scholarly contacts across the continent. There is a vow of silence over every room and hallway with the exception of the front office where the necessary business of the monastery takes place. 027 A religious order asks you to become the keeper of an important relic. They stress that it must not be seen within the city. Roll 1d8 to see what it is: 1: A mummified hand 2: A locked book 3: A candle that has never been lit 4: An amulet in the shape of a sword 5: A prophesy written on animal hide 6: A tattoo that moves to other people 7: A miniature set of golden tools 8: A jade figurine 028 As part of your adventuring group, you are invited to a party at a local noble's grand mansion. The party is sure to be noisy, crowded, and full of vapid people and inane conversation. Refusing the noble, however, could be seen as an insult.// If you attend the party, you suffer a level of exhaustion that lasts until you spend 24 hours alone. 029 You are invited to partake in a philosophical debate in front of hundreds of people. // If you participate in the debate, the DM rolls 1d20 to represent the other side of the argument. You may make a Religion, Arcana, Insight, History, or Persuasion check to articulate your opposing views but you do so at Disadvantage. 030 A local naval officer proposes to build a new base on a stretch of beach known for housing several hermits in its nearby cave system. They would of course be driven out. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 44 Noble D100 Event 021 If you prove yourself worthy, you are offered membership into a secret society of wealthy people. 022 Another noble challenges you to a duel to first blood for a perceived (or real) insult unless you debase yourself publicly on the matter. // Make opposed Attack rolls. The other noble has a +5 to Attack. The loser (or apologist) will be shunned at parties for 1d4 weeks. After, the enmity between you and the other noble may deepen into something more dangerous. 023 A noble friend who is terrible at dueling has asked you to be his second. The perceived insult is grave and the illegal duel is to the death. He is sure to get himself killed if the dispute cannot be settled before the duel. // It will take a DC 19 Persuasion or Insight roll to convince the other duelist to stand down, though he demands a public apology from your friend. Alternately, you may insult the other duelist so much that he challenges you to the death in a duel that takes precedence over the duel with your friend. If your friend duels, the DM rolls 1d20-2 for the friend and 1d20+5 for the rival. The loser is killed. If you fight the duel make an opposed Attack roll against your rival's +5. If you win, you kill him, if you lose you are gravely wounded and left for dead. You must spend 1d4+3 weeks recovering (unless you receive magical healing), during which the noble community thinks you are dead and shocked by your insulting behavior. 024 A member of your family has been disgraced. You are not certain which rumors are true, but the family member has gone into exile on a distant country estate. You have Disadvantage on all Charisma checks with the noble community for 1d4+2 months unless you spend one week trying to uncover or hide the truth. To exonerate your relative, make a DC 16 Investigation check to discover your relative was not at fault, if you fail, it turns out some of the terrible rumors are true. You can make a DC 13 Deception check and spend 1d6x100 gp to cover the incident up and throw enough parties that people forget. 025 Peasants yell about your wealthy lifestyle and throw food at you, ruining your clothes. 026 You lose your signet ring and a beggar claims to have found it but will charge you 1d6x100 gp to get it back. He claims it is hidden somewhere not on his person. 027 A noble asks your advice on dealing with his unruly peasants back on his estate. 028 You are invited to visit a local noble at their nearby country house for 1d4 days. At the end, you've either embarrassed yourself or made a new friend 029 A bard asks you to be her patron. She's not very good at music, yet, but she is hard working. You can support her for 30 gp per month. // If you become her patron, roll 1d6 every month, adding +1 to the roll every new month: 1: Run out of town and disappeared. 2: She is depressed and about to give up 3: She's around but not much better 4: You see some improvement 5: She has had some moderate success 6+: She's a star and has you to thank 030 You'll have to spend 1d6x100 gp if you want to keep up with changing fashions. Doing so could give you an advantage in certain social circles but could also make some people take you less seriously. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 45 Outlander D100 Event 021 You overhear the name of your homeland in a conversation. The speaker claims to have been an adventurer there and to have buried treasure beneath a landmark you recognize. 022 You are attacked by 1d4+1 thugs who claim that your people killed some of their family. 023 A generous and friendly host has completely mistaken your culture for another and he keeps offering you strange food that you find distasteful and keeps making cultural references you don't understand. 024 You see something sacred to your people being sold as a trinket for a few coppers. 025 A noble will pay you handsomely to hunt large game and then give it to him to pretend that he's hunted it himself. He doesn't care what you do with the meat or hide. With his permission you may hunt in the nearby game preserves of the wealthy where you might become friends with the rangers and foresters there. 026 You are detained by a special unit of the City Watch who claim that people from your homeland must submit to a quarantine for 1d4+3 days due to a plague in that land. // If you don't submit to the City Watch, you have to fight your way free of the city with a successful Attack vs AC 16 followed by a DC 14 Stealth check. You will be on the City Watch's wanted list for 1d4 months. 027 A relative finds you in the city and tells you about an urgent matter back in your homeland. If you go to deal with it, you will be gone for 1d4+2 weeks. If you elect not to go, your people may feel as though you've turned your back on them. DM NOTE: If the character's homeland is too far away for this to be plausible, perhaps members of the homeland were traveling in a caravan or making a pilgrimage at a closer location. Perhaps they've even been captured and need rescuing. 028 At a social event, the host calls negative attention to your lack of (or culturally different) manners. // With a DC 12 Insight, Religion, or Persuasion roll you can shame the host for their intolerant and ignorant views. This may help the host become a better person, but could also make you an enemy. 029 A group of 1d4+1 pampered young nobles and wealthy merchant's children earnestly wish to learn how to forage and hunt in the wild. They have access to the nearby game preserve and ask if you will be their guide and teacher for 1d4+1 weeks. They offer to pay you 10 gp per week. This is a good opportunity to endear yourself to people who will one day be powerful. 030 You can find work with a cartographer's guild who will pay you 20 gp per month to update maps as you travel. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 46 Sage D100 Event 021 Someone has plagiarized some of your writing and published it, making 1d6x50 gp over the last several weeks. // DC 16 Investigation check to prove the theft to the publisher. 022 A sage is sitting on plague research that could potentially save lives but no one has offered him a lucrative enough publishing contract. // DC 16 Persuasion or Insight check to convince him to change his mind. You could publish the work yourself if you pay the sage 2d4x100 gp for the rights. Alternately, you can steal the research with a DC 12 Stealth or Deception check but if you get caught the academic community looks down on you and the City Watch may charge you a 1d6x10 gp fine. 023 You near a breakthrough on something you've been studying. You just need to work for 1d4 more days uninterrupted. After which, you suffer two levels of exhaustion. DM NOTE: Work with the player to find out what kind of research would be important to their character or the campaign, such as a hidden location or a villain's weakness. 024 You are asked to sit in judgment over an academic dispute. // A single student is claiming credit for a group project, demanding that the others in his group fail the course for not doing anything all semester. // A DC 12 Investigation or Insight roll proves this to be true. The student claiming credit comes from a lower class background but he is brilliant and may be an important scholar someday. The others in his group come from wealthy backgrounds and insulting them may cause trouble with their noble and merchant parents. 025 You are offered 6 gp to perform a series of lectures on a subject of your choosing for 1d4 days.// You speak to young people who may someday be leaders in the city. This is your chance to inform their minds and plant seeds of ideas. 026 Hearing of your travels, a cartographer asks for you to help her update her maps and cultural references. At the end, she's happy to give you a copy and let you use her map collection for research on locations in the future. 027 You see a substitute teaching job at a school for 2gp per day. // When you get there, the students are horrid, loud, and disrespectful. It takes a DC 17 Insight, Persuasion, History, or Intimidation check to get them to sit down and listen. 028 A friend tells you about something she is researching and asks you to keep an eye out for more information on your travels.// Roll 1d8 for the subject of the research: 1: Ancient architecture 2: Eating habits around the world 3: Cults of evil 4: Alchemical substances 5: Monster biology 6: Magical energies and auras 7: Hidden locations 8: Legendary items 029 One of your teachers or mentors has passed away, naming you in their will. You receive several books, scrolls, and boxes of paper containing research. 030 You may join a university library and eventually gain access to the forbidden section if you prove yourself a serious and sober-minded contributor. // Every month you must submit writing that takes a successful DC 15 Arcana, History, or Religion check and 1d4+1 days of work. If you fail, the time is wasted. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 47 Sailor D100 Event 021 You see another sailor with the exact same tattoo that you have. Will this make you friends or enemies? 022 You meet a friendly sailor whom you get along with famously. Well into a night of drinks and stories you chance to see a tattoo on the inside of the sailor's arm. It matches the tattoo worn by pirates who attacked your vessel and killed your friends years ago. 023 You are offered work a fishing boat for 3 sp per day. It's hard, simple work but it is peaceful and honest and you are surrounded by good company. 024 You are the only one to see a longshoreman overseer, drunk in the middle of the day, roll into the water. He's a terrible person who shorts his men on their pay. 025 You witness drugged men being carried onto a ship at night. // If you attempt to interfere the captain explains that they are all disorderly drunks who do nothing with their lives but drift in and out of jail and abuse their families, if they have one. In several cases the family has given permission. These men are being press ganged into service where they can overcome their desire for strong drink and make something of themselves. They and their families will be paid. What the captain is doing is still technically illegal. 026 You meet a young man who says he was kidnapped and forced to serve on a ship, will you help him get back to his people?//The young man will need 20 gp to get back home or you can help him find work on a ship with a captain you trust to get him back home. 027 You see the ship of a hated rival or enemy weighing anchor at the harbor. // It would be a shame if it developed a leak or caught fire. DC 14 Stealth check to sabotage the ship. If you fail, you are jumped by the crew (2d4+4 thugs). 028 Local nobles will pay 1 gp per day for divers to look for things they've dropped while on pleasure cruises. There is a board of things lost and how to get in touch with their owners. // Make an Athletics check every day you swim. On a 20 or higher you find a piece of jewelry worth 1d6x100 gp. 029 Some children have taken out a small fishing boat not far from the docks and a large shark circles them, sometimes bumping the little craft. 030 You meet an old sailing mate who has fallen sick. He is running out of coin and needs medical care. // If you put him up in a hospital for 1 sp per day or tend him on your own, he gives you a treasure map before passing away. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 48 Soldier D100 Event 021 You meet someone who served in the same army that you did. // If you share a meal or some drinks and stories, your new friend awkwardly asks you for a little money. 022 You overhear an exaggerated tale of a place you actually served in, the speaker obviously has no idea what he's talking about and might not even be a soldier. 023 A drunk old soldier with a broken nose spits on you and accuses you of being a deserter. 024 An officer you served under is starting a mercenary unit and asks if you'll sign up or at least help her recruit. // It takes a DC 14 Persuasion, Intimidation, Perception, or Deception check to get 1d6 recruits to sign up. You get paid 2 gp per head and you can make a recruiting roll every day until the mercenary unit ships out in 1d4 weeks. 025 A historical society asks to take down an account of your time with the army. 026 You meet a young soldier who is scared out of his mind. He regrets joining the army and has no talent for it. The punishment for deserting is jail time and a hefty fine at best or, at the worst, death. Will you help him get out?// It takes a DC 13 Persuasion, Intimidation, Religion, or Deception check to get the young man out of the army. You'll also have to pay 1d6x10 in bribes or fines. Alternately, you can sneak the young man out of the city with a DC 14 Stealth check, but if you are caught the punishment could be severe. 027 You learn that the widow of someone you served with in the army lives nearby with her children.// Roll 1d6: 1-2: She is desperately poor. Supporting her and her children will take 400 gp per year 3-5: She and her children are getting by working hard and living simply. She is happy to see you and hopes you'll stay for a bit and tell her children about their father. 6: She is engaged to marry a wealthy merchant and hopes you'll come visit. Alternately, you can try to go through government or religious channels to find support. 028 Someone is polling public opinion on whether or not young people should be required by law to serve in the military for two years. What is your opinion? 029 You spend a terrible, lonely night where it seems as if no one you talk to has any respect for soldiers. You are haunted by some of the things you've seen and it makes you wonder if you've made enough of a difference in the world. 030 Merchants want to pay some strong men 2 gp to clear away the street performers in front of their business. The performers are harmless and the passerby seem to enjoy them, however if legitimate soldiers and mercenaries do not convince the performers to go elsewhere, the merchants may turn to a rougher class of men to get the job done. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 49 Urchin D100 Event 021 You are struck with a flood of memories from your childhood, good and bad. It might bring out a nervous habit you thought long gone or leave you fuming at how little the world has changed, it might make you appreciate your current companions but it affects you deeply. 022 You see a small child who looks half-feral being mistreated by older children. // The older children are easily scared away. The smaller child eyes you warily and then darts off. //DC 12 Dexterity check to catch up to the child several blocks away. DC 12 Cha (Persuasion) or Wis (Animal Handling) to calm the child and let her know you mean no harm. You can have Advantage if you offer food. Once you have gained the child's trust, you can find an orphanage that will take the child in. 30 gp will take care of the child for a year. 023 You notice a gang of urchins about to distract and pickpocket a modestly dressed woman handing out coins to the poor. // If you interfere in any way, even just by standing closer to the woman. The urchins glare at you from the mouth of an alleyway. 024 Two young children ask you to go into the nearby opium den and bring their father out.// The proprietor demands you settle his bill for 2d6 gp before 1d4 thugs will let you leave. 025 You hear a rumor that a cruel City Watch officer from your childhood lives in the city. He has fallen ill and his family is struggling to make enough money to feed themselves. 026 As an adventurer, you are invited to an upscale party in the noble district. // If you attend, in less than an hour some of your Flaws that you developed growing up on the street manifest themselves. // At first the other guests ignore you, feigning a need to speak with anyone else. // If you stay, they snicker at you behind their hands. // If you stay much longer, a master servant begs you to leave quietly. 027 You come across a bakery selling goods that remind you of the best times when you were a hungry child, but also a time when you were beaten soundly for stealing one of them. You see a few hungry urchins glancing wistfully nearby, sniffing the air and feeling the warmth of the ovens. 028 At the end of the day, you watch a bakery in a wealthy part of town throw all of their day- old goods down a sewer drain. // If asked, the workers say they aren't allowed to give the goods away to the poor because it would only encourage them to hang around the shop. 029 You are restless in your bed. Things have changed much over the years but some nights you simply cannot get used to it. You wander the streets for the night. What do you do? //  I stalk the alleyways and beat up thugs.  I buy a few basic necessities like food, blankets, clothes, and medicine and distribute it to the poor. (Costs 10gp or as much as you want to give)  I go to a wealthy district and pickpocket nobles for fun.  I play a few pranks on the City Watch. 030 You watch a group of urchins trick a guardsman into walking beneath an arch where they poor ice cold water all over him. All of the urchins get away but one, to whom the guard prepares give a beating. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 50 Appendix 1: City Dweller Stats Acolyte Medium humanoid (any race), any alignment Armor Class 10 Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Skills Medicine +4, Religion +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/4 (50 XP) Spellcasting. The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (3 slots): bless, cure wounds, sanctuary Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities. Priest Medium humanoid (any race), any alignment Armor Class 13 (chain shirt) Hit Points 27 (5d8 + 5) Speed 25 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1) Skills Medicine +7, Persuasion +3, Religion +4 Senses passive Perception 13 Languages any two languages Challenge 2 (450 XP) Divine Eminence. As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st. Spellcasting. The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): cure wounds, guiding bolt, sanctuary 2nd level (3 slots): lesser restoration, spiritual weapon 3rd level (2 slots): dispel magic, spirit guardians Actions Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 51 Commoner Medium humanoid (any race), any alignment Armor Class 10 Hit Points 4 (1d8) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages any one language (usually Common) Challenge 0 (10 XP) Actions Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage. Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits. Noble Medium humanoid (any race), any alignment Armor Class 15 (breastplate) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 12 Languages any two languages Challenge 1/8 (25 XP) Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Reactions Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners. The noble’s statistics can also be used to represent courtiers who aren’t of noble birth. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 52 Cultist Medium humanoid (any race), any non-good alignment Armor Class 12 (leather armor) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11(+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Skills Deception +2, Religion +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/8 (25 XP) Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened. Actions Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) slashing damage. Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices. Cult Fanatic Medium humanoid (any race), any non-good alignment Armor Class 13 (leather armor) Hit Points 33 (6d8 + 6) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 10 (+0) 13 (+1) 14 (+2) Skills Deception +4, Persuasion +4, Religion +2 Senses passive Perception 11 Languages any one language (usually Common) Challenge 2 (450 XP) Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened. Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared: Cantrips (at will): light, sacred flame, thaumaturgy 1st level (4 slots): command, inflict wounds, shield of faith 2nd level (3 slots): hold person, spiritual weapon Actions Multiattack. The fanatic makes two melee attacks. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 4 (1d4 + 2) piercing damage. Fanatics are often part of a cult’s leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 53 Gladiator/Pit Fighter Champion Medium humanoid (any race), any alignment Armor Class 16 (studded leather, shield) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 10 (+0) 12 (+1) 15 (+2) Saving Throws Str +7, Dex +5, Con +6 Skills Athletics +10, Intimidation +5 Senses passive Perception 11 Languages any one language (usually Common) Challenge 5 (1,800 XP) Brave. The gladiator has advantage on saving throws against being frightened. Brute. A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack). Actions Multiattack. The gladiator makes three melee attacks or two ranged attacks. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack. Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone. Reactions Parry. The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon. Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life -or- death struggle, while others are professional duelists who command huge fees but rarely fight to the death. Berserker Medium humanoid (any race), any chaotic alignment Armor Class 13 (hide armor) Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 17 (+3) 9 (−1) 11 (+0) 9 (−1) Senses passive Perception 10 Languages any one language (usually Common) Challenge 2 (450 XP) Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. Actions Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 54 City Watch or Guard Medium humanoid (any race), any alignment Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0) Skills Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 1/8 (25 XP) Actions Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 +1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Scout/Forest Ranger Medium humanoid (any race), any alignment Armor Class 13 (leather armor) Hit Points 16 (3d8 + 3) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills Nature +4, Perception +5, Stealth +6, Survival +5 Senses passive Perception 15 Languages any one language (usually Common) Challenge 1/2 (100 XP) Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight. Actions Multiattack. The scout makes two melee attacks or two ranged attacks. Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Longbow. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage. Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Not for resale. Permission granted to print or photocopy this document for personal use only. Character Specific Random City Events 55 Thug Medium humanoid (any race), any non-good alignment Armor Class 11 (leather armor) Hit Points 32 (5d8 + 10) Speed 30 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Intimidation +2 Senses passive Perception 10 Languages any one language (usually Common) Challenge 1/2 (100 XP) Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Actions Multiattack. The thug makes two melee attacks. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) bludgeoning damage. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage. Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples. Veteran Medium humanoid (any race), any alignment Armor Class 17 (splint) Hit Points 58 (9d8 + 18) Speed 30 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +5, Perception +2 Senses passive Perception 12 Languages any one language (usually Common) Challenge 3 (700 XP) Actions Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In City & Town/Character-Focused-Random-Events-for-the-City.pdf
Dragon Infested Mountains Encounters & Wandering Monsters Roll 1d20 for Encounter [1] Razor Stones. The ground is littered with very sharp, pointy black stones similar to obsidian. Anyone who falls on it takes 1d6 damage from standing height or doubles the fall damage they take from higher. Stones could be used to make arrow heads or sold to certain collector geologists as they are uncommon. [2] There are four adventurers burnt to a crisp, apparently from above. On their person is a single piece of armor, 2d6 silver, and an unused potion of fire resistance. [3] Kobolds! You encounter 2d6 kobolds on a scouting mission, will attack if they outnumber the party. Roll 1d4 on list for type; 1. Scaley, small, traditional. Dragon worshippers, they may be working for one of the local dragons. 2. Furry, barking, dog-like. These 'bolds are neutral but will trade information or metals for food the party has. 3. Smooth skin in place of scales. Sneaky, has 1d4 extra kobolds with knives hiding back to strike party from behind if needed. 4. These kobolds suffer from gigantism and were kicked out of their tribes; half as many kobolds but human-bandit stats. [4] Ever burning bush. Tries to pretend to be the God of any nearby clerics, is actually just a magic fire that doesn't burn anything it catches on. Can be carried in a torch or container from now on, but dies if the flame is put out. If used on people can warm them and cook food without burning anything- will become friendly if party forgives it for its deception. [5] Green crystal growing from the ground, looks vaguely like a plant. If crushed into powder can be snorted or smoked for a bonus +2 to Intelligence and Charisma but -2 to Wisdom. Lasts for 24 hours. Dragon and Dragonborn who use it gain the positives without the negatives but addictive. Can be sold 10 sp per dose, 2d10 doses. [6] Dragon skull, worth a few thousand gold. Gigantic, full encumbrance if you try to carry it. [7] Shallow cave, containing 1d8 skeletons. The skeletons animate only if you disturb the strange purple sand on the floor, drawn into runes. The back most skeleton has an iron helmet with gold trim, worth triple regular helmet price. [8] Tiny fertile valley crammed between two small mountain hills. Filled with tiny trees and extinct megafauna, all small enough to fit in the palm of your hand. You can sell these tiny guys to natural scholars for decent silver. [9] Rock Arachnids. Random piles of stones come to life and form into the shapes of giant spiders. No venom, but attack with sharp rock fangs. Rock Arachnids (2HD, +3 AC, 1d8 rock damage, no initiate; ie party always goes first) Appearing; 1d3 The rock spiders are aggressive but are very slow, which is why they wait for prey to come to them. Escaping them is easy. If you retreat, the spiders just fall apart again and wait for their next target. [10] Annoying chipmunks. Bright, colorful chimpmunks that hide in dens dug into the mountain's side. Every turn the party stays here, the chipmunks make a bunch of noise and draw attention; double the chance of random encounters. Chipmunk fur is valuable, worth 1 SP per pelt. [11] Dug into the mountain side is a stronghold for the dwarves. The inside is dark and abandoned, the few survivors are insane and gibber in the darkness, making masterful creations out of each others body parts. Roll 1d6; 1. Sword made of a sharpened femur 2. Shield made of a pelvis 3. Cloak made of dwarf skin 4. Poleaxe made of petrified hand + bones 5. Coin pouch made of a belly 6. Cosmetic powder made of dwarf ash [12] Tiny burning clouds of ash spit from the mouths of least drakes, dealing 1 damage. If the party does not run back the way they came from the 'terrifying' assault they will be attacked. Least Drakes (1HD, +1 AC and to hit, ash cloud breath attack deals 1 damage) Appearing; 2d6 Failed spawn of the dragons, or kobolds attempting ascendancy to become dragons. Inflated sense of superiority. [13] Solidified shard of sunlight glowing from under a stone. Can be used like a scroll to either grant Light for 2d6 exploration turns which also deals damage to or turns vampires and other creatures weak to sunlight. [14] Blue Crystal growth coming from the chest cavity of a long deactivated golem. These crystals grow on magical items, animated creatures, and can infect Magic Users who are over 9th level. The Blue Crystals can be smashed up into a paste and mixed with water to create an Arcane Mark in ink form. This writing is permanent but is only visible when using the effects of wizard or magic sight. Additionally, the Blue Crystal powder can be blown nearby invisible creatures or illusions that makes them sparkle and glow. Each pouch of crystal has 10 uses and is worth 100 sp each. They can be grown by implanting them on magical things, as explained above. [15] Gigantic crater filled with ash. Every exploration turn spent digging have the party roll on this table and chance for random encounter; Roll 1d6; 1. Golden Ring 2. Dragon Fang (as dagger, +1 to hit) 3. Silver Sabaton 4. Petrified Flameblast; explodes as Fireball in 4 seconds after exposed to air. 5. Charred human remains, no value. 6. Potion of Fire Resistance [16] Magnetic Dragon! Huge silver dragon swoops in and attacks with magnetic breath attack. Magnetic Dragon (5HD, flight, magnetic breath) This dragon's breath attack magnetically pins objects backwards, away from the cone of attack. Those wearing chain must make a save vs paralysis to move again, those wearing fullplate will be totally helpless unless removed from their armor or the effect wears off in 3 rounds. Additionally this breath attack can be used against metal projectiles which launches them back at the user, dealing damage if they hit. [17] Rust Dragon! Dark brown dragon with coppery patches attacks from below, such as a crevice before snaking its way up to attack. Rust Dragon (4HD, rust breath) This dragon does not have wings. This dragon's moist breath rusts and ruins metal equipment. Each round you are caught in it, your metal armor loses -1 AC until rusted to uselessness. Metal weapons take 1-3 rounds to get rusted to uselessness, depending on size. Sheathed weapons take another round to rust. Magic weapons get bonus rounds equal to their magic bonus+1. [18] Petrified Wood golems. Activates in the presence of people who have killed dragons or carry dragon body parts. Petrified Wood Golem (2HD, +1 AC) Appearing; 3d6 Dragons created and carved these golems out of petrified trees and logs as a way to kill or weaken any dragon slayers in their mountain home. [19] Wandering Dragon-Slayer, alone. Lost his lance, which has been broken into 4 pieces. The next 4 rolled encounters on this list have a 50% chance to have a piece of his lance. When combined, his lance is a +3 weapon vs dragons. He'll join your party until you kill a dragon, then leave with its heart to his home village. [20] Rare vein of ore, exposed at the surface. Anyone with a pickaxe can mine it, but the loud noise it makes forces a wandering monster check along with the normal time. There is enough ore to make 1 shield or 1/3 enough to make a full suit of armor. Roll 1d4; 1. Mithril Ore 2. Infernite; Heat resistant metal, -1 damage taken from fire and +2 vs dragon breath 3. Cryptick; Necromantic resistant metal. +1 to saves vs death and level drain 4. Gold Vein. Worth 1d4x500 unrefined Wandering Monsters Roll 1d6 (1) Dragon Cultists (1HD, +2 to hit, black iron weapons deal +1 damage vs lawful aligned) Appearing; 2d6 Cultists trying to find food, gold, and mates for their dragon masters. Their metal weapons feel uncomfortable for Lawful aligned to hold. (2) Minotaurs (2HD, +2 to damage with d6 axe, +1 AC, gore attack deals 1d4 damage) Appearing; 2 or 3 Small family of minotaurs, randomly lost in the mountains. Trying to find a safe cave for the female one to give birth. She's heavily pregnant but still fights like a beast. (3) Thunderbird (2HD, flight, fires lightning bolts dealing d6 damage) Appearing; 1 or 2 Large brown eagle flies overhead, its cries charged with electrical static. (4) Giant Millipede (3HD, surprises part 2 in 6, d6 bite, constricts d4 damage) Appearing 1 or 2 Giant millipede likes to constrict people while biting others. Nearly silent while moving. (5) Crystal Men (2 HD, get +2 vs magic and spell saves, d6 crystal spears) Appearing; 1d6 Roll reactions when encountered. Good- Crystal Men gladly trade their crystal weapons for [5] and [14] (stats as normal weapons, but immune to rusting and magnets) Neutral- Willing to trade if prompted, but will only trade a single crystal weapon. Bad- Attack if they sense the party has crystals on them, which they want to take by force. (6) Mad Dwarf (2HD, immune to mental magic, becomes enraged if surronded gaining +1 to hit and damage) Appearing; 1 If injured, will limp and try to return to [11], he carries one random piece of dwarf-corpse equipment. Roll on [11] table for which.
textdata/thevault/System neutral/Tables & Charts/Encounters/Fantasy/In the Wilderrness/Dragon Infested Mountains Encouners & Wandering Monsters.pdf
1 1. Garry Thorton Stary wyga wszelkiego rodzaju wyścigów, specjalista od dużych imprez. Aż cud, że jeszcze nie wkręcił się do Ligi - widocznie za bardzo lubi jeździć. Facet ma taki zwyczaj - siada przed wyścigiem na masce swojego Pontiaca, zapala fajkę i ironicznym uśmieszkiem ogląda sobie krzątaninę młodych. Garry ma może z sześćdziesiąt lat, to stary, siwiejący piernik. Nie odzy- wa się prawie w ogóle, tylko siedzi i wypuszcza kółka dymu spod sumiastych wąsów. Ten spokój utrzymuje się również w czasie wyścigu - niewielu znajdziesz kierowców tak rozważ- nych i odpowiedzialnych jak Thorton. TTTTTABELA ZA ABELA ZA ABELA ZA ABELA ZA ABELA ZAW W W W WODNIKÓW ODNIKÓW ODNIKÓW ODNIKÓW ODNIKÓW Numer w Numer w Numer w Numer w Numer wozu za ozu za ozu za ozu za ozu zaw w w w wodnika odnika odnika odnika odnika 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 1 2 3 4 5 6 7 8 Zwrotność -30 -20 0 -30 -10 -50 0 +10 Kary od pancerzy +10 +15 +15 +15 +15 +25 Uszkodzenia Maksymalna prędkość 120 100 90 120 100 150 90 80 Przyspieszenie 40 40 30 40 40 50 40 30 Hamulce 40 40 40 40 40 30 40 40 Sprawność 18 15 13 16 13 19 17 15 Wytrzymałość 13 13 15 14 13 12 13 15 Pancerze L-boki L-przód L-przód L-przód L-przód C-przód i boki i boki i boki i boki L-boki Kierowca: PP 7 4 3 5 4 5 5 4 ZR 12 13 14 13 11 12 13 12 CHAR. 17 16 8 15 9 8 14 13 Aktualna prędkość Zderzaki Gadżety M-turbo D-turbo D-turbo M-turbo M-turbo D-Turbo intercool. Nitro Nitro Kolce Kolce . . ZasłonaD ProstowR WKruczeS Olejarka ZasłonaD FotelKat. ośmioro wspaniałych Wszystkie wozy, oprócz wozu Kelly,ego, mają wypełnione opony wypełnione opony wypełnione opony wypełnione opony wypełnione opony. Stojąc Stojąc Stojąc Stojąc Stojący J y J y J y J y Jeż eż eż eż eż posiada na wyposażeniu Większe krucze stop Większe krucze stop Większe krucze stop Większe krucze stop Większe krucze stopyyyyy, które oprócz szansy na przebi- cie nie wypełnionych opon zadają Lekkie obrażenia w koła. Specjalna zasada dla Reinholda Kelly Specjalna zasada dla Reinholda Kelly Specjalna zasada dla Reinholda Kelly Specjalna zasada dla Reinholda Kelly Specjalna zasada dla Reinholda Kelly,,,,,eeeeegggggo o o o o - jeśli jego wóz otrzyma Lekkie uszkodzenie, od razu wycofuje się z wyścigu i zjeżdża na bok. 2 2. Johnny Żelazna Stopa Nie poznałeś jeszcze Johnnego? Facet ma nie- spełna dwadzieścia lat - taki mały, wesoły blon- dasek - a już doczekał się własnej legendy. Gość pochodzi z Apallachów - kiedy wędrował do Detroit, zmutowany niedźwiedź odgryzł mu nogę. Nie wiem ile prawdy w tej historii, ale Johnny znalazł opuszczony szpital, sam so- bie założył opatrunek a po jakimś czasie do- robił do kikuta protezę. Wyjął nogę od szpi- talnego łóżka, dostosował do kolana i doszedł na tym nad Wielkie Jeziora. Dzisiaj ma nor- malną protezę i nieźle sobie z nią radzi w trakcie wyścigów. Nie to, żeby był czempio- nem, ale nie jest nigdy ostatni. Johnny jeź- dzi samizdatem. Najwięcej chyba w tym wszystkim Forda. 3. Stojący Jeż Stojący Jeż to palant - facet twierdzi, że jest półkrwi Indianinem, chociaż dobrze znałem jego ojca, emigranta z Tajwanu. Jeż wymy- ślił sobie jakieś kretyńsko brzmiące imię ple- mienne - coś z żelaznym drągiem chyba - i kazał się tak nazywać. Nie wiem z jakiego powodu skończyło się na Stojącym Jeżu. Może dlatego, że tak ciężki przypadek kretyna nie może się nazywać inaczej? Gostek jeździ jak wariat i uwielbia wyrzucać z samochodu prze- szkadzajki - krucze stopy, nabijane kolcami taśmy itp. Może stąd wziął się ten Jeż? Jak przystało na idiotę Jeż jeździ Jugo. Nie py- taj. 4. Edith Nikt nie wie jak ma na nazwisko i nikogo raczej to nie obchodzi, podobnie jak jej fran- cuski akcent i blizny na lewym policzku. Ta niepozorna brunetka nie raz sprawiła niespo- dziankę kibicom wyścigów i jeśli miałbym nazwać kogoś czarnym koniem, to właśnie ją. I nie tylko ze względu na malunek zdobiący drzwi i maskę Toyoty Corolli. Edith obchodzą tylko zwycięstwa, nie spodziewaj się z jej stro- ny fair-play. Oczekuj zamiast tego częstego taranowania, zajeżdżania drogi i podobnych incydentów. Każdy w Detroit miał z tą dziew- czyną jakieś przejścia na trasie, ale w grun- cie rzeczy nikt na nią nie psioczy. Jakoś tak głupio... 5. Adam Smith Wuj Adam, albo jak go czasem nazywają dzie- ciaki Łysy Sukinsyn z Utah, to doświadczo- ny kierowca, z tym że olewus. Jakoś nigdy nie potrafi wykorzystać nadarzającej się okazji i wygrać jak przystało na weterana szos. Zawsze ma jakąś wymówkę - a to „łeb mnie nawalał”, a to „nawierzchnia była wil- gotna”, dosłownie maruda jakich mało. Pew- nie nikt by się nie interesował tymi tłuma- czeniami, gdyby nie powszechna sympatia, jaką otoczony jest ten czterdziestolatek. Je- śli masz ochotę odpocząć od zgiełku i prędko- ści Detroit, łapiesz Wuja Adama za rękaw, bierzesz do knajpy i słuchasz dykteryjek. Wszystko to marudne, ale do upicia się na smutno w sam raz. Adam Smith jeździ starym UM, tak samo upierdliwym jak właściciel. 6. Reinhold Kelly Facet jest absolutnym przeciętniakiem. Ale stary, jakie on ma auto! Lotus Clio - nie wiem czy jakiś egzemplarz przetrwał jeszcze woj- nę, bo to był absolutny prototyp. Ten Lotus to kabriolet, czerwony, chromowany gdzienie- gdzie, facet pieści go praktycznie przez cały czas. Nawet gdyby nie był takim przeciętnia- kiem i tak nie wygrałby żadnego wyścigu, bo szkoda byłoby mu zarysować wozu. Do tego samochodu ciągną pielgrzymki, a i ja, kiedy mam zły dzień, siadam sobie na kamieniu i patrzę jak Reinhold pucuje lusterko. Odjazd. 7. Delta Bravo Powinieneś poznać tego rudzielca. To miłośnicz- ka japońskich komiksów i kreskówek z Kró- likiem Bugsem. Znasz to powiedzonko Króli- ka - „delta bravo, śmigło w prawo”. Takie ha- sła sprzedawała ta panienka kierowcom, kie- dy jeszcze była pilotem. Nienawidzili jej za to, ale kochali ją za żywiołowość i ultra-rado- sny sposób bycia. Ksywka przylgnęła - jako kierowca Delta Bravo radzi sobie całkowicie nieźle, a cenić trzeba ją tym bardziej, że jeź- dzi żółtym Volkswagenem Garbusem, wyma- lowanym w postacie rodem z mangi. Czymś takim trudno wygrać, ale jej się udaje. Kie- dyś zająłem drugie miejsce - zapytała „Whats up doc?”. Kiedyś ją uduszę. 8. Burt Lowell Facetowi wydaje się, że jest Supermanem i coś w tym jest. Wygląda jak dwutonowy cię- żarek, nosi się na czerwono i niebiesko i jeź- dzi taką dziwną furgonetką o trudnej do zi- dentyfikowania marce. Ma na tym samocho- dzie kilogramy pancerza i takie małe lufciki, przez które i tak nigdy nie patrzy. Lepiej przepuścić takiego na drodze i mieć go z przo- du. Burt jest całkiem w porządku - potrafi czasem przywalić i to solidnie i to bez powo- du, ale w zasadzie to swój gość. Nie ptak, nie samolot, tylko pieprzona lokomotywa na tra- sie wyścigu. ośmioro wspaniałych
textdata/thevault/Neuroshima [PL]/Neuroshima wyscig - 8_wspanialych_do_wyscigu.pdf
1 The Invisible War – Spies, Ambassadors and Espionage in the Old World An Unofficial Supplement for Warhammer Fantasy Roleplay Design and Writing: Janos Honkonen Proofreading and Editing: Susi Vaasjoki Edition I (29.3.2007) Contact: janos(a)iki.fi Games Workshop, the Games Workshop logo, Warhammer, Warhammer Fantasy Roleplay, the Warhammer fantasy Roleplay logo, Black Industries, Black Inudstries logo, BL Publishing,the BL publishing logo and all associated marks, names, races, race insignia, char- acters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners. All material found in this supplement is unofficial and in no way endorsed by Games Workshop Ltd. The Table of Contents Espionage in the Old World....................................................................................................................................... 2 The Spy Networks and Their Masters ................................................................................................................... 3 New Advanced Career: Spy Masters ....................................................................................................................... 4 The Spies of the Old World ...................................................................................................................................... 5 Types of Spies ......................................................................................................................................................... 5 The Grey College.................................................................................................................................................... 6 Ambassadors................................................................................................................................................................. 7 New Advanced Career: Ambassadors ...................................................................................................................... 8 The Missions............................................................................................................................................................... 9 Types of Missions................................................................................................................................................... 9 Ciphers and Codes ..................................................................................................................................................... 11 Hiding and Obfuscating Messages........................................................................................................................ 11 Types of Ciphers................................................................................................................................................... 12 Ciphers in the Game.............................................................................................................................................. 13 2 Rules for Ciphering and Deciphering.................................................................................................................. 14 Cracking Ciphers................................................................................................................................................... 15 Creating Ciphers ................................................................................................................................................... 15 Ciphers vs. Secret Signs and Languages................................................................................................................ 16 Cryptographic Devices.............................................................................................................................................. 17 Cipher Disks.......................................................................................................................................................... 17 Invisible Inks ......................................................................................................................................................... 17 Leonardo’s Complotto-machines.......................................................................................................................... 18 Complotto-machines in the Old World .............................................................................................................. 19 Adventure Hooks....................................................................................................................................................... 20 Sources & Further Reading....................................................................................................................................... 21 The Empire at War Even through the most peaceful eras of its existence the Empire has been waging a constant war unseen and unnoticed by the vast majority of its citizens – a war of espionage, intrigue and diplomacy. This invisible war has both a domestic and international dimension. Every country in the Old World has spies in the prominent courts and trading centres of the other na- tions. The Empire is relatively isolated from its neighbours by the Grey and Black Mountains. Although the Em- pire is a unified country on the Imperial maps and the sermons of Sigmarite priests, in reality it’s a loose commonwealth of small states, which share the same language. There are numerous small wars being waged between the provinces or their noble families. The no- ble families, from the lowliest hedge-knights to Elec- tors, do their best to come up with excuses for annex- ing each others’ territories and fortunes without draw- ing the attention of their betters. It takes a strong and determined Emperor to keep the constant bickering and power-play of Electors and lesser nobility from erupting into a major conflict, which might very well splinter the whole Empire into small, autonomous principalities. This was a process that was well on its way at the time of the Incursion of Chaos, and only interrupted when Magnus the Pious appeared just in time to rally the provinces against a common enemy. Espionage in the Old World "Pf-hah! Tilean integrity! If you walk into a room with five Verezzoan courtiers, four of them are spies from other cities and the fifth one is spying for local criminals!" - The last official statement of Imperial Ambassador Adalhard von Stimmingen to the Merchant Prince of Verezzo The two hotbeds of espionage in the Old World are Tilea and Marienburg. The latter has a high concentra- tion of spies mainly because it’s an active port and a trading centre. It is said that Tilea is the birthplace of diplomacy and espionage, which was practiced while people of the Empire were still solving their grudges with battleaxes. Tilea is made up of a collection of autonomous city states run by Merchant Princes, each 3 of whom are constantly bickering with their neighbours. Every city state is rife with spies and agents of the other city states, not to mention the crime syndicates and other domestic groups out for trouble, wealth, power, or all of the previous. In the Empire there are two areas where espionage and conspiracy abound: Reikland and Averland. Reikland is the richest and most sophisticated province, which also hosts the Emperor's court, so it is an obvious tar- get for spies both foreign and domestic. Averland is a different matter. After the death of Elector Count Marius Leitdorf the province has become a private bat- tleground for the Leitdorf and Alptraum families. Combined with the infighting of the noble families, Averland has turned into a free-for-all battleground for espionage and conspiracy. The province is a very good place to start for all those shady characters seeking a career in espionage. Espionage by other races either doesn't affect humans at all or uses them as its instruments. Elves and dwarves have their own operations against dark elves and chaos dwarves, of which the human civilizations are only vaguely aware. Espionage between dwarves and elves uses humans as intermediaries, since the ob- vious physical differences make any attempts at infil- tration and subterfuge impossible. Halflings are a curi- ous factor in the espionage community. They make an excellent (although at times unreliable) informants and snitches, but only as long as the money is good. The only thing they get passionate about is the existence, security and integrity of the Moot. This is a cause that unites even the most apolitical halflings into one large family, whose roots are in the Moot. Whenever a po- litical situation has a potential to affect the Moot, most prudent politicians become acutely aware of the activi- ties of halflings in their staff. The Spy Networks and Their Masters In the highest ranks of nobility a well functioning – or at least existing – spy network is practically a neces- sity. Often the intrigues and plots of Chaos cults are dwarfed in both scope and complexity by the machina- tions of the power hungry nobility. They are certainly a more common and immediate threat in the everyday life of nobility than Chaos. All too often the mortal desire for power and the intrigues of Chaos get inter- twined. It goes without saying that the Emperor has a vast spy network at his disposal – or actually two. The Emperor can rely on a network of mundane spies and theoreti- cally he can also rely on the Grey College of Magic. The latter is a two-edged sword for the Emperor, as in reality no-one really controls the College but the Col- lege itself. All the Elector Counts have their own spy networks and most of the nobility under them have at least some way of gathering intelligence. A noble is extremely rarely the leader and organizer of their own spy network. Most members of the nobility are too wrapped up in court intrigue, ruling their es- tates or just attending parties and hunting trips to deal with base matters such as spying. Every spy network has a central organizer, a spy master. It is not a title that is actually used in the Old World. There is no pro- fession or a government rank called "spy master", there are only very efficient members of the govern- ment who tend know more than their peers. Most de facto spymasters would be gravely offended at being called such, instead of by their proper title, unless it’s done in jest between friends and equals. A spy master is usually a person relatively high in the regional bureaucracy and close to the ruler. He may be a close advisor of the ruler, a minister of state, the royal secretary, the court priest or even a Magister. The common factor is that spy masters are very inti- mately connected with the everyday running of the realm, but also in a high enough position to wield ac- tual political and social power. Spy masters commonly have a few trusted lieutenants who deal with most of the actual informants, especially the low level ones, unless the spy master has an exceptionally hands-on approach to his profession. 4 ––– New Advanced Career: Spy Masters ––– Description Spy Masters are the leaders and organizers of spy net- works. Spy Master is not an official post or a title: most Spy Masters lead normal lives as high ranking officials in the government or in some other prestigious position with connections both to high society and to the everyday run- ning of the realm. Calling someone Spy Master is deroga- tory, and rarely said out aloud. Spy Masters has several trusted lieutenants who handle most of the actual clandes- tine business, leaving Spy Masters to organize the big picture. This means that the actual work Spy Masters do is not necessarily very physical. It consists mainly of plotting and organizing, analyzing data, planning opera- tions and communicating with lieutenants, politicians and an occasional enemy agent. Some Spy Masters have more of a hand-on approach, especially in the less sophis- ticated areas, such as the northern and eastern parts of the Empire and the Border Princes. Often Spy Masters like that have a martial or even criminal background. ––– Spy Master Advance Scheme ––– Main Profile WS BS S T Ag Int WP Fel – – – +5% – +25% +25% +30% Secondary Profile A W SB TB M Mag IP FP – +2 – – – – – – Skills: Charm, Command, Intimidate, Gossip, Secret Language (any two), Secret Signs (any two), Speak Language (any three), Academic Knowledge (Ci- phers), Academic Knowledge (any one) or Streetwise, Common Knowledge (any two), Perception, Read/Write Talents: Etiquette, Dealmaker, Schemer, Linguistics, Suave or Menacing, Super Numerate or Seasoned Traveller, Sixth Sense Trappings: A spy network with at least two lieuten- ants and five spies, a high position in a government, church, cult or criminal organization. Career Entries: Spy, Courtier, Crime Lord, Politi- cian, Noble Lord, Guild Master, Wizard (any level), Priest (any level), Ambassador, Envoy Career Exits: Spy, Courtier, Crime Lord, Ambassa- dor, Guild Master, Demagogue, Noble, Noble Lord Merchant, Envoy, Politician 5 The Spies of the Old World For the vast majority of spies in the Old World spying is more of an one-off assignment or a side job than a career. Most of them are not even called spies and they don't necessarily think that what they do is spying, es- pecially in the most basic levels of information gather- ing. A spy can be just about anybody who is in a situation enabling them to get information considered useful by the spy master. This can be a friendly merchant, a low- life who happens to work in the right warehouse, or a teamster who happens to cart the beer to the right manor, etc. People who are in the right place at the right time – from the spy master's point of view – get a visit from people who ask them for a small favour for a person in a high standing (whose name is often left unmentioned, but hinted at). Sometimes it is indeed a simple favour which the prospective spy is happy to do, sometimes a paid assignment, sometimes blatant blackmail. This, of course, offers the GM a very easy way to involve the characters in any espionage related scenario. After all, it's not wise to refuse a clandestine offer originating from an Elector Count… Types of Spies The following are the typical classes and types of spies in the Old World: Snitches: Snitches are low level informants, who are given the task of keeping their ears open, either gener- ally or about a certain subject. Snitches are usually found in cities, where they hang around docks, markets, taverns and other places where a lot of people congre- gate. They are usually paid in brass or silver for any interesting titbit of information they gather. Most of what they discover is meaningless street gossip, but sometimes snitches turn up valuable information by hanging around the right mercenaries, merchants, squires or high nobility's servants. Informants: Informants are like snitches, except they are higher in the society. An informant can be a mer- chant, academic, priest or even a noble who is sympa- thetic to the spy master or his lord and who is in a situation, which makes him privy to information that is not readily available for the spy master. Informants might be paid for what they do, but quite often they send their information for free, or for some purpose grander than simple monetary gain. They can be a supporter of the same political block or religion as the spy master's lord, and by helping him they help their own cause at the same time. Professional spies: Professional spies can be dark sin- ister figures, flamboyant nobles, cold professionals, masters of disguise, or anything from the more romanticized lore of espionage. Professional spies are characters who follow the Spy-profession as described in WFRP. They are often a spy master's lieutenants who organize the practical aspects of the spy network, such as getting to know the lay of the land, recruiting people and handling difficult operations which can't be trusted to just anybody. Professional spies walk a thin line. Most attach themselves to one master, which of course carries a risk of falling with the lord or lady. Serving many masters at once is the most dangerous thing one can do – although the money is good, com- ing from many purses, there are equally many people whose secrets you are privy to, and consequently equally many people willing to silence you if things turn bad. Most professional spies serve one lord or lady at a time and switch allegiances only when the situation becomes unbearable. This doesn't prevent them from doing assignments on the side, provided that they don't compromise their lord's agenda. 6 The Coerced: Sometimes people are flat out coerced, intimidated or blackmailed to act as spies or double agents. Many low level spies who fall into this cate- gory are criminals who are given a choice: get a chance to earn some money and get a better life, or go to the jail or worse. Sometimes the mission involves going to a jail as per the sentenced and getting to know prisoners who are known to be involved in bigger schemes and to gain their trust. The payout from this might be more lenient treatment in the prison, or per- haps a promise of a new life when they get out, in the form of money, a job or a farm. A special breed of co- erced spies are enemy agents, who are usually impris- oned, tortured and then given a choice – act as a dou- ble agent or suffer a death sentence by hanging till half dead, drawing and quartering. The Disaffected and the Zealots: In any given situa- tion you can find people in any country and area, who are unhappy with the current rulers and their govern- ment. Depending on the strength of their conviction, these disaffected people can be coerced or bribed to take a more active role in changing things. Sometimes they might even volunteer their services. Zealots are a very dangerous but sometimes very effective type of spy. On one hand they can be very impulsive and hard to control, but then again you'll never find a person who's more willing to risk his life for the cause, even going on obvious suicide missions. A common trait with the disaffected and the zealots is their patriotism and loyalty to their country, city or religion. They don't see themselves as spies or traitors to their country, but rather as freedom fighters who aim to overthrow an unjust government. The Grey College "But what in the end is the Emperor but the coachman and what are the Elector Counts but the wheels of the coach. It is not our mission to see that the driver is fed at the expense of maintaining the wheels, nor that the wheels are oiled and fitted with new rims while the driver goes hungry or the horses are ill cared for. It is our mis- sion to see that the whole coach runs smoothly and no rot of the wood and no rot of the mind hampers its pro- gress." - Agilwardus Kercher, the second Magister Patriarch The spy network of the Grey College of Magic is an institution no other human civilization in the Old World has. On the surface this sounds like the Empire should be the dominant power of espionage with its magical spies, who can alter peoples' perceptions and slip unseen into even the most secure places. It's too bad for the Emperor, Electors, the major churches and other power blocks that the Grey Seers steadfastly re- fuse to play in their power games, occasionally even oppose them directly. As written in Tome of Sorcery, in theory Grey Seers are legally responsible to the Emperor, but in practice no-one is really in control of their actions but the Col- lege itself. The agenda of the College is to protect the Empire against the threat of Chaos from the inside. They are expressly forbidden by the College rules to take part in the personal political struggles of the Elec- tors and lesser nobility, in order not to destabilize the Empire. Since spy networks tend to consist of shady characters, it's inevitable that most networks have members who have some kind of connection with Chaos worshippers and cultists. If a spy network turns too powerful and gets involved in Chaos worship or with proscribed cults, the Grey College might do some pruning. In ex- treme cases a spymaster can find half his network mysteriously eliminated overnight by parties unknown, whose stealth, accuracy and efficiency were almost supernatural. 7 Ambassadors “What are the specifics of your mission in here, you ask? Why, you bribe, steal, plot, lie and spy as much as you can while trying to keep your family from starving at home!" - Grand Ambassador Burgolf von Stimmingen instructing his young successor Ambassadors are a special breed, somewhere in be- tween a spy, a spy master and a politician. Most of the nations and important city-states of the Old World strive to have a resident ambassador in the capitals of their relevant neighbours. Within the Empire, all the provinces have a resident plenipotentiary or represen- tative in the Emperor’s court and the courts of their most important neighbours. An ambassador's post is thankless. The pay is meagre and the ambassador is supposed to maintain his house- hold and pay the wages of his retinue. The latter usu- ally includes a steward who often acts also as his sec- retary, a cook, a master of guard, a priest and some- times a physician. Often the ambassador has to pay bribes from his own pocket and then try to requisition the money from his lord. In addition an ambassador is expected to entertain important people regularly, throwing lavish parties. It's not uncommon for an am- bassadorial assignment to ruin the poor man finan- cially. The most coveted Ambassadorial position is that of Ulthuan, the most feared that of Arabya. Only few ambassadors survive the trip over the Black Mountains, Border Princes and the Black Gulf, which is just a prelude to the dangers of Arabyan politics. An ambassador's job involves lying, spying, stealing and bribing, often quite shamelessly. Bribing is quite often a standard procedure, an accepted and traditional part of doing politics. In addition to negotiating pacts and agreements and advocating agendas, gathering and relaying information that is important to his home country or lord is an important part of ambassador's job. This is quite often flat out espionage. The ambas- sador himself is often under close scrutiny, especially if the political situation is tense, so he has to use his underlings to get things done. In practice an ambassa- dor has local a spy network of his own. An ambassador's retinue has one of more members who are versed with the latest innovations in ciphering and spiriting messages out of the country. In theory ambassadorial mail is protected by diplomatic immu- nity, but in practise most ambassadorial mail is rou- tinely intercepted, read, withheld and sometimes al- tered by the host, if it suits their political agenda. Be- cause of this, all but the most trivial of ambassadorial mail is sent in cipher. Tampering with the mail is an unspoken fact, but openly accusing the host of reading ambassadorial mail can lead to various outcomes, de- pending on the circumstances. It can be used as a pre- text for war or breaking an alliance or a contract, or the complaint might be ignored, ridiculed or buried in bu- reaucracy. An ambassador can be accused of spying when it is politically suitable and the case is clear cut. Imprison- ing or executing an ambassador is equal to a declara- tion of war, so usually only the actual perpetrators are punished and the ambassador is banished from the realm, perhaps after a period of home arrest. Of course, on his way home, the ambassador can be set upon by a group of highwaymen, pirates or Beastmen… 8 ––– New Advanced Career: Ambassadors ––– Description Ambassadors are the representatives of rulers and their realm in foreign countries and courts. Their mission is to represent their lord's interests abroad and also relay news and sensitive information back home. An Ambassador may be a plenipotentiary invested with the full authority of his lord to make deals and to negotiate, or he may be just a representative who can only follow specific orders. An Ambassador has to pay for upkeep of his house and his staff, which usually takes more than the Ambassador's pay. The Ambassador might receive regular funds for re- cruiting spies and informers, but at least some of their pay comes from his own purse. Additionally he has to entertain prominent people and shower the relevant offi- cials with bribes. All of this takes a lot of money. There- fore collecting bribes is a major source of income for Ambassadors. The work Ambassadors do can also be physically taxing because of the all the travel, foreign diseases and social activities, such as hunting trips. Sometimes the trip to the target country or province may be fraught with peril. For example only two out of three Imperial Ambassadors arrive in Arabya alive, though not necessarily in good health. ––– Ambassador Advance Scheme ––– Main Profile WS BS S T Ag Int WP Fel – – – +10% – +20% +20% +25% Secondary Profile A W SB TB M Mag IP FP – +3 – – – – – – Skills: Charm, Blather, Gossip, Speak Language (any four), Academic Knowledge (Ciphers), Academic Knowledge (Heraldry), Academic Knowledge (any one) or Gamble, Common Knowledge (The ambassa- dor's home region), Common Knowledge (any two), Perception, Read/Write, Intimidate or Consume Al- cohol Talents: Etiquette, Dealmaker, Schemer, Linguistics, Suave, Seasoned Traveller, Luck or Resistance to Poi- son, Public Speaking Trappings: A retinue consisting of a Steward, a Ser- vant (cook), a Bodyguard/Watchman and a Priest or an Initiate, an ambassadorial post granted by a ruler of the realm. Career Entries: Spy, Courtier, Politician, Noble, No- ble Lord, Guild Master, Wizard (any level), Priest (any level), Spy Master Career Exits: Spy, Courtier, Spy Master, Guild Mas- ter, Demagogue, Noble, Noble Lord Merchant, Crime Lord, Politician 9 The Missions "So, this is my plan. First I have a little chat with Father Germund, who is relaying the usurper's messages to his father in his cell in The Tower of Altdorf. The message is hidden in the bookmarks of his prayer books. The usurper pays Germund well, but I know some things about the good Father's past that are better than a barrel of Karls to get his attention. So, I get him to show the message before he delivers it, I copy it and deliver it to you and your cipher-readers, my lord. Yes, I know how he gets the reply out. The father throws the message from his cell window to a honey wagon driver called Fynn, who takes it out to the courier, who then rides to Talabheim. The courier is a different person every time, so it complicates the situation. I guess silver will make Fynn slow down his rounds a bit, so you'll get an hour or two to inspect the reply and alter it as you please, my lord." - Leon Einaugen, a lieutenant to His Lordship ––––, the humble servant of His High Majesty, The Grand Prince and Protector of ––––, etc. the Elector Count of ––––. Most spy masters work autonomously, getting explicit approval from their lord or lady only for the most dras- tic operations. In a sense the spy network is like any part of the government, working in the interest of the ruler and the realm. The ruler is mostly interested in the bottom line, the results the spy network produces. Often it's only good that the ruler doesn't know every detail of every operation. The spy master chooses suitable lieutenants to handle the practical details of the operation, only rarely in- volving himself in the actual missions. The only situa- tions where most spy masters like to get involved per- sonally are high-level interrogations and coercions. Most high-level spy masters are known by the con- spirators and agents of the other side, so their presence adds a lot of weight to the "negotiations". Types of Missions Spying is not just sneaking into peoples' studies, steal- ing scrolls and slipping poison into enemies' goblets. The following are the most common types of missions: Information gathering: News travel extremely slowly in the Old World. If Altdorf burned down or the Em- peror died, it would take a week for the information to reach every important city in the Empire, carried by messenger pigeons and couriers who would leave a trail or dead and exhausted horses. It would take at least an additional week for the information to reach the heads of the neighbouring states, probably two. Most news travels across the Empire and over the bor- ders in a matter of months, relayed by merchants, sail- ors and other folk whose trade involves travelling. Most of Old World spying would be called "news" in the modern world. Information gathering is mostly done by ambassadors and people sympathetic to the spy master or his lord. They send letters with informa- tion of the latest notable events, such as noble births or deaths, major crimes, disasters, civil unrest or jubila- tion, whatever they deem to be interesting and mean- ingful. In a world where news travels at the speed of the fastest horse and the most motivated and lucky messenger, relaying information like this is invaluable. Information gathering can also be pretty straightfor- ward scouting and military intelligence: determining the amount of men, guns and ships the enemy has and relaying the information back home. 10 Sedition and Sabotage: It is common to build up un- rest by sending Agitators and Demagogues to enemy territory to incite unrest. This is often done with libels, short flyer-like texts, which are easily distributed, very polemic and usually offensive to the point of being treasonous. A printing press is still relatively hard to come by and printers are very careful of what they print to protect their reputation and livelihood. It's very dangerous to presume that the libels can be printed in the target territory. Usually libels are printed in ad- vance and smuggled to the target area. Assassination: The vast majority of successful assas- sinations are suicide attacks. The conspirators have to find someone who is fanatical or crazy enough to do the deed and who doesn’t mind losing his life in the process – not to mention the days or weeks of torture which might precede it. Assassins who make a point of surviving the deed are a rare, respected and wanted breed. The handfuls of people who can do this repeat- edly end up as more or less legendary figures, who might be known by their nom de guerre or a calling card they leave with their victims. They are the charac- ters who follow the WFRP career Assassin. Infiltration and Recruiting: Most of the important courts of the Old World are swarming with spies, who may be anything from nobles to the lowliest servants. Infiltration and recruiting go hand in hand. Sometimes the spy is the infiltrator, sometimes he has to find a suitable person, who can be introduced to the target's household, court, academic circle etc. This can be a dissatisfied or badly indebted nobleman, who can visit the target without suspicion, a commoner who is a member of the target’s staff, a prospective employee or a member of the target's preferred sex, whose mis- sion is one of seduction. Often the task of the spy is to find and recruit smugglers who can spirit in libels, agents, spies or agitators. Stealing and intercepting documents: Most govern- ments in the Old World don't have a centralized ar- chive of documents. Instead, every minister or other functionary keeps all the contracts, letters and other paperwork relevant to his work at his house. Some- times the documents are stored in multiple locations, at times even abroad. Often these documents are the only proof of a contract, or they might contain information about the agents or ciphers used in other missions. An average spy can steal a document, a good spy can read it without the owner noticing it, but it takes a great spy to steal, alter and return a document without the courier, sender and recipient noticing that anything is amiss. Generally a spy can't do everything by him- self, so he has to bribe, hire and blackmail other people to work for him. If the courier himself is above bribery or coercion, he might get drugged by a bribed inn- keeper, after which the message is stolen and returned in the dark of the night with the courier none the wiser. A spy may have to hire a forger of documents, an an- other forger who can open, close and copy seals, and if he's not adept in ciphers and secret signs himself, someone to check for invisible ink and other ways of marking letters as genuine. The most important mes- sages might be sealed in a large locked chest too big to carry away or maybe a lead pipe which is welded shut. All these are complications which require experts and special talent – such as the player characters. 11 Ciphers and Codes "If you know that an enemy has cracked your cipher, do not abandon it. Use it instead to send some unimportant despatches, which do no harm if they are intercepted by the enemy. Use good, solid ciphers for important informa- tion, but then again – if you are sure that no harm will come from it, send some solid information unciphered and some with a cracked cipher. Don't forget to also send complete nonsense using all kinds of ciphers. If you do this correctly, the opposition will go crazy trying to distinguish important messages from diversions." - Imperial Plenipotentiary Hannes Herbort Kempster von Delbertz Most of the intelligence relayed by spies and agents is not transmitted as a plain letter or document which anybody can read, but enciphered and often carefully concealed. In a world where only a small minority can read and write fluently and comfortably, ciphers tend to be very simple by the modern day standards. Practically all ciphers used by spies are simple substi- tution systems, where each letter is replaced by an- other one, or by a symbol. When spaces are omitted in between the words, this makes most ciphers incompre- hensible to the vast majority of literate people of the Old World. The state of the art is much higher, espe- cially in Araby, Tilea and Ulthuan. Advanced ciphers are very rarely used in ordinary espionage and intrigue. Spy masters are not necessarily masters of ciphering and deciphering themselves, so they employ people who are. Knowledge of ciphers is a dangerous thing to confess, unless you are an academic, a priest, a Magis- ter or involved in the workings of the government. Otherwise, if you are caught in possession of enci- phered texts or evidence of knowledge of ciphering techniques, you better have a very good explanation ready. Apart from the government, churches, Colleges and the academics, the only people who are adept at ciphering are enemy agents and Chaos cults. In a world where reading and writing is a half-mystical skill for most of the inhabitants, written text is consid- ered to hold a lot of power. The ability to hide mes- sages in written text is often seen as suspect and a kind of magic – and not the barely tolerated kind. Hiding and Obfuscating Messages “Sir, we finally found the message the courier was carrying! No, we didn’t get him to confess. A… how you say… a real tough bugger, that one. Kept his silence right up to the end. But this you want to hear, sir. It looks like they shaved him, tattooed the darned message on his skin and let the hair grow back! …his head? Why would I bring his… Oh. Sir, they didn't shave the hair on his head...” - Mercenary Captain Clodio de Roussillion , back from interrogating an enemy agent There are two approaches to hiding a message: enci- phering and steganography. Enciphering means mak- ing the text hard to understand, steganography makes it hard to notice. In practice enciphering a text means encrypting it, steganography means hiding it somehow, for example in another text or picture, which seems innocent in itself. Ciphers are the stereotypical secret writing. An enci- phered message is readily seen to be such: a nonsensi- cal jumble of letters, words or weird symbols. Every cipher has a key, which is used in both enciphering the text and deciphering it. Usually it's a document listing the relationships in between real letters and words and the codes used in the cipher: A=5, B=G, D=9, Tod- 12 bringer=15, The Emperor=99. Each cipher is like a different language and each key is useful for only one cipher, unless someone was stupid enough to use parts of an old cipher in a new one. Whereas enciphering is very technical, involving com- plicated systems of symbols, steganography can be very physical. A message can be carved on wood and covered with wax, which the recipient melts away. The message can be relayed by placing a piece of string over lines of text in a book and marking the places of the letters that spell out the message on the string with ink or knots. To a casual observer it's just a piece of string, but the recipient, provided that he has the same book, can align the string with the copy of the book and read the message. The same system can be used by making holes to a sheet of wood or paper. When the sheet is placed on a certain page of a certain book, the holes reveal certain letters or words, which spell out the message. A message can be written with invisible ink in between the lines of a completely innocent letter, or it might be even tattooed in the body of the messen- ger. Messages can be hidden in musical scores by using notes to denote letters. The notes might look authentic and innocent, but when played, they don't make any sense. The truly masterful can write music based ci- phers which can be actually played. Types of Ciphers "It is ridiculous, the ciphers the Imperial officials use. They are not fit but for cattle herds and fishwives and thieves' cants! Just last month I heard the Grand Prince of ––––– brag that none but the Lords of Chaos can read his ciphers. But, for a fact I know that his silly scribblings have been studied and archived in the churches of Verena and the Court of the Emperor for nigh fifteen years. As a matter of fact, I have deciphered them myself for the last five years, for the greater glory of Sigmar. I have tried to get the Imperial court's cipherers to consider using this ingenious cipher I have uncovered by my studies of 20th century Arabyan writings, but Father, they are insistent of staying in their old ways. I am despairing, my Holy Highness." - Herdeinus Telfair, The Professor of Arabyan and Nehekharan Studies Every cipher is unique, but they can be divided into three types: simple, common and advanced. This level of complexity determines how long it takes to crack or create the cipher. Each cipher has also a Skill Test dif- ficulty level associated with it. The relevant skill, Academic Knowledge (Ciphers), is described in Rules for Ciphering and Deciphering. The difficulty of the Skill Test is determined when creating the ci- pher, so one Common cipher may require an Average difficulty Skill Test to crack, a slightly better one a Hard one, and so forth. If ciphers were weapons, the complexity would indicate if you are dealing with a sling, a bow or a blunderbuss, and the associated diffi- culty level indicates the craftsmanship of the weapon. Simple cipher (Routine +10): This is the most basic form of a cipher, where every letter of every word is substituted with another letter or a symbol, which is always the same. Additionally the spaces in between the words often remain, or are visible from the text. A Simple cipher is completely incomprehensible to an average Old World reader, but a reasonably smart aca- demic, cleric or Magister will solve it in an afternoon. Common cipher (Average +0% – Hard -20%): This type of substitution cipher is the most commonly used way of keeping important political documents from prying eyes. There are far better systems, but ciphers of this level are just hard enough to crack and just easy enough to use to be practical. In this system, sentences are written without spaces in between the words, some letters can be written with more than one symbol, and some symbols denote whole words. Typically names of people and places are replaced by symbols, along with some common words (the, and, what, who) and some very revealing words (The Emperor, The Grand 13 Theogonist, Tzeentch, etc.). Without a key, the mean- ing of these symbols has to be deduced from the con- text. Some common ciphers use several simple substi- tution alphabets at the same time, changing from one to another for example every five letters. Advanced cipher (Very Hard -30%): Advanced ci- phers are virtually unknown in the Empire, but they are known and occasionally used in Araby, Tilea and by the High Elves. Advanced ciphers have multiple layers of obfuscation. They may be simple or common ciphers, which are written in a strange way. And ex- ample of an advanced cipher is writing a common ci- pher in the form of a square of letters. The text is writ- ten vertically, the first line from the top to the bottom, the second one from the bottom to the top, and so forth. If the message doesn't form a nice cube, the rest of the space is filled with random letters. After this all the horizontal lines are combined in one continuous line. For example, the sentence “This evening we will meet by the old oak” would be enciphered as follows. Start reading down from the top left corner, up the next col- umn and so forth. TWETHW HGWYEY INIBOT SILTLH ENLEDK VEMEOA Since the letters don't form a nice five by five square, the rest of the space is filled by nonsense letters H, T, Y and W. When this is done, the horizontal lines are written together, resulting in a cipher, which is very hard to analyze: TWETHWHGWYEYINIBOTSILTLHENLEDKVEMEOA. The last step is to substitute the letters with symbols. Ciphers in the Game To avoid confusion about what ciphers the players have cracked or have the key to, every cipher should be named or identified in some other way. Deciphering messages by hand is methodical, time consuming and deathly dull business, so it doesn't really offer a lot of material for role-playing. If the players like solving puzzles, the GM could have them crack a message us- ing a simple substitution by hand. To make it easy, the GM could reveal the players a few words or letters and maybe hint that certain words are probably used in the message. Quite often it's better for the flow of the game to handle ciphering and deciphering messages with a Skill Test. Spotting hidden messages and devising ways to do it can offer a lot of fun for the players. If the GM likes manufacturing props, such as letters, the knotted string and book based message (see Hiding and Obfuscat- ing Messages) could be a great thing to give to the players to solve. Alternatively hiding and discovering a message can be a simple Opposed Skill Test between the Academic Knowledge (Ciphers) skills of the sender and the reader. In some cases the person who is trying to find a hidden message can use his Search skill instead (with GM's permission). A great way to give players something to think about is to use messages with a lot of code words. A secret message can be disguised as for example a shipping manifest, where "a delivery of 400 chicken" means that 400 enemies have died in battle, the word "har- bourmaster" could mean the enemy commander, and so on. Cracking codes like this is much more fun and rewarding for the players than letter-based puzzles, which ciphers tend to be. Although it would be realistic for every suspicious let- ter and document to be written in cipher, the GM must be careful not to overuse ciphers in the game. If every letter and note cultists and criminals lose is written in cipher which the characters can't read, it will get old very fast. If used sparingly ciphers will retain their atmosphere of mystery and high intrigue. 14 Rules for Ciphering and Deciphering "Hello mate! I got it, now pick up your lute and we'll try this out. If we get this right, no-one will understand the messages we send, you'll just come to the tavern and play me a little song! Sooo... This says that you should use this hex-eh-gourd system, bugger me if I know what that means. Then there's a whole bunch of those musical notes of yours and rules. If you play a note called Alamire and Colfaut next to each other, it's the letter A, and Cfaut and Gsolreut, it's like G, and so on. Here, try it out. Play my name! …oh bugger, that sounds awful! Are you sure you can play that thing?" - Wecelo Schyuler, a Nulnian conman Most of the situations that require ciphering and deci- phering messages or devising new ciphers is handled by the following new skill: New Skill: Academic Knowledge (Ciphers) Skill Type: Advanced Characteristic: Intelligence Description: This skill encompasses the knowledge of how to hide messages from prying eyes and how to cipher and decipher them. This skill can only be taken if the character can read and write. It is available to all the careers with the skill option Academic Knowledge (any one/two/etc.). It is added to list of available skills for Assassins, Crime Lords, Cult Acolytes and Magi (ToC pp. 67–77) Envoys, Heralds, Spies, Politicians, Warlocks (ToS p. 131). Noble Lords can take this skill as an alternative to History or Strat- egy/Tactics, Demagogues as an alternative to Law and Witch Hunters as an alternative to Academic Knowledge (Necromancy). Related Talent: Super Numerate grants +10% bonus to Academic Knowledge (Ciphers) Skill Tests made to create or crack a cipher. You can assume that everybody with the skill Aca- demic Knowledge (Ciphers) and access to the cipher key can automatically read and write a message using a cipher. A person without the skill, who has an access to the cipher key and who can read and write fluently, has to succeed in a Read/Write-test with difficulty level appropriate to the cipher. Every degree that the Skill Test is missed means that one fifth of the mes- sage is garbled or misunderstood – either words or let- ters, depending on how meticulous the GM feels. If speed is of the essence, the basic rate of reading Simple and Common ciphers using a key is three words per minute and writing two words per minute. With an Advanced cipher the reading and writing rate is one word per minute. A character who is reading or writing a cipher in a hurry has to make a Skill Test us- ing his Academic Knowledge (Ciphers) skill or half of his Read/Write skill, modified by the difficulty of the cipher. Every degree of success adds one word to the reading and writing rate per minute. Every degree the Skill Test is missed also adds one word to the read- ing and writing rate, but additionally it garbles one fifth of the message (either the handwriting is illegible or the cipher was misapplied). A person can learn a Simple cipher alphabet by heart, after which he doesn't need the key or any Skill Tests to read and write messages using the cipher. He can read and write it as well as any normal text. A charac- ter has to study and practice the cipher for 2d10 hours, after which he can roll an Intelligence Test. If the Test is passed, the character has learned the cipher in ques- tion by heart, if it fails, the character has to study it for another d10 hours before making the Test again. If it's not used in a long time, it will be forgotten eventually. On GM's discretion the time spent reading and writing letters that use the cipher can count as studying. 15 Cracking Ciphers "Bahh, is this what the Grand Theogonist calls a cipher nowadays. This is just a simple substitution cipher, A’s for B’s and so on. I have no doubt I have this message deciphered to you by... say, dinnertime?" - Theodosius Hahn, Magister and the Master of Ciphers of the College of Light When the characters run across an enciphered text they can't read, they may try to crack the code instead of trying to obtain the key. As pointed out earlier, Simple ciphers can be given for the players to crack by hand. More complex ciphers take a lot of work, and for vast majority of players puzzling over them will be an ex- tremely efficient way to suck the fun out of the game. Usually it's better to have the characters crack ciphers with a Skill Test. A character has to study the ciphered text for some time before he can make an Academic Knowledge (Ciphers) Skill Test modified by the difficulty of the cipher. The time required depends on the complexity of the cipher. Simple ciphers have to be studied for d10 hours, Common ciphers for 2d10 weeks and Ad- vanced ciphers for 2d10 months (or much longer at GM's discretion) before the Skill Test can be made. Common and Advanced ciphers have to be studied eight hours per day on the average, but the study time doesn't have to be uninterrupted. After the time has passed, the character has reached a potential breakthrough and he may make the Skill Test. If the Test is a success, the character has figured out the key and he can use to it read and write the cipher. If it's a failure, the character has to study the cipher for another period of time, the length of which is rolled according to the complexity of the cipher, before he can try the Skill Test again. A GM may limit the amount of Skill Tests per cipher to three, after which the character has to gain another +10 advancement to his skill before he can try again. Since Common and Advanced ciphers have symbols that denote whole words, some of them may be impos- sible to deduce from the context. This decision is left for the GM. Having documents mention mysterious unidentified people, whose identities the characters have to figure out, has great potential for role-playing. Note about realism: In role-playing games ciphers and encryption tend to be very fast to crack. In the real world some medieval ciphers resisted the efforts of pre-computer era cryptographers for centuries before being cracked. Such time spans are beyond the scope of most campaigns and scenarios – even 2d10 weeks might be pushing it. The times given this article are intended to be long enough to make hunting for the cipher keys a very tempting idea – which leads to much more interesting play than a Skill Test – but short enough that the players might consider doing it the hard and boring way. Creating Ciphers Creating a cipher requires a successful Academic Knowledge (Ciphers) Skill Test. First the character has to decide the complexity of the cipher he's creating. A Simple cipher takes d10/2 hours to create and a Common one takes d10 days. Creating an Advanced cipher requires an Intelligence score of 50 or more and it takes d10 weeks to perfect. Usually only those characters who are Academics, Magisters or familiar with Arabyan or High Elf cultures can come up with an Advanced cipher. In the end this is up to the GM. 16 The difficulty level for the Skill Test is Routine (+10%) for a Simple cipher, Average (-0%) for a Common ci- pher and Hard (-20%) for an Advanced cipher. If the character gained two degrees of success or more when creating a Simple cipher, he has succeeded ex- ceptionally well and he has actually created a Common cipher with a difficulty level of Average – unless, of course, he was intentionally creating a weak cipher. When creating a Common cipher a successful Skill Test means an Average (-0%) difficulty cipher has been created. Two degrees of success results in a Chal- lenging (-10%) cipher and four degrees in a Hard (- 20%) cipher. The more successful the Skill Test, the more difficult the resulting cipher is to crack. Kurt wants to create a Common cipher. He rolls d10 and gets a 4, so creating the cipher takes four days. Kurt's Intelligence is 48. He makes an Academic Knowledge (Ciphers) Skill Test and rolls 21, getting two degrees of success. He has created a Common ci- pher, which takes a Challenging (–10%) Skill Test to crack. If the Skill Test fails, the character was either unable to come up with a cipher or his cipher has a flaw that makes it easy to crack – whichever result the GM likes more. A flawed cipher appears to be strong, but when it is being cracked, the cipher is treated as one com- plexity level lower (Common becomes Simple, Ad- vanced becomes Common). A flawed Simple cipher is very easy to crack. The difficulty of the Skill Test is Very Easy (+30%) and it takes only 3d10 minutes to crack it. Although it’s relatively easy to come up with a new cipher, they are surprisingly rarely changed. Deliver- ing the cipher keys to spies and agents and teaching everybody the new cipher is risky and such a hassle, that it's usually done only for a very good reason. Usu- ally there has to be evidence or a very strong suspicion that the cipher has been compromised. Ciphers vs. Secret Signs and Languages Is there anything in common between ciphers and secret signs and languages? Usually not a thing. Secret Signs are mostly just that – signs, icons and pictograms, which can be carved on a tree, doorframe or a dead enemy's chest. Secret Languages on the other hand are spoken communication. They may consist of code words and expressions hidden in an innocent sounding sentence or they can be cants like pig latin which sound complete and obvious nonsense to those who don't know them. Ciphers on the other hand are a mathematical or sym- bolic systems used to hide a message written in another language. You can of course write down a message in thieves' cant and cipher it, which is how some high level members of some of thieves' guilds handle their com- munication. 17 Cryptographic Devices Cipher Disks Some ciphers use simple or complex devices, such as cipher disks, which make ciphers stronger or easier to change. A cipher disk consists of two disks, one a bit smaller than another, attached in the middle so they can rotate around a common axis. The ordinary alpha- bet is written on the rim of one of the disks, the corre- sponding codes on the rim of the other, so that the let- ters and the corresponding symbols line up next to each other. Rotating the disks changes the symbols that correspond with each letter. Cipher disks are cut- ting edge technology in the Empire and most other human cultures. Essentially a cipher disk is just a cipher key, but one which can be easily changed. The sender and recipient might initially agree that for the first message the disks should be aligned so that the letter A corresponds with number one, B with two and so on. If the code is com- promised, the sender could add a secret symbol to the beginning of the message, which tells the recipient to rotate one of the disks five positions clockwise. In the new code the letter A would correspond with the num- ber five, B with number six and so on. When using ci- pher disks, a different cipher can be used for every message without penalties. The ciphers have to be cracked one by one. Ordinary cipher disks can contain only a Simple ci- phers, which are created as described in Creating Ci- phers. Designing a Common cipher that can be used with a Cipher makes the difficulty of the Skill Test Very Hard (-30%). If the Skill Test fails, the character just couldn't come up with a Common cipher that could be used with a cipher disk. Manufacturing the disk requires a successful Trade (Woodworking, Smith, Goldsmith, etc.) -roll de- pending on the materials. By studying cracked ciphers created with the disk, it's possible to deduce the order of symbols and letters on the disks and make a copy of the device. The person trying to figure out how the disk is made needs at least two cracked ciphers that are created with it. Figuring out how the disk is made requires a successful Aca- demic Knowledge (Ciphers) Skill Test and takes d10 days. The difficulty level when using two ciphers is Very Hard (–30%), but for each additional cracked ci- pher the difficulty falls by one, until it becomes Rou- tine (+10%). If the Skill Test is a success, the deci- pherer has figured out how the disk is made and he can make a copy of it. After this he can decipher messages created with it as if he had the key. Invisible Inks There are several known methods of making invisible inks, which require chemicals, heat or other factors to become visible again. For simplicity's sake the skill Academic Knowledge (Ciphers) encompasses both the knowledge about invisible inks and the skill to cre- ate and detect them. If you want more realism, you might require that the character has also the skill Trade (Apothecary), or that he has an access to such person, especially when manufacturing the ink. In any case, inventing, manufacturing and detecting an invisi- ble ink requires Apothecary's tools and suitable ingre- dients. The quality (i.e. availability) of the ingredients is determined by the inventor of the ink. The person who's trying to detect the ink has to buy ingredients of an equal level of availability – you can't detect a mes- sage written with Rare ingredients by experimenting 18 with Abundant ingredients. Abundant–Plentiful ingre- dients cost 3d10 pennies, Common–Average 3d10 shillings and Scarce–Very Rare 2d10 GC per a dose of ink, which is good for about 10 pages of text. Inventing a new type of invisible ink requires ingredi- ents and a successful Academic Knowledge (Ciphers) Skill Test. The creator of the ink has to decide the method used in making the message visible again. It might be dousing it with a certain chemical (such as water, fruit juice or something far more complicated), applying heat or leaving the message in sunlight. The Skill Test to detect the ink is an Opposed one, so note the degree of success of the Skill Test made when in- venting the ink. Once the ink is invented, anybody who has access to the formula can manufacture it by acquir- ing the ingredients and succeeding in an Academic Knowledge (Ciphers) or a Trade (Apotechary) Skill Test. If the Skill Test made to invent an ink is a failure, the formula is faulty and one fifth per degree of failure of any message written using it becomes unreadable to the recipient. On GM's discretion the message might become visible by itself during transport or fail to ap- pear at all. If the manufacturing roll fails, this applies only to the currently manufactured dose of the ink. Because of these effects, GM might want to make the Skill Tests for inventing and manufacturing inks in secret. If the recipient of the message knows the procedure to make the message visible again, he can do it automati- cally by acquiring the relevant ingredients. Supplies are not needed if the method is heat, light, or some other non-chemical factor. You can assume that the recipient has an automatic access to enough of most Abundant–Average ingredients to make the ink visible pretty much anywhere – although it might be fun to make the characters try and find fresh lemon juice in middle of the winter or cow urine during an Electoral feast to read their urgent orders. If the recipient doesn't know what kind of ink was used, he must experiment with different methods, using in- gredients of the same availability or rarer than were used when inventing the ink. If the character doesn't know how sophisticated the ingredients were, he just has to guess. Revealing a hidden ink requires an Op- posed Academic Knowledge (Ciphers) Skill Test against the inventor of the ink. If the Skill Test is a success and the ingredients used were of the same level or rarer than those used in making the ink, the ink is made visible. If the ingredients were more common, the message fails to appear. If the Skill Test is a failure, every degree it was missed by destroys a cumulative one fifth of the message. The character can make as many attempts as he wishes. So, if two Skill Tests were made and one was missed by two degrees and the other by three degrees, the whole message is unread- able. Note about realism: Using the availability of ingredi- ents as the main factor in determining how to detect invisible inks is an abstraction made to simplify the game. If the GM feels meticulous enough, he can use specific ingredients, he might decide that an ink de- signed to respond to lemon juice will respond to vine- gar and other mildly acidic substances, and so on. Leonardo’s Complotto-machines There are few real cryptographic machines in the Old World. The best known of them being Leonardo da Miragliano’s Complotto machines, whose code has thus far defied all attempts at deciphering. They were Leonardo’s only foray in designing cryptographic sys- tems, one which he invented to amuse himself while recuperating from an accident involving a siege ma- chine he was building. Leonardo drew up plans for a machine which could encipher and decipher messages written in the Tilean alphabet. While Leonardo slept, a servant stole the schematics and sold them on the black market. The schematics made their way to a dwarf engineer called Brokk Brasseye. The only thing greater than Brokk’s skill in devising ingenious and complicated 19 traps was his irreverence towards anything he saw as being conservative. As can be imagined, this didn’t sit well with his elders in the Vaults. Brokk was consid- ered insane by his fellow dwarfs and his continuous clashes with this elders resulted in him being banished from the realm, after which he settled down in the Border Princes. Most of Brokk's human friends think he’s a bit too high strung, manic, and a little too enthu- siastic about things designed to slice, puncture, hack and dissolve living beings. When Brokk came across to the Complotto schematics, he immediately saw the potential in them. After years of trying he managed to build six of them and include a little twist of his own. Brokk was worried that if someone could study the inner workings of the ma- chines, their secrets of their ciphers might be revealed. He decided to seal the machines by welding shut their casings and to equip the mechanism with a clever spring based trap, which would send all the dozens of gears flying if the casing was somehow opened. Of course, he couldn't resist adding a few nasty traps to each of the machines. Complottos are very easy to operate. You type a mes- sage by choosing a letter with a knob that has the al- phabet of the Tilean language and pulling a lever after each one. The end result is a printed page of gibberish, but if you input the letters one by one into another Complotto together with a sheet of paper, the result is an understandable message. Leonardo was probably never aware that his ciphering machines were built. Most likely he forgot all about them, since Complottos are never mentioned in his writings. Their design how- ever is unquestionably his, with Brokk's inscriptions on the machines serving as further proof: “Built by Master Engineer Brokk Brasseye, following the sche- matics of one Leonardo da Miragliano”. Complotto-machines in the Old World Brokk managed to sell three of the machines to the Tilean princes before being waylaid by bandits, who killed him and sold the machines along with his other cargo to merchants, fences and adventurers. Currently the whereabouts of four machines are known. One of them is in the possession of the Emperor, the second is in the court of the Merchant Prince of Miragliano and the third one resides in the Light College of Magic. The Emperor and the Light College encrypt their most critical messages with the Complotto. The machine is not used in everyday communication for several rea- sons. The most important is the fact that no-one knows how they really work and who is in possession of the missing machines. After a thorough investigation the machines owned by the Emperor and the College of Light don't seem to be tainted by Chaos, or contain magic of any kind. But, of course, Chaos is devious. Also if the machines broke down, it's doubtful that anyone could fix them. The existence of Brokk's traps is well known to most scholars familiar with Complot- tos. The fourth Complotto is in the dwarfhold of Karaz-a- Karak, in the court of the High King. The existence of the machine is known to the Emperor and certain high officials of the government. Unknown to everybody but the High King and his closest advisors, the ma- chine has been broken for close to a decade. The for- mer teacher of Brasseye was confident that he could unravel the machine's secrets. His attempts to open the machine led into him being blinded in one eye by an acid trap and him triggering the spring trap, which spread the gears, pinions, balances and springs all over his workshop. He has tried to reassemble the system for the last decade, without success. 20 Adventure Hooks Espionage and diplomacy are two themes all too rarely used in Warhammer adventures. There are several ways the characters can get involved in adventures where sword and sorcery is secondary to political scheming. Champions of Truth: The characters are strict adher- ents of a certain religion, religious sect or a political party. Their mission is to smuggle people, libels, agita- tors and agents to the area oppressed by the other side. They have to plan their approach carefully, bribe, lie and steal, and ensure the safety of both themselves and their cargo. Counter-intelligence: The realm is swarming with spies, seditionists and agitators. The characters have to infiltrate their ranks, find and identify the ringleaders and either bring them to justice or help to bring down the whole network. Assassination: The enemy has a powerful leader, who is a masterful orator and a great warrior. The masses love him and he has gained considerable influence with the nobility The characters are sent to his realm with a mission to seek out those who are unhappy with the new leadership, find a suitable assassin or if their conviction is strong enough, act against the enemy di- rectly. Strangers in a strange land: One of the characters is an ambassador and the others are members of his reti- nue. They are sent into a hostile region, with a mission to placate the enemy for long enough to ready war preparations at home, to find out the strength of the enemy, to contact other ambassadors and make secret pacts and agreements, and so on. An important part of the mission is to recruit suitable people and to create a new spy network in the area. Bring them down a notch: A rival province is getting a bit too rich and powerful, united under one leader, political block or church. There characters have to find their way to their higher society and come up with a way to sow unrest in their ranks by negotiations, propaganda, shady deals and blackmail. Intercepting a message: An enemy courier is known to pass through a certain area. It's the mission of the characters to figure out how to intercept the courier, steal the message and replace it without anyone notic- ing. The characters are encouraged to find and employ help, most importantly forgers. Maybe there is a rival group trying to do the same? 21 Sources & Further Reading Sources for The Invisible War include: James Westfall Thompson & Saul K. Padover: Secret Diplomacy – Espionage and Cryptography 1500–1815 Stephen Budiansky: Her Majesty's Spymaster Numerous websites, including: Medieval Cryptography: http://www.stringpage.com/other/crypto.html A Cryptographic Compendium: http://www.quadibloc.com/crypto/jscrypt.htm
textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/The Invisible War - Spies, Ambassadors and Espionage.pdf
BEYOND DAMAGE DICE James Haeck 2 Kobold Press, Midgard, Open Design, and their associated logos are trademarks of Open Design. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters, artwork, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Game Content: The Open content in this book includes the new weapon statistics. No other portion of this work may be reproduced in any form without permission. © 2016 Open Design www.koboldpress.com Design: James J. Haeck Additional Design: Wolfgang Baur Editing: Scott Gable Cover Art: Felipe Gaona Interior Art: Marc Radle Art Director & Graphic Design: Marc Radle Publisher: Wolfgang Baur Credits BEYOND DAMAGE DICE 3 INTRODUCTION A weapon is more than the damage it deals. In combat, skilled warriors use their weapons to confuse, disorient, and disadvantage their enemies before moving in for the kill. Beyond Damage Dice offers unique maneuvers for specific weapons from both the core Fifth Edition rules and the Midgard Campaign Setting, giving them a distinct impact on the battlefield. Unless specified otherwise, any of the maneuvers in this document can be used by any character as long as they are wielding the appropriate weapon and are proficient with it. If a maneuver requires a creature to make a saving throw, the DC equals 8 + the attacker’s proficiency bonus + the attacker’s Strength or Dexterity modifier (attacker’s choice). Unless specified, these maneuvers have only their listed effect and don’t deal normal weapon damage. Statistics for seven new weapons presented here can be found on the table at the end of this document. SWORDS Greatsword Arcing Slash. When you attack with a greatsword, you may choose to target two creatures within your reach with a single attack. This attack uses the same attack roll for both targets and deals slashing damage equal to 1d6 plus your Strength modifier to each target. Grinding Halt. Whenever you must make a Strength saving throw to avoid being moved against your will, you can dig the blade of your greatsword into the ground as a reaction. Roll 2d6 and add the number rolled to the saving throw. If the effect pushing you does not have a saving throw, you move 5 feet fewer. Longsword Lock Blades. When a creature attacks you with a weapon, you may use your reaction to attempt to lock blades and parry their attack. Make an attack roll with your longsword. You have advantage on this roll if you are wielding your longsword with two hands. If the result of this roll equals or exceeds their attack roll, their attack misses. Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. Rapier Main Gauche. While wielding both a rapier and a dagger, you may use a reaction after being attacked to roll a d4 and add the result to your Armor Class until the end of the attacker’s turn. Lock Blades. When a creature attacks you with a weapon, you may use your reaction to make an attack roll with your rapier. If the result of this roll equals or exceeds their attack roll, their attack misses. Scimitar Bloody Wound. When you hit a living creature with a scimitar, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. A creature can have only one bloody wound at a time. Short Draw. As an attack, you may draw a sheathed one-handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. Shortsword Close Quarters Combat. When you successfully grapple a creature or escape a grapple, you may make a single attack with a short sword as a bonus action. Additionally, whenever a creature fails to escape a grapple with you, you may make a single attack with a short sword as a reaction. Short Draw. As an attack, you may draw a sheathed one- handed sword and make an attack roll to strike the enemy with its pommel, leaving the target gasping for breath. This attack deals no damage, but the next attack roll made against the target has advantage. You must have at least one hand free to take this action. POLEARMS AND AXES Battleaxe Crushing Blow. As an action, you can make a single attack roll with your battleaxe against an armored or naturally armored creature within 5 feet of you. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor, unless your battleaxe is also magical. 4 Glaive Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your glaive’s hook and disarm them. Make an attack roll with your glaive. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon. Trip. As an attack while you are wielding a glaive, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone. Halberd Rebuff. As an attack while you are wielding a halberd, you may use the haft of your weapon to rebuff up to two adjacent creatures. Make a single attack roll against one or two adjacent creatures within 5 feet of you. If the attack hits a target, you push it up to 10 feet away from you. Trip. As an attack while you are wielding a halberd, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone. Lance Charge. If you move at least 20 feet straight toward a creature before hitting it with a lance attack, the target takes an extra 1d12 piercing damage and must make a Strength saving throw. On a failure, the target falls prone. Repel Charge. As an action, you can set your lance against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your lance. If this attack hits, it is an automatic critical hit and the target must make a Strength saving throw. On a failure, it falls prone and falls off its mount if it is mounted. Pike As it is a polearm, a pike-wielder always has access to the disarming parry and trip maneuvers (see “Glaive”). Phalanx. If you are adjacent to at least two other pike-wielders, your pike attacks have advantage. Repel Charge. As an action, you can set your pike against a charge. If a creature moves at least 20 feet straight toward you and attacks you, you may use your reaction to make an attack with your pike before the attacker makes its attack roll. If your attack hits, it is an automatic critical hit, and the target has disadvantage on its attack roll. Quarterstaff Vault. You can use your quarterstaff to help you leap long distances. You can use an action to double the length of your long jump, allowing you to leap a number of feet up to twice your Strength score (this jump is part of your movement). If you land adjacent to a creature at the end of this jump, you can make a single attack with your quarterstaff as part of this action. Trident Pin. As an action, make an attack roll against a Medium creature you are grappling. If the attack hits, you catch one of the target’s limbs between the tines and bury the trident in the ground, restraining the creature until the weapon is dislodged. The target may make a Strength or Dexterity saving throw (their choice) at the end of each of their turns to escape. Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your trident’s tines and disarm them. Make an attack roll with your trident. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon. Other Polearms Whether you’re wielding a fauchard, ranseur, or Bohemian earspoon, you can always use the disarming parry and trip maneuvers (see “Glaive”). HAMMERS AND BLUDGEONS Club Improvised Clobber. If you are using an improvised weapon that counts as a club, you may choose to strike with such force that your weapon breaks. As an action, make a single club attack. On a hit, this attack is an automatic critical hit and your improvised club breaks. Blackjack. Make a single attack roll with your club against a humanoid target. If the attack hits, it does no damage, but the target must make a Constitution saving throw or be stunned until the beginning of its next turn. Flail Chain Garrote. While wielding a flail, you may attempt to grapple a creature by looping the chain of your flail around its neck. While grappled in this way, the 5 creature cannot speak, cannot breathe, and has disadvantage on attack rolls against you. If you surprised the creature with this grapple, it cannot hold its breath and immediately begins suffocating. Creatures that you cannot grapple or do not need to breathe are unaffected by this maneuver. Shield Snare. As an action while wielding a flail, you may make a single attack roll against a target carrying a shield or a similar defensive tool. This attack ignores any bonus to AC granted by the shield and deals normal weapon damage. If the attack hits, the target must also make a Strength saving throw. On a failure, its shield is pulled from its grip and lands at its feet. Greatclub Hurling Impact. As an action, you can make a single attack roll with your greatclub against a Medium or smaller target. If the attack hits, it does normal weapon damage and the target must make a Strength saving throw. On a failure, the target is pushed up to 5 feet away from you. On a critical hit, this attack does 2d8 extra damage and the greatclub breaks. Ribshatter. Make a single attack roll with your greatclub against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn. Mace and Morningstar Bruising Blow. As an action, make a single attack roll with your mace or morningstar against a living creature. If the attack hits, it deals normal weapon damage and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check. Ribshatter. Make a single attack roll with your mace or morningstar against a humanoid target. This attack does normal weapon damage and the target must make a Constitution saving throw. On a failure, it is stunned until the beginning of its next turn. If the damage you dealt was greater than the creature’s maximum hit dice, it is stunned until the end of its next turn. Maul Crushing Blow. As an action, you can make a single attack roll with your maul against an armored or naturally armored creature. If the attack hits, the target’s AC is permanently reduced by 1 until its armor is repaired, but it cannot be reduced below 10 + the target’s Dexterity modifier. This attack has no effect on creatures with magical armor unless your maul is also magical. Hurling Impact. As an action, you can make a single attack roll with your maul against a Medium or smaller target. If the attack hits, it does normal weapon damage, and the target must make a Strength saving throw. On a failure, the target is pushed up to 15 feet away from you. War Pick Piercing Point. As an action, you may pinpoint a weak point of an opponent’s armor and make a single attack with your war pick against it. This attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage. Trip. As an attack while you are wielding a war pick, you may hook your opponent’s leg in an attempt to trip them. Make an attack roll against a Medium or Small creature. If the attack hits, it must succeed on a Strength saving throw or fall prone. Warhammer Bruising Blow. As an action, make a single attack roll with your warhammer against a living creature. If the attack hits, it deals normal weapon damage, and the target must make a Constitution saving throw. On a failure, the target does not add its Dexterity modifier to its AC until the end of your next turn or until it is treated with a DC 10 Wisdom (Medicine) check. Sundering Strike. As an attack, make an attack roll with your warhammer against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons unless your warhammer is also magical. Whip Bullwhip. As part of your attack action, make a whip attack against a beast or a creature with an Intelligence score of 2 or lower. The target must make a Wisdom saving throw or be frightened of you until the end of its next turn. Snare. As part of your attack action, you may snap your whip around a creature or its weapon. If you target the 6 weapon, the creature must make a Strength saving throw or drop its weapon at its feet. If you target the creature, it must make a Strength saving throw or be restrained. It may repeat this saving throw at the end of each of its turns. You cannot make whip attacks until the restrained condition is ended. THROWN WEAPONS Dagger These maneuvers can also be used with dagger-like bladed throwing weapons such as shuriken or kunai. Pinning Point. When you make a melee or ranged weapon attack with a dagger, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the knife’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the dagger is removed. The target can make another Strength saving throw as an action on its turn. Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your dagger. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage. Handaxe Pinning Edge. When you make a melee or ranged weapon attack with a hand axe, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the axe’s edge. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to zero until the axe is removed. The target can make another Strength saving throw as an action on its turn. Javelin Fearsome Accuracy. As an attack, you may throw your javelin at a creature at the very limit of your range. Make an attack roll against a creature exactly 120 feet away. If the attack hits, the creature takes normal damage and must make a Wisdom saving throw. On a failure, the creature becomes frightened of you for 1 minute. Trip. As a melee weapon attack while you are wielding a javelin, you may sweep your opponent’s legs in an attempt to trip them. Make an attack roll against a Large or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone. Light Hammer Dazing Blow. As an action, you may make a single ranged weapon attack with a light hammer. If the attack hits, the target must make a Constitution saving throw or be incapacitated until the end of its next turn. Sunder Joints. When you make a melee weapon attack against a creature in medium or heavy armor with a light hammer, you may choose to damage the joints of their armor instead of dealing damage to the creature. If the attack hits, the creature’s movement is reduced by 10 feet until the end of their next turn. This reduction is not cumulative. Net Nets have the unique property, Ensnaring, described below. Ensnaring: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. Blinding Binds. Instead of restraining your foe, you may instead wrap the thick cords of your net around a single creature’s head. A Large or smaller creature hit by a net when you use this maneuver is blinded but is not restrained, until the net is removed. Wing-Wrapping Net. Instead of restraining a flying creature, you may entangle its wings in your net. A Huge or smaller winged creature hit by a net when you use this maneuver has its fly speed reduced to 0 (but is not restrained) until the net is removed. RANGED WEAPONS Blowgun A blowgun has no specific maneuvers to use in combat, but a character with a poisoner’s kit (50 gp) can spend a short rest creating one of the following simple poisons. Applying a poison to a blowgun dart is a bonus action, and each vial of poison has 10 uses before it must be created again. A poison’s effects are in addition to the 1 piercing damage dealt by a blow dart. 7 Deathtoad Toxin. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it takes 2d6 poison damage. Chuul Ichor. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is paralyzed until the beginning of its next turn. Svirfneblin Wooziness Tonic. A creature hit by a dart coated with this poison must make a DC 10 Constitution saving throw. On a failure, it is poisoned until the end of its next turn. Composite Bow The composite bow’s unique construction gives it an incredibly heavy draw, making it usable only by the strongest archers. Characters with Strength 14 or lower have disadvantage on attacks made with a composite bow. Power Shot. When you make an attack with a composite bow, you may take a penalty on your attack roll equal to your Strength modifier. This penalty must be applied before the roll is made. If the attack hits, it deals additional damage equal to twice your Strength modifier. Staggering Shot. As an action while wielding a composite bow, you may make a single ranged weapon attack. If this attack hits, the enemy takes full weapon damage and must make a Constitution saving throw. On a failure, the target’s speed is reduced to 0 until the end of its next turn. Heavy Crossbow and Light Crossbow In campaign settings with firearms, these maneuvers can also be used by a character who wields a rifle. Shrapnel Shot. As an action, make a single attack with your crossbow against an unattended object. The attack deals double damage to the target. If the object is destroyed, it explodes into a cloud of shrapnel. Choose one of the following options: • Creatures within 5 feet of the object must make a Dexterity saving throw, taking 1d6 piercing damage on a failure. • A creature adjacent to the object must make a Constitution saving throw. On a failure, the creature is blinded until the beginning of your next turn. Patient Shot. You carefully align your crossbow’s sights over your target. As an action in a turn that you have not moved, you may make a single crossbow attack with advantage. Hand Crossbow In campaign settings with firearms, these maneuvers can also be used by a character who wields a pistol. Concealed Sidearm. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your hand crossbow. As an action, you may make a weapon attack with a concealed crossbow against a creature that has not yet acted in combat. This attack has advantage. Rapid Shot. You rapidly reload your hand crossbow, throwing off your aim but allowing you to make an additional attack this turn. As a bonus action, you may reload your hand crossbow and make an attack with it against a target within 30 feet. This attack has disadvantage. Longbow and Shortbow Pinning Shot. When you make an attack with a bow, you may attempt to pin a Large or smaller creature to a wall or surface by catching their clothing with the arrow’s point. This maneuver can be used against creatures without clothing at the GM’s discretion. Make an attack roll; if the attack hits, the target must make a Strength saving throw. On a failure, the target’s speed is reduced to 0 until the arrow is removed. The target can make another Strength saving throw as an action on its turn. Distracting Shot. As an action, make a single attack with your bow. You intentionally miss your target but give an ally the chance to attack while it is distracted. The next attack roll against the target has advantage if it is made before the beginning of the target’s next turn. Trick Shot. As an action, make a single stylish bow attack with disadvantage. If the lower roll would also hit the target, you automatically score a critical hit. Sling Underdog Strike. As an action, you may make a single ranged weapon attack with your sling against a creature at least 1 size category larger than you. This attack deals normal weapon damage, and an extra 1d4 bludgeoning damage per size category difference. Headcrack. As an action, you may make a single ranged weapon attack with your sling. If the attack hits, the target must make a Constitution saving throw or be stunned until the beginning of its next turn. 8 MIDGARD WEAPONS Dwarven Tijino The tijino poleaxe bears a long axe blade in front, with a long, looping backhook designed to unhorse riders. The tijino poleaxe has reach. You can strike opponents 10 feet away with it, but you cannot use it against an adjacent foe. As a polearm, tijino wielders can also use the disarming parry and trip maneuvers (see “Glaive”). Unmount. As an action while wielding a tijino, you may make a single attack against a mounted creature. If the attack hits, the target must make a Strength saving throw. On a failure, the target is dismounted and falls prone. Nordmansch Greataxe The nordmansch greataxe likely originated with the foresters and lumberjacks of the Ordenn forest, who found a way of making axe heads they continue to keep secret. The nordmansch make more axes than their woodsmen actually need. The nordmansch greataxe is a two-handed weapon built to sunder other weapons. Its edge is hardened especially for this purpose, and its haft is likewise set with trapping prongs to catch and hold a foe’s weapon. At the GM’s discretion, typical greataxes may also use the sundering strike maneuver. Sundering Strike. As part of the attack action, make a single attack roll with your nordmansch against a creature wielding a weapon, including natural weapons. If the attack hits, the weapon is damaged, and all attacks made with this weapon have disadvantage. Another sundering strike destroys the weapon. This attack has no effect on magical weapons, unless your nordmansch is also magical. Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your nordmansch’s prongs and disarm them. Make an attack roll with your nordmansch. If the result of this roll equals or exceeds their attack roll, their attack misses, and they must succeed on a Strength saving throw or drop their weapon. Northlands Estoc A hand-and-a-half sword designed to pierce heavy armor and sharpened only on the tip, an estoc is 4 feet long, sometimes with a second crossguard. It is said to have been used first by the knights of Vael Turog and Balinor against the elves, but now is used by dwarven mercenaries and human knights who expect to fight other heavily armored warriors. Its anti-armor properties make it popular with monster hunters and dragon slayers as well. Sometimes called the “tuck.” The estoc also has the following special property. Special: The estoc deals an additional 1d6 damage to creatures wearing heavy armor, or naturally armored creatures with an AC of 16 or higher. Armor-Piercing Thrust. As an action, you may pinpoint a weak point of an opponent’s armor and make a single attack with your estoc against it. This attack pierces armor, treating the target’s AC as 10 + their Dexterity modifier. On a hit, this attack does normal weapon damage, and does not deal the additional damage granted by the estoc’s special property (above). Blunted Bash. Instead of dealing piercing damage, you can choose to deal bludgeoning damage by striking the target with the estoc’s unsharpened blade. This attack’s damage die is one size smaller than normal (1d4 if one-handed, 1d6 if two-handed), and cannot benefit from the estoc’s special property (below). Rothenian Poniard This longsword has a spring-loaded poniard concealed in the hilt, which quickly extends when the hilt is gripped in a particular way. It is particularly beloved by rogues, as the concealed blade helps them sneak attack opponents already locked in combat. Kariv of a crueler bent have been known to poison the secondary blade. Thanks to its hidden blade, the Rothenian poniard has the following special ability: Special: The larger blade is a versatile weapon, and the secondary blade is a light weapon. You may make an attack with the secondary blade as bonus action, as if you were two-weapon fighting. Retracting the poniard requires an action. Hidden Poniard. If the poniard is still concealed within your sword’s hilt, you may make a Dexterity (Sleight of Hand) check opposed by a target creature’s Wisdom (Perception) check. If you win this contest, you may make a single attack roll with the concealed poniard against that target. This attack has advantage. 9 SOUTHLANDS WEAPONS Dikama (Fang Blade) First crafted by the bronzesmiths of the Lion Kingdom of Omphaya, the wicked dikama fang blade is shaped like a serrated, oversized lion’s tooth. Bloody Wound. When you hit a living creature with a dikama, you can choose to make a superficial but bloody wound. The attack deals no damage, but the target takes 1d6 slashing damage at the beginning of each of its turns until it or another creature makes a DC 10 Wisdom (Medicine) check as an action to stop the bleeding or until it receives magical healing. Serrated Twist. When you deal damage to a living creature with a dikama (not including damage from the Bloody Wound maneuver), you may twist the serrated blade as a bonus action. The creature must make a Constitution saving throw or take 2d4 slashing damage. Nurian Hook A Nurian hook is a 1-foot-long square shaft that ends in a bronze hook with an arrow-shaped point at the pommel. Embalmers and butchers use it to hang up corpses. Disarming Parry. When a creature attacks you with a weapon, you may use your reaction to catch their weapon in your hook and disarm them. Make an attack roll with your Nurian hook. If the result of this roll equals or exceeds their attack roll, their attack misses and they must succeed on a Strength saving throw or drop their weapon. Trip. As an attack while you are wielding a Nurian hook, you may catch your opponent’s leg in an attempt to trip them. Make an attack roll against a Medium or smaller creature. If the attack hits, it must succeed on a Strength saving throw or fall prone. Scorpion Stiletto Politics in the Mharoti Empire are a battlefield, and not all wars there are won with words. The scorpion stiletto appears as an ornate, ceremonial knife, but its beauty distracts from the deadly poison secreted within—the venom of the Mharoti emerald scorpion. Though this knife originated in the Dragon Empire, it is now wielded by assassins and cutthroat politicians throughout Midgard and the Southlands. Other than the two properties described below, the only difference between a standard dagger and a scorpion stiletto is price. The stiletto is a specialized assassination tool, so no one can just walk into a shop and buy one. A purchaser must either find a disreputable merchant who'll sell one under the table or a disreputable smith who'll make one to order. In either case, the price must be negotiated. Any maneuver that can be used with a dagger can also be used with a scorpion stiletto. Concealed Blade. Instead of making a Dexterity (Stealth) check to hide yourself, you may make a Dexterity (Sleight of Hand) check—contested by an active or passive Wisdom (Perception) check—to conceal your stiletto. As an action, you may make a weapon attack with a concealed dagger against a creature that has not yet acted in combat. This attack has advantage. Release Venom. A vial of venom can be loaded into the handle of this stiletto. As a bonus action, you can press the jewel on the dagger’s pommel to release the venom into a groove on the blade. Any type of injury poison can be loaded into the stiletto’s hidden chamber, but the most common is emerald scorpion venom. Emerald Scorpion Venom (Injury). A creature subjected to this poison must make a DC 16 Constitution saving throw at the beginning of each of its turns, taking 24 (7d6) poison damage on a failed saving throw, or half as much on a successful one. This poison lasts until the target succeeds on three saving throws or is magically cured. NEW WEAPONS Name Cost Damage Weight Properties SIMPLE MELEE WEAPONS Nurian Hook 6 gp 1d6 piercing 6 lb. Finesse, Light Stiletto See text 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60) MARTIAL MELEE WEAPONS Dikama 10 gp 1d4 slashing 3 lb. Light Dwarven Tijino 25 gp 2d4 piercing 12 lb. Heavy, reach, two-handed Nordmansch Greataxe 50 gp 1d12 slashing 8 lb. Heavy, two-handed Northlands Estoc 40 gp 1d6 piercing 3 lb. Special, versatile (1d8) Rothenian Poniard 100 gp 1d8 piercing/1d4 piercing 4 lb. Special, versatile (1d10) MARTIAL RANGED WEAPONS Composite Bow 100 gp 1d12 piercing 8 lb. Ammunition (range 150/600), heavy, special, two-handed 10 The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Beyond Damage Dice © 2016 Open Design; Author: James J. Haeck. OPEN GAME LICENSE Version 1.0a AN ADVENTURE ON EVERY PAGE Tome of Beasts brings more than 400 new foes to 5th Edition, from vicious dungeon vermin to earth-shaking personifications of evil! Every entry comes with full-color art by some of the top talent in the industry. Here, Game Masters will find: • Clockwork creatures • Drakes and dragons • Devils and arch-devils • Dangerous flavors of the fey ...and much more! These monsters are ready to wreak havoc in any fantasy setting, from fan-favorite realms to worlds of your own creation. Flip to any page in the Tome of Beasts and you’ll find an encounter that players won’t soon forget... Available now from www.KoboldPress.com and better game stores everywhere! ©2016 Open Design. Kobold Press logo is a trademark of Open Design. 5E bullet is used by kind permission of Sasquatch Game Studio.
textdata/thevault/Dungeons & Dragons [multi]/Suppliment/5E/Beyond Damage Dice 1.pdf
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Cold War Games Esponiage Genre Toolkit: LPJ9814 Cold War Games page 2 A conflict so deadly that it could never be fought openly, a Cold War is the perfect environment for a campaign. Spies, technological innovation, arms races, veiled hostility and proxy warfare dominate the stage as the Great Powers struggle for dominance – and the players must keep their wits about them to survive. In this book, an enterprising GM will find suggestions, mechanics, and tools to help them create their own cold war, whether that be based upon the real-world event, or a conflict of their own design. Core Design of the Cold War Games Allegiance Option: Great Powers All players in a Cold War Games campaign must either choose to have an allegiance to a Great Power, or can choose to be active freelancers. A freelancer cannot choose to take a Great Power Allegiance until they have worked for that power consistently for 3 levels of experi- ence. A character who chooses an Allegiance to a Great Power gains certain benefits and restrictions. Benefit: All diplomacy checks made when dealing with members of the same Great Power allegiance as the PC gain a +3 situational bonus. Restriction: All diplomacy checks made when dealing with members of the Opposition Power suffer a -2 situ- ational penalty. Benefit: When within the Great Power’s Sphere of Influence, a Player Character gains a +1 morale bonus to all skill checks, attack rolls, and saving throws. Restriction: When within the Opposition Power’s Sphere of Influence, a Player Character suffers a -1 morale penalty to all skill checks, attack rolls, and saving throws. Wealth Benefits from an Allegiance The lifestyle of a Great Power agent is a lavish one. Player characters who are sent on missions by Great Powers can expect to have a lot of money thrown their way to help pay for incidental charges which crop up over the course of their assignment. Any characters retain their own, regular wealth, but the party also gains access to a ‘buying pool’ which is intended to cover costs as they go about the mission. This buying pool is set at the outset of the mission, to be determined by material necessities. Generally, the buying pool varies by the difficulty of the mission, and is shared between all party members undertaking a mission. The bonus remains the same for larger or smaller parties, as individual items that would be purchased with it (plane tickets, etc) only occasionally impact the buying pool’s wealth bonus. Buying Pool Guidelines Mission CR average Buying pool wealth bonus 1-4 15 5-8 18 9-12 21 13-16 25 17-20 30 As a rule, vehicles, gear, and other large-cost necessities that are needed for a given mission will be requisitioned and not paid for from this pool. Note that money in the Buying Pool is considered separate from each character’s own wealth bonus, and the two may not be combined in any way (the bookkeeping is a nightmare, both real world and in-game). At the end of the mission, the characters will likely have to hand over any items purchased with their Buying Pool. Leaving a Power A player character who wishes to cancel his Allegiance to a Great Power is not in the best shape. He must make a WILL save (DC equal to his character level +10) to prevent being labeled as a criminal by the Great Power he previously served. However, leaving a Great Power has a chance of attracting some positive attention from an Opposition Power – the character may roll a D20, adding his character level and charisma modifier. If this result exceeds 25, the PC can immediately switch his Allegiance to the Opposition Power. Designing the Great Powers In order for a Cold War to brew, you need at least two powerful groups to act in opposition to one another. They will be central to the campaign. But what are the natures of these powers? Cold War Games page 3 Roles A Cold War setting naturally takes on the aspects of the Great Powers featured in the campaign, as they define the setting. Because of this, the details of the Great Powers should be hammered out – geography, government, and agenda. Here, we provide a number of example basic frameworks for states and political organizations to get those creative juices flowing. Example Powers State Name: The Isolate Description: From a geographically isolated region, such as a mountain pass or island. The Isolate is highly tech- nologically advanced as a consequence of developing methods of dealing with their difficult environment. Their physical isolation has fostered a somewhat xenophobic culture. The Isolate’s goals surround acquiring additional resources, as their own are limited by geographical factors. Advantages: PCs hailing from the Isolate can access mastercraft items for a purchase DC increase of only +1. State Name: The Bloc Description: A conglomerate of smaller states arranged together in some form of political alliance or federa- tion. The government has cracked down in order to exert control over a highly diverse populace. The Bloc will have uneven technical development, but will have massive amounts of resources at their disposal. The Bloc is most interested in regional stability and expansion. Description: PCs hailing from the Bloc begin play with 2 additional languages, representing the diversity of their homeland. State Name: The Old Empire Description: The Old Empire has its roots in an ancient civilization which has been naturally dominant in a region for a long time. Tradition and technical development are encouraged. The Old Empire is in a state of decline, and is attempting to hold onto satellite states which are its main source of resources. Description: PCs hailing from the Old Empire gain a +2 competence bonus to diplomacy, intimidate, sense motive, and bluff checks in highly formal or legalistic situation. This reflects their knowledge of tradition. State Name: The Ideologue State Description: A nation founded on a selection of prin- ciples, the Ideologue is interested in spreading its way of life, while at the same time naturally expanding its polit- ical influence and wealth. The Ideologue State actively interacts on many fields, and encourages others to adopt its model, as such it has the most politically skilled populace. Advantages: PCs hailing from the Ideologue State gain a +1 situational bonus to all hit and damage rolls when fighting to defend or advance their national cause. The Conflict There are several different options as to how to structure the Great Powers, but the most important aspect of a Cold War game is the nature of the conflict between them. In essence, there are two different types of struggle which are most effective for a Cold War setting – a Black and White conflict, and a Shades of Grey one. These differing methods have alternate rules particular to them. Black and White Having clearly defined roles such as a good/evil dichotomy will likely push the campaign more towards action. Why would this happen? Simply put, if the players interpret their opposition as being basically evil, then that opposition is a force to be fought as opposed to an organization to parlay with. Dealing with such an opponent through violence is more acceptable. This is great for high-octane, battling spies and cinematic type campaigns. Game Elements for a Black and White Campaign In a campaign run in the black and white style, taking action against the Opposition Power should be more greatly rewarded than otherwise. High action should be encouraged, which has the effect of allowing the PCs to survive some spectacular events, and cause some them- selves. Character action or event: Critical hit scored against a member of the opposition power Effect/Modification: Character gains 1 action point Character action or event: Player Character struck by a potential critical hit Cold War Games page 4 Effect/Modification: Confirming the critical must hit an AC 2 higher than normal Character action or event: Player Character takes massive damage Effect/Modification: Check to avoid death by massive damage gains a +4 bonus Character action or event: Face off versus weaker oppo- nents (ie ‘mooks’) Effect/Modification:Mooks gain only 2 hps per die as opposed to regular hit point advancement Character action or event: Player Character scores a critical hit Effect/Modification: The regular damage multiplier for the critical is increased by 1. Shades of Grey Here we have the polar opposite of the Black and White campaign. In Shades of Grey, the Great Powers have more blurry distinctions - each is a massive entity, but neither is wholly right nor wrong. Blurring the roles and allowing nuance in a Cold War games setting will allow for more political maneuvering and exploration of motives. As the Powers in Shades of Grey are more complicated and often motivated by multiple purposes, the goals and desires of the individual players and NPCs become more prominent in determining a plot, so pick this option if you’re into complex political machinations. Game Elements for a Shades of Grey Campaign Diplomacy and consensus building are to be rewarded in a Shades of Grey campaign. In this environment, the resolu- tion of tension and conflict is essential. Character action or Event: A Character is dealing with a member of an opposed power in a diplomatic capacity Effect/Modification: For each time dealing with that particular NPC past the first, the PC gains a +1 cumula- tive situational bonus to all diplomacy and sense motive checks. This reflects an understanding being reached with that NPC. The maximum bonus is +6. Character action or Event: A Character makes a knowl- edge check pertaining to history, politics, or local informa- tion Effect/Modification: All such checks gain a +2 compe- tence bonus. All characters in a Shades of Grey Campaign are assumed to be trained and briefed for any situations they may find themselves in. Character action or Event: A Character resolves a major tension or smoothes over a hostility Effect/Modification: That character gains 2 action points. Character action or Event: Character needs to speak a different language Effect/Modification: All PCs in a Shades of Grey Campaign are assumed to be fluent in the primary languages of all great powers unless otherwise noted by the GM. Elements of the Cold War Struggle Spies and Espionage As the stakes of a cold war are very high (utter destruc- tion), open conflict is limited and tightly controlled. Instead of conventional warfare, key battles are fought through access to information and proxies, with each side attempting to outmaneuver the other while at the same time protecting themselves. Under these conditions, the rules for Gather Information checks are greatly expanded and vary by circumstance. Note: All character in a Cold War Campaign should auto- matically have Gather Information as a class skill. If they would regularly have gather information as a class skill, they gain a +2 profession bonus to all checks when using the skill. When making gather info checks. characters may also opt to substitute a different ability score over charisma in certain situations. The Doomsday Device What Cold War would be complete without it? A key feature of the development of a Cold War is that all the Great Powers must have access to some type of weapon or device which largely ensures the destruction of their opposition, if they dare to use it. All of the powers must possess these arms – they are essential for keeping the struggle from boiling up into a “Hot” war. Plots centered around Doomsday Devices are especially suited for a high- action, high stakes Black and White Campaign, where the Opposition Power is just evil enough to use them. Cold War Games page 5 The nature of a doomsday device can vary, following is a basic selection of devices to use in your own campaign, and a few hooks to get a GM thinking. Example Doomsday Devices • Nuclear weapons (a classic!) • Bio-engineered viruses • Legions of indestructible super soldiers • A Brutally efficient artificial intelligence • A weapon which creates horrific natural disasters • Weapons which destroy the air or atmosphere • Weapons which permanently destroy the food supply Doomsday Device Hooks • The PCs must find and board a commuter train that is secretly carrying the device to an Opposition facility located within a proxy state. The government of the proxy state is in turmoil over hosting the device in the first place, with some factions favoring the Opposition, and some favoring the PCs and their patrons. The PCs will face resistance from unexpected places and ex- officials who no longer want any part of the goings- on, and must prepare for a wild rumble on a crowded train. • The PCs’ patron has developed a newer, deadlier weapon, and the more hawkish members of the orga- nization want to use it. However, there is significant debate as to whether it is ethical and what the conse- quences will be. The situation is accelerated by the discovery of an Opposition spy who had been passing information on the device. But in the middle of the night, the PCs are approached by informants who reveal that the spy was a plant by the hawkish faction – will they be able to avert open war? • A proxy state is in danger of developing a doomsday device of their own, and has broken from its alliance to the Opposition. Everything spirals out of control when the device goes haywire. Now is the PCs’ chance to establish friendly relations, nip the project in the bud or bring it under control – and deal with the planned takeover or sabotage by opposition spies. Conflict types and Warfare Warfare, and warfare by proxy, is an important part of any Cold War campaign. In essence, a proxy war uses smaller powers under the influence of the Great Powers to fight regional battles with one another. Proxy Warfare takes several different forms, often focusing on the destabiliza- tion of smaller nations. A few example types of warfare one may see in a Cold War are supplied below, with a scat- tering of plot hooks provided. Alternately, Gather Information Check can use Circumstance (at the PC’s discretion): Modifiers In enemy territory Charisma -4 to all checks In friendly territory Charisma +4 to all checks Contacting a known enemy Wisdom All requests are operative for the info considered protected Contacting a known friendly Wisdom Beating the DC by 5 or more provides operative for the info additional information Gathering Information and Intelligence Both checks gain a +2 synergy bonus Researching simultaneously when used in tandem Operating as a mole or plant Charisma +2 to all checks, but a failure requires a bluff check at the same DC or your cover is blown At a formal social function Intelligence The character may substitute a Knowledge: Current Events check as opposed to a regular gather information check (making small talk) When Captive Charisma -2 to checks, stacks with ‘in enemy terri- tory’ Cold War Games page 6 Insurgency Insurgencies are often sponsored by outside forces which have a vested interest in destabilizing a government in a region. In an Insurgency, the local populace is attempting to overthrow their government and is opposed (at least somewhat) by the military. See below for mechanical details. Insurgents and allies: Gain a +2 morale bonus on hit rolls in urban combat due to a sense of popular support Government and allies: Suffer a -2 penalty on hit rolls in urban combat due to sensing a lack of popular support Insurgents and allies: Suffer from reduced access to supplies, all purchase DCs for items increase by 1. Government and allies: Are well supplied, purchase DCs for items decrease by 1. Insurgency Hooks • The Great Power whom the PCs have an allegiance to are supporting a local insurgency in a small tropical nation. This nation is known to build and supply tanks to the Opposition Power, and maintains several factories on the outskirts of the capitol city. The PCs must infiltrate and seize a production factory for use in an assault against the military – before an air strike is called in to destroy the factory. • The PCs have been assigned to support a junta which was recently installed in a large, wooded nation. The junta exerts little authority in any of the smaller communities, only operating with any effect in the larger cities where military bases are present. A popular insurgency has been using small towns as bases of operations. The PCs must travel to these towns undercover and sniff out the insurgency leaders for arrest – but they also find the influence of an Opposition Power in the process. • The PCs are acting as mediators between a popular insurgency and the somewhat corrupt leader of a small nation. This leader, however, is friendly towards the Great Power to whom the PCs have an allegiance. The PCs are charged with stopping the violence and fixing the next ‘fair and free’ election in the leader’s favor. The Opposition power is working to uncover the PCs at every turn. Military Coup In this instance, the Military or a faction thereof has decided to take over the government of a nation by force. In such cases, a government under siege can often only hold power by appealing to outside forces. Oftentimes, a Great Power will support one side or the other in a bid for regional influence. Military and Allies: Gain a +4 bonus to all intimidate checks due to a display of military might Besieged Government and allies: Have immunity to prosecution within their former ‘territory’, as they control the justice system (this situation will likely be reversed if the coup succeeds, mind you!) Military and Allies: Suffer a -4 penalty to all diplomacy checks as their use of force has alienated many factions Besieged Government and allies: Are considered to be in hostile territory at all times, as they are effectively surrounded in their own nation Military Coup Hooks • tactical information to the military of a small nation which seeks to overthrow the existing government. They have cited human rights abuses as their reason for doing so, although evidence is sparse. The PCs must gather additional evidence. The country’s government, with the aid of Opposition forces, has been destroying old prison facilities and secret holding cells – and the PCs reach one just as this is happening. • An Opposition Power has provided a devastating weapon to the Military of an island nation, who have used the weapon to blackmail the existing government into surrendering. The PCs are expected to capture this weapon from a facility in an exotic location and seize it for the Great Power they serve (under the auspices of it being an ‘illegal armament’). However, a deadly group of Guerillas stand in their way. The PCs, outnumbered, must mobilize friendly tribal factions to storm the facility. • A Military Coup has completely isolated and cut off the capitol city of a desert nation, in an attempt to tighten the noose around the government and force their surrender. It hasn’t worked yet, and the people in the city are dying from a lack of clean water and outbreaks of disease. The PCs are required to break the barricade and head into the city to document the terrible conditions, passing the documentation on to journalists in secret. This is part of a PR blitz to push international opinion against the coup. Economic Warfare War is almost always about money, and one of the chief methods for destroying the opposition in a Cold War is to bankrupt your opponent. This can take many forms Cold War Games page 7 – forcing an opponent into costly struggles, damaging their capacity for export, setting tariffs, and punishing those who are involved with the opposition in an economic exchange. There are no specific mechanical adjustments to handle Economic Warfare. Economic Warfare Hooks • The PCs are sent to investigate a weapons smuggling ring operating along a highly inhospitable border. Regional factions hold more power than the official government, and those factions are dominated by arms company money which ultimately flows from the Opposition. The PCs must find a way to deal with the crooked companies behind the smuggling ring, and enforce the restrictions on trafficking, thereby damaging the guerillas and the Opposition in one blow. • The PCs’ patron has maintained a radio station which operates within the Opposition’s sphere of influence. However, they recently found it had been seized by an Opposition-dominated company under an obscure law. In response to this, the PC’s patron has passed another law which bans advertisers operating under the patron’s sphere of influence from advertising on the station, hopefully forcing its shutdown. But not all are compliant. The PCs have to convince the advertisers to follow suit, or intimidate the Opposition-dominated company badly enough that they sell the station. • The Opposition has closed down a major shipping line as they ‘undertake oceanic surveys’. When the surveys continue with no end in sight, the PCs’ patron becomes suspicious, and sends them to investigate. As it turns out, the Opposition is constructing an artificial island to lay claim to the area as coastal waters and thus control the strait. The PCs must stop this from happening. Cold War Games Feats Every Spy needs his specialty, and these feats are designed to give your Cold War Games campaign a cinematic or political feel. Asylum Prerequisites: Allegiance to one of the Great Powers Benefits: A character with this feat will not be prosecuted for crimes against the power he is working against, so long as he remains within the sphere of influence of his own allegiance. Exotic Manner Prerequisites: Charisma 13+ Benefits: The character with Exotic Manner has a unique way about him which appeals to people whom he deals with. This can be an accent, a way of speaking, a distinct appearance or feature, even a way of moving. With this feat, reputation checks to recognize the character gain a +3 bonus in beneficial instances only. In other cases, the character’s high charisma is assumed to allow him to conceal his idiom. Innocuous Prerequisites: None Benefits: The character is very good at either remaining unnoticed, or looking like he should be in an area. With the innocuous feat, a character gains a +1 bonus on all hide, move silently, disguise, gather information, and bluff checks. This is an unnamed bonus which stacks with any other bonuses present. Sex Appeal Prerequisites: Charisma 13+ Benefits: A character with the Sex Appeal feat is particu- larly amazing at dealing with members of the opposite sex. Any charisma-based skill checks made in dealing with a member of the opposite sex gain a +2 competence bonus. This bonus increases to +4 if the target is also a member of the Opposition. If spy movies have taught us anything, opposites attract. Defy the Countdown Prerequisites: Character level 3rd Benefits: How do the super spies of lore manage to always get away or get that last shot in before a count- down finishes them? They have this feat! A character with Defy the Countdown may take 1 additional full-round of time at the end of any countdown sequence to act as he wishes – this round is treated exactly as a normal combat round and may include movement, attacks, etc, but it only applies to him. Since a character in this situation tends to make the proper choice (as is dramatically appropriate) all skill checks and attack rolls made during this time are boosted by the character’s charisma modifier, as a situ- ational bonus. Additionally, a character with this feat who must rush to use a skill (such as defusing a bomb, opening a door as water fills a room, etc) gains a +2 bonus to that skill check. Cold War Games page 8 Master of Disguise Prerequisites: Charisma 11+ Benefits: Any Disguise skill checks concerned with imper- sonating a member of a particular group gain a +6 situ- ational bonus. When Master of Disguise is selected as a feat, it only applies to impersonating members of a chosen group. The breadth of this group should be discussed with the GM beforehand. This feat may be taken multiple times – its effects do not stack, rather each time it is taken it applies to an additional group. Advanced Class: Playboy Spy None have more skill in the arts of subterfuge and diplo- macy than the Playboy Spy. A keen intellect, dry wit, and skill with a pistol combine to form this suave and deadly operative. When entering this Advanced Class, a player character gains a number of unique and useful abilities which will aid him in dealings with the shadier side of politics. All Playboy Spies are associated with one of the Great Powers within the Cold War campaign, and are generally selected for their exceptional skill and ability. Entrance Requirements The Playboy Spy requires not only a degree of combat skill, but also a natural intellect and charisma, tied in with dedication to his cause. Allegiance: Any Great Power Ability Scores: Intelligence 13+, Charisma 11+ BAB: +2 Talents: Charm Feats: Asylum Hit Die: 1D6 Advanced Class Ability Playboy Spies are more centered around their force of personality and intelligence than their physical abilities – deep in enemy territory, fighting it out is often out of the question. Therefore a Playboy Spy’s key ability scores are Intelligence and Charisma. Action Points Playboy Spies often rely upon luck and talent. They receive action points equal to 8+1/2 character level (rounded down) at first level, and each time they gain a level in this class. Class Skills The Playboy Spy’s class skills, and the key abilities associ- ated with each skill, are: Balance (Dex), Bluff (Cha), Climb (Str), Computer Use (Int), Diplomacy (Cha), Disguise (Cha), Drive (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Investigate (Int), Jump (Str), Knowledge (art, behavioral sciences, civics, current events, earth and life sciences, history, popular culture, streetwise, tactics, technology) (Int), Pilot (Dex), Profession (Wis), Read/write Language (None), Research (Int), Search (Int), Sense motive (Wis), Sleight of Hand (Dex), Speak Language (None). Skill points at each additional level: 7 + intelligence modi- fier. Any Playboy Spy worth his salt can be expected to spend a great deal of time in training, especially given his large class skill list. Class Features Mask Reputation: It stands to reason that a spy is not interested in being recognized. At least, not unless it serves his purpose. This is where the Mask Reputation class feature comes into play: with this, the Playboy Spy may opt, as a free action at any time, to negate the effects of his reputation, effectively remaining under cover. Under Cover: This is the second feature that a Playboy Spy gains access to, and likely his most essential. With the Under Cover class feature, a Playboy Spy can assume an identity with comparative ease, complete with a back- story, and alibis. Under Cover is actually a distinct set of talents, one of which may be chosen each time the Playboy Spy gains a level and acquires the Under cover feature. Consult the following list. Alibi: The Playboy Spy takes great pains to craft a coherent cover if he is facing legal issues. The character, if suspected of wrongdoing, may craft a story and make a Bluff check. The DC varies by situation and GM discre- tion, consult the table below for guidelines. Note that local regions will place different emphasis on different crimes. Situation Bluff DC Mild Wrongdoing (petty theft, speeding, getting in a fistfight) 12 Minor Wrongdoing (theft, small white collar crimes) 17 Cold War Games page 9 Moderate Wrongdoing (smuggling, serious assault, arson) 24 Severe Wrongdoing (murder, conspiracy, treason) 33 If this check is successful, the Agent has constructed a credible alibi and is off the hook – for now. However, each time in a given month that the alibi feature is used, subsequent DCs for the bluff check increase by 2. This is cumulative. Concealed Carry: This class feature allows the Playboy Spy to hold small items on his person without anyone else noticing. This ability can even hold up to close scru- tiny. When a character with Concealed Carry uses sleight of hand to conceal an object on his person, that object is considered to be 1 size category smaller. In addition, search checks used to frisk him are at a -2 penalty. Perfect Disguise: Any time a Playboy Spy’s disguise fails, he becomes aware of it. Following this, he may spend 1 action point to reverse the failure of his disguise. Prowler: Sneaking around has become natural to the Playboy Spy: he gains Move Silently as a class skill, as well as a +2 competence bonus to all hide checks. Suave Appeal: There is more to being a spy than just skulking around and shooting people in the dark. A Playboy Spy typifies the charismatic and likeable diplomat, oozing charm and personal magnetism. The Suave Appeal class feature allows a Playboy Spy to spend 1 action point to take 20 on any diplomacy, intimidation, or gather information check. Action Path: Sometimes, a spy just has to kick some ass, and this is where the action path comes in. If a Playboy Spy needs some killing done, runs afoul of a gunfight, or is facing off against a villain with eyes set on world domi- nation, the action path is his choice… for action. (note: the Action path is best suited for cinematic style combats, and will change the nature of combat for the player beyond believability in a serious campaign. A GM who is not in favor of this style of play is within his rights to disallow the Action path, instead providing minor bonus feats). Banter: Ever wanted to toss witty barbs at the evil villain while you casually dispatch his henchmen? There is a fine art to in-combat banter, and the action oriented Playboy Spy has it down pat. Aside from the fact that a character who can do this is obviously awesome, it causes apoplexy in the opposition. Once a round as a free action, a Playboy Spy with the Banter skill can spend an action point to target a single opponent with Banter, which causes that opponent to take a penalty to all rolls for one round. This penalty is equal to the Playboy Spy’s charisma modifier. Confront: So you’ve reached the evil villain deep in his volcano lair- he sees you, and just starts shooting? Not if you have the Confront class feature! With this, a Playboy Spy can make an intimidate check (at a situational bonus equal to his Playboy Spy class level) to force the evil villain to painstakingly reveal his plot before the battle takes place. Although an attack against the villain will end this effect, this ability does allow the Playboy Spy time to assess his surroundings, therefore providing himself and his allies with a +2 situational bonus on all attack and damage rolls for the upcoming battle. If the intimidate check succeeds by 10 or better, the villain reveals a fatal flaw in his plan, such as the weak point on his Godzilla machine, etc. This effect is subject to GM discretion. playboy spy Base Attack Fort Ref Will Defense Reputation Level Bonus Save Save Save Special Bonus Bonus 1st +0 +0 +1 +1 Mask Reputation +0 +2 2nd +1 +0 +2 +2 Under Cover +0 +2 3rd +2 +1 +2 +2 Suave Appeal +1 +2 4th +3 +1 +2 +2 Action Path +1 +3 5th +3 +1 +3 +3 Under Cover +1 +3 6th +4 +2 +3 +3 Timely Escape +2 +3 7th +5 +2 +4 +4 Action Path +2 +4 8th +6/+1 +2 +4 +4 Under Cover +2 +4 9th +6/+1 +3 +4 +4 Sensitive Info +3 +4 10th +7/+2 +3 +5 +5 Action Path, Man with No name +3 +5 Cold War Games page 10 Crowd Control: Sometimes, a Playboy Spy really does have to cut his way through a horde of opponents. These poor Mooks have no idea what they’re in for, however – a Playboy Spy never loses to them. When fighting oppo- nents designated as Mooks, a Playboy Spy may spend an action point as a move action to simply eliminate one. The Mook in question must be actively engaged in combat with the Playboy Spy, but does not have to be within weapon range – the player may choose exactly how the Mook dies (examples include: shot by compatriots, gun explodes, falls off catwalk, and so on.) Hang On!: Exactly how long can you hold your breath, run, or cling to life, anyway? The answer: for as long as it is dramatically appropriate. A Playboy Spy who would otherwise take damage from blood loss (hps in the nega- tives), poisoning, gas, suffocation, drowning, or exhaustion may spend an action point to put his fate off for another minute, taking no hit point or ability score damage for this time. Past this point, effects accrue normally. Hang On! may only be used once for any single effect. Timely Escape: How often does a spy get caught in the line of duty? Too often for their liking, no doubt – so thank goodness for Timely Escape! Any time a Playboy Spy is being held captive, he may attempt to get away, and he has a much better chance than any others of being successful. The skill used varies by the circumstance, but all gain a competence bonus equal to ½ the Playboy Spy’s advanced class level (rounded up). Sensitive Information: Now that the Playboy Spy is nearing the pinnacle of his field, he gains access to some of the most sensitive information available. This class feature applies especially when dealing with Gather Information skill checks. When asking questions with Gather Information, a character with the Sensitive Information class skill reduces the type of information by one category in the general to protected scale. For example, protected information becomes restricted, restricted becomes specific. The Playboy Spy also gains access to a new category of information “Sensitive”, which ranks 1 higher than Protected, and which other characters cannot gain access to. Examples of Sensitive information include: assassination plots, secret actors behind coup attempts, knowledge of dangerous and highly illegal tech- nology, etc. Man with No Name: This is the ultimate achievement of the Playboy Spy. At his best, his ability to disappear into the background is almost supernatural – he can literally vanish overnight, without a paper trail or clue left behind. Once per week, a Playboy Spy can activate the Man with No Name class feature to return, unhindered, to the region of influence of the Great Power which he serves, at no cost in resources. In order for this ability to function, the Playboy Spy must make a reflex save with a DC that varies according to the relative ease (as assigned by the GM) of extrication. Consult the table below. Situation Reflex save DC Easy access to a method of escape, 8 such as a simple flight from a country where he has no record Mild access problems, such as fleeing 12 a country that is suspicious of him Moderate access problems, such as 16 leaving hostile territory Serious access problem, such as 20 leaving house arrest or a regular prison No access, such as leaving a secret prison 24 The Playboy Spy may take up to 1 additional party member (PCs only) with him for every point in his charisma modifier. There will be no record of his passing. Bonus Feats: These are the optional bonus feats available to the Playboy Spy to replace the Action Path. Any bonus feat must be selected from this list, and the character must meet all prerequisites. Timely Escape Situation Skill used Advantage Escaping physical bonds Escape artist Gains automatic surprise round if he decides to attack immediately after escaping Convincing someone to release him Diplomacy Gains a +2 morale bonus on all attack rolls and skill checks in the next encounter Finding a secret exit Search Searching requires ½ regular time Just plain running Hide The Playboy Spy’s movement is considered to be 10 feet greater when escaping Cold War Games page 11 Acrobatic, Alertness, Combat Martial Arts, Defensive Martial Arts, Deceptive, Dodge, Far Shot, Great Fortitude, Heroic Surge, Improved Damage Threshold, Improved Disarm, Improved Trip, Iron Will, Nimble, Trustworthy, Vehicle Expert, Weapon Focus, Windfall Written by Neal Bailey All text on all pages is Open Game Content as defined by the Open Gaming License. See page 12 for more informa- tion. STR CHA WIS INT CON DEX +6 +4 +2 +4 +2 none TEMPORARY SCORE ABILITY NAME ABILITY SCORE ABILITY MODIFIER TEMPORARY MODIFIER = 10 + CURRENT HP + CLASS BONUS ARMOR PENALTY EQUIPMENT BONUS DEX BONUS SIZE BONUS DEX BONUS + + + HP DEFENSE TOTAL TOTAL CHARACTER NAME CLASS AGE PLAYER STARTING OCCUPATION GENDER HEIGHT WEIGHT EYES HAIR SKIN LEVEL INITIATIVE + = TOTAL MISC. MODIFIER DEX. MODIFIER REFLEX WILL + = + = BASE SCORE SAVING THROWS TOTAL ABILITY MODIFIER MISC MODIFIER + + FORTITUDE + = + ACTION POINTS WEALTH BONUS REPUTATION SPEED BASE ATTACK RANGED MELEE TOTAL TOTAL BASE ATTACK BONUS DEX MODIFIER SIZE MODIFIER = = MISC MODIFIER BASE ATTACK BONUS DEX MODIFIER SIZE MODIFIER MISC MODIFIER + + + + + + ATTACKS AMMUNITION __________________________       WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT SPECIAL PROPERTIES TYPE SIZE AMMUNITION __________________________       WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT SPECIAL PROPERTIES TYPE SIZE AMMUNITION __________________________       WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT SPECIAL PROPERTIES TYPE SIZE AMMUNITION __________________________       WEAPON TOTAL ATTACK BONUS DAMAGE CRITICAL RANGE WEIGHT SPECIAL PROPERTIES TYPE SIZE © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only. ARMOR/PROTECTIVE ITEM TYPE EQUIPMENT BONUS PROFICIENT? RANGE WEIGHT SPECIAL PROPERTIES SPEED SIZE YES  NO  MAX DEX www.lpjdesign.com + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = + + = +  BALANCE  DEX*  BLUFF  CHA  CLIMB  STR*  COMPUTER USE  INT  CONCENTRATION  CON  CRAFT  ( _______________) INT  CRAFT  ( _______________) INT  CRAFT  ( _______________) INT  DECIPHER SCRIPT INT  DEMOLITIONS  INT  DIPLOMACY CHA  DISABLE DEVICE  INT  DISGUISE  CHA  DRIVE DEX  ESCAPE ARTIST  DEX*  FORGERY  INT  GAMBLE CHA  GATHER INFORMATION CHA  HANDLE ANIMAL  CHA  HIDE DEX*  INTIMIDATE CHA  INVESTIGATE  INT  JUMP  STR*  KNOWLEDGE ( ___________) INT  KNOWLEDGE ( ___________) INT  KNOWLEDGE ( ___________) INT  LISTEN WIS  MOVE SILENTLY DEX*  NAVIGATE INT  PERFORM (______________) CHA  PERFORM (______________) CHA  PERFORM (______________) CHA  PILOT  DEX  PROFESSION WIS  READ/WRITE (______) ___  READ/WRITE (______) ___  READ/WRITE (______) ___  REPAIR  INT  RESEARCH INT  RIDE DEX  SEARCH INT  SENSE MOTIVE  WIS  SLEIGHT OF HAND  DEX*  SPEAK LANG. (______) ___  SPEAK LANG. (______) ___  SPEAK LANG. (______) ___  SPOT WIS  SURVIVAL WIS  SWIM STR*  TREAT INJURY WIS  TUMBLE  DEX*  ______________________ ___  ______________________ ___  ______________________ ___  Denotes a skill that can be used untrained.  Mark this box with an X if the skill is a class skill for the character. * Armor check penalty, if any, applies. (Double penalty for Swim.) MISC MODIFIER RANKS ABILITY MODIFIER SKILL MODIFIER KEY ABILITY SKILL NAME SKILLS MAX RANKS / CLASS SKILL + = + CHARACTER REACORD SHEET CAMPAIGN EXPERIENCE POINTS GEAR ITEM ITEM WT. TOTAL WEIGHT CARRIED WT. TALENTS / SPECIAL ABILITIES ALLEGIANCES  Acrobatic  Aircraft Operation*  Alertness  Animal Affinity  Archaic Weapons Proficiency  Armor Proficiency (light)  Armor Proficiency (medium)  Armor Proficiency (heavy)  Athletic  Attentive  Blind-Fight  Brawl  Improved Brawl  Knockout Punch  Improved Knockout Punch  Streetfighting  Improved Feint  Builder  Cautious  Combat Expertise  Improved Disarm  Improved Trip  Whirlwind Attack  Combat Martial Arts  Improved Combat Martial Arts  Advanced Combat Martial Arts  Combat Reflexes  Confident  Creative  Deceptive  Defensive Martial Arts  Combat Throw  Improved Combat Throw  Elusive Target  Unbalance Opponent  Dodge  Agile Riposte  Mobility  Spring Attack  Drive-By Attack  Educated*  Endurance  Exotic Melee Weapon Proficiency*  Far Shot  Dead Aim  Focused  Frightful Presence  Gearhead  Great Fortitude  Guide  Heroic Surge  Improved Damage Threshold**  Improved Initiative  Iron Will  Lightning Reflexes  Low Profile  Medical Expert  Meticulous  Nimble  Personal Firearms Proficiency  Advanced Firearms Proficiency  Burst Fire  Exotic Firearms Proficiency*  Strafe  Point Blank Shot  Double Tap  Precise Shot  Shot on the Run  Skip Shot  Power Attack  Cleave  Great Cleave  Improved Bull Rush  Sunder  Quick Draw  Quick Reload  Renown  Run  Simple Weapons Proficiency  Stealthy  Studious  Surface Vehicle Operation*  Surgery  Toughness**  Track  Trustworthy  Two-Weapon Fighting  Improved Two-Weapon Fighting  Advanced Two-Weapon Fighting  Vehicle Expert  Force Stop  Vehicle Dodge  Weapon Finesse*  Weapon Focus*  Windfall**  ______________________________  ______________________________  ______________________________ FEATS *You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different skill, type of equipment, or weapon type. **You can gain this feat multiple times. Its effects stack. LANGUAGES LANGUAGE READ/WRITE LANGUAGE READ/WRITE FX ABILITIES ARCANE SPELLS DIVINE SPELLS PSIONIC POWERS © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only. LPJDESIGN D20 MODERN CHARACTER PLANNER Character Name: _______________________________ Alias: _______________________________ Location: ___________________ Player Name: _____________________ Ht: _____ Wt: _______ Eyes: ________ Hair: ________ Age: ______ Gender: __________ Char Class Attack Init Def Character Additional/ Special Ability Special Notes Level Level* Fort Ref Will Bonus Bonus Bonus Feats Feats† Increase‡ & Additions 1 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 2 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 3 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 4 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 5 ________ _____ _____ _____ _____ _____ 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____________________ 13 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 14 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 15 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 16 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 17 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 18 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 19 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ 20 ________ _____ _____ _____ _____ _____ _____ ____________________ ____________________ ____________________ ____________________ Members of the organization HERO PC/NPC PLAYER ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ ______________________________ � PC � NPC _____________________________________ House Rules for skills and feats ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ House Rules for combat ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ House Rules for Miscellaneous ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ ________________________ campaign rogues gallery VILLAIN NAME HEAD VILLAIN HEAD MINION MINION ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � ________________________________________ � � � Supporting Cast List NAME NOTE ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ ________________________________________ _____________________________________ Organizations in the Campaign NAME LOCATION IMPORTANT NOTES KNOWN MEMBERS _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ _____________ __________ _______________________________ ____________________ Rumors Fed to Players � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ � TRUE � FALSE RUMOR:______________________________________________________ SOURCE: _____________________________________________________ OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, exten- sion, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or other- wise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and deriva- tive works under copyright law, but specifically excludes Product Identity. 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(h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. Spycraft 1960s Decade Book, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Robert J. Defendi, B. D. Flory, Scott Gearin, Clayton A. Oliver. Spycraft Agency, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver,Steven Peterson. Spycraft Battlegrounds, Copyright 2005, Alderac Entertainment Group, Inc.; Authors Andy C. David, Alexander Flagg, Clayton A. Oliver, Jason Olsan,Patrick Parish. Spycraft, Copyright 2002, Alderac Entertainment Group.Spycraft Espionage Handbook, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson. Spycraft Faceman/Snoop Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver. Spycraft Fixer/Pointman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin. Spycraft Mastermind Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver. Spycraft Modern Arms Guide, Copyright 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon. Spycraft Soldier/Wheelman Class Guide, Copyright 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera. Spycraft U.S. Militaries Guide, Copyright 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera. Spycraft, Copyright 2005, Alderac Entertainment Group. Spycraft, Copyright 2002, Alderac Entertainment Group. Genre Toolkit: Esponiage Cold War Games, Copyright 2007, Louis Porter Jr. Design, Inc.
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UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (includ- ing into other computer languages), potation, modification, correction, addition, extension, upgrade, improve- ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abili- ties or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Con- tent that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agree- ment with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. The Dungeon Under The Mountain and The Hall of Bedlam © by Øone Roleplaying Games Some artwork copyright Paul Daly, used with permission. The Hall of Bedlam Written by Thomas Knauss Graphic Design by O’Bully Cartography by Mario Barbati Artwork by O’Bully, Paul Daly, Studio Mat- tigatti, Daniele Bigliardo Software Authoring by Anna Fava Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast® Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. Every Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. A) The following elements in this book is hereby designated as open game content, in accordance with the open game licence: 1- All Monsters, stats and description B) the following elements in this book are hereby identified as “product identity”: 1- All not mentioned at the point “A” 2- Øone Roleplaying Games identifying marks and product titles. 3-All artwork, maps and graphic design. The reproduction or retransmission of this book, except for his open gaming content, without written permission of the copyright holder is expressly for- bidden, except for the purpose of reviews. ‘D20 System’ and the ‘D20 System’ logo are Trade- marks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20. Product Code: UNDRE010 First edition: July 2006 Øone Roleplaying Games www.Øonegames.com master@Øonegames.com Welcome  What is this Product This product contains one room or one dungeon -based encounter. All the rooms featured here are taken from one of The Dungeon Under the Mountain products, available at www.0onegames.com, although these products are not necessary, since the encounter can be adapted without ef- fort to any existing dungeon. How to Use this Product This product takes advantage from the PDF technology, joining old-fash- ioned style with the most advanced electronic features. In order to use this product you must use Adobe Acrobat 6 or later. This product has been designed to help busy referees in preparing dungeon adventures and encounters. Instead of wasting time scaling the encounters and adapting them to your party, here you will find a pre-scaled encounter suitable in three different versions (for low, mid and high level of play). At the beginning of the en- counter text, you will find a big button like this. By clicking on this button you can choose which level want to play (low, medium, high). When you have made your choice all the relevant portions of the text will change accordingly. Monsters will scale, DCs will change, traps and behaviors of the villains will change, according with the level of play you choose. Nevertheless, this is not all. Beside each paragraph you will find the same button found before, but much smaller. This button allows you to change only the appropriate paragraph. Therefore, if you need stronger monsters in your low-level encounter, you can adjust them and use mid-level monsters instead of low-level ones. Likewise, if you want traps tougher, just click on the para- graph button and change the level of the traps paragraph. Blank spaces, due to different text lengths, will be filled with placeholder artwork, so you will have a good-looking page. Finally, a paragraph called “Person- al Notes” is left blank. This paragraph features a text field you can fill with your notes about the encounter, sim- ply click and write. The document saves automatically the notes when you close it. In order to recall the notes present on a docu- ment you must choose “Load Notes” from the paragraph button. Note that if you load the previous notes they will override the notes you are writing The buttons will not be printed. The Maps Those familiar with The Dun- geon Under the Mountain products will found the maps easy to use. The product comes with two maps of the room. A smaller version of the map is intended for the referee; the second, larger one, may come split in more than one sheet and it is intended for miniature play. The smaller map features the “Rule the Dungeon” button. Clicking this button, you can customize the map by opening or closing the doors, remov- ing the furniture or removing the fill in the walls and more, depending on the room’s layout. All the choices made on the smaller map are reflected on the larger one. The Background The Dungeon Under the Moun- tain is a massive dungeon complex extending endlessly below the ground. In a remote past, ancient evil beings dwelled in the area. Now, the remain- ing of these mysterious evil beings have seized the dungeons and filled it with deadly traps and monsters. Also, many known villains have established their strongholds in the depths of The Dungeon Under the Mountain. No- body knows why this dungeon is filled by danger, but nobody cares, since this dungeon is the most prized adventure ground of the world. However be warned, adventurers, your life will be not easy here and dozens of self-call- ing heroes never returned from the Dungeon Under the Mountain! “You Have Been Warned” ���� ��� �������� UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  the hall of Bedlam (level 1, room 16) Background and Lead-ins The large subterranean chamber is the current abode of Eyzellon, a derro savant and his two cousins along their four human slaves. The derros came to the ruins in search of a legendary audi- ence chamber purportedly harboring a cure for their raving insanity. Instead of finding relief for their affliction, the trio happened upon the impressive throne room of Durlgrond, a king renowned for his wickedness and evil. The great hall’s discovery and its treasures only intensified their delusions of grandeur and paranoia. Obsessed with protect- ing their riches, the derros transformed the once grand and stately room and its exterior corridors into an insidious display of their madness. The derros expand their wealth as well as obtain other valuable com- modities via the teleportation area just outside the hall’s entrance. Of course, the derros realize that the teleportation device works both ways; therefore they take extraordinary measures to protect themselves and their valuables. Eyzellon uses an alarm to mentally alert him to the presence of intrud- ers, which is also the proximity trigger for a web trap. (At low levels, the trap triggers just a mental alarm.) The spell’s 20-ft. radius is centered eight- een feet from the center of the door, providing coverage to roughly 40 feet of corridor including the teleporta- tion area. In addition to this protective measure, a hinged pit trap also awaits to ensnare unwary intruders. This insidious device sits just in front of the main door; however it can be deacti- vated by sliding and locking a pair of metal bolts concealed in the floor. The game statistics for these two obstacles appear under the Traps heading. Since his arrival in the dungeon six years ago, Eyzellon has acquired ad- ditional monetary riches along with the services of four slaves under the leader- ship of a treasure-seeking human rogue named Arathus. Unfortunately for him and his three companions, their dreams of wealth and glory have turned into a nightmare of terror, insanity and slav- ery. The derros initially used Arathus’ trap making skill to ward the main entrance into the chamber, however with his combat usefulness expended, the derros now relegate the quartet to the role of maids, endless sweeping and dusting the chamber in a fruitless effort to sate Eyzellon’s irrational compulsion with neatness. Tales and rumors of Durlgrond’s treasure resonate throughout history. Somewhere during the course of their exploration in the dungeon, the adventurers happen upon a historical record of Durlgrond’s reign brought into the dungeon by an earlier ex- plorer searching for the lost throne room. The musty pages of the weath- ered, leatherbound tome are written in Common and devote endless chapters extolling the virtues and might of the long dead king, but a crudely drawn yet still recognizable map is the book’s real treasure. The map shows the hall’s general location as well as four cryptic lines describing the chamber itself. Throw open the great doors and behold your royal majesty on his onyx throne Approach your mighty sovereign through the chamber of polished stone. There lies the seat of Durlgrond beyond the risen blades of six warriors of old Pay homage to him bedecked in finest jewels of brightest silver and splendid gold! Room Environment Lighting: The antechamber is un- lit; therefore creatures moving through that area must rely upon darkvision or an artificial light source to see. Everburn- ing torches affixed to the outstretched blades of the six statues tucked into the alcoves along the chamber’s perimeter provide bright illumination within a 20- ft. radius and shadowy illumination up to a 40-ft. radius. UNDER MOUNTAIN THE DUNGEON THE RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Scent: The stench of humanoid waste is present in the air, but it not overwhelming or even particularly strong. (The derros use the pit trap as a crude septic tank.) Only the most sensitive noses can detect a faint whiff of a floral aroma resulting from the slaves’ of a primitive cleansing solution derived from perfume oils. (Eyzellon also has an obsession about odor.) Sounds (prior to entering): Soft footsteps can be heard behind the door. Walls and ceiling: Poured concrete was used to fashion the walls and ceiling. Despite its advanced age, the concrete appears to be in good condition with the exception of several gouges and deep grooves. The ceiling is twenty feet above the floor. Floor: Interconnecting 5-ft. square foot blocks of flagstone were used to build the antechamber’s floor. In con- trast, the hall’s floor was painstakingly carved from solid marble. A large concentration of earthen tile was used to fashion a magnificent mosaic in the center of the chamber. Room Description for the Players Despite the passage of untold centuries, the chamber beyond has lost little of its grandeur and awe. Tucked neatly in the chamber’s perimeter alcoves are six black marble statues of great warriors armed with swords and shields. Gold and silver necklaces hang from the necks of each statue, and an illuminated torch is tightly wedged between an outstretched arm and torso. A tile mosaic of a man wearing a crown dominates the center of the white, marble floor, although it appears that there was an unsuccessful attempt to alter the subject’s appearance to that of a pale-skinned dwarf-human hybrid with gray hair. Three stone slabs, apparently fashioned into the like- ness of crude, fur covered beds fill the semicircular area at the far end of the chamber. The large, rectangular shaped room is nearly spotless, thanks to the tireless efforts of four emaciated human males armed with brooms, mops and feather dusters. A small, stocky dwarf- like creature with pale blue-white skin, bulbous white eyes, coarse white hair and a long droopy moustache directs their activities with animated gestures and nodding disapproval. He is armed with a repeating light crossbow and a wand, which he wields as if conducting an orchestra. Accompanying him are two similar creatures armed and attired in a similar fashion. Upon meeting your gaze, a maniacal look comes upon them. The trio briefly mutters inanely amongst themselves before directing their attention towards you. Room Description for the Referee Originally designed to awe visitors to his court, the spacious and luxuri- ous chamber has lost little of its luster. The tile mosaic once depicted Durl- grond, but the derros’ insane efforts to superimpose Eyzellon’s image upon the artwork practically destroyed it. Fortunately, the six black marble stat- ues remain in pristine condition. They portray the likenesses of Durlgrond’s six great generals. While each statue’s facial features differ somewhat, each statue depicts a man dressed in full plate armor armed with a sword and shield. The derros affixed the ever- burning torches to the outstrectched blades to provide illumination for the four slaves laboring under them. There is enough room between the statues and the outer wall to allow a Medium creature to squeeze behind the statue, as evidenced by the fact that the slaves tuck their personal belongings neatly behind the two statues nearest to the entrance. 1d2 gold necklaces and 1d3 silver necklaces hang around the necks of each statue. The derros fashioned the crude beds from the remnants of Durl- grond’s throne, which they me- ticulously divided into three separate pieces. Eyzellon’s bed sits ten feet from the apex of the semicircular alcove flanked on each side by another bed placed exactly five feet away. The latter beds and their coverings are unremarkable; however Eyzellon’s fur covering is somewhat valuable. In addition, a secret panel along the base facing the semicircular alcove conceals a hidden compartment where the avaricious derro stashes his beloved treasure hoard. The derros disposed of the chamber’s remaining furnishings and decorative pieces, believing that they only prevented the slaves from properly dusting and mopping the chamber. Speculation persists as to how Du- rlgrond’s audience chamber found its way into the dungeon. The close prox- imity of the teleportation area provides the most readily available explanation for its arrival here. Nevertheless, the chamber has been a permanent fixture within the dungeon for at least several decades. Combat Tactics If the derros are alerted to the pres- ence of intruders via Eyzellon’s alarm or through alternative means, such as triggering the pit trap or unsuccess- fully attempting to break open the main doors, they take precautionary measures by casting their available defensive spells upon themselves. They prefer spells granting concealment or creating confusion, especially blur, mirror image and invisibility. After shoring up their defenses, Eyzellon assumes the role of primary spellcaster attempting to control and/or enslave intruders with powerful enchant- ments, while his two subordinates take up defensive positions behind UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  the beds or statues as they launch a volley of poisoned crossbow bolts at any readily discernable spellcasters in the group. The apprentices fight as a unit whenever possible. They prefer attacking flanked enemies with touch spells in an effort to shock, paralyze or stupefy their foes. Eyzellon’s usage of his humanoid slaves depends upon the composition of the enemy. If con- fronted by arcane spellcasters, Eyzellon summons the slaves to his side, using them as human shields to discourage good characters from casting destruc- tive area spells at him. In the absence of arcane spellcasters, Eyzellon directs them to distract opposing fighters, wildly swinging or hurling their clean- ing implements at enemy warriors. The derros take a vastly different approach to combat if they are caught unaware. In this instance, the derros scramble for cover behind one of the statues or the beds and launch waves of offensive spells at their enemies as well as cloaking the chamber in dark- ness. Unlike the preceding example, survival rather than enslavement becomes their primary concern. Eyzel- lon uses the slaves as cannon fodder, directing them into combat to give the derros additional time to shore up their defenses or launch another wave of destructive spells. Eyzellon’s usage of the slaves in this manner may require a Charisma check or entitle Arathus to a new saving throw. If the characters refrain from attacking the slaves and they gain the upper hand against the derros, the slaves ignore the derros’ commands and attempt to grapple one of the derros, unless magically compelled otherwise. The characters can also use Eyzellon’s obsession with neatness and odor against him. Deliberately dropping any litter or stain-causing material onto the floor or filling the room with a foul-smelling substance distracts the frustrated derro. Until the mess is cleaned or the smell dissipates, Eyzellon suffers a -2 circumstance pen- alty to his skill checks and attack rolls. This penalty does not stack with itself. Roleplaying Tactics Eyzellon begins the combat with grandiose ramblings about his race’s superiority and his lordly might, yet within his incoherent babbling, the compulsive derro also reveals his obsession with cleanliness. He makes statements such as, “How can you stand against your masters, the lords of all beneath the spotless earth? Pain, woe and death be upon you, delivered by me in immaculate fashion.” His subtle facial expressions and body lan- guage convey his displeasure whenever blood is spilt upon his pristine floors or an object is knocked out of place. Through a combination of magi- cal enchantment, death threats and corporeal punishment, the slaves’ only hope for survival depends upon their unquestioned loyalty to their dement- ed masters. Adventurers present them with a difficult dilemma. They desire freedom from their cruel overlords, yet fear and magical compulsion pre- vent them from actively assisting their potential liberators. Eyzellon reinforces his bond over them by controlling their leader Arathus through the use of a charm person or dominate person spell. In the former instance, Arathus speaks in the kindest terms about the derros, but he is reluctant to attack adventurers, granting him a +2 to his opposed Charisma check. In the latter case, Arathus attacks intruders without question, leading his unarmed associates into combat. If the magical compulsion is broken or dispelled in any manner, Arathus acts according to his best interest, fully aware of the fact that any perceived treachery against his master would undoubtedly bring their wrath down upon him and his friends. If the adventurers refrained from attacking the slaves or taking any other action that would have placed them in harm’s way, the slaves rush towards their stash of personal be- longings and deliberately scatter them about the room, causing Eyzellon to suffer the aforementioned circum- stance penalty. Relevant Skill Checks [high] Appraise DC 12: You correctly determine the gold and silver neck- laces’ value. Bardic knowledge DC 30: You recall the command word for the teleportation area outside of the chamber. Listen DC 25 (before enter- ing the chamber): You hear soft footsteps on the other side of the door. Search DC 23: A successful skill check locates the secret panel on Eyzel- lon’s bed. Sense Motive DC 20: A character spending a standard action observing Eyzellon’s facial expressions and body language can discover his obsession with cleanliness. Spot DC 20: The character notices the slaves’ personal belong- ings-clothes, tattered bed rolls and other mundane items tucked carefully behind the two statues nearest the entrance. RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Traps, Mechanical Devices, Doors, and Objects Statblocks Treasures and XP Monsters and Villains Statblocks [high] A small, stocky dwarflike creature wearing a pair of bracers and a ring gazes maniacally in your direction. He mutters inanely to himself, seem- ingly in midst of deciding whether to shoot his repeating light crossbow, use a wand dangling from his belt or take another action against you. Eyzellon CR14 Derro sorcerer 11 CE Small monstrous humanoid Init:+7; SensesListen +4, Spot +2 Languages:Common, Dwarven, Abyssal, Infernal AC19, touch 15, flat-footed 16 Hp47 (14 HD) Fort+5,Ref+9,Will+13 Speed20 ft. (4 squares) Melee+1 dagger +11/+6 (1d3+2/19-20) or Rangedrepeating light crossbow +12 (1d6/19-20 plus poison) BaseAtk+8;Grp+4 AtkOptionspoison (greenblood oil, DC 13, 1 Con/1d2 Con), sneak attack +1d6 SpecialActionsPoison use CombatGearwand of magic missiles (5th), 2 potions of invisibility (4th) Sorcererspellsknown(CL 11th): 5th (5/day)—cone of cold (DC 20), dominate person (DC 21) 4th (7/day)—confusion (DC 20), phan- tasmal killer (DC 19), solid fog 3rd (7/day)—deep slumber (DC 19), displacement, fly, suggestion (DC 19) 2nd (7/day)—daze monster (DC 18), eagle’s splendor, mirror image, touch of idiocy, web (DC 17) 1st (8/day)—alarm, charm person (DC 17), color spray (DC 17), hypnotism (DC 17), shield 0 (6/day)—acid splash, dancing lights, detect magic, flare (DC 15), message, ray of frost, read magic, resistance, touch of fatigue Spell-likeabilities(CL 3rd): At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15) AbilitiesStr 12, Dex 16, Con 13, Int 14, Wis 8, Cha 20 SQMadness, spell resistance 15, vul- nerability to sunlight FeatsBlind-Fight, Improved Initiative, Spell Focus (enchantment), Spell Focus (illusion) SkillsBluff +13, Concentration +10, Hide +13, Knowledge (arcana) +13, Knowledge (the planes) +8, Listen +4, Move Silently +10, Spellcraft +14, Spot +2 Possessions combat gear plus +1 dag- ger, repeating light crossbow with 20 bolts, bracers of armor +2, +1 ring of protection, 6 doses of greenblood oil, 2 100 gp gems, 45 pp, 32 gp [high] Derro beds: Thickness 3 in., hardness 8, HP 45, Break DC 21. Marble statues: Thickness 1 ft. (approximate), hardness 8, HP 100, Break DC 26. Pit trap outside entrance (two squares in front of the door): CR 3; mechanical, location trigger; manual reset; DC 20 Reflex avoids; 50 ft. deep (5d6, fall); Search DC 24; Disable Device DC 18. Strong wooden door: Thick- ness 2 in., hardness 5, HP 20, Break DC 23. Web trap in antechamber: CR 3; magic device; proximity trig- ger (alarm); automatic reset; spell effect (web, 11th-level sorcerer, DC 19 Reflex negates); Search DC 27; Disable Device DC 27. [high] Each silver necklace is worth 10 gp, and each gold necklace is worth 25 gp. The secret compartment beneath Eyzellon’s bed holds a pile of coins comprised of 1,302 sp and 402 gp along with a divine scroll with the spells prayer and shield of faith cast at 9th level. A +1 flaming warhammer lies beneath the pile as well. If the slaves survive the battle with the derro, an appropriate reward is +2% XP per freed slave. An additional +1% XP award may be appropriate if the derros actively employed the slaves as human shields or cannon fodder, and good characters refrained from attacking them or taking any actions that would have harmed them. Good characters who inadvertently harmed the slaves receive no XP bonus, while those that acted with no regard for the slaves’ welfare should suffer a -2% XP penalty for each slave killed as well as suffering any appropriate alignment consequences. RULE THE DUNGEON! RULE THE DUNGEON! RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Madness(Ex):Derro use their Charis- ma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. PoisonUse(Ex):Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. SneakAttack(Ex):Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. VulnerabilitytoSunlight(Ex):A derro takes 1 point of Constitution dam- age for every hour it is exposed to sunlight, and it dies if its Constitu- tion score reaches 0. Lost Constitu- tion points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Tactics: Eyzellon is always inter- ested in acquiring new slaves; there- fore he typically begins combat by at- tempting to subdue as many enemies as possible, using either color spray, confusion or web to accomplish this task. If all of his targets successfully resist any of their spells, he resorts to casting protection spells upon himself just before unleashing his lethal spells against his foes. Apprentices(2) CR8 Derro sorcerers 5 CE Small monstrous humanoid Init:+6; SensesListen +1, Spot -3 Languages:Common, Dwarven AC15, touch 13, flat-footed 13 Hp32, 31 (8 HD) Fort+3,Ref+6,Will+10 Speed20 ft. (4 squares) Meleedagger +6 (1d3/19-20) or Rangedrepeating light crossbow +8 (1d6/19-20 plus poison) BaseAtk+5;Grp+1 AtkOptionspoison (greenblood oil, DC 13, 1 Con/1d2 Con), sneak attack +1d6 CombatGear1 potion of cure light wounds (each), 1 potion of ghoul touch (4th) SpecialActionsPoison use Sorcererspellsknown(CL 5th): 2nd (5/day)—blur, scorching ray (+8 ranged touch) 1st (7/day)—mage armor, magic mis- sile, shield, shocking grasp (+5 melee touch attack) 0 (6/day)—detect magic, ghost sound, mage hand, read magic, resistance, touch of fatigue Spell-likeabilities(CL 3rd): At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15) AbilitiesStr 11, Dex 14, Con 13, Int 10, Wis 5, Cha 16 SQMadness, spell resistance 15, vul- nerability to sunlight FeatsBlind-Fight, Improved Initiative SkillsBluff +5, Concentration +3, Hide +10, Listen +1, Knowledge (arcana) +4, Move Silently +8, Spellcraft +4 Possessions combat gear plus dagger, repeating light crossbow with 20 bolts, 2 doses of greenblood oil, 67 pp, 40 gp Madness(Ex):Derro use their Charis- ma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. PoisonUse(Ex):Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. SneakAttack(Ex):Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. VulnerabilitytoSunlight(Ex):A derro takes 1 point of Constitution dam- age for every hour it is exposed to sunlight, and it dies if its Constitu- tion score reaches 0. Lost Constitu- tion points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Tactics: The apprentices’ main task is to whittle the enemy’s strength using their damage dealing spells. They prefer flanking an enemy spellcaster and touching the foe with their shock- ing grasp, which also grants them a sneak attack. Arathus CR3 Human rogue 3 N Medium humanoid Init:+3; SensesListen +4, Spot +4 Languages:Common AC13, touch 13, flat-footed 10 Hp15 (3 HD) Resistevasion Fort+2,Ref+8,Will+1 Speed30 ft. (6 squares) Meleebroom -1 (1d6+1) BaseAtk+2;Grp+3 AtkOptionsBlind-Fight, sneak attack +2d6 AbilitiesStr 12, Dex 16, Con 12, Int 10, Wis 10, Cha 12 SQTrapfinding, trapsense +1 FeatsBlind-Fight, Lightning Reflexes, Skill Focus (Craft)(trapmaking) SkillsBluff +4, Climb +5, Craft (trapmak- ing) +8, Disable Device +4, Escape Artist +6, Hide +7, Jump +4, Listen +4, Move Silently +7, Open Lock +5, Search +6, Sleight of Hand +4, Spot +4, Tumble +7, Use Rope +7 UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Designer’s Notes I’ve always felt that the insane derro have taken too much of a back- seat to the more popular underground foes, especially the drow and to a lesser extent, the duergar, so here’s my opportunity for a little payback. The derro give a skilled game master the opportunity to portray an insane enemy without seemingly overly cliché and over the top. I omitted granting the derros familiars, because their paranoia includes members of all races and spe- cies, even those that don’t pose much of a threat to them. The slaves add a bit of a moral dilemma. The slaves give the derros some leverage over the player characters by utilizing them as human shields or compelling the overmatched servants to attack. Author’s Bio Tom has designed numerous d20 games products for companies such as Atlas Games, Bastion Press, Inner Cir- cle Games, Mongoose Publishing and several other publishers no longer with us. When he’s not designing games, you can often find him on the local golf courses or a poker table down in Atlantic City. Personal Notes Possessions broom, 30 ft. of rope Slaves(3) CR½ Human warriors 1 N Medium humanoid Init:+0; SensesListen +0, Spot +0 Languages:Common AC10, touch 10, flat-footed 10 Hp11, 11, 11 (1 HD) Fort+2,Ref+0,Will+0 Speed30 ft. (6 squares) Meleecleaning tool -2 (1d2+1) BaseAtk+1;Grp+2 AtkOptionsCombat Reflexes AbilitiesStr 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10 FeatsCombat Reflexes, Toughness SkillsClimb +4, Handle Animal +2, Intimidate +5, Jump +4, Ride +2 Possessions cleaning tool-mop, feather duster or broom Write here your personal notes RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE THE HALL OF BEDLAM (DM REFERENCE) room 16 1st level one square = 5 ft. teleport area pit trap RULE THE DUNGEON! © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE The Hall of Bedlam (battlemap 1 of 2) © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE The Hall of Bedlam (battlemap 2 of 2)
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© 2020 Stefouch Gaming Lab MASS COMBAT VERSION 1.0 PLACE IMAGE HERE All Your Base Are Belong To Us! New set of rules for managing attacks against the Ark and military campaigns in the Zone. by Stéphane Van Cauwenberghe (Stefouch) MASS COMBAT ii AUTHOR Stéphane “Stefouch” Van Cauwenberghe COVER ART The Battle of Avaí (Pedro Américo, 1877) PREFACE Thank you for your support! By acquiring this document, you prove that this work is appreciated and worth improving. Please, don’t hesitate to share your feedback. You can reach me under the following social platforms: Twitter: twitter.com/stefouch Facebook: facebook.com/stefouch Reddit: u/Stefouch Discord: Stefouch#5202 on the Year Zero Worlds server Website: stefouch.be SEE ALSO Sebedius. A Discord bot with command utilities for several Year Zero games. https://github.com/Stefouch/sebedius-myz-discord-bot Find My Path. A web application for managing the map of the Zone. https://stefouch.github.io/myz-zonemap © 2019 Cabinet Licensing LLC. MUTANT and related logos, characters, names, and distinctive likenesses thereof are trademarks of Cabinet Licensing LLC unless otherwise noted. Used with permission under the Community Content Agreement for Free League Workshop. All rights reserved. All other original material in this work is copyright 2020 by Stefouch Gaming Lab and published under the Community Content Agreement for Free League Workshop. MASS COMBAT 1 This document is an expanded set of rules for managing attacks against the Ark and military campaigns in the Zone. A mass combat typically opposes two factions. To see how the battle unfolds, the players roll dice and perform actions for one faction against the GM for the other faction. Mass combat takes longer than regular conflicts, both in real time and game time, and is therefore played out in Waves instead of Turns. PLAYERS POSITIONS Typically, the PCs are divided into the following positions during a mass combat. For very small party, a single person can fill two or even more positions. K Leader: In overall command of the force in battle. Gives orders, appraises reconnaissance reports and chooses the battle strategy. In an Ark, the leader is usually one of the Bosses. If they’re a NPC, a player can still assist them and roll their dice. K Assailants: Get inside a combat unit, using a large panel of skills to contribute to the battle. K Engineers: Make emergency repairs, using the JURY-RIG and MANUFACTURE skills. K Medics: Mend the wounds and get the fighters back on their feet using the HEAL and SENSE EMOTION skills. BATTLE POOL Each leader gathers a pool of dice made of K Battle Dice, O Strategy Dice and G Support Dice. It’s called the Battle Pool. K Battle Dice (Base Dice): Represent the relative strength of the faction. The leader gets a number of Battle Dice equal to the Battle Level of their side. These dice are the bread and butter of the Battle Pool. O Strategy Dice (Skill Dice): Denote any strategic advantage the faction has over the other. These dice allow additional roll pushes for the leader. G Support Dice (Gear Dice): Symbolize the relative logistic support and defensive structures. These dice can be “repaired.” Default Battle Level: Outside of its Ark, the Battle Level of an army is roughly equal to 1 per 20–50 fighters. Combat Ready: If the Ark is alert and combat- ready, its Battle Level is increased by one. If it wasn’t, it’ll become it on the next Wave of battle. RECONNAISSANCE The opposing factions may get into each other proximity without knowing their foe’s exact location. In this situation, a Reconnaissance roll determines if a faction achieves to catch its enemy. The factions’ leaders make an opposed COMPREHEND roll, which reflects their abilities to sift through constant reports from patrols, scouts and spies. Each of the following factors gives a +1 modification to the leader: K The faction has a scout or recon unit. K The faction is on its home territory. K The faction is on a defensive position. Each of the following factors gives a −1 modification to the leader: K The faction has no scout or recon unit. K The faction has only flying units. K The faction uses many motorized vehicles. K The faction performed a forced-march. MASS COMBAT 2 RESULT The leader who rolled the most ☢ wins the Reconnaissance and achieves a surprise attack. If their margin of success equals or exceeds the rating of the Zone sector’s environment (see table below), they can choose to prepare an ambush instead. SURPRISE The faction who achieves a surprise attack gains OO (two Strategy Dice) for the first Wave of battle. AMBUSH (OPTIONAL) The faction who achieves an ambush gets the surprise effect above and gains an extra G (Support Die) for the remaining of the battle. In addition, the ambushers cause CONFUSION to the enemy’s ranks. However, an ambushers’ leader can’t choose a defensive strategy on the first Wave. ENVIRONMENT RATING The Environment Rating is halved (rounded up) at night and decreased by 1 in bad weather conditions. For both, first halve then decrease. ENVIRONMENT RATING Jungle 2 Marshlands 2 Mountain 2 Thick Woods 2 Dead Woods 3 Arctic 3 Ark or Settlement 3 Huge Crater 3 Ruins or Derelict Industries 3 ENVIRONMENT RATING Ash Desert or Glasified Field 4 Scrublands 4 Underwater 2 Ruins in Sea 3 Island, Beach or Coastal Sea 3 Open Sea 4 CONFUSION A CONFUSED force can’t choose any battle strategy except for Rally or Full Retreat (see page 4). BATTLE MODIFIERS These basic modifiers are the most fundamental adjustments to a leader’s Battle Pool. SPECIAL CLASS A faction gains G (one Support Die) for each special class it has at least a few units (maximum one die per class). There are six classes of special units for armies: K Aerial: Hoverdrone, Elysium Attack Hovercraft. K Armored: Truck, Steam train, Sentinels, Class III & IV Avengers, Armored Drone Vehicle Rhinoceros Model C, Artillery Drone MRS-E, Annihilator Class Colossus Robot, Elysium HBW-700 Karzer, Scrap ship, Rotzilla. K Artillery: Scrap cannon, Artillery Drone MRS- E, Annihilator Class Colossus Robot. K Cavalry: Automobile, Motorcycle, Buggy, Steam car, Bitterbeast mounts, Elysium Hoverbike, Elysium Patrol Hovercraft, Jet Ski. (Only relevant in non-siege situations.) K Engineering: Gearheads, Technicians, Manufacture robots, Mining robots. (Only relevant in siege situations.) K Naval: Scrap sloop, Scrap ship, Motor boat. (Only in Zone sectors with a connection to a sea or river.) If the GM deems relevant, other types of units, such as Zone monsters or high-tech mobile infantries, can be considered special class on their own. Very powerful special units can also increase the faction’s Battle Level and the number of Battle Dice the leader will get. MASS COMBAT 3 SUPERIORITY A faction will gain an extra O (Strategy Die) if it has at least a 2-for-1 superiority in the numbers of special units. Multiple superiority bonuses are cumulative. A faction with superiority in both Armored and Artillery elements grants O for Armored Superiority and O for Artillery Superiority, for a net OO (two Strategy Dice). ARK PROJECTS Some Ark projects grant extra mass combat related bonuses: ARK PROJECT EXTRA EFFECT Arsenal +1 G Support at the Ark. Defenses The Ark is protected by a mere palisade. Explosives Lab Grants a special artillery unit for each four points of Battle Level, but only if the Ark is besieged. Hunting Party Grants a scout unit for Reconnaissance. Shelter If the Ark is besieged, the Full Retreat strategy is allowed and a rout doesn’t cause a total surrender. A successful retreat means escaping the battle. The leader suffers one less damage from Retaliation. Ship Grants a special naval unit for each three points of Battle Level. Stables Grants a special cavalry unit or a friendly monster for each two points of Battle Level. Steam Car Grants a special cavalry unit for each two points of Battle Level. Watchtower If the Defenses project is also completed, the Ark is considered walled. SPECIAL CIRCUMSTANCES The GM may give additional O (Strategy Dice) bonuses or penalties from −3 to +3 for any other factors as she sees fit. (E.g. for a brilliant – or stupid – plan described by the PCs; or a low Ark’s Food DEV Rating; etc.) DEFENSIVE ADVANTAGE The Defensive Advantage only applies to the side who chooses a defensive strategy. The bonus depends on terrain, with O (one Strategy Die) in hills or OO (two Strategy Dice) in mountain, underground bunkers or large urbanized areas (ruined or not). Notably strong positions such as walled arks and fortresses provide a greater Defensive Advantage and require a Siege (see page 7). NEGATIVE STRATEGY After applying all modifiers, if a faction comes up with a negative number of O (Strategy Dice), instead the opposing faction gets that many extra dice. INITIATIVE & PHASES When the battle is about to begin, roll initiative. This works just like in regular conflicts, but only the leader of each faction rolls the initiative. Each Wave of mass combat has six phases, and each faction gets to perform one action in each phase. All factions perform their action in the phase, in initiative order, before moving on to the next phase. 1. RISK PHASE 2. STRATEGY PHASE 3. ACTION PHASE 4. BATTLE PHASE 5. SUPPORT PHASE 6. END PHASE MASS COMBAT 4 1. RISK PHASE Each leader and participating PC has to choose a Risk Modifier between −3 and +3. The higher the modifier, the greater the risks that player is taking in the battle. The Risk Modifier is added to all skill rolls attempted by the player during this Wave of battle. However, the Risk Modifier also applies to the Retaliation (see page 7). (Cowardly PCs and those PCs in units held in reserve or who otherwise were not exposed to the full impact of the battle should not pick a Risk above +1. Overconfident PCs should not pick a Risk below −1. Berserk PCs should not pick a Risk below 0.) 2. STRATEGY PHASE Every Wave, the leader secretly chooses one battle strategy among four categories: offensive strategies, defensive strategies, retreat strategies and harass strategies. Choice Restrictions: A leader of an ambushing force can’t choose a defensive strategy. A leader of a CONFUSED force can only choose Rally or Full Retreat. Stalemate: If both leaders chose a defensive strategy apart from Parley, instead switch both strategies for Skirmish. Null Battle: If both leaders chose a retreat strategy, or if one chose a retreat strategy and the other chose a defensive strategy, instead the retreating forces fall back and the battle ends. OFFENSIVE STRATEGIES K Attack: A default option with no special modifier. K Total Attack: Gain OO, but your faction suffers double casualties. If you win this Wave, you inflict +1D6 more casualties to the enemy. K Planned Attack: Gain O, and another O if you have Artillery Superiority. Foe’s Strategy Dice from Defensive Advantage are halved (rounded down). K Feinted Attack: Lose OO, but if you win your margin of victory is doubled. (E.g. if the attacker succeeds by three ☢ and the defender by one ☢, the margin of victory is 2, then doubled to 4.) This strategy exemplifies the leader carrying out some risky but rewarding move with their force.  Repeated Feinted Attacks have diminishing returns as the foe becomes more vigilant. On the following Feinted Attacks, the margin of victory is only increased by one. Moreover, you lose an extra OO if you choose a Feinted Attack after another on the very next Wave. DEFENSIVE STRATEGIES (Defending factions also gain the Defensive Advantage.) K Defense: Gain O. K Total Defense: Gain OO, but your faction suffers double casualties. K Planned Defense: Gain O, and another O if you have Artillery Superiority. Can only be chosen during the first Wave of battle and only by a force who benefits from a Defensive Advantage and who isn’t surprised. If you win or tie, you inflict +1D6 more casualties to the enemy. MASS COMBAT 5 K Rally: Only used when a faction is CONFUSED. If your force survives this Wave, you may attempt a COMMAND or MANIPULATE roll modified by your Risk Modifier during the Support Phase. If you succeed, your faction rallied and is no longer CONFUSED. K Parley: You try negotiating a truce in the battle to talk with your opponent. They decide whether to agree after all battle strategies have been chosen.  Accept: If the opponent accepts, a cease- fire is declared and the battle momentarily stops. Talks between the opposing leaders can start. All factions skip their remaining phases for this Wave of battle.  Decline: If the opponent declines your offer, the battle proceeds as normal. Your own strategy is switched for Defense, but you lose O as you weren’t attentive to win this Wave. Example: The Ark is besieged by the Helldrivers. Boss Marlotte wants to negotiate and chooses Parley. Ilona, the Helldrivers’ leader, accepts and the battle pauses. Both leaders have a talk at the edge of the Ark’s fortifications. They agree to settle the issue of this war on a duel between their respective champions. RETREAT STRATEGIES K Fighting Retreat: Gain OO, but you skip your Support Phase, can’t win this Wave and your foe’s casualties are halved (rounded down). If you win or tie, your faction escapes. Otherwise, it’s still fighting. K Full Retreat: Gain OOOO, but you skip your Support Phase, can’t win the battle and your foe suffers no casualties at all. Regardless of who wins this Wave, your faction escapes and suffers −2D6 less casualties.  The Strategy bonus is reduced to OO if your faction is CONFUSED. (A Full Retreat is not a rout.) HARASS STRATEGIES K Raid: Gain O per Aerial Superiority, Cavalry Superiority and Naval Superiority. If you win, the enemy must skip their Support Phase. K Skirmish: Gain OO and another O if you have at least Aerial Superiority and/or Artillery Superiority. Your faction suffers −1D6 less casualties. If you win, your margin of victory is halved (rounded down). 3. ACTION PHASE PCs actions may also affect the battle, much like their rolls help the Ark’s projects. One assailant for each faction makes a Remarkable Action roll with one of the following skills: ASSAULT, CALCULATE, COMMAND, FIGHT, INSPIRE, SHOOT or SNEAK. Other assailants may help, even if they don’t have any of these skills. Each ☢ rolled is worth O (one Strategy Die) for their leader’s Battle Pool during this current Wave of battle, with a maximum of ☢☢☢. Commando Operations: Assailants may instead carry out a hit and run operation to decrease the opponent’s strategic advantage or impede their logistic. This must be chosen before rolling the dice. Each ☢ rolled remove O from the opponent’s Battle Pool, but it can’t cause that number to go below zero. In addition, a ☢☢ pair rolled may be spent to destroy G from the opponent. (Turn the Support Die on its 💥 face and set it aside until the Support Phase.) However, accomplishing a commando operation increases by one the Retaliation of all players involved in it. NPC’s Remarkable Actions: Instead of making Remarkable Actions rolls for NPCs, the GM may just give any number of extra Strategy Dice as she sees fit, usually one die. MASS COMBAT 6 4. BATTLE PHASE Determine each leader’s Battle Pool with the following: K The faction’s current Battle Level. K Reconnaissance bonus (if any). K Basic battle modifiers (special class units and superiorities, special circumstances, etc.). K Defensive Advantage (if apply). K Modifiers from the chosen battle strategy. K Assailant’s bonuses from their Remarkable Actions. Then the leaders make an opposed roll with their Battle Pool. Every ☢ means that something goes right for the faction – it advances, a key position is taken, enemies are killed. All players and the GM should cooperate to describe the scenes of battle. Every ☣ rolled means that the faction suffers losses and loses morale. Every 💥 means that the faction suffers damage to its defensive structures or loses a special class unit. When both sides have rolled, each leader can, in initiative order, settle or push their Battle roll – reroll all dice that don’t show ☢, ☣ or 💥. A leader can push their Battle roll any number of times they like – irrespective of whether the enemy faction pushes its Battle roll or not – but they must first remove O (one Strategy Die) from their Battle Pool to do so (they can remove one with ☢). Keep this up until neither leader can nor wants to push their Battle roll anymore. The winning faction is the one who rolled the most ☢. 5. SUPPORT PHASE In this phase, one engineer and one medic for each faction can perform one of the below actions. Other engineers and medics can help their active peer. G Emergency Repairs: An engineer can hastily repair a damaged support structure or unit. They roll for JURY-RIG or MANUFACTURE. Each ☢☢ pair rolled restores one 💥. (Turn the Support Die on a numbered face.) K Mend the Wounds: A medic can hastily mend wounds and comfort. They roll for HEAL or SENSE EMOTION. Each ☢☢ pair rolled restores one ☣. (Turn the Battle Die on a numbered face.) DAMAGED SUPPORT When a faction owns multiple sources of G (Support Dice), it can be hard to differentiate which one is damaged by 💥 rolled. The rule of thumb is to first consider damage on fortifications and the ambush bonus, then Special Units. When it comes to identify which specific fortification or Special Unit is damaged, the choice is left to the opponent. Of course, the GM has the final say. MASS COMBAT 7 6. END PHASE The difference in the amounts of ☢ by which the leaders achieved (or failed) their Battle roll determines how decisive the victory is. MARGIN OF VICTORY: BATTLE RESULT ±0 Inconclusive Battle: Each faction holds position and suffers +2D6 more casualties. +1 Marginal Victory: The winner suffers +1D6 more casualties and the loser suffers +3D6 more casualties. +2 Definite Victory: The winner suffers no additional casualties and the loser suffers +4D6 more casualties. +3 Great Victory: As above, but the losing side also becomes CONFUSED. +4 or higher Overwhelming Victory: As above, but the losing side routs and its leader is captured. RETALIATION Each PC who participated in the battle suffers an attack of a number of Base Dice equal to six plus the Risk Modifier they chose. In addition, each of the following factors gives an extra Base Die of damage to the PC: K He participated in a Remarkable commando operation. K His faction lost this Wave of battle. K His faction is routed. K The opposing faction has at least one Artillery unit left. Each ☢ inflicts one point of damage to the player. Armor offers protection. PCs that only helped another player are inflicted the same amount of damage that player is suffering. If a PC becomes broken, he might be left for dead, brought back by his comrades, or possibly captured. The GM should decide according to which side won the Wave of battle. If a leader becomes broken, the person who is next in command must make an immediate COMMAND or MANIPULATE roll modified by −3 and his Risk Modifier. Failure means the faction is immediately CONFUSED. CASUALTIES The faction’s force is decreased by 2D6 for each ☣ and by 1D6 for each 💥. Sum the dice and adjust the total according to the chosen battle strategy’s effect and the margin of victory. The result tells how many fighters were killed in action. Ark Projects: If one of the factions is defending its Ark and it lost this Wave, roll a Gear Die. On a 💥, one random project in the Ark is destroyed. NEXT WAVE For the next Wave of battle, recalculate the Battle Pool as follows: K All dice with ☣ or 💥 are discarded. K Adjust the factions’ current Battle Levels along with the suffered losses and the destroyed Ark projects. Add or remove K accordingly. K All O are discarded since strategic advantages are reevaluated for each Wave. K The winning faction gains O for the next Wave if it used an offensive strategy. END OF COMBAT The Mass Combat ends when all opposing factions routed, escaped the battlefield, or have no K left. MASS COMBAT 8 SIEGES A siege is an assault on a notably strong position. The defenders occupying such a place get a Fortification Bonus to their Defensive Advantage (see page 3) in the form of a variable number of additional G (Support Dice). These dice can be repaired in the Support Phase if they are damaged. FORTIFICATION BONUS Mere palisade, trenches G Walled Ark or settlement, strong entrenchments (such as those from WWI), fortified urban area (ruined or not) GG Fortress or castle, underground bunker complex GGG Allowed Battle Strategies: In siege situations, the defending leader can choose only the following strategies: Defense, Total Defense, Fighting Retreat, Parley or Raid. Retreating from a Stronghold: When the stronghold’s defenders escape the battle, it ends the siege and starts a new ordinary battle outside the walls. It causes the defenders to lose the Fortification Bonus. Rout: If the defenders are forced to rout and have no way out, they surrender instead. MUTATIONS IN MASS COMBAT Relevant mutations and animal powers can substitute for skill rolls attempted during the Action Phase and the Support Phase. It costs two MP or FP to get a single ☢. EXAMPLE: GHOUL STRIKE A large force of Zone-Ghouls attacks the Ark in the dead of the night. They beat the Ark for the Reconnaissance roll with a comfortable margin of two ☢. Since the area’s dominant environment are urban ruins with a rating of 3, it’s large enough to settle an ambush by night. The Zone-Ghouls bypass the mere palisade and swarm into the Ark without warning. The Boss Marlotte is awaken by many outside screams and quickly understand that the Ark is under attack. She gets his gang members out of their beds and hastily organizes a defense. The Ark has a Warfare DEV of 14, giving it Battle Level 2. The attackers are many and have Battle Level 3. The Ark possesses a scrap cannon built by the Gearhead Angus, earning the defenders a Support Die for this special class unit and a Strategy Die for Artillery Superiority. The GM doesn’t allow any Defensive Advantage for the Ark since the Zone Ghouls are already inside. The Zone-Ghouls gain two Strategy Dice for their surprise attack and an additional Support Die for their planned ambush. Marlotte’s first strategy is to Rally the Ark’s fighters since the sudden Zone-Ghouls intrusion caused total confusion among their ranks. The Zone-Ghouls are here to strike the Ark hard and use a Total Attack strategy, granting them two Strategy Dice. The Stalker Dora wants to accomplish a Remarkable Action to help Marlotte in her strategy. She wants to raise the alarm by ringing the old bell from above the decrepit church tower. She chooses a Risk Modifier of +1. With the GM’s consent she makes a SNEAK roll. She gets two successes and therefore grants two extra Strategy Dice to Marlotte. Both leaders roll initiative. Marlotte begins and rolls her Battle Pool of KKGOOO. She gets one ☢ and one ☣. She decides to push her roll, removing a Strategy Die before rerolling the dice, and gets a second ☢. The Zone-Ghouls roll their Battle Pool of KKKOOGOO. They push twice MASS COMBAT 9 their roll, removing two Strategy Dice in the attempt, and get ☢☢☢☣💥. The Zone-Ghouls win this Wave of battle with a margin of 1 success. During the Support Phase, Marlotte now succeeds at her COMMAND roll (with a Risk Modifier of +3) and successfully rallies the Ark’s forces. The GM considers there are no other action during this phase and proceeds to the Retaliation. Marlotte rolls ten base dice (six + three for the Risk + one for the defeat) and luckily suffers no damage. Dora rolls eight base dice (six + one for the Risk + one for the defeat) and gets two ☢. She suffers two damage but still survives this Wave. Then the GM proceeds to the casualties’ sum. The Zone-Ghouls won by +1 and therefore suffer only 1D6 casualties. However, they rolled one ☣ and one 💥 on their Battle roll, which adds 3D6 more casualties. The result is 13 but since the Zone- Ghouls chose a Total Attack strategy, their casualties are doubled, for a total of 26. Their force’s Battle Level is reduced by 1. Concerning the Ark, they suffer a total of 5D6 casualties, with a result of 16. The Ark’s Battle Level is not reduced. The second Wave of battle starts. The Ark is now battle-ready and its Battle Level increases by 1. Marlotte decides a Skirmish strategy since she has Artillery Superiority. The Zone-Ghouls suffered too many losses in the previous Wave and their leader orders a Full Retreat. Dora performs a Remarkable Action with a SHOOT roll modified by a Risk Modifier of −3. She wants to snipe the Zone- Ghouls’ leader from above the bell tower. Unfortunately, she fails her skill roll and gives no additional Strategy Die to her leader. Marlotte rolls KKKGOOOO for the second Wave. She gets no ☢ on her first and second rolls. She pushes one last time and finally gets ☢☢☣. The Zone-Ghouls roll KKOOOOO (four Strategy Dice from the chosen strategy and one from the victory in the previous Wave after the use of an attack strategy) with a result of ☢☢☢☣ after two pushes. The Zone-Ghouls are – once again – victorious for this Wave of battle and achieve to escape the area. Marlotte & Dora each gets 1 damage from their Retaliation and the Ark suffers no casualties since the enemy was executing a full retreat. The Zone- Ghouls suffer 1D6 casualties with a result of 4. Not enough to wipe them, so they achieve to flee the battlefield. MASS COMBAT 10 MASS COMBAT MEMO K Battle Die ( Base) O Strategy Die ( Skill) G Support Die ( Gear) BATTLE SEQUENCE 1. Risk 2. Choose battle strategy 3. Remarkable Actions 4. Battle roll 5. Support 6. Retaliation & Casualties SPECIAL CLASS Gain G per class. Gain O per Superiority. K Aerial K Armored K Artillery K Cavalry K Engineering K Naval DEFENSIVE ADVANTAGE TERRAIN & FORTIFICATIONS BONUS Hills, dry moat or unforded/unbridged river O Mountainous or urbanized (ruined or not) OO Mere palisade, trenches G Walled Ark or settlement, strong entrenchments (such as those from WWI), fortified urban area GG Fortress or castle, underground bunker GGG RETALIATION 6 + Risk Modifier + Commando operation* + Losing side* + Rout* + Artillery* *If true = +1 CASUALTIES ☣ = +2D6 💥 = +1D6 NEXT WAVE K Discard all ☣ and 💥. K Adjust Battle Level and K. K Reevaluate O. K Gain O if you won with an offensive strategy. BATTLE STRATEGIES STRATEGY CATEGORY O SPECIAL RULES Attack Offensive ±0 — Defense Defensive +1 — Feinted Attack Offensive −2* Double margin on win. Fighting Retreat Retreat +2 Escape on win/tie. Skip Support Phase. Halve enemy casualties. Full Retreat Retreat +4* Escape. Suffer −2D6 casualties. Skip Support Phase. Inflict no casualties. Parley Defensive ±0 Defense at −1 if rejected. Planned Attack Offensive +1* Halve defender’s Defense Bonus. Slow. Planned Defense Defensive +1* Inflict +1D6 casualties on win/tie. Raid Harass ±0* Cause Support Phase skipping on win. Rally Defensive ±0 Allow a skill roll to end CONFUSION. Skirmish Harass +2* Halve margin on win. Suffer −1D6 casualties. Total Attack Offensive +2 Inflict +1D6 casualties on win. Suffer double casualties. Total Defense Defensive +2 Suffer double casualties. Defensive strategies allow the Defensive Advantage. * Modified by Special Units Superiority or other factors, see description. MARGIN OF VICTORY: BATTLE RESULT ±0 Inconclusive Battle: Each faction holds position and suffers +2D6 more casualties. +1 Marginal Victory: The winner suffers +1D6 more casualties and the loser suffers +3D6 more casualties. +2 Definite Victory: The winner suffers no additional casualties and the loser suffers +4D6 more casualties. +3 Great Victory: As above, but the losing side also becomes CONFUSED. +4 or higher Overwhelming Victory: As above, but the losing side routs and its leader is captured.
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THE PROJECT A MORROW PROJECT BI-ANNUAL MAGAZINE ISSUE #2 Fall 2017 From The Directors Desk Well we survived Issue one and made it to re- lease issue 2! I do want to thank everyone that helped with writing for this issue, it absolutely made it possible to release on time. We still need content and we still need those willing to help. Making NPC’s or even PC characters to publish for others to use would really help. Any artist that have maps or any short adventures you want to share. you might notice that the look and format of the magazine has changed, I no longer have access to the really expensive authoring software I used before and instead switched to using a free product. Apple’s iBooks Author. So consider this issue an experiment in publishing software changes. Yes that means I’m locked into Apple prod- ucts, but hopefully they wont eliminate this product on me. I also want to take this space to remind every- one that the To Morrows End podcast at http://tomorrowsend.rpgstuff.net is going to start running a giveaway! You will be able to win the grand prize of a hardcover 4th edition book, cus- tom Morrow Dice set and A Challenge Coin! Keep an eye out at the website as well as the Facebook pages for how to enter to WIN! There are also other runner up prizes that are go- ing to be given away, so please go and spread the word about the magazine and podcast to get your entry to win! 1 By Tim Gray REMINDER: All Morrow Project Images are property of TimeLine LTD and are used here with permission for the magazine. All other images are property their respective owners. The Project Directors Corner This issue we will talk  about electronic tools to organize your game.  Some PD’s love paper and organize everything old school.  That’s great but it means carrying around a ton of stuff and hav- ing to keep track of it.   I’m a technology guy and I keep it all in digital form so I can work onthe next gaming session or the whole story arc any- where.   I am a HUGE fan of syncing services like Box and DropBox as it lets me share files with players easily,  for writing text I use google docs because I can access everything no matter what device I have with me.  Having access is huge,  plus I can share a document with someone else so we can collaborate on it. I used to be a huge “it’s gotta be paper” guy.  The tactile feel and having the GM screen in front of me with all my stuff created my separa- tion between players and my game god status…  And then I switched to a mini game screen so I did not have that wall, and then finally switched away from a GM screen completely.   When I GM play sessions for the podcast I actually have two computers up and running as well as a tablet with the documents I need on it.   It lets me keep the storyline on one, the books on the tablet and the other available for taking notes.  All this tech allows the podcast to stop after a 6 hour record session and pick up exactly where we left off without any time wasted as I can read from the notes, “last time you guys were fighting the radio- active bugbear and Will decided to launch gre- nades into it’s mouth….”    Being able to organize all this is key.  And there are a lot of different ways of doing this and it really depends on what platform you like for com- puting.    If you are an Apple head like me you have some limited choices, and I’ll even run a windows program because there is no native mac choice, plus you have to choose between “free” and paid apps.  Some are better than oth- ers, and I am one to shy away from anything that is subscription based.  I am not a fan of the pay a monthly fee forever software model, but some options exist if you are ok with that. Let’s start with what is out there from the big play- ers.    First is from Micro- soft and Not for Gamers but it’s in- credibly useful... One Note. It allows you to do some serious game management and not taking and have tabs and folders for everything. this way you can create a tab for “town ABC” and tabs under that for NPC’s, items, secrets, etc... It is for OSX and Windows so it’s cross platform and worth owning, you can get free limited cloud version that is more than enough for most peo- ple. If you are a Tabletop RPG junkie then you are ab- solutely familiar with HeroLab.   It’s a pricey but incredibly capable program for character generat- ing for many different game systems (Except Mor- row Project)  and they released their own GM software suite called Realm Works.  This suite looks incredibly polished but unfortunately has no demo at all and at $50 it’s an expensive risk to see if it even works for you.   It has the advan- tage that it has a player edition that your players can buy for $16.00 each and they can keep their own notes plus have access to all files you sent 2 them.  This requires their cloud sync service that also comes in at $40 a year.   So this becomes an extremely expensive option.   There are other problems with their software such as you MUST be connected to the internet to create a new campaign, that rubs a lot of people the wrong way.   Many of the ideas are really cool, but their pricing for the cloud service is insane, and not allowing you to sync even to local players on your own lan without the cloud service makes this continue to be a GM tool I can not recom- mend unless you have an extremely active group with remote players and you play weekly and mul- tiple games.   There used to be other tools out there but before I wrote this article I decided to look them up again and found most of the mare now gone for- ever.  Mapping programs like Dunjinni and other are simply gone and dead.  But one I bought years ago is still kicking around and doing well, and that is “Fractal Mapper” from NBOS soft- ware who makes “the Keep”.   I actually decided to get the keep because of their free program “in- spiration pad” where you can write in their own script language automatic generators to create loot or NPC’s automatically for you while in game.   I was spending some time searching for a Inspiration Pad script that was “random books” because I had a player that was con- stantly asking , “they have books?  What are the titles?  I grab one give me details”  and found a coupon code to get it and the “fractal mapper” program together as a bundle.   I was more inter- ested in the mapping program so the download of the Keep sat there for months.  I decided to mess with it one day and realized that it was quite useful.  It’s basically a Game Masters Wiki that lets you create pages and folders of informa- tion and even create the handouts so you can print them if you want or copy and paste the info to email or send to your players.   It’s the one I use to this day simply because I can create scripts with the inspiration pad plugin and right there tell that player that he is holding a copy of “Dave's compendium of wasteland edibles, and is a poorly leather bound book with loose pages and incoherent writing” with a single click.  The Keep is $35.00 on it’s own. If you watch Drive thru RPG you can find a bundle of the keep and Fractal mapper for $55.00. Using free tools like http://tiddlywiki.com/ can work as well.   In fact the free desktop wiki’s work just as good as any of the paid GM specific programs if you don’t care about sharing images on a second screen to players or the scripting.   For the longest time I used a Wiki to keep track of NPC’s and towns and other things the players did in each location.  It made it a lot easier that I can see the notes that the last time the players were in TimVille they saved little timmy from the well but they also left the tavern without paying their tab.  And I can play the interactions of the townsfolk accordingly instead of shuffling papers and trying to figure out where in my notes they did what in what town.   Managing your data is a huge part of being a successful PD in morrow, even if the team is trying to be incognito every time they do a good deed for someone their repu- tation grows and word will spread.  People that have been saved tend to talk about it,  keeping track of that really help the game feel like a world instead of a linear story line. Sharing maps with players, I per- sonally like “Roll20” as anyone can see the maps and can even move their own to- ken on screen if you really want to do a battle map.   The free version is good enough and it also lets you set up some online information shar- ing with players if you can convince your players to even think of the game when not at the table.  All of this means you will be typing a LOT at the table, you really need to transcribe what hap- pened at least key items.  One thing I found that helps a LOT is bringing a recorder to game and 3 record audio during the game.  That way I can play it back and listen to what happened if I can not remember later while I am filling up my notes as to what really happened.   Granted I have it easy as I have a microphone in the face of all my players and record everything for the podcast,  but on a low budget you can get a table micro- phone that is called a “boundary” mic inexpen- sively from amazon or ebay and plug it into your laptop and use a free record software to record the audio during your game session.  Being able to replay the game really will help you with de- tails you may have missed. On the Tablet side, I use an iPad.   Specifically because I am an old fart, I use a 12” iPad pro be- cause the displayed pages are as large as the ac- tual book pages.  I also use a specific ebook reader called “goodreader” because it will let me organize my own bookmarks so I can easily flip around to different tables in the rule books easily.  This allows me to also have other books open at the same time with apple books.  Being able to bring up the rules on dysentery in 3 touches keeps the game moving instead of the grinding halt while I look it up in the book.  As a PD it is imperative that you are fast at retrieving what you need to know so combat or the heat of the moment is not ruined by “wait let me find that….. .everyone take a break”  The energy in that mo- ment of the game was just killed and honestly the enjoyment for everyone just dropped.  Do what you can to have things instantly accessible.    And honestly I will roll a die and tell them the answer I want them to have if it moves the story along.   I’m not a simulation rules must be fol- lowed PD, I firmly believe my job is to make the game fun for the players and to build the story.   So if I see even a pause will kill the moment, I’ll fudge it to where it makes the story better, makes the players more energized or makes it more interesting. What is important is that you let technology be a TOOL that helps you focus more on the game and less of a distraction  That means then you turn off all Social network notifications to mini- mize distraction.   If you are using Roll 20 with a mix of local players and remote players, I sug- gest doing what you can to keep players con- stantly involved to reduce the “I’m bored what's on Facebook” distraction that happens when you allow tech at the table.   Honestly most of the times when this happens it’s because the PD is not involving all the players and you really can't focus on one or two players, you have to do something to keep everyone involved to keep their attention. Next time we will look at what to do when all your time prepping is thrown out when your team decides to go off the rails. 4 FROM THE JOURNALS OF ERIN CARR Lt. Carr was frozen in 2014 with Contact team FC-002 outside of Jacksonville Florida. His spe- cialty is anthropology, archeology and history. He has traveled the new world extensively and his journals are a popular source of information to many. These journals are banned within the Ken- tucky Free State. The Florida landscape is back to virgin nature with added dangers. Brazilian peppers make huge acreages impassible. Fire ants have grown unchecked. Wild boar and coyotes and wolves are bigger then belief without a fear of man. Even the smells are different, pure. The going has been slow and very hard on my feet. I really miss Chap Stick and suntan lotion. The coastal area are easier so I have made that my route south the last few weeks. I want to remain enthused that nature has thrived, but it has made travel very difficult. I had been resting my blistered feet while hiding from the sun in a camouflaged cloth lean-to that would have made my old instructors proud. From here the coastal view is beautiful and the star scape breathtaking. I have never enjoyed the setting and rising of the sun more. I also have found great joy in not risking heat stroke and massive sunburn. Perhaps Florida has fallen into wilderness primarily from the lack of air condition- ing and sunscreen? The heat and sun are toler- able when you see huge numbers of dolphins jumping at the coast and nature in all its glory. The second day of my respite turned to refuge. The sunrise revealed a sailing ship at sea. Tall ma- jestic masts in the wind yet a simple functional design elegant and powerful even from afar.  As it anchored off shore I could see none of the fan- ciful designs all the Pirates of the Caribbean films taught me to expect. I saw chains, flog- gings, weapons all arranged and managed with efficiency. A slave ship. Yet this means trade and a functioning economic entity. Slavery is an eco- nomic choice. Politics dictate who is enslaved but it its economic value in a structured society and culture that make it worthwhile to someone.   The worst aspect of humanity show there is a deprived social economic structure somewhere. 5 You see how I find the sight hopeful and depress- ing at once. The ship sent a landing party that came far too close to m camp site. These may be the first men I have seen in weeks but I want nothing to do with them. Ashore I could see no fear in them, they made any noise convenient to them. I hear rattling of chains, curses, talk of rape and pillage hoped for all long before they were in sight. Undisciplined in noise, march and all things. Ruf- fians looking for victims, predators. I presume their social order is based on strength and domi- nance. Perhaps the larger society behind them is the same, based upon military and or economic strength for leadership? I see signs of basic manufacturing in their clothing and equipment. There must be artisans or cottage factories to make their bolt action rifles, leather boots or to farm their food. This would be where the salves are used, the source of the need and use for la- bor supplied by slavery. There must be limited soap making because these men stank horribly, as most sailors due I suppose. Their clothing is homemade, all are bearded, and after seeing one with a huge ax I began to wonder if these are hip- ster slavers? Maybe that was the social evolution of these people, from lumberjacks to hipsters to slavers? LOL. It is wrong to joke but it helps me put my fears aside. Hiding is best for me. Slavers must specialize in tracking down runners. I saw their dog packs. Against that my skill my blistered feet will fail. So I stayed hidden, snuggled in quiet and low till the depraved rabble passed. I continued to stay out of the way expecting them to return this way to their ship. The time passed easier with the reas- suring weight of a revolver in my hand. My vigi- lance did not waiver but it did fail me. Next I awoke to a bug eyed monster snarling at me with claws. It occurred to me I might be dreaming but in the new world I have already seen monsters, If I had coffee or more than a mo- ment of thought I would have realized it was a man with night vision goggles holding back leashed dogs armed with a sword. Instead I re- acted by jumping to defend myself and gotten quickly knocked out with a pummel to the head.  I wish I could tell you it was a manly manner in which I jumped to fight but truly it was a quick panic of no real planning or skill. I never even saw the blow that put me down. The new reality I awoke to slowly was of being chained to a wooden horse drawn wagon with a dozen assorted people. All had far away looks of hopelessness, shoddy dirty clothing that were practically rags. They smelled of fear that held them mute. This seemed like a good time to shut up and observe. The slavers were chatting about their plans upon return to Savannah, how they would spend their spoils. The rumors I had heard were true and my assumptions of a larger social order were correct. There was indeed a slave based economic state run by the wealthiest strongest families in Savannah. They traded slaves to a larger group in Atlanta. Their main economy was the salvage and slave trading up north as well as Atlanta. These men worked for the Bristy family, one of the ruling houses. The Children of the Night enslaved me to use as food, so back to it, again I guess. My captor made an intriguing appearance, appar- ently a man of authority by his demeanor and equipment. He alone has night vision plus other modern equipment and clothing like a HK MP-5 submachine gun he now carried. On his web gear I saw a canteen engraved with the Morrow Project logo. The Project or a piece of it does ex- ist in this world. Did they fall to salvers like my team did in Jacksonville? Would all his exotic gear be Project issue? Was he a Project mem- ber? Then came the beatings, forced march onto the ship, more beatings, stale worm infested bread rarely served, chains and darkness. These stayed constant for a length of time to which I cannot estimate. The life of slave is very hard as you would guess upon both the body and soul. 6 While chained to the bunks aboard the ship, awash in hunger and agonies my captor and a fancier cleaner dressed man walked the aisle into my vision. I was tired, hurt, and hungry, with nothing to lose so unable to raise my head I crocked out a greeting to my captor addressing him as “Mister Morrow Project”. That stopped them cold. Mister fancy simply turned to give me a quick strong punch to the head. Again, I was out cold. Slavery and concussions have been far to common of my experience in this world to date. The wall I was chained to upon awakening was in a cabin serving as both quarters and private office. The other walls were adorned with tro- phies, status symbols and art work depicting he- roic deeds and accomplishments.  I have heard such things referred to as a “I love me wall”. Chart and papers covered the large table and desk. My head throbbed, thirst consumed me while iron shackles bloodied my ankles and wrists. I felt agony everywhere, unable to discern any one pain as it encompassed my being, I fought to consider my plan, and I did not have one. I got to know the cabins’ occupant over the con- tinued course of our sea journey. Kate Bristy was an intellectual, disciplined and focused. She had grown up as slaver nobility in Savannah with the urge to see the world. Since her early teens she joined the family expeditions, quickly becoming a leader of them to then the head of the family busi- ness. She is cultured, sweet even with an unas- suming nature yet beneath that totally ruthless in her defense and pursuit of business, family, and her image. She is dangerous, intelligent, savage and gorgeous. Even if I wasn’t chained up I would know to fear this woman. Yet she dressed simply with a sense of elegance, I never could actually ignore her leather pants. Long hair and soft skin, she looked like she did not know labor and work, yet clearly she was not intimidated or soft. She was a dichotomy. Her interest in me was what I knew of history, old world technology and Morrow Project facilities. Her city state knew of the Project as a source of material wealth and highly useful salves. They have been picking over the frozen idle remains of the Project for generations, We failed to launch, there is no Project out there for me to find. I have to hope that maybe the unlooted pieces can be found and useful. Over the days, she questioned me, or ignored me for varied lengths of time. She asked about where I was trained, frozen and whom else I knew in the project. She explored my knowledge of mechanics, engineering, and other hard sci- ences I was not overly conversant in. I was never sure if I was trying to avoid disappointing her or to avoid her subtle knife usage upon my person. In observation of her office work, I learned her ships have plied the east coast, into the Carib- bean and even made treacherous raids onto the European and African coasts. It makes me think of the Vikings but the triangular transatlantic slave trade is the most on nose comparison. Maybe that knife she keep running over my skin is why I keep thinking of Vikings. 150 years she tells me have passed since the old world fell. In that time mankind only recover to this brutal primitive mind frame overwhelms my hope. The Project is a shadow of legend while its need is greater than we imaged to plan for. CHAPTER 4 Upon arrival in Savannah, the great city slaver port, I am to be sold for a high price to a noble family. These jackals hope I can lead them to Morrow treasure, bring them technical toys while being a display of their power.  Leashed Morrow Project dreamer is the ultimate and rarest fashion accessory of the elite it seems. At least this means they will not kill me, or starve me too much. That and the hope I might be bathed are almost too much hope to risk. 7 To date what I have seen of the new world has been ruins, overgrown nature and small enclaves of man. I see now in Savannah more than my ex- perience could have guessed possible. Dozens of sailing ships ply the port, large wooden docks serve their trade. Innovations adapted to the lack of power and fossil fuels adorn the city. From afar it looked industrious, active, a hipsters dream of bearded hardworking men without the spoiling effects of modern polluting activity. I did not see any coffee shops on the streets so this could not be a hipster paradise. I was in a horse drawn cage. The streetscape was covered in filth, smelled of disease, and was overrun with petty crimes among the town folk. Even the horses were skinny from hunger and looked sad. This close the city loses any romantic notions of a Hollywood produced past or ideal are overpow- ered by the filth, stink and savageness. A most wretched hive of scum and villainy indeed. Open sewers, no public services or utilities. Men de- graded as slaves and as economic collateral damage. A dank diseased city under a cloud of savage even sadistic and selfishness. You can have your pockets picked or throat slit easily enough. The powerful can buy clean water food and air as they can buy the government. Think of Oliver Twists’ London but far worse. The port bustled with goods coming and going and multiple smells upon the breeze. Dozens of ships I knew to be schooners and sloops, even a few fully rigged ships. Any of these could make the journeys of exploration and trade I envi- sioned in place of salving and raiding. There was power here in these ships, but it was used to de- stroy rather than to build. Like most evil in this world, it was beautiful. These ships were majes- tic and agile looking. As a tourist Savannah would repulse me. Arriving as a slave I was treated to the worst of it and of humanity. The moment I was hosed down in my holding pen made me think of The Planet of Apes, me being Heston of course. So I have come to think off these people as the apes like the movie. This view was vindicated as I was forced into a private cell and hosed down just like that iconic film. I had a six by six foot cell with three walls and study bars over a cement floor. The building was setup like a zoo, we were to be on display to buyers who strolled the park like scene. Strolling the gaslights with their chil- dren human beings were considered as simple commodities to be traded used and discarded. One boy eager to please and impress his father stood out to me. He was well dressed and spoke with intelligence and maturity beyond his years to the masters while heaping foul abuse verbally and physically upon the slaves. This adorable lit- tle 10 year old boy whipped a man repeatedly with gutso to the pride of his father while mom smiled upon them both. Gas lamp posts kept the parade of dignified brutality going past dark. It also occurred to me that this is the first time I have ever been to Georgia and not seen any con- federate flags, that seems ironic. I was fed better. Oatmeal never was a favorite of mine but it was like the food of the gods after what I have been through to date. This place gave me time ot think, worry and wonder if I dared to hope. After the buyers left for the night and the gaslights dimmed I was assaulted by ominous sounds of crying children and adults, if whips cracking and the clanking of chains. If I were to close my eyes today I can still hear them. I was now close to the worst of the city, but still separated with a chance of being spared the worst due to my perceived value. This good fortune produced some guilt in me. I could do nothing to help the others, I felt my failure deeply as well as the Projects. I am here to help these people. I compromised to focus seeking on seek- ing information. My quest in very short order has been informative but with repeated concussions, could I live and retain what I discover? In the old world, I never had to truly fear death or question my survival day to day, or see starva- tion. My training could not prepare me for this new world. Here in the slave pits facing darkness growing in my soul I learned the true value of The 8 Project. It gave us a goal. We were chosen for our passion and commitment, which they nur- tured in training. Facing the harsh events, I fell back on those values to retain my sanity and strive to survive. With this mindset, I was sent via the dirty caged cart to a stately southern manor. This was classic southern plantation architecture still serving that purpose. It was symbolic microcosm of the slave city culture. Outside slaves toiled to delicately tendered gardens on par with the Palace of Ver- sailles while overseers remained discreet. The building housed the country club of the elite.  Here they gathered for the gentle art of competi- tion, for scheming and gossiping in the glory of their wealth. I entered the realm of the elite through the back door so as not to disrupt the sensibilities of our betters. I was cleaned and given fine clothing. My captor then came to me, I never learned his name. “Boy, you will live well if you can show your value. You will be on display for buyers. You make me look bad and I will kill you slowly. You make the Brsity family look bad and you will pray to die for weeks.” He affixed a thick leather leash to my neck. “Now let’s get out there and show off all that fancy old world learning you got”. This man was a grunt soldier and overseer. My life was in the hands of a knuckle dragger I admitted with a sigh as a reply. I had already learned not to look him or any master in the eye. On my leash, I entered the parlors of the local elite, civilized savages who had power over me I had to respect and fear. Like a trained monkey I played my role while trying to observe and learn. Slavers carried no weapons openly to show they had raw power of their domain. Finely woven cloth neckties and hats were the style to keep cool. Diamonds and gold adorned them all to dis- play wealth. These were not people who dirtied their hands with labor often. I have to admit they were a good looking bunch though the finger foods produced the most admiration in me. Lady Bristol took my leash while pleasantly sip- ping her iced tea over conversation a potential buyer from Atlanta. The hard woman I knew at sea was now a refined prim proper gentle crea- ture with a wide smile. She wore a simple sum- mer dress and made it elegant. Stunningly gor- geous as well as deadly and crafty. I do not think her peers grasped her true depth. With great ef- fort, I tried not to admire the fit of her skirt, or the depth of her dark brown eyes. I think I almost managed to succeed. From her chatter and questions, I learned that Savanah was ruled by a council of the strongest families who engage in constant intrigue of cloak and dagger wars among themselves. They pro- duce little of their own; they trade slaves and raid for their power. Atlanta is their largest trading partner, which I suspect, is slowly making them an economic vassal state. Soon Atlanta will have true direct control and move openly against them. Slave traders see everyone as potential product after all and it is an economic tool and weapon cutting both ways. I find satisfaction knowing the slender hands upon my leash have themselves figuratively leashed to a master as well. I have to find a way to use that to my advan- tage. Bristy pulled me down to her side where I took a deferential knee. She espoused my value as a tutor to a fat unhappy woman from Atlanta. She seemed the type to forever scowl and enjoy re- leasing her simmering anger and resentments. This one, Penny Ginolis, enjoyed abusing others with no compulsion to hide it. The matriarch of her family running a machining business in At- lanta I got the impression she dominated the business and family. Her husband in name ran them only. She had useless children in her words and a few grandchildren she was raising herself. What dark hearted woman hates her own chil- dren and sees her grandchildren as dynastic pawns? Once people are property all life, even family, is de-valued in new ways I suppose. I won- der if she is typical of Atlanta? She could be a symptom of a decaying corrupt society or simply 9 the product of a marriage for money. I need to sample more people to know. I knew I did not want this woman to buy me. She did not need to know about the extent of my skills, some of which I had hidden from the Lady Bristy. Her questioning ceased when an oddly slender and pale man dressed all in black ap- proached. His build was eleven, effeminate yet graceful and powerful. His eyes were a cold black that displayed no emotions. A Child of the Night here, again these savage monsters. The same of the creatures that drank the life blood out of my teammates stood inches from me look- ing me over as I froze in horror. Slavers are filth trying to be sophisticated yet they still are human at least. How could they al- low a vile dangerous beast into their realm? These people must be insane or ignorant. Were I the stronger willed man I wish to be I would have launched an attack upon the beast right then. As I am though, I stayed on my leash and observed through my fear. The thing spoke with a soft unhurried voice, al- most sweet sounding. His facial expressions and other body language reacted to the emotions his empathic abilities sensed as opposed to the con- versation. That is an unnerving thing to watch. His kind pull it off with a sense of superiority. Lady Bristy was not pulsed by its revolting na- ture. While she did not try to sell my knowledge, she offered with great flourish to serve my blood. A pearl-handled knife was produced from the folds of her jacket cut and bleed me into crystal chine for the beast to drink from. I never moved a muscle. Maybe these two creatures are more alike than I have realized? They discussed selling a few score old slaves and quickly came to an agreement I was very glad not to be a part of it. The Children buy food not labor here; Bristy can sell devalued old or in- jured slaves at a better price for their blood. It did not walk away so much as it slithered. Those things are unnerve me because they are not natu- ral. Dinner wound down quickly without the tension that permeated the cocktail hour. Lady Bristy kept me by her side during the opulent meal. She could make me feel safe and terrified at once. Around her I did not think past the moment, fo- cused on the experience of living as it may be my last. I am not sure if it is fear or the relief of survival that keeps my senses notched up. She has power over me I realize as I watch her long black hair while kneeling behind her. I am not sure where it comes from. Certainly she has more hold on me then the leash upon me alone. I enjoyed this dinner because of the heavenly aroma of fine dining. You can learn a great deal of a culture from their food. These slave lords dined like the Roman elite would have. The lob- ster meant they had seafaring trade to the north and or south. Coffee! They had my first and lost love coffee I long for every moment.  The pres- ence of this magical brew shows some kind of intercontinental trade or raiding. The world is larger than my limited view had suggested to date. Do the creature comforts of this slave society ap- peal to me I wondered? Is it weakness needing security that keeps slaves obedient? Are they broken or just content to be fed in this new world I asked? I have to inquire as I am on one knee before the dinner table of slave lords while leashed to one of their hands. I was returned to the salve market zoo cage. The streets were quiet in late evening but felt danger- ous. Our driver and guards certainly were keep- ing alert. Watching simple men finger shotguns should unnerve me but I am the property they are protecting. Robert was one of the guards I got to know as he would bring me my meals and ran the wing of cells I called home. He was a large intimidating man with a shaved head and a broad smile quick to laugh. Traditionally guards are not picked for their intelligence or compe- 10 tence, they are brutes often who are quick obey and do not ask questions. Common folk usually, simple salt of the earth, you know, morons. But Robert had a humanity to him I would never have expected. He had three daughters with his wife. This was just a job to him feeding his family. He wants routine and no problems. His wife requires he bathe the smell of his work off each night and assure she eats healthy. His eyes betray a deep love when he speaks of her and the kids. Like all strong men he is overpowered by his daughters who play with him and break his heart. Robert shows me there is love I this world. Re- sponsibility still makes men compromise them- selves to support a family. Robert is the post- apocalyptic  office drone really. I like him be- cause I understand and sympathize with him while envying his family. Robert took to eating his meals outside the bars of my cells. I would ask him about his family which he was happy to brag about. He would often ask me minutia of the old world. This was not an interrogation, he never seemed to know or care about The Pro- ject. He asked who built the old forts at the wa- ter, did we really fly across the land, what we ate, those kind of things. These talked showed me a different world then the slave lords dinners re- vealed. We got a new arrival into the cell next to mine. I could not see him for the first few days after we were introduced by his joining into my conversa- tions with Robert. His voice, eager even in this slave pit betrayed the mix of confidence and ig- norance called youth.  His name was Doug, of a clan of flyers from Maine. It is still called Maine. His people live on one of the islands, he will not say where exactly, They roam the country in air- ships, well he calls them balloons but they sound like rigid dirigibles to me. Robert names his peo- ple Ballooners who trade among a number of communities. Doug tells many stories of his adventures but is careful to never reveal locations. I surmise trade routes are secret like they were in antiquity. The Portuguese routes and details of Asia were state secrets else a competing trader pirate or raider could threaten profits. Trade and war are both selfishly motivated. To believe his tales Doug is the smartest tough- est bravest and most successful ladies’ man of his people, who really should be a ship’s captain and leading member of the ruling senate soon. He is sure if not for his unfortunate captivity he would have been made a senator upon his return already. Reportedly Doug found himself in our company by way of a storm damaging and divert- ing his airship to low altitudes over the coastal waters. There they found themselves easy prey to a passing slave ship. Apparently Doug fought the ship single handedly till the mass number of slavers overwhelmed him. Never believe most of what an excited teenager tells you, To be a young man like this again! I was a young man when frozen yet my short time since has aged me. Repeated concussions and the occa- sional starvation will do that. Doug is a young teenager and Robert is a family man at 20. Now like much of human history before my 40 years is practically ancient to them, I am grandpa old in this society and world. Granted I have better teeth then either of them thanks to having met a dentist. Slowly summer was approaching us. I was given Lady Bristy had not had use of me for weeks. If I am not sold I cannot guess what my future would be. I got to know other slaves in the mar- ket that stayed like me. Others were sold quickly some I only met during chance encounters dur- ing market shows and work assignments. Vince was a southern farmer from inland, friendly even while scared in this place, His southern drawl would disarm just about anyone. His last surviving son, of four, needed medical attention he could not afford so he sold himself into slav- 11 ery to pay for it while his in-laws would raise the boy. A man of honor in my book. Tony was a petty criminal who grew up on the picking pockets and shoplifting. Life on the street gave him many intimidating scars as well as a permanent scowl and a malnourished frame. He was cocky mouthy and obviously not to be trusted. Robert predicts he will sell into dan- gerous expendable work like mining or ship hand even the harsh field work. Susan arrived to great fanfare and hoot calls. A very pretty woman of obvious intelligence. Her fall into the salve pits was a long one. She mar- ried a successful trader who took to drink, gam- bling and mistresses. He paid less and less atten- tion to his business while reveling in the ex- penses of his midlife crisis. After a prostitute put a knife through his ribs Susan was widowed with huge debts. She was sold as one of his many as- sets to pay debtors. Robert expects she will sell quickly into a lords’ house as a servant which will spare her from many worse fates. She may be happier in that role even. Good to know divorces and bad marriage tragedies have continue through the apocalypse. Some things are just hu- man nature and can never change. The one who had the biggest impact upon me was one I never actually met or knew his name, All I experienced of him was the sounds of sob- bing, cries of anguish and desperate pleas. He was a disembodied vocal expression of pain; His emotional outbursts awakened me as he was dragged to a cell on my wing while uncontrolla- bly wailing. After the guards secured him into his cell he changed to pleading through the sobs. This was a mistake. Why would God do this to him, this was a mistake, please someone help. This can’t be real…and on and on. Other slaves had little sympathy threatening and taunting him for disturbing their sleep. Tony I recall went into detail of how he would cut his fat throat to shut him up at the first opportunity. Their complaints and threats amplified the disturbance requiring Robert to intervene. Robert wanted the order and routine of a simple life after all. I did not could not predict how effectively and directly this father of daughters could achieve that goal. I heard the large hallway door slam open fol- lowed by heavy determined foot steps. The other slaves were silent now and I felt the urge to hide. The bubbler began to sequel “I don’t belong here” to which Robert replied by striking a baton on the cell bars while yelling “You will shut the Hell up now or I will shut you up”. “I don’t belong here..please” cried our new neigh- bor. My guts tightened knowing what would hap- pen, I pulled myself into the far corner of my cell with my head in my knees. I heard a cell door thrown open and the squealer pulled forcibly from his cell. Then came thuds and squishes of a savage beating that were all encompassing in the wing, louder to me then the sobbing had been. The entire wing was dead quiet as a cell door was closed and Robert breathed heavily. “One chirp out of any of you the rest of the night and I swear I will give you the same thing” Rob- ert roared. We showed agreement with our total silence that whole night, till guards came to re- move the mess Robert left for them to clean up. I stayed huddled in the corner, I could smell the squealers death already. I feared to call out in my sleep from a dream that night so stayed awake. You see, a simple man loving his family wanted routine without having to face the truth of his job. His love motivated him to ignore the evils of his world to blindly become part of it. The sobering squealer forced him to face the evil he compro- 12 mised with and he could not face it or change it. So he silenced the reminder, he struck at the truth and beat it down and away where it could not hurt him. He did evil directly to allow him to tolerate the presence of evil, to protect his family. It is illogical and wrong while it is shockingly com- mon and human. This was to be my last night in the market fittingly as it was the most honest re- veal of its true nature. Shock and horror held me all night corned in my cell. Lady Bristy arrived in the mooring dressed in field ware for royalty, heeled boots, multi pock- eted blouse of durable fabric, and tight cargo pants with a gun belt, knife, binoculars and the like. She ran her long fingers along my cheek tell- ing me I was safe, she needed me on a salvage expedition so she was taking me away from this place. 13 Even though the team has been trying to keep a low profile word spreads about those that are powerful and do good.  A reputation as someone that helps others in need spreads like wildfire these days.   It’s this reputation that got the atten- tion of a pair of slavers and made them risk com- ing to town and talking to the team.   The town is in an uproar as they approach,   A woman screams, “kill the slaver scum!”  and the crowd starts to turn violent when one of the slavers yells out “we need help from a monster that will probably come after you if it’s not stopped!”    “Please, help us! This monster has taken over and has enslaved most of our men!  She has a thirst for blood and actually will eat you if you dis- obey!” PD NOTES You can start this any way you want and at any location you want, you should have some NPC’s available to solidify that they are evil slavers and not normal honest citizens.  This is a basic “bad boss enslaved everyone” situation.   The team’s best option is to kill or subdue the boss to break the control over the others.   Your team may be happy killing the slavers,  but there is a lot of slaves mixed in with them.   Remember she can only have basic control over women.  You may want to discourage the team wiping out every- one,  have townsfolk ask if they can bring their loved ones back ,etc.. THE SETUP The team is at “anyplace” public having din- ner, drinking, or shopping in a market.   They are approached by two men that instantly has all the locals very upset and they start yelling slurs and threats at the two men.  No matter what happens they will beg and plead to talk to the “Heros of Morrow”    if they are attacked they will fight back, but they will keep pleading that they are here “just to talk” and “A monster will come for you all after it is done with us”. People have been disappearing for years in this area and the locals know it is a group of slavers that have an encampment a day walk away,  as a group they can fend off a mass slaver attack, but the locals lack the ability to take them on and re- cover their lost friends or relatives. This clan of slavers have been capturing travel- ers and others and selling them to whoever will pay, but recently at a blocked road trap they cap- tured a vehicle and it’s driver, thinking it was cargo they took everything back to the camp and found in one of the boxes a woman they could not wake up.  They threw both of them into the slave pens and started looting the vehicle.  After sunset the woman awoke and started to feed on one of the  slaves, when the guards opened the pen to stop her she sun around and grabbed one of them by the wrist and he turned and shot the other guards.   She very quickly took over the compound and exacted her vengeance on those that dared to interrupt her travels.   She quickly decided that she could take advantage of the situation and started to dominate and control eve- 14 THE MISTAKE ryone in the compound.   They all will willingly die protecting her and do her will.   For all out- ward evidence, she is a vampire and feeds off that legend.   In fact she is a highly gifted empath that has a weird vampire fetish. The slavers are looking for help to free their friends and will promise to pack up and go far away releasing all their slaves and giving up all the items they have collected on their raids over the years, Mostly because they are afraid of the team and not because they keep their word. THE EMPATH Darla is an exceptionally strong empath that with physical touch can dominate the mind of men and male animals.  She has practiced so much that she can now exert extremely strong control over any male for 100 plus D100 hours. Women are not as easy to control for her but she can con- trol them with 4d6 hours of control.  But any touch can have suggestion and all women play- ers are at a -30% to shake off the suggestion. At initial touch males resisting has a -60% to any rolls resisting her control.  She is wearing leather armor with a leather cape.  She has 150DP/BP  She also has the ability to heal about 2DP and 2BP every turn on her own as long as she is above 50DP/BP, she will also stop bleeding out on her own in 2 turns unless she has a massive wound, she can accelerate her healing to 10DP/ 10BP if she can touch another person and actu- ally drain life from them, that person Loses 10DP per combat turn she is touching them.  She has a knife and a pistol, she has learned how to use the pistol +10 skill but will only use it at point blank range and always acts like she is a de- fenseless unarmed girl. She is only 5 ft 4 “ tall and weighs about 90 pounds.  She is extremely agile with acrobatics +40. The pistol is a .38 revolver with 6 rounds, she has another 12 rounds loose in a pouch on her, it will take her 6 combat rounds to reload. Due to her life she is resentful of everyone and will never do anything to allow capture.  The only way to break her control is death or waiting it out.  Anyone that she controls will do anything to protect her even sacrifice their own lives.  Their own will is gone, they can make basic decisions but they are in essence fanatics under her con- trol, deadly fanatical to her. Her healing ability is directly connected to her control ability, she actually draws life energy from her victims and they will age the longer she is in control of them. When control is broken they will fall to the ground with a severe headache writh- ing in pain and withdrawal symptoms as her con- trol stimulates the pleasure centers of the brain, extended control will increase the addiction level. They will remember every single thing they did under her control,  some may instantly commit suicide upon release if you want to really make this into a horror show.  PD Note:  If you want to keep it light, those re- leased will wander around in a dazed state and be grateful for their freedom to the team. If the team does not outright kill her but knocks her out and capture, she will do everything possi- ble to escape and will try like hell to touch them even a light touch gives her some control and any touch requires a roll or that player lets her go. If she feels that she will lose, she will run away to avoid capture or death. Short of them nuking the place from orbit make it very hard for them to kill or capture her if they do a full noisy assault.   The only way they have a chance is stealth only 4 of them versus the horde of con- trolled she will feel confident. If the team gets within 100 feet of her she will start to retreat and if they get within 50 feet she will run. If she is cor- nered she will panic and draw her gun  if some- one gets close enough she will touch them and control them.  Anyone walking towards her will get shot she is deathly afraid of ever being cap- tured again due to her past.  IF the team has any- 15 thing non lethal, they need to use it to capture her.   Physical touch, skin to skin is needed.  She is very clever and figures out ways around  glove by rubbing the fingertips on rocks, etc.. all it takes is even a tiny bit of contact and it’s instant. Remember, the slavers and the slaves are techni- cally innocents in this. The teams should NOT go on a full murder rampage. LOCATION    The slaver compound is at an old kennel and the dog cages are used for slaves with scavenged chain link fencing added around the kennels.  They also added fencing around the whole facil- ity and the slavers live in the haphazardly re- paired house with many outside walking the grounds and the kennels.   Now with the empath they all patrol the area for her or go out and hunt for food.  Basically a wooded area and a fenced compound with a typical ruined house and 8 ken- nel cages for the slaves.  You can set this up however you see fit, scale up or down for diffi- culty.   8 is good for new players, if you have sea- soned players scale up to 24 cages and increase the number of goons.  I have seen well seasoned players freak out badly when presented with 60 goons that they technically should not shoot that are headed for them. The location is on a hill with the back to the woods the front has a clear line of sight for 300 yards in all directions  sneaking in on the house side that as the wooded area is the best approach.  In the yard area is posts set in the ground where slaves are tied up for punishment or entertainment.  There are  two dead bodies on two posts only being held up by the ropes both severely beaten, one has a man alive that is hoarsely screaming, “Darla, come back to me” over and over again. All three of them are wear- ing crude armor of leather and cloth.  These are the men that captured her to begin with.  In the cages are still all the women and some children. Darla has 25 Slavers under her control as well as about 25 male slaves. The slavers had captured some bobcats and she has turned them to be her pets the number is up to you for scaling up.  Minimum 2  but I would not go crazy,  max 4 or it gets pretty silly. If your team goes all murder hobo,  The male slaves and slavers are 100 DP/BP and the bob- cats are as well.    The slavers have weapons but their skill is not that great,  roll firearms of 25%  hand to hand at 35%    hand to hand for the slaves will be 35% as well   they will all have im- provised clubs if they can find them.  IF the team does start a killing spree, each one they take down to 70 DP/BP or below   roll a 50% roll.  ANY successes means the injuries broke the control and that person will collapse with the con- trol breaking effects and start yelling “stop shooting/hitting me”  this can add some nice con- fusion to the mix and remind the players these are not just goons to be killed. The bobcats, use the standard animal info for bobcat, or if you want to scale them up, give her bears for a bit of “OH CRAP” moment when the team sees them.    16 QUARTERMASTERS CORNER In the last article we covered a typical Morrow Project cache and covered what I use for them.  But the caches are not just for giving the team more ammo and vehicle parts.  Morrows Mission is community rebuilding and support so each team will have one or more community support caches.   Depending on the team and their role the community support caches will be different sized.   A small 2 man Recon team for example will have a small cache similar to their resupply cache but would have things like a community defense case, a doctor in a box, or simply aid.    For example,  just like before we have a small cache that is based on a standard concrete sewer vault like before that was easy to rapidly deploy under the watchful eye of the community.   For that small team I would include the follow- ing for a generic community support cache. 1 - pelican case Containing… 12 - Colt stagecoach rifles made to shoot .45ACP 6 -  .45ACP revolvers with holsters and belts 2 -  repair kits with parts 12 - simple cleaning kits with pictogram books on how to clean the rifle and pistol as well as how it goes together and comes apart. 1 - pelican case Containing 12 - K-BAR knives in leather sheathes 12 - basic first aid kits with pictogram basic first aid info 12 -  single channel FRS radios with hand crank charging 12 - hand crank flashlights 12 - black knit watch caps, 12 - 6X monoculars 12 - sets of stainless handcuffs 12 - polycarbonate night sticks 1 - small pelican case Containing 24 - rugged e-paper ebook readers loaded with self teaching courses including self teach how to read courses.  These have a solar panel back so they can be left out in the sun to charge. They are waterproof and rugged. 1 - pelican case Containing 1250 - packets of seeds.  These seeds are a wide variety of foods that will grow easily and were genetically engineered to survive dormant for 100+ years. The seeds are common varieties specifically chosen for the teams current location to be able to grow rapidly and yield enough for food and to harvest seed for replanting. There is enough seed here for 4 farms 100 acres in size 17 to plant for 4 years in a row to feed a decent sized village. 6 - ebook readers that are extremely rugged filled with agriculture and animal husbandry infor- mation designed to be from simple to complex as well as simple to follow guides on how to build barns, coops, and greenhouses as well as how to build irrigation, etc…  these will require teaching from the starter ebook readers so they can read and understand basic knowledge first. 1 - small pelican case that is a frontier doctor in a box. It’s contents has 2 ebook readers that spe- cialize on medical and has a built in ultrasound device as well as a wrist component that will read temperature, pulse, blood oxygen, etc…  Many tools needed for the doctor as well as a pill press and other items needed to make the recipes in the ebook reader for aspirin, penicillin, and other important drugs needed to increase the overall health of the community. 1  - large case that contains 2400 rounds of .45ACP 1 - case with 6 trade packs and 1st contact cloth- ing such as ripped up jeans, heavily worn boots, worn and damaged  leather jacket, shirts etc. This community support cache will allow the team to set up a local law enforcement or militia that will be effective against animal threats as well as raider threats.  The whole kit will be able to set up a local doctor, a small school and get at least 2 farms going well.  It is not a drop off and “good luck” cache.  The team will have to spend time in the community getting them rolling. At least 6 months is needed, and they will have to continue to support the community for a couple of years before they would be able to be left on their own.  The above is a small enough amount to fit in a small team vehicle in one load to drag back to town.    A bit of details on the ebook readers.   Putting in regular books like the original Morrow caches would have consume lots of precious space that they just don't have,  technology pioneered by Morrow Industries has created extremely rugged ebook readers that use epaper that short of us- ing them as bullet shields or intentionally trying to destroy them they will continue to function for at least a 30 year time span in severe conditions,  longer if they are well cared for.    Power supply is a super capacitor system that the entire back of the unit is a solar panel that will charge it com- pletely in only 2 hours of direct sunlight.  The memory storage is not “flash” but instead a laser burned rom so memory degradation is not a problem.   Each unit can hold 10,000 books, some are generic education and entertain- ment and others are specific for a certain field.   There are special versions with added sensor connections such as the medical ebook tablet that has storage in it and can have a sensor plugged in to give them more information the connectors are surface pegs that are waterproof and re- quire no maintenance.   The medical tablet for example has a simple rugged rubber wristband that when connected will let the medical operator read basic health stats and it has a built in rudimentary ultrasound device to image internally. 18 What about a larger team?   Scale up the kit.   But if it’s a science team? They are supposed to set up and rebuild an area or even start a uni- versity, etc…   their community support caches would be quite large.   In fact I have gone as far as having the cache for one science team be a separate bolt hole that contained a large trailer packed with everything needed to set up a base of operations that was to become a central learn- ing location and lab.  A mars team may have a similar trailer that is a defense post or even a sec- ondary bolt home with that trailer and a couple of HMMV vehicles designed to run on biodiesel for the community to use themselves for security of the base.   Finally a  Science One team would have a couple of bolt hole sized caches as well as mars teams all designed to meet at a location to set up and defend a large university they are to build.      The important part is, out of the 5 caches, 2 should be community support caches.  They are a Morrow team not a death squad.  Their primary mission is to restore society, so their caches will reflect this. Details on the community support caches and how you should design your own are interesting.  Think of it this way,  what if a community had a major disaster and all local leaders are wiped out.  What would you need to get up and running again?  Let’s explore those in detail. Community Security support in a Box You can not have community security without communications.   Short range radios with a base radio that can act as a “repeater” to in- crease range and reliability.  So in the box would be a “command center” that would have a radio for command that has enough cable to run the antenna to the top of the highest structure they have.  This radio has a built in power supply and charges from solar panels.  It can run for the en- tire night under light use.  Radios for the patrols on the ground, again self contained with a crank to charge them, or they can be connected to the base and charged from the solar panel.   They are a single frequency, you can turn it on and ad- just volume.   Along with this would be a typical  army field desk filled with what a sheriff would need to manage a group of deputies.   Generic badges, polished stainless steel for deputies and polished brass for the sheriff  no writing on them.   Weapons and restraints for all as well as infor- mation on training for being a community peace officer as well as guidelines on handling disputes without force.  There would also be flare guns to call for help in case radio is not working or un- available.  Several ebooks on dedicated readers for police training.   How to shoot better, self de- fense, how to do investigations, and many more.  Designed to deliver basically a frontier level of law and peacekeeping with some modern tech- niques. Hospital in a Box This would be a large cache that is medical in na- ture only.  Lots of tools for basic medical for im- mediate modern aid.  But a whole half of the box is dedicated to sustainable medicine.   Simple tools for diagnosis including a microbiology lab, pharmaceutical lab and manufacturing, as well as items needed for surgical and care that are ex- tra durable as well as duplicates. There is enough here to set up a small hospital that can care for 20-30 long term cases as well as 20 per 19 day emergency cases for one year.  After that it will need to be resupplied.  The labs can start cre- ating medicines, and the documentation has enough there for a highly skilled blacksmith to start making some of the items needed as well as information on medical grade stainless steel.  If 2 years were spent and a suitable building was found a fully operational hospital could be cre- ated with the external support personnel to make it self sustaining for basic care at a level of medi- cine from the early 1900’s but with modern knowl- edge available.   Training a doctor completely will take much longer.  But even with basic training such a facility will dramatically reduce the mortal- ity rate of a community even with only 1900’s level of technology. 
 Farm in a Box Lastly we have the agriculture in a box system.  This ex- tremely large version would have tens of thousands of packets of seeds as well as an extreme amount of ebook read- ers and some basics to help get farms started.  Morrow In- dustries clear plastic rolls that do not degrade in UV light and have thin clear fibers running through them to resist ripping for up to 50 years. These rolls are designed to get several green- houses up and running quickly to extend growing seasons.   The same plastic can be used to make water tanks for rainwater storage for the greenhouses, this delivers a large thermal mass inside the greenhouse for temperature stabilization as well as a large source of water to make the crops survive dry seasons.  There is enough plas- tic inside a large cache to create 5 acres of greenhouses and 1000 gallon water stor- age for each ½ acre sized greenhouse.   If done properly yields will be increased dra- matically.   There is also enough PVC and stain- less steel pipe in the cache to sink 4 wells up to 500 feet deep with a large volume cast iron hand pump at the top.  Along with all this is also a blacksmith starting kit that has some hammers and other tools to get an forge functioning fast  so that more tools and plows and saws can start to be manufactured. I left out details so that you as the PD can create the kit you want your people to have.  Also the full details are really not needed unless you have an accountant on your team. Letting them know they can build X number of  greenhouses, etc… is enough.  Don’t let the game turn into “The Mor- row Accounting and Ledgers Project”. 20 SOLITARY MORROW Cold, damn cold... Joints stiff... Can’t move... Where am I? Blinding, flashing light in my face accompanied by a muted alarm. Getting warmer now, electrical humming and sparks. Morrow? Memories coming back now. They said the freez- ing process was safe, but they didn’t say any- thing about the thawing process. As the hatch began to open the tube’s emergency system tried to zap me one last time, got out just before caps overcharged and detonated with a bright blue plasma and the smell of ozone. I slammed the hatch shut on my pod, looked around the room. It's dark,with the dim flow of the emer- gency lighting only. I made my over to inspect the others, everyone else is still in cryo. I at- tempted to start the manual wakeup on each of the tubes, nothing. Opened the panel on one of the tubes, the wakeup control board is busted. I checked the board from my pod, fried. It must have failed while i was  a waking up. The tubes cryo functions are still working just the damn wakeup controls are fried. Looking over the con- trol boards I noticed that the serial numbers were almost sequential. Must have been a part out of tolerance, for it to degrade in only a couple of years. If only Sparks tube had activated first. Looked up at the nameplate on the tube “William C. Sparkman”  He could troubleshoot these boards. Referred to as Willie C. Sparks by others in the group that knew him before Morrow train- ing. Something he did his first year in Electrical school secured that moniker. Grabbed one of those shiny bags that Sparks al- ways kept electrical components in and put one of the control boards in it and took it over to the computer terminal. Turned on the terminal and swiped my badge to login. Attached the board to the diagnostic port. Fortunately it was an auto- mated process. After a few moments an error was displayed on the screen. 5 VDC = 0.14 VDC and a shortcut to the specification sheet for the TS5205. So I clicked on it, without even knowing what I was looking for. After skimming the docu- ment for what seem like hours. Saw something about capacitance aging and happened to glance down at the system time bar, 7/25/2167. After some quick math, that’s more than a cou- ple of years in cryo than we were supposed to be. We were only expected to be in for 3 to 5 years, but 150, no wonder the tubes were failing. Looking back at the spec sheet the TS5205 re- quires an output capacitor of a minimum of 2.2 𝞵 Farad, whatever a Farad was, after a 150 years I’d reckon that’s enough time to degrade below that value. I need to get out of here, see if there is some- where I can get help. Gathered my pack, checked my gear and threw the switch for one of the personnel exits, held my hand over my face as the sand came down from the hatch and made my way up the ladder. It's night time, I cover the entrance and survey the area. I look up at the sky to get a bearing, pick a direction and start walking, hoping to find a town. Full moon out, that helped,  How did the tubes wakeup systems fail? After a few hours i approach the edge of a settlement, no electrical lights, just campfires and torches. Everything looks so primitive. How long was I in cryo? Surely I can find what I need to get the other tubes controls working here, I wonder what passes for currency here, hopefully it’s not bottle caps or something dumb like that.   21 By Jason Brown Made my way into the settlement, found what looked to me a tavern, went inside almost expect- ing the cliche of everyone in the bar going silent and looking at me coming in the doorway, but that didn’t happen everyone kept to their own. Went up to the old man behind the bar and or- dered something to eat, traded something for it. Barkeep has a microwave he heated my meal in it. I played dumb. Asked him where he got a fancy contraption like that. He said a group of travelers a few years ago dressed similar to the way I am came through here, helped fix the place up and made them a couple of power generators too. I said it’s a microwave. He recalled that's what the travelers called it. Asked him if i could I take a closer look at it. He was afraid that I would break it. Tried to convince him I was part of the same group that came through here. He wanted me to prove it by fixing the large genera- tor that normally powered the settlement, it went out a few months back and all they had was the smaller one used to work the food heater. I agreed, only if he would let me look at the micro- wave latter. Managed to get the generator working and the barkeep allowed me to look at the microwave. It was just as I expected, the other Morrow team that came through her used parts from a cryo- pod and fabricated this microwave and they used the very same control board that I need to wake the others. Tried to explain to the barkeep that I really needed to borrow a part from it and at first he wasn’t having it, until I explained that I could use it to wake the others in my team and how we could help the city further. He offered a room for me to stay the night in if I could pay for it the same way as the other Morrow group did, with a chocolate bar. Who would have thought a freeze dried 150 year old chocolate bar could be more valuable than gold. The next morning I left the settlement with the working control board, in the shiny bag with the broken one. Made my way back to the bolthole, uncovered the entrance and went back down the ladder. Powered up the generator, so that I would have better lighting. Swapped the control board in Sparks’ tube first. Everything worked correctly. After Sparks got acclimated he woke the rest of the team. I explained to them what happened at the settlement asked what we could do to help them further. Sparks spoke up first said he had just the thing in mind, while looking at the busted control board in hand. We arrived at the settlement later that evening went straight to the tavern The barkeeps eyes were wide as we presented him with 4 working microwaves and the control board that he al- lowed me to use.  Sparks later upgraded the gen- erators, Gunner improved the settlements de- fenses and Sam fixed the water problems.    22 The CCC Central California Coast What can I tell you? As a trader in these lands the CCC is a safe place when you compare the cess pool of local warlords or the crazy monks of Baraba or the endless flooded ruins of the Bay Area. Add to that they have a smooth paved road and a working railroad, and I tell you it’s like heaven in comparison to the rest of the south or most of the north. The Farmers Collective of Sali- nas  is a bunch of rich Landowners and the poor peasants that till the land. The Soil is as rich as any I have seen and they actually export food through ships to the other lands around the area. Can you believe an area that can export food? Camp Roberts is the center of the CCC military and they still have actual running vehicles and pre war equipment. You say that's bullshit? No I swear to the Gods that I actually saw what they call a Tank once. And if you know the right peo- ple, you can even trade for actual ammo that can fit the old weapons. Heck if you know the right people, I heard you can get almost anything from certain quartermasters ( if you know what I mean ). They also patrol the roads and the boundaries of the CCC from any bandits or undesirables for the Farmers collective and for SLO. I heard that the soldiers from Roberts can be hired for most things, so if you need some muscle and you can pay, they might be what you need. Last in the CCC is SLO. I think the old title was “San Luis Obispo” but today it’s just SLO. It’s what they call a University town under the Faculty Senate and it runs most of the south from Morro Bay to Solvang. They are pretty friendly to traders and a good place to buy goods as they make a lot of interesting things. There graduates keep all the prewar gear working, and I heard that they are making machines that let people fly. I personally don’t believe it, and you know you can’t trust eve- rything that you hear on the road.” Introduction: The CCC came about during the regionalization and breakdown of the California government dur- ing the crisis of 2017 and the resulting nuclear exchanges. The important point about the CCC is that it is not one government but three differ- ent groups that work loosely together in order to control the region. Regions: North - Salinas - Farming - Salinas Farming Col- lective  “The Collective” Central - Camp Roberts State Government - Mili- tary dictatorship. “Roberts” South - San Luis Obispo - University Republic - “SLO” 23 By Clive Hendrick Central Coast - Underpopulated - “Coast”. 
 Prewar: The California Central Coast has long been a lightly populated who main products are agricul- ture and tourism from the state parks on the coast. It major feature of the area is Highway 101 that links Los Angeles to San Francisco. Once it was the primary road linking Northern and Southern California, but has largely been bypassed by the more direct Interstate - 5 in the central valley. The War and the Asteroid Strikes: With no major targets, the central california coast  escaped most of the warheads with the excep- tion of strikes at the Diablo Nuclear Power Plant and Vandenberg AFB in the far south. Because of the strong offshore wind currents (West to East ), it escaped all of the fallout from the Bay Area to the north and the Los Angeles region to the south which effectively boxed in the area from a refugee influx. The Asteroid Strike did lit- tle direct damage to the area, but the resulting tsunami caused major damage to the low lying coastal regions of morro bay and Monterey bay. The global cooling of temperatures from nuclear strikes and impact from the asteroid strikes again did little damage to this area as the sea regulated much of the changes, and the increase rain actually helped the region which before the war was semi-arid. Once the Tsunami from the Asteroid and hit the coast, it look years before the local population resettled the rich coastal farming lands around Monterey and some se- lected areas around Morro Bay, but abandoned much of the central coastal areas accessible by highway one do high maintenance needed and the sparse population. The Early Years: Within a year the population did fall by 40% do to hunger and widespread disruptions in trans- portation and infrastructure, but the catastrophic collapse seen in other areas did not happen. The reason why the area was able to weather the war and asteroid strike was isolation, geographical location, and a strong military presence. Civilian Government: This State Government ceased to exist almost as soon as the war broke out with both the state  capital and most major cities taking nuclear strikes. The local government in the california central quickly came under martial law from Camp Roberts and Fort Hunter Liggett. The stabi- lizing influence did much to help the region sur- vive more or less intact. With little in the way of any higher state government or a strong national government, the area more or less continued to function independently and over time became a completely independent of any national organisa- tions ( or the 4 to 5 National governments that claimed jurisdiction).   Military: The Region has two major Military bases used by the California National Guard (Camp Roberts) and the United States Army Reserve ( Fort Hunter Liggett ). Camp Roberts was built during world war two and is spread across 41,000 acres and is the center for California National Guard Training. It is a sprawling camp with only a small permanent support garrison but it is close to highway 101 and major rail lines. Fort Hunter Lig- 24 gett was also built around world war two and is the largest USAR base in the world ( 167,000 acres ) that is used to train US Army Reserve units in infantry, artillery, air, and tank combat. Un- like Roberts, there is a  permanent support garri- son as well as a large amount of equipment that was used for training. The California National Guard and USAR was already on High Alert be- fore the war started due to the upcoming Aster- oid Strikes in 2017 and the need to train units and pre - position equipment away from the coastal areas. At the time of the war parts of the parts of the 79th Infantry Brigade Combat team were at Camp Roberts for disaster relief training. On June 12th, 2017, The following elements were at Camp Roberts. 79th Infantry Brigade 1st Battalion, 184th Infantry Regiment
 1st Battalion, 160th Infantry Regiment
 1st Squadron, 18th Cavalry Regiment
 1st Battalion, 143rd Field Artillery Regiment
 578th Brigade Engineer Battalion
 40th Brigade Support Battalion
 At Fort Hunter Liggett 91st Training Division HQ group 
 3rd Brigade 356th Logistics Support Battalion U.S. Navy's 31st Seabee Readiness Group Elements of the 5th Armored Brigade were as- sembling at the Fort when the war started - 3rd Battalion, 362nd Regiment (Armor) “Stal- lions”
 2nd Battalion, 356th Regiment (Logistics Sup- port) "Red Ball”
 2nd Battalion, 362nd Regiment (Field Artillery) "Red Leg” ) After the first days of the war, the 79th Infantry Brigade spread out over southern areas of cen- tral coast areas trying to help with disaster relief as well as radiation containment from the strikes to the Diablo Canyon Nuclear Power Plant and Vandenberg AFB. The elements of the 5th Ar- mored Brigade moved out and attempted to sup- port the northern areas around San Jose but soon found out that with the amount of devasta- tion to the Bay Area there was not that much that they could do to help with the few resources at their command. Both units attempted to help the survivors the best they could but only  100,000 or so refugees from the North and South were resettled into the local farms and ranches that were desperate for manual labor as much of the infrastructure was destroyed by the EMP effects of the war. By 2018, the US Central Government and Military structure more or less collapsed as three different  leaders claimed to be president and their ability to affect more than regional resources ceased. Seeing the writing on the wall, the commanders at Camp Roberts and Fort Hunter Liggett declared that they would no longer accept commands from outside groups till there was a legitimate national government. Needless to say, as each region tended to its own, and fought for vital resources,  this never happened. 2018 Army Mutiny : Within the first year the stress of the relief work and the growing breakup of the national govern- ment caused a rift between the elements of the army command that wanted to go home to their ruined cities vs those that wanted to stay in the Central Coast Region. Some of the 5th Armored Brigade and National Guard units decided that in 25 comparison to other sections of the United States, were chaos and mass starvation was common, this area was more or less intact so they were in no rush to leave. It looked like a full scale munity might occur when calmer minds pre- vailed and elements of the Military that wished to leave were allowed to leave. In all about 70% of the National Guard Troops stayed with 60% of the 5th Armored Battalion. The rest headed off and disappeared from the area. A large armored element did leave and made it’s way back to Texas ( See Operation Lonestar ). The Middle Years: 2020 to 2120 The Middle years was one of stabilization and lim- ited rebuilding. Much of the electronics was per- manently lost, but with the knowledge of Cal Poly in SLO, the basic infrastructure was slowly rebuilt and maintained. By the mid 2020’s, the North and Southern areas chaffed and the con- tinuation of Martial Law and the imposed food supplies demanded by the Army to protect the areas from constant border skirmishes with ma- rauding bandits and hostile groups. After a se- ries of civilian strikes against the military, it looked like the remaining civilian and military gov- ernments were going to come to a head when compact was brokered by the mayor of the Northern Farmers Collective ( Salinas  ) allowed for the valley to be at peace with an barter sys- tem setup that more or less lasts till today. The north would provide Agriculture to Roberts while SLO would supply technical support would oper- ate the Oil fields and infrastructure in exchange for army protection of the region's governments. It is not a perfect system and hostilities still flare but it has managed to keep the peace for over 100 years. Now the main three power elites are actually repressing the new democratic move- ments in the population as all three governments are not interested in changing the status co. North: After years of hunger the and near subsistence living, the north managed to stabilize faster than the other areas due to the amazing rich soil and the larger population. As there was not the driving need to keep the cit- ies running and most of the population was spread out on the farms, this led to a slow but steady erosion of elected power from the larger cities to that of the Large Farms and Ranches that became the true power in the area. The Northern government soon fell under a char- ismatic farmer named Carlos Rodeos who was instrumental in organizing the local farm workers and refugee into work groups to keep the farms operational. With the local county government with little ac- tual power, The other larger farming and ranching families soon formed an elected council that elected Carlos to the title of Mayor. Today his de- scendants continue with that title today ( 150 years latter ). Middle: The Middle regions had little external problems in comparison to the southern regions. Slowly the Military command structure turned less from an merit based one into a inherited one with the sons of the officers and senior NCO pro- vided an inherited elite. By the 2040 it was com- 26 mon to see the same unit be commanded by the sons and daughters of the soldiers that started before the war. The Military did centralize its control and equip- ment to Camp Roberts from Fort Hunter Liggett. Over time Camp Hunter Liggett returned back to a large Cattle Ranch that still provides Beef to most the region and is a major source of wealth for the officers at Roberts. South: The south had a harder time that the north and the central regions as it had to deal with the last- ing effects of fallout as well as being closer to the refugee influx from the now safe to travel highway 101 to Santa Barbara. San Luis Obispo (SLO)  very quickly became the seat of the regional government and its leader- ship dominated the local politics. By 2030, the relative safety of the Salinas River valley drew more and more desperate people from the devastated Los Angeles region. The great fire of 2031 in Santa Barbara sent tens of thousands of people moving north following high- way 101 and threatened to overwhelm the fragile CCC governments. The Military had to clamp down of the area passes and roads and institute a strict immigra- tion policy. A small proportion of the refugee were settled in the less desirable ( and still dangerous from the fallout from the Diablo Canyon Nuclear Power Plant Strikes ) in the Santa Maria area while with the collapse of the Santa Barbara government, the more choice land around Solvang soon was annexed to the SLO government. This rejection of many of the refugee that were blocked at the tunnel around Las Cruces on high- way 101 and the mountain top along Highway 154 by the MIlitary. Many of the people were forced back to the Santa Barbara region and to this day results in many hard feelings. Recent History: Power has been consolidated in all three local governments. In the north, the top is an oligarchy ruled by the main ranching - farming lands with a lower tech- nology and education base. Camp Roberts recruits from the north and the south but has become a more or less military dic- tatorship for hire with the officer class a inherited title and the lower ranked NCO’s drawn from the lower educated masses. The South is ruled by SLO and the Faculty Sen- ate. It has an outward facing democracy but the real power lies in the faculty senate and its inher- ited members. 27 Many of the officer children do attend SLO as do the more wealth farming barons in the north so there is a far degree of contact between the lead- ers of the different regions. This has created a more or less stable ruling class with many fami- lies intermarrying. As mentioned below, in general, the rulers of the CCC have little interest in democratic change but there are those who fight for the rights of the common people. Over time, much of the northern farms and ranches fell under the charismatic leadership of a local rancher named Delgado who eventually formed NUEVESPANIA ( See below ). At the time, the collective barely noticed the change till the new kingdom started to actively expand into the border regions north of Salinas. Infrastructure: Land: Highway 101 is much smaller at 2 lanes but it generally a paved road from SLO to Salinas. It is a well worn gravel road from SLO south to the borders at the 101 and a poorer gravel road on the old highway 154. There is a 38 MW Gas turbine Power Plant near Camp Roberts that provides power to Roberts, SLO. The Gas - Oil Wells near Roberts also still pro- vide both Gas and Refined Oil to the region but it is heavily regulated by Roberts and is a source of wealth to the military. There is windmills that generate power for Sali- nas more powerful families, but most of the popu- lation is without electrical power. There is well main tended Diesel Train Railway that runs from just south of SLO all the way to Salinas. Sea: There is a minor port at Monterey that can take larger wooden ships as well as smaller tramp freighters. This is a known port of call for many of the Pacific region power bases and does brisk trade with groups from Los Angeles ( insert names from other module ), Latin America, south america, china, new zealand, and the australian city states. Small ocean capable wooden ships are com- monly made up and down the coast with a small shipyard in Monterey. Air: While there was small airports dotted throughout the region, over the last 150 years most airports have been abandoned with the remaining few pis- ton driven aircraft under the control of the re- gents board at the SLO County Regional Airport. A newer breed of aircraft have started to appear in the last few years which are made by a small company out of SLO, that resemble late 1920 air- craft in design ( mostly made from wood and can- vas ). These have been equipped and sold to Rich farming families for agricultural spraying and are proving to be a huge success. The Current Camp Roberts is experimenting with a small recon squadron of 3 planes and has com- missioned 4 more for the next year. The Military has high hopes that these will one day allow if to 28 project greater power up and down the coast and allow for it to push eastward to reclaim areas in the central Valley. Communication: There is a Telegraph system to various outward facing regions and an active telephone line that follows Highway 101 from SLO to Salinas. There is a Commercial AM Radio Station on the hills of SLO that broadcasts a single that can be heard for about 100 miles around. The play local news and a mixture of music from various pre war groups ( mostly on vinyl records ). Technology: LAND: The rural society is more or less horse drawn with limited mechanized support mostly in the way of tractors on the well to do farms in the north. Internal Combustion Engines are well known, but rarely used as the cost to keep them up means only the wealthy use them. Camp Roberts has the largest amount of pre-war equipment that still runs but they use it rarely as their reserves of spare parts is limited. The workshops of SLO have produced in limited qualities internal combustion engines for the new aircraft and for reconditioned cars, but they have not been able to built engines at the same power or reliability of the prewar designs. Most of the working designs are closer to the 1940’s in com- plexity with little in the way of electronics. Train travel is commonplace up and down the val- ley and reasonably inexpensive for the middle class but quite expensive for the poor. In the last few years, they have added train lines to Morro Bay and Monterey Bay to support the growing shipping and tourism of the more well to do. The Diesel Train transportation for goods is com- monplace and is the real driving force for the trains continued operation. Most of the population does not travel and more than 70% of the population will have never trav- eled more than 30 miles from where they are born. SEA: SLO engineers can work on the more simple pre- war internal combustion ship, but the workshops at Montery do not have the ability to do more than rebuild existing ships engines. The sea port at Monterey does have a small ship- yard running by a shipping company from SLO. It is are only capable of producing ships smaller than 150 tons. Steam Engines can be produced in the workshops of SLO then shipped by rail to the shipyard for special orders but are common on the more well to do coastal merchantmen. While building an iron ship is possible, the lack of cheap iron sources means that the cost would be prohibitive for the common merchantman so most ships are built from wood with Iron sup- ports. Next Up. - The - Salinas Farming Collective and The University Republic of “SLO” 29 The Melitia The boots, really.  The knee high jackboots, well polished, of the offi- cers, when they would drink brandy and laugh about skirmishes in his fathers cafe in Loisville, had been his first real impression of them.  Sometimes the jackboots had been muddy or scarred, fresh from the field, and the men that wore them filthy and wearily battered by what- ever it was that had they had contested against.  The floor of the cafe was gouged deeply by the hobnails, and dents testified to the stomping along with the drinking songs until one imagines the cafe floor as one vast instrument for the playing of The Gunner's Daughter.    He loved the natural swagger that the boots lent their wearers, whether they were in ripped field smocks or dress blacks, and they way they spilled their wages on the tables for drink, food and gambling, or to bait over the best whores the cafe had.  Then it was the felt berets.  Red for tankers, green for infantry, black for artillery.  And the sil- ver snakes on the lapels of the dress blacks, starched to an impervious sheet of flawless cloth.  As a boy, he had loved it all.  As he aged, he learned more about them.  Watched them brand the palms of a newly commissioned Gun Captain, or the gauntlets formed to welcome the new infantry officers with rods and knotted ropes.  Once, they even performed a Tanker blood pinning before my wide open eyes, and the officers swore honor and victory over burning glasses of shine.  They would come in on paydays, to sheepishly buy their tabs back from my father, who kept the ledger book under his hanging saber over the tile stove, an ever present reminder that he was a Re- tiree, and that refusing a tab was never acceptable for a gentleman.  I could not wait for my turn, and at six- teen, with my fathers blessing, I joined the Infantry, 2nd Battalion.  I was already a veteran of the Junior Ranger program, and had served as a orderly for a few months to one of my fathers former cadets.  Three days later, as I waded through the in- fested sludge of a nameless stream, eyes sting- ing from the pepper spray, I was nearing the end of my pride.  The sergeants had us chanting “The Militia is my Homeland, I will have no other!” as we lugged the infamous honor trees on our ach- ing shoulders.  I had slept only five or six hours since getting to Camp Bravo for Infantry Basic.  When I went through Tank Scout school a year later, I would wistfully remember the good old days of Basic with a fond sigh.  But I was far more prideful by then.  I was already Infantry; had accepted the full weight of my family name and heritage, and the two made me lust after a Tank Scouts brier pin of my very own.  But all that was a decade ago, and nearly end- less frontier conflicts and long emergencies have faded that pride somewhat and even replaced it with a amused fatalism.  I too have bought the 30 By Doc whores and drinks of the veteran cafes, and had both fail to blot out the stink of flame-thrower burned villages.  Now, I am sustained by a businesslike jaded- ness, one that I have built brick by secret brick from the unspoken wreckage of civilization.  I have personally led punitive expeditions, brokered peace deals with warlords, and shot every tenth member of a town once because they couldn’t pay the taxes without starving.  All to preserve the Homeland.  All to tame un- checked aggression.  All to save my comrades from violent ends.  I’ve seen the other end too, the darkness that rules outside the hamlets of the Militia Zones.  Human bones cracked for marrow,  soldiers slowly tortured by tribal children as their elders cheered them on, slave markets and whole groups wiped out over petty feuds.  I’m 28 years old now, and have slaughtered for the Militia for nearly half my life.  I drink too much, something my father mutely despairs over.  I’m a Gomez, a jumped up family with no preten- sion to the status of Lordship or Captaincy.  Our hands are the ones usually soiled by the endless skirmish of the frontiers.  I live alone in a room over the cafe.  I laugh into my brandy.  It’s a soldiers life.  And tomorrow I lead a tax train to the east to handle Villanueva, Yartigan, and Colson.  The blacksmith in Colson should have my double rifle ready.  I dimly anticipate this as Sergeant Soong enters the cafe, striding in his silent boots to my table.  Crisply snapping to attention, he awaits my re- turn salute, which I begrudgingly give.  “Report,” I mutter into my glass.  Soong doesn’t relax a bit.  The man would stand attention while burned at the stake.  “Lieu- tenant, the preparations are finalized for the train.  All details are here, sir.”  He thrusts the Clip- board at me.  I shudder inwardly, but take it any- way.  I even set my glass down to leaf through it.  I’m shocked by how few of my requisitions have gone through.  Not only have I been de- clined for a Scout Dragoon diamond, but both gun cars.  My Marauders can’t handle security, crowd control, labor AND all reconnaissance work, especially not at speed.  A tax train is a slow moving, ungainly beast made up of oxen and men.  Held after the harvest, the roads are invariably mired in the September rains.  It is a ripe target, and we will be carrying the accumula- tion of three hamlets as well as Agroville 4.  Nor- mally, I post ludicrous demands for mission requi- sition; assuming I will get a third of it and still have what I really need.    The liquor burned from my blood as I poured another glass before shoving it to Soong.  “Drink that, Sergeant, and give me the Intel roll.”  Soong still doesn’t relax, but slaps the roll into my hand before snatching up the glass.  I don’t take the time to enjoy this brief humanity of this before I quickly inspect and then break the wax seal ravens of the intel branch.  Soong is long done with his drink by the time I finish my brief scan of the document.  Atypical signals traffic?  Illicit motorized river movement?  Advise strong caution in regions adjoining tribal sector?  “Three bottles for the road, please.  Give them to Sergeant Soong.” I called, donning my field jacket.  “Sir?”  “Apple brandy is the fuel that fires the Kitchen.  And we need more than this fucking roll.”  During the Founding, General Maxwell would convene his officers, scouts, spies, and local in- telligence sources in the large farmhouse that served as his HQ.  And there, around a vast har- vest table his men had hewn with axes, they con- vened for intelligence sessions in the kitchen.  In- tel Branch has been informally called the Kitchen ever since, 31  I’ve been part of the system long enough to know how to work outside channels when neces- sary.  However, while my brandy was eagerly ac- cepted, additional info was sparse.  In fact, it was non existent, hidden carefully behind the vis- age of none other than her Ladyship Filma Branch, of Tank Lord fame.  And for her to stir from her lair meant I was pushing some serious boundaries.  She sent forth her most withering legion of stares, and I, no fool, withered appropri- ately.  I have crossed the Lady Filma more than once, and will likely do so again.  However, such things are not done without due consideration.  This is too much resistance; often enough intel holds back just to support some house feud or to gain bribes, but holding things this close to the chest meant heat from higher up.  And to be too bold could have outsized consequences.    “Soong, we are assigned the Albertson Hamlet loop same as last year, correct?” I queried.  Soong dutifully following exactly one stride be- hind answered immediately.” Yes sir!”  Albertson bordered the eastern tribal sector, but 2nd Battalion had performed its brutal work in that area only five years ago.  It was doubtful that the tribes would be ready for another dose so soon.  I was lost in thought when I realized I was heading to the stables without really choos- ing to do so.  The dashing officers of my childhood, who would let me sip from their glasses and run er- rands for coins, had always imparted what wis- dom they thought I should know.  One of the best was this:  There are enemies inside the wire same as without.  Intrigue and plot was how the Houses of the Mi- litia kept and exchanged power.  There are rules, of course, but much leeway available for those looking for it.  A mustang officer, one who earned their stripes by merit rather than family connec- tion, is a useful pawn in those conspiracies, as few will go to war for them.  I want to see the oxen, every wagon, every sol- dier for myself.  If I am to be made sacrifice in some game, than I will be a expensive piece to take from the board.  MY plans were gaming out in my mind as I turned to Soong.  “Fetch a bottle of devil's tea and rouse Fournier and his squad.  Instruct him to tell no one where he is going and to get here soonest. We have a long night ahead.” 32 Detailed Weather Weather can be a bit fickle and a pain in the butt for the PD but it doesn’t have to be. There are things you can do to make keeping track of the weather easier and make it more realistic. Now this does not mean you as the PD can not control that weather and make it storm when you want it to. No you will ALWAYS have that ability and I suggest you use that god gift. This is for when you want to not bother but you have players that ask “whats the weather like?” Typically I start with what it is outside when they ask in real life unless I want them to be in a different climate or season. I then roll a D6 each time in game that any real time has passed.. 1 or 2 temperature dropped. 3 or 4 it stayed the same. 5 or 6 temperature went up. You can also use fudge dice for this as well (I love abusing other games dice for 33 D% Weather (Winter) Cold Climate (Spring + Fall) Temperate Climate (Summer) Warm Climate 01 - 70 Normal Cold and calm for 2D6 days Normal for 2D6 days Warm and Humid for 2D6 days 71 - 80 Abnormal Cold Snap <74 or Heat Wave 75> for 3D6 days Cold Snap <74 or Heat Wave 75> for 2D6 days Cold Snap <74 or Heat Wave 75> for 2D6 days 81 - 90 Inclement Snow 1D6-1 inches Wind=3D6+5 Precipitation 1D6/2 inches wind 2D6 rain with scattered thunderstorms 2D6/2 inches wind 3D6+5 91 - 99 Storm Snowstorm 3D6 inches wind 5D6+10 Thunderstorm 1D6 inches wind 4D6+5 Thunderstorm 1D6 inches wind 4D6+5 100 Powerful Storm Blizzard 6D6 inches wind 6D6+15 Severe Thunderstorm with tornados 2D6 inches wind 5D6+20 Extremely Severe Thunderstorm with tornados and very active lightning 4D6 inches wind 6D6+30 my Morrow Needs!) I then simply keep track on my story notes or in the GM/PD software I use what the temperature was at that time. really simple. If it become night, drop the temperature by 10 de- grees. if it was night and becomes day? increase it by 10 degrees or more if you want it to be a hot day. If you want more tables to choose for you, roll on the big weather table here! Cold snap drop the temp by 20. Heat wave increase by 20! (Fahrenheit not Celsius... if you use Celsius then a drop of 20 would be drastic while an increase of 20 will cook them. Cut those to 10 and 10 for Celsius and a 5 degC change from night to day)
 Wind speed and listed conditions match the first weather type in the list. Weather starts 2D6 hours after weather check. Temperate Climate nor- mally includes forest, hills, marsh, mountains, plains, and warm aquatic. Marshy regions are warmer in winter on aver- age. The temperate average (Avg) is based on the sea- son – mid-winter = 20, mid-summer = 70, mid-spring & mid-fall = 50. The desert average (Avg) is based on the season – mid-winter = 78, mid-summer = 98, mid-spring & mid-fall = 88. Abnormal weather lasts 3D6 hours. A desert cold snap brings a single light cloud, with 4D6 minutes of rain, and then dissipates. Inclement weather typically brings precipitation, which lasts for 2D6 hours. Precipitation is in the form of Fog (01-30), Rain/Snow (31-90), or Sleet/Hail (91-00) when the temperature is 30 degrees or less. Hail will last only 2D6 minutes with 1D6 hours of rain. Storms last 2D6-1 hours. Any thunderstorm occurring in a relatively open area has a 10% chance of spawning a tornado 2d6+10 minutes before the storm hits an area. If a raint storm lasts 5 hours or more, there is a 50% chance it will upgrade itself to a full-fledged thunderstorm. A non-upgrading rain storm has a 30% chance of being followed, 2d10 minutes later, by a downpour lasting d4 hours. Powerful storms: Blizzards last D6-2( round up) days. Windstorms last D6 hours. Hurricanes last 2D4 days but will affect a single area for only 5D6+18 hours if near the center of the storm. If near the edge of a hurricane, it will last only 3D6+6 hours. Tornadoes last only 2D6+6 minutes and the thunderstorm that creates tornados will sprout D6+1 funnels. Typically, only D6\3 will have enough power, or touch the ground long enough, to be truly destructive. 34 Tornado – A tornado’s base moves 4D6 mph (Movement Rate of 3D6 x10) each round. The top moves in one direction only. The base can move in a 180-degree arc centered on the general direction of move- ment (use d10, treat a roll of 10 as a roll of 5, a 2 indicates same direction as tornado top, a 4 indicates 9 o’clock movement, a 6 indicates a 3 o’clock movement 5 means it goes back to the center it can move 3D6 meters from the center).
 All flames extinguished. Ranged and siege attacks, and listen checks, are impossible. Characters are sucked toward it unless they can grab something that is solid. Standard strength check at this point. Once sucked in one takes 2d6 damage per round for 2d6 rounds and then is ejected at a height of (2d4+2) x 5 meters.
 
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textdata/thevault/Morrow Project, The/Magazines/The Morrow Project - The Project 02.pdf
Le Tournoi d’Automne / par Matsu Hanchiko 1 http://www.sden.org/jdr/l5r/ Le tournoi d’automne Par Matsu Hanchiko. Acte I : Le tournoi C’est le milieu de l’automne, et Rokugan entier attend l’hiver : l’ennui règne presque partout et la moindre occasion de se distraire est accueillie avec soulagement. En l’occurrence, une des familles du clan a invité les noble nés à profiter de la douceur de ses jardins et de son palais. La crème du clan a fait le voyage, amenant de courageux bushis et de belles demoiselles : des promis au mariage vont faire ici leur première rencontre. Des invités extérieurs sont présents aussi, venus des clans amis. Au cours de cette semaine de réjouissances, les PJ pourront mener diverses activités : escorter un personnage important (subir éventuellement ses caprices et son coté "pourri gâté"-il/elle peut par exemple se perdre dans le palais...) ; ou bien devoir arrêter des bushis trublions et ivrognes s’en prenant à des heimins ; ou encore découvrir et chasser des ennemis du clan venus faire du grabuge. Ou bien tout à la fois, c’est selon. Quoi qu’il en soit un des PJ rencontrera par hasard une cousine éloignée, Hanko. Celle ci a été amenée par ses parents, seigneurs d’une terre isolée, qui espèrent qu’elle sera remarquée par une famille aisée lors des réjouissances. Seule et pleine d’ennui, elle demande à son cousin d’être son samuraï lors du tournoi des jeunes bushis (d’autres tournois opposent les personnages plus expérimentés). Le tournoi se déroule sur trois jours, par demi-journées : Première demi-journée : Equitation et tir à l’arc. A l’issue des épreuves Hanko se plaint timidement de ce qu’un rônin à l’air louche a rôdé derrière elle. Deuxième demi-journée : Athlétisme et Iaijutsu (avec boken). Le lendemain matin Hanko se plaint de ce que le rônin l’a suivie alors qu’elle rentrait à ses appartements, et est resté devant sa fenêtre quelques temps. Troisième demi-journée : Bataille (150 bushis armés de bokens s’affrontent). Après la bataille les vainqueurs sont récompensés, tout le monde se soigne, puis les 150 bushis se saluent afin de montrer qu’aucune animosité ne reste entre eux du fait des joutes. Puis c’est le soir de clôture, avec un grand festin et des feux d’artifice. Ici les épreuves sont différentes : le MJ a toutes latitudes pour faire intervenir les compétences de "danse", "barde", "étiquette", "courtisan"... en tenant compte de l’alcool ingurgité (une fois par heure volonté vs ND 5 + 5 par heure : l’échec indique que les PJ ont cédé aux sirènes et ont commencer à s’en mettre une de derrière les fagots : constitution contre ND 15, sinon tous les jets se font avec +5 au ND (y compris le test de volonté de l’heure suivante... et le test de constitution... attention le PJ peut finir très mal... Un jet d’honneur contre ND 15 est nécessaire pour que le PJ cesse de se remplir de shochu...) Note de Matsu Hanchiko : Le tournoi et la fête sont encore très axés sur le "rôle" mais puisque mon maître ne m’en dit rien je suppose que cela lui plait... Note de Sendoshi : Je ne sais pas qui est le sensei de Matsu Hanchiko, mais il a de quoi être fier. Acte II : Le marché de Jaïo Quelques jours plus tard le PJ est contacté par sa jolie cousine. Celle-ci est retournée sur les terres de ses parents. Or une bande de brigands a cerné leur petite forteresse et, pire encore, son père a été capturé alors qu’il commandait une sortie. Le marché est simple : Hanko doit se livrer au rônin commandant les brigands qui, en l’épousant, deviendra l’héritier de son père (qui n’a que Hanko). Celui-ci a d’ailleurs lâchement accepté le marché et prié sa fille de céder. Hanko a dépêché une servante par un souterrain, porteuse d’un message pour son cousin. "Mon doux cousin, Je viens me jeter à vos pieds pour implorer votre secours. L’horrible rônin dont je me plaignais au tournoi est en passe d’accomplir un forfait dont l’ignominie me pousserait à me priver du plaisir Le Tournoi d’Automne / par Matsu Hanchiko 2 http://www.sden.org/jdr/l5r/ de la vie, si je n’avais une lueur pour me redonner courage. La nuit m’a surprise rêvant de cette merveilleuse semaine. Nos terres sont coupées du monde et une armée campe aux pieds du palais. Mais il y a pire, et mon coeur se soulève à cette idée. Mon père, prisonnier de cette racaille, a conclu un marché abominable avec leur chef. Je dois sortir d’ici et lui livrer ma chair afin qu’il devienne mon époux. Alors il deviendra l’héritier de mon père et lui rendra la liberté. Je sais que je ne suis qu’une jeune femme de province et que vous avez à vos côtés tous les plaisirs de la société. Mais je vous en prie mon cousin très cher, faites quelques chose car vous êtes mon seul espoir. Dans une semaine le soleil se lèvera sur mon corps sans vie, car si vous m’abandonnez mon esprit quittera le monde des vivants. Hâtez vous mon cousin, je prie les fortunes pour qu’elles vous aident au mieux. Votre lointaine cousine, Hanko" La servante a mieux analysé la situation : 60 brigands assiègent la forteresse, et d’autres tiennent les voies de communication. Plusieurs options s’offrent alors : Le PJ ne bouge pas : Bravo l’honneur ! Au bout de quelques jours tout le clan apprend que Hanko va se marier (elle ne se suicide pas...), mais quelque part une servante connaît un secret bien gênant... Le PJ part seul pour défier le rônin : Il est capturé et exécuté devant la forteresse, et Hanko se précipite du haut des murailles. Le PJ est intelligent : il part voir ce qu’il peut faire sur place. Il peut déjouer les gardes et tuer le rônin : ses hommes se disperseront mais les villages seront tous pillés. Le PJ est malin : il implore l’aide de la famille. Le daimyo accepte de lui fournir 50 hommes d’armes (holà ! pas des bushis, hein !), et c’est tout. En effet il/elle considère qu’il appartient à chaque daimyo local de défendre sa terre. En l’occurrence cela n’a pas de conséquence sur les limites territoriales du clan, donc il se débrouille... Avec une armée c’est plus simple, puisque les PJ auront toujours un avantage numérique (25 hommes pour entrer sur les terres, puis une troupe d’une quarantaine, réunis à la hâte, puis les 60 que Jaio commande personnellement sous les murs du château). Notes de Matsu Hanchiko : Pour la lettre, petit effet de style : écrire ce message d’un écriture fine sur une feuille imitation parchemin et légèrement parfumée... Pour la suite, faire une carte des terres du père d’Hanko : c’est un petit domaine de 10 km par 10 environ, avec 4 ou 5 villages et un palais. Il se trouve dans une région enclavée et comptant peu de voies d’accès (ex : nord est des terres du dragon, extrême nord de la licorne, ...). Deux routes y mènent, chacune gardée par 25 hommes, plus une quarantaine disséminés et gardant les villages. De fait c’est le rônin Jaio, ex- bushi du crabe, qui est parvenu à fédérer plusieurs bandes de brigands, leur promettant la fortune (il a menti bien sûr, le domaine du père d’Hanko rapporte bien peu). Pour la bataille, un peu de stratégie militaire ne peut pas faire de mal... mais le MJ doit avoir une idée précise de la guerre vécue par des samurai : je conseille humblement la lecture d’un roman : c’est Shogun que ça s’appelle et c’est bourré de trucs sur la guerre, l’honneur, les ninja, le seppuku, et le sexe aussi (très important dans un jeu de rôles). Note de Sendoshi : Mince, j’ignorais ça... On m’aurait menti ? Acte III : L’Amour vient après la Haine Si le cousin met les méchants en fuite, le père d’Hanko en fait son karo, avec pour mission de nettoyer la province et de rétablir l’économie. Pendant ce temps Hanko s’arrangera pour passer un maximum de temps avec lui (dîner tous les soirs, promenades douces dans les jardins, etc...). Ils finissent donc bien par conclure, d’autant qu’Hanko est prête à prendre les choses en mains si son cousin se montre trop balourd (il peut être utile d’avoir un dessin d’une superbe Hanko à donner au PJ). Mais une famille fait savoir que l’un de ses jeunes hommes est à marier : le père accepte aussitôt. Le prétendant arrive : c’est un jeune coq arrogant. Dès lors le PJ va devoir une relation amoureuse avec une femme mariée, avec pour problème supplémentaire le fait qu’il reste karo en fonctions... à moins de dissuader le prétendant de conclure l’union.
textdata/thevault/Legend of the Five Rings/LANG/[FR]/Sc_narios/L5A - Adv - Le Tournoi d_Automne.pdf
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textdata/thevault/Living Greyhawk/Modules/Tusmit/592/Normal Scenarios/TUS2-07 - Fallen From the Sky (APL 2-6)/TUS2-07 - Fallen from the Sky.pdf
¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege Awarded to active military or veteran PCs who participated in a successful mission to deliver the message calling f o r r e i n f o r c e m e n t s , t h i s commendation reads, "The character above is hereby Commended for action above the call of duty in delivering a vital message across enemy lines, saving the lives of other soldiers and preserving an important military position." CCCCoooom m m mm m m meeeennnnddddaaaattttiiiioooonnnn GP Value: N/A Weight: Use Restriction: Unusual Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege 22220000 M M M Maaaasssstttteeeerrrrwwwwoooorrrrkkkk aaaarrrrrrrroooowwwwssss GP Value: 140 gp Weight: 3 lbs. (all 20) Use Restriction: Common Tradeable: YES Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege M M M Miiiigggghhhhttttyyyy m m m maaaasssstttteeeerrrrwwwwoooorrrrkkkk ccccoooom m m mppppoooossssiiiitttteeee sssshhhhoooorrrrttttbbbboooowwww ((((++++2222)))) GP Value: 525 gp Weight: 2 lb Use Restriction: Common Tradeable: YES Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege Awarded to active military or veteran PCs who participated in a successful mission to deliver the message calling f o r r e i n f o r c e m e n t s , t h i s commendation reads, "The character above is hereby Commended for action above the call of duty in delivering a vital message across enemy lines, saving the lives of other soldiers and preserving an important military position." CCCCoooom m m mm m m meeeennnnddddaaaattttiiiioooonnnn GP Value: N/A Weight: Use Restriction: Unusual Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege Awarded to active military or veteran PCs who participated in a successful mission to deliver the message calling f o r r e i n f o r c e m e n t s , t h i s commendation reads, "The character above is hereby Commended for action above the call of duty in delivering a vital message across enemy lines, saving the lives of other soldiers and preserving an important military position." CCCCoooom m m mm m m meeeennnnddddaaaattttiiiioooonnnn GP Value: N/A Weight: Use Restriction: Unusual Tradeable: NO Total Bonus: ¤ and “ designate trademarks of Wizards of the Coast, Inc. ' 2000 Wizards of the Coast, Inc. This certificate is the property of Wizards of the Coast and has $0 actual cash value. has acquired the following in the scenario Under Siege Awarded to active military or veteran PCs who participated in a successful mission to deliver the message calling f o r r e i n f o r c e m e n t s , t h i s commendation reads, "The character above is hereby Commended for action above the call of duty in delivering a vital message across enemy lines, saving the lives of other soldiers and preserving an important military position." CCCCoooom m m mm m m meeeennnnddddaaaattttiiiioooonnnn GP Value: N/A Weight: Use Restriction: Unusual Tradeable: NO Total Bonus: If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. If this certificate is traded, a full record of the transaction must appear on the back. The record must include the player name, character name, and RPGA number of both the person traded from and the person traded to. Trade information must be legible. A questionable or illegible trade record is grounds for the certificate’s immediate disqualification from play. Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention Judge Signature RPGA # Date Convention
textdata/thevault/Living Greyhawk/Modules/Gran March/591/Normal Scenarios/GRM1-05 - Under Siege (APL 2-6)/GRM1-05 - Under Siege Certs.pdf
CHARACTER GENERATION OVERVIEW 1. Pick character type. 2. Roll 3d6 in order for the following abilities: Radiation Resistance, Constitution, Dexterity, Strength, Mental Resistance. Humans also have a Leadership Potential ability. 3. Roll a d6 for each point of Constitution and sum to determine maximum hit points. 4. Determine melee damage modifier for Strength. 5. (Mutant) Roll a d4 once for number of physical mutations and once for mental mutations. Player picks mutations from list. 6. (Mutant) Character either has at least 1 physical or mental defect (determine randomly), or one of each if character has 5 or more mutations. 7. (Human) Judge determines starting equipment. Mutants start with nothing. PHYSICAL MUTATIONS & DEFECTS MUTATIONS MUTATIONS DEFECTS 1 Taller 16 Physical reflection 31 Multi-armed, 1-10 (no control) 2 Shorter 17 Partial carapace 32 Body structure change 3 Out sized body parts 18 Total carapace 33 Skin structure change 4 New body parts 19 Heightened smell 34 Hemophilia 5 Poison claws or fangs 20 Heightened hearing 35 Bacterial nonresistance 6 Multiple body parts 21 Heightened touch 36 No sensory nerve endings 7 Regeneration 22 Heightened vision 37 Poor respiration systems 8 Gas Generation 23 Heightened taste 38 Diminished senses 9 Quills 24 Heightened dexterity 39 Attraction odor 10 Gills 25 Heightened strength 40 Near-sightedness or double vision 11 Chameleon powers 26 Heightened precision 41 No resistance to poison 12 Radiated eyes 27 Heightened balance 42 Double effect of physical forces 13 Electrical or hear generation 28 Wings 14 Sonic abilities 29 Shapechange (reptile/insect/all) 15 Light generation 30 Density control (self) MENTAL MUTATIONS & DEFECTS MUTATIONS MUTATIONS DEFECTS 1 Heightened intelligence 20 Charismatic effect 38 Complete mental block 2 Mental paralysis 21 Magnetic control A. Technological 3 Teleportation 22 Density control (others) B. Robotic 4 Levitation 23 Mental transparency C. Plant type 5 Telepathy 24 Absorption D. Animal type 6 Mass mind 25 Molecular disruption 39 Fear impulses for types 7 Precognition 26 Time field manipulation 40 Mental defenselessness 8 Illusion generation 27 Death field generation 41 Multiple damage 9 Mental control 28 Planer travel 42 Epilepsy 10 Telekinesis 29 Will force 43 Poor dual brain 11 Force field generation 30 Mental control over physical state 44 Anti-leadership potential 12 Repulsion field 31 De-evolution 45 Anit-reflection 13 Mental blast 32 Telekinetic arm 14 Mental defense shield 33 Dual brain 15 Reflection power 34 Heightened brain talent 16 Pyrokinesis 35 Military/scientific/economic genius 17 Cryogenics 36 Temporal fugue 18 Weather manipulation 37 Intuition 19 Life leech MELEE MODIFIERS Strength Score Damage Modifier 3 -4 4 -3 5 -2 6 -1 7-13 No change. 14 +1 15 +2 16 +3 17 +4 18 +5 RADIATION EXPOSURE  Radiation chart shows amount of d6 of damage after 1 melee combat turn. Every round of exposure, the targets Radiation Resistance goes down by 1.  D represents instant death after round. There is a 20% chance that a player or creature is mutated instead if dying. Judge randomly rolls 50/50 chance of mental or physical mutation. Then, roll on entire chart of mutations including defects.  NE is “no effect”.  Radiation damage carries a chance of mutation. For each die of damage, there is a 1% chance. The mutation manifests in 7 days. (p 10)  True Humans who become mutated lose leadership potential. RADIATION INTENSITY LEVEL 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 3 1 2 3 4 5 6 7 8 D D D D D D D D 4 - 1 2 3 4 5 6 7 8 D D D D D D D R 5 - - 1 2 3 4 5 6 7 8 D D D D D D A 6 - - - 1 2 3 4 5 6 7 8 D D D D D D 7 - - - - 1 2 3 4 5 6 7 8 D D D D 8 - - - - - 1 2 3 4 5 6 7 8 D D D R 9 - - - - - - 1 2 3 4 5 6 7 8 D D E 10 - - - - - - - 1 2 3 4 5 6 7 8 D S 11 - - - - - - - - 1 2 3 4 5 6 7 8 I 12 - - - - - - - - - 1 2 3 4 5 6 7 S 13 - - - - - - - - - - 1 2 3 4 5 6 T 14 - - - - - - - - - - - 1 2 3 4 5 15 - - - - - - - - - - - - 1 2 3 4 16 - - - - - - - - - - - - - 1 2 3 17 - - - - - - - - - - - - - - 1 2 18 - - - - - - - - - - - - - - - 1 D = Death - = No effect MENTAL ATTACKS  For every 5 aggressive mental attack “a being survives and resists successfully”, its mental resistance goes up 1 point to a maximum 18. However, the power of mental attacks always uses the original mental resistance ability score. (MA, pg 10)  A mental resistance of 12 is required to have more than 1 mental mutation. (MA, pg 10)  Any being or mutation without a stated mental resistance has a mental resistance of 3. (MA, pg 10) MENTAL STRENGTH CHART MS MR 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 3 10 9 8 7 6 5 4 3 * * * * * * * * 4 11 10 9 8 7 6 5 4 3 * * * * * * * 5 12 11 10 9 8 7 6 5 4 3 * * * * * * 6 13 12 11 10 9 8 7 6 5 4 3 * * * * * 7 14 13 12 11 10 9 8 7 6 5 4 3 * * * * 8 15 14 13 12 11 10 9 8 7 6 5 4 3 * * * 9 16 15 14 13 12 11 10 9 8 7 6 5 4 3 * * 10 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 * 11 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 12 - 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 13 - - 18 17 16 15 14 13 12 11 10 9 8 7 6 5 14 - - - 18 17 16 15 14 13 12 11 10 9 8 7 6 15 - - - - 18 17 16 15 14 13 12 11 10 9 8 7 16 - - - - - 18 17 16 15 14 13 12 11 10 9 8 17 - - - - - - 18 17 16 15 14 13 12 11 10 9 18 - - - - - - - 18 17 16 15 14 13 12 11 10 * - autosuccess ‘-’ - no attack possible FOLLOWERS  Only true humans can have followers.  Maximum of 1 mutated being and 1 mutated human at a time.  Player may not give up a mutated follower. (MA, pg 11)  Gifts can increase chance of obtaining a follower. (e.g. +10% bonus for gifting slug projector). (MA, pg 11)  Secret morale roll (3d6) after follower acquired. (MA, pg 23) LEADERSHIP POTENTIAL Leadership Potential % friendly mutated being follower % friendly mutated human follower Max human followers 3-4 0 0 1 5-7 0 0 2 8-11 0 0 3 12-14 0 5 4 15 5 10 5 16 15 15 6 17 20 30 10 18 25 45 12 LOYALTY Loyalty Score Morale 3 Will desert at first opportunity 4-6 -2 on morale check 7-8 -1 on morale check 9-12 No change 13-14 +1 on morale check 15-18 Never need morale check MORALE CHECKS  Roll 2d6 to determine reaction of encountered creatures or followers in combat. MORALE Roll Reaction 2 Immediately attacks 3-5 Hostile 6-8 Uncertain 9-11 Friendly 12 Accept offers, Loyalty +3 POISON  Constitution determines poison resistance (MA, pg 11) POISON CHART Consitution – Poison Strength = Result Result Effect 0 or less Death unless antidote within 2 turns 1 3d6 damage 2 2d6 damage 3 1d6 damage 4+ No effect TECHNOLOGY COLOR BANDS  Color-coded bands allow the wearer to control many of the ship systems, including opening doors. Color Purpose Blue and red Command personnel Green Horticultural Red Security Brown General purpose Steel gray Engineering White Medical Gold Programmers, architects TECH COMPREHENSION  Cross-reference character’s Mental Resistance with Item Complexity Level and roll percentile dice to comprehend new tech.  Comprehension check can be made once per week.  True humans receive +5% to comprehend technological devices.  A failed comprehension roll can cause fatal injuries to the handler or those nearby. Roll percentile dice twice on the “Danger Category” table for “Injure Self” and “Injure Others.” If injury occurs, there is a 10% chance of immediate death per Danger Category level. CL MR 10 9 8 7 6 5 4 3 2 1 3 90 100 - - - - - - - - 4 85 90 100 - - - - - - - 5 80 85 90 100 - - - - - - 6 75 80 90 90 100 - - - - - 7 70 75 85 90 90 95 100 - - - 8 65 70 80 85 90 95 95 - - - 9 60 65 75 80 85 90 95 100 - - 10 55 60 70 75 80 85 90 95 100 - 11 55 60 65 70 75 80 85 90 95 100 12 50 55 60 65 70 75 80 85 90 95 13 45 50 55 60 65 70 75 80 85 90 14 40 45 50 55 60 65 70 75 80 85 15 35 40 45 50 55 60 65 70 75 80 16 30 35 40 45 50 55 60 65 70 75 17 25 30 35 40 45 50 55 60 65 70 18 20 25 30 35 40 45 50 55 60 65 ITEM COMPLEXITY Complexity Level Items 1 (high) Radioactive material (as power source), computers 2 Ecology life analyzer, medical unit 3 Ecology energy tracer, space suit, engineering system unit, security tracer 4 Gravity generators, computer tie-in, robots, security unit 5 Color bands, aqualung, water/hydrogren converter, sound-stopping headphones 6 Atomic torch, paralysis dart (charged), sonic torch, portable hand dart charger 7 Laser torch, geiger counter, slug projector, grav-sleds 8 Protein disruptor, paralysis dart (uncharged), laser pistol, gas ejector 9 Radioactive material (poisonous), chemical flammables, bow & arrow, paralysis rod, portable lamps 10 (low) Infrared goggles, chemical defoliants, chemical acids, duralloy, sword DANGER CATEGORY Lvl Danger Category Items Injure Self Injure Others Fatality Chance 1 Most Dangerous protein disruptor, laser pistol, gravity generators, atomic torch, laser torch, radioactive materials 30 20 30 2 Dangerous Tools paralysis rod, paralysis dart, slug projector, gas ejector, engineering system hand unit, medical analyzer & healer, aqualung, chemical defoliants, chemical acids, chemical flammables 20 20 20 3 Possibly Dangerous to Possessions sonic metal disruptor, sonic torch 10 5 10 4 Not Dangerous hand dart charger, color bands, ecology life analyzer, security hand unit, ecology tracer unit, security tracer, water/hydrogen energy converter, space suits, geiger counter, infrared goggles, portable lamp, sound- stopping headphones, duralloy 0 0 0 HEALING  Hit points are regained at a rate of 1 point per day of rest. (MA, pg 23)  Some mutations can augment healing: Regeneration (Physical #7), Berries (Plant #8), and Life Leech (Mental #19). WEAPONS & COMBAT SURPRISE Surprise gives the winning group 1 free combat turn which may include “fleeing, mentally attacking, or engaging in physical combat.”  If the possibility of surprise exists, roll a d6. 1-2 party is surprised. (MA, pg 24)  Surprise is negated if suprisee has a dexterity 4 greater than the surpriser. (MA, pg 10)  If wandering monster, the monster distance may negate surprise (MA, pg 22) WANDERING MONSTERS  Roll once per hour. Encounter occurs on 5-6 in forested or planted areas, and on a 6 in all other areas. (MA, pg 22)  If encounter roll d6 to determine monster’s distance: 1-2 adjacent, 3-6 must close distance (negates surprise). (MA, pg 22)  There is a 33% chance that a wandering monster has a color band that opens doors in the current area. (MA, pg 22) MONSTER PURSUIT When a corner is turned, door passed through or inclined plane taken, roll a d6. Monster only follows on a 1 or 2. COMBAT ROUND  Combat turn lasts 10 seconds.  Combat actions: double move, one move and one action, or one mental attack  Radiation damage carries a chance of mutation. For each die of damage, there is a 1% chance. The mutation manifests in 7 days. (MA, pg 10).  When not stated in stat block, magic resistance is 3. (MA, pg 10) COMBAT SEQUENCE 1. Determine initiative order: Order is based on highest Dexterity. Judge rolls off ties. A Dexterity of 4 higher than the surpriser negates surprise. Referee rolls 3d6 to determine monster/NPC Dexterity. 2. Determine surprise. 3. Each combatant makes a combat action in initiative order. 4. Repeat step 3 until combat ends. MELEE COMBAT 1. Compare attackers Weapon Class to the target’s Armor Class on the “Hit or Miss Chart”. 2. Roll a d20 and compare to the target number from the “Hit or Miss Chart”. 3. Cross reference the race of the target (Humanoid Beings/Mutated Creatures/True Humans) to the weapon on the “Weapon Damage” charts and roll the indicated die. 4. Adjust damage by strength modifier. RANGED COMBAT  Two systems for adjudicating ranged attacks: regular d20 method and alternate 2d6 method for bows.  The alternate “Hit or Miss” chart for bows below shows numbers for short/medium/long range. (MA, Errata) HIT OR MISS CHART WC AC 1 2 3 4 5 6 7 8 9 8 7 6 5 6 4 6 - A 3 7 9 8 7 8 6 7 - A 4 6 11 10 9 11 8 8 - 10 6 5 13 11 12 13 11 9 - 12 6 4 15 14 13 14 12 10 - 13 7 3 16 15 14 16 13 15 9 17 8 2 17 16 15 17 14 16 10 19 9 1 18 17 16 18 14 18 12 18 10 A = autohit - = no effect HIT OR MISS CHART (BOWS) Wpn Light Bow Light Crossbow Longbow Heavy Crossbow Rng S M L S M L S M L S M L 8 5 9 11 4 7 10 3 5 8 2 4 7 7 6 10 12 5 8 11 4 6 9 3 5 8 6 7 11 - 6 9 12 5 7 10 4 6 9 5 8 12 - 7 10 - 6 8 11 5 7 10 4 9 - - 8 11 - 7 9 12 6 8 11 3 10 - - 9 12 - 8 10 - 7 9 12 2 11 - - 10 - - 9 11 - 8 10 - 1 12 - - 11 - - 10 12 - 9 11 - - = No hit possible WEAPON CLASS Weapon Class Weapon Type 1 Bows, blowguns, unarmed 2 Crossbows, spears 3 Swords, daggers, bludgeons 4 Paralysis dart ejector 5 Gas pellet ejector, slug ejector 6 Laser pistol 7 Metal disruptor pistol 8 Protein disruptor pistol 9 Vibro-weapons ARMOR CLASS Armor Combination Armor Class Unarmored 8 Heavy fur, skins, light shield 7 Non-metal shield, partial carapace, or Light shield with heavy furs or skins 6 Cured hide, plant fiber, or duralloy shield 5 Cured hide or plant fiber, and shield, or Heavy furs or skins, and duralloy shield 4 Metal armor, total carapace, or Cured hide or plant fiber, and duralloy shield 3 Metal armor and shield 2 Metal armor and duralloy shield 1 WEAPON DAMAGE Weapon Mutant Humanoids Mutant Creatures True Humans Unarmed 1d3 1d3 1d3 Dagger 1d4 1d4 1d4 Normal Axe 1d6 1d6 1d8 Normal Mace 1d8 1d6 1d8 Normal Sword 1d6 1d4 1d8 Spear 1d6 1d4 1d6 Heavy Sword 1d8 1d6 1d12 Heavy Axe 1d8 1d8 1d10 Heavy Mace 1d8+2 1d8 1d12 Flail* 1d8+3 1d8+2 1d12+2 Vibro Blade** 12 10 12 Vibro Saw** 15 12 18 Polearms 1d12 1d12 1d12 Sling 1d6 1d4+1 1d6 Normal Bow 1d6 1d6 1d6 Longbow 1d8 1d8 1d12 Crossbow 1d12 1d12 1d12 Protein Disruptor 5d6/15d6/20d6 damage Sonic Metal Disruptor Affects metal only (3d6 hours deafness) Paralysis Rod 3d6 hours unconsciousness Paralysis Dart 1d6 damage and 3d6 hours unconsciousness if charged Laser Pistol 5d6/10d6/15d6 damage Slug projector 2d6 subdual damage (see Weapon Systems F) Gas Ejector 3d6 hours unconsciousness Engineering System Hand Unit (Laser Beam) 5d6 damage; range 2’ Medical Hand Analyzer (Vibro Scalpel) Vibro blade Sonic Torch 3d6 hours deafness Atomic Torch 5d6 damage; range 3’ Laser Torch 5d6 damage; range 4’ Chemical Defoliant 1d6 damage from skin rash. blindness if eye contact. level 8 poison Chemical Acid 3d6 damage from burns. blindness if eye contact. level 2d6+2 poison Radioactive Material Radioactive intensity level 3d6 WEAPON RANGES  More information on weapons ranges can be found in “Weapon Systems” (MA, pg 8-9) Weapon Short (meters) Medium (meters) Long (meters) Protein Disruptor Pistol 10 24 50 Protein Disruptot Rifle 50 75 100 Gas Ejector 25 75 100 Light Bow 50 100 150 Light Crossbow 60 120 180 Longbow 70 140 210 Heavy Crossbow 80 160 240 Paralysis Dart 70 Laser Pistol 22 Laser Rifle 66 Slug Projector 100 SPECIAL MOVEMENT  “Special movement” is movement during combat. YARDS MOVED PER MELEE ROUND Human/Humanoid Normal Evasive Charging No armor 12 20 24 Furs, shield, or leather 12 16 20 Leather & shield 10 14 18 Metal armor 8 12 16 Metal armor & shield 8 10 16 ENCOUNTER TABLE City Grasslands Forest Mountains Lakes Shores or Swamps 1 Dart creature Hisser Piercer Piercer Hisser 2 Thief beast Metaled one Metaled one Metaled one Piercer 3 Winged biter Shocker beast Cougaroid Shocker beast Deer 4 Shocker beast Deer Deer Deer Pegasus 5 Cougaroid Unicorn Bearoid Cougaroid Jeget 6 Bearoid Dart creature Jeget Bearoid Dart creature 7 Wolfoid Winged biter Wolfoid Unicorn Thief beast 8 Changer Changer Stabber Pegasus Bearoid 9 Hawkoid Stabber Black one Winged biter Golden hawk 10 Blood bird Blood bird Buzzers Wolfoid Blood bird 11 Black one Small warrior Grabber Hawkoid Buzzers 12 Small warrior Mirror creature Dream bush Golden hawk Grabber 13 Buzzers Passion weed Jawed plant Black one Jawed plant 14 Singing vine Red stinger Singing vine Dream bush Singing vine 15 Death tree Dark fungus Death tree Sword bush Death tree 16 Sword bush Death growth Sword bush Mirror oak Passion weed 17 Dark fungus Humanoid 2 Mirror oak Dark fungus Red stinger 18 Death growth Humanoid 3 Death growth Humanoid 1 Dart weed 19 Humanoid 2 Humanoid 4 Humanoid 3 Humanoid 4 Blister plant 20 Humanoid 5 Humanoid 5 Humanoid 5 Humanoid 5 Humanoid 5
textdata/thevault/Metamorphosis Alpha/Metamorphosis Alpha Quickstart.pdf
Season of the Shackles PATHFINDER ADVENTURE CARD GUILD SCENARIO 0-0A On The Horizon Scenario 0-0A: On The Horizon Scenario Design •  Tanis O’Connor Story Text •  Brian Campbell Editors • Brian Campbell and Vic Wertz Contributing Artists • Ivan Dixon, Bryan Sola, and Kevin Yan Pathfinder Adventure Card Game Development Team  •  Mike Selinker, Chad Brown, Tanis O’Connor, Paul  Peterson, and Gaby Weidling, based on a game concept by  Rian Sand Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Finance Manager • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Campaign Coordinator • Mike Brock Project Manager • Jessica Price Licensing Coordinator • Mike Kenway Managing Art Director • Sarah E. Robinson Senior Art Director • Andrew Vallas Art Director • Sonja Morris Graphic Designers • Emily Crowell and Ben Mouch Editorial Team • Judy Bauer, Logan Bonner, Jason Bulmahn,  Christopher Carey, John Compton, Adam Daigle, James Jacobs,  Joe Homes, Ryan Macklin, Rob McCreary, Mark Moreland,  Stephen Radney-MacFarland, Patrick Renie, F. Wesley  Schneider, Matthew Simmons, Owen K.C. Stephens, and  James L. Sutter Customer Service Team • Sharaya Kemp, Katina Mathieson,  Sara Marie Teter, and Diego Valdez Warehouse Team • Will Chase, Mika Hawkins, Heather  Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Liz Courts, Winslow  Dalpe, Lissa Guillet, Erik Keith, and Chris Lambertz Special Thanks • The Pathfinder Society Venture-Captains and Venture-Lieutenants, and the Pathfinder Society community for  their constant feedback. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com/pathfindersociety Pathfinder Adventure Card Guild Adventure 0-0A: On The Horizon © 2014 Paizo Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Roleplaying Game, Rise of the Runelords, and Skull & Shackles are trademarks of Paizo Inc. SCENARIO B Read the Following Aloud: W hile on a long ocean voyage, you’ve decided to get some much-needed sleep below decks. The gentle rocking motion of the waves beneath your ship eases your hammock back and forth as you drift into a deep slumber. You should be dreaming of better days, but instead, something has disturbed your rest. You’re not sure whether it’s the grog you had with your dinner or the cook’s unidentifiable slop, but you’re experiencing a vision of a very different life, one where you’re continually traveling across the ocean. As you squirm in your hammock, you dream of a restless life on the high seas. Cannonades thunder across the bow of your vessel, and you open your eyes to find yourself on the deck of a pirate ship! If this is a vision of your future, you have no memory of why you’re being pursued by scalawags and cutthroats. They’re relentless! They’ll chase you round the Abendego maelstrom and through Abyssal flames before they give up! As you bark out orders, the crew rushes to carry out your plans. You’ll have to outrun these enemy ships, because if you hesitate for a moment, the bloodthirsty pirates are going to get closer. You can already see the wreckage of other vessels that weren’t as swift as your Shackles pirate ship. Eventually, this nightmare will come to an end, but before it does, you may learn a thing or two about the life of a pirate. Of course, you’re a respectable adventurer. You’d never take up a life of piracy. Would you? Any sailor worth her salt will tell you that you can never be sure what lies on the horizon. PLAYERS LOCATIONS 1 HARBOR 1 FLOATING SHIPYARD 1 DOCKS 2 TEMPEST CAY 3 FOG BANK 4 SHIPWRECK GRAVEYARD 5 SEA FORT 6 RAKER SHOALS 0-0A: ON THE HORIZON REWARD None. It was just a dream... or was it? VILLAIN: THE PIRATE COUNCIL HENCHMEN: ENEMY SHIP SHIPWRECK ENEMY SHIP SHIPWRECK ENEMY SHIP SHIPWRECK ENEMY SHIP Ahoy, there! This is an introductory scenario for the Pathfinder Society Adventure Card Guild Organized Play program. Normally, players in the Pathfinder Society Adventure Card Guild must use a character from a Class Deck, but for this scenario, they can use one of the characters from the Skull & Shackles Base Set or the Skull & Shackles Character Add-On Deck. If you’d like to start playing quickly, use the Suggested Deck Lists on page 28 of the Skull & Shackles Base Set rulebook; otherwise, see the Build Your Character section on page 4 of those rules. After the scenario, you can prepare for the Season of the Shackles! DURING THIS SCENARIO At the end of your move step, if you did not move, bury a card. USE THE SHACKLES PIRATE SHIP AS YOUR SHIP. This Scenario Requires: The Pathfinder Adventure Card Game: Skull & Shackles Base Set (The Wormwood Mutiny Adventure Deck should not be used). If you have 5 or 6 players, the Pathfinder Adventure Card Game: Skull & Shackles Character Add-On Deck is also required. During this adventure, the game box should include only cards with set indicators of B, C, or P. When players complete this scenario, whether they succeed or not, each player earns a deck upgrade and a mini-Chronicle sheet for the Pathfinder Society Adventure Card Guild. A player can apply this upgrade to one character built using a Pathfinder Adventure Card Game Class Deck; use the rules in the Pathfinder Society Adventure Card Guild Guide to Organized Play (see paizo.com/pathfindersociety). After a player has built her deck, she can replace one card in her starting deck that has both the Basic trait and the B set indicator with another card of the same type that has the B set indicator; the deck upgrade card does not need to have the Basic trait. She should then fill out the mini- Chronicle sheet with her name, her character’s name and class, and her Pathfinder Society ID number, indicating which card she has taken in the “Deck Upgrade” section of the mini-Chronicle sheet. Each player may earn only one mini-Chronicle sheet per season. Thanks for playing! Player Name Character Name Pathfinder Society # Character Class A.K.A. Season of the Shackles: Mini-Chronicle Sheet Success? Deck Upgrades Coordinator Initials and Pathfinder Society ID# □ Yes □ No □ □ □ Notes: Player Name Character Name Pathfinder Society # Character Class A.K.A. Season of the Shackles: Mini-Chronicle Sheet Success? Deck Upgrades Coordinator Initials and Pathfinder Society ID# □ Yes □ No □ □ □ Notes: Player Name Character Name Pathfinder Society # Character Class A.K.A. Season of the Shackles: Mini-Chronicle Sheet Success? Deck Upgrades Coordinator Initials and Pathfinder Society ID# □ Yes □ No □ □ □ Notes:
textdata/thevault/Pathfinder/1st Edition/Society/Adventure Card Game/Season 00/Adventure Card Guild Adventure 0-0A On the Horizon.pdf
a game of post-apocalyptic community by jim pinto t h e v i g i l a n t e v i g i l a n t e The vigilante takes matters into his or her own hand. Often working without the approval of the tribe — or against its best interests entirely — the vigilante ‘corrects’ injustices. Vigilantes do not work well with groups and often do harm to a community, even with the best intentions. Conversely, the vigilante is great in a fight. Vigilantes begin play with one trepidation defined by the foil. In addition, a vigilante can never become leader. Should a vigilante’s foil ever have more than four drama points, the excess points go to the vigilante. Who* makes the laws that you enforce? Who brought you into the tribe? Who knows the previous leader died because of your impetuousness? Who owes you a debt they will never pay? Why? Who** have you determined has violated your own personal code? Anytime the vigilante rolls dice on an action related to injustice or balancing the kharmic scales, he or she rolls on the vigilante action chart. All other rolls are made on the vigilante fight chart or general action chart. 3 vigilante action chart Roll Value 2–3 Failure. Bedbugs. 4–5 Failure. Trepidation. 6–7 Minimal Failure. 8–9 Success. 10–12 Overwhelming Success. vigilante fight chart Roll Value 2 Failure. Trepidation. 3 Failure. Stymied. 4 Minimal Failure. 5–7 Press on. 8–9 Minimal Success. The Bargain. 10–11 Success. 12 Overwhelming Success. general action chart Roll Value 2–3 Failure. Trepidation. 4–6 Failure. Stymied.* 7 Minimal Failure.* 8–9 Minimal Success. 10 Success. 11–12 Overwhelming Success. * Foil may spend one drama point t h e c a r c a s s : v i g i l a n t e words by jim pinto art by The Forge Studios, Michael Phillippi, Maciej Zagorski graphics and doodles by jim pinto proofing and assistance by Tobie Abad, Diana Kwolkoski Stoll, Martijn Tolsma This is an expansion role to The Carcass roleplaying game. The Carcass is Book 4 in the GMZero series. new action results Bedbugs. The action leads to a complicated failure that follows the character home. If there is already trepidation over this issue, the issue escalates, affecting at least one character and one NPC in the tribe. Copyright 2014 © post world games and jim pinto. Artwork © The Forge Studios. All rights reserved. There is no open source system data in this product.
textdata/thevault/Any (Any System Generic)/GMZero - The Carcass/The Carcass - The Vigilante.pdf
Seahammer Introduction. In the world of Warhammer, war is constant races man, elf, and other kinds of creatures vie for power in a never ending struggle for power, land, and wealth. This struggle does not just happen on land, but on the high seas too. This rules package is designed to help players simulate these epic sea battles in a fast paced and thematic setting. No matter which race you choose, Be it the mighty Empire, the noble Bretonnia, or the sneaky Skaven or even the savage Orcs and Goblins… You will find that battle on the high seas is a violent and brash affair! Ships will smash against the waves, cannons will bring swift death, vast sea monsters will rise from the deep, and magic will be brought to bare on your enemies. Each race has it’s own special rules and signature spells. Some races can ally with mighty sea creatures, while some will specialize in weapons, or boarding actions. Every race in the Warhammer world is represented so you can really set a narrative for your campaigns or can even be played as a stand-alone game. The game of Seahammer is designed to be played fairly quickly thanks to its simple rule set and each ship type and sea monsters have a set base size. The models on top of the bases are entirely up to you giving you free reign to scratch-build/convert any kind of theme for your ship you like. Since line of sight is done from the base of the model, ships can be as large or as small as you care to make them. Though not mandatory, the only rule for modelling that I would suggest is to make your ships WYSIWYG (what you see is what you get). What I mean by this is that if you have a ship that has four masts on it, you model the extra masts, if a Ship has armor plating, you try to model armor plating on it. There is two reasons why I suggest this 1) There is no finer feeling than playing against an opponent when both forces have been lovingly modeled and painted... And 2) This will give you a visual reference to help you keep track of which ship is which in the heat of battle Rules of the Game (Overview) Creating a Fleet: First, all players agree to the game’s point build total. A 50 gold build total is recommended as a starting fleet; that is, choose ships, crew, and sea monsters (crew and sea monsters are optional) with a combined point cost of up to 50 gold. Any build total may be chosen as long as each player’s fleet uses the same build total. Each ship must fly her Race’s flag from her stern (rear of the ship); players may NOT build mixed-nationality fleets without consent from both players involved. Setup: The game can be played on any horizontal flat surface 3 feet square is ideal for regular battles, but any size flat surface will work.. Each player rolls a d6 (reroll ties). The player who rolls the highest result is the first player; the other is the second player. Placing Islands: For a 50-gold game, players must use between three and six islands that are around 3 inches wide and 6 inches long.. Starting with the first player, players take turns placing an island on the play area. Islands must be placed at least 12”, but not more than 24”, from each other. Using terrain in your games is optional. If you use terrain in your game, players should agree on the number of terrain pieces that will be used; it is recommended that players place the same number of terrain pieces, in the same order that they placed islands. Terrain may be placed anywhere on the play area, but each piece must be placed at least 6” from any island or other piece of terrain. Placing a Home Island: Each player has an island that is 12” long and 3” wide this will be the home island of each player. This Island must be placed in the player’s deployment zone and the length edge must touch the rear edge of the board. The first player places his or her ships so that their sterns touch that island. The second player places his or her ships so that their sterns touch their own home island. Placing Crew: If you have chosen crew, put them face down either on your home island or on the deckplate card of the ship to which you assign them. No matter what a ship’s cargo capacity, it cannot carry crew with a combined point cost higher than the ship’s point cost. Placing Treasure: Roll a D3 for each island in play at the beginning of the game. This is the total gold on each Island. Each exploration action can take one gold to be stored in the ship’s cargo spaces. Starting the Game: The first player takes the first turn. Turns alternate between both players. Rules of the High Seas: Here are some game concepts important to the Seahammer rules:  Six-sided dice are abbreviated “D6”.  A roll of “D3” is simply a D6 rolled with it’s results halved (rounding up)  Two sources of the same ability on a ship (such as from the ship and a crew, or from one  crew and another crew) do not stack; that is, you may use that ability on that ship only once each turn. Though Race abilities DO stack with crew and ship abilities.  “Loading/unloading” and “transferring” are the same thing. These terms are interchangeable and are functionally identical.  “Touches” refers to the act of base coming in contact with another ship’s base or Island. “Is touching” refers to the state of the ship in relation to another ship. Actions: On your turn, you are able to give one of four actions (Move, Explore, Shoot, or Repair) to each of your ships. You may give actions only to ships in your fleet. The following game functions may be performed as a free action after a move action: Dock, Ram, Board, Tow. Ending the Game: The game is over if any one of the following conditions are met:  A player has more than 5 gold total on their home island at the beginning of their turn.  At the start of any turn if any player no longer has the possibility of giving future move actions to any of their ships Winning the Game: After the game ends, the player with the most gold on his home island is the winner. In the event of a tie in gold count, the player who removed the most masts in combat is the winner. In the event of a tie in mast removal, the player with the most masts remaining is the winner. If the game is still tied, the players can choose any method they agree on to break the tie in this case. Fig1. Line of Sight Arcs. Encyclopedia Aft: This is the sides of each ship’s bases. When shooting cannons from the aft, ALL cannons may fire. The Afts have a 90 degree view as per the rule for Line of sight arc rules in Warhammer. Boarding: After a ship rams another ship, either player may initiate one (and only one) boarding party as a free action; this is the only time a boarding action can be ordered. The player whose turn it is decides first. Each player rolls 1d6 and adds the result to the number of masts remaining on his or her ship involved in the ram. The player with the highest total may eliminate one crew on, or steal one treasure from, the other ship. Bow: The bow of a ship is a zone at the front of the ship’s base. The bow is everything in front of and including the most forward points where the ship’s base touches the play surface. This forward arc follows the normal rules for line of sight arc in Warhammer. Only one Cannon may be fired from the front due to the other masts blocking line of sight. Broadsides Attack: When a ship is given a shoot action, you may choose to make the attack a Broadsides Attack. The requirements for such an attack are as follows: all of the attacking ship’s cannons must have clear line of sight to the single target, all of those cannons must be within Short-range of the single target, and all cannons must hit or no damage is done. Reduce each of her cannons to Short-range and shoot at only one target. Roll only 1d6; the result must be higher than 4+. If it is, all cannons hit, and the ship also gets one extra hit. No other abilities may apply to this action (except for the basic captain ability). Armor saves may be taken as usual but use Armor Piercing (-1 to armor save rolls) Cargo Spaces: Each ship has a set amount of Cargo spaces. This represents how much the ship can hold and how much crew or additional armor a ship can take. Each Cargo Space can hold one item be it armor, crew, or gold. If a ship has full Cargo Spaces, it cannot attempt to explore any Wild Islands, and may not recover any treasures. Derelict: A ship becomes derelict when her last mast is removed, and cannot move. A derelict may be given only explore or repair actions. A derelict can still carry treasure and crew. If a derelict ship is hit again by a cannon or other attack, she sinks. Docking: You cannot dock at an opponent’s home island. As a free action, a ship docked at an island may drop off and board crew, or transfer crew to and from another ship docked at the same island. A ship can move away and re-dock with a combination move. Exploring: If a ship begins one of your turns docked at a wild island, give her an explore action to attempt to find gold. Roll a D6 on a result of 4+ You have successfully found 1 gold. This gold is placed in your Ship’s Cargo space. You may also explore any allied ship or derelict that your ship touches, which allows you to transfer crew and treasure between ships. Once again this is successfully done on a D6 result of 4+. You can unload treasure or crew at any non-home island, and it is fair game for other players to load it. (See also, Wild Island) Free Action: Unless a game effect specifically requires a Move, Explore, Shoot, or Repair action, that effect is a free action. Free actions happen automatically and immediately. A free action does not count as a ship’s action for the turn on which it occurs. Full Sail: During movement, a ship may choose to move at full sail. To move at Full Sail, the Ship may move an additional 4 inches this turn. If it does this, no other actions can be performed this turn. This includes Ramming, boarding, exploring, and shooting. Even if a crew member or race specific rule would normally allow this. Long Range: A shooting attack that is made over half the maximum distance of a shooting attack is considered to be at Long Range and suffers a -1 to hit modifier. This is added to any other modifiers. (For example: A Long Cannon is shooting at an enemy ship that is 18” away would be considered a Long Range shot as it’s over half the maximum 20” range of the cannon) Masts: Masts are the amount of hits your ship can take before it sinks. Each Mast also has a Cannon attached to it. If When you lose a mast, you also lose the cannon attached to it, so be sure to keep track of how many masts you have remaining. Moving: A ship cannot move through an island or another ship. A ship can move forward up to the value on their Movement Characteristic in inches. Though she may change direction, you can only change heading for each 3” moved up to a maximum of 90 degrees. If a ship touches another ship or an island during her movement, the move action immediately ends, even if she could move farther during that move action. Unloading Treasure: When you dock at your home island, you must unload all treasure worth gold points; this is a free action. Move and Shoot: If a ship has moved this turn and still has the ability to shoot, it suffers a -1 Modifier to rolls to hit. This is added to any other modifiers. Pinned: A ship is pinned when her bow is in contact with any part of an enemy ship. The pinned ship can’t move until the other ship moves away or is derelict. The only way a pinned ship becomes unpinned is if the other ship moves away or becomes derelict. Ram: After a ship resolves a move action, if any part of her bow physically touches any part of an enemy ship, you can ram that ship as a free action. Roll 1d6; if the result is higher than the number of masts remaining on the enemy ship, the enemy ship’s player must choose and eliminate (remove from the game) one mast from that ship. Unless the enemy ship becomes derelict from being rammed, the ramming ship automatically becomes pinned. Ships cannot ram each other while they are pinned. Ramming has no effect on derelict vessels. (See also: Pinned, Boarding) Repairing: The repair action allows a ship docked at her home island to repair (bring back into play) one mast. Schooner: As a free action, a ship with this keyword may rotate on her stern in any direction after she completes a move action. She may not use this ability if she has touched any ship or island or docked during her move. Scuttling: Sometimes you may want to sink your own ship rather than have her fall to your opponent. At any time during your turn, you may give one of your derelict ships a free action and declare that you plan to scuttle that ship. Roll 1d6. On a result of 5 or 6, that derelict ship sinks at the beginning of your next turn. If an opponent begins to tow that ship before the beginning of your next turn, the scuttle attempt fails. All crew and treasure on a scuttled ship are removed from the game when she sinks. Short Cannons: Short Cannons have a maximum range of 12 inches. Short Range: If a target that you are shooting at is within ¼ of the maximum range of your cannon it is considered a Short range attack and receives a +1 modifier to hit. (for example: A short cannon is targeting an enemy ship that is under 3” away would be considered to be at short range as it’s maximum range is 12”) Shooting: You may fire any and all of your cannons each turn. Each firing cannon must have a line of sight to a valid target, defined as an invisible “line of fire” the center point of the model to any part of the target. If this line crosses any island, or other ships bases (other than the target the line is being drawn to), the shot cannot be made. A target is within range if any point of the measurement bar crosses the target and unblocked by other ships, or islands. You cannot shoot at ships docked at their home islands, and you cannot shoot at a member of your own fleet. To resolve the shot, roll 1d6 for each firing cannon. Roll a D6, on a roll of 4+ the cannon hits; otherwise it misses. A die roll result of 1 automatically misses. When a ship is hit, that ship’s player chooses and eliminates (removes from play) 1 mast from his or her ship. When a ship loses its last mast, it becomes derelict. (See also: Derelict) Sinking a ship with treasure on her: Add together all the gold on the sunken ship and divide it equally between the ship’s controller and the player who sank the ship. If the total gold cannot be divided equally, the player who sank the ship gets the greater amount. If change must be made, the sunken ship’s owner gets the first chance, followed by the player who sunk it. Change is made using gold at the home island. Place treasure you gain in this way on your home island as a free action. Treasure is removed from the game when it sinks. If you are sinking a ship with crew on her the crew on a sunken ship are removed from the game. Stern: This is the rear of the vessel. A Ship may not fire any cannons from it’s Stern. Any Ram or Boarding actions against the Stern of a ship get a +1 Modifier to the total rolled. This is a cumulative effect with other bonuses. Submerge: At the beginning of your turn, you can choose if your ship submerged or not. While submerged, a ship can move through/under ships (but not islands), but can’t end its movement in contact with them. While submerged, a ship can’t shoot or be shot at, or ram. Tow: After a ship is given a move action, if any part of her is touching the bow of any derelict, she can tow that derelict as a free action. As a free action, move the derelict so that her bow touches the stern of the towing ship. Fit the derelict as straight as possible behind the towing ship; if there isn’t enough room to do so, you are allowed to bend the towed vessel until it fits. The towed ship and any crew and treasure on that ship become part of the towing player’s fleet. The base move of the towing ship only moves at half speed, the towed ship moves with the towing ship as a free action. When the towing ship docks, dock the towed ship at the same island as a free action. A towing vessel can voluntarily release a towed vessel at any time. You cannot steal a towed derelict from an enemy ship by moving your ship so that it is touching the towed derelict. You can only tow one ship at a time. Wild Island: This term describes an island that is not any player’s home island. Wild islands start the game with D3 gold on them. Any ship can dock at wild islands. Vampire Count’s Man o’ War Ship Types Ship Type Base Size Movement Masts Cargo Space Cost Man o’ War 50mmx100mm 6 inches 3+ 4 20 gold A Man o’ War can upgrade any number of Short cannons to Long cannons for +3gold per Cannon. A Man o’ War can be given any number of crew members. A Man o’ War may purchase up to 3 Armored Hulls for 2 gold per an Armored Hull. In addition, Man o’ War ships may have additional masts for +5 gold (to a maximum of 5 masts) Ship Type Base Size Movement Masts Cargo Space Cost Galley 50mm x 75mm 6 inches 3 3 15 gold A Galley can upgrade any number of it’s Short Cannons to Long cannons at +3 gold per cannon. A Galley can be given any number of crew members. A Galley may purchase up to 3 Armored Hulls for +2 gold per Armored Hull. Ship Type Base Size Movement Masts Cargo Space Cost Cargo Ship 50mm x 75mm 5 inches 2 5 15 gold A Cargo Ship can upgrade any number of it’s Short Cannons to Long cannons at +3 gold per cannon. A Cargo Ship can be given only 2 crew members. A Cargo may purchase up to 3 Armored Hulls for +2 gold per Armored Hull. Ship Type Base Size Movement Masts Cargo Space Cost Escort Ship 25mm x 50mm 8 inches 2 2 10 gold A Escort Ship can upgrade any number of it’s Short Cannons to Long cannons at +3 gold per cannon. A Escort Ship can be given any kind of crew member. A Escort Ship may purchase up to 2 Armored Hulls for +2 gold per Armored Hull. Ship Type Base Size Movement Masts Cargo Space Cost Scouting Ship 25mm square 9 inches 1 1 5 gold A Scouting Ship can upgrade it’s Short Cannon to Long cannons at +3 gold. A Scouting Ship can be given a crew member. A Scouting Ship may purchase an Armored Hull for +2 gold. Crew Types and Ship Upgrades Crew: Each crew takes up one cargo space on a ship. Crew is considered a type of cargo. Crew can use their abilities only on ships, never on islands. Basic Crew: This crew is not unique and not restricted to the ‘one per fleet’ rule. Basic crew includes Admiral, Cannoneer, Captain, Explorer, Helmsman, Oarsman, and Shipwright. Ship Upgrades: These are different to crew as they cannot be targeted by crew members during boarding actions. Ship Upgrades include Armored Hulls, and Long Cannons Admiral: Cost = 5 gold. You MUST have 1 admiral in your fleet no more, no less. He may be placed as a crew member on the most expensive ship within your fleet. An Admiral may use crew action that any of your current fleet are capable of doing. He may change this action at the beginning of each turn. The ship that the Admiral is on is considered the flag ship of the fleet. Armored Hull: Cost = 2 gold per Armored Hull and is considered a type of cargo. Armor plating gives a 6+ save, against all ramming and shooting actions. additional Armored Hulls increase the save by +1 (to a maximum of a 4+ save). This save does not apply to Boarding actions. Boarding Party: Cost = 2 gold. This ship gets a +1 modifier to all boarding action rolls Cannoneer: Cost = 2 gold. Once per turn, one of this ship’s cannons may shoot again if it misses. Captain: Cost = 3 gold. As a free action, this ship may shoot immediately after this ship completes a move action, but before any other free actions. Explorer: Cost = 1 gold. This ship may dock and explore a wild island using the same move action. Helmsman: Cost = 2 gold. This ship gets +2 inches to her base move. This ability can combine with the Oarsman ability. Long Cannons: Cost = 3 gold. Long Cannons have a maximum range of 20” Oarsman: Cost = 1 gold. If derelict, this ship gains a base move of 4”. This crew takes up no cargo space. Additional Oarsmen have no effect on a single ship. Shipwright: Cost = 2 gold. This ship may repair at sea or at any island. If captured along with a ship, the shipwright can immediately be used that turn. .Sea Monsters. Certain races may have Sea Monsters (See races for clarification), these are terrifying creatures that prowl the depths of the sea. Be they Giant Crabs or Squid, Leviathans, Krakens, or Sea Dragons, they are always terrifying to behold. Ship Type Base Size Movement Masts Cargo Space Cost Sea Monster 50mm x100mm 6 inches 5 0 25 cold Upgrades: Sea Monsters may take armored hulls for a cost of 4 gold per Armored Hull (To a maximum of 4+ Armor), these represent natural scales, or shells that cover the body of the beast. Sea Monster: Sea monsters count as ships in regards to movement, but they behave differently. They can be given only Move, Ram, Board, and Shoot actions. They can’t pin or be pinned, and they are considered docked if their movement ends in contact with an island. At the beginning of your turn, you can choose if your sea monster is submerged or not. While submerged, a sea monster can move through/under ships (but not islands), but can’t end its movement in contact with them. While submerged, a sea monster can’t shoot or be shot at, or ram. Sea monsters have tentacles or segments that act as masts with respect to their move and shoot capabilities. The tentacles/segments are also considered as masts with respect to any abilities that target masts. Sea monster movement can be measured from any edge of the base turning automatically to face that direction. When boarding, they can’t eliminate crew—only steal treasure. When shooting with a sea monster, all Tentacles will fire regardless of the direction faced. These shooting attacks have a range of 4 inches and are worked out exactly the same way as cannons. A sea monster cannot be assigned crew. Sea Monsters cannot make Repair actions. Races of Seahammer Obviously, with this being a Warhammer game, it wouldn’t be right to have these epic sea battles without the races of the Warhammer world to populate the crews. For this reason, each race has it’s own special rule when used as a fleet. These are in addition to the above rules and all effects are applied together. Certain race’s are sneakier than others. Some loath the sea, and only travel by sea when they absolutely must. Others virtually live on the sea and have allied themselves with monstrous creatures. Bretonnia: Bretonnians are famed for their prowess at sea and their ruthlessness when charging. To represent this, Bretonnian ships get a +1 modifier to all Ramming actions. Chaos Dwarves: see Dwarves. Chaos: (Daemons of Chaos, Warriors of Chaos, and Beastmen) Chaos live for carnage and destruction. To represent this, when a Chaos ship makes a successful Boarding action, it may choose to destroy an additional mast instead of taking a treasure token, or killing a crew member. Dwarves: Dwarves take to the seas on massive metal and brass constructs that are driven by steam. To represent this, all Dwarven ships start with a 6+ armored hull that does not take up any cargo space. The Ship can choose to add additional armored hulls as usual (to a maximum of +3) All Dwarf ships cost an additional 1 gold Dark Elves: Dark elves are pirates by nature and spend a majority of their time at sea. To represent this, All Dark Elf Ships add +1 to their movement value (this can be combined with the Helmsman, and Oarsman abilities). Dark Elves may use Sea Monsters. May not ever use 5 Masts on any single ship. The Empire: The Empire pride themselves on the leadership of the captains and admirals. To represent this, a ship that contains an Admiral or Captain cannot be pinned. High Elves: High Elves are adept seamen and pride themselves on their expertise of reading the winds. To represent this, all High Elf Ships have the Schooner ability. But all ships cost +1 gold. High Elves may Use Sea Monsters Lizardmen: Lizardmen sometimes ride the seas of the world upon giant reptiles and monstrous Turtles. To represent this, Each Ship in the Lizard fleet may have an additional ship upgrade called “living ship” This upgrade costs 5 gold and gives the ship the Submerge ability. Lizardmen may use Sea Monsters. Ogres: An Ogre’s greed knows no bounds. They’ll find something to eat… usually another crew member! When an Ogre ship makes a Boarding action it ALWAYS takes a treasure if there is no treasure, the Ogre player may capture one crew member (Ogre player’s choice). If this crew member is successfully taken to the Ogre Home Island, it is worth 1 gold Orc and Goblins: Orcs and Goblins suffer from animosity. Before each ship declares it’s actions, it must roll a D6 on a roll of 1 the ship may do nothing that turn, on a roll of 2-5 the ship may act normally, on a roll of 6 the ship moves towards the nearest enemy ship D6 inches, if it makes contact it counts as ramming the enemy ship and adds +1 to it’s ramming total. Skaven: Skaven are expert scavengers, because of this, all ships in their fleet always count as having an explorer aboard their ship. This explorer does NOT count as one of the crew and takes no cargo space. Tomb Kings: See Vampire Counts Vampire Counts: Vampire counts use their will to animate the dead around them. To represent this, A ship that is more than 12” away from the Admiral’s Flagship may not perform a Full Sail action. In addition to this ALL Vampire Count ships count as having an Oarsman crew and cannot be pinned. But all ship cost +1 gold. Wood Elves: Wood Elves only go to sea when they absolutely must! Leaving the safety of the forest makes them nervous. The Home Island is considered their Forest and has a single Short Cannon that may fire at enemy ships as normal. This Cannon may not fire if any Ships are docked at home Island. The Battle wages endlessly upon the ocean waves. Magic In the world of Warhammer, Magic has a huge presence, The same is true in Seahammer. Wizards will band the winds of magic to call forth storms that wrack enemy ships, call dense fogs to protect ships or confuse enemies, or summon terrifying beasts from the deep to drag enemies beneath the waves. Wizard: Cost = 10 gold. Wizards are a special kind of crew they take up one cargo space as usual. But unlike regular crew, they cannot effect a ships movement and their abilities may not be used by an Fleet Admiral. As an Action, instead of moving, exploring, shooting, or repairing. A Wizard can attempt to cast a spell. Spells: There are three common spells, and then one signature spell for each race (These will be explained later) To cast a spell, the player rolls 2D6 and compares it to the casting cost of the spell. If the result is equal or greater than the casting cost, the spell is successfully cast and the effects are applied. Each Wizard can only cast a spell once per a turn. Dwarves and Magic: A Runelord does not cast magic, but he can choose to dispel a magic spell and gains +1 to all attempts to dispel. Dispelling: If a wizard casts a spell, if the enemy has a wizard that wizard can attempt to match the result of the spell on 2D6. If the enemy Wizard matches or rolls higher than the casting roll, the spell is nullified, and no spell effect is done. A Wizard can only do this if he did not cast a spell in his turn. Each Wizard can only attempt to dispel once per a turn. Miscasts: If when casting a spell you roll a 2D6 result of double 1s, you automatically lose 1 mast from the ship the Wizard is casting from. If The Wizard is casting from an Island, The Wizard instead dies from the feedback and is considered lost for all purposes. Spell List: Savage Winds: Casting cost = 6+. Savage winds can be cast on any ship within 12 inches of the wizard’s ship. Target ship immediately moves forward D6 + 3 inches. It cannot turn during this movement. If the ship makes Contact (touches) another ship FRIEND OR FOE, it counts as ramming that ship. Immediately work out a ramming action. You may choose a free boarding action if cast on a friendly target. Ominous Fog: Casting cost = 8+. Ominous Fog is cast on an enemy ship within 20”. The Target ship counts as pinned for D3 turns unless it can roll higher than it’s total remaining mast on a D6. While Ominous Fog remains in play, the effected ship may not make any shooting actions as it cannot see through the dense fog. It cannot be targeted while surrounded in the fog, and the fog blocks line of sight in the same way that a ship or an Island. Unleash the Kraken!: Casting cost =10+. Unleash the Kraken has a range of 12 inches and is cast on an enemy ships. If successfully cast, a Sea Monster appears directly beneath the enemy ship and attacks it with D6 automatic hits. These hits are worked out exactly the same way as a Sea Monster. Once it has made it’s attacks, it sinks back beneath the waves until summoned again. Armor saves may be taken as normal against these attacks. Race Specific Spells Bretonnia: The Lady Protects Casting Cost = 7+. One friendly ship of your choice gains a 4+ save against any and all attacks that would remove a mast or sink her until the beginning of your next turn. This even includes magical attacks that would not normally allow one such as Wrath of Hashut, Doombolt or The Great Maw. This save cannot be improved by any means. Chaos Dwarves: Wrath of Hashut Casting Cost = 10+ This spell has a range of 12” The wizard immediately hurls D6 Fireballs each fireballs towards an enemy ship. These are worked out the same way as firing a regular cannon including rolls to hit with a +1 to hit modifier. If the amount of fireballs is a result of 6, and all of them hit their target. The target ship may not take any armor saves against fireballs and is immediately sank. Chaos: Possession of Chaos Casting Cost = 10+ Remains in play This cast on a Friendly ship anywhere on the battle. Immediately roll a D6 If the result is higher than amount of masts the ship begins the game with, the ship turns is possessed by a daemon and follows all the rules of a Sea Monster except it still has any existing crew, and Cargo Spaces. It loses any cannons and cannon upgrades. Its masts are the same value as before. Once cast the ship remains possessed even if the spell is cast again on another ship. This can only be cast on Galleys, Cargo Ships or Man o’ Wars. Dwarves: Rune of Storms Though a Runelord doesn’t cast magic he can strike runes. The Rune of Storm is successfully struck on a 2D6 roll of 9+ and Causes up to two enemy ships (Dwarf player’s choice) within 20 inches of the Rune Lord to only be able to move at half speed, and are at -1 with all shooting actions until the beginning of the dwarf players next turn. On a result of a 1 when striking the rune, treat as a miscast result. Dark Elves: Doombolt Casting Cost = 10+ This spell has a range of 20” The wizard immediately hurls D6 bolts of dark magic towards an enemy ship. These are worked out the same way as firing a regular cannon including rolls to hit. If the magic missiles amount is a result of 6, and all of them hit their target. The target ship may not take any armor saves against these foul magics and is immediately sank. The Empire: Sigmar’s Righteous Guidance Casting Cost = 8+ Sigmar’s Righteous Guidance is cast as the first action of a turn. For the remainder of the turn, The Empire player receives D6 Re-rolls. Any re-rolls not used are lost. High Elves: Speed of Asuryan Casting Cost = 9+ One friendly ship of your choice can be placed anywhere on the battle. This ship does not count as moving and if it has not performed any actions this turn it may act as normal. Lizardmen: Curse of Sotec Casting Cost = 8+ This spell has a range of 24 inches Each enemy crew member within range of the spell, must roll a D6, on a roll of 4+ they are removed as they are bitten by snakes and killed. The ship itself is unaffected, only the crew. Ogres: The Great Maw Casting Cost = 11+. This spell has a range of 24 inches and targets one enemy ship. The enemy ship must roll a D6 result higher than it’s total masts or be swallowed whole by the sea with no armor saves allowed. Orc and Goblins: Foot of Gork (or Mork) Casting Cost 7+. This spell has a range of 20 inches The Shaman pleads to Gork (or Mork) who answers his prayers by slamming it’s immense foot down upon an enemy ship. The ship takes D3 automatic hits. If the foot result is a 1 when rolling for hits, it is resolved against the Shaman’s own ship instead. Skaven: Plague of Rats Casting Cost 7+. This spell has a range of 24 inches. The Grey Seer calls forth a swarm of rats from inside the ships hold, each ship in the enemy fleet that is within range of this spell must roll a D6, on a result of a 1 the ship that failed may make no actions the next turn as it deals with the infestation. Tomb Kings: Invocation of Loek Casting Cost 10+. The spell has a range of 24 inches. The Hierophant performs an invocation. If successfully cast, D3 Friendly ships, including the vessel the Hierophant is on may make an additional action this turn. Vampire Counts: Raised from the Deep Casting Cost 11+. The Necromancer summons a shipwreck from the deep to add to the fleet. This Ship is based on a 50mm x 50mm and has D3 masts. Each Mast has a short Cannon. Once in play, it acts as part of the Vampire Count’s fleet and remains in play until the necromancer is slain. This ship is placed anywhere within 12 inches of the Necromancer who cast the spell. The If the necromancer is captured or killed, the ship automatically sinks, any treasure or crew that were on board this summoned ship are lost to the depths. Wood Elves: Regrowth Casting Cost 9+. The Treesinger calls to the wood guiding the vessel to regrow lost limbs. The target ship can regain (bring back into play) D3 Masts up to it’s starting value. No challenge is intended, Warhammer is a registered trademark of Games Workshop and all references to Games Workshop products is meant to promote the sales of games Workshop products with no personal gain or myself. These rules are donated and are meant in the spirit of fun and no profit has been made from this rules package.
textdata/thevault/Man O'War/Seahammer/Seahammer.pdf
seven levels in Heaven and nine in IletL The Asiral can only bring you to trie first level of these Planes. A physical fnrm nf travel musl he used 10 proceed lo the other levels Travel 10 the Aatrat "Plane" can be done with a wish or Ihe Astral Spell. Travel from Oultr Plant lu Outer Plane The Astral Plane can he used In travel frnm plane lo plane, if, from Heaven to Elysturn, A traveler could also move in- to an adjacent Plane, le. Heaven to the Happy Hunting Grounds, just by walk- ing. Travel, bv walking, could or should bt limited to only one Plane ta either side of the Plane that the traveler barter! in. For example, a traveler Astral Planed into Nirvana, so by walking he could travel to Arcadia nr to Acheron. t) Purple, Tte PRIME MATERIAI 2) Yellow, The POSITIVE MATERIAL PLANr i) Grey, The NLC.AT1VE MATERIAL PI ANt- 4) L( Blue The AIR Kl f-MENTAL PLANE 5» Red The FIRE ELTMENTAL PLANE 6) Greon The EARTH HI KMENTAL PLANE 7) Blue The WATER ELEMENTAL PLANE 8) Orange, TheETHEREAl PLANE 9) Lt Hlue, The ASTRAL PLANE 10) Blue. The SEVEN HEAVHMS 11) Lt. Blue, The HAPPY HUNTING GROUNDS 12) Blue. The TWIN PARAD1SKS 13) Li. Blue, OLYMPUS 14) Blur, Kt YSIUM 15) Blus/Grty, OLADSHEIM 16) Grey. 1 IMBO 17) Red/Grey. PANDEMONiUM IK) Red, The ftftft LAYERS OF THE ABYSS 19) Li. Red, TARTERUS 20) Red, HADES 21) Li. Red.GEHENNA 22) Red. The NINE HELLS 2J) Red/Grey, ACHERON 2-0 Grey. NIRVANA 2!) Blue/(.:rey, ARCADIA HOW GREEN WAS MY MUTANT THE APPEARANCE OF HUMANOIDS IN METAMORPHOSIS ALPHA by Gary Gygax Mutated humans, or simply humanoids, are a commonplace sight in the "worlds" of MFTAMORPHOSIS ALPHA. It is no great matter rb describe the obvious when telling a player about his own appearance, or relating to a party of adverlurers what they see when they encounter some humanoids. Thus, a mutant is very large, or quite small, has quills, or is winged. Large ears go with heightened hearing. A long, broad nose indicates a humanoid with heightened smelling ability. It is easy to go on, but what about general differences? Of course, you may have humanoids appearing as humans in most respects, but if you would enjoy adding a bit of "color" to your campaign, I suggest the following tables for obtaining ihe general appearance of mutated hu- mans, players or not. To determine the appearance just roll dice for as many of the categories as you desire, and, or course, you may delete, add, or change as you see fit! Die Roll 1 2 3 4 5 6 7 8 9 10 I I 12 13-15 16-17 18-19 20 1 2 3 4 5 6 7 8 Die Roll I 2 3 4 5 6 1 8 9 10 I I 12 Skin/Hair Coloration white pink tan brown orange black red yellow blue green purple gray 2 colors 3 colors 4 colors 5 colors Head crested long, pointed flattened oval bulbous bullet shaped quite small normal normal Facial Features very smalt round eyes drooping ears no ears huge mouth big nose no nose very large normal normal Skin Characteristic hairy hair patches bald wrinkled warty knobby pocked leathery normal normal Color Pattern solid (or solid patches) striped dotted spoiled belted banded whorles splotches normal normal Neck long long, thin shon very thick wattled normal Hands and Feel long short narrow wide hard soft thick fingered/loed thin fingered/toed very large very small normal normal Body round thin barrel-like hunched long small normal normal Fingers and Toes three four four five five five six six seven webbed double- jointed/ prehensile naitlcss VOLUME I 1 2 3 4 5 6 Arms long short thin thick Legs long short thin thick double-join ted bowed normal normal Metamorphosis Alpha Additions SOME IDEAS MISSED IN METAMORPHOSIS ALPHA by James M. Ward In the course of writing anything about anything, when every- thing is done and sent to the printers, there is something that should have been added to it or changed in it. Such is the case, in looking over the TSR booklet Metamorphosis Alpha that I designed. Before going further, I want to say that everyone at TSR did a great job on the production of this booklet; it is just that some things (more my fault than theirs) were left out. In working on the technological treasure items list, there are four items that should have been completely explained that were not. Chemical Radiation Neutralizes: are small two foot tall cylinders that contain a blue gel having the power to absorb radiated material and completely neutralize it. The gell from one cylinder can cover a 100- square yard area. The effects are permanent and the cylinders can com- monly be found in any radiated area that was dangerous before the starship passed through the radiated gas cloud. Chemical Flammable Retardants: are simply COi fire extinguishers that are r foot tall cylinders, with a nozzle on top. These little tanks shoot out blasts of cold air. The tank can last for 30 minutes of con- stant action. There are many plants and creatures that cannot stand the intense cold given off by the extinguisher, making it a very good wea- pon. Radioactive Material In Containment: is some type of material (liquid, sand, ball bearings, or solid metal wedges) that is radiated to a variable intensity. This containment is always in the form of a duralloy cube with a screw top. A loud buzzing occurs whenever these containers are opened. When out of this container, the material has an effective dam- aging range of 90 yards. Sensory Intensifies: are pendants that hang from the neck and run for thousands of years on a tiny atomic battery. These devices increase the natural bodily senses many times over. A being with this device on their person can see, hear, smell, and move at one and one half times the normal human rate. They can, therefore, not be surprised, because they can hear beings approaching or laying in wait for them. They can fol- low a scent like the best bloodhound. In battle the being gets two turns every other melee turn-example; attacked and not surprised, the being strikes normally the first time with his weapon and on the next melee turn gets two attacks with his weapon while the attacker gets only one. Along the same lines as the above is the poison chart that is closely tied to the constitution roll. This chart is tough and the point was not brought out clearly enough that there are lots of ways the affects of this chart can be countered. Any shaman from any tribe should have poison antidotes that he or she passes out freely for information or goodies or even the promise of future goodies. The number three humanoids, knowing all about poison, naturally have antidotes that are obtainable for things that these small humanoids could normally never get hold of. Plants of many different types can provide partial or total negation to the affects of any given poison. There are mutations that can also ne- gate the affects of poison; the new body parts mutation can be a gland that negates/filters toxic liquids entering the body. The increased body parts mutation could include the expanding of the appendix, which, if one may stretch a point, could cleanse the system of poisons entering the body, (if given sufficient time and rest). It should be obvious that the abilities given everyone, including Strength, Dexterity, and Leadership Potential, are all closely tied to the D&D abilities. The Mental Resistance factor is roughly analogous to the Intelligence factor in D&D and because of this, it instead of the Character Leadership Potential should be used when the judge uses the Item Complexity Level chart. The above information came through playing the game, and I ima- gine that as time goes by there will be lots of reports from others that have noticed things that need clarification in Metamorphosis Alpha. I hope those wolfoids stay off your tail. 053 055 05? D5S OBI RE E5TflBLI5t 5HlPLinH 5TPTU5 inmate 5CRH PfiOGRflm COmPLETE. CULL 5eBOEnCE RLPHFI- COEE flfllTlE 'CLOdE Bfinifl RLPI1H Run SEOiiEncE RLPHH DE3 RCT1URTE... AN ALTERNATE BEGINNING SEQUENCE FOR METAMORPHOSIS: ALPHA by Guy W. McLimore, Jr. In a special hidden section of the lost starship Warden, an engi- neering robot discovers a minor cable break. Drawing a small torch from its built-in toot kit, the necessary repair is soon made. This cir- cuitry interruption — which has remained undiscovered and untend- ed for many, many years — is now closed, and a special computer signal sent long ago finally reaches its destination. Relays close, and a special computer unit is activated, setting into motion a special genetic laboratory. Immediately, micro-miniature manipulators withdraw samples of human tissue from a freezer storage compartment. Unnoticed by the electronic controlling device is a cracked and damaged radioac- tive power capsule nearby which contaminates some of the with- drawn tissue cultures. The quick-frozen cells are moved to tanks of a special growth medium and are electrically stimulated. The cells be- gin to multiply, rapidly . . . Weeks later, the tanks hold full-grown adult human bodies. Some appear normal; others have strange deformities and mutations induced by the unexpected dose of radiation. All are limp, unmoving, devoid of intelligence and identity. Once again, micromanipulators move in, this time to attach wires and sensor strips to the foreheads of the newly-grown clones, fn a mat- ter of days, computer tapes full of general human knowledge and spe- cific ship-related skills are played directly into the clones' brain synaps- es. But again old computer malfunctions and worn-out circuitry com- bine to leave large gaps in the intended programming of the new poten- tial crew members. There will be unfortunate — perhaps eventually tra- gic— lapses in their "memories" of the ship and its functions. Thankfully, the all important final tape does play into the heads of the clones, explaining their mission. That mission is of the utmost im- portance to the hundreds of thousands of people in the ship. "Program codenamed Clone Bank Alpha is activated only in case of extreme danger or damage to the ship, causing breakdown of chain of command. Upon activation, tissue samples are processed into clones of ship's personnel, who are then programmed with the technical and general data necessary for operation of the ship. The clone bank com- puter terminals are to provide equipment and authorization to the clones, allowing them to reestablish chain of command and prevent di- saster. " YOU are one of these clones — charged with the task of rescuing the starship from disaster. But computer malfunctions have left you without the special equipment and weapons you need to master the sit- uation, What equipment you carry you must manufacture yourself from materials available in the clone bank complex. Some of your team are not even totally human, possessing strange mutant abilities and de- fects. Worst of ail, there are large holes in your memories. The ship's equipment seems strange to you, and you are not sure how to operate. You remember almost nothing of the structure of the ship itself — not even where the clone bank you are in is located or how to find the im- portant areas of the ship. The aged and broken-down computers in the clone bank complex yield no information of value. Still, you and your party have a job to do. You must leave the clone bank, and wander the ship, gathering information, and putting what skills you have to work. But it may already be too late. The disas- ter that caused the loss of command in the ship was long ago, and what remains is strange, and savage, and often deadly. You are entering an unknown land . . . This alternate scenario for beginning a game of Metamorphosis: Alpha has certain advantages over the idea of beginning as a barbarian from a shipboard tribe. Most notably, it eliminates the problem of so- called barbarians who own a copy of the rule book and know decidedly too much to be mere tribesmen. CLONE BANK: DETERMINATION OF MUTATION STATUS % Die Roll Mutation Status 01-15: MUTANT-1 mutation 16-25: MUTANT-2 mutations & I defect 26-30: MUTANT -3 mutations & 1 defect 31-35: MUTANT -4 mutations & 2 defects 36-50: LATENT MUTANT STOCK 51-00: HUMAN VOLUME I Physical mutations are numbered 1 through 30. Renumber mental mu- tations 31 through 67, Roll percentile dice for each indicated mutation on the table above, A roll of 68 through 00 is ignored. Physical defects are renumbered I through 12, and mental defects are renumbered 13 through 20. Roll a 20-sided die for determination of defects. LATENT MUTANT STOCK These are humans who have latent mutant abilities that may be brought out by radiation. Keep track of how many levels of radiation CUMU- LATIVE have been absorbed by any one latent mutant. This is the per- centage chance that the accumulated radiation effect will bring out the latent mutations. Roll each time the character is affected by radiation and lives. If the latent mutations are brought out, roil on the following table: "ft Die Roll Effects 01-50: I mutation 51-75: 2 mutations & 1 defect 76-90: 3 mutations & 2 defects 91-00: DEATH (lethal mutation) PROGRAMMED SHIP SKILLS % Die Roll Number of skills_ 01-50: 51-60: 61-75: 76-85: 86-90: 91-95: 96-99: 00: PSION1C HEALER: IMMORTAL: 1 minor skill 1 major & 1 minor skill 1 major & 2 minor skills 2 major skills 2 major & 1 minor skill 2 major & 2 minor skills 2 major & 3 minor skills ROLL SPECIAL SKILL (humans only) MAJOR SKILLS (player's choice) Ecology Maintenance Technician Astrogator Computer Technician Weapons Officer Roboticist Medical Officer Power Room Technician Engine Maintenance Technician Radiation Technician Band Unit Maintenance Technician MINOR SKILLS (player's choice) Food Service Technician Shuttlecraft Pilot Transport Technician Geneticist/Chemlife Technician Small Unit Repair Technician Recreation & Athletics Officer Survival Training Specialist Ship Superstructure Technician SPECIAL SKILLS 01-15: Psionic Healer 16-30: Machine Talent 31-45: Immortal 46-60: Probability Shifter 61-75: Resurrection Talent 76-90: Mental Battery 91-00: Ability Duplicator EXPLANATIONS OF SKILLS WEAPONS OFFICER: + I on rolls to hit with ship's weaponry MEDICAL OFFICER: Can heal 1 point of damage per man per day with minimum equipment RADIATION TECHNICIAN: Can identify radiation areas from condition of local plants, effects on animals and players, etc. BAND UNIT MAINTENANCE TECHNICIAN: Expert with color band circuitry. Has possibility of bypassing 6 BEST OF DRAGON bandlocks (at referee's option) FOOD SERVICE TECHNICIAN: 25 per cent change to identify harmful substances SHUTTLECRAFT PILOT: Able to fly ship's shuttle vehicles TRANSPORT TECHNICIAN: Familiar with road systems, subshut- tle tubes, anti-grav sled repair, etc. GENETICIST/CHEMLIFE TECHNICIAN: Conversant with both human genetics and android construction SMALL UNIT REPAIR TECHNICIAN: Able to repair minor dam- age to ship's equipment depending on com- plexity (referee's option) SURVIVAL TRAINING SPECIALIST: + 1 to hit with all weapons. 1-6 pts. damage hand-to-hand combat with humans and humanoids (Only one per party) SHIP SUPERSTRUCTURE TECHNICIAN: Familiar with hull con- struction, including methods of working with duralloy Can heal 1-6 points of damage per person per day, or twice that (taking 1-6 pts. him- self in the latter case) MACHINE TALENT: Possesses instinctive affinity with all ma- chines. Totally immune to poison, radiation, and disease. Regenerates 5 hit points per day. Transfusion of blood into a non-immortal cures 2-40 hit points, and can be done once a month. PROBABILITY SHIFTER: Can influence a die roll by investing hit points (1 hit point = I percentage point; 5 hit p o i n t s - 1 20-sided die p o i n t ; 10 hit points =1 6-sided die point). Use of this power, and direction and magnitude of in- fluence, must be declared before rolling. This power can be used whenever the char- acter affected by the roll is within 25 ft. of the person with the power. RESURRECTION TALENT: Can restore life by pouring own hit points into another's body. The amount of points invested becomes the maximum hit points for the resurrected person. This can be no more than the original number of hit points the dead character had. Each full day dead adds 10 percent to the number of points that must be invested. (Example: A man three days dead must have 39 points in- vested to gain 30.) Persons with bodies not intact or not recoverable cannot be resur- rected, nor can persons already once resur- rected by this method. MENTAL BATTERY: Can power any item within 20 feet with mental energy, with 5 percent chance (cumu- lative) of "burnout" each melee round. Powering an item lakes no real concentra- tion, but power ends if person with battery power is knocked unconscious or moved out of range. BURNOUT CHART 01-50: Unable to use power for one day 51-75: Unconscious 1-20 min. plus 1-day wait to use power again 76-85: Unconscious 1-6 hours plus 2-day wait to use power again 86-90: As 76-85 plus take 1-20 pts. damage 91-99: As 86-90 plus take additional 1-20 pts. damage 00: Death from energy burnout ABILITY DUPLICATOR: May duplicate any one single mutant ability (mental or physical) or one single hu- man attribute (strength, constitution, dex- terity, etc,) of any being within 100 yards. Roll for burnout as above each melee round but with 10 percent non-cumulative chance of burnout. THE TOTAL PERSON IN METAMORPHOSIS ALPHA by James M. Ward The concept of role playing revolves around the idea that you be- come a "being" from a world that can only be imagined. This being re- acts to the problems of every day life, along with those unusual ones that often come up, in a way that guarantees that beings survival. The enjoyment that is to be realized from this type of gaming is from the pleasure of overcoming problems. These created beings are usually started full blown out of the minds of the players with hit points, a mental resistance, and the like. To make the game more enjoyable and allow any given player a slight edge in Metamorphosis Alpha (some- thing that is often needed as the players can attest to) I have created a few charts that give the player a past to work with. There are also charts that help those in a village discover what can be had there. In using these, if problems come up that are caused by the illogic of the die roll just start over in that chart or on the whole thing. ENVIRONMENT FROM THE EARLIEST TIMES TO THE PRE-ADULT YEARS: MATERIALS SUPPLIED FROM AND/OR AVAILABLE IN A TRIBAL SITUATION: 1 Simple Village Area 2 Ancient Town ARea 8 3 Engineering Section 9 4 Forest Area 10 5 Mountain Village Area II 6 Fully Operational City 12 Island Simple Village Area Single Powered Villa Powered Horticultural Area Inter-ship Corridor Large River Village Area ACTIONS IN THE PRE-ADULT YEARS: Time Was Spent Hunting Time Was Spent Plant Gathering Time Was Spent Fighting Mutated Creatures Time Was Spent In General Weapons Practice (non-powered) Time Was Spent In Working With Simple Technological Devices Time Was Spent In Learning Advanced Technological Devices Time Was Spent In Healing And Helping Others Time Was Spent In Hunting Time Was Spent In Hunting Time Was Spent In Studying Mutants Of All Types Time Was Spent Around Radiation Areas Time Was Spent In Learning To Read The Ancient Language BASIC INTERESTS AND/OR TALENTS Knowledge Of Powered Weapons Knowledge Of Poisons & Antidotes Hunting Hunting Combat Of Any Type Collecting Domars Mapping The World Knowledge Of Technological Items In General Knowledge Of Transportation Devices Of All Types The Use Of Non-powered Weapons Knowledge Of Medicines Of All Types Knowledge Of The Powers Of Mutants Of All Types SPECIAL ABILITIES: 1-12 None 13 Archery Accuracy 14 Attacking With A Sword 15 Working With Simple Technological Devices 16 Working With Poisons And Their Antidotes 17 Knowing The Effects Of Plants And Herbs 18 Understanding The Types And Abilities Of Robots 19 Working With Computers 20 Communicating With And Beguiling Creatures Of All Types 8 9 10 Some Type Of Weapon: Stone Dagger, Sword Frond. Spear, Bow & Arrow Carrying Items: Sack, Bandoleer, Back Pack, Belt & Pouch Living Area: Large Hut, Small Hut, Lean-to, Under A Tree, A Hole In The Ground, An Ancient Building, In The Open Stories Told Around The Campfire: A. Dealing With Mutant Attacks Dealing With Hunting And Fishing Dealing With Robots Dealing With An Imagined Technological City Dealing With The Use of Magical Color Bands Dealing With Flying Devices Of Any Type Trained Beings Of The Village (guards): Jegets, Cring Plant, Con- garoid. Singing Vine, Dogs, Cats, Changers, Winged Biters Available For Trade At Very High Prices, Are These Items: A. Several Different Types Of Color Bands Poison Antidote Heavy Crossbows & Bolts Poison (variable intensity) Domars .. Energy Cells Advice And Knowledge From The Experienced Travelers Of The Village Other People Willing To Travel With Out From The Village Things To Raise Your Armor Class: Shields, Cured Hide Armor, etc. Food Designed For Traveling B. C. D. E. F. B. C. D. E. F. VOLUME I 17 Mutants In thinking about the background of the mutant (which should be different from that of any given human, their background and more importantly who their parents were can be a very important factor. The fact that a mutant parent had nine mutations and the other one had seven should also be reflected in the children of the two. Taking this into consideration, the following chart should be used in creating a mutant. First a player should roll a die to find what side they favor (mothers or fathers) and this will be the side that will give them all but one of the possible mutations. The other side will give the remaining one of their mutations. In the case of having a human parent the mu- tant will gain the benefits of the human constitution (by rolling eight- siders for hit points and having a plus two on the constitution versus poison chart) and will have no physical defect (even if the chart indi- cates that the mutant should have one). MUTATION GENERATION CHART: Mothers Side Fathers Side 1 Third Generation Mutant Fifth Generation Mutant 2 Human First Generation Mutant 3 Sixth Generation Mutant Third Generation Mutant 4 First Generation Mutant Second Generation Mutant 5 Fourth Generation Mutant Human 6 Tenth Generation Mutant Tenth Generation Mutant 7 Seventh Generation Mutant Second Generation Mutant 8 Fifth Generation Mutant Tenth Generation Mutant 9 First Generation Mutant Third Generation Mutant 10 Eighth Generation Mutant Human 11 Human Ninth Generation Mutant 12 Tenth Generation Mutant First Generation Mutant 13 Human Human 14 Second Generation Mutant Ninth Generation Mutant 15 Ninth Generation Mutant Fourth Generation Mutant 16 Third Generation Mutant Third Generation Mutant 17 Ninth Generation Mutant Ninth Generation Mutant 18 First Generation Mutant Fourth Generation Mutant 19 Second Generation Mutant Sixth Generation Mutant 20 Human Human First through Third Generation Mutants always have a Physical Defect, Fourth through Seventh Mutants always have a Mental Defect, Eighth Through Tenth Generation Mutants have both a Physical and a Mental Defect If a player wanted to use all of the charts, he or she would have to be a mutant that was living in a mixed village of mutants and humans. A die roll of an eight tells the player that they have a total of eleven mu- tations (assuming that the player favored his father) and this included the two necessary defects. The player in my game would be allowed to pick the other nine mutations on either the mental or physical charts. Another die roll tells the player that he grew up in an engineering sec- tion (thus allowing him a certain knowledge of metals and the opening and closing of doors). His time was spent in working with simple tech- nological devices and he has a talent for combat of any type (giving him a plus to hit and on damage). He is especially good with a sword (an- other plus for him), He has a stone dagger, a sword frond, a bandoleer, and lives in a small hut. His village talks of robots when they are around the camp- fire. The shaman of the village will trade poison antidotes and energy cells for new technology devices he hasn't seen before. What you end up with after a number of die rolls is not just a char- acter with a sort of personality, but a being with some very helpfu! traits. Traits that will allow that person to survive in a very hostile en- vironment. 78 BEST OF DRAGON
textdata/thevault/Metamorphosis Alpha (osr)/Magazine Articles/Metamorphosis Alpha - Best of Dragon Magazine.pdf
Roll D66 for room. Then roll 2D6 on Room Contents Table Roll D6 Treasure Table Roll D6 Traps Table Roll D6 Special Events Table Roll D6 Vermin Table Roll D6 Minions Table Roll D6 Minions Table Empty Empty. Roll D6 Special Feature Table Dragons Lair (Boss Table) Roll D6 Boss Table + 6 on D6 = Final Roll D6 Weird Monsters Table Empty Roll D6 Treasure Table Roll D6 Traps Table Roll D6 Vermin Table Roll D6 Minions Table Empty Empty Empty. Roll D6 Special Feature Table Empty Roll D6 Boss Table Empty If a Room If a Corridor 2 3 4 5 6 7 8 9 10 11 12 If survive, roll D6 Treasure Table If win, roll D6 Treasure Table If win, roll D6 Treasure Table If win, roll D6 Treasure Table If win, roll D6 for levelling up + D6 Treasure Table If win, roll D6 for levelling up + D6 Treasure Table If win, roll D6 for levelling up + D6 Treasure Table Can Search Can Search If survive, roll D6 Treasure Table Can Search Can Search Can Search Can Search Can Search Can Search If win, roll D6 Treasure Table If win, roll D6 Treasure Table If win, roll D6 for levelling up + D6 Treasure Table GUIDE TO DUNGEON AND ROOM BUILDING TABLES
textdata/thevault/Four Against Darkness (osr)/Sheets and Play Aids/Four Against Darkness Dungeon Flowchart (no corridor final boss).pdf
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INTRODUCTION he RPG is a game that promotes imagination and logical reasoning, developing creativity, interpersonal relationship, and mutual cooperation. As pioneer of this game style, D&D brings an atmosphere of mysticism and fantasy to DM and players, allowing then to create and live epic stories and adventures worthy to be tell on books or even in movies. Several memorable and epic sagas known can be revived and even take a different course in the hands of an experienced DM and dedicated players. However, the game is not about only will and storytelling. There are factors that must not be decided only by the desire of the DM or the players. The game rules are fundamental to keep a level of coherency and logic on game tables. A player may want his character knock a huge iron door to the ground with a kick, but the success or the failure of this action is impacted by the physical strength of the character and a die roll. The D&D 5th edition core books present the basic rules to act in an universe create by a DM or in the official campaign setting, like Forgotten Realms. Whereas the core rulebooks are limited in the diversification of races, classes, items, spells, feats, monsters and so on, I decide to create a pack of supplemental rulebooks to expand the options presented on the basic books. To have better use of the supplemental rulebooks of the AlanVenic’s Redbook line, you need the three D&D 5th edition core rulebooks: The Player’s Handbook, Monster Manual, and Dungeon Master’s Guide. In certain moments, some features presented here, will refer a given chapter of this books, or just the book itself. When you are consult this supplemental rulebook, you should have access to the determined book to delve into the topic discussed by the given feature. At this specific supplemental rulebook will be approached the monk class. Here we have a brief discuss of his abilities and powers, focusing on class gameplay. Additionally, are presented here new class options to players that consider the class options presented in the Player’s Handbook doesn’t fit on the concept they pictured to their characters. You can create a monk that took an unusual combat style, and have the bow as its favorite weapon. You also could be a tattooed monk capable of channel mystical energy through your tattoos. Or you could be a monk that learn a fighting style opposed to its teachings, wearing armor for protection, and focusing your attacks in brutal force instead of agility. Or you could be a pacifist monk that trail the way of the lotus and spread words of serenity and still around the world. At this supplemental rulebook are presented ten new monastic traditions. Certainly, one of than will fit the concept you imagine for your monk. Explore all the possibilities and have fun. Long live to the RPG! AlanVenic Gonçalves March 2016 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Alan Gonçalves and published under the Community Content Agreement for Dungeon Masters Guild. THE MONK A man wearing simple vests and wielding nothing more than a stick wander quietly down the street. When this man entering an alley, thugs that demands him to give his possessions surround him. Keeping a countenance of peace, the man put its stick in a box and get ready to the imminent clash. When the first thug approaches, the man unleashes a punch that throw the thug far away. The other outlaws are surprised, but not intimidated enough to give up the fight against a man that even wears armor. They make this great mistake. Punches, knee blows, kicks, and halters put down the outlaws one by one. In the end, all outlaws are knocked down in the floor and the man standing unharmed with the same countenance of peace it has at the start. A monk is a martial artist untouchable by ordinary street thieves. His fists are as lethal as any sword wielded by a skilled warrior, and its insight is its greatest trump, allowing him to access its inner energy to avoid the most attacks struck against him. CLASS FEATURES As a monk, you are an unmatched martial artist. Additionally, you are able to manipulate your inner energy to produce unique effects and as you become more experienced, you improves your body, mind, and spirit to supernatural levels. UNARMORED DEFENSE Your training is entirely focused on freedom of movements. When you are wearing no armor, you use your insight and perception to anticipate the attacks of your foes, dodging these attacks in the very moment. MARTIAL ARTS No other warrior is so efficacious at unarmed combat than you are. Your intense training allow you to improve your strikes until reach perfection. Your fists become weapons as deadly as any sword, and you can attack with blinding speed and peerless accuracy. KI Through meditation and constant practice, you are able to control the primal energy that exists inside you. You can channel this energy to produce several supernatural effects that turns you a singular martial artist. UNARMORED MOVEMENT When you are without impediments, you can move with an extraordinary speed. Even fast animals like horses or cheetahs have difficult to reach an experienced monk in a racing. MONASTIC TRADITION The choice of your monastic tradition defines the kind of monk you are, your life philosophy, and your martial art style. The way you trail at your monk career can varies widely thanks to the chosen of your tradition. In the Player’s Handbook are presented three traditions. Here are presented ten new slopes of this class feature, bringing a huge variety for the kind of monk you want to be. The new monastic traditions are presented in the final of this brief description of the monk class features. DEFLECT MISSILES Your insight and perfect reaction allow you to avoid arrows and other objects thrown in your direction. If hit you with a sword is difficult, hit you with an arrow is nearly impossible. ABILITY SCORE IMPROVEMENT As a monk, are two abilities usually more important to you. At first, your Wisdom is related to most of your class features, and improves your insight and sixth sense in combat. As second, your Dexterity represents your agility and accuracy. However, you can find some feats that can expand even more your versatility, or improves the focus in some aspect you wish to exalt on your character (see chapter 6 on Player’s Handbook). SLOW FALL Controlling the energy of your body, you can reduce the density of your body, consequently reducing the effects of gravity on yourself. EXTRA ATTACK Your speed and agility become evident when you unleash many attacks in combat. Mainly when your standard combat skill is improved through your inner energy to make a blinding flurry of punches and kicks. STUNNING STRIKE With a sharp blow in the weak spot of your enemy, you can make him to become daze and with no reaction for a brief moment. Enough time to finish him. KI-EMPOWERED STRIKES You can make your entire body a deadly weapon able to overcome even the magical protection of your foes. EVASION Thanks to your agility and quick-wits, you can dive in safety escaping unscathed from effects that could put you down. STILLNESS OF MIND In a moment of distress, you can focus and make a brief meditation to calm down your mind and spirit. Your head is completely emptied from harassments and you are ready to fight again. PURITY OF BODY Your body become a bulwark of resilience against some harmful effects. Your health is immaculate and you fell no effect of toxins that enter in your body. TONGUE OF THE SUN AND MOON When you expand your mind in an impressive way, you can understand the language of all living beings. DIAMOND SOUL When you reach this level of self-improvement, you become nearly untouchable. Is virtually impossible affect you with most of mundane harmful effects, and even magical and supernatural effects seldom affects you in the expected way. TIMELESS BODY Your body stop to age, but your mind and spirit continues in the travel of wisdom and constant evolution. You are forever young until you get your moment to disincarnate. EMPTY BODY Focus your inner energy, you can access other planes of existence. You disincarnate from your material body, make a spiritual travel to get answers, and improves your mind and spirit. PERFECT SELF At the apex of your self-improvement, you make your inner energy to become endless. You always have a portion of your energy source. MONASTIC TRADITIONS At this supplemental rulebook are presented ten new monastic traditions you can choose instead of the monastic traditions presented in the Player’s Handbook. The Way of the Devoted Monk, the Way of the Drunken Master, the Way of Lotus, the Way of Ninjutsu, the Way of Retaliation, the Way of the Sacred Fist, the Way of the Sadhaka, the Way of Steel, the Way of the Tattooed Monk, and the Way of the Zen Archer. WAY OF THE DEVOTED MONK The devoted monasteries are monastic orders usually located in places hard to access where only the most perseverant monks can reach. Once in the monastery, these monks are presented to the masters of vow. A group of monks represented by a single monk that doesn’t make the vow of silence. This monk teach the precepts and vows that the devoted monks can make when trail this way. The life of a devoted monk is full of privations accepted by these monks as a way to prove its spiritual elevation, and purification of body and mind. SACRED VOW At 3rd level, when you choose this tradition, you must choose a sacred vow among the present below, and fulfill this vow rigorously. Vow of Abstinence. You cannot consume any narcotic substance like alcohol or drugs. While you fulfill this vow, you gain resistance to poison and necrotic damage. Vow of Chastity. You cannot have sexual intercourse or any kind of intimate contact with other person. While you fulfill this vow, you gain advantage on Charisma checks and on Intelligence saving throws. Vow of Obedience. You must obey the orders of your superiors at the monastery of the devoted without question. While you fulfill this vow, you gain advantage on saving throws to not be charmed or frightened. Vow of Peace. You cannot kill any living creature. While you fulfill this vow, you gain +1 bonus to AC and initiative rolls. Vow of Poverty. Your possessions cannot be worth more than 10 gp. You can bear goods with a higher value, but with the single purpose to donate it to the poor or to your monastery. While you fulfill this vow, you recover 1 hit point each 10 minutes. You also gain advantage on saving throws to resist extreme cold effects and you need to eat only once per week. Vow of Purity. You cannot eat meat and must be always clean. While you fulfill this vow, you gain advantage on saving throws against poison and disease. Additionally, you can speak with beasts as you share a language with them. Vow of Silence. You cannot speak. While you fulfill this vow, you gain advantage on Wisdom checks and on Charisma saving throws. If you intentionally breaches one of your vow, you lose the benefits of this vow until being target of a geas spell cast by a member of the devoted monastery or fulfill a task given by your immediate superior. Additionally, in a day you make something that breach one of your sacred vows, you suffer disadvantage on ability checks until you end a long rest. EXTRA VOW When you reach the 6th level, you can go back to the devoted monastery to make a new sacred vow. Choose a second vow from the list of sacred vows. At 12th level, you gain a third vow, and at 18th level, you gain a fourth sacred vow. RITUAL OF DEVOTION Starting at 11th level, you can do a ritual with your allies to make them swear a sacred vow to you. With a ritual that takes 10 minutes, you can grant the benefits of one of your sacred vows at your choice to any willing creature that participate on the ritual. A creature that participate on the ritual gain the same benefits you gain from the chosen vow while it fulfill the vow or until it finish a long rest. Once you use this feature, you must finish a long rest before you can use it again. GRAND DEVOTION At 17th level, the benefits granted by your sacred vows improves. These benefits replaces the benefits of your Sacred Vow. Vow of Abstinence. While you fulfill this vow, you are immune to poison and necrotic damage. Vow of Chastity. While you fulfill this vow, you gain advantage on Charisma checks and is immune to spells and effects that requires an Intelligence saving throw. Vow of Obedience. While you fulfill this vow, you are immune to charmed and frightened conditions. Vow of Peace. While you fulfill this vow, you gain +2 bonus to AC and initiative rolls. Vow of Poverty. While you fulfill this vow, you recover 1 hit point each 1 minutes. You are also immune to extreme cold effects and doesn’t eat or drink. Vow of Purity. While you fulfill this vow, you are immune to poison and disease. Additionally, you can speak with beasts as you share a language with them. Vow of Silence. While you fulfill this vow, you gain advantage on Wisdom checks and are immune to spells and effects that requires a Charisma saving throw. WAY OF THE DRUNKEN MASTER Some unconventional monks learn a fighting style focused on being apparently constantly drunk. The drunken masters also known as drunk pugilist, are monks that learn an unorthodox fighting style that uses the groggy state of inebriation to gain advantage. The movements of the drunken master are unpredictable, making hard to know how to hit and even more hard to know how to defend itself against the attacks apparently random struck by the drunken monk. MASTER OF IMPROVISATION At 3rd level, when you choose this tradition, you gain proficiency with improvised weapons. These weapons count as monk weapons to you. DRUNKEN MASTER STYLE Also at 3rd level, you can take new actions using your ki when you are drunk. You must use an action to ingest at least 1 quart of strong alcoholic drink like rum, sake or wine, becoming drunk while you have ki points remaining. While you are drunk, you gain advantage on Dexterity (Acrobatics) checks, but suffer disadvantage on Wisdom (Perception) checks. Additionally, you can use the following features while drunk: Countertrip. If a creature try to knock you prone and fail, you can use your reaction to spend 1 ki point and make a unarmed attack against this creature. If you hit, in addition to cause damage, the target must be successful on a Strength saving throw or is knocked prone. Flowing Like Water. If a creature is grappling you can use a bonus action to spend 1 ki point and make a Dexterity (Acrobatics) check to escape the grapple. If you are successful on the check, you can make an unarmed attack as part of this bonus action. Stunning Throw. As a bonus action, you can spend 1 ki point to throw a monk weapon that cause bludgeoning damage in a creature within 20 feet of you. If you hit, the target is affected by your Stunning Strike. DRUNKEN RECOVERY At 6th level, you can drink alcoholic drinks to replenish your ki pool. As an action, you must drink at least half quart of strong alcoholic drink and make a DC 15 Constitution saving throw. If you are successful in this save, you recover a number of ki points equal to your Wisdom modifier (minimum of 1 point). Once you use this feature, you must finish a short or long rest before you can use it again. BREATH OF FIRE When you reach the 11th level, you can unleash an extremely flammable burp. As an action, you can spend 5 ki points to expel gas in a 30-foot cone and flame it with a fire source in your hand, like a torch or candle. A creature in the area must make a Dexterity saving throw. The target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. ALWAYS DRUNK At 17th level, you are constantly drunk and don’t need to ingest alcohol anymore. You can activate your Drunken Master Style as a bonus action without need of drink. Additionally, you can use a bonus action to spend 2 ki points and activate two of your monk features among the following: Flurry of Blows, Patient Defense, Step of the Wind, Flowing Like Water, or Stunning Throw. You can’t use the same feature twice with a single bonus action this way. WAY OF LOTUS The Way of the Lotus is trail by monks that decide coexists in a peaceful way with the rest of the beings. The philosophy of the monk of the lotus is summarized by seek of spiritual peace and spread of serenity and tranquility around the world. You are taught to don’t harm other living beings and, even when obliged to do so, you never takes life from a living being. During your training, you develops techniques to neutralize your foes without cause pain or harm, trying to solve the strife in a clean and peaceful way. BRAND OF MERCY At 3rd level, when you choose this tradition, you learn to unleash attacks on nonlethal spots, knocking out your foes without risk of killing them. When you make an unarmed attack against a hostile creature and the damage deal is enough to drop the target hit points to 0, you can drop the target hit point to 1 instead, but the target is unconscious for 1 hour. Additionally, as a bonus action, you can spend 1 ki point to touch a unconscious creature that you can see and target it with the brand of mercy for 1 hour. While a creature is branded this way, it recover double of the hit points when is target of an effect that recover hit points. However, the target suffer disadvantage on Wisdom saving throws against effects produced by you. A creature cannot be target of your Brand of Mercy again until it finish a long rest. APPEASER TOUCH Also at 3rd level, you can pacify an opponent you touch. When you hit a creature with an unarmed attack, you can spend 2 ki points to pacify the target. This attacks doesn’t cause damage, but the target must be successful in a Wisdom saving throw or is pacified for 1 minute. A pacified creature cant take actions. The target can make a new saving throw at the end of each of its turns, ending the pacify effect with a successful save. The effect also end if the target suffer damage. A creature immune to the charmed condition is also immune to your Appeaser Touch. HEALING TOUCH Starting at 6th level, you can recover the wounds of a creature that you touch or you can smite evil creture with radiant light. As an action, you can spend 2 ki points to touch a living creature that you can see. The target recover a number of hit points equal to 1d8 + your Wisdom modifier. Alternatively, when you hit an undead or a fiend with an unarmed attack, you can use a bonus action to spend 1 ki point and cause 2d8 extra radiant damage to the target. You can spend extra ki points to improve this effect. For each ki point you spend, you heal 1d8 extra hit points to a living creature you touch, or cause 1d8 extra radiant damage to an undead or fiend you hit. LOTUS STANCE At 11th level, you learn to meditate in a stance that inspire perfection of body and spirit. When you finish a short rest, you can spend 4 ki point to unleash a burst of renewal energy in a 10-foot-radius centered on you. Any living creature friendly to you in the area recover a number of hit points equal to 2d4 + your Wisdom modifier. Alternatively, you can recover 1 level of exhaustion of each living creature in the area. TOUCH OF REDEMPTION At 17th level, you can open the mind of the foes you face to the path of true. When you make an attack that knock a living creature unconscious, you can spend 5 ki points to charm the target. The target must make a Wisdom saving throw at the start of its next turn. If the creature fail the save, it become charmed by you for 24 hours or until you or your companions do anything harmful to it. The charmed creature regards you as a friend and will follow you, helping as best as it can. WAY OF NINJUTSU The monks that trail the Way of Ninjutsu learn the secret techniques of the ninjas. To become a ninja, foremost the monk need to be accepted in a secret clan of ninjas. After being accepted in a clan, the monk learn techniques that improves its stealth, and learn assassination techniques too. This makes the ninja a very skilled killer capable to enter in any place without being noticed and eliminate its target in a clear and fast way, leaving the place after someone realize what just happen. ART OF NINJÚTSU At 3rd level, when you join a secret clan of ninjas, you add the following weapons to your monk weapons: katana (longsword), kodachi (scimitar), fukiya (blowgun), and naginata (glaive). You are proficient with these weapons, and with the poisoner’s kit. SUDDEN STRIKE Also at 3rd level, you become able to unleash a deadly strike when you got your enemy unwarned. When you use a monk weapon to attack a creature that cannot see you or is surprised, you add 1d8 extra damage to the first attack that you hit on this target. The extra damage from your Sudden Strike increase by 1d8 for each three levels of monk you have (2d8 at 6th level, 3d8 a6 9th level, 4d8 at 12th level, 5d8 at 15th level, and 6d8 at 18th level). NINJUTSU TECHNIQUES At 6th level, you learn techniques that makes your infiltration and evasion easier. You can use the following abilities spend ing ki points. Fast Climb. As an action, you can spend 1 ki point to gain climb speed equal to your walking speed until the end of your next turn. Smoke Bomb. As a bonus action, you can spend 2 ki points to throw a smoke bomb on your feet creating a smoke cloud in the space occupied by you and in all adjacent spaces until the end of your turn. During this time, you gain the benefits of the invisibility spell. The smoke creates a heavily obscured area, but you suffer no penalty to your sight when you are inside the area of your own smoke bomb. Uncanny Perception. As a bonus action, you can spend 3 ki points to gain blindsight out to a range of 10 feet. STEALTH MASTER When you reach the 11th level, you become a master on occult arts. You gain advantage on Dexterity (Stealth) checks and you cannot be tracked by nonmagical means. From now on, when you use your Smoke Bomb you can spend 2 extra ki points to increase the duration of your bomb until the end of your next turn. During this time, you gain the benefits of the greater invisibility spell while you remain inside the area occupied by the smoke. GHOST STEP At 17th level, you become able to use your inner energy to access the Ethereal Plane for a short time. As an action, you can spend 5 ki points to assume a incorporeal shape for 1 minute. While in this shape, you gain the following features:  Is hard to see you. A creature must be successful in a DC 20 Wisdom (Perception) check at the start of its turn to see you.  You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and to poison damage.  You are immune to the grappled, paralyzed, petrified, prone, and restrained conditions.  You can move through other creatures and objects as if they were difficult terrain. You takes 5 (1d10) force damage if you ends your turn inside an object.  You can use only magical weapons to attack creatures on the Material Plane. You can attack creatures on the Ethereal Plane as normal. Once you use this feature, you must finish a long rest before you can use it again. WAY OF RETALIATION The best defense is the counterattack. This is the philosophy taught to the retaliators, the monks that trail the Way of Retaliation. Wait until the very moment when your opponent make an attack and opens its guards. At this moment, the retaliator makes its true strike. The attacks of the retaliator take advantage of the swing of its enemy to knock him down, disarm him, or pushes him off a cliff to certain death. MASTER RETALIATOR At 3rd level, when you choose this tradition, you learn to use your inner energy in response to the actions of your enemies. Counterstrike. When a creature within 5 feet of you that you can see make a melee attack against you, you can use your reaction to spend 1 ki point and make an unarmed attack or an attack using a monk weapon against this creature. If you hit, the target suffer disadvantage on the attack roll that trigger this maneuver. Escape Step. When a creature you can see make a ranged attack against you, you can spend 1 ki point to move up to 10 feet. The creature suffer disadvantage on its attack roll doing your movement. Redirect Attack. You can make another creature be target of an attack aimed on you. When you are target of an attack and another hostile creature different from the attacker is within 5 feet of you, you can use your reaction to spend 1 ki point and make this creature be the target of the attack instead of you. READY REACTION At 6th level, you can get ready to make multiple reactions in a single round. At your turn, you can abdicate to use your action and your bonus action. Until the start of your next turn, you can take up to four reactions. You can’t take more than one reaction in a turn of a given creature. MANEUVER OPPORTUNITY When you reach the 11th level, whenever you hit a creature with an attack of opportunity, you can start the maneuver Grappling or Shoving a Creature against this creature. Additionally, you can try to disarm the creature you hit by make an Athletics check (using Strength or Dexterity at your choice) contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target drops an object wielded in the ground at its space. REACTION SURGE At 17th level, at the start of your turn, you can spend 3 ki points to act freely in this round. Until the start of your next turn, you can intercalate your actions between the turns of other creatures. For example, you can move 10 feet and start the Attack action to make an attack against a creature. During the turn of this creature, you can move 10 feet and attack another target, using your second attack from your Attack action. At the turn of the next creature, you can use your bonus action to make a flurry of blows and move 20 feet, to finally make an attack of opportunity using your reaction in the turn of another creature. WAY OF THE SACRED FIST The Way of the Sacred Fist is made up of monks indoctrinated in some kind of religious sect. They worship a specific god, or a group of deities with a similar alignment. During its meditations and prayers, these monks gain the ability to channel divine energy through its bodies, using its inner mystical energy as a tool to access its faith. Like a cleric or paladin, a sacred fist can lose its spellcasting ability if acts against the dogmas of the gods its monastery worship, although is very difficult it happen since the sacred fist has a bigger picture of worshiping than both previews classes. SPELLCASTING When you reach 3rd level, you augment your versatility with the ability to cast spells. See chapter 10 for general rules of spellcasting and chapter 11 for the cleric spell list. Cantrips. You learn one cantrip of your choice from the cleric spell list, and the cantrip sacred flame. You learn an additional cleric cantrip of your choice at 10th level. Spell Slots. The Sacred Fist Spellcasting table show how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot. SACRED FIST SPELLCASTING Monk Level Cantrips Known Spells Known –Spell Slots per Spell Level– 1st 2nd 3rd 4th 3rd 1 3 2 – – – 4th 1 4 3 – – – 5th 1 4 3 – – – 6th 1 4 3 – – – 7th 1 5 4 2 – – 8th 1 6 4 2 – – 9th 1 6 4 2 – – 10th 2 7 4 3 – – 11th 2 8 4 3 – – 12th 2 8 4 3 – – 13th 2 9 4 3 2 – 14th 2 10 4 3 2 – 15th 2 10 4 3 2 – 16th 2 11 4 3 3 – 17th 2 11 4 3 3 – 18th 2 11 4 3 3 – 19th 2 12 4 3 3 1 20th 2 13 4 3 3 1 Spells Known of 1st-Level and Higher. You know three 1st-level cleric spells of your choice, two of which you must choose from the divine domain spell list of the divine domains you chose with your Sacred Domains. The Spells Known column of the Sacred Fist Spellcasting table shows when you learn more cleric spells of 1st level of higher. For instance, when you reach 7th level in this class, you learn one new spell of 1st or 2nd level. Each of these spells must be in the divine domain spell list of the domains you chose with your Sacred Domains. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can be any spell from the cleric spell list. Whenever you gain a level in this class, you can replace one of your cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be in the divine domain spell list of a divine domain you chose with your Sacred Domains, unless you’re replacing the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn spells through devotion. You use Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier SACRED DOMAINS At 3rd level, you must choose two among the Divine Domains available for cleric (see Player’s Handbook). You must choose the spells from the spell list table of the domains you choose as your spells known. You gain no other feature granted by the chosen divine domains through this feature. INNER DIVINE ENERGY Also at 3rd level, you gain the ability to use your inner mystical energy together with your divine energy. As a bonus action, you can spend ki points to cast a spell using a higher spell slot. For each 2 ki points you spend, you consider the spell slot expended to cast the spell as 1 level higher, up to the maximum of 4th level. FIST OF SACRED FLAMES Starting at 6th level, you can spend 1 ki point to channel your divine energy through your fists. When you spend ki points to use your Flurry of Blows, you can spend 1 extra ki point to cast the sacred flame cantrip through the first unarmed attack you hit. The target suffer disadvantage on its saving throw against this cantrip when you cast it this way. FLURRY OF SACRED FLAMES At 11th level, you improves the fist of sacred flames technique. When you spend ki point to use your Flurry of Blows, you can spend 2 extra ki points to cast the sacred flame cantrip through both unarmed attacks you make using your bonus action. Each attack that hit an enemy, unleash the effect of the cantrip on the creature, and it has disadvantage on both saving throws against the effects of the cantrips casted this way. INNER ARMOR Starting at 17th level, you gain the ability to use your ki together with your divine energy to create an intangible protection around you. If you are wearing no armor and not wielding a shield, as an action, you can spend 3 ki points and expend a spell slot of your choice. During 1 minute, you gain a bonus to your AC equal to the spell slot expended. Additionally, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks for the duration. WAY OF THE SADHAKA Some monks can achieve spiritual evolution through meditation and constant focus. The monks that follow the Way of the Sadhaka trail a path of inner peace and persistent meditation. They can make impressive feats when finish spiritual mantras, or when are fully focused on its spirit. When achieve full spiritual evolution, a sadhaka can reach the nirvana, gaining a complete sense of the world surrounding it and of all worlds that exists on the multiverse. Although theses monks being religious devotees, they don’t follow any specific god but a spiritual doctrine. MANTRA OF POWER At 3rd level, when you choose this tradition, you learn how to make mantras. During a rest, you can focus to make mantras that allow you to access new spiritual levels. When you finish a short or a long rest, you can reallocate a portion of your inner energy to gain one of the following benefits:  You can roll a d4 and add the number rolled to any ability check you make. The ki points maximum of your ki pool is reduced by 3 points.  You can add 1d4 extra damage to your damage rolls with unarmed attack or with monk weapons. The ki points maximum of your ki pool is reduced by 5 points.  You can roll a d4 and add the number rolled to any saving throw you make. The ki points maximum of your ki pool is reduced by 7 points.  You can roll a d4 and add the number rolled to any attack roll with unarmed attacks or with monk weapons you make. The ki points maximum of your ki pool is reduced by 7 points.  You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The ki points maximum of your ki pool is reduced by 9 points.  You gain resistance to damage from spells. The ki points maximum of your ki pool is reduced by 9 points. You maintain the chosen benefit as long as you are wearing no armor and not wielding a shield. This benefit remains until you finish a short or long rest, when you can choose another benefit. INNER AKASHA Starting at 6th level, you can amplify your inner strength through the universal quintessential energy. Whenever you finish a long rest, roll a d6. You can add the number rolled to the ki points maximum your ki pool can have. You keeps this amount until finish a long rest. When you reach certain levels, you can roll a superior die with this feature. 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 18th level. STEADFAST CONCENTRATION At 11th level, you can focus your spirit and body in an awesome way. When you roll a Hit Die to recover hit points during a short rest, you recover a number of extra hit points equal to half your monk level. Additionally, you can activate and sustain two different benefits from your Mantra of Power simultaneously. When you reach the 20th level, you can activate and sustain three different benefits from your Mantra of Power simultaneously. REACH THE NIRVANA At 17th level, you reach the state of complete freedom at your spiritual seek. You can spend 8 ki points to cast the foresight spell, or you can spend 6 ki points to cast the mind blank spell without needing material components. You can cast such spells only on yourself, and the duration of each spell is 1 hour. WAY OF STEEL Unlike any other monk, a martial artist that trail the Way of the Steel doesn’t counts on agility and speed on combat. Instead, this monk learns to protect itself as the traditional warriors, and counts on brutal strength to knock its enemies down. You are known as iron monk, developing techniques and trailing a path entirely different from the path you trail in the start of your career. BONUS PROFICIENCIES At 3rd level, when you choose this tradition, you follow a path entirely different from other monastic traditions. You gain proficiency with light and medium armor. IRON MONK TECHNIQUES Also at 3rd level, you develops different techniques from traditional monk techniques when you use your ki in combat. While wearing an armor, you can add your Wisdom or Dexterity modifier (whichever is higher) to the base AC granted by the armor (maximum of +2 to medium armor). Additionally, you can use your monk features while wearing armor, except the Flurry of Blows, Patient Defense, and Step of the Wind. The following abilities replace the abilities you can’t use: Iron Fist. As a bonus action, you can spend 1 ki point to focus your energy in a single powerful blow. When you take the Attack action, you abdicates of any extra attack to make a single unarmed attack or a single attack with a monk weapon. You can roll three extra weapon damage dice if you hit. At 5th level, you roll four extra weapon damage dice if you hit. Armored Defense. As a bonus action, you can spend 1 ki point to gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks until the start of your next turn. Mountain Stance. As a bonus action, you can spend 1 ki point to gain advantage on Strength checks and on Strength saving throws until the start of your next turn. Additionally, when you shove a creature, you can push it up to 10 feet of you, if you win the contest. STRIKE OF UTTER BRUTALITY At 6th level, when you use your Iron Fist, you can spend 2 extra ki points to make a powerful blow that is potentially deadly. You gain advantage on this attack roll and it score a critical hit on a roll of 18–20. SAVAGE DISARM Starting at 11th level, you learn a combat technique that surprises your enemies. When you take the Attack action, you can spend 2 ki point to make a disarm attack instead of cause damage. If you hit, the creature must make a Strength saving throw. If the target fail the save, you takes a weapon it is wielding. If the target succeed, it suffer disadvantage on attack rolls with the weapon you try to disarm until the start of your next turn. DEVASTATING COUNTERATTACK At 17th level, you learn to counterattack with mighty vigor using all your strength without care about accuracy. When a creature within 5 feet of you hit you with a melee attack, you can use your reaction to spend 3 ki point and use your Iron Fist against it. You suffer a –5 penalty on this attack roll, but it is a critical hit if you hit. WAY OF THE TATTOOED MONK A monk that trail the Way of the Tattooed Monk discover how to enchant with mystical power the tattoos it draw. Such tattoos are not just paintings to the monks that bear them. Theses tattoos are full of meaning and mysticism. A tattooed monk usually worship nature and the lush natural and supernatural creatures existent. TATTOOIST EXPERT At 3rd level, when you choose this tradition, you can draw tattoos with great skill. You gain proficiency with painter’s supplies and calligrapher’s supplies. Using these tools, you can draw tattoos appropriated to store mystical power. Each tattoo need a session of 8 hour to be finished and 100 gp expended with inks and mystical materials. MYSTICAL TATTOO Also at 3rd level, you can awaken the mystical power in the tattoos you bear. Awake a tattoo require 1 hour of meditation and you cannot awake another tattoo until you finish a long rest. Initially, you can awake two of your tattoos. Each tattoo let you use your ki in a new way, as describe bellow. Activate these abilities require no action by you, but you can do so only once per turn. Dragon. You can spend 1 ki point to gain fly speed equal to your walking speed until the end of your turn. If you finish your movement up in the air, you fall slowly on the ground without harm. Heron. You can spend 1 ki point to gain advantage on Dexterity checks and Dexterity saving throws until the start of your next turn. Monkey. You can spend 1 ki point to gain climb speed equal to your walking speed until the end of your turn. Additionally, you gain advantage on Dexterity (Acrobatics) checks for the duration. Oak. You can spend 1 ki point to gain advantage on Constitution checks and Constitution saving throws until the start of your next turn. Phoenix. When you hit a creature with an unarmed attack, you can spend 1 ki point to cause 1d6 extra fire damage. Snake. You can spend 1 ki point to make an unarmed attack that cause piercing damage instead of bludgeoning damage. If you hit, the target must make a Constitution saving throw or be poisoned for 1 minute. The poisoned target can make a new saving throw at the end of its turns, finishing the poisoned condition with a successful save. Tiger. When you hit a creature with an unarmed attack, you can spend 1 ki point to knock it prone. You must make a Dexterity (Acrobatics) or Strength (Athletics) check, your choice, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you succeed, the target is knocked prone. TATTOO OF POWER At 6th level, your tattoos gives your permanent benefits. You gain the benefits related to each tattoo you bear. Dragon. You gain advantage on Wisdom saving throws against being frightened. Heron. You can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check to jump. Monkey. You can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) check to climb. Oak. You gain advantage on Strength (Athletics) checks against being pushed or knocked prone. Phoenix. You gain advantage on Dexterity saving throws against spells and effects that cause fire damage. Snake. You gain advantage on Constitution saving throws against poison. Tiger. You gain advantage on Wisdom (Perception) checks that rely on smell. EXTRA AWAKEN When you reach the 11th level, you can awake the dormant power of a third tattoo you bear. Choose a tattoo option different from the tattoos you already has awaken described on your Mystical Tattoo. At 18th level, you can awake a fourth tattoo among the options available on your Mystical Tattoo. DISINCARNATE TATTOO At 17th level, you can use your inner energy to unchain the power stored on a mystical tattoo of yours in a burst of energy. As an action, you can spend 5 ki points and choose one of your tattoos to unchain it. Any hostile creature within 30 feet of you must make a Dexterity saving throw. A creature takes 10d8 force damage on a fail save and is push 10 feet away from you. On a successful save, a target takes half as much damage and is not push away from you. The powers of the chosen tattoo become dormant and you lose its benefits. You can awake the same tattoo or a different one through the ritual described on your Mystical Tattoo. Once you use this feature, you must finish a short or long rest before you can use it again. WAY OF THE ZEN ARCHER Some monks seek become one with a weapon entirely different from the weapons they usually use – the bow. These monks are known as zen archers and they master the art of bow when mystically bond themselves to their bows, becoming able to channel their inner energy through it. A zen archer is able to foresee the course of its arrows and to make powerful shots capable of knock down the most powerful foes. ZEN ARCHERY STYLE At 3rd level, when you choose this tradition, you gain proficiency with longbow and shortbow. These weapons count as monk weapons for you. Additionally, you suffer no penalty on ranged attack rolls with a bow while a hostile creature is within 5 feet of you. ONE WITH THE BOW Also at 3rd level, you learn to become one with your bow and can spend your inner energy to make feats with it. Flurry of Arrows. Immediately after you take the Attack action with a bow on your turn, you can spend 1 ki point and make an attack with the same bow as a bonus action. Intuitive Aim. As a bonus action, you can spend 1 ki point to gain advantage on your ranged attack with a bow until the end of your turn. True Shot. As a bonus action, you can spend 1 ki point to ignore half cover or three-quarters cover you target can have. STUNNING SHOT At 6th level, you can shot powerful arrows able to stun your foes. When you make a ranged attack using a bow against a creature, you can spend 1 ki point to try to stun the target. If you hit, the target must be successful in a Constitution saving throw or be stunned until the end of your next turn. THREATENING BOW Starting at 11th level, you starts to threat an area with your bow same way you do with a melee weapon. While you are wielding a bow, you threat an area of 20 feet of you. If a creature you can see, within 20 feet of you move away from your threat area, you can use your reaction to make an attack of opportunity with the bow you are wielding against the creature. ONE WITH THE TARGET At 17th level, whenever you hit a critical hit with a ranged attack using a bow, this attack cause the maximum damage possible. Additionally, as a bonus action, you can spend 5 ki points to make your ranged attacks with a bow score a critical hit on a roll of 18–20 for 1 minute.
textdata/thevault/Dungeons & Dragons [multi]/Suppliment/Alan Venic's Redbook - Tome of the Monk.pdf
STAR TREK ROLEPLAYING GAME STAR TREK ROLEPLAYING GAME TIME TRAVEL SOURCEBOOK STARSHIP CHARTS & TABLES Temporal Displacement Drive System Costs SYSTEM SPACE TIMEJUMP MAX. SIZE RELIABILITY AVAILABILITY TDD-X1 4 +3 / +2 / +2 5 F 2782 TDD-X2 4 +4 / +3 / +2 7 FF 2812 TDD-V 5 +5 / +3 / +2 8 G 2914 TDD-VII 6 +5 / +4 / +3 11 GG 3009 Operations & Life Support Costs TYPE SPACE RELIABILITY AVAILABILITY Class-5R 7+half Size FF 2439 Class-6 8+half Size FF 2502 Class-6R 9+half Size G 2580 Sensor System Costs TYPE SPACE BONUS RELIABILITY AVAILABILITY Class-6 6 +6/+5/+4/+3/+2 FF 2439 Class-6a 7 +6/+5/+4/+3/+2 G 2502 Class-7 8 +7/+6/+5/+4/+3 GG 2580 Temporal Sensor Costs TYPE SPACE BONUS RELIABILITY AVAILABILITY Class-1 3 +3/+2/+1 EE 2810 Class-2 4 +4/+3/+2 F 2831 Class-3 5 +5/+4/+3 F 2842 Advanced Sub-light Drive Costs System Space Rating Max.Size Reliability Availability HID-2 9 .95 14 G 2521 HID-V 9 .97 14 GG 2780 HID-VII 10 .97 17 H 2832 Quantum Slipstream Drive Costs System Space Speed (MCU) Max. Size Reliability Availability QSD Mk1 4+1/2 Size 9.999990 10 CC 2403 QSD Mk2 5+1/2 Size 9.999991 10 D 2427 QSD Mk3 6+1/2 Size 9.999995 13 E 2473 QSD Mk4 6+1/2 Size 9.999995 14 EE 2508 QSD Mk5 7+1/2 Size 9.999995 14 F 2520 QSD Mk6 8+1/2 Size 9.999996 14 FF 2784 QSD Mk7 9+1/2 Size 9.999997 15 G 2836 Defense Systems Costs Type Space Protection Threshold Reliability Availability FCS-2 20 24 5 / 10 FF 2580 FCS-5 22 27 6 / 12 G 2756 TDS-1* 9 29 10 / 15 GG 2784 TDS-2* 9 31 12 / 17 H 2820 TDS-3* 9 34 18 / 21 H 2940 * Temporal Shields do not take up much space as they generate their power from the main shield grid. A basic shielding system must thus be installed prior to installing Temporal Shielding. Temporal Shielding is Adaptive, and regenerative as are all the defense screen types listed here. All of these defenses are regenerative and can adapt to repeated attacks reducing damage taken from a subsequent hit by the same weapon or weapon type by 50%. Advanced Beam Weapon / Phaser Costs Type Space Offense Value Min. Size Availability Type XXI 9 40 11 2600 Type XXIII 9 43 12 2723 Temporal Disruptor Cannon Costs Type Space Offense Value Min. Size Availability TD-Type I 3 50 3 2784 TD-Type II 7 55 8 2820 TD-Type III 8 65 10 2842 TD-Type V 9 75 12 2951 Advanced Chroniton Torpedo Launcher Costs Type Space Offense Value Min. Size Availability C-C (micro) 4 6 3 2450 C-D 18 14 8 2600 C-Da 20 16 10 2782 C-E 21 21 12 2835 Expanded Reliability Modifiers System Rating Reliability Modifier FF +11 G +12 GG +13 H +14 HH +15 I +16 II +17 J +18
textdata/thevault/Star Trek RPG/Decipher/Homebrew Rules/TimeTravel_Starship_Tables.pdf
VILLAGE BACKDROP: RAGING SWAN PRESS ECHO HARBOUR PATREON.COM/RAGINGSWANPRESS   YOUR TIME IS PRECIOUS MAKE YOUR CAMPAIGN PREP. EASIER JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN ragingswan.com gatekeeper@ragingswan.com VILLAGE BACKDROP: ECHO HARBOUR Under the protection of the dragon turtle, Bonesong, Echo Harbour has flourished. The port teems with people: sailors dock their ships at the harbour and load them with supplies and trade goods, merchants haggle with merfolk on the foreshore and men in market stalls, workers toil in the busy shipyards and travellers crowd the taverns, making boasts and bets as they play games to pass the time. Over the bustle and chatter sound the shouts and songs of the orcs as they direct ships and caravans to their proper places. Recently though, Bonesong vanished. Echo Harbour has prospered under her protection, but it remains to be seen if the village has the strength to stand on its own. Only time will tell if their guardian will return or if the villagers must find another way to safeguard their future. Designed for use with the 5th edition of the world’s most popular roleplaying game. C R E D I T S Design: Amber Underwood Development: Creighton Broadhurst Art: William McAusland and Dean Spencer. Some artwork copyright William McAusland, used with permission. Cartography: Maciej Zagorski (The Forge Studios) ©Raging Swan Press 2017. The moral right of Amber Underwood to be identified as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, without the prior permission in writing of Raging Swan Press or as expressly permitted by law. C O N T E N T S Echo Harbour At A Glance ............................................................ 2 Notable Locations at a Glance ...................................................... 3 Life in Echo Harbour ..................................................................... 4 The Surrounding Locality .............................................................. 5 Notable Locations in Echo Harbour .............................................. 6 Support Raging Swan Press .......................................................... 9 OGL V1.0A .................................................................................... 9 Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. Open Content: Except material designated as Product Identity, the contents of Village Backdrop: Echo Harbour are Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. To learn more about the Open Game License, visit wizards.com/d20. 2 E C H O H A R B O U R A T A G L A N C E Ruler: The Recognised Government: Council Alignments: NG, LN, N Population: 199 (57 humans, 18 half-orcs, 65 merfolk, 59 orcs) Notable Folk: Caller Deepway (Echo Harbour), Crower Ouwei (Kelp Farms), Spellwright Lightguide (Treeshell Shipyard), Trademaster Broadsail (Silver Scale), Zephyr Broadsail (Broadsail Outfitters) Languages: Aquan, Common, Draconic, Orc Resources & Industry: Mariculture, pearl diving, shipbuilding Echo Harbour teems with people: sailors dock their ships in the harbour and load them with supplies and trade goods, merchants haggle with merfolk on the foreshore and men in market stalls, workers toil in the busy shipyards and travellers crowd the taverns, making boasts and bets as they play games to pass the time. Over the bustle and chatter sound the shouts and songs of the orcs as they direct ships and caravans to their proper places. In the not too distant past, Echo Harbour didn’t exist. Only merfolk lived in the bay, quietly tending their farms beneath the waves. Few merchants dared to brave the region's pirates and bandits, even for the rare pearls the merfolk gathered. The change began when Bonesong, a battle-scarred dragon turtle with an attendant tribe of orcs, entered the bay. Exhausted and injured from fighting and weary for their nomadic lifestyle, Bonesong and her followers struck a deal with the merfolk: they would protect the bay and its trade routes, and in exchange, they would call it their home. Their presence deterred outlaws and as the area became safer, trade became increasingly common; a few human merchants even settled there, sensing opportunity. Over time the different cultures blended and the community leaders banded together into a single ruling council: The Recognised. Recently, though, Bonesong vanished. Echo Harbour has grown prosperous under her protection, but it remains to be seen if it has the strength to stand on its own. Only time will tell if she will return, or if the villagers must find another way to safeguard their future. V I L L A G E R S Appearance: The villagers are a diverse lot, but tanned skin, dark hair and dark eyes are common. Humans are slender and short, the orcs have a faint green tint to their skin and broad chests, and the merfolk are pale and have distinctive turquoise hair. Dress: Sturdy trousers of canvas or leather are favoured in Echo Harbour, accompanied by woven sandals. Most villagers eschew shirts and other garments. Jewellery of bone, obsidian and pearls is common, especially in the form of piercings. Nomenclature: family Broadsail, Deepway, Lightguide, Ouwei; personal most villagers use a title rather than a personal name, though children and young adults are named after animals, plants and weather until they earn their adult title. V I L L A G E L O R E A PC may know something about Echo Harbour, its history and surrounds. A PC making a DC 10 Intelligence check knows one or more pieces of information from the list below. A successful check gains all the information revealed by a lesser check. DC 10: Echo Harbour is a prosperous port with abundant food supplies and valuable trade goods. It is a good starting place for an ocean voyage and a safe harbour. DC 15: An old dragon turtle, Bonesong, dwells near Echo Harbour and is allied with the villagers. She leaves most vessels alone, but savages pirate ships. DC 20: A sizable portion of Echo Harbour is underwater; much of its wealth stems from vast aquatic farms maintained by its merfolk citizens. W H I S P E R S & R U M O U R S While in Echo Harbour, a PC may hear one or more rumours. A PC making a DC 10 Charisma check learns one rumour from the table below. A PC exceeding this check learns an additional rumour for each 5 points by which he exceeded DC 10. D6 RUMOUR 1 The dragon turtle that protects the harbour hasn't been seen in a while, and might be gone (or dead). 2* A well-hidden and protected sea cave contains a secret treasure hoard! This hoard is the real source of Echo Harbour's wealth. 3 Shouts from the village bard and his workers resound easily in the harbour and are the source of its name. 4 A pirate with a vicious history hides in the village. 5 Merchants from remote lands stop and sell rare and exotic goods in the marketplace. 6* The local shipbuilder has acquired a broken underwater craft, and has been trying to fix it. *False rumour 3 N O T A B L E L O C A T I O N S A T A G L A N C E Most of the village comprises peasant homes. A few locations, however, are of interest to adventurers: 1. Broadsail Outfitters: The Broadsail family shop sells quality supplies to sailors and adventurers. Zephyr Broadsail runs the shop and frequently offers bounties on rare sea creatures. 2. Echo Harbour: The village takes its name from this busy harbour. It has several long docks, two warehouses for handling cargo and protective concrete walls that shelter it from the open ocean. Caller Deepway is normally on the docks, telling stories and managing workers. 3. Kelp Farms: Outside the harbour walls are the village farms, which comprise giant kelp forests and organised rows of cultivated oysters. The merfolk farmers also catch schools of fish. All together the bounty allows them to provide for the entire village and still have surplus to trade. Grower Ouwei tends to the farms during daylight hours. 4. Origin Cave: Icy blue light radiates from a vaguely humanoid statue sculpted from a rocky outcrop off the coast. The light guides ships safely into the harbour, but unknown to most it also marks the entrance to an underwater sea cave. The cave is sacred to the village. In addition to the rites they perform there they use it as an ossuary. 5. Silver Scale: A popular tavern, the Silver Scale appeals to its customers with games of change and skill as well as its menu. It is a common gathering place for villagers, and the Recognised even use it for council meetings. Trademaster Broadsail has permanently reserved a quiet table here, and occupies it near constantly. 6. Sun Market: Nothing is ever the same twice in the Sun Market. Stalls and canvas canopies can be rented for a small fee, and countless merchants, adventurers and wandering mystics set up shop here for a day or two before moving on. 7. Treeshell Shipyard: At least one boat is being built in the shipyard at any given time, and it is a good place to make repairs. Spellwright Lightguide toils here, overseeing her numerous apprentices. 4 L I F E I N E C H O H A R B O U R Echo Harbour is vibrant and cosmopolitan, the product of three merging cultures and their interaction with travellers of all sorts. Music is everywhere, from the cadent calls of orc watchmen to the ponderous drums of the merfolk; wind chimes are scattered among the buildings and carved bone flutes are popular with the villagers. Newcomers receive friendly welcomes, directions to the taverns and shops, and enticing descriptions of mouth- watering food or desirable trade goods on offer. T R A D E & I N D U S T R Y Trade is lively in the village. Merchants come to Echo Harbour for the pearls pulled from the sea by merfolk gatherers and to sell goods in the Sun Market, while seafarers of all kinds stop for supplies and repairs. Almost all merfolk in the village occupy themselves with a form of maricultural work such as ranching fish, farming kelp or raising abalones. L A W & O R D E R Echo Harbour is governed by the Recognised, a council of its most respected citizens. Currently the council comprises Caller, Grower and Trademaster, who meet regularly in the Silver Scale tavern to discuss business and current affairs. Caller acts as spokesman and Grower as judge and mediator while Trademaster works in the background to handle logistics and bureaucracy. Protection and law enforcement are handled by village guards, who man the watch posts along the timber fence at the village boundary, keep the peace and patrol the surrounding ocean in catamarans. Every member of the guard learns vocal techniques from Caller, allowing them to shout commands in Draconic audible over tremendous distances. C U S T O M S & T R A D I T I O N S Games and competitions are a major part of Echo Harbour's culture. Warriors spar, friends race and merchants play cards as they discuss trade deals. Travellers, merchants and adventurers alike can expect to be invited to some sort of contest to evaluate their character. This custom originated from Bonesong's attendant orc tribe, who used a rite of challenges to determine status among themselves. These days, people are measured more by their attitude and style than success, though sometimes contests of skill are used to settle disputes or assert superiority. The quieter, sacred traditions of Echo Harbour involve the Origin Cave. Children and outsiders are brought to the cave when they formally join the village, and return later in life to receive the titles that serve as their names. When a villager dies, their bones are stored within the cave. Great lengths are taken to return the bones of deceased villager to the cave. V I L L A G E D R E S S I N G Use this table to generate the minor sights and sounds the PCs experience as they move about Echo Harbour. D20 DRESSING/EVENT 1 A sudden wind blows, heralding the arrival of a sorcerer-merchant. He rents a stall in the Sun Market to sell ioun stones and magical trinkets. 2 The rhythm of a drum competes with a flute's trills as two villagers engage in a musical contest. 3 A young man swims into the harbour and is helped onto the docks by Caller, who announces that the young man has earned the title “Carver.” 4 Though the sun still shines in the sky, a light rain falls on the village. 5 An off-duty guard challenges one of the PCs to a friendly competition of their choosing. 6 Arcane spellcasters (including Spellwright and Zephyr) gather in one of the taverns to discuss and share their knowledge and craft. 7 Shrill screaming breaks out in a tavern, but the cause is only a traveller who severely underestimated the spice of the local Dragonfire kelp. 8 Raised voices from a disgruntled customer and a defensive merchant draw attention, and Grower steps in to mediate. 9 Recent battle scars mark a ship making its way to the shipyards for repair. 10 A palanquin carries a merfolk architect out to the village fence, where he discusses plans for a wall. 11 Clouds roll over and thunder rumbles as a heavy rainstorm arrives, driving everyone indoors. 12 Two guards engage in a sparring match. A loose circle of onlookers forms around them. 13 Merfolk farmers bring up the latest harvest of kelp and take it into one of the warehouses. 14 An orc and a merfolk play a game of chance on the docks, using pearls as stakes. 15 Guards return from a failed search at sea for Bonesong. They are grim and reluctant to speak of their errand. 16 Caller's voice sounds from the docks as he recites an old folk story to an attentive audience. 17 Four old men play a card game on a tavern porch and swap stories of local pirates, including one named Scarhands. 18 A caravan enters the village to make deliveries to the village. A thick stack of letters is handed over to Zephyr Broadsail. 19 One of the villagers brings out a set of landscape paintings to sell in the Sun Market. 20 Shouts resound as guards gather at the northern fence to scare off marauding bandits. Sighting bandits so close to the village provokes a tense discussion. 5 T H E S U R R O U N D I N G L O C A L I T Y Echo Harbour stands on a tropical coastline; bright blue ocean stretches to the horizon on one side while wide swaths of dense palm tree groves sprawl across the surrounding land. Reliable trade winds blow across the region, leading right to the village and passed it to far flung regions. An increasingly well-travelled road leads to the village, providing ample landward to the port. These burgeoning connections place Echo Harbour right along major trade routes, which has contributed greatly to the village's prosperity. Its reputation is slowly spreading through the locality, but many folk do not believe orcs, humans and merfolk can live together in peace and prosperity. This is the greatest challenge for the village— convincing traders who have not previously visited the village it is safe to do so. Volcanic activity has shaped the land around Echo Harbour. Extinct volcanoes form rocky peaks and nearby islands, and volcanic vents and submarine volcanoes lie beneath the ocean surface. While the village is not close enough to be directly endangered by most eruptions—which are now rare—it sometimes suffers the effects of drifting volcanic fogs. Locals derive resources from the volcanoes, gathering obsidian for art and blades, or volcanic ash used to make concrete. Beneath the warm ocean waves are massive kelp forests and coral reefs that host a wide variety of marine wildlife, such as sea otters and colourful tropical fish. The area is more known for its rare but exceptional species such as, dragon turtles, sea serpents and aquatic dragons. Dragon turtles are the dominant species, and the specimens living in the region reach exceptional sizes and enjoy extreme longevity. Prominent dragon turtles frequently stake claims to specific territories and aggressively defend them. Well established dragon turtle territories are often noted on maps so they can be avoided, but vessels sometimes stray accidentally into recent expansions or new claims and earn the ire of its territorial master. A ship can often leave unscathed by appeasing the dragon turtle with a tithe, but attempts to argue or escape usually anger them further and may even provoke (extremely one-sided) violence. Pirates takes advantage of the area's dangers, making bases and hiding stashes in overlooked nooks between monster claimed territories and active volcanoes. They sail from their hideaways to prey on vulnerable trading vessels before slinking away. Bonesong once hunted down their hidden coves and patrolled the trade routes to discourage pirate activity, but in her absence, a few crews have returned. 6 N O T A B L E L O C A T I O N S I N E C H O H A R B O U R 1 : B R O A D S A I L O U T F I T T E R S A clean-lined stone and timber building stands at the edge of Sun Market and the docks. Within, the shop is clean and tidy, products lining its organized shelves. Demand for supplies is high in Echo Harbour, and Broadsail Outfitters was founded to meet it. The shop’s shelves have everything a ship or traveller might need, from standards like rope, food and fishing line to weatherproof clothing and alchemical goods. Adventurers, however, are usually drawn to the magical equipment kept locked in a glass counter up front. Even if a customer wants something the store doesn't stock, the Broadsail family is willing to import it for the right price. Trademaster Broadsail owns the store and manages it, but his daughter, Zephyr, manages its daily operation. § For Sale: cloak of the manta ray (500 gp), feather token: anchor (500 gp), feather token: bird (500 gp), feather token: fan (500 gp), feather token: swan boat (3,000 gp), handy haversack (5,000 gp), potion of water breathing (500 gp), scroll of water breathing (400 gp) Bounties: The ocean around Echo Harbour is home to numerous beasts and rarities. Bounties for dangerous monsters, requests for live specimens and similar items are listed on the store's bulletin board, provided by merchants, alchemists and researchers in contact with the Broadsail family. Deliveries: Zephyr Broadsail's dream of scholarship is supported by her communication with notable researchers and wizards in out of the way locations and distant lands. Sometimes she asks for travellers heading in the right direction to deliver a letter or parcel for her in exchange for a small sum of gold or a shop discount. 2 : E C H O H A R B O U R Activity is constant in the harbour. Ships load and unload cargo or manoeuvre around the docks, and workers stream in and out of the warehouses, all guided by loud, sonorous chanting. The harbour is the heart of the village, where goods and trade flow with the rhythm of the tide. Its sturdy wooden docks normally host one or two visiting vessels, a few local ships designed to sail along the coast and the orcish catamarans used to patrol the local waters. Two substantial warehouses stand alongside the docks and extend down into the water, keeping a section flooded for goods best kept submerged (and as access for merfolk workers). Caller Deepway (LN male orc bard 5) works on the docks, shouting to direct ships to their berths and to stir idle workers to action. When the harbour is calm he entertains the villagers with storytelling, and when it is busy he leads songs to help the dockworkers find their rhythm. Rarely, he silently stares off into the distance, distracted by worry. Z E P H Y R B R O A D S A I L NG female human wizard 2 The shopkeeper of Broadsail Outfitters is a young woman with shoulder length brown hair, dark brown eyes and a friendly smile. Mannerisms: Zephyr's lack of self-confidence causes her to hedge statements and frequently use filler words such as “uh” and “um.” Personality: Friendly and curious, Zephyr easily engages with customers and eagerly asks them about their adventures. She aspires to scholarship, and holds experienced spellcasters in high regard. Background: The only daughter of Trademaster Broadsail, Zephyr has lived in the village all her life. She still hasn't achieved her adult title, but is self-educated and in recent years has made connections with notable scholars and spellcasters, with whom she frequently exchanges ideas and assistance. She takes lessons with the Spellwright to learn magic and mathematics, but isn't formally apprenticed to her. C A L L E R D E E P W A Y LN male orc bard 5 Even at a glance, this orc's importance is obvious; he stands proud, wearing authority like a cloak, and his thick arms are covered with sea serpent tattoos, ivory bracelets and golden armbands. When he speaks, the power of his voice resonates. Mannerisms: Rhythm comes naturally to Caller. His deep voice is cadent, and when he thinks his fingers drum and tap on the nearest surface. Personality: Caller is intense and compelling, experienced and possessed of unshakeable certainty. He naturally takes charge and establishes order, generating the momentum he and his village need to thrive. Background: A native, Caller was marked from an early age as an orc with an exceptional voice. His ascension to the Recognised surprised no-one. 7 3 : K E L P F A R M S The merfolk farms stretch far beneath the waves, beginning with beds of oysters that run right up to the harbour walls and ending with rows of kelp. The green kelp strands rise taller than trees, vast forests through which fish and sea otters swim. The kelp farms are a miniature world all on their own, a carefully wrought ecosystem that feeds Echo Harbour. Giant kelp is the primary product of the farms, but it is supplemented with clams and oysters as well as ranched fish, crabs and abalones. Thin maroon strands of Dragonfire kelp, an exceptionally spicy kelp variety that deters pests and is harvested for culinary uses, grow throughout the forest. Grower Ouwei (LN female merfolk druid) directs the merfolk farmers and layers the farm in magic to stimulate growth. Trained sea otters hunt down sea urchins and other threats to the farm. 4 : O R I G I N C A V E Just off the coast stands a glowing statue that guides ships into the harbour. On a rocky outcrop, not too far outside Echo Harbour, a statue is cut into the stone. Though its details are smoothed and indistinct, it appears to be a seated humanoid figure of indeterminate race, its hands pressed close to its chest. Icy blue light seeps through its fingers, a chill brilliance that illuminates the coastline even during the darkest nights. Well below the surface and hidden beneath wave-worn rock lies the entrance to a sea cave of great importance to the village. To them the cave is a hallowed place, a symbol of the primordial origin of the world and the cycle of life, death and rebirth. One of the labyrinthine cave passages leads to an airy cavern decorated with ancient paintings and hundreds of carved alcoves filled with the bones of dead villagers. 5 : S I L V E R S C A L E A burnished piece of copper in the shape of a fish scale serves as the sign for this busy tavern. This small tavern is the village’s social centre, a place to share a good meal and pleasant pastimes. The building extends into the harbour itself, and has a moon pool on its lowest floor for merfolk, who take seats on the edge of the pool and meet with surface-side friends. Part of what makes the place popular is its unique menu of games, ranging from card decks (on water- resistant tiles) to chess sets, all of which are freely available to paying customers. Meals, business and talk are all done over games in the Silver Scale, and even the Recognised take up a set of tiles when they meet to discuss village affairs. Trademaster Broadsail (N male human spy) is a fixture of the establishment, and he has a poolside table in one corner reserved solely for his use at which he conducts all his business. § Food & Drink meal (spicy Dragonfire kelp salad, fresh bread and grilled seafood) 5 sp, coffee (one cup) 1 cp, pineapple wine (pitcher) 2 sp. G R O W E R O U W E I LN female merfolk druid Scintillating green, yellow and blue scales and luxurious jade hair give this merfolk woman a naturally regal appearance. She moves with solemn grace. Mannerisms: Almost nothing can get Grower to break her carefully cultivated calm. At most, she bends from sombre to a slight smile or disapproving glare. Personality: Grower is endlessly patient and contemplative, content to wait until she has everything planned before acting. She is an excellent judge of character and a mediator with years of experience. When there is a serious dispute in the village, she usually puts it to rest. Background: The title “Grower” is unique in Echo Harbour. It existed when only merfolk lived in the area, and it is the only title passed from mentor to apprentice. Grower Ouwei was apprenticed to the previous Grower when she was a child, and committed all the druidic secrets, farming techniques and cultural heritage associated with the title to memory before her mentor passed. She is still young, but has held her title for over a decade now. T R A D E M A S T E R B R O A D S A I L N male human spy This man is well attired, but he has a stiff posture and dark eyes watchful. Whenever he gestures he draws attention to his thickly scarred weathered hands. Mannerisms: Broadsail often clasps his hands together, in front of him while he sits or behind his back when he stands. He listens attentively and always keeps his back to a wall. Personality: Quiet and withdrawn, the Trademaster constantly toils to grow Echo Harbour's economy. He handles countless trade deals and does the bureaucratic work few villagers care to do. When he isn't working he is with his daughter, Zephyr. Background: Years ago, Broadsail was an infamous pirate and went by the name “Scarhands.” His ship was wrecked during a violent storm, and after he recovered in Echo Harbour he set aside his old life and started over. He vividly remembers an inhuman eye watching him while he sank, and suspects Bonesong attacked his ship but gave him a second chance for some unfathomable reason. 8 6 : S U N M A R K E T A line of canopy-covered market stalls runs all the way down to the docks, and bustles with the trade of villagers and foreign merchants alike. The Sun Market is a communal marketplace that rents out stalls for a few silver coins a day. Locals sell their own goods here, hawking carvings, jewellery, locally grown coffee, dried Dragonfire kelp and most importantly, pearls. Stalls near the docks are reserved for merfolk pearl gatherers, who sort their wares by size and colour and display them in gleaming piles to entice the countless traders who come to buy them. Other traders set up in the market for a time before passing on, selling more unusual products than the local staples. W H A T ’ S O N S A L E ? While the PCs are here, they may find one or more of the following market stalls. Choose or determine randomly: D6 EVENT 1 A bookseller has alchemical treatises, philosophical tomes and storybooks stacked in her stall along with a small selection of scrolls and short spellbooks. 2 An apothecary set up in a booth sells potions and fragrant alchemical reagents in glass jars. 3 Curtains shroud this market stall, and a fortune teller within offers to answer mysteries and reveal the future. 4 Metal ingots are arranged in a display by value, starting at copper and iron and ending with gold and mithral. 5 Three adventurers have purchased a stall to sell odds and ends scavenged from a ghost-infested shipwreck. 6 A bored warlock manages a barebones stall only stocked with polished stone discs. He explains each stone grants good luck on a specific task or job. 7 : T R E E S H E L L S H I P Y A R D The local shipyards comprise two docks and a warehouse on the far side of the harbour. Orcs and men chant as they work under the approving eye of the Spellwright. Work is constant in the shipyards. The Spellwright isn't shy about selling ships or offering services, so there is always a project underway, whether repairs to a merchant vessel, construction of a new fishing boat or alterations to a visiting ship. Even when jobs are scarce, the Spellwright has her apprentices prepare materials in advance and stow them in the warehouse's racks. The docks here are built differently than the rest of the harbour, constructed of thick wooden slabs and resting on solid stone pilings. Each dock has a gradual ramp that leads directly into the water and a variety of lock and pulley systems to help secure and reposition ships, or even to bring them fully ashore. Rumour has it that the Spellwright recovered some kind of strange underwater craft from the surrounding waters with Bonesong’s help (before the dragon turtle went missing). Certainly, one part of her shipyard is now protected by high screens of woven palm fronds; rumours of what lies beyond circulate through the Sun Market. S P E L L W R I G H T L I G H T G U I D E N female half-orc mage Tall, confident and well-muscled, the Spellwright stands out from other villagers. Her long, braided hair is tied together with glowing charms of wood and bone, and even more charms hang from her pierced ears. Mannerisms: “Let me show you what I mean,” is the Spellwright's favourite phrase. When explaining something she always gives examples, draws diagrams or begins hands- on demonstrations. Personality: The Spellwright is an excellent craftswoman, innovative and enthusiastic about her work. She does her best to encourage her interests around the village, and takes on apprentices who show promise at wizardry or shipbuilding. She is very busy. Background: Born and raised in Echo Harbour, Spellwright started learning traditional orc shipbuilding at an early age. The potential of wizardry caught her imagination later, and she taught herself the craft from books and experimentation, before applying it to her work as a shipwright. 9 S U P P O R T R A G I N G S W A N P R E S S Please consider joining our Patreon campaign. Your support enables us to pay our freelancers a decent wage. In return, you get free books before they go on general release. Learn more and sign up at patreon.com/ragingswanpress. O G L V 1 . 0 A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Village Backdrop: Echo Harbour. ©Raging Swan Press 2017; Author: Amber Underwood. R A G I N G S W A N . C O M EVERYTHING is better with tentacles ragingswan.com
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Village Backdrop - Echo Harbour.pdf
LUNAR ASSAULT GOONHAMMER APPROVED THAT MOON HAS TO GO. After months of grueling siege warfare, the two sides have reached a tactical deadlock. Secure in their fortified position, the defenders appear set to hold out indefinitely. At great cost, the Attackers believe they have finally discovered the fortress' secret weakness: A thin stretch of ground on the fortress' Eastern front that has natural cover from the base's artillery and is virtually undefended. There's just one catch: The area is covered by tidal pools filled with rough, acidic waters that make traversing it impossible, allowing it to be defended by a small number of dedicated forces. Forced to think outside the box, the Attacker's engineers have come up wtih a bold solution for assaulting this position: By destroying the planet's moon, they'll be able to cause the tides to recede, freeing up their path for a nighttime assault. Splitting their forces, they've launched a daring pair of attacks: One force will plant detonation charges in key areas on the planet's moon while the others wait for the destruction below and ready the assault. The defenders have gotten word of this however, and have sent forces of their own to stop it. SPLITTING YOUR FORCES There are two missions here: The first mission - Many Problems, One Solution - is designed to be played with either a Combat Patrol or Incursion force, while the second - The Moon's A Harsh Mistress - is designed to be played at the 2,000 points level (Strike Force). If you have Crusade Forces large enough, we recommend that both players should commit to splitting their forces before the first mission, choosing which units from their Crusade rosters will participate in the Moon battle and which will take part in the battle on the planet's surface. Once determined, these armies cannot be changed - the die has been cast! MOON BASE KLAISUS We recommend that Mission 1 be played on the Moon Base Klaisus terrain set and boards. 1. MANY PROBLEMS, ONE SOLUTION CRUSADE MISSION — STRIKE FORCE MISSION BRIEFING These two armies have been locked in battle for months, and the Defender’s fortresses have proved impenetrable despite prolonged sieges. Sensing a need to end the war now, the Attackers launch a desperate bid to create an opening for their main forces by destroying the planet’s moon. This will clear out the dangerous tides surrounding the fortress and rain debris down on the defenders, giving the main force the opening it needs. Mission Rules Reduced Gravity: The lower gravity makes it possible to jump significantly higher and further, and makes maneuvering difficult. INFANTRY can move over obstacles up to 4” in height as though they weren’t there. Set Charges (Action): An INFANTRY unit in the Attacker's army can start to perform this action at the end of their Movement phase if they are within 3" of an objective marker. The action is completed at the end of the turn. Disarm Charges (Action): An INFANTRY unit in the Defender's army can start to perform this action at the end of their Movement phase if they are within 3" of an objective marker. At the end of the turn, the Defender rolls a D6. On a 1 or a 2, every unit within 6" of the objective marker takes D6 mortal wounds. The action is completed at the end of the turn and the charges are removed. Hex the Moon (Psychic Action — Warp Charge 3): A PSYKER CHARACTER in the Defender's army can attempt this action if they are within 9" of the center of the battlefield. PRIMARY OBJECTIVES Blow up the Moon (Endgame): At the end of the game, if either of the following criteria are met: • There are detonation charges on at least three objective markers • There are detonation charges on the objective marker in the Defender's deployment Zone and one other objective outside the Attacker's Deployment Zone Then the Attacker scores 50 Victory Points and the moon is destroyed. Otherwise, the Defender scores 25 Victory Points and the Moon is not destroyed. The Attacker can place detonation charges by performing the Set Charges Action. Hex the Moon (Endgame): At the end of the game, if the Defender successfully completed the Hex the Moon psychic action 4 times, they score 25 Victory points and the moon is hexed. VICTOR BONUS The victor selects two units from their army to be Marked for Greatness after the battle, instead of just 1. If the moon was not destroyed, proceed to mission 2A: The Moon's a Harsh Mistress. Players keep the same roles as Attacker and Defender from Moonbase Defense. If the moon was destroyed, then proceed to mission 2B: So You Blew Up the Moon. Players keep the same roles as Attacker and Defender from Moonbase Defense. If the moon was successfully hexed, note that for Mission 2 and apply the appropriate rules. 2A. THE MOON'S A HARSH MISTRESS CRUSADE MISSION — STRIKE FORCE MISSION BRIEFING The Defenders have successfully thwarted the Attackers' attempts to destroy the moon and gain the upper hand, leaving their ground forces to contend with sweeping tides that make maneuvering difficult and protect key structure points. Now the Attackers find themselves forced to commit to an attack with little hope for success. Mission Rules Tidal Pools: The moon exerts significant tidal forces on this planet, pulling in high tides with dangerous undertow that sweep across this key section of the battlefield. Before deployment, mark off the section of the battlefield as marked on the map to be the Tide Pool. Units cannot be deployed in the Tide Pool or end their move in the Tide Pool unless they have the FLY keyword or end their move on a terrain feature that is more than 3" tall. Any unit without FLY that does end its move in the Tide Pool is destroyed. Any units that can't be deployed by the attacker must be held in reserves, and can arrive on the battlefield from the Attacker's table edge at the end of the Movement phase on their second or third turns. The Receding Tides: At the start of each battle round, move the Tide Pool's boundaries back 5" as the tide recedes, in the direction as shown on the deployment map. A Terrible Night to Have a Curse: If the Moon was successfully Hexed during the Many Problems, One Solution mission then ignore the Receding Tides rule - the Moon is a harsh Mistress, and the Attackers will find no reprieve! PRIMARY OBJECTIVES Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points): • They control two or more objective markers. • They control three or more objective markers. • They control more objective markers than their opponent controls. This primary objective cannot be scored in the first battle round. Attrition (Progressive): At the end of each battle round, the player who killed more enemy units that round scores 3 victory points. Slay the Warlord (Endgame): At the end of the game, if the enemy warlord was destroyed, you score 10 victory points. VICTOR BONUS If the Attacker wins, they select two units from their army to be Marked for Greatness after the battle, instead of just 1. If the Defender wins, they can nominate a single CHARACTER in their army who has a Crusade Card and participated in the battle to gain the following Warlord Trait: Moon Unit: A model with this rule is not affected by modifiers to hit from mission or battlezone effects. Defender's Table Edge Attacker's Table Edge 38" 2B. SO YOU BLEW UP THE MOON CRUSADE MISSION — STRIKE FORCE MISSION BRIEFING The Attackers succeeded in destroying the moon and now the tides protecting the Defender's flank from an assault have receeded, leaving them an open field to march on their enemies as debris rains down from the destroyed satellite. Mission Rules Carpe Noctem: The Attacker has the first turn. Moon Shower: The moon has been destroyed and moon rocks and massive pieces of debris are raining down on the battlefield indescriminately. At the start of each battle round, resolve D3 meteor strikes. Starting with the Attacker, players alternate choosing a spot on the table, then roll a D6 for each unit within 6" of that location, adding 1 to the result if the unit is a VEHICLE or has 11 or more models and subtracting 1 if it's a CHARACTER. On a 5+, that unit takes D3 mortal wounds. Apollo's Vengeance: If the Moon was successfully Hexed during the Many Problems, One Solution mission then the Defender adds an additional +1 to their rolls when resolving a meteor strike. Pitch Black: The loss of the moon reduces visibility, making it harder to see key targets. When making ranged attacks, if the target is more than 18" away from the firing unit, subtract 1 from the hit roll. PRIMARY OBJECTIVES Domination (Progressive): At the end of each player's Command phase, the player whose turn it is scores 5 victory points for each of the following conditions they satisfy (for a maximum of 15 victory points): • They control two or more objective markers. • They control three or more objective markers. • They control more objective markers than their opponent controls. This primary objective cannot be scored in the first battle round. Attrition (Progressive): At the end of each battle round, the player who killed more enemy units that round scores 3 victory points. Slay the Warlord (Endgame): At the end of the game, if the enemy warlord was destroyed, you score 10 victory points. VICTOR BONUS If the Attacker wins, they can nominate a single CHARACTER in their army who has a Crusade Card and participated in the battle to gain the following Warlord Trait: Moon Raker: If this model would lose a wound as a result of a mortal wound as a result of a mission's special rules or a battlezone effect, roll a D6; on a 2+, that wound is not lost. If the Defender wins, they can make a free Re-arm and Resupply action at no RP cost. Player A's Table Edge Player B's Table Edge
textdata/thevault/Warhammer/40k/9th Edition - Warhammer 40K/Homebrew Narrative Games/Goonhammer/Crusade Missions - Destroy the Moon (v2).pdf
EN World EN5idEr | Those Who Walk Through Time writing GM Lent color art Yihyoung Li editing James J. Haeck layout Eric Life-Putnam M ost creatures don’t think much about time as a concept, let alone as a physical realm. Virtually none seek an understand- ing any deeper than necessary to keep their affairs in order. Some, however, delve into the mysteries of Time, and often find more than they were seeking. Those who devote themselves to the study of time fall mainly into two categories: chronomancers, who are warlocks who enter into a pact with time dimensionals known as “chronomentals”, and chrononauts, wizards who devote themselves to the study of and power over the Plane of Time itself. Those Who Walk Through TIME Those Who Walk Through Time | EN World EN5idEr Open Game Content | The game rule information in this article is designated Open Game Content. All other material in this article, including maps and illustrations (including illustrations in the public domain), in-character and out-of-character narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity. The Plane of Time The Plane of Time is understood only vaguely, even by those devoted to its study. Not truly an echo plane like the realms of faerie and shadow, nor a transitive plane like the Astral or Ethereal, the Plane of Time (often misunderstood to be a demi- plane) touches all others but isn’t truly part of their makeup. As such, normal methods of planar travel (such as a plane shift spell or a cubic gate) cannot transport a character there. Spells such as haste and time stop tap into the Plane of Time, but true travel to the plane can be accomplished only by those de- voted to its study. The Plane of Time unfolds in myriad ten- drils, each a discrete sequence of events called a timestream. Moving among the timestreams are the plane’s inhabitants, ranging from mindless hungering void-entities that seek out and absorb any creatures not from the plane to primordial, sen- tient manifestations of the plane itself. No denizen from the Plane of Time is friendly toward mortals, though not all are hostile – most, in fact, don’t even perceive mortals as beings. Direct communication with the plane’s inhabitants is incredibly difficult, and even if a creature manages to attract the atten- tion of one of these planar entities, it must succeed on a DC 25 Wisdom (Insight) check to understand them and a DC 25 Intelligence (Arcana) check to be understood by them. Tethers All creatures that have a lifespan are connected to the timestream in which they were born (their “home timestream”) by a mystical link called a teth- er or lifeline. This tether is what allows the creature EN EN Publishing Publishing ™ to age and process information regardless of where in the multiverse they are; even in realms where connections with the Plane of Time are altered or weak, such as faerie realms, a creature still experi- ences the passage of time. Only extremely powerful magic such as divine intervention or an artifact can sever a tether, and the effects of severing a tether are severe. Without the link to its home timestream, a creature cannot be affected by time. Such a creature cannot learn or think or comprehend events around them, since the tether is what allows a creature’s brain to pro- cess information in a linear and understandable fashion. The creature that has its tether severed falls unconscious until its tether is somehow reconnected. Creatures that lack a natural lifespan, such as celestials, constructs, elementals, fey, fiends, and undead, have no tethers. They experience the pas- sage of time differently from tethered creatures, and are not subject to the condition described above. Timeslip A group of three or more chrononauts or chrono- mancers (called a “Moment”) can send a creature forward or backwards through a timestream using a ritual known as a Timeslip. The maximum dis- tance through time creature can travel is equal to the Moment’s total levels × 10 years, and all mem- bers of the Moment must concentrate on the ritual as though concentrating on a spell. The Moment can maintain the effect for a number of hours equal to its members’ combined Intelligence modifiers, and for every hour the Moment maintains the effect, the creature spends one day in the point to which they are sent. Every time a member of the Moment stops con- centrating, the affected creature feels a small jolt. Once half the members of the Moment stop concen- trating, the Timeslip ends and the affected creature reappears in the same location it left its timestream, a number of days older equal to the number of hours the Timeslip lasted. EN World EN5idEr | Those Who Walk Through Time Guardians of Time As with all sources of power, there are those who seek to manipulate the Plane of Time for nefarious purposes. Whether by traveling to the past to as- sassinate a key historical figure or to the future to obtain advanced weaponry or information, many who discover the Plane of Time seek to alter history in some way. Since most worlds are very particular to their histories and heritages, there are two forces that work to defeat such attempts: temporal inertia and the Order of Chronology Devoted. Temporal inertia is a term used to describe the tendency of a timestream to preserve itself. For example, a tyrant assassinated by a time-traveling crusader may simply be replaced by another indi- vidual who rises to power and commits the same atrocities, leaving the overall outcome unchanged. Temporal inertia can only be overcome with incred- ible power, and few beings possess that power. The Order of Chronology Devoted, often simply called “The Order,” is an organization of magic-us- ers dedicated to the preservation of a timestream’s course. In this manner, the Order can be viewed as a more active application of temporal inertia. The Order consists mostly of chrononauts, but any char- acter willing to dedicate themselves to the Order’s priorities is a potential candidate. It is not neces- sary for a chronomancer or chrononaut to be a part of the Order, but the Order is swift and merciless when it comes to punishing those who interfere with the timestream. Chronomancers and chrononauts can learn and employ spells and powers common to all warlocks and wizards, respectively, but the specific spell effects may manifest in slightly different ways. A hold person spell cast by a chrononaut, for example, might paralyze a creature by shifting it slightly outside the main timestream, and a hypnotic pattern spell might produce its effect not by shifting lights, but by showing its target infinite possibilities and futures. The Game Master is encouraged to work with players to develop similar aesthetic distinc- tions to differentiate the magic of a chronomancer or chrononaut from other spellcasters, but the dif- ferences should be purely cosmetic and have no mechanical effects. Those Who Walk Through Time | EN World EN5idEr New subclasses for members of the Order or for self-taught chronomancers are presented below. Warlock Patron: The Chronomental Your patron is one of the time dimensionals, also called “chronomentals.” It moves through, around, and between timestreams, its form ever shifting between all possible variations of reality, and you have learned to draw upon its power. The Chro- nomental could be among the nobility or even the royalty of its kind, seeking a means to communicate its unique knowledge and perspective to mortals, or it could be of a weaker sort, trying to gain aptitude and influence in the temporal world. It is likely that neither you nor your patron fully understand the nature of your bond, and understanding is further hampered by its habit of communicating with you only by drawing phrases from your past. Warlocks who form pacts with chronomentals are known as Chronomancers. Expanded Spell List The Chronomental lets you choose from an expand- ed list of spells when you learn a Warlock spell. The following spells are added to the Warlock spell list for you. Chronomental Expanded Spells Spell Level Spells 1st expeditious retreat, sanctuary 2nd augury, blur 3rd haste, slow 4th death ward, giant insect 5th modify memory, passwall Bonus Proficiency At 1st level, you become proficient in the History skill. Witness to Time Starting at 1st level, when a creature misses you with an attack, you can use your reaction to fill its mind with every possible failed outcome of that attack. It must make a successful Wisdom saving throw or be stunned until the end of your next turn. Once you use this feature, you can’t use it again until you finish a short or long rest. Wielder of Time At 6th level, you can manipulate the timestream and warp the area around you to speed up time. You can cast haste or slow once without using a spell slot. You can’t do so again until you finish a short or long rest. At 14th level, when you cast haste or slow using this feature, you can target two creatures instead of one. Time’s Resilience At 10th level, your consciousness has expanded beyond the ken of temporal creatures. You have ad- vantage on saving throws against being charmed, and you have resistance to psychic damage. Outside of Time Starting at 14th level, you can briefly make your- self adjacent to the timestream, allowing you to act while others around you appear frozen. When you use this ability, you can take a number of turns equal to your warlock level divided by 5 (rounded down). During these turns you can move and act as normal, but the effect ends if any action you take affects a creature other than you or an object worn or carried by a creature other than you. Once you use this feature, you can’t use it again until you finish a long rest. EN World EN5idEr | Those Who Walk Through Time Wizard Tradition: Chrononaut Chrononauts are wizards who study, manipulate, and travel through the magic of Time. They are masters of the past, present, and future, aware of multitudes of possibilities and timestreams. The path of a Chrononaut can be one of study and dis- covery, or one of subterfuge and manipulation. Awareness Out of Time Beginning when you select this school at 2nd level, you can briefly displace yourself in time to catch glimpses of the past and future, granting you in- sight into both what has been and things to come. You become proficient with the History skill if you are not already, and double your proficiency bonus when you make Intelligence (History) checks. Additionally, you add your proficiency bonus to Initiative rolls. Manipulation Out of Time Starting at 6th level, you gain some measure of con- trol over the infinite timestreams. When a creature within 30 feet of you makes an attack roll or skill check, you can choose whether it succeeds or fails. You can choose to use this feature after the die is rolled, but before the outcome is determined. Once you use this feature, you can’t use it again until you finish a long rest. Presence Out of Time Beginning at 10th level, you are able to phase in and out of your current timestream. When a crea- ture makes an attack roll against you, you can use your reaction to begin shifting through alternate timestreams for 1 minute. While shifting, you must make a DC 11 Intelligence check at the end of each of your turns. If you succeed, you begin moving between your current timestream and others, van- ishing from your original location. At the start of your next turn, or if you stop shifting while you are in one of the alternate timestreams, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space. You can stop shifting as an action, and automatically stop shifting if you fall unconscious. While shifting through the alternate timestreams, you can see and hear the one you originated from, which is cast in shades of blue and gray, though you can’t see anything there more than 60 feet away. You cannot be seen or affected by creatures or effects on the original timestream unless that creature has truesight or a similar ability. You can use this ability a number of times equal to your Intelligence modifier. You regain all ex- pended uses after you finish a long rest. Dominion Out of Time Beginning at 14th level, your mastery of observa- tion through time is supreme. You have advantage on initiative rolls and cannot be surprised. In addition, your power over time’s working is so great that you are able to step completely outside your timestream for extended periods and bring others with you. As an action, you and up to a num- ber of creatures equal to your Intelligence modifier that you can see within 10 feet instantly gain the benefits of completing a short rest. Once you use this feature, you can’t use it again until you complete a long rest. e
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BATTLECORPS THE DRAGONS OF DESPAIR by Kevin Killiany Chapter Twelve BATTLECORPS Dragons of Despair • Page 2 Alarion Parenting Monthly September 3057 POLL: PARENT’S FEARS DON’T MATCH FACTS, FIGURES Surveys conducted by the Ministry of Health and Education on several representative worlds in the Alarion Province re- veal that of parents of adolescents are concerned about the wrong issues. “For example,” says Dr. Milthrop Wynnpike, developer of the survey, “Most parents cited the hallucinogenic drug MindMASC as a major danger facing children today. In fact, studies have shown persons under eighteen are far more likely to experiment with barbiturates or supposed aphrodi- siacs than stimulants or hallucinogenic. MindMASC is used almost exclusively by adults, and then of the fairly narrowly defined “thrill seeker” personality type. “Parents of most adolescents would be much better advised to be worried about...” BATTLECORPS Dragons of Despair • Page 3 Chevalier Planetary Evaluation Base Despair, Ender’s Cluster Lyran Alliance 26 October 3057 “Atreus.” Lex pulled the covers up over her head. If they didn’t see her, they couldn’t make her wake up. “Atreus.” That wasn’t Shasha. That was.... Somebody. Far away. Somebody hurt? Somebody she didn’t like. “Atreus,” then louder: “Alexandra! Wake up!” Why? She snuggled deeper. If they couldn’t find her, they couldn’t make her get up. Those were the rules. A bump. Her bed bumped. And a sound like a sob. Her command couch bumped again. “Damn it, Leftenant!” the voice was weak. But angry. Very angry. “You are not dead! Wake the hell up!” That was Caradine. Shouting orders again. Damn aristocrats— Lex snapped awake. Her hands flew to the joysticks even as her eyes scanned the data screens. No heavy metal in range. Large laser housing dam- aged, weapon system yellow but still operable. Comm system out; ECM up and running; sensor array eighty percent, damaged sensor; cockpit integrity and life support green; both left leg jump jets and one torso jump jet offline; a dozen stress fractures to the armor, none serious; internal structure and motive systems all one hundred percent. Well the Nightsky does have the highest survivability rating in its weight class. “TacSit?” she demanded. “We are flat on our back in the mud with a dead assault ‘Mech on top of us,” Caradine reported. There was a breathless tone to her BATTLECORPS Dragons of Despair • Page 4 voice. “You’ve been out about five minutes that I know of—I was out a couple myself.” Lex glanced at the chronometer and tried to remember what it had said the last time she’d noticed it. No idea. “How about you?” she asked. “Stabbing pain every time I breathe too deep,” Caradine an- swered—which explained the breathless quality of her voice. “Probably bruised pulmonary muscles, maybe a cracked rib or two. Several aches and pains, nothing requiring immediate attention. “You?” Lex flexed what she could, testing her body’s responses. “Whiplash, half a dozen overstretched muscles that are going to hurt like hell when they’ve had time to set up,” she said. “Nothing else I can find. We were lucky.” “Except for the being flat on our back pinned under the assault ‘Mech part,” Caradine pointed out. “Any thoughts on how to get out from under our date here?” Lex grunted at the word choice. The design of her cockpit kept her from seeing more than one upthrust shoulder of the Crockett, but from its position and the stresses the armor schematic was reporting, she deduced the Nightsky’s upper torso and left arm were free. The right arm was pinned between the two machines, damaged but not crushed. It should have been. In fact, most of her ‘Mech should have been crushed—or at least badly bent—by the eighty-five tons of dead weight that had fallen on it. The boggy ground beneath the Nightsky must have yielded enough to distribute the weight—or dissipate the shock of the fall—enough to limit the damage. And if the soil was soft enough.... Lex experimented with flexing a leg. Servos whined—that the sound of leg actuators reached her cockpit was eloquent testimo- ny to how far above operating parameters her command pushed them. Overstress warnings flashed along the lower half of the wireframe schematic. And the leg moved. Lex cut power. The half-meter’s movement was not worth the risk to the actuator assembly. And she couldn’t imagine a combi- BATTLECORPS Dragons of Despair • Page 5 nation of such moves that would get her free of the assault ‘Mech’s corpse without doing permanent damage to her own machine. For a wild second she considered firing her remaining jump jets. Under normal circumstances they would vaporize any mud the fall had jammed up their throats. But compressed beneath the bigger machine the mud would be as dense as ferrocrete—back pressure would almost certainly rupture the chambers. Stuck was better than stuck without a right leg. “Waiting for help is not an option,” she said aloud. “Even if Britto and Aldicott find us, they won’t be a match if that Victor comes back.” “Victor?” Caradine gasped. Lex wondered if the startled excla- mation had hurt her. “What Victor?” “Heavy autocannon fire to topple this hulk, plus paired medium lasers scarring that tonner,” Lex explained. “Given the old school hardware these guys field, a Victor is the only ‘Mech that fits the profile.” “I don’t think there is a Victor,” Caradine cut her off. “Think about it: A burst of autocannon fire to topple the dead ‘Mech and no fol- low-up to finish us off? “If there had been a Victor on the field, we wouldn’t be having this conversation.” Lex had to admit Caradine’s logic made sense. “You’re thinking armor of some sort?” she asked. “That would fit the tech at the sensor picket theory,” Caradine said. “On the other hand, I’ve heard of guerrilla forces mounting autocannons on civilian trucks. It might have been something with no armor, something the sensors might ignore, but couldn’t risk you getting a shot at it.” A light truck getting in a lucky shot that immobilized them, then running for help to come finish them off. The theory fit the evi- dence. “Which means we don’t have much time,” Lex said. “Depending on where their back-up is and how far their radio reaches in this soup, we could have company at any minute.” She considered her controls; knowing she had to move and knowing how to move were two completely different things. The BATTLECORPS Dragons of Despair • Page 6 general schematic wasn’t helpful. Aware each passing second in- creased their chances of being discovered pinned and helpless, she tabbed through specific diagnostic screens, trying to assess what each system was capable of before trying any potentially disastrous experiments. “What about your axe?” Caradine asked after a long minute. “Chop the Crockett to moveable pieces?” “I meant use it like a rock climber’s hammer,” Caradine ignored Lex’s bitter tone. “Grab a purchase on something and pull us out.” Lex started to reject the suggestion out of hand, then stopped to think it through. Caradine’s idea made sense for a Hatchetman, which held its club-like hatchet in a hand. The wrist actuator was flexible enough to turn the double-bladed head to grip the ground. However, the Nightsky’s single-blade axe was integral to the arm assembly. This gave it greater structural integrity, increasing the force and dam- age of its blow, but at the expense of flexibility. It could only rotate as far as the forearm of the ‘Mech could turn; not enough to reach the ground while the machine was on its back. But the Nightsky also had an elbow spike, a meters-long titanium blade designed to shatter armor plate and eviscerate opposing ‘Mechs. If she could raise the left arm enough to jab the spike into the ground, it should be strong enough to pull the fifty ton ‘Mech through the mud. But would it hold up to the extra strain of pulling the ‘Mech out from under another? It took twenty minutes, with Lex second guessing every move- ment as she tried to balance limiting further damage to her BattleMech with getting it on its feet and back in action as quickly as possible. But by using the elbow spike as a pick and shoving carefully with the legs she was able to work the medium ‘Mech out from under the heavier machine. Whatever had been done to her left leg’s jump jets by the fall was made worse by dragging them out from beneath the Crockett. Their wireframe image went from red to black. The pressure was too great for some of the stress-fractured armor as well; chips abraded away as Lex eased her machine free. The Nightsky left nearly half a ton of Kalon Royalstar under the assault ‘Mech. BATTLECORPS Dragons of Despair • Page 7 Caradine wisely said nothing as Lex worked, making only a sat- isfied grunt when the wireframe reported the last of the crushing weight was gone. Once clear, Lex was faced with the problem of getting her Nightsky on its feet. The curving armor which defended her back so well also made it difficult to stand from the supine position. Placement of armor protecting the rear aspect of the hip actuators prevented her from simply sitting the machine up. By shoving with the feet and pulling with the elbow spike, she turned her ‘Mech until it was perpendicular to the slope of the hill, with the damaged right arm upslope. By raising the BattleMech’s right leg and damaged right arm, she could use the incline to roll it to its hands and knees—a much better position for getting up- right. The world beyond the ferroglass canopy flashed a blinding red. Laser fire. The targeting computer reported two near misses. Two large beams, one burning into the hulk of the Crockett, the other grazing the hillside beside her supine BattleMech—flash burning the mud into hardened clay. The Guardian ECM reported it was battling a TharHes Ares-7, grandfather to her Nightsky’s own 8a targeting system. With two large lasers, that meant— “Flashman,” Caradine said. “Coming from below our feet.” Lex nodded. The thermal sensors reported a bonfire—the heavy ‘Mech had not had a chance to replace the heat sinks Caradine had destroyed. No doubt the heat was creating as much interference for its weap- ons systems as her ECM. Otherwise not even the Guardian would have convinced the lasers to target the Crockett at this close range. “He’s running hot.” “My autocannon targets heat sinks,” Caradine said. Then: “He was running hot before I hurt him—and I hurt him. His thermal screwed up their ambush. These guys do not have good tech support.” On the thermal imager the bonfire below their feet became a sunrise as the heavy ‘Mech walked toward them. BATTLECORPS Dragons of Despair • Page 8 There was no time for Lex to wrestle her fallen ‘Mech to its feet. Any move that rolled them away from the Crockett would give the Flashman a clear shot. But not moving while the heavy ‘Mech circled the fallen assault... Flat on its back, the Nightsky could bring none of the torso or head weapons to bear on a target approaching from below its feet. The large laser might be operational—yellow lights warned the computer wasn’t certain—but the targeting computer’s designers had never imagined this situation. The system couldn’t get a lock. She had to be on her feet to fight. Her breath caught. Eyes wide, she watched the variables tumble into place; the pat- tern form. She let her breath out slowly. The cold energy swept down from the back of her head, calming her heart before flowing into her hands, her legs. “What?” asked Caradine. Lex didn’t answer. Flexing her own leg and pulling the yoke, she raised the Nightsky’s right leg. The enemy would see she was about to roll her machine to its feet, but she needed it closer, in sight, before she made her move. She heard Caradine moving behind her, apparently trying to find a more secure position. The white-hot thermal image told her the heavy ‘Mech was on top of her before the domed top of its egg-shaped torso crested the lower sill of the canopy. Pausing above them, the Flashman trained both arms on the me- dium ‘Mech. With the heat readings on her sensors, Lex doubted it could fire all four lasers. But the two mediums would be more than enough to melt her cockpit to slag Safety interlocks had already cut the left leg’s jump jets out of the system. Manually deactivating the torso jets was a flip of the toggle. Unable to defend at near contact range, the Guardian counter measures suite gave up—its reassuring beep pushed aside by the harsh note of the weapons lock alarm. Lex fired her right leg jump jets. BATTLECORPS Dragons of Despair • Page 9 There was a grinding scrape of earth and rock against armor as the twin jump jets slid the Nightsky a few painful meters along the muddy ground. Lex straightened the leg slightly, keeping their flaming plasma wash directed at the towering Flashman. The su- perheated particles flooding through rents in the armor could do no direct damage to the heavy ‘Mech’s internal structure, but that wasn’t the point. The Flashman half turned, the pilot managing one step towards escape before the jump jets’ heat forced the already damaged ma- chine into emergency thermal shutdown. Cutting the thrust, Lex threw the raised leg over. She was slammed against her harness by the roll, but worked the joysticks, getting her ‘Mechs arms under it and shoving. She felt Caradine thump against the back of the command couch, thrown out of the equipment cubby by the Nightsky’s staggering rise. Before her machine was fully erect, Lex stepped it back—toward the Flashman. Momentum threw her against her harness—and Caradine against the bulkhead—as she snapped the still rising torso through a left spin. The Nightsky’s titanium elbow spike did its job, smashing through weakened armor just above the Flashman’s rotator ring to shatter internal structures. A grey-green spray misting across the canopy told Lex she’d taken out another heat sink. Barely keeping her ‘Mech upright on the slanting ground, Lex continued to turn, myomer cables snaking from the elbow spike as it pulled free of the enemy. She straightened the arm as she spun, slamming the axe head into one of the torso lasers. Not as power- ful as a full-body swing, the blow was still sufficient to deform the muzzle, ruining the weapon. Lex crab stepped right as the momentum of the swing turned her ‘Mech. She wasn’t going to get caught standing directly beneath a falling enemy a second time. Her right arm was still extended for balance when her torso and head lasers bore on the Flashman. Not waiting for good tone, she fired the twin mediums and small with an open-hand slap to the triggers. Untargeted, the three beams did not converge. But each pulse laser delivered a solid double-tap of destruction to the already stricken enemy. BATTLECORPS Dragons of Despair • Page 10 As she swung her large laser around, the top of the Flashman popped open and the escape couch arced up and away on a col- umn of smoke. Lex had a momentary impression of a bright orange hazmat suit and two heads—the pilot carrying the helmet. Stopping to change helmets was probably what had killed the Crockett pilot. Warned by the pilot’s evacuation, Lex backpedaled her Nightsky, moving away as quickly as the slippery slope allowed. The Flashman shuddered and deformed, coming apart along damage fractures as its massive gyro tore loose. Hypersonic shrapnel, which moments before had been pieces of the spinning wheel’s mounts and housing, buried themselves in the muddy hillside or arced out over the fen. Whether through luck, grace, or physics, none struck the scrambling medium ‘Mech less than twenty meters away. With a final shudder, the seventy-five ton BattleMech separated at its rotator ring. The ruptured torso tilted up, seeming to look toward the roiling heavens, then fell majestically backwards. The legs, still joined to the hip assembly that had supported the cen- tral ring, remained standing; ankle deep in the bog. “Oly fit,” said a voice next to Lex’s ear. She turned as far as her neurohelmet allowed to see Caradine—a fold of survival blanket pressed against her bleeding mouth—sur- veying the ruined BattleMechs beyond the canopy. “Dey teef you dat at Buena?” Caradine asked around the impro- vised pressure bandage. “This is a melee ‘Mech,” Lex said, still shaky with reaction. Caradine rejected the flip response with a shake of her head. “A heaffy and an affault with a medium—” “Two mediums,” Lex interrupted. “I wouldn’t have stood a chance if you hadn’t already done most of the work.” To have done as much damage as she had against a Crockett and a Flashman with her forty-five ton Hatchetman... Lex suspected Caradine might have the chops to back up at least some of her landed gentry, Nagelring arrogance. Though there was no sign of that arrogance now. BATTLECORPS Dragons of Despair • Page 11 Reaching forward, she popped the first aid locker open and handed the kit back. “Need a hand?” “Nefg’tiff,” Caradine said. Lex watched the sensor screens while the other MechWarrior did what she could to repair the damage. From the muffled speech and blood soaking the scrap of blanket, she was willing to bet Caradine had bitten through a lip. And if she was any judge of Caucasian physiology, the right side of the woman’s face would soon be a mottled bruise. Her eye was already swollen shut. Refining the sensors to search out light metal near the ground, Lex was amazed by her clarity. She tried to sort out what she was feeling, what was different. The cold energy of combat was gone. but in it’s place was... something. Senses wide, she cataloged each beep and tone as the comput- er identified wildlife and the Guardian reported natural electronic discharges across an approaching squall, but no organized sig- nals. For all practical purposes she was alone on a hostile world, trans- porting wounded in a damaged ‘Mech and facing an unidentified enemy of unknown capability. She had an objective, a mission self-selected without orders. There were choices—strategies, tac- tics, options to be considered—but they were not swirling in a paralyzing fog. The med kit thrust over her shoulder interrupted Lex’s self-ex- amination. Taking it without comment, she stowed the case in its compart- ment and set her hands to the controls. “I owe you an apology, Leftenant,” Caradine said, her voice close to Lex’s ear. Lex turned to meet the other woman’s eyes, leaning slightly away from her to focus. A dark red blood blister marred the point of Caradine’s chin, just below the bandage plaster that covered the right corner of her mouth and jaw line. Plum and purple marks, almost like stress fractures, radiating from her cheekbone and temple. BATTLECORPS Dragons of Despair • Page 12 She still spoke with the breathlessness of her chest injury, but the plaster allowed clearer diction than the improvised pressure bandage had. “Before this,” Caradine indicated the carnage around them with a tilt of her head, not breaking eye contact, “I didn’t believe you were a real MechWarrior.” That was the difference. Lex straightened around in her command couch, facing forward and cycling the reactor up. “Before this,” she said, “I wasn’t.” Clothed in her Nightsky, Lex Atreus stepped forward. THE END…
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BattleCorps DJINN OF DESPAIR Kevin Killiany Chapter Six BattleCorps Djinn of Despair • Page  Jungle Northeast of Chevalier Planetary Evaluation Base Despair, Ender’s Cluster Lyran Alliance 29 October 3057 Sardella watched the softwoods bend back as his Highlander-732 pushed through the copse of trees. The expected cracks and splin- ters didn’t come—the resilient conifers simply flexed far enough to let him pass. Having shoved through a dozen such stands of trees he knew the tree wouldn’t snap back to its original shape im- mediately, but he had no doubt it would be serenely upright again in a matter of hours. Jarhaal called them rubber trees. The science wonks probably had a less interesting and less accurate name for them. His Highlander—along with Jarhaal’s and Twindle’s—had to press their way through the trees, even though it forced them to move slowly. Stepping off the loamy ridges or islands or whatever the proper name was for the narrow tracks of ground dense enough to support the rubber trees meant sinking the heavy BattleMechs hip-deep in bog. The bog didn’t hurt the machines, of course, but it had taken Twindle thirty minutes to regain solid footing that was a single step behind her. And the struggle of turning her BattleMech had sucked the ninety-ton machine down to its armpits. Jarhaal had suggested she fire her jump jets, but she’d wise- ly ignored him. Touching off fusion jets buried in quasi-solid bog would have either breached a chamber with back pressure or flash-dried the peat to entombing cement. Neither result would have completely disabled the BattleMech, but either would have set Twindle up for a lot more ridicule than simply sinking. And landing her brand new ’Mech in the shop on its first tour.... Sardella’s lance was composed entirely of new Highlander-732s— he himself had upgraded from his venerable 733 just over a month ago. Soon all of Third Bat Baker Company would be one hundred percent factory fresh, thanks to the newly-minted contract with StarCorp. He wasn’t sure which rumors concerning the deal were true, but he did know command reorganization was already under way. In a few months the Eighth Regulars would have a fourth bat- BattleCorps Djinn of Despair • Page  talion—comprised entirely of Highlander 732s and Emperor 6-As fresh from the StarCorp assembly line on Son Hoa. Sardella’s cockpit rocked, throwing him against his safety harness. The clayey loam had shifted beneath the ninety-ton machine—its right foot had slipped a sudden pair of meters. Not enough to upset the gyro system, but enough to remind him the command couch was no place to be daydreaming about the future. Ahead and to the right the icon of the Florida TTM’s Hatchetman told him roughly where their scout had gotten to. The local atmo- sphere tended to fuzz the Identify Friend/Foe transponder’s range and bearing numbers. Normally a militia Hatchetman would not be used as a scout. Of course, this was not normally. The lighter machine could traipse across ground that would swallow their assault ’Mechs. He would have preferred doing without the Florida’s help at all. Leftenant Britto had been the very picture of the socially connect- ed, upright... Sardella shook his head. The young prig had been properly respectful of Sardella’s rank, but managed to make it clear he felt he was extending a special courtesy in doing so. The Nagelring had been swarming with Britto’s ilk—pampered scions who’d treated him as though the full scholarship his scores had earned him somehow made him less worthy to pilot a BattleMech than those born to the class. Sardella deliberately unclenched his jaw. The arrogant up- start—no doubt well on his way to a politically astute career with the Eleventh—was safely behind them, supporting Franks as the Highlander pilot protected Chevalier Base. He smiled at the memory of the Florida MechWarrior’s face as he accepted to the information his rank in the Lyran Alliance had dropped from the FedCom “first leftenant” to simply “leutnant.” No doubt some adjustment would be made once the militia lance rejoined its command, but Sardella had enjoyed making the field adjustment. The Florida Hatchetman pilot seemed to be a cut above his lance leader professionally, but was just as annoying in his own way. So far just a voice on the radio, the man’s foppish attitude seemed to be amused and bored by turns. Sardella couldn’t decide if he imitating holovid stereotypes because he didn’t know any better BattleCorps Djinn of Despair • Page  or just thought he could impress the Eighth by pretending to be an old hand. Given the evident efficiency and speed with which the militia jockey zigzagged across their projected course, Sardella was in- clined to think he was trying to be impressive. The good scouting skills almost made up for the pretentious attitude—but it didn’t disguise the fact he was a junior jockey in the least competent theater militia fielded by the Lyran Alliance. Maybe he thought being tapped for a mission with the Eighth was his chance to get out of the major leagues. Sardella grinned at the thought. His ad hoc lance was proceeding by most direct route to the fallen Crockett the noble young Britto had found. From there they would reconnoiter along the pirate’s back trail. Or, failing that—like- ly given Despair’s enthusiastic flora and resilient soil—determine the search pattern most likely to prove fruitful. To his left a dense stand of almost-cypress towered, teasing with their implication of solid earth. The tall hardwoods—surrounded by the “knees” of their root system sticking up out of the alkali soup Despair called water—needed to be standing in at least six meters of mush softer than oatmeal to grow. Sardella glanced at his scanner screens. Nothing. Or rather, a lot of somethings that signified nothing. Whips of metal-heavy mist that read like floating sheets of copper, thermal sheers that bounced back funhouse reflections of his own image, and acres of bog and swamp that his StarLight LX-1 targeting computer in- sisted was as solid as DropShip armor. Of course, when he focused the sensors directly at the ground ahead, they parsed the blends of solids and liquids. Why it didn’t remember what it had seen when he resumed sweeping the hori- zon was beyond him. Evidently it was just one of those differences between a computer and a brain. Reaching the end of the meandering string of rubber trees, he aimed his targeting sensors down. Sweeping the stretch of marsh between him and the next stand he found a bridge of solid ground that arced to his right. It would take them a half kilometer out of their way but it was the only trustworthy trail he could find. Not for the first time, he considered returning to the Pith and hopping directly to the solid earth of the foothills. But—as the pilot BattleCorps Djinn of Despair • Page  had explained—the only way to travel that short distance was to exit the blinding atmosphere and circle the world. A simple up/ down hop didn’t give the nav computer sufficient time to recali- brate and calculate the landing before it was blinded again. Also, the hop would have carried them past any indication of pirate movements on the surface. Intel that may well have proved vital. If there had been any. So far, all they’d found was bog. And giant dinosaur birds. Sardella had to admit those beasts were impressive. The small herd they’d encountered—a family pod, their Florida scout called it—had included beasts that towered above the Highlanders. Though his instruments said their mass had been about equal to the BattleMech’s, their size had stunned him. Or perhaps it wasn’t just that they were big, but the fact that they were big and alive. A flurry of movement hear the ground caught his eye. Thermal imaging confirmed warm-blooded life forms as a pack of six- legged birds boiled out of the dense ferns of the fen. In apparent frenzy the beasts attacked his Highlander, snapping blindly at its lower legs and ankle actuators. The creatures massed three to five tons each. If Sardella had been on the ground—even in a battle suit—he’d have been de- voured in seconds. As it was, he was merely annoyed. Trying to kick or stomp the creatures on the slippery soil would only make it difficult to keep his ’Mech upright and on course. And he knew from the training video that the creatures were too stupid to un- derstand the threat of his weapons even if he blasted a few. Not that he was going to risk advertising their position to any observers the pirates may have posted with weapons fire. Without a club to swing at the scavengers, there was nothing for it but to slog through the pack until the creatures either lost interest or fell beneath the Highlander’s plodding tread through dumb luck. A Berserker would be nice. He wondered how the bird-men natives coped with the beasts. Bannik Severin, the expert on Despair’s big secret—Despair’s for- mer big secret—was on some expedition far enough from their field of operations to not matter. But from what Sardella had seen on the vid Dr. Tindale had shown them, a bird man would have been little more than a mouthful for the scavengers yapping at his ankles. BattleCorps Djinn of Despair • Page  With only spears and stone axes to defend themselves.... He shuddered. There was a lot to be said for applied technology. Evidently tiring of trying to bring his BattleMech down, the pack of jackals turned on Jarhaal’s machine. Unlike Sardella, he risked a stumble side-kicking a knot of the creatures. Two or three stayed be- hind to devour the few he’d wounded, but the rest continued to break their teeth—if they have teeth—against the armor of his lower legs. For reasons that no doubt made sense to the scavengers, Twindle’s Highlander strode through the gauntlet unmolested. The jackal dinosaur birds seemed to have been guarding the edge of the swamp. The ground rose slightly ahead of them and read solid even when sensor arrays were focused straight down. There were still pockets of bog—some the size of lakes—but the changing vegetation made the muddy pits easy to spot. Sardella doubled his speed. Passing a thick stand of hardwoods, he caught sight of the bright blue Florida Hatchetman standing on the crest of a low ridge to his left. A glance at his screens confirmed that his sensors didn’t see the BattleMech, even though it was at the extreme edge of his weapons’ range. “Either of you have him on sensors?” he asked. “Clear as day,” Twindle answered. “Why?” “I’ve got nothing,” Jarhaal added. “Wait. Heavy metal. But more on the ground than standing.” “Negative on the ground metal,” Twindle said. “They weren’t kid- ding about this atmosphere.” Sardella grunted. A changing wind had evidently swept away the veil and he now had clear numbers on the upright Hatchetman. But the ground clutter read like nearly four times its mass. Which would make sense with an assault and a medium ’Mech at his feet. Without a word he headed for the nearest point of the ridge, choosing to follow its curve around the suspiciously flat ground between them and the Florida ’Mech. BattleCorps Djinn of Despair • Page  “Looks like we have some new players on the field,” said Aldicott as Sardella drew near. His voice sounded less bored than usual. “Or maybe the pirates have dissention within the ranks.” “How do you mean?” The Hatchetman’s left arm extended, pointing toward the bog below the slope. Sardella saw what looked like the lower half of a large ’Mech’s torso sitting on the ground. Evidently the upper torso had been removed at the rotator ring, though he could think of no reason for someone do a field strip like that in the middle of the wilderness. Then he realized the curves and angles jutting just above the thick ferns were hip assemblies. The torso wasn’t sitting on the ground, the bog had sucked the legs down. “I read that as the bottom half of a Flashman,” Aldicott said. “Unless Leftenant Britto took out a Flashman and forgot to men- tion it, there’s at least one unknown BattleMech in play. “From what I can pick up,” he added, walking his own BattleMech out onto the soft ground, “the rest of it is here, there, and there. Already sunk.” “Like you’re going to be if you don’t get back on solid ground,” Twindle pointed out. “Little chance of that at only forty-five tons,” the Florida militia- man answered. “You’d be fine, too, if you kept your behemoth moving.” Sardella bit back a reprimand at Aldicott’s patronizing tone. He’d let the idiot realize how much his attempt to impress the Regulars with his expertise had backfired through the Florida’s CO after the mission was over. “There’s hardpan under the bog,” the militia jockey was saying. “This Flashman half is standing on it. The broken bits that were blown away are near enough to the surface for my sensors to read when I stand right on top of them. “If I can determine what weapons mix took this chap out so thor- oughly, we’ll have some idea what we’re up against.” “Obviously an assault of some sort,” Sardella said. “An alpha strike from an Awesome at close range would blow the top off a Flashman. BattleCorps Djinn of Despair • Page  “If we wanted to flip this Crockett over, it’s a good bet we’d find PPC scars all over its front as well.” “Perhaps.” The militia jockey stretched the word out. “I take it you don’t credit Leftenant Britto’s assessment of Leftenant Caradine’s performance.” “A Hatchetman might hinder an assault ’Mech,” Sardella said, making his annoyance with the regional weekend warrior’s pre- sumption clear. “Maybe even do some damage. “But even if seasoned MechWarriors had been piloting them, if Caradine’s Hatchetman and the Nightsky really came up against this Crockett and another assault the way Britto says he thinks they did—” Sardella shook his head, not even bothering to explain how many ways that scenario was wrong. “Your Leftenant Atreus showed the only brains of the bunch when she ran like hell.” “Stereotypical attitude,” Aldicott sounded almost sleepy. “I re- member it well.” Sardella felt his jaw slacken at the condescending tone. But be- fore he could blister the yokel’s hide, Jarhaal interrupted. “Looks like they salvaged the Nightsky.” Sardella joined him on the other side of the fallen Crockett. The ground had been torn up, but the ferocious growth rate of the lo- cal ferns made it impossible to determine more. Except... “Any sort of tractor would have torn up a lot more ground,” he said. “Gouged furrows pulling it out and a trail hauling it away.” Sardella replayed the loop of battle ROM footage Britto had pro- vided on a secondary screen. The medium ’Mech looked pretty smashed by the Crockett. But now that he had some experience with Despair’s deceptive soil he realized the machine could have been pressed into the earth rather than crushed. “Another ’Mech dragged it clear,” he said, pointing to deep fur- rows where something had evidently dug in its heels. “Then they got a jockey inside and walked the thing out of here.” “Not an Awesome, then,” Aldicott said mildly. “No hands.” Sardella shook his head, refusing to acknowledge the militia- man’s interjection. The pompous Florida ’Mech jockey seemed incapable of staying silent—or in his place. No wonder he’d been sent to serve out his time on the back side of nowhere. BattleCorps Djinn of Despair • Page  “Whoever our unknown enemy—our second unknown enemy— is,” Sardella said to his own MechWarriors. “It looks like they’ve been allowed to salvage a state of the art BattleMech in perfect working order.” For a moment he was annoyed at Britto for letting the pirates get the Nightsky, but recognized the feeling as foolish. While his Axeman was more formidable than a Hatchetman or Nightsky, there was little the Florida leutnant could have done against what- ever took out the Crockett and the Flashman. If he’d tried to guard the fallen ’Mech until civilians from Chevalier Base arrived to sal- vage it, he would only have succeeded in getting himself killed. Something in the still looping image from the Axeman’s battle ROM caught his eye. He froze the image, then moved his Highlander closer to the felled Crockett to eyeball the damage directly. “Somebody got this guy in the back with an auto cannon,” he said. “High. Across the back of the Hollies and sensor array.” “Stupid shot.” “May have been all he had time for,” Sardella said. Looking around he tried to get a feel for how the battle had played out, but the landscape yielded few clues. From the pattern of charred earth and day-old growth, a lot of laser fire had been directed at something standing in front of the slope beneath his feet. But he could see no evidence a heavy or assault ’Mech had stood on the soft bog at the base of the hill. It was almost as if the Flashman had been aiming at the hillside itself. And what assault ’Mech had enough PPCs to blast a Flashman’s torso to scrap, an autocannon to spray the Crockett and hands to grab a Nightsky? More than one BattleMech had taken out the Crockett and the Flashman. Much as he hated to admit it, the Florida militiaman was probably right about there being some sort of civil war within the pirate ranks. Sardella’s radio beeped. Looking down he saw Aldicott had squirted him a compressed data file. No doubt his assay of the Flashman wreckage. He shunted it to a reader without expanding and returned his attention to the rolling landscape leading away from the swamps. The ground didn’t hold tracks. But logic dictated that was the only course BattleMechs wanting to avoid the swamps would go. BattleCorps Djinn of Despair • Page 10 “Any ID on the paint scheme?” he asked Twindle. Her gift for or- ganizing data had made her his defacto intelligence officer years ago. “Looks like we’re up against the Adders,” she answered. “Accountants?” “Adders are venomous serpents on Terra,” Twindle said as though Sardella had asked a reasonable question. “And up until about thir- ty-five years ago they were a marginal mercenary company. Did some work on both sides of the law. Nothing major—at least nothing major we could document. The golden kitties may have more—the Adders spent most of their time in the Eleventh’s territory.” “What do we know now?” Sardella asked. “Assets and tactics.” “The Adders had a full company and liked to operate as two ComStar-style demi-companies. No tech support—or anything else—to speak of,” Twindle’s distracted tone told Sardella she was reading a screen. “Conflicting reports on composition which could reflect personnel changes or battlefield gains and losses or just bad reporting. Best guess: two or three light scouts with the rest probably heavies and assaults. “Their specialty was brute force.” “You keep saying was.” “They dropped off everyone’s radar thirty, thirty-five years ago,” Twindle answered. “File says it was assumed they’d broken up or been folded into some larger outfit.” “Seems we’ve found their hideaway,” Aldicott broke in. Sardella was surprised to find the Hatchetman standing at his elbow. The medium ’Mech had its back to him, facing toward distant foothills barely visible through the shifting mists. “The question is, why are they here?” “Garrison duty?” Jarhaal suggested. “Say they got folded into some big boys, got stuck with the job of guarding their home base while the main force does business.” “Nobody would make Despair home unless they had to,” Twindle said with feeling. “But it’s a great stash for goods you can’t move.” BattleCorps Djinn of Despair • Page 11 Sardella considered. It made a certain amount of sense. Particularly given the poor condition of the Crockett’s paint and finish. Guarding a storage dump—probably stranded here and dependent on their “employ- ers” for food, water, even breathable air. Knowing failure to protect the cache would result in slow starvation—or even slaughter. “Next door to hell,” Aldicott said, his thoughts evidently shadow- ing Sardella’s. For once he agreed with the militiaman. “But thirty-five years?” Twindle asked. “These jockeys can’t pos- sibly be the originals.” “Maybe just the ’Mechs stayed,” Jarhaal said. “Rotating personnel is a hell of a lot easier than rotating a company of BattleMechs.” Sardella nodded. He certainly liked that scenario better than the one he’d been imagining. They’d come in looking for a drug manufacturing ring and found a pirate stronghold instead. It wasn’t the objective they’d been as- signed, but as targets of opportunity went, it was one of the best. By the letter of his orders, Sardella should leave the pirates where he’d found them and go after the drug distribution center. Not really a risk, since he doubted these goons had the resources to get anywhere while Three Bat Two smoked out the druggies. But why take the chance? There was enough flex in the objec- tive to clean out this viper den before moving on. Besides, that’s what the Eighth did. “The way I see it, Aldicott’s on the right track,” he said. He’d prob- ably pay for that admission with extra attitude from the militiaman, but it wasn’t in him to not acknowledge good thinking. “There’s some sort of power struggle going on with the pirates. “Right now we got no idea how many are on which side and who’s beating who—or even if these Adders are the only ones involved,” he let the possibility of a larger force of unidentified hostiles sink in. “Either way, they’re shooting at each other, and they obviously don’t care if bystanders get caught in the crossfire. “Which means Chevalier Base is likely to become a shooting gal- lery real quick.” BattleCorps Djinn of Despair • Page 1 He paused, inviting comment. No one offered a dissenting opin- ion. “It’s a good bet there’s a pirate stronghold within a day’s march of here,” he said. “I want the Pith in geo-sync right over our heads. They’re going to use the ship’s sensors to scan and rescan until they can punch through this muck and get a reading.” Which means hiking two hours back until we’re close enough to Chevalier to get a radio signal through. “One more thing,” he knew he was about to point the obvious, but it was better to be sure everyone was on the same page than to risk a fatal screw-up later. “The hostiles have captured a Nightsky that may or may not be in shape to be a threat. More to the point, it’s mounting a friendly IFF transponder. “If you see a Nightsky, I don’t care what it’s transmitting, take it out.”
textdata/thevault/BattleTech [multi]/EXTRA/Novels/Battlecorps Novels/Djinn of Dispair Pt 06 - Kevin Killiany.pdf
1 Witches of Porphyra Onyx Tanuki 2 Witches of Porphyra Author Onyx Tanuki Editing Perry Fehr, Mark Gedak Contributing Editors N. Jolly, Soul4hdwn Porphyra Logo Rick Hershey Art Brian Brinlee, Gary Dupuis, Brett Neufeld Layout Mark Gedak Publisher Purple Duck Games Witches of Porphyra is compatible with the Porphyra Campaign Setting and the Porphyra Wiki located at: http://porphyra.wikidot.com/ Special thanks go out to everyone at Purple Duck Games and the members of Team KOP, and especially to N. Jolly. Without his bringing me into Team KOP, I never would have developed the skills or confidence to put out a solo project. If you have trouble locating reference content drop me an email at geda- km@gmail.com and I will get the content updated and point you to it. 3 Witches of Porphyra “You there! What business do you have here!? Oh, you thought that just because I’m blind you’d be able to creep past, didn’t you? Well there’s more to sight than just eyes, dear. I may not be able to see your body, but I see your heart, your soul, your intentions. And that’s all I need to know that you are not welcome! Begone, or else I’ll show you just how true those fairy tales you’ve heard about me are.” -Teceles Bessup, dhosari seer Witchcraft has existed for nearly as long as sentient races have had access to magic, and yet as ancient as it is, the art is still shrouded in mystery and misinformation. While many see witches within the age-old trope of a green- skinned hag straddling a broomstick, cackling madly as she flies before a brightly-lit moon, there is far more to the witch than that. Following a patron entity which represents a natural force or ideal, witches can weave spells and hexes both beneficial and malicious with the aid of their familiar. They are often compared to other magically-inclined individuals, but where the wizard must study and hone in on specific schools or elements, where the cleric must adhere to their deity’s alignment or else suffer divine retribution, where the sorcerer gains magic abilities instinctively but on a far more limited basis, the witch is mostly free to branch out in their studies and still obtain some esoteric knowledge without even needing to root through libraries, thanks to their patrons. Of course, on the Patchwork Planet of Porphyra, even the limited lore thought to be concrete regarding the witch fails. The coming-together of cul- tures where the craft has developed in unique ways proves how little is truly known about it. Some witches put a focus on their martial skills to supple- ment their magic, some buck the trend of cursing foes to instead heal and protect their charges, some have learned to draw power from their ancestry or alchemical skills rather than relying on a familiar or patron to guide their hand. Porphyran witches have come upon several forms of patrons that haven’t yet been discovered by those of other worlds. For example, some members of the Sisterhood of the Black Glass take on patronage from the Black Glass itself, while the Dark Mistress provides witches of the Evening Shades power based upon their beauty. Zendiqi witches are known to revere the deserts themselves and draw their magic from the sands, while the dark creatures of the Empire of the Dead take patronage in forces of corrosion and filth. Due to the prevalence of unusual fauna in the world of Porphyra, it’s no 4 surprise that even a witch’s familiar can take on a strange form. Some even take the shape of constructs created for the specific purpose of aiding magic- users. They help their masters not only in combat, but in their day-to-day lives; a familiar can be not only a storehouse for their spells and a physical link to their patron, but can also run messages and packages for them, be- come a living battery to power their magical abilities, or assist them in their crafting and professional duties. Witch Archetypes The following archetypes represent some of the many unique ways witchcraft has evolved in Porphyra: Blooded Hag Most witches’ abilities are a combination of innate skill and practice, but the blooded hag’s magic is more rooted in their instinct and lineage. Without the guidance of a patron their spellcasting abilities aren’t quite as disciplined or versatile, but what they lack in that field they make up for with natural talent. The disloyalty of the hag species has colored the perception of these witches, and they are seldom welcome in civilized lands. Spells: A blooded hag casts arcane spells drawn from the witch spell list. They can cast any spell their familiar knows without preparing it ahead of time. To learn or cast a spell, a blooded hag must have a Charisma score equal to at least 10 + the spell’s level. The DC for a saving throw against a blooded hag’s spell is 10 + the spell’s level + the blooded hag’s Charisma modifier. A blood- ed hag can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is the same as a sorcerer of the same level. In addition, they receive bonus spells per day if they have a high Charisma score. A blooded hag’s selection of spells is limited. They have the same number of spells known as a sorcerer of the same level, and can choose new spells to replace old ones at 4th level and every even-numbered blooded hag level after that, just as a sorcerer does. This alters the witch’s spellcasting. Blood Magic (Ex): Choose a bloodline, as per the sorcerer class feature; once this choice is made it cannot be changed. At 3rd level and every 2 levels thereafter, the blooded hag gains bonus spells based on this choice. They 5 do not, however, gain bonus bloodline feats, and do not automatically gain most of their bloodline’s abilities. If they already possess a bloodline through another class or feat, this must match that bloodline. This replaces patron spells. Hexed Blood (Sp or Su): At 1st level the blooded witch gains their blood- line’s 1st level bloodline power, treating their blooded hag levels as sorcerer levels for this purpose. At 4th, 10th, 16th, and 20th levels, they can choose to gain a bloodline power instead of a hex. Bloodline powers must be taken in the same order they would ordinarily be gained (for example, a blooded hag who takes a hex at 4th level and a bloodline power at 10th would gain that bloodline’s 3rd level power, not its 9th level power). A blooded hag does not gain a bloodline arcana normally; they instead treat it as a hex, and can choose to gain it in place of a hex. This replaces the 1st level hex and alters the 4th, 10th, 16th, and 20th level hexes. Brewer The image of a witch tirelessly toiling over a cauldron, brewing dangerous and mysterious admixtures, is one which is quite well known. The brewer takes this trope to its extreme, utilizing their expertise in the creation of potions to cook up helpful extracts and powerful alchemical weapons. Limited Knowledge: A brewer has a limited selection of formulae from the witch spell list. They remove all 0th level spells from their formula list, as well as any spell which doesn’t target at least one creature or object. Extracts: A brewer does not have the ability to cast spells as normal for most witches. Instead of learning spells, they store formulae with their familiars which they can use to prepare extracts, much like how an alchemist keeps a formula book. A brewer can prepare as many extracts of each level per day as a typical witch could prepare spells (except for 0th level), and receives bonus extracts per day if they possess a high enough Intelligence score in the same fashion as a typical witch gains bonus spells per day. However, a brewer can only prepare extracts emulating harmless spells or spells with a target of “you” in their formula list. Creating an extract takes 1 minute of work, and once created, an extract remains potent for 1 day before it becomes inert. Extracts only function for the brewer who made them and their familiar unless the brewer possess the 6 infusion discovery. A brewer must consult their familiar and use a cauldron in the preparation of any extract. This alters spellcasting and replaces cantrips. Splash Extracts: Unlike alchemists, a brewer can create a special extract emulating harmful spells. A splash extract must be prepared from a spell in the brewer’s formula list which is neither harmless nor has a target of “you,” but targets one or more individual creatures or objects; the splash extract is treated as an alchemical splash weapon that deals 1d3 slashing damage, in addition to the spell’s effect, of any. If the spell which a splash extract emu- lates only affects one target, its effect is only delivered to the primary target of the splash weapon; otherwise, it affects the primary target plus a number of squares affected by splash damage equal to the number of targets the spell could normally affect. Spells which require a melee or ranged touch attack to deliver (such as chill touch) treat all targets hit by the splash extract as if they were hit by the touch attack. Splash extracts, like normal extracts, require 1 minute of work to prepare, and become inert 1 day after their creation. A splash extract has no effect when thrown by anyone other than the brewer or their familiar unless the brewer that made it possesses the infusion discovery. A brewer must consult their familiar and use a cauldron in the preparation of a splash extract. This replaces patron spells. Alchemical Familiar (Ex): A brewer’s familiar is treated as an alchemist for the purpose of consuming mutagens, and can use any extract or splash extract its master creates (though it must possess the proper anatomy to drink or throw these items as appropriate). This replaces the familiar’s share spells ability. Cauldron (Ex): At 1st level, the brewer must learn the cauldron hex. This replaces the 1st level hex. Throw Anything (Ex): At 2nd level, the brewer gains Throw Anything as a bonus feat. A brewer with this feat adds their Intelligence modifier to damage dealt with splash weapons they use (including splash damage, if any). This replaces the 2nd level hex. Hexed Discoveries (Su): A brewer can select the following alchemist discov- eries as if they were hexes, using their brewer level -2 as their effective alche- mist level: 7 8 • Hex: cognatogen, collective memory, elemental mutagen, enhance po- tion, extend potion, feral mutagen, infusion, mutagen, rag doll mutagen, ranged baptism, sandstone solution, spell knowledge (witch spells rather than wizard spells) • Major Hex: combine extracts, deadly excretions, dilution, greater cognato- gen, greater mutagen • Grand Hex: awakened intellect, eternal youth, elixir of life, eternal potion, grand cognatogen, grand mutagen, true mutagen This alters hexes. Impetuous Dervish Witches are usually expected to support their allies from a distance with their hexes and spells, but the impetuous dervish subverts this idea. From an eerie stillness, they can suddenly explode into a flurry of motion, hacking away at their foes with a combination of magic and brutal attacks, leaving one think- ing twice about underestimating the martial prowess of a spellcaster. Assum- ing the victim survives the assault, that is. The dervish tradition is strong among the zendiqi of the south, and they always welcome spellcasters who can hold their own in a fight. Diminished Spellcasting: The impetuous dervish can prepare one less spell per level than a typical witch of their level. If this reduces the number of spells they can prepare to 0, they can only prepare spells of that level if they possess bonus spells due to high Intelligence. An impetuous dervish relies upon a spellbook rather than a familiar to store spells. This alters spellcasting. Witchfury (Ex): At 1st level, the impetuous dervish gains Improved Un- armed Strike as a bonus feat. They gain the ability to make a flurry of blows as an unchained monk of their witch level, using their impetuous dervish levels in place of their BAB for this purpose. However, this flurry can only be made with any combination of touch attacks, unarmed strikes, and/or natural weapons they possess. Each natural weapon they possess (not counting un- armed strikes) can only be used once per flurry, regardless of feats or abilities. Starting at 5th level, the impetuous dervish can cast a single spell which can be delivered with a touch attack as part of this flurry. This spell must be at least three levels lower than the highest level of spell they can cast, and it replaces the first attack in their flurry. 9 Starting at 8th level, the impetuous dervish can use this flurry as part of a charge attack action. This replaces familiars and the 8th level hex. Insufflator The insufflator possesses a unique method of spreading hexes: through their breath. Like the wyrmwitch, it’s thought that they have some blood link to dragons and drakes because of their unusual abilities, but this bond with dra- conic entities has never been completely proven. Dragonblood witches often study insufflation, if only to emulate their draconic power. Hag’s Breath (Su): At 1st level, the insufflator chooses between cone or line; once this choice is made, it cannot be changed. When using a hex which normally affects a single creature and can normally be used as a standard ac- tion, the insufflator can choose to spend a full-round action to exhale a fog of magical energy that delivers the hex’s effects to those caught within its area so long as they can be affected; this is either a 10 ft. cone or a 20 ft. line, de- pending on the shape chosen by the insufflator. Rather than any normal saves allowed, creatures must succeed a Reflex save against the hex’s normal DC to take half damage and ignore other effects of hexes delivered this way. The insufflator witch can only use this ability once every 1d4 rounds, and only if they are able to breathe deeply. Wicked Breath (Ex): At 2nd level, the insufflator gains the Wicked Breath metamagic feat as a bonus feat, ignoring its prerequisites. They must choose the same shape as they chose for their hag’s breath ability (either cone or line). They can prepare witch spells with this metamagic feat in spell slots one level higher than the spell’s actual level rather than three. This replaces the 2nd level hex. Distant Patron: The insufflator gains spells from their patron 2 levels later than normal, and treat their effective witch level as -2 (minimum 1st) to determine their familiar’s effective level. This stacks with the delay in levels for taking a patron familiar (meaning an insufflator with a patron familiar does not learn the spell their patron normally provides at 18th level unless allowed to advance to 21st level). This alters familiars and patron spells. Expanded Hag’s Breath (Su): Starting at 4th level, instead of taking a hex, 10 the insufflator can choose to increase the area of their hag’s breath ability by 5 ft. if it is a cone or 10 ft. if it is a line. They can do this once, plus one addi- tional time per 4 insufflator levels they possess beyond 4th, up to a total of 4 times (for a maximum area of 30 ft. for a cone or 60 ft. for a line). This added area of effect is also added to spells they prepare with the Wicked Breath metamagic feat. This cannot be used to replace a hex taken with the Extra Hex feat. This alters hexes. Patron Familiars Witches’ familiars are often tied to their patrons, enhancing and reinforcing the spellcasters’ con- nections to the sources of their magical might. Just as a sorcerer can gain a bloodline familiar, a witch can gain a patron familiar by choosing one at 1st level in place of her standard familiar. A pa- tron familiar acts in all ways like a standard witch’s familiar, with the addition of the special ability indicated below according to the witch’s patron. In addition, the witch gains patron spells one level later than they normally would—gaining the patron spell they’d normally receive at 2nd level at 3rd level instead, and so on. More information on patron familiars can be found on online content sites. Legionmaster While many witches are granted a single familiar with which they form a powerful kinship, some patrons will instead send several weaker familiars to aid a witch in their service. Though they must focus harder to keep this brood of beasts in line, having a literal army at their disposal can prove a great boon to any witch able to handle them. Familiar Horde (Su): A legionmaster can have more than one familiar, but must divide their effective witch levels between their familiars (for example, a 3rd level legionmaster can possess a 3rd level familiar, three 1st level familiars, 11 or one 1st level familiar and one 2nd level familiar). Each time they gain a level, they choose how to allocate the increase among their familiars, includ- ing choosing to gain an additional 1st level familiar. Each of the legionmas- ter’s familiars must be the same species and archetype, but cannot be blood- line familiars, improved familiars, patron familiars, or school familiars, and no familiar the legionmaster controls can have an effective level higher than the legionmaster’s level. If a familiar provides any special benefit to its master for being a familiar, this benefit is only provided once, no matter how many familiars the legionmaster possesses. If any of the legionmaster’s familiars die, so long as at least one remains alive, the legionmaster can still prepare spells. However, the number of spells they can prepare of each level is reduced by half the effective levels of the dead familiars (for example, if a 6th level legionmaster who possesses four 2nd level familiars loses one of them, they can prepare one fewer spell of each level). 24 hours after losing their familiar(s), they can perform a ritual that takes 8 hours and 500 gp for each effective witch level those familiars possessed to re- attribute those levels, either adding these to familiars the legionmaster already possesses or gaining new familiars. A legionmaster does not need to replace their spells known unless all of their familiars die and are replaced through this ritual. This ability replaces familiars and the 1st level hex. Teamwork (Ex): Whenever the legionmaster could gain a hex, they can instead select a teamwork feat for which they qualify as a bonus feat. At the start of each day, as part of communing with their familiars, they choose one familiar for each teamwork feat they possess, granting it that feat as a bonus feat until the next time they commune with their familiars. They can choose the same familiar multiple times for this purpose if they possess multiple fa- miliars. At 8th level they can instead grant each of their teamwork feats to up to two familiars, and at 16th they can instead grant each of their teamwork feats to up to three familiars. This replaces the 8th level hex, and alters hexes. Improved Bonds (Ex): At 4th level, the legionmaster’s effective witch level increases by 2 to determine how many levels they can attribute to their famil- iars. They gain an additional 2 effective witch levels at 10th and 16th levels. This replaces the 4th, 10th, and 16th level hexes. The following familiar abilities function differently for the legionmaster: Empathic Link (Su): This ability only functions with one familiar at a 12 time. Store Spells: The legionmaster’s familiars possess a shared memory of spells; they all are treated as knowing all of the legionmaster’s spells. Deliver Touch Spells (Su): If a touch spell has a single charge while mul- tiple familiars are in contact with the legionmaster, the legionmaster must choose which familiar to designate as the “toucher.” If a spell has multiple charges, the legionmaster can divide these charges amongst their familiars, designating multiple touchers. Scry on Familiar (Sp): The legionmaster can only scry on a single familiar per day in this way. In addition, if a familiar possesses any ability limited to a certain number of uses (such as uses per day) or a resource pool (such as burn or ki), all of the legionmaster’s familiars share the number of uses or the resource pool, treat- ing their effective level as the legionmaster’s level if it is required to determine how many uses are allowed between them or how many points the resource pool possesses. Note: This archetype can allow a single player to control a large number of creatures, making it a strong option for a “solo” campaign. However, dealing with this large number of creatures could be over- whelming for less experienced players, making their turns take a long time, forcing other players to wait extended periods of time. GMs are encouraged to only allow this archetype for experienced players, or to find ways to speed up the legionmaster’s turn (such as by having other players control their familiars). Mentor There comes a time when a witch’s best means of serving their patron is by initiating a new follower into their service. Rather than taking on a familiar, the mentor seeks out individuals with magical potential and trains them in their ways. Bards tell many stories of these relationships, like Paddock Green and her mentor, Toad the Frog, a pair of boggard and grippli witches of the post-Calling era. Heir (Ex): At 1st level, a mentor acquires the services of an heir to their pow- ers. This functions similarly to a cohort, though the heir begins as a 1st-level commoner with Magical Aptitude as their 1st-level feat and NPC ability scores (13, 12, 11, 10, 9, 8 before racial modifiers). When the mentor reaches 13 14 3rd level, if their Leadership score is at least 2, the heir becomes a 1st-level witch and gains heroic ability scores (15, 14, 13, 12, 10, 8 before racial modi- fiers). The heir does not gain a familiar or patron; they can take a witch arche- type, but cannot select one with a class feature which would replace or alter patrons or familiars. The heir can never gain a familiar from feats, but quali- fies for feats as if they possessed a familiar. The heir never gains item creation feats, but otherwise follows the normal rules for a cohort. Each time the mentor gains a level, they can dismiss their existing heir as graduated (or expelled, depending on their performance), and gain a new cohort following the same rules. If an heir dies in service to the mentor, the mentor takes a –2 penalty to their Leadership score. This penalty is reduced by 1 for every level the mentor gains after the death, to a minimum of 0. Because cohorts are most interested in the mentor’s magical ability, the mentor uses their Intelligence modifier, rather than Charisma, to determine their Leadership score. At 7th level, a mentor can select the Leadership feat— using their Intelligence modifier to determine their Leadership score—but doing so only provides followers, never a second cohort. Because neither the mentor nor their heir gains a familiar, they instead store their spells in spellbooks, similar to a wizard, and must prepare their spells as a wizard does. They otherwise learn and cast spells as normal. This does not count as altering spellcasting for the purpose of taking archetypes. This replaces the mentor’s familiar and the heir’s familiar and patron spells. Inherent Magic (Su): The heir treats their mentor as if they were a patron. When the heir reaches 2nd level, select one 1st level spell the mentor pos- sesses, and the heir gains access to that spell as if it was a patron spell. This can be a spell gained from the mentor’s own patron or any spell they possess which their heir does not (including non-witch spells). Once this choice is made, it cannot be changed, and the chosen spell can never be replaced when the mentor gains a level. This is done for every even-numbered level beyond 2nd the heir gains, with them gaining a spell of a level equal to ½ the heir’s witch levels. If the heir is ever replaced, the new heir can only gain the same spells through this ability that were chosen for the previous heir. Note: If the mentor possesses the warweaver archetype, the heir in- stead gains one spell at 3rd level and an additional one every 3 levels thereafter from the mentor’s spells of a spell level equal to 1/3 the heir’s witch levels. 15 Familiar Form (Sp): At 6th level, choose a type of familiar. Once this choice is made it cannot be changed unless the mentor’s heir is replaced. The men- tor can transform themselves into this form, acting as a temporary familiar for their heir for 1 minute per mentor level they possess. This duration can be split up, but must be used in 1-minute increments. They cannot choose a fa- miliar from the Improved Familiar list unless the heir possesses the Improved Familiar feat and meets the requirements to take that type of familiar. While in this form, the mentor effectively is their heir’s familiar, except it remains a PC under the player’s full control, uses the mentor’s mental scores, and benefits from all items they had equipped. These items meld into their form, allowing them to benefit even if they normally could not use such items in the chosen form, but they cannot access any activated abilities such items possess, and are not treated as wielding any weapons they were wielding outside their familiar form. If the mentor ever falls unconscious while in this form, the duration of this ability immediately ends. This is considered a polymorph effect, but ignores any immunity to poly- morph effects the mentor possesses. This replaces the 6th level hex. Patron Form (Su): At 20th level, the mentor can choose to perform a ritual to ascend to patronhood, effectively giving up their mortal life in the process. This process takes 8 hours and requires 50,000 gp in materials and the partic- ipation of the mentor’s heir. When they complete this ritual, their heir gains a permanent familiar of the same type as that chosen for the mentor’s familiar form ability (transferring all spells from their spellbook to the familiar in the process) and treats the mentor as their patron for all purposes (continuing to learn patron spells as per the inherent magic ability). If the heir wills it, they can become a conduit for the mentor’s soul, allowing them to become a PC under the mentor’s player’s control. The exact nature of the ritual, as well as how the player comes to control the heir as a PC, can vary depending on the patron, and is up to the GM and player to determine. This replaces the 20th level hex. Polytheistic Witch While most witches serve a single patron, there are those that instead serve a pantheon. Polytheistic witches split their magical focus as well, sacrificing a considerable amount of versatility for more skill in the manipulation of cer- tain schools of magic, namely the psychic magic usable by the occultist class type of psychic magicians, who focus their power through special, psychical- 16 ly-powered implements. Spells: The polytheistic witch casts spells drawn from the witch spell list, limited by the implement groups they know. They treat these spells as psychic rather than arcane and can cast any spell they know without needing to pre- pare it, but each spell the polytheistic witch knows has an implement com- ponent. They gain the spells per day of a sorcerer of their polytheistic witch level. A spell is not considered to be on the polytheistic witch’s spell list unless they have learned it through an implement school or their patron. The polytheistic witch’s selection of spells is limited. For each implement school they learn to use, they can add one spell of each level they can cast to their list of spells known, chosen from those from that school in the witch’s spell list. If they select the same implement school multiple times, they add one spell of each level from that school for each time they have selected that school. When the polytheistic witch learns to cast a new level of spells, they immediately add one spell of that level to their list of spells known from each implement school they know (plus any extra spells from schools they have selected multiple times). At every even-numbered level, the polytheistic witch can choose to learn a new spell in place of one they already know, effectively replacing that spell. The new spell must be the same as that of the spell being replaced, and it must be one level lower than the highest level of spell they can know. They can only switch one spell out this way at any given level, and must do so at the same time they gain new spells. This alters spellcasting. Implements (Su): At 1st level, the polytheistic witch learns to use one imple- ment school, and at 6th, 12th, and 18th levels, they learn the use of one addi- tional implement school. This ability otherwise functions as the occultist class feature. Patron Pantheon: At 1st level, the polytheistic witch selects a patron, learn- ing the spell that would ordinarily be added to their spell list at 2nd level plus any one cantrip from the witch spell list. They gain an additional patron and cantrip at 2nd, 9th, and 15th levels, but cannot select the same patron more than once (these patrons usually are of related themes, but this is not always the case). They gain spells from these patrons in the same manner as from their implements, but spells gained from their patrons are cast as arcane spells rather than psychic. A polytheistic witch’s familiar can never be a patron familiar. 17 This replaces patrons. Mental Focus (Su): This ability functions as the occultist class feature of the same name, using the polytheistic witch’s levels in place of occultist levels. In addition, the polytheistic witch can invest points of mental focus into their patrons. For each 2 points of mental focus invested into a patron, they in- crease the caster levels of its associated spells by 1, up to a maximum of 1 per 4 polytheistic witch levels they possess. This replaces the 1st level hex. Focus Powers (Su): At 1st level, a polytheistic witch learns the base focus power from their implement school. Whenever the polytheistic witch learns a new implement school, they gain the base power of that school. In addition, whenever the polytheistic witch would gain a hex, they can instead choose to learn a new focus power from the options granted by all implement schools they know. They use their polytheistic witch levels in place of occultist levels to determine the DCs and effects of their focus powers. As a standard action, the polytheistic witch can expend 1 point of mental focus from a patron to grant their familiar its patron powers for 1 minute, as if it was a patron familiar. The familiar can only be granted access to one patron familiar power at a time; if this ability is used before the duration runs out, the duration of its previous use immediately ends. This alters hexes. Sanguisuge Most witches see their familiars as an ally, a companion, even a gift. There are those, however, who instead only see the creature as another means to an end, and would happily drain its essence dry if it means obtaining greater power. Though the sanguisuge may seem a cruel and unfavorable master to serve, their familiars are fully aware of their status as a living battery for their mas- ter’s magic, gladly accepting whatever fate awaits them if it is to better serve the sanguisuge and their patron. Familiar Burn (Su): At 1st level, the sanguisuge’s familiar gains the kineti- cist’s burn class feature, except that the familiar sustains lethal damage rather than nonlethal, and there is no maximum amount of burn it can accept this way. Because the familiar knows its role when it is bestowed to its master, it resists other roles that would be given to it, and thus cannot take an arche- type. 18 This alters familiars. Corpulent Familiar (Ex): At 1st level, the sanguisuge’s familiar adapts to being a living battery for its master’s abilities by becoming tougher, gaining an additional hit point per level its master possesses. It appears as an obese representative of its species, covered in rolls of fat and thick pulsing veins, but this appearance does not affect its abilities or size category in any way. This replaces the familiar’s alertness ability. Lifeblood (Ex): The sanguisuge’s sympathetic bond with their familiar causes them to become resistant to the pain they cause to them. At 1st level they gain Toughness as a bonus feat. This replaces the 1st level witch hex. Patron Exploits (Sp or Su): A sanguisuge can use their familiar’s blood or life force to perform unusual arcane tricks. At 2nd level, they select an arcane exploit, treating their sanguisuge level as their arcanist level and using their Intelligence modifier in place of their Charisma modifier for this purpose. At 4th level and every 2 levels thereafter, the sanguisuge can choose to learn an arcane exploit this way instead of gaining a hex. At 12th level they can select greater exploits as well. They cannot select the following exploits: arcane dis- covery, bloodline development, consume magic items, counter drain, familiar, greater metamagic knowledge, item crafting, metamagic knowledge, potent magic, resistance drain, school understanding, siphon spell, or swift consume. Additional arcane exploits may be excluded at GM discretion. Rather than gaining an arcane reservoir, the sanguisuge forces their famil- iar to accept a number of points of burn equal to the number of points they would normally spend from their arcane reservoir. If doing so would kill their familiar, they add 4 to their effective arcanist level to determine the arcane ex- ploit’s effect. The sanguisuge’s familiar must be conscious and within 60 ft. of its master to be forced to accept burn this way. An arcane exploit used in this manner uses the familiar as its point of origin instead of the sanguisuge unless the familiar and its master share a space, and an arcane exploit that specifi- cally affects the user instead affects both the sanguisuge and their familiar equally. This replaces the 2nd level witch hex and alters hexes. Sightless Seer An expert at divination, the sightless seer has given up their ability to see with 19 their eyes, granting them an altogether different kind of sight that transcends what the sighted are capable of. Many are hermits of the wild spaces of Porphyra, communing with the heartbeat of the Patchwork Planet with their sentient matoyasite crystals, so similar to porphyrite. Spells: The sightless seer adds all divination spells from the wizard spell list to their spell list, but also removes all conjuration (summoning) spells from their spell list. This does not affect conjuration (summoning) spells learned through a patron, trait, or feat. This alters spellcasting. Crystal Familiar: The sightless seer must select a matoyasite crystal (see New Familiars) as their familiar. They benefit from its beyond sight ability as if touching it so long as it remains within 5 ft. per 3 witch levels they possess (up to 30 ft. at 18th level), and any vision-based senses gained through the familiar this way use its perspective rather than their own. They can always sense if a creature is touching their matoyasite crystal, although this does not allow them to see the creature if their matoyasite crystal is outside the range of its beyond sight ability. This alters familiars. Blinded Seer (Su): The sightless seer is permanently blind; they lose all sight- based senses and vulnerabilities and cannot gain sight or sight-based senses or vulnerabilities through any means besides their matoyasite crystal’s beyond sight ability. See the Unseeable (Su): At 2nd level, the sightless seer learns the scrying sight hex as a bonus hex and gains Spell Focus (divination) as a bonus feat. If they already possess Spell Focus (divination) they instead gain Greater Spell Focus (divination) as a bonus feat. At 6th level, they learn the major scrying sight hex (though they cannot otherwise learn major hexes until they normally would be allowed). In addi- tion, they suffer reduced penalties from their blindness; they no longer lose their Dexterity bonus to AC against anything they’ve detected through a hex or spell in the last round, only suffer a -1 penalty to AC and a -2 penalty to Strength and Dexterity-based skill checks and opposed Perception skill checks, and treat opponents as having partial concealment rather than total concealment. At 14th level they learn the grand scrying sight hex (though they cannot otherwise learn grand hexes until they normally would be allowed). In addi- 20 tion, they suffer greatly reduced penalties from their blindness: creatures they have not detected through a hex or spell in the last round are treated as hav- ing only partial concealment, and they must succeed at a DC 10 Acrobatics check when moving faster than their base speed (rather than half their base speed) to not fall prone. If they are ever able to see themselves through a vision-based sense gained through their matoyasite crystal’s beyond sight ability, they completely ignore any effects of blindness (including the reduced penalties described above). This replaces the 2nd, 6th, and 14th level hexes. Warweaver Few and far between are the witches that put more focus on their physical prowess than their mystical powers. What the warweaver combines the two, sacrificing some of their magical ability in order to supplement their martial skills. Certain orders of warweaver witches are the personal bodyguard of the Sisters of Black Glass among the hobgoblin tribes of Parl Pardesh and Kesh. Weapon and Armor Proficiency: The warweaver is proficient in all simple weapons, as well as one light or one-handed martial or exotic melee weapon of their choice. They are proficient in light armor and bucklers, but still suffer a chance for their arcane spells with somatic components to fail as normal. This alters the witch’s weapon and armor proficiency. Base Attack Bonus and Saves: The warweaver’s base attack bonus is equal to ¾ their level. Their Reflex save is equal to 2+½ their level, and their Will save is equal to ⅓ their level. This alters the witch’s base attack bonus and saves. Spells: The warweaver receives spells per day as a magus of their warweaver level. Their highest level of spells is 6th; they remove witch spells 7th level and above from their spell list, and they cannot use spell completion or spell trigger magic items of witch spells of 7th level or higher without making a successful Use Magic Device check. The warweaver learns spells from their patron at a delayed pace. The spell that would normally be learned at 2nd level is instead learned at 3rd, and subsequent patron spells are gained at 6th, 9th, 12th, 15th, and 18th levels (rather than at 4th, 6th, 8th, 10th, and 12th). The warweaver never learns the patron spells normally learned at 14th, 16th, or 18th levels. This archetype stacks with those that alter patrons, but not with those that replace them. 21 This alters spellcasting and patrons. Might of the Mind (Su): At 1st level, the warweaver selects one light or one-handed melee weapon with which they are proficient and which qualifies for Weapon Finesse. If an ability, effect, or feat would replace their Strength modifier with their Dexterity modifier for attack or damage rolls, they can choose to have their Intelligence modifier replace it instead while using the chosen weapon. Whitelighter Although they have a reputation for being malevolent worshipers of chaos and evil, witches often act against this trope, being forces of goodness. None embody this philosophy more so than the whitelighters who aided Deist forces during the NewGods War, and as such avoided much of the persecu- tion that followed witches in years to follow. Benevolence: Whitelighters follow a mindset of pacifism and kindness to one’s fellow. They cannot be of any Evil alignment, nor can they be Chaotic Neutral. A whitelighter who becomes one of these banned alignments loses all witch class features and must seek atonement to gain them back. White Magic: Due to the whitelighter’s philosophy, they use a more limited selection of spells compared to many other witches. They remove all nec- romancy spells and spells with the death or evil descriptors from their spell list, and they exude an aura of good as a cleric of their whitelighter level. In addition, they cannot target any creature with a spell or a spell-like or super- natural ability, nor can they include it in the area of such an ability, unless they take a swift action to formally ask for and receive that creature’s permis- sion, even if the effect is harmless; this also includes the use of spell trigger and spell completion items. The whitelighter does not need to ask permission to cast spells on themselves, their familiar, any object or creature without an Intelligence score, or any creature of animal intelligence that takes hostile ac- tion against the whitelighter or their familiar. The whitelighter cannot select from the following patrons: Chains, Corro- sion, Death, Decadence, Enchantment, Entropy, Filth, Insanity, Nightmares, Occult, Revelry, Revenge, Screams, and Vengeance. Other patrons may be excluded at the GM’s discretion. If they would normally learn a patron spell from the necromancy school or with the death or evil descriptors, they instead learn a single bonus spell from their spell list of a level no greater than 22 that spell’s level. This archetype can stack with others which alter patrons so long as it is not forced to take one of these banned patron (it does not, how- ever, stack with archetypes that replace patrons). The whitelighter cannot select the following hexes: agony, blight, cook people, death curse, delicious fright, dire prophecy, forced reincarnation, hoarfrost, infected wounds, pain, poison steep, major pain, scar, steal breath. This alters spellcasting, hexes, and patrons. Chosen Charge (Su): Once per day, a whitelighter can have a willing indi- vidual participate in a ritual which takes 10 minutes to have them become a chosen charge indefinitely. The whitelighter can target their chosen charge with spells, spell-like abilities, and supernatural abilities, as well as include them in the areas of such abilities, without needing to first ask for permission (as per the white magic class feature). A whitelighter’s caster level is treated as 1 higher to determine their spells’ and abilities’ effects on their chosen charge; this increases by an additional 1 caster level per 5 whitelighter levels they pos- sess (up to 5 additional caster levels at 20th level). At 1st level a whitelighter can only have one chosen charge at a time; this increases to two at 8th level, and three at 16th level. The whitelighter or their chosen charge can give up this connection as a free action; if they do, they cannot become a chosen charge again for 24 hours. If a chosen charge dies, they remain the whitelight- er’s chosen charge for 1 week before the whitelighter is allowed to break this bond themselves, allowing them to take a new chosen charge to replace them. A chosen charge can transfer their chosen charge status to any creature as a swift action for 24 hours, allowing the whitelighter to treat that creature as if it was a chosen charge. This requires that the whitelighter has witnessed the creature taking hostile action against the chosen charge within the last min- ute, and a creature that transfers their chosen charge status this way ceases to be a chosen charge. This replaces the 1st level hex. Healing Hexes (Sp): At 2nd level, the whitelighter gains the healing hex. Whenever they use this hex on one of their chosen charges, treat it as if af- fected by celestial healing as well. At 10th level, the whitelighter gains the major healing hex. Whenever they use this hex on one of their chosen charges, treat it as if affected by greater celestial healing as well. At 18th level, the whitelighter gains the life giver hex. Whenever they use this hex on one of their chosen charges, it does not gain any negative levels nor does it take Constitution damage from this hex. In addition, they can use 23 it any number of times per day, but a creature cannot be affected by it more than once every 24 hours, whether it is one of their chosen charges or not. This replaces the hexes gained at 2nd, 10th, and 18th levels. Wood Witch Often mistaken for druids, wood witches are no wardens of the forest. Rath- er, they are able to bend and twist plant life to their liking with no real regard toward the balance of nature. This arcane manipulation earns them the ire of some who protect the woodlands, but others see them as simply serving the forest deities in a more aggressive manner, perhaps even being heralds of the ancient, elemental world before The Calling. Spells: Wood witches use spells from the druid spell list rather than the witch spell list, treating all druid spells as arcane. They still learn and prepare spells as normal for witches, and use their Intelligence modifier in place of their Wisdom modifier to determine these spells’ DCs and effects. This alters spellcasting. Green Patron: The wood witch can only select from Plant and Thorns pa- trons. Their familiar appears as if it is partially plant matter (such as having flowers sprouting from its body, being covered in moss, or being wrapped in vines). As a supernatural ability, the wood witch’s familiar can affect plant creatures with touch spells delivered by them through their master as if those creatures were animals or magical beasts. Wood witches learn their patron spells one level later than normal. This archetype stacks with those that alter patrons so long as they allow the Plant or Thorns patrons to be taken. Wood witches are treated as druids for the purpose of the Shade of the Woodlands feat. This alters patron spells and familiars. Offensive Foliage (Sp): At 2nd level, the wood witch gains wood blast (as per the kineticists’ kinetic blast ability), and at 10th level, the wood witch gains autumn, spring, summer, and winter blasts. Instead of paying a burn cost, they must prepare these blasts as if they were spells; wood blast is treated as a 0th level conjuration (creation) spell for this purpose and deals damage as if used by a 1st level kineticist, and autumn, spring, summer, and winter blasts are treated as 4th level conjuration (creation) spells with the earth, air, fire, and cold descriptors respectively for this purpose, and deal damage as if used by a kineticist of half the level of spell slot in which they are prepared. 24 Wood witches can never apply infusions to a blast prepared in this way, but can use metamagic feats with them as if they were spells. A wood witch who possesses the Shade of the Woodlands feat does not gain summer blast. This replaces the 2nd and 10th level hexes. Blessing of the Wood: At 4th level, the wood witch gains the Plant domain (or a subdomain thereof), treating themselves as a cleric of their level -3 and using their Intelligence modifier in place of their Wisdom modifier to deter- mine when they gain granted powers and any effects of these granted powers. They add the spells gained from this domain to their spell list, but do not automatically learn these spells as they do patron spells and do not gain ad- ditional spell slots in which they can prepare domain spells as a cleric would. This replaces the 4th and 14th level hexes. Familiar Archetypes The following archetypes represent ways in which Porphyran witches’ famil- iars fulfill their duty to their masters and patrons: Conduit Some familiars are much more adept at delivering spells to enemies than oth- ers, though they sacrifice the ability to fully benefit from their masters’ magic to do so. Deliver Spells (Su): The familiar gains the ability to deliver touch spells at 1st level rather than 3rd. In addition, at 3rd level, it can also deliver spells which require a ranged touch attack, and at 7th level it can deliver spells with a cone, emanation, or line area of effect. The familiar does not need to be in contact with its master to deliver these spells; instead, it must be within 5 ft. per level its master possesses when its master casts the spell. This alters the ability to deliver touch spells and replaces alertness, share spells, and the ability to speak with animals of its kind. This archetype is only available to familiars belonging to a magus or witch. 25 Kidnapper More nefarious individuals teach their familiars to snatch others up and take the hapless victims to secret locations. Improved Grapple (Ex): The familiar gains Improved Grapple as a bonus feat. While it is within arm’s reach of its master, it grants this feat to them as a bonus feat as well. This replaces alertness. Spirit Away (Su): If the familiar is grappling a creature, it can attempt to de- liver a conjuration (teleportation) spell as part of maintaining a grapple. If it succeeds, the grappled creature is treated as if willing to determine the spell’s effect. Any damage the familiar delivers through a touch spell is nonlethal, regardless of the type of damage normally dealt. This replaces the ability to speak with animals of its kind and alters the abil- ity to deliver touch spells. Messenger The messenger is sent by its master as their personal emissary, delivering mes- sages and packages on their behalf. Speakerbox (Su): At 1st level, the familiar gains a one-way telepathic bond with its master. The master can speak through it for one minute per level per day; this can be divided into one-minute increments. This speech manifests as a disembodied voice. At 5th level, the master can also listen to replies, effec- tively holding conversations through the familiar. While this is occurring, the familiar is unable to perform any actions besides moving. This ability can be used no matter the distance between the master and familiar, so long as both are on the same plane. This replaces empathic bond and the ability to speak with animals of its kind. Deliver Touch Spells (Su): Once per day, the familiar can be designated as a “toucher” of a touch spell even if it is not in contact with its master. This increases the casting time of such a spell to 1 full round if it is normally less. This ability can be used an additional time per day at 7th level and every 4 levels beyond 7th (maximum 5 times per day at 19th level). This alters the ability to deliver touch spells and replaces share spells. 26 Patrons of Porphyra Below are several ideals and themes to which a witch of Porphyra and their patron could prescribe, including the spells gained and the powers a familiar might gain if its master takes the patron familiar option. Desert patrons are common in the south, Chains in Pardesh and with followers of Kamus, Filth in the swamps of Avandrool, Glass in the Glass Sea among the Ashyimites, and various elemental foci in areas where Elementalism holds sway. Note: All spells listed are treated as being at a spell level equal to half the level at which they are listed as being learned. For example, a witch with the Desert patron treats shifting sand as a 2nd level spell, despite other spellcasters that can learn it treating it as 3rd level. Air Spells: 2nd—alter winds, 4th—gusting sphere, 6th—wind wall, 8th—hur- ricane blast, 10th—calm air, 12th—path of the winds, 14th—wind walk, 16th—whirlwind, 18th—winds of vengeance Patron Familiar Ability Air—Huff and Puff (Sp): The familiar can cast alter winds as a spell-like ability a number of times per day equal to 1 + 1 per 5 witch levels its master possesses. At 10th level it can consume 3 uses of this ability to instead cast gentle breeze as a spell-like ability, and at 20th level it can consume 5 uses to instead cast gust of wind as a spell-like ability. Beauty Spells: 2nd—quintessence, 4th—eagle’s splendor, 6th—air of authority, 8th— true form, 10th—seeming, 12th—mass eagle’s splendor, 14th—veil, 16th—sim- ulacrum, 18th—overwhelming presence Patron Familiar Ability Beauty—Silverback (Su): The familiar gains a minimum Charisma score of 6. This score increases by 1 point at 3rd level and every 2 levels thereafter (at the same rate as its Intelligence score). 27 Chains Spells: 2nd—barbed chains, 4th—shackle, 6th—chain of perdition, 8th— shadow barbs, 10th—incorporeal chains, 12th—leashed shackles, 14th—chains of fire, 16th—binding (chaining or bound slumber only), 18th—imprison- ment Patron Familiar Ability Chains—Protective Chains (Su): The familiar’s body is wrapped in chains, gaining a +1 enhancement bonus to its natural armor bonus. This enhance- ment bonus increases by +1 per 5 witch levels its master possesses. Corrosion Spells: 2nd—corrosive touch, 4th—acid arrow, 6th—touch injection, 8th—vit- riolic mist, 10th—corrosive consumption, 12th—acid fog, 14th—caustic erup- tion, 16th—transmute blood to acid, 18th—scourge of the horsemen Patron Familiar Ability Corrosion—Acidic Touch (Su): The familiar gains acid resistance 5. When it delivers a touch spell that deals damage, it deals an additional amount of acid damage equal to twice the spell’s level; if the spell has the acid descriptor, increase this to three times the spell’s level. Desert Spells: 2nd—endure elements, 4th—shifting sand, 6th—sand whirlwind, 8th—earth glide, 10th—greater sand whirlwind, 12th—oasis, 14th—scouring winds, 16th—sunburst, 18th—canopic conversion Patron Familiar Ability Desert—Sandwalker (Su): The familiar has adapted to desert life; it does not suffer penalties to its speed or to Acrobatics or Stealth checks when mov- ing in desert or sandy terrain, and ignores the effects of hot climates as if under the effects of endure elements. Familiars that normally cannot survive out of water gain the water dependency universal monster ability, and fa- miliars that already normally possesses this ability instead replace it with the amphibious universal monster ability. 28 29 Filth Spells: 2nd—advanced scurvy, 4th—ghoul touch, 6th—fungal infestation, 8th—vomit twin, 10th—bloatbomb, 12th—conjure black pudding, 14th— flesh to ooze, 16th—blood mist, 18th—energy drain Patron Familiar Ability Filth—Rapid Infection (Su): Diseases delivered by the familiar (including those delivered as touch attacks from spells cast by their master) have their onset time reduced by 1 day at 1st level, 2 days at 10th level, and 3 days at 20th level. If this would reduce the onset time to 0 or fewer days, it instead becomes instant. Force Spells: 2nd—magic missile, 4th—cushioning bands, 6th—battering blast, 8th—forceful strike, 10th—wall of force, 12th—forceful hand, 14th—forcecage, 16th—telekinetic sphere, 18th—mage’s magnificent enclosure Patron Familiar Ability Force—Shared Force (Su): Whenever the witch is under the effects of a beneficial abjuration or conjuration (creation) spell with the force descriptor, their familiar receives the same effects. Glass Spells: 2nd—mirror hideaway, 4th—shatter, 6th—diamond spray, 8th— obsidian flow, 10th—etheric shards, 12th—cold ice strike (earth descriptor instead of cold, piercing and slashing damage instead of cold), 14th—form of the exotic dragon I (crystal dragon only), 16th—form of the exotic dragon II (crystal dragon only), 18th—form of the exotic dragon III (crystal dragon only) Patron Familiar Ability Glass—Crystal Shell (Su): The familiar gains DR 2/bludgeoning and vulnerability to bludgeoning. This DR increases by 2 at 3rd level and every 2 levels thereafter (maximum DR 20/bludgeoning at 19th level) and does not stack with other forms of damage resistance. 30 Intellect Spells: 2nd—rite of centered mind, 4th—fox’s cunning, 6th—synesthesia, 8th— mnemonic enhancer, 10th—awaken, 12th—mass fox’s cunning, 14th—mass synesthesia, 16th—awaken construct, 18th—divide mind Patron Familiar Ability Intellect—Free Speech (Su): Choose one language the witch knows. Their familiar can speak, read, and understand this language, even if it does not have the anatomy to speak. It can also write in this language, although it must possess the proper anatomy to be able to do so. Mercy Spells: 2nd—peace bond, 4th—touch of mercy, 6th—sacred bond, 8th—abso- lution, 10th—hymn of mercy, 12th—atonement, 14th—serenity, 16th—hymn of peace, 18th—freedom Patron Familiar Ability Mercy—Restorative Touch (Sp): Once per day, the familiar can use cure light wounds on its master as a spell-like ability using the witch’s caster level. At 10th level it instead uses cure moderate wounds, and at 20th it instead uses cure serious wounds. Revelry Spells: 2nd—enhance water, 4th—shamefully overdressed, 6th—create drug, 8th—bountiful banquet, 10th—freedom’s toast, 12th—joyful rapture, 14th— heroes’ feast, 16th—euphoric tranquility, 18th—freedom Patron Familiar Ability Revelry—Party Animal (Sp): The familiar can imbibe alcoholic beverages relatively safely, experiencing the same effects as a typical Medium humanoid would, regardless of its actual species. In addition, it can inspire courage in its master and allies as the inspire courage bardic performance, using the witch’s caster levels as bard levels for this purpose. It cannot take any other actions while using this ability. 31 Screams Spells: 2nd—ear-piercing scream, 4th—sonic scream, 6th—screaming flames, 8th—shout, 10th—wall of sound, 12th—ki shout, 14th—greater shout, 16th— wail of the banshee, 18th—magnifying chime Patron Familiar Ability Screams—Familiar Resonance (Su): Once per day, when the witch casts a spell with the language-dependent or sonic descriptors, they can cause the sounds produced by it to come from their familiar instead of themselves (treating it as the spell’s point of origin). To do this their familiar must possess the share spells and deliver touch spells abilities and be within 60 ft. of the witch. This increases to twice per day at 8th, and three times per day at 16th. Shelter Spells: 2nd—hold portal, 4th—campfire wall, 6th—shadowy haven, 8th—se- cure shelter, 10th—locate gate, 12th—getaway, 14th—mage’s magnificent man- sion, 16th—secret vault, 18th—resplendent mansion Patron Familiar Ability Shelter—Security System (Sp): Once per day, the familiar can use alarm as a spell-like ability using its master’s caster level, but only as an audible alarm. When triggered, the sound of the alarm is emitted from the familiar. New Familiars These creatures were first trained as familiars by Porphyran witches, though some can be taken by other classes as well: Hoop Snake The serpent doesn’t appear to be anything special, aside from the spine at the tip of its tail. And the fact that it’s bitten said tail and is tumbling your way like a runaway wheel of brie. Hoop Snake (CR 1/4; XP 100) N Tiny animal Init +3; Senses low-light vision, scent; Perception +9 32 Defense AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 3 (1d8-1) Fort +1, Ref +5, Will +1 Offense Speed 20 ft., climb 20 ft., swim 20 ft. Melee bite +3 (1d3-3), sting +3 (1d2-3 plus poison) Space 2-1/2 ft.; Reach 0 ft. Special Attacks poison Statistics Str 4, Dex 16, Con 8, Int 1, Wis 13, Cha 2 Base Atk +0; CMB +1; CMD 8 (can’t be tripped) Feats Weapon Finesse Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth Ecology Environment desert, forest, hills, plains Organization solitary Treasure none Special Abilities Familiar (Ex) The master of a hoop snake familiar gains a +4 bonus to saves against poisons. Poison (Ex) Sting-injury; save Fort DC 9; frequency 1/round for 2 rounds; effects 1d4 Con drain; cure 1 save Rolling Charge (Ex) When a hoop snake charges a target with its sting, it receives a +20 ft. circumstance bonus to its base speed. A distant relative of the viper, the hoop snake features a bladed tail steeped in a deadly venom. It is known to chase after prey by gripping its tail in its mouth, curling its body up like a wheel, and rolling toward the target before bringing its venomous sting down at the last moment. While its venom is incredibly deadly, there is little to the rumors that it can instantly kill. Hoop snakes have proven to be a nuisance, but not much more dan- gerous than other venomous snakes. They came to Porphyra along with Morah’Silvanath, where they make their homes under the giant fungi of the Shadelands. Colothorians who possess more skill refining snake venom than the toxic flesh and spores of the local fungi practice by milking hoop snake venom. 33 Matoyasite Crystal A chunk of the glassy substance along the caverns’ walls suddenly rips itself free, floating toward you as if curious to your intent. Matoyasite Crystal (CR 1/2; XP 200) N Tiny construct Init +0; Senses blindsight 60 ft.; Perception +7 Defense AC 12, touch 12, flat-footed 12 (+2 size) hp 5 (1d10) Fort +0, Ref +0, Will +3 Immunities construct traits Vulnerabilities bludgeoning Offense Speed fly 30 ft. (average) Melee slam +1 (1d3-2) Space 2-1/2 ft.; Reach 0 ft. Special Attacks sightsteal Statistics Str 6, Dex 11, Con —, Int 6, Wis 17, Cha 2 Base Atk +1; CMB -1; CMD 6 (can’t be tripped) Feats Skill Focus (Perception) Skills Fly +8, Perception +7 SQ beyond sight Ecology Environment mountains, ruins, underground, urban Organization solitary, pair, or cluster (3-24) Treasure none or 60-200 gp worth of matoyasite Special Abilities Beyond Sight (Sp and Su): Any creature touching a matoyasite crystal gains access to all of its senses as if they possessed them. Once per day, the matoyas- ite crystal can grant a creature touching it a vision of the world as if viewing a map for 1 minute; this duration ends early if the creature ever stops touching the matoyasite crystal. Familiar (Ex): The master of a matoyasite crystal familiar receives a +2 bonus to DCs of divination spells they cast. Sightsteal (Sp): As a standard action, a matoyasite crystal can attempt to permanently blind a creature. They must succeed a Will save with DC equal 34 to 15 + the matoyasite crystal’s Intelligence modifier or suffer permanent blindness. Regardless of success, a creature targeted with this effect cannot be targeted again for 24 hours. This ability can only affect one creature at a time; if the matoyasite crystal successfully blinds another creature with this ability, the previous creature’s blindness is cured instantly. Matoyasite is a mineral especially suited to fortunetelling, but in some in- stances it becomes ensouled, obtaining a will of its own and a rudimentary amount of intelligence. Whether a property of the crystal or of the spirits possessing it, it is known to cause blindness in those who misuse it. Most matoyasite crystals that have become ensouled are formerly or currently used for divination, and are smooth polished orbs that vary from complete trans- lucence to seeming to contain a dancing fog. Raw, unprocessed matoyasite crystal that has been ensouled is much rarer, but it does exist, which leads some to believe it is truly a life form all its own. Only wizards of the divination school can select a matoyasite crystal as a fa- miliar; a witch that selects a matoyasite crystal as a familiar must have at least 1 divination spell per castable level as part of her familiar’s spell storage. Tome of Teeth A sickening crunch can be heard as the book you were flipping through suddenly slams shut. In your shock, you don’t even notice the pain from losing your ring and pinkie fingers until you see the severed digits drop from the bloodied pages that are now framed by vicious, drooling fangs. Tome of Teeth (CR 1/2; XP 200) N Tiny construct Init +3; Senses blindsense 30 ft.; Perception +1 Defense AC 15, touch 15, flat-footed 10 (+3 Dex, +2 size) hp 5 (1d10) Fort +0, Ref +3, Will +1 Immune construct traits Vulnerability fire Offense Speed fly 30 ft. (average) Melee bite +4 (1d3-2) Space 2 ½ ft.; Reach 0 ft. 35 Statistics Str 6, Dex 16, Con —, Int 3, Wis 12, Cha 5 Base Atk +1; CMB +2; CMD 9 (can’t be tripped) Feats Weapon Finesse Skills Fly +11, Stealth +4 Languages as chosen (see living spellbook ability) SQ living spellbook Ecology Environment ruins, urban Organization solitary, pair, or stack (3-12) Treasure none or 1 scroll containing a random 0th or 1st level spell Special Abilities Familiar (Ex): The master of a tome of teeth familiar chooses any one 0th level spell, adding it to the spell list of one class which provides them with a familiar. If the master cannot cast 0th level spells, they can instead use the chosen spell at will as a spell-like ability. Living Spellbook (Ex): A tome of teeth knows one random language based upon who constructed it. If it is a familiar, it instead knows one language which its master also knows. It can write in this language by causing the words to magically appear on its pages. At first glance, a tome of teeth appears identical to a typical spellbook, usu- ally being constructed with common paper and leather bindings. Those that approach them without proper caution and start leafing through their pages may quickly find themselves missing several fingers as the book’s teeth spring out and it clamps itself shut on their hands. They are common beings to encounter in wizards’ libraries and towers, acting as a first line of defense to deter overly-curious rivals from learning their secrets, but adventurers seldom learn more from them than not to go thumbing through strange books. Some rare variants are known to be the former tomes of necromancers. These books are composed entirely of leather - typically the cured hide of a human, elf, or other intelligent humanoid - and have a faint stench of decay about them despite their perfect preservation. It’s highly common for an extra layer of leather consisting of a humanoid’s face to be gracing the cover. These variants are undead and possess undead immunities, but still receive hit points as a construct, and are otherwise treated identically to more common tomes of teeth. Only characters that can prepare 1st level arcane spells can select this famil- iar. A character that prepares their spells using a spellbook can use this famil- iar as their spellbook, like a witch’s spells are stored in their familiar. 36 Winged Monkey The primates approach cautiously, wings tucked in tight, their unsettling crimson eyes seeming all the brighter through the sparse foliage they’ve been hiding in. Winged Monkey (CR 1; XP 400) N Tiny magical beast Init +3; Senses darkvision 60 ft., low-light vision; Perception +0 Defense AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size) hp 5 (1d10) Fort +2, Ref +5, Will +0 Offense Speed 30 ft., fly 30 ft. (average) Melee 2 slams +0 (1d3-3) Space 2 ½ ft., Reach 0 ft. Statistics Str 5, Dex 16, Con 10, Int 3, Wis 11, Cha 7 Base Atk +1; CMB +2; CMD 9 Feats Skill Focus (Fly) Skills Fly +17 Ecology Environment forest, jungle, ruins Organization solitary, pair, band (3-9), or troop (10-40) Treasure none Special Abilities Familiar (Ex): When a winged monkey’s master uses it to deliver a touch spell or hex, increase the DC of the spell or hex by 1. Prehensile Tail (Ex): A winged monkey can use its tail to retrieve an unat- tended object within its natural reach as a swift action. This does not allow it to wield weapons or perform fine manipulations with its tail. Initially created by Erkusaan witches to serve as exotic familiars, these unusu- al monkeys escaped from the ones who failed to reign their unruly natures in, found their way into the wild, and thrived. They resemble spider monkeys, except they possess feathered wings which range in color from brilliant white to muddy dark grey, as well as generally having red eyes (though other colors such as brown and gold aren’t entirely uncommon). They are a good bit more intelligent than the common monkey, though still a far cry from the level of 37 intellect most sentient races bear. Winged monkeys are popular familiars not only for erkunae, but also dhosari, since the latter race sees them almost as kindred creatures who escaped slavehood alongside them. Hexes The following hexes were innovated by Porphyran witches, although they are available to any witch who chooses to learn them. Curse Transference (Sp): Choose one creature affected by a curse ef- fect, plus any one other creature. If both targets fail their saves against this hex, choose one curse effect on the first target and transfer it to the second. The transferred curse effect retains the remaining duration it originally had. Creatures can choose to willingly allow themselves to be targeted; treat such creatures as failing their saves against this hex. Dental Decay (Sp): Choose a creature within 30 ft. to be affected by this hex. The target must succeed at a Fortitude save or else its teeth become loose and brittle. Whenever the hexed creature attempts a bite attack, it suffers an amount of nonlethal damage equal to ¼ the damage its bite dealt, and its bite’s damage is reduced by 2 stages. If the hexed creature attempts to eat solid food, it has a 25% chance of suffering the same effects for each minute it continues eating (it must roll for damage as if it had made a bite attack appropriate for its size). The effects of this hex are reversed by magical heal- ing. Whether a creature succeeds a save against this hex or not, it cannot be targeted by this hex more than once every 24 hours. Jagged Smile (Su): The witch’s teeth are long, sharp, and needle-like. This grants the witch a bite attack; this is a primary natural weapon which deals 1d3 slashing and piercing damage (1d2 for a Small witch). Jumpy Hexer (Sp): Select one other hex the witch knows that can affect one opponent when selecting this hex. Whenever a creature provokes an at- tack of opportunity from the witch, the witch can attempt to use the chosen hex on it instead of making an attack of opportunity. It must be a viable target of the chosen hex for the witch to be able to do this. Living Vomit (Sp): Once per day, the witch can vomit up any assortment of vile creatures to assault their foes. Treat this as the vomit swarm spell, ex- cept the witch can choose any ooze or vermin swarm with a CR of 1 or less. At 4th level and every 3 levels thereafter, increase the CR of swarms the witch can vomit with this hex by 1 (to a maximum of CR 7 at 19th level). Pain (Sp): A witch can spread pain through those they touch. This acts as an inflict light wounds spell using the witch’s caster level. Once a creature has 38 taken damage from a pain hex, it cannot be affected by it again for another 24 hours. At 5th level, this hex acts as inflict moderate wounds. Scrying Sight (Sp): Select any one 0th or 1st-level spell with “detect” in its name (such as detect evil or detect magic). This hex functions as that spell, except its area is a 60 ft. radius centered on the witch, and its duration is 1 round per witch level the user possesses with no need to concentrate. This hex can be used once per day. This hex can be taken multiple times, selecting a new spell each time. Songbird (Sp): Choose a creature within 30 ft. to be affected by this hex. It must succeed a Will save or else it gains an uncontrollable compulsion to sing whenever it vocalizes for the next 24 hours. For all skill checks made involv- ing the hexed creature attempting to speak, it must use its ranks in Perform (sing) in place of the skill it normally would use if its Perform (sing) ranks are lower. Spells used by the hexed creature that have verbal components fail unless the creature succeeds a Perform (sing) check (DC = 10 + level of spell). Whether a creature succeeds a save against this hex or not, it cannot be targeted by this hex more than once every 24 hours. This is a mind-affecting compulsion effect. Tactical Transference (Sp): When the witch uses this hex, select one feat they possess. The target of this hex is treated as if it possessed the chosen feat for 1 round per witch level the witch possesses while the witch is treated as if they no longer possessed it or any other feat for which it is a prerequisite. The target does not need to meet the prerequisites of this feat to gain its benefits. A target cannot be affected by this hex more than once every 24 hours. Major Hexes The following major hexes were innovated by Porphyran witches, although they are available to any witch who chooses to learn them. Major Jumpy Hexer (Sp): Treat this as the jumpy hexer hex, except the witch can also select a major hex. Major Pain (Sp): A witch can call upon dark powers to cause terrible injuries to form in those they touch. This acts as aninflict serious wounds spell using the witch’s caster level. Once a creature has taken damage from a major pain hex, it cannot be affected by it again for another 24 hours. At 15th level, this hex acts as inflict critical wounds. Major Scrying Sight (Su): Select any spell with “detect” in its name which the witch has previously selected with the scrying sight hex. When using the scrying sight hex for that spell, its area increases to a 120 ft. radius and its 39 duration becomes 1 minute per witch level the user possesses with no need to concentrate. A witch must know the scrying sight hex to select this hex. Major Tactical Transference (Su): When using the tactical transference hex, the witch does not lose access to the chosen feat or any feat for which the chosen feat is a prerequisite. A witch must know the tactical transference hex to select this hex. Vile Vomit (Sp): This functions as the living vomit hex, except the witch can also vomit aberrations, outsiders, and undead with the swarm subtype. The witch must know the living vomit hex to select this hex. Wild Thing (Ex): Natural weapons granted to a witch by a hex deal dam- age as if from a creature one size category larger. At 16th level, they deal dam- age as if from a creature two size categories larger. The witch must know the jagged smile, nails, or prehensile hair hex to select this hex. Grand Hexes The following grand hexes were innovated by Porphyran witches, although they are available to any witch who chooses to learn them. Grand Jumpy Hexer (Sp): Treat this as the jumpy hexer hex, except the witch can also select a major or grand hex. Grand Scrying Sight (Su): The spell selected for the witch’s major scrying sight hex is constantly active and has its area increased to a 240 ft. radius. A witch must know the major scrying sight hex to select this hex. Steal Breath (Sp): Once per day, as a full-round action, the witch can touch a single creature to draw its breath from its lungs, killing it instantly. This functions as the instant suffocation spell. Feats The following feats were developed by witches of Porphyra, though any indi- vidual who meets their requirements can put them to use: Accursed Spell (Metamagic) “I know just the trick to make sure this spell takes hold. You wouldn’t happen to have a bit of his hair or a toenail clipping on hand, would you?” Prerequisites: Hex class feature Benefit: An accursed spell with the curse descriptor uses your hex’s DC rather 40 than the spell’s normal DC. An accursed spell uses the same level of spell slot as the spell’s actual level. Spells without the curse descriptor are unaffected. Conductive Strike (Combat) “It’s a lot less of a drain on your strength when you channel your energy through the blade like this, you see?” Prerequisites: Arcane Strike, able to cast 2nd level arcane spells Benefit: While wielding a weapon with the conductive quality while your Arcane Strike is active, that weapon’s conductive quality consumes 1 use of an ability rather than 2. Normal: Conductive weapons consume 2 uses of a spell-like or supernatural ability when used to deliver its effects alongside a weapon attack. Hex Conduction (Combat) “Yeah, I’d understand the blow knocking my teeth out if she had used a club. But she stabbed me. In the leg...” Prerequisites: Arcane Strike, Hex Strike, hex class feature Benefit: While your Arcane Strike is active, you can deliver the effects of a hex you’ve chosen for Hex Strike alongside any successful weapon attack once per round as a free action. Doing so does not provoke an additional attack of opportunity. Hexed Spell (Metamagic) “If there’s anything worse than getting a fireball to the face, it’s getting a fireball to the face that puts you right to sleep.” Prerequisites: Able to cast 2nd level spells, able to learn hexes through a class feature. Benefit: When you gain this feat, choose one hex you know which can affect a single opponent. When a creature fails its save against your hexed spell, it is subjected to the chosen hex so long as it could normally be targeted by it. If the hexed spell affects multiple targets, choose one to be affected by the chosen hex. A hexed spell uses up a spell slot one level higher than the spell’s actual level. 41 42 Patron-Blessed Familiar “Huh. Ain’t never done seen a crab what could jump over my head b’fore.” Prerequisites: Patron or spirit class feature, must possess a familiar, shaman or witch level 3rd Benefit: Your familiar can use the 1st-level spell granted by your patron or spirit once per day as a spell-like ability. Special: If you possess both the patron and spirit class features, you can only select one to grant your familiar its 1st-level spell, and you must know the spell to select it for this feat. Patron-Blessed Familiar, Improved “Silly almiraj, tricks are for- oh. Oh, so you do know some tricks. Never mind, then...” Prerequisites: Patron-Blessed Familiar, must possess a familiar, patron or spirit class feature, shaman or witch level 9th Benefit: Your familiar can use the 1st-level spell granted by your patron or spirit three times per day as a spell-like ability. In addition, it can use the 2nd-level spell granted by your patron or spirit by expending three uses of its 1st-level spell. Special: If you possess both the patron and spirit class features, you can only select one to grant your familiar its 2nd-level spell, and you must know the spell to select it for this feat. Patron-Blessed Familiar, Greater “Yer a hairy wizard.” Prerequisites: Improved Patron-Blessed Familiar, must possess a familiar, patron or spirit class feature, shaman or witch level 15th Benefit: Your familiar can use the 1st-level spell granted by your patron or spirit five times per day as a spell-like ability. In addition, it can use the 3rd-level spell granted by your patron or spirit by expending five uses of its 1st-level spell. Special: If you possess both the patron and spirit class features, you can only select one to grant your familiar its 3rd-level spell, and you must know the spell to select it for this feat. 43 Ray Breath “I’ve met some people with bad breath in my day, but never so bad it literally makes ya bleed just smellin’ it.” Prerequisite: Wicked Breath Benefit: Your Wicked Breath metamagic feat can be used with spells which require a ranged touch attack. If a spell prepared as a wicked breath spell would normally require a ranged touch attack, it instead requires a Reflex save; succeeding this save halves damage dealt and negates any other effects. Wicked Breath (Metamagic) “And you’re sure you don’t have a dragon in your family a few generations back?” Prerequisite: Able to cast 4th level spells Benefit: Your spell is emitted from your mouth as if it was a breath weapon. When you select this feat, you must choose either a cone or a line; once this choice is made, it cannot be changed. When casting a spell which normally affects a single target, it instead affects a 30 ft. line or a 15 ft. cone, regard- less of its original range. A wicked breath spell uses up a spell slot three levels higher than the spell’s actual level. Touch-range spells, spells that require a ranged touch attack, and spell which affect more than one single target are not affected by this spell. Although the spell is emitted from your mouth, this does not interfere with verbal components. Special Materials The following materials are native substances to Porphyra, and can be used in the creation of equipment ad items both mundane and magical: Hauntwood The hauntwood is exactly what one might expect from its name. Usually found in swamps and marshland, these trees bear pale grey bark that at first glance appears brittle, but is surprisingly firm and difficult to break off from a healthy hauntwood. This is due to its thick adhesive sap, which hardens into a tough, rubbery layer just underneath the bark. Their foliage is similar to that of a willow, but is much more sparse and hair-like, often tangling into sheets that resemble dirty linen hanging from their limbs. In spite of their tough bark, the wood is soft and easy to cut or burrow through, making the 44 trees ideal homes for insect colonies, while smaller insectivores such as spiders and toads stay in the branches and around the roots. Porphyran hauntwood is found in Avandrool (and used extensively by the grippli there), the Mires of Ashael, and is a brisk export from the Sowton Moors in southern Geranland. Hauntwood is highly conductive of magical energies, particularly those of illusion and necromancy, and is often used to form paper for spellbooks, but is too soft to function well for weaponry or armor. Its bark, however, is a substance quite suitable for armor and shields should large enough pieces be pried from a tree, and is just as magically conductive as the heartwood. Equipment crafted from hauntwood bark grant those wearing them some nominal protection from spells from the illusion and necromancy schools, granting a bonus on saves against such effects equal to the armor or shield’s enhancement bonus. In addition, they provide damage reduction of 1 against damage from illusion and necromancy effects. Witches wearing hauntwood armor receive the added benefit of increasing the DC of their hexes by 1; however, they must wear such armor with care, since it could still interfere with the somatic components of their spells. Hauntwood can be used to craft any light or medium armor or shield that could be made of either wood or metal, but not leather or cloth, and it cannot be used to craft weapons or heavy armor. Equipment crafted out of hauntwood has three-quarters its normal hit points and is always masterwork quality. Because it is wood, any equipment crafted from hauntwood is suit- able for druids to use. Type of Item Item Price Modifier Light armor +1,500 gp Medium armor +4,000 gp Shield +500 gp Matoyasite This crystalline substance is easily mistaken for common glass, and is known by some as “sightstone” due to its unique qualities. The easiest way to tell the difference between it and glass is to hold it to light; where glass will be more likely to divide the light as a prism, matoyasite simply appears to absorb it, causing cloudy whiteness to form inside it. It is a native Porphyran stone, and is never found anywhere near porphyrite; it is, ironically, completely absent from the mineral-rich Creeper’s Rift. It is found in significant quantities only in Nor-du-Mag, making it difficult to obtain, but small pockets are found in 45 strictly Porphyran mountain ranges. Orbs made of matoyasite, appear to be completely translucent when out- side of direct light. False diviners have been known to use matoyasite crystals set upon a hole in a table and cast light cantrips underneath to take advantage of this property while telling fortunes, but those familiar with the material will be likely to recognize the trick. An unusual trait this substance bears - and one which makes its use by fake fortune tellers all the more ironic - is its ability to become “ensouled.” Far more than any other substance, an object made of matoyasite can gain its own will and intelligence, though the process by which this occurs is still unknown. Some speculate that it’s actually composed of countless creatures that bond into a gem-like form when dormant, and magical energies awaken them, while others believe sightstone is able to absorb the souls of beings when it’s used for divination and necromancy. A few believe them to be im- mature crystalline horrors, or the remains thereof. In addition, matoyasite is strongly linked with sight, and can both provide and take it away from others. Matoyasite that has not become ensouled holds the same sight-related qualities as ensouled matoyasite does, although ensouled matoyasite is active about using them. This material is very popular with witches - particularly those who focus on divination magics - though spellcasters in general also enjoy its benefits. Matoyasite can be used to craft melee and thrown weapons which deal slashing or piercing damage as well as arrows and crossbow bolts, being bro- ken into sharp slivers or arrowheads much the way obsidian is, but because it’s so fragile and is found in relatively small amounts, it’s not particularly useful as armor, and bullets for both slings and firearms shatter harmlessly on impact, making matoyasite useless for their construction. When one strikes with a matoyasite weapon or ammunition, they gain a brief glimpse at the world through the eyes of the creature they hit, granting the user an insight bonus to AC against that creature equal to 1 + the weapon’s enhancement bonus for 1 round. The target must succeed a Will check (DC = 15 + the weapon’s enhancement bonus) to avoid this effect. When a weapon made of matoyasite is sundered (whether or not it is broken or destroyed), the creature that struck it must succeed a Will check (DC = 10 + the weapon’s enhance- ment bonus) or be blinded for 1d4 rounds as the shattering crystal drains away their eyesight. Witches and other spellcasters have a powerful bond with matoyasite equipment; witches add ½ their caster levels to the DCs of effects of matoyasite weapons, while other spellcasters add ¼ their caster levels. Non-magical matoyasite weapons and ammunition gain the fragile qual- ity and are always masterwork. They have half the base hit points of normal 46 equipment of the same type, but despite their fragility, are quite difficult to shatter, possessing half again as much hardness if constructed properly. Weap- ons made of matoyasite cost an additional 2,500 gp, while ammunition costs an extra 45 gp per item (this includes the cost to make the weapons master- work). Sample Character The following sample character was built using options from this product and other sources. Kabal Dunedusk “So, you cheloks plan to travel across the Glass Sea? This one doubts many two- legged ones could make it, and you seem more ill-prepared than most. Fortuitous for you, then, that this one is headed the same way, is it not?” Kabal Dunedusk (CR11; XP 13,200) Male khvostik polkan witch (insufflator) 11 NG Medium monstrous humanoid Init +7; Senses low-light vision, Perception +12 Defense AC 20, touch 16, flat-footed 18 (+4 armor, +3 deflection, +2 Dex, +1 insight) hp 93 (11d6+22) Fort +8, Ref +9, Will +11 Offense Speed 40 ft. Melee +1 starknife +5 (1d3, 3x) Ranged +1 starknife +9 (1d3, 3x, 20 ft.) Special Attacks hag’s breath, hexes (cackle, evil eye[-4, 10 rounds], jumpy hexer [evil eye], major pain, pain) Spell-Like Abilities (CL 11th; concentration +11) Constant—endure elements Witch Spells Prepared (CL 11th; concentration +18) 6th—reach blood boil (F-DC 23), reach wicked breath touch of slime (F-DC 21) 5th—hold monster (W-DC 22), major curse (W-DC 23), reach wicked breath bestow curse (W-DC 21) 4th—black tentacles, cure serious wounds, reach bestow curse (W-DC 21), 47 reach sands of time 3rd—reach wicked breath inflict light wounds (3) (W-DC 20), reach wicked breath cure light wounds, sand whirlwind (2) (W-DC 20) 2nd—shifting sand (2) (R-DC 19), wicked breath mudball (2) (R-DC 18), wicked breath ray of sickening (2) (F-DC 19) 1st—mage armor (2), nauseating dart (2) (F-DC 18), sleep (2) (W-DC 18) 0th (at will)—detect magic, read magic, resistance, touch of fatigue (F-DC 18) Patron Desert Statistics Str 8, Dex 16, Con 14, Int 24, Wis 12, Cha 10 Base Atk +5; CMB +4; CMD 17 (+4 racial bonus vs. trip attempts) Feats Boon Companion, Martial Weapon Proficiency (starknife), Ray Breath, Reach Spell, Spell Focus (necromancy), Wicked Breath (cone) Skills Acrobatics +9, Diplomacy +4, Escape Artist +9, Heal +15, Intimidate +13, Knowledge (arcana) +14, Knowledge (nature) +14, Perception +12, Pro- fession (farmer) +11, Sense Motive +12, Spellcraft +21, Swim +7, Use Magic Device +14 Languages Common, Draconic, Polkan, Samsaran, Sylvan, Terran SQ witch’s familiar (compsognathus [conduit]) Combat Gear lesser extended rod of metamagic, scroll of dimension door, wand of cure light wounds (38 charges); Other Gear cackling hag’s blouse, cloak of resistance +3, dusty rose prism (normal) ioun stone, headband of vast intelligence +4, horseshoes of the Great Steppes (Dex), +1 returning matoyasite starknife+1, ring of protection +3, ring of sustenance, spell component pouch, 1,021 gp Demographics Faith Paletius Homeland Lotus Blossom Steppes A member of his father Yrimik’s stado, Kabal’s early life was spent farming and hunting, but it was on one fateful night that he heard the call of his pa- tron, interpreting it as the word of Paletius, in a fevered dream. Upon waking, he found all of his crops withered, and a small saurian beast patiently sleeping in the dried, dusty stalks. Through it, he saw visions of heat, sand, and decay, but also the power to use such things productively. Unable to fulfill his role in his clan, he left his home behind to search out his destiny. This was five years ago, and he has traveled and experienced much in his life already, having developed a gift for necromancy and learned much of the lands beyond the Steppes. However, he has come to the conclusion that, in order to learn where he belongs, he will need to consult those most strongly linked to the desert. 48 Boon: Kabal is generally distrusting of cheloks, but also knows well enough that he may require help to find his place in the world. He begins with an attitude of neutral toward all PCs; all Medium two-legged races besides dwarves receive a -2 penalty to skill checks to affect his attitude, while all Small races receive a -4 penalty. These penalties can be overcome by dueling with and defeating him, which immediately improves his attitude so long as he was defeated fairly. He is particularly trusting of dhosari and other polkan however, and those races receive a +2 circumstance bonus on skill checks to improve his attitude toward them, increasing to +4 for other khvostik polkan. Those who intentionally seek to harm his familiar gain his ire, and immedi- ately reduce his attitude to unfriendly (or hostile, if he is already unfriendly toward them). His ultimate goal is to find information regarding any desert, and will join individuals he is at least friendly with and who have missions within the Gha- dab, the Deserts of Siwath, or the Wastes of Simoon. Succeeding these mis- sions will see him finding a sense of fulfillment and purpose, and he will leave the group at such time but also teach all individuals in the party the Polkan language and give them his +1 returning matoyasite starknife as a parting gift. From that point forward he will reside in a major city within the region in which the mission took place, and can be sought for aid in further missions within that region. 49 OPEN GAME LICENSE VERSION 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Amphisbaena from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Anger of Angels. © 2003, Sean K Reynolds. Aurumvorax from the Tome of Horrors, Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Bat, Mobat from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Bunyip from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Dermot Jackson. Carbuncle from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie Fiore. Cave Fisher from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Lawrence Schick. Crypt Thing from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Roger Musson. Daemon, Ceustodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Ian McDowall. Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published 50 and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Oinodaemon from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth. Dead Man’s Chest © 2005 Necromancer Games, Inc.; Authors: Lance Hawvermale, Rob Mason, Robert Hunter, Patrick Goulah, Greg Ragland, Matt McGee, Chris Bernhardt, Casey W. Christofferson, Chad Coulter, Skeeter Green, and Travis Hawvermale, with additional contributions by Erica Balsley, Lindsey Barrentine, Jay Decker, Rachel Mason, and Nadine Oatmeyer. Decapus from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Jean Wells. Demodand, Tarry from the Tome of Horrors Revised © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Demon, Nabasu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White. Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Kostchtchie from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene and Clark Peterson, based on original material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Dracolisk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dragon Horse from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Firefiend from the Tome of Horrors Revised © 2002, Necromancer Games, Inc.; Author Erica Balsley. Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Forlarren from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone. Freeport Companion: Pathfinder Roleplaying Game Edition © 2008, Green Ronin Publishing, LLC; Authors: Robert J. Schwalb; Adam Daigle; Brandon Hodge; John E. Ling, Jr.; and Greg A. Vaughan. Froghemoth from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene, based on original material by Wizards of the Coast. Golem, Ice from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene. Golem, Wood from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger. Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc; Author Scott Greene, based on original material by Gary Gygax Gryph from the Tome of Horrors, Revised © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Peter Brown. Hangman Tree from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle. Hungry Little Monsters. Copyright 2005 Sean K Reynolds Games. Author: Sean K Reynolds. Iron Cobra from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters. Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Mihstu from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Roger Moore and Gary Gygax. Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook. Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Pathfinder Adventure Path volume #24: The Final Wish © 2009, Paizo Publishing, LLC; Author: Rob McCreary. Pathfinder Adventure Path #55: The Wormwood Mutiny © 2012, Paizo Publishing, LLC; Author: Richard Pett. Pathfinder Adventure Path #99: Dance of the Damned © 2015, Paizo Inc.; Authors: Richard Pett, with Stephanie Lorée, Michael McCarthy, Alistair Rigg, F. Wesley Schneider, and Todd Stewart. Pathfinder Campaign Setting: Dungeons of Golarion. © 2011, Paizo Publishing, LLC. Authors: Jason Bulmahn, Matthew Goodall, Brandon Hodge, Anthony Pryor, and Mike Shel. Pathfinder Campaign Setting: Horsemen of the Apocalypse: Book of the Damned, Vol. 3 © 2011, Paizo Publishing, LLC; Author: Todd Stewart. 51 Pathfinder Campaign Setting: Inner Sea Gods © 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich. Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, Sean K Reynolds, Owen K.C. Stephens, Russ Taylor. Pathfinder Campaign Setting: Inner Sea Races © 2015, Paizo Inc.; Authors: Ross Byers, John Compton, Adam Daigle, Crystal Frasier, Matthew Goodall, Alex Greenshields, James Jacobs, Amanda Hamon Kunz, Ron Lundeen, Rob McCreary, Jessica Price, David N. Ross, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Jerome Virnich. Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker. Pathfinder Campaign Setting: Path of the Hellknight © 2016, Paizo Inc.; Author: F. Wesley Schneider. Pathfinder Campaign Setting: Rival Guide. © 2011, Paizo Publishing, LLC. Authors: Brian Cortijo, Adam Daigle, Tim Hitchcock, Brandon Hodge, Colin McComb, Jason Nelson, Amber Scott, Neil Spicer, and Todd Stewart. Pathfinder Chronicles: Dark Markets, A Guide to Katapesh. Copyright 2009, Paizo Publishing, LLC; Authors: Stephen S. Greer, Amber Scott, Greg A. Vaughan, and Sean K Reynolds. Pathfinder Chronicles: Dungeon Denizens Revisited. Copyright 2009, Paizo Publishing, LLC; Authors: Clinton Boomer, Jason Bulmahn, Joshua J. Frost, Nicolas Logue, Robert McCreary, Jason Nelson, Richard Pett, Sean K Reynolds, James L. Sutter, and Greg A. Vaughan. Pathfinder Chronicles: Faction Guide. Copyright 2010, Paizo Publishing, LLC; Authors: Crystal Frasier, Joshua J. Frost, Hal Maclean, Tim Hitchcock, Jonathan H. Keith, Michael Kortes, Jason Nelson, Jeff Quick, Christopher Self, Sean K Reynolds, and Todd Stewart Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost. Pathfinder Player Companion: Arcane Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Steven T. Helt, and David N. Ross. Pathfinder Player Companion: Champions of Balance © 2014, Paizo Publishing, LLC; Authors: Matt Goodall, Ron Lundeen, Philip Minchin, Patrick Renie, Jason Ridler, and David Schwartz. Pathfinder Player Companion: Champions of Purity © 2013, Paizo Publishing, LLC; Authors: Jessica Blomstrom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles. Pathfinder Player Companion: Cohorts and Companions © 2015, Paizo Inc.; Authors: Brian Duckwitz, Philip Minchin, and Jason Nelson. Pathfinder Player Companion: Divine Anthology © 2016, Paizo Inc.; Authors: Alexander Augunas, Russ Brown, John Compton, Alex Riggs, and David Ross. Pathfinder Player Companion: Familiar Folio © 2015, Paizo Inc.; Authors: Will McCardell, Philip Minchin, Mark Seifter, and Jerome Virnich. Pathfinder Player Companion: Heroes of the Street © 2015, Paizo Inc.; Authors: John Compton, Mikko Kallio, Nicolas Logue, Michael McCarthy, Mike Myler, and David N. Ross. Pathfinder Player Companion: Heroes of the Wild © 2015, Paizo Inc.; Authors: Tyler Beck, Pedro Coelho, Justin Juan, Mikko Kallio, Jason Keeley, Nick Salestrom, and William Thrasher. Pathfinder Player Companion: Legacy of Dragons © 2016, Paizo Inc.; Authors: Alexander Augunas, Robert Brookes, Thurston Hillman, Michelle Jones, Mikko Kallio, and Mark Seifter. Pathfinder Player Companion: Magical Marketplace © 2013, Paizo Publishing, LLC; Authors: John Ling, Ron Lundeen, Patrick Renie, David Schwartz, and Jerome Virnich. Pathfinder Player Companion: Occult Origins © 2015, Paizo Inc.; Authors: Robert Brookes, Ben McFarland, Jason Nelson, and Mark Seifter. Pathfinder Player Companion: People of the Sands © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, Rob McCreary, and Jason Nelson. Pathfinder Player Companion: Ranged Tactics Toolbox © 2014, Paizo Inc.; Authors: David N. Ross, David Schwartz, and Kaitlyn Sprague. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer. Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend. Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob Mc- Creary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 52 Pech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher. Quickling from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Clark Peterson, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds. Skulk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth. Slithering Tracker from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Soul Eater from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by David Cook. Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Tentamort from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Mike Roberts. The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb. The Book of Hallowed Might. © 2002, Monte J. Cook. Tome of Horrors, Revised. Copyright 2002 Necromancer Games, Inc. Authors: Scott Greene, with Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawringer, Clark Peterson, Greg Ragland, and Bill Webb; Based on original content from TSR. Tome of Horrors III Copyright 2005 Necromancer Games, Inc. Author Scott Greene, with Casey Christofferson, Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnson, Patrick Lawringer, Nathan Paul, Clark Peterson, Greg Ragland, Robert Schwalb, and Bill Webb. Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Russell Cole. Troll, Rock from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene. Vegepygmy from the Tome of Horrors © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Yellow Musk Creeper from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Zombie, Juju from the Tome of Horrors Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax. Witches of Porphyra © 2017, Purple Duck Games. Author: Onyx Tanuki. Open Game Content: All text.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Witches of Porphyra.pdf
1 Purple Duck Storeroom Arbakampsi Perry Fehr 2 “In a nondescript dwelling, down a dusty hallway, past rooms of unclear pur- pose, there is a door... a door that looks like many others, except for the ancient maroon tint of the aged wood, and, of course, the glowing runes emblazoned on the stones that make up the door-frame. Should you know its purpose, should you know the correct sequence to touch those runes, you might gain entry to a Storeroom of wonders, shelves and bins and racks beyond counting. Place your torch in the rusty sconce, and enter...” The Purple Storeroom is an ongoing series of tightly-focused supplements that cover topics that do not fit into our larger offerings. They are the pieces that just don’t fit anywhere else or they are the little things we work on to take a break from bigger projects like Purple Mountain, Legendary Trea- sures, or Lands of Porphyra. They have been stored here for safe keeping. THE GAME OF ARBAKAMPSI “Down a surprisingly well-traveled corridor to the right of The Door one can often hear muted talk; oaths, ritualized words, and the click of tiny objects on wood. In an open, domed room, with a glassed-in skylight, are a small groups of tables, often occupied by people that must know the way here, somehow. They have ignored the rest of the Storeroom to play at a game of some sort; a carved wooden board of brightly colored hexagons, pieces of some kind of colored crystal, a glitteringly inset camel’s knucklebone. Money changes hands, knees are struck in frustration, and words from a language that predates the Gods is spoken lightly and freely... but The Game is the focus of all.” The game of arbakampsi was invented by the zendiqi people of the Patch- work Planet of Porphyra, in the lean decades after their total defeat in the NewGods Wars. It simulates the tribulations of that seesaw conflict, of seizing territory, gambling on a hunch- and taking chances that may or Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 3 may not pan out. That there is a small advantage to one of the players is an accepted part of Porphyran life- nothing ever proceeds on an equal basis; to assume so is ignorant naivety. Perhaps The Game has made it to other worlds, probably at the hands of the immortal Genies, and played with in- nocent ignorance of its greater symbolism. The Game, however, draws even the jaded in, as the suggestion of life and death decisions, even in the fall of a tiny purple or green crystal, sparks a memory in the fractious instincts of quarreling humanoids. THE RulES FOR ARBAKAMPSI Arbakampsi means “Four and Five” in the Old Porphyran tongue, and pits two allegorical sides against one another- the followers of the Four, the Elementalists, and those Deists who came with the Five-fingered Hand of the Gods, which split open the heavens. The game is part gambling, part strategy, and for the zendiqi people, often the grounds for philosophical discussion over the painted wooden boards, dried beans, and camel’s knuck- lebone that serves as the components for a arbakampsi set. Components: • 1 Arbakampsi board, with 64 spaces in four colors • 2 sets of thirty tokens, of two different colors (often purple and green) • 1 “camel’s knucklebone”, a six-sided die Object: The object of the game is to gather tokens to place on the board, forming lines of four and claiming “borders”. The Place of Arrival: No one shall place a token on the center space. This is the space whereupon all wagers shall be placed. The starting wager shall be one coin, according to one’s standing. Arba shall have the privilege of increasing the wager, whereupon Kampsi shall match it or forfeit. He may do this Four times. Procedure of Play: One player is Arba, or Four, representing the Elemen- talists. Arba shall go first. The die is taken, and Arba names One, Two, Three or Four. If the roll of the die is equal to or lesser than the naming, Arba places tokens equal to his naming, subtracted from six. Thus if Arba names Four, and Three is rolled, Arba places Two tokens on any space on the board, save the center. If One is named and One is rolled, Five tokens shall be placed. Then Arba shall name again. If the die shall roll a number 4 higher than one’s naming, Kampsi shall take a token from the board and return it to Arba, and it shall then become the turn of Kampsi, or Five, representing the Deists. Kampsi shall proceed in the same manner, though Kampsi may name Five, as well. Should anything but a Six be rolled, Kampsi shall gain One token. Retreat: Both Arba and Kampsi may elect to cease their turn, passing the die to the other, to avoid having to lose a token on the board. They shall signify by uttering, “Tawba” [Retreat] and passing the die. Ending the Game: The game shall end when all 64 spaces are covered with tokens. It is only then that all points shall be tallied. Scoring: A direct line of four tokens in a row is called a “Battle” and shall be worth one point. Having a majority of one’s tokens in a colored ring is called a “Border” and shall be worth two points. Ties grant no points. Completely covering a colored ring with one’s tokens is called a “Victory” and shall be worth three points. ARBAKAMPSI AnD ADvEnTuRERS Knowledge of arbakampsi and the strategies thereof can make or break negotiations in certain cultures, and skill at the game is a indicator of a sentient being’s worldliness and capability in seeing “the big picture”. Being too addicted to the sword, or too focused on matters beyond the physical world are polarities not desired by aficionados of arbakampsi, which include tribal leaders and elders, trade guild chieftains, noble dilettantes, and those who see the value of inspecting an issue before charging forward. In-game aspects that relate to arbakampsi are as follows: Knowledge of the rules of arbakampsi: DC 15 Knowledge (local) – bardic knowledge gains a +1 to the check. This gives the player a copy of the rules and allows her to ask questions of the GM as to game play. Characters of the zendiqi (see Fehr’s Ethnology) race can make an unskilled DC 10 Intelli- gence ability check to possess knowledge of the rules, if they do not possess Knowledge (local). Refusal to play, if offered, runs the risk of imposing a -3 penalty to further Diplomacy checks with the offering party, as will at- tempting to fake one’s way through it. 5 ARBAKAMPSI FEATS Feats in the field of arbakampsi can be taken by any class and any race as a general feat. Arbakampsi Expert The Game educates in life and death, a mirror to the physical world. Prerequisite: Arbakampsi Fanatic or Arbakampsi Sage Benefit: Once per day you may ‘arba’ [subtract 4 from an enemies’ roll be- fore the roll is made] OR ‘kampsi’ [add 5 to one of your own d20 rolls] OR ‘tawba’ [reroll any non-d20 roll that you make] Arbakampsi Fanatic Winning at arbakampsi is a rush of excitement that lingers for a long time. Prerequisite: Knowledge of the rules of arbakampsi Benefit: If you defeat an NPC player at arbakampsi, you may, before you sleep again, gain a +8 bonus to one d20 roll you make, and reroll one “1” that you roll in that time period. You may not have lost a game of ar- bakampsi previous to that win, in that time period. Arbakampsi Sage You have played the “Game of the World” since you were old enough to grasp pieces. Prerequisite: Knowledge (local) 1 rank Benefit: You gain an arbakampsi board (you can spend 125 gp when you take the feat to receive a masterwork set) and, at the start of a game, can place 3 free tokens on the board, to symbolize your expertise. Negotia- tions with arbakampsi aficionados give you a +2 bonus to Bluff, Diplomacy, Intimidate and Sense Motive checks. 6 ARBAKAMPSI EquIPMEnT It is possible to make one’s own game set, with a DC 12 Craft (wood- working) check, which will also provide a crude camel’s knucklebone and rudimentary white and black gravel game pieces. Such provincialism will impress few, though, and suggest either a classless rube or a grifting game- shark. Arbakampsi Set 20 gp 3 lbs. This contains a tastefully carved and painted board, with inset containers for a balanced camel’s knucklebone and 60 tokens of two colors, purple and green shards of glass. Masterwork Arbakampsi Set 250 gp 4 lbs. This beautiful game set has inlaid enamel hexagons of the various colors, a true cube of ebony-inset ivory, and crystal token of purple and green. The owner of such a set always gets to choose her role at the start of the game, and merely possessing such a set enables a +1 circumstance bonus to Cha- risma when dealing with arbakampsi aficionados. MAGICAl ARBAKAMPSI ITEMS Being the invention of a magically-inclined people, it is therefore not sur- prising that a few magic items are associated with the game, and are likely to be encountered in any venue where The Game is of importance. ARBAKAMPSI DjInn-BOARD Aura faint conjuration; Cl 1st Slot none; Price 2,000 gp; Weight 4 lbs. Description Appearing as a masterwork arbakampsi board of even higher quality, the djinn-board arranges pieces, gambling stakes, and rolls the cube accord- ing to mere finger-gestures of the players. Inviting a potentially summoned genie to play adds a 1d4 circumstance bonus to the Charisma check of the summoning caster, at the time of summoning. Construction Requirements Craft Wondrous Item, unseen servant; Cost 1,000 gp 7 nORTHERnER’S KnuCKlEBOnE Aura moderate abjuration; Cl 7th Slot none; Price 3,000 gp; Weight — Description This apparently normal knucklebone forces a DC 18 caster level check to detect magic upon it, and can be used to cast nondetection on its possessor once per week. It can be used to ‘rig’ dice rolls to cheat at games of dice, detectable with a DC 27 Sense Motive check. Construction Requirements Craft Wondrous Item, nondetection, 5 ranks of Bluff; Cost 1,500 gp SHIElD OF THE GAME Aura moderate abjuration; Cl 6th Slot shield; Price 5,600 gp; Weight 10 lbs. Description This +1 heavy wooden shield has an arbakampsi board incised on its flat sur- face, and has a sliding container for the pieces to be kept, for games outside of battle. Once per day as an immediate action, the wielder can gamble by calling “Arbakampsi!” whereupon there is a 3-in-6 chance of the shield becoming a +4 heavy wooden shield for the next round, a 2-in-6 chance of becoming a +5 heavy wooden shield for the next round, and a 1-in-6 chance of losing its magical properties for the next round. Construction Requirements Craft Magic Arms and Armor, shield; Cost 2,800 gp “...and so the torch is taken from the sconce, shadows swallow items on shelves not yet explored, and the rune-bordered door is closed; for who knows when an item, a curiosity, an unnamed oddity might be needed, for purposes wholesome or despicable- from the Storeroom...” 8 A FOlK ART ARBAKAMPSI BOARD 9 OPEn GAME lICEnSE vERSIOn 1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or oth- erwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 10 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Purple Duck Storeroom: Arbakampsi © Purple Duck Games; Author Perry Fehr Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Open Game Content: All text.
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UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (includ- ing into other computer languages), potation, modification, correction, addition, extension, upgrade, improve- ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 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System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. The Dungeon Under The Mountain and The Hall of Bedlam © by Øone Roleplaying Games Some artwork copyright Paul Daly, used with permission. The Hall of Bedlam Written by Thomas Knauss Graphic Design by O’Bully Cartography by Mario Barbati Artwork by O’Bully, Paul Daly, Studio Mat- tigatti, Daniele Bigliardo Software Authoring by Anna Fava Requires the use of the Dungeons & Dragons® Player’s Handbook, Third Edition, published by Wizards of the Coast® Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are used with Permission. Every Reference to other copyrighted material in no way constitutes a challenge to the respective copyright holders of that material. A) The following elements in this book is hereby designated as open game content, in accordance with the open game licence: 1- All Monsters, stats and description B) the following elements in this book are hereby identified as “product identity”: 1- All not mentioned at the point “A” 2- Øone Roleplaying Games identifying marks and product titles. 3-All artwork, maps and graphic design. The reproduction or retransmission of this book, except for his open gaming content, without written permission of the copyright holder is expressly for- bidden, except for the purpose of reviews. ‘D20 System’ and the ‘D20 System’ logo are Trade- marks owned by Wizards of the Coast and are used according to the terms of the D20 System License version 3.0. A copy of this License can be found at www.wizards.com/d20. Product Code: UNDRE010 First edition: July 2006 Øone Roleplaying Games www.Øonegames.com master@Øonegames.com Welcome  What is this Product This product contains one room or one dungeon -based encounter. All the rooms featured here are taken from one of The Dungeon Under the Mountain products, available at www.0onegames.com, although these products are not necessary, since the encounter can be adapted without ef- fort to any existing dungeon. How to Use this Product This product takes advantage from the PDF technology, joining old-fash- ioned style with the most advanced electronic features. In order to use this product you must use Adobe Acrobat 6 or later. This product has been designed to help busy referees in preparing dungeon adventures and encounters. Instead of wasting time scaling the encounters and adapting them to your party, here you will find a pre-scaled encounter suitable in three different versions (for low, mid and high level of play). At the beginning of the en- counter text, you will find a big button like this. By clicking on this button you can choose which level want to play (low, medium, high). When you have made your choice all the relevant portions of the text will change accordingly. Monsters will scale, DCs will change, traps and behaviors of the villains will change, according with the level of play you choose. Nevertheless, this is not all. Beside each paragraph you will find the same button found before, but much smaller. This button allows you to change only the appropriate paragraph. Therefore, if you need stronger monsters in your low-level encounter, you can adjust them and use mid-level monsters instead of low-level ones. Likewise, if you want traps tougher, just click on the para- graph button and change the level of the traps paragraph. Blank spaces, due to different text lengths, will be filled with placeholder artwork, so you will have a good-looking page. Finally, a paragraph called “Person- al Notes” is left blank. This paragraph features a text field you can fill with your notes about the encounter, sim- ply click and write. The document saves automatically the notes when you close it. In order to recall the notes present on a docu- ment you must choose “Load Notes” from the paragraph button. Note that if you load the previous notes they will override the notes you are writing The buttons will not be printed. The Maps Those familiar with The Dun- geon Under the Mountain products will found the maps easy to use. The product comes with two maps of the room. A smaller version of the map is intended for the referee; the second, larger one, may come split in more than one sheet and it is intended for miniature play. The smaller map features the “Rule the Dungeon” button. Clicking this button, you can customize the map by opening or closing the doors, remov- ing the furniture or removing the fill in the walls and more, depending on the room’s layout. All the choices made on the smaller map are reflected on the larger one. The Background The Dungeon Under the Moun- tain is a massive dungeon complex extending endlessly below the ground. In a remote past, ancient evil beings dwelled in the area. Now, the remain- ing of these mysterious evil beings have seized the dungeons and filled it with deadly traps and monsters. Also, many known villains have established their strongholds in the depths of The Dungeon Under the Mountain. No- body knows why this dungeon is filled by danger, but nobody cares, since this dungeon is the most prized adventure ground of the world. However be warned, adventurers, your life will be not easy here and dozens of self-call- ing heroes never returned from the Dungeon Under the Mountain! “You Have Been Warned” ���� ��� �������� UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  the hall of Bedlam (level 1, room 16) Background and Lead-ins The large subterranean chamber is the current abode of Eyzellon, a derro savant and his two cousins along their four human slaves. The derros came to the ruins in search of a legendary audi- ence chamber purportedly harboring a cure for their raving insanity. Instead of finding relief for their affliction, the trio happened upon the impressive throne room of Durlgrond, a king renowned for his wickedness and evil. The great hall’s discovery and its treasures only intensified their delusions of grandeur and paranoia. Obsessed with protect- ing their riches, the derros transformed the once grand and stately room and its exterior corridors into an insidious display of their madness. The derros expand their wealth as well as obtain other valuable com- modities via the teleportation area just outside the hall’s entrance. Of course, the derros realize that the teleportation device works both ways; therefore they take extraordinary measures to protect themselves and their valuables. Eyzellon uses an alarm to mentally alert him to the presence of intrud- ers, which is also the proximity trigger for a web trap. (At low levels, the trap triggers just a mental alarm.) The spell’s 20-ft. radius is centered eight- een feet from the center of the door, providing coverage to roughly 40 feet of corridor including the teleporta- tion area. In addition to this protective measure, a hinged pit trap also awaits to ensnare unwary intruders. This insidious device sits just in front of the main door; however it can be deacti- vated by sliding and locking a pair of metal bolts concealed in the floor. The game statistics for these two obstacles appear under the Traps heading. Since his arrival in the dungeon six years ago, Eyzellon has acquired ad- ditional monetary riches along with the services of four slaves under the leader- ship of a treasure-seeking human rogue named Arathus. Unfortunately for him and his three companions, their dreams of wealth and glory have turned into a nightmare of terror, insanity and slav- ery. The derros initially used Arathus’ trap making skill to ward the main entrance into the chamber, however with his combat usefulness expended, the derros now relegate the quartet to the role of maids, endless sweeping and dusting the chamber in a fruitless effort to sate Eyzellon’s irrational compulsion with neatness. Tales and rumors of Durlgrond’s treasure resonate throughout history. Somewhere during the course of their exploration in the dungeon, the adventurers happen upon a historical record of Durlgrond’s reign brought into the dungeon by an earlier ex- plorer searching for the lost throne room. The musty pages of the weath- ered, leatherbound tome are written in Common and devote endless chapters extolling the virtues and might of the long dead king, but a crudely drawn yet still recognizable map is the book’s real treasure. The map shows the hall’s general location as well as four cryptic lines describing the chamber itself. Throw open the great doors and behold your royal majesty on his onyx throne Approach your mighty sovereign through the chamber of polished stone. There lies the seat of Durlgrond beyond the risen blades of six warriors of old Pay homage to him bedecked in finest jewels of brightest silver and splendid gold! Room Environment Lighting: The antechamber is un- lit; therefore creatures moving through that area must rely upon darkvision or an artificial light source to see. Everburn- ing torches affixed to the outstretched blades of the six statues tucked into the alcoves along the chamber’s perimeter provide bright illumination within a 20- ft. radius and shadowy illumination up to a 40-ft. radius. UNDER MOUNTAIN THE DUNGEON THE RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Scent: The stench of humanoid waste is present in the air, but it not overwhelming or even particularly strong. (The derros use the pit trap as a crude septic tank.) Only the most sensitive noses can detect a faint whiff of a floral aroma resulting from the slaves’ of a primitive cleansing solution derived from perfume oils. (Eyzellon also has an obsession about odor.) Sounds (prior to entering): Soft footsteps can be heard behind the door. Walls and ceiling: Poured concrete was used to fashion the walls and ceiling. Despite its advanced age, the concrete appears to be in good condition with the exception of several gouges and deep grooves. The ceiling is twenty feet above the floor. Floor: Interconnecting 5-ft. square foot blocks of flagstone were used to build the antechamber’s floor. In con- trast, the hall’s floor was painstakingly carved from solid marble. A large concentration of earthen tile was used to fashion a magnificent mosaic in the center of the chamber. Room Description for the Players Despite the passage of untold centuries, the chamber beyond has lost little of its grandeur and awe. Tucked neatly in the chamber’s perimeter alcoves are six black marble statues of great warriors armed with swords and shields. Gold and silver necklaces hang from the necks of each statue, and an illuminated torch is tightly wedged between an outstretched arm and torso. A tile mosaic of a man wearing a crown dominates the center of the white, marble floor, although it appears that there was an unsuccessful attempt to alter the subject’s appearance to that of a pale-skinned dwarf-human hybrid with gray hair. Three stone slabs, apparently fashioned into the like- ness of crude, fur covered beds fill the semicircular area at the far end of the chamber. The large, rectangular shaped room is nearly spotless, thanks to the tireless efforts of four emaciated human males armed with brooms, mops and feather dusters. A small, stocky dwarf- like creature with pale blue-white skin, bulbous white eyes, coarse white hair and a long droopy moustache directs their activities with animated gestures and nodding disapproval. He is armed with a repeating light crossbow and a wand, which he wields as if conducting an orchestra. Accompanying him are two similar creatures armed and attired in a similar fashion. Upon meeting your gaze, a maniacal look comes upon them. The trio briefly mutters inanely amongst themselves before directing their attention towards you. Room Description for the Referee Originally designed to awe visitors to his court, the spacious and luxuri- ous chamber has lost little of its luster. The tile mosaic once depicted Durl- grond, but the derros’ insane efforts to superimpose Eyzellon’s image upon the artwork practically destroyed it. Fortunately, the six black marble stat- ues remain in pristine condition. They portray the likenesses of Durlgrond’s six great generals. While each statue’s facial features differ somewhat, each statue depicts a man dressed in full plate armor armed with a sword and shield. The derros affixed the ever- burning torches to the outstrectched blades to provide illumination for the four slaves laboring under them. There is enough room between the statues and the outer wall to allow a Medium creature to squeeze behind the statue, as evidenced by the fact that the slaves tuck their personal belongings neatly behind the two statues nearest to the entrance. 1d2 gold necklaces and 1d3 silver necklaces hang around the necks of each statue. The derros fashioned the crude beds from the remnants of Durl- grond’s throne, which they me- ticulously divided into three separate pieces. Eyzellon’s bed sits ten feet from the apex of the semicircular alcove flanked on each side by another bed placed exactly five feet away. The latter beds and their coverings are unremarkable; however Eyzellon’s fur covering is somewhat valuable. In addition, a secret panel along the base facing the semicircular alcove conceals a hidden compartment where the avaricious derro stashes his beloved treasure hoard. The derros disposed of the chamber’s remaining furnishings and decorative pieces, believing that they only prevented the slaves from properly dusting and mopping the chamber. Speculation persists as to how Du- rlgrond’s audience chamber found its way into the dungeon. The close prox- imity of the teleportation area provides the most readily available explanation for its arrival here. Nevertheless, the chamber has been a permanent fixture within the dungeon for at least several decades. Combat Tactics If the derros are alerted to the pres- ence of intruders via Eyzellon’s alarm or through alternative means, such as triggering the pit trap or unsuccess- fully attempting to break open the main doors, they take precautionary measures by casting their available defensive spells upon themselves. They prefer spells granting concealment or creating confusion, especially blur, mirror image and invisibility. After shoring up their defenses, Eyzellon assumes the role of primary spellcaster attempting to control and/or enslave intruders with powerful enchant- ments, while his two subordinates take up defensive positions behind UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  the beds or statues as they launch a volley of poisoned crossbow bolts at any readily discernable spellcasters in the group. The apprentices fight as a unit whenever possible. They prefer attacking flanked enemies with touch spells in an effort to shock, paralyze or stupefy their foes. Eyzellon’s usage of his humanoid slaves depends upon the composition of the enemy. If con- fronted by arcane spellcasters, Eyzellon summons the slaves to his side, using them as human shields to discourage good characters from casting destruc- tive area spells at him. In the absence of arcane spellcasters, Eyzellon directs them to distract opposing fighters, wildly swinging or hurling their clean- ing implements at enemy warriors. The derros take a vastly different approach to combat if they are caught unaware. In this instance, the derros scramble for cover behind one of the statues or the beds and launch waves of offensive spells at their enemies as well as cloaking the chamber in dark- ness. Unlike the preceding example, survival rather than enslavement becomes their primary concern. Eyzel- lon uses the slaves as cannon fodder, directing them into combat to give the derros additional time to shore up their defenses or launch another wave of destructive spells. Eyzellon’s usage of the slaves in this manner may require a Charisma check or entitle Arathus to a new saving throw. If the characters refrain from attacking the slaves and they gain the upper hand against the derros, the slaves ignore the derros’ commands and attempt to grapple one of the derros, unless magically compelled otherwise. The characters can also use Eyzellon’s obsession with neatness and odor against him. Deliberately dropping any litter or stain-causing material onto the floor or filling the room with a foul-smelling substance distracts the frustrated derro. Until the mess is cleaned or the smell dissipates, Eyzellon suffers a -2 circumstance pen- alty to his skill checks and attack rolls. This penalty does not stack with itself. Roleplaying Tactics Eyzellon begins the combat with grandiose ramblings about his race’s superiority and his lordly might, yet within his incoherent babbling, the compulsive derro also reveals his obsession with cleanliness. He makes statements such as, “How can you stand against your masters, the lords of all beneath the spotless earth? Pain, woe and death be upon you, delivered by me in immaculate fashion.” His subtle facial expressions and body lan- guage convey his displeasure whenever blood is spilt upon his pristine floors or an object is knocked out of place. Through a combination of magi- cal enchantment, death threats and corporeal punishment, the slaves’ only hope for survival depends upon their unquestioned loyalty to their dement- ed masters. Adventurers present them with a difficult dilemma. They desire freedom from their cruel overlords, yet fear and magical compulsion pre- vent them from actively assisting their potential liberators. Eyzellon reinforces his bond over them by controlling their leader Arathus through the use of a charm person or dominate person spell. In the former instance, Arathus speaks in the kindest terms about the derros, but he is reluctant to attack adventurers, granting him a +2 to his opposed Charisma check. In the latter case, Arathus attacks intruders without question, leading his unarmed associates into combat. If the magical compulsion is broken or dispelled in any manner, Arathus acts according to his best interest, fully aware of the fact that any perceived treachery against his master would undoubtedly bring their wrath down upon him and his friends. If the adventurers refrained from attacking the slaves or taking any other action that would have placed them in harm’s way, the slaves rush towards their stash of personal be- longings and deliberately scatter them about the room, causing Eyzellon to suffer the aforementioned circum- stance penalty. Relevant Skill Checks [high] Appraise DC 12: You correctly determine the gold and silver neck- laces’ value. Bardic knowledge DC 30: You recall the command word for the teleportation area outside of the chamber. Listen DC 25 (before enter- ing the chamber): You hear soft footsteps on the other side of the door. Search DC 23: A successful skill check locates the secret panel on Eyzel- lon’s bed. Sense Motive DC 20: A character spending a standard action observing Eyzellon’s facial expressions and body language can discover his obsession with cleanliness. Spot DC 20: The character notices the slaves’ personal belong- ings-clothes, tattered bed rolls and other mundane items tucked carefully behind the two statues nearest the entrance. [medium] Appraise DC 12: You correctly determine the gold and silver neck- laces’ value. Bardic knowledge DC 25: You recall the command word for the teleportation area outside of the chamber. Listen DC 20 (before enter- ing the chamber): You hear soft footsteps on the other side of the door. Search DC 18: A successful skill check locates the secret panel on Eyzel- lon’s bed. Sense Motive DC 18: A character spending a standard action observing Eyzellon’s facial expressions and body language can discover his obsession with cleanliness. Spot DC 15: The character notices the slaves’ personal belong- ings-clothes, tattered bed rolls and other mundane items tucked carefully behind the two statues nearest the entrance. [low] Appraise DC 12: You correctly determine the gold and silver neck- laces’ value. Bardic knowledge DC 20: You recall the command word for the teleportation area outside of the chamber. Listen DC 15 (before enter- ing the chamber): You hear soft footsteps on the other side of the door. Search DC 13: A successful skill check locates the secret panel on Eyzel- lon’s bed. Sense Motive DC 16: A character spending a standard action observing Eyzellon’s facial expressions and body language can discover his obsession with cleanliness. Spot DC 10: The character notices the slaves’ personal belong- ings-clothes, tattered bed rolls and other mundane items tucked carefully behind the two statues nearest the entrance. RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Traps, Mechanical Devices, Doors, and Objects Statblocks Treasures and XP Monsters and Villains Statblocks [high] A small, stocky dwarflike creature wearing a pair of bracers and a ring gazes maniacally in your direction. He mutters inanely to himself, seem- ingly in midst of deciding whether to shoot his repeating light crossbow, use a wand dangling from his belt or take another action against you. Eyzellon CR14 Derro sorcerer 11 CE Small monstrous humanoid Init:+7; SensesListen +4, Spot +2 Languages:Common, Dwarven, Abyssal, Infernal AC19, touch 15, flat-footed 16 Hp47 (14 HD) Fort+5,Ref+9,Will+13 Speed20 ft. (4 squares) Melee+1 dagger +11/+6 (1d3+2/19-20) or Rangedrepeating light crossbow +12 (1d6/19-20 plus poison) BaseAtk+8;Grp+4 AtkOptionspoison (greenblood oil, DC 13, 1 Con/1d2 Con), sneak attack +1d6 SpecialActionsPoison use CombatGearwand of magic missiles (5th), 2 potions of invisibility (4th) Sorcererspellsknown(CL 11th): 5th (5/day)—cone of cold (DC 20), dominate person (DC 21) 4th (7/day)—confusion (DC 20), phan- tasmal killer (DC 19), solid fog 3rd (7/day)—deep slumber (DC 19), displacement, fly, suggestion (DC 19) 2nd (7/day)—daze monster (DC 18), eagle’s splendor, mirror image, touch of idiocy, web (DC 17) 1st (8/day)—alarm, charm person (DC 17), color spray (DC 17), hypnotism (DC 17), shield 0 (6/day)—acid splash, dancing lights, detect magic, flare (DC 15), message, ray of frost, read magic, resistance, touch of fatigue Spell-likeabilities(CL 3rd): At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15) AbilitiesStr 12, Dex 16, Con 13, Int 14, Wis 8, Cha 20 SQMadness, spell resistance 15, vul- nerability to sunlight FeatsBlind-Fight, Improved Initiative, Spell Focus (enchantment), Spell Focus (illusion) SkillsBluff +13, Concentration +10, Hide +13, Knowledge (arcana) +13, Knowledge (the planes) +8, Listen +4, Move Silently +10, Spellcraft +14, Spot +2 Possessions combat gear plus +1 dag- ger, repeating light crossbow with 20 bolts, bracers of armor +2, +1 ring of protection, 6 doses of greenblood oil, 2 100 gp gems, 45 pp, 32 gp [high] Derro beds: Thickness 3 in., hardness 8, HP 45, Break DC 21. Marble statues: Thickness 1 ft. (approximate), hardness 8, HP 100, Break DC 26. Pit trap outside entrance (two squares in front of the door): CR 3; mechanical, location trigger; manual reset; DC 20 Reflex avoids; 50 ft. deep (5d6, fall); Search DC 24; Disable Device DC 18. Strong wooden door: Thick- ness 2 in., hardness 5, HP 20, Break DC 23. Web trap in antechamber: CR 3; magic device; proximity trig- ger (alarm); automatic reset; spell effect (web, 11th-level sorcerer, DC 19 Reflex negates); Search DC 27; Disable Device DC 27. [medium] Derro beds: Thickness 3 in., hardness 8, HP 45, Break DC 21. Marble statues: Thickness 1 ft. (approximate), hardness 8, HP 100, Break DC 26. Pit trap outside entrance (two squares in front of the door): CR 2; mechanical, location trigger; manual reset; DC 20 Reflex avoids; 40 ft. deep (4d6, fall); Search DC 21; Disable Device DC 18. Good wooden door: Thickness 1 1/2 in., hardness 5, HP 15, Break DC 16. Web trap in antechamber: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (web, 5th-level sorcerer, DC 17 Reflex negates); Search DC 27; Disable De- vice DC 27. [low] Derro beds: Thickness 3 in., hardness 8, HP 45, Break DC 21. Marble statues: Thickness 1 ft. (approximate), hardness 8, HP 100, Break DC 26. Pit trap outside entrance (two squares in front of the door): CR 1; mechanical, location trigger; manual reset; DC 20 Reflex avoids; 20 ft. deep (2d6, fall); Search DC 18; Disable Device DC 18. Simple wooden door: Thick- ness 1 in., hardness 5, HP 10, Break DC 13. Alarm trap in antechamber: CR 1; magic device; proximity trigger (alarm); automatic reset; spell effect (alarm, 1st-level sorcerer); Search DC 26; Disable Device DC 26. [high] Each silver necklace is worth 10 gp, and each gold necklace is worth 25 gp. The secret compartment beneath Eyzellon’s bed holds a pile of coins comprised of 1,302 sp and 402 gp along with a divine scroll with the spells prayer and shield of faith cast at 9th level. A +1 flaming warhammer lies beneath the pile as well. If the slaves survive the battle with the derro, an appropriate reward is +2% XP per freed slave. An additional +1% XP award may be appropriate if the derros actively employed the slaves as human shields or cannon fodder, and good characters refrained from attacking them or taking any actions that would have harmed them. Good characters who inadvertently harmed the slaves receive no XP bonus, while those that acted with no regard for the slaves’ welfare should suffer a -2% XP penalty for each slave killed as well as suffering any appropriate alignment consequences. [medium] Each silver necklace is worth 5 gp, and each gold necklace is worth 15 gp. The secret compartment beneath Eyzellon’s bed holds a pile of coins comprised of 802 sp and 202 gp along with a divine scroll with the spells prayer and shield of faith cast at 7th level. A +1 warhammer lies beneath the pile as well. If the slaves survive the battle with the derro, an appropriate reward is +2% XP per freed slave. An additional +1% XP award may be appropriate if the derros actively employed the slaves as human shields or cannon fodder, and good characters refrained from attacking them or taking any actions that would have harmed them. Good characters who inadvertently harmed the slaves receive no XP bonus, while those that acted with no regard for the slaves’ welfare should suffer a -2% XP penalty for each slave killed as well as suffering any appropriate alignment consequences. [low] Each silver necklace is worth 1 gp, and each gold necklace is worth 10 gp. The secret compartment beneath Eyzellon’s bed holds a pile of coins comprised of 602 sp and 112 gp along with a divine scroll with the spells prayer and shield of faith cast at 5th level. A masterwork warhammer lies beneath the pile as well. If the slaves survive the battle with the derro, an appropriate reward is +2% XP per freed slave. An additional +1% XP award may be appropriate if the derros actively employed the slaves as human shields or cannon fodder, and good characters refrained from attacking them or taking any actions that would have harmed them. Good characters who inadvertently harmed the slaves receive no XP bonus, while those that acted with no regard for the slaves’ welfare should suffer a -2% XP penalty for each slave killed as well as suffering any appropriate alignment consequences. RULE THE DUNGEON! RULE THE DUNGEON! RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Madness(Ex):Derro use their Charis- ma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. PoisonUse(Ex):Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. SneakAttack(Ex):Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. VulnerabilitytoSunlight(Ex):A derro takes 1 point of Constitution dam- age for every hour it is exposed to sunlight, and it dies if its Constitu- tion score reaches 0. Lost Constitu- tion points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Tactics: Eyzellon is always inter- ested in acquiring new slaves; there- fore he typically begins combat by at- tempting to subdue as many enemies as possible, using either color spray, confusion or web to accomplish this task. If all of his targets successfully resist any of their spells, he resorts to casting protection spells upon himself just before unleashing his lethal spells against his foes. Apprentices(2) CR8 Derro sorcerers 5 CE Small monstrous humanoid Init:+6; SensesListen +1, Spot -3 Languages:Common, Dwarven AC15, touch 13, flat-footed 13 Hp32, 31 (8 HD) Fort+3,Ref+6,Will+10 Speed20 ft. (4 squares) Meleedagger +6 (1d3/19-20) or Rangedrepeating light crossbow +8 (1d6/19-20 plus poison) BaseAtk+5;Grp+1 AtkOptionspoison (greenblood oil, DC 13, 1 Con/1d2 Con), sneak attack +1d6 CombatGear1 potion of cure light wounds (each), 1 potion of ghoul touch (4th) SpecialActionsPoison use Sorcererspellsknown(CL 5th): 2nd (5/day)—blur, scorching ray (+8 ranged touch) 1st (7/day)—mage armor, magic mis- sile, shield, shocking grasp (+5 melee touch attack) 0 (6/day)—detect magic, ghost sound, mage hand, read magic, resistance, touch of fatigue Spell-likeabilities(CL 3rd): At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15) AbilitiesStr 11, Dex 14, Con 13, Int 10, Wis 5, Cha 16 SQMadness, spell resistance 15, vul- nerability to sunlight FeatsBlind-Fight, Improved Initiative SkillsBluff +5, Concentration +3, Hide +10, Listen +1, Knowledge (arcana) +4, Move Silently +8, Spellcraft +4 Possessions combat gear plus dagger, repeating light crossbow with 20 bolts, 2 doses of greenblood oil, 67 pp, 40 gp Madness(Ex):Derro use their Charis- ma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell. PoisonUse(Ex):Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison. SneakAttack(Ex):Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations. VulnerabilitytoSunlight(Ex):A derro takes 1 point of Constitution dam- age for every hour it is exposed to sunlight, and it dies if its Constitu- tion score reaches 0. Lost Constitu- tion points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun. Tactics: The apprentices’ main task is to whittle the enemy’s strength using their damage dealing spells. They prefer flanking an enemy spellcaster and touching the foe with their shock- ing grasp, which also grants them a sneak attack. Arathus CR3 Human rogue 3 N Medium humanoid Init:+3; SensesListen +4, Spot +4 Languages:Common AC13, touch 13, flat-footed 10 Hp15 (3 HD) Resistevasion Fort+2,Ref+8,Will+1 Speed30 ft. (6 squares) Meleebroom -1 (1d6+1) BaseAtk+2;Grp+3 AtkOptionsBlind-Fight, sneak attack +2d6 AbilitiesStr 12, Dex 16, Con 12, Int 10, Wis 10, Cha 12 SQTrapfinding, trapsense +1 FeatsBlind-Fight, Lightning Reflexes, Skill Focus (Craft)(trapmaking) SkillsBluff +4, Climb +5, Craft (trapmak- ing) +8, Disable Device +4, Escape Artist +6, Hide +7, Jump +4, Listen +4, Move Silently +7, Open Lock +5, Search +6, Sleight of Hand +4, Spot +4, Tumble +7, Use Rope +7 UNDER MOUNTAIN THE DUNGEON THE room 16 1st level the hall of Bedlam  Designer’s Notes I’ve always felt that the insane derro have taken too much of a back- seat to the more popular underground foes, especially the drow and to a lesser extent, the duergar, so here’s my opportunity for a little payback. The derro give a skilled game master the opportunity to portray an insane enemy without seemingly overly cliché and over the top. I omitted granting the derros familiars, because their paranoia includes members of all races and spe- cies, even those that don’t pose much of a threat to them. The slaves add a bit of a moral dilemma. The slaves give the derros some leverage over the player characters by utilizing them as human shields or compelling the overmatched servants to attack. Author’s Bio Tom has designed numerous d20 games products for companies such as Atlas Games, Bastion Press, Inner Cir- cle Games, Mongoose Publishing and several other publishers no longer with us. When he’s not designing games, you can often find him on the local golf courses or a poker table down in Atlantic City. Personal Notes Possessions broom, 30 ft. of rope Slaves(3) CR½ Human warriors 1 N Medium humanoid Init:+0; SensesListen +0, Spot +0 Languages:Common AC10, touch 10, flat-footed 10 Hp11, 11, 11 (1 HD) Fort+2,Ref+0,Will+0 Speed30 ft. (6 squares) Meleecleaning tool -2 (1d2+1) BaseAtk+1;Grp+2 AtkOptionsCombat Reflexes AbilitiesStr 12, Dex 10, Con 10, Int 10, Wis 10, Cha 10 FeatsCombat Reflexes, Toughness SkillsClimb +4, Handle Animal +2, Intimidate +5, Jump +4, Ride +2 Possessions cleaning tool-mop, feather duster or broom Write here your personal notes RULE THE DUNGEON! UNDER MOUNTAIN THE DUNGEON THE THE HALL OF BEDLAM (DM REFERENCE) room 16 1st level one square = 5 ft. teleport area pit trap RULE THE DUNGEON! © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE The Hall of Bedlam (battlemap 1 of 2) © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE © Øone Games, permission granted to print for personal use only UNDER MOUNTAIN THE DUNGEON THE The Hall of Bedlam (battlemap 2 of 2)
textdata/thevault/Maps & Tiles/BattleMaps/0One Games/0One Games - Map - Dungeon Under the Mountain - Rooms & Encounters - The Hall of Bedlam.pdf
Houses of the Blooded is © & ™ 2008 by John Wick. This sheet was created by J.A. Dettman for reference purposes only. 1. BACKGROUND Roll on the following tables to determine the specifics of your family. You have three points with which to modify any roll. A. PARENTS – Roll once for each parent to determine House. – Roll one die for each parent, high result is dominant. B. SIBLINGS – Roll once to determine your birth order (i.e. if you roll a 3 you were born third). – Roll one die and subtract one. This is the number of surviving children in your family. – Roll one die for each surviving sibling. Even results are brothers, odds sisters. C. FAMILY STANDING – Roll one die for each parent to determine that parent’s current title. D. PICK A HOUSE (UNDER THE SHADOW) – Choose a House to align yourself with, your mother’s or your father’s. E. NAME – Your family name is your dominant House. – Your secret name should be secret and is up to you. – Your public name is also up to you. F. AGE – Default age is Spring but talk to your Narrator about what she allows. G. SPOUSE & CHILDREN – Determine whether you are married. – If married, roll to determine how many children you have. H. TITLE – All player characters start as either a Baron or Baroness. 2. VIRTUES The six Virtues are shown at right. – Choose one Virtue as your weakness. You have no rank in that Virtue and can never increase it. – Assign the following ranks to your remaining Virtues at your discretion: 4, 3, 3, 2, 2. – After assigning ranks, add 1 rank to the Virtue associated with your House. 3. PHASES Phases represent your character’s past as well as age. At right are the phases with accompanying benefits A. CHOOSE STARTING PHASE – Typically, player characters start in Spring. Talk to your Narrator about starting in a later phase. B. CHOOSE OR CREATE ASPECTS – Choose or Create a number of Aspects for your character based on your chosen Phase. C. CHOOSE CONTACTS – Pick a number of other player characters to be your character’s Contacts. – For each contact, work with the other player to create a story about how your characters met and why you became such close friends. 4. DEVOTIONS You have 3 points to spend on Devotion to Suaven. – Your starting Devotion to a single Suaven cannot exceed 3. 1 Bear 4 Fox 2 Elk 5 Serpent 3 Falcon 6 Wolf 1 Baron 4 Count 2 Baron 5 Count 3 Baron 6 Marquis HOUSE VIRTUE Bear Strength Elk Cunning Fox Beauty Serpent Wisdom Wolf Prowess Spring (adolescence) Summer (adulthood) Autumn (maturity) Winter (solace) 1-4 Yes 5-6 No 1-2 no children 3-4 one child 5-6 two children Bear’s Strength physical risks Elk’s Cunning Season Actions Falcon’s Courage determination Fox’s Beauty Romance Serpent’s Wisdom knowledge Wolf’s Prowess Duels Spring 2 Aspects 1 Contact Summer 4 Aspects 2 Contacts Autumn 5 Aspects 1 Solace Aspect 3 Contacts Winter 6 Aspects 2 Solace Aspects 4 Contacts Houses of the Blooded is © & ™ 2008 by John Wick. This sheet was created by J.A. Dettman for reference purposes only. 5. DOMAINS The total amount of land that you own is your Domain. – Domains are made up of Provinces. – Each Province is made up of 10 Regions. A. BUILDING YOUR PROVINCE – Your Province begins with two predetermined Regions: the Castle and the Village. – You have 5 points with which you may improve your existing regions or acquire new regions. Each increase in a Regions rank or acquisition of a new region costs 1 point. – You may have multiple Regions of the same type in your Province. – You may not start play with a Region above Rank 3. B. RESOURCES Each region you control that produces Resources, produces a number of Resources each Season equal to its rank (i.e. a rank 2 plain will produce 2 spices or 2 wine). – A Region never produces more than one type of resource in a Season. If it produces multiple resources they are all of the same type. C. VASSALS – You have 5 points with which you may acquire Vassals. – Acquiring a rank 1 Vassal costs 1 point. – You may spend additional points to increase a Vassal’s Rank. – You may not start play with a Vassal above Rank 3. 6. SPEND BONUS POINTS You have 5 bonus points with which you may purchase the options listed below: – Artifact: You may aquire an artifact created by the sorcerer-kings. Each point in an artifact increases its rank by 1. – Aspect: You may spend 1 point for an additional Aspect. You many not have more Aspects than your Season limit plus half your Wisdom rounded up. – Contact: You may spend 1 point to gain an addition contact. – Devotion: You may spend 1 point to increase a Devotion by 1 (max rank 3). – Friend: You may spend 1 point to turn a Contact into a friend. – Region: You may defi ne one of your unexplored Regions or increase the rank of one of your existing Regions (max rank 3) for a cost of 1 point. – Relic: You may spend 1 point to possess an item sacred to one of the greater Suaven. – Ritual: You may spend 1 point to know a sorcerous Ritual. – Vassal: You may spend 1 point to gain an additional Vassal or increase the rank of an existing Vassal by 1. Castle Urban No Resources Farm Rural Food/Industry Forest Rural Food/Lumber Hills Rural Metals/Lumber Mountain Rural Metals/Stone Plains Rural Spices/Wine Ruins Special Shorline Rural Trade Swamp Rural Herbs/Poisons Village Urban Goods Apothecary Creates medicines and treats poisons Caravan Move resources between Regions Artisan Creates Art Court Scholar Deals with sorcery and supernatural threats Herald Delivers information to your people and neighbors Maid/Valet Assists with mundane tasks Personal Guard Increase security and prevent assassination Roadmen Wander the countryside quelling trouble. Spy Network Increase security and investigate other domains Staff Servants that make your Castle run smoothly Spouse Automatic if married. Can’t be purchased.
textdata/thevault/FUDGE & FATE/Houses of the Blooded/Cheats, Sheets, & Extras/HotB_CharGenReference.pdf
Gender: Age: Eyes: Hair: Rank: Initative STR AGL CON INT EDU CHR STRENGHT (STR) Tac Missile Civil Engineer Kg Warhead Computer Kg Archery CONSTITUTION (CON) Construction m Archaic Artillery Carpenter Electronics Repair/Maint. HP Armed Martial Arts L. Blade Climbing Sensor Operation RADS S.Blade Combat Engineer Communications Polearm Environtment Suit Excavation Club Guard/Hunting Beasts Geology Initiative points Autogun Large Watercraft History Skill points Early Firearms Parachute Map Grenade Launcher Riding Marketing Heavy Artillery Scuba Medical Diagnosis Heavy Gun Small Watercraft Trauma Aid Mason Swimming Surgery Mechanic INTELIGENCE (INT) Metallurgy Small Arms Pistol Farming Meteorology Rifle Forward Observer Physics Thrown Weapon Gambling CHARISMA (CHR) Unarmed Martial Arts Ground Tactics Act/Bluff Caliber: Caliber: AGILITY (AGL) Interview Carousing Acrobatics Navigation Disguise Dance Painting Instruction Forgery Perception Interrogation Caliber: Caliber: Ground Vehicle Motorcycle Psycology Language (x ) Tracked Research Language (x ) Wheeled Sculpture Language (x ) Gunsmith Scrouging Language (x ) Caliber: Hovercraft Ship Tactics Language (x ) Intrusion Stalking Leadership Jeweler Streetwise Persuasion Machinist Survival Sing Music Tracking Pickpocket Willpower ATTR. Skill Exp. Asset Caliber: Pilot Fixed Wing EDUCATION (EDU) Glider Admin/Legal Rotatory Wing Anthropology Snow Skiing Biology Stealth Chemistry AV Scratch Slight Serious<= Critical> Current ROF Damage Bulk Magazine R. SS R. Burst Hit Mod. Head 1 Chest 4 Abdomen 5,6 Right Arm 2 Left Arm 3 Right Leg 7,8 Left Leg 9,O -1 Ini -3 Ini -5 Ini q, Location Weight Travel movem. Combat movem. Fuel Cap / Cons Config: TR Susp: HF TF HS TS HR Armament Load Radiological ���������� Weapon Ranges S / M / L / E ���������� Penetration Manteinance Maintenance skill Vehicle Card Player Name: Character Name: Nationality: Attributes ���������� ���������� Skills Service Branch: Radiation Unarmed CD Free Points ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� Night Vision Ammo Fuel Type quick notes Crew Weight Hit Capacity Derived Values Weight Load Aircraft Mechanic ���������� ���������� Throwing Range ���������� ���������� Weapon / Ammo Movement Stabilization Name/Callsign Vehicle Type ���������� ���������� ���������� ���������� ���������� ���������� ���������� ���������� Ammo Counters ���������� ���������� ���������� ���������� ���������� ���������� Combat statistics Weapon Data OTHER SKILLS WEAPONS + AMMO L' A R G O N A U T A http://sites.google.com/site/elrefugidelargonauta/Home STR AGL CON INT EDU CHR Roll � � � � � � Mod <=2 Level Level � � � � � � 2 Final 2 2 2 Promo STR AGL CON INT ST/SD - - - - 4 - - - - 3 - - - - 2 - - - 1 - - - 1 - - 1 - - 1 - 1 - 1 - 1 1 1 Vol. Weight Weapons + Ammunition (Front side): Location Equipment & Properties Background & Personal notes Name Information Name 11th (57-61) 10th (53-57) 9th (49-53) 8th (45-49) 7th (41-45) 6th (37-41) 5th (33-37) 4th (29-33) 3rd (25-29) 2nd (21-25) Secondary Activity Contacts 1st (17-21) Character Generation Basic Attributes Native Languages Language Careers Term number Career 12th (61-65) Equipment or property Solid Contacts Information TOTAL: Background Skills Skill Each Attribute: 2D-6. If attributtes total less than 30 you may add points as desired to bring total up to 30. Alternatively, allocate a total of 32 points; no attribute less than 1 or greater than 10. Aging or activities may raise or lower certain attributes.Maximum positive modifier +2. L' A R G O N A U T A http://sites.google.com/site/elrefugidelargonauta/Home
textdata/thevault/Twilight 2000/3rd party/Twilight 2000 - Character Sheet 02.pdf
Monstrous Pages for Shadow of the Demon Lord Shadow of the Demon Lord ~Credits~ WRITING, DESIGN, and Art Direction: rOBERT j. sCHWALB editing: Tom Cadorette Proofreading and Layout: Kara Hamilton Graphic Design: Hal Mangold and Kara Hamilton ILLUSTRATIONs: Jack Kaiser Noisome Beasts is ©2016 Schwalb Entertainment, LLC. All rights reserved. Shadow of the Demon Lord, Monstrous Pages, Noisome Beasts Schwalb Entertainment, and their associated logos are trademarks of Schwalb Entertainment, LLC. SCHWALB ENTERTAINMENT, LLC PO Box #12548, Murfreesboro, TN 37129 info@schwalbentertainment.com www.schwalbentertainment.com There are monsters everywhere. From the hideous lash crawlers creeping in the darkest places deep beneath the earth to the rampaging boggarts, driven by insatiable hunger and lust to terrorize the lands around them, there seems to be no end to the variation in form and intent when it comes to monstrous creatures. While most monsters tend to be unique beings, spawned from pools of stagnant magic or demonic infl uence, a few have emerged as true species, able to reproduce despite their unnatural origins. Noisome Beasts explores some of the more famous breeds of monster to infest the world, specifi cally those that are noxious and toxic to creatures around them. In the following pages, you’ll fi nd lore and customization options for the amphisbaena, basilisk, catoblepas, cockatrice, and the dreaded manticore. Amphisbaena Eyes of gleaming emerald shine out of the darkness, inexorably drawing the gaze of anyone nearby, holding their attention long enough for the monster to strike. These eyes belong to the amphisbaena, a bizarre, serpent-like creature sporting a head at either end of its body, its transfi xing gaze keeping its intended victims within reach of both. If there’s a place in which these strange serpents cannot adapt, none have yet found it as amphisbaenas have been encountered everywhere from the blasted lands of the Desolation to the icy fi elds of the frozen wastes. Born from Blood: As with many terrible things stalking the lands of Rûl, the amphisbaenas fi rst appeared in the world during the dark tyranny of Gog, not long after the Witch-King transformed his wives into hideous gorgons to prevent his rivals from using them against him. The Witch-King had many sons, and though many were loyal, their loyalty stemmed from fear of earning their sire’s wrath and suff ering his cruel attentions. One son, Astrophon the Blind, who had had his eyes burned from his head by his father, recoiled at the horrors his father let loose and sought to put an end to his father’s tyranny. Astrophon conjured a demon steed and rode the hateful beast north into the shattered lands of the Desolation where the Witch-King had imprisoned his most beautiful bride, the gorgon sorceress Halicale. Within a vast and terrible black palace, the gorgon raged at her captivity, tormenting the blinded sycophants cursed to wait on her. Astrophon descended from the skies, drew his keen blade, which helped him sense his foes, and hunted Halicale, killing her many servants and guardians until the palace halls ran red with blood. When he fi nally found her, the two battled for days, the dark magic of their combat warping the very fabric of the world, releasing innumerable demons and other untold horrors. In the end, Astrophon was victorious, taking off her head with a masterful stroke of his blade. The young hero sought to use the gorgon’s head to petrify his father, so he scooped it up, mounted the demon steed, and fl ew south to confront the Witch- King. The blood weeping from the severed head fell to the ground, and wherever a droplet landed sprang forth an amphisbaena. Over the many leagues of his fl ight, amphisbaenas were created on the lands below, and each quickly adapted to the diff erent environments in which they landed. As the Witch-King’s reign lasted many years after Astrophon’s betrayal, it is clear the young hero’s quest ended in failure. Legend holds that the Witch-King was so impressed by his son’s daring that he rewarded him by sealing him alive inside Halicale’s black palace, where it’s said his screams can still be heard to this day. Great Variety: Extremely adaptable, amphisbaenas thrive in almost any land, even ones normally too cold for serpents to live. Wherever they live, their bodies adapt to their surrounding environments in order to help them hide in the terrain. Thus amphisbaenas living in the frozen wastes have white, gray, and blue scales, while those living among the Burning Vaults of the salamanders have black and orange scales. Despite the variation in appearance, all amphisbaenas share one physical trait: their eyes shine with emerald light. Deadly Hunters: Although they have two heads, amphisbaenas are of one mind when it comes to hunting. The heads display a great deal of cooperation, readily ceding control of the body to the other as the situation demands. One head might pin a creature with its gaze while the other darts forward to deliver its deadly bite. Whether springing out from the shadows to take their victim unawares or darting around their prey to close off avenues of retreat, amphisbaenas prove the truth in the old adage “two heads are always better than one.” Magical Properties: Alchemists claim body parts from amphisbaenas have magical properties and thus fetch high prices on the black market. The most common substance harvested from these creatures is their venom (see Do We Not Die? for details on harvesting poison). Eating amphisbaena fl esh is believed to attract lovers of the opposite sex, while wearing clothing made from amphisbaena skin is said to cure aches in bones. AMPHISBAENA DIFFICULTY 25 Size 2 monster Perception 14 (+4); darksight Defense 16; Health 20 Strength 13 (+3), Agility 15 (+5), Intellect 8 (–2), Will 11 (+1) Speed 12 Immune damage from cold; gaining Insanity; dazed, impaired, stunned Two Heads An amphisbaena can take both a fast turn and a slow turn and can use two triggered actions each round. ATTACK OPTIONS Fangs (melee) +5 (Agility) (1d6 + 1 plus Poison) Poison The target must get a success on a Strength challenge roll with 1 bane or take 1d6 damage and become poisoned for 1 minute. If the target is already poisoned, it takes 1d6 damage. SPECIAL ATTACKS Pinning Gaze The amphisbaena uses an action, or a triggered action on its turn, to fi x its gaze on one target creature within medium range. The target must get a success on a Will challenge roll or become immobilized until it uses an action to remove the affl iction. A success on the roll renders the target immune to this amphisbaena’s use of Pinning Gaze until the target completes a rest. palace, where it’s said his screams can still be heard to this day. 2 Customizing Amphisbaenas Amphisbaenas tend to dwell in lands steeped in magic, places warped by destructive spells or touched by the Demon Lord’s shadow. These environments often cause weird mutations in their bodies. Maddening Gaze Magic powers the amphisbaena’s gaze, giving these monsters the ability to freeze their victims in place. In some monsters, the power runs stronger, causing frozen creatures to experience nightmarish thoughts and visions that induce madness. You can grant this ability to an amphisbaena by removing its Pinning Gaze special attack and applying all of the following changes. INCREASE BY 1 DIFFICULTY STEP Health +10 SPECIAL ATTACKS Maddening Gaze The amphisbaena uses an action or a triggered action on its turn to fi x its gaze on one target creature within medium range. The target must get a success on a Will challenge roll or become immobilized until the amphisbaena becomes incapacitated. At the end of each round a creature remains immobilized this way, it must get a success on a Will challenge roll or gain 1 Insanity. An affected creature can use an action to make a Will challenge roll with 1 bane. On a success, the creature removes the immobilized affl iction. Venom-Spitter Some amphisbaenas develop the ability to spit venom to strike distant enemies. When used in this way, the venom burns the fl esh and can cause temporary blindness. SPECIAL ATTACKS Spit Venom The amphisbaena spits venom at one creature within short range. The amphisbaena makes an Agility attack roll against the target’s Agility. On a success, the venom hits, causing the target to take 1d6 damage and become poisoned for 1 minute. While poisoned in this way, the target is also blinded. Once the amphisbaena uses this attack, it must wait 1 minute before it can use it again. While it waits, any creature making a Strength challenge roll to resist its poison makes the roll with 1 boon. Human-Headed In the most remote corners of the Desolation there dwells a rare strain of amphisbaena, one that has human heads instead of those of a serpent. Legend holds these abominations descend from the fi rst amphisbaenas created by Astrophon. The faces are always female and contorted with madness, but they are far more intelligent than other amphisbaenas and are capable of using magic. INCREASE BY 1 DIFFICULTY STEP Gain horrifying trait Intellect +3 ATTACK OPTIONS Fangs (melee) +5 (Agility) (1d3) MAGIC Power 3 Telepathy† share thoughts (4), mental static (2), mind stab (2), repulsion (1), erase presence (1) †See Demon Lord’s Companion Void-Touched Amphisbaenas living in lands touched by the Void tend to be wilder and less predictable, almost as if possessed by demons. INCREASE BY 1 DIFFICULTY STEP Gains horrifying trait Gain truesight Speed +2 Demonic Shadows Lit areas out to 3 yards from the amphisbaena become shadows. ATTACK OPTIONS Corrupting Poison The target must get a success on a Strength challenge roll with 1 bane or take 1d6 damage and become poisoned for 1 minute. If the total of the target’s roll is 0 or less, the target also gains 1 Corruption. If the target is already poisoned, it takes 1d6 damage. END OF THE ROUND Erratic Roll a d6. On a 1, the amphisbaena attacks itself if it can use actions. On a 2–5, nothing happens. On a 6, the amphisbaena can use an additional action during the next round. Crushing Coils Larger breeds of amphisbaenas can coil their bodies around their victims, tightening until they crush the life out of them. INCREASE BY 2 DIFFICULTY STEPS Size +1 and gains frightening trait Health +20 Strength +2 ATTACK OPTIONS Fangs (melee) +5 (Agility) (2d6 + 1 plus Poison) Poison The target must get a success on a Strength challenge roll with 1 bane or take 2d6 damage and become poisoned for 1 minute. If the target is already poisoned, it takes 1d6 damage. SPECIAL ATTACKS Crushing Grab The amphisbaena makes a Strength attack roll against the Agility of one creature within its reach that is of a Size smaller than itself. On a success, the target takes 1d6 damage and is grabbed until the end of the next round. If the target was already grabbed by the amphisbaena, the amphisbaena gets an automatic success and the target takes 2d6 extra damage. Targets grabbed by the amphisbaena make attack rolls to escape with 2 banes. are capable of using magic. 3 Basilisk Among the most feared and reviled of monsters, basilisks are the embodiment of all things venomous. Able to kill with a glance, potent venom sluicing from their fangs, their mere presence enough to stain the lands in which they live, basilisks are true monsters. Most basilisks dwell in deep caves, hunting other denizens of the depths, but a few fi nd a place in the service of dark wizards, charged with protecting their fabulous treasures, which they do in exchange for a steady supply of sacrifi ces. Legendary Origins: Folklore claims basilisks originated from the eggs of serpents or toads hatched by cockerels in the darkness of a new moon. Others believe them to have been created by the race of serpent people from which lizardmen descend, terrible guardians of forbidden lore. Others still claim they were spawned in Hell and released into the world to spread fear and misery. Whatever their origins, no one can recall a time when the basilisks did not haunt the wild places. They have always been there, hunting and killing, polluting the lands with their foul presence. BASILISK DIFFICULTY 250 Size 3 monster Perception 12 (+2); darksight Defense 18; Health 150 Strength 17 (+7), Agility 11 (+1), Intellect 8 (–2), Will 11 (+1) Speed 12 Captivating Appearance When a creature must make a Will challenge roll with 3 banes. On a failure, the creature gains 1 Insanity and cannot avert its eyes from the basilisk for 1 round. Whether it gets a success or failure on the roll, the creature becomes immune to that basilisk’s Captivating Appearance until the creature completes a rest. ATTACK OPTIONS Fangs (melee) +7 (Strength) with 3 boons (4d6 plus Poison) Poison The target creature must make a Strength challenge roll with 3 banes. A target takes 4d6 damage and becomes poisoned for 1 minute on a failure, or just takes half the damage on a success. If the target is already poisoned, it takes 2d6 damage and becomes dazed for 1 round. END OF THE ROUND Killing Gaze Each creature within medium range of the basilisk that can see it must either use a triggered action to avert its eyes from the basilisk’s gaze or make a Strength challenge roll with 2 banes. For 1 round, a creature that averted its eyes makes attack rolls with 2 banes and other creature make attack rolls against it with 2 boons. A creature that makes the challenge roll and gets a failure takes 3d6 damage. If the damage would incapacitate the creature, it dies. Magnifi cent Monstrosity: Basilisks resemble serpents, measure up to 30 feet long, and weigh several hundred pounds. They have glossy black scales over their bodies, from the snouts of their fl at, wide heads to the tips of their tapering tails. Basilisks have four fangs in their mouths, each dripping potent venom that burns whatever it touches. About one in twelve have a crown-like crest or a patch of white scales on the tops of their heads. Deadly Venom: Considered the kings of serpents for their toxic nature, basilisks can kill with a glance, and the venom dripping from their four fangs can stop a creature’s heart almost at once. The acidic venom dribbles and drips, spilling onto the ground and destroying just about anything it touches. For this reason, the area around a basilisk’s lair tends to be barren, the plants withered and blackened, the ground littered with the bones of dead animals. Fear of Weasels: Basilisks despise weasels and recoil in fear in their presence despite their small size. The basilisk is, of course, more than a match for an ordinary weasel, so once the monster fi nds its courage, the weasel is almost certainly doomed. DIFFICULTY 250 damage would incapacitate the creature, it dies. 4 Basilisk hunters fi nd keeping a weasel or two on hand can buy them the time they need to attack the beast and bring it down. When a basilisk sees a weasel, it must get a success on a Will challenge roll or become frightened for 1 round. While frightened in this way, it cannot use its Killing Gaze. Alchemical Ingredients: Basilisk body parts command a high price in black markets all across the civilized world, which explains why individuals dare to hunt these terrifying beasts. A vial of venom, a dram of basilisk blood, or an intact eye can bring a fortune, up to 20 gc from an interested buyer. Basilisk venom can be harvested using the rules described in Do We Not Die? A basilisk eye can be safely removed from the carcass by spending 1 minute of work with a tool kit and getting a success on an Intellect challenge roll. The basilisk eye retains potency for 1d6 days, after which time it rots away. A creature can make the eye its implement, which grants the creature 1 boon on attack rolls made using Death spells and imposes 1 bane on challenge rolls made to resist Death spells the creature casts. Other body parts are said to have alchemical properties, though none are proven. Alchemists, however, use basilisk blood in the casting of the copper to gold spell. COPPER TO GOLD ALCHEMY UTILITY 6 Requirements You must have an alchemist’s kit, powdered basilisk’s blood, powdered human blood, and vinegar distilled from rare wine (at least 10 gc) Target Up to 100 cp you can reach Duration Permanent Upon casting this spell, you must use your alchemist’s kit and other ingredient to work for 1 hour, during which time you must concentrate. If you work the full hour, you transform the target to gold. The coins have a weird reddish color but have the same value as regular gold crowns. Then, make a Strength challenge roll. On a failure, you permanently reduce your Health by 1d6 from working with the basilisk’s blood. Customizing Basilisks Some basilisks have capabilities beyond those of the normal members of their kind. Poisonous Blood The venom of any basilisk is quite dangerous, but in certain breeds, everything about the creature is extremely toxic. Spilling the blood of such a creature causes the blood to run up the weapon that broke its hide and attack the wielder directly. INCREASE BY 1 DIFFICULTY STEP Health +25 Immune damage from poison; poisoned Poisonous Blood When a creature deals damage to this basilisk with a melee weapon, blood fl ows across the weapon to touch the weapon’s wielder making it subject to the basilisk’s Poison. Eroding Breath Basilisks have foul breath to be sure, but those with eroding breath issue exhalations of such vileness that they kill plants and shatter stones. Basilisks with this trait tend to be found in the Desolation. INCREASE BY 1 DIFFICULTY STEP Health +25 Immune damage from poison; poisoned END OF THE ROUND Eroding Breath The ground within 2 yards of the basilisk becomes diffi cult terrain. Each object made from earth or stone within this area also takes damage equal to its Health. Finally, each living and breathing creature in the area must get a success on a Strength challenge roll or take 2d6 damage and become poisoned for 1 minute. A creature already poisoned takes 2d6 extra damage. Toxic Scales The glistening scales covering basilisks’ bodies are quite striking, as bright as polished obsidian. Some basilisks, though, have dull, matte scales, made so by the creature’s foul excretions. Physical contact with the monster’s body exposes the creature to the poisonous substance, which causes pain so intense it can stop the heart. INCREASE BY 1 DIFFICULTY STEP Health +25 Immune damage from poison; poisoned Toxic Scales Plants touching this basilisk take damage equal to their Health. Any living creature that touches the basilisk takes 1d6 damage and must get a success on a Strength challenge roll with 4 banes or take 4d6 damage and become poisoned for 1 minute. A creature already poisoned takes 4d6 extra damage. Catoblepas Not all monsters are inimical to people. Some even avoid other creatures. Such is the case of the catoblepas, a queer mid-sized beast found roaming the dunes and badlands of the Desolation. The catoblepas roots through the rubble for the scant, tough foliage growing there and the infrequent pools of water yet to be stolen by the high heat of the landscape. An inoff ensive brute, the catoblepas keeps its distance from other creatures, but if one draws too close, it readily employs its potent breath to keep predators at bay. 5 Cattle of the Wastes: A catoblepas has the body shape of a bison, and thick, black armored plates cover its back in the manner of an armadillo. It has an overlarge, shaggy head from which sprout a pair of twisting horns. Its thick legs end in hoofs divided into three toes. Although shaggy and armored, the catoblepas has no trouble with extreme heat or deprivation. Morose Beasts: The catoblepas takes its name from a High Archaic word that means “to look down,” because these beasts keep their heads pointed at the ground, almost as if they were too heavy to lift. Add to this posture their red-rimmed eyes and mournful lowing, and one can understand their reputations for being melancholy creatures. Uncertain Origins: The best theory about the origin of these creatures is that they were herd animals in the wastes altered by the destructive magic used by the trolls and their faeries in their ancient wars. Their natural hardiness allowed them to adapt to their ruined environment. However, they still need to eat and food is scarce in their territory, thus they are few in number, rarely encountered in groups larger than three. CATOBLEPAS DIFFICULTY 100 Size 2 monster Perception 11 (+1) Defense 18; Health 80 Strength 15 (+5), Agility 10 (+0), Intellect 6 (–4), Will 9 (–1) Speed 8 ATTACK OPTIONS Horns (melee) +5 (Strength) with 1 boon (2d6) SPECIAL ATTACKS Poisonous Cloud The catoblepas exhales a toxic cloud to spread across a 6-yard cone originating from a point it can reach. The cloud partially obscures its area and remains for 1 round or until dispersed by wind. The poisonous cloud deals 6d6 damage to each living creature in the area that is not a catoblepas. A creature that gets a success on a Strength challenge roll with 1 bane takes half the damage. Any creature incapacitated by this damage turns into a stone statue and dies. A catoblepas must wait 1 round before it can use Poisonous Cloud again. Rancid Odor: The catoblepas gives off the foul odor of spoiled milk, a stench wafting out of their mouths. The reason for this unwholesome smell is that it has a special organ in its gullet, used to help break down rocks and other inorganic materials it eats. When threatened, the catoblepas belches up gasses from this organ that billow out from its mouth in a toxic cloud of lethal potency. Customizing the Catoblepas The catoblepas has a great deal of variety in its form. Some specimens have the heads of hogs, while others have long, fl exible necks. Some have thick black bristles sprouting out from between their armored plates, and some have thick manes. Nearly all share the same capabilities, however, with a few that are the exception to the rule. Lethal Stare That the catoblepas is said to have a gaze that can kill is most likely apocryphal, but some travelers swear the beasts can kill with a glance. INCREASE BY 1 DIFFICULTY STEP Health +10 SPECIAL ATTACKS Lethal Stare The catoblepas raises its head to peer at one creature within short range. If the creature can see, it must get a success on a Strength challenge roll with 1 boon or take damage equal to its Health. A creature with Health 50 or more makes the challenge roll with 3 boons. Customizing the organ that billow out from its mouth in a toxic cloud of lethal potency. 6 Cockatrice Many monsters are hybrids, possessing the features and traits of other creatures. The cockatrice is a classic example, combining the forms of a dragon and rooster. This would normally be strange enough, but the cockatrice has another power that makes it one of the most dangerous monsters: with a touch of its beak, it can turn fl esh to stone. Man-Sized Monster: A cockatrice has the body of a scaled reptile with a bulging belly and bat-like wings in place of forelimbs. It has the feathered head and legs of a rooster, and its eyes glow with a reddish light. Most cockatrices stand about 6 feet tall and weigh 200 pounds. Common Origins: Myths about the cockatrice originate from the same stories about basilisks, legend holding that cockatrices hatch from chicken eggs incubated by toads or serpents. The similarities to the basilisk’s origins hints that these creatures appeared at the same time or, possibly, spawned from the same source. Just as basilisks are believed to have been created by a race of primeval serpent people, so too is it believed cockatrices were products of the same experimentations and have since reproduced in numbers enough to become a full species. Turn to Stone: What makes cockatrices such worrisome monsters is their ability to turn fl esh to stone with a touch of their beaks. This magical ability is key to how the monster both hunts prey and protects itself from other predators. Cockatrices are neither strong nor fast, which makes them easy pickings for bigger, hungrier creatures. But the ability to petrify living creatures gives the cockatrice a decisive advantage. Those touched by its beak feel their bodies grow heavy and leaden, as if weighted down. Repeated pecks cause the fl esh to calcify until it turns to stone, killing the victim instantly. Cockatrices can eat just about anything. They eat small stones to help digest food. Their beaks are quite strong and can break apart petrifi ed bodies so they can get to the threads of soft tissue trapped in the rock. Since cockatrices are not voracious eaters, one can usually fi nd an assortment of petrifi ed creatures around the caves in they make their lairs. COCKATRICE DIFFICULTY 25 Size 1 monster Perception 11 (+1) Defense 14; Health 20 Strength 12 (+2), Agility 12 (+2), Intellect 6 (–4), Will 10 (+0) Speed 6; fl ier ATTACK OPTIONS Beak (melee) +2 (Strength) with 1 boon (4d6 plus Petrify on a 20+ against a living target) Petrify The target becomes slowed for 1 minute as its body grows heavy. If the target is already slowed this way, it instead takes 4d6 extra damage. A target incapacitated by this damage turns into a stone statue and dies. Customizing Cockatrices Variations among cockatrices tend to be cosmetic, but there is at least one signifi cant exception. Two-Headed The two-headed cockatrices is quite rare and greatly feared. A vicious and aggressive monster, its two heads constantly snap at each other whenever the beast is not on the hunt. As a result, each head sports stony patches from being nicked by the other’s beak. INCREASE BY 2 DIFFICULTY STEPS Defense +2; Health +20 Two Heads A cockatrice can take both a fast turn and a slow turn and can use two triggered actions each round. from the same source. Just as basilisks are believed to have been created by a race of primeval serpent can usually fi nd an assortment of petrifi ed creatures around the caves in they make their lairs. COCKATRICE Size 1 monster Perception Defense Strength Will Speed ATTACK OPTIONS Beak Petrify on a 20+ against a living target) Petrify as its body grows heavy. If the target is already slowed this way, it instead takes 4d6 extra damage. A target incapacitated by this damage turns into a stone statue and dies. Customizing Cockatrices Variations among cockatrices tend to be cosmetic, but there is at least one signifi cant exception. Two-Headed The two-headed cockatrices is quite rare and greatly feared. A vicious and aggressive monster, its two heads constantly snap at each other whenever the beast is not on the hunt. As a result, each head sports stony patches from being nicked by the other’s beak. INCREASE BY 2 DIFFICULTY STEPS 7 Manticore Manticores terrorize the lands they inhabit. These man-eaters appear in local legends all across Rûl and are known by many diff erent names. The centaurs of the Endless Steppe know them as “lampagos,” while the people of Tear refer to them as “man-tigers.” Throughout the Nine Cities, where manticores cause endless trouble for merchant caravans, they are known as “satyrals.” Regardless of what they are called, people all over fear manticores for their viciousness and cruelty, for they are relentless killers that seem to delight in the suff ering of their victims. Hybrid Forms: Manticores combine the forms of a few diff erent creatures. They have the bodies of lions or tigers, the fur covering their forelimbs giving way to scaly fl esh and sharp talons. From their backs sprout enormous black bat wings, with tails like those of enormous scorpions, black chitinous protrusions ending in barbed spikes dripping with venom. The most horrifi c aspect to their appearance, though, is their human visages. Rather than lion heads, they have the snarling, bestial faces of people, warped almost beyond recognition. Troll Creations: In the hateful wars between trolls and faeries, the trolls used dark power to create soldiers to fi ght for them. Manticores were made from captured faeries fused to ordinary beasts so that other faeries would be demoralized by seeing familiar faces attached to the bodies of abominations. Although these ancient wars have long since ended, manticores survived, passing down their accursed existence to countless off spring, each generation worse than the last. Cruel Hunters: A deadly predator, the manticore claims large swathes of land, soaring above at night in search of fl esh on which it might feed its prodigious appetite. Manticores typically survive on herd animals but prefer human or faerie fl esh. They never pass up the chance to make a meal on some shepherd or a lost child. The perverse delight the manticore takes in the act of killing makes it viciously cruel, and unless starving, it draws out the hunt, taking its time to slowly circle around the victim, swooping in to slash its fl esh into ribbons and then up into the air again, all the while laughing at their victims’ cries. Vicious Mockery: Manticores have the ability to make sounds akin to speech, but most just echo what they hear without showing any understanding of what they say. They enjoy reproducing their victims’ cries and pleading, parroting the sounds they make as if mocking them. While most manticores lack the ability to comprehend what they say, some do have the capacity for speech and when they do, it is always Dark Speech. MANTICORE DIFFICULTY 250 Size 2 horrifying monster Perception 15 (+5); darksight Defense 16; Health 150 Strength 16 (+6), Agility 11 (+1), Intellect 7 (–3), Will 14 (+4) Speed 12; fl ier Immune gaining Insanity ATTACK OPTIONS Claw (melee) +6 (Strength) with 2 boons (2d6) Teeth (melee) +6 (Strength) with 2 boons (2d6 + 1) Stinger (melee) +6 (Strength) with 2 boons (1d6 plus Poison) Poison A living target must get a success on a Strength challenge roll with 3 banes or take 5d6 damage and become poisoned for 1 minute. If the target is already poisoned, it instead takes 3d6 extra damage. SPECIAL ATTACKS Rend The manticore attacks twice with its claw and once with its teeth. Swift Sting At any point during the round, the manticore can use a triggered action to attack with its stinger. Customizing Manticores Variations among the manticores normally involve facial features with many having the faces of baboons, human women, or monstrous, tusked visages. Color variations are also common, often showing up as stripes or spots, or fur that is black, white, or yellow. Magic-Using Not all manticores let themselves be ruled by their appetites. Some have greater ambitions. Magic- using manticores are cunning creatures, their minds awakened to even greater evil. Such creatures, sometimes called sphinxes, position themselves at the center of large humanoid settlements, making slaves of their prey to use them to advance their agendas. To create a magic-using manticore, increase its Intellect to 14 and give it traditions and spells for its Diffi culty as described in the main rulebook (Shadow, page 263). Spiked Tail Many manticores have spiked tails from which drip venom, and they can fl ick their tails to hurl a spike at their prey. Such manticores have 1d3 + 3 spikes at the ends of their tails. The manticore regrows missing spikes after 1d6 days. Replace the manticore’s stinger with the following attack option. ATTACK OPTIONS Tail Spike (medium range) +1 (Agility) with 2 boons (1d3 plus Poison) Poison A living target must get a success on a Strength challenge roll with 3 banes or fall prone and become immobilized. While immobilized, the target is defenseless. 8
textdata/thevault/Shadow of the Demon Lord/Monstrous Pages/SotDL - Monstrous Pages - Noisome Beasts.pdf
Random Encounters for BOOT HILL Have you ever wanted to play Boot Hill but didn’t have a moderator? Or have you, as the moderator, ever wanted to lighten your burden? Or have you ever finished an adventure early and just wanted to kill some time? The answer is to have a random encounter chart. This almost totally eliminates the need for a moderator and relieves all the demands of role-playing, for the most part, on the players. For an example, I have made up a wilderness encounter chart; encounter charts could be made up of cities or rural areas. For each day in the wilderness, roll a six-sided die. A roll of six indicates an encounter. If an encounter is indicated, roll percentile dice and consult the table below: Wilderness Encounter Table (WET) Roll Encounter’ 1-10 2-12 mounted bandits, armed with an assortment of revolvers and rifles. There is a 15% chance of $l-6,000. Otherwise there will be $1-10 per bandit. 11-40 2-12 wagons containing 1-4 homesteaders apiece. There is also a 50% chance of cows (1-12) and a 25% chance of pigs (1-6). The wagons are usually loaded with foodstuffs, clothing, furniture, etc. . . . 10-60% of the homesteaders are armed (rifles) and know how to use them. The homesteaders that are armed have a 50% chance of having $1-10 apiece. 41-45 1-3 clergy-unarmed-20% chance of having $1-20 in gold. 46-65 Soldiers-75% chance of a detachment (7-12 + Leader) and a 25% chance of a Troop (42-52 incl. Leaders and scouts) soldiers. Soldiers are mounted, and are armed with SAR’s and Standard Army Issue rifles. Each soldier has $2-40. 66-75 Indians 1-40. 95% are mounted. All Indians are armed with Tomahawks and/or knives, 40% are armed with bows, 20% are armed with lances, 20% with Civil War rifles, 10% with standard rifles, and 10% with revolvers. 76-80 Pony Express Rider-Has $1-20 and is armed with a DAR and a standard rifle. There is a 75% chance that he has a good horse and a 25% chance he has an excellent horse. 81-85 Trapper - Armed with DAR, Buffalo Rifle, Throwing Knife and Axe. A trapper has 1-3 horses (75%) or 1-3 donkeys (25%). There is a 50% chance that he has $1-20. 86-90 Posse consisting of 3-18 men armed with DAR’s and standard rifles. Posses are mounted. 91-85 Stagecoach - Has a guard, driver and 1-6 passengers. Guard is armed with DAR and standard rifle. 1-4 passengers are armed (30% chance CBR, 20% chance SAR, 10% chance DAR and 40% chance standard rifle). There is a 50% chance that each passenger has $1-20. 96-100 Packet Train 1-10 wagons - l driver per wagon - armed with SAR and shotgun. Cargo is determined by Moderator – it is usually foodstuffs. Each driver has a 20% chance of having $1-10. As you can see, this chart contains many possible variations with the possibilities being endless. After using this type chart for a while you will find that the most enjoyable adventures can come through it. City Encounter Tables (day and evening) This chart is modeled after the fact that most towns specify the characteristics or weapons of each encounter so the referee may suit each one to fit into his game. The referee may also decide when there should be a chance for an encounter (1 every hour, half-hour, etc.) Town till 8 p.m. (1 out of 6 chances) Town after 8 p.m. (2 out of 6 chances) 1 Pickpocket I Lady of the evening 2 Stealing job offer* 2 Murder job offer* 3 Mugged by 1 person 3 Mugged by 2 people 4 Questioned by deputy 4 Small posse after you(armed) 5 Irate merchant after you 5 Vigilantes ambush you 6 Shot at by I person 6 Shot at by 2 people 7 Jumped by I person 7 See bank being robbed 8 Small posse after you (unarmed) 8 Jealous husband 9 Harm person job offer* 9 Escaped prisoner 10 Drunk wants to fight you 10 Insane gunfighter 11 Deputy shoots at you 11 Shot at by 3 people 12 Arson job offer* 12 Challenged to a gunfight 13 Undercover deputy 13 Mistaken for a murderer 14 Mugged by 2 people 14 3 deputies try to arrest you 15 See mugging 15 Lynch mob after you 16 Gunfighter wants to gunfight you 16 Large brawl in street 17 Murder job offer* 17 Wanted man with a price on his head 18 Falsely arrested 18 Hidden sniper 19 Shot at by 2 people 19 Large posse afte you (armed) 20 2 deputies after you 20 U.S. Marshal tries to arrest you *Most job offers are made by merchants wanting their competition eliminated.
textdata/thevault/Boot Hill/3rd Party/Boot Hill - Random Encounters.pdf
North of the Hyborian lands lies pale and misty Hyperborea, an unwelcoming wasteland that offers no warmth to visitors, of which there are very few. Unless they happen to arrive in a slave caravan, as did a young Cimmerian once upon a time... 20 E ven though most sorcerers work alone, many have found the need for mutually supportive communities for darksome training and better understanding of the esoteric tomes they study. Indeed, given the scarcity of truly powerful tomes, it is understandable that the possessors of such tomes would fi nd themselves at the centre of such gatherings, and the truly powerful practitioners of the art fi nd themselves equally sought after by others. Other societies are formed by those practitioners who, either through obsession or temperament, long to be a leader. Such is the case with the White Hand of Hyperborea, a sorcerous cult devoted to Louhi, considered to be the avatar of a death goddess. The White Hand is a strange cult of wizard-assassins that holds power in Hyperborea through the terror of their horrible arts. They kill without leaving a mark and fi ght only with their strange, platinum- tipped rods. Those who serve in the White Hand undergo strange mortifi cations of body, mind and will. They are accounted The White Hand of Hyperborea the deadliest fi ghters in the world, immune to fear and pain. In addition to the death goddess, they worship a whole host of devil-gods and avatars. All members of the White Hand are subject to The Rule of the Master (see the Conan RPG for details). Even the brooding Cimmerians, amongst their forested ridges and misty hills, know the infamous the White Hand. The sight of it can set a brave man to trembling. Members of this order are known as Witchmen or Witchwomen, all of who are virtual devils in human guise, without the taint of compassion or any other constraint that limits other men to sensible or moral behaviour. This organisation is small, though its leader, Louhi, longs for it to reach the size and prestige of the Black Ring of Stygia. Even so, perhaps because she Vincent Darlage Soon the trail of the Hyperborean horses faded out on stony soil. But there was little chance to lose the trail, for now and again he passed a sign that his son’s abductors had left to guide him; the imprint of a hand, white against rock or soil. Betimes it was seared into the dry, scrubby grass of a hummock like a pattern of frost left by a blast of preternatural cold. Witchcraft! He growled, deep in his throat, and his napehairs prickled. His own homeland, Cimmeria, lay to the northwest. His primitive folk knew of the White Hand, dread symbol of the Witchmen of Hyperborea. He shivered at the thought that his son was their captive. L.Sprague de Camp and Lin Carter, The Witch of the Mists The Roleplaying Game 21 also has the services of the infamous Witchmen of Hyperborea and became an avatar of their horrible god, her magical order has gained the attention of Thoth-Amon of the Black Ring, as well as the Scarlet Circle in far Khitai. The Witchmen of Hyperborea The Witchmen and Witchwomen of Hyperborea serve the sorcerers and sorceresses of Hyperborea, learning from them, serving them and protecting them. As with all prestige classes in the Conan RPG, this class is a favoured class for any who meets its requirements. Low level Witchmen serve as shock troops and assassins for the Witch Kings and Queens. Until they reach 6th or 7th level, they are required to dress in skin tight black clothing and featureless white ivory masks while in public view. They are taught to not divulge their emotions, lending them expressionless faces at higher levels, which aids them in Bluff checks. At ninth level, the character is deemed a Witch King or Witch Queen and usually begins his or her own cabal of Witchmen, although all are still considered part of the White Hand. Individual avatars may order their Witchmen to display their own symbol on their black uniform. For example, Vammatar’s Witchmen, in de Camp and Carter’s Legions of the Dead, had a red emblem on their chests. Hit Die: d6. Requirements To qualify to become a Witchman of Hyperborea, a character must fulfi l all of the following criteria. Sorcery Styles: Must know at least two sorcery styles. Codes of Honour: Must not have a code of honour. Skills: Knowledge (arcane) 5 ranks, Perform (ritual) 5 ranks. Race: Must be Hyperborean. Religion: Must be a worshipper of the Death Goddess of Hyperborea in good standing. Corruption: 1 or higher. Special: Must have been a member of the White Hand coven for at least a year. Class Skills The Witchman of Hyperborea’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (alchemy) (Int), Craft (herbalism) (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), and Sleight of Hand (Dex). See the Conan RPG for skill descriptions. Skill Points At Each Level: 6 + Int modifi er. Class Features All of the following are class features of the Witchman of Hyperborea prestige class. Weapon and Armour Profi ciency: The Witchman of Hyperborea gains no new weapon or armour profi ciencies. Note that armour check penalties for armour heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand and Tumble. Advanced Spell: At 3rd level and every level thereafter, the Witchman of Hyperborea improves his knowledge of any one of the sorcery styles he already knows by gaining any one of the advanced spells listed under the style. The Witchman of Hyperborea is taught this spell by his Witch King or Queen and does not get to choose his own spell. This is a supernatural ability. New Sorcery Style: This new sorcery style may be chosen either from the Conan RPG or from The Scrolls of Skelos, and the Witchman of Hyperborea also gains the basic spell associated with it. Scholar Levels: The Witchman of Hyperborea may add his Witchman of Hyperborea class level to his scholar class level for the following purposes: gaining bonus spells for high Intelligence, determining effective scholar level when casting spells. This is a supernatural ability. Witchman Accoutrements: The Witchman gains a Rod of the Witchman and The Faceless Costume for free. If the Witchman dies, the Rod and the Costume are removed from the dead body so that others cannot steal them. Exotic Weapon Profi ciency: The Witchman of Hyperborea is profi cient with the use of the Rod of the Witchmen (see below). Bonus Feats: The Witchmen of Hyperborea gain a bonus feat at 1st, 2nd, 3rd, 4th and 5th levels as they develop their fi ghting styles at the expense of magical power. They may choose from the following feats: Combat Expertise, Improved Disarm, Improved Feint, Striking Cobra, Weapon Finesse. Mortifi cation of Body (Ex): The Witchman of Hyperborea gains curiously green eyes and his body is trained not to telegraph coming attacks or movements or to reveal emotion. The green eyes allow the Witchman to take the Steely Gaze The Witchmen of shadowy Hyperborea were feared far and wide for their uncanny mastery of the black arts… L.Sprague de Camp and Lin Carter, Legions of the Dead 22 feat even if he does not otherwise meet the prerequisites. The body training gives the Witchman a Bluff bonus equal to his class level. Hyperboreans are naturally thin and gaunt, and this mortifi cation makes them even more so. Mortifi cation of Mind (Ex): The Witchmen are trained to obey their leading avatar and to not feel the emotions their faces already refuse to betray. As cold as the land they live in, they are inscrutable and alien in thought. This makes them extremely resistant to mental domination from anyone other than their avatar. The Witchman gains a +2 bonus to Will saves against spells from the Hypnotism and Divination styles. They gain a -2 penalty against any spell of any school cast by their avatar. Mortifi cation of Soul (Ex): The Witchman is twisted and vile through his training. He has no sense of right or wrong, only a duty to his avatar. He automatically gains a point of corruption and a +1 power point bonus. His soul is so cold, he can sear his emblem, the White Hand, onto any surface with a press of his palm, leaving a white imprint as if frosted. Leadership: The Witchman of Hyperborea that reaches this level becomes a Witch King or Witch Queen and gains the Leadership feat as a bonus feat. If the character already has the feat, he gains the Enhanced Leadership ability as a 6th level Noble (see the Conan RPG). Avatar (Su): The avatar of a Hyperborean Witchman Cult gains all the benefi ts of The Rule of the Master (see the Conan RPG). Hyperborean avatars also have damage reduction equal to their Cha bonus derived directly from their magical natures, rather than from the hardness or natural armour of their bodies. This is indicated in the entry for Damage Reduction by the parenthetical note (avatar) after the number. Any damage reduction gained in this way can be removed by use of the incantation of Amalric’s witchman spell. Avatars immediately gain a +10 bonus to Reputation. The avatar becomes the sponsor of his or her own arcane religion (see The Scrolls of Skelos). That of Louhi, the Death Goddess, is detailed below. New Arcane Religion Louhi, Death Goddess of Hyperborea Class Level Base Attack Bonus Base Dodge Bonus Base Parry Bonus Magic Attack Bonus Fort Save Ref Save Will Save Special 1 +1 +0 +0 +1 +0 +2 +2 Scholar Levels, Bonus Feat, Exotic Weapon Profi ciency, Witchman Accoutrements 2 +2 +0 +0 +2 +0 +3 +3 Bonus Feat, Advanced Spell 3 +3 +1 +1 +3 +1 +3 +3 Bonus Feat, New Sorcery Style 4 +3 +1 +1 +3 +1 +4 +4 Mortifi cation of Body, Bonus Feat 5 +5 +1 +1 +4 +1 +4 +4 Bonus Feat, Advanced Spell 6 +6 +2 +2 +5 +2 +5 +5 Mortifi cation of Mind, New Sorcery Style 7 +6 +2 +2 +6 +2 +5 +5 Advanced Spell 8 +7 +3 +3 +6 +2 +6 +6 Mortifi cation of Soul, Advanced Spell 9 +8 +3 +3 +7 +3 +6 +6 Leadership, New Sorcery Style 10 +9 +3 +3 +8 +3 +7 +7 Avatar, Advanced Spell Table 01: The Witchman of Hyperborea It was deserted, save for an old woman with lank grey hair. She squatted atop a circular stone dais, staring into the flickering flames of a dish of red coals. This he knew for Louhi, priestess- queen of the Witchmen, who regarded her as the living avatar of their death-goddess. L.Sprague de Camp and Lin Carter The Witch of the Mists 23 Although Louhi is a mortal sorceress, she is considered to be the living avatar of the Hyperborean death- goddess. She is the master of the cult and all worshippers must follow the Rule of the Master as given in the Conan RPG. She teaches magic, warping her followers’ bodies, minds and souls, in exchange for their obedience. Requirements of Worship: Pay a tithe worth 1 sp/level/month to the local priests of Louhi, attend at least one cult meeting/month. Benefi ts of Worship: Spells (Counterspells, Curses, Divination, Immortality, Necromancy, Oriental Magic, Prestidigitation). Requirements for Ordained Priesthood: Standard, plus as follows: must know at least three sorcery styles and three advanced spells; Knowledge (arcana) 8 ranks; must give up at least three magical links to oneself to the cult’s avatar. Benefi ts of Ordained Priesthood: Standard, plus sorcery teaching is available (Counterspells, Curses, Divination, Immortality, Necromancy, Oriental Magic, Prestidigitation) Typical Punishments for Disloyal Priests: Killed in a sorcerous ritual. New Spell Legions of the Dead* PP Cost: 1 point/5 corpses Components: V, S, F Casting Time: 1 full round Range: Close (25 ft. + 5 ft. per scholar level) Effect: Up to 5 corpses per scholar level Duration: Concentration plus 1d6 hours Saving Throw: See Below Prerequisites: Raise Corpse, Magical Attack Bonus 10+ This spell works as a more powerful version of Raise Corpse, allowing a veritable army of undead to rise and work for the sorcerer. The undead follow the sorcerer’s verbal commands until the spell expires, when the undead become lifeless corpses again. * This spell can have severe repercussions on a campaign world and is subject to Runaway Magic (see the Conan RPG). New Magical Device The Rod of the Witchmen Character Level Scholar Level Witchman Level Witchman of Hyperborea Magical Attack Bonus 1 1 - Lesser Ill-Fortune +0 2 2 - Calm of the Adept +1 3 2 1 - +2 4 2 2 Ill-Fortune +3 5 2 3 Raise Corpse +4 6 2 4 - +4 7 2 5 Death Touch +5 8 2 6 Astrological Prediction +6 9 2 7 +7 10 2 8 Gelid Bones +7 11 3 8 Agonising Doom, Greater Ill-Fortune +8 12 4 8 Warding, Visions +9 13 5 8 Sorcerous News +9 14 5 9 Free Choice +10 15 5 10 Free Choice +11 Table 02: The Acolyte Path of the Witchman of Hyperborea One of the black- clad men closing in on him had glided close with magical swiftness. With one bony hand, the man caught the pony’s bridle. With the other, the man had whipped up his slender wooden baton. The ball on one end had stroked the hollow of Conn’s elbow. The touch of the rod, wielded with exquisite control, had struck the cluster of nerves under the joint. The pain was blinding. L.Sprague de Camp and Lin Carter, The Witch of the Mists 24 The Rod of the Witchmen, which can be used as a fi nesse weapon, provides a profi cient wielder with ability to stun his opponents with blinding pain. A foe touched by this weapon is forced to make a Fortitude saving throw (DC 10 + one-half your character level + Magical Attack). Armour is no defence against this attack. If the defender fails his saving throw, he is stunned for 1 round (until just before your next action). A stunned character may not act and loses any Dodge or Parry bonus to Defence Value. Attackers get a +2 bonus on attack rolls against a stunned opponent. These rods or batons are over two feet long and made of sleek, gleaming black wood. The ends of each rod are tipped with spherical knobs of platinum slightly smaller than a fowl’s eggs. Purchase Price: 20,000 sp New Unusual Item The following item is not magical, but may be regarded as magical by the ignorant. It is diffi cult to buy, as someone has to kill a Witchman in order to have one to sell. This item is only ever offered for sale at the Games Master’s discretion. The Faceless Costume The Witchmen of Hyperborea dress in the costume created by Vammatar: a skin-tight black outfi t with tight cowl and an ivory mask without features save for two small eye-slits. This costume is frightening to look upon and gives the Witchman a +4 circumstance bonus to Intimidate and Bluff checks. Its overwhelmingly black look gives the Witchman a +1 circumstance bonus to Hide checks in darkness or shadows. Purchase Price: 2,000 sp (the ivory mask is a work of art in and of itself, and the costume and mask is fi tted exactly to its wearer to maximise the impact. The price is high also because of the extremely limited supply) Louhi, the Witch of the Mists Medium Human Hyperborean Female 10th level Scholar / 10th level Witchman Hit Dice: 10d6+20 plus 10 (65 hit points) Initiative: +12 (+2 Dex, +10 Ref) Speed: 30 ft. DV (Dodge): 20 (+2 Dex, +8 Level) DV (Parry): 18 (+0 Str, +8 Level) DR: 5 (avatar) Base Attack Bonus/Grapple: +16/+16 Attack: Dagger +18 melee (1d4/19-20/x2 / 1 AP) Full Attack: Dagger +18/+13/+8 melee (1d4/19-20/x2 / 1 AP) Space/Reach: 5 ft./5 ft. Special Attacks: Spells Special Qualities: Background (lay priest), knowledge is power, increased maximum power points, mortifi cation of body, mortifi cation of mind, mortifi cation of soul, avatar Magic Attack Bonus: +17 (+12 base +5 Cha bonus) Saves: Fort: +9, Ref: +12, Will: +17 (+2 bonus to Will saves against spells from the hypnotism and divination styles) Attributes: Str 11, Dex 15, Con 16, Int 16, Wis 17, Cha 21 Skills: Bluff +26, Concentration +16, Craft (alchemy) +16, Craft (herbalism) +16, Craft (stone) +5, Decipher Script +16, Diplomacy +13, Gather Information +13, Heal +5, Hide +12, Intimidate +30, Knowledge (arcana) +26, Knowledge (religion) +28, Knowledge (local) +16, Move Silently +12, Perform (ritual) +27, Profession (priestess) +5, Sense Motive +28, Sleight of Hand +12 Feats: Adept (necromancy), Combat Expertise b, Exotic Weapon Profi ciency (Rod of the Witchmen) b, Hexer, Improved Disarm b, Improved Feint b Iron Will b, Leadership b, Menacing Aura, Negotiator, Opportunistic Sacrifi ce, Priest, Ritual Sacrifi ce, Sorcerer’s Boon, Steely Gaze, Striking Cobra b, Tortured Sacrifi ce, Weapon Finesse b Climate/Terrain: Hyperborea Organisation: The White Hand It was their faces that struck into his heart the thrill of superstitious awe. For they had no faces! Beneath the tight-fitting black cowls, their visages were smooth, blank, white ovals. L.Sprague de Camp and Lin Carter, The Witch of the Mists 25 Base Power Points: 11 Maximum Power Points: 33 Reputation: 72 (villain) Louhi may apply her +8 Reputation bonus to all Bluff, Intimidate and Gather Information checks when dealing with others Corruption: 9 (corrupt) Louhi is extremely thin and bony Advancement: By Character Class b = Bonus feat s = Chosen in lieu of a sorcery style Louhi’s background is as a lay- priestess in the temple of an unnamed death goddess of Hyperborea. She became an acolyte of Vammatar, a powerful necromancer gifted with eternal youth. Louhi herself eventually became a high priestess. In Conan’s youth, Louhi served Vammatar the Witch-Queen as a high priestess at Castle Haloga, where she was notably critical of Vammatar’s pursuit of sensual pleasures. After Vammatar’s death, she moved her base of operations to Pohiola. As she can change shape into animal forms, she must have either travelled to the Orient, hosted an Oriental sorcerer or bargained with a demon for the Oriental Magic style at some point in her career. She became identifi ed as the avatar of the death-goddess and took control of the White Hand. Seeking more power, she allied herself with Thoth-Amon and several other notable sorcerers of the Hyborian Age. Turning herself into a white stag, she lured King Conan’s son into a trap. King Conan arrived at her citadel and, during the course of combat, set her on fi re. She was last seen blazing past Conan. She is presumed dead, her corpse buried underneath the rubble of her citadel. She appears as an incredibly ancient woman. Although her rival, Vammatar, held the guise of eternal youth, such is not the interest of Louhi, although she is more than capable of performing that particular spell, having learned it from Vammatar herself. Louhi’s expressionless face is furrowed with a thousand wrinkles and her grey hair dangles in an unkempt manner. She is thin, tall and gaunt. Louhi’s overriding weakness was curiosity, which ultimately led to her downfall. Thoth-Amon told her to kill Conan on sight, but she wanted to fi nd out for herself why such a powerful wizard feared a mere mortal man. She found out. Spells: Louhi knows the following styles and spells: Counterspells: Warding; Greater Warding Curses: Lesser Ill-Fortune, Ill- Fortune; Greater Ill-Fortune; Gelid Bones; Draw Forth the Soul b Divination: Astrological Prediction; Visions; Sorcerous News Immortality: Witch’s Vigour; Eternal Youth; Life Drain b Necromancy: Raise Corpse; Death Touch; Agonising Doom; Draw Forth the Heart; Legions of the Dead Oriental Magic: Calm of the Adept; Shape-Shifter Prestidigitation: Conjuring, Telekinesis b = Bonus spell Adventure Hooks Howard’s The Hyborian Age establishes that many aspects of this age has carried forward to the modern era. Finnish Mythology has a goddess named Louhi who rules the icy realm of Pohjola. Perhaps this is a racial memory. Perhaps she survived Conan’s attack and later achieved godhood. Also, from Finnish Myth, Louhi has several beautiful maiden daughters who sends suitors on impossible tasks – and Louhi, critical of fl eshly pleasures, ensures that these suitors fail. These may not be literal daughters, but acolytes. The next instant, even as he flung back on arm to hurl the javelin, it happened. The stag dissolved into mist - a mist that reformed into a tall, gaunt, human shape clothed in white robes. It was a woman, from the billowing cloud of iron-grey hair that swirled about the bony, calm, expressionless mask of its face. Terror smote Conn. The pony reared, eyes rolling, and neighed shrilly, then came down and stood motionless, shuddering. Conn stared into the cold, cat-green eyes of the woman-thing before him. L. Sprague de Camp and Lin Carter, The Witch of the Mists
textdata/thevault/Conan RPGs/Other Sword & Sorcery/Signs & Portents/The White Hand Of Hyperborea.pdf
BATTLECORPS The Immortal Warrior at the Battle of Vorhaven by Kevin Killiany BATTLECORPS Battle of Vorhaven • Page 2 Vorhaven, Kathil Capellan March, Federated Commonwealth 2 November 3062 The three MechWarriors ran ahead of her, their silver neuro- helmets flashing in the sunlight. They were fast, but she was determined. They would not escape the Immortal Warrior. The three tried to trick her with a dodge toward the woods on the right, then dashed left. In an instant they’d disappeared behind a sharp corner of the cliff-sided mountain. Clutching her weapon tightly, she slowed and flared wide around the turn, giving herself room in case they doubled back and tried to dash past her in the opposite direction. She needn’t have bothered. The three had used her caution to gain distance and were now well ahead of her. She felt her feet thudding against the grassy soil as she churned her legs to maxi- mum speed, closing the gap. Suddenly the three MechWarriors stopped, facing the cliff-sided mountain. She saw them pull to attention and salute something up on the cliff. She didn’t know why her targets had forgotten the Immortal Warrior was closing on them and she didn’t pause to see what they were looking at. They were in her sights and they were doomed. Shrieking her best Immortal Warrior yell, she was upon them. She made a clean hit before they could respond. But, whirling and twisting, the MechWarriors danced away from her, laughing as they ran. “I got you, Billy!” she screamed. “You’re it!” “Missed me, missed me!” Billy called back, not even slowing as he dodged around a knot of adults. The other two MechWarriors were already halfway to the food tent, the open vests of their Halloween costumes flapping about their arms. “How goes the battle, Jessie?” Jessie turned to face the mountain, and saw Grandpa on the porch. “Billy cheated,” she announced. BATTLECORPS Battle of Vorhaven • Page 3 “I agree,” Grandpa nodded judiciously. “You tagged him fair and square.” There didn’t seem to be much to say to that. Billy and the cous- ins were now too far gone for her to ever catch them. Besides, her new uncle was on the porch with Grandpa. Uncle David wasn’t really a new uncle, of course; she’d seen pictures of him all her life. But he was a MechWarrior—a real one— and he’d been away since before she was born. She’d never really met him before the Halloween party two nights ago and this was the first chance she’d had to look at him closely. He looked like Grandpa, she decided, only a little shorter and his hair was not grey. She wasn’t sure, but she bet he didn’t have a brown circle with no hair on top of his head either. “You going to eat that cinnamon roll,” Uncle David asked, “Or just run around with it?” Jessie looked down at the roll, which a moment before had been a weapon, though she’d never decided which one. It was smooshed slightly, the melted sugar frosting sticking to her fingers. “Grandma made it,” she answered. “I was hoping she did,” Uncle David smiled. She liked his smile. “I was also hoping you’d want to give it to me.” Jessie considered for a moment. “I already had two,” she announced. “And Grandma’s got more.” “I’ll bet she does.” Making her decision, Jessie climbed onto the porch and surrendered the roll to Uncle David. His hands were not as big as Grandpa’s. “Thank you, Immortal Warrior,” he intoned seriously. She giggled as she scurried into the house, propelled by a friendly swat on the bottom. * * * Billy was hiding from her again. BATTLECORPS Battle of Vorhaven • Page 4 Jessie circled through Grandpa and Grandma’s house, keep- ing an eye out for signs of her brother. She avoided the rooms at the end of the west wing. Aunt Grace and the twins had taken those over. They’d moved in nearly a month ago, right after the Halloween party where’d she met her new uncle, because Aunt Grace said “things were getting bad in the city.” She didn’t mind the twins so much; they were too quiet to be very interesting anyway. But Aunt Grace was always cross and saying how serious the situation was and worrying about Uncle David. Even her mother had stopped trying to cheer her up. She set thoughts of her aunt aside and focused on finding Billy. He wasn’t in the fruit cellar and he wasn’t in the pantry. He wasn’t under the library table and he wasn’t in the little attic room with his comic vidbooks. She knew he knew better than to go into the guest bedrooms or the formal living room. He must be hiding outside. Jessie stood by the dining room window, considering. Outside the sun was shining in a clear blue sky. No sign of the summer storms that sometimes blew down whole forests. It was a perfect day for being outside instead of in. Her brother was a year and a half older than her, but he always hid in the same places. If Billy was hiding outside, he was either under the side porch, in the feed barn or up in the big lonely oak. That last was a favorite of his, because he could climb the rope holding the tire swing and she could not. “Hey,” her big sister Cassie called from the family room, “the video just went out!” Jessie ignored her. Cassie watched too much video; all she ever wanted to do was watch kissy stories, anyway. She looked toward the oak. Sure enough, the empty tire was swinging without a breeze. Billy was up the tree. And a giant metal man walked over the hill. Jessie blinked. “BattleMechs!” yelled Aunt Grace from somewhere upstairs. “Not the Militia!” Throughout the house, Jessie heard the grown ups shouting. BATTLECORPS Battle of Vorhaven • Page 5 “We’re surrounded!” “Where are the children?” “Everybody, get to the cars!” “No!” Grandpa’s voice cut across the others. “They’ll cut us down if we try to escape. Get into the storm shelter!” “The children! Find the children!” Whirling from the window, Jessie dodged around Cassie and ran up the stairs as fast as she could. She heard Aunt Grace call her name, but she didn’t break stride. Once in her room, it took her only a moment to find what she needed and less than that to pull on her bandana and loop an ammo belt across one shoulder. One minute after the metal giant came over the hill, the Immortal Warrior dashed from the kitchen door. She could hear her mother’s voice through the open windows of the house behind her, calling. She ran harder. No time to turn back now, there was a mission to accomplish. The giant metal man, the BattleMech, was standing next to the big oak. It did not move. It just stood, watching the house while two other BattleMechs—one that looked just like it and another that looked different—fired their lasers again and again at Grandpa’s crops. The AgroMechs and tractors were all smoking masses of twisted metal dotted about the burning fields. The BattleMech had to see her, but she hoped the Immortal Warrior’s armor would frighten it as she ran across the open ground. It did not fire. Or step on her when she ran in front of its toes. Her heart was pounding as she reached the base of the tree. Looking up through the branches, she tried to find her brother. She knew Billy was up there, but she couldn’t see him. “Billy?” she called, straining to catch sight of him. “Billy!” After a moment her brother’s head appeared over the edge of the broad branch the tire swing was tied to. His eyes were red and puffy and he looked like he had been crying. “What are you doing here?” he asked. “I’m here to rescue you,” she answered. BATTLECORPS Battle of Vorhaven • Page 6 “Jessie, get out of here,” he said. “This isn’t pre- tend.” Jessie glanced over at the BattleMech, though from under the canopy of the ironwood all she could see was its lower legs. It was so big, and the house so far away. For a moment she couldn’t breathe, it took a shud- dering gasp to pull air into her lungs. She felt her eyes sting as tears threatened. Jessie shook herself. The Immortal Warrior would not be afraid. She looked back up at her brother, still watching her from the branch above. “Get down here right this second, soldier,” Jessie ordered in her best Immortal Warrior voice. “We’ve got a mission to complete.” “You’re crazy, Jessie,” Billy said. “Get out of here.” “Not without you.” Billy pulled his head back out of sight and for a moment Jessie thought she was going to have to yell at him again. Then his leg appeared over the side, swinging back and forth until his foot snagged the rope holding the tire swing. In less than a minute he was standing beside her. “That’s a Quickdraw,” he said, pointing to the BattleMech near them. “It’s fast. There’s another and a Lynx over there. That’s three. Number four’s got to be somewhere.” Jessie was uninterested in what the BattleMechs were called or where they were. The Immortal Warrior was on a rescue mission, focused only on the objective. “We’ve got to get back to the storm cellar,” she said. BATTLECORPS Battle of Vorhaven • Page 7 “We can’t,” Billy said. “They’ll see us.” “They saw me come out here,” Jessie said, proud her voice stayed steady. She settled her Immortal Warrior helmet more firmly on her head and started toward the house. “Wait.” Billy caught up with her and took her hand. Above them, the Quickdraw stood immobile, but they both felt it had eyes watching their every move. “Don’t run,” Billy said. “Maybe they won’t ...” At that moment the fourth BattleMech stalked around the corner of the farm house. Lower and wider than the Quickdraw, it looked to Jessie like a giant crab or bird. It swung toward them, fire flick- ering around little black tubes on its chest. “Run!” Billy yelled as the ground between them and the ‘Mech began to churn with machinegun fire. Jessie spread her arms wide, shielding her big brother with her Immortal Warrior armor, and ran for the house. She shrieked her battle cry at the top of her lungs as flying clods of dirt spattered against her chest and helmet. Ahead of them the cellar door by the kitchen stairs flew open. Grandpa was there, running towards them as pieces of the ground seemed to jump and shatter. She could see her mother behind him, calling something she couldn’t hear. The world was full of a sound like thunder and gravel and the house seemed so far away. Suddenly she was scooped from the ground, one of Grandpa’s strong arms around her waist. She caught a glimpse of Billy, tucked under his other arm as he ran back toward the house. They were almost safe, but not yet. Something screamed through the air over their heads. A wave of hot air, like Grandma opening her oven, only hotter and meaner, swept over them. Jessie kept her arms spread wide, protecting Billy and Grandpa as best she could. Grandpa swung her up and around. The world seemed to tilt cra- zily and she saw a corner of the house and roof fly to pieces. Then her mother grabbed her, pulling her down into the cellar, hustling her toward the shelter. Behind her she heard Grandpa slamming the outer door and her brother’s voice. BATTLECORPS Battle of Vorhaven • Page 8 “I was trapped in the tree,” he said. “There was a Quickdraw right next to me. Jessie came and got me.” Above them there was a great cracking and splintering. Jessie heard windows breaking and dishes crashing to the floor. The kitchen was going to be a mess. Mother, holding one arm, half carried her and half shoved her down the shelter stairs. Billy came stumbling close behind, almost falling on the steep wooden steps. “Everyone here?” Grandpa asked. All around Jessie her cousins and aunts said “yes.” The room was big, but everybody was crowded close to the stairs, helping her and her mother and Billy get safely inside. Some held flashlights so they could see. Grandpa slammed the thick metal door, throwing the lock and turning the wheel that slid bolts into the walls on either side. Above them, against the door and ceiling, there was a bumping and thumping, like something big was stomping its feet. That big crab-bird, Jessie bet. “So,” said Grandpa, looking down at Jessie. Jessie looked up at him, looking like a giant in the dim light, and pulled herself to attention. “Mission accomplished, sir,” she reported.
textdata/thevault/BattleTech [multi]/EXTRA/Novels/Battlecorps Novels/The Immortal Warrior at the Battle Vorhaven - Kevin Killiany.pdf
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2 Trinkets of Skullport Trinkets of the Realms Vol. 3 Written by David Stephens Edited by: R P Davis Layout by: David Stephens Cover design by: David Stephens Cover Template: Matthew Gravelyn Cover Art by: Bob Greyvenstein Interior Art by: Rick Hershey, Daniel Comerci, Bob Greyvenstein, Unholy vault “Publishers Choice Quality Stock Art, Rick Hershey/Fat Goblin Games” www.danielcomerci.com DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such materi- al is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright © 2020 David Stephens and published under the Community Content Agreement for Dungeon Masters Guild. 3 Trinkets of Skullport Deep underneath the vast dungeon complex of Undermountain lies the grimy criminal outpost of Skullport. To the people of the surface world, Skullport is a rumor, a tall tale to be told in a tavern over a pint of ale or two. To the criminal underworld, Skullport is the base of operations for criminals escaping justice or for those nefarious individuals seeking to join the beholders Xanathar’s criminal organization, who makes his home there. The few surface dwellers who know of Skullport’s existence often have little clue of how to reach this dark, lawless reflection of Waterdeep. Maps of how to reach Skullport do exist, but for every accurate map of Skullport’s location, a hundred more false maps were created to keep the cities location a secret. Skullport is long past its heyday and has fallen into disrepair or outright ruin. Streets once full of activ- ity are mostly barren, and the commerce the city was once known for has largely dried up. Xanathar, the beholder, has recently taken control of the city and uses it as a base of operations and a hideout from his various enemies, not the least is the authorities of Waterdeep. The trinkets below represent items an adventurer might encounter while hold up in Skullport. Many of the trinkets also act as adventure hooks for further ventures and forays in the dark city and beyond. 4 Trinkets of Skullport 1. A 3 by 5-foot iron plaque inscribed “Skullport” in Common. 2. A note directing the bearer to go to “The Sword and Sextant” to see if the halfling has a map of Menzoberranzan and to purchase it at any cost 3. A blue glazed ceramic vase all the way from Kozakura in Kara-Tur 4. A sizeable rusted metal cog from a piece of large machinery 5. A wicker pot using for crab fishing 6. An eye patch with a flat silver skull sewn to the front of it 7. A rusted sword in usable condition. When you wield this sword and roll a 1 on an attack roll with it, the blade snaps. 8. A soiled chamber pot in a well-used condition with something shiny stuck to the inside 9. A silver-plated medallion bearing the symbol of the god Bane 10. A letter from the Xanathar crime syndicate to the duergar of the Thaglar’s Foundry looking to purchase arms and armor 11. A small tapestry taken from dwarf ruins in Undermountain depicting a victory of the dwarves over the drow 12. A large, dried, hairy foot looking like it be- longs to a massive canine 13. A map created by a now-dead party of adven- turers of the 4th level of Undermountain. 14. A rusted spear tip 15. A shed wyvern tooth 16. A green leather-bound book entitled “A Con- cise History of Undermountain” 17. A small granite statue of the god Lathander stolen from a temple in Waterdeep 18. A large bag filled with bleached white human- oid bones 19. 10 pieces of blank parchment paper 20. A copper ring set with a small purple stone, on the inner band of which is a series of strange arcane symbols 21. A paper advertisement telling all who may be in need of equipment to come to Thimblewine’s Pawnshop, they have the best prices in Skullport 22. A broken bow made by the elves of Evermeet 23. A cast-iron frying pan in well-used condition 5 24. A copper signet ring bearing the symbol of the Xanathar crime syndicate 25. A map to a secret entrance to a room under the Dark Harvest market 26. A box filled with small edible button mush- rooms harvested in the Underdark 27. A green glass float 28. A single iron spike 29. A cast-iron pot with a rather large tarantu- la-like spider living in it 30. A spool of red silken cord 31. A tan cloth bag filled with hops for brewing beer 32. A rusted pair of manacles covered in dirt and salt from seawater 33. A peg leg in used condition, missing an owner 34. A hand-carved wooden bowl 35. A handheld paper fan, imported from Ka- ra-Tur, with a scene of mountains painted on it 36. A large clear glass bottle containing a green liquid with a strange tadpole-like creature inside. The tadpole is alive and swimming around 37. A wooden bucket with a broken wooden han- dle 38. A small leather bag containing magical re- agents for spell casting 39. A 20-foot coil of old, soiled rope 40. A mandolin in good condition but in need of new strings. 41. An amulet bearing the symbol of the spider queen Lolth 42. The journal of a party of adventures who survived Undermountain but met their fate in Skullport. The journal is nearly 100 pages long and details the party’s adventures beginning at the Yawning Portal and ending in Skullport 43. A small wooden box with a lid 44. A red cap commonly worn by Waterdeep nobles 45. A small painting of a brightly dressed halfling noblewoman 46. A medium-sized red granite serving tray made by dwarves 47. A sealec bottle filled with Goat’s Head Ale 48. A leather backpack in used condition 49. A 10-inch-high bronze statue of a leering imp 50. A small wooden cage 51. A 3-foot-long spine from a sea serpent 52. A brass spyglass in working condition 6 53. A 2-foot-high stone funerary urn crafted in dwarven style 54. A black leather boot made for a human male 55. A medium-sized wood crate filled with the stolen clothing a of a Waterdeep nobleman 56. A blue leather-bound book entitled “A Brief History of the Masked Lords of Waterdeep” 57. A map written in Common that shows the location of various enclaves in the Underdark within 20 miles of Skullport 58. A dagger with the blade broken off just above the hilt 59. A silver-plated hand mirror with a slight crack in the lower left-hand corner of the mirror’s glass 60. A tarnished brass birdcage 61. A piece of parchment noting the comings and goings of the dwarf Thorvin Twinbeard 62. A small purple stone with white swirls in it that is always warm to the touch 63. A small tan cloth bag containing a few small dried fish 64. A black cloth mask the covers from the tops of the nose to just above the eyes 65. A red cloak with the holy symbol of the spider queen Lolth on the back in black 66. A bottle of whale oil used to light lamps 67. A wire-rimmed pair of spectacles with a cracked right lens 68 A cloth game bag filled with recently-killed stirges 69. A wooden box with 6 purple glass wine bot- tles inside 70. An unopened bottle of Amberjack sherry 71. A set of leg irons in usable condition 72. An iron collar large enough to fit a medium humanoid 73. A small box of iron ore 74. A black-and-white striped pair of trousers 75. A deck of Three Dragon Ante playing cards from Calimshan 76. A matching set of two iron goblets 77. A bolt of green cotton cloth used for trade goods in the Underdark 78. A white stone floating 3 feet in the air that gives off bright light for 10 feet and dim light for 10 feet beyond that 79. A map written in the Githyanki dialect of the gith language detailing Level 15 of Undermoun- tain 7 80. A wide-based black glass bottle that never collects dust 81. A single horseshoe, slightly rusted but still usable 82. A crate of trade goods (bolts of cloth, iron goods, mirrors) bound for the Underdark 83. A thin disk made of obsidian with polished edges 84. A black leather-bound book with a plain cover entitled “The Myth of Skullport” 85. A small bag of black soot commonly used by thieves as camouflage 86. A metal bronze disk with arcane symbols inscribed on it. A wizard can use this disk as an arcane focus 87. A bottle of indigo clothing dye 88. A steel shoulder pauldron from a suit of ar- mor bearing the Bregan D’aerthe emblem 89. A rusted and barnacle-covered ship’s anchor 90. A note written in the drow language discuss- ing the arrival of a drow trading caravan and the amount of and disposition of the caravan guards 91. A fine sextant created by dwarven hands 92. A plain copper ring in the shape of a leering humanoid skull 93. A single steel bracer forged by the duergar as part of a suit of plate armor 94. A small clear aquarium bowl with a bit of mud at the bottom 95. A bleached white whale vertebrae 96. A cloth bag filled with clamshells 97. A hastily scribbled map of Skullport showing the most prominent locations with an “X” mark- ing a spot in the market area 98. A small silver chain used as a necklace made by the delicate hands of the drow 99. A cast-iron kettle slightly rusted on the bottom 100. The bleached white skull of a deep dragon wyrmling 8 For more titles by David Stephens, please check out these other supplements, only on the DM’s Guild Magic of the Blood War https://www.dmsguild.com/product/274273/Magic-of-the-Blood-War Compendium of blades https://www.dmsguild.com/product/288258/Compendium-of-Blades-Magical-Swords Treasures of Avernus https://www.dmsguild.com/product/289676/Treasures-of-Avernus Compendium of Blades: Blades of Avernus https://www.dmsguild.com/product/294580/Compendium-of-Blades-Vol2-Blades-of- Avernus
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Raiders of the Mercenary Coast: Epilogue As the new heroes of the Mercenary Coast survey the carnage and spoils of their campaign against the raiders of the Mercenary Coast they hear an unfamiliar yet insistent alarm. The PC in possession of the chrono-meter will realize that the device is the source of this annoying beeping. The display of the chrono-meter will read, “You have 1 New Message.” Pressing any button on the chrono-meter will reveal the complete message; Meet me at The Captain’s Quarters Inn at Tidy Island Bay. – Swifty Attached to the message is a navigational chart which indicates that Tidy Island Bay is just a few miles up the coast from your current location. (Up the coast of the of the Sea of Great Peril) Random Encounters at the beginning of the stroll to Tidy Island Bay. Roll 1d6 and apply the following: 1. 1d4 Bee girls 2. 1 Blink Beast 3. 1d4 Giant Ants 4. 1d6 Squirrel Nut Zappers 5. 1d6 Goblins 6. 1-2 Jungle Flowers 1. Additional members of the Better Housekeeping Bandits who prevent the player characters from escaping through the country side: Giggly Ham: Mutant Hobling Criminal, Level 2, HP 20, Ada. 9, Dex. 16, Esp. 6, Int. 12, Lead 9, Luck 14, Magic 5, RN 9, Str. 11. Mutation: Armor Piercing Fists. Sling; 1d4, Walther PPK; 1d6+1, Gladius Sword; 1d6+1. Ring of Great Armoring: +35% to defense. Jose Lowbottom: Mutant Hobling warrior, Level 2, HP 24, Ada. 8, Dex. 14, Esp. 5, Int. 10, Lead 6, Luck 12, Magic 6, RN 12, Str. 13. Mutation: Immune to known weapon temperatures. Weapons: Medieval Crossbow; 1d10, Gladius Sword 1d6+1. Deflector Screen Belt: +59% to defense. Jimmy Sullivan: Mutant Hobling warrior, Level 2, HP 24, Ada. 9, Dex. 12, Esp. 4, Int. 9, Lead 4, Luck 11, Magic 4, RN 13, Str. 13. Mutations: Detachable limb and ignore gravity. Weapons: Blaster Pistol; 1d10, Phasic Dagger; 3d4, Scale Mail; +45% to defense. Map of the Mercenary Coast Once the weapons are returned the hiding voice will say, “Now be on your way, we will harm you no more. You may take pride in knowing that you have made a profitable arrangement with the Better Housekeeping Bandits. Good day.” The remaining walk to Tidy Island Bay is uneventful and you’re able to meet Swifty at the Captain’s Quarters without further delay or complications. Non-player Characters Hunka: Wooky Warrior, Level 2, HP 22, Ada. 9, Dex. 12, Esp. 6, Int. 11, Lead 7, Luck 8, Magic 5, RN 9, Str. 14, +20% to Command. Weapons; Medieval Crossbow 1d10, Great Mace 1d6. Jed Eye: Cyclopes Psychic Agent man, Level 2, HP 16, Ada. 12, Dex. 9, Esp. 16, Int. 10, Lead 8, Luck 9, Magic 6, RN 11, Str. 11. Weapon; Pole Arm 1d6+2. The voice in hiding and his companion: Ligustrum – Male Elf Mutant Warrior – Level: 2 HP 22, Ada. 15, Dex. 16, ESP. 8, Int. 12, Lead 12, Magic 9, RN 5, Luck: 10, Str. 13. Mutation: Photosynthetic Skin – Additional Mutations: Non-magical Potions just perk him up! Weapons: Compound Bow @1d8+1, Elfin Blade @ 2d4. Armor: Wicker Shield; +23% to defense. Indica – Female Elf Mutant warrior – Level: 2 HP: 20, Ada. 14, Dex. 15, ESP. 9, Int. 13, Lead 11, Magic 9, RN 5, Luck: 12, Str. 12. Mutation: Photosynthetic Skin – Additional Mutations: Homing Instinct; always knows direction. Weapons: Compound Bow @ 1d8+1, Elfin Blade @2d4. Armor: Wicker Shield; +23% to defense. 5. The road to Tidy Island Bay is a clearly marked cart path. The surrounding terrain is rocky woodland; the average width of the path is seven feet. It is wide enough for two to walk abreast comfortably. After the first mile you begin to descend to the coast and you can see Tidy Island Bay in the distance. The descent is dominated by large trees and boulders. At one point the path becomes wider than normal and you all hear a shout of; “Stand and deliver!” As the PCs react to this order a young medium sized human jumps into the path in front of them. He is dressed in an oversized t- shirt and baggy denim shorts. He wears a gold chain necklace with a large medallion and he is waving an automatic pistol with each hand. “The man said „stand and delivery‟ an‟ you know what that means, right? Little Man: Human Criminal, Lvl: 1 Hp: 10, Weapons: two 9mm Auto Pistols, Damage: 1d8. The PCs are expected to gun down Little Man at this point. The comment, “That idiot” will be heard from a hiding place in the woods, immediately two arrows fly toward the two p.c.s at the head of the marching order. (one arrow per p.c.) At this point, the original voice will announce; “We have you surrounded and outnumbered, cooperate with us and you may go on your way. Throw your weapons a good two yards before you.” If the players do not cooperate they will be attacked again by the archers, in the trees in front of them, and by the npcs hiding in the woods behind them. 2. If the players cooperate the voice will continue; “Remain where you are and at no point turn to look behind you.” Have the players roll a hearing check. If they succeed they will hear a twig snap, a foot step or, possibly, a grunt behind them. The npc voice will notice their reaction and remind them not to glance behind them. “Now gentlemen, while we continue our dialogue, kindly place your remaining personal belongings on the ground at your feet. Please recall that you are surrounded and outnumbered.” The player characters observe their weapons floating through the air to disappear behind them. The n.p.c. voice will snap, “Do not look behind you!” As play allows, the hidden voice will ask, “From whence do you come?” Allow time for the players to respond, then the voice will ask the following questions, allowing the players to respond between each question; “What was your business at..…, where are you going, What is your business in Tidy Island?” The NPCs will accept any response to these questions as the truth. Should the players ask the voice to, “show yourself” or “come out of the woods” the voice should respond; “You will meet some of our companions soon enough.” And, “Note some movement in the trees on each side of the path. One tree is my hiding place and the adjacent tree is the hiding place of a fellow archer.” After the charming repartee the hiding n.p.c. voice will announce, “Hunka and Jed, is our business finished here?” A growling response will come from directly behind the p.c.s and they will all hear a second response in their minds, “Yes, quite done.” 3. The hiding n.p.c will instruct, “You may all turn around now and meet our companions Hunka and Jed.” A Wooky and a Cyclops are standing behind the group. They have apparently been sorting your various possessions and your weapons are floating at shoulder level around these two. “We have confiscated a portion of your valuables but it is only fair that we return your weapons. For our own safety we will retain your ammunition. You may want to visit Isher’s Deli and Pawn to purchase ammunition while you’re visiting Tidy Island,” the hiding voice explains. The bandits will keep most of the party‟s treasure including, only 50% of their copper pennies, all their ammo and the Bahoobie Blaster. They are not interested in the message from the Horse Traders, chrono-meters, poker chips or bottle caps. The bandits will also confiscate any spare mutant or bionic limbs the p.c.s may possess. Should the party “visit Isher‟s” seeking ammunition the odds are 80% that they will find their old ammo for sale. The floating weapons now float back to the owners. The Wooky helps you gather your belongings. Hunka, wears an ammo belt over one shoulder and a stringed instrument over the other. He wears a gold medallion of a musical note around his neck. A large gold soaring eagle belt buckle holds and second ammo belt around his waist. Hunka is the last known, surviving student of the mummified bards. The Cyclops is dressed in ragged work clothes and boots and leans on a heavy walking staff. He appears to be guiding the floating weapons. He will not communicate verbally but will send telepathic messages such as, “Howdy, Howdy, How ya doin’,” and “Have a good un.” 4. Look for these exciting articles in phasic, issue 3! Deadly secrets of Darth Viraxis Reintroducing Mutations! The chro-no-meter explained! Tidy Island Bay: cityscape pt. I Editorials and More! Cphasic
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Type to enter text DUNGEON DRESSING: RAGING SWAN PRESS GATES & PORTALS OSR YOUR TIME IS PRECIOUS MAKE YOUR CAMPAIGN PREP. EASIER JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN PATREON.COM/RAGINGSWANPRESS DUNGEON DRESSING: GATES & PORTALS Tired of your dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't have the time to come up with non-essential details? Want to make your dungeons feel more realistic? Then Dungeon Dressing is for you! Each instalment focuses on a common dungeon fixture such as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting and cool noteworthy features. This instalment of Dungeon Dressing presents loads of great features and details to add to the gates and portals in your dungeon. Designed to be used both during preparation or actual play, Dungeon Dressing: Gates & Portals is an invaluable addition to any GM's armoury! C RE DI TS Design: Greg Marks Development: Creighton Broadhurst Art: William McAusland and Dean Spencer. Some artwork copyright William McAusland, used with permission. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, without the prior permission in writing of Raging Swan Press or as expressly permitted by law. ©Raging Swan Press 2021. CONTENTS To contact us, email gatekeeper @ragingswan.com To learn more about Raging Swan Press, visit ragingswan.com To learn more about Raging Swan Press on Patreon, visit patreon.com/ragingswanpress Credits 1 .................................................................................................... Contents 1 ................................................................................................. Gates & Portals 2 ...................................................................................... Definitions 2 ........................................................................................ Construction 2 .................................................................................... Lock and Key 2 ................................................................................... There and Back Again 2 .................................................................... Major Portal Features 3 ...................................................................... Minor Portal Features & Dressing 4 ................................................. Portal Destinations 6 .......................................................................... OGL V1.0A 8 ............................................................................................. G AT ES & PORTALS Most adventures take place in a medieval fantasy world. One of the advantages of that setting is the many environments the adventurers can experience, but the drawback is that in general, adventurers often can't move from one to the next any faster than a horse can carry them. Magical portals or gates solve this problem, rushing your characters headlong into the next adventure in yet another amazing locale, with the added bonus of mystery. For most portals, the adventurers never know exactly what's on the other side until they step through! DEFINITIONS Although both gates and portals transport travellers from one place to another instantaneously, there are slightly different to one another. A portal generally transports characters from one place to another on the same plane of existence while a gate moves travellers from one plane to another. The tables in this supplement use the word “portal,” but feel free to change it to whichever is most appropriate for your game and the destination you want the party to explore. CONSTRUCTION Some portals or gates arise naturally; the result of a planar rift or other occurrence. However, most gates or portals are the result of intentional construction by a magically talented creator. They are generally at least 15-ft. across, though some are smaller or larger and can shed light or be invisible (these characteristics are set at the time of creation). They are normally enclosed by a frame or doorway-type structure, but they do not need to be. Generally unattended objects won’t pass through a portal unless it has been designed that way. The construction of a permanent magical portal can take many forms and this results is widely varied appearances. In all cases, their creation requires a powerful spellcaster. To create a permanent fixture, the creator must know teleport for a portal or gate to create a gate. Portals enabling travel over exceptional distances, such as other planets or hard to enter planes, may need special components, which increases the project’s cost and complexity. LOCK AND KEY One of the more useful and important properties of portals and gates is the ability to control who can use them. A direct path to one's home, laboratory or secret vault is a dangerous thing to leave unprotected. Below is a selection of options that might be added to a gate or portal at the time of its construction. If you desire, magical portals and gates can be activated through trial and error. • Doors: Portals can be blocked at their destination. If the exit portal is blocked by doors, rubble or other objects completely obstructing the exit, the portal does not function. • Passphrase: The portal does not open unless a magical password or passphrase is spoken aloud, in the correct language, near the gate. • Portal Key: Portals can be designed so only those holding a particular object can pass through. These can be anything the caster desires from actual keys to holy symbols and suchlike. Whatever the key is, it is non-perishable and specifically keyed to the portal. Creating new keys requires the portal itself, either an existing key or the original spellcaster, and components costing 1/100th of the construction cost. • Specific Persons: Portals can also be keyed to only allow specific persons, races, genders or alignments to pass through. Construction of these types of locks requires an appropriate detect spell (for example, detect evil), as well as an additional expensive suitable material components. • Traps: It is not uncommon to trap portal entrances using the normal rules for traps. However a particularly devious, yet risky, trick is to trap the destination. Traps at the destination cannot be detected or disarmed from the entrance of most portals, but if they do not eliminate or neutralise the intruder, the foes have already breached the protected area. THERE AND BACK AGAIN Most portals or gates are designed for two-way travel. However, whether due to malfunction or design, some portals vary. • One-Way Travel: The portal travels in a unidirectional manner. Travellers can pass through the portal, but once they’ve arrived, they cannot return the way they came. • Variable Destination: Some portals lead to more than one place. If this is due to a malfunction, this may be a random location. Otherwise the destination fluctuates based on some cycle of time, weather or light, which portal key is carried, passphrase used or the traveller’s race, alignment or other characteristic. 2 MAJOR PORTAL FEATURES Use this table to generate interesting characteristics for your dungeon’s portal. Some features listed below may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. 1: Detect invisibility or successful find secret door roll spots. 2: Successful open lock roll opens. D% MAJOR FEATURE 01-04 The portal is invisible1 and has no obvious features to mark its location. Only strange airflow near the portal betrays its presence. 05-08 An arch of birchwood and vines encloses a swirling mass of fresh green leaves. When any creature steps through the portal, the leaves momentarily change to rich autumnal colours. 09-12 A locked set of double doors2 made of human bones bar the portal. 13-16 The portal, a disc of red light hovering in midair, is cold and hard to the touch. Only those carrying the correct token can push through the barrier. 17-20 The magical portal is behind a false wooden door. Opening the door, causes its yellow, shimmering light to pour forth. 21-24 The portal is set into the bottom of an otherwise empty shallow pool. Steps lead down to the portal. 25-28 Two great iron pillars, depicting roaring demonic faces in a whirl of flame, flank the glowing red portal. 29-32 The portal appears as a male bearded face of glowing golden light. As a creature approaches, the face’s mouth widens to accommodate their entrance. 33-36 A huge painting of a hillside road hangs on the wall. By touching the painting one can walk into the scene. Those in the room see a painted version of the creature walk over the hill out of sight. 37-40 Dozens of birds flit among the trees in a sunlit clearing. If a character whistles the correct sequence of five notes, the birds fly into the clearing and form a circle, rotating counter clockwise, with a portal of white clouds in the centre. 41-44 The portal is composed entirely of shadows at the top of a dark and winding stair. The stairs are spaced close together, such as might be appropriate for a halfling- sized individual. 45-48 Curtains of white gauze are drawn across the portal. Red braided sashes hang from hooks on either side of the doorway so the curtains can be cinched up. 49-52 The portal is a miasma of flame and smoke in a fireplace of brass-edged brick. When the portal is closed, the flames die down to a few glimmering coals that never burn out. 53-56 The portal is a full-length silver mirror. When activated, a faint image of the destination overlays the reflection in the glass and one can step through to that location. 57-60 A simple wooden gate breaches a hedge. Opening and stepping through the gate from either side transports the creature through the portal. 61-64 The portal takes the form of a bookshelf full of tomes. By reciting a passphrase, the shelf slides to the side revealing a dark hallway of stone. Somewhere in the distance, a flickering light and the crackling of a fire can be heard. 65-68 A small, plain altar sits in the middle of a simple room with only a white mat before it and a uncoloured wax candle on the altar. Lighting the candle transports everyone in the room to an identical room at the target destination. A quiet gong sounds to signal the arrival of new guests. 69-72 A great wine tun is set into the wall. By twisting its tap, a character can cause the tun to pivot. This reveals a glowing blue portal piercing the wall beyond. 73-76 The portal appears in four different locations, and is active for only fifteen minutes of every hour in each location. All four entrances reach the same destination. 77-80 A crystal arch in the shape of an inverted catenary glows with a soft white light at its heart. The glow is slightly warm and a relaxed sense of calm emanates from the arch. 81-84 A complicated floor mosaic depicts a creature iconic of the portal’s destination (such as an angel, elemental or demon). By pressing on the creature, the tiles fall away into a void below the floor to reveal a spiral stair leading down filled with bright light. The colour of the light provides a clue as to the portal’s destination. 85-88 Two cherry trees wind together, petals falling from their blossoms in an endless, vision-obscuring rain. The “rain” is the portal. 89-92 The portal is a ring of white spotted, red toadstools growing in moist, loamy soil. One round after a character steps into the ring, a blue-white smoke rises from the mushrooms and blocks all vision. When the smoke clears, the character is somewhere else. 93-96 A silver wire frame, the size of two grown men, bejewelled with moonstones, encircles a cloying mist. The mist does not react to breezes or movement, but instead seethes and roils of its own accord. As a living creature gets within 5 ft. of the frame the mist reaches out to enfold them in its cool, damp embrace. 97-100 A small music box sits upon a marble pedestal. If opened, wound and played, the little dancer inside slowly spins to a sad melody. After it finishes, a swirling portal opens in front of the pedestal and faint strains of music sound from within. 3 MINOR PORTAL FEATURES & DRESSING Use this table, to generate interesting features for the portal. Some features listed below may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% MINOR FEATURE OR DRESSING 1-2 Two rotting human legs protrude from the portal, in a puddle of dried blood. If pulled, they freely come away. The other half of the body is not present, even if someone goes through the portal to look for it. 3-5 The portal shimmers, reacting noticeably to a breeze coming from the other side. 6-7 Pure water runs in rivulets from the portal, creating a puddle on the floor. 8-10 The portal has malfunctioned and no longer reaches its intended location. Instead, a traveller appears 2d100 feet from the destination in a random direction. 11-12 The portal requires the keyword “Paticio” be spoken to operate. Someone has faintly carved the word into the floor nearby. 13-14 The portal has been warped by time and magic such that only sentient creatures can pass through. Mounts and other animals do not pass through, instead reappearing at the entrance one round after they enter. Animal companions, special steeds or familiars connected to their owner can pass through normally. 15-16 The portal’s key is lost or destroyed and there is no way to open it short of powerful magic or the construction of a new portal key. 17-18 A one-foot thick stone wall blocks the portal. The wall’s construction is obviously slipshod and hurried. It can be easily pulled down. 19-20 The portal is trapped on the other side with a dispel magic (CL 10) that targets anyone passing through. 21-22 The portal has been drained of all magic. If a cure or caused spell is cast into the portal, it opens for one round per level of the spell used. 23-24 The portal is damaged, and travel is now one-way only. Anyone entering from this side arrives safely, but must find another method of returning. 25-26 Travellers passing through the portal are injured by a burst of elemental energy bleeding through from another plane. To determine the type of damage roll 1d6: 1-acid, 2-cold, 3-electricity, 4-fire, 5-sonic, 6-two types of energy, roll twice ignore 6s. 27-28 The borders of the portal are painted on the ground in bright purple paint. 29-30 Several plain stones lie on the floor in an arrow pattern, pointing directly to the portal. 31-32 A bloody handprint mars the portal. The print is smeared as if the person leaving it was trying to resist being pulled through the portal. 33-34 A rickety wooden chair sits next to the portal. A quarterstaff leans against the chair and a wineskin hangs from it. 35-36 A brightly coloured children’s ball floats in the centre of the portal, caught in it and travelling neither forward or back. 37-38 The ceiling, wall or other nearby feature has crumbled and buried the portal. In the recent past, someone has cleared away some of the rubble, creating a path that a human-sized or smaller creature could use to access the portal. A larger creature might be able to reach the portal by squeezing through the path, but may dislodge some of the unstable rubble. 39-40 Signs of a battle are evident around the portal. Dried blood, broken crossbow bolts and burn marks cover the floor. 41-42 A piece of parchment flutters in the breeze, held in place by a stone. In Common it reads, “Waited but you did not arrive. Will try to re-establish contact each midday.” The ink is still damp. 43-44 A dog, cat, rat or other animal appropriate to the location, sits nearby howling at the portal. Animals seem to instinctively notice the portal, whether it is active or not, and it unnerves them. 45-46 While still functional, the portal shows signs of damage. The gate is hacked, burned and dented, but remains operational. 47-48 Wooden crates are neatly stacked near the portal. Inside is a wide selection of hemp rope, lanterns, oil and rations. The letters RQV are burned into the side of each crate. 49-50 A stained, white linen sheet is tacked up in front of the portal. It can easily be ripped down. 51-52 The horse-sized corpse of an alien reptilian beast with only two legs rots in front of the portal. 53-54 A map drawn in charcoal on the ground before the portal, displays the general layout of the destination and its surrounds. No names or dangers are noted; only the terrain features. 55-57 Acrid, black smoke pours from the portal filling the area around it with choking fumes and providing concealment. The smoke has no obvious source. 58-60 The remains of a campfire and general camping detritus lie 100 feet from the portal. The campsite has not been used for at least a week. 61-62 The odour of rotten meat is strong near the portal, and gets stronger the closer one gets. Adjacent to the portal, the stench is intense. 63-64 The portal hums loudly when living things approach within 20 ft. The volume of the noise increases the closer a creature approaches. The hum is not harmful, but does alert those nearby that someone is approaching the portal. 4 65-66 A young human boy sits near the portal. He is hungry, bored and willing talks with the party, introducing himself as Sencil Van. He says he and his father found the portal and his father told him to wait here while he checked it. His father went into it, but hasn’t come out. That was several hours ago. The boy may be telling the truth or may be a monster in disguise. 67-68 The portal has become unstable and now fluctuates through different destinations. When it does so, the colour of the portal rotates from red to green to gold. Placed near the portal are three landscape paintings depicting the different locations: a red blasted landscape with fire raining from the sky, a stag drinking from a forest-shrouded river and an ornate temple with angelic symbols prominently displayed on its walls. 69-70 The portal attracts insects. Flies, beetles and other vermin crowd the surrounding area. A dangerous swarm of vermin could lurk just beyond the portal. 71-72 Rusty chains with bloody hooks hang from the ceiling around the portal. The chains are not magical. 73-75 A bear rug, complete with head and claws, lies on the floor in front of the portal. It has suffered the ravages of time and age, but is still worth 10 gp. 76-78 Air whistles towards the portal, as it is sucked inside. Any creature or loose object under 300 lbs. within 30 ft. of the portal may be pulled five feet toward it1 every round. A creature adjacent to the portal, may be pulled inside2. 79-81 A plain brass key hangs from a nearby hook. The key radiates magic and is a portal key. It enables a return journey through the portal. Without it, a traveller is trapped on the other side. 82-83 A stoppered, dusty bottle lies on the ground. It is half full with faintly salty water. The liquid is children’s tears gathered by a necromancer for some foul purpose. 84-85 After the creation of the portal, someone built a great iron clock3 around it. The doors only open for one minute every hour on the hour. A character looking through cracks in the clock’s housing spots the portal. 86-87 The portal interacts unusually with the local area, disrupting the normal flow of gravity. Small rocks float4 on the ceiling or 20 ft. above the portal. The effect is similar to a reverse gravity spell but those in its area of affect fall upwards slowly (as if affected by feather fall) and take no damage from striking objects. If the portal is in a place with solid objects to grab onto, a character can easily grab it to arrest their upward motion. The effect is part of the portal and cannot be dispelled without destroying the gate’s magic. 88-89 A path of small, brightly coloured stones has been set into the ground leading directly to the portal, from 50- ft. away. If the stones are pried up, they weigh 20 lbs. and could be sold for 5 gp. This does not affect the portal’s operation. 90-92 Shadows of creatures and terrain at the destination dance across the portal’s surface. These shadows could provide vital clues as to what lies beyond. 93-94 On the floor in front of the portal lies a non-magical gold ring with three empty settings, each scarred with the flame of a small explosion. In one of the settings is a sliver of a ruby, a fragment of a larger gem that once sat there. The was once a ring of three wishes. The ring is worth 100 gp. 95-96 Someone has scrawled “What is your heart’s desire?” in Elven upon the portal’s frame. 97-98 Five shallow claw marks in the floor lead toward and into the gate. One of them has a bloody fingernail from a human-sized humanoid lodged in its furrow. 99 The portal is barely functioning. Every round, the light within flickers and dims. The portal has only a 1 in 4 chance of sending a traveller to its destination. 100 A rough barricade of boxes, barrels and furniture has been thrown up in front of the portal. The barricade is less than sturdy and blood mars the side facing the portal. The stonework surrounding the portal is scorched and burnt. 1. Roll equal or under Strength on 3d6 to resist. 2. Roll equal or under Dexterity on 3d6 to resist. 3. AC 3, hp 60. 4. Characters searching the area spot. 5 PORTAL DESTINATIONS Use this table, to determine where the gate or portal leads. Some locations listed below may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% DESTINATION 1-4 The portal is designed as a quick escape route and leads outside the dungeon or ruin in which is stands. Choose a place distant, but within view of the entrance to the dungeon. This portal is one-way. Perceptive characters searching the area outside the dungeon find faint tracks in the portal’s vicinity hinting at its occasional use. 5-8 Those passing through the portal arrive in a cage, though their possessions do not. A sickly tree, a bucket and shallow depression filled with hay are in the cage. The travellers are now exhibits in a zoo with their captors being dragons, outsiders or a powerful wizard, as suits your campaign. 9-12 The portal leads into a 30 ft. by 30 ft. treasure vault. The vault is lined with shelves, marble pedestals and bins. Unfortunately the vault has already been raided and most things of value are gone, though there are still enough dropped coins and scattered knickknacks to total 6d10 gp. This is an excellent place for the characters to find a piece of treasure, a tome or map they might need for a future adventure. 13-16 The portal exits into a cavern deep beneath the surface, dominated by a huge, alien city. A circular gate pierces a black stone wall and behind the city wall rise buildings that appear as odd swirling columns decorated with dim purple and green lights. Shadowy forms flit between the columns, though they are too far away to be certain what they are. Several tunnels exit the area to further adventure. If the characters have a light source active when they arrive, it stands out dramatically against the otherwise oppressive darkness and they likely find out what lives in the city sooner rather than later. 17-20 Stepping out of the portal, travellers find themselves in a shallow cave of ice and stone on the side of an arctic mountain. A fierce wind screams past the mouth of the cave and a slippery narrow path climbs both up and down, the mountain. Barely perceptible through the swirling snow is a large fortress atop the mountain. Those without magical protection quickly feel the effects of the intense cold. 21-24 Heat immediately assails the characters, followed quickly by the foul odour of brimstone. From the desolate and blasted rocky red landscape and the fire falling from the sky, it is likely the travellers have arrived in one of the lower planes. A demonic creature appropriate to the party's level notices their arrival and immediately moves to enslave them. 25-28 The sun shines brilliantly over the exit to the portal which lies on the beach of a tropical island. A spear's throw from the water lies dense vegetation and on the horizon, smoke rises from a volcano. A few moments after the travellers step through, drums sound from deep in the jungle. 29-32 The portal exits on a cloud. Inexplicably the cloud is solid and does not seem to be drifting on the breeze. A small cottage, as one might find in any forest, is nearby. Inside resides an elderly human-looking woman who calls herself Mother Bell. Mother Bell invites travellers into her cottage and offers to make them tea and sesame cakes while she determines what they desire. 33-36 This one-way portal exits in the ceiling of a hollow 10- ft. stone sphere filled with an anti-magic shell that stops a paper’s width from the portal. The sphere is designed to be a cell from which there is little chance of escape and, as such is buried 200-ft. below ground. Four skeletons of previous explorers are here, having starved to death decades ago. 37-40 The portal leads into the faerie realm. Taking in the surroundings from the scrub-covered hill topped with standing stones where they appear, a traveller can see an ancient, murky forest to one side and a prairie covered in wildflowers towards the other. On the horizon, the sun is setting, covering the sky in a fiery red and orange and allowing just the hint of full moon to be seen in the sky. 41-44 The portal exits on the first floor of a dreary tower. Rotting tapestries depicting nobles at leisure decorate the crumbling spiral stairs rising to the next floor. A human skeleton, dressed in finery, steps forward and offers a decanter of fine wine and crystal glasses on a brass platter. The necromancer that lives in the tower happily welcomes guests. How else will he gain raw materials for his experiments? 45-48 Stepping through the portal transports the explorer into a chill darkness. A vaulted ceiling rises more than a bow shot into the air, held aloft by pillars wider than any giant. Great bearded faces and anvils are carved in the pillars. The explorer has found a lost dwarven hold, now home only to deadly traps, forgotten memories and what dangers you wish to spring on unsuspecting adventurers. The characters are likely far underground and far from civilisation. 49-52 The portal exits into a dusty shop overcrowded with books in the middle of a busy city. All about, rises the clamour of commerce. A bespectacled clerk looks up briefly at the characters’ arrival before returning to his work. If the characters enquire as to their location, the clerk tells them they must speak “to the master” before shuffling off into the gloom. The shop smells of mildew and rotting paper; shadows fill the spaces between towering piles of books. No-one comes to help them. 6 53-56 The portal leads to a desolate ravine in front of a large cave. Smoke drifts from the cave mouth and gnawed humanoid and animal bones litter the ground. Some still have bits of bloody flesh clinging to them. The corpse of a knight, blackened by intense flame such that joints of his plate armour have melted together, lies face down not three paces from the entrance. A deep, rumbling voice echoes from the cave and says, “Has my next meal found its way to my door?” 57-60 The portal opens onto the middle of a soaring white and gold bridge, so high that wisps of cloud tickle the bottom of it. To either side rise the towering buildings of a pristine city. Citizens in alabaster togas, gold sandals and braided hair marvel at the strange travellers, but do not accost them. The locals appear almost human, but are clearly touched by whatever plane the portal has lead to. 61-64 Exiting the portal, the characters finds themselves at the bottom of a canyon. The sun is already setting and strange unrecognised stars are just beginning to make their appearance, shrouding the canyon floor in gloom. Firelight flickers from one direction, and approaching the box canyon's end, the characters finds an abandoned campsite complete with roaring fire, tents and a goodly supply of gear and equipment. In the canyon, night falls suddenly, plunging the area into deep darkness. 65-68 The portal deposits the characters in the basement of an inn. Everything is covered in dust and it does not appear that anyone has visited it in some time. Climbing the stairs to the main floor requires pushing through fallen and charred timbers that block the passage. Once the characters are aboveground, it is clear the inn has suffered a fire. The town it is in is eerily abandoned. Doors stand open, shutters creak in the wind, and wagons wait in the street without horses. The town has the appearance of having been suddenly abandoned, as if life just stopped and vanished with no warning. There are no bodies. A sign lies in the dirt at the edge of town, labelling this forgotten place— appropriately—as Desolation. 69-72 The portal drops the characters into a stark white waiting room. After a few minutes, a man in white robes enters, followed by several hulking thugs, also wearing white. The man smiles blandly, asks the characters their names and then records them in a small white ledger titled "Craghill Asylum for the Criminally Insane". 73-76 The portal leads to a small oasis, not more than three wagons wide, filling a narrow valley between towering sand dunes. A few trees provide shade and the water is cool and clean. Characters clambering up a sand dune see nothing but brutally hot sun and glaring white sand, in all directions. A few vultures circle high up in the sky. 77-80 The portal leads to a perfect cubic room with a perfectly square door in the middle of one wall. The door opens easily and leads into a city where each block is a perfect cube and all of the citizens are constructs going about a life of complete order. Any disruption of that order draws the local authority’s prompt attention. 81-84 The portal leads into a wet underground room. The walls are mould-covered stucco with a red fresco band of geometric shapes now barely noticeable ringing the room near the ceiling. The room radiates moderate transmutation magic. Half of the floor is a pool of water which leads to the bottom of a canal, and from there to a city of marble porticos and long canals. 85-88 The portal’s destination is a rocky shore, pelted by surf and driving rain. A light shines from a high hill where a narrow, leaning mansion leers in the night. A slippery path rises to the building, who has clearly seen better days and now barely stands against the storm. 89-92 In a flash of light, the travellers finds themselves inside a mausoleum. Burial niches on the walls, capped with marble plaques mark this as the final resting place of the de Montceux family, though from the dates, none have been interred here for over 200 years. An iron door exits the tomb, though the lock is easily opened from the inside. The tomb lies in an overgrown cemetery at the centre of a swampy wood. A vine- and leaf-choked fountain in the centre of the cemetery has a statue of a winged cherub, eyes downcast limply holding a sword. The sword has weathered badly, and rust stains the marble. 93-96 The portal leads to a hallway whose walls, floor and ceiling are entirely mirrored, creating a disconcerting image of the characters repeating endlessly. The only non-mirrored surface are two doorknobs at each end of the long hallway. One is silvered and warm while the other is painted black and is faintly sticky, as if recently grasped by a moist hand. 97-100 The portal leads to a library in the attic of an abandoned farmhouse on the edge of the woods. Through a cracked window, it is clear a battle is taking place outside as dawn breaks. A large band of humans and halflings defend a low rise against a horde of goblins being driven forward by a few hobgoblins. While the band on the ridge is currently holding out with bows and flaming oil, it is obvious they are vastly outnumbered and will eventually be overwhelmed. Indeed, from their vantage point in the attic the characters can see a group of goblins sneaking around the rise using the cover of the woods. The defenders have not seen them. 7 OGL V1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Gates & Portals 2.0.pdf
Enemies of Sons of Pekal 1 By Thomas Abbott ATL 1 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL1_Olarn Medium-size Male Human (Kalamaran) Rogue1 Hit Dice: (1d6)+2 Hit Points: 8 Initiative: +3 Speed: Walk 30 ft. AC: 15 (flatfooted 12, touch 13) Base Attack/Grapple +0/+1 Attacks: Dagger +1;Dagger (Thrown) +3;Dart (Masterwork) +4;Shortspear +1;Shortspear (Thrown) +3; ; Damage: Dagger 1d4+1;Dagger (Thrown) 1d4+1;Dart (Masterwork) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1; poison Face / Reach: 5 ft. / 5 ft. Special Qualities: Sneak Attack +1d6, Trapfinding Saves: Fortitude: +2, Reflex: +5, Will: +1 Abilities: STR 12 (+1), DEX 17 (+3), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 3; Bluff 0; Climb 5; Concentration 2; Craft (Poisonmaking) 6; Craft (Untrained) 2; Diplomacy 0; Disguise 4; Escape Artist 7; Forgery 2; Gather Information 4; Heal 1; Hide 12; Intimidate 0; Jump 1; Listen 5; Move Silently 12; Ride 3; Search 6; Sense Motive 1; Spot 5; Survival 1; Swim 1; Tumble 7; Feats: Armor Proficiency (Light), Point Blank Shot, Rapid Shot, Simple Weapon Proficiency Alignment: Neutral Evil Possessions :Boots of Elvenkind; Poison (Zeakue); Cloak of Elvenkind; Dagger; Dart (Masterwork) x5; Leather; Outfit (Traveler's); Shortspear ATL1_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric1 Hit Dice: (1d8)+2 Hit Points: 10 Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +0/+2 Attacks: Chain, Spiked -2; Full Attack: Chain, Spiked -2; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 1) (turn damage 2d6+3), Spontaneous casting Saves: Fortitude: +4, Reflex: +0, Will: +5 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 6; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist -5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 4; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds, Detect Magic, Inflict Minor Wounds, Level 1: Bane, Enlarge Person (Strength), Protection from Good Enemies of Sons of Pekal 2 By Thomas Abbott ATL1_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard2 Hit Dice: (2d4)+4 Hit Points: 11 Initiative: +2 Speed: Walk 30 ft. AC: 13 (flatfooted 11, touch 13) Base Attack/Grapple: +1/+1 Attacks: Dagger +1;Dagger (Thrown) +3; Full Attack: Dagger +1;Dagger (Thrown) +3; Damage: Dagger 1d4;Dagger (Thrown) 1d4; ; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +2, Reflex: +2, Will: +3 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 17 (+3), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 3; Balance 2; Bluff 0; Climb 0; Concentration 7; Craft (Untrained) 3; Diplomacy 0; Disguise 0; Escape Artist 2; Forgery 3; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 8; Knowledge (Architecture and Engineering) 8; Knowledge (Dungeoneering) 8; Knowledge (History) 8; Listen 0; Move Silently 2; Ride 2; Search 5; Sense Motive 0; Spellcraft 10; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Eschew Materials, Scribe Scroll Alignment: Lawful Neutral Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/3/0/0/0/0/0/0/0/ DC:13+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Flare, Ray of Frost, Level 1: Color Spray, Mage Armor, Magic Missile Encounter 3a Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. ATL1_Tokite Legionnaire Medium-size Male Human (Kalamaran) Warrior1 Hit Dice: (1d8)+2 Hit Points: 10 Initiative: +2 Speed: Walk 20 ft. AC: 19 (flatfooted 17, touch 12) Base Attack/Grapple: +1/+4 Attacks: Javelin +3;Sword, Short +5; Shortbow +3 ; Full Attacks: Javelin +3; Sword, Short +5, Shortbow +3 Damage: Javelin 1d6+3;Sword, Short 1d6+3; Shortbow 1d6; Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +4, Reflex: +2, Will: +1 Abilities: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance -2; Bluff 0; Climb 1; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 4; Forgery 1; Gather Information 0; Heal 1; Hide -4; Intimidate 4; Jump -5; Listen 1; Move Silently -4; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -9; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short)) Alignment: Lawful Neutral Possessions: Breastplate; Shield, Heavy; Javelin; Outfit (Explorer's); Sword, Short; ATL1_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric1 Hit Dice: (1d8)+2 Hit Points: 10 Enemies of Sons of Pekal 3 By Thomas Abbott Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +0/+2 Attacks: Chain, Spiked -2; Full Attack: Chain, Spiked -2; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 1) (turn damage 2d6+3), Spontaneous casting Saves: Fortitude: +4, Reflex: +0, Will: +5 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 6; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist - 5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 4; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 4; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (3/2+1/0/0/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds, Detect Magic, Inflict Minor Wounds, Level 1: Bane, Enlarge Person (Strength), Protection from Good ATL1_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian1 Hit Dice: (1d12)+3 Hit Points: 15 Initiative: +2 Speed: Walk 40 ft. AC: 16 (flatfooted 14, touch 12) Base Attack/Grapple: +1/+5 Attacks: Dagger (Masterwork) +6;Dagger (Masterwork/Thrown) +4; Greataxe (Masterwork) +6; Full Attacks: Dagger (Masterwork) +6;Dagger (Masterwork/Thrown) +4; Greataxe (Masterwork) +6 Damage: Dagger (Masterwork) 1d4+4;Dagger (Masterwork/Thrown) 1d4+4; Greataxe (Masterwork) 1d12+6; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 2), Illiteracy, Orc Blood, Rage (Ex) 1 times/day (8 rounds) Saves: Fortitude: +5, Reflex: +2, Will: +0 Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 3; Bluff -1; Climb 7; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 11; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 2; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 3 Alignment: Chaotic Neutral Possessions: Chain Shirt (Masterwork); Dagger (Masterwork); Greataxe (Masterwork); Outfit (Explorer's) Enemies of Sons of Pekal 4 By Thomas Abbott ATL 3 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL3 ATL3_Olarn Medium-size Male Human (Kalamaran) Rogue3 Hit Dice: (3d6)+6 Hit Points: 20 Initiative: +3 Speed: Walk 30 ft. AC: 16 (flatfooted 13, touch 14) Base Attack/Grapple: +2/+3 Attacks: Dart (Masterwork) +6; Dagger +3;Dagger (Thrown) +5;Shortspear -7;Shortspear (Thrown) +5; ; Full Attack: Dart +3 primary hand, +3 offhand. Damage: Dart (Masterwork) 1d4+1; Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1; poison Face / Reach: 5 ft. / 5 ft. Special Qualities: Evasion (Ex), Sneak Attack +2d6, Trap Sense (Ex) +1, Trapfinding Saves: Fortitude: +3, Reflex: +6, Will: +2 Abilities: STR 12 (+1), DEX 17 (+3), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 5; Bluff 2; Climb 7; Concentration 2; Craft (Poisonmaking) 8; Craft (Untrained) 2; Diplomacy 0; Disguise 6; Escape Artist 9; Forgery 2; Gather Information 4; Heal 1; Hide 14; Intimidate 0; Jump 3; Listen 7; Move Silently 14; Ride 3; Search 8; Sense Motive 1; Spot 7; Survival 1; Swim 1; Tumble 9; Feats: Armor Proficiency (Light), Point Blank Shot, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting Alignment: Neutral Evil Possessions: Boots of Elvenkind; Ring of Protection +1; Cloak of Elvenkind; Dagger; Dart (Masterwork) x5; Leather; Outfit (Traveler's); Poison (Zeakue); Shortspear ATL3_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric3 Hit Dice: (3d8)+6 Hit Points: 24 Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +2/+4 Attacks: Chain, Spiked +4; Full Attack: Chain, Spiked +4; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 3) (turn damage 2d6+5), Spontaneous casting Saves: Fortitude: +5, Reflex: +1, Will: +6 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 8; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist - 5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 6; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 6; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Enemies of Sons of Pekal 5 By Thomas Abbott Spells: Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds X2, Detect Magic, Light, Level 1: Bane, Cure Light Wounds, Divine Favor, Enlarge Person(Strength), Level 2: Bull's Strength(Strength), Cure Moderate Wounds, Spiritual Weapon ATL3_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard4 Hit Dice: (4d4)+8 Hit Points: 21 Initiative: +2 Speed: Walk 30 ft. AC: 13 (flatfooted 11, touch 13) Base Attack/Grapple: +2/+2 Attacks: Dagger +2;Dagger (Thrown) +4; Full Attack: Dagger +2;Dagger (Thrown) +4; Damage: Dagger 1d4;Dagger (Thrown) 1d4; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +3, Reflex: +3, Will: +4 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 4; Balance 2; Bluff 0; Climb 0; Concentration 12; Craft (Untrained) 4; Diplomacy 0; Disguise 0; Escape Artist 2; Forgery 4; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 11; Knowledge (Architecture and Engineering) 11; Knowledge (Dungeoneering) 11; Knowledge (History) 11; Knowledge (Nobility and Royalty) 5; Listen 0; Move Silently 2; Ride 2; Search 6; Sense Motive 0; Spellcraft 13; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Eschew Materials, Scribe Scroll, Skill Focus (Concentration) Alignment: Lawful Neutral Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/4/3/0/0/0/0/0/0/ DC:14+spell level) Wizard - Known: Level 0: Acid Splash, Daze, Detect Magic, Ray of Frost, Level 1: Color Spray x2, Mage Armor, Magic Missile Level 2: Acid Arrow, Invisibility, Summon Swarm Encounters 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. ATL3_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter2 Hit Dice: (2d10)+4 Hit Points: 20 Initiative: +2 Speed: Walk 20 ft. AC: 19 (flatfooted 17, touch 12) Base Attack/Grapple: +2/+5 Attacks: Javelin +4;Sword (Short/Masterwork) +7; Shortbow +4 Full Attack: Javelin +4, Sword (Short/Masterwork) +7; Shortbow +4 Damage: Javelin 1d6+3;Sword (Short/Masterwork) 1d6+3; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +5, Reflex: +2, Will: +1 Abilities: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance -1; Bluff 0; Climb 3; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 3; Forgery 1; Gather Information 0; Heal 1; Hide -3; Intimidate 5; Jump -3; Listen 1; Move Silently -3; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -7; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short)) Enemies of Sons of Pekal 6 By Thomas Abbott Alignment: Lawful Neutral Possessions: Breastplate (Masterwork); Javelin; Outfit (Explorer's); Shield, Heavy; Sword (Short/Masterwork); ATL3_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric3 Hit Dice: (3d8)+6 Hit Points: 24 Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +2/+4 Attacks: Chain, Spiked +4; Full Attack: Chain, Spiked +4; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 3) (turn damage 2d6+5), Spontaneous casting Saves: Fortitude: +5, Reflex: +1, Will: +6 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 8; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist - 5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 6; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 6; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (4/3+1/2+1/0/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds X2, Detect Magic, Light, Level 1: Bane, Cure Light Wounds, Divine Favor, Enlarge Person(Strength), Level 2: Bull's Strength(Strength), Cure Moderate Wounds, Spiritual Weapon ATL3_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian3 Hit Dice: (3d12)+9 Hit Points: 35 Initiative: +2 Speed: Walk 40 ft. AC: 17 (flatfooted 17, touch 12) Base Attack/Grapple: +3/+7 Attacks: Dagger (Masterwork) +8;Dagger (Masterwork/Thrown) +6; Greataxe (Masterwork) +8; ; Full Attacks: Dagger (Masterwork) +8;Dagger (Masterwork/Thrown) +6; Greataxe (Masterwork) +8; Damage: Dagger (Masterwork) 1d4+4;Dagger (Masterwork/Thrown) 1d4+4; Greataxe (Masterwork) 1d12+6; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 6), Illiteracy, Orc Blood, Rage (Ex) 1 times/day (8 rounds), Trap Sense (Ex) +1, Uncanny Dodge (Dex bonus to AC) Saves: Fortitude: +6, Reflex: +3, Will: +1 Abilities: STR 18 (+4), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 4; Bluff -1; Climb 9; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 13; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 2; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 5 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Chain Shirt (Masterwork); Dagger (Masterwork); Greataxe (Masterwork); Outfit (Explorer's); Enemies of Sons of Pekal 7 By Thomas Abbott ATL 5 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL5 ATL5_Olarn Medium-size Male Human (Kalamaran) Rogue5 Hit Dice: (5d6)+10 Hit Points: 32 Initiative: +5 Speed: Walk 30 ft. AC: 18 (flatfooted 18, touch 16) Base Attack/Grapple: +3/+4 Attacks: Dart (Masterwork) +9; Dagger +4;Dagger (Thrown) +8;Shortspear +4;Shortspear (Thrown) +8; ; Full Attack: Dart +7 primary hand/+7 offhand Damage: Dart (Masterwork) 1d4+1; Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1 Face / Reach: 5 ft. / 5 ft. Special Qualities: Evasion (Ex), Sneak Attack +3d6, Trap Sense (Ex) +1, Trapfinding, Uncanny Dodge (Dex bonus to AC) Saves: Fortitude: +3, Reflex: +9, Will: +2 Abilities: STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 7; Bluff 4; Climb 9; Concentration 2; Craft (Poisonmaking) 10; Craft (Untrained) 2; Diplomacy 0; Disguise 8; Escape Artist 13; Forgery 2; Gather Information 4; Heal 1; Hide 18; Intimidate 0; Jump 3; Listen 9; Move Silently 18; Ride 5; Search 10; Sense Motive 1; Spot 9; Survival 1; Swim 1; Tumble 13; Feats: Armor Proficiency (Light), Point Blank Shot, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting Alignment: Neutral Evil Possessions: Boots of Elvenkind; Gloves of Dexterity +2; Cloak of Elvenkind; Dagger; Dart (Masterwork) x5; Leather; Traveler's Outfit; Poison (Zeakue); Ring of Protection +1; Shortspear ATL5_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric5 Hit Dice: (5d8)+10 Hit Points: 38 Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +3/+5 Attacks: Chain, Spiked +5; Full Attack: Chain, Spiked +5; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 5) (turn damage 2d6+7), Spontaneous casting Saves: Fortitude: +6, Reflex: +1, Will: +7 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 17 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 10; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist - 5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 8; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 8; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster Enemies of Sons of Pekal 8 By Thomas Abbott level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Enlarge Person(Strength) Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold Person, Spiritual Weapon Level 3: Dispel Magic, Magic Circle against Good (Evil), Searing Light ATL5_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard6 Hit Dice: (6d4)+12 Hit Points: 31 Initiative: +2 Speed: Walk 30 ft. AC: 13 (flatfooted 11, touch 13) Base Attack/Grapple: +3/+3 Attacks: Dagger +3;Dagger (Thrown) +5; Full Attack: Dagger +3;Dagger (Thrown) +5; Damage: Dagger 1d4;Dagger (Thrown) 1d4; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +4, Reflex: +4, Will: +5 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 4; Balance 2; Bluff 0; Climb 0; Concentration 14; Craft (Untrained) 4; Diplomacy 0; Disguise 0; Escape Artist 2; Forgery 4; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 13; Knowledge (Architecture and Engineering) 13; Knowledge (Dungeoneering) 13; Knowledge (History) 13; Knowledge (Nobility and Royalty) 7; Listen 0; Move Silently 2; Ride 2; Search 6; Sense Motive 0; Spellcraft 15; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Craft Wand, Eschew Materials, Scribe Scroll, Skill Focus (Concentration), Spell Focus (Evocation) Alignment: Lawful Neutral Possessions: Dagger; Outfit (Explorer's); Ring of Protection +1; Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/4/4/3/0/0/0/0/0/ DC:14+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Ray of Frost, Read Magic Level 1: Color Spray, Mage Armor, Magic Missile x2 Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Summon Swarm Level 3: Dispel Magic, Fireball, Vampiric Touch Encounters 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. ATL5_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter4 Hit Dice: (4d10)+8 Hit Points: 36 Initiative: +2 Speed: Walk 20 ft. AC: 20 (flatfooted 18, touch 12) Base Attack/Grapple: +4/+7 Attacks: Javelin (Masterwork) +8;Sword (Short/Masterwork) +9; Shortbow +6 Full Attack: Javelin (Masterwork) +8; Sword (Short/Masterwork) +9; Shortbow +6 Damage: Javelin (Masterwork) 1d6+3;Sword (Short/Masterwork) 1d6+5; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +6, Reflex: +3, Will: +2 Abilities: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance 1; Bluff 0; Climb 6; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 2; Forgery 1; Gather Information 0; Heal Enemies of Sons of Pekal 9 By Thomas Abbott 1; Hide -2; Intimidate 7; Jump 0; Listen 1; Move Silently -2; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -5; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Reflexes, Dodge, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short), Javelin), Weapon Specialization (Sword (Short)) Alignment: Lawful Neutral Possessions: Breastplate (Masterwork); Javelin (Masterwork); Outfit (Explorer's); Shield +1 (Heavy/Metal); Sword (Short/Masterwork); ATL5_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric5 Hit Dice: (5d8)+10 Hit Points: 38 Initiative: +0 Speed: Walk 20 ft. AC: 19 (flatfooted 19, touch 11) Base Attack/Grapple: +3/+5 Attacks: Chain, Spiked +5; Full Attack: Chain, Spiked +5; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 5/day (turn level 5) (turn damage 2d6+7), Spontaneous casting Saves: Fortitude: +6, Reflex: +1, Will: +7 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 17 (+3), CHA 14 (+2) Skills: Appraise 0; Balance -5; Bluff 2; Climb -3; Concentration 10; Craft (Untrained) 0; Diplomacy 2; Disguise 2; Escape Artist - 5; Forgery 0; Gather Information 2; Heal 3; Hide -5; Intimidate 2; Jump -9; Knowledge (Religion) 8; Listen 3; Move Silently -5; Ride 0; Search 0; Sense Motive 3; Spellcraft 8; Spot 3; Survival 3; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +1; Full Plate (Masterwork); Outfit (Traveler's); Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (5/4+1/3+1/2+1/0/0/0/0/0/ DC:13+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds, Divine Favor, Doom, Enlarge Person(Strength) Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold Person, Spiritual Weapon Level 3: Dispel Magic, Magic Circle against Good (Evil), Searing Light ATL5_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian5 Hit Dice: (5d12)+15 Hit Points: 55 Initiative: +2 Speed: Walk 40 ft. AC: 18 (flatfooted 18, touch 12) Base Attack/Grapple: +5/+9 Attacks: Dagger (Masterwork) +10;Dagger (Masterwork/Thrown) +8; Greataxe (Masterwork) +10; Full Attacks: Dagger (Masterwork) +10;Dagger (Masterwork/Thrown) +8; Greataxe (Masterwork) +10; Damage: Dagger (Masterwork) 1d4+4;Dagger (Masterwork/Thrown) 1d4+4; Greataxe (Masterwork) 1d12+6; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 10), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 9 level), Orc Blood, Rage (Ex) 2 times/day (8 rounds), Trap Sense (Ex) +1 Saves: Fortitude: +7, Reflex: +3, Will: +1 Abilities: STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 5; Bluff -1; Climb 11; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 15; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 2; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 7 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Chain Shirt +1; Dagger (Masterwork); Greataxe (Masterwork); Outfit (Explorer's); Enemies of Sons of Pekal 10 By Thomas Abbott ATL 7 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL7_Olarn Medium-size Male Human (Kalamaran) Rogue5 Assassin2 Hit Dice: (5d6)+(2d6)+14 Hit Points: 44 Initiative: +5 Speed: Walk 30 ft. AC: 18 (flatfooted 18, touch 16) Base Attack/Grapple: +4/+5 Attacks: Dart +1 +11;Dagger +5;Dagger (Thrown) +10;Shortspear +5;Shortspear (Thrown) +10 Full Attacks: Dart+1 +9 primary hand/ Dart +9 off hand Damage: Dart +1 1d4+1;Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1; poison Face / Reach: 5 ft. / 5 ft. Special Qualities: +1 save against poisons, Death Attack (DC 14), Evasion (Ex), Improved Uncanny Dodge (can't be flanked except by a rogue of 11 level), Poison Use, Sneak Attack +4d6, Trap Sense (Ex) +1, Trapfinding Saves: Fortitude: +3, Reflex: +12, Will: +2 Abilities: STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 14 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 9; Bluff 4; Climb 9; Concentration 2; Craft (Poisonmaking) 12; Craft (Untrained) 2; Diplomacy 0; Disguise 10; Escape Artist 15; Forgery 2; Gather Information 4; Heal 1; Hide 20; Intimidate 0; Jump 3; Listen 9; Move Silently 20; Ride 5; Search 10; Sense Motive 1; Spot 9; Survival 1; Swim 1; Tumble 15; Feats: Armor Proficiency (Light), Point Blank Shot, Quick Draw, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting Alignment: Neutral Evil Possessions: Boots of Elvenkind; Dart +1 x5; Cloak of Elvenkind; Dagger; Gloves of Dexterity +2; Leather; Traveler's Outfit; Poison (Zeakue); Ring of Protection +1; Shortspear; Spells: Spells per Day: (0/2/0/0/0/0/0/0/0/ DC:12+spell level) Assassin - Known: Level 1: Detect Poison, Obscuring Mist, True Strike ATL7_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric7 Hit Dice: (7d8)+14 Hit Points: 52 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +5/+7 Attacks: Chain, Spiked +7; Full Attack: Chain, Spiked +7; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 7) (turn damage 2d6+10), Spontaneous casting Saves: Fortitude: +7, Reflex: +2, Will: +9 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 19 (+4), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 12; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 4; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 10; Listen 4; Move Silently -5; Ride 0; Search 0; Sense Motive 4; Spellcraft 10; Spot 4; Survival 4; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Enemies of Sons of Pekal 11 By Thomas Abbott Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/5+1/4+1/3+1/2+1/0/0/0/0/ DC:14+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Command, Cure Light Wounds, Divine Favor, Enlarge Person (Strength), Inflict Light Wounds Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Sound Burst, Spiritual Weapon, Level 3: Cure Serious Wounds, Dispel Magic, Magic Circle against Good (Evil), Searing Light, Level 4: Cure Critical Wounds, Divine Power, Unholy Blight (Evil) ATL7_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard8 Hit Dice: (8d4)+16 Hit Points: 41 Initiative: +2 Speed: Walk 30 ft. AC: 14 (flatfooted 12, touch 14) Base Attack/Grapple: +4/+4 Attacks: Dagger +4;Dagger (Thrown) +6; Full Attack: Dagger +4;Dagger (Thrown) +6; Damage: Dagger 1d4;Dagger (Thrown) 1d4; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +4, Reflex: +4, Will: +6 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 21 (+5), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 5; Balance 2; Bluff 0; Climb 0; Concentration 16; Craft (Untrained) 5; Diplomacy 2; Disguise 0; Escape Artist 2; Forgery 5; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 16; Knowledge (Architecture and Engineering) 16; Knowledge (Dungeoneering) 16; Knowledge (History) 16; Knowledge (Nobility and Royalty) 10; Listen 0; Move Silently 2; Ride 2; Search 7; Sense Motive 0; Spellcraft 18; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Craft Wand, Eschew Materials, Scribe Scroll, Skill Focus (Concentration), Spell Focus (Evocation) Alignment: Lawful Neutral Possessions: Dagger; Ring of Protection +2; Headband of Intellect +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/6/4/4/3/0/0/0/0/ DC:15+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Mage Hand, Read Magic, Level 1: Color Spray, Detect Secret Doors, Mage Armor, Magic Missile x3 Level 2: Acid Arrow, Cat's Grace, Invisibility, Summon Swarm Level 3: Dispel Magic, Fireball x2, Vampiric Touch Level 4: Black Tentacles, Invisibility, Greater, Stoneskin Encounters 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. ATL7_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter6 Hit Dice: (6d10)+12 Hit Points: 51 Initiative: +2 Speed: Walk 20 ft. AC: 20 (flatfooted 18, touch 12) Base Attack / Grapple: +6/+9 Attacks: Sword +1 (Short) +11;Javelin (Masterwork) +10; Shortbow +8 Full Attack: Sword +1 (Short) +11/+6;Javelin (Masterwork) Enemies of Sons of Pekal 12 By Thomas Abbott +10/+5; Shortbow +8/+3 Damage: Sword +1 (Short) 1d6+6;Javelin (Masterwork) 1d6+3; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +7, Reflex: +4, Will: +3 Abilities: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance 2; Bluff 0; Climb 8; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist -2; Forgery 1; Gather Information 0; Heal 1; Hide -2; Intimidate 9; Jump 2; Listen 1; Move Silently -2; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -5; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Dodge, Improved Trip, Martial Weapon Proficiency, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short), Javelin), Weapon Specialization (Sword (Short)) Alignment: Lawful Neutral Possessions: Breastplate (Masterwork); Sword +1 (Short); Javelin (Masterwork); Outfit (Explorer's); Shield +1 (Heavy/Metal) ATL7_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric7 Hit Dice: (7d8)+14 Hit Points: 52 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +5/+7 Attacks: Chain, Spiked +7; Full Attack: Chain, Spiked +7; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 7) (turn damage 2d6+10), Spontaneous casting Saves: Fortitude: +7, Reflex: +2, Will: +9 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 19 (+4), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 12; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 4; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 10; Listen 4; Move Silently -5; Ride 0; Search 0; Sense Motive 4; Spellcraft 10; Spot 4; Survival 4; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/5+1/4+1/3+1/2+1/0/0/0/0/ DC:14+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Command, Cure Light Wounds, Divine Favor, Enlarge Person (Strength), Inflict Light Wounds Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Sound Burst, Spiritual Weapon, Level 3: Cure Serious Wounds, Dispel Magic, Magic Circle against Good (Evil), Searing Light, Level 4: Cure Critical Wounds, Divine Power, Unholy Blight (Evil) ATL7_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian7 Hit Dice: (7d12)+21 Hit Points: 75 Initiative: +2 Speed: Walk 40 ft. AC: 18 (flatfooted 18, touch 12) Base Attack/Grapple: +7/+11 Attacks: Greataxe +1 +12;Dagger (Masterwork) +12;Dagger (Masterwork/Thrown) +10; Full Attacks: Greataxe +1 +12/+7;Dagger (Masterwork) +12/+7;Dagger (Masterwork/Thrown) +10/+5; Damage: Greataxe +1 1d12+7;Dagger (Masterwork) 1d4+4;Dagger (Masterwork/Thrown) 1d4+4; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 14), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 11 level), Orc Blood, Rage (Ex) 2 times/day (8 rounds), Trap Sense (Ex) +2 Saves: Fortitude: +8, Reflex: +4, Will: +2 Abilities: STR 19 (+4), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 6; Bluff -1; Climb 13; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 17; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 2; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 9 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Greataxe +1; Chain Shirt +1; Dagger (Masterwork); Outfit (Explorer's); Enemies of Sons of Pekal 13 By Thomas Abbott ATL 9 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL9_Olarn Medium-size Male Human (Kalamaran) Rogue5 Assassin4 Hit Dice: (5d6)+(4d6)+18 Hit Points: 56 Initiative: +5 Speed: Walk 30 ft. AC: 20 (flatfooted 20, touch 16) Base Attack / Grapple: +6/+7 Attacks: Dart +1 +12; Dagger +7;Dagger (Thrown) +11;Shortspear +7;Shortspear (Thrown) +11 Full Attack; Dart +1 +10/+5 primary hand/ +10/+5 offhand; Dagger +7/+2; Dagger (Thrown) +11/+6; Shortspear +7/+2; Shortspear (Thrown) +11/+6 Damage: Dart +1 1d4+1; Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1; poison Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 save against poisons, Death Attack (DC 16), Evasion (Ex), Improved Uncanny Dodge (can't be flanked except by a rogue of 13 level), Poison Use, Sneak Attack +5d6, Trap Sense (Ex) +1, Trapfinding Saves: Fortitude: +4, Reflex: +13, Will: +3 Abilities: STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 15 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 9; Bluff 4; Climb 9; Concentration 2; Craft (Poisonmaking) 14; Craft (Untrained) 2; Diplomacy 0; Disguise 12; Escape Artist 17; Forgery 2; Gather Information 4; Heal 1; Hide 22; Intimidate 0; Jump 3; Listen 10; Move Silently 22; Ride 5; Search 10; Sense Motive 1; Spot 10; Survival 1; Swim 1; Tumble 17; Feats: Armor Proficiency (Light), Improved Two-Weapon Fighting, Point Blank Shot, Quick Draw, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting Alignment: Neutral Evil Possessions: Amulet of Natural Armor +1; Boots of Elvenkind; Cloak of Elvenkind; Dagger; Dart +1 x5; Gloves of Dexterity +2; Leather +1; Traveler's Outfit; Poison (Zeakue); Ring of Protection +1; Shortspear Spells: Spells per Day: (0/4/2/0/0/0/0/0/0/ DC:12+spell level) Assassin - Known: Level 1: Detect Poison, Jump, Obscuring Mist, True Strike Level 2: Invisibility, Spider Climb, Undetectable Alignment ATL9_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric9 Hit Dice: (9d8)+18 Hit Points: 63 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +6/+8 Attacks: Chain, Spiked +8 Full Attack: Chain, Spiked +8/+3; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 9) (turn damage 2d6+12), Spontaneous casting Saves: Fortitude: +8, Reflex: +3, Will: +11 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 20 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 14; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 12; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 12; Spot 5; Survival 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Enemies of Sons of Pekal 14 By Thomas Abbott Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/6+1/5+1/4+1/3+1/2+1/0/0/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x2, Divine Favor, Doom, Enlarge Person (Strength), Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold Person, Silence, Sound Burst, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Circle against Good(Evil), Searing Light, Level 4: Cure Critical Wounds, Divine Power, Summon Monster IV, Unholy Blight (Evil) Level 5: Command, Greater, Flame Strike, Righteous Might (Strength) ATL9_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard10 Hit Dice: (10d4)+20 Hit Points: 51 Initiative: +2 Speed: Walk 30 ft. AC: 14 (flatfooted 12, touch 14) Base Attack/Grapple: +5/+5 Attacks: Dagger +5;Dagger (Thrown) +7; Full Attack: Dagger +5;Dagger (Thrown) +7; Damage: Dagger 1d4;Dagger (Thrown) 1d4; ; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +5, Reflex: +5, Will: +7 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 21 (+5), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 5; Balance 2; Bluff 0; Climb 0; Concentration 18; Craft (Untrained) 5; Diplomacy 2; Disguise 0; Escape Artist 2; Forgery 5; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 18; Knowledge (Architecture and Engineering) 18; Knowledge (Dungeoneering) 18; Knowledge (History) 18; Knowledge (Nobility and Royalty) 12; Listen 0; Move Silently 2; Ride 2; Search 7; Sense Motive 0; Spellcraft 20; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Craft Wand, Eschew Materials, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spell Focus (Evocation) Alignment: Lawful Neutral Possessions: Dagger; Ring of Protection +2; Headband of Intellect +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/6/5/4/4/3/0/0/0/ DC:15+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Level 1: Alarm, Color Spray, Mage Armor, Magic Missile x3 Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, Summon Swarm Level 3: Dispel Magic, Fireball x2, Vampiric Touch Level 4: Black Tentacles, Ice Storm, Invisibility, Greater, Stoneskin Level 5: Cloudkill, Overland Flight, Wall of Force Encounter 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. ATL9_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter8 Hit Dice: (8d10)+16 Hit Points: 67 Initiative: +2 Speed: Walk 20 ft. AC: 22 (flatfooted 20, touch 13) Base Attack/Grapple: +8/+11 Attacks: Javelin (Masterwork) +12;Sword +1 (Short) +13; Shortbow +10 Full Attack: Javelin (Masterwork) +12/+7;Sword +1 Enemies of Sons of Pekal 15 By Thomas Abbott (Short) +13/+8; Shortbow +10/+5 Damage: Javelin (Masterwork) 1d6+3;Sword +1 (Short) 1d6+6; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +8, Reflex: +4, Will: +3 Abilities: STR 17 (+3), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance 3; Bluff 0; Climb 10; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 2; Forgery 1; Gather Information 0; Heal 1; Hide -2; Intimidate 11; Jump 4; Listen 1; Move Silently -2; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -5; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Dodge, Improved Trip, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short), Javelin), Weapon Specialization (Sword (Short)) Alignment: Lawful Neutral Possessions: Breastplate +1; Ring of Protection +1; Javelin (Masterwork); Outfit (Explorer's); Shield +1 (Heavy/Metal); Sword +1 (Short); ATL9_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric9 Hit Dice: (9d8)+18 Hit Points: 63 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +6/+8 Attacks: Chain, Spiked +8 Full Attack: Chain, Spiked +8/+3; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 9) (turn damage 2d6+12), Spontaneous casting Saves: Fortitude: +8, Reflex: +3, Will: +11 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 20 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 14; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 12; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 12; Spot 5; Survival 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/6+1/5+1/4+1/3+1/2+1/0/0/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x2, Divine Favor, Doom, Enlarge Person (Strength), Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Hold Person, Silence, Sound Burst, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Circle against Good(Evil), Searing Light, Level 4: Cure Critical Wounds, Divine Power, Summon Monster IV, Unholy Blight (Evil) Level 5: Command, Greater, Flame Strike, Righteous Might (Strength), ATL9_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian9 Hit Dice: (9d12)+27 Hit Points: 95 Initiative: +2 Speed: Walk 40 ft. AC: 18 (flatfooted 18, touch 12) Base Attack/Grapple: +9/+15 Attacks: Dagger (Masterwork) +16;Dagger (Masterwork/Thrown) +12;Greataxe +1 +16; Full Attacks: Dagger (Masterwork) +16/+11;Dagger (Masterwork/Thrown) +12/+7;Greataxe +1 +16/+11; Damage: Dagger (Masterwork) 1d4+6;Dagger (Masterwork/Thrown) 1d4+6;Greataxe +1 1d12+10; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +4, CON +4, Will +2, AC -2, HP 18), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 13 level), Orc Blood, Rage (Ex) 3 times/day (8 rounds), Trap Sense (Ex) +3 Saves: Fortitude: +9, Reflex: +5, Will: +3 Abilities: STR 22 (+6), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 7; Bluff -1; Climb 17; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 21; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 4; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Enemies of Sons of Pekal 16 By Thomas Abbott Cleave, Improved Critical (Greataxe), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 11 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Gauntlets of Ogre Power; Chain Shirt +1; Dagger (Masterwork); Greataxe +1; Outfit (Explorer's); Enemies of Sons of Pekal 17 By Thomas Abbott ATL 11 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL11_Olarn Medium-size Male Human (Kalamaran) Rogue5 Assassin6 Hit Dice: (5d6)+(6d6)+22 Hit Points: 68 Initiative: +5 Speed: Walk 30 ft. AC: 21 (flatfooted 21, touch 17) Base Attack/Grapple: +7/+8 Attacks: Dart +1 +13; Dagger +8;Dagger (Thrown) +12;Shortspear +8;Shortspear (Thrown) +12; Full Attack: Dart +1 +11/+6 primary hand/ +11/+6 off hand; Dagger +8/+3; Dagger (Thrown +12/+7; Shortspear +8; Shortspear (Thrown) +12 Damage: Dart +1 1d4+1; Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1 Face / Reach: 5 ft. / 5 ft. Special Qualities: +3 save against poisons, Death Attack (DC 18), Evasion (Ex), Improved Uncanny Dodge (can't be flanked except by a rogue of 15 level), Poison Use, Sneak Attack +6d6, Trap Sense (Ex) +1, Trapfinding Saves: Fortitude: +5, Reflex: +14, Will: +4 Abilities: STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 15 (+2), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 2; Balance 9; Bluff 4; Climb 9; Concentration 2; Craft (Poisonmaking) 14; Craft (Untrained) 2; Diplomacy 0; Disable Device 4; Disguise 12; Escape Artist 17; Forgery 2; Gather Information 4; Heal 1; Hide 24; Intimidate 0; Jump 3; Listen 10; Move Silently 24; Ride 5; Search 16; Sense Motive 1; Spot 10; Survival 1; Swim 1; Tumble 19; Feats: Armor Proficiency (Light), Improved Two- Weapon Fighting, Point Blank Shot, Quick Draw, Rapid Shot, Simple Weapon Proficiency, Two-Weapon Fighting Alignment: Neutral Evil Possessions: Amulet of Natural Armor +1; Ring of Protection +2; Boots of Elvenkind; Cloak of Elvenkind; Dagger; Dart +1 x 5; Gloves of Dexterity +2; Leather +1; Traveler's Outfit; Poison (Zeakue); Shortspear Spells: Spells per Day: (0/4/4/1/0/0/0/0/0/ DC:12+spell level) Assassin - Known: Level 1: Detect Poison, Jump, Obscuring Mist, True Strike Level 2: Cat's Grace, Invisibility, Spider Climb, Undetectable Alignment Level 3: False Life, Misdirection, Nondetection ATL11_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric11 Hit Dice: (11d8)+22 Hit Points: 77 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +8/+10 Attacks: Chain, Spiked +10; Full Attack: Chain, Spiked +10/+5; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 11) (turn damage 2d6+14), Spontaneous casting Saves: Fortitude: +9, Reflex: +3, Will: +12 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 20 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 16; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 14; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 14; Spot 5; Survival 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency Enemies of Sons of Pekal 18 By Thomas Abbott (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/7+1/5+1/5+1/4+1/3+1/1+1/0/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person (Strength), Inflict Light Wounds, Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Hold Person, Silence, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Vestment (Strength), Searing Light x2, Level 4: Cure Critical Wounds, Divine Power, Inflict Critical Wounds, Summon Monster IV, Unholy Blight (Evil) Level 5: Divine Favor (Quickened), Flame Strike, Righteous Might (Strength), Slay Living, Level 6: Antilife Shell, Stoneskin (Strength) ATL11_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard12 Hit Dice: (12d4)+24 Hit Points: 61 Initiative: +2 Speed: Walk 30 ft. AC: 14 (flatfooted 12, touch 14) Base Attack/Grapple: +6/+6 Attacks: Dagger +6/+1;Dagger (Thrown) +8/+3; Full Attack: Dagger +6/+1;Dagger (Thrown) +8/+3; Damage: Dagger 1d4;Dagger (Thrown) 1d4; Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +6, Reflex: +6, Will: +8 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 22 (+6), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 6; Balance 2; Bluff 0; Climb 0; Concentration 20; Craft (Untrained) 6; Diplomacy 2; Disguise 0; Escape Artist 2; Forgery 6; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 21; Knowledge (Architecture and Engineering) 21; Knowledge (Dungeoneering) 21; Knowledge (History) 21; Knowledge (Nobility and Royalty) 16; Listen 0; Move Silently 2; Ride 2; Search 8; Sense Motive 0; Spellcraft 23; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Craft Wand, Eschew Materials, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spell Focus (Evocation) Alignment: Lawful Neutral Possessions: Dagger; Ring of Protection +2; Headband of Intellect +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/6/6/5/4/4/3/0/0/ DC:16+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Mage Hand, Read Magic, Level 1: Color Spray, Comprehend Languages, Mage Armor, Magic Missile x3 Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, Summon Swarm x2 Level 3: Dispel Magic, Fireball x2, Heroism, Vampiric Touch Level 4: Black Tentacles, Ice Storm, Invisibility, Greater, Stoneskin Level 5: Cloudkill, Cone of Cold, Overland Flight, Magic Missile (Quickened) Level 6: Chain Lightning, Dispel Magic, Greater, True Seeing Encounter 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Encounters 3, 4, and 5. Enemies of Sons of Pekal 19 By Thomas Abbott ATL11_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter10 Hit Dice: (10d10)+20 Hit Points: 83 Initiative: +2 Speed: Walk 20 ft. AC: 22 (flatfooted 20, touch 13) Base Attack/Grapple: +10/+13 Attacks: Sword +2 (Short) +17;Javelin +1 +14; Shortbow +12 Full Attack: Sword +2 (Short) +17/+12;Javelin +1 +14/+9; Shortbow +12/+7 Damage: Sword +2 (Short) 1d6+7;Javelin +1 1d6+4; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +9, Reflex: +5, Will: +4 Abilities: STR 17 (+3), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance 4; Bluff 0; Climb 12; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 2; Forgery 1; Gather Information 0; Heal 1; Hide -2; Intimidate 13; Jump 6; Listen 1; Move Silently -2; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -5; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Dodge, Greater Weapon Focus (Sword (Short)), Improved Critical (Sword (Short)), Improved Trip, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short), Javelin), Weapon Specialization (Sword (Short)) Alignment: Lawful Neutral Possessions: Breastplate +1; Sword +2 (Short); Javelin +1; Outfit (Explorer's); Ring of Protection +1; Shield +1 (Heavy/Metal) ATL11_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric11 Hit Dice: (11d8)+22 Hit Points: 77 Initiative: +0 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +8/+10 Attacks: Chain, Spiked +10; Full Attack: Chain, Spiked +10/+5; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 11) (turn damage 2d6+14), Spontaneous casting Saves: Fortitude: +9, Reflex: +3, Will: +12 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 20 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 16; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 14; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 14; Spot 5; Survival 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/7+1/5+1/5+1/4+1/3+1/1+1/0/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person (Strength), Inflict Light Wounds, Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Hold Person, Silence, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Vestment (Strength), Searing Light x2, Level 4: Cure Critical Wounds, Divine Power, Inflict Critical Wounds, Summon Monster IV, Unholy Blight (Evil) Level 5: Divine Favor (Quickened), Flame Strike, Righteous Might (Strength), Slay Living, Level 6: Antilife Shell, Stoneskin (Strength), ATL11_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian11 Hit Dice: (11d12)+33 Hit Points: 115 Initiative: +2 Speed: Walk 40 ft. AC: 19 (flatfooted 19, touch 13) Base Attack/Grapple: +11/+17 Attacks: Dagger (Masterwork) +18;Dagger (Masterwork/Thrown) +14;Greataxe +1 +18; Full Attacks: Dagger (Masterwork) +18/+13/+8;Dagger (Masterwork/Thrown) +14/+9/+4; Greataxe +1 +18/+13/+8; Damage: Dagger (Masterwork) 1d4+6;Dagger (Masterwork/Thrown) 1d4+6; Greataxe +1 1d12+10; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +6, CON Enemies of Sons of Pekal 20 By Thomas Abbott +6, Will +3, AC -2, HP 33), Greater Rage (Ex) 3 times/day (9 rounds), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 15 level), Orc Blood, Trap Sense (Ex) +3 Saves: Fortitude: +10, Reflex: +5, Will: +3 Abilities: STR 22 (+6), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 8; Bluff -1; Climb 19; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 23; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 4; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Critical (Greataxe), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency Challenge Rating: 13 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Ring of Protection +1; Chain Shirt +1; Dagger (Masterwork); Gauntlets of Ogre Power; Greataxe +1; Outfit (Explorer's); Enemies of Sons of Pekal 21 By Thomas Abbott ATL 13 – Encounter One Baron Labeta Medium-size Male Human (Kalamaran) Aristocrat3 Hit Dice: (3d8) Hit Points: 18 Initiative: +0 Speed: Walk 30 ft. AC: 10 (flatfooted 10, touch 10) Base Attack/Grapple: +2 Attacks: Rapier +1 +3; Full Attack: Rapier +1 +3; Damage: Rapier +1 1d6+1; Face / Reach: 5 ft. / 5 ft. Special Qualities: +2 on saves against charm effects, uncanny dodge (as a 4th level rogue) Saves: Fortitude: +1, Reflex: +1, Will: +5 Abilities: STR 10 (+0), DEX 10 (+0), CON 10 (+0), INT 16 (+3), WIS 14 (+2), CHA 16 (+3) Skills: Appraise 7; Balance 0; Bluff 11; Climb 0; Concentration 0; Craft (Untrained) 3; Diplomacy 17; Disguise 11; Escape Artist 0; Forgery 9; Gather Information 9; Heal 2; Hide 0; Intimidate 15; Jump 0; Listen 2; Move Silently 0; Ride 4; Search 3; Sense Motive 10; Spot 2; Survival 2; Swim 0; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Deceitful, Martial Weapon Proficiency, Negotiator, Noble Bearing, Persuasive, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency Alignment: Neutral Evil Possessions: Noble's Outfit; Rapier +1; Baron of the Realm: As a baron of Pekal, Baron Labeta gains all the benefits given here in bold, as per the Divine Right of Kings from the KPGSL, page 153. ATL13 ATL13_Olarn Medium-size Male Human (Kalamaran) Rogue5 Assassin8 Hit Dice: (5d6)+(8d6)+26 Hit Points: 80 Initiative: +5 Speed: Walk 30 ft. AC: 21 (flatfooted 21, touch 17) Base Attack/Grapple: +9/+10 Attacks: Dart +2 +16;Dagger +10;Dagger (Thrown) +14;Shortspear +10;Shortspear (Thrown) +14; Full Attack: Dart +2 +14/+9 primary hand/ +14/+9 off hand; Dagger +10/+5;Dagger (Thrown) +14/+9;Shortspear +10/+5;Shortspear (Thrown) +14/+9 Damage: Dart +2 1d4+3;Dagger 1d4+1;Dagger (Thrown) 1d4+1;Shortspear 1d6+1;Shortspear (Thrown) 1d6+1 Face / Reach: 5 ft. / 5 ft. Special Qualities: +4 save against poisons, Death Attack (DC 21), Evasion (Ex), Hide in Plain Sight (Su), Improved Uncanny Dodge (can't be flanked except by a rogue of 17 level), Poison Use, Sneak Attack +7d6, Trap Sense (Ex) +1, Trapfinding Saves: Fortitude: +5, Reflex: +15, Will: +4 Abilities: STR 12 (+1), DEX 20 (+5), CON 14 (+2), INT 16 (+3), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 3; Balance 11; Bluff 4; Climb 11; Concentration 2; Craft (Poisonmaking) 19; Craft (Untrained) 3; Diplomacy 0; Disable Device 5; Disguise 12; Escape Artist 19; Forgery 3; Gather Information 4; Heal 1; Hide 24; Intimidate 0; Jump 3; Listen 10; Move Silently 26; Ride 5; Search 19; Sense Motive 1; Spot 10; Survival 1; Swim 1; Tumble 21; Feats: Armor Proficiency (Light), Improved Two- Weapon Fighting, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Simple Weapon Proficiency, Two- Weapon Fighting Alignment: Neutral Evil Possessions: Amulet of Natural Armor +1; Dart +2 x5; Boots of Elvenkind; Cloak of Elvenkind; Dagger; Gloves of Dexterity +2; Leather +1; Traveler's Outfit; Poison (Zeakue); Ring of Protection +2; Shortspear Spells: Spells per Day: (0/4/4/4/1/0/0/0/0/ DC:13+spell level) Assassin - Known: Level 1: Detect Poison, Jump, Obscuring Mist, True Strike Level 2: Cat's Grace, Invisibility, Spider Climb, Undetectable Alignment Level 3: False Life, Misdirection, Nondetection Level 4: Clairaudience/Clairvoyance, Dimension Door, Invisibility, Greater ATL13_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric13 Hit Dice: (13d8)+26 Hit Points: 91 Initiative: +4 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +9 Attacks: Chain, Spiked +11; Full Attack: Chain, Spiked +11/+6; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 13) (turn damage 2d6+16), Spontaneous casting Saves: Fortitude: +10, Reflex: +4, Will: +13 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 21 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 18; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 16; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 16; Spot 5; Survival Enemies of Sons of Pekal 22 By Thomas Abbott 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person (Strength), Inflict Light Wounds, Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Hold Person, Silence, Sound Burst, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Vestment (Strength), Searing Light x2, Level 4: Cure Critical Wounds x2, Divine Power, Inflict Critical Wounds, Summon Monster IV, Unholy Blight(Evil) Level 5: Command, GreaterDivine Favor (Quickened), Flame Strike, Righteous Might (Strength), Slay Living, Level 6: Antilife Shell, Heal, Stoneskin (Strength), Level 7: Bigby’s Grasping Hand (Strength), Destruction ATL13_Tokite Wizard Medium-size Male Human (Kalamaran) Wizard14 Hit Dice: (14d4)+28 Hit Points: 69 Initiative: +2 Speed: Walk 30 ft. AC: 14 (flatfooted 12, touch 14) Attacks: Dagger +7/+2;Dagger (Thrown) +9/+4; ; Damage: Dagger 1d4;Dagger (Thrown) 1d4; ; Vision: Face / Reach: 5 ft. / 5 ft. Special Qualities: Summon Familiar Saves: Fortitude: +6, Reflex: +6, Will: +9 Abilities: STR 10 (+0), DEX 14 (+2), CON 14 (+2), INT 22 (+6), WIS 10 (+0), CHA 10 (+0) Skills: Appraise 6; Balance 2; Bluff 0; Climb 0; Concentration 22; Craft (Untrained) 6; Diplomacy 2; Disguise 0; Escape Artist 2; Forgery 6; Gather Information 0; Heal 0; Hide 2; Intimidate 0; Jump 0; Knowledge (Arcana) 23; Knowledge (Architecture and Engineering) 23; Knowledge (Dungeoneering) 23; Knowledge (History) 23; Knowledge (Nobility and Royalty) 20; Listen 0; Move Silently 2; Ride 2; Search 8; Sense Motive 0; Spellcraft 25; Spot 0; Survival 0; Swim 0; Feats: Combat Casting, Craft Wand, Eschew Materials, Heighten Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Concentration), Spell Focus (Evocation) Challenge Rating: 16 Alignment: Lawful Neutral Possessions: Dagger; Ring of Protection +2; Headband of Intellect +2; Outfit (Explorer's); Wand of Magic Missiles-(1st), 10 charges; Scroll of (Summon Monster I (arcane), Color Spray, Grease); 2 Potions of Mage Armor Spells: Spells per Day: (4/6/6/5/5/4/4/2/0/ DC:16+spell level) Wizard - Known: Level 0: Acid Splash, Detect Magic, Mage Hand, Ray of Frost, Level 1: Color Spray, Comprehend Languages, Mage Armor, Magic Missile x3 Level 2: Acid Arrow, Cat's Grace, Flaming Sphere, Invisibility, Summon Swarm x2 Level 3: Dispel Magic, Fireball x2, Magic Missile (Silent) Vampiric Touch Level 4: Black Tentacles, Fireball (Heightened), Ice Storm, Invisibility, Greater, Stoneskin Level 5: Cloudkill, Cone of Cold, Magic Missile (Quickened), Overland Flight Level 6: Acid Fog, Chain Lightning, Disintegrate, True Seeing Level 7: Delayed Blast Fireball, Fireball (Quickened), Hold Person, Mass Encounters 3a. Rust Monster Medium Aberration Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) AC: 22 (+3 Dex, +5 natural, +4 mage armor) flatfooted 19, touch 13) Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space / Reach: 5 ft ./ 5 ft. Special Attacks: Rust Special Qualities: Aberration Traits, Darkvision, scent, Protection from Energy (Fire) 60 points of damage, Resist Energy (electricity) Saves: Fortitude: +2, Reflex: +4, Will: +5 Abilities: STR 10, DEX 17, CON 13, INT 2, WIS 13, CHA 8 Skills: Listen +7; Spot +7 Feats: Alertness, Track Challenge Rating: 3 Alignment: True Neutral Possessions: Potion of Fire Protection from Energy; Potion of Resist Energy (electricity); Potion of Mage Armor; Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10- foot cube of metal instantly. Magic armor and weapons and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Enemies of Sons of Pekal 23 By Thomas Abbott Encounters 3, 4, and 5. ATL13_Tokite Legionnaire Medium-size Male Human (Kalamaran) Fighter12 Hit Dice: (12d10)+24 Hit Points: 99 Initiative: +2 Speed: Walk 20 ft. AC: 23 (flatfooted 21, touch 13) Base Attack/Grapple: +12/+17 Attacks: Javelin +1 +16;Sword +2 (Short) +21; Shortbow +14 Full Attack: Javelin +1 +16/+11/+6;Sword +2 (Short) +21/+16/+11, Shortbow +14/+9/+4 Damage: Javelin +1 1d6+4;Sword +2 (Short) 1d6+11; Shortbow 1d6 Face / Reach: 5 ft. / 5 ft. Special Qualities: Saves: Fortitude: +10, Reflex: +6, Will: +5 Abilities: STR 20 (+5), DEX 14 (+2), CON 14 (+2), INT 13 (+1), WIS 12 (+1), CHA 10 (+0) Skills: Appraise 1; Balance 5; Bluff 0; Climb 16; Concentration 2; Craft (Untrained) 1; Diplomacy 0; Disguise 0; Escape Artist - 2; Forgery 1; Gather Information 0; Heal 1; Hide -2; Intimidate 15; Jump 10; Listen 1; Move Silently -2; Ride 2; Search 1; Sense Motive 1; Spot 1; Survival 1; Swim -3; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Expertise, Combat Reflexes, Dodge, Greater Weapon Focus (Sword (Short)), Greater Weapon Specialization (Sword (Short)), Improved Critical (Sword (Short)), Improved Trip, Martial Weapon Proficiency, Point Blank Shot, Power Attack, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Short), Javelin), Weapon Specialization (Sword (Short)) Alignment: Lawful Neutral Possessions: Amulet of Natural Armor +1; Gauntlets of Ogre Power; Breastplate +1; Javelin +1; Outfit (Explorer's); Ring of Protection +1; Shield +1 (Heavy/Metal); Sword +2 (Short); ATL13_Tokite Cleric Medium-size Male Human (Kalamaran) Cleric13 Hit Dice: (13d8)+26 Hit Points: 91 Initiative: +4 Speed: Walk 20 ft. AC: 20 (flatfooted 20, touch 12) Base Attack/Grapple: +9 Attacks: Chain, Spiked +11; Full Attack: Chain, Spiked +11/+6; Damage: Chain, Spiked 2d4+3; Face / Reach: 5 ft. / 5 ft. Special Qualities: Rebuke Undead (Su) 6/day (turn level 13) (turn damage 2d6+16), Spontaneous casting Saves: Fortitude: +10, Reflex: +4, Will: +13 Abilities: STR 14 (+2), DEX 10 (+0), CON 14 (+2), INT 10 (+0), WIS 21 (+5), CHA 16 (+3) Skills: Appraise 0; Balance -5; Bluff 3; Climb -3; Concentration 18; Craft (Untrained) 0; Diplomacy 3; Disguise 3; Escape Artist - 5; Forgery 0; Gather Information 3; Heal 5; Hide -5; Intimidate 3; Jump -9; Knowledge (Religion) 16; Listen 5; Move Silently -5; Ride 0; Search 0; Sense Motive 5; Spellcraft 16; Spot 5; Survival 5; Swim -8; Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Combat Casting, Exotic Weapon Proficiency (Chain (Spiked)), Extend Spell, Improved Initiative, Maximize Spell, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency Alignment: Lawful Evil Possessions: Chain, Spiked; Ring of Protection +2; Cloak of Charisma +2; Full Plate (Masterwork); Outfit (Traveler's); Periapt of Wisdom +2; Wand of cure light wounds (1st, 10 charges); Scroll of (Cure Light Wounds, Bless, Divine Favor); Scroll of (Entangle, Cure Light Wounds, Produce Flame); 2 Potions of Bull’s Strength Deity: The Overlord Domains: Evil(You cast evil spells at +1 caster level.) Strength(You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.) Spells: Spells per Day: (6/7+1/6+1/5+1/5+1/4+1/2+1/1+1/0/ DC:15+spell level) Cleric - Known: Level 0: Cure Minor Wounds x2, Detect Magic, Guidance, Inflict Minor Wounds x2, Level 1: Bane, Cure Light Wounds x3, Doom, Enlarge Person (Strength), Inflict Light Wounds, Protection from Good, Level 2: Bull's Strength (Strength), Cure Moderate Wounds, Death Knell, Hold Person, Silence, Sound Burst, Spiritual Weapon, Level 3: Bestow Curse, Cure Serious Wounds, Dispel Magic, Magic Vestment (Strength), Searing Light x2, Level 4: Cure Critical Wounds x2, Divine Power, Inflict Critical Wounds, Summon Monster IV, Unholy Blight(Evil) Level 5: Command, Greater Divine Favor (Quickened), Flame Strike, Righteous Might (Strength), Slay Living, Level 6: Antilife Shell, Heal, Stoneskin (Strength), Level 7: Bigby’s Grasping Hand (Strength), Destruction ATL13_Tokite_Barbarians Medium-size Male Half-orc, Kalamaran Barbarian13 Hit Dice: (13d12)+39 Hit Points: 135 Initiative: +2 Speed: Walk 40 ft. AC: 19 (flatfooted 19, touch 13) Base Attack/Grapple: +13/+19 Attacks: +1 Flaming Greataxe +21;Dagger (Masterwork) +20;Dagger (Masterwork/Thrown) +16; Full Attacks: +1 Flaming Greataxe +21/+16/+11;Dagger (Masterwork) +20/+15/+10;Dagger (Masterwork/Thrown) +16/+11/+6; Enemies of Sons of Pekal 24 By Thomas Abbott Damage: +1 Flaming Greataxe 1d12+10 plus 1d6 fire;Dagger (Masterwork) 1d4+6;Dagger (Masterwork/Thrown) 1d4+6; Vision: Darkvision (60') Face / Reach: 5 ft. / 5 ft. Special Qualities: Bonuses when enraged (STR +6, CON +6, Will +3, AC -2, HP 39), Greater Rage (Ex) 4 times/day (9 rounds), Illiteracy, Improved Uncanny Dodge (can't be flanked except by a rogue of 17 level), Orc Blood, Trap Sense (Ex) +4 Saves: Fortitude: +11, Reflex: +6, Will: +4 Abilities: STR 23 (+6), DEX 14 (+2), CON 16 (+3), INT 8 (-1), WIS 10 (+0), CHA 8 (-1) Skills: Appraise -1; Balance 9; Bluff -1; Climb 21; Concentration 3; Craft (Untrained) -1; Diplomacy -1; Disguise -1; Escape Artist 1; Forgery -1; Gather Information -1; Heal 0; Hide 1; Intimidate -1; Jump 25; Listen 0; Move Silently 1; Ride 2; Search -1; Sense Motive 0; Spot 0; Survival 0; Swim 4; Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Critical (Greataxe), Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus (Greataxe) Challenge Rating: 15 Alignment: Chaotic Neutral Possessions: Amulet of Natural Armor +1; Greataxe +1 (FIRE); Chain Shirt +1; Dagger (Masterwork); Gauntlets of Ogre Power; Outfit (Explorer's); Ring of Protection +1
textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK57SonsofPekalNPCsEnemies.pdf
Type to enter text DUNGEON DRESSING: RAGING SWAN PRESS CEILINGS & WALLS OSR YOUR TIME IS PRECIOUS MAKE YOUR CAMPAIGN PREP. EASIER JOIN RAGING SWAN PRESS’S PATREON CAMPAIGN PATREON.COM/RAGINGSWANPRESS DUNGEON DRESSING: CEILINGS & WALLS Tired of your dungeons lacking in verisimilitude? Want to add cool little features of interest to your creations but don't have the time to come up with non-essential details? Want to make your dungeons feel more realistic? Then Dungeon Dressing is for you! Each instalment focuses on a common dungeon fixture such as stairs, pillars or pools and gives the harried GM the tools to bring such features to life with interesting and cool noteworthy features. This instalment of Dungeon Dressing presents loads of great features and details to add to the ceilings and walls in your dungeon. Designed to be used both during preparation or actual play, Dungeon Dressing: Ceilings & Walls is an invaluable addition to any GM's armoury! C RE DI TS Design: Alexander Augunas and Aaron Bailey Additional Design: Creighton Broadhurst Development: Creighton Broadhurst Art: William McAusland and Matt Morrow. Some artwork copyright William McAusland, used with permission. All rights reserved. No part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, without the prior permission in writing of Raging Swan Press or as expressly permitted by law. ©Raging Swan Press 2020. CONTENTS To contact us, email gatekeeper @ragingswan.com To learn more about Raging Swan Press, visit ragingswan.com To learn more about Raging Swan Press on Patreon, visit patreon.com/ragingswanpress Credits 1 .................................................................................................... Contents 1 ................................................................................................. Ceilings 2 ................................................................................................... Major Ceiling Features 2 ................................................................... Ceiling Styles 3 ................................................................................... Ceiling Terms 3 ................................................................................... Minor Ceiling Features & Dressing 4 ............................................... Ceiling Tricks & Traps 6 ..................................................................... Cave-In 6 ............................................................................................. Crushing Ceiling 6 ............................................................................. Falling Block 6 .................................................................................... Walls 8 ........................................................................................................ Major Walls Features 8 ...................................................................... Common Wall Decorations 9 ........................................................... Minor Walls Features & Dressing 10 ................................................ Walls Tricks & Traps 12 ...................................................................... Crushing Walls 12 .............................................................................. Mechanical Mimic 12 ......................................................................... Murder Holes 12 ................................................................................ OGL V1.0A 14 ........................................................................................... OSR C E I LIN GS A ceiling affects a room’s mood and style. A ceiling’s style can vary between simple and plain to expansive and elaborate with ornate painted frescos (or somewhere in between). MAJOR CEILING FEATURES Use this table, to generate interesting characteristics for your ceilings. Some features may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% MAJOR FEATURE 01-05 The domed and multi-faceted ceiling is seemingly comprised of some kind of hard, slightly ribbed organic substance1. 06-10 An expansive and vivid fresco featuring several examples of powerful figures2 is expertly painted onto the plaster ceiling. 11-12 The bleached white bones of a large creature support the curved stone ceiling3. 13-14 The ceiling is conical with a tiny aperture allowing a beam of light to be focused onto a low stone dais in the centre of the room. 15-16 The smooth, unadorned ceiling has a domed aperture in the centre from which hangs a large, ornate iron pentagram-shaped candelabrum. 17-18 With a black background punctuated with shimmering crystals, the ceiling has been decorated to mirror a constellation of stars4. 19-20 The wooden ceiling—the remains of a ship’s hull— comprises tarred boards and tightly ribbed timber trusses and rafters. 21-22 Painted knot work motifs frame an intricate design of concentric fleur-de-lis medallions on the ceiling. 23-24 The ceiling is quartered with intricate plastered mouldings; each section bears a lavish fresco in tribute to one of the four seasons. 25-26 A guilt and enamelled relief of a lion rampant with two heads dominates the white plastered ceiling. 27-28 Intricate and highly detailed, the ceiling and walls are painted with a fresco portraying a multitude of angels locked in combat with a horde of Hell’s denizens. 29-30 Made from thousands of tiny ivory panels carved with runes and sigils, the ceiling is embellished with a large mosaic depicting a bird rising from flames. 31-32 The panels in the coffered ceiling are shield-shaped and brightly painted with a variety of heraldic and religious sigils5. 33-34 Four large pools filled with what appears to be a thick black undulating fluid6 pierce the ceiling. The pools emanate an overwhelming aura of evil, and their contents seemingly resist gravity. 35-36 A mixture of exquisite sculpture and bas relief cover the ceiling in a beautiful and artistic map of the surrounding kingdoms. 37-38 The ceiling is in the shape of an inverted dome and is abstractly painted to resemble the world with its continents, seas and kingdoms. 39-40 A helix of tightly wound staircases mirrors one another as they spiral towards the centre of the room’s cone- shaped ceiling. 41-42 The ceiling is constructed to look like a scrolled parchment with text chiselled into the stone page. (The text is a prayer to the patron power of the dungeon’s original lord). 43-44 Water cascades from a diamond-shaped aperture in the ceiling, creating a waterfall which empties into a sinkhole piercing the floor. 45-46 A large stone medallion of an eight-pointed star embellishes the groin-vaulted ceiling. 47-48 Several complex clockwork mobiles depicting an unknown solar system hang from the ceiling. The planets are made from spheres of semi-precious stone. The set (intact and complete) is worth 400 gp. 49-50 Marble pillars protruding from the room’s walls depict warriors with their swords raised towards each other. These crossed swords create the vaulted ceiling’s ribs. 51-52 The thick canopy of a large living tree comprises the ceiling; the tree’s thick trunk serves as the sturdy pillar supporting the ceiling. 53-54 The painted ceiling portrays a blue sky and wisps of clouds akin to that of a perfect summer day. 55-56 Numerous large demonic statues embellish the ceiling. Hanging from the tails of each is a large iron gibbet cage. 57-58 The ceiling, painted with blue and green paint and embellished with glass tiles, resembles the ever- moving surface of the sea. 59-60 The plain white plaster ceiling is decorated with red handprints made by many different individuals. 61-62 Seemingly crafted from a single pane of tinted glass the ceiling is nearly opaque and provides a dim view of the room above. 63-64 The ceiling has been constructed with a mechanical trapdoor. A hidden lever7 operates the door and drops a wooden ladder into the chamber. 65-66 The ceiling is dodecahedral with a single point. Each side is painted with a fresco depicting a different hellish realm and its devilish lord. 67-68 A dais when stood upon levitates up to the ceiling (a segment of which retracts enabling access to the area or chamber above). 2 1. A druid or ranger can identify the ceiling as the underside of a giant sea turtle’s shell. 2. A cleric or wizard can identify the figures as long forgotten deities. 3. A cleric or wizard can identify them as a dragon’s leg bones. 4. A character with astrological knowledge identifies the constellation. 5. The devices include those of several prominent knightly orders and families. 6. A cleric or wizard can identify them as infernal portals. 7. A successful find secret door roll locates. CEILING STYLES Ceilings come in many styles: Coffers: These are sunken panels in the shape of a square, rectangle or octagon in a ceiling, soffit or vault. Domed: This ceiling resembles the hollow upper half of a sphere. Hipped: All sides slope downwards to the walls, usually with a fairly gentle slope. Vault: An arched shape used to provide a space within a ceiling. Barrel Vault: This is the simplest form of a vault and resembles a barrel or tunnel cut lengthwise in half. Vault, Fan: Curving ribs radiate upward like the ribs of a fan to form concave half cones that meet or nearly meet at the apex. Vault, Groin: When two semi-circular barrel vaults of the same diameter cross one another their intersection (a true ellipse) is known as a groin. Vault, Rib: The intersection of two or three barrel vaults produces a rib vault (which is also known as a ribbed vault). CEILING TERMS Ceilings comprise several common features: Buttress: Vertical feature used to stabilise an arch, ceiling or vault. Gable: Triangular section between edges of roof and walls. Pillars: A vertical structure used as a support for a ceiling. Truss/Rafters: A series of sloped structural beams used to support the ceiling and its associated loads. 69-70 The ceiling appears to be of an unknown mottled stone. Investigation reveals it to be the petrified underside and gills of a giant mushroom. 71-72 The ceiling is not solid but is instead an ironwork grille made from many diagonal bars. 73-74 The highly polished ceiling mirrors the area below. 75-76 The rough ceiling—studded with metallic ore—glitters invitingly in the characters’ lights. 77-78 The ceiling comprises magically toughened glass and is transparent. Several skeletons clad in rags and surrounded by gear sprawl in the space above. 79-80 A large, inverted dome dominates the ceiling. When properly commanded, the dome opens like a gigantic eye which moves and blinks. The eye can act as a crystal ball once a week, on command. 81-82 The pillars supporting the ceiling are life-like statues of devils holding wickedly curved swords. 83-84 The ribs of the domed ceiling splay out like a giant spider’s web. Investigation reveals the ribs are of magically hardened spider web. 85-86 The ceiling is a dense forest of stalactites which have grown until they meet an equally dense stand of stalagmites growing up from below. 87-88 Old mottled, faded purple paint covers the ceiling, giving the room a diseased—or bruised—look. 89-90 A great crack runs through the ceiling and down one wall. When it rains, water drips down through the crack to stain the floor. 91-92 Stone rafters jut from the walls to support the ceiling. Shadows cluster thickly around the rafters, which make good hiding places. A secret door7 pierces the wall high up near the ceiling next to a rafter. 93-94 The ceiling is a false ceiling of painted hide treated to look like stone. A small crawlspace lies above and several tiny peepholes7 piece the ceiling. 95-99 The vaulted ceiling has partially collapsed, and is sagging dangerously in the centre of the room. 100 Roll again to determine the ceiling’s appearance. The ceiling is also trapped. Refer to “Ceiling Tricks & Traps”. 3 MINOR CEILING FEATURES & DRESSING Use this table, to generate interesting features for your ceilings. Some features may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% MINOR FEATURE OR DRESSING 01 A section of the ceiling appears to have melted; molten rock—now cooled—has dripped onto the floor. 02 A fresco of a ruling noble has been vandalised with the words, “Power to the rebellion.” 03 A haze of green flame—a highly combustible natural gas—wreaths the ceiling1. 04 Thick, wet cobwebs cover the ceiling. The webs are so damp they resist natural fire; only magic can burn them away. 05 Long, thick viscous globules of a dark brown slime hang from the ceiling. A long white funeral gown which flutters in an unseen draught, is stuck to the ceiling. 06 A long, thin ladder leans against the wall. A pot of whitewash balances on the top rung. 07 The mouldering corpse of a dungeon denizen lies partially buried in the rubble of the collapsed ceiling. 08 The prints of wet, bare human-sized feet are visible across the ceiling. 09 Numerous limp and dusty pennants and banners hang from the vaulted ceiling. 10 A profusion of javelins, crossbow bolts, arrows and axes are imbedded in the ceiling. 11 A tatty canvas is strung up as a hammock, between two rafters or pillars. 12 Streamers of many colours hang from the ceiling. 13 Of shattered plaster and charred stone, the ceiling is crackling with arcs of red lightning. 14 The buttresses supporting the vaulted ceiling have been sabotaged1. A loud noise or explosion could trigger a collapse of the whole ceiling. 15 A crimson pool collects as blood drips from the rafters. A corpse slumps over one rafter. 16 Water drips from a small crack in the ceiling. 17 Softly glowing arcane runes mark this high ceiling. 18 The ceiling is cold which causes condensation to form and water to drip into the room. 19 The vivid illusion of a beautiful sunrise on the ceiling is flickering and failing. 20 Several blocks of stone have been removed from the ceiling, to reveal a small storage niche. 21 A small black cat meows softly from its perch among the rafters and trusses. 22 Glowering eyes peer down from the shadowed ceiling. Light reveals no lurking creatures. 23 Dark green moss and lichen cover the moist, pockmarked stone ceiling. 24 A bucking and swaying sack hangs from the ceiling. Inside is an irritated and angry half-starved cat. 25 A rope hangs from the ceiling above a chasm which has swallowed a large section of the floor. 26 The skeletons of unlucky individuals are impaled on spikes protruding from the ceiling. 27 The boards which make up the ceiling have become swollen leaving several unsightly bulges. 28 The impaled body of a humanoid lies on the floor grasping a splintered stalactite which has broken off from the ceiling. 29 Thick roots have grown through the ceiling forcing several blocks of stone to fall to the floor. 30 A russet-coloured mould is growing in thick clumps across the ceiling and walls. 31 Bloodied and lifeless, a body lies next to scrawled words written in blood “Look above…we are all lost.” 32 A lit lantern sits on the floor. A trail of gore and ichor splatters the floor, one wall and ceiling. 33 A beautiful dream catcher hangs from the ceiling. 34 An inexpertly hidden grey net hangs from the ceiling. 35 Dark green algae covers the trusses of the ceiling, as if the chamber had been submerged in water. 36 A dark black tar-like substance drips from the ceiling. It sizzles when it hits the floor. 37 Deep gouging claw marks are visible in the stone of the ceiling. 38 An owl hoots and tilts his head to watch the party from its perch among the rafters. 39 A huge humanoid-shaped dent has been made in the metal ceiling. 40 Two chains attached to iron rings in the ceiling swing gently. Broken manacles lie on the floor. 41 Several large logs brace the sagging ceiling. 42 A thick caustic smell fills the chamber as white vapours emerge from the chamber’s ceiling and pillars. 43 Nailed across the ceiling is a banner with the word “Welcome” in large bright green letters. 44 The ceiling appears in a state of mid-collapse; fractured stone hangs impossibly in midair. 45 Thick curling tendrils of steam spray into the room through small holes in the stone ceiling. 46 The faint sound of grinding from above is accompanied by falling dust and grit1. 47 A rough and teetering scaffold tower has been built to aid in repainting the ceiling. 48 A red tinted light glimmers on the ceiling and casts lurid shadows about the area below. 49 Soot covers the ceiling. 4 1. A dwarf or other character wise in the ways of mining knows this gas is explosive. 2. This effect is similar to faerie fire. 3. A successful find secret door roll spots. 4. A cleric or paladin knows this is the symbol of a demon lord. 50 A section of plaster has cracked and fallen to smash on the floor; thick dust covers everything. 51 The coffered ceiling has had several panels vandalised; one once protected a secret niche. 52 The ceiling emits a subtle mauve glow2. 53 Hundreds of dark, but luscious, green vines have crept up the pillars and now blanket the ceiling. 54 A multitude of furniture is stacked precariously in one corner. The teetering tower reaches the ceiling. 55 The wooden buttresses supporting the ceiling have begun to bow; signs of cracking are evident. 56 Many cracks run through the ceiling. 57 Many of the glass panes comprising the ceiling have been smashed; shattered glass litters the floor. 58 The unadorned rafters and ceiling are hung with macabre trophies of skulls and bones of humanoids. 59 A once elaborate, now vandalised, fresco of an epic battle decorates the ceiling. 60 The lifeless body of an unfortunate rogue hangs from his malfunctioned climbing harness. 61 The lifeless body in full plate with his sword skewered through his chest is stuck to the metal ceiling. Beneath him is a raised pressure pad slick with blood. 62 Several small spy holes pierce the ceiling3. 63 The ceiling—comprising a chunk of super-tough stone— is much lower than in surrounding rooms. 64 An ‘X’ is marked on the ground beneath a large stone medallion on the ceiling. 65 The ceiling is thick with a frost which glows with a bright crystal-like shimmer. 66 Preparatory charcoal work for a painting covers the newly whitewashed ceiling. The picture will depict a flight of dragons. 67 A section of one pillar has broken and a squished metal strongbox is wedged in the gap as a support. 68 The ceiling is a forest of stalactites; among it lives a bat colony that swarms if disturbed. 69 The imprint of a large gauntleted fist in the stone ceiling is easily visible. 70 A perfectly round hole pierces the glass ceiling; shattered glass lies beneath the hole. 71 The paint and plaster on the ceiling has thinned enough to make out the sigil of a deity4 beneath. 72 The metal ceiling is stretching and rivets are breaking; water is spurting through the gaps. 73 Stalactites have been removed from the ceiling. They have been neatly stacked nearby. 74 A sign written in Dwarven reads, “Ceiling unsafe.” 75 A bloodied notepad containing sketches and notes about hundreds of frescos and vaulted ceilings lies on the floor. 76 The chamber is thick with viscous spider web. Five cocooned corpses are visible in the web. 77 The ceiling has small magical lights; several have gone out while others blink intermittently. 78 Screaming emanates through the iron grill ceiling. Blood rains down and the screams cease. 79 Several climbing pitons have been driven into the stone ceiling. A long rope connects the pitons. 80 Ornamental gargoyles decorate the room’s corners. 81 A shoeless body lies broken on the floor. 82 Several pillars lie smashed over the segmented body of a gargantuan centipede. 83 A section of the ceiling have been repaired with a permanent wall of force. 84 A layer of slippery orange ooze coats the ceiling. 85 Several horse bridles are tied to a thick chain wrapped around the ceiling’s thickest rafter. 86 Several sheets of rustling parchment are stuck against the ceiling, by a strong draught. 87 A set of platemail-covered legs protrude through several broken boards in the ceiling. 88 A huge boulder has shattered the ceiling and now rests precariously against three pillars. 89 Hundreds of candles flicker on the ceiling’s wax- covered rafters. 90 A large block of stone hangs in a primitive crane, ready to be hoisted into a gap in the ceiling. 91 Dust and dirt falls from the ceiling as a small tremor shakes the room. 92 Refuse and sewage drains through a large opening in the ceiling. 93 The ceiling is teeming with thousands of beetles. 94 A noose looped over the rafters hangs around the neck of a mouldering corpse. 95 A stone block has fallen from the ceiling. Blood splatter surrounds the fallen block. 96 The painted ceiling depicts a summer sky. 97 The painting of a grinning skull decorates the ceiling. 98 A mass of rusted chains hang from the ceiling. 99 A damp patch mars the ceiling. Cold water drips from it onto the floor. 100 Roll again to determine the ceiling’s dressing. The ceiling is also trapped. Refer to “Ceiling Tricks & Traps”. 5 CEILING TRICKS & TRAPS Of course, ceilings are not always safe. Occasionally, a dungeon’s designer hides clever traps and tricks in key locations throughout the complex. The traps and tricks here are examples of such features that can be installed in ceilings. CAVE-IN Cave-ins are incredibly dangerous. Whether caused by happenstance or design, a cave-in can bury an entire adventuring party. Unless deliberately set as a trap, a cave-in does not normally occur without warning. Warning signs could include: • A fine network of cracks running throughout the ceiling. • Dust and small stones falling from the ceiling. • Warning sigils carved or daubed on the walls of passageways leading to the area. • Dust and grit covering the floor. Activation: Major impacts, loud noises, explosions and the like can trigger an accidental collapse. Deliberate collapses can be triggered by collapsing pillars and so on. Cave-ins do not reset. Find the Danger: A dwarf making a successful stonecunning roll, a character with a background in mining or a thief making a successful find/remove trap roll realises the area is dangerously unstable. Effect: Not all cave-ins are created equal, but all comprise a bury zone and a slide zone. Characters in the bury zone suffer the damage noted below and are buried. A successful saving throw against breath weapons halves the damage and the character avoids being buried. Characters in the slide zone making a successful saving throw against breath weapons suffer no damage and are not buried. • Minor: Characters in the bury zone suffer 5d6 damage; those in the slide zone suffer 2d6 damage. • Normal: Characters in the bury zone suffer 8d6 damage; those in the slide zone suffer 3d6 damage. • Major: Characters in the bury zone suffer 12d6 damage; those in the slide zone suffer 5d6 damage. CRUSHING CEILING This trap use the ceiling to crush intruders to a bloody pulp. Activation: A character activates this trap when they step on a hidden pressure plate. Once triggered, the ceiling returns to its original position after six rounds. Find the Trap: A character making a successful find/remove trap roll finds the trap. Defeating the Trap: A character making a successful find/ remove trap roll disables the trap. A character rolling 10% more than their chance to disarm the trap accidentally activates the trap. Destroying the ceiling or the room’s stone door defeats the trap. Alternatively, a character making a successful find secret door roll spots a small switch at floor level next to the door which activates and deactivates the trap. Characters in the room when the trap activates can try one of these two strategies (or something else) to avoid being crushed: • Create a Niche: A character can smash a niche in the floor or ceiling (AC 3, hp 40). One Medium or smaller creature can hide in a niche. • Brace the Ceiling: A character reaching the ceiling who rolls under their Strength score on 5d6 arrests the ceiling’s descent for one round. Effect: When triggered, this trap has the following effects: A grinding sound emanating from the ceiling 25 ft. above your head heralds the beginning of its slow descend to the floor. • The Beginning (Round 1): The chamber’s stone door (AC 3, hp 40, a successful open locks unlocks) slams shut and the crushing ceiling activates. • Descending Ceiling (Round 2-5): The crushing ceiling descends 5 ft. each round. When it reaches the floor it inflicts 12d6 damage on all individuals in the chamber. • Retreating Ceiling (Round 6): The ceiling retreats to its original starting position at a speed of 5 ft. per round. FALLING BLOCK The falling block trap is a staple of dungeon design. These blocks can be of any size; larger blocks can block passageways, provide cover in combat and so on. Activation: A character activates this trap when they step on a hidden pressure plate. Once activated, the stone block must be manually winched back into position to reset the trap. Find the Trap: A character making a successful find/remove trap roll finds the trap. Defeating the Trap: A character making a successful find/ remove trap roll disables the trap. A character rolling 10% more than their chance to disarm the trap accidentally activates the trap. Destroying the stone block (AC 3, hp 80) or its chain (AC 3, hp 20) defeats the trap. Alternatively, a character making a successful find secret door roll spots a small switch next to the pressure plate which activates and deactivates the trap. Effect: When triggered, the trap has the following effects: Without warning, a stone block falls from the ceiling. • Falling Stone Block: A Medium-sized stone block falls from the ceiling (THAC0 10, 5d6 bludgeoning damage). Variant: A Huge-sized stone block falls from the ceiling ( THAC0 5, 8d6 bludgeoning damage). 6 7 W AL LS One is hard-stretched to design a dungeon without noting the appearance of its walls. Whether the dungeon is an ancient and forgotten crypt haunted by the ghosts of yesteryear or a newly- built den of smugglers and slavers staffed by men most foul, a dungeon’s walls help set the tone for an adventure as well as player expectations for what horrors might lurk within. MAJOR WALLS FEATURES Use this table, to generate interesting characteristics for your walls. Some features may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% MAJOR FEATURE 01-05 An intricate carving of a mythical place decorates the wall. Rendered in astounding detail, the carving is a work of art (and could hide a trigger for a secret door, a trap or clue as to how to reach the mythical locale). 06-10 A number of small storage nooks are incorporated into the wall; all have hinged wooden doors. 11-12 1d12 prisoners were sealed within the wall, their cells marked by small, barred openings from which their remains can be viewed. 13-14 An elegant wooden crowning with a motif matching the chamber’s purpose decorates the wall. 15-16 The wall is a patchwork of different materials; these materials may be of the same type, such as multiple kinds of wood or stone. 17-18 The wall was designed as a gauntlet and has 2d4 arrow slits openings. 19-20 The wall is built with an alcove designed to house a statue. The alcove stretches from the chamber’s floor to its ceiling, but the statue is missing. 21-22 The wall has 1d3 barred windows; each window is fitted with a flickering continual light spell which casts lurid, dancing shadows into the room or corridor. 23-24 Fine gravel or sand was added to the wall’s construction materials, giving it a rough texture. 25-26 The wall is perfectly smooth and cannot be climbed without magical aid. 27-28 Rather than being perfectly vertical, the wall leans inwards to meet the ceiling at a 45° angle. 29-30 Decorative paper covers the wall. Now discoloured and torn in places, the paper has clearly seen much better days. 31-32 The wall is painted an exotic orange hue. In places, however, the paint is flaking away. 33-34 Iron hooks protrude from the wall, allowing objects such as weapons, suits of armour and clothes to be hung there. Macabre battle trophies could also hang from the hooks. 35-36 Exquisite stone shelves line the walls and jut out into the corridor or room; there is a 10% chance each shelf holds a forgotten valuable item. 37-38 A secret door2 is built into the wall. This door may lead to a forgotten chamber or a secret passage. The door’s trigger—a slightly raised stone at floor level—subtly juts from the wall nearby. 39-40 The wall was designed to display a fantastic tapestry and includes several iron hooks as well as the tapestry itself (or perhaps its remains). 41-42 A holy (or unholy) symbol is prominently painted on the wall. 43-44 The wall was constructed from petrified creatures whose expressions and forms continue to haunt the area and its surrounds. 45-46 The wall was twisted and warped into its current shape by a spell such as stone shape or warp wood. 47-48 The wall was created by a spell, such as wall of stone or wall of iron. 49-50 The wall is reinforced to withstand punishment, increasing its hit points by 50%. 51-52 The wall has several protruding blocks designed to allow defenders within the chamber to gain cover from one of the chamber’s entrances. 53-54 The wall was designed to act as a fountain and utilises a hidden decanter of endless water and a myriad of tiny holes to achieve this effect. The water drains away through cleverly carved drainage channels. 55-56 Fine oak wood panelling covers the walls. The panelling features a concealed door1 which enables access to a small priest hole. 57-58 The wall has been treated with an alchemical substance to give it a unique, relaxing scent. This scent could relax select types of creatures or mask other smells in the area. 59-60 Roll twice on this table. The wall possesses a magical glamour that fools viewers into thinking the wall has the first result when it actually possesses the second3. Alternatively, the illusion could conceal a trap. 61-62 Each brick in the wall bears a religious symbol carefully carved into its surface. Some of the symbols are picked out with lurid-coloured paint. 63-64 This brick wall is built around several large chunks of stone which were too tough for the builders to remove. The chunks stick out into the area, creating an obstacle (and cover in combat). 65-66 Niches surmounted with decorative arches pierce the walls. A different fresco decorates each niche and depicts an important life event for the dungeon’s original master. 8 1. A successful find secret door roll with twice the normal chance of success spots. 2. A successful find secret door roll spots. 3. A successful saving throw against spells resists. COMMON WALL DECORATIONS Many dungeon walls are decorated in some way. Common decorations include the features described below. ARRAS, BANNERS & TAPESTRIES Serving as both decoration and covering, arras, banners and tapestries are common features in temples, great halls, bedchambers and similar areas. They can conceal doors or other rooms beyond. In battle, a canny combatant can hide behind a tapestry, try to pull it down to entangle a foe or even climb it to escape an enemy.. CARVINGS & RELIEFS There are three basic kinds of carving a dungeon delver may encounter. These carvings could decorate walls, pillars and other substantial dungeon features. Low-Relief: Also known as bas relief this kind of carving features a projecting image with a shallow overall depth. Mid-Relief: In mid-relief carvings, over half of the depicted subject projects from the wall. No elements of the carving, however, are undercut or fully disengaged from the background. High-Relief: In high-relief, more than half the mass of the sculpted figure (or other subject) projects from the background. Sometimes prominent features—such as a hand, head or weapon— are completely undercut and detached from the background. FRESCOS A fresco is a wall painting executed on a section of lime plaster or whitewashed wall. Frescos can depict anything. They are susceptible to water damage, however, and frescoes discovered in dungeons may be water damaged, peeling away from the wall or splattered with blood or grime. TORCH SCONCES In dungeons populated by creatures that need light, torch sconces are a common feature. Set into the wall such features can be nothing more than a plain fixture for a torch or can be much more elaborate—wrought in some fantastical shape such as a mailed fist, bony arm and the like. WAINSCOT TING Wood panelling is often used to cover and decorate walls. W a i n s c o t t i n g c a n i n c o r p o r a t e d o o r s — concealed, secret or obvious—and can be painted or carved. 67-68 As 65-66, but the frescoes have been systematically defaced and smashed. 69-70 The wall is set on stone rollers and can be pushed back and forth to change the size of the space. Doing so creates a low rumbling sound audible throughout the surrounding areas. 71-72 Thin ventilation shafts1 pierce the wall near the ceiling, providing fresh air and a slight breeze. Paranoid characters may think the shafts are parts of a trap. 73-74 A small collapse has dumped a tumbled pile of bricks onto the floor. The collapse has also revealed a natural cavern behind the wall. 75-76 Fine wainscotting once covered the walls, but much of it has been battered and pulled off. Haphazardly-piled debris litters the floor. 77-78 Glowing arcane and esoteric runes decorate the walls at human head height. The runes speak of glory, death and the unspeakable horrors of the “other worlds beyond our own”. 79-80 Arrow slits pierce the walls. Beyond the slits, a narrow passageway links several chambers and enables guards to quickly move about the place. 81-82 Three deep arched niches pierce the wall. A carefully ordered pile of bones fills each niche. A pyramid of skulls rests atop each pile of bones. 83-84 Strange scrabbling and scratching sounds emanate from behind the wall2. A colony of vermin live in a honeycomb of small cracks behind the wall, but none of the cracks reach this area. 85-86 Faint thumping and moaning sounds come from behind a recently bricked up archway. An emaciated prisoner—near death—is incarcerated beyond. 87-88 A barred gate barely one-foot high pierces the wall near the ceiling. A sluggish dribble of water emerges from within to ooze down the wall. 89-90 Sections of wall are crumbling away as if the stone itself was beset by some terrible disease. 91-92 Cleverly concealed piping in the walls supplies four burning lamps with a steady supply of oil. Breaking the lamps or pulling them from the wall results in oil sluggishly flowing into the room. 93-94 Roll twice on this table ignoring results of 93-100. Integrate both features rolled into the area’s description. The features could be combined in some way or appear on different walls. 95-99 Roll again. The resulting feature is present, but was clearly added after the wall’s construction. 100 The wall is trapped. Refer to “Wall Tricks & Traps”. 9 MINOR WALLS FEATURES & DRESSING Use this table, to generate interesting features for your walls. Some features may be inappropriate based on your dungeon’s setup—ignore or modify such entries as appropriate. D% MINOR FEATURE OR DRESSING 01 Signs of extensive acid damage—partially melted bricks and the like—are evident throughout the area. 02 A proclamation of love—two sets of initials surrounded by a heart—is lightly carved into the wall. 03 A mould infestation has taken over the crumbling wall, reducing its strength by half. 04 A patch of thick, spongy brown-coloured mould has grown over the wall. 05 A patch of mottled yellow and off-white mould has taken over the wall. 06 An important clue is inscribed into the wall, either as graffiti or faint carvings made with a knife. 07 A small area on the wall is lighter and cleaner than the area surrounding it, suggesting an item was hung there before being removed. 08 Nicks and dents—from deflected weapon blows—mar the wall, and hint at a desperate battle fought here. 09 Part of the wall is charred, save for a humanoid-shaped spot in the centre of the damage. 10 Someone appears to have recently attempted to clean the wall with soap and water. 11 A light or one-handed weapon such as a dagger is wedged into a crack in the wall. 12 Small numerals are etched into the wall, noting the passage of time. 13 A meaty slop clings to the wall as though a plate of food were thrown at it. 14 Once-eldritch runes decorate the wall, expended following the casting of a powerful spell. 15 Torch sconces line the wall. Only a few yet hold torches, and one sconce has been partially ripped from its setting. 16 The spoils of conquest, including weapons, armour or even severed limbs, are displayed upon the wall. 17 Water oozes from the base of the wall, to form a small, shallow puddle. 18 The wall is smeared with a now dry foul-smelling yellowy white substance. 19 A childish illustration drawn or carved into the wall depicts a dragon eating a warrior. 20 The wall’s mortar is crumbling and overly dry; it is easy to scrap more out from between the wall’s bricks. 21 The wall has been used as a canvas by an obviously talented artist. 22 Blood splatter coats the wall. 23 Damage from arrows, crossbow bolts or similar pieces of ammunition dot the wall. Several projectiles remain embedded in the wall; others lie at its base. 24 Hundreds of sketches of a particular subject adorn the wall; these sketches may be of a prominent local NPC or even a member of the party. 25 Scorch marks cover the wall. Ash, charred wood and charcoal lie at its base. 26 Dried wild flowers are pressed onto the wall. 27 Roll on “Major Wall Features”. The result is actually a wandering mimic in disguise. 28 Major patches of the wall are damaged and have begun to crumble away; treat the wall as though it had half its normal number of hit points. 29 The wall is set slightly at an angle—it seems to lean into the ceiling. 30 A number of wax dolls are pinned to the wall by their heads; these dolls could resemble the characters or a prominent NPC. 31 The wall is slowly sloughing away, in places. 32 Damage from acidic corrosion dots the wall. 33 Water leaks into the chamber from a small opening at the top of the wall. 34 The wall is scarred and heavily cracked; either the original construction was at fault or a slight earth movement is responsible for the damage. 35 Something has made the wall unnaturally smooth to the touch. 36 Several rusty iron pegs protrude from the wall at various heights and angles. 37 A crude drawing of a monster decorates the wall. There is a 25% chance this illustration depicts the most dangerous monster in the dungeon. 38 A small ledge—about one foot high and two-foot wide —at ground level juts from the wall. 39 An old archway—now bricked up—pierces the wall. Examination reveals the brickwork is comparatively new2. What lies beyond (and why was it bricked up)? 40 A small section of wall has collapse, covering the floor with rubble and debris. 41 Vines, growing from cracks in the floor, choke the wall. These vines offer no protection to whatever lies beneath. 42 As above, except a strange weed lurks on the wall. 43 Ancient runes written in a long-dead language pepper the wall. They name a long-dead sorcerer. 44 A piece of furniture has been smashed into the wall; its broken pieces litter the ground. 45 The wall has been recently whitewashed; it is brilliantly white and ready for painting (or graffiti). 46 A fell prayer dedicated to a dark power is deeply incised into the wall. 10 1. A successful find secret door roll spots. 2. A dwarf using stonecunning detects. 47 A holy (or unholy) symbol is scrawled onto the wall. 48 A severed limb is nailed to the wall; a smear of blood covers the wall and floor below the grisly decoration. 49 The notes and musings of a genius (but mad) artist, writer, wizard or philosopher cover the wall. 50 Glittering specks of minerals cling to the wall and create a rainbow of colours in even the faintest light. 51 A spray of spots of a variety of sizes on the wall are unexplainably darker than other parts. 52 Different coloured bricks set into the wall outline a large unholy symbol. 53 Countless fist-sized holes dot the wall. A bat swarm makes its home in a cave beyond the holes. 54 A gargoyle clings to the wall, pretending to be nothing more than a decoration. 55 The wall has been inexplicably bleached of colour in a vaguely man-shaped patch. 56 Thick black curtains obscure the wall (and perhaps a concealed door, hidden guard niche or the like). 57 Small niches high up in the wall each contain a skull, which leers down at those traversing the area. 58 A silken tapestry of spider webs cling to the wall. 59 Countless fist-sized holes dot the cobweb-wreathed wall. A swarm of spider lurks in the holes. 60 Cracks, erosion and mould damage cover the wall. From a certain angle, the damage looks a little bit like a face depicted in profile. 61 An iron hook—such as those used to hang a painting— protrudes from the wall. 62 Magically created albino mushrooms grow on the wall. 63 The wall is leaking a green, slimy substance. 64 The wall has been split open by water erosion. 65 The wall is drenched in slick, pungent oil; the entire wall bursts into flames if it is dealt fire damage. 66 Several long wooden floorboards lean against the wall. 67 A dark spirit passed through the wall, sapping it of any resemblance of warmth, cheer or good tidings. 68 Letters cut from various tomes and pressed onto the wall, spell out one or more of the characters’ names. 69 Many fist-sized holes, plugged with new mortar, pierce the wall. 70 Empty torch sconces protrude from the wall. An upturned leather shoe hangs from one sconce. 71 A piece of archaic poetry or philosophy is scribed onto the wall in an elder dialect of the dungeon’s dominant denizen. It speaks of an ancient queen. 72 Whitewash is flaking away from the wall. The faded remnants of a large landscape painting depicting the surrounding lands is also visible. 73 Small patches of mineral embedded in the wall glimmer in the party’s lights. 74 A grey ooze makes its home in a jagged irregular hole at the base of the wall. 75 The wall is coated with a grainy substance that, if licked, tastes like the individual’s favourite meal. 76 A wooden door—complete with rusting hinges—leans against the wall. A nearby doorway lacks a door. 77 Parts of the wall have been removed, exposing bare rock beneath, and piled on the floor. 78 A dirty sheet hangs from a protruding brick. 79 Four wooden pegs jut from the wall; two have dirty brown cloaks hanging from them. Splatters of mud cover the floor below. 80 Some of the mortar holding the wall’s bricks in place has a distinct reddish tinge akin to dried blood. 81 A faith sheen of moisture on the wall glimmers in the party’s lights. 82 Forlorn, rusting tapestry hooks hang from the wall near the ceiling. From their placement, a long arras once hung here. 83 A bloody, smeared handprint marks the wall near an exit. From the size of the print, it looks to have been left by a creature the size of an ogre. 84 A religious symbol is crudely carved into the wall. 85 Dead whiteish yellow fungus clings to the wall. It crumbles to dust, if touched. 86 An empty water flash hangs from a bump in the wall. 87 Drab paint, used to obliterate an older painting1, covers the wall. 88 Several bricks have been removed from the wall at human head height to reveal an (empty) once-secret treasure niche. 89 The wall is warm to the touch. 90 A broken spear shaft lies on the floor by the wall. 91 Unreadable water-stained posters cover the wall. 92 Blue paint covers an irregularly-shaped swath of wall. 93 Thin, glimmering slime trails, akin to those left by slugs, criss-cross the wall. 94 “Keep Out” is daubed on the wall in whitewash. 95 A small fist-sized hole piercing the wall has been crudely carved to resemble an open mouth. 96 The configuration of the walls amplify and distort echoes of events in surrounding areas. 97 The wall oozes a gooey, amber sap that has ensnared thousands of insects. 98 A foul, violet mist leaks from cracks in the wall. 99 The wall has two features. Roll twice on this table. 100 The wall is trapped. Refer to “Wall Tricks & Traps”. 11 WALLS TRICKS & TRAPS Of course, walls are not always safe. Occasionally, the dungeon’s designer hides clever traps and tricks in key locations throughout the complex. The traps and tricks here are examples of such features that a well-constructed wall can hide. CRUSHING WALLS This classic trap utilises a chamber’s wall to crush intruders to death. Best used in empty chambers or rooms cloaked with an illusion to appear treasure-filled these traps are some of the deadliest mechanical traps a dungeon delver can face. Special Note: The version of this trap assumes a 30 ft. square room with one exit. Modifying the chamber’s size gives the characters more or less time to escape the trap. Moving the position of the door also affects this trap’s lethality. Activation: A character activates this trap when they stand on a pressure plate in the centre of the room. The trap resets after one hour. Find the Trap: A character making a successful find/remove trap roll discovers the trap. Defeating the Trap: A character making a successful find/ remove trap roll disables the trap. A character rolling 10% more than their chance to disarm the trap accidentally activates the trap. Destroying the pressure plate (AC 3, hp 20) or wall (AC 3, hp 80) defeats the trap. Alternatively, a character making a successful find secret door roll spots a small switch next to the chamber’s door which activates and deactivates the trap. Characters in the room when the trap activates can try one of these two strategies (or something else) to avoid being crushed: • Create a Niche: Create a Niche: A character can smash a niche in the floor (AC 3, hp 40). One Medium or smaller creature can hide in a niche. • Brace the Ceiling: A character who rolls under their Strength score on 5d6 arrests the wall’s advance for one round. A grinding sound emanating from one of the walls heralds doom. Slowly and surely, the wall begins moving across the room toward you. Effect: When triggered, this trap has the following effects: • Round 1: The chamber’s stone door (AC 3, hp 40, successful open locks roll unlocks) slams shut and the crushing wall activates. • Rounds 2-7: The crushing wall advances 5 ft. each round. When it meets the other wall it inflicts 12d6 damage on all individuals in the chamber. Characters so damaged are pinned until round 10. • Round 10: The wall retreats to its original position, at a speed of 5 ft. per round. MECHANICAL MIMIC This subtle trap is designed to ensnare greedy adventurers. It activates when a thief fails to understand its true nature. Activation: A character activates this trap when they mistakenly attempt to open the secret door. The trap resets after one minute. Find the Trap: A character failing a find/remove trap roll identifies the trap as a secret door. A character making a successful find/remove trap roll reveals the trap’s true nature and location. Defeating the Trap: A character making a successful find/ remove trap roll disables the trap. A character rolling 10% more than their chance to disarm the trap accidentally activates the trap. Destroying the pressure plate (AC 3, hp 20) defeats the trap. Alternatively, a character making a successful find secret door roll spots a small switch next to the pressure plate which activates and deactivates the trap. Effect: When triggered, the trap has the following effects: • False Identification: A character that fails to successfully find the trap, identifies the mechanical mimic as a secret door. Attempting to operate a mechanical mimic without identifying its true nature triggers the trap. When the trap activates, a chute located under the disarming character opens, dropping them into a dangerous area, holding prison or similar location. A character making a successful saving throw against breath weapon avoids the trap as it opens beneath their feet. MURDER HOLES A classic trap, automatic murder holes can be placed in almost any dungeon locale. Activation: A character activates this trap when they step on a hidden pressure plate. The trap must be manually reset. Find the Trap: A character making a successful find/remove trap or find secret door roll locates the trap. Defeating the Trap: A character making a successful find/ remove trap roll disables the trap. A character rolling 10% more than their chance to disarm the trap accidentally activates the trap. Destroying the pressure plate (AC 3, hp 20) defeats the trap. Alternatively, a character making a successful find secret door roll spots a small switch next to the pressure plate which activates and deactivates the trap. Effect: When triggered, the trap has the following effects: A click beneath your foot heralds three concealed murder holes sliding open. Crossbows hidden in the wall unleash a volley of bolts at you. • Bolt Attack: Heavy crossbow (THAC0 10, 12-5 piercing damage); multiple weapons (three separate crossbows attack the same target simultaneously). 12 13 OGL V1.0A The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, characters, artwork and trade dress are product identity as defined in the Open Game License version 1.0a, Section 1(e) and are not Open Content. Open Content: Except material designated as Product Identity, the contents of Dungeon Dressing: Ceilings & Walls are Open Game Content as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The moral right of Alexander Augunas and Aaron Bailey to be identified as the authors of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. 14 �2   TITLE   
textdata/thevault/Raging Swan - Gloamhold/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan Dungeon Dressing Ceilings & Walls 2.0.pdf
Mythic Minis 2 chaMpion path abilities By Jason Nelson By Jason Nelson Welcome to Mythic Minis! The mythic rules system introduced in the Pathfinder Roleplaying Game Mythic Adventures hardback contains a wealth of new rules, but in one book there cannot be room for everything. Sometimes there are large areas to cover with extensive rules adaptations, but sometimes what you need is a power-packed punch of tightly focused rules content that contains exactly what you need for your character, creature, or whatever it may be. A half-dozen feats, a set of linked spells, a group of magic items, 5 mythic path abilities, and so on; that’s where Mythic Minis come in. Mythic Minis are not about exposition, philosophy, and campaign-building; they are just flat-out fantastic ideas and great mechanics for GMs and players alike, written by the same designers that helped create the official mythic rules. Follow Legendary Games on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com. MYTHIC MINIS 2: CHAMPION PATH ABILITIES Mythic characters define themselves largely by their path abilities, and this product provides new and unique path abilities for the Champion path, as described the Pathfinder Roleplaying Game Mythic Adventures rulebook. 1st-Tier Champion Path Abilities Analytical Eye: When a creature has attacked you, you can spend one use of your mythic power as an immediate action to analyze your attacker’s fighting style and capabilities, learning a number of your opponent’s combat feats equal to your Intelligence bonus plus one-half your mythic tier (minimum 1). If this result is less than your opponent’s number of combat feats, the exact feats you learn are determined randomly, starting with any feats your opponent used in its attack against you. You can use this path ability more than once if you are attacked by the same creature in multiple rounds. Each additional use reveals new combat feats until you have learned all combat feats the creature possesses; feats already discovered through previous uses of this ability are not repeated. A mythic version of a combat feat is considered just one feat, not two separate feats. Combat Feat Mastery: By spending one use of your mythic power and spending one hour practicing, you gain one bonus combat feat for which you qualify. You gain this bonus feat for 24 hours or until the next time you use this ability, whichever is less; when you use it to gain a new bonus combat feat, that feat replaces the current one. This bonus feat cannot be used as a prerequisite for any other feat, prestige class, or other purpose. At 4th tier and above, you can use this path ability to gain a number of combat feats equal to one-half your mythic tier. Each feat you gain requires one hour of practice and the expenditure of one use of mythic power. You may use feats you gain with this path ability as prerequisites for other feats you gain with this path ability, but not as prerequisites for anything else. At 6th tier and above, you can spend two uses of your mythic power to gain a combat feat with only one minute of practice rather than one hour. Smashmouth (Ex): By spending one use of your mythic power when you hit with an attack that deals bludgeoning damage, you injure the target’s mouth for 1 minute. If the target has a bite attack, it takes a -2 penalty on attack and damage rolls. This penalty increases by 1 for every 3 mythic tiers you possess. If the target attempts to cast spells with a verbal component or to activate a spell-completion or spell-trigger item or item that is activated with a command word, it has a 20% chance of spell failure or of the item failing to function. This chance is increased by 10% for every 3 mythic tiers you possess. Abilities that grant the target immunity to (or a percentage chance to ignore) critical hits apply to this ability. 3rd-Tier Champion Path Abilities Mythic Marine (Ex): Water does not provide a cover bonus to Armor Class against your attacks. If you are underwater, you can fight without penalty as if using freedom of movement. You can use any kind of ranged weapon underwater, including thrown weapons, without penalty if you are attacking targets within 10 feet plus 5 feet per mythic tier. Normal penalties for underwater ranged combat apply beyond this distance. Mythic Rider (Ex): If any effect would make you fall from the back of your mount or cause your mount to fall or become prone, you can spend one use of your mythic power as a free action to remain mounted or for your mount to remain standing (unless your mount is killed or knocked unconscious). I n addition, you can spend one use of your mythic power attuning yourself to your mount. For the next 24 hours, your mount gains the hard to kill, recuperation, and mythic saves abilities as a creature whose mythic rank was 2 lower than your mythic tier. If you have the unstoppable ability and use it on yourself while mounted, you may remove one of the listed effects from your mount at the same time; this may be a different effect from the one affecting you. Reaping the Chaff: When facing inferior opponents, you can carve through their ranks with lethal speed and precision. As a full-round action, you can make a single melee attack at your highest base attack bonus. If you hit and the target’s Hit Dice are less than or equal to your mythic tier, deal damage as normal. You can then move and make another attack at your highest base attack bonus, continuing this process until you miss, attack an opponent whose Hit Dice exceed your mythic tier, or attack an opponent you already hit this round. You can’t move more than double your speed in this way in 1 round. Your movement does not provoke attacks of opportunity against creatures whose Hit Dice are less than or equal to your mythic tier. Trick Rider (Ex): You gain one bonus feat for every 2 mythic tiers you possess, which must be Animal Affinity, Skill Focus (Ride), or a mounted combat feat, or a mythic version of one of these feats. Two Can Play at That Game: When you learn a creature’s combat feats using the analytical eye path ability, on your next turn as a swift or move action (your choice) you can select a number of its combat feats equal to one-half your mythic tier, spending one use of mythic power per feat you select. You can now use those feats as if you possessed them for the next 24 hours, but only against the creature from whom you learned them. You cannot select a feat for which you do not meet the prerequisites, but you can use feats that you “borrow” with this ability to serve as prerequisites to other feats you borrow, such as taking both Point Blank Shot and Rapid Shot from your opponent. If your opponent knows the mythic version of a combat feat, you may borrow that feat, but it counts as two feats for the purpose of this ability. You must have the analytical eye path ability to select this path ability. Mythic Minis 2: chaMpion path abilities Credits Author: Jason Nelson Artist: Jason Juta Design and Layout: Richard Kunz Legendary Games Team Members: Clinton J. Boomer, Benjamin Bruck, Matt Goodall, Jim Groves, Tim Hitchcock, Jonathan Keith, Jason Nelson, Tom Phillips, Alistair Rigg, Neil Spicer, Todd Stewart, Russ Taylor, Greg Vaughan, and Clark Peterson Publisher: Jason Nelson Executive Partner: Neil Spicer Business Director: Rachel Ventura Special Thanks: Erik Mona, Lisa Stevens, Jason Bulmahn, and the Paizo staff for their excellent Pathfinder Roleplaying Game Mythic Adventures hardback. Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content is the rules content (creature stat blocks and names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The front and back cover, back matter, introduction and Credits page, as well all other parts of this product including all text not specifically designated as Open Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: Legendary Games, the Legendary Games Logo, Adventure Path Plug-In, Mythic Minis: Monster Feats, as well as all trademarks, registered trademarks, proper names (including the names of each character, location, item or monster unique to this product), dialogue, plots, storylines, locations, characters, artworks, and trade dress, but excluding any content that is Product Identity of Paizo Publishing, Inc. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a challenge to their ownership and is used under Fair Use. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent **such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/ or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. Mythic Minis 2: Champion Path Abilities © 2013, Legendary Games; Author Jason Nelson. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. The Hypertext d20 SRD. © 2004, Jans W Carton. Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Owen Stephens, and Russ Taylor. Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, and Greg A. Vaughan. Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor. Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Mythic Minis/Mythic Minis 02 - Champion Path Abilities.pdf
1 Fan Material for Warhammer Fantasy Roleplay : Caravan Careers Patrol Boat The patrol boat is equally suitable as a merchant convoy escort as it is for harbour patrol duty. Measuring 6-8 yards in length, the patrol boat has a shallow draft for increased speed, which also facilitates upstream expeditions. It is propelled either by a small collapsible mast and sail, or by 4-6 oarsmen. The capacity of a patrol boat is 12 people and 1500 units of Encumbrance. Patrol boats are often equipped with a swivel gun (see Warhammer Companion page 43) mounted on the bow for intercepting pirates. The patrol boat’s instability makes Row or Sail skill necessary, at least for the helmsman. Caravan Guard The roads and waterways of the Old World are fraught with danger, making the Caravan Guard a vital addition to any trading expedition. When escorting a land caravan, the guards typically ride alongside the wagons watching for bandits; only leaving the caravan to investigate potential ambushes reported by the outrider. On barge duty, the guards remain below deck most of the time, in a constant state of readiness against pirate attacks. Because bandits and pirates prefer to attack easy targets, the job of a Caravan Guard is often rather boring. Penny-pinching merchants oftentimes include a clause in the Caravan Guards’ contracts requiring them to assist with the care of draft animals, or even cleaning duties. In remote areas, Caravan Guards must remain vigilant through cold nights to ensure the safety of their wagon camp. Needless to say, many Caravan Guards depart for more exciting ventures after they’ve had their fill of travelling. Note: players who roll Mercenary during character creation may select Caravan Guard instead. Skills: Animal Care or Swim, Common Knowledge (The Wasteland or Tilea), Dodge Blow, Drive or Row, Gossip or Haggle, Outdoor Survival or Gamble, Perception, Ride . Talents: Seasoned Traveller, Strike Mighty Blow or Sixth Sense, Strike to Injure or Hardy. Trappings: Shield, Medium Armour (Mail Shirt), Warm Coat, Riding Horse. Career Entries: Bodyguard, Kislevite Kossar, Militiaman, Muleskinner, Outrider, Roadwarden, Soldier, Watchman. Career Exits: Bodyguard, Caravan Master, Marine, Mercenary, Outrider, Roadwarden, Sergeant, Veteran. WS BS S T AG INT WP FEL +10 +5 +5 +10 +5 - +5 - A W SB TB M Mag IP FP +1 +2 - - - - - - Caravan Master The Caravan Master handles the logistics involved in moving large quantities of men, goods and beasts of burden around the Old World. Merchants employ them so that they don’t have to get involved in the day-to-day running of the caravans themselves. The Caravan Master is responsible for the actions, payment, discipline and general well- being of the labourers, guards and muleskinners attached to the caravan. His most important duty however, is to ensure that the goods he carries reach the intended destination, both on time and intact. Due to the tough life they lead, Caravan Masters tend to be hard men and even harder taskmasters. After all, it’s their heads on the block should anything go amiss. In contrast to this hardness, he must also be shrewd and learned in his letters, so that he may record transactions, pay-rolls and incidents for reporting to his employer. Whether on land or on the Empire’s river ways, it’s the Caravan Master who the workers attached to the caravan fear the most. Skills: Animal Care, Common Knowledge (any two of: The Wasteland, Tilea, Kislev or Bretonnia), Command, Drive or Row, Gossip, Haggle, Intimidate, Navigation, Perception, Read/Write, Ride or Swim, Sail or Outdoor Survival. Talents: Orientation or Super Numerate, Seasoned Traveller, Street Fighting, Streetwise or Very Resilient. Trappings: Hand Weapon, Medium Armour (Mail Shirt & Leather Jack), Ledgers and writing kit, 25 gc. Career Entries: Boatman, Burgher, Caravan Guard, Coachman, Ferryman, Marine, Mercenary, Muleskinner, Navigator, Tradesman, Scout, Veteran. Career Exits: Burgher, Explorer, Fence, Guild Master, Mercenary, Merchant, Navigator, Scout, Smuggler. WS BS S T AG INT WP FEL +15 +10 +5 +10 +10 +15 +10 +15 A W SB TB M Mag IP FP +1 +4 - - - - - - - Patrol Boat Statistics - M TB W 4 4 30
textdata/thevault/Warhammer/Fantasy Roleplay/4e (C7)/Cato Contribution/Warhammer Fantasy Roleplay/2nd Edition/Homebrew & Fan Material/Black Industries/Caravan Careers.pdf
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textdata/thevault/Living Greyhawk/Modules/Ekbir/592/Normal Scenarios/EKB2-01 - La Légende de Glendaloch (APL 2-6)/EKB2-01 - La Légende de Glendaloch cert.pdf
RRIICCHHTTLLIIN NIIEEN N ZZUURR CCHHAARRAAKKTTEERREERRSSCCHHAAFFFFUUN NGG Version 1.3b - Juli 2001 (deutsche Version) iese Richtlinien geben dir alle Informationen, die du benötigst, um einen spielfertigen Charakter für die LIVING GREYHAWK-Kampagne zu erschaffen und ihn im Spielverlauf weiterzuentwickeln. Diese Richtlinien sind nicht endgültig und können sich noch ändern, so wie auch der Gesamtverlauf der Kampagne sich ändern kann - und wird. Solche Änderungen, die in erster Linie aufgrund der Veröf- fentlichung neuer Publikationen entstehen, werden den Charakteren neue Möglichkeiten eröffnen, aber keinesfalls bereits existierende einschränken. Manchmal mag es indes trotz aller guten Vorsätze notwendig werden, dass wir rück- wirkend Einschränkungen vornehmen müssen, falls sich Teile der hier abgedruckten Richtlinien als dem Spielgleich- gewicht abträglich erweisen sollten. Dies werden wir aller- dings nur nach reiflicher Überlegung tun. Diese Richtlinien sind immer mit Versionsnummer und Datum versehen. Im Zweifelsfall gilt immer die letzte Ver- sion dieser Regeln im Zusammenspiel mit der jeweils aktuellen Ausgabe des D&D-Spieler-Sets. Sobald neue Optionen verfügbar werden, kannst du auf diese beim nächsten Stufenanstieg deines Charakters zurück- greifen. Derlei Regelerweiterungen können nicht rück- wirkend geltend gemacht werden. Weitere Richtlinien zum Erschaffen von Charakteren im Bereich des Fürstentums von Herbergsbad bzw. des Adri- Marklands findest du unter www.amigo-spiele.de. Das Erschaffen eines Charakters für LIVING GREYHAWK erfolgt in insgesamt sechs Schritten: SScchhrriitttt 11:: AAttttrriibbuuttw weerrttee Um Chancengleichheit zu gewährleisten, findet die Punkt- kauf-Methode (s. Kapitel 2 des Spielleiter-Sets) Anwendung. Jedem Charakter stehen dabei 28 Punkte zur Verfügung, die zwischen den sechs Attributen aufgeteilt werden können. Tabelle RCE-1: Attributkosten Punkte Wert Modifikator --- 6 -2 --- 7 -2 0 8 -1 1 9 -1 2 10 +0 3 11 +0 4 12 +1 5 13 +1 6 14 +2 8 15 +2 10 16 +3 13 17 +3 16 18 +4 --- 19 +4 --- 20 +5 Beispielsweise könnten die besagten 28 Punkte für die folgenden Attribute eingesetzt werden: ST 15: 8 Punkte IN 10: 2 Punkte GE 13: 5 Punkte WE 11: 3 Punkte KO 14: 6 Punkte CH 12: 4 Punkte Volksbedingte Modifikatoren werden erst nach der Auf- teilung der Punkte addiert bzw. abgezogen. Insofern bewegen sich Menschen bei Spielbeginn zwischen 8 und 18, während sich die anderen Völker zwischen 6 und 20 bewegen können. Attributpunkte, die durch Gradaufstieg hinzukommen, wer- den nicht mehr nach dieser Tabelle ermittelt, sondern einfach addiert, wie dies im Spieler-Set beschrieben ist. SScchhrriitttt 22:: VVoollkk uunndd KKllaassssee Grundsätzlich ist jedes Volk und jede Klasse, die im Spieler- Set enthalten ist, für Charaktere innerhalb der LIVING GREYHAWK-Kampagne verfügbar. Darüber hinaus gelten folgende Sonderregeln, die im Zweifelsfall gegensätzliche Regeln aus dem Spieler-Set außer Kraft setzen: Menschen sollten sich für eines der Menschenvölker ent- scheiden, die in Kapitel 2 des Living Greyhawk-Handbuchs vorgestellt werden. Elfen müssen sich entscheiden, ob sie Grau-, Hoch- oder Waldelfen sind. Zwerge können entweder Hügel- oder Bergzwerge sein. Gnome müssen zum Volk der Felsengnome gehören, Halblinge entstammen dem Volk der Leichtfüße, Großgefährten oder Tiefenhalblinge. Halb-Orks gelten grundsätzlich als Mensch-/Ork-Mischlinge. Wenn Bonussprachen ausgewählt werden, können Menschen aus den Sprachen und Dialekten auswählen, die im Living Greyhawk-Handbuch aufgeführt sind, mit Ausnahme von Druidisch, Ferral und Lendorisch-Elfisch. Die meistgenutzten unter diesen Sprachen sind die menschlichen: Alt- Baklunisch, Flan, Alt-Oeridianisch und Alt-Suel. Andere Rassen können diese Sprachen im Rahmen der Fertigkeit Sprache auswählen. Es dürfen nur Gesinnungen ohne böse Komponente gewählt werden; die in der Beschreibung einer Charakterklasse genannten Vorgaben dürfen dabei nicht außer Kraft gesetzt werden. Ein Kleriker muss sich eine gute oder neutrale Gottheit aus dem Spieler-Set, dem Living Greyhawk-Handbuch oder dem Living Greyhawk Journal Nr. 3 auswählen, der er dient. Ein Paladin kann nach den gleichen Richtlinien eine Gottheit auswählen, muss dies aber nicht tun. Eine vollständige Liste wird demnächst unter www.amigo-spiele.de zur Verfügung stehen. Das Alter eines neu erschaffenen Charakters kann irgendwo zwischen "erwachsen" und "alt" liegen (s. den Abschnitt über "Alter" in Kapitel 6: "Beschreibung" im Spieler-Set). Aller- dings finden die Regeln zur altersbedingten Modifikation von Attributen in der LIVING GREYHAWK-Kampagne keine Anwendung. Größe und Gewicht des Charakters können im Rahmen der jeweils maßgeblichen Tabellen frei gewählt werden. Ein neu erschaffener Charakter verfügt über die Höchstzahl der für seine Klasse möglichen Goldstücke. D 2 Tabelle RCE-2: Volk Volk Attributsmodifikator Bevorzugte Klasse Besondere Merkmale des Volkes Grauelf -2 ST, +2 GE, -2 KO, +2 IN Magier wie Standardelf Waldelf +2 ST, +2 GE, -2 KO, -2 IN, -2 CH Waldläufer wie Standardelf Bergzwerg wie Standardzwerg Kämpfer wie Standardzwerg Großgefährte wie Standardhalbling Schurke siehe Monster-Set* Tiefenhalbling wie Standardhalbling Schurke siehe Monster-Set* * Für die Zeit bis zur Veröffentlichung des deutschen Monster-Sets, gelten die folgenden Angaben: Großgefährten: +2 Bonus auf Entdecken, Hören und Suchen Würfe; ebenso wie Elfen erhält ein Großgefährte, der in 1,5m Abstand an einer geheimen oder einer verborgenen Tür vorbeigeht, einen Suchen Wurf zugestanden, als hätte er aktiv nach einer Tür gesucht. Da Großgefährten weniger athletisch sind als Leichtfüße, erhalten sie keinen Bonus zu Klettern, Leise bewegen und Springen Würfen. Tiefenhalblinge: Dunkelsicht bis zu 18m; Steinwissen: diese Eigenschaft entspricht der gleichnamigen Eigenschaft der Zwerge; Tiefenhalblinge erhalten einen Bonus von +2 auf Schätzen Würfe und Handwerk Würfe im Zusammenhang mit Stein- und Metallarbeiten. Da Tiefenhalblinge weniger athletisch sind als Leichtfüße, erhalten sie keinen Bonus zu Klettern, Leise bewegen und Springen Würfen. Prestigeklassen: Derzeit stehen Charakteren die folgenden Prestigeklassen offen: Arkaner Bogenschütze, Schatten- tänzer, Wissenshüter, Zwergischer Verteidiger. Die im Spiel- leiter-Set genannten Bedingungen müssen erfüllt sein. Einige weitere Prestigeklassen sind bereits zugelassen, näheres dazu erfährst du von deiner Triade unter GH_Adri@web.de. SScchhrriitttt 33:: TTrreeffffeerrppuunnkkttee Ein neu erschaffener Charakter erhält die Höchstzahl der für seine Klasse möglichen Trefferpunkte. Pro neu hinzuge- wonnener Stufe gewinnt er die Hälfte dieses Maximums +1 hinzu. Ein Hexenmeister beispielsweise begänne das Spiel mit 4 Basis-Trefferpunkten und gewänne weitere 3 hinzu, wenn er die zweite Stufe erreicht. SScchhrriitttt 44:: FFeerrttiiggkkeeiitteenn uunndd TTaalleennttee Hier sind nur einige wenige Sonderregelungen zu beachten: � Fertigkeiten Alchemie und Handwerk: Mit diesen Fertigkeiten können nur Gegenstände hergestellt werden, die die SC auch kaufen könnten (s. Schritt 5); mit anderen Worten: keine Meisterarbeiten und keine Säure! � Fertigkeit Beruf: Spieler können sich jeden Beruf aus- wählen, sofern er nicht unpassend für eine Fantasy-Welt ist. SL können Würfe auf die Fertigkeit Beruf oder even- tuelle Kombinationsbonusse verweigern, wenn sie diese nicht für die Kampagne angemessen erachten. � Fertigkeit Wissen: Das Wissen eines SC darf den allge- meinen Wissenstand einer Fantasy-Welt nicht über- steigen. Kombinationsbonusse finden nur mit Zustimmung des SL Anwendung. SScchhrriitttt 55:: AAuussrrüüssttuunngg Zu Spielbeginn kann der Charakter nach Belieben nach den Ausrüstungslisten in Kapitel 7 des Spieler-Sets ausgerüstet werden. . Mit Ausnahme von Weihwasser sind die Gegen- stände von der Liste "Besondere und hochwertige Gegen- stände" nicht verfügbar. Magische Gegenstände können nur im Spielverlauf erworben werden. Die Regeln für Belastung finden Anwendung in der Kam- pagne; von daher musst du Buch darüber führen, was dein Charakter alles mit sich herumträgt und wie viel es wiegt. SScchhrriitttt 66:: HHeeiim maattrreeggiioonn Die Heimatregion für alle Charaktere von Spielern aus Deutschland und Österreich ist das Fürstentum Herbergsbad bzw. das Adri-Markland. Dies bedeutet nicht, dass dein Cha- rakter dort geboren sein muss, sondern dass er den größten Teil seines Lebens dort verbringt und diesen Teil der Welt als seine Heimat ansieht. Es gibt innerhalb der Kampagne keine "heimatlosen" Charaktere. Es ist möglich, einen Charakter zu erschaffen, der in einer anderen Region lebt, doch würde dieser dann bei jedem Abenteuer, das in deiner Heimatregion spielt, die Nachteile erleiden, außerhalb seiner Heimatregion zu spielen, was sich auf Dauer ungünstig auf den Charakter auswirkt. Ein Umzug des Spielers (z.B. nach England) hätte auch einen Wechsel der Region (in diesem Fall nach Onnwal) zur Folge, sofern der Charakter nicht die Nachteile eines außerhalb seiner Region lebenden SC erleiden soll. Auf keinen Fall kann eine Region, die nicht von einer Triade geleitet wird, als Heimatregion gewählt werden! Auch die Freie Stadt Graufalk ist nicht als Heimatregion zugelassen. ZZeeiitteeiinnhheeiitteenn Die für die Charaktere im Rahmen der Kampagne ver- streichende Zeit wird mittels Zeiteinheiten festgehalten. Dadurch wird es einfacher, die Abfolge von Abenteuern sowie von längeren Unternehmungen wie dem Erforschen von Zauber oder dem Erschaffen von Gegenständen im Auge zu behalten. Durch das Verbuchen von Zeiteinheiten braucht ein Charakter nicht aus dem Spiel genommen zu werden, um eine länger dauernde Handlung durchzuführen. Pro Jahr stehen deinem SC 52 Zeiteinheiten (von jeweils einer Woche Länge) zur Verfügung, die nach Belieben einge- setzt werden können. Abenteuer dauern entweder eine oder zwei Zeiteinheiten; dies ist im Text des Abenteuers angeben. Als Faustregel gilt, dass ein Ein-Runden-Abenteuer in deiner Heimatregion eine Zeiteinheit aufbraucht, eines in einer anderen Region aber deren zwei. Die für das Ausüben anderer Aktivitäten aufzubringenden Zeiteinheiten lassen sich den Ausführungen im weiteren Verlauf dieser Richtlinien 3 entnehmen; manchmal sind sie auch im Abenteuertext vorgegeben. EErrlleerrnneenn nneeuueerr ZZaauubbeerr Normalerweise benötigt ein Magier für das Lernen neuer Zauber eine Zeiteinheit. Ausdrücklich davon ausgenommen sind aber die beiden beim Stufenaufstieg frei erhältlichen Zauber, die keinen Zeitaufwand benötigen. Hexenmeister und Barden müssen ihre Zauber aus den ent- sprechenden Zauberlisten wählen. Wenn sie über ein Zertifi- kat mit einem arkanen Zauber verfügen, können sie auch diesen lernen. Hexenmeister und Barden müssen zum Lernen neuer Zauber keine Zeiteinheit aufwenden. VVeerrbbootteennee ZZaauubbeerr Es gibt einige Zauber, die nicht für die LIVING GREYHAWK- Kampagne geeignet sind und somit SC nicht zugänglich sind. Derzeit handelt es sich um: Andere verwandeln, Selbstver- wandlung, Dauerhaftigkeit. EEiinnfflluussssppuunnkkttee Durch das Verteilen von Einflusspunkten lässt sich fest- halten, wer in der Spielwelt deinem Charakter einen Gefallen schuldig ist. Einflusspunkte können sowohl hinsichtlich Personen als auch Gruppen erworben werden; sie unterliegen in ihrer Höhe keiner Beschränkung. Einflusspunkte können gegen einen Gefallen eingetauscht werden; ein eingetauschter Punkt ist aufgebraucht und steht dem Charakter kein zweites Mal zur Verfügung. Je höher der Einfluss deines Charakters ist, desto größer sind die Möglichkeiten, die sich ihm während des Spiels eröffnen. LLeebbeennsshhaallttuunnggsskkoosstteenn Charaktere innerhalb der LIVING GREYHAWK-Kampagne müssen Lebenshaltungskosten bezahlen, die sich an dem Ort orientieren, an dem die Abenteuer stattfinden bzw. ihren Ausgang nehmen. Zu diesen Kosten zählen alle Ausgaben zwischen einzelnen Abenteuern sowie die Ausbildungskosten beim Stufenanstieg. Die Kosten für Abenteurer-Ausrüstung werden durch diesen Betrag nicht abgedeckt. Die SC müssen grundsätzlich alle Ausgaben während der Spielzeit des Abenteuers (nicht nur Ausrüstung, sondern auch Essen, Trinken und Unterkunft) zu den im Abenteuer (bzw. im Spieler-Set, falls im Text nicht gesondert angegeben) ge- nannten Preisen selbst tragen. Wir messen die Lebenshaltungskosten an dem Lebensstan- dard, den ein SC zu besitzen wünscht; je nach dem gewählten Standard können auf Charisma basierende Fertigkeiten (Auftreten, Bluffen, Diplomatie, Einschüchtern, Gefühl für Tiere, Informationen sammeln, Magischen Gegenstand be- nutzen, Mit Tieren umgehen, Verkleiden) Abzüge oder Zu- schläge erhalten. Mittellos: Du hast keine Bleibe und musst deinen Besitz immer mit dir führen. Du riechst schlecht und bist unter- ernährt. Du erhältst -2 auf alle auf Charisma basierenden Fertigkeitswürfe. Arm: Du schläfst im Gemeinschaftsraum einer Herberge oder auf dem Heuboden eines Stalls. Deine Kleidung ist abgenutzt und geflickt. Du erhältst -1 auf alle auf Charisma basierenden Fertigkeitswürfe. Durchschnitt: Du führst ein einigermaßen erfolgreiches Leben, und deine Ausrüstung ist solide, wenn auch nicht herausragend. Du hast ein eigenes Zimmer in einer Herberge oder einer Pension, das sicher genug ist, um dort gefahrlos kleinere Wertgegenstände aufzubewahren. Hoch: Du hast ein geräumiges Haus oder Apartment gemietet. Deine Garderobe ist für gar manche Gelegenheit gerüstet.. Du erhältst +1 auf alle auf Charisma basierenden Fertigkeitswürfe. Luxuriös: Du hast von allem nur das Beste - eine geräumige Unterkunft, exotische Nahrungsmittel, teure Kleider. Viele neiden dir deinen Erfolg. Du erhältst +2 auf alle auf Charisma basierenden Fertigkeitswürfe. Deine Ausrüstung ist zu Hause ausgesprochen sicher. Die genaue Höhe der Kosten ist dem jeweiligen Abenteuer zu entnehmen und kann je nach Region und Startort des Aben- teuers unterschiedlich ausfallen. Lebenshaltungskosten werden zu Beginn eines Abenteuers gezahlt, allerdings nicht vor dem ersten Abenteuer eines SC. ZZeerrttiiffiikkaattee Wichtige Gegenstände (insbesondere magischer Natur) sowie Einflusspunkte, die dein Charakter im Laufe seiner Aben- teuer erhält, werden durch ein offizielles Zertifikat bestätigt. Zertifikate enthalten genaue Informationen über den Ge- genstand bzw. die Art des Gefallens, die ausschlaggebend für die Verwendung des Gegenstands bzw. des Gefallens im Spiel sind. Von besonderer Wichtigkeit sind die folgenden Punkte: Gültigkeit: Ein Zertifikat wird erst durch die Unterschrift des Spielleiters, der es ausgibt, gültig; diese Unterschrift muss mit Kugelschreiber oder Füller erfolgen (keinesfalls mit Bleistift!). Die RPGA-Mitgliedsnummer des Spielleiters muss deutlich lesbar sein. Im oberen Teil des Zertifikats muss der Name des Charakters, dem der Gegenstand oder der Gefallen zugeordnet ist, mit Kugelschreiber oder Füller (keinesfalls mit Bleistift!) deutlich lesbar eingetragen sein. Einschränkungen bei der Anwendung: In dieser Spalte finden sich Angaben, die festlegen, wie viele Ausfertigungen des gleichen Zertifikats zur gleichen Zeit im Spiel sein dür- fen: Häufig: Dein Charakter kann über beliebig viele Ausfer- tigungen dieses Zertifikats verfügen. Unüblich: Dein Charakter kann diesen Gegenstand nur einmal besitzen. Selten: Pro Spielrunde darf nur einer dieser Gegenstände zum Einsatz gelangen. Verfügen mehrere Charaktere über besagten Gegenstand, kann nur einer davon für den Verlauf des Abenteuers tatsächlich "existieren". Vor Spielbeginn wird bestimmt, welche Charaktere auf den Einsatz des Gegenstands verzichten müssen; das genaue Verfahren liegt im Ermessen des Spielleiters. Diese Entscheidung gilt für das gesamte Abenteuer und kann nicht aufgehoben werden. Ansonsten gelten die gleichen Einschränkungen wie für "unübliche" Gegenstände. Einzigartig: Diesen Gegenstand gibt es nur ein einziges Mal. Die obigen Kategorien gelten pro Gegenstand und Abenteuer. Nehmen wir als Beispiel, dass dein Charakter aus Abenteuer A den Gegenstand X habe, der "unüblich" sei. Insofern kann er diesen Gegenstand nur einmal besitzen, auch wenn er in 4 Abenteuer A mehrfach vorkommen sollte. Erhält dein Cha- rakter aber nun den gleichen Gegenstand aus Abenteuer B, so darf er beide besitzen, da sie aus verschiedenen Abenteuern stammen. Handel: Auf den Zertifikaten ist vermerkt, ob der Gegen- stand gehandelt werden kann. Wechselt ein veräußerbarer Gegenstand den Besitzer, so muss der vollständige Handel auf der Rückseite des Zertifikats vermerkt sein. In jedem Fall müssen Name und RPGA-Mitgliedsnummer des alten und des neuen Besitzers sowie das Datum des Geschäfts deutlich lesbar sein. Aufgrund dieser Auflistung muss sich die Ge- schichte des Gegenstands, angefangen vom ursprünglichen Besitzer (der auf der Vorderseite angegeben ist), lückenlos nachvollziehen lassen können. Zertifikate der LIVING GREYHAWK-Kampagne sind Eigentum von Wizards of the Coast und müssen auf Anforderung an die Kampagnenleitung zurückgegeben werden. Zertifikate ver- fügen über keinerlei realen Wert und können weder verkauft noch gegen andere realweltliche Dienstleistungen einge- tauscht werden. DDaass HHeerrsstteelllleenn vvoonn GGeeggeennssttäännddeenn Nicht-magische Gegenstände sowie Tränke und Schriftrollen, die von Charakteren durch Anwendung der entsprechenden Fertigkeiten oder Talente hergestellt werden, bedürfen keines Zertifikats. Trage sie einfach in dein Logbuch ein und lasse sie von deinem Spielleiter abzeichnen. Wenn du eine derart erschaffene Schriftrolle oder einen Trank benutzt, musst du dies durch einen weiteren (abzuzeichnenden) Eintrag kennzeichnen, der auf den ursprünglichen Eintrag (den des Erschaffens des Gegenstands) verweist. Gegenstände herstellen: Hergestellte Gegenstände können nicht an NSC verkauft werden; sie können nur für den Eigen- bedarf bzw. für den Verkauf an andere SC vorgesehen sein. Die zur Herstellung eines solchen Gegenstands benötigte Zeit wird nach der im Spieler-Set nachlesbaren Formel berechnet, beträgt aber mindestens eine Zeiteinheit. Gegenstände, deren Kauf in Schritt 5 dieser Richtlinien untersagt ist, können nicht hergestellt werden. Trank brauen: Das Brauen eines Tranks erfordert die im Spieler-Set aufgeführten Ausgaben (Gold, EP). Das Mischen eines Tranks dauert eine Zeiteinheit; pro Abenteuer kann maximal ein Trank hergestellt werden. Schriftrolle schreiben: Das Abfassen einer Schriftrolle erfordert die im Spieler-Set aufgeführten Ausgaben (Gold, EP). Dieser Vorgang nimmt eine Zeiteinheit; pro Abenteuer kann maximal eine Schriftrolle hergestellt werden. Sonstige magische Gegenstände: Die anfallenden Kosten (Gold, EP, Zeiteinheiten) müssen fallweise ermittelt werden. Deine Triade hat alle notwendigen Informationen. Solche Gegenstände können grundsätzlich nur gegen Ausstellung eines Zertifikats hergestellt werden, so dass der Vorgang nur nach Rücksprache mit der Triade und im Rahmen der von der Triade festgelegten Mechanismen erfolgen kann (selbst dann, wenn dein Charakter über alle notwendigen Voraussetzungen entsprechend dem Spieler- oder Spielleiter-Set verfügt). EEtthhiisscchhee RRiicchhttlliinniieenn Wir erwarten von allen an der Kampagne Beteiligten die Einhaltung eines Verhaltenskodex, der der Spielfreude und der Gruppenkooperation förderlich ist. Insbesondere möchten wir die folgenden Punkte betonen: FÜR SPIELER: � Bemühe dich, während des Spiels zum Spielspaß für die gesamte Gruppe beizutragen. Versuche nie, anderen den Spaß zu nehmen! � Sei immer fair und ehrlich. � Nimm Rücksicht auf deine Mitspieler (und den Spiel- leiter) - sie haben das gleiche Recht darauf, die Spiel- runde zu genießen, wie du es hast! � Versuche, sowohl dem Geist als auch dem Wortlaut der Regeln zu folgen. FÜR SPIELLEITER: � Du bist der Spielleiter. Es ist deine Aufgabe, für ein unterhaltsames Spiel zu sorgen. Du spielst nicht gegen die Spieler! Dein wichtigstes Ziel muss sein, dass deine Spieler Spaß haben. � Alle Spieler müssen gleich behandelt werden, sowohl von dir als auch von ihren Mitspielern. � Verhalte dich vorbildlich. Vergiss nie, dass du gegenüber deinen Spielern sowohl die RPGA als auch die Gesamtkampagne vertrittst. � Halte auch du dich an die Anforderungen, die an die Spieler gestellt werden (s.o.). FÜR DIE KAMPAGNENLEITUNG: � Reagiere auf Anfragen so schnell und so deutlich wie möglich. � Stelle dich vor deine Spielleiter und untergrabe ihre Autorität nicht; hebe ihre Entscheidungen nur nach gründlicher Prüfung der Sachlage auf, und nur dann, wenn sie nachweisbar im Unrecht sind. Halte auch du dich an die Anforderungen, die an die Spieler gestellt werden (s.o.). � Halte auch du dich an die Anforderungen, die an die Spieler und die Spielleiter gestellt werden (s.o.).
textdata/thevault/Living Greyhawk/Metaorg Material/Ahlissa (Adri)/Rules/LG_CharCreation_1.3b_de.pdf
Lords of Gossamer & Shadow by Matt Banach Rite Publishing Presents: Gossamer Worlds: Gossamer Worlds: Gossamer Worlds: Gossamer Worlds: The Nightmare Kingdom The Nightmare Kingdom The Nightmare Kingdom The Nightmare Kingdom Explorer Explorer Explorer Explorer (Author): Matt Banach Seeker Seeker Seeker Seeker (Editor): Steven D. Russell Searcher Searcher Searcher Searcher (Cover Artist): Trung Ta Ha Trailbl Trailbl Trailbl Trailblaaaazzzzer er er erssss (Interior Artists): Trung Ta Ha, Liew, Henry Toogood, Malcom McClinton, Vincent Ptitvinc Pioneer Pioneer Pioneer Pioneer (Trade Dress): James “Devin Knight” Hazelett Lost Boy Lost Boy Lost Boy Lost Boy (Layout and Publisher): Steven D. Russell Special Thanks to Jason Durall for his help in developing this. Based on Lords of Gossamer & Shadow by Jason Durall Gossamer Worlds: The Nightmare Kingdom Copyright © 2014 Steven D. Russell All rights reserved. Lords of Gossamer and Shadow Copyright © 2012-2013 Steven D. Russell All rights reserved. Erick Wujcik’s Diceless Role-Playing and associated marks and logos are trademarks of Diceless by Design Publishing, LLC, and are used under license. See http://Rpg.drivethrustuff.com/product_info.php?products_id=1447 for more information on Erick Wujcik’s Diceless Role-Playing. The Images by Trung Ta Ha on the cover and page 2 and Henry Toogood on pages 5 and 6 are licensed under a Creative Commons Attribution-Share Alike 3.0 License. http://creativecommons.org/licenses/by-sa/3.0/ The images on page 4 by Liew and by Vincent Ptitvinc on page 9 are licensed under a Creative Commons Attribution-No Derivative Works 3.0 License. http://creativecommons.org/licenses/by-nd/3.0/ 1 The Nightmare Kingdom The Nightmare Kingdom The Nightmare Kingdom The Nightmare Kingdom “The dirty concrete landing was a gloom of shadows – the nearest two lightbulbs in the industrial-looking stairwell were busted out and dark, even though that's not supposed to happen on the Grand Stair. Something crunched beneath my feet, but it wasn't glass, and I wasn't going to look down. A single bloody hand-print smeared the wall beside the Door, which was covered in chipped black paint... and stood wide open. On the other side of the threshold, dense grey mist swirled, revealing a pair of glowing red eyes. I heard my name being called, faintly, buried somewhere under all that screaming.” - Travelogue Description Description Description Description The Nightmare Kingdom is a living, breathing, waking world of nightmares made manifest in a soul-crushing hellscape dedicated to the provocation, cultivation, and consumption of terror. And, no, I'm not being melodramatic. First, a bit of conceptual framework: we have always known that the concept of “reality” as applies to the gossamer worlds is... variable, to say the least. Most of us, even high and mighty Gossamer Lords, come to rely upon certain principles: time moves in one direction, mortal lives begin and end, and matter and energy transmute in form but tend not to be created or destroyed. Hence, it is unsettling to experience a world where the laws of reality are so loose that even these most basic precepts do not apply. Aside from being terribly dangerous, this staggering lack of structure calls into question the very nature of existence, with all the philosophical baggage that entails. So, with that shaky foundation in mind, imagine a world where the difference between thought and reality disappears almost entirely – a place where the arrangement of matter, energy, and space-time occurs not according to scientific law but instead by psychic whim. Furthermore, imagine such a world in which fear is the dominant form of psychic energy, more powerful than atomic fission and more pervasive than sunlight, with the very fabric of the realm contracting, expanding, and twisting according to the ebb and flow of terror. Finally, imagining a world with all those lovely qualities, picture it running wild since the dawn of time, stalking the vast gulf of Shadow-space in a never-ending hunt for fear. Some make the fatal mistake of thinking the Nightmare Kingdom is “just a dream”, but it surely isn't; the monsters and threats of the Kingdom are very real, and no amount of waking up can cure its harms. Ancient, powerful, and ever changing, the Nightmare Kingdom the content of the fears it consumes drives it. Oftentimes this interaction causes the 2 realm to mimic the appearance of other gossamer worlds down to the smallest detail, either in reflexive response to the fears of its victims, or at the direction of the Kingdom's ruler. Hence, the Kingdom has gone by countless names over the eons, constantly misidentified as a myriad of different worlds. I've heard accounts of the Kingdom guising itself as thousands of different iterations of Earth, as a false version of Shatterlight, as an endless void of infinite vacant space, and even condensing down in its entirety to become a perfect replica of That-Dark- Closet-Where-Those-Bad-Things- Happened. Historically there are recognizable patterns in the Kingdom's appearance according to the personality and designs of its ruler, but it is important to remember that it could appear to be anywhere. You could be sitting in it right now. Another disturbing quality of the Nightmare Kingdom is – it wanders. I'll elaborate by way of metaphor: if the vast nothingness of Shadow is a darkened street, and the gossamer worlds are individual houses on that street, all connected by the paved walkways of the Grand Stair, the Nightmare Kingdom is the insane homicidal drifter skulking through backyards and trying latches. Doors to the Nightmare Kingdom appear and disappear aggressively, 3 commonly appearing in dreadful places and/or near someone experiencing acute fear. The Nightmare Kingdom often lures victims through the Door, or sometimes the Kingdom's frightful boogeymen just pop out for a moment to say 'boo'. The Kingdom has an affinity for bedroom closets, by the way. My own theory regarding this is profoundly heretical: I think the Kingdom is unmoored from any stationary point in the vast gulf of Shadow and thereby has the ability to connect itself directly to other gossamer worlds without crossing the Grand Stair. Other Gossamer Lords assure me I'm wrong, that there must be some other explanation – perhaps the Kingdom has found a niche on the Stair where the hallway between Doors is measured in inches instead of yards, or it is some twisting of the Veil which gives the illusion of a direct connection. Perhaps... but I know what I saw. Despite its mercurial nature, it is possible to claim the Nightmare Kingdom as a Domain. Those who have done so in the past were predominantly power-mad Umbra Masters, walking nightmares in their own right: Morpheus, Ikelos, Lady Phrike, The Dark Man, Morgana, Papa Midnight, one of the elder Dwimmerlaik, that guy with nails in his head... the list goes on. They were and are the stuff of legends, boogeymen of the highest order, though the only thing more unsettling than their tenures as overlords of terror is the fact that those tenures ended. While ruling the Nightmare Kingdom provides an unprecedented forum for the indulgence of sadistic fantasy, wielding such unbridled power is terribly taxing, even on the most jaded psyches. As such, while some rulers hold power for millennia – and some for mere days – sovereignty over the Nightmare Kingdom invariably ends in ruin. Personally, I believe the Kingdom has a personality of its own and from time to time will reject its mortal steersman, terminating the relationship in favor of fresh management; maybe the Kingdom grows bored, maybe the ruler doesn't feed it enough... or maybe the most delicious fear of all is the fear of a king. The Ghoul The Ghoul The Ghoul The Ghoul The current master of the Nightmare Kingdom is a gruesome creature known only as “the Ghoul”. Like many Umbra Masters, the Ghoul can assume many different physical incarnations. But, his/her/its most recent appearances have been as either a tall male umbral gaunt-like cyclops, a pallid teenage girl concealed by a tangle of long black hair, or a more monstrous form which I've only heard described as “like an androgynous dog-person in a latex gimp suit, but made of maggots.” Judging by the tableaus of terror the Ghoul commonly concocts, I believe it to be very familiar with 20th century America – though whether it originated from that historical period on a specific gossamer Earth, I do not know. If it was ever human, or anything close to human, those days are long gone. 4 Fully melded with the Nightmare Kingdom, the Ghoul has mastered the very pliable gossamer fabric of the Domain and uses this god-like power to shape and warp reality in a violent orgy of phantasmagorical tableaus, expertly focused on cultivating anxiety, terror, and despair. In other, smaller, words: it really loves scaring the shit out of people, using the most powerful special effects engine in the entire multiverse. While inside the Kingdom, the Ghoul is effectively omniscient and omnipresent, appearing or disappearing at will, though it prefers to act through agents and totems instead of appearing directly. For all its power and sadistic indulgence, the Ghoul may not be as 'in control' as the maniacal laughter might lead us to believe. During the last decade, there have been increased sightings of the Ghoul venturing away from the Nightmare Kingdom, lurking in darkened corners of the Grand Stair and paying unwelcome visits to other gossamer worlds. While these excursions could simply be hunting behavior, I have heard several reports that the Ghoul seemed surprisingly reluctant to return home. My own theory is that the Ghoul is secretly looking for a successor, either willing or unwilling. Master of Terror, Slave to Fear Master of Terror, Slave to Fear Master of Terror, Slave to Fear Master of Terror, Slave to Fear The Nightmare Kingdom is much more of a curse than an asset, and “ownership” of that terrible place should shake even the strongest characters to their core, as absolute power corrupts absolutely. Any character who claims the Nightmare Kingdom as a Domain automatically begins drawing mystical sustenance from the fears of others, whether they wish to or not, and it is impossible to taste that dark power without becoming addicted. This process can be slow and insidious, or swift and shocking, but should be inevitable. The Nightmare Kingdom can claim a character as its owner against that character's will, at the dramatic discretion of the gamemaster, even if that character does not have a sufficient reserve of advancement points immediately available to purchase the Kingdom as a Domain – they'll pay later, oh yes they will. Such a drastic personal invasion might come after a courting period where the Kingdom victimizes and corrupts the character, breaking down their willpower and acclimating them to the realm's twisted, terror-sucking reality. This event could transform the character into a major villain, and/or begin an epic struggle as the other characters struggle to save their wayward ally from a fate worse than death. 5 Typical Denizens Typical Denizens Typical Denizens Typical Denizens The Nightmare Kingdom is full of people and personalities, most of who fall into one of two categories: predators and prey. The earnest county sheriff who warns you to forget those lights in the trees, the plucky group of high-schoolers gone out camping on a spooky summer night, or the creepy old fortune teller who keeps muttering about doom, they all share space with vampires, ghosts, and stranger boogeymen who sow and reap fear on behalf of the realm. While the Kingdom and its ruler vastly prefer the taste and potency of fresh fear from other realms and visiting victims therefrom, the ebb and flow of recycled dread amongst the Kingdom's native inhabitants seems to function like some form of profane metaphysical circulatory and digestion system. Hence, the nefarious powers-that-be do seem to have an interest in willing a population into being and terrorizing them, even without an outside audience. I pity those poor folks, and hope for their sake they do not remember their torments from life to life. It would be wrong to categorize the inhabitants of the Nightmare Kingdom as mere phantasms; they're not. Every man, woman, child, dog, monster, and specter that exists there truly does exist within the confines of that gossamer reality, albeit sometimes for only brief periods dictated by the cruel whims of the realm and its ruler. Existence in the Nightmare Kingdom is a terrible, The Ghoul fleeting thing – the Ghoul's complete control of the Kingdom's makeup and time flow allows it to effectively turn back time, recreating the world to perfectly mimic scenes from “the past”, or simply looping events in perfect repetition, trapping residents in a never- ending cycle. These temporal illusions don't alter the internal chronology of non-native victims, however, so while the local denizens may seem jog up and down the time stream, reliving their terrible lives over and over, visitors can't actually undo their own pasts. That said, most denizens of the Nightmare Realm are hapless mortals who serve as both audience and backdrop to the realm's regular pageants of horror. 6 Boogeymen Threats Threats Threats Threats Boogeymen is a catch-all term for the terrorizing predatory monsters of the Nightmare Kingdom. They come in many forms: vampires, werewolves, ghosts, zombies, serial killers, obsessed psychopaths, vicious wild animals... pretty much any frightening creature imaginable, though the Ghoul tends to prefer the Hollywood classics. Boogeymen are the grim workforce of the Kingdom, tasked with inflicting anguish and sowing terror amongst the prey population and any outsider victims who wander in. When empowered by the Ghoul, boogeymen can even pierce the Veil and venture onto the Grand Stair or into other gossamer worlds for very brief excursions, usually no further than the immediate threshold of a Door. Most boogeymen are no true match a Gossamer Lord once you get past their theatrics, though even the least of them are aggressive, persistent, and increasingly dangerous in greater numbers. Their elite – the master vampire, the risen pharaoh, that unspeakable tentacled behemoth beneath the waves – are true and deadly threats. The Man With Red Hands is the greatest of the boogeymen and the Ghoul's chief lieutenant. Immortal and incorporeal, this malevolent demonic spirit affects the physical world by possessing the bodies of others. While the spirit is capable of mimicking a 7 host's reactions and mannerisms, it tends to reveal its presence eventually through its wicked smile – and by coating the host's hands in fresh red blood. This gory motif usually accompanies an act of gut-wrenching violence and/or self-mutilation. Please believe me when I say that there is no greater bastard in all the multiverse than the Man, and should you ever feel the filthy tendrils of his soul seeping into yours, do yourself a favor and put a bullet in your head before its too late. Notable Locations Notable Locations Notable Locations Notable Locations Under the stewardship of the Ghoul, the Nightmare Kingdom tends to default to the appearance of some decade within 20th Century America, though more exotic environments and horrific hellscapes readily spawn from seemingly mundane beginnings. Lomax, Maine is a sleepy little town in the backwoods, perpetually stuck in some doldrum-y gap in the late 1950s. The town has seen better days: folks are depressed, the lumber mill dried up after all those accidents, and the only place in town that draws any tourists, is the bed-and-breakfast up on the hill. It used to be a church, and before that is was a mental hospital, and before that it was the home of the eccentric town founder, whose odd religion is best forgotten. The kids in Lomax know that something’s wrong, that there’s a reason why their parents don't want them out after dark. The Door to the Nightmare Running Scared Running Scared Running Scared Running Scared Fear is power in the Nightmare Kingdom, and adjudicating whether or not a character is 'really scared' enough to be fed upon by the Domain can be subjective, nuanced, and tricky. Here are some options for gamemasters: Weakest Link – The first time the Nightmare Kingdom or one of its agents tries to frighten the group, assume that the frightening effect or creature is sufficiently scary to frighten the character with the lowest Psyche. This fear feeds the Kingdom, thereby increasing its ability to frighten such that it can scare the character with the next highest Psyche, and so on. By The Numbers – Scaring a character is a test of Psyche. Assume that the following entities have a Psyche equivalent to the following for purposes of this test: Average Boogeyman, Psyche 10; Elite Boogeyman, Psyche 25; The Man With Red Hands, Psyche 50; The Ghoul, Psyche 100. The gamemaster can always adjust these figures to fit the power level of the game. The Honor System – Just ask each player whether their character is scared (even if the character chooses to act tough), and trust their answer. Gamemasters always reserve the right to call bullshit. 8 Kingdom in this incarnation opens out of a supply closet into the humble break room of the Lomax County Sheriff's Department. Bad Bad NYC is New York City rotting in the most degraded moments of the 1980s. Urban decay has crept over everything like dirty graffiti, crime runs rampant, and entrenched police corruption ensures that nothing is getting better any time soon. By night, the streets buzz with garish neon, the flickers of burnt-out signs illuminate vampires feeding in the alleys and werewolves howling from the rooftops. Serial killers are more popular than celebrities. Grim vigilantes strive to make a difference and bring justice to the streets, but their brief flashes of tarnished heroism only serve to highlight the fact that the world is going to Hell in a hand basket, and that's exactly what it deserves. The Door to the Nightmare Kingdom in this incarnation opens out of a side door into a filthy alleyway just half a block from Times Square. Tinseltown is Hollywood, California at a height of glitz and glamor in the golden days of the early 1930s. The blockbuster popularity of monster movies such as Dracula, Frankenstein, and The Mummy has flooded film studio coffers to overflowing, drawing swarms of aspiring actors, actresses, and screenwriters to the bright lights of the city where dreams come true. With everything going so well, folks try not to notice when young starlets go missing, or when strange occurrences up in the hills get blamed on wayward special effects. The Door to the Nightmare Kingdom in this incarnation opens into the dressing room of some A-list starlet at Universal Studios. If you don't mind getting slapped, tell her Johnny Zee says hi. Final Thoughts Final Thoughts Final Thoughts Final Thoughts The Nightmare Kingdom is dangerous, powerful, and eternal. No matter how many times we seal it off, or wipe it from the maps, or defeat its unspeakably depraved figurehead, it will return. So the best strategy is to learn to recognize the telltale dread of its illusions, steel your mind against the terrors that await, and run the other way. ~ Yaeger Zane 9 The Nightmare Kingdom Domain Table The Nightmare Kingdom Domain Table The Nightmare Kingdom Domain Table The Nightmare Kingdom Domain Table Technology Level: Other (varies depending on apparent time period) Magic Level: Known and Believed Security: Guarded [4 Points] (the monsters of nightmare) Type: Primal World [4 Points] Control: Control of Destiny [4 Points] (current owner: The Ghoul) Influence on the Powers: Eidolon – Weak Umbra – Powerful Wrighting – Blocked Special: Terror Incarnate. The owner of the Nightmare Kingdom feeds upon the fear of visitors to the Kingdom, as well as fear experienced in close proximity to (within a few yards of) any Door which leads thereto. The owner may use this psychic sustenance to heal wounds, fuel Powers, bolster Attributes, or divert the fear back into the Nightmare Kingdom itself, shaping the realm and its denizens to suit the victim's darkest fears.
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1 цены на товары и услуги МИР ВЕЛИКОГО ДРАКОНА 2 Цены на товары и услуги Приложение к ролевой системе «МИР ВЕЛИКОГО ДРАКОНА» версия 3.2 Авторский состав: Godmaker, Atrill, Брашнар, Dragomir, Fobos-11, Малый ведуний круг Вёрстка: NoNsense О содержании книги (стр. 3) О некоторых экономических особенностях (стр. 3) Основные правила (стр. 6) Оружие, доспехи, умения, заклинания (стр. 7) Прочие товары (стр. 10) Лошади (стр. 15) Транспорт (стр. 16) Оглавление 3 О содержании книги Сражения и магические экспери- менты — это далеко не главная часть жизни Вашего персонажа. Любой, даже самый великий герой, прежде чем отправляться в поход, обязательно подумает о предметах первой необ- ходимости. А, уж поверьте, таких пред- метов может быть очень и очень мно- го: от огнива и верёвки до компаса или подзорной трубы. Учитывая, что такие мелочи могут быть не менее важны Ва- шему герою для спасения своей жиз- ни, чем добрый меч или крепкий лук, настоятельно рекомендуем Вам озна- комиться с содержанием этой книги. Ну, а если вы — такая группа, которая не растрачивается на мелочи, а только жаждет прорубаться сквозь орды вра- гов, то дальше оружейного раздела мо- жете не читать. В книге Вы найдете перечень неко- торых экономических особенностей игрового мира, список товаров и цен на них, правил по торговле и вычисле- нию распространённости услуг, а так- же подберёте доброго скакуна. О некоторых экономических особенностях Быт и обстановка игровой вселен- ной существенно отличается от той, которая привычна современному че- ловеку. Поэтому некоторые не совсем очевидные вещи нужно описать. Далеко не редкость читать про де- ревни, разделенные многими милями дикой местности, населенной разбой- никами или опасными чудовищами. Но редкая деревня бывает настолько самодостаточной. Поэтому одно посе- ление стремилось вырасти по возмож- ности ближе к другому, и часто люди отправлялись в соседнее село, чтобы получить услуги кузнеца или приоб- рести лошадь. Таким образом, дерев- ня, где есть и сапожных дел мастер, и кузнец, и постоялый двор, и даже та- верна — не самое частое зрелище. Возвращаясь к расстоянию между деревнями и сёлами, скажем, что оно обычно бывает в милю или немногим больше этого. Исключением могут быть земли с неплодородной почвой, военное время или, быть может, пос- тоянные нападения злобного дракона. В одной деревне может проживать от 20 до 200 человек (10-100 домов). Меньше — уже хутор, больше — горо- док. Однако грань между деревней и городом сильно зависит от места, о котором идёт речь. Как правило, город отличается от деревни городской сте- ной и крепкими воротами, в то время как в деревне есть только частокол или земляной вал, а чаще нет ни того, ни другого. Наличие же остальных атри- бутов города: храмов, мощёных улиц, ярмарок и рынков — в большей сте- пени зависит от культурного уровня региона. О распространенности услуг Теперь, когда мы примерно выяс- нили кое-что о плотности населения, можно рассказать о том, каких масте- ров герои могут найти в приключени- ях и насколько часто. Каждому ремесленнику, от кузнеца до ювелира, можно присвоить так на- зываемое число поддержки. Это число показывает, сколько людей необхо- димо для того, чтобы этот ремеслен- ник мог выполнять свою работу и не страдать от голода из-за недостатка в клиентах. Например, число поддержки кузнеца-оружейника — 1000 человек. Это значит, что среди деревень в 50-60 домов услугами кузнеца-оружейника можно будет воспользоваться только в каждом третьем поселении. С другой стороны, всегда бывают исключения из правил и ведущий может их сделать. 4 Для определения того, есть ли в дан- ном конкретном поселении указанный ремесленник, можно воспользоваться следующим методом. Умножаем число жителей данного поселения на 20 и делим на число под- держки для ремесленника. Получаем так называемую распространенность этой услуги. Далее чеком к20 опреде- ляем, нашли ли мы его или нет. Число поддержки кузнеца-оружей- ника из деревни Золотые холмы равно 1000 человек. В селе прожи- вает 150 жителей. 150 х 20/1000 = 3. Бросок к20 показал 7 (чек прова- лен). Таким образом, нашим героям придется поискать услуги кузнеч- ных дел мастера в другом месте (например, достаточно спросить об этом жителей). Ниже приводится сводная таблица для числа поддержки разных ремес- ленников. Она составлена для «типич- ного» приключенческого сюжета, а не точного описания реалий какого-либо игрового мира. Это значит, что веду- щий волен использовать её данные по своему усмотрению в зависимости от особенностей игрового мира. Напри- мер, число поддержки мага достаточ- но велико для деревни. Но если извест- но, что некоему магу больше нравится жить в древнем полуразрушенном за- мке на окраине деревни (поближе к древним развалинам и подальше от не- желательного внимания городского магистрата), то так оно и есть. Аналогичным образом дела обстоят и со зданиями, которые могут посе- тить герои, такие как бани, ломбарды и лавки. Распространенность услуг Лавочник Сапожник Кузнец Скорняк Служанка Портной Цирюльник Трактирщик Плотник Владелец ломбарда Ювелир Каменщик Коннозаводчик Ткач Пекарь Кузнец-оружейник Маг Книготорговец Профессия 100 100 120 250 250 250 300 300 320 350 400 500 550 600 800 1000 2800 3300 Число поддержки Валюта В «Мире Великого Дракона» имеется несколько типов монет различного до- стоинства. Обычно это бывают медные гроши, серебряные кроны и золотые дукаты. Деление достаточно условное, но это намного лучше, чем абстрактные «золотые». В МВД их отношение равно одному к десяти. То есть, один золотой будет равен десяти серебряникам и со- тне медяков. Все цены в этом допол- нении указаны в серебряных кронах. Каждая монета весит условно 1 грамм, то есть, 500 монет имеют вес в 1 фунт. Право изменять названия монет, вводить новые, менять цены, как всег- да, в полной власти ведущего. Средний доход в королевстве Для того, чтобы ведущему было проще определять уровень дохода персонажей (например, сумма на на- чало приключения у героя или богатс- тво купца), можно ориентироваться на примерный уровень доходов, при- ведённый в таблице. Для дохода с пе- 5 Распространенность зданий Хозяйственная лавка Кузница Таверна, постоялый двор Ломбард Лавка травника Общественная баня Храм Оружейная лавка Ярмарка Башня мага Канализация Книжная лавка Крипты под городом Квартал чужеземцев Университет Великий храм Дворец верховного правителя Колоссальное сооружение Сооружение 100 120 300 350 400 550 700 1000 2000 2800 3000 3300 4000 4500 5000 7000 10000 12000 Число поддержки риодом в день следует учитывать, что работа бывает не каждый день. Что- бы перевести дневной доход в годо- вой, следует умножить доход за день на 200. Примерно столько дней в году занят типичный работник за вычетом выходных, праздников и производс- твенных трудностей (отсутствие мате- риала, загруженный склад и т.д.). В случае, когда качество выполняе- мой работы напрямую зависит от сна- ряжения (например, амуниции наём- ника), стоимость услуг в день будет равняться стоимости значимого сна- ряжения, разделенной на 100. Наёмник Вигго вооружен фальшио- ном (стоимостью 1000 серебряных монет), и большим щитом (150), а в качестве брони использует бри- гантину (2000) и шлем (150). Ито- го стоимость снаряжения Вигго составит 3300 серебряных монет, соответственно за оплату сво- Уровни доходов Гончар Лучник Каменщик Ткач Подмастерье Стражник Наемник Лейтенант Капитан Ремесленник Оружейник Барон Граф Профессия 3 3 4 5 6 12 24 50 100 1000 3600 12000 25000 Доход, серебром день день день день день день день день день год год год год Период 6 их услуг в день он захочет как ми- нимум 3300/100 = 33 серебряные монеты. Кроме того, у Вигго есть сундук с трофеями стоимостью около 1000 серебряных монет, но это совершенно не влияет на его экипированность и поэтому не учитывается. Основные правила Распространенность товара опре- деляется показателем от 1 до 20. Более высокое значение соответствует боль- шей распространенности товара. Рас- пространенность 20 означает, что то- вар встречается повсеместно, а 1 — что это уникальная вещь. Ведущий сам мо- жет решить, как ему использовать эту характеристику. Например, если ему требуется случайным образом опре- делить, есть ли товар, нужный герою, в магазине, он может использовать рас- пространенность для чека на к20. Эта характеристика может полу- чать штраф в зависимости от места, где производится покупка. Приведен- ная величина соответствует крупному городу. В небольшом городке для всех товаров можно установить на распро- страненность штраф от 1 до 10, в де- ревне — от 10 до 15. Это означает, что некоторые товары в этих местах прос- то невозможно купить, так как их рас- пространенность окажется меньше 1. В качестве альтернативного способа можно применить метод, указанный выше: выяснить, есть ли в данном по- селении определенный ремесленник. Но и в этом случае остается вероят- ность, что можно купить подержанный предмет у местного населения. Так что, в спорных моментах окончательное слово остается за ведущим. Вес предметов приводится в ко- лонках «Вес/Срок». Числовое значение означает вес, если речь идет о пред- мете — оружии, доспехах и так далее. Вес указан в фунтах, примерно можно считать, что 1 фунт равен 0,5 кг. Срок обучения указан в колонке «Вес/Срок» для услуг по обучению ге- роя новым умениям, а также заклина- ниям. Срок обучения указан в часах, в расчете на героя с Интеллектом 1. Для определения срока обучения конкрет- ного героя приведенное значение нуж- но разделить на величину Интеллекта героя. Например, персонаж с Интел- лектом 5 должен потратить на изуче- ние «Общения» 100 часов. Цена и умение «Торговля» В списке товаров указана их покуп- ная «рыночная» цена, что для игрово- го мира является условностью, ведь большая часть торговли ведется пу- тем натурального обмена, товарами же часто взимаются налоги и пошли- ны. В случае, если герой обладает уме- нием «Торговля», он может снизить цены на товар при покупке. Если товар приобретается у торговца, то макси- мальная скидка, которой можно до- биться использованием этого умения, составляет 50% стоимости. Если товар приобретается у производителя, то максимальная скидка, которую можно добиться, торгуясь, будет скромнее – до 25%, но и первоначальная цена будет немного ниже, чем у торговцев. В том случае, если приобретаются трофеи, краденый или найденный товар, цена может дойти до 5% первоначальной стоимости, если это позволяет значе- ние умения «Торговля» героя. Оружие, доспехи, умения, заклинания Наиболее часто покупаемые и про- даваемые в приключениях предме- ты — это всё, что может понадобиться героям в их странствиях. Также ниже указаны расценки на обучение разно- образным умениям и заклинаниям. 7 Простое Нож Кинжал Короткий меч Фальшион Вакидзаси Стилет Серп Топорик Посох Дубина Вилы Кастет Военное Меч Сабля Шпага Катана Бастард Нодати Двуручный меч Фламберг Боевой топор Клевец Секира Алебарда Нагината Молот Булава Цеп Шестопер Кистень Дротик Копье Пика Конное копье Метательное Камень Праща Сурикен Свинцовый шарик 20 75 200 1000 1200 50 50 10 1 1 1 10 150 170 200 1500 250 2500 700 1400 50 200 150 700 750 20 60 200 70 70 3 5 30 500 0 7 75 10 15 10 8 4 1 14 7 16 20 20 20 15 12 10 7 3 8 1 5 5 12 10 8 5 3 17 13 10 10 12 19 18 15 10 20 18 1 5 1 1 2 3 3 1 1 4 4 3 5 0,5 4 3 2 4 8 12 12 12 10 4 15 15 15 5 7 10 8 6 1 5 7 15 0,5 1 0,1 1 Название Цена Распространенность Вес/Срок Список товаров и услуг 8 Стрелковое Короткий лук Лук Арбалет Тяжелый арбалет Арбалет-репетир Кор. лук, композитный Лук, композитный Заклинание* Материал для закл.** Щиты Баклер Щит Большой щит Доспехи Кольчужный капюшон Шлем Шлем с забралом Кольчужные рукавицы Латные рукавицы Кольчужные поножи Латные поножи Стеганая куртка Кожаная куртка Клепаная кожанка Чешуйчатый доспех Кольчуга Хауберк Бригантина Латы Гофрированные латы 300 500 700 2000 4000 500 700 100 х Тр. 1 х Тр. 30 50 150 120 150 200 100 150 100 150 70 250 350 450 600 1000 2000 4000 8000 10 8 4 2 1 8 5 21 – Тр. 5 15 12 9 10 8 5 7 5 7 5 15 8 7 7 6 6 5 2 1 3 4 5 10 15 3 4 10 х Тр. 0,1 5 10 20 4 6 10 2 3 5 8 6 10 14 20 30 35 40 45 50 Название Цена Распространенность Вес/Срок Список товаров и услуг (продолжение) Тр. — требования к значению соответствующего умения для заклинания Исключением из этого правила можно считать компоненты, представ- ляющие собой обыденные предметы, такие как камень или голубиное перо, ценность которых нулевая * ** 9 Умения Азартные игры Верховая езда Выживание Выносливость Простое оружие Знание Медицина Метательное оружие Общение Представление Распознавание Ремесло Торговля Чтение следов Воинское Воровское Жреческое Магическое 200 1000 700 1000 750 1000 1500 1000 750 700 4000 1000 300 400 1000 1500 2000 2000 10 6 10 15 18 5 3 10 5 10 1 15 8 7 15 10 5 5 50 300 300 200 200 800 1000 600 500 600 2000 2000 150 200 200 300 500 500 Название Цена Распространенность Вес/Срок Список товаров и услуг (окончание) 10 Башмаки Брошь Брюки Булавка Жакет Камзол Лента Мантия Накидка Ножны для ножа Ножны, перевязь и подвеска для меча Перевязь воинская (ножны - нож, меч, кинжал) Перевязь воровская (2 ножа, отмычки) Перевязь разбойничья (ножны - меч, топор, кинжал) Перевязь пиратская (подвеска для сабли) Перевязь дворянская (меч, кинжал) Ножны для ножа на ногу Ножны для ножа на руку Перевязь для 5 метательных ножей на пояс Заплечные ножны Парные заплечные ножны Колчан для стрел Колчан для болтов Перевязь нагрудная на 2 кинжала Пояс с 10 отделениями Пояс пращника (5 сумочек на 10 камней) Перчатки Платье (обычное) Плащ легкий Плащ тканый 1 0,2 5 0,01 3 4 0,2 6 3 0,2 5 1 1 1 1 1 0,5 0,5 1 1 2 3 3 1 1 1 0,5 6 3 5 2 15 4 10 10 100 0,4 0,3 0,1 0,1 5 6 3 4 3 15 3 3 6 3 10 5 4 2 3 4 1 0,1 0,1 0,5 4 40 8 25 30 320 0,8 3 1 5 16 18 10 12 10 40 10 10 20 15 40 14 12 8 10 12 4 0,5 0,5 1 Название Вес Дешевка Обычная Дорогая Одежда и продукты Прочие товары Одежда и продукты. Эти предметы встречаются в жизни ваших героев на каждом шагу, и обойтись без многих из этих мелочей порой невозможно. 10 65 50 150 160 1600 1 80 100 50 150 200 120 140 100 450 100 100 180 300 650 180 160 75 100 130 30 50 100 200 11 Одежда и продукты (продолжение) Плащ меховой Пояс Ремень Рубашка Рукавицы Сандалии Сапоги Туфли Чулки Шапка, шляпа Вино (кувшин) Еда для одной трапезы Званый обед (на одно лицо) Зерно и конюшня для лошади (в день) Меблированные комнаты (в месяц) Мед Отдельная уборная в комнате (в месяц) Питание (в день) Похлебка Проживание на постоялом дворе (в день/неделю) Слабое пиво (за галлон) Сыр (голова) Хлеб (буханка) Эль (за галлон) Яйцо или свежие овощи Бочка сидра Бочка хорошего вина Бочка соленой рыбы Дрова (на день) Зелень Кусковой сахар Масло Орехи Селедка (за сотню) Соль Специи редкие (перец, имбирь) Специи необычные (корица) Специи экзотические (шафран, гвоздика) Сухой паек (на неделю) Яйца (за сотню) 10 0,5 0,5 1 0,5 4 7 5 0,5 1 5 - - - - 2 - - - - 9 5 2 8 - 2000 2000 2000 40 1 1 1 1 - 1 1 1 1 20 16 100 5 0,5 0,1 0,5 0,1 0,5 1 2 0,2 0,5 0,1 10 0,1 0,3 0,1 4 0,1 0,1 0,1/0,5 0,1 0,1 0,1 0,1 0,1 17 55 7 0,1 0,1 4 0,4 1 1 0,2 10 12 40 20 0,1 200 12 2 0,4 2 0,4 2 4 8 1 0,8 0,4 40 0,2 80 0,2 8 0,2 0,1 0,2/12 0,2 0,2 0,2 0,2 0,2 32 80 12 0,2 0,2 8 0,8 4 4 0,4 14 17 60 40 0,3 Название Вес Дешевка Обычная Дорогая 500 40 15 30 15 25 20 25 30 15 1 1 200 0,4 250 0,4 10 1 0,2 5/30 0,5 0,5 0,5 0,5 0,5 52 120 21 0,4 0,4 22 3 7 10 0,5 23 28 80 70 0,5 12 Всякая всячина. Никогда не знаешь, что может понадобиться тебе в следу- ющий момент. Приведенный ниже список просто не способен вместить в себя всего того, что может стать необходимым. Однако основные позиции мы поста- рались учесть. Блок и веревки Бочонок Бумага (1 лист) Бурдюк Ведро Веревка (15 ярдов) конопляная Веревка (15 ярдов) шелковая Веревочная лестница (3 ярда) Вещмешок Водяные часы Воровские инструменты Воск печатный или свечной Духи (за пузырек) Железный котелок Замок хороший Замок грубый Зеркальце (металлическое) Зимнее одеяло Колокольчик Колчан Корзина большая Корзина маленькая Кошка (крюк) Кремень и кресало Масло (1 фляжка) фонарное Мел Меняльные весы 5 30 ** 1 3 20 8 18 2 200 1 1 * 2 1 1 * 3 - 1 1 * 4 * 1 1 0,5 20 8 8 0,3 0,2 4 40 1 8 4000 120 4 20 1 400 80 40 0,2 4 0,3 0,1 0,2 0,3 0,2 0,1 0,1 8 Название Вес Цена Всякая всячина Эти предметы мало весят сами по себе. Десять таких предметов весят 1 фунт. Эти предметы не имеют ощутимого веса и не счита- ются нагрузкой. * ** 13 Мешок большой Мешок маленький Мыло (кусок) Палатка малая Палатка большая Палатка - шатер Пергамент (1 лист) Перстень с печаткой или личная печать Песочные часы (на 1 час) Подзорная труба Поясной мешок большой Поясной мешок маленький Рыболовная сеть, квадрат (3 м) Рыболовный крючок Саквояж с замком Свеча Священный символ Сигнальный свисток Скалолазный крюк Стеклянная бутыль Сундук большой Сундук малый Ткань (9 м2) обычная Ткань (9 м2) высокого качества Ткань (9 м2) роскошная Точильный камень Тубус для карт или свитков Увеличительное стекло Факел Фонарь с крышкой Фонарь «Бычий глаз» Фонарь сигнальный Холст (1 ярд2) Цепь (фут) тяжелая Цепь (фут) легкая Чернила (пузырек) Швейная игла Шпоры * * 1 9 20 50 ** * 1 1 1 0,5 5 ** 1 * * * 0,5 * 25 9 9 10 10 1 0,5 * 1 2 3 50 1 3 1 * * 2 0,1 0,1 0,2 20 100 400 4 20 100 4000 4 0,3 16 0,1 70 0,1 100 0,3 0,1 40 8 4 28 200 400 1 0,3 200 0,1 28 48 600 0,2 16 12 32 0,2 16 Название Вес Цена Всякая всячина (продолжение) Эти предметы мало весят сами по себе. Десять таких предметов весят 1 фунт. Эти предметы не имеют ощутимого веса и не считаются нагрузкой. * ** 14 Животные. Многие годы разумные расы приручали различные виды жив- ности, приспосабливая их под свои нужды. Не исключено, что вашим героям так же придется столкнуться с домашней скотиной, покупая ее, продавая или используя каким-то иным способом. Животные Баран Бык Верблюд Вол Голубь обычный Голубь почтовый Гусь Коза Корова Кошка Куропатка Лошадь упряжная Тяжеловоз Рысак Верховая Степняк Овца Охотничья кошка (ягуар и др.) Певчая птица Поросенок Собака сторожевая Собака охотничья Собака боевая Собака мясная Сокол (обученный) Теленок Хряк Цесарка Цыпленок Название 16 80 200 60 0,1 400 0,3 4 40 0,1 0,1 300 800 600 900 1600 8 20000 0,4 12 100 68 80 10 4000 20 40 0,1 0,1 Цена 15 Лошади Упряжной. Типичная крестьянская лошадка, способна возить воз и пахать, но не более. Совершенно не подходит для верховой езды. Тяжеловоз. Мощная лошадь, перевозящая тяжелые грузы, в частности вои- нов в полном доспехе. Невероятно выносливы, но крайне тихоходны. Рысак. Обычная верховая лошадь. Отличается выносливостью, но скорость не так высока. Верховой. Лошадь для богатых. Отличается отличными скоростными харак- теристиками, но значительно менее вынослива, чем рысак. Поэтому использу- ется, кроме скачек, в качестве скоростных курьеров. Степняк. Объединяет преимущества рысака и верхового, самая дорогая по- рода лошадей. Характеристики лошадей Восприятие Хиты Критические хиты ПД Защита Атака (копыто) Атака (зубы) ПД атаки (копыто) ПД атаки (зубы) Ущерб (копыто) Ущерб (зубы) Дневной переход Характеристика 8 30 12 8 3 8 5 8 4 2к6 1к6 ½ ДП Упряжная Тяжеловоз Рысак Верховой Степняк 8 50 20 8 3 7 6 8 5 2к10 1к8 ½ДП 8 40 15 8 3 10 9 7 4 2к8 1к8 1 ДП 8 30 12 9 4 10 9 7 4 2к8 1к8 ¾ ДП 8 45 15 8 4 12 10 6 4 3к6 2к4 2 ДП Дневной переход для лошадей вычисляется так же, как и для людей, одна- ко не все породы лошадей могут полностью использовать данные им природой возможности. Лошадь может пройти один переход плюс еще 20%, но в следу- ющий день она пройдет на 20% меньше. Можно так же загнать коня. Тогда он пройдет еще 20%, после чего игрок кидает к10, и если результат больше Здоро- вья лошади, то она пала. Если чек пройден, у лошади навсегда отнимается один пункт Здоровья. Следующие проверки идут каждые 3 мили. 16 Упряжь и доспехи Кожаный доспех Кольчуга Пластинчатый доспех Повод Подковы и подковка Попона Седельные сумки большие Седельные сумки малые Седло упаковочное Седло верховое Уздечка и удила Упряжь Хомут для лошадей Хомут для волов Название 2 4 6 - - - - - - - - - - - Броня Вес Цена 60 70 85 - 10 4 8 5 15 35 3 10 15 20 600 2000 8000 0,1 4 0,1 16 12 20 40 0,6 8 20 12 Баржа Большая галера Галера Каботажное судно Каноэ малое Каноэ боевое Карах Ког Плот или малое плоскодонное судно Портшез Экипаж обычный Карета с отделкой Весло обычное Весло галерное Колесо для повозки или телеги Парус Название 2000 120000 60000 20000 120 200 2000 40000 80 400 600 28000 8 40 20 400 Стоимость Доспехи. Лошадь незаменима при дальних путешествиях. Но чтобы сделать до- рогу более удобной и комфортной, следует также позаботиться и о соответствую- щей упряжи и доспехах. Транспорт
textdata/thevault/Мир Великого Дракона [RU]/[OG604] цены на товары и услуги 3.2.pdf
Advanced Prestige Classes Volume I #118 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. ©2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Anger of Angels. ©2003, Sean K Reynolds. Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook. Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White. Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds. The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. The Book of Hallowed Might. ©2002, Monte J. Cook. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Angel, Monadic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Angel, Movanic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. 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Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger. Player Paraphernalia #118 Advanced Prestige Classes, Volume I © 2017, The Knotty- Works; Author: John Buckley, Artists: John Buckley, Christopher M. Eisert. Always Free Royalty Free Images, Image 7 Dwarf Battle Cry © 2017, Powercell Games; Artist: Christopher M. Eisert. Always Free Royalty Free Images, Image 18 Knight of Honor © 2017, Powercell Games; Artist: Christopher M. Eisert. d20pfsrd.com. © 2010, John Reyst. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo. com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. Some artwork copyright Christopher M. Eisert, used with permission. 1 Player Paraphernalia #118 By The Knotty-Works Welcome to issue one hundred and eighteen of the Player Paraphernalia series, short supplements designed to offer players new options for use with the Pathfinder RolePlaying Game (©Paizo, Inc.). While Prestige classes have gained dust over the years, there may be times where a character may benefit of learning additional skills from a specialized class while meeting certain requirements. Player Paraphernalia issues #41 through #44 presented prestige class versions of the eleven core classes found in the Pathfinder RolePlaying Game Core Rule BookTM. This issue introduces four new prestige classes, covering the alchemist and cavalier base classes found in the Advanced Player’s GuideTM. The Mad BoMBer While science and magic generally do not seem to offer a cohesive means of coalescing into a single aspect. However, the mad bomber has developed the means of harnessing his own magical energies to infuse chemical concoctions he then throws at others for explosive results. The mad bomber focuses on using his skills to create powerful weapons of personal destruction of personnel. Over time, he learns methods of altering his bombs to more specialized effects as well as methods of creating multiple bombs at a time. Role Mad bombers prefer to keep their distance from any type of confrontation, relying on their magical and technical skills to deal with issues from afar. Alignment Mad bombers may be of any alignment. Hit Die d8. Requirements Ability Scores Dex 12, Int 13 Skills Craft (alchemy) 5 ranks) Feats Throw Anything. Class Abilities Cast 1st level arcane spells. Class Skills The mad bomber is skilled in Craft (any), Knowledge (arcana), Perception, Profession, Sleight of Hand, Spellcraft, Survival, and Use Magic Device. Skill Ranks per Level 4 + Int modifier. 2 Class Abilities The mad bomber gains the following class abilities as it progresses in level. Weapon and Armor Proficiencies The mad bomber gains no additional weapon or armor proficiencies. Alchemy (Su) At 1st level, the mad bomber becomes very proficient when identifying and creating alchemical substances. The mad bomber adds his class level to any Craft (alchemy) skill checks to identify or manufacture alchemical items. He also may identify potions as if using Detect Magic after he analyzes the potion or oil for 1 round. If the mad bomber has levels in another class that grants bonuses to his Craft (alchemy) skill based on level, his class levels stack in regards to the total bonus granted to the Craft (Alchemy) skill bonus. Bombs (Su) At 1st level, the mad bomber learns the secret of mixing the right substances together with a bit of their own magical reserve to generate explosive results. The mad bomber may create a number of bombs per day equal to his class level + his Intelligence modifier. The mad bomber may create and throw a bomb as a standard action that does provoke attacks of opportunity. The bomb has a range increment of 20 ft. and requires a ranged touch attack and uses the Throw Splash Weapon special attack. The bomb causes 1d6 points of fire damage + the mad bomber’s Intelligence modifier. The damage from the bomb increases by 1d6 at 2nd level, 4th level and 5th level. Anyone within 5 ft. of the attack must make a Reflex save (DC 10 + the mad bomber’s class level + his Intelligence modifier) or suffer the minimum damage caused by the mad bomber’s bomb. The mad bomber’s bombs are considered weapons, and feats that can be used in conjunction with weapons may be applied, such as Point Blank Shot and Weapon Focus. Bombs that are not used by the end of the mad bomber’s turn immediately become inert and cannot be used. If the bomb is handed to another individual, the bomb immediately explodes and causes damage to both the mad bomber and the recipient of the bomb (the Reflex save applies). If the mad bomber has another class that grants the ability to create and use bombs, the damage dice do stack, though the mad bomber’s effective class level is treated as one less (minimum of 0 which grants no additional damage). Additional Spells Per Day At 1st, 3rd, and 5th level, the mad bomber gains new spells per day for one class in which he has the ability to cast arcane spells. He gains no additional benefits that the spell casting class grants, including learning any additional spells or spells known. Discoveries Beginning at 2nd level, the mad bomber learns a discovery related to the Mad Bomber Progression Table Level Base Attack Fort Save Reflex Save Will Save Special Spell Per Day 1 +0 +1 +1 +0 Alchemy, Bombs 1d6 +1 level spellcasting class 2 +1 +1 +1 +1 Bombs 2d6, Discovery 3 +2 +2 +2 +1 Discovery, Quick Bombs +1 level spellcasting class 4 +3 +2 +2 +1 Bombs 3d6, Discovery 5 +3 +3 +3 +2 Bombs 4d6, Discovery +1 level spellcasting class 3 construction and usage of alchemical bombs. The mad bomber must meet any prerequisites for the discovery, and the mad bomber may not choose the same discovery twice unless the description grants that option. Treat the mad bomber’s class level as his effective alchemist level for any discoveries that require a minimum level. The mad bomber gains another discovery at 3rd, 4th, and 5th level. Applicable Discoveries: Acid Bomb, Explosive Bomb, Frost Bomb, Precise Bomb, Shock Bomb, Smoke Bomb, Stink Bomb, and Strafe Bomb. Quick Bombs (Ex) At 3rd level the mad bomber may produce up to 2 bombs as part of a full attack action. If the mad bomber’s base attack bonus does not grant a second attack, he may throw the bombs with both hands, incurring the normal two-weapon fighting penalties. When thrown with the off hand, the bomb is considered as a light weapon and feats that affect two-weapon fighting apply. The MuTagen MasTer There are some that refuse to allow their own abilities limit them. Luckily, alchemical chemistry has come a long way and by successfully mixing the right substances in the right ratios allows the enterprising individual that isn’t afraid of taking chances to find ways to alter their own body or even soul. The mutagen master specializes in creating semi-toxic concoctions that can be deadly for most, but frees him of the normal restraints of his physical body. Role The mutagen master does not fill a particular niche, but his flexibility depending on his choice of mutagen allow him to take on the task regardless of the situation. Whether enduring the punishment of the environment or becoming agile enough to avoid enemy attacks, the mutagen master specializes in using his alchemical concoctions to rise to the occasion. Alignment Mutagen masters may be of any alignment. Hit Die d8. Requirements Ability Scores Int 15 Skills Craft (alchemy) 5 ranks) Feats Brew Potion Class Abilities Cast 1st level arcane spells. 4 Class Skills The mutagen master is skilled in Craft (any), Knowledge (arcana), Perception, Profession, Sense Motive, Sleight of Hand, Spellcraft, Survival, and Use Magic Device. Skill Ranks per Level 4 + Int modifier. Class Abilities The mutagen master gains the following class abilities as it progresses in level. Weapon and Armor Proficiencies The mutagen master gains no additional weapon or armor proficiencies. Alchemy (Su) At 1st level, the mutagen master becomes very proficient when identifying and creating alchemical substances. The mutagen master adds his class level to any Craft (alchemy) skill checks to identify or manufacture alchemical items. He also may identify potions as if using Detect Magic after he analyzes the potion or oil for 1 round. If the mutagen master has levels in another class that grants bonuses to his Craft (alchemy) skill based on level, his class levels stack in regards to the total bonus granted to the Craft (Alchemy) skill bonus. Mutagen (Su) At 1st level, the mutagen master learns how to create a special alchemical cocktail by infusing his own magical reserve through a painstaking process that takes an hour to complete. The mutagen master determines the effect of the mutagen during the process. Once concocted, the mutagen lasts indefinitely while in the mutagen master’s possession. While creating the mutagenic potion, the mutagen master determines what effects it has, increasing his Strength, Dexterity, or Constitution , and once chosen cannot be altered without starting all over from the beginning. Unfortunately the mutagen saps dulls his senses and ability to think clearly, reducing one of his mental attributes based on the physical score that is enhanced. The mutagen master may consume the mutagen as a standard action that does provoke attacks of opportunity. Once consumed, the mutagen grants the mutagen master a +2 natural armor bonus and a +4 enhancement bonus to the chosen physical ability score. If the mutagen master’s Strength is increased, his Intelligence receives a -2 penalty. If the mutagen master’s Dexterity score is enhanced, his Wisdom suffers a -2 penalty. And Constitution enhancements cause the mutagen master’s Charisma to suffer a -2 penalty. The duration of the mutagen’s effects (positive and Mutagen Master Progression Table Level Base Attack Fort Save Reflex Save Will Save Special Spell Per Day 1 +0 +1 +1 +0 Alchemy, mutagen 2 +1 +1 +1 +1 Mental transformation, poison resistance +2 +1 level spellcasting class 3 +2 +2 +2 +1 Greater mutagen, poison resistance +4 4 +3 +2 +2 +1 Greater mental transformation, poison resistance +6 +1 level spellcasting class 5 +3 +3 +3 +2 Mixed mutagen, poison immunity 5 negative) last for 10 minutes per level of the mutagen master. Only one such alchemical creation may exist for the mutagen master at a time. If the mutagen master creates another one, the first batch immediately becomes inert and will not function for the mutagen master. If another consumes the mutagen, the imbiber must make a Fortitude save (DC 10 + the mutagen master’s class level + his Intelligence modifier) or become nauseated for 1 hour. If the imbiber can create its own mutagens, if it succeeds the saving throw, the imbiber gains the benefits of the mutagen. If any other mutagen is already in effect or another one is consumed while the previous one is active, the effects of the previous mutagen immediately end. Mental Transformation (Su) At 2nd level, the mutagen master may choose to enhance one of his non- physical attributes (Intelligence, Wisdom, or Charisma) while sacrificing his health and physical well-being. Mutagens enhancing mental ability scores are created in the same fashion as mutagens that enhance the mutagen master’s physical attributes and only one mutagen (for either enhancing physical or mental ability scores) may exist at one time for the mutagen master. Imbibing the mental transformation mutagen takes a standard and immediately grants the mutagen master a +2 enhancement bonus to any saving throws involving enchantment or fear based effects. The mutagen master also gains a +4 enhancement bonus to either his Intelligence, Wisdom, or Charisma while suffering a -2 penalty to the associated physical ability (Strength for Intelligence, Dexterity for Wisdom, and Constitution for Charisma). The effect of the mental transformation lasts for 10 minutes per level of the mutagen master. Imbibing Mutagen Option As introduced in the Advanced Player’s GuideTM, the alchemist may only have one active mutagen at a time and once consumed it lasts for a definite period of time. The alchemist may spend another hour to create another mutagen or possibly have another one through the Infuse Mutagen discovery at a pretty steep price (2 point loss in Intelligence and a cost of 1.000 gp). However, one option is to allow the alchemist the ability to only imbibe only a portion of the mutagen. In this scenario, the alchemist would consume half of the mutagen and gain the effects as normal, but the duration would only last half as long (i.e. five minutes per level or 1 hour per 2 class levels once the alchemist reaches 14th level and gains the Persistent Mutagen feature). This would allow the alchemist to split his usage of the mutagen and grant him the ability to face more encounters or situations without being limiting one of his basic class features, the mutagen. As with any double dosing of the mutagen, if the alchemist consumes the second half of the mutagen while the previous dosage is still in effect, the previous effect immediately ends. Lesser quantities may also be considered with a requisite reduction in duration, but the alchemist class as a whole has a more fly by the seat of your pants and follow your gut feel versus the fine granular control that would be required to both take the time to effectively measure out specific dosages and keep track of the dosage used. Thus, half dosage provides a happy medium that allows the alchemist some control to use his mutagen as needed without bogging him down with specifics. 6 Poison Resistance (Ex) At 2nd level, the mutagen master’s ability to withstand the toxic effects of his mutagen grant him a +2 bonus on all saving throws versus poison. This bonus increases to +4 at 3rd level, and +6 at 4th level. At 5th level, the mutagen master becomes completely immune to any type of poison. Additional Spells Per Day At 2nd and 4th level, the mad bomber gains new spells per day for one class in which he has the ability to cast arcane spells. He gains no additional benefits that the spell casting class grants, including learning any additional spells or spells known. Greater Mutagen (Su) Upon reaching 3rd level, the mutagen master ramps up his mutagen to grant the +4 enhancement bonus to two of the three physical attributes while suffering the -2 penalty to the requisite mental attributes. The +2 natural armor bonus remains the same. Greater Mental Transformation (Su) At 4th level, the mutagen master learns how to alter his mental transformation mutagen to increase two of his mental attributes, gaining a +4 enhancement bonus to each while suffering a -2 penalty to the associated physical scores. The +2 bonus to saving throws versus enchantment and fear based effects remains the same. Mixed Mutagen (Su) At 5th level, the mutagen master may choose both a physical and mental attribute to gain the +4 enhancement bonus when creating his mutagen. The only restriction on his choice of mutagen mixes is that the abilities cannot be associated as far as the penalties suffered. Thus, Strength and Intelligence, Dexterity and Wisdom, or Constitution and Charisma cannot be combined. The requisite penalties for the two ability scores chosen apply as well. The mutagen master also gains both a +2 natural armor bonus and a +2 enhancement bonus to any saving throws involving enchantment or fear based effects. The KingsMan The art of mounted combat has always been seen as the mark of true nobility and the sport of royalty. The kingsman takes up the reigns to further his birthright of rule and proof of true nobility. The kingsman finds his true strength in his steed, and forges a special relationship with his mount. Such animals are typically bred for purity and endurance, and the kingsman understands that his steed is not just a tool, but a trusted companion and an extension of himself once battle commences. Role The kingsman is his strongest while sitting upon his trusted mount and charging headlong into battle. While many may see him as a one trick pony with a contemptuous attitude, the 7 kingsman’s hardened battle skills can prove invaluable when dealing with larger skirmishes, especially those involving larger opponents. Alignment The kingsman may be of any alignment. Hit Die d10. Requirements Ability Scores Str 15, Cha 12 Skills Knowledge (nobility) 5 ranks, Ride 5 ranks. Feats Mounted Combat Class Skills The kingsman is skilled in Craft (any), Diplomacy, Handle Animal, Knowledge (nobility), Profession, Ride, and Sense Motive. Skill Ranks per Level 4 + Int modifier. Class Abilities Weapon and Armor Proficiency The kingsman is proficient with simple and martial weapons. He is also proficient with all types of armor and shields (except tower shields). Challenge (Ex) The kingsman gains the ability to challenge a foe once per day at 1st level as a swift action. Any melee attacks made by the kingsman against the challenged target deal extra damage equal to the kingman’s class level. Challenging an individual target prevents the kingsman from noticing others to such a degree that he suffers a -2 penalty to his AC except for attacks made by the individual he is focused on for the challenge. The challenge only ends when the target is dead, incapacitated, or the combat ends. The kingsman also gains an additional bonus for his challenge as determined by his chosen order (see below). The kingsman gains an additional challenge per day at 3rd level and 5th level. If the kingsman has levels in another class that grants the ability to challenge an opponent, his kingsman class levels stack in regards to the total number of challenges he may perform in one day. Mount (Ex) At 1st level, the kingsman is rewarded with a vetted mount trained in combat riding. The mount is treated as a druid’s animal companion, using the kingsman’s class level as the effective druid level. Each level gained by the kingsman increases his effective druid level by +2, to a maximum of 9th level when the kingsman reaches 5th level. The mount is typically a heavy horse, but small kingsmen may be granted ponies or riding dogs. Other animals of at Kingsman Progression Table Level Base Attack Fort Save Reflex Save Will Save Special 1 +1 +1 +0 +0 Challenge 1/day, mount, order 2 +2 +1 +1 +1 Fearless charge, order ability 3 +3 +2 +1 +1 Challenge 2/day, lance training +1 4 +4 +2 +1 +1 Peerless charge, touch of empathy 5 +5 +3 +2 +2 Challenge 3/day, lance training +3, order ability 8 least one size larger than the kingsman may be granted with the GM’s approval and animals associated with the kingsman’s order or liege-lord are typically granted. While astride his personal mount, the kingsman suffers no armor check penalties to any Ride skill checks. The mount is considered combat trained and is proficient with light and medium armor (barding). The mount does not gain the share spells special ability. If the kingsman loses his trusted steed for any reason, he may be granted another after spending a week of mourning and contemplation on the loss of such a creature. However, the new mount does not gain any of the animal companion’s special abilities until the kingsman gains a new level. If the kingsman is 5th level, he may spend a week solely training his mount to restore the mount’s special abilities. If the kingsman has levels in another class that grants a mount (or animal companion), he does not gain another animal companion, but his class levels stack with the other class in regards to the effective druid level to determine the animal’s abilities. Order At 1st level, the kingsman must pledge himself to a specific order of chivalry or court. The order grants a specific advantage to the kingsman’s challenge ability, additional class skills, and special abilities. However, the kingsman must agree to live by the edicts of the order, and failing to do so causes him to lose the benefits of the order for 24 hours. Multiple or prolific violations may cause the order to castigate the kingsman. The kingsman may only change his order through a lengthy and rigorous process to prove his worth to the new order. Once accepted into a new order, the kingsman does not gain any benefit from the order until he attains a new level. If the kingsman is 5th level, he gain access to the order’s abilities after a period of one month once accepted and performing an important task for the new order. The kingsman gains the first order ability at 2nd level and the second order ability at 5th level. If the kingsman has an order from another class, the order must be the same as the previous class. If any other class taken after attaining levels in kingsman also grants access to an order, it too must choose the same order. When the kingsman has multiple classes that grant access to the order, his levels stack in regards to when order abilities are granted, and the kingsman doesn’t gain the second order ability at 5th level, but at his effective 8th level when combining all effective classes that grant access to the order. Christopher M. Eisert 9 Fearless Charge (Ex) At 2nd level, the kingsman gains a +4 bonus on his melee attack roll when charging while riding his mount. He does not suffer any penalty to his AC after making the charge as well. Lance Training (Ex) The kingsman becomes quite proficient with using the lance and other spear weapons beginning at 3rd level. While wielding any weapon found in the spears weapon group (see the fighter weapon training class feature), the kingsman gains a +1 bonus to his attack rolls and damage rolls. This bonus increases to +2 at 5th level. If the kingsman has levels in another class that grants bonuses to weapons groups, his class levels stack with the other classes. Peerless Charge (Ex) At 4th level, the kingsman’s threat range for any weapon used during a mounted combat is doubled (though this does not stack with other effects that increase the weapon’s threat range). If the mounted charge is successful, the kingsman may make a free bull rush or trip attempt that does not provoke an attack of opportunity from the target. Touch of Empathy (Ex) While not really any more empathetic towards his opponents, the kingsman gains the ability to connect to his mount and other animals at 4th level. The kingsman adds his class level to any handle animal skill checks when attempting to push the animal to perform a trick it doesn’t know as well as any time spent training the animal a new trick. The kingsman may attempt to train an animal much more quickly than normal, spending only a fraction of time (1 day per normal week) by increasing the Handle Animal DC by +5. The MarTial TacTician Generals are not born, but forged in the midst of battle. The true strength on the field of battle is not in one’s arm, but in one’s allies, and the martial tactician sees that as the sublime truth that will always lead to victory. Such individuals understand the importance of teamwork and both giving and following instructions, and that an implicit hierarchy of command is not only necessary, but crucial in attaining victory instead of defeat. While most would see the martial tactician as simply a heavily armored warrior, his allies know and appreciate the skills and talents the martial tactician provides to the group, and that his presence and foresight can swing any situation into their favor. Role The martial tactician always steps up to the line when it comes to battle. His skills and endurance provides a solid anchor point in minor skirmishes. However, it is his ability to grant aid to others in the form of instruction and guidance that the martial tactician shines. He prefers to lead by example, motivating his allies to press onward in the midst of chaos. Alignment The martial tactician may be of any alignment. Hit Die d10. Requirements Ability Scores Str 12, Cha 15 Skills Diplomacy 5 ranks, Intimidate 5 ranks Feats At least one combat feat. 10 Class Skills The martial tactician is skilled in Craft (any), Diplomacy, Intimidate, Knowledge (engineering), Profession, Sense Motive, and Survival. Skill Ranks per Level 4 + Int modifier. Class Abilities Weapon and Armor Proficiency The martial tactician is proficient with simple and martial weapons. He is also proficient with all types of armor and shields (except tower shields). Challenge (Ex) The martial tactician gains the ability to challenge a foe once per day at 1st level as a swift action. Any melee attacks made by the martial tactician against the challenged target deal extra damage equal to the martial tactician’s class level. Challenging an individual target prevents the martial tactician from noticing others to such a degree that he suffers a -2 penalty to his AC except for attacks made by the individual he is focused on for the challenge. The challenge only ends when the target is dead, incapacitated, or the combat ends. The martial tactician also gains an additional bonus for his challenge as determined by his chosen order (see below). The martial tactician gains an additional challenge per day at 3rd level and 5th level. If the martial tactician has levels in another class that grants the ability to challenge an opponent, his martial tactician class levels stack in regards to the total number of challenges he may perform in one day. Order At 1st level, the martial tactician must pledge himself to a specific order of chivalry or court. The order grants a specific advantage to the martial tactician’s challenge ability, additional class skills, and special abilities. However, the martial tactician must agree to live by the edicts of the order, and failing to do so causes him to lose the benefits of the order for 24 hours. Multiple or prolific violations may cause the order to castigate the martial tactician. The martial tactician may only change his order through a lengthy and rigorous process to prove his worth to the new order. Once accepted into a new order, the martial tactician does not gain any benefit from the order until he attains a new level. If the martial tactician is 5th level, he gain access to the order’s abilities after a period of one month once accepted and performing an important task for the new order. The martial tactician does gain the first order ability at 2nd level. He gains the order ability normally granted at 8th level at 5th level. If the martial tactician has an order from another class, the order must be the same as the previous class. If any other class taken after attaining levels in martial Martial Tactician Progression Table Level Base Attack Fort Save Reflex Save Will Save Special 1 +1 +1 +0 +0 Challenge 1/day, order, tactician 2 +2 +1 +1 +1 Banner, order ability 3 +3 +2 +1 +1 Challenge 2/day, greater tactician 4 +4 +2 +1 +1 greater banner 5 +5 +3 +2 +2 Challenge 3/day, order ability 11 tactician also grants access to an order, it too must choose the same order. When the martial tactician has multiple classes that grant access to the order, his levels stack in regards to when order abilities are granted, and the martial tactician doesn’t gain the second order ability at 5th level, but at his effective 8th level when combining all effective classes that grant access to the order. Tactician (Ex) At 1st level, the martial tactician gains a teamwork feat as a bonus feat. He must meet any prerequisites for the feat. Once per day, the martial tactician may share this feat with all allies within 30 ft. that can see and hear him as a standard action. Allies gain the benefits of the feat without needing to meet the prerequisites for it for 3 rounds. The duration of the effect lasts an additional round for each level beyond 2nd attained by the martial tactician. The martial tactician gains one additional use of this ability at 3rd and 5th level, though only one feat may be shared at a time. If the martial tactician has levels in another class that allows him to share a known teamwork feat with his allies, his class levels stack in regards to how long the benefits of the feat remain for the allies and the number of times per day he may use this ability. However, in such cases he uses the other class to determine how many times per day the martial tactician may share a teamwork feat. Banner (Ex) At 2nd level, the martial tactician may spur his allies to action and inspire them to greater heroics by waving his banner as a free action. As long as an ally is within 60 ft. of the martial tactician and can see the banner, a +2 morale bonus to saving throws versus fear based effects and a +1 morale bonus on melee, natural, or unarmed attack rolls. If the martial tactician has levels in another class that grants the Banner ability, his levels stack in regards to the bonuses granted to saving throws versus fear. Attack bonuses do not stack unless both support the same type of attack. Greater Tactician (Ex) At 3rd level, the martial tactician receives another bonus teamwork feat. He must meet the prerequisites for the feat, but he may share the feat with his allies as granted with the Tactician class feature. When granting allies the benefits of the feat, the martial tactician only needs to use a swift action. Christopher M. Eisert 12 Greater Banner (Ex) The martial tactician’s banner provides additional inspiration to allies at 4th level. The morale bonus to saving throws versus fear based effects increase to +4 and the morale bonus to melee, natural, and unarmed attacks increase to +2. Once per day the martial tactician may wave the banner as a standard action, allowing allies within 60 feet to make a new saving throw as an free action versus any existing conditions ore effects caused by a spell that targeted them. If the martial tactician has another class with a Greater Banner ability granting an additional saving throw, he may only use this effect once per day, granting the effects of the most advantageous one if pertinent. Other Knotty Works Pathfinder compatible products If you enjoyed this product, please check out these other Pathfinder supplements produced by the Knotty Works. Each of the Spell Works Compendiums offer over fifty new and unique spells. Advancing with Class supplements offer new abilities for existing classes or introduce a new class with unique mechanics for the Pathfinder game.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 118 - Advanced Prestige Classes, Vol 1.pdf
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System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Bestiary 4 © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese. Advanced Bestiary © 2004, Green Ronin Publishing, LLC; Author: Matt Sernett. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Equipment ©2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. Adherer from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Clark Peterson, based on original material by Guy Shearer. Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Animal Lord from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Ascomid from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Atomie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Axe Beak from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Carbuncle from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Authors Scott Greene, based on original material by Albie Fiore. Caryatid Column from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jean Wells. Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Lawrence Schick. Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Rik Shepard. Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Muth. Death Dog from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle. Demodand, Shaggy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Demodand, Slimy from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Demodand, Tarry from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Dire Corby from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Jeff Wyndham. Disenchanter from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Roger Musson. Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Dragon, Faerie from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Brian Jaeger and Gary Gygax. Executioner’s Hood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Flail Snail from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Simon Tilbrook. Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Foo Creature from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Froghemoth from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Genie, Marid from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Grippli from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Huecuva from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Underworld Oracle. Ice Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene. Iron Cobra from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Philip Masters. Jackalwere from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Kamadan from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Nick Louth. Kech from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Kobold Quarterly Issue 7, © 2008, Open Design LLC, www.koboldquarterly.com; Authors John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! Lurker Above from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and Mark Barnes. Nabasu Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Rot Grub from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene and Clark Peterson, based on original material by Gary Gygax. Russet Mold from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Shadow Demon from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Neville White. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Trapper from the Tome of Horrors Complete © 2011, Necromancer Games, Inc.; published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Vegepygmy from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. Wood Golem from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors Scott Greene and Patrick Lawinger. Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. Yeti from the Tome of Horrors Complete ©2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Player Paraphernalia #72 The Soulless Heart (Hybrid Class) ©2016, The Knotty-Works; Author: John Buckley d20pfsrd.com. Copyright 2010, John Reyst. 1 Player Paraphernalia #72 By The Knotty-Works Welcome to issue seventy-two of the Player Paraphernalia series, short supplements designed to offer players new options for use with the Pathfinder RolePlaying Game (©Paizo, Inc.). This issue provides the corollary anti-hero version of last issue’s class, the Soulless Heart. While good prevails, evil’s hunger grows and must be sated. Suggested by Derek Blakely through our Facebook page. The Soulless Heart Evil must forever fight against the overwhelming tide of good. Soulless hearts understand that the purpose of life is to subjugate those weaker than themselves, that everyone about them are little more than chattel to enrich their own desires. But the realization is that others will not simply bend down before the soulless heart, not unless brought to their knees through violence and terror, and it is in these measures that the soulless heart excels. Through secret and disturbing rituals, the soulless heart binds himself to spirits whose desires mirror his own. Promising dark powers and protections, this binding allows the soulless heart to willingly and recklessly take the battle against good to those that would keep the soulless heart from achieving his own insatiable desires. Role The soulless heart has one role, to do the bidding of his spirit while gratifying his own desires while depriving the desires of others, regardless of who they are or what they represent. Alignment: The soulless heart must be of evil alignment. Hit Die: d10 Starting Gold: 5d6 X 10 gp (average 175 gp) and one outfit worth 10 gp or less. Parent Classes: Antipaladin and Fighter Class Skills Bluff (Cha), Craft (Int), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (religion), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), Survival (Wis), and Swim (Str) Skills per Level: 2 + Int modifier. Class Features Weapon and Armor Proficiencies: The soulless heart is proficient with simple and martial weapons. He is proficient with light, medium, and heavy armor and all shields (including the tower shield). Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. 2 Aura of Evil (Ex): The soulless heart’s aura of evil is equal to his class level. Detect Good (Sp): The soulless heart hones his senses to a nearly preternatural level of awareness when it comes to good. At 1st level, the soulless heart may cast Detect Good as a spell-like ability as a move action. He can sense any good object or individual within 60 feet as if studying it for 3 rounds. The soulless heart may only focus on one object or individual at a time and will be oblivious to any other good entities until he switches his focus. Warrior Born (Ex): The soulless heart gains a bonus combat feat at 1st level. He must meet any prerequisites for the feat, but he is considered a fighter for any class specific requirements (both for the chosen bonus feat and other feats chosen as the soulless heart advances in level). Spirit Guide (Ex): The soulless heart chooses a spirit guide at 2nd level. The spirit guide grants the soulless heart a +1 bonus to the saving throw associated with the spirit. At 6th level and every four levels thereafter this bonus increases by +1. At 8th and 16th level, the soulless heart also gains a special vindictive granted by his chosen spirit, listed below. In addition, each spirit has its own code of conduct. If the soulless heart defies the spirit’s code of conduct, it may revoke the connection with the soulless heart. Once a spirit revokes its connection, the soulless heart loses the bonus to the saving throw, his touch of divinity, and any powers associated with divine grace he has chosen. Spirit of Cruelty: The soulless heart embodies the brutal spirit of cruelty driven by vehemence loathing of others to see them driven before him. This spirit grants the soulless heart a bonus to his Will saves. Soulless Heart Progression Table Level Base Attack Bonus Fort Ref Will Special 1 +1 +0 +0 +2 Aura of evil, detect good, warrior born 2 +2 +0 +0 +3 Spirit guide +1, touch of depravity 3 +3 +1 +1 +3 Vile vindictive 4 +4 +1 +1 +4 Armor training 5 +5 +1 +1 +4 Vile vindictive 6 +6/+1 +2 +2 +5 Spirit guide +2, weapon training 7 +7/+2 +2 +2 +5 Vile vindictive 8 +8/+3 +2 +2 +6 Armor training, spirit vindictive 9 +9/+4 +3 +3 +6 Vile vindictive 10 +10/+5 +3 +3 +7 Spirit guide +3, weapon training 11 +11/+6/+1 +3 +3 +7 Vile vindictive 12 +12/+7/+2 +4 +4 +8 Armor training 13 +13/+8/+3 +4 +4 +8 Vile vindictive 14 +14/+9/+4 +4 +4 +9 Spirit guide +4, weapon training 15 +15/+10/+5 +5 +5 +9 Vile vindictive 16 +16/+11/+6/+1 +5 +5 +10 Armor training, spirit vindictive 17 +17/+12/+7/+2 +5 +5 +10 Vile vindictive 18 +18/+13/+8/+3 +6 +6 +11 Spirit guide +5, weapon training 19 +19/+14/+9/+4 +6 +6 +11 Vile vindictive 20 +20/+15/+10/+5 +6 +6 +12 Stone Cold Heart 3 Brutal Barbarity (Ex): At 8th level, the soulless heart may rage (as the barbarian’s class feature) once a day for a total number of consecutive rounds equal to his class level. Initiating and ending the rage is a free action, and the soulless heart gains a +4 morale bonus to his Strength and Constitution, a +2 morale bonus to his Will saves, while suffering a -2 penalty to his armor class while raging. Once the soulless heart’s rage expires, he is fatigued for a number of rounds equal to twice the number of rounds spent in the rage. Merciless Blade (Su): At 16th level, the soulless heart may spend one of his daily uses of the touch of depravity as a swift action to gain the benefits of either the Deadly or Cruel special weapon abilities. The limitation of the Deadly special ability applies to the weapon used for this vindictive (i.e. nonlethal). This ability may be added to any single weapon and lasts until the soulless heart rests and renews his daily uses of the touch of depravity. If the soulless heart drops or hands off the weapon to another, the Deadly or Cruel ability becomes inert, though it returns when back in the hands of the soulless heart. If the soulless heart attempts to grant this vindictive to a second weapon while actively employing it on a previous weapon, the special ability immediately ends on the first weapon. The soulless heart may not grant both special abilities on the same weapon at the same time. Code of Conduct: The spirit of cruelty requires the soulless heart to show no mercy to anyone that stands in his way. Anyone that attempts to stand in his way is to be dealt with swiftly and as brutally as possible as an example of those that would dare to question the soulless heart’s intentions or methods. Spirit of Corruption: The soulless heart embodies the need and desire to twist the good intentions of others for his own selfish and sinful desires . This spirit grants the soulless heart a bonus to his Reflex saves. Feign Innocence (Ex): At 8th level, the soulless heart opens up his defenses to his enemy in an attempt to bluff an opponent into lowering guard as an immediate action. The soulless heart may lower his own armor class by a factor equal to ½ his class level until the beginning of his next turn. The soulless heart may then make a bluff check as a swift action against one opponent. If successful, the opponent suffers a penalty to its armor class equal to the penalty suffered by the soulless heart from the soulless heart’s attacks until the beginning of the soulless heart’s next turn. If the opponent is the target of his smite good, the soulless heart may add ½ his class level to the bluff skill check. Touch of Confusion (Su): At 16th level, the soulless heart may spend one of his daily uses of the touch of depravity to gain the ability to make a single melee touch attack as a standard action, causing the opponent to become confused for a number of rounds equal to ½ the soulless heart’s class level. Code of Conduct: The spirit of corruption not only requires the soulless heart lie, cheat, and steal, but to trick others into doing the same. The soulless heart cannot show any deference to those that may suffer from his actions, regardless of who they may be. Spirit of Oblivion: The soulless heart embodies the spirit of oblivion, seeking to bring forth the apocalypse of the world about him. This spirit grants the soulless heart a bonus to his Fortitude saves. Void Strike (Ex): At 8th level, the soulless heart may choose to cause bleed damage from a successful critical strike. Upon confirming a critical threat, the soulless heart may cause bleed damage equal to ¼ his class level in addition to normal damage caused by the attack. The damage from 4 the attack is not multiplied by the critical strike, but the soulless heart instead causes normal damage and bleed damage from the strike. If the creature is immune to critical hits or bleed damage, this vindictive has no effect. Foreboding Doom (Su): At 16th level, the soulless heart may spend one of his daily uses of the touch of depravity as a swift action to gain the benefits of the Viscous special weapon ability. This ability may be added to any single weapon and lasts until the soulless heart rests and renews his daily uses of the touch of depravity. If the soulless heart drops or hands off the weapon to another, the Vicious ability becomes inert, though it returns when back in the hands of the soulless heart. If the soulless heart attempts to grant this vindictive to a second weapon while actively employing it on a previous weapon, the special ability immediately ends on the first weapon. Code of Conduct: The spirit of oblivion requires the soulless heart to use any means necessary to bring down the powers of good. Above this, the soulless heart must devote himself to the eventual total destruction en masse of societies, species, or even worlds. Touch of Depravity (Su): At 2nd level, the soulless heart forges a connection with the powers of evil and spite provided by his spirit guide. This connection grants the soulless heart a limited number of uses to perform actions of villainous proportions. Each day, the soulless heart may perform the following abilities a total number of times equal to ½ his class level plus his Charisma modifier. Many of the vile vindictive abilities may require the soulless heart to expend a use of his touch of depravity or may modify the abilities granted by the depraved touch. Touch of Corruption: The soulless heart may inflict vicious wounds by touch as a standard action. He causes a total of 1d6 points of damage for every two class levels he possesses. When used as an attack, the soulless heart must make a successful melee touch attack. Smite Good: The soulless heart can designate a target within 60 feet as his nemesis as a swift action. If the target is good or has the good subtype, he adds his Charisma modifier to his attack roll and his class level to the damage caused. He also gains a +2 deflection bonus to his AC from attacks originating from his nemesis. The smite remains in effect until the soulless heart or the target of the smite is rendered helpless, unconscious, or dead, or if the soulless heart chooses to focus the smite good on another opponent, or the soulless heart rests and he regains full number of touch of depravity. Vile Vindictive: Beginning at 3rd level, the soulless heart may choose from abilities granted by his spirit guide to enhance his martial skills and fiendishly inspired powers. An individual vindictive may only be chosen once, unless otherwise specified within the description of the vindictive. Other requirements may also be listed including the minimum class levels or pre-existing chosen vindictives. The soulless heart may choose another vile vindictive at 5th level and every odd level thereafter. Aura of Desperation (Su): The soulless heart is immune to fear and he exudes an aura that causes all enemies within 10 feet a -4 penalty for any saving throws versus fear- based effects. Creatures normally immune to fear, lose their immunity while within 10 feet of the soulless heart. If the soulless heart is rendered unconscious or dead, the aura immediately ends. Destitute Heart (Su): The soulless heart must be at least 9th level before he may choose this vile vindictive. The soulless heart is immune to charm spells and spell- like abilities. His chilling presence causes all enemies within 10 feet a -4 penalty on any 5 saving throws versus charm based effects. If the soulless heart is rendered unconscious or dead, the aura immediately ends. Energy Inversion (Su): The soulless heart may spend two of his daily uses of his touch of depravity to channel negative energy as a cleric. Using this vindictive is a standard action, treating the soulless heart’s class level as his effective cleric level to determine the amount of damage healed to undead creatures or the amount of damage caused to living creatures. The soulless heart must choose whether the energy will be used to heal undead or damage living creatures when initiating this vindictive. This vindictive allows the soulless heart to choose feats that modify or enhance the channeling ability. Enhanced Smite (Su): When attacking an good outsider, good-aligned dragon or good-aligned undead, the soulless heart doubles the damage done based on his class level for the first attack upon initiating the smite. The soulless heart’s attacks bypass any damage reduction possessed by the chosen nemesis (regardless of type). Major Malevolence (Su): The soulless heart must have the Malevolence vindictive and be at least 13th level before he may choose this vile vindictive. When the soulless heart uses his touch of depravity to damage an opponent with his touch of corruption, he may impart either the blinded, deafened, paralyzed, or stunned condition as well. The victim is allowed a Fortitude saving throw with a DC of 10 + ½ the soulless heart’s class level + his Charisma modifier to avoid the condition. Victims blinded or deafened by the touch are affected for 1 round per class level of the soulless heart. Victims paralyzed or stunned by the touch are affected for 1 round per four class levels of the soulless heart. Those that successfully make their saving throw, still suffer damage from the touch of corruption. Maleficence (Su): The soulless heart must have the Minor Maleficence vindictive and be at least 11th level before he may choose this vile vindictive. When the soulless heart uses his touch of depravity to damage others with this touch of corruption, he may also attempt to curse or poison the victim as well. The effect of the curse is identical to the Bestow Curse spell while the poisonous effect is identical to the Poison spell, treating the soulless heart’s class level as his effective caster level. Cursed victims are allowed a Will save while poisoned victims are allowed a Fortitude save, the DC for each is 10 + ½ the soulless heart’s class level + his Charisma modifier. Those that successfully make their saving throw, still suffer damage from the touch of corruption. Malevolence (Su): The soulless heart must have the Minor Malevolence vindictive and be at least 9th level before he may choose this vile vindictive. When the soulless heart uses his touch of depravity to damage an opponent with this touch of corruption, he may cause either the exhausted, frightened, or nauseated condition as well. The victim is allowed a Fortitude saving throw with a DC of 10 + ½ the soulless heart’s class level + his Charisma modifier. The condition lasts for 1 round per two class levels possessed by the soulless heart. Those that successfully make their saving throw, still suffer damage from the touch of corruption. Minor Maleficence (Su): The soulless heart must be at least 7th level before he may choose this vile vindictive. When the soulless heart uses his touch of depravity to damage an opponent with his touch of corruption ability, he may cause either the dazed or staggered condition for 1 round, or infect the victims with a disease as the spell Contagion. Victims are allowed a Fortitude saving throw with a DC equal to 10 + ½ the soulless heart’s class level + his Charisma modifier. The soulless heart treats his class level as his effective level in regards to determine the strength of the disease. Those that successfully make their saving 6 throw, still suffer damage from the touch of corruption. Minor Malevolence (Su): When the soulless heart uses his touch of depravity to damage an opponent with his touch of corruption, he may impart one additional condition as well. He may cause the victim to become fatigued, shaken, or sickened for 1 round per soulless heart class level unless the victim makes a successful Fortitude saving throw. The DC for the Fortitude Save is equal to 10 + ½ the soulless heart’s class level + his Charisma modifier. Those that successfully make their saving throw, still suffer damage from the touch of corruption. Plague Bringer (Su): The soulless heart is immune to all diseases (magical, mundane, and supernatural). However, he may become infected with diseases and spread them to others he comes into contact. Poisonous Touch (Su): The soulless heart must have the Plague Bringer vindictive and be at least 9th level before he may take this vile vindictive. The soulless heart is immune to poisons both natural and magical in nature. However, if he is poisoned, the soulless heart gains the ability to spread the poison used against him by touch for the duration of the onset and frequency of the poison. Profane Defense (Ex): The soulless heart must be at least 15th level before he may take this vile vindictive. The soulless hearts gains DR 5/good. When facing his nemesis of his smite good, the soulless heart gains DR 10/good from attacks made by his selected target. Spirit Clad (Su): The soulless heart may call upon his spirit to infuse his armor. Using this vile vindictive expends one use of the soulless heart’s touch of depravity, requires a standard action, and lasts for a number of minutes equal to the soulless heart’s class level. The spirit grants a +1 enhancement bonus to the soulless heart’s armor for every three class levels possessed by the soulless heart, though the maximum actual enhancement bonus is +5. This ability may be used in conjunction with a magical armor, though the maximum +5 bonus applies. The soulless heart may alter the initial infusion so that some of the enhancement bonuses may be used to grant one or more special abilities to the armor, including Dastard, Deathless, Energy Resistance, Fortification (light or moderate), Ghost Touch, and Stanching. At 18th level, the soulless heart may grant his armor the Unrighteous special ability by sacrificing 5 points from her enhancement bonus granted by this vile vindictive. If the armor already has the same special ability, multiple applications have no further effect. These abilities cannot be changed once infused, but the soulless heart may choose whichever abilities he wishes each time he infuses his armor. If the armor is removed, the enhancements of the infused spirit immediately become inert. If the soulless heart dons the armor again before the duration of the effect ends, the enhancements automatically return. If the armor is destroyed, the soulless heart may not use this vile vindictive for 30 days or until he gains a new level. Spirit Embodied (Su): The soulless heart must be at least 5th level before he may choose this vile vindictive. He gains a fiendish cohort when choosing this vile Soulless Heart Fiendish Cohort Table Min. Soulless Heart Level Cohort Type 5th Demon, Dretch (Bestiary TM) or Devil, Imp (Bestiary TM) 9th Demon, Schir (Bestiary 3 TM) or Devil, Bearded (Bestiary TM) 13th Demon, Babau (Bestiary TM) or Devil, Host (Bestiary 4 TM) 17th Demon, Nabasu (Bestiary TM) or Devil, Erinyes (Bestiary TM) 7 vindictive. Lawful evil soulless hearts gain a devil cohort while chaotic evil soulless hearts gain a demon. Neutral evil soulless hearts may choose between the two outsider types. Once chosen, the soulless heart may not change his cohort until he attains a level where a greater cohort may be summoned (see Soulless Heart Fiendish Cohort table). The cohort is a full-fledged outsider of the appropriate subtype with the standard statistics and powers of its kind other than any spell-like ability or special ability that allows it to summon others of its subtype. Cohorts may not call forth other demons or devils. The soulless heart may expend one of his daily uses of the touch of depravity to magically call his cohort to his side as a full- round action as long as they are both on the same plane of existence. Summoning the cohort is equivalent to a spell equal to 1/3 the soulless heart’s class level. If the soulless heart’s cohort is slain or permanently lost, he may not summon another one for 30 days or until he gains a new class level. Spirit Meld (Su): The soulless heart may call upon his spirit to infuse within his weapon. Using this vile vindictive expends one use of the soulless heart’s touch of depravity, requires a standard action, and lasts for a number of minutes equal to the soulless heart’s class level. While infused, the weapon sheds light as a torch (equivalent to a magical light spell of a level equal to ¼ the soulless heart’s class level). The spirit grants a +1 enhancement bonus to the chosen weapon for every three class levels possessed by the soulless heart, though the maximum actual enhancement bonus is +5. This ability may be used in conjunction with a magical weapon, though the maximum +5 bonus applies. The soulless heart may alter the initial infusion so that some of the enhancement bonuses may be used to grant one or more special abilities to the weapon, including Corrosive, Corrosive Burst, Cruel, Furyborn, Keen, Ominous, Speed, Unholy, Vicious, Vorpal, and Wounding. If the weapon already has the same special ability, multiple applications have no further effect. These abilities cannot be changed once infused, but the soulless heart may choose whichever abilities he wishes each time he infuses his weapon. If the weapon is dropped or handed to another, the enhancements of the infused spirit immediately become inert If the soulless heart takes up the weapon again before the duration of the effect ends, the enhancements automatically return. If applied to a double weapon, the enhancement bonus applies to both ends, but special abilities must be designated for each end. If the weapon is destroyed, the soulless heart may not use this vile vindictive for 30 days or until he gains a new level. Spiteful Reprisal (Su): The soulless heart must be at least 13th level before he may choose this vile vindictive. The soulless heart’s weapon in hand is treated as evil- aligned for the purpose of overcoming damage reduction. Allies within 10 feet of the soulless heart also treat their weapons as evil-aligned for purposes of overcoming damage reduction. If the soulless heart is rendered unconscious or dead, the aligned effect immediately ends. Void of Soul (Su): The soulless heart must be at least 13th level before he may choose this vile vindictive. The soulless heart is immune to compulsion spells and spell- like abilities. His cold presence causes all enemies within 10 feet a -2 penalty on all saving throws. This penalty does not stack with any other aura effects of the soulless heart (the highest penalty is applied based on the circumstance). If the soulless heart is rendered unconscious or dead, the aura immediately ends. Warrior’s Call (Ex): The soulless heart gains a combat feat as a bonus feat. He must meet any prerequisites for the feat 8 before he may select it. The soulless heart may choose this vile vindictive more than once, choosing a different feat each time. Armor Training (Ex): Beginning at 4th level, the soulless heart learns how to adjust his armor to more effectively wear it while working and taking on the forces of good. Whenever he is wearing armor, the soulless heart reduces his armor check penalty by 1 (minimum of 0) while increasing the Dexterity bonus by 1. The armor check penalty and Dexterity bonus both increase by +1 at 8th level and every four levels thereafter (to a maximum of 4 at 16th level). The soulless heart may move at his normal speed at 8th level. He may move at his normal speed while wearing heavy armor at 16th level. Weapon Training (Ex): Beginning at 6th level, the soulless heart’s martial prowess with specific weapons increases tenfold. The soulless hearts selects on weapons group (see the Fighter’s Weapon Training class feature in the Pathfinder RPG Core Rule Book TM) and gains a +1 bonus on all attack and damage rolls when using any weapon from the group chosen. At 10th level and every four levels thereafter, the soulless heart may choose another weapons group to gain the +1 bonus. Previous weapon groups chosen also increase by +1 each time a new weapons group is chosen. If a weapon is listed in more than one group chosen by the soulless heart, he only applies the bonus from the group with the highest bonus (they do not stack). The bonus is also applicable when using the weapon to perform a combat maneuver. If the weapon is the target of a disarm or sunder maneuver, the soulless heart adds the bonus to his CMD. Stone Cold Heart (Su): At 20th level, the soulless heart attains the pinnacle of his power. When he successfully smites an good outsider targeted by his smite good, the outsider is subject to the effects of the Banishment spell, using his class level as the effective caster level (his weapon is counted as an object that the subject hates). If the banishment is successful, the smite good automatically ends. In addition, the soulless heart designates one weapon as his signature weapon and grants it a name. The weapon is treated as a magic weapon even if it is not normally magical for the purpose of overcoming damage reduction. If the soulless heart has the Spirit Meld vile vindictive, he gains an additional +1 enhancement bonus above those granted by the vindictive. And finally, he may choose one vile vindictive that normally consumes a daily use of his touch of depravity. The soulless heart may use the vile vindictive without consuming any of his touch of depravity uses for the day. New Feats The following two feats are unique to the soulless heart. Extra Vile Vindictive You are blessed with another gift in your crusade against good. Prerequisites: Divine grace class feature Benefits: You may choose an additional divine grace as long as you meet the requirements for it. Special: You may choose this feat multiple times, choosing a different Vile Vindictive each time. Extra Touch of Depravity Your spirit has seen your conviction and granted you additional power to battle the forces of good. Prerequisites: Touch of Depravity class feature Benefits: You gain two additional uses of your Touch of Depravity powers daily. Special: You may choose this feat multiple times, gaining two additional uses each time. Other Knotty Works Pathfinder compatible products If you enjoyed this product, please check out these other Pathfinder supplements produced by the Knotty Works. Each of the Spell Works Compendiums offer over fifty new and unique spells. Advancing with Class supplements offer new abilities for existing classes or introduce a new class with unique mechanics for the Pathfinder game.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 72 - The Soulless Heart (Antipaladin-Fighter Hybrid).pdf
Barrows & Wights Dungeoneers Guide by Z. S. Edwardson A bare-bones RPG in the classic 1970s style Barrows & Wights Dungeoneers Guide Written and edited by Z. S. Edwardson Art credits Cover: Mohammed Agbaldi David Lewis Johnson: 15, 17, 20, 22 Joyce Maureira: Page 6 Luigi Castellani: Page 6, 8, 9, 10, 25 Miguel Santos: Page 11, 14, 18, 23, 24 Nate Furman: Page 22 Unknown: 12, 13 Barrows & Wights Dungeoneers Guide Version 01 By Z.S. Edwardson In your hands (or on your screen) is a game of imagination. Role playing grew from the wargaming hobby in the 1970s and soon exploded as a major form of entertainment. Burrows & Wights goal is to produce a version of those classic role playing games that is as simple as possible for online and over the board play. Boiling it down to the very basics and allow the referee and players to add whatever house rules they need to give the flavor they wish. This is not, was never intended to be a direct clone of any of those great systems. The Dungeoneers Guide provides the rules for play of level 1-14. In addition, there are three additional publications that make up Barrows and Wights. First is the Adventuring Guide which provides the basic bare bone rules for play of level 1-5. Second is the Referee Guide, intended to help Referees in their tasks. Last is the Barrows Guide, which provides optional material for the game. What is a Role playing game? Role Playing game provide a structure for group imagination. You can play the heroic defeating dragons and feared undead like wights. You can play the moody drifter who comes into town to set things right, or you can play an anti-hero or even a simple tomb robber who wants nothing more then gain untold wealth. The limit is your imagination. In Burrows and Wights there is a few key things to remember. One person will be the Referee, who will provide the adventure background and help adjudicate when combat or other events happen. Then you have the players, who will control player characters (PCs) who will go though the adventure and solve the issues presented, and hopefully return with wealth beyond measure. While interacting with Non-player characters (NPCs) run by the Referee. Over time, as treasure is collected and monsters are defeated, the PCs will gain additional power to be able to solve more difficult challenges. A number of dice is used in Burrows & Wights. Most will know of the normal six sided die (d6). In addition, 4 sided (d4), eight sided (d8), 10 sided (d10), 12 sided (d12), and 20 sided (d20) dice are used. Sometimes there will be abbreviations such as 3d6, This is asking that you roll 3 six sided dice. There are also some key concepts that players and referees must understand. The first concept is that this is to have fun. The 2nd concept is that it is expected that the Referee of your game will have additional rules (called house rules) based on the game needs. This is a key part of the charm of the game that Role Playing Games are just as much art as a science. However, as a player remember a few rules and you will have fun. 1. The Referee is always right. 2. Each character has a role. 3. Bringing friends (henchmen), is almost always a good option. 4. A good game session will include humor, action, tension, and adventure in equal parts. 5. Sometimes your character will die. This is a risk of adventure. The good news is that due to the simplicity of the rules, you can have a new character in five to ten minutes rejoining the action. There is also no shame in a PC buying a tavern and retiring. Attributes The basic attributes are numbers representing the Strength(STR), Dexterity(DEX), Intelligence(INT), Wisdom(WIS), Constitution(CON), and Charisma(CHA) of a character. Normally this is generated by rolling 3d6 for each attribute in the above order. Players can then decide what type of character it will be. Unlike more modern role playing games, the Attributes do not have as a direct impact on players ability so the player has a lot of freedom to decide which type of character they wish to play. Attribute Modifiers Barrows & Wights does not give a wide range of attribute modifiers to characters. The following chart is used to determine the modifiers. Attribute Roll Description Modifiers 3-6 Low -1 7-14 Average 0 15-18 High +1 Table 1: Attribute Modifiers Strength(STR) Strength represents how strong the character is. It is used in general checks that require brute force, and the attribute modifies attack and damage of melee weapons. Dexterity(DEX) Dexterity represents how quick and sure footed the character is. It is used in general checks that require speed or quickness, and the attribute modifies attack and damage of ranged weapons like bows. Intelligence(INT) Intelligence represents how book smart the character is. It is used in general checks that require quick thinking, and the attribute modifies the character armor class (AC), and helps determine what spells a wizard can use. Wisdom(WIS) Wisdom represents how good the judgment and insight the character has. It is used in general checks that require judgment and self control, and the attribute modifies saving throws (ST) and what spells a cleric can cast. Constitution(CON) Constitution represents how healthy the character is. It is used in general checks on health, and the attribute modifies the number of hit points per hit die (HD) you can have. Charisma(CHA) Charisma represents how good looking and personable the character is. It is used in general checks that interaction with others, and the attribute modifies the number of henchmen the player may have. Saving Throw(ST) Saving throws are rolls on a d20 to avoid a fate such as being poisoned or taking the full brunt of a dragon breath. Hit Points(HP) Hit points represent how much damage and injury a character can have before dying. As a character takes damage in combat, his or her hit points will be reduced. If hit points goes under zero, the character dies! If at zero, the character passes out. (Note: some referees will have a house rule on this, so please check with your referee) Experience Points (XP) Experience Points are points given out by obtaining treasure, killing monsters, and general role playing in the game. A guideline is one XP point per gold piece of treasure collected, plus 20 XP per HD of creatures defeated, plus any bonus the referee wishes to give. However it is up to the referee on how many XP will be granted. Alignment In game, the overall forces of the nature and the god(s) is represented by three alignments, Law, Chaos, and Neutrality. In general (but not always), law is viewed as “Good”, Chaos as “Evil”, and Neutrality as being indifferent. However referees may use an alignment structure that modifies, or completely replaces this system. Experience Bonus Many classes have an Experience Bonus if some conditions are met. This allows characters to gain additional XP so that they can level faster. For example, if Rusk the fighter has a 10% XP bonus, and the referee gives everyone 1000 XP for the session, Rusk will gain 1100 XP for the session. Retirement of Characters At some point, you may have characters that reach their maximum level. There is no set rule on what happens at this point. A character might retire to a castle, may seek to be an immortal, or the referee might make additional levels for the character to advance. Character Classes A Class is the archetype or role that each character plays in the overall adventuring party. In Barrows & Wights there are seven classes. These include four human classes (Cleric, Fighter, Magic User, and Thief), and three non-human (or Demi-human) classes of Dwarf, Elf, and Halfling. If the referee so decides, additional classes can be created to allow more specific roles. Each class has it own strong points and weak points. A fighter can deal, (and take) more damage then other classes. However fighters are not able to use any type of magic. A magic user is unarmored and cannot take much damage, but can unleash arcane power to great effect. There is no bad classes, and each will be able to help the party explore, gain treasure, and hopefully return to town with gold and tales to tell at the tavern table. Cleric: Clerics are holy men and woman dedicated to the worship of a god, alignment, or religion. Due to their spells being of a healing nature, many times clerics are the key support class. However their fighting ability is such that they can stand in the front lines if need be. Clerics are restricted to blunt weapons and the only ranged weapons allowed are oil and stones. They start with 1d6 Hit Points, and start with a saving throw of 15. They gain clerical spells as per the chart. Clerics have the ability to Turn Undead (See combat). If a cleric Wisdom(WIS) score is above 15, they gain a 10% XP bonus. XP Level Hit dice Saving throw Spells H0 0 1 1d6 15 19 2000 2 2d6 14 1x1 19 4000 3 3d6 13 2x1 18 8000 4 4d6 12 2x1 1x2 18 16000 5 5d6 11 2x1 2x2 17 32000 6 6d6 10 2x1 2x2 1x3 17 64000 7 7d6 9 3x1 2x2 2x3 16 128000 8 8d6 8 4x1 2x2 2x3 1x4 16 256000 9 9d6 7 4x1 3x2 2x3 2x4 15 350000 10 9d6+1 6 4x1 4x2 3x3 2x4 1x5 14 450000 11 9d6+2 5 5x1 4x2 3x3 2x4 2x5 13 550000 12 9d6+3 4 6x1 4x2 4x3 3x4 2x5 12 650000 13 9d6+4 4 6x1 4x2 4x3 4x4 2x5 10 750000 14 9d6+5 4 6x1 4x2 4x3 4x4 2x5 1x6 9 Fighter: Fighters are the front line troops of most adventuring parties, they have no restrictions on armor or weapons, and start with 1d8 hit points. They start with a saving throw of 14. Fighters gain a 10% XP bonus for being a fighter, and if their Strength(STR) is higher then 15, they gain a 20% XP bonus. Fighters are unable to use spells of any kind. XP Level Hit Dice Saving Throw H0 0 1 1d8 14 19 2000 2 2d8 13 18 4000 3 3d8 12 17 8000 4 4d8 11 16 16000 5 5d8 10 16 32000 6 6d8 9 15 64000 7 7d8 8 14 128000 8 8d8 7 14 256000 9 9d8 6 13 350000 10 9d8+1 5 12 450000 11 9d8+2 4 10 550000 12 9d8+3 4 9 650000 13 9d8+4 4 8 750000 14 9d8+5 4 7 Magic User: Magic users are the feared casters of arcane magic. They are unable to use any armor, and weapons are limited to daggers and staffs. They also only start with 1d4 hit points. If a magic user has intelligence(INT) above 15, then they receive an experience bonus of 10% They start with a saving throw of 15. XP Level Hit dice Saving throw Spells H0 0 1 1d4 15 1x1 19 2000 2 2d4 14 2x1 19 4000 3 3d4 13 2x1 1x2 19 8000 4 4d4 12 3x1 2x2 18 16000 5 5d4 11 3x1 2x2 1x3 18 32000 6 6d4 10 4x1 2x2 2x3 18 64000 7 7d4 9 4x1 3x2 2x3 1x4 17 128000 8 8d4 8 4x1 3x2 2x3 2x4 17 256000 9 9d4 7 4x1 4x2 3x3 2x4 1x5 16 350000 10 9d4+1 6 4x1 4x2 3x3 2x4 2x5 15 450000 11 9d4+2 5 4x1 4x2 3x3 3x4 2x5 1x6 14 550000 12 9d4+3 4 4x1 4x2 4x3 4x4 2x5 2s6 13 650000 13 9d4+4 4 5x1 5x2 4x3 4x4 2x5 2x6 1x7 12 750000 14 9d4+5 4 5x1 5x2 4x3 4x4 2x5 2x6 2x7 10 Thief: The thief is a quick foot who not only is able to pick pockets and steal goods, but can find and disarm traps, climb walls, be very silent, and hide in the dark places of the world. They are limited to leather armor without shields, and cannot use any long or two handed melee weapons. They start with 1d6 hit points, and have a saving throw starting at 16. If the thief Dexterity is above 15, he or she gains an experience bonus of 10%. XP Level Hit Dice Saving Throw H0 0 1 1d6 16 19 2000 2 2d6 15 19 4000 3 3d6 14 19 8000 4 4d6 13 18 16000 5 5d6 12 18 32000 6 6d6 11 17 64000 7 7d6 10 17 128000 8 8d6 9 16 256000 9 9d6 8 15 350000 10 9d6+1 7 14 450000 11 9d6+2 6 13 550000 12 9d6+3 5 12 650000 13 9d6+4 4 11 750000 14 9d6+5 4 10 In addition, thieves gain thieving skills per level. Climbing Walls, Pick-pocketing (which also disarms traps), hiding in shadows, open locks, and moving silently. This is determined by rolling a d20, higher the better. Level Climbing Pickpocket Hiding Open locks Silent 1 4 16 18 17 15 2 3 15 17 16 14 3 2 14 16 15 13 4 1 13 15 14 12 5 1 12 14 13 11 6 1 11 13 12 10 7 1 10 12 11 9 8 1 9 11 10 8 9 1 8 10 9 7 10 1 7 9 8 6 11 1 6 8 7 5 12 1 5 7 6 4 13 1 4 6 5 3 14 1 3 5 4 2 Dwarf: The dwarves are an underground people who live in great cities. Due to their underground nature, they can detect slopes, rises, and slight turns in underground passages. In addition they have Infravision. They are stout fighters and able to support the front line as they are peers with fighters in fighting ability. They can use any armor or weapon. They are limited in that armor has to be made especially for their size (10% extra cost), cannot ride horses by themselves (can ride ponies or ride behind a rider). They obtain no XP bonus. They are limited to Level 12. Dwarves must have a Constitution(CON) of 9. They start with 1d8 hit points. Saving throws start at 15. XP Level Hit Dice Saving Throw H0 0 1 1d8 15 19 2000 2 2d8 14 18 4000 3 3d8 13 18 8000 4 4d8 12 17 16000 5 5d8 11 17 32000 6 6d8 10 16 64000 7 7d8 9 15 128000 8 8d8 8 14 256000 9 9d8 7 13 350000 10 9d8+1 6 12 450000 11 9d8+2 5 11 550000 12 9d8+3 4 10 Elves: While thin and fay, elves are not to be trifled with. Combining the abilities of fighters and magic users. While not having the same arcane power as Magic Users, or the pure toughness of fighters, they gracefully blend the two. They have Infravision and are immune to Ghoul paralysis. They can use any weapon or armor, and do gain the abililty to cast magic user spells. However they gain levels at a slower pace then most. If an elf has a charisma of greater then 15 then they gain an experience bonus of 10%. They have a maximum level limit of 10. Their saving throw starts at 15, and start with 1d6 hit points. XP Level Hit dice Saving throw Spells H0 0 1 1d6 15 19 4000 2 2d6 14 1x1 19 8000 3 3d6 13 2x1 18 16000 4 4d6 12 2x1 1x2 18 32000 5 5d6 11 3x1 2x2 17 64000 6 6d6 10 3x1 2x2 1x3 17 128000 7 7d6 9 4x1 2x2 2x3 16 256000 8 8d6 8 4x1 2x2 2x3 1x4 15 350000 9 9d6 7 4x1 3x2 2x3 2x4 14 450000 10 9d6+1 6 4x1 3x2 3x3 2x4 1x5 13 Halflings: Small creatures of surprising abilities, Halfings normally reside in peaceful rural settlements staying away from the poltics and issues of “Big folks”. However when they exit their dales and shires, they end up being natural fighters and can deal with many issues that thieves can (they prefer the term burglar). They can use any armor (but must be made for halflings or human children, cost 10% extra to make) and any small weapon. They cannot use longswords, longbows, crossbows, or any two handed weapon. If outdoors they have the ability to hide on a 1-3 on a d6. In addition, they gain thief skills at 2 level below their current level (so a 4th level halfling can use the 2nd level thief skills. All missile rolls are +1. If their constitution is above 15, they get a 10% bonus in XP. Max level is 8. XP Level Hit Dice Saving Throw H0 0 1 1d6 16 19 2000 2 2d6 15 18 4000 3 3d6 14 18 8000 4 4d6 13 17 16000 5 5d6 12 17 32000 6 6d6 11 16 64000 7 7d6 10 15 128000 8 8d6 9 14 Equipment Equipment: Generally most items are sold in gold pieces(GP). The gold piece is a golden coin which has gold alloyed with lesser metals, and is the main coin of society. In addition to the gold piece there is other coins, which have the following values. • Copper Pieces (CP) are the least valuable coin, and 10 CP make one silver piece. • Silver Pieces (SP) are the next value coin, and 10 SP make one gold piece. • A Platinum Piece (PP) is worth five GP. • Referees may include other coins, one of the most common being Electrum pieces, which are worth five silver pieces, or ½ a gold piece. New characters start with 3d6x10 GP to equip a character. Treasure may be found in all sorts of coins, but merchants want gold pieces, and the local money changer will gladly exchange your coins for local gold pieces for a 10% fee. GENERAL ITEMS Item Cost (GP) Backpack (300 coin capacity) 5 Bedroll 2 Case (scroll/map) 4 Crowbar 5 Flint and Steel 5 Garlic 10 Grappling Hook 5 Hammer 2 Holy Symbol (wood) 1 Holy Symbol (Silver) 25 Holy Water 25 Lantern 10 Lantern (Hooded) 30 Lantern Oil 1 Mirror (small steel) 5 Pole 10’ 1 Rations regular (Day) 1 Rations, Iron (Day) 5 Rope (Hemp) 50 foot 1 Rope (Silk) 50 foot 10 Sack (300 coin capacity) 1 Sack (600 coin capacity) 2 Shovel 1 Spellbook (Blank 100 pages) 200 Spikes (iron) 5 Torches (6) 1 Waterskin 1 Wolfsbane 10 TRANSPORTATION ITEMS Saddle bag 10 Rowboat 100 Cart 80 Galley (Large) 30,000 Galley (Small) 10,000 Horse, draft 30 Horse, riding 50 Horse, warhorse 500 Mule 20 Raft 40 Ship (sailing) 20,000 Riverboat 5000 Wagon 160 Rickshaw 300 Saddle 25 WEAPONS, MELEE Weapon Damage Cost Battle Ax* 1d8 7 Hand Ax** 1d6 5 Short Sword 1d6-1 3 Dagger 1d4 3 Long Sword 1d6 10 Bastard Sword 1d6/2d4 (if two handed) 15 Spear** 1d6 5 Club 1d6-1 - Morning Star 1d6 5 Mace 1d6 4 Warhammer 1d6 8 Two handed sword* 1d8 25 Staff* 1d6 4 Flail 1d6 4 Polearm* 1d8 15 *Two handed weapon ** can be used as a melee or Ranged weapon WEAPONS, RANGED Weapon Damage Range Cost Arrows (20) - - 5 Bolts (20) - - 5 Hand Ax 1d6 10 5 Longbow 1d6 70 40 Shortbow 1d6-1 40 25 Crossbow (heavy) 1d6+1 80 25 Crossbow (light) 1d6-1 60 15 Spear 1d6 20 5 Javlin 1d4 30 1 Sling 1d6 30 2 Silver arrow/bolt - 5 Stones (20) - 1 Pouch (stones) - 1 Quiver/Case - 20 Note: Bows shoot twice in around. Light crossbow shoots 1 time a round. Heavy crossbow shoots every other round. ARMOR Armor AC adjustment Cost Leather Armor -2 15 Chain Mail -4 30 Plate Mail -6 60 Shield -1 10 Calculating AC Base armor class is 9, and goes down as it improves. Those with high intelligence (15-18) subtract an additional point. Thus a PC with chain mail, a shield, and high intelligence would have a AC of 3. (-4 from the chain mail, - 1 from the shield, and -1 from high intelligence. Combat As the party explores the wilderness or dungeons, on occasion they will meet up with foes. Combat is not always the answer, but is always an option. Sometimes it might be best to talk to them, or to sneak away. Sometimes you will run away like the proverbial Monty Python knights from the holy grail. And sometimes, you just want to put your ax in the enemy. Combat has three stages: • rolling for surprise • rolling for initiative • carrying out combat. Surprise: If the referee deems that surprise check is needed, roll a 1d6. On a 1 you are surprised. Referee is allowed to alter that roll if the other side is quiet or set an ambush. Sometimes you will surprise the enemy. It is also possible (and quite humorous) when BOTH side are surprised. If one side is surprised, the other side gets a free round of action. If both are surprised, they stare at each other for a round. Initiative: All players roll a 1d10. This is the order of combat from lowest to highest. Anyone using a two handed weapon (both melee or ranged) goes at the end of the combat round. If tied, they are simultaneous. All henchmen go on a single roll, and all monsters do, unless the referee deems one a “hero” monster who gets an independent roll. Once combat initiative is set, it is not altered. Carrying out combat: At each player turn (as determined by initiative) the player decides what they wish to do. Some of the common actions are • Striking a foe with a weapon • Casting a spell • Using a magical item like a potion • Switching a weapon • changing position for an advantage This is no way a complete list. To hit and roll for damage: To hit: To hit is calculated by each character Hit Zero score by the following. (H0) - (armor class of target) + adjustments For example – if a fighter has a H0 of 15, and the target AC is 5, then the fighter will hit on a 10 or better. A 1 on a d20 is always a miss. A 20 is always a hit. Note: Men at arms and unclassed humans have a H0 of 20. Damage: Roll for damage based on the weapon. The Referee will tell you of any adjustments needed. A natural 20 always does max damage. Spells and Combat: Spell-casters can cast spells in combat. At the start of the combat round, the player will announce that they will cast a spell. The spell will go off at their initiative. For example: If Tomas the Mage wants to cast a spell magic missile, he will say at the start of the round that he is casting magic missile. To cast a spell, a spell caster must be able to speak and not have his or her hands bound. In addition, the spell caster must not have been hit or otherwise disturbed in that combat round. If a spell caster is disturbed while casting the spell, the spell fails and is lost without it being cast. Needless to say, making sure enemy spell casters are hit each round (and keeping your spell casters from being hit) is a key tactic in combat. Spells cast from devices (such as wands, rods, and staffs) cannot be cast by a spell caster that has been hit, but will not be wasted. Scrolls however will be wasted if disturbed. Turning Undead: Clerics can use a holy symbol to attempt to turn the undead that are visible and within 100 feet. The player rolls 2d6 and references this chart. Level of Cleric <1 HD 1 HD 2 HD 3 HD 4 HD 5 HD 6 HD 7 HD 8-9 HD 10-15 HD 15+ HD Demons and Specials 1 5 7 9 11 - - - - - - - - 2 T 5 7 9 11 - - - - - - - 3 T T 5 7 9 11 - - - - - - 4 T T T 5 7 9 11 - - - - - 5 D T T T 5 7 9 11 - - - - 6 D D T T T 5 7 9 11 - - - 7 D D D T T T 5 7 9 11 - - 8 D D D D T T T 5 7 9 11 - 9-13 D D D D D T T T 5 7 9 11 14 D D D D D D T T T 5 7 9 Number – roll higher to turn creatures T – 2d6 HD of creatures are turned D – 2d6 HD of creatures crumble to dust If a turn undead is successful, the referee will roll 2d6 to determine how many hit dice of undead are turned. At least one undead will be turned, even if it exceeds the HD rolled to turn. Once a turn attempt on a creature has been made, the cleric cannot attempt to turn that creature again in that session. Encumbrance and movement: Base Speed is in 5 slots 160/120/90/60/30 feet per turn. Unencumbered Characters go 160 feet per turn. • Dwarves and Halfings move down one slot. • Leather armor drops you one slot • Chain Mail drops you 2 slots. • Plate mail drops you 3 slots. In addition • Speed doubles if you are in an area that does not need mapping. • Speed triples if you are running. • Having more then 600 coin worth of treasure will drop you a slot. • Maximum treasure weight is 1800 coin, if the back and both arms are used. Hirelings: Hirelings are highly recommended. Characters with a Charisma of 15+ can have 3 hirelings. Character with Charisma under 7 can have 1 hireling. All other characters can have 2 hirelings. Most hirelings will start as level zero men at arms. They will ask for 1/2 of a share of the treasure. They are normally armed with a weapon, leather or chain armor, and sometimes a shield. After earning 500 xp, or defeating a monster or doing a great deed the referee may raise the hireling to a 1st level character. Eventually once they reach 1st level they will ask for a full share. You can hire hirelings to also carry stuff and not fight, they will ask for ¼ of a share. Quick rules: • Fall damage is 1d6 per 10 foot of falling. • Most characters have a 1 in six (1 on a d6) chance of finding secret doors. Thieves and Dwarves find them in a 2 in six (1-2 on a d6) chance. • If a starting Magic User cannot afford a 100 page blank spell-book, smaller spell books can be found. Spells Spells are the stuff of magic. By the gods, or deep research in things that ought not be known, the spell caster learns how to channel arcane (magic users, elves), or divine (cleric) energies for their bidding. Clerics cannot cast arcane magic, and magic users and elves cannot cast clerical spells. (Note: referee is always right). Most clerics can only do 5th level spells, clerics with a WIS of 15+ can do 6th level spells once they gain the needed level. Clerics with a WIS of below 7 can only do 4th level spells. Most Magic users can only do 6th level spells. Magic Users with a INT of 15+ can do 7th level spells once they gain needed levels. Magic Users with a INT of under 7 can only do 5th level spells.. Gaining spells: Clerical spells come from the gods, and thus they need just pray for them at rest and they will gain the spells as per allowed by their level. Magic Users and Elves rest and memorize spells from spell books. Obtaining Spells (Magic Users and Elves): Magic Users and elves can copy a spell found on a scroll or spell book into their own spell books, which will use up the spell in that spell book or scroll. Spells unable to be cast can be inscribed into a spell book. Memorizing a spell from a spell book does not use up the spell. It takes 1 blank page per spell level to inscribe a spell into a spell book. Magic users and Elves can inscribe a spell from memory into a spell book but will need to rememorize the spell. Spells must be cast from a device (such as a wand), from memory, or from a scroll. Magic scrolls can be read by Magic Users and Elves Clerical scrolls can be read by Clerics Both types of scrolls can be read by thieves of level 10 or greater. There is no rule that prohibits a magic user or elf creating a backup spellbook. Spell Lists: The referee can add any spell that he or she so desires into the game. The following is a basic spell list. Please note that magic is a mysterious thing and your referee will have more exact wording on what each spell does. The Barrows Guide includes optional quick descriptions if the referee does not have access to one of the many spell descriptions that have been produced. Clerical Spells: 1st level spells 1. Cure Light Wounds* 2. Detect Evil 3. Detect Magic 4. Light* 5. Protection from Evil 6. Purify Food and Water 7. Remove Fear* 8. Resist Cold 2nd level spells 1. Bless* 2. Find Traps 3. Know Alignment 4. Hold Person 5. Resist Fire 6. Silence 15' radius 7. Snake Charm 8. Speak with Animal 3rd level spells 1. Continual Light* 2. Cure Disease* 3. Growth of Animals 4. Locate Object 5. Remove Curse* 6. Striking 4th level spells 1. Create Water 2. Cure Serious Wounds * 3. Neutralize Poison 4. Protection/Evil 10' radius 5. Speak with Plants 6. Sticks to Snakes 5th level spells 1. Commune 2. Create Food 3. Dispel Evil 4. Insect Plague 5. Quest* 6. Raise Dead* 6th level spells 1. Animate Objects 2. Create Undead* 3. Find the Path 4. Heal* 5. Word of Recall Magic User and Elf Spells: 1st level spells 1. Charm Person 2. Detect Magic 3. Floating Disc 4. Hold Portal 5. Light* 6. Magic Missile 7. Protection from Evil 8. Read Languages 9. Read Magic 10. Shield 11. Sleep 12. Ventriloquism 2nd level spells 1. Continual Light * 2. Detect Evil 3. Detect Invisible 4. ESP 5. Invisibility 6. Knock 7. Levitate 8. Locate Object 9. Mirror Image 10. Phantasmal Force 11. Web 12. Wizard Lock 3rd level spells 1. Clairvoyance 2. Dispel Magic 3. Fire Ball 4. Fly 5. Haste 6. Hold Person 7. Infravision 8. Invisibility 10'radius 9. Lightning Bolt 10. Protection/Evil 10' radius 11. Protection/Normal Missiles 12. Water Breathing 4th level spells 1. Charm Monster 2. Confusion 3. Dimension Door 4. Growth of Plants 5. Hallucinatory Terrain 6. Massmorph 7. Polymorph Others 8. Polymorph Self 9. Remove Curse * 10. Wall of Fire 11. Wall of Ice 12. Wizard Eye 5th level spells 1. Animate Dead 2. Cloudkill 3. Conjure Elemental 4. Contact Higher Plane 5. Feeblemind 6. Hold Monster 7. Magic Jar 8. Pass-Wall 9. Telekinesis 10. Teleport 11. Transmute Rock to Mud * 12. Wall of Stone 6th level spells 1. Anti-Magic Shell 2. Control Weather 3. Death Spell 4. Disintegrate 5. Geas* 6. Invisible Stalker 7. Lower Water 8. Move Earth 9. Part Water 10. Projected Image 11. Reincarnation 12. Stone to Flesh* 7th level spells 1. Banishment 2. Finger of Death 3. Hold Person, Mass 4. Phase door 5. Plane Shift 6. Prismatic Spray 7. Projected Image 8. Spell Turning *reversible DESIGNATION OF PRODUCT IDENTITY The names Barrows & Wights™, when used in any context, are product identity. The title Barrows & Wights is Product Identity. All logos, and presentation are product identity. DESIGNATION OF OPEN GAME CONTENT All maps, text, tables, and game statistics are open game content, with the exception of text and terms defined above as product identity. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved. 1. 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All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathon Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. System Reference Document Copyright 2000-2003, Wizards of the Coast,Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
textdata/thevault/Barrows & Wights/Barrows & Wights Dungeoneers Guide (final).pdf
ZOM1: ZOMBIE ENCOUNTER VARIATIONS Reason for Zombies Roll 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 ZOM3: MISSING/DAMAGED BODY PARTS 1 2 3 4 5 6 7 8 9 0 top of skull both eyes (-5 “to hit”) one eye (-2 “to hit”) ear ear + eye (same side of face; -2 “to hit”) head (-8 “to hit”) hand arm leg (move:5) both legs (move:2) * 1-in-3 chance zombies are infectious; save vs. poison or become zombie in 1d3 hours unless cured (magically) ** zomies will be clothed/armed and carrying treasure as indicative of their former lives * e.g., former military leaders that might have been turned into zombies along with their subordinate soldiers 10s Digit: Condition 1-10 missing 11-20 hanging 21-30 slashed/shredded 1s Digit: Part of Body Roll on d30 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 — +1 3HD zombie +2 3HD zombies +3 3HD zombies +2 3HD zombies, +1 4HD zombie +3 3HD zombies, +1 4HD zombie ZOM2: NUMBER APPEARING Addt’l High-Level Zombies* Number of Zombies died naturally, but cursed before death to rise after death as zombies died naturally, but cursed by burial location to rise after death as zombies died naturally, but animated after death (intentionally) to rise as zombies sacrificed self (of own free will) to die and rise after death as zombies killed/massacred (intentionally) with goal of turning dead into zombies infected by zombie-creating disease; victims did not die before becoming undead* Background/Description* extended family cursed by different family as result of disagreement/feud military unit/tribal warriors cursed by enemy party of adventurers & henchmen cursed by adversary religious sect cursed by evil cleric victims of epidemic disease (e.g., the plague); 1-in-3 chance=still infectious evil warriors buried in unholy location known to create zombies group interred in standard graveyard/cemetary prone to such events military unit that died in battle and was buried near battlefield in bad place religious cult members buried in known place of pure evil royal + servants in tomb which desecrated location when it was built graveyard/cemetary inhabitants: paupers & peasants graveyard/cemetary inhabitants: freemen (e.g., merchants, traders, farmers) graveyard/cemetary inhabitants: nobles/royals + servants graveyard/cemetary inhabitants: mixed (e.g., peasants & freemen) military unit/tribal warriors that died in battle cult members who commited ritual suicide dishonored soldiers/warriors who committed ritual suicide extended family who committed ritual suicide at insane patriarch’s behest peasants & paupers (paid in gold for sacrifice, left as inheritance for family) slaves (paid in gold for sacrifice, used to buy family’s freedom) extended family living on farm members of specific organization; roll 1d2 [1=public/open; 2=secret society] residents of small village virtuous/good fighters/warriors virtuous/good clerics/priests extended family who died when zombies invaded their homestead guards/patrol members who died fighting zombies village/town/city residents who died during zombie attack religious pilgrims who died when their group was attacked by zombies servants/slaves on estate who died when when home was overrun by zombies “d30 Zombie Encounters”: © 2014, New Big Dragon Games Unlimited d30 Zombie Encounters
textdata/thevault/System neutral/Tables & Charts/Encounters/Horror/AtoZ-d30-ZombieEncounters.pdf
Nom .............................................................................. Occupation ..................................................................... Profession ....................................................................... Personnalité .................................................................... Santé Magie Santé Mentale 18 17 16 15 14 13 12 11 10 09 08 07 06 05 04 03 02 01 00 MORT Blessures: ..................................................................... Protection: ................. Seuil de Blessure: .............. INCONSCIENT 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 FOU 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 Compétences Bureaucratie (10%) …. % Culture artistique ° (10%) …. % ……………………… …. % Langue maternelle° (Edu x5%) ……………………… …. % Langues° (00%) ……………………… …. % ……………………… …. % ……………………… …. % Mythe de Cthulhu (00%) …. % Sciences de la terre° (00%) ……………………... …. % ……………………... …. % ……………………... …. % Sciences de la vie° (00%) ……………………... …. % ……………………... …. % ……………………... …. % Sciences formelles° (00%) ……………………... …. % ……………………... …. % ……………………... …. % Sciences humaines° (00%) ……………………... …. % ……………………... …. % ……………………... …. % Sciences occultes (05%) …. % ……………………… …. % Bricolage (20%) …. % Criminalistique (00%) …. % Hypnose (05%) …. % Médecine (05%) …. % Métier ° (05%) ……………………... …. % ……………………... …. % ……………………... …. % ……………………... …. % Photographie (10%) …. % Pratique artistique ° (05%) ……………………... …. % ……………………... …. % ……………………... …. % Premiers soins (30%) …. % Psychanalyse (00%) …. % Survie (00%) …. % ……………………... …. % Bibliothèque (25%) …. % Discrétion (10%) …. % Dissimulation (15%) …. % Ecouter (25%) …. % Orientation (10%) …. % Pister (10%) …. % Psychologie (05%) …. % Se cacher (10%) …. % Trouver Objet Caché (25%) …. % Vigilance (25%) …. % ……………………... …. % Baratin (05%) …. % Contacts & Ressources (10%) …. % Crédit (15%) …. % Imposture (00%) …. % Interroger (10%) …. % Jeu ° (10%) ……………………... …. % Négociation (05%) …. % Perspicacité (Int x 2%) …. % Persuasion (15%) …. % Savoir-vivre (Edu x 2%) …. % ……………………... …. % Armes à feu° (20%) ……………………... …. % ……………………... …. % Armes blanches° (20%) ……………………... …. % ……………………... …. % Armes exotiques° (00%) ……………………... …. % Artillerie° (15%) ……………………... …. % Athlétisme (15%) …. % Conduite° (20%) ……………………... …. % ……………………... …. % Coprs à corps ° (Dex x 2%) ……………………... …. % ……………………... …. % Equitation (05%) …. % Navigation (00%) …. % Piloter ° (00%) ……………………... …. % Caractéristiques Combat Arme Dégats Portée Note ......................................... ........... .......... ................................ ......................................... ........... .......... ................................ ......................................... ........... .......... ................................ ......................................... ........... .......... ................................ Impact …….. Pieds : 1D6 Poings: 1D3 Tête : 1D4 Niveau de vie ………………. …….. % Cercles d’infl uence: Proche…………………… Opposés…………………… Eloignés…………………. Ennemi…………………… Social FOR APP INT DEX TAI EDU CON POU Prestance Intuition Puissance Agilité Endurance Volonté Corpulence Connaiss° Aplomb: ....... Ouvrages Occultes Carnet de notes Sorts Contacts Nom Attitude Circonstances Scénario ............................................................ ......................................... ........................................................... .......................................... ............................................................ ......................................... ........................................................... .......................................... ............................................................ ......................................... ........................................................... .......................................... ............................................................ ......................................... ........................................................... .......................................... ............................................................ ......................................... ........................................................... .......................................... ............................................................ ......................................... ........................................................... .......................................... Titre Contenu Notes ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. ....................................................... ........................................................................ .................................. Equipement Histoire personnelle .................................... ............. ................... ...................................................................................... ...................................................................................... ...................................................................................... aja aja aja aja aja aja aja aja aj aja aja aja aja aja a el 2 el 2 el 2 el 2 l 2 el 2 el 2 el 22 el 2 el 22 el 2 elel 2 e 2012 012 012 012 012 012 012 012 012 0 2 012 012 0
textdata/thevault/Collections/Jeu de Role Trove/LAppel de Cthulhu/Divers/Aides de Jeu/AdC - Fiches de Perso/AdC - Fiche de Perso classique.pdf
Gregorius21778: The Staff of 13 Woes A Weird Magic Item Version 1.2; written by Kai Pütz (c) 2020 Legal & other stuff Created by: Kai Pütz; (c) 2020 My blog: https://gregorius21778.wordpress.com/ My other titles: at drivethrurpg.com Artwork Background: by Image Portfolio © Louis Porter, Jr. Design; used with permission. Artwork: © 2015 Dean Spencer, used with permission. All rights reserved. The Staff of 13 Woes is the third in a line of Pay-What-You-Want titles that started with The Day of Manifest Misfortune and continued with Dread 13. All of them have been released for and at a Friday the 13th. ...I am really not sure how long I am going to continue with this. After all, at some point I will end up with no neat ideas for a Friday like that. Anyway, this time I have still been able to shake another one out of my sleeve: a weird magic item, with 13 useful powers that all come with a chance for an unfortunate side effect. Enjoy! A long staff, made from dark wood with a shaft about an inch in diameter. The lower tip is encased in a flat copper cap, at the upper one sticks the skull of a young ram. It may be identified as a magic item through the regular means (of the given game world, e.g. the Identify spell) that holds thirteen different spells, that may each be cast once at 6th level, by tapping the ground with the copper cap of the staff three times in quick succession and willing the spell effect to manifest. Those versed in lore or legends may know tales of a warlock of old that created and wielded that staff, and may be aware of some of its effects, and perhaps even have hints about some of the methods of recharging it (see below). Storytellers may be sought out for tales (and thereby, fragments of the lore). The standard procedures will not reveal that each spell may have a detrimental side effect on the one invoking it (unless avoided with a Save vs. Devices). The Thirteen Powers of the Staff Animate Dead: as per the Magic-User spell, but each corpse or skeleton that is to be reanimated must be touched with the ram skull on top off the staff. If the character invoking the effect fails the Save, the created Undead will turn against their “master” after 2d6+1 rounds. Command; as per the Cleric spell, but targets with levels/HD over 5 or an Intelligence over 12 only need to Save vs. Devices (not against Magic). If the character that invokes the effect fails the Save, she will fall under the effect of a Charm in regard to the 13th previously unknown person he or she talks to from now on. Cause Critical Wounds; a per the reverse of the Cleric spell Cure Serious Wounds, but the target of the spell must be touched with the staff within 13 rounds after the invocation. Otherwise, the effect just fades. If the character that invokes the effect fails the Save, the 13th wound she receives from now on will have its damage doubled. Dispel Magic; as per the Magic-User spell. If the character that invokes the effect fails the Save, she may no longer invoke any of the powers of the Staff of 13 Woes. Reduce; as per the reverse of the Magic-User Enlarge spell, but the target of the spell must be touched with the staff within 13 rounds after the invocation. Otherwise, the effect just fades. If the character that invokes the effect fails the Save, she will be Enlarged to thrice the own size after 13 turns, for 13 turns. Extension; as per the Magic-User spell. If the character that invokes the effect fails the Save, she will immediately age by 13 years after 2d6+1 rounds. Faithful Hound; as per the Magic-User spell. If the character that invokes the effect fails the Save, she will be attacked by 2d6+1 suddenly appearing wild wolfhounds after 2d6+1 turns. These wolfhounds are 6th level Phantasmal Forces, as per the same Magic-User spell. Forbiddance; as per the Magic-User spell. This is the only effect of the Staff that has no chance for a negative side effect. Hold Monster; as per the Magic-User spell. If the character that invokes the effect fails the Save, she will come under the effect of a 6th level Hold Person after 2d6+1 turns. Interposing Hand; as per the Magic-User spell. If the character that invokes the effect fails the Save, she comes under the effect of a Ray of Enfeeblement after 2d6+1 turns. Lucubration; as per the Magic-User spell. If the character that invokes the effect fails the Save, she forgets a random spell (and must learn it anew). Protection*, 10´ Radius; as per the Cleric spell. The character may decide if it is a Protection against Evil or a Protection against Lawful. If the character that invokes the effect fails the Save, she must re-roll all successful saving throws once for the next 13 days. Silence, 15´ Radius; as per the Cleric spell. If the character that invokes the effect fails the Save, she will lose the ability to speak or make any other sound with the own voice for 13 days. Why is it the Staff of Woes? Each and every power of the staff may be recharged with a special, ritualized action. Animate Dead: a character must use the staff in the desecration of 13 graves and must use the staff to smash the skull of each of the dead found in the grave. All of this must happen in one night of the new moon. Command; a character must force a total of thirteen clerics to kneel down before him and lick the end of the staff before she knocks them over the head with the tip. All of this must happen within one month. Cause Critical Wounds; a character must forcefully press the end of the staff into the open wound of thirteen different wounded men, each of which must thereafter life for at least another thirteen days. Dispel Magic; a character must force a total of thirteen Magic-Users to kneel down before her and lick the end of the staff before she knocks them over the head with the tip. All of this must happen within one month. Reduce; a character must smash thirteen shrunken heads with the tip of the staff. This must be done within one month. Extension; a character must have thirteen different characters willingly sacrifice a year of their life to the staff (by touching the tip with the palm of the left hand, and claiming loudly to do so). She may bribe or pay them, trick or fool them, but must not force them. Faithful Hound; a character must sacrifice a child no older than 13 years by throwing it into a pit of hungry dogs, and must have each of the dogs lick the ram skull afterwards. Forbiddance; a character with the staff must destroy a being brought forth by the Summoning spell. The being must not be under a Magic-User´s control. Hold Monster; a character must use the staff to beat a monster to death that is bound in chains. It must be a monster, not a mere mundane beast. Interposing Hand; a character that carries the staff must have thirteen different people prostrate themselves before her, all at the same time. They must not do this willingly. Lucubration; this effect will replenish itself after all other effects have been restored. Protection*, 10´ Radius; a character must use the staff to desecrate 13 altars (good or evil). Silence, 15´ Radius; a character that keeps the staff must not speak for thirteen days. At the start of dawn of the coming day, she must press a raw, freshly removed human tongue to the ground with the tip of the staff, till noon. 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textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/The Staff of 13 Woes (LotFP).pdf
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textdata/thevault/Living Greyhawk/Modules/County of Urnst/592/Normal Scenarios/URC2-04 - Nimars' Secret (APL 4-8)/URC2-04 - Nimar's Secret cert.pdf
Home - 17 Involuntary Encounter - 83 (1-3) Yes Involuntary Table (83) (1-2) Job - 94 (3 – 4) Confrontation -86 (5-6) Burglary – 17 (4-6) No Area - 62 Arrest (84) Chillin’ (85) Confrontation (86) Robbery (93) Gaming House (89) Raid (92) Travel Encounter - 83 Arrive PEF & Law Level - 62 Voluntary Encounter - 82 (1) Yes ( 2–6) No Resolve PEFs - 105 No Yes Third Encounter? Yes No Go to Flow Chart #2 URBAN RENEWAL MONTHLY FLOW CHART #1 START URBAN RENEWAL MONTHLY FLOW CHART #2 START PEF & Law Level - 62 Contact - 105 Return to Arrive on Flow Chart #1 NPC How Many - 79 Who Are They/NPC Lists - 106 Opposed Challenge 112 What Circle - 13 Resolve and note NPCs Last PEF? No Yes Go to Target Building - 51 Defining Moment Resolve PEF Found Target No Yes Opposed Challenge 112 Resolve and note then leave building and Area
textdata/thevault/Two Hour Wargames (THW)/5150/New Beginnings/5150 New Beginnings - Urban Renewal Flow Chart.pdf
One Bling to Rule Them All Scaling Magic Items Interjection Games Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Table of Contents Introduction 1 How the System Works 1 How the System Fits 3 Scalar Abilities Level 1 Abilities 4 Level 5 Abilities 6 Level 10 Abilities 9 Level 15 Abilities 11 Level 20 Abilities 14 i One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Introduction Magic items are weird. Though the simplest of magic weapons are priced beyond the means of most well­to­ artisans who drive the engine of the mundane economy, those who can afford magic items run into what is effectively a disposable economy within the larger subsistence economy of the game world. Weapons and equipment are to be used until something better is found in a tomb somewhere, the old equipment subsequently dumped on some merchant in a small village whose yearly corn exports down the river net less gold than this single item is worth. Certainly, it's just a game and realism needs to fall by the wayside to allow systems to be fun, but, as with all systems that present opportunities for creative expression through worldbuilding, those creating the world should have plenty of options at their disposal. After all, though the seams are unavoidable, it is a gamer's privilege to have the ability to put those seams between systems exactly where he wants them. One Bling to Rule Them All ­ Scaling Magic Items introduces scalars, a new kind of magic item that levels as its wearer does. Though compatible with all campaigns with a reduction of the wealth by level curve, scalars lend themselves readily to high­powered games that rely on epic scale for their feel. Given the scaling nature of the abilities present on a scalar, they tend to feel less like magic items and more like extensions of a character's basic concept or class. How the System Works ­ Attunement, Detection, and "Hacking" Throughout a campaign utilizing the content of One Bling to Rule Them All ­ Scaling Magic Items are a number of strange and unusual items known as scalars. The design philosophy of scalars focuses on the potential of its wearer rather than the potential of its creator, thus allowing the item to increase in power as its wearer does. As such, most scalars tend to feel quite unlike the magic items that adventurers are used to; indeed, a scalar typically ends up feeling more like an extension of the adventurer's own capabilities than just another piece of gear. The functionality of scalars necessitates a deep connection between the item and the wearer it has taken on as its master. This is made much easier if the scalar is in constant physical contact with that master. To reflect this, though scalars come in various shapes and sizes, they all take up a body slot. Scalar weapons, scalar shields, and slotless scalars simply cannot exist. Though scalars detect as magical just like any other magic item, their alien design philosophy results in some fairly interesting behavior when put under the scrutiny of detect magic, analyze dweomer, and similar spells. First and foremost, since scalars are designed to adapt to whoever they take on as a master, they detect as being of all schools of magic at once. Further, due to their design being focused on the wearer's potential rather than the creator's power, the caster level of a scalar is equal to the hit dice of its master, max CL 20. This, in turn, influences the strength of its magical aura. A scalar without a master has a caster level of 1st and detects as a faint aura. Analyze dweomer and identify can properly determine whether or not a magic item is a scalar, reporting back whether or not it has a master. If the scalar does have a master, it also reports all of the scalar's abilities and how many ranks, ranks being what the master invests in his scalar to customize it, are invested in each of those abilities. Scalars take on a single master in a process known as attunement, and stubbornly maintain this allegiance even when separated from that master for a fairly extended period of time. An attuned scalar will refuse to take on a new master until a period of one month has passed since its master touched it last. Note this simply has to be a touch. The merest brush of the master's fingers is enough to sustain its loyalty. While separated from the master, an attuned scalar retains all of its abilities and rank investment, as well as its caster level based on the master's hit dice. A DC 20 + the scalar's caster level Use Magic Device check can fool the scalar into believing that somebody who isn't the master is, in fact, the master, granting that individual access to all of the scalar's abilities. Scalars tend to be very familiar with their masters. To reflect this, an individual who is using a scalar to which he is not attuned must continue to make Use Magic Device checks every hour to continue tricking the scalar. The DC of this Use Magic Device check increases by a cumulative +1 every hour and only resets back to its base value after not being used for 24 hours. This cumulative increase to the Use Magic Device DC applies to all individuals who try to trick the scalar and is not specific to each user. For example, a scalar with a caster level of 10th has a Use Magic Device DC of 30. If somebody tricks the scalar for 3 hours, then passes it to one of his allies, the ally must make a DC 33 Use Magic Device check to continue tricking the scalar. On a failed Use Magic Device check, the scalar realizes its current user is not the master, panics, and shuts down for 24 hours, refusing to respond to anyone, even the legitimate master, who it currently views with suspicion and more than a little anger. Attuning a scalar to a new master is a fairly simple enterprise once that scalar has given up on its previous master. To qualify, an individual must be sentient, meaning he must possess an Intelligence score of 3 or higher, and he must not already be attuned to another scalar. Scalars are built with rudimentary sentience of their own, jealousy being one of their most developed emotions. If a scalar senses that the individual is linked to another scalar, it refuses to attune because it doesn't want to share. Amusingly, scalars are totally incapable of detecting their own attunement link. This is a feature; the link is so powerful that it would effectively "blind" the scalar to its master's presence even if the master were wearing it, leading to a sad and lonely magic item that eventually gives up and breaks attunement. It is this workaround in the scalar's design that individuals exploit when masquerading as the master using Use Magic Device checks. 1 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games To claim an unattuned scalar, all an individual need do is put the scalar on and keep it on nonstop for a period of one week. Taking the scalar off or taking Intelligence damage until the prospective master no longer counts as sentient interrupts the process, forcing it to start all over. During this time, the scalar, a clingy little creeper like the whole lot of them, gets to know the individual that put it on. Scalars do not have any senses in the classical sense; when a scalar gets to know somebody, it looks straight to the soul, learning that individual's hopes and dreams, how that individual acts in various situations, and how that individual goes about resolving those situations. At the end of this introductory week, the scalar reconfigures itself to a state that is most useful to its new master, sets its caster level equal to the hit dice of the master, and is considered attuned. How the System Works ­ Ability Generation When a scalar attunes itself to a new master, it selects a number of abilities that it believes its master will find useful. As this process is performed independently of the master, and is finished before the scalar even thinks of that individual as its master, the selection of abilities should be performed by the Game Master rather than by the player of the character that will be using the item. When selecting abilities for a new scalar, use the following guidelines unless you have guidelines of your own ready to go. You are Rule 0, after all! A scalar should include the following abilities. • 2 abilities from Section: Level 1 Abilities • 2 abilities from Section: Level 5 Abilities • 2 abilities from Section: Level 10 Abilities • 1 ability from Section: Level 15 Abilities • 1 ability from Section: Level 20 Abilities Each ability has a listed "type". Two abilities from the same level bracket should have different types, with the possible exception of two utility abilities for pure support characters. All of these abilities should not be chosen at once. Instead, all abilities for which the master qualifies, as well as the abilities in the next tier toward which he is progressing, should be selected. The rest should be left undefined to allow that character to develop without worrying about whether or not his scalar capstone will be useful or not. For example, a 7th level character who is just now attuning to his scalar should have his level 1, level 5, and level 10 abilities assigned to him. Once he reaches 10th level, his level 15 ability should be assigned, and once he reaches 15th level, his level 20 ability should be assigned. How the System Works ­ Ranks Once a newly­attuned scalar has had its abilities generated, it is ready for use by the new master. Scalars offer another axis of freedom in the form of ranks, or points that the master can assign to the scalar's various abilities to customize it to his exacting specifications. When newly­attuned to a scalar, the master is granted ranks equal to his hit dice, maximum 20, all of which he must immediately invest in abilities. This makes a scalar part of the level­up process, as when the master gains a hit die, he also gains a rank to immediately invest. Once a rank is invested in an ability, it cannot be reassigned. Abilities grant no benefit whatsoever until a rank is invested in it. As such, items that grant a flat bonus, plus a bonus per rank, do not grant that flat bonus at all until the first rank is invested in that ability. The listings for the various scalar abilities contain a line item labeled "Ranks to Unlock", followed by a number. The master must invest at least that many ranks in other abilities in order to invest ranks in an ability that has a non­zero ranks to unlock. For example, suppose there is an ability that requires 4 ranks to unlock. In order to put ranks into this ability, the master must have at least four ranks invested in all of the other abilities present on the scalar. This forces investment in lower­level abilities by approximating the leveling process even if the scalar is acquired late in the master's career. How the System Works ­ Ability Use and Recharge Once a scalar has been attuned, its abilities selected, and ranks invested in these abilities, it can finally be used by its master. Scalar abilities cover a wide range of mechanics and are, therefore, quite freeform. Abilities that do not refer to a limited number of uses per day or an activation time are considered to be constant effects. Unlike typical magic items, activating a scalar only provokes attacks of opportunity if that specific ability says it does. Further, rather than the hard­coded activation time of typical magic items, each activated ability states its own activation time. In this way, the most complex rules of scalars are locked away in the abilities, allowing for unhindered modular growth by enterprising Game Masters who want to took up their own new abilities. Abilities with a limited number of uses per day replenish themselves once per day. For ease of use, it's recommended to make this coincide with waking up or the party preparing spells for the day. No rest of any sort is necessary for a scalar to replenish its daily uses; the scalar is the thing doing the recharging, not the master. 2 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games How the System Works ­ Wealth by Level Adjustment The content of One Bling to Rule Them All ­ Scaling Magic Items is best used in high­powered games that can afford to make the player characters even more powerful by adding new and interesting features to them at no cost to their wealth by level. This is because players tend to glare at anything, no matter how awesome, if it gets in the way of other goals that they have, particularly equipment. For those who wish to balance their scalars in a standard campaign, a reduction in treasure acquisition of about 25% is recommended. See Table: Scalar Wealth by Level Adjustment for a level­by­level summary. How the System Fits The inclusion of scalars in a campaign opens a door to many questions. 1: What is the origin of scalars? As scalars are a fairly alien type of magic item whose mathematics have the capacity to break a campaign if allowed to run rampant, their construction should also be alien to lend an air of mystique to them, as well as to make it impossible for the party crafter to produce them. Origin ­ Self­replicating masterworks All scalars can trace themselves back to a single item created by one of the greatest archmages of all time. Much like the scalars of today, the original was made to grow in power along with its wearer, a feature that required all of the considerable knowledge and power of its builder to make a reality. When nearing completion, the archmage realized that he had spent years of his life building this single item. Building another, then another, would simply be too inefficient. Instead, he imbued the first scalar with the ability to slowly pull energy from its host, resulting in the spontaneous generation of a copy once enough had been collected. Today, several hundred scalars exist throughout the world, with another being generated every year or so. Origin ­ Ritual magic Scalars' ability to conform to the master and express its power as a function of the master's mind hints at a wealth of experiences that have been recorded into the scalar itself. These experiences have to come from somewhere, and the easiest way to gather these experiences is to bring together a diverse range of individuals and create the item through the use of ritual magic. The logistics of bringing together such a crew is daunting, and the material foci necessary to do ritual magic of this sort is prohibitively expensive, making the creation of scalars a domain of those institutions with both money and a diverse population, namely arcane universities and other like institutions. Origin ­ Immortal Manufacturers If ritual magic is not possible, then the next best way to produce scalars is to be a being who has seen too much. With the knowledge of many lifetimes under his belt, an immortal of sufficient age does not need ritual magic to produce a scalar, as he has everything needed by the scalar inside his own skull. Origin ­ Otherworldly Who says a scalar has to be an earthly construct at all? Perhaps beings from other worlds have different ways of doing magic, and it just so happens that a few rings, necklaces, and so on have found their way to this small corner of the universe whenever they come to pay a visit, whether for business, pleasure, or attempted conquest. 3 Table: Scalar Wealth by Level Adjustment One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games 2: What is the availability of scalars? The availability of scalars is directly related to how they enter the game world. If they are of finite, or incredibly slowly growing, supply, then they can be expected to be in the hands of wealthy individuals who know they are special, namely turf­chewing villains, archmagi, high priests, guildmasters with high UMD or genre­savviness, as well as still locked away in particularly nasty adventure locations. If scalars are being regularly produced and are seen as an intellectual curiosity more than anything, such as the aforementioned production via ritual magic, then the possibility of finding one on the open market very rarely becomes a real possibility. This is particularly true if a newly­minted wizard wants to kickstart his career with some capital. 3: What is the legality of scalars? As scalars are fairly different magic items, those who know how magic works can be have fairly violent kneejerk reactions regarding their use. Their capabilities are, by definition, limitless, and that is very unsettling indeed. Settlements wherein spellcasters are in charge, whether they be magocratic or theocratic, may very well have laws against the use of scalars. Alternatively, a settlement whose leader has an advisor of the magic­using type may also feature this sort of edict. Scalar Abilities Level 1 Abilities Arcane Bulwark Type: Defensive Ranks to Unlock: 0 The scalar rapidly spews magical energy of each of the schools, which helps to nullify and confound magic thrown in your general direction. You have spell resistance equal to 5 + the number of ranks invested in this ability. Corpsewaker Type: Utility Ranks to Unlock: 0 The scalar acts as an extension of your own mind, allowing you to assert your will in a more efficient manner. The number of HD of undead that you can command at once is increased by +1 HD per ranks invested in this ability. Dampening Wards Type: Defensive Ranks to Unlock: 0 No scalar wishes harm to come to its master. Choose acid, cold, electric, fire, or sonic when you invest your first rank into this ability. You have resistance to the chosen energy type equal to the number of ranks invested in this ability. Further, you have resistance to all of the energy types you did not choose equal to 1/2 the number of ranks invested in this ability, rounded down. Dilettante's Embrace Type: Utility Ranks to Unlock: 0 Jealousy. The scalar felt it. Whenever you invest a rank into this ability, choose a 0th­level spell. You may cast each spell chosen in this fashion once per day. At every 5th rank, you may choose a 1st­level spell instead of a 0th­ level spell. You may select a spell multiple times; if you do, the number of times you can cast the spell increases by +1. The caster level of spells cast using this ability is equal to the number of ranks invested in the ability. Dragon's Breath Type: Offensive Ranks to Unlock: 0 Awe, and perhaps a bit of fear, these are the emotions you feel when you think of dragons. Your scalar felt it, and found that these feelings had merit. Choose acid, cold, electric, or fire when you invest your first rank in this ability. You gain the supernatural ability to use a breath weapon as a standard action, dealing 1d4 points of damage of the chosen energy type per rank invested in this ability in a 15­foot cone with a DC 10 + the number of ranks invested in this ability Reflex save for half damage. This breath weapon can be used once every 1d4 hours. Once 10 ranks have been invested in this ability, the size of the cone increases to 30 feet. Once 15 ranks have been invested in this ability, the damage per rank invested in this ability increases to 1d6. Once 20 ranks have been invested in this ability, the damage per rank invested in this ability increases to 1d8. Dragon's Maw Type: Offensive Ranks to Unlock: 0 Awe, and perhaps a bit of fear, these are the emotions you feel when you think of dragons. Your scalar felt it, and found that these feelings had merit. Choose acid, cold, electric, or fire when you invest your first rank in this ability. You gain the supernatural ability to use a breath weapon as a standard action, dealing 1d6 points of damage of the chosen energy type per rank invested in this ability in a 20­foot line with a DC 10 + the number of ranks invested in this ability Reflex save for half damage. This breath weapon can be used once every 1d4 hours. Once 10 ranks have been invested in this ability, the size of the line increases to 40 feet. Once 15 ranks have been invested in this ability, the damage per rank invested in this ability increases to 1d8. Once 20 ranks have been invested in this ability, the size of the line increases to 60 feet. 4 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Elemental Leavings Type: Offensive Ranks to Unlock: 0 Your scalar caught you thinking about your weapons quite often. Choose corrosive, flaming, frost, or shock when you invest your first rank in this ability. As a swift action, you grant a single weapon you are wielding the chosen weapon special ability for 1 round. This ability may be used once per day per rank invested in it. Energetic Touch Type: Offensive Ranks to Unlock: 0 Your scalar understands your anger and wishes to give you closure. Choose cold, electric, or fire when you invest your first rank into this ability. The scalar has a pool of charge points equal to the number of ranks invested in this ability. As a standard action, you may expend one or more charge points to make a melee touch attack, blasting the touched creature for 1d6 points of energy damage of the chosen type + an additional 1d6 points of energy damage per charge point expended. The charge point pool replenishes itself daily. Exemplar's Touch Type: Utility Ranks to Unlock: 0 Whether you sneak, build, break, or speak, your scalar wants to help you be the best you can be. Choose a class skill when you invest your first rank into this ability. You have a competence bonus to the chosen skill equal to the number of ranks invested in this ability. Greased Lightning Type: Utility Ranks to Unlock: 0 Speed is a virtue all its own. Once per day when rolling for initiative, you may grant yourself an insight bonus to that initiative roll equal to the number of ranks invested in this ability. In addition, your base land speed is increased by +5 feet for every five ranks in this ability. The Indigestible Type: Defensive Ranks to Unlock: 0 The scalar depicts a number of farmers harvesting corn. You have resistance to digestive acid equal to half the number of ranks invested in this ability, as well as damage reduction against the grinding effects of a creature's stomach or gizzard equal to 1 + 1 for every two ranks invested in this ability beyond the first. These bonuses stack with other sources of resistance and damage reduction. Metalline Coating Type: Offensive Ranks to Unlock: 0 While attuning to you, your scalar caught you worrying about cold iron, silver, and adamantine a great deal. As a swift action, name a metal. Ammunition you throw or fire ignores 1 point of damage reduction per rank invested in this ability if that damage reduction can be bypassed by physical attacks made with a weapon made of the named metal. Momentary Clarity Type: Offensive Ranks to Unlock: 0 Your scalar sees much potential, if only you would focus! As a swift action, you grant your next single attack roll (if it is made before the end of the next round) an insight bonus equal to the number of ranks invested in this ability. This ability may be used three times per day. Pack Mule Type: Utility Ranks to Unlock: 0 Some individuals simply end up being the pack mule of an adventuring party. Your light load is increased by 15 pounds, your medium load by 30 pounds, and your heavy load by 45 pounds for each rank invested in this ability. Personal Magnitude Manipulator Type: Offensive Ranks to Unlock: 0 Size matters, but which end of the spectrum is better depends on the situation at hand. You gain the ability to grow one size category, as the enlarge person spell, or shrink one size category, as the reduce person spell, for 1 round as a swift action. This can be done a number of times per day equal to the number of ranks invested in this ability. 5 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Potential Reservoir Type: Utility Ranks to Unlock: 0 Complicated arcane geometry grants the scalar a pool of potential points equal to the number of ranks invested in this ability. You may expend a potential point to use a class feature with a daily limit measured in rounds of use, such as a barbarian's rage or a bard's bardic performance, for 1 round without using duration from its pool. Similarly, you may expend 2 potential points to use a class feature with a point pool or number of daily uses equal to 1/2 class level + a certain ability modifier or class level + a certain ability score modifier, such as a monk's ki pool, a paladin's lay on hands, an edgewalker's radiance and shadow pools, or an herbalist's green thumb pool, without expending a daily use of the ability. Finally, you may expend 3 potential points to use a class feature with a number of daily uses equal to 3 + a certain ability modifier, such as a cleric's channel energy or various domain and sorcerer bloodline abilities, without expending a daily use of the ability. The potential pool replenishes itself each morning. If using potential points to pay for an ability that uses multiple class feature points or uses, multiply the potential point cost by how many uses of the class feature the ability costs. For example, a paladin can channel energy for 4 potential points, or twice the amount it costs to power a lay on hands, while an edgewalker can use an ability that requires 3 shadow points requires 6 potential points. Targeted Shielding Type: Defensive Ranks to Unlock: 0 Your scalar is possessed of an overwhelming desire to keep you safe. Plates of force energy cover vulnerable portions of your body, granting you an armor bonus to AC equal to one half the number of ranks invested in this ability. Further, when you are critically hit by a physical attack, you have a 5% chance per rank invested in this ability to reduce the critical multiplier of that attack by ­1. When you are dealt precision damage, you have a 5% chance per rank invested in this ability to reduce that damage by half. Transmutative Inlay Type: Offensive Ranks to Unlock: 0 A series of decorations focuses transmutative power on your person. As a move action, a weapon you are wielding transforms into a weapon of the same general heft for 1 round. That is to say, a light weapon transforms into another light weapon, a one­handed weapon transforms into another one­handed weapon, and a two­handed weapon transforms into another two­handed weapon. You are proficient with the weapon as though it had never transformed in the first place, though feats and abilities that modify specific weapon types treat the weapon as what it has become. You can use this ability a number of times per day equal to the number of ranks invested in this ability. Vital Surge Type: Defensive Ranks to Unlock: 0 A live master is a master that can share its experiences with the scalar. Your maximum hit points is increased by an amount equal to the number of ranks invested in this ability. Once you have invested five ranks, you can grant yourself temporary hit points equal to 5 + the number of ranks invested in this ability as a swift action once per day. This ability may be used an additional time per day at nine ranks and every four ranks beyond nine. These temporary hit points last for 1 minute. Whistling Winds Type: Defensive Ranks to Unlock: 0 A whistling wind surrounds your body. Mundane ranged attacks made against you have a miss chance equal to 5% times the number of ranks invested in this ability, max 50%, as periodic gusts wrapped tightly around you push them out of alignment. Exceptional ranged attacks, such as a thrown boulder, are unaffected. Level 5 Abilities Alchemical Ammunition Type: Offensive Ranks to Unlock: 4 Hollow arrowheads, shuriken, and waxy globules filled with strange substances dangle from the scalar like oversized charms on a bracelet. They pull away with a pop, only to be slowly replaced over the course of a day or so. The scalar has a number of alchemical points equal to the number of ranks invested in this ability. Each morning, you can spend an hour producing special alchemical arrows, bolts, shuriken, and other ammunition. Ammunition produced with this ability is considered masterwork and can be affected by spells that add temporary bonuses to ammunition; however, given a unit of alchemical ammunition detonates on hit, it cannot be given the returning weapon special ability. At three ranks invested, ammunition made with this ability gains a +1 enhancement bonus. At six ranks invested and every three ranks invested thereafter, this enhancement bonus increases by +1, to a maximum of a +5 enhancement bonus at 15 ranks invested. You can spend 1 alchemical point to produce a unit of ammunition filled with acid, alchemist's fire, or any similar "thrown splash weapon" alchemical good that is available in your campaign setting. You can also spend 2 alchemical points to produce a unit of ammunition that is filled with smokestick or thunderstone, or 3 alchemical points to produce a unit of ammunition that is filled with tanglefoot bag. When a unit of alchemical ammunition strikes a target, it shatters, affecting the target with the compound with which it is filled as though it were a direct hit. Acid, alchemist's fire, and other similar flask alchemical goods deal splash damage despite the small size of the ammunition thrown or fired. Whenever you produce a new batch of alchemical ammunition, any remainder of the old batch becomes inert and useless, including the loss of its enhancement bonus. 6 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Aquatic Etchings Type: Utility Ranks to Unlock: 4 The scalar is decorated with images of fish, mermaids, waves, a desert island, and other aquatic scenery. You gain a competence bonus to Swim checks equal to the number of ranks invested in this ability. Once you have invested five ranks, you gain a swim speed equal to your base land speed. Once you have invested 10 ranks, you gain the ability to breathe underwater as the water breathing spell. Once you have invested 15 ranks, you gain a +3 dodge bonus to AC whenever you are swimming. Boomeranger Type: Offensive Ranks to Unlock: 4 As it was attuning to you, the scalar found you thinking of fancy units of ammunition and how horrible it is to lose them after a single shot. As a swift action, you grant the next unit of ammunition you throw or fire this round the returning weapon special ability. This ability can be used a number of times per day equal to the number of ranks invested in it. Dimension Hop Type: Utility Ranks to Unlock: 4 Escape keeps the master alive. As a move action, you slip sideways between worlds for a distance of 10 feet, as the dimension door spell. This ability may be used once per day per rank invested in it. Dwarven Engraving Type: Utility Ranks to Unlock: 4 This scalar is of the finest craftsdwarfship and depicts the total annihilation of a dwarven holding by a sudden explosion of the cat population, totally random edicts by the local lord, and a failed civic works project that involved building the holding around a giant cannon. You gain a competence bonus to Profession (miner) checks and Appraise checks made to value gems equal to the number of ranks invested in this ability. Once you have invested three ranks, you gain a burrow speed of 5 feet per round. Every three ranks invested beyond the third, your burrow speed increases by +5 feet, to a maximum of 25 feet per round at fifteen ranks invested. Expert Repairman Type: Utility Ranks to Unlock: 4 While some engineers pore over blueprints for hours to make repairs, a few swift smacks with a wrench or hammer does the trick with you. As a standard action, you can whack a construct in a square you threaten with a bludgeoning weapon, repairing it for 1d8 + the number of ranks invested in this ability points of damage. Once affected by this ability, a construct cannot be affected by it again for 24 hours. Grease Slick Type: Offensive Ranks to Unlock: 4 As a move action, the scalar oozes a slippery grease down your body and onto the ground. Until the beginning of your next turn, you leave a slippery film in all squares you move through, as the grease spell. This grease lasts for 1 minute before vanishing as suddenly as it appeared. This ability can be used once per day per rank invested in it. Hextouched Type: Offensive Ranks to Unlock: 4 Anyone can curse another with the right help. When you invest your first rank in this ability, choose a hex for which a 1st­level witch qualifies. You gain the ability to use this hex as a witch whose class level is equal to the number of ranks invested in this ability. Hunter's Feast Type: Utility Ranks to Unlock: 4 The scalar speaks to your love of good food, granting you the ability to make beasts you kill extra delicious once cooked. If an animal, dragon, magical beast, or vermin that has been damaged by you in the last minute dies, you can cook it to feed the masses, granting the effects of the heroism spell, plus a +2 morale bonus to damage rolls, for 10 minutes per rank invested in this ability. Once ten ranks have been invested, those fed are instead granted the effects of the greater heroism spell, plus a +4 morale bonus to damage rolls. The size of the beast determines how long it takes to cook, as well as how many people it can feed. The cooking process must begin within 8 hours of the kill to gain the benefits of this ability and all cooking must be done by you personally. Similarly, the meat must be consumed within 1 hour of cooking to gain the benefits of this ability. 7 Table: Hunter's Feast Cooking Time and Number Fed by Size One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Lightened Load Type: Utility Ranks to Unlock: 4 Your scalar has caught you looking at birds with something like jealousy in your mind. You gain the ability to fly, as the spell, for 1 minute per rank invested in this ability per day. This time need not be spent in consecutive minutes, but must be spent in 1­minute increments. Like a Whisper Type: Utility Ranks to Unlock: 4 Sometimes, you wish you could just disappear. The scalar provides. You gain the ability to turn invisible, as the invisibility spell, for 2 rounds per rank invested in this ability per day. This time need not be spent all at once, but must be spent in 2­round increments. Passive Preparations Type: Utility Ranks to Unlock: 4 The creator of this scalar must have been a packrat. As a standard action, you can grab hold of the item and pull out a mundane item worth 2 gp or less. This item lasts for 10 minutes before vanishing and cannot be sold. This ability may be used a number of times per day equal to the number of ranks invested in it. Precognizant Precision Type: Offensive Ranks to Unlock: 4 Just as scalars manipulate fate to keep their masters alive, they manipulate fate to crush the master's enemies. You gain a very vague impression of the immediate future, giving you the ability to reroll your weapon damage rolls a number of times per day equal to the number of ranks invested in this ability. A reroll cannot itself be rerolled. Rapid Enhancement Type: Utility Ranks to Unlock: 4 You like to make things. Your magic item crafting rate increases by 50 gp per eight hours' work, the same as a standard full day's work, for each rank invested in this ability. For example, investing one rank into this ability increases your magic item crafting rate to 1,050 gp per eight hours' work, five ranks to 1,250 gp, and ten ranks to 1,500 gp. Revelationary Type: Offensive Ranks to Unlock: 4 Scalars contain answers to many mysteries. When you invest your first rank in this ability, choose a revelation for which a 1st­level oracle qualifies. You gain the ability to use this revelation as an oracle whose class level is equal to the number of ranks invested in this ability. This ability cannot be used to select revelations that are only available to oracle archetypes. Screaming Arc Type: Offensive Ranks to Unlock: 4 When you invest your first rank in this ability, you gain the ability to swing a melee weapon in a wide arc as a standard action, creating a 15­foot cone of raw physical energy. Roll to hit all creatures in this cone as if attacking the enemy with your weapon. This ability deals damage of the appropriate physical damage type equal to the base damage of the weapon + 1/2 your Strength modifier + the weapon's enhancement modifier + the number of ranks invested in the ability. This ability can be used once per day, plus an additional time per day for every three ranks invested in the ability. Snakes on a Plane Type: Utility Ranks to Unlock: 4 Though unhappy about the idea that it doesn't count, the scalar recognizes the fact that you just want a friend. When you invest your first rank in this ability, you gain a small viper as an animal companion as if you were a druid whose class level is equal to the number of ranks invested in this ability. If the viper dies, you may replace it in the same manner as does a druid, but you cannot dismiss your companions at will as does a druid. If you have the Leadership feat, the viper becomes your cohort and you treat your effective druid level as though it were +5 higher. Spider Whisperer Type: Utility Ranks to Unlock: 4 You learn the language of the vermin of the world and gain the ability to train vermin using the Handle Animal skill as though they had an Intelligence of 1. By extension, vermin you train can learn tricks as though they had an Intelligence of 1. Once you have invested three ranks, all animals you train know one additional trick beyond the number their Intelligence would otherwise dictate. Every three ranks invested beyond the third, all animals you train know another additional trick, to a maximum of five additional tricks at fifteen ranks invested. When training an animal, you may choose to forego teaching the animal these additional tricks in order to increase the animal's maximum hit points by an amount equal to twice the number of tricks additional tricks you are foregoing. Superior Summons Type: Offensive Ranks to Unlock: 4 A scalar cannot plan for every contingency, but helping a summoner help himself is the next best thing. Creatures you summon have +1 maximum hit point per rank invested in this ability. For every five ranks invested in this ability, creatures you summon have a +1 luck bonus to AC and saves. 8 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Team Builder Type: Utility Ranks to Unlock: 4 Team building is a specialty of an individual wearing this scalar. As a swift action, you treat an ally in a square you threaten as though he has a single teamwork feat you have for 1 round. This ability can be used a number of times per day equal to the number of ranks invested in this ability. Toxic Love Type: Offensive Ranks to Unlock: 4 A hollowed­out gem adorns the scalar. When you invest your first rank in this ability, this gem slowly fills with a toxic substance. Once per day as a standard action that provokes attacks of opportunity, you can apply a dose of this poison to a weapon. Given the nature of the gem's construction, there is no risk of accidental poisoning. Once removed from the hollow gem, the poison denatures and becomes useless in 10 minutes. Each round, the poison deals 1d6 points of damage, as well as 1 point of Constitution damage, with a DC 10 + your ranks in this ability Fortitude save to negate the Constitution damage. The poison lasts for rounds equal to the number of ranks in this ability or until the victim makes two consecutive Fortitude saves, whichever comes first. Level 10 Abilities Author of Moments Type: Utility Ranks to Unlock: 9 Whenever you fail an attack roll or skill check, you may use this scalar as an immediate action, granting you a +1d4 competence bonus to that roll retroactively. If the bonus is enough to turn the failure into a success, the roll succeeds. This ability may be used once per day per rank invested in it. Barbarian Trapfinding Type: Defensive Ranks to Unlock: 9 Some find traps with skill and disable them with cunning. Others use their faces. Whenever you trigger a trap, you gain DR X/­ against physical damage dealt by traps for 1 round, where X is the number of ranks invested in this ability. This bonus stacks with other forms of damage reduction. Curiosity (Arcane, Divine) Type: Utility Ranks to Unlock: 9 Though it may kill felines, curiosity tends to save the lives of wizards. Some say the profession itself selects for insufferability. The cost to research new spells is decreased by 5% for each rank invested in this ability. Daredevil's Helper Type: Defensive Ranks to Unlock: 9 When you invest your first rank in this ability, choose acid, cold, electric, fire, or sonic. You gain a +1 luck bonus to saves against spells of that type and abilities that deal damage of that energy type. Each time you invest a rank in this ability, choose an unselected energy type. Upon investing your sixth rank, at which point this ability already grants you a +1 luck bonus to saves against all of the aforementioned energy types, you may select an energy type against which this ability grants you a +1 luck bonus to saves. It now grants you a +2 luck bonus instead. Destiny Type: Defensive Ranks to Unlock: 9 There is no escaping your destiny! Once per day as an immediate action, you gain a luck bonus equal to the number of ranks invested in this ability to your next d20 roll. Dramatic Comeback Type: Defensive Ranks to Unlock: 9 Every now and then, a scalar comes across a master who wants to be surprised, wants to be against the odds for the drama of it all, then wants to triumph against the odds. Made in a fairly utilitarian fashion, the scalar doesn't quite get the allure of it all, but is happy to accommodate. Whenever you roll for initiative in a surprise round or immediately following a surprise round, you add the number of ranks invested in this ability to your initiative roll. Friend of Oozes Type: Utility Ranks to Unlock: 9 Your scalar would rather not ask. You may use the Bluff, Diplomacy, and Intimidate skills on oozes as though they were not mindless and you shared a language with them. You also receive a competence bonus to Bluff, Diplomacy, and Intimidate checks equal to your ranks invested in this ability when using them to interact with an ooze. Harmony of Shifting Flesh Type: Defensive Ranks to Unlock: 9 Scalars understand the desire to change forms. Whenever you use the wild shape class feature, you are healed for 2 points of damage per rank invested in this ability. 9 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Magical Conduit Type: Utility Ranks to Unlock: 9 You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day per rank invested in this ability. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest­level spell that you are capable of casting. Malleable Expertise Type: Offensive Ranks to Unlock: 9 As a swift action, you gain the use of one combat feat for rounds per day equal to the number of ranks invested in this ability. These rounds do not need to be consecutive and you can change the feat chosen each time you use this ability. You must meet the prerequisites to use this feat. Mending Weave Type: Defensive Ranks to Unlock: 9 When you have a scalar, it tends to find a number of creative ways to keep you alive. Whenever you receive magical healing, you are healed for an additional point of damage for each rank invested in this ability, to a maximum of the spell level of the spell or half the hit dice of the caster in the case of healing effects without a spell level, such as a paladin's lay on hands. Oaf's Salvation Type: Defensive Ranks to Unlock: 9 It is well documented that scalars absolutely hate it when they become attuned to a klutz. Whenever you would take damage from an environmental hazard, such as lava or a vat of acid, halve that damage. This ability can trigger once per day per rank invested in this ability. Reactive Vitalizer Type: Defensive Ranks to Unlock: 9 Scalars are (usually) not psychic, so being reactive is (usually) the best they can do. Whenever you are critically hit by an enemy, you gain temporary hit points equal to the number of ranks invested in this ability for 1d4 rounds. Somnambulist Type: Utility Ranks to Unlock: 9 Scalars recognize a crafter when they see one and come up with awkward ways to enhance their productivity. When you invest your first rank in this ability, you begin to suffer from chronic somnambulism, or sleepwalking. Each night, you complete hours of mundane crafting equal to the number of ranks invested in this ability, to a maximum of the number of hours you actually slept or tranced, and modified as normal by the quality of tools and whether or not you happen to be adventuring while crafting. You cannot exceed 8 hours of total crafting for the day with this ability. Oddly, though you are obviously active when resting, you awake refreshed as if you had slept like a log. Sympathetic Enhancement (Arcane, Divine) Type: Offensive Ranks to Unlock: 9 When you invest your first rank in this ability, select acid, cold, electric, fire, or sonic. Whenever a spell you cast deals damage of the chosen type, it deals an additional point of damage of that energy type for each rank invested in this ability. Take the Burden Type: Utility Ranks to Unlock: 9 As a standard action, your melee touch removes your choice of one of the following conditions from the target: fatigued, exhausted, dazzled, blinded, deafened, staggered, entangled, demoralized, shaken, frightened, panicked, or confused. The chosen condition must not be permanent and you must not be immune to it. The target loses that condition, while you gain the effects of that condition for a period of time equal to its remaining duration just before you removed it from your target. While affected by a condition you took up in this manner, you cannot be made immune to it. This ability can be used once per day per rank invested in it. Tyrant Type: Offensive Ranks to Unlock: 9 Fear is an excellent deterrent. Whenever you kill a creature, all other creatures that share a race with it within 15 feet of you must make a DC 15 + the number of ranks invested in this ability Will save or be shaken for 1d4 rounds. This is a mind­affecting ability. 10 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Unsettling Magic (Arcane, Divine) Type: Offensive Ranks to Unlock: 9 Sharp edges and a precisely­chosen color scheme grant this item a pool of terror points equal to the number of ranks invested in this ability. When casting a spell that calls for a saving throw, you may expend a terror point as a free action. Those affected who fail their saving throw are demoralized for 1d4 rounds in addition to the effects of the spell. When casting a spell that does not call for a saving throw, you may expend two terror points as a free action. Those affected are demoralized for 1d4 rounds in addition to the effects of the spell. Demoralization is a fear effect. Urge to Survive Type: Defensive Ranks to Unlock: 9 A small voice in your head assures you that it is the better part of valor. Whenever you run, your base land speed is increased by +5 feet per rank in this ability for 1 round. This is an enhancement bonus. Vessel of Power (Arcane, Divine) Type: Utility Ranks to Unlock: 9 Mother of pearl adorns the item, granting it a pool of pearl points equal to three times the number of ranks invested in it. On command, you can recall any one spell that you had prepared and then cast that day. The spell is then prepared again, just as if it had not been cast. Alternatively, if you are a spontaneous spellcaster rather than a preparatory spellcaster, you simply regain a casting at the chosen spell level. Doing so expends pearl points equal to the square of the spell level of the spell or spell slot replenished (1 pearl point for a 1st­level spell, 4 pearl points for a 2nd­level spell, 9 pearl points for a 3rd­level spell, and so on). This ability cannot be used if insufficient pearl points are present. Pearl points are replenished whenever you prepare spells for the day. Wrecker Core Type: Offensive Ranks to Unlock: 9 You are a living wrecking ball! Your physical attacks and damaging spells ignore points of hardness equal to the number of ranks invested in this ability. Level 15 Abilities Alchemical Agility Type: Defensive Ranks to Unlock: 14 The scalar produces a small amount of an incredibly potent, yet short­lived, synthetic adrenaline. As an immediate action, you gain a +4 alchemical bonus to Dexterity for 1 round. This ability may be used a number of times per day equal to the number of ranks invested in it. Alchemical Might Type: Offensive Ranks to Unlock: 14 The scalar produces a small amount of an incredibly potent, yet short­lived, synthetic steroid. As an immediate action, you gain a +4 alchemical bonus to Strength for 1 round. This ability may be used a number of times per day equal to the number of ranks invested in it. Armored Alacrity Type: Defensive Ranks to Unlock: 14 As the scalar grows in power, it imparts various lessons on the use and maintenance of shields. For each rank invested in this ability, you add a +1 shield bonus to your touch AC, to a maximum of your shield bonus to AC. Shield bonus to AC that is granted by spells or items that are not shields does not grant a shield bonus to touch AC. You lose this shield bonus to touch AC if you are denied your Dexterity bonus to AC. Better Living through Alchemy Type: Defensive Ranks to Unlock: 14 This scalar reeks of acrid acids and pungent aromatic rings. Whenever you take physical damage, your pores fill with acid and squirt it out in a 5­foot radius around you, dealing 1 point of acid damage per rank invested in this ability. Divine Opposition (Divine) Type: Offensive Ranks to Unlock: 14 Your scalar supports your religious beliefs. Single­target spells you cast upon divine spellcasters whose deity's alignment opposes your deity's alignment have a caster level bonus equal to the number of ranks invested in this ability. 11 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Double Dip Type: Utility Ranks to Unlock: 14 Sometimes, the classics are just better. For each rank invested in this ability, both of the abilities on this item that require 0 ranks to unlock gain a rank. If using an item with more than two qualifying abilities, choose two when you invest the first rank into this ability. The chosen abilities are those that gain benefit when ranks are invested in this ability. Once two qualifying abilities are chosen, this decision cannot be changed. Faceted Obsidian Decoration Type: Defensive Ranks to Unlock: 14 Obsidian is like lead: magic hates the stuff. If you make a saving throw against a spell or spell­like ability, counter that spell entirely. This ability can counter two spell levels worth of spells per rank invested in it per day. If sufficient capacity is not available, the spell cannot be countered. Gatewarden Type: Offensive Ranks to Unlock: 14 Depictions of censured outsiders adorn the item. You get a bonus to caster level checks made to overcome the spell resistance of outsiders equal to the number of ranks invested in this ability. Improbable Bleeding Type: Offensive Ranks to Unlock: 14 When you invest the first rank into this ability, select an ability score. Each time you add an additional rank to this ability, select an ability score you have not yet chosen. Whenever you critically hit, the victim takes 1 point of ability bleed, where the ability scores bled are the ability scores chosen. Inertia Swing Type: Offensive Ranks to Unlock: 14 Little fins jut from the scalar, making you significantly more aerodynamic. As a swift action, you can tap into these superior aerodynamics, adding an amount of base damage to your melee weapons equal to the base damage of a medium weapon of that type. For example, a medium greataxe doubles from 1d12 to 2d12, while a large greataxe goes from 3d6 to 3d6+1d12. As this is base damage, it is multiplied on a critical hit. This ability can be used once per day per rank invested in this ability. Mechanical Network Type: Defensive Ranks to Unlock: 14 When you invest the first rank in this ability, select a construct you own or have built. So long as that construct is within 30 feet of you, neither you nor the construct may be flanked unless both of you are flanked. For each additional rank you invest in this ability, select another construct. In order for you or any of the selected constructs within 30 feet of you to be flanked, all of you must be. Oozing Sensuality Type: Offensive Ranks to Unlock: 14 The opposite gender finds you oh so attractive. You have a competence bonus to Bluff, Diplomacy, and Intimidate equal to the number of ranks invested in this ability when used on the opposite gender. In addition, you have a circumstance bonus to damage rolls equal to the number of ranks invested in this ability, both physical and magical, against the opposite gender. Palpable Imagination Type: Utility Ranks to Unlock: 14 What you believe strongly enough has a propensity to become real. As a swift action, you treat all allied constructs and undead as though they had all teamwork feats you have. This ability lasts for 1 round and can be used a number of times per day equal to the number of ranks you have invested in this ability. Penetrating Shots Type: Offensive Ranks to Unlock: 14 Your ranged attacks treat the target's AC as 1 lower per rank invested in this ability, to a maximum of the combined armor bonus and natural armor bonus of the target. This does not apply to ranged touch attacks. 12 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Record Fate Type: Utility Ranks to Unlock: 14 Fate is merely a quantity to be fixed. Each morning, consult Table: Record Fate Dice, roll the dice listed based on the number of ranks you have invested in this ability, and record both the result of each roll and the type of die rolled. At any point over the course of the day, you may use a recorded roll for any roll that calls for the same size die, using the recorded result in place of a roll. For example, the number recorded from rolled on a d12 cannot be used in place of a d6, d8, or d20 and can only be used in place of a d12 roll. This ability cannot be used to replace a roll that has already been made; the recorded result must be used instead of a roll. Whenever new rolls are recorded, the old rolls are overwritten. Whenever a recorded roll is used, it is consumed and cannot be used again. Starting at four ranks invested in this ability, you may combine multiple recorded dice to replace a roll whose die size is the sum of the combined recordings' die sizes. For example, you may add your recorded d4 and d6 values in place of a d10 roll or your d8 and d12 values in place of a d20 roll. Doing so consumes all recorded values that were added together. Second Guess Type: Utility Ranks to Unlock: 14 You have a propensity to be internally smacked when you say something that is incorrect. As an immediate action, when making a Knowledge check, you may instead roll two dice and take the highest. This ability can be used once per day per rank invested in it. Shalehide Type: Defensive Ranks to Unlock: 14 The best way to protect the master is not to avoid attacks, but to laugh in their face. You have DR X/adamantine, where X is the number of ranks invested in this ability. This stacks with other forms of damage reduction. Share the Burden Type: Offensive Ranks to Unlock: 14 As a standard action, you spread various negative conditions to a creature within 30 feet. If you are fatigued, exhausted, dazzled, blinded, deafened, staggered, entangled, demoralized, shaken, and/or confused, then the target is also affected by all of the aforementioned conditions from which you are suffering for 1d4 rounds with a DC 20 + the number of ranks invested in this ability Will save to negate. If the target gave you any of the conditions being spread, it gets a ­4 penalty to its saving throw. This ability can be used once per day per rank invested in it. This is a mind­affecting ability if the demoralized, shaken, or confused conditions are being spread. Strike Compounder Type: Offensive Ranks to Unlock: 14 You are able to hack and slice at the same spot with excellent accuracy. Whenever you deal physical damage with a weapon, you get a stacking +1 bonus to damage rolls until the beginning of your next turn, to a maximum of the number of ranks invested in this ability. Unfavored Magic Type: Defensive Ranks to Unlock: 14 Enchantments, illusions... everyone dislikes one school more than others. When you invest your first rank in this ability, select a school of magic. You have a resistance bonus to saving throws made against spells of the selected school of magic equal to the number of ranks invested in this ability. 13 Table: Record Fate Dice One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Level 20 Abilities Abnormal Paranoia (Arcane, Divine) Type: Utility Ranks to Unlock: 19 All scrolls you produce also contain an explosive runes effect with a caster level equal to the caster level of the scroll. This effect cannot be dispelled on its own; instead, an individual attempting to remove the explosive runes effect must dispel the entire scroll to be rid of it. You cannot instruct other creatures on how to read your scrolls without them exploding. Aligned Strikes Type: Offensive Ranks to Unlock: 19 Weapons you wield are good if you are good, evil if you are evil, lawful if you are lawful, and chaotic if you are chaotic. Cantrip Mastery (Arcane, Divine) Type: Utility Ranks to Unlock: 19 0th­level spells you cast are extended and quickened without increasing their casting time or their spell level. Darkness' Bane (Arcane) Type: Offensive Ranks to Unlock: 19 Class Restriction: Magus, Witch, Wizard You gain the ability to cast magic missile spontaneously. You may apply metamagic feats to the spell. Unlike most spontaneous casting, the casting time is not increased by the addition of metamagic feats. Disarming Personality Type: Offensive Ranks to Unlock: 19 With you, the sudden change from smiles to stabbing catches anyone, even seasoned ninjas, off guard. When you invest a rank in this ability, your first attack in each combat treats its target as flat­footed. Once affected by this ability, a creature is immune to it for 24 hours. Extremely Surefooted Type: Utility Ranks to Unlock: 19 You permanently gain the benefit of the spider climb and freedom of movement spells. Living Flame Type: Defensive Ranks to Unlock: 19 You gain immunity to fire, but also gain vulnerability to cold. This ability cannot be taken if you are naturally resistant to cold. Living Rime Type: Defensive Ranks to Unlock: 19 You gain immunity to cold, but also gain vulnerability to fire. This ability cannot be taken if you are naturally resistant to fire. Master Improviser Type: Offensive Ranks to Unlock: 19 Non­magical improvised weapons you wield gain a +5 enhancement bonus. Momentary Nullmagic (Arcane, Divine) Type: Defensive Ranks to Unlock: 19 You become immune to any spell you cast for 1 round. This immunity is conferred after your spell resolves, allowing you to heal yourself, or scorch yourself with a fireball, as it were. Monomania Type: Offensive Ranks to Unlock: 19 There can only be one magic item. You gain the ability to create an antimagic field centered on you as a standard action that provokes attacks of opportunity. The antimagic field is centered on and moves with your scalar item, not you, thus allowing you to leave your scalar behind to use this ability as a remote antimagic field. Though your scalar is a magic item, it is not deactivated in this antimagic field and its various abilities can be used within it. The antimagic field lasts for 1 hour or until dismissed as a standard action that provokes attacks of opportunity. This ability can be used once per day. Overtime (Arcane, Divine) Type: Utility Ranks to Unlock: 19 Summoning spells you cast are extended without increasing their casting time or their spell level. Rebirth Type: Utility Ranks to Unlock: 19 Adventurers die. It's part of the job. Still, it doesn't have to be permanent. Your scalar can cast the raise dead spell once per month without the need to provide material components. Since your scalar is doing the casting, it can target your corpse if it is still touching your body. 14 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games Ricochet Type: Offensive Ranks to Unlock: 19 As a standard action that provokes attacks of opportunity, you fire or throw a unit of ammunition at a target within two range increments. If it hits, it ricochets to a creature that is within 10 feet of the initial target. Roll to hit at a cumulative ­2 penalty. If it hits, it ricochets again, striking yet another creature within 10 feet of that target, but also within 30 feet of the initial target, at a ­2 penalty. A creature cannot be struck twice by a ricochet. Repeat until an attack misses or until there is no legal target in range. You do not apply an ability score to damage after the first hit. Shuffle Type: Utility Ranks to Unlock: 19 When you invest a rank in this ability, you may reassign all other ranks already assigned to this item. Summoned Service Type: Defensive Ranks to Unlock: 19 When you invest a rank in this ability, your cohort, if any, and all creatures you summon gain the Bodyguard feat as a bonus feat. Undeclared Type: Utility Ranks to Unlock: 19 Even those reaching the very pinnacle of their power can be uncertain as to how they wish to live their future. Select an ability on this item that requires 0 ranks to unlock, an ability that requires 4 ranks to unlock, an ability that requires 9 ranks to unlock, and an ability that requires 14 ranks to unlock. All of the selected abilities gain a rank. Vampiric Strikes Type: Offensive Ranks to Unlock: 19 Your physical attacks deal an additional 1d4 points of damage. This damage is returned to you as healing. Wand Whippery (Arcane, Divine) Type: Utility Ranks to Unlock: 19 When you invest a rank in this ability, choose one of your spellcasting classes. All wands whose spell is on that class' spell list get a +3 bonus to caster level when you use them. World Champion Arm Wrestler Type: Offensive Ranks to Unlock: 19 When you invest a rank in this ability, select three combat feats for which you meet the prerequisites. You gain the benefits of those feats. Instant bodyguards! Just add scalar! 15 One Bling to Rule Them All ‐ Scaling Magic Items Interjection Games OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. 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Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. One Bling to Rule Them All ­ Scaling Magic Items, Copyright 2014 Interjection Games, LLC. [End of License] Notice of Open Game Content: This product contains Open Game Content as defined in the Open Game License, above. Open Game Content may only be used under and in terms of the Open Game License. Designation of Open Game Content: The statistical information and general descriptions of creatures, abilities, traps, and other related facets of those elements within this document are Open Game Content as described in the Open Game License and may be used as Open Game Content. Product Identity is not available for Use or reuse without the express written consent of Bradley Arthur Crouch of Interjection Games. Designation of Product Identity: Product Identity in this product includes the following terms; Interjection Games, the Interjection Games logo. This document is copyright Bradley Arthur Crouch of Interjection Games, 2014. 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Стартовое Снаряжение Ты начинаешь игру, имея ID, коммуникатор, кредитный чип, плазменный пистолет (средняя, игнорирует щит), военную фор- му, комплект гражданской одежды и армейский рюкзак. Выбери 2: □ Регенератор: Потрать 1 Припас и вылечи 1 ранение (2 припа- са, если Критическое) себе или цели; □ Коробка дорогих сигар: Потрать 1 Припас и получи +1 к про- веркам Репутации в одной сцене; □ Счастливая пуля: Все ветераны знают — если пуля помечена специальным способом, она всегда найдет свою цель. По- трать 1 Припас и получи 10+ во время одной атаки стрелко- вым оружием. □ Запасной аккумулятор: Потрать 1 Припас и восстанови 1 батарею экзоскелета. Ты начинаешь игру, имея следующие характеристики: Урон 2 | Припасы 2 | Благосостояние 1 Происхождение Выбери регион галактики, откуда ты родом: □ Империя: Аристократам важно, чтобы экзоскелет обеспечи- вал им безопасность в любой ситуации. Когда ты Защища- ешь, считай 6— как 7—9. □ Федерация: Твое соединение с экзоскелетом происходит с помощью нейроимпланта — просто, рационально, эффектив- но. Один раз в сессию ты можешь перебросить любую про- верку, кроме Репутации, если находишься в экзоскелете. □ Клоака: Зачем тратить миллионы на уникальную разработку, если можно модернизировать портовой погрузчик. Не выби- рай каркас экзоскелета, получи вместо него: Погрузчик: Защита 2, оружие 2, системы 3, вместительный грузовой трюм. При использовании сервопривода выбери 1 даже на 6—. □ Пограничье: Постоянная война заставила тебя встроить в оружие резервный механизм срабатывания. Выбери оружие. Один раз в бой его выстрел не тратит батарею. Внешний вид Регулярные войска редко используют боевые экзоскелеты для солдат, однако при выполнении специальных задач они могут быть полезны. В то же время «на гражданке» бойцы в тяжёлой броне остаются популярным средством обеспечения безопасно- сти — мало кто пожелает встретиться лицом к лицу с закован- ным в керамопласт трёхметровым гигантом, увешанным оружи- ем как небольшой танк. Особенно популярны такие парни среди мародеров — безба- шенных сорвиголов, захватывающих космические суда прямо в открытом космосе. Но далеко не все идут в разбойники — риск не вернуться с межзвёздных путей в космосе довольно боль- шой, поэтому на земле тоже хватает наемников. Купить услуги Броненосца довольно просто — затраты на ко- стюм больно кусают бюджет, поэтому он всегда ищет новые способы подзаработать. броненосец Холодный, цепкий или агрессивный взгляд. Шрам на щеке, протез руки или протез ноги. Лысый, армейский ёжик или неопрятные волосы. Крупное, мускулистое или жилистое телосложение.  _________________________: Я обязан ему жизнью.  _________________________: Мы прошли через огонь.  _________________________: Постоянно лезет к моему экзоскелету  _________________________: _____________________________________________________  _________________________: _____________________________________________________ Связи Персонаж для ролевой игры Грань Вселенной v2.0 Автор: Кирилл Румянцев, Илья Сергеев Иллюстрация: Игорь Есаулов Специальные ходы □ Апгрейд: Выбери еще 3 системы экзоскелета. □ Апгрейд: Выбери еще 2 системы экзоскелета. □ Апгрейд: Выбери еще 3 орудия экзоскелета. □ Апгрейд: Выбери еще 2 орудия экзоскелета. □ Апгрейд: Возьми еще 1 систему и 1 орудие экзоскелета. □ Командный голос: Главное — говорить с непререкаемым видом. Отдай приказ NPC, служащему в силовых структурах, и проверь Репутацию. На 10+ он исполнит твой приказ, не задумываясь (но может впоследствии доложить об этом). На 7—9 он оробеет, а ты получишь +1 против него на всю сцену. □ Презентация: Один раз за сессию ты можешь продемонстри- ровать, на что способен твой экзоскелет. Ты и твои союзни- ки увеличивают 1 проверку на 1 категорию, когда Договари- ваются с НПС, который видел это (если демонстрация спо- собна повлиять на решение). □ Ручной багаж: Если тебе пытаются запретить находиться где -то в своём экзоскелете, ты получаешь +2 на проверку Репу- тации, когда пытаешься урегулировать это. Ведущий может спросить тебя, как ты это сделал. □ Техосмотр: Своё оборудование надо уметь чинить самосто- ятельно. Когда Чинишь или Разбираешь, потрать Припас и увеличь бросок на одну категорию. □ Мировой: Выбери специальный ход другого класса. Впиши его: _______________________________________________________ Стартовые ходы Экзоскелет: Твоя многофункциональная умная броня. Собери её, как сказано на третьей странице. Установи Батарею на 10 — это питание для твоего оружия и систем. Ты не можешь тратить Припасы при их использовании, а каждое оружие при выстреле расходует определённое количество энергии батарей. Кроме того, экзоскелет оборудован манипулятором, способным хватать предметы около полуметра в длину, ширину или высоту. Прожектор также входит в стандартную комплектацию экзоске- лета. Выключенный экзоскелет восстанавливает 1 заряд батарей каж- дые 2 часа. Сервопривод: Когда ты используешь грубую силу для того, что- бы сломать неодушевленный предмет, проверь Ярость. На 10+ выбери 3, на 7—9 выбери 1:  Это не заняло много времени.  Ничего ценного не пострадало.  Это было не очень громко.  Это можно быстро починить. Резервный накопитель: В экстренной ситуации ты можешь вос- становить 10 зарядов батареи, но перегрев реактора тут же наносит тебе 2 ранения. ИМЯ НАВЫК ЯРОСТЬ РЕПУТАЦИЯ КОНТРОЛЬ Обеспечение EXP: УРОВЕНЬ: Снаряжение и примечания Каркас Выбери каркас. Он определяет твою защиту, а также количество стартовых орудий и систем. □ Скаут: Защита 1, орудия 1, системы 4, маскировка, скорость +1. малые манипуляторы позволяют взаимодействовать да- же с небольшими предметами почти как обычными руками. Выбери один уже установленный сенсор. □ Десант: Защита 2, орудия 3, системы 2, герметичный, прыж- ковый двигатель (5 метров в высоту, 10 метров в длину). □ Штурмовик: Защита 3, орудия 4, системы 1, манипуляторы отсутствуют. Экзоскелет Орудия Выбери орудия, которые установлены на твой каркас. Каждое орудие имеет свой Урон и тратит определённое количество заряда батарей. □ Гарпун: Урон 1, батарея 0, средняя, нелетальное. Захватыва- ет цель и подтягивает в упор. □ Гаусс-орудие: Урон 5, батарея 3, средняя/дальняя, броне- бойное, мощное, кровавое. Для произведения выстрела кар- кас должен быть неподвижен. Не может быть бесшумным, кроме как в вакууме. □ Пиломеч: Урон 3, батарея 1, в упор, кровавое. □ Плазмотрон: Урон 3, батарея 2, ближняя/средняя, игнориру- ет щиты. □ Сенсорная мина: Урон 3, батарея 1, в упор, мощное. Устанав- ливается на поверхности и детонирует при срабатывании сенсора, зафиксировавшего движение в радиусе 1 метра. □ Спаренный ствол: Потрать 1 заряд батареи и перебрось свой урон. □ Тактический лазер: Урон 2, батарея 1, дальняя, точное. □ Тяжелое орудие: Установи тяжёлое оружие. Выстрел тратит батареи из расчета уровень цены оружия минус 1. Впиши: ____________________________________________________________________ □ Тяжелое орудие: Установи тяжёлое оружие. Выстрел тратит батареи из расчета уровень цены оружия минус 1. Впиши: ____________________________________________________________________ □ Шок-волна: Урон 0, батарея 3, ближняя, шок. Срабатывает по всем целям вокруг. При атаке на 7—9 кто-то останется на ногах, как решит Ведущий. □ ЭМИ: Урон 0, батарея Х. Выключает всю электронику на средней дистанции — и твой экзоскелет тоже. Тратит весь оставшийся заряд батарей. Системы Выбери системы, которые установлены на твой каркас. □ Аналоговое управление: Когда твой экзоскелет пытаются взломать или отключить, игнорируй это. Однако пока дей- ствует эта система, все остальные системы недоступны, а ты получаешь –1 на броски. □ Дистанционное управление: С помощью небольшого им- планта ты можешь дистанционно отдавать приказы экзоске- лету: «ко мне», «открыть огонь из выбранного орудия», «прекратить огонь», «покинуть зону», «активировать выбран- ную систему» и т.п. □ Импульсный двигатель: Экзоскелет может летать, тратя 1 заряд батареи за каждый километр пути. Двигатели разо- греваются около минуты. □ Конвертер: Позволяет преобразовывать мусор в полезный груз. Раз в сессию ты можешь проверить Контроль. На 10+ получи 2 Припаса, на 7—9 получи 1 Припас. Эти Припасы можно сразу передать другим персонажам без ограничений. □ Медкапсула: Если экзоскелет неподвижен, оператор получа- ет медицинскую помощь. Обычное ранение излечивается за 30 минут и 1 заряд батареи. Критическое ранение — 8 часов и 8 зарядов батареи. □ Пассажирский модуль: Дополнительное кресло, кое-как втиснутое в конструкцию. Можешь перевозить одного пасса- жира, но ему придётся забыть о комфорте. □ Сенсоры: Выбери 1 из списка: датчик движения, инфракрас- ный датчик, ночное видение, датчик электромагнитных полей (подчеркни нужное). □ Универсальный разъём: Экзоскелет можно подключить к транспортному средству и управлять им (если влезешь). +1, когда взламываешь. □ Фазовый реактор: Когда экзоскелет находится без движе- ния, он восстанавливает 1 заряд батареи каждый час. □ Эвакуатор: Получив критическое ранение, игнорируй его. Вместо этого срабатывает система катапультирования. Брось кубик, чтобы узнать, сколько дней займёт капиталь- ный ремонт экзоскелета. □ Энергетический щит: Потрать 3 заряда батареи и полностью игнорируй урон от одной атаки. Батарея
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AVENTURA O Mistério da Vila Cheessen Autor: Bruno Sakai Introdução O Mistério da Vila Cheessen, esta é a minha primeira aventura utilizando o conceito de One Dungeon Page, ou seja, toda a sua aventu- ra estará em uma única página. Com essa re- strição obviamente a história é curta e direta, mas não por isso menos divertida. O Início Os personagens por algum motivo estão na Vila de Cheessen, uma vila que em nada difere exceto pelo seu comércio, digamos, bem específico. O grande produto da vila é o famoso, e misterioso, queijo de Chees- sen que atrai muitos visitantes e comerci- antes para esses lados, mas um incidente tem preocupado os comerciantes da vila, a menos de 3 dias da Grande Feira de Queijos de Cheessen, os estoques tem baixado con- sideravelmente e a feira está ameaçada por conta disso. Os comerciantes acusam o Sr. Tom de estar sabotando os demais comerciantes pois seu estoque é o único que não está sendo rou- bado. O senhor Tom é um dos moradores mais an- tigos da vila e ficou extremamente ofendido com tal acusação e iniciou por conta própria uma investigação para resolver o problema, tirar seu nome dessa situação e garantir que a Grande Feira de Queijos aconteça. A Investigação Em uma primeira investigação o senhor Tom descobriu pegadas saindo de alguns depósitos de queijo da vila, as pegadas são pequenas parecidas com pegadas de ratos ou ratazanas, seguindo-as o senhor Tom chegou a uma caverna a mais ou menos quatro quilometros a leste da vila e se espantou com a imensa quantidade de ratos trafegando nos arredores. Concluiu que o problema (?) es- tava lá. O Pedido Os PJs recebem um pedido de ajuda direto do senhor Tom, e ele ainda oferece uma recompensa de 200 PO caso resolvam o problema. Os PJs como únicos aventureiros na vila e devido ao excelente tratamento que estão re- cebendo na mesma, além da recompensa é óbvio, com certeza ajudarão o senhor Tom. O senhor Tom explica o que sabe e pede para que os PJs investiguem a caverna. Area 1 Essa área não tem nada além de alguns ratos correndo pelo chão. Area 2 Nessa area os jogadores encontrarão pega- das de ratos bem maiores e migalhas de queijo pelo chão. O senhor Tom estava certo, o queijo roubado está nessa caverna. Area 3 Essa area está menos infestada de ratos, o motivo disso é que aqui existe um ninho de Ratos Gigantes. Encontro área 3: 4 Ratos Gigantes (RG1 a RG4) As pegadas atravessam essa área e acabam na parede oeste (porta secreta que da acesso a área 4). Area 4 Essa é uma área pequena e estava sendo usada para guardar/esconder uma grande quanti- dade de queijo guardada, provavelmente rou- bada da vila. Cadaveres de ratos gigates estão espalhados pelo chão (com marcas de garras e mordidas). Area 5 Um corredor interrompido por pedras, se os Pjs avançarem conseguirão ver uma pequena sala depois das pedras, para retirar as pedras terão que fazer um teste de Força. Se tiver- em sucesso em remover as pedras verão o cadáver de um humanóide pequeno, muito parecido com um halfling, fora isso não tem nada de interessante nessa área. Area 6 Provavelmente a maior área da caverna, che- gando nela os Pjs se deparam com muitos ra- tos, entre eles quatro Ratos Gigantes e de um humanóde coberto por um manto e capuz, mas com um rabo!!! Essa criatura é um Rat- kin, um licantropo do tipo rato. Encontro área 6: 4 Ratos Gigantes (RG5 a RG8) e 1 Ratkin (RA1) Após derrotarem o Ratkin, todos os ratos cor- rem para a área 7. Area 7 Nesse salão um Ratkin, maior que o da sala anterior, é avistado e ao ver os PJs eles diz: “Esse queijo é meu e ninguém o tomará de mim”. Acompanhado de Ratos Gigantes, o Ratkin Líder ataca os PJs. Encontro área 7: 2 Ratos Gigantes (RG9 a RG10) e 1 Ratkin (RA2) Tem muito queijo espalhado pela área, provav- elmente o estoque roubado da Vila de Chees- sen. Area 8 (Área Secreta) Nessa área estão os tesouros do Ratkin Líder. Um baú com 300 PO, uma espada curta e dois pergaminhos, um contendo um mapa e outro, aparentemente um ritual, com ilustrações es- tranhas, entre elas a de um queijo. Conclusão Os PJs salvaram a Grande Feira de Queijos e ajudaram a manter o bom nome do senhor Tom em Cheessen. Tentar identificar o mapa e o ritual, é uma de- cisão única e exclusiva do grupo de jogo. RG1  RG2  RG3  RG4  RG5  RG6  RG7  R8G  RG9  RG10  OBS JP (CON) ou perde 1d6 pnts de CON/hora Rato Gigante [pequeno e Neutro] CA13 JP17 MV6 M8 P13XP ATQ 1 mordida +3 (1d4+doença) RA1   RA2     OBS JP (CON) ou perde 1d6 pnts de CON e FOR Ratkin [pequeno e Caótico] CA13 JP16 MV5 M8 P25XP ATQ 1 mordida +4 (1d4+1+doença) 2 garras +4 (1d6+2)
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Exotic Encounters: Minotaurs Alex Riggs, Joshua Zaback Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc) dialogue, plot, storylines, location, characters and trade dress. Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either in the public domain, or is used under a creative commons license or another license of some kind. Necromancers of the Northwest claims no copyright or ownership over any art other than the Necromancers of the Northwest logo and the Exotic Encounters logo. Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics of this Necromancers of the Northwest game product are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than Open Game Content may be reproduced in any form without written permission. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Designers Alex Riggs, Joshua Zaback Credits Necromancers of the Northwest, LLC 8123 236th St SW, Unit 102 Edmonds, WA, 98026 www.necromancers-online.com Editor Rosa Gibbons 2 Introduction The Pathfinder Bestiary, and the long line of monstrous encyclopedia that came before it, do a great job of attacking the problem of providing game statistics and mechanical information for a very wide variety of creatures. There are a lot of strange creatures from fantasy novels and movies, from ancient mythology, and, as time went on, from the twisted minds of game designers and even GMs, for that matter. Anyone today who tried to go about creating an extensive bestiary of all the different cool and interesting fantasy monsters could fill three or four volumes with three hundred monsters each, and still have a long way left to go, with fans crying out for various “forgotten” monsters to get some attention. That kind of breadth doesn’t leave a whole lot of room for depth, and that’s where Exotic Encounters comes in. There are all kinds of reasons why you might not want to use a monster stat-block straight from the core rules. For one thing, if your players have a habit of browsing through such books, or are long-time veterans who know the basic ins and outs of most fantasy staples, you may need an unusual stat-block just to throw them a curve ball and teach them that they can’t count on their out of character knowledge to take all the mystery out of the game. Alternatively, many GMs can recall a time when they wanted to make use of a certain monster in their game, only to find that it was a few CRs too high or low for what they had in mind. Exotic Encounters takes a single, iconic monster, and creates three new variants on that theme. These variants aren’t simple tweaks, and are more than simply advancing or removing Hit Dice, though that occurs as well. Each of these three variations on the monster’s theme has a specific, flavorful goal in mind, and a role to play, and their statistics entries are gently massaged in order to make them fit those roles. Further, each of these variants comes with brand new specially-crafted special abilities, which are unique to Exotic Encounters and not found anywhere else. This particular installment of Exotic Encounters focuses on the minotaur. A classic of greek myth, these half- men half-bulls have captured imaginations for centuries. Though depicted in legend as a terrifyingly powerful guardian and deadly foe, the standard Pathfinder minotaur is only CR 4. The minotaurs in this tome are designed to take minotaurs from being an uninspiring low-level bruiser to a memorable encounter unto themselves. First, the two- headed minotaur (CR 7) is a feral and wild beast with a fractured mind, whose savage offensive power is only somewhat mitigated by its mental fragility. The bronze minotaur (CR 10) sounds like a construct (and looks like one too) but isn’t. This terrible guardian of tombs and other such places is an expert at crafting traps, and the sound of its approaching footsteps is so terrible that it drives fear into the heart of seasoned adventurers. Finally, the maze master minotaur (CR 15) is a minotaur of a more magical bent, who can drag foes into a mystical maze of its own creation, where they face deadly threats and, if slain, grant the maze master minotaur the ability to create a simulacrum of the victim to serve him. 3 Two-Headed Minotaur This creature is humanoid, but covered in coarse, thick red fur. Its hands end in sharp claws, and its two heads both resemble that of an angry bull, their eyes rolling in their heads and their four horns stained red with blood. MINOTAUR, TWO-HEADED CR 7 XP 3,200 CE Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +12 DEFENSE AC 19, touch 9, flat-footed 19 (+10 natural, -1 size) hp 85 (10d10+20) Fort +7, Ref +7, Will +7 Defensive Abilities natural cunning OFFENSE Speed 30 ft. Melee 2 claws +13 (1d8+4) and 2 gores +8 (2d6+4) Space 10 ft.; Reach 10 ft. Special Attacks bestial rage 12 rounds/day, powerful charge (2 gores +15, 4d6+8), rend (2 gores, 2d6+6 plus 1d6 bleed damage) STATISTICS Str 19, Dex 10, Con 15, Int 5, Wis 10, Cha 6 Base Atk +10; CMB +15; CMD 25 Feats Great Fortitude, Improved Bull Rush, Improved Natural Attack (gore), Power Attack, Toughness Skills Intimidate +8, Perception +12, Stealth +4, Survival +12; Racial Modifiers +10 Intimidate, +4 Perception, +4 Survival Languages Giant SQ fractured mind ECOLOGY Environment any temperate Organization solitary Treasure standard SPECIAL ABILITIES Bestial Rage (Ex): As a free action, a two-headed minotaur can fly into a deadly rage. This functions as the barbarian’s rage class feature, with a few exceptions. First, while raging, the bestial minotaur gains a +8 bonus to Strength and a -4 penalty to Dexterity, instead of the normal amounts. He does not gain a bonus to his Constitution score as a result of raging in this way. Additionally, at the end of the rage, instead of being fatigued, the two-headed minotaur suffers a -4 penalty to Strength and Dexterity. The duration of this penalty is the same as the normal duration of the fatigue effect at the end of a barbarian’s rage. Finally, the number of daily rounds of bestial rage that a two-headed minotaur can use is equal to its racial Hit Dice + its Constitution modifier. Fractured Mind (Ex): A two-headed minotaur’s mind is divided between its two heads, which both makes it more resilient to mental assault, and more fragile. Whenever the two-headed minotaur is forced to make a Will save, it can roll twice and take the better result. However, whenever the two-headed minotaur fails a Will save for any reason, in addition to the normal effects of failing the Will save, the two-headed minotaur becomes confused for 1d4 rounds. Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed. Powerful Charge (Ex): In addition to the normal effects of a powerful charge, whenever a two-headed minotaur uses the charge action, he can make two gore attacks instead of making a single attack. Two-Headed Combatant (Ex): A two-headed minotaur cannot be flanked (it is still subject to critical hits and precision-based damage). Additionally, the two- headed minotaur has two gore natural attacks. While two- headed minotaurs do not typically wield manufactured weapons, if one did, it would not suffer a penalty on attack or damage rolls for attacking with two weapons, because each of its two heads controls an arm. Ecology These strange, mutated minotaurs are very uncommon, and generally only occur in one out of a thousand or so minotaur births. Of these staggeringly low numbers, only a small fraction survive the first few days after being born. Most minotaur traditions hold that two-headed minotaurs are a sign of divine displeasure, as well as metaphysically tainted and unclean, and are a curse upon any tribe that harbors them. As a result, most minotaurs that give birth to a two-headed minotaur will slay it outright rather than have to face the shame that their child would cause them. Even when the parents are not willing to destroy their “abomination” offspring, the rest of the tribe will often band together to stone the child to death, and sometime the parents, as well. A few of the more tolerant tribes simply leave infant two-headed minotaurs exposed to the elements, where most still die, but a few manage to survive and grow to adulthood. Because they are almost universally shunned by their kin (and rarely welcomed by other intelligent races, for that matter), two-headed minotaurs are more feral and less intellectually developed than other minotaurs, though some believe that this is due instead to the fact that their brains are split between their two heads: whereas creatures like ettins have two distinct heads with different personalities, a two-headed minotaur has a single, if slightly fractured, mind. As a result, they have extreme difficulty focusing for extensive periods, though the dual nature of their minds can sometimes allow them to reach complex conclusions much more quickly than other species, making them a dangerously cunning foe. 4 Bronze Minotaur This creature appears to be a minotaur, but its skin is smooth, and appears to have been made of burnished bronze. The creature moves far too fluidly to be a proper golem, however, and you can see steam escaping from its nostrils as it snorts at you angrily and hefts its flaming, golden axe above its head. MINOTAUR, BRONZE CR 10 XP 9,600 LN Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +15 DEFENSE AC 24, touch 9, flat-footed 24 (+15 natural, -1 size) hp 142 (15d10+60) Fort +10, Ref +9, Will +11 DR 10/magic; Immune magic; Resist fire 10; Defensive Abilities natural cunning Weaknesses fire weakness OFFENSE Speed 30 ft. Melee +1 flaming greataxe +19/+14/+9 (3d6+7 plus 1d6 fire/19-20 x3) and gore +13 (1d8+2) Space 10 ft.; Reach 10 ft. Special Attacks intimidating steps, powerful charge (gore +20, 2d6+6) STATISTICS Str 19, Dex 10, Con 17, Int 7, Wis 10, Cha 8 Base Atk +15; CMB +20; CMD 30 Feats Great Fortitude, Improved Bull Rush, Improved Critical (greataxe), Improved Natural Attack (gore), Iron Will, Power Attack, Step Up, Toughness Skills Craft (traps) +16, Intimidate +9, Perception +15, Stealth +7; Racial Modifiers +8 Craft (traps), +4 Perception Languages Giant ECOLOGY Environment any ruins or underground Organization solitary, pair, or patrol (4-6) Treasure standard (+1 flaming greataxe, other treasure) SPECIAL ABILITIES Elite Trapsmith (Ex): Bronze minotaurs are masters of creating and working around traps. A bronze minotaur can create and reset traps in half the time that it normally costs to create or reset them. In addition, a bronze minotaur never accidentally triggers his own traps, and is immune to any damage inflicted by traps that he created. Fire Weakness (Ex): Whenever a bronze minotaur suffers at least 1 point of fire damage (after applying its fire resistance), it is staggered until the end of its next turn. Immunity to Magic (Ex): A bronze minotaur is immune to all spells of 4th level or lower. Additionally, any spell that requires a ranged touch attack that targets the bronze minotaur is reflected off its metallic skin and back towards the caster. The bronze minotaur makes a new attack roll for the spell, using its own base attack bonus and Dexterity modifier. It suffers a -4 penalty on attack rolls made in this way. If the second attack roll hits, the source of the spell is affected by it as though he had been the initial target. This ability also applies to spell-like abilities, but not supernatural abilities, even if they mimic spells. Intimidating Steps (Ex): The sound of a bronze minotaur’s footsteps slowly stalking through its territory is enough to unnerve even hardened adventurers. As a full- round action, the bronze minotaur can move up to its speed while walking in an intimidating fashion. If he does so, then he may make a special Intimidate check with a +5 bonus, which applies to all characters that can hear him but cannot see him. This otherwise functions as the demoralize function of the Intimidate skill. Creatures that cannot hear the bronze minotaur, or can both see and hear him, are not affected. Natural Cunning (Ex): Although bronze minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed. Ecology Bronze minotaurs are not a true subspecies of minotaur, but rather the result of strange arcane forces. Bronze minotaurs are incapable of breeding, either with each other or with other minotaurs, and so cannot have offspring of any kind. Instead, each bronze minotaur was once a standard minotaur, who was affected by a powerful and mysterious curse, which transforms his flesh to have the appearance of bronze, among other changes. The transformation occurs over the course of one week, during which a small patch of bronze-colored skin slowly spreads across the minotaur’s entire body. The process also warps the bronze minotaur’s mind, making it much more rigid and orderly (although not any more intelligent), and compelling it to seek out treasures and relics to guard. While a bronze minotaur’s skin has the appearance of bronze, and is quite hard, it is not actually metallic. A bronze minotaur is warm to the touch, and its movements are not hindered in any way by the transformation. One sage, who conducted very thorough experiments on the matter, noted that the bronze minotaur’s internal organs appear to undergo the same transformation, and it is bronze-colored throughout. This may explain why the bronze minotaur does not need to eat, though it still needs to breathe and sleep. The same sage also noted that, after death, a bronze minotaur’s body does decompose, and that while it is resistant to fire, if its body is heated sufficiently, it burns, rather than melting. The exact nature of the curse is unknown, though it does not spread by contact from one minotaur to another. Some scholars postulate that it is in fact a powerful and secret spell, which archwizards use to draft guardians for their treasures, while others, pointing out the lack of any known spell that does such a thing, postulate that it is the work of the gods, perhaps punishing minotaurs who are extremely wicked, or even rewarding those that serve them well. 5 Maze Master Minotaur The creature before you appears entirely human from the neck downwards, dressed only in a kilt made of gold cloth. His body is muscular and tan, and appears to gleam, as though oiled. From the neck up, instead of a human head, it has the head of a bull, its eyes glowing an angry shade of red, its curved horns sharpened to points. MINOTAUR, MAZE MASTER CR 15 XP 51,200 CE Large monstrous humanoid Init +0; Senses darkvision 60 ft.; Perception +40 DEFENSE AC 27, touch 9, flat-footed 27 (+18 natural, -1 size) hp 210 (20d10+100) Fort +12, Ref +14, Will +19 Defensive Abilities exceptional cunning OFFENSE Speed 30 ft. Melee +2 flaming greataxe +25/+20/+15/+10 (3d6+6 plus 1d6 fire/19-20 x3) and gore +17 (1d6+1) Space 10 ft.; Reach 10 ft. Special Attacks deadly maze (3/day, DC 27), powerful charge (gore +24, 2d6+4) Spell-Like Abilities (CL 15th) Constant—nondetection 3/day—alarm, arcane lock, obscure object 1/day—hungry pitAPG (DC 22), solid fog STATISTICS Str 17, Dex 10, Con 19, Int 11, Wis 24, Cha 8 Base Atk +20; CMB +24; CMD 34 Feats Great Fortitude, Improved Critical (greataxe), Improved Bull Rush, Lightning Reflexes, Power Attack, Skill Focus (Intimidate), Skill Focus (Perception), Step Up, Toughness, Weapon Focus (greataxe) Skills Intimidate +28, Perception +40, Stealth +19, Survival +34; Racial Modifiers +4 Perception, +4 Survival Languages Aklo, Common SQ maze minion ECOLOGY Environment any ruins or underground Organization solitary Treasure standard (+2 flaming greataxe, other treasure) SPECIAL ABILITIES Deadly Maze (Sp): Three times per day, as a full- round action, a maze master minotaur can consign a single creature within 60 feet to an extradimensional maze full of deadly horrors. This functions as the maze spell, with a few exceptions. First, in order to escape the maze, instead of succeeding on a DC 20 Intelligence check, the trapped creature must succeed on an opposed Wisdom check against the maze master minotaur. If desired, the trapped creature may substitute an Intelligence check instead of a Wisdom check. Additionally, whenever the trapped creature fails an opposed check in this way, he suffers 3d6 points of damage, plus an additional 1d6 points of damage for every 2 points by which the maze master minotaur’s resulted exceeded his own (to a maximum of 8d6). Finally, the effect lasts indefinitely, and the trapped creature is not automatically released after 10 minutes. The maze master minotaur can only affect one creature with this ability at a time. If the maze master minotaur uses this ability while a creature is already trapped within the maze, the first creature is released. If the maze master minotaur is ever the target of a maze spell, in addition to being immune to it, he also regains a daily use of this ability. The saving throw DC to resist this ability is 27, and is Constitution-based. Exceptional Cunning (Ex): Maze master minotaurs have a much greater natural cunning and logical ability than the average minotaur. In addition to being immune to maze spells and becoming lost, and never being flat-footed, a maze master minotaur cannot be flanked except by a character with 4 or more rogue levels than the maze master minotuar’s CR. Additionally, the maze master minotaur automatically disbelieves any spells of the illusion school that are subject to disbelief. Maze Minion (Su): Whenever a creature dies while affected by the maze master minotaur’s deadly maze ability, the maze master minotaur gains the ability to create a simulacrum of that creature. This functions as the simulacrum spell, except that the maze master minotaur can create the simulacrum as a full-round action, and can only have one simulacrum created in this way at any one time. If the maze master minotaur creates a new simulacrum while a previous simulacrum exists, the previous simulacrum is immediately destroyed. Once he creates a simulacrum of a creature in this way, he loses the ability to create further simulacrums of that creature, so if the simulacrum is destroyed, he cannot create another. Unlike the simulacrum spell, this ability does grant the maze master minotaur direct telepathic control over the simulacrum created in this way. Spell-Like Abilities: A maze master minotaur uses his Wisdom, rather than his Charisma, to determine the saving throw DCs of his spell-like abilities. Ecology While minotaurs of all sorts are often associated with mazes, due primarily to their keen navigational sense and occasional penchant for making their lairs in such locales, maze master minotaurs truly deserve their name, and are masters of navigating tricky and winding paths both physically and mentally. These strange creatures do not seem to have much in common with their lesser kin other than a few superficial features. While most standard minotaurs have bull-like features throughout their body, including fur and often hooves or a tail, the maze master minotaur has a much stranger appearance, with only its head marking it as different from a normal man. The maze master minotaur does not speak Giant, as most minotaurs do, but rather speaks Common and Aklo. Further, maze master minotaurs do not associate with other types of minotaurs, and vice versa. 6 Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a. This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material. The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself. 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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Exotic Encounters: Griffons Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Ankhegs Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Manticores Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Harpies Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Medusas Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Doppelgangers Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Wyverns Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Basilisks Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs. Exotic Encounters: Nightmares Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Girallons Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Gargoyles Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Will o’ Wisps Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Ettercaps Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Ettins Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Worgs Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Darkmantles Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Krakens Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Couatls Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Wraiths Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Mummies Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Vargouilles Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Treants Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Unicorns Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Cyclopes Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Dryads Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Centaurs Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. Exotic Encounters: Minotaurs Copyright 2013, Necromancers of the Northwest, LLC; Author: Alex Riggs, Joshua Zaback. END OF LICENSE Exotic Encounters: Minotaurs
textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/Exotic Encounters - Minotaurs.pdf
Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Admires: Careful About: Careless About: Curious About: Dislikes: Embarassed By: Enjoys: Favorite Kinds of Excitement: Favorite Way to Relax: Proud Of: Remembers: Scared Of: Wants To: Worries About: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Afraid that: Bothered by: Brags about: Distracted by: Favorite kinds of place: Favorite entertainments: Finds fulfillment in: Hopes: Interested in: Judges others by: Playful about: Quiet about: Trusts: Won’t Admit: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Adores: Assumes: Claims: Concerned About: Favorite Time: Favorite Kinds of People: Gives: Hates to: Optimistic About: Really Into: Savors: Sings: Thinks It’s Foolish To: Wishes: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Can’t Decide: Favorite Drink: Favorite Technique: Frustrated By: Generous With: Habitually: Lies About: Nostalgic About: Prone To: Quotes: Respects: Seems To Be: Sensitive About: Tries To: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Affectation: Assumes: Believes: Collects: Delights In: Eager For: Favorite Person From Past: Favorite Food: Hesitant To: Inspired By: Loyal To: Prefers: Studies: Won’t: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Attracted To: Avoids: Believes: Cynical About: Dreams Of: Goal: Hides: Kind Towards: Laughs About: Overprotective Of: Perpetually: Swears By: Talks About: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Afficionado Of: Always Seems To: Desires: Eats: Favorite Memory: Has To: Humbled By: Irritated By: Loves: Prays: Sees Friends As: Thinks: Uncomfortable In: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Appreciates: Doesn’t: Favorite Time of Day: Fussy About: Giggles At: Hopes That Someday: Makes: Misses: Needs: No Patience With: Passion For: Pet Phrase: Very Open About: Would Love To: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Aspires To: Builds: Doesn’t Believe In: Draws The Line At: Falls In Love With: Favorite Weather: Fond Of: Has Trouble With: Plays: Rude To: Self-Conscious About: Unusually Patient With: Vocal About: Wonders About: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Can’t Imagine: Charitable Toward: Especially Pleased With: Favorite Saying: Fascinated By: Feels: Finds Contentment In: Resents: Revels In: Treasures: Unaware Of: Wary About: Watches: Yearns For: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Avoids Discussing: Can’t Get Enough: Contemplates: Enjoys The Company Of: Favorite Trick: Finds Excuses To: Honors: Known For: Looks Forward to: Lusts After: Pleased By: Regrets: Sentimental About: Skeptical About: Character: Player: Notes: Primary Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Cliché (Value): Tools of the Trade: Notes/Tasks: Other Clichés, Specials (Sidekicks, etc): Possessions of Note, and Other Stuff Classy Portrait Amused By: Awed By: Challenged By: Confident In: Creates: Favorite Tactic: Grateful For: Loves The Thought Of: Nervous About: Pays Attention To: Regards As A Duty: Reminisces About: Staunch Defender Of: Suspicious Of:
textdata/thevault/Kid Friendly/3. Rules Lite Collection/Risus/RISUS - The Anything RPG - Campaign Character Sheet Pack.pdf
CASTLES & CRUSADES© Character Record Sheet Player’s Name Castle Keeper Character’s Name Alignment Class Race Level Armor Class Hit Points Character Sketch or Symbol STRENGTH INTELLIGENCE WISDOM DEXTERITY CONSTITUTION CHARISMA Modifier Modifier Modifier Modifier Modifier Modifier ABILITIES: SAVING THROWS: Paralysis or Constriction (STR) Magic or Illusion (INT) Confusion, Gaze Attack, Petrifaction, or Polymorph (WIS) Breath Weapon or Traps (DEX) Death Attack, Disease, Energy Drain, or Poison (CON) Charm, or Fear (CHA) Prime Attribute? LANGUAGES: RACIAL ABILITIES: Base To Hit Bonus: Total Melee To Hit Bonus: Total Missile To Hit Bonus: (This form may be reproduced for personal use in playing CASTLES & CRUSADES© GAMES) © 2004 Troll Lord Games, All Rights Reserved; Sheet created by Sieg and Thoth Amon, 2005, 2006 CASTLES & CRUSADES© Character Record Sheet EQUIPMENT CARRIED MAGIC ITEMS NORMAL ITEMS MONEY and TREASURE PP: GP: EP: SP: CP: GEMS: TOTAL VALUE: EXPERIENCE Needed for next level: SPELLS and CLASS ABILITIES, including Thief’s Abilities, Cleric’s Turning, etc. Spells per Level: 0 ____ 1 ____ 2 ____ 3 ____ 4 ____ 5 ____ 6 ____ 7 ____ 8 ____ 9 ____ Current Hit Points
textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Character, Cheat Sheets/C&C Thoth's Sheet.pdf
That's a Goblin!? by Mark L. Chance That's a Goblin!? | 1 That's a Goblin!? by Mark L. Chance Help and Editing by Katrina Chance, Ronald Redmond Table of Contents Introduction..........................................................3 Random Goblin Traits..........................................3 Goblin Types, Tactics & Weapons........................5 Types................................................................6 Tactics..............................................................6 Weapons...........................................................6 Goblins of the Fey Realms...................................7 The Goblinarium..................................................9 Burn Squad......................................................9 Gurk Wound-Licker.........................................9 Quiet Kwangi...................................................9 Scumpus...........................................................9 Trackspawn Pack...........................................10 Urorotuldur....................................................10 Tributary of Terror..............................................11 Welcome to Reyr's Well!...............................11 Who's in Charge?......................................11 Who's Really in Charge?...........................12 Defending Reyr's Well..............................12 Rumors......................................................12 Map Key........................................................13 The Monster in the Well................................19 Why Don't the Locals Handle It?..............19 Why Should the PCs Handle It?...............19 Handling It................................................19 Concluding the Adventure.............................20 That's a Goblin!? | 2 Open Gaming Content This product is produced under the terms of the Open Gaming License v1.0a. All text is Open Content except as identified below under Designation of Product Identity. Designation of Product Identity The following items are hereby designated as Product Identity: 1. The name "Spes Magna Games" as well as all identifying marks of Spes Magna Games, including but not limited to the Spes Magna logo. Spes Magna logo by Darren Calvert. 2. The product name "That's a Goblin!?" except for its use within Section 15 of the Open Gaming License. Copyright and Trademark Notice That's a Goblin!?. Copyright 2013, Mark L. Chance, published by Spes Magna Games. Some artwork copyrighted by Robert Hemminger, used with permission. Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch. Mark L. Chance and Spes Magna Games are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games. That's a Goblin!? is compatible with the core rules of Swords & Wizardry. Introduction Most everyone knows that goblins are small creatures, about four feet tall or so, who inhabit dim woods, lightless caverns, and possibly the otherworldly realms of the fey. Beyond this rudimentary description, scholars have trouble pinning down the specifics of goblin appearance. For, you see, these horrible humanoids eat very nearly anything, including bizarre mushrooms and subterranean insects that would sicken (or worse) most other creatures. Goblins society, such as it is, also lacks civilized restrictions against interbreeding with close relatives. The goblins' strange dietary choices and unsavory mating habits, perhaps combined with sinister influences from chaotic powers revered by goblins, mean that goblins often exhibit bizarre mutations. That's a Goblin!? is compatible with the Swords & Wizardry game, which means it's probably at least mostly compatible with almost any old-school game. If you have any comments or criticisms about this PDF, please e-mail me. Enjoy! Mark L. Chance Spes Magna Games Random Goblin Traits The Random Goblin Traits table to the right includes 23 different mutations. To randomly generate a goblin trait, roll 1d24. If you don't happen to have a 24-sided die, don't fret. You just go old school and roll 1d12 and 1d6. If the 1d6 comes up 4-6, then you add 12 to whatever you rolled on the 1d12. Otherwise, the 1d12 result stands unmodified. Beer Gut: The goblin proudly sports an amazingly protuberant abdomen. If the goblin spends a round chugging a beer, it gains the ability to unleash a potent belch 1d3 rounds later. The belch counts as the goblin's melee attack. The target must make a saving throw to avoid being (1-2) blinded for 1d4 rounds, (3-4) deafened for 1d4 rounds, or (5-6) stunned for 1d4 rounds (roll 1d6 to determine exact effect). The goblin can use this disgusting ability two times per hour without ill effects. Each additional beer chugged within an hour forces the goblin to make a saving throw to avoid becoming violently ill. Big Muscles: The goblin swaggers around with improbably huge muscles bulging on its arms, shoulders, neck, and chest. All of that upper body strength means the goblin enjoys a +1 bonus both attack and damage rolls, just like it was a fighter with a 16 Strength. Bloodsucker: Ye gods! That goblin's mouth looks like a sucker ringed with dozens of close-set, tiny fangs! The goblin bites for 1 point of damage with a successful attack. It then drains blood at a rate of 3 hit points per round. A bloodsucker goblin can be forced off a victim by fire, a successful open doors check, or by simply killing the horrid thing. That's a Goblin!? | 3 Random Goblin Traits 1d24 Result 1 Beer gut 2 Big muscles 3 Blood sucker 4 Bloodshot eyes 5 Caterwaul 6 Chameleon eyes 7 Dander 8 Excessive salivation 9 Fanged maw 10 Frenzied 11 Huge ears 12 Huge feet 13 Long legs 14 Loose skin 15 Moist nose 16 Nearly transparent 17 Pustules 18 Quills 19 Rasping tongue 20 Rubbery 21 Slippery 22 Suctiony fingers and toes 23 Thick skull 24 Referee's choice “Goblins? Yah, I know all I need to know 'bout goblins. No two goblins are alike 'cept for one thing, that bein' that the only good goblin is a dead goblin.” -- Ulf Halfane Bloodshot Eyes: The goblin glares at the world with eyes so swollen and irritated that they appear completely red and watery. By squinting, the goblin squirts tears and blood as a melee attack. The target must make a saving throw to avoid getting this noxious mix of liquids in his eyes. A failed saving throw causes the victim to suffer a -2 penalty on attack rolls and Dexterity checks for 1d4 rounds. Caterwaul: It's difficult to see what sets this goblin apart from others until it shrieks. The goblin's painfully loud screech affects every creature (except the goblin itself) in a 10-foot radius around the goblin.1 Creatures within the radius must make a saving throw or be stunned by the horrible pain for as long as either the goblin shrieks or the victim remains in the radius. The goblin can shriek for up to 2 rounds without ill effect on itself. Each round after that, it must make a saving throw and, if it fails, the goblin 1 I was asked via e-mail, “Is the area of effect stuff supposed to effect other goblins? I'm thinking of things like Caterwaul and Dander, and the like.” My answer is, “Yes. Yes, it is.” suffers 1 point of damage and cannot shriek again until healed. Chameleon Eyes: The goblin's eyes stick out from the sides of its head in scaly turrets. Its eyes move independently of each other, granting the goblin a much wider and varied field of vision. The goblin is surprised only on a 1. Dander: This goblin has some sort of terrible skin condition. Its flesh flakes away, and its hair has fallen out in clumps. If it does nothing else for the round, the goblin can vigorously rub itself in a variety of places. Doing so kicks up a swirling cloud of dander in a 5-foot radius around the goblin. Other than the goblin itself, creatures caught in the radius must make a saving throw to avoid inhaling the dander, getting it in their eyes, and so forth. A failed saving throw imposes a -2 attack roll penalty for 1d4 rounds due to watery eyes, coughing, sneezing. The dander cloud lasts for 1 round. Excessive Salivation: The goblin drools without ceasing. Spit glistens on its chin, neck, and front. This ability is of little use in combat, but the goblin has learned to smear its saliva all over its body in order to wriggle through narrow spaces, slip out of bonds, discourage fastidious creatures from touching it, et cetera. Fanged Maw: A wide, fang-filled maw splits this goblin's face. It has a bite attack that inflicts 1d6 points of damage. Frenzied: In combat, the goblin fights with astounding ferocity. A bonus of +2 is added to its attack rolls. Huge Ears: The ears growing from the goblin's head are easily five or six times larger than normal. The goblin possesses keen hearing and is surprised only a 1. Huge Feet: The feet on this goblin belong on an ogre. They're easily four times larger than they should be. The goblin's huge feet act like snowshoes. Long Legs: The goblin stands a good two feet taller than most of its kind, and the extra height is all in its legs. The goblin has a move of 12. That's a Goblin!? | 4 Loose Skin: Grotesque folds of skin hang in saggy wrinkles all over the goblin's body. It takes 1 fewer points of damage per damage die from slashing weapons (minimum 0 points of damage per damage die). In unarmed combat, the goblin is difficult to grapple. Treat the loose-skin goblin as a 2 Hit Dice monster when defending against a grapple. Moist Nose: This goblin's flat nose quivers and glistens. It has a remarkable sense of smell, and it is able to track like a bloodhound. The goblin is surprised only on a 1 if downwind of the would-be ambushers. Nearly Transparent: At first glance, this goblin might not be seen. Its flesh, bones, and organs are nearly transparent. The goblin has a 25% chance to hide in shadows while moving and a 50% chance if it remains still. Pustules: Swollen, blackened boils and seeping sores cover the goblin. The goblin's unarmed attacks cause normal damage but the victim risks being exposed to contagion with every successful attack. A saving throw prevents infection. The disease's effects are left to the Referee's discretion. Quills: A crown of barbed quills grows from the goblin's head. It can flick its head and hurl up to 3 quills per round with a maximum range of 30 feet. A quill inflicts 1 point of damage, and the goblin has 1d8+4 quills when encountered. A quill that strikes its target has a 20% chance to lodge in the victim's flesh. A lodged quill automatically inflicts 1 point of damage on the victim should he move or attack. A quill can be safely extracted in one round if that is all the victim does. Rasping Tongue: The goblin's long, broad tongue could sand wood. The goblin uses its tongue to scrape wounds into helpless victims, relishing the taste of shredded skin and blood. The tongue inflicts 0-3 points of damage per round (1d4-1). Rubbery: The goblin's soft tissues and bones yield to pressure without any extra harm to the goblin. Blunt weapons and falls inflict 1 fewer points of damage per die of damage to the goblin, which may reduce damage to 0 points. Slippery: The goblin's oily skin excretes a runny mucous. The goblin is treated as a monster with 4 Hit Dice when it resolves a grapple attack as the defender. Suctiony Fingers and Toes: The pads of this goblin's fingers and toes resemble the digits of an over-sized tree frog. It can climb with remarkable speed and agility. Thick Skull: The goblin's head appears unusually massive with jutting brows and strange lumps under the skin. It can head butt a foe in melee, inflicting 1d6 points of damage with a successful attack. Up to four other goblins can pick up the thick-skulled goblin and use it as a battering ram, causing 2 points of structural damage per turn (but also inflicting 2 hit points of damage on the thick-skulled goblin per turn in the process). Goblin Types, Tactics & Weapons It comes as no surprise that a race as variable as goblins also prove highly adaptive to different environments. Likewise, a race as small and weak as goblins must be more than physically adaptive That's a Goblin!? | 5 About Challenge Levels Some of the goblin options you've read probably deserve a challenge level modification. A few certainly do. Others don't. For example, I can't see why a rasping tongue goblin needs to be worth more XP. The same is true for a loose skin or a fanged maw goblin. On the other hand, a dander goblin or a quill- headed goblin have special attacks that make them more effective (rather than just different or slightly better). In these cases, it's likely best to treat the goblin as CL/XP 1/15. When dealing the likes of a shaman, a witchdoctor, or a fey goblin, a CL/XP adjustment is a must. These sorts of goblins not only have additional abilities, but they also may have multiple Hit Dice. Of course, you're the Referee, and you in a much better position to judge how to use these rules with your game. Be fair and fun, and everything should work out just fine. in order to survive. Goblins also possess a terrible viciousness and a talent for inflicting pain. Types Presented below are three subspecies of goblins, each adapted to a specific environment. Deep Crawlers: Some goblins completely shun the surface world. They are born and raised in the endless caverns of subterranea. Deep crawlers have spindly limbs and long, hyper-articulated fingers and toes. They have a move of 6, but they can climb along the rough walls and even the ceilings of their cavernous environs with ease. Deep crawlers echolocate like bats. Leaf Lurkers: In trackless rain forests and marshes, it can be difficult to find dry ground to build on. Goblins living in such areas have adapted to life in the treetops. They move clumsily on the ground (move 6) but with speed and grace through the trees (move 9 and capable of impressive leaps). Leaf lurkers have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve and to hold small objects. Sewer Creepers: Some goblins infest the fringes of civilization, living in sewers and garbage dumps. They scavenge the detritus of city life, infrequently gathering sufficient courage and numbers to stage night raids against stray animals, drunks, et cetera. Sewer creepers surprise opponents on a 1-3. Their filthy weapons have a 5% chance to cause disease. Tactics Goblins aren't tacticians. They're too cowardly, chaotic, and feckless to stick to a plan for long, especially after that plan comes into contact with the enemy. This doesn't mean, however, that some goblins haven't developed certain specialties that aid the tribe's survival. Arsonist: Goblins love burning stuff. They burn buildings, people, animals, crops. If it's flammable, odds are good a goblin would like to set it ablaze. An arsonist goblin has developed a special talent for using fire as a weapon. The arsonist enjoys a +1 bonus to attack rolls with weapons that inflict fire damage. Battle Singer: Goblins often sing when killing, maiming, or looting. Their songs tend toward the terrible, full of off-key gusto and repetitive, simplistic lyrics about blood, death, and terror. A battle singer is a goblin with a special talent for song. As long as a battle singer belts out its horrid lyrics, all allied goblins within 30 feet who can hear the battle singer fight with inspired savagery, enjoying a +1 bonus to weapon damage rolls. Hidden Sergeant: Goblin leaders seldom lead from the front. Instead, they prefer to lurk in the shadows and the relative safety behind the lines of their lackeys, hissing orders and avoiding the fight. A hidden sergeant has developed this lead- from-behind tactic into an art. As long as the hidden sergeant is not engaged in melee and remains behind cover, he can call out orders to 1d6 goblins per round. These goblins gain a +1 bonus to either attack rolls or to saving throws for the round (use which ever bonus seems most applicable to the hidden sergeant's orders). Pet Killer: Goblins hate common domestic animals, especially those kept by humans. Goblins won't even eat these animals unless hard-pressed for food. A pet killer excels in the slaughter of domestic animals. It has a +1 bonus to both attack and damage rolls against such. Shaman: Goblins worship the powers of chaos: forbidden deities, demons and devils, and so forth. A shaman goblin always has at least 2 Hit Dice, and it has a special connection with the chaos powers it worships. A shaman casts spells as a Cleric of a level equal to its Hit Dice. Witchdoctor: A goblin witchdoctor, rare and much feared, taps into magic by means of its collection of totem items and its knowledge of obscene prayers, bizarre screams, and dances. All goblin witchdoctors have at least 4 Hit Dice. They cast spells as both Clerics and Magic-Users. Divide the witchdoctor's Hit Dice between these two classes. If the goblin has an odd number of Hit Dice, its ability as a Magic-User is always greater than its ability as a Cleric. For example, a goblin witchdoctor with 5 Hit Dice casts spells a 3rd-level Magic-User and a 2nd-level Cleric. Weapons Goblins aren't known for the skills as weaponsmiths. Most of what they fight with has been scavenged or looted from others. The That's a Goblin!? | 6 unfortunate victims of goblin attacks know of at least three exceptions to this general observation. Child-Catcher: A child-catcher is a haft topped with metal crafted into two prongs. Each prong curves to form spiked hooks. A successful melee attack with a child-catcher inflicts a mere 1d2 points of damage, but the device has a 50% to snare a small creature, such as a halfling or a human child. An ensnared victim loses his Dexterity and shield bonuses to Armor Class. He can also be pushed and pulled by the wielder (resulting in a 25% chance of the victim being pulled off his feet). An ensnared victim can attempt to pull free with an open doors check, but failure inflicts 1d2 points of damage. Goblins use these weapons to capture small humanoids for use as slaves, ransom, and food. Club-Torch: Goblins, especially arsonist goblins, sometimes wield club-torches. This weapon is quite simply a hardwood club whose business end has been riddled with holes that can be stuffed with cloth soaked in some sort of flammable resin. A club-torch inflicts 1d4 points of damage plus another 1 point of fire damage. It can be used to start fires like a torch. Unfortunately, a club-torch tends to destroy itself with use. Each successful hit has a 5% chance per point of damage inflicted to crack or shatter the hole-riddled end. Tainted Thurible: This vessel for burning incense isn't a weapon per se. Sure, a goblin could whack someone with it, but that's not what it's designed for. Instead, the goblin thurifer loads the tainted thurible with a special combination of noxious substances and, after taking a deep breath, sets the contents to smolder. The goblin then rushes into battle, swinging the thurible and spreading an oily cloud of poison in a 5-foot radius along the path of its charge. Each round after the first, the goblin thurifer must make a saving throw to continue to hold its breath to avoid inhaling the poison. The exact effects of the poisonous gas are left to the Referee's discretion. Goblins of the Fey Realms The introduction mentioned that goblins might inhabit the otherworldly realms of the fey. What a wonderful idea! Fey goblins are probably a species apart from ordinary goblins. Most possess magical powers. The fey origins of these goblins don't change their disposition and habits much. If anything, in most cases, fey goblins enjoy inflicting pain and misery even more than their mundane cousins. Exceptions to this generalization do exist, however.2 This seems especially true of miner goblins, known by various regional names such as knocker, wichtlein, or coblynau. Still, at best, these more benign goblins tend toward Neutrality and, while not malicious, they can be annoyingly mischievous. The Random Fey Goblin table to the right includes 15 different abilities. To randomly generate a fey ability, roll 1d16. If you don't 2 All generalizations, including this one, are ultimately false. That's a Goblin!? | 7 Random Fey Goblin 1d16 Result 1 Dimension door 2 Druidic fey 3 Fey dance 4 Fey music 5 Greenteeth 6 Invisibility 7 Miner 8 Misleader 9 Morganic fey 10 Paralysis 11 Polymorph 12 Size change 13 Sleep 14 Tempter 15 Wild shape 16 Referee's choice happen to have a 16-sided die, don't fret. You just go old school and roll 1d8 and 1d6. If the 1d6 comes up 4-6, then you add 8 to whatever you rolled on the 1d8. Otherwise, the 1d8 result stands unmodified. Dimension Door: Once per day per Hit Die, the goblin may use dimension door. This ability often has other limitations, such as that the goblin only being able to use it when not being observed or that this ability's use requires some sort of medium, such as only between door frames or between shadows. Druidic Fey: This goblin has a special connection to the powers of nature. It casts spells as a Druid whose level is equal to the goblin's Hit Dice. Fey Dance: By performing a dance for at least 1 round, be it a sprightly jig or a stately waltz, the goblin weaves a powerful enchantment. All creatures who see the dance must make a saving throw or be compelled to join, refraining from all other activities except conversation for as long as the goblin dances. A fey dance goblin has no need for food, drink, or rest as long as it dances. The same probably isn't true of its partners. Fey Music: This goblin's powers of song and musicianship exert an effect over the will of those who hear the music. As long as the goblin plays and/or sings, it can select one target who hears the music per round. The target must make a saving throw or become charmed. Most fey music works as charm person, but more potent types may duplicate the effects of charm monster or charm plants. Greenteeth: This monstrous goblin lurks in shallows along river banks and lake shores, waiting for some victim to wonder too close. Then, the greenteeth strikes, pulling the victim into the water and drowning him. Greenteeth breathe water and air, and swim at move 6. They surprise others on a 1-4. A surprised foe in melee range can automatically be grabbed and pulled into the water. Greenteeth are dangerous grapplers when underwater. When grappling, a greenteeth rolls 1d8 per Hit Die rather than 1d6. Invisibility: The goblin becomes invisible at will (as the spell). Some fey goblins remain invisible even after they attack. Miner: A miner easily takes note of certain features of stonework, such as sloping corridors, moving walls, and traps made of stone, especially falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. It can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a miner does or does not perceive is up to the Referee. Misleader: A misleader typically claims a territory around its lair with a radius of at least 1 mile per Hit Die. The wilderness thus claimed becomes inimical to trespassers. Add 15% to the chance of getting lost in the misleader's territory. Morganic Fey: This goblin studies and practices the arcane arts. It casts spells as a Magic-User whose level is equal to the goblin's Hit Dice. Paralysis: Many fey have some sort of attack that induces paralysis. Often, arrows or darts transmit the paralysis in addition to the weapon's normal damage. Regardless of the method of delivery, a successful saving throw avoid paralysis, which lasts for 1d6 turns per goblin Hit Die. Polymorph: This goblin is a shapeshifter, able to use polymorph self once per day per Hit Die. Fey goblins able to use polymorph other or even polymorph object might exist outside folktales. Size Change: Some fey goblins alter their size with ease, becoming giants or the size of bugs. Once per day per Hit Die, this goblin may change size. When enlarged, it fights as if it were an ogre. When shrunk, it likely has no effective attacks, but can enter many places not secure against creatures such as flies or beetles. That's a Goblin!? | 8 Sleep: A fey goblin with this ability has some means to cause creatures to fall asleep. Often, this is some sort of ranged attack, such as arrows or darts, that don't cause damage but force a saving throw to avoid an enchanted slumber that lasts up to 1d6 turns per goblin Hit Die. Other sleep-causing goblins may induce slumber by touch, by lullaby, or by an effect to duplicates the sleep spell. Tempter: This type of fey goblin speaks honeyed words intended to lure the listener into harm or to commit some evil action. Anyone who foolishly bandies words with a tempter goblin for at least 1 turn must make a saving throw with a -4 penalty or be subjected to a suggestion (as the spell). Wild Shape: A wild shape goblin can change into the form of an animal. The animal’s size can range from that of a crow to that of a black bear. The goblin can change into as many as three different animal forms per day, one from each category of reptile, mammal, and bird, but only once for each form within a single day. When the goblin shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation. The Goblinarium Here're a few special goblins for you to inflict upon your player's characters. Burn Squad Hit Dice: 1d6 hit points Armor Class: 6 [13] Attacks: Weapon (1d6), or club-torch (1d4 plus 1 point of fire) Saving Throw: 18 Special: -1 to hit in sunlight, arsonist goblin Move: 9 Alignment: Chaos Number Encountered: 1d3+2 Challenge Level/XP: B/10 A burn squad enjoys special status in a goblin tribe. Squad members are admired for their devotion to killing and destroying by fire. Each goblin in the squad fights either with a normal weapon or, better yet, a club-torch. Arsonist goblins enjoy a +1 bonus on attack rolls with weapons that inflict fire damage. Gurk Wound-Licker Hit Dice: 2 Armor Class: 6 [13] Attacks: Weapon (1d6) Saving Throw: 16 Special: -1 to hit in sunlight, rasping tongue Move: 9 Alignment: Chaos Number Encountered: Unique Challenge Level/XP: 2/30 Gurk Wound-Licker rose to legendary status among goblins when it allegedly defeated a bugbear in single combat. In truth, Gurk drugged the creature and bound it hand and foot before beating it within an inch of its life and then removing the fetters. Gurk presented this trophy to the clan, and then enter- tained everyone for next several hours by licking the bugbear to death. Quiet Kwangi Hit Dice: 3 Armor Class: 6 [13] Attacks: Weapon (1d6), or three darts (1d3) Saving Throw: 14 Special: -1 to hit in sunlight, hidden sergeant, sewer creeper Move: 9 Alignment: Chaos Number Encountered: Unique Challenge Level/XP: 4/120 Quiet Kwangi leads a band of sewer creepers that live in the drains and storm tunnels under the cobbles of Old Landinium. Rumor has it Kwangi and company even use the ghoul warrens beneath the town's necropolis. As a sewer creeper, Kwangi surprises foes on a 1-3, and its filthy weapons have a 5% chance to cause disease. Due to his status as a hidden sergeant, That's a Goblin!? | 9 Kwangi can call out orders to 1d6 orders per round so long as he is not engaged in melee and remains behind cover. These goblins gain a +1 bonus to either attack rolls or saving throws for the round. Scumpus Hit Dice: 1+1 Armor Class: 5 [14] Attacks: Weapon (1d6) Saving Throw: 17 Special: -1 to hit in sunlight, beer gut Move: 9 Alignment: Chaos Number Encountered: Unique Challenge Level/XP: 2/30 Scumpus waddles about obesely, barely fitting into his piecemeal armor. It fights with a notched and rusted broadsword and wooden shield. It does its best to keep two pint bottles of ale hanging from its belt at all times. Before lumbering into battle, Scumpus chugs a pint in order to prime his belch attack. Trackspawn Pack Hit Dice: 1d4 hit points Armor Class: 8 [12] Attacks: Weapon (1d4) Saving Throw: 18 Special: -1 to hit in sunlight, moist nose Move: 9 Alignment: Chaos Number Encountered: 1d4+1 Challenge Level/XP: A/5 Trackspawns are runty even for goblins. Many goblin bands keep a pack of trackspawns in a kennel, feeding them garbage and beating them for fun. When somethings need to be tracked, pack handlers leash the trackspawn and put them on the trail. Trackspawn follow trails like bloodhounds, and they are surprised only on a 1 if downwind of the would-be ambusher. Urorotuldur Hit Dice: 5+5 Armor Class: 7 [13] Attacks: Weapon (1d6) Saving Throw: 12 Special: -1 to hit in sunlight, witchdoctor Move: 9 Alignment: Chaos Number Encountered: Unique Challenge Level/XP: 6/400 Urorotuldur demands and receives the terrified obedience of the goblins who follow this witchdoctor's wicked orders. Urorotuldur casts spells as a 3rd-level Magic-User (3/1) and a 2nd- level Cleric (1). Its typical spells might be Magic- User spells level 1: magic missile, protection from good (as protection from evil but effective against good creatures), shield; Magic-User spells level 2: strength; Cleric spells level 1: cure light wounds. That's a Goblin!? | 10 Tributary of Terror A Mini-Adventure using That's a Goblin!? Rules for 2nd-4th level PCs Welcome to Reyr's Well! Reyr's Well sits in rolling, forested hill country. Established four decades ago on a gently sloping large hill as a refuge for debtors, this young hamlet remains populated largely by first and second generation settlers. The Well's residents take pride in their community, and they generally welcome opportunities to impress visitors with their hospitality. Today, about 240 adults with 60 children call Reyr's Well home. An appreciable number of travelers pass through Reyr's Well each year. The hamlet is located at the intersection of High Road, leading to northern districts, and King's Road, which connects the hill country with the coast to the southeast. The forest around Reyr's Well has been cleared back to a several dozen yards, creating a rough oval of arable land with the hamlet in the middle. On west- northwest side, the Well (A) bumbles up from the ground, giving rise to Reyr's Brook (B), the hamlet's main source of fresh water. The Well is a perennial karstic spring3 that overflows a basin, forming a pond which then drains into the brook. Reyr's Brook runs a brisk, bubbling way in winding, steep-banked defile that cuts through the hamlet. At Reyr's Well's southeastern edge, the brook joins Lost Bell River4 (C), a wider and deeper waterway flowing from the more rugged highlands farther to the west. 3 About 120 gallons of water per second gush from the cave. 4 A few years after Reyr's Well's founding, the faithful collected funds and sent to the coastal capital to have a bronze bell cast for the community's chapel. Near the southeastern- most bridge, a large viper spooked the team of oxen pulling the bell. Before the beasts could be calmed, they'd left the road. The wagon fell, broke apart, and the 1.4 ton bell rolled into the water and muck at the river's edge. It's remained there ever since. Reyr's Well enjoys fertile farmland, albeit not a large amount of it. The hamlet's freemen farmers lease strips of field, and work their leases throughout the year. The farmers keep most of their produce, but lease payments in the form of flour, dried grain, et cetera are expected. Zuzen Patxi (area 12) bears the responsibility of ensuring lease payments are collected. Several families also make their living on Lost Bell River, which teems with fish and crustaceans. Amaia Maite and her sons (area 4) also craft small, durable boats that command good prices both up and downstream from Reyr's Well. The Silent Brothers of the Shining Countenance established a small monastery in Reyr's Well several years ago. The kindly monks brew some fine ale and That's a Goblin!? | 11 make excellent cheeses. They also open their doors to travelers who would not otherwise have a place to sleep. All in all, Reyr's Well is a small, prosperous community. Who's in Charge? According to official documents kept in the capital, with copies duly filed at the Chapel of Saint Reyr (area 8), Zuzen Patxi5 is lord of Reyr's Well. Patxi keeps lease records, collects lease payments and taxes, acts as chief magistrate, and owns the hamlet's mill. Who's Really in Charge? In practice, however, locals tend to view Patxi's authority with mild disdain. The real leader of Reyr's Well is Zorion Iker, the hamlet's vicar and oldest surviving signatory to the charter that gave the original debtor- settlers authority to establish Reyr's Well in exchange for a period of indentured servitude and eventual clemency. Iker was instrumental to the settlers surviving those first harsh years carving out a new home in what was then frontier wilderness. No one who lives in Reyr's Well doesn't know the story of how Iker lost his eyesight, and that heroic injury counts for more in people's minds than any number of official documents ever will. Patxi's authority carries weight in direct proportion to how little Iker opposes that authority, a fact that Patxi resents but Iker seldom takes advantage of. Defending Reyr's Well Three watchtowers overlook the roads into Reyr's Well. These sturdy stone structures include a ground floor, a second floor armory, and a roof protected by crenelated battlements. Each tower has an attached bunkhouse. The several bridges across Reyr's Brook and Lost Bell River can serve as choke points, helping defenders channel raiders (or else force those raiders to move through more rugged terrain to get around the bridges). 5 I generated most of these names using Behind the Name. Human names were randomly determined with the “Basque” box checked. Some other details were randomly determined using the plethora of nifty generators at the Chaotic Shiny site. Patxi and Iker employ thirteen full-time militia members and Alesander Erramum, the watch captain. Erramum keeps two militia members on duty in each tower at all times. Another two are on-call in the bunkhouse (see area 20). Rumors It's pretty much standard procedure for player characters to wander around town asking about rumors. In addition to lots of fear about whatever's been snatching animals and why the fish have been scared away, the nearby table offers a few more bits of gossip. That's a Goblin!? | 12 d8 True? Rumor 1 ? Rumor has that Bikendi Xabi is being groomed to replace Zorion Iker, which seems an odd task for a paladin. 2 No Innkeeper Vidar Víðarr hears more than he lets on. 3 ? Amaia Maite's husband Antton was captured and killed by goblins. 4 Yes A relic of Saint Reyr rests under the chapel's altar. 5 Yes A murderous doppelganger blinded Zorion Iker. 6 No The monks of the Silent Brotherhood are spies. 6 ? There is a lost dungeon full of fabulous treasure to the northeast. 7 ? There is an old outpost housing bandits somewhere in the woods not too far from the King's Road to the west. Map Key 1. The Feisty Unicorn The shingle hanging outside this building depicts a unicorn rampant against a red background. The structure itself rises two stories with a sharply peaked roof. The ground floor has stone-and-mortar walls whereas the second floor is wood that appears freshly white-washed. The innkeeper, Vidar Víðarr, runs a clean, professional establishment. The menu is carved on a sign behind the bar. The food is fresh, and most of it consists of breads, vegetables, cheeses, and fish bought from local vendors. Goat milk, eggs, and wild game, mostly rabbit and venison, show up for dinner meals at least a few times a week. Víðarr imports his mead, brandy, and Selenic Silver, a robust white wine with hints of vanilla. The common room, where one can stay for “free” for a night with the purchase of a meal, is situated above the horse stalls in the stable. No frills describes the common room. Customers get a chamber pot, a pitcher of water, a heavy woolen blanket, and a straw tick to sleep on. Víðarr has two dorm rooms on the second floor the main building. Each dorm room sleeps six. For the highfalutin', the inn offers four private rooms, each just big enough to hold a comfortable bed and a footlocker. Víðarr is the only dwarf living in Reyr's Well. He is squat, burly, hairy, and very nearly deaf. The sight of regulars shouting drink orders right in Víðarr's face often surprises first-time visitors. The dwarf innkeeper employs, Amaya and Eguzkiñe, two locals women to help with cooking and serving. Vidar Víðarr (Ftr 3): HD 3d8; hp 14; AC 9 [10] (Víðarr seldom wears armor); Atk 1 battle axe (1d8); Move 6; Save 12; AL N; CL/XP 3/60; Special 3 attacks vs. foes with 1 HD or less. Nota Bene: Amaya and Eguzkiñe are normal humans. Throughout this text, if no stat block is given for an NPC, assume he or she is a normal human. Also, otherwise noted, residents are either Neutral (65%) or Lawful (35%). 2. The Mill You hear this building before you see it. The modest waterwheel splashes and creaks in the surging current of the adjacent brook. Atop the building spread the vanes of a windmill, the motion of which adds to the noise. Zuzen Patxi owns the hamlet's mill, which also doubles as a tax office. Patxi splits his time between the mill, his home (area 12), and strolling about town, paying his respects to people and gossiping. Patxi dresses well, ordering the latest fashions from the capital once or twice a year. He That's a Goblin!? | 13 The Feisty Unicorn's Menu Bread & Cheese...5 copper Breakfast...2 silver Dinner...5 silver Supper...2 silver Small beer...5 copper Stout ale...2 silver Mead...15 silver Selenic Silver...2 gold Brandy...1 gold Brandy by the gill. Others by the pint. Common room...free with meal Private room...1 gold per night Dorm cot...3 silver per night is a middle-aged human, balding and flush-faced, with thin arms and legs framing a respectable paunch. Despite his pretensions, Patxi has a clever mind and is a skilled engineer. He designed his “double mill” to include a system by which he harnesses wind and water power to drive separate parts of the mill. It isn't really that much more efficient, but it's neat to watch for a few minutes. 3. Bridges The bridge ahead of you arches slightly and appears solidly constructed of stone and mortar. Reyr's Well has seven bridges, five spanning the brook and two longer, wider bridges spanning Lost Bell River. Reyr's Brook rushes along through a steep-sided defile. Without those bridges, getting from one side of the defile to the other would be difficult, even hazardous, especially when heavy rains swell the waterways. Crossing the river doesn't pose the same risks, but the Lost Bell is wide and deep. Also, the river bottom is mostly slick limestone riddled with holes, many of them large enough to suck a grown man into uncharted and airless caves. 4. Boatwright/Fish Market Between two bridges on the south side of the hamlet, the road curves gently between five buildings, two on one side, three on the other. The smell of fish hangs in the air. Closer to the river bank, tarps have been stretched between posts to provide shade. Several flat-bottomed fishing boats can be seen. Amaia Maite and her sons and their families occupy four of the five houses here (all but area 14). They also run the fish market, and Maite is a master boatwright. The extended family handle all of the business: fishing, marketing, cleaning and salting fish, et cetera. Word around Reyr's Well is that Maite is a widow, but she strenuously objects to this label. Her husband, Antton, went downriver several weeks ago after too much to drink and a heated religious argument with his oldest son, Endika. Neither Antton nor his boat have been found, and Antton is presumed dead, but Maite won't believe that until she sees the body. In the meanwhile, business continues. Endika Maite (Drd 1): HD 1d6+1; hp 5; AC 8 [11]; Atk 1 spear (1d6); Move 12; Save 15; AL N; CL/XP 1/15; Special one 1st-level druid spell (usually predict weather), +2 saves vs. fire. 5. Genovefa's Aviary Dozens of bird cages hang from hooks under the eaves of this home. Within the cages, scores of birds sing, hop, and flutter. Genovefa, the hamlet's only elfish resident, lives here with Tweety, her pet eagle, and she captures, trains, and sells birds. Business isn't good, but Genovefa also receives a monthly stipend for sheltering and caring for a half dozen carrier pigeons used to quickly relay short messages to the communities closest to Reyr's Well. Genovefa spent her formative years as a thief. Indeed, years ago, she was caught trying to burgle the chapel. Locals wanted to lop her hands off and send her adrift down the Lost Bell, but Zorion Iker advocated mercy. Genovefa was put in irons and into Iker's custody. After the course of several weeks, Iker converted Genovefa to a new faith and new way of life. Today, she is a respected member of the community. Genovefa (Thf 4): HD 4d4; hp 10; AC 8 [11]; Atk 1 dagger (1d4); Move 12; Save 12; AL L; CL/XP 4/120; Special Genovefa retains her thief abilities, although she is now loath to use them. Tweety: HD 1d8; hp 4; AC 6 [13]; Atk 2 claws (1d2) and 1 beak (1d2); Move 3 (24 flying); Save 17; AL N; CL/XP 1/15; Special +2 attack rolls and double claw damage with a dive attack. 6. The Commons A somewhat oblong expanse of green grass stretches between the roads here. Several structures have been built around the field. A few dozen goats wander about, munching and occasionally butting each other. Residents use this field for their livestock. That's a Goblin!? | 14 7. Bakery The warm smell of baked bread wafts through the air around this wood-and-thatch building. Two folding doors, open to display shelves of baked good, comprise most of the facade. A large stone oven sits near the building. Two halfling families call Reyr's Well home. The matrons of those families are Malina and Lindsay, twin sisters. The former manages the bakery; the latter is the hamlet's healer (area 13). Malina and her husband, Ainsley, enjoy their craft, and they proudly display their products. 8. Chapel of Saint Reyr Larger than any other building in the hamlet, this hardy stone-and-mortar structure bears the clear signs of being a holy site dedicated to Renceth. Looming over the walkway up to the front double doors stand three archways, each holding an open door. A statue depicting a robed and armored woman with a large key resting across her outstretched palms rests in a niche adjacent to the entrance. The statue depicts Saint Reyr, a legendary cleric of Renceth whose purity and devotion were reputed to be such that all closed portals would swing open wide at her slightest touch.6 Most Reyr's Well residents follow the cult of Renceth, and the blind, aged Zorion Iker ministers to their spiritual needs with kindness and wisdom. Everyone in the hamlet either admires and respects Iker, or else they pretend to, and the pretenders cannot boast large numbers. Iker is the oldest surviving signatory to the charter that gave the original debtor-settlers authority to establish Reyr's Well. Back then, he was young and vigorous, almost without fear. It was Iker who discovered that a doppelganger had infiltrated the community and was responsible for a series of crimes, including two murders. In the fight against this foe, Iker suffered a serious head injury, but he still struck the mortal blow against the monster. Several members of the community regularly assist Iker with day-to-day tasks. Reyr's Well's newest arrival, the paladin Bikendi Xabi, arrived in the hamlet, having been sent by Iker's hierarchical superiors in the capital. Rumor has that Xabi is being groomed to replace Iker, which seems an odd task for a paladin. Neither Iker nor Xabi will either confirm or deny these rumors. 6 In her most famous deed, Saint Reyr descended to the gates of the underworld and opened them despite the hordes of demons holding them fast, thus freeing the Sixteen Child Martyrs to ascend to their heavenly reward. That's a Goblin!? | 15 Renceth God of Prophecy, Friendship, and Keys Renceth knows the future, but he does not freely share that knowledge. Instead, he puts into the paths of his faithful the people and the resources necessary to open the doors that will be encountered. Those who ignore Renceth's gifts find their paths full of obstacles whereas the observant find their paths full of opportunities. Zorion Iker (Clr 6): HD 6d6-6; hp 18; AC 9 [10]; Atk 1 staff (1d6); Move 9; Save 10; AL L; CL/XP 6/400; Special +2 saving throws vs. poison and paralysis, turn undead; Disability blind and in poor health. Typical Spells: 1st-level (cure light wounds x2, detect evil); 2nd-level (bless, speak with animals); 3rd-level (cure disease, prayer, speak with dead); 4th-level (neutralize poison). Bikendi Xabi (Pal 2): HD 2d8; hp 9; AC 4 [15] (chain & shield); Atk 1 long sword (1d8) or 2 arrows (1d6); Move 12; Save 11; AL L; CL/XP 2/30; Special lay on hands, immune to disease, warhorse. 9. Graveyard South of the chapel near the crossroads rests a cemetery surrounded by a simple stone wall. About 70 former residents are buried in this hallowed ground. 10. Sea Shell House The walls of this home have been covered with plaster. Hundreds, maybe thousands, of sea shells of all shapes and sizes were affixed in the plaster before it hardened. The half-elf Erlea Itsaso, Reyr's Well's resident Magic-User, lives her with pets, five cats and three dogs, including a tame wolf named Shokufeh, which means blossom in an obscure dialect. Itsaso approaches middle-age. She is still strikingly beautiful, but that she has outlived three husbands doesn't encourage suitors. Itsaso says this suits her just fine, but, in truth and in secret, she is painfully lonely and in love with Kerman Sendoa, the hamlet's scribe (area 15). Itsaso helps tend goats and the crops, but more as an avocation than a job. She doesn't need to work as she is rather wealthy, although her humble home and lifestyle belies this fact. Erlea Itsaso (MU 3): HD 3d4; hp 8; AC 9 [10]; Atk 1 staff (1d6); Move 12; Save 13; AL L; CL/XP 3/60; Special +2 saving throws vs. spells. Typical Spells: 1st-level (detect magic, shield, sleep); 2nd-level (web). Shokufeh: HD 2d8+2; hp 11; AC 7 [12]; Atk 1 bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30. 11. Roadside Shrine This building consists of three walls and a roof. Shelves on the interior walls hold a variety of small statues. Zorion Iker ordered the construction of this simple building for use as a roadside shrine for travelers devoted to Lawful deities other than Renceth. 12. Zuzen Patxi's Home Across the street from the chapel, this impressive home must belong to a wealthy, important owner. It stands two stories high with lower and upper porches. A stone wall surrounds the property's well-maintained lawns and flower gardens. Patxi lives her with his wife, Aintzane, a pleasant lady several years younger than her husband. They have three children, all girls, over whom Patxi dotes with enormous pleasure. Aintzane and her girls often spend the harsher winter months away from Reyr's Well in the warmer coastal capital. 13. Healer This modest wood-and-thatch home sports a short, brightly painted picket fence and an adjacent herb garden. There is a small shed near the garden. Lindsay, twin sister of baker Malina (area 7), lives here with her husband, Mìcheal, and their children. Lindsay has “the touch” according to the locals. Her homemade poultices, ointments, broths, and purgatives aren't magical, but when applied under her supervision, many common illnesses and injuries pass more quickly and easily than would likely otherwise be the case. 14. Apothecary Across the street from the boatwright and fish market stands this modest abode. Racks of hanging herbs dry in the sun to the side of the building. That's a Goblin!? | 16 Estebe Eneko runs this apothecary shop. His materia medica tends to be made and dispensed more for the care of livestock than of people. Eneko also serves as spiritual leader for a minority of residents who worship and serve the powers of nature. Eneko finds himself is a strange situation. He cannot help but respect Zorion Iker while at the same he find the cult of Renceth sadly misguided. For a time, Eneko privately figured on biding his time until Iker passed away. Then, he could step in and fill the void, so to speak, but the arrival of Bikendi Xabi casts the viability of this plan into doubt. When not involved in apothecary duties, Estebe often helps with the fishing. He and Amaia Maite's eldest son have become fast friends. Estebe Eneko (Drd 4): HD 4d6; hp 14; AC 7 [12] (leather); Atk 1 spear (1d6); Move 12; Save 11; AL N; CL/XP 4/120; Special +2 saving throws vs. fire, First Mysteries abilities. Typical Spells: 1st-level (faerie fire, locate animals, predict weather); 2nd-level (speak with animals); 3rd-level (water breathing). 15. Scribe The sign outside this dwelling reads “Kerman Sendoa, Scriptorological Services”. Perpetually ink-stained Kerman Sendoa, scribe and poet and man-of-letters, never uses one word when two will suffice and never uses monosyllables when polysyllables roll off the tongue with so much more style. He is easily the most well-educated resident in Reyr's Well. This easy-going, loquacious scholar is liked by most, and he receives correspondence from places as distant as the capital asking for his skills with quill and poetry. His outgoing nature and way with words cannot prevent Sendoa becomes tongue-tied around one person: Erlea Itsaso, Reyr's Well's resident Magic-User. It seems as if everyone in the hamlet knows about the unspoken, unrequited love between Sendoa and Itsaso, except for Sendoa and Itsaso themselves. 16. General Store/Blacksmith This long building has two obvious parts: a forge and smithy mostly open to the air and an adjacent general store. Three brothers, Unai, Jakes, Aitor, run the smithy and general store with the help of Unai's and Aitor's wives, Kattalin and Itxaro, and their gaggle of children. The brothers typically man the forge while the ladies handle the store, but both Kattalin and Itxaro wield the hammer and tongs as well as most. Just about everything the people of Reyr's Well could want that they can't get from someone else in the hamlet can be made or bought here. The entire extended family are devoted members of Renceth's cult, and they boisterously embrace that deity's aspect of god of friendship. Most goods sold are priced 90% of book standard, except for weapons and metal armor, which sell for 110% normal price and are in small supply. 17. Musician The house before you features a large box window facing the street. In the window are displayed a modest assortment of musical instruments: a lyre, a violin, and a wooden flute. Haizea Ochoa carves and sells flutes. She also plays some nights at the Feisty Unicorn, working for meals and tips, and she receives a small stipend for playing liturgical music for special festivals at the chapel. Locals often hire her for parties and special occasions. Ochoa plays well, and she has a strong, pure contralto singing voice. Ochoa is also a dangerously insane but cunning follower of Cro (see sidebar). She was born and raised in Reyr's Well, but moved away with her family before she came of age. In one of the coastal cities, she fell under the sway of a charismatic follower of Cro, and was lured into the That's a Goblin!? | 17 Cro God of Truth, Chaos, and Opposites Cro always speaks the truth. Cro always lies. Cro stands firm against what is evil. Cro revels in evil, his hands stained with innocent blood. Cro is all things, and all things are Cro. dark, contradictory mysteries of the god of opposites. She returned to Reyr's Well a few years ago, and she keeps tabs on the region for her chaotic masters. By virtue of a special blessing, Ochoa's alignment cannot be revealed via magic. Haizea Ochoa (Asn 6): HD 6d6; hp 21; AC 8 [11]; Atk 1 dagger (1d4); Move 12; Save 10; AL C; CL/XP 6/400; Special backstab x3, disguise, poison, thieving skills, undetectable alignment. 18. The Silent Brothers of the Shining Countenance On the eastern edge of the hamlet stands a sturdy stone-and-mortar building with a tiled roof. A sign out front depicts a face with a hand across its mouth. The Silent Brothers of the Shining Countenance are an order of monks who take vows of perpetual silence, although they do communicate with other via a simple system of hand and finger signs. The three monks brew beer, make cheeses, and use part of their property as a hostel for travelers at times. The Silent Brothers have been in Reyr's Well for just a couple of years, and most of the locals still aren't quite sure what to make of them. Gurutz (Mnk 3): HD 3d4; hp 11; AC 7 [12]; Atk 1 staff (1d6+1) or weaponless (1d6); Move 14; Save 13; AL L; CL/XP 3/60; Special +1 damage with weapons, +2 saves vs. paralysis and poison, alertness, deadly strike, deflect missiles, thief-type skills. Igon and Ekain (Mnk 1): HD 1d4; hp 3, 4; AC 9 [10]; Atk 1 staff (1d6) or weaponless (1d4); Move 12; Save 15; AL L; CL/XP 1/15; Special +2 saves vs. paralysis and poison, alertness, deadly strike, deflect missiles, thief-type skills. 19. The Fields The hamlet's freemen farmers lease strips of field, and work their leases throughout the year. The farmers grow wheat, barley, and peas. Most farmers also maintain small vegetable gardens near their homes. 20. Watchtowers This sturdy stone structures include a ground floor, a second floor pierced by arrow slits, and a roof protected by crenelated battlements. The tower has an attached bunkhouse. Reyr's Well employs thirteen full-time militia members and Alesander Erramum, the watch captain. Erramum keeps two militia members on duty in each tower at all times. Another two are on-call in the bunkhouse. Alesander Erramum (Rgr 3): HD 4d8; hp 18; AC 4 [15] (chain and shield); Atk 1 longsword (1d8) or 2 arrows (1d6); Move 12; Save 12; AL L; CL/XP 3/60; Special +3 damage vs. giants and goblin types, alertness, tracking. Militia Member (x13): HD 1d8; hp 2, 2, 4, 4, 4, 5, 5, 6, 6, 7, 7, 7, 8; AC 5 [14] (chainmail); Atk 1 longsword (1d8) or 2 arrows (1d6); Move 12; Save 17; AL L or N; CL/XP 1/15. That's a Goblin!? | 18 The Monster in the Well Reyr's Well has faced and defeated a number of dangers since its founding. In recent days, a new danger has bobbed to the surface. A fey greenteeth goblin found its way into the Well from the flooded caves beneath the hamlet. From the Well during the night, it swims along Reyr's Brook and Lost Bell River. So far, the only casualties are a couple of goats, a stray chicken, and the fish market. The savaged remains of the animals were found on different bridges, and the greenteeth has spooked the fish so much that most fled the area. The first night the player characters stay in the hamlet, a tipsy farmer named Jokin Solo bids good evening to his drinking companions and never makes it home. The greenteeth ambushed him near the bridge closest to the Well and tore his throat out before dragging him into the brook. In the morning, a great quantity of blood is found at the attack site, and later scraps of clothing and pieces of Solo are discovered farther downstream. Why Don't the Locals Handle It? They likely lack the resources. The most experienced members of the community, Zorion Iker and Haizea Ochoa, are either too blind and frail or else pretending to be a mere musician. Estebe Eneko could use water breathing to investigate, but he'd likely not be a match for the greenteeth alone, assuming he could even find it. What the locals need are some professional adventurers. Fortunately, some just happen to be in town. Why Should the PCs Handle It? Well, the best reason is because they're the ones who can, and wouldn't helping out the people of Reyr's Well be the decent thing to do? If being decent isn't enough motivation, Zorion Iker calls a meeting. The people of Reyr's Well, after some discussion, offer 700 gold pieces worth of coins.7 If the PCs express concern about drowning, Genovefa offers the loan of her gauntlets of swimming and climbing with the promise to give 7 The money and items offered were randomly generated at this site based on 2.5 the XP value of the greenteeth goblin. them to the PCs if they defeat whatever menaces the hamlet. If that still isn't enough, the good folk can offer another 110 gold pieces worth of trinkets, small gems, and pieces of jewelry. Of course, the residents also offer what goods and services they have that could be helpful, but few are willing to risk their lives or be taken advantage of. Handling It Even though there is only one greenteeth active in the hamlet, the PCs still face a dangerous challenge. Unless the PCs manage to gather some information about the monster (speak with animals perhaps?), they may not realize they're dealing with an intelligent creature. Tactics such That's a Goblin!? | 19 Greenteeth Goblin Hit Dice: 4+4 Armor Class: 8 [11] Attacks: Bite (1d6) Saving Throw: 13 Special: -1 to hit in sunlight, grappling, surprise foes on a 1-4 Move: 9/6 (swimming) Alignment: Chaos Challenge Level/XP: 6/400 Smooth-skinned, dark and mottled green, and adapted for aquatic life, this fey goblin lurks in the shallows of watery places, waiting for a hapless creature to stray too close. Then, the greenteeth strikes, usually by surprise. A surprised foe in melee range can auto- matically be grabbed and pulled into the water. Greenteeth are dangerous grapplers when underwater. When grappling underwater, a greenteeth rolls 1d8 per Hit Die rather than 1d6. “But I'm surprised only on a 1!” The PCs may have an alert party member, such as a ranger or a monk. These PCs are surprised 50% as often as other PCs. On the other hand, the greenteeth surprises foes twice as often as most other monsters would. What to do? I recommend splitting the difference, so to speak. The greenteeth surprises even an alert PC on a 1-2. as staking out bait aren't going to work. The greenteeth may not be the sharpest knife in the drawer, but it knows enough to realize that a goat, for example, tied up near the water's edge is bait for a trap. It'll ignore such obvious ploys. The PCs sticking together has the advantage of safety in numbers, but the disadvantage of limiting how much riverbank can be watched at any given time. Patrolling separately or in pairs lets the PCs cover more ground, but also makes them more vulnerable to the greenteeth's ambushes, which prove especially deadly if they occur within striking distance of water. What's more, the greenteeth hunts only at night, and its dark in Reyr's Well once the sun goes down. The hamlet doesn't have much in the way of streetlights, and armed figures patrolling with torches and lanterns can be seen more easily and a greater distance than a lone greenteeth skulking about. Finally, if the PCs confront the greenteeth too close to water, the monster has a good chance of retreating into either the brook or river, diving out of sight, and swimming away to safety. All of this considered, the contest between the PCs and the greenteeth may end up a deadly game of cat-and-mouse played out over the course of a few tense nights. Play up the darkness, the shadows, the quiet noises (Was that a snapping twig!?), the fatigue that sets in after staying on-guard for hours, et cetera. During the day, the PCs must eat, rest, and endure the questions, advice, and criticisms of the hamlet's residents. Concluding the Adventure With a combination of luck and skill, the PCs should defeat the greenteeth, even if they only make themselves such a nuisance that the monster decides to swim away searching for less bothersome hunting grounds. Two or three days after the greenteeth's defeat, the fish return, and life goes back to normal in Reyr's Well. Assuming the PCs performed well and nobly, they'll be the toast of the hamlet, at least for a while. They'll also have earned the gratitude of Zorion Iker and the Maite family (at a minimum). Haizea Ochoa reports to her cult superiors about the success of the adventurers. Foes of Chaos bear watching. Alesander Erramum feels a bit slighted, thinking that the PCs have enjoyed a victory that should've been his and the militia's. The PCs may decide to stay in Reyr's Well for a time. Rumors of dungeon treasure and bandits promise further adventure. Amaia Maite would like to know what happened to her husband. Surely other opportunities for fame and fortune can be dreamed up by a clever Referee such as yourself. That's a Goblin!? | 20 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). 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Vaughan. Pathfinder Player Companion: Goblins of Golarion. Copyright 2011, Paizo Publishing, LLC; Author: James Jacobs, Hal Maclean, and Richard Pett. Seven Cities. Copyright 2002, Trident Inc. d/b/a Atlas Games; author Matt Forbeck. Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch. Swords & Wizardry Complete Rules. Copyright 2010, Matthew J. Finch. That's a Goblin!?. Copyright 2013, Mark L. Chance, published by Spes Magna Games. That's a Goblin!? | 21
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Forty Fantastical Feats Forty Feats for your fifth edition playing pleasure By Joshua Birdsong DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2019 by Joshua Birdsong and published under the Community Content Agreement for Dungeon Masters Guild. Active Alchemy Prerequisite: Proficiency in Alchemy tools Increase your intelligence or wisdom by 1, to a maximum of 20. You naturally collect alchemical specimens throughout the day. At the end of a long rest you can spend 10 minutes attempting to brew your specimens into a potion with an Alchemy Tools check DC 13. If you succeed you either brew a potion of the DM’s Discretion based on the ingredients you find or roll 1d4 and refer to the brewing table below to see the effect of the potion. If you succeed the roll by 10 or more you brew enough to make 2 potions. These potions lose their potency at the end of a long rest. Heath : The drinker’s maximum and current Hit points are increased by 2d4 for 8 hours. Silvered Tongue : The drinker can roll 2d4 and add the number rolled to all charisma checks made for the next 10 minutes. Alertness : The drinker can roll 2d4 and add the result to all initiative and perception checks made in the next 8 hours. Rejuvenation : The drinker’s current and maximum 1st level spell slots are increased by 1 for up to 8 hours or until the drinker completes a short or long rest. Adrenaline Surge Increase you Strength or Constitution by 1, to a maximum of 20. As a bonus action you can activate an adrenaline surge. For 1 minute you become resistant to bludgeoning, piercing, and slashing damage. After 1 minute you suffer 1 point of exhaustion. Once you use this ability you cannot do so again until completing a long rest. Battle field Trickster As a bonus action you can deploy caltrop or ball bearings. When deployed this way the DC for these items equal to 11 + your proficiency bonus. Whenever a creature fails a saving throw to resist the effects of caltrops or ball bearing you can use your reaction to make a weapon attack against that creature. Bird Master Increase your Wisdom or Dexterity by 1, to a maximum of 20. When attacking a flying creature, you gain a +2 bonus to hit. You gain advantage on persuasion and animal handling checks against beasts with a flying speed. If you spend an hour with a willing beast that has a flying speed and is CR 0, they can become a trained companion. you can only have 1 trained at a time. Your trained companion acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A trained companion can't Attack, but it can take other Actions as normal. Blaster's Buffet Increase your Intelligence, Wisdom, Or Charisma by 1, to a maximum of 20. For you all cantrips that require a ranged spell attack can be made with a melee spell attack. When you do this the spell has a range of touch. When you deal damage with a cantrip to a creature within 5 feet, you deal an additional 1 damage to that creature. Blowgun injector Throughout your travels you are able to harvest poisons and ointments that can be administered by soaking your blowgun ammunition throughout the day. After each long rest you gain 3 uses of each poisoned ammunition. This ammunition loses potency if you take another long rest. Impact poison : The ammunition deals an additional 1d10 poison damage. Rejuvenation ointment : The target of the attack made with this ammunition takes 1 point of piercing damage and heals for 1d10+3 hit points. Baneful Poison : The target is under the effect of the bane spell for 1 minute or until the use an action to remove the dart. Building momentum You can build and use momentum throughout a fight. Whenever you roll initiative your momentum starts at zero. whenever you move at least 15 feet in a straight line or miss a melee weapon attack you gain 1 momentum. You can never have more than 3 momentum at a time. Whenever you hit with melee weapon attack you lose all momentum. the attack deals an extra 1d4 damage equal to the amount of momentum lost with the attack. once initiative end you lose all momentum and cannot gain more until you roll for initiative again. 1 Made with Homebrewery Clever Reflections Whenever a creature within 30 feet is the target of an attack, if you have a reflective surface in your hand such as a small mirror or a polished weapon, you can use your reaction to impose disadvantage on the attack. You can spend 1 minute with a reflective surface to start a fire provide the sun is out. You can look at a creature through a reflection to ignore the effects of half and three-quarters cover and avoid detrimental features or abilities that require sight such as the medusa's petrifying gaze. Comeback Kid Increase your Constitution by 1, to a maximum of 20. You have advantage on death saving throws. When you must make a death saving throw, you can choose to instead regain hit point equal to your level. Once you use this ability, you cannot do so again until you finish a long rest. Conditioning Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. Whenever you make a Strength, Dexterity, or Constitution saving throw you can choose to make it with advantage. Once you use this ability you cannot do so again until you complete a short or long rest. At the end of each short or long rest you gain 5 temporary hit point. Crowd navigator Increase your Strength or Dexterity by 1, to a maximum of 20. You can move through and allies’ space as if it was unoccupied. You can move through an enemy’s space as if it were difficult terrain. Attacks of opportunity against you are made at disadvantage. Cunning Plan As a bonus action you can attempt to pull off a cunning plan. Choose one creature that you can see. Make a Charisma (Deception) roll contested by that creature’s Wisdom (Insight). If you win the contest, you and your allies have advantage on attacks against that creature until the beginning of your next turn. once you use this feature you cannot do so again until you complete a short or long rest. Dagger Mastery For you the normal and long range of a dagger's thrown range is doubled. As a bonus action you can make a slight of hand check to conceal a dagger on your person. This dagger can be revealed if a creature’s passive perception is equal or higher than the sleight of hand check, if a perception/investigation check is made as an action and is equal or higher than the sleight of hand check, or if you are actively searched for at least 1 minute. An attack with a concealed dagger deals an additional 1d10 damage and reveals the dagger. Dangerous Dwellings Increase your Constitution or Wisdom by 1, to a maximum of 20. You have advantage on perception checks while taking a short or long rest. During a long rest you can spend 4 hours performing light activities instead of 2. Desert Born Increase your Constitution or Wisdom by 1, to a maximum of 20. You can see through heavily obscured area that are obscured by sand. You only need half as much food and water to gain their benefits. As a bonus action you can throw a pouch of sand up to 15 feet away to obscure a 5 foot-radius sphere. This sand lasts until the end of your turn. Once you use this feature you cannot do so again until you complete a short or long rest. Down but Not Out While below half hit points, you gain a +1 bonus to AC. While below half hit points, your melee weapon attacks deal an additional 1d4 damage. While below half hit points, all healing you receive heals for an additional 1d4 healing. Elementary Expertise Prerequisite: Spellcasting You can cast a 1st level spell which you know or have prepared with your spellcasting feature without expending a spell slot. When you do treat the spell as though it were cast using a spell slot equal to your proficiency modifier. Once you cast a spell this way you cannot do so again until you complete a short or long rest. 2 Made with Homebrewery Expert Trapper Prerequisite: proficiency in survival Increase your wisdom by 1, to a maximum of 20. It becomes second nature for you to set up traps as before sleeping. After you take a long rest you can make a survival check DC 15. If you succeed you collect enough food to feed yourself for the day and you can spend 10 minutes crafting special ammunition for the day out of the bones of the creatures you caught. You can craft 5 non- magical +1 ammunition. If you succeed the check by 10 or more you can craft 5 non-magical +2 ammunition. All ammunition created with this feat falls apart and becomes unusable at the end of a long rest. Extremist Increase your Constitution, or wisdom by 1, to a maximum of 20. You and a number of allies equal to the ability modifier of the stat increased by this feat all ignore the penalties of extreme heat, extreme cold, heavy precipitation, and strong winds. First Impressions Increase your Charisma by 1, to a maximum of 20. You gain advantage on the first charisma check you make against an NPC. Friend of Nature Increase your Wisdom by 1, to a maximum of 20. You can cast Flock of Familiars as an action without expending a spell slot. Wisdom is your spellcasting ability for this spell and the DM can choose to decide which animals the familiars take the form of based on your location. Once you cast Flock of Familiars this way you cannot do so again until you complete a long rest. Head Hunter Whenever you land the killing blow on a creature larger than you with a weapon, you can add a notch to the weapon. You gain additional properties while using a weapon that have notched depending on the number of notches. 1 notch : When you land a killing blow against a hostile creature you regain hit points equal to half the damage of the attack. 5 notches : When you land a critical hit with this weapon you deal an extra 5 damage. 10 notches : You attacks with this weapon deal an additional 1d4 damage against creatures larger then you. 25 notches : Your attacks against creature with no missing hit points have advantage and deal an additional 1d10 damage. Keep it Simple Increase your Strength or Dexterity by 1, to a maximum of 20. For you, simple weapons deal and additional 1 damage. Whenever you make an attack with a simple weapon you can make an additional attack with disadvantage as a bonus action. Magnificent Diminutiveness Prerequisite: Halfling, Gnome, Goblin, Kobold, or another small race Increase your Strength or Dexterity by 1, to a maximum of 20. You can use heavy weapons without penalty. You gain a +5 bonus to your movement speed. This bonus cannot bring your movement speed above 30. You make a running long jump or high jump while wielding a weapon with the heavy property, the distance you can cover increases by 10 as you use the weapon to vault greater distances. Meditation Increase your Intelligence, Wisdom, or Charisma by 1, to a maximum of 20. Whenever you make a intelligence, wisdom, or charisma saving throw you can choose to make it with advantage. Once you use this ability you cannot do so again until you complete a short or long rest. At the end of each short or long rest you gain 5 temporary hit points. Misdirection Increase your Intelligence by 1, to a maximum of 20. You gain a number of misdirection charges equal to your Intelligence modifier. You can use these charges in several ways as listed below. you regain all charges when you complete a long rest. Redirect View : As a bonus action you are considered invisible to a single creature of your choice within 10 feet until the end of your turn. Distract Gaze : As a bonus action you can give an ally within 30 feet advantage on their next attack. Distort Presence : As a bonus action you can take the hide action. 3 Made with Homebrewery Net Caster You gain proficiency with nets. For you nets have the finesse property and its normal and long thrown ranges are increased by 5 feet. You can make a net attack as a bonus action. Attacking with a net does not restrict the amount of attacks you can make. The escape DC and AC of the net are increased by your proficiency bonus. Overly Prepared Increase one ability score of your choice by 1, to a maximum of 20. Whenever the trigger from your readied action goes off you can choose to move up to your movement speed before or after you take the readied action. Pocket Sand As an action you can attempt to blind a creature with pocket sand. One target creature within 20 feet must succeed a dexterity saving throw (DC 11 + your proficiency bonus) or become blinded until the end of their next turn. You can do this a number of times equal to your proficiency bonus. You regain all uses at the end of long rest. As a bonus actin you can make a single weapon attack against a blinded enemy. Pressure Point Grappling You can attempt to grapple a creature with an acrobatics check instead of an athletics check. As a bonus action you can make an unarmed strike against a creature you have grappled. You can choose to make this attack with dexterity instead of strength. If you do, you deal damage equal to your 1+ your dexterity modifier instead of your strength modifier. Punisher Increase your Strength or Dexterity by 1, to a maximum of 20. You make attacks of opportunity with advantage. Whenever a creature stands up from prone you can make an attack with advantage against that creature as a reaction. Quick Adaptation Increase your Constitution by 1, to a maximum of 20. If you are forced to make a saving throw to overcome an effect currently afflicting you gain advantage on that saving throw. You have advantage when attempting to break out of a grapple or an effect that is restraining you. Quip Lash Increase your Charisma by 1, to a maximum of 20. Whenever a hostile creature within 30 feet rolls a 1 on an attack roll, as a reaction you can make a snarky quip causing the creature to take psychic damage equal to your level + your charisma modifier. You can do this once per short or long rest. Whenever an ally within 30 feet rolls a 20 on an attack roll, as a reaction you can make a encouraging quip giving the creature advantage on the next attack they make before the end of their next turn. You can do this once per short or long rest. Redirection Increase your Strength or Dexterity by 1, to a maximum of 20. Whenever a creature you can see misses you with a melee attack, you can use your reaction to force that creature to repeat the attack roll against himself. You can use this feature three time and regain all uses whenever you complete a long rest. Seeker Increase your Wisdom by 1, to a maximum of 20. Whenever you take the search action and you find a hidden creature you can choose to make a weapon attack against that creature or move up to 30 feet towards it as part of the same action. Sleuthing Increase your Intelligence by 1, to a maximum of 20. You can cast the spell Find Traps with this feat a number of times per day equal to your intelligence modifier. When you cast Find Traps this way you also learn the location of the nearest trap. You can cast Locate Object or Locate Creature with this feat. Once you cast one of these spells you cannot cast either of them again until you complete a long rest. When casting a spell with this feat, intelligence is your casting modifier and you can use a magnifying glass as your spell casting focus. 4 Made with Homebrewery Smoke Signals Increase your wisdom by 1, to a maximum of 20. You can tell by the smoke if a fire is manmade, natural, or magical. You can relay simple thoughts over the course of a minute via smoke signals such as: Help, retreat, ready, go. Sworn Protector At the end of a long rest you can choose to bond with an ally. As long as you and your bonded ally are within 5 feet of each other you both gain a +1 bonus to AC. If your bonded ally would be hit with an attack while within 5 feet of you, as a reaction you can choose to take the damage instead of your bonded ally. once you use this reaction you cannot do so again until you complete a short rest. If you and your bonded ally are within 5 feet of each other you have advantage on saving throws against being frightened. Torch Master You become proficient with torches. You can light a torch as a bonus action. Whenever you hit a creature with a lit torch it deals 1d4 bludgeoning damage + 1d10 fire damage. As an action you can swallow the fire of a torch a release it in a spectacular display. All creatures in a 10-foot cone must make a dexterity saving throw against your torch DC (8+proficiency+constitution) or take 2d10 fire damage. On success they take half damage. After using this action, the torch is unusable. Trained tactician You gain a number of tactician charges equal to your proficiency bonus. You can use these charges in several ways as listed below. you regain all charges when you complete a short or long rest. Reposition : as a bonus action a number of allies up to your Proficiency bonus can each use a reaction to move 30 feet in a direction of their choice. Calculated Strike : as a bonus action you can allow an ally within 30 feet to make a weapon attack as a bonus action. 5 Made with Homebrewery
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Nazis & nightmares© Second Edition, Dragon trove llc, 2017 A swordsmen & skeletons supplement for supernatural World war ii gaming (Please note: this is not a complete game. You need a copy of dragon trove llc’s swordsmen & skeletons© and Triple A© (Triple A Contributors© 2017, subject to the GPL) to play) The secrets of nazi mad science: The Evil Herr Doktor Verbotenschtuff and his team of mad scientists have given the Axis access to twisted magic and hideous experimental creatures that have nearly caused Hitler to conquer the world. However, the Herr Doktor was slain (or perhaps only lost or imprisoned in some way) by your mentor, the mysterious Allied super hero known of as the Daring Dive Bomber, who gave his life in the attack. Your characters (they can be military or civilian) have sworn to finish the job. Throughout Axis empire, many of the Herr Doktor’s secret fortress-laboratories still exist, guarded by the dreaded SS and Herr Doktor Verbotenschtuff’s vile creations. However, these fortresses contain many potions and energies of mad science, as well, which can transform a common Allied soldier into a superhero. The fate of the world hangs in the balance as the harried Allied nations are pushed toward annihilation. Modifications to Swordsmen & Skeletons©: All rules from S&S are in force except as modified below. creating A Character: The only character class is Commando (or hero, agent, ranger or whatever you prefer) and the only race is Human. The Commando counts as the S&S Swordsman for all purposes. EQUIPMENT: Soldiers are issued rifles (40 rounds, ranged, 1d8 damage), bayonets or knives (as daggers), canteens, tents and maps of the area of operations. Winter clothing, leather coats or flak jackets that count as leather armor. All ordinary armor is useless against firearms. Also 2 grenades (2d8 damage in a 10’ radius, roll a 1 to hit and it lands in your square. You must then roll to hit YOURSELF and anyone nearby, adjacent tank must SV or is destroyed). Jeeps count as horses and hold 4. Armored cars count as jeeps and give +2AC to everyone on board, -2 to steer. Parachutes allow you to jump from airplanes (SV or take 1d6 damage, tripled if SV is a 1). SPELLS: Nazis & nightmares has no player-character spellcasters, but see Superpowers, below. Treasure and monsters: All rules are as per S&S, and any monsters designed for S&S can be used in this campaign. Magic Items work differently. Potions function exactly as per S&S. All other magic items represent magical energies, radiation, q-ray beams, etc. Each affects only the first character to encounter it and the affect is permanent. They grant the character Superpowers equivalent to whatever the magic item might have granted, but only the magic bonus. Thus, enchanted armor grants bonuses to armor class (only for magic, not for the ordinary armor bonus), enchanted weapons to attack and damage (again, only the magical bonuses, not for the weapon itself, but to the character’s fist damage (base 1d3). Monstrous amulets permanently grant the appropriate monster special abilities, spirit amulets permanently grant the appropriate requisite bonus, etc. Cursed Items do not reverse their powers, but grant them to the character, along with a permanent homicidal rage in which he cannot tell friend from foe. Only Remove Curse will purge it, including its bonus. Superpowers can have any FX the player/GM want. For example, magic armor could be a forcefield, actual armor, rocklike skin, or just an uncanny ability to dodge. Nazis & Nightmares & Triple A©: To play the campaign, download a copy of Triple A© (Triple A Contributors© 2017, subject to the GPL), this is an open source World War II online wargame that runs the campaign. The players act as their own characters in the role-playing game, but, in the Triple A© game, they act as Allied Supreme Command. The GM plays the Axis powers. Roll on the table below before the beginning of each Axis nation’s turn to see what advantage (usually) the active Axis player gets, and play a full Triple A© game turn before each roleplaying session. The table weights the campaign in favor of the Axis. The players can thwart this by successful adventuring. The table requires the use of the Game Editor (i.e. cheat function within Triple A©), to represent the supernatural and mad science effects of the dark forces that aid the Axis). All results must be implemented immediately if possible, or as soon as possible if not. Axis campaign level Magic, Mad Science, and Other Weirdness Table (1d12) 1. Chaos Gate: Active Axis nation can choose one of its territories to attack any Allied territory or sea zone (use the Game Editor to move any or all its forces to that territory/zone). They can retreat if a valid territory is available, but not through the gate. 2. Doppleganger Politicians: The active Axis nation can change the political relationship between itself and one Allied nation until the beginning of the active Axis nation’s next turn, when it must be returned to its original political stance. 3. Fenris Wolf or Midgard’s Serpent: Before one battle this turn, the Axis rolls a 1-4 attack to devour each Allied unit involved. 4. Vampires: Before one land battle this turn all Allied infantry in the territory are converted into Axis infantry. 5. Hell Armies: Place 2d6 Axis infantry on any territory, regardless who controls it. Battle will result if Allied forces are present. These monsters can appear in conjunction with another attack. 6. Secret Fortress: The Axis places a factory, four tanks and four infantry in any single territory that contains no Allied troops. 7. The Herr Doktor Is Annoyed: Add 1d3 technologies to the active Axis nation, Axis chooses which. 8. Evil Dwarves or Djinni: The active Axis nation gets 10d6 resource points in the form of conjured gold. 9. Ninjas: The Axis chooses one battle from which all Allied units must legally retreat or be destroyed. 10. Mind Control Rays: Axis chooses one territory or sea zone belonging to one random Allied nation (not its capital) to convert, with all its forces, to Axis control. 11. Nazi Flying Saucers: Random Allied player loses 10d6 resource points. Not affected by anti-aircraft fire. 12. The Führer’s Secret Weapon: This increases the level of any adventure involving a plot to assassinate the Führer (see below under Player Character Heroics) by +1d6. These results are cumulative throughout the game. NOTE: For every additional 8 levels over 12 the secret weapon receives, each Axis nation gets an additional roll on this table each turn. Player Character heroics: Our heroes are here to halt the evil Axis powers. This works as follows: After the Triple A© game turn is completed, Allied Supreme Command orders the PCs to undertake any number of missions, but all must be declared at once. However, be warned, NO HEALING OR RESUPPLYING IS ALLOWED BETWEEN ADVENTURES, and, once declared, they must be undertaken. Thus, multiple adventures can be extremely dangerous. This allows the players to modify the ongoing Triple A© strategic situation in just about any way, provided that the PCs are successful in an adventure. The level of any adventure is based on the extent to which the strategic situation is altered. A short list of adventures results by level is offered below, though the GM can create others: +2 LVLs for each dice added to any Allied technology roll. +1 LVL for each Allied unit moved illegally (by the Game Editor) up to 4 spaces. +3 LVLs for each Allied unit moved illegally more than 4 spaces. +3 LVLs for each 5 PUs added to one Allied nation. +4 LVLs for each 6 PUs lost to one Axis nation. +7LVLs to prevent all Axis units from attacking a single territory this turn only. +8 LVLs to destroy one Axis unit worth up to 24 RPs. +12 LVLs to assassinate the Führer and win the war. Ending the Campaign: The campaign only ends with the death of Hitler. If the Axis loses, but the Führer lives (in Antarctica as a brain in a jar), each Axis nation still rolls on the Axis Magic, Mad Science, and Other Weirdness Table each turn. New world war 2 MONSTER ENCOUNTERS Monster HD are D8. Special attack damage allows a SV for no effect. 1 Killer Robot@^ AC: 17 HD: 6 Damage: 2x1d8* Special.: Fiery Wrath 1 time/day MV: 9 2 Mad Scientist AC: 15 HD: 4 Damage: 1d6 & 1d8 Special: 1d8 potions +3 SV for science MV: 18 3 Waffen SS^ AC: 13 HD: 3+1 Damage: 1d10, Range Special: +3 SV against magic MV: 9 4 Doomtrooper@ AC: 15 HD: 8 Damage: 1d8+6*, Range Special: STR 21 MV: 12 5 Brown Shirt# AC: 12 HD: 1 Damage: 1d8, Range Special: +1 SV against magic MV: 12 6 SS Ubermensch AC: 16 HD: 4 Damage: 1d6+1 Special: 1d4 superpowers MV: 12 7 Panzer** AC: 18 HD: 9 Damage: 3d6*, Range Special: SV to move in woods MV: 18 8 SS She-Wolf@ AC: 12 HD: 2+2 Damage: 1d4+1 Special: Charm Person 3x/day MV: 18 9 ME-109 Fighter AC: 24 HD: 4 Damage: 1d12 Special: Strafes all in a straight line MV:3/board (flight) 10 Nazi Spy# AC: 10 HD: 3 Damage: 1d12, Range Special: +3 SV to disguise MV: 12 11 Panzerfaust AC: 13 HD: 1+2 Damage: 1d12* Special: Adjacent tank SV or destroyed MV: 6 12 Evil Radiation Experiments: This being was subjected to mad science. Roll again for another monster (on this table, in Swordsmen & Skeletons, or New Monsters for Swordsmen & Skeletons, and add 1d4 superpowers to the creature). *Attacks count as magical. @Sees invisible on a successful save. ^+2 Morale. #-2 Morale. **Stats listed are for a medium tank (Panzer III or IV, Sherman, T-34, etc.). A heavy tank (Tiger, Panther, Elephant) is as above but AC: 20, HD: 12, Damage: 3d8*, MV: 15. A light tank (Panzer I or II) is as above but AC: 16, HD: 6, Damage: 2d6*, MV: 24. Roll 1 or 4 on 1d4 respectively to encounter a light or heavy tank instead of a medium one. Same stats apply for all tanks of these classes, any nation, though only the British, Germans, Americans and Soviets possess heavy tanks. A Super-Heavy Maus (German only) is AC: 22, HD: 16, Damage: 4d8*, MV: 12. Special Thanks to Andrew Campbell, U.S. Army Officer and our Military Advisor
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textdata/thevault/Living Greyhawk/Modules/Sunndi/592/Normal Scenarios/SND2-02 - Blood of Innocents (APL 2-6)/SND2-02 - Blood of Innocents cert.pdf
Gregorius21778: Welcome to Junkbeach 20 Finds & Encounters Version 1.0; written by Kai Pütz (c) 2017 Legal & other stuff: Created by: Kai Pütz; (c) 2016 My blog: www.gregorius21778.wordpress.com Artwork: Page background by the Knotty-Works, used with permission. Mutant Future(tm) is copyright 2008, Daniel Proctor and Ryan Denison. Mutant Future(tm) and Mutants & Mazes(tm) are trademarks of Daniel Proctor. These trademarks are used under the Mutant Future(tm) Trademark License 1.1 Got no copy of MutantFuture(tm)? Get it for free! How to use this supplement: A lot of time has passed since the heights of mankind. While humanity marked their time in bunkers and cryostasis, or slowly came to terms with the radioactive lands of tomorrow, the ocean had have enough time return most of the trash that civilization dumped into it “back to sender”, and right onto the coasts wherever the streams and currents allowed for it. The result is a Junkbeach, a place where down-on-their-luck scavengers and looters shift through what has been washed ashore, in hope of finding ANYTHING useful or trade-worthy. And sometimes, there even is some useful stuff: whole automated container ships sunk in the aftermath of that day, others ended up on sand banks and reefs as satellite navigation began to fail. The ocean is not careful with the things it gets, but it is not a hoarder: sooner or later, things that drift and float are spilled back onto the coast. This title is Mutant Future ™ compatible, all monsters mentioned are from the core rules book [with page numbers added for easy reference]. “cp” is for coppper piece, “sp” is for “silver piece” and “gp” is for gold piece; “gold” is the standard coin. 01# Damaged android parts are found among the junk! A robot PC/NPC may use those to repair 2d8 hit points (roll separately for each robot: one man´s junk is another man´s spare part!) 02# A group of 1d4+2 mangy Higher Baboons [p.61] (determine hit points by rolling d6 instead of d8) stroll over the beach and look for food and interesting stuff. When they grow aware of the characters they will first try to scare them off “their” beach, but will attack if the PC seem weaker. As soon as one of them gets killed all the others will flee. They will return with 2d4 more mangy Higher Baboons after 2d6 turns. 03# This patch of the beach is littered with 6d8 alloy tins that are easy to clean and trade (1 cp per tin). One of the tins will be the home of a tiny but vicious crab: a character that pics up that tin must check for Surprise. On a failure, the disturbed crab will go for the fingers of the character, and a Saving Throw vs. Death determines if a finger is cut right off. 04# A make-shift raft has been washed ashore. There is no sign of its owner, but a length of rope has been tied to it (3d6 feet of nylon rope). 05# The characters disturb a swarm of seagulls. The birds will fly over them in circles for a while and scream angrily. The noise is likely to attract nearby predators, and there is 50% chance that the PC will have an encounter with #02 a group of mangy Higher Baboons, 11# male Cockroachoids, 12# a group of Fishmen or 20# Mutant Scavengers (GM´s choice). 06# The wreck of a small yacht promises loot (and actually contains 2d6 days worth of dried rations and 3d6 x3 gp in easily salvageable engine parts), but is also home to an algae version of the Brain Plant (1d4+2) and its faithful guardian, a Giant Crab. 07# The remains of a large trawl net is found. The net may be cut into more manageable pieces (2d6 items; 2d6 gp each item if sold in a fishing village), but doing so takes time. Enough time for another random encounter (possibly with 12# a group of Fishmen). 08# A large field of junk with 1d4+1 items from the Gizmo-Table that may be found after a Search (one by one, 1 out of 6 chance), but it is also home to a Carcass Scavenger that will Surprise the PC after the second turn of searching. 09# 1d6 Chitterlings slither around in the trash. 10# 2d6 55-gallon plastic drum barrels have been washed ashore. They contain… (d6): (1) Drinkable water (2) Chemicals used for dying (55 gp per barrel) (3) Biohazard-Class waste products (Save vs Poison or the character loses 2d6 hit points over the same amount of hours). (4) Industrial grade vinegar (100 gp per barrel) (5) Diesel fuel for ship engines (up to the GM) (6) Empty! Those were never used and are thereby clean on the inside (2d6 gp a piece). 11# 1d4+1 male Cockroachoids sift through the junk in hope to find something to impress their queen. They speak the human language and -may- be a peaceful encounter (Random Reaction Roll: “Indifferent” means that they will try to stalk the characters to attack if THEY find something nice). 12# A group of 2d6 Fishmen, all armed with spears. They scout the beach from the water and will follow the characters along the shore line as they wait for a good opportunity to attack them (the PC cannot Surprise them, but they can Surprise the PC). 13# The smell of rotting fish will fill the PC´s noses even before they hear the deep buzzing of mutant insect wings. 1D6+2 Giant Carnivorous Flies gather on the carcass of some gigantic fish- mutant-thingy at the shore. They are so focused on their feast that the characters may Surprise them easily, or just sneak past them. 14# A nasty breed of roaches has formed an Insect Swarm that will attack the characters unless they note the sudden increase of crawlers around them (check for Surprise) and flee the area. If they do, they will be Surprised by their next encounter (if it is a monster). 15# The remains of an old lifeboat rests on the shore. While it suffered some damage, it may be returned to service with a few days of work… if one can haul it from the beach or bring a repair crew here (350 GP if sold after being repaired, far less if just the location is sold as information). 16# A barrel full of used power cells, perhaps a hundred of them! Roll a d10 per cell that a character tries to use: 1-2 means that it was thrown away with 1-2% of the original charge still left (usually, this means two or three days of use), otherwise the cell is empty. Even those that still have power may fail with a 1 out of 6 chance after 3d6 turns of use (check once per adventure). 17# An advanced breathing apparatus. It looks to be intact, but is a Condition 3 Item: check for condition after 1d6 turns of use. Furthermore, everyone who puts it on must pass a Saving Throw vs. Poison or is going to suffer a nasty skin rash that will reduce Charisma by two points for the next 2d6 days. 18# A ship wreck with rusty-but-valuable metal junk: a total of 2d6+2 “items” may be scavenged from it, each item is worth 3d6 sp and weighs 1d4 lbs. 19# 3d6+6 still usable plastic containers of different size and type (3d6 cp each). Traders will only pay half of that (as those are easy to get), but regular households in every settlement will buy them for what they are worth. 20# Mutant Scavengers, a total of 2d3 level 1 mutants, are armed with clubs and padded armor, try their luck on the Junkbeach. They have not found much yet (only 2d6 lbs. of rusty iron parts) but have 2d6 jars of xenor liquor with them and are willing to trade half of them for any finds (or other items) of the PC. To the mutants, each jar is worth 10 sp and they will not part of any of it for less. This special blend of xeno liquor increases the Strength Bonus by 1 for 2d6 turns, but on a failed Saving Throw vs. Poison the character will fail any check for Surprise during this time (due to being drunk). Hey, look at this! (d20) Some finds are peculiar, but worthless. The following might be presented together with every other result of a search: 1# One half of a broken helm 2# A fist-sized worm casing 3# A dead jellyfish the size a tire 4# A rusted hover-car wreck 5# An old sea mine (harmless) 6# A broken paddle 7# Hundreds of styrofoam flakes 8# A deflated soccer ball 9# An empty can of Boron Solution Spray 10# Dozens of soaked cardboard boxes (empty) 11# A broken windshield 12# Hundreds of soaked dollar bills 13# The remains of an umbrella (beyond use) 14# 3d6 pieces of driftwood 15# Broken sun-shades 16# A rusted drum barrel (empty) 17# 2d8 dead fish (rotten) 18# 3d12 thick, wine-red maggots (poisonous) 19# Numerous ripped plastic carrying bags 20# Lots and lots of stinking brown alga DESIGNATION OF PRODUCT IDENTITY: The product identity of Gregorius21778 includes (but is not limited to) : The artist names “Gregoriu21778”, the product layout, its presentation and wording. 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textdata/thevault/Mutant Future/Mutant Future Supplemental/Welcome to Junkbeach (MuFut).pdf
TTTT TTTTTTTThhhh hhhhhhhheeeeeeeeeeee CCCC CCCCCCCChhhh hhhhhhhhoooooooooooonnnn nnnnnnnnzzzzzzzzzzzzdddd ddddddddeeeeeeeeeeee FFFFFFFFFFFFrrrrrrrrrrrroooooooooooonnnn nnnnnnnnttttttttttttiiiiiiiiiiiieeeeeeeeeeeerrrrrrrrrrrr M M M M M M M M M M M Meeeeeeeeeeeerrrrrrrrrrrrcccccccccccchhhh hhhhhhhhaaaa aaaaaaaannnn nnnnnnnntttttttttttt Architect: ZhAD Tech Level: 12 USP MV-4421121-100000-00000-0 MCr 181.642 400 Tons Bat Bear Crew: 6 Bat TL: 12 Cargo: 87.667 Passengers: 16 Low: 6 Fuel: 88 EP: 13.333 Agility: 1 Craft: 1 x 8T Grav Utility Vehicle Fuel Treatment: Fuel Scoops and On Board Fuel Purification HULL-400.000 tons standard, 5,600.000 cubic meters, Streamlined Airframe Close Structure Configuration, 100.000 Structure Points CREW-Captain, Chief Engineer & Drive Hand, Steward/Purser, Medic ENGINEERING-Jump-2, 1G Manuever, 20.000 Ton Power Plant, 13.333 EP, Agility 1 AVIONICS-Bridge, Model/2 Computer, Model/2 Flight Avionics, Model/2 Sensors, Model/2 Maser Communications HARDPOINTS-4 Hardpoints ARMAMENT-4 None Empty Turret DEFENCES-Armoured Hull (Factor-1) CRAFT-1 8.000 ton Grav Utility Vehicle (Crew of 0, Cost of MCr 0.010) FUEL-88 Tons Fuel (2 parsecs jump and 28 days endurance) On Board Fuel Scoops, On Board Fuel Purification Plant MISCELLANEOUS-19 Staterooms, 6 Low Berths, 1 Engineering Shop, 1 Vehicle Shop, 1 Sick Bay, 6 High Passengers, 10 Middle Passengers, 6 Low Passengers, 87.667 Tons Cargo COST-MCr 183.448 Singly (incl. Architects fees of MCr 1.816), MCr 145.306 in Quantity, plus MCr 0.010 of Carried Craft (Hardpoints and Turrets charged) CONSTRUCTION TIME-82 Weeks Singly, 65 Weeks in Quantity Class Notes: The ZhAD Corporation’s class of merchant is commonly found in the rimward areas of the Idar Nobsl province. It is a common sight in the interstellar trade lanes between the consulate and other interstellar governments. Commonly it is referred to as an interface trader. Many have been sold to merchant companies that engage with commerce with the consulates frontier regions. Often financed to the border nobles financial interests it usually is an effective means of trade in difficult regions, such as the Zhodani border with the Imperium or the Vargr States. In those regions it is usually armed. It manages to turn a profit with 87 tons of cargo space and the ability to support 6 high passages, 10 middle passages, and 6 low passages. A small crew keeps down the operational costs of the vessels and optimizes it for profit. Captain- The Captain is a licensed Pilot/navigator who is most likely either the owner or has a vested financial interest in the vessel. He occupies a stateroom aft of the bridge. Chief Engineer and Drive hand- The Chief Engineer and drive hand see to the upkeep of the ship and carry out watches in the engineering section of the ship, both have there own staterooms. Steward/Purser- The Ship’s Steward/Purser is usually the business manager of the ship. He/she negotiates trade contracts, books passages, and sees to the general welfare of the passengers. The Steward has a stateroom that contains a ship’s property safe. The Steward/Purser is assisted by a protocol droid on most vessels. Medic- Usually a former naval corpsman, the ship’s medic is versed in the health and welfare of the ship’s crew as well as its passengers. The medic also operates a small sick bay adjacent to the low berths. Offset in the passages across from the sick bay is the medic’s stateroom.
textdata/thevault/Traveller/08 - Mongoose Traveller/Third Party Materials/Ships and Vehicles/chonzde merchant.pdf
EN World EN5IDER | Servants of the Winter Court EN World EN5IDER | Servants of the Winter Court writing James J. Haeck color art Ellis Goodson Egil Thompson editing James J. Haeck layout Eric Life-Putnam T he Allies And AdversAries series provides GMs with NPCs that can be quickly and easily inserted into any adventure or ongoing campaign. Each NPC receives a detailed treatment of character traits, ideals, bonds, and flaws, as well as game statistics, physical description, backstory, and tips on how this NPC may be used in play. The dead of winter has passed, as have the twinkling fairy lights of the holidays. Though the land is chill and dun, the passing of the winter solstice has opened a door for the fey folk to once more cross over into our world. This time, it is not the cheer and merry trickery of the Summer Court that has seeped across the veil of worlds. Past Midwinter, the Queen Allies and ADverSarIeS Servants of the Winter Court of Air and Darkness reigns. Her rule is devoid of love, and her every action seeds the world with misfortune. Most PCs, however, will never confront this Unseelie monarch themselves. Instead, they see her malice enacted by servants, some who are certainly enemies, and others who may be interested in a mutually beneficial arrangement. Servants of the Winter Court | EN World EN5IDER Servants of the Winter Court | EN World EN5IDER Grimillo the Voice-Thief You try to speak, but the words catch in your throat. Or rather, the words flew right out of your mouth before your breath could reach them. Wordless air wheezes pitifully out of your mouth, and all you are left with is silence and a vague sense of unease. Statistics Traits: I cannot be seen, I cannot be heard. I travel on the wind and steal it from your lungs. What am I? I’m the cat that’s got your tongue, ya big mousey. Ideal: Let’s! Cause! Some! Chaos! (But with a bit of style, of course.) Bond: My voiceless mother. I would do anything for her, and she’s a great excuse to steal! Flaw: Deep down, I feel guilty about the sadness my theft causes. I try not to dwell on it. Small humanoid (unseelie gnome), chaotic evil Str 9 (–1) Dex 14 (+2) Con 11 (+0) Int 17 (+3) Wis 12 (+1) Cha 11 (+0) Notes: Grimillo the Voice-Thief is an unseelie gnome* mage (AC 16, 40 hit points). His art of voice-stealing gives him the following additional traits; these traits do not affect his challenge rating: Purloin Words. As a reaction after a creature within 30 feet says a word or phrase aloud, Grimillo can steal the phrase, preventing the target from say- ing anything using those words until the target completes a long rest. If the purloined phrase is the verbal component to a spell, the spell cannot be cast again until the target completes a long rest, and Grimillo cannot use this feature again until he completes a long rest. Snap Silence. As a reaction when a creature within 30 feet is about to speak or otherwise make vo- cal noise, Grimillo may force it to make a DC 14 Charisma saving throw. On a failure, the creature cannot speak until the end of its next turn (or for 6 seconds, if the target is not in combat). If this trait is used to prevent a spellcaster from performing a verbal component, the spell fails, consuming a spell slot, and Grimillo cannot use this feature again until he completes a short or long rest. Possessions: Grimillo wears elven chain and wields a simple dagger. He carries a magic key that can unlock any lock, but disintegrates after one use, and has 100 gold pieces on his person. Physical Description Grimillo is short, only about 3 feet tall, and his features have are soft and androgynous. His skin is the color and temperature of ice, his golden eyes are constantly in motion, and his hair is long and silvery. A keen smile usually plays around his lips—but his scowl is terrifying to behold. Background The Voice-Thief is a mercenary with few morals and a love for spreading misfortune. If he cares Open Game Content The game rule information in this article is designated Open Game Content. All of the other material in this article, including maps and illustrations (including illustrations in the public domain), narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity. EN EN Publishing Publishing ™ * Brandes Stoddard, “The Fey Kindred,” EN World EN5ider, https://www.patreon.com/posts/fey-kindred-6587945 EN World EN5IDER | Servants of the Winter Court EN World EN5IDER | Servants of the Winter Court Missus Silverbeak First is the rushing of wind. You look—and see nothing. The air is still. Then it lands with a thud, right behind you. A massive owl looms over you, nearly twenty feet tall, with golden eyes that illuminate you like spotlights. It straightens, turns its head slightly, and in a deep, resonant voice asks: “Would you care for a glass of sweet tea? I couldn’t possibly finish it all by myself.” Statistics Traits: I am a giant talking fairy owl. I imagine for most mortals, that alone would be enough? Ideal: People deserve to be happy. I don’t give a hoot if they’re safe. Or healthy. Or mentally stable. Just point me towards the unhappy people and I will take care of the rest! Bond: You, my little owlet! I care about you most of all. (But don’t let any of the others know.) Flaw: Hoo hoo, I don’t have any flaws! Except maybe the compulsive lying. Hoo! No! Not a single flaw! Large beast (fey), lawful evil Str 13 (+1) Dex 15 (+2) Con 12 (+1) Int 8 (–1) Wis 13 (+1) Cha 10 (+0) Notes: Missus Silverbeak is a fey-touched giant owl (AC 12, 19 hit points), with the following additional traits; these traits increase her challenge rating to 2 (450 XP): Concealing Blizzard. As an action, Missus Silverbeak may call a blizzard to surround her for 1 minute. This blizzard counts as three-quarters cover and deals 2d6 cold damage to any creature within 10 feet of her. This damage is dealt when a creature begins its turn within the blizzard or enters it for the first time on their turn. Hypnotic Gaze. Missus Silverbeak may cast hypnotic pattern 3/day. Plane Shift. Missus Silverbeak may travel between the Material Plane and the Feywild as an action. She must choose a location in her destination plane that she is “very familiar” with (as the teleport spell). Possessions: The owl matron carries a feather of invis- ibility that, when snapped, turns the user invisible (as the invisibility spell). She also carries a small coin purse containing 50 gp and 20 sweet peppermints. about anyone in this world, it is his ailing mother, whose own voice was stolen by agents of the Summer Court. When Grimillo first developed his unusual art, he did so for the noble purpose of stealing words to return to his mother, and for years he did so, giving words back to her one-by- one. Grimillo’s work allowed her to speak again, even if her vocabulary was sparse, and the many voices with which she spoke unsettled most who listened to her. But for all his altruism, the thief loves the journey as much as the destination. Grimillo’s voice-theft is a tool for chaos, for the misery of others, but most importantly, “just for a good frecklin’ larf.” Roleplaying Grimillo Grimillo is likely to surprise PCs by stealing their words or spells where it counts the most. He is an unassuming gnome, despite his unusual appearance, and can easily blend into a crowd— at least until he strikes. After he purloins a few choice words, Grimillo tries to flee, but he can hardly keep from cackling as he sprints between the legs of nearby bystanders. When cornered, Grimillo is a constant joker, cracking as many lewd and nonsensical jokes as he can. Meanwhile, he is coolly calculating his escape angle. Servants of the Winter Court | EN World EN5IDER Servants of the Winter Court | EN World EN5IDER Physical Description Missus Silverbeak is a massive horned owl with a shining silver beak and lamp-like golden eyes. Her feathers are a plain brown-and-white pattern. Silverbeak often gesticulates with her wings and talons in a strange facsimile of human behavior. Background Many legends surround the origin of the great Missus Silverbeak. She is known far and wide throughout the Feywild as a bringer of great joy and comfort to Unseelie fey, and a deathly charming corruptor of the Seelie. Some say she was once a normal owl that found its way from the Material Plane to the Feywild. Others believe that she is a malign spirit from the Shadowfell that has assumed the form of a giant owl, and is merely biding her time until she unleashes destruction upon the realm of fairies. Few denizens of the Feywild know that she is actually an independent agent of the Queen of Air and Darkness. The Queen of Winter often calls upon Silverbeak’s talents to lure mortals into indolence, either for her own amusement or as the prelude to conquest. Silverbeak now spends most of her time in the Material Plane. She truly believes that she is helping mortals by making them happy, no matter the cost. She is keenly aware that she leads them to their doom, but she doesn’t quite have a grasp on how long a normal human being’s lifespan is; it’s all just an instant compared to her immortal life, anyway. Roleplaying Missus Silverbeak Missus Silverbeak has a voice like poisoned honey, but she need not be the PCs’ enemies. In fact, she can be a valuable ally if the PCs are able to convince her that their own enemies are a group of miserable wretches who need a bit more wintry cheer in their lives. Snowblind, Knight of the Winter Wastes You feel the temperature drop as a tall man appears before you. He is clad in frost-rimed armor and two weathered antlers grow from his brow. His eyes are cloudy, and he does not meet your gaze. He instead looks with steely focus at a point in the distance. But when he speaks, you know he is speaking directly to you. Statistics Traits: Though my old eyes cannot see, I can feel the heat of all things around me. Ideal: I must return to my queen. How have I been away from her side for so long? Bond: I care for the safety of the winter realm over all things. Any who threaten my queen, her homeland, or the lands she has conquered, will be eviscerated by my blade. Flaw: I remember something … barely. The memories of my old life torment me, and when I see things that remind me of it, I cannot control my anger. Medium humanoid (fey), lawful neutral Str 16 (+3) Dex 11 (+0) Con 14 (+2) Int 11 (+0) Wis 11 (+0) Cha 15 (+2) Notes: Snowblind is a fey-blessed human knight (AC20, 52 hit points). The double-edged blessing of the Unseelie fey gives him the following additional traits; these traits and his possessions increase his chal- lenge rating to 5 (1,800 XP). Blind. Snowblind cannot see. If he is ever deprived of his Wintersight feature, he gains the blinded condi- tion until his Wintersight is restored. Wintersight. Though his eyes are frozen and sight- less, Snowblind can sense heat. This infravision allows him to see through invisibility effects, and allows him to otherwise “see” as if he were not blind. Casting remove curse or greater restoration on Snowblind suppresses this effect for 1d4 rounds. This effect is also suppressed while Snowblind is within areas of extreme heat (over 110 degrees Farenheit) or while within an antimagic field. EN World EN5IDER | Servants of the Winter Court EN World EN5IDER | Servants of the Winter Court Possessions: Snowblind wears a suit of +1 plate armor, and wields a frost brand and a +1 shield. He also carries a wand of enemy detection with 3 charges remaining. In addition to his magical gear, Snowblind carries a ridged stone that he rubs when he is trying to remember home, his signet ring, and an amulet containing a lock of the Queen of Air and Darkness’s hair. Physical Description This imposing knight of the Winter Court returns to his humanoid form while in the Material Plane. The many-pronged antlers that sprout from his brow are a reminder of his fey curse, and a warning to all humans that Snowblind is not one of them. He has spent decades trapped in the mortal world, searching for a way to return to his queen’s side, and his weathered face and ice- flecked beard show his age. Snowblind’s armor is scarred and pitted from countless battles across the wastes, and his blade is almost always coated in blood, be it dry or fresh. Background He was human, once. A knight of some kingdom— with a name even he can’t remember. He thinks he had a family. A husband. Two daughters with fire in their hearts. But they’re gone now. The winter claimed them, and when he offered himself to the winter’s terrible queen in exchange for their lives, his service eventually claimed him, too. He traded his sight for them. He traded his name for them. He traded his humanity for them. Yet she would not reward him with the lives he wished to save. He is called Snowblind now. He is the eternal watcher of the winter wastes, and the few memories he still has of his old life are distant and strange, like a melody heard in a dream. Snowblind’s devotion to the Queen of Air and Darkness is all that drives him, and even the Unseelie Queen herself is unsure what would happen if his memory were restored. Roleplaying Snowblind Snowblind speaks plainly, though he never looks directly at anyone he speaks to. Every action he takes is in the service of the Winter Queen or is intended to help him find a way back to her side, even if he cannot fully recall why he was stranded on the Material Plane in the first place. He will readily join forces with anyone whose goals he believes align with those of his queen, or if something about them stirs a distant memory. Though he is quick to make alliances, Snowblind is also quick to break them. His demeanor is unpredictable as a winter storm, and any suggestion of an ally’s duplicity or allegiance to the Summer Court triggers his bloodlust. If Snowblind is provoked, reminding him of the ridged stone he carries with him or trying to stir memories of his old life is enough to give him pause and allow him to be dissuaded from further violence. e
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 122 - Servants of the Winter Court.pdf
EN World EN5IDER | A Bookshelf of Monsters EN World EN5IDER | A Bookshelf of Monsters Monstrous Menagerie A bookshelf of monsters writing Artem Serebrennikov color art Indi Martin editing James J. Haeck layout Eric Life-Putnam M onstrous Menagerie presents new and fantastic creatures with which Game Masters of all levels of experience can populate their campaign worlds. The creatures found within these pages may be beneficent or malign, horrific or wondrous, but all are sure to astound your players. With this article, you can add some erudite clout to your game with diverse creatures united by the theme of books, writing, and knowledge. A Bookshelf of Monsters | EN World EN5IDER A Bookshelf of Monsters | EN World EN5IDER Bibliognost A dusty pile of books suddenly rearranges itself to form a human-like figure, its head a single open tome. Its pages crinkle into the facsimile of a face and eye your actions warily. Ghosts of Bibliophiles Past. Biblignosts are the spirits of dead librarians, booksellers, teachers, sages, arcanists, and other intellectuals whose love of the written word was so great that it prevented them from departing to the afterlife. After departing the mortal coil, the souls of such individuals transmigrate into their favorite books. The bibliognost’s “body” is composed of several dozen volumes that, when roused from dormancy, shift themselves into a vaguely humanoid form. These undead creatures haunt places where its beloved books are stored, such libraries, wizards’ studies, and scriptoria, acting as their self- appointed overseers and protectors. The learning it has absorbed over the years is unique in many regards, but most of the time a bibliognost is too pedantic and thoughtless to share it with others. However, it can be singularly courteous and welcoming to visitors that can match its erudition or love of books. Undead Nature. A bibliognost doesn’t require air, food, drink, or sleep. Bibliognost Medium undead, neutral Armor Class 17 (natural armor) Hit Points 91 (14d8 + 28) Speed fly 30 ft. (hover) STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 14 (+2) 22 (+6) 17 (+3) 11 (+0) Saving Throws Dex +7, Con +6, Int +10, Cha +4 Skills Arcana +14, History +14, Nature +14, Perception +7, Religion +14 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 17 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks Damage Immunities necrotic, poison, psychic Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Languages any five; telepathy 60 ft. Challenge 10 (5,900 XP) False Appearance. While the bibliognost remains motionless, it is indistinguishable from a large pile of books. Immutable Form. The bibliognost is immune to any spell or effect that would alter its form. Innate Spellcasting. The bibliognost’s spellcasting ability is Intelligence (spell save DC 18). It can in- nately cast the following spells, requiring no material components: At will: mage hand 3/day each: animate objects, telekinesis Inscrutable. The bibliognost is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the bibliognost’s intentions or sincerity have disadvantage. Magic Resistance. The bibliognost has advantage on saving throws against spells and other magical effects. Open Game Content The game rule information in this article is designated Open Game Content. All of the other material in this article, including maps and illustrations (including illustrations in the public domain), narrative and descriptive text, character and place names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” EN Publishing product and article titles, and EN World and EN Publishing logos, are designated Product Identity. EN EN Publishing Publishing ™ Living Spellbooks as Treasure Whether a defeated living spellbook (q.v.) is in good enough shape to be used as treasure is entirely up to the GM. PC wizards will probably want to peruse it after the victory, and it would be unfair to deprive them of this joy. The contents of a living spellbook are highly variable and dependent on the individual wizard they belonged to; as a rule of thumb, it con- tains all of the spells noted in the statistics block, as well as 2d4 extra spells of each level from 1 to 5, and 1d4 extra spells of levels 6 to 7. EN World EN5IDER | A Bookshelf of Monsters EN World EN5IDER | A Bookshelf of Monsters Djehuty Medium celestial, lawful good Armor Class 16 Hit Points 67 (9d8 + 27) Speed 30 ft. STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 18 (+4) 18 (+4) 16 (+3) Saving Throws Int +6, Wis +6 Skills Arcana +8, History +8, Nature +8, Perception +6, Religion +8 Senses truesight 60 ft., passive Perception 16 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities force, psychic Condition Immunities charmed, frightened, paralyzed Languages all, telepathy 60 ft. Challenge 3 (700 XP) Aura of Enlightenment. All creatures of the djehuty’s choosing within 30 feet of it gain advantage on Intel- ligence- and Wisdom-based ability checks and saving throws. Blessing of Prudence. The djehuty’s AC includes its Wisdom bonus. Innate Spellcasting. The djehuty’s spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components: At will: comprehend languages, detect evil and good, detect magic, detect thoughts 3/day each: bless, clairvoyance, enhance ability, protection from good and evil, tongues, zone of truth 1/day each: commune, divination, legend lore ACTIONS Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with both hands, and 5 (2d4) force damage. This weapon attack is magical. Gaze of Scrutiny. The djehuty fixes its gaze on a crea- ture it can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw against this magic or take 10 (3d6) radiant damage. ACTIONS Multiattack. The bibliognost makes a slam attack and uses mind thrust. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage. Mind Thrust. A bibliognost focuses its mind on a creature within 60 feet. The target must make a DC 18 Wisdom saving throw. On a failure, it is magically haunted with visions and takes 27 (6d8) psychic dam- age, or half as much on a success. Mental Assault (Recharge 5–6). The bibliognost magically assaults the minds of creatures in a 30- foot cone, overloading them with knowledge. Each creature in that area must make a DC 18 Intelligence saving throw or take 36 (8d8) psychic damage and gain one level of exhaustion. On a successful save, a creature takes half damage and is not exhausted. Djehuty This otherworldly creature has the body of an athletic human and the head of an ibis. It wears rich priestly vestments and brandishes a long scepter topped with a holy symbol. The creature’s stern face is nonetheless filled with heavenly calm and wisdom. Avatars of Learning. Djehutys are celestial beings in the service of deities of knowledge, learning, wisdom, mysticism, divination, arcane magic, and similar domains. They are sent to the mortal realm to impart greater understanding and enlightenment to those deemed worthy by the gods. A djehuty’s presence awakens other creatures to a higher level of awareness, inspires them to look for unusual answers to old lingering questions, and fills their mind with new ideas. Djehutys also appear when great repositories of writing or talented intellectuals are menaced with destruction, acting as their protectors. Nothing draws the ire of these normally tranquil beings more than brazen ignorance, aggressive stupidity, and destruction of knowledge and its adepts. A Bookshelf of Monsters | EN World EN5IDER A Bookshelf of Monsters | EN World EN5IDER Living Spellbook An ancient volume hovers in the air, its pages turning on their own volition and glowing with magical sigils. Sentient Wizardly Tomes. The origins of the living spellbook are as mysterious and varied as the art of magic itself. Sometimes, upon death, an archmage’s spirit merges with the spellbook and gives it a semblance of life; sometimes, it animates due to a transmutation spell gone awry; sometimes, it does so as a result of a meticulously prepared arcane ritual. Freed and Bound by Magic. The living spellbook takes after its owner in many ways, mimicking his or her personality, speech patterns, mannerisms, and alignment. Some living spellbooks accidentally come into being as twisted mockeries of their wizard owners, murdering them and adopting their identity. Despite having free wills, they feel bound to their places of creation (usually a wizard’s study) and rarely venture far away from them, even if they have rebelled against their masters. Constructed Nature. A living spellbook doesn’t require air, food, drink, or sleep. The magic that animates the living spellbook is dispelled when it drops to 0 hit points, at which point it becomes a regular, inanimate spellbook once again. Living Spellbook Tiny construct, any alignment Armor Class 18 (natural armor) Hit Points 72 (16d4 + 32) Speed 0 ft., fly 50 ft. (hover) STR DEX CON INT WIS CHA 6 (–2) 14 (+2) 15 (+2) 20 (+5) 16 (+3) 7 (–2) Saving Throws Str +2, Dex +6, Con +6 Skills Arcana +9, History +9 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 13 Damage Resistances acid, cold, fire, lightning, thunder Damage Immunities force, poison, psychic Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned Languages any five, telepathy 60 ft. Challenge 9 (5,000 XP) Antimagic Susceptibility. The living spellbook is incapacitated while in the area of an antimagic field. Unlike other animated objects, it is not adversely affected by dispel magic. Eschew Materials. The living spellbook requires no material components for spellcasting. False Appearance. While the living spellbook remains motionless, it is indistinguishable from a normal book. Immutable Form. The living spellbook is immune to any spell or effect that would alter its form. Magic Resistance. The living spellbook has advantage on saving throws against spells and other magical effects. Spellcasting. The living spellbook is a 13th-level spell- caster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The living spellbook has the following wizard spells prepared: Cantrips (at will): chill touch, mage hand, mending, minor illusion, poison spray 1st level (4 slots): magic missile, ray of sickness, shield, thunderwave 2nd level (3 slots): mirror image, misty step, scorching ray 3rd level (3 slots): counterspell, fireball, hypnotic pattern 4th level (3 slots): banishment, black tentacles, polymorph 5th level (2 slots): animate objects, cone of cold 6th level (1 slot): disintegrate 7th level (1 slot): arcane sword ACTIONS Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. EN World EN5IDER | A Bookshelf of Monsters EN World EN5IDER | A Bookshelf of Monsters Titivullus What seemed to be an elderly book peddler turns into a 4-foot tall creature with scaly green skin, sharp claws, small horns, and an impish grin. It is hunched by a heavy bundle of massive tomes. Diabolical Distractors. Titivulli are low-ranked devils charged with distracting writers and copyists of sacred texts, stealing or corrupting pious writings, and spreading heretical manuscripts that lead the weaker-willed into temptation. The mere presence of a titivullus makes one error-prone, forgetful, and unfocused, and thus easier to sway from the path of righteousness. It lurks around places of learning and slowly taints the writing produced and contained in such locales. Smugglers of Blasphemous Writings. A titivullus always carries around a heavy bundle of magical books of writing containing hidden sacrilegious messages and infernal curses. It often masquerades as a child, a hunched old man or woman, or a Small humanoid, peddling its writings (or even giving them away for free) to further the agenda of Hell. Cowardly but cruel, the titivullus fights viciously when unmasked, using its innate spellcasting abilities to strike from hiding and engage in misdirection. Titivullus Small fiend (devil), lawful evil Armor Class 15 (natural armor) Hit Points 58 (13d6 + 13) Speed 30 ft. STR DEX CON INT WIS CHA 8 (–1) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 18 (+4) Saving Throws Con +3 Skills Arcana +6, Deception +6, Sleight of Hand +5, Stealth +5 Senses darkvision 120 ft., passive Perception 11 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered Damage Immunities fire, poison Condition Immunities poisoned Languages Common, Infernal, any two others; telepa- thy 120 ft. Challenge 4 (1,100 XP) Aura of Distraction. All non-evil creatures within 30 feet of the titivullus have disadvantage on Intel- ligence- and Wisdom-based ability checks and saving throws, as well as disadvantage on Constitution saving throws made to maintain concentration. Book Bundle. The titivullus’ bundle normally contains thirteen books. It magically replenishes the supply after finishing a long rest, and its books burn to cinders when it dies. Cursed Books. A book, scroll, or other piece of writing from the titivullus’ bundle that is in the possession of another creature creates an aura of distraction within 30 feet of the object. It does not radiate magic and loses its power when the titivullus dies. A dispel magic spell cast on the object also ends the effect. Devil’s Sight. Magical darkness doesn’t impede the titivullus’ darkvision. Innate Spellcasting. The titivullus spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components: At will: arcanist’s magic aura, comprehend languages, detect magic, alter self, illusory script, invisibility 3/day each: dissonant whispers, misty step 1/day each: glyph of warding, major image, tongues Magic Resistance. The titivullus has advantage on sav- ing throws against spells and other magical effects. ACTIONS Multiattack. A titivullus makes two melee or ranged attacks in any combination. Zapping Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage and 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn. Book Toss. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) bludgeoning dam- age and 10 (3d6) fire damage. REACTIONS Misdirection. The titivullus distracts its attacker and adds 2 to its AC against one melee attack that would hit it. To do so, the titivullus must see the attacker. e
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 109 - Bookshelf Monsters.pdf
S ome inventors’ imagination reach a point when the machinery of this world can no longer accomplish what their minds create. At this point they cannot be entertained by the baubles produced by material technology anymore. Their only way out is to turn to the outer planes of law to search for the inspiration—and means—to achieve what they can only describe as “mechanical perfection”. They commune with the beings they find there and, through this bond, they receive the gifts necessary to usher in new epochs of technological achievement. Conjurer Writing Christopher Bunge Color Art Ellis Goodson Editing Felipe Real Layout Xanditz A new magical career for fantasy-themed WOIN game settings! Black Powder Binding inevitables as the personifications of the lawful universe they revere, black powder conjurers modify the traditional summoner arts with the strange new devices they found on their journeys throughout the planes. Their desire to remain on the cutting edge of technology—and beyond—has resulted in them not only adopting black powder firearms as their weapon of choice, but has also allowed them to master these machines in new ways thanks to the supervision of their mechanized mentors. It is this preference for guns—and their predilection for volatile over- exuberance—which has given them their unique moniker. Black Powder Conjurer Prerequisites: secret of fire, pistols 3+ Attributes: INT +1, LOG +1, WIL +1, MAG +1 Skill choices: gunsmithing, perception, spellcraft, summoning, evocation Ballistic Affinity. The black powder conjurer gains a natural SOAK of 10 vs. ballistic damage. Black Smoke Barrier. The black powder conjurer can spend a free action to create a concealing barrier of smoke which occupies up to three contiguous squares within 20' feet of her. Explosive Attack. The black powder conjurer's gunpowder weapons inflict an additional 1d6 fire damage. Fireball (requires Flame Inspiration). Once per day, the black powder conjurer can use her gun to shoot a fireball out with a range increment of 10 and a burst radius of 3 squares. The fireball does 5d6 fire damage to all in the area on a successful hit. If this exploit is taken a second time, this ability can be used three times per day. Flame Inspiration. The black powder conjurer can use a gunpowder weapon to emit a 15' cone of fire which does 3d6 fire damage to all in the area on a successful hit. This uses two actions. Follow the Thunder. The black powder conjurer's gunpowder weapons crash like thunder, changing the damage type to ballistic/sonic.
textdata/thevault/WOIN/EONS Magazine/Eons 64 - OLD - Black Powder Conjurer.pdf
PSYCHIC ABILITIES REFERENCE SHEET PSYCHIC TALENT: PSYCHIC ABILITY RATING: PSYCHIC POWER POINTS (PP): TOTAL: CURRENT: PSYCHIC TALENTS: Telepathy: ( ) Shield Sense Detection: Telempathy: Read Surface Thoughts: Project Thoughts: Probe: Assault: Mass Assault: Read Psychic Imprint Precognition: ( ) Sixth Sense: Hint: Forsee Outcome: Prediction: Vision: Animation: ( ) Adjustment: ( ) Heal Suspend Animation: Enhance STR: Enhance CON: Enhance DEX: Tap: Cure Poisoning Cure Disease Psychic Surgery Regenerate Psychic Range by Talent Level: Telepathy: Precognition: Animation Teleport Close: 0 0 0 1 Short: 1 1 1 2 Medium: 2 1 2 3 Long: 3 2 4 3 V Long: 3 2 9 3 Distant: 4 3 - 4 V Distant: 4 3 - 4 Regional: 5 4 - 5 Continent: 5 4 - 5 Planetary: 6 4 - 5
textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Cthulhu Rising (Future Sci-Fi)/CoC 6e - Cthulhu Rising - Psychic Abilities Reference Sheet.pdf
Dungeon Ankheg Ant, Giant Ape, Albino Ape, Man-Eating Badger Badger, Giant Basilisk Bat Bat, Giant Bear, Cave Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Carnivorous Beetle, Giant Fire Black Pudding Blink Dog Bugbear Carcass Scavenger Centipede, Giant Chimera Cockatrice Couatl Cyclops Demon Boar Demon, Astarot (Demon Lord) Demon, Babau (Standard Order Demon) Demon, Balor (Standard Order Demon) Demon, Glabrezu (Higher Order Demon) Demon, Hezrou (Higher Order Demon) Demon, Juiblex (Demon Lord) Demon, Marilith (Standard Order Demon) Demon, Nalfeshnee (Higher Order Demon) Demon, Orcus (Demon Lord) Demon, Quasit (Lower Order Demon) Demon, Succubus/Incubus (Standard Order Demon) Demon, Vrock (Standard Order Demon) Devil, Amon (Arch-devil) Devil, Bael (Arch-devil) Devil, Barbed (Lesser devil) Devil, Bone (Lesser devil) Devil, Erinyes (Lesser devil) Devil, Geryon (Arch-devil) Devil, Horned (Greater devil) Devil, Ice (Greater devil) Devil, Imp (Lesser devil) Devil, Lemure Devil, Pit Fiend (Greater devil) Djinni Doppelganger Dragon, Black Dragon, Blue Dragon, Brass Dragon, Bronze Dragon, Chromatic Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dragon, Silver Dragon, White Dragonne Dwarf Dwarf, Duergar Ear Seeker Efreeti Elemental, Air Elemental, Earth Elemental, Fire Elemental, Water Elf Elf, Deep Elf, Drow Ettin Eye of Terror Eye, Tentacled Fly, Giant Carnivorous Frog, Giant Frog, Giant Killer Frog, Giant Poisonous Fungi, Violet Gargoyle Gas Spore Gelatinous Cube Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Fire Giant, Frost Giant, Hill Giant, Stone Gnoll Gnome Goblin Golem, Amber Golem, Bone Golem, Bronze Golem, Clay Golem, Flesh Golem, Iron Golem, Stone Golem, Wood Gorgon Gray Ooze Gray Worm Green Slime Groaning Spirit (Banshee) (Undead) Halfling Harpy Hell Hound Hobgoblin Hydra Invisible Stalker Jackalwere Kobold Lamia Lammasu Leech, Giant Leprechaun Lich (Undead) Lizard, Giant Draco Lizard, Giant Gecko Lizard, Giant Horned Chameleon Lizard, Giant Tuatara Lizardfolk Locust, Subterranean Lurker Above Lycanthrope, Werebear Lycanthrope, Wererat Lycanthrope, Werewolf Manticore Medusa Mimic Minotaur Morlock Mummy (Undead) Naga, Guardian Naga, Spirit Neanderthal Night Hag Nightmare Ochre Jelly Ogre Ogre Mage Orc Otyugh Otyugh, Advanced Owl Bear Phase Tiger Piercer Pseudo-dragon Purple Worm Rakshasa Rat Rat, Giant Remorhaz Rhagodessa, Giant Roper Rot Grub Rust Monster Salamander, Flame Salamander, Frost Scorpion, Giant Shadow Shambling Mound Shrew, Giant Shrieker Skeleton (Undead) Slithering Tracker Slug, Giant Snake, Pit Viper Snake, Spitting Cobra Spectre (Undead) Sphinx, Androsphinx Sphinx, Criosphinx Sphinx, Gynosphinx Sphinx, Hieracosphinx Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Statue, Animate Crystal Statue, Animate Iron Statue, Animate Stone Stirge Throghrin Tick, Giant Titan Toad, Giant Toad, Giant Ice Toad, Giant Poisonous Trapper Troglodyte Troll Vampire (Undead) Wight (Undead) Will-O-Wisp Wind Walker Wolf Wolf, Dire Wolf, Winter Wolverine Wolverine, Giant Wraith (Undead) Wyvern Xorn Yellow Mold Yeti Zombie (Undead) Forest Ant, Giant Axe Beak Badger Badger, Giant Basilisk Bat Bat, Giant Bear, Black Bear, Cave Bear, Grizzly Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Carnivorous Beetle, Giant Fire Beetle, Giant Rhinoceros Beetle, Giant Spitting Beetle, Giant Stag Blink Dog Boar Boar, Giant Boar, Warthog Brownie Bugbear Bulette Cat, Lion Cat, Mountain Lion Centaur Centipede, Giant Cockatrice Dog, Wild Dragon, Gold Dragon, Green Dragon, Red Dryad Dwarf Eagle, Giant Ear Seeker Elf Ettin Ferret, Giant Fly, Giant Carnivorous Frog, Giant Gargoyle Ghost (Undead) Giant, Fire Giant, Hill Gnoll Gnome Goblin Gorgon Groaning Spirit (Banshee) (Undead) Harpy Hawk Hawk, Giant Herd Animals Hobgoblin Horse, Draft Hydra Insect Swarm Jackal Jackalwere Kobold Lammasu Leprechaun Lizard, Giant Draco Lizard, Giant Tuatara Lycanthrope, Werebear Lycanthrope, Wereboar Lycanthrope, Werewolf Mastodon Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Neanderthal Nymph Ogre Ogre Mage Orc Owl Bear Owl, Giant Pegasus Pixie Pseudo-dragon Rat Rat, Giant Rhagodessa, Giant Rhinoceros Scorpion, Giant Shadow Snake, Pit Viper Snake, Spitting Cobra Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Sprite Stirge Tick, Giant Toad, Giant Toad, Giant Poisonous Treant Troll Unicorn Vampire (Undead) Wasp, Giant Weasel, Giant Wolf Wolf, Dire Wolverine Wolverine, Giant Wyvern Zombie (Undead) Hills Ant, Giant Axe Beak Badger Badger, Giant Basilisk Bat Bat, Giant Bear, Black Bear, Cave Bear, Grizzly Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Carnivorous Beetle, Giant Fire Beetle, Giant Rhinoceros Beetle, Giant Stag Blink Dog Boar Boar, Giant Boar, Warthog Brownie Bugbear Bulette Cat, Lion Cat, Mountain Lion Centaur Centipede, Giant Chimera Cockatrice Cyclops Dog, Wild Dragon, Gold Dragon, Green Dragon, Red Dwarf Eagle, Giant Elf Ettin Ferret, Giant Fly, Giant Carnivorous Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Fire Giant, Hill Giant, Stone Gnoll Gnome Goblin Gorgon Griffon Groaning Spirit (Banshee) (Undead) Harpy Hawk Hawk, Giant Hell Hound Herd Animals Hippogriff Hobgoblin Horse, Draft Jackal Jackalwere Kobold Lammasu Leprechaun Lycanthrope, Werebear Lycanthrope, Wereboar Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Neanderthal Nymph Ogre Ogre Mage Orc Owl, Giant Pegasus Purple Worm Rat Rat, Giant Rhagodessa, Giant Rhinoceros Satyr Scorpion, Giant Snake, Pit Viper Snake, Spitting Cobra Spectre (Undead) Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Toad, Giant Toad, Giant Poisonous Troll Unicorn Vampire (Undead) Wasp, Giant Weasel, Giant Wolf Wolf, Dire Xorn Zombie (Undead) Mountains Badger Badger, Giant Basilisk Bat Bat, Giant Bear, Black Bear, Cave Bear, Grizzly Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Fire Black Pudding Blink Dog Bugbear Carcass Scavenger Cat, Lion Cat, Mountain Lion Centipede, Giant Chimera Cockatrice Cyclops Dog, Wild Doppelganger Dragon, Black Dragon, Bronze Dragon, Gold Dragon, Red Dragon, Silver Dwarf Eagle, Giant Elf Ettin Fly, Giant Carnivorous Gargoyle Gelatinous Cube Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Fire Giant, Hill Giant, Stone Giant, Storm Gnoll Gnome Goblin Gorgon Griffon Harpy Hawk Hawk, Giant Hell Hound Herd Animals Hippogriff Hobgoblin Horse, Draft Hydra Kobold Lammasu Lycanthrope, Werebear Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Naga, Guardian Naga, Spirit Neanderthal Night Hag Nightmare Nymph Ogre Ogre Mage Orc Otyugh Otyugh, Advanced Owl Bear Owl, Giant Pegasus Rat Rat, Giant Rhagodessa, Giant Rhinoceros Scorpion, Giant Shadow Snake, Pit Viper Snake, Spitting Cobra Spectre (Undead) Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Titan Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Weasel, Giant Wight (Undead) Will-O-Wisp Wind Walker Wolf Wolf, Dire Wraith (Undead) Wyvern Xorn Zombie (Undead) Plains Ant, Giant Axe Beak Badger Badger, Giant Basilisk Bat Bat, Giant Bear, Grizzly Bee, Giant Killer Beetle, Giant Carnivorous Beetle, Giant Stag Blink Dog Boar Boar, Giant Boar, Warthog Bugbear Bulette Cat, Lion Cat, Mountain Lion Centaur Centipede, Giant Cockatrice Dog, Wild Dragon, Blue Dragon, Gold Dwarf Fly, Giant Carnivorous Frog, Giant Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Fire Giant, Hill Gnoll Goblin Gorgon Groaning Spirit (Banshee) (Undead) Harpy Hawk Hawk, Giant Herd Animals Hobgoblin Horse, Draft Hydra Jackal Lammasu Leprechaun Lizard, Giant Draco Lizard, Giant Tuatara Lycanthrope, Wereboar Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Nomad Mule Mummy (Undead) Ogre Ogre Mage Orc Owl, Giant Purple Worm Rat Rat, Giant Rhagodessa, Giant Rhinoceros Scorpion, Giant Snake, Pit Viper Snake, Spitting Cobra Spider, Giant Black Widow Spider, Giant Crab Spider Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Weasel, Giant Wolf Wolf, Dire Wyvern Zombie (Undead) Swamp Axe Beak Basilisk Bat Bat, Giant Bear, Black Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Carnivorous Beetle, Giant Fire Beetle, Giant Rhinoceros Beetle, Giant Spitting Beetle, Giant Stag Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Lion Centipede, Giant Cockatrice Crab, Giant Crayfish, Giant Crocodile Crocodile, Giant Crocodile, Large Dog, Wild Doppelganger Dragon, Black Dragon, Gold Dragon, Green Elf Fly, Giant Carnivorous Frog, Giant Frog, Giant Poisonous Gas Spore Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Hill Gnoll Goblin Gorgon Harpy Hawk Hawk, Giant Hell Hound Herd Animals Hobgoblin Horse, Draft Hydra Insect Swarm Jackal Jackalwere Kobold Lammasu Leech, Giant Lizard, Giant Draco Lizard, Giant Tuatara Lizardfolk Lycanthrope, Werebear Lycanthrope, Wereboar Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Pirate Minotaur Mule Mummy (Undead) Naga, Guardian Naga, Spirit Night Hag Ogre Ogre Mage Orc Owl Bear Owl, Giant Rat Rat, Giant Rhagodessa, Giant Rhinoceros Scorpion, Giant Shadow Shambling Mound Skeleton (Undead) Snake, Giant Python Snake, Pit Viper Spectre (Undead) Spider, Giant Black Widow Spider, Giant Crab Spider Tick, Giant Toad, Giant Toad, Giant Poisonous Treant Troll Vampire (Undead) Wasp, Giant Weasel, Giant Wight (Undead) Will-O-Wisp Wolf Wolf, Dire Wraith (Undead) Wyvern Zombie (Undead) Desert Ant, Giant Bat Bat, Giant Bee, Giant Killer Blink Dog Bugbear Camel Cat, Lion Centipede, Giant Chimera Cockatrice Dog, Wild Dragon, Blue Dragon, Gold Dwarf Elemental, Fire Fly, Giant Carnivorous Giant, Fire Goblin Griffon Groaning Spirit (Banshee) (Undead) Harpy Hawk Hawk, Giant Hell Hound Herd Animals Hobgoblin Horse, Draft Jackal Jackalwere Lamia Lammasu Manticore Men, Berserker Men, Brigand Men, Nomad Mummy (Undead) Orc Owl, Giant Pegasus Purple Worm Rat Rat, Giant Salamander, Flame Scorpion, Giant Skeleton (Undead) Snake, Giant Rattler Snake, Spitting Cobra Spider, Giant Tarantula Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Wind Walker Wyvern Zombie (Undead) Freshwater Cockatrice Crab, Giant Crayfish, Giant Crocodile Crocodile, Giant Crocodile, Large Dragon Turtle Dragon, Black Dragon, Bronze Dragon, Gold Dragon, Green Dragon, Red Dragon, Sea Dragon, Silver Eagle, Giant Eel, Electric Eel, Giant Elemental, Water Eye of the Deep Eye, Floating Fish, Giant Catfish Fish, Giant Piranha Fish, Giant Rockfish Fish, Giant Sturgeon Frog, Giant Frog, Giant Killer Frog, Giant Poisonous Gargoyle Griffon Harpy Hawk Hawk, Giant Hippocampus Hippogriff Lammasu Leech, Giant Lizardfolk Locathah Manticore Men, Merchant Men, Pirate Merfolk Naga, Water Nixie Nymph Octopus, Giant Pegasus Strangle Weed Turtle, Giant Snapping Wasp, Giant Sea Crab, Giant Dragon Turtle Dragon, Black Dragon, Bronze Dragon, Gold Dragon, Green Dragon, Red Dragon, Sea Dragon, Silver Eagle, Giant Eel, Sea Elemental, Water Eye of the Deep Eye, Floating Fish, Giant Catfish Fish, Giant Piranha Fish, Giant Rockfish Fish, Giant Sturgeon Frog, Giant Frog, Giant Killer Frog, Giant Poisonous Giant, Storm Griffon Harpy Hawk Hawk, Giant Hippocampus Hippogriff Lammasu Locathah Manticore Men, Merchant Men, Pirate Merfolk Naga, Water Nixie Nymph Octopus, Giant Pegasus Sahuagin Sea Hag Sea Serpent Shark, Bull Shark, Giant Shark, Great White Shark, Mako Snake, Sea Squid, Giant Strangle Weed Titan Triton Turtle, Giant Sea Whale, Killer Whale, Narwhal Whale, Sperm Wind Walker Snowy Forest Badger Badger, Giant Bat Bat, Giant Bear, Black Bear, Cave Bear, Polar Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Lion Cat, Sabre-tooth Tiger Dog, War Dog, Wild Doppelganger Dragon, Gold Dragon, Green Dragon, Red Dragon, White Dwarf Eagle, Giant Ear Seeker Elf Gargoyle Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Frost Giant, Hill Gnome Goblin Gorgon Groaning Spirit (Banshee) (Undead) Halfling Harpy Hawk Hawk, Giant Herd Animals Hobgoblin Horse, Draft Hydra Kobold Lycanthrope, Werebear Lycanthrope, Wereboar Lycanthrope, Wererat Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Merchant Minotaur Mule Mummy (Undead) Naga, Guardian Naga, Spirit Neanderthal Nymph Ogre Ogre Mage Orc Owl Bear Owl, Giant Pegasus Pixie Rat Rat, Giant Rhinoceros, Woolly Salamander, Frost Shadow Skeleton (Undead) Spectre (Undead) Toad, Giant Ice Treant Troll Vampire (Undead) Weasel, Giant Wight (Undead) Will-O-Wisp Wolf Wolf, Dire Wolf, Winter Wolverine Wolverine, Giant Wraith (Undead) Zombie (Undead) Snowy Hills Badger Badger, Giant Bat Bat, Giant Bear, Black Bear, Cave Bear, Polar Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Mountain Lion Cyclops Dog, War Dog, Wild Dragon, Gold Dragon, Green Dragon, Red Dragon, White Dwarf Eagle, Giant Elf Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Frost Giant, Hill Giant, Stone Gnome Goblin Gorgon Griffon Groaning Spirit (Banshee) (Undead) Halfling Harpy Hawk Hawk, Giant Herd Animals Hippogriff Hobgoblin Horse, Draft Kobold Lycanthrope, Werebear Lycanthrope, Wereboar Lycanthrope, Wererat Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Merchant Minotaur Mule Mummy (Undead) Neanderthal Nymph Ogre Ogre Mage Orc Owl, Giant Purple Worm Rat Rat, Giant Remorhaz Rhinoceros, Woolly Salamander, Frost Toad, Giant Ice Troll Vampire (Undead) Weasel, Giant Wolf Wolf, Dire Wolf, Winter Wolverine Wolverine, Giant Xorn Yeti Zombie (Undead) Snowy Mountains Badger Badger, Giant Bat Bat, Giant Bear, Black Bear, Cave Bugbear Cat, Mountain Lion Cyclops Dog, War Dog, Wild Doppelganger Dragon, Gold Dragon, Red Dragon, Silver Dragon, White Dwarf Eagle, Giant Elf Ettin Gargoyle Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Frost Giant, Hill Giant, Stone Gnome Goblin Gorgon Griffon Harpy Hawk Hawk, Giant Herd Animals Hobgoblin Horse, Draft Hydra Kobold Lycanthrope, Werebear Lycanthrope, Wererat Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Merchant Minotaur Mule Mummy (Undead) Naga, Guardian Naga, Spirit Neanderthal Nightmare Nymph Ogre Ogre Mage Orc Otyugh Otyugh, Advanced Owl, Giant Pegasus Rat Rat, Giant Remorhaz Rhinoceros, Woolly Salamander, Frost Shadow Spectre (Undead) Titan Toad, Giant Ice Troll Vampire (Undead) Weasel, Giant Wight (Undead) Will-O-Wisp Wind Walker Wolf Wolf, Dire Wolf, Winter Wolverine Wolverine, Giant Wraith (Undead) Xorn Yeti Zombie (Undead) Snowy Plains Badger Badger, Giant Bat Bat, Giant Bear, Polar Boar Boar, Giant Boar, Warthog Bugbear Cat, Lion Cat, Sabre-tooth Tiger Dog, War Dog, Wild Dragon, Gold Dragon, White Dwarf Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Frost Giant, Hill Goblin Gorgon Groaning Spirit (Banshee) (Undead) Halfling Harpy Hawk Hawk, Giant Herd Animals Hobgoblin Horse, Draft Hydra Lycanthrope, Wereboar Lycanthrope, Wererat Lycanthrope, Werewolf Manticore Mastodon Medusa Men, Berserker Men, Brigand Men, Merchant Men, Nomad Mule Mummy (Undead) Ogre Ogre Mage Owl, Giant Purple Worm Rat Rat, Giant Remorhaz Rhinoceros, Woolly Toad, Giant Ice Troll Vampire (Undead) Weasel, Giant Wolf Wolf, Dire Wolf, Winter Zombie (Undead) Jungle/Tropics Forest Ant, Giant Ape, Albino Ape, Chimpanzee Ape, Gorilla Ape, Man-Eating Axe Beak Baboon Baboon, Higher Basilisk Bat Bat, Giant Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Fire Beetle, Giant Rhinoceros Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Panther Cat, Sabre-tooth Tiger Cat, Tiger Centipede, Giant Cockatrice Dinosaur, Pteranodon Dinosaur, Pterodactyl Dinosaur, Stegosaurus Dinosaur, Titanothere Dinosaur, Triceratops Dinosaur, Tyrannosaurus Rex Dog, Wild Dragon, Gold Dragon, Green Dragon, Red Dwarf Ear Seeker Elephant Elf Flightless Bird Fly, Giant Carnivorous Frog, Giant Gargoyle Ghost (Undead) Giant, Fire Giant, Hill Gnoll Gnome Goblin Gorgon Groaning Spirit (Banshee) (Undead) Harpy Hawk, Giant Herd Animals Horse, Draft Hydra Hyena Hyena, Giant Jackal Jackalwere Kobold Lammasu Lizard, Giant Gecko Lizard, Giant Horned Chameleon Lizardfolk Lycanthrope, Wereboar Lycanthrope, Weretiger Lycanthrope, Werewolf Manticore Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Neanderthal Nymph Ogre Ogre Mage Orc Owl, Giant Pegasus Phase Tiger Pixie Rat Rat, Giant Rhagodessa, Giant Scorpion, Giant Shadow Snake, Giant Python Snake, Pit Viper Sphinx, Androsphinx Sphinx, Criosphinx Sphinx, Gynosphinx Sphinx, Hieracosphinx Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Stirge Tick, Giant Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Wolf Wolf, Dire Wyvern Zombie (Undead) Jungle/Tropics Hills Ant, Giant Ape, Albino Ape, Chimpanzee Ape, Gorilla Ape, Man-Eating Axe Beak Baboon Baboon, Higher Basilisk Bat Bat, Giant Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Fire Beetle, Giant Rhinoceros Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Panther Cat, Sabre-tooth Tiger Cat, Tiger Centipede, Giant Chimera Cockatrice Couatl Cyclops Dinosaur, Pteranodon Dinosaur, Pterodactyl Dinosaur, Stegosaurus Dinosaur, Titanothere Dinosaur, Triceratops Dinosaur, Tyrannosaurus Rex Dog, Wild Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dwarf Elephant Elf Flightless Bird Fly, Giant Carnivorous Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Fire Giant, Hill Giant, Stone Gnoll Gnome Goblin Gorgon Harpy Hawk Hawk, Giant Hell Hound Herd Animals Hippogriff Hobgoblin Horse, Draft Hyena Hyena, Giant Jackal Jackalwere Kobold Lammasu Lizard, Giant Gecko Lizard, Giant Horned Chameleon Lizardfolk Lycanthrope, Wereboar Lycanthrope, Weretiger Lycanthrope, Werewolf Manticore Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Neanderthal Ogre Ogre Mage Owl, Giant Pegasus Phase Tiger Purple Worm Rat Rat, Giant Rhagodessa, Giant Rhinoceros Salamander, Flame Scorpion, Giant Snake, Giant Python Snake, Pit Viper Sphinx, Androsphinx Sphinx, Criosphinx Sphinx, Gynosphinx Sphinx, Hieracosphinx Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Wolf Wolf, Dire Xorn Zombie (Undead) Jungle/Tropics Mountains Ape, Albino Ape, Chimpanzee Ape, Gorilla Ape, Man-Eating Baboon Baboon, Higher Basilisk Bat Bat, Giant Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Fire Black Pudding Bugbear Cat, Panther Cat, Sabre-tooth Tiger Cat, Tiger Centipede, Giant Chimera Cockatrice Cyclops Dinosaur, Pteranodon Dinosaur, Pterodactyl Dinosaur, Stegosaurus Dinosaur, Titanothere Dinosaur, Triceratops Dinosaur, Tyrannosaurus Rex Dog, Wild Doppelganger Dragon, Black Dragon, Brass Dragon, Bronze Dragon, Copper Dragon, Gold Dragon, Red Dragon, Silver Dragonne Dwarf Elf Ettin Fly, Giant Carnivorous Gargoyle Gelatinous Cube Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Cloud Giant, Fire Giant, Hill Giant, Stone Giant, Storm Gnoll Gnome Gorgon Griffon Harpy Hell Hound Herd Animals Hippogriff Hobgoblin Horse, Draft Hydra Kobold Lammasu Lizard, Giant Gecko Lizard, Giant Horned Chameleon Lizardfolk Lycanthrope, Weretiger Lycanthrope, Werewolf Manticore Medusa Men, Berserker Men, Brigand Minotaur Mule Mummy (Undead) Naga, Guardian Naga, Spirit Neanderthal Night Hag Nightmare Ogre Ogre Mage Orc Otyugh Otyugh, Advanced Owl, Giant Pegasus Phase Tiger Rat Rat, Giant Rhagodessa, Giant Rhinoceros Roc, Giant Roc, Large Roc, Small Salamander, Flame Scorpion, Giant Shadow Snake, Giant Python Snake, Pit Viper Sphinx, Androsphinx Sphinx, Criosphinx Sphinx, Gynosphinx Sphinx, Hieracosphinx Spider, Giant Black Widow Spider, Giant Crab Spider Spider, Phase Titan Toad, Giant Toad, Giant Poisonous Troll Vampire (Undead) Wasp, Giant Wight (Undead) Will-O-Wisp Wind Walker Wolf Wolf, Dire Wyvern Zombie (Undead) Jungle/Tropics Swamp Ape, Albino Ape, Chimpanzee Ape, Gorilla Ape, Man-Eating Axe Beak Baboon Baboon, Higher Basilisk Bat Bat, Giant Bee, Giant Killer Beetle, Giant Boring Beetle, Giant Fire Beetle, Giant Rhinoceros Boar Boar, Giant Boar, Warthog Brownie Bugbear Cat, Panther Cat, Sabre-tooth Tiger Cat, Tiger Centipede, Giant Cockatrice Crab, Giant Crayfish, Giant Crocodile Crocodile, Giant Crocodile, Large Dinosaur, Pteranodon Dinosaur, Pterodactyl Dinosaur, Stegosaurus Dinosaur, Titanothere Dinosaur, Triceratops Dinosaur, Tyrannosaurus Rex Dog, Wild Doppelganger Dragon, Black Dragon, Gold Dragon, Green Elephant Elf Flightless Bird Fly, Giant Carnivorous Frog, Giant Frog, Giant Killer Frog, Giant Poisonous Gargoyle Ghast (Undead) Ghost (Undead) Ghoul (Undead) Giant, Hill Gnoll Goblin Gorgon Harpy Hell Hound Herd Animals Hobgoblin Horse, Draft Hydra Hyena Hyena, Giant Jackal Jackalwere Kobold Lammasu Leech, Giant Lizard, Giant Gecko Lizard, Giant Horned 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1 La Reine Noire Scénario écrit par Eric Simon Chronique d’Outremonde n°13 Le Scénario Avant propos Ce scénario d’Hawkmoon est destiné à un groupe de quatre à cinq aventuriers débutants. L’action entière se déroule sur la Reine Noire, un navire corsaire. Si cette aventure est la première des personnages, vous pouvez les intégrer dans l’équipage du navire ; il y a toujours une place pour des aventuriers à bord d’un tel bateau, quelles que soient leurs origines sociales. Cette occupation requiert de multiples talents, et tous les personnages sont les bienvenus. Dans ce cas, organisez une ou deux parties avant de jouer ce scénario (les sujets d’aventure pour des corsaires ne manquent pas), ainsi les joueurs seront familiarisés avec ce navire et leur rôle. Navikh’ L’aventure commence en l’an 5295, à Navikh’, l’une des rares cités de Scandia. Peuplée d’un peu plus de 20 000 personnes, Navikh’ vit et respire au rythme de ses corsaires. Son port rassemble l’une des plus grandes flottes des mers nordiques, ses capitaines dirigeant la cité. Le commerce des biens enlevés, les butins et les rançons des otages ont apporté richesse, pouvoir et opulence à la cité. Mais en ces derniers mois d’automne, la fin semble proche pour ses habitants ; depuis l’été, les armées granbretonnes assiègent la ville. En l’espace de deux ans, toute la Scandie a été envahie par l’empire ténébreux, les petites communautés rurales ont été asservies, les cités fortifiées des pirates ont été prises d’assaut, leurs navires capturés ou coulés par les requins impériaux ; seule Navikh’ demeure, pour un temps encore, libre. La ville vit ses dernières heures, plusieurs brèches percent les murailles, la flotte entière des requins est rassemblée au large du port, des milliers de loups, de chèvres et de sangliers attendent l’ordre du baron Méliadus pour prendre la cité, aucun quartier ne sera accordé. Aussi les corsaires s’apprêtent-ils à fuir leur cité, espérant forcer le blocus de la marine impériale. L’un de ces navires est la Reine Noire, une grande goélette à trois mâts. Pour favoriser sa fuite, le bateau a bénéficié des travaux d’Hirguiez, un brillant scientifique qui, par ses créations, s’est illustré dans la défense de la cité. Au jour de la fuite, les personnages seront à bord de la Reine Noire. Si les aventuriers sont étrangers à la Reine, voici quelques raisons probables de leur présence à bord. S’ils se sont illustrés lors du siège de Navikh’, Syrend’hya, le capitaine du navire, les invitera ; aucun héros ne sera de trop lors de la fuite. (Avant de commencer ce scénario lui-même, faites jouer aux personnages le siège de la cité en leur offrant de nombreuses façons de se distinguer). Sinon, conscients de la fin proche de la cité, et par conséquent de la leur, il reste aux personnages à embarquer discrètement. Attention, les passagers clandestins sont mal acceptés une fois découverts. Autrement, engagés auparavant par Hirguiez comme gardes du corps, ils l’accompagneront à bord du navire ; dans ce cas, les aventuriers ont pu remarquer son inquiétude ainsi que les nombreuses précautions dont il s’entoure. Le scientifique vit toujours dans la crainte du « monstre ». 2 La fuite Cet épisode est l’occasion d’offrir aux personnages quelques scènes riches en émotions, où ils pourront déployer toute leur bravoure ; cependant, il n’est nullement destiné à les tuer. Les corsaires doivent attendre la marée pour quitter le port. Deux heures durant, les personnages entendent les bruits de l’assaut granbreton se rapprocher du port ; avant leur arrivée, les aventuriers comme les marins repousser armes à la main le flot des fuyards, alors que la population condamnée à une mort certaine insultera du quai « les rats qui quittent le navire ». Qui sait, un aventurier au cœur tendre pourra faire monter à bord quelques personnes dont les supplications auront su le toucher ? Alors que la marée se fait sentir et que les voiles se déploient, les soldats de l’empire surgissent sur les quais, massacrent la population, s’emparent des barques et montent à l’assaut des navires. Les canons des corsaires laissent peu d’assaillants arriver à l’abordage ; cependant quelques rounds d’un combat acharné seront nécessaires pour les repousser. 3 Le large gagné, Navikh’ n’est plus qu’un immense brasier derrière eux. Cependant, un plus grand péril attend les corsaires : une centaine des lourds croiseurs granbretons aux voiles noires coupent la route à la petite escadre des trente goélettes et bricks scandins… Peu de corsaires en réchapperont… Les installations d’Hirguiez permettent à la Reine Noire de prendre le large. Ces appareils se présentent comme douze cylindres de cuivre, hauts chacun de deux mètres, fixés à la coque. Ces cylindres, reliés à un générateur, entourent le navire d’un champ de protection arrêtant flammes et projectiles lancés des croiseurs. Si vous le désirez, vous pouvez tout de même offrir à vos personnages un abordage (non ! un champ de force n’arrête pas un croiseur granbreton !). Ce dernier danger passé, la Reine Noire se perd dans l’océan, faisant route seule vers le nord-ouest. La vie à bord Le cap suivi par la Reine Noire l’amène vers la pointe de la Granbretanne. Syrend’hya espère, après avoir doublé ce cap, faire route en toute tranquillité vers les côtes d’Espanya où les corsaires se sont donnés rendez-vous. Plusieurs journées se passent « paisiblement », l’équipage soignant ses blessures et affrontant la mer du nord. Utilisez ce temps pour plonger des personnages dans la vie quotidienne du navire. Les jours passant, le froid devient de plus en plus vifs, les premiers icebergs coupent la route du vaisseau. Une brume au reflet verdâtre flotte sur les eaux du matin au soir (ne pas oublier que le climat terrestre a été bouleversé par le tragique millénaire). Quelques événements brisent la monotonie du voyage, arrachant les marins des fourneaux où chacun passe le plus clair de son temps, jouant aux dés ou aux cartes afin d’oublier le froid et la fin de Navikh’. • Un gabier, en dépit de ses vêtements de cuir huilé et de laine, perd deux doigts, gelés. • Une querelle entre deux marins, ennemis de toujours, finit par une blessure grave pour l’un d’entre eux, l’autre étant envoyé au fond de la cale. • Une viande avariée servie à l’un des repas provoque pratiquement une mutinerie. Seule l’intervention de Syrend’hya ramène le calme, signe annonciateur des temps à venir. La fin du voyage Au cours des quatre premiers jours de voyage, le monstre découvre le navire. Ayant adopté la forme de Jensk Vhonk, l’un des marins de la Reine, la colonie détache certains de ses individus. Ceux-ci éliminent en quelques jours les rats du navire pour prendre leur place. Les formes de Jensk Vhonk et des rats permettent ainsi au monstre de prendre connaissance des moindres recoins et des habitudes de l’équipage. Les conséquences de ces prémices peuvent être perçues par les personnages ou leur être rapportées par quelques conversations. Ainsi, les rats semblent pris d’une fureur croissante, allant jusqu’à s’entre- tuer ; puis bizarrement, un matin, le calme revient dans leur communauté. Pareillement, un marin (Jensk Vhonk) devient la source d’amusement de ses compères : ce dernier semble être devenu très maladroit du jour au lendemain, commettant maladresse sur maladresse (le monstre n’acquiert pas les compétences de ses victimes, il prétextera quelques maladies pour justifier ses erreurs). Ensuite, la créature passe à la phase suivante (3 jours), la forme de Jensk est abandonnée. Toute la colonie prend la forme de rats. Celle-ci livre une guerre sans merci aux chats du navire, ces derniers disparaissent en une nuit, dévorés par la colonie. Puis le monstre (les rats) dévore toute la nourriture possible afin de multiplier sa taille. 4 Ces événements se traduisent ainsi pour les personnages : les rats semblent proliférer du jour au lendemain, dévorant les vivres, courant librement sur le pont et les mâts. L’équipage déclenche donc une véritable guerre contre les rongeurs. Les rats tués sont jetés à l’eau. A un moment ou à un autre, on s’aperçoit que leurs cadavres se transforment en quelques heures en une bouillie noire (une fois morts, les individus conservent encore la forme imitée pour quelques heures puis se décomposent rapidement en une gelée noirâtre). Les recherches entreprises à la suite de la disparition de Jensk aboutissent à la découverte du marin mis aux fers, à demi-dévoré par les rats. Nul dans l’équipage n’écoutera les déclarations du mousse, considéré comme une âme tendre et rêveuse, qui a assisté, apeuré, à la transformation de Vhonk en de multiples « serpents » ; il en fera une description fort confuse. Des traces de bave, comme celles laissées par les limaces, peuvent être découvertes sur les ponts. Ces traces semblent être de plus en plus nombreuses et importantes, la colonie croît rapidement. La porte renforcée du magasin à vivres est retrouvée un matin défoncée, ce qui suggère une force de géant. La majorité des vivres a disparu… A partir de ce moment, Hirguiez a connaissance de la présence du monstre à bord. Libre à vous de déterminer son comportement, terrorisé et se réfugiant dans sa cabine, ou alors traquant le monstre la nuit dans les cales du navire. Son comportement éveillera sans doute la curiosité des personnages. Deux possibilités s’offrent à vous : Hirguiez peut être la première victime du monstre, celui-ci dévorant les autres personnes à bord pour assouvir sa faim inextinguible. Dans ce cas, les aventuriers peuvent découvrir l’histoire du monstre et de son créateur, contenue dans le journal d’Hirguiez. Il est préférable alors qu’un scientifique soit présent parmi les personnages pour découvrir le moyen de « tuer le monstre ». Sinon, la créature garde Hirguiez pour le dessert. Celui-ci se confiera tôt ou tard aux aventuriers. Dans la troisième phase, le monstre s’attaque à l’équipage. Dans un premier temps, une personne disparaîtra chaque nuit, le monstre vivant désormais séparé en deux groupes, l’un dans la cale, l’autre à l’extérieur du navire. La première action de celui-ci sera de briser le gouvernail : le navire devenu incontrôlable, est emporté par le courant du grand nord… Les personnes tentant de la réparer, se mettant donc dans l’eau, seront attaquées par la colonie ; toute réparation est impossible. Pour ses agressions nocturnes, le monstre prend la forme de marins encore en vie, et attire ses victimes à fond de cale, ou encore les balance par-dessus bord. Le rationnement des vivres, la rupture inexpliquée du gouvernail, le comportement des rats, les disparitions mystérieuses, la dérive du vaisseau vers des mers inconnues, poussent l’équipage à adopter des solutions extrêmes. Dans un premier temps, les marins chercheront un bouc émissaire : celui-ci peut-être le pauvre mousse, Hirguiez, un aventurier ou même le capitaine du navire. Ensuite, pour un prétexte quelconque, une véritable mutinerie éclatera à bord. Divisé en deux camps, l’équipage se partagera le bateau. Une faction occupera la proue, l’autre la poupe, les multiples affrontements se déroulant sur le pont. Il sera impossible de faire entendre raison à un camp ou à un autre, chacun accusant l’autre de tous les derniers faits et escomptant survivre par la destruction de l’ennemi. Nul ne s’aventurera plus dans l’entrepont et la cale, domaines incontestés du monstre. L’horreur continuera jusqu’à la mort du dernier membre de l’équipage et du dernier aventurier, à moins que ceux-ci ne triomphent du monstre. MAIS QUE FAIRE ? Quelles que soient les prouesses des aventuriers, leurs armes seront inefficaces contre la colonie. Ils pourront déstructurer ses formes, voire détruire quelques ensembles. Mais son importance, son taux rapide de prolifération la rend invulnérable aux armes. Le matériel de laboratoire emporté par Hirguiez, les appareillages du générateur utilisés pour le champ de force permettent aux aventuriers de construire leur salut. Les notes d’Hirguiez, ou ses propres déclarations, laissent entendre que le monstre est sensible à certains produits chimiques, voire à l’électricité. Toute recherche exigeant un sujet, des volontaires devront se dévouer pour ramener un individu, quitter le refuge précaire de la proue ou du château arrière puis s’aventurer dans les profondeurs de la cale. 5 Si les aventuriers réussissent, quelques jours seront encore nécessaires pour son étude. Ces observations débouchent sur un espoir : la créature se montre très sensible à l’électricité ; les batteries du générateur permettent de repousser le monstre (pour cela il faut réaliser des « pics à électricité », difficulté en connaissance de l’électricité : 20). Cependant, la charge limitée des batteries donne seulement un court répit. Ces journées voient une détérioration du temps, une tempête d’hiver, redoutée pour sa foudre, se prépare… Celle-ci peut-être la planche de salut des aventuriers. A ce moment, le monstre s’est rassemblé en une unique colonie de forme serpentine, présentant de multiples protubérances, têtes, bustes des membres défunts de l’équipage et de toutes espèces animales digérées par la bête. La solution consiste à créer un attracteur d’éclairs et un appareil qui puisse guider la foudre capturée vers le monstre. Pour cela, les appareillages d’Hirguiez et un canon du navire peuvent faire l’affaire. Libre à vous de définir la difficulté en connaissance de la mécanique et en électricité que demande la construction de cet appareillage. Attendez le paroxysme de la tempête, décrivez un monstre colossal sortant des écoutilles du pont, fauchant les mâts comme de minces baguettes. Dans la fureur des éléments, les personnages devront alors livrer leur dernier combat qui verra la fin de la Reine Noire, brisée par la foudre et les ultimes contorsions du monstre. Les personnages échoueront alors avec l’épave sur une terre inconnue et oubliée, Islan’dh. Epilogue La solution présentée ne se veut pas exclusive, si tout autre moyen est inventé par vous-même ou un joueur, utilisez-le. N’oubliez pas que dans cette aventure, les personnages ne sont pas perdus au fond d’un quelconque labyrinthe, mais qu’un équipage les entoure constamment. Faites-les donc vivre. Cette aventure se veut proche des scénarios d’horreur, son but n’est pas de tuer les aventuriers mais de faire décharger l’adrénaline de vos joueurs ; aussi suivez les ficelles propres à ce type d’histoire, l’existence du monstre doit être tenue secrète le plus longtemps possible, laissez les personnages se débattre avec les signes laissés par les créatures. Une fois son existence révélée, dévoilez-le lentement et organisez un jeu de chasseur chassé entre la créature et les personnages, l’effet est garanti. Mais le monstre est-il bien mort ? Les principaux acteurs Hirguiez Espanyien. Age 56 ans. Scientifique. Ce brillant maître du collège royal de Madrid a fui son pays à la suite d’une expérience aux conséquences désastreuses. Son travail sur une colonie d’organismes mutants polymorphes leur a donné l’intelligence. Pris de peur devant sa création involontaire, Hirguiez tenta de la détruire mais il échoua et la créature s’enfuit. A de multiples reprises, la bête a essayé de tuer son créateur, celui-ci lui a toujours échappé. Depuis plusieurs années, Hirguiez voyage inlassablement à travers l’Europe, espérant semer le monstre, mais celui-ci a toujours retrouvé sa piste. En dépit de toutes ses recherches, Hirguiez n’a trouvé aucune solution qui puisse terrasser à jamais son ennemi. Lorsque Hirguiez monte à bord de la Reine, le monstre l’a déjà précédé. Hirguiez FOR 12 • CON 14 • TAI 14 • INT 21 • POU 16 • DEX 15 • CHA 17 Points de vie : 14 Armure : sans. Armes : Sabre 42 % / 54 %, dégâts 1D6+1D4+2 ; Dague lancée 48 %, 1D4+2. Compétences : Eviter 68 %, Nager 31 %, Connaissance de l’ancien monde 64 %, Connaissance de la biologie 103 %, Connaissance de la chimie 85 %, Connaissance de l’électricité 82 %, Connaissance de la mécanique 67 %, Connaissance de la Médecine 65 %, Première aide 83 %, Parler/lire et écrire : Espanyen 98 % 93 %, Langue commune 86 % 83 %, Ancien Espagnol 49% 85 %, Ancien Français 38 % 74 %, Eloquence 70 %, Persuasion 84 %. 6 Toujours vêtu avec élégance, Hirguiez est un homme de grande taille, au visage creusé par les ans et l’inquiétude. Il conserve cependant un caractère énergique et entreprenant. En dépit d’une certaine morgue qui rend difficile toute relation avec lui, il fait preuve d’un esprit humaniste et s’engage contre tous les systèmes ignorant la dignité humaine, en l’occurrence l’empire granbreton. Dès les premières manifestations de la bête, il cherchera dans un premier temps à lutter seul contre elle, gardant momentanément le silence à son sujet, son sens hypertrophié de l’honneur lui interdisant de révéler son existence qui témoigne d’une faute qu’il tient à garder secrète. Syrend’hya Scandinne. Age 35 ans. Capitaine. Syrend’hya est la veuve du précédent capitaine de la Reine du Nord, à sa mort, elle a pris le commandement du navire. Fille de marin, énergique, elle a su se faire accepter et respecter de tous. Aujourd’hui, elle est sans conteste le corsaire le plus craint des mers du nord. Vêtue de noir, son deuil ne l’a pas empêchée de prendre des amants occasionnels, mais elle conserve farouchement son indépendance. Comme le disent de nombreux marins, son véritable amour est son navire. Elle assure sans cruauté ou indulgence son rôle, cependant elle punira violemment toute négligence ou incompétence d’un membre de l’équipage. Quant à aux passagers, ils devront se soumettre à son autorité ; selon le vieux proverbe, elle est le seul maître à bord après Dieu. Elle fera face aux problèmes qui l’attendent dans cette traversée avec l’énergie qui la caractérise. Syrend’hya FOR 15 • CON 16 • TAI 15 • INT 14 • POU 18 • DEX 11 • CHA 17 Points de vie : 16 Armure : cotte de mailles : 1D6. Armes : Epée longue 86 % 80 %, dégâts 1D10+1D4+1 ; Ecu 85 %, ; Lance-feu 51 %, dégâts 5D6. Compétences : Grimper 45 %, Nager 86 %, Equilibre 62 %, Voir 58 %, Cartographie 73 %, Faire des nœuds 65 %, Première aide 61 %, Navigation 95 %, Eloquence 74 %. Le Monstre Colonie mutante à l’intelligence humaine (INT 20, POU 17). La création d’Hirguiez est l’élément moteur du scénario. A l’origine, cette innocente colonie, dont chaque individu ressemble vaguement à une limace noire de quelques centimètres de long, vivait comme ses nombreux congénères dans les marais d’Espanya. Pouvant regrouper plusieurs milliers d’individus, la taille d’une colonie atteint jusqu’à plusieurs mètres, sa forme générale étant celle d’un dôme aplati, reposant au fond des mares et autres étangs des marécages. Ayant la faculté de modifier leur couleur et d’adopter grossièrement une forme étrangère, ces créatures imitent les algues consommées par les poissons. Une fois ceux-ci approchés, la colonie relâche un nuage toxique, puis digère le cadavre par des excrétions acides. Les travaux d’Hirguiez ont eu les conséquences suivantes : • La colonie possède maintenant une intelligence « humaine », cette intelligence et sa mémoire étant possédées par chaque individu de la colonie. Toute expérience vécue ou toute information connue par un individu est retransmise à l’ensemble de la colonie. Ainsi il suffit qu’une seule « limace » survive pour reconstituer l’ensemble dans son intégralité. La rapidité de reproduction facilite cette renaissance ; avec suffisamment de nourriture (toute matière organique, vivante ou non) la colonie double sa taille toutes les douze heures. La taille d’un individu est de 1. • La colonie est capable de prendre la forme de tout être vivant. • La colonie peut se scinder en plusieurs ensembles indépendants, cependant la somme des tailles des créatures imitées ne doit pas dépasser la taille globale de la colonie. Sa taille au début du scénario est de 14. • Une colonie peut émettre un nuage toxique de poison et entraînant une paralysie d’1D4 heures ; la virulence du poison est de 9, le nuage pouvant être émis jusqu’à trois mètres. 7 • Les excrétions acides infligent 1D8 points de dégâts par tour ; le monstre émet ces acides uniquement sur les victimes paralysées. Cependant, le monstre ne peut émettre ni poison, ni acide lorsqu’il est sous une autre forme que la sienne. Ses attaques sont dans ce cas celles de la créature dont le monstre a pris la forme et ses pourcentages sont alors de 50 %, en attaque comme en parade. Le but poursuivi par le monstre est la mort de son créateur, Hirguiez. Pour l’atteindre, la créature a conçu un plan presque parfait ; aux aventuriers de démontrer que la perfection n’est pas de ce monde… La taille et le charisme du monstre sont égaux à celui du modèle dont il prend la forme. Sa force et sa dextérité ne peuvent dépasser 9, ses points de vie égalent sa taille. Une fois ces derniers réduits à zéro, la colonie perd son homogénéité, et par conséquent sa forme. La Reine Noire Ce navire, cadre du scénario, est un trois mâts goélette armé pour la course. Ses 15 canons flammes, sa grande vitesse, ses qualités manœuvrières, son équipage, et surtout son capitaine, en ont fait l’un des navires les plus craints sur les mers nordiques. Ses deux pavillons, le loup rouge, blason de la confrérie des corsaires de Navikh’, et la couronne noire, propre pavillon du navire, sont devenus symboles de ruine pour tous les marchands (pour plus de détails, cf plans). Son équipage rassemble plus de 80 marins, guerriers et aventuriers de tous genres. La place manque ici pour définir les figures marquantes, préparez-vous quelques personnages hauts en couleurs : ils permettront de donner l’ambiance et d’être les interlocuteurs des aventuriers. Voici, à titre d’exemple, deux membres de l’équipage : • Akson le Borgne. Agé de quarante ans, Akson est le quartier-maître commandant les gabiers du vaisseau. Marin depuis son enfance, il a vu plus que tout autre membre de l’équipage, tempêtes, 8 naufrages et terres inconnues ; certains disent même qu’il a abordé en Amarekh… Taciturne, autoritaire, tous les marins écoutent le moindre de ses propos, toujours laconiques. Sa personnalité pessimiste en fera l’oiseau de mauvais augure du scénario. • Galsën. Ce jeune adolescent est le mousse de l’équipage. Toujours souriant, il rend service à qui le lui demande. Cependant, ce jeune niais est victime des plaisanteries cruelles des « mauvaises têtes » de l’équipage. Contre ces exactions, Galsën recherche un protecteur ; si l’un des personnages se montre bienveillant envers lui, Galsën lui collera aux talons du matin au soir.
textdata/thevault/Runequest and Glorantha (d100)/RuneQuest (d100) [multi]/Runequest 1 (Mongoose)/Hawkmoon [multi]/LANG/[FR]/Hawkmoon - Scénarios/hawkmoon - reinenoire.pdf
Church of Heironeous in Gran March Version 3.2 Meting out justice and mercy in the honorable service of the Invincible Knight A Gran March Meta-campaign Organization written by Will Dover and the Gran March Triad Organization Alignment(s) Followers: Any non-evil Clerics: LG, LN, NG Monks: LG, LN Paladins: LG PC Organization: Yes In the center of Hookhill, rising high above the surrounding buildings, is the massive granite form of Cathedral Valorous. Though it resembles a keep more than a temple, it is truly a place of worship where the servants of the Invincible Knight gather to celebrate their god. - From the memoirs of Ravanoff the Excellent regarding his arrival to the cathedral to complete The Simple Knight. It can be said that the culture of Gran March owes much to the Church of Heironeous. Though the church’s membership is second in size to that of the Harvest Church, the militaristic credos of the followers of the Eternal Paladin form many of the traditions of military service and honor that are expected of the typical Marcher. Furthermore, many of the Electors are devoted and upstanding members of the Church and their faith affects the laws and policies they pass. The fellowship of Heironeous in Gran March is a large one, with highly devoted followers throughout the land. Traditionally popular with knights, generals and nobles, the faith of Heironeous has quickly spread to the masses in recent decades because of the mandatory military service required of all Gran March citizens. Because of this, the church now rivals the traditional Oeridian agricultural gods in terms of number of worshippers. In terms of political power within Gran March, the church of Heironeous is unrivaled. The current Commandant of Gran March, Magnus Vrianian, is a priest of Heironeous, and many of the influential Knights of the Watch venerate this militaristic Power. Many high ranking military officials and barons keep priests of Heironeous as advisors, if they are not already themselves Heironean clergy. Organization Like many faiths of a lawful bent, the Church of Heironeous follows a strict hierarchy. There are three main levels of responsibility in the faith: the Council General, the Valiant, and the Faithful. The Council General At the head of the Church is the Council General, which is a tripartite council elected every 11 years by a vote of a synod consisting of the highest-ranking Valiants from around the country. The next vote will be held in 597 CY. The Council General traditionally consists of one priest from the nobility or the Knights of the Watch, one priest with a record of exemplary service in the army, and one priest whose background is common. These three clerics then select one of their number to be first among peers and Speaker of the Faith. Currently, the council consists of Watcher Galriel Fyrthwight, Obedient Eagle, of the Knights of the Watch (Clr 11), Chaplain Halwin Weston of the army (Clr 8), and Lindra of Keddin’s Run (Clr 12). Lindra is the current Speaker and thus has taken up residence at Cathedral Valorous for the duration of her term. The highest level spellcaster in the church is not on the council nor does he maintain any of the churches - Watcher Reginar Vlarrian, Elder Oath-Bound Gargoyle, is a 19th-level cleric and a member of the Knights of the Watch. Church of Heironeous 3.2 2 Lindra of Keddin’s Run is an aggressive leader, who seeks to expand her church through the aggressive recruitment of new followers, especially in the military. Under her leadership, Gran March military chaplains have become more proselytizing and vocal and the wandering priests have taken great pains to show how the ideals of the Heironean faith apply to daily life. The Valiant The main agents of Heironeous in Gran March are known as the Valiant because of their valiant defense of the faith. It is here where the clerics, paladins, and monks serve the Invincible Knight. There are four Divisions of the Valiant, each with an area of responsibility in service to the Church. • The Warriors Valiant – These are the clerics and paladins in the field and are the most visible aspect of the Church. They are adventurers, soldiers, and chaplains. The Warriors are the source of the most valorous of tales to inspire the Faithful. Where there is opportunity for serving justice and crushing evil, there you will find a Warrior defending the faith. Many of the Warriors Valiant are members of the Gran March military and serve the Commandant with distinction. Others who are veterans come together with other Faithful and Valiants to form militias. One such unit is The Valorous Legion who maintain barracks just outside of the Cathedral Valorous. Finally, many Warriors find service to the Invincible as knights-errant, wandering the countryside and righting wrongs in their path. • The Templars Valiant – These are the clergy who minister to the local congregations. Typically, a Templar has spent some time as a Warrior before taking on a local parish. It gives the new Templar a cachet of respectability both with the local populace and with the church hierarchy. Someone who has skills and abilities to support a temple such as bards or wizards, however, can become a Templar, provided that they have received at least some religious training as a cleric, paladin, or monk. A Templar will provide military advice to the local noble, encouragement to the Faithful to strengthen their resolve, and a strong arm in defense of the community. • The Abbey of the Axe – This is a monastic order composed only of males. They specialize in learning advanced techniques both in unarmed combat and in the art of the battle axe. Because of their emphasis on stealth, the Council General will sometimes use the Brothers for infiltration and reconnaissance missions for the faith. For further details, please refer to the upcoming Abbey of the Axe Meta-campaign Organization Document. • The Inquisition – Defending the faith sometimes means defending it from internal threats as well as external ones. The Inquisition is responsible for investigating internal threats to the Church. Although the Inquisition is quite capable of dealing with heresies in a swift and decisive manner, they will first try the approach of gentle reproach, with increasingly stronger responses if the offensive behavior continues. The Inquisition is currently inactive in Gran March. With the start of the Greyhawk Wars and the current troubles in Geoff, the Church has had its resources diverted outward. With the current rise of various cults on Gran March soil, however, many of the older Faithful and Valiants are asking for the reestablishment of the Division. The Faithful The Faithful make up the majority of the followers of Heironeous. They are the members of the village congregations, the soldiers in the armies, and the various folk who acknowledge the teachings of the Invincible Knight. This category also includes those paladins and monks who do not wish to be included in the above categories, but who wish to be recognized as belonging to the church of Heironeous. It is rather obvious how clerics, paladins, and monks fit into the Heironean Faithful, but other professions can also be helpful to the cause as well: Church of Heironeous 3.2 3 • Bards – Music has always served to stir the courage of Faithful and Valiant alike. Bards frequently play for congregations during temple services. The Cathedral maintains a small marching band for parades and marches. The obscure lore possessed by many of the bard profession is also useful to the Church. If the bard is well received by the congregation, the Templars Valiant may offer clerical training so that the bard may join the ranks of the Templars. • Rogues - While the duplicitous nature of this profession is sometimes at odds with Heironean doctrine, there is no doubt that both temples and militia have uses for rogues. Their skills in reconnaissance make them natural scouts. With their knowledge of traps, a rogue can serve to provide service to temples as a security consultant. Their plethora of other skills also allows them to consult on other matters as well. • Wizards and Sorcerers – Most of these two professions tend to avoid physical conflict. Still, for those who have a martial nature, the Church welcomes them. Arcane spellcasters can provide needed artillery support to a besieged temple, provide needed magical items, or just provide advice on matters of an arcane nature. • Druids – Rare is the nature-loving druid who also worships Heironeous. They are more at home in the woods than at temple. Still, for the druid who has a warrior’s heart, the Church welcomes them. Their knowledge of nature can be useful in healing those wounded in battle. • Barbarians – Rarest of all in the faithful are barbarians, whose wild ways cannot tolerate the structure of Heironean doctrine. For the more civilized barbarian, the Church always welcomes another strong arm in defense of the Faith. A member of the Faithful can be of any non-evil alignment, provided that they publicly uphold the tenets of the faith. Public transgressions will warrant action from the Church. For minor sins (for example, verbally expressing cowardice), the offender will receive a visit from the local Warrior Valiant or Templar Valiant for gentile rebuke and reeducation. During this visit, the cleric or paladin will typically cast a detect evil and a detect chaos spell to ensure that the offender still has not drifted into the forces of evil. If the offender is a member of the Valiant, the visit comes from a senior Valiant. If the behavior continues, the Valiant notifies the church hierarchy who then can either excommunicate the individual if the sin appears to be chronic or quest the individual to complete a task for the Church that will also provide enlightenment. In the case of more heinous crimes, the Church typically notifies the authorities, which are more often than not Heironeans themselves, for civil prosecution with the Church providing evidence of the wrongdoer’s crimes. Philosophy and Credo Like followers of Heironeous in other regions, the Church of Heironeous in Gran March adheres to the principles of justice, honor, order, and fairness. Their philosophy incorporates the beneficial aspects of both chivalry and honorable combat. All true believers strive to uphold law and order for the good of all while vanquishing the evil and unjust. The clergy act to serve as role models for their communities and to embody the principles of the Eternal Paladin, whether in battle or in temple. They should set the example for daring and valor in combat, and obey the code of chivalry, even when engaged with the enemy if possible. Service to Heironeous is service to others, whether they are fellow clergy, family, soldiers, superiors, or other good peoples of the Flanaess. Evil has become a plague on Oerth, a festering wound that is constantly swelling with putrescent infection and decay, and while the Heironeans are strong in Gran March, the region is not immune to this pestilence. Clergy are to oppose the teachings and activities of all evil sects, but especially those of the faith of Hextor, for his followers are reprehensible beings for whom might makes right, and for whom war is a means to oppress and terrorize good peoples. The servants of Hextor subvert and twist the concepts of chivalry and honor into deceit and cowardice, treachery and betrayal. True believers of the Invincible Knight therefore battle these malefactors on sight. Church of Heironeous 3.2 4 As battling evil is of paramount interest in the Church, followers of Heironeous are greatly interested in weapons and armor. There are currently two schools of belief among followers of the Eternal Paladin. The traditionalist school follows the dogmatic view of their god, who historically uses a battle axe and wears chainmail in battle. The adaptive school, on the other hand, believes that their Lord would want them to adapt to the changing face of battle, and thus they utilize the longsword, which they believe to provide a swifter stroke, and full plate that provides the most defense available. In Gran March, there is a strong traditionalist sentiment in the church establishment. The clerics and paladins of the Cathedral favor the battle-axe and chainmail over the longsword and plate. While they do recognize that strapping on superior modern armor when called for allows them to more effectively serve, the traditionalists see little value in adopting the longsword. The current Speaker of the Faith, Lindra of Keddin’s Run, is especially adamant in her refusal to legitimize this new trend, and the staff of Cathedral Valorous follows her lead for the most part. Likewise, the Abbey of the Axe is traditional in its use of the battle-axe, though the monks do not favor chainmail. The adaptive school, however, is gaining strength among the Valiants, particularly those who are active in the military, in the Knights of the Watch, or in the Knights of Dispatch. Watcher Galriel Fyrthwight, who also serves on the Council General, champions the adaptive cause in Council deliberations. Day-to-Day Activities The foremost duty of the Church is to promote the ideals of justice, valor, and honor to their congregations. Their sermons constantly promote these concepts and the clergy keep their doors open to those who need counseling for obtaining a strong body, a keen mind, and a brave heart. Those clerics who also serve in Gran March’s armies have plenty of opportunities to promote the faith to new recruits. These young people, many of whom are away from their farmlands for the first time, are very receptive to the message of the Invincible Knight and tend to leave military service as staunch Heironeans. These conversions, which have resulted in the tremendous growth in church membership, have caused many rifts between the Church and other faiths in Gran March. To serve as better examples of Heironean virtues to the Faithful, clerics and paladins in the Church maintain a strict regimen of physical conditioning, weapons training, and tactical exercises. A typical day at temple can begin with morning devotionals while running five miles or while doing calisthenics. Next would follow weapons training in the battle-axe or longsword after breakfast before hearing the problems and confessions of the Faithful. At noon, there is a small offering of prayer before the lunch meal. The afternoon would bring either more meetings with the Faithful, a combat simulation, or maintenance of the temple grounds. After evening meal and vespers, Valiants work on weapons cleaning and maintenance, which would then be followed by possibly another devotional while doing calisthenics. Of course, adventuring clerics and paladins typically do not follow this routine in the field. In addition to tending to the spiritual needs of their followers, priests of this Power spend much of their time attending to the needs of those afflicted by battle. Though they never flinch from battle, they are mindful of its effects, and seek to mitigate its harm. They tend the wounds of those injured in combat, with mundane or divine means as appropriate. In addition, through relations with the Merciful Order of Hospitalers, the church of Heironeous is active in efforts to help refugees relocate and acclimate, and to rebuild structures or communities that suffered collateral damage in the Wars. This relationship allows the Church to focus on the needs of those wounded in battle while the Order deals with those accidentally injured or displaced from their homes. Not only does the church provides some assistance to the activities of the Order, but many clergy in the church whose inclinations lean more toward defense and healing are members of the Order. They also provide support and comfort to the families of those slain by violence. These activities, and the valor and prowess displayed by the followers of Heironeous when Bissel was retaken from Ket, have made this faith a popular one among exiles and refugees who have found a new home in Gran March. Traveling priests of Heironeous are typically welcome in villages throughout Gran March, even those where there are few actual worshippers. They typically carry news of military matters, and can explain Church of Heironeous 3.2 5 such things with more clarity and insight than any others. Arrival of such a priest in a village usually signals a day of patriotism. The villagers turn out to hear news of affairs, and the local militia often holds a training session with the participation of the priest. The only friction comes when the local clergy are not members of the Church and when the traveling priest attempts to perform evangelical activities, but even this has only resulted in a slight coolness during conversation so far. In addition to those duties, priests of Heironeous oversee legal duels in Gran March. Any duel not approved by the Heironean church is illegal, and the individual priests have the authority to sanction or refuse to sanction duels. The parties wishing to duel must convince the priest that a duel is needful in order to gain sanction for their fight. While duels are typically over affairs of honor, an overabundance of dueling tends to lower battle effectiveness and to decrease morale over time. Thus, because of their greater understanding over matters of honor, the Commandant has granted the Church has this authority to regulate dueling. Finally, the Church is responsible for handling the problem of lycanthropy in Gran March. The local temples can handle one or two cases at a time by cloistering the victims in locked rooms while Cathedral Valorous has a larger wing devoted to treatment. While lycanthropy has historically not been a significant problem in Gran March, more cases occur each year and the Council General is considering this in their deliberations about the construction of new facilities. Important Dates, Holidays & Ceremonies In countries where the worshipers of Heironeous may show themselves without fear of danger, followers observe the Heroes' March on the first Freeday in the month of Coldeven. All of the adventurers and honorable soldiers in the town gather in the town square, and from there march around the town, waving banners and flags, cheered on from crowds of spectators. When the march is complete all of the priests return to their temple and await the coming of young people who wish to join the order. Those who are found worthy are initiated into their training, which takes one full year. At the end of this time (when they have reached the next Heroes' March) the new priest is permitted to join in the march, but must wear chain mail and wield either a battle-axe or longsword, symbolic of his initiation in the order. Heironean clerics and paladins are legally able to perform marriage and burial rites within Gran March. As marriage involves the exchanging of oaths and vows, the Church takes marriage very seriously and is extremely reluctant to grant divorces or annulments. Given the martial nature of the Church, however, the waiting time to get married is practically nil, with battlefield marriage a common practice within the church. As for funerals, the Church typically practices interment with a suitable marker describing the honors of the deceased. The marker is typically an obelisk with the deceased’s achievements marked on it. Larger obelisks signify greater achievements. Headquarters / Major Power Centers Cathedral Valorous is the heart of the church in Gran March, both in spirit and practically. All administrative decisions for the church are made in the Cathedral, and the faithful look to it as one of the most holy places on Oerth. Virtually every Marcher who calls the Invincible his patron makes a pilgrimage to Cathedral Valorous at least once in his life. In addition to the priests, paladins, and staff who serve the temple, it is also home to one of Gran March’s most storied militia companies, the Valorous Legion. Though most Legionaires are citizens of Hookhill and the surrounding area, the Cathedral complex has sufficient barracks and supplies to support the entire Legion, the temple staff, and more in a time of crisis. In addition to this bastion of the faith, smaller temples of Heironeous are found throughout Gran March. Though not so common as those of the Harvest Church and St. Cuthbert, Heironean temples are far from rare. Most are sturdy stone buildings, with narrow windows, sturdy doors, and other defensive elements. Temples of Heironeous often serve as the focal point of their communities, and the priests that serve these temples are well respected and admired, and almost all are military veterans. With the numbers of new worshippers swelling rapidly and the increased need for services such as the treatment of Church of Heironeous 3.2 6 lycanthropy, the Council General is considering diverting funds towards the establishment of a number of permanent centers of worship dispersed throughout the countryside. History The fate of Gran March has long rested with the Church of Heironeous even before the region was a fiefdom of the Lion Throne. Some myths of the legendary Sheldomar knight Trilesimain say that he was a Heironean warrior, brave and true. Another legend has it that, while the Empire of Vecna did indeed fall from internal strife, warriors true to the Invincible aggravated this strife through conducting harassing raids on the fringes of that diabolical Empire. When the Kingdom of Keoland needed to secure its northern borders around –300 CY, the Keoish King called upon Heironean warriors and priests to form the Order of the Knights of the March. The faithfulness of these Knights to their holy principles ensured their success in maintaining order and in securing the region from the Flan barbarians there. These successes led King Malv II to establish Gran March in –161 CY with the leader of the Order of the Knights of the March, a Heironean named Pravis Hindelford, installed as its first Commandant. One of Commandant Hindelford’s initiatives was to give part of his personal estate in Hookhill for the establishment of a permanent temple to the Invincible. The Church broke ground on this site for the Cathedral Valorous in –152 CY. The main building of the cathedral was finished during the reign of Commandant Isel Montag in –93 CY. By the early 300’s, Baklunish nomads were on the move in the northern parts of the Kingdom. Recognizing the efforts that the Knights of the March made in pacifying Gran March, King Tavish I transformed the Order into an international group called the Knights of the Watch. Again, the Commandant of Gran March at that time, Matis Belvatrane, became the leader of this new order of knighthood. Also, as before, Matis Belvatrane was a true Heironean, a warrior maiden of the first order. This reorganization was but the first of many military movements affecting Gran March and in turn the Church of Heironeous. By 348 CY, Tavish the Blackguard issued his “Wealsun Proclamation” which began a long period of Keoish imperialism. Gran March served as a staging area for the Kingdom of Keoland’s northern troops and the Church found itself and its followers embroiled in a series of wars of conquest. Nearly the only peaceful event that occurred regarding the Church during this period of Keoish expansion was when the illustrious bard Ravanoff the Excellent came to Cathedral Valorous to finalize his seminal work on the life and teachings of Trilesimain into the forty volumes known as The Simple Knight around 400 CY. Ravanoff’s final manuscript still resides inside of Cathedral Valorous and has served as inspiration for both the Knights of the Watch and the Knights of Dispatch as well as the Church. While not canon to the Church, The Simple Knight’s philosophical discourse is complementary to the basic tenets of faith. As the Keoish wars of expansion continued, the Commandants of Gran March became increasingly crueler to the citizenry. Duty overrode mercy for those Heironean Commandants and, during the rule of those Commandants not of the faith of the Eternal Paladin, mercy was nearly nonexistent. This cruelty culminated in the rule of Commandant Berlikyn, who eventually died during the Small War with the Archclericy of Veluna. Berlikyn’s exploits have since been incorporated into temple teachings that illustrate the dangers of only following the path of law at the expense of goodness. After Berlikyn’s demise, King Tavish IV of Keoland signed an edict that allowed the local nobility to elect one of their own as Commandant and that split the office of Commandant from that of Grandiose Imperial Wyvern, the head of the Knights of the Watch. Although it seemed as though this edict would lessen Heironean influence in Gran March government, coupled with subsequent inaction by Keoland, it only strengthened the Church’s position as religious tolerance became more prevalent in Gran March. Many Electors were veterans and still held true to the Heironean faith. A Heironean Commandant named Herio formed the Merciful Order of Hospitalers in 490 CY; the very fact that he did so over the objections of the Pholtians and others is a demonstration of the power of the Church in Gran March. Church of Heironeous 3.2 7 It also appears that the Church is strong in recent history as well. The abrupt abdication of Commandant Petros appears to have its origins in the Knights of the Watch, who in turn are products of the Heironean faith. It may indeed be possible that the Council General had its hand in the selection of the present Commandant, Magnus Vrianian. Allies The Knights of the Watch are probably the most ardent allies of the Church in Gran March. The tenets of that order of knighthood have their origins in the teachings of Heironeous. A Watcher almost always serves on the Council General and many Knights are also clergy and followers of the faith. Following closely in support are the Knights of the Dispatch although the tactics of this order are suspicious to the more traditionalists in the Church. The Gran March armies are full of the Faithful. Most chaplains are members of the Warriors Valiant and serve as inspiration to the new soldier. Unlike some clergy of other faiths, a Heironean chaplain is not afraid of the front line of battle and will often be found there, defending the faith and caring for the wounded. The common Gran March soldier thus has a lot of respect for the Church, often to the point of actually converting. The local nobility, including many Electors, are devoted followers of the Invincible. The laws concerning mandatory military service appeal directly to their Heironean belief structure. While the Church does not have the most members in Gran March, the members that they do have move in the highest circles of the government. The Merciful Order of Hospitalers is also on friendly terms with the Church as the Heironeans are the most vocal supporters of their Order. The Merciful Order’s emphasis on helping the refugees and the pilgrims free the Church’s resources for more militaristic endeavors. The only real conflict comes when a Heironean offensive leaves many refugees in its wake, but the Heironeans try their best to minimize civilian casualties in their operations and thus such conflict is rare. Rivals The renewed emphasis on evangelism orchestrated by Speaker Lindra has caused some friction with the churches of St. Cuthbert, Phyton, and the Harvest Church, who view this activity as poaching on their traditional flocks. As yet, nothing unpleasant has come of this friction. The followers of the other faiths generally interact little with the followers of Heironeous as a group. The church of Heironeous has traditionally seen the church of St. Cuthbert as a friendly rival, but that relationship appears to be slowly changing in light of the new evangelistic movement. The church of Pholtus, however, always treats the Church with suspicion both because of their belief of the superiority of their faith and because of the friendly relationship with the followers of St. Cuthbert. Recently, the Church has become aware of the growing number of Pelorites in Gran March. Traditionally, in other areas of Oerth, the relationship between the Churches of Heironeous and Pelor has been a harmonious one where the Heironeans value the increased healing capabilities of Pelorites and the Pelorites respect the Faithful in a fight. In Gran March, however, the Council General has a growing suspicion regarding the fledging Cult of Pelor. These Pelorites are a more evangelical group that most of their fellow believers, which is in conflict with Speaker Lindra’s own initiatives. Rumor has it that the Council General has commissioned some members of the Valiant to investigate the motives of the Cult of Pelor to determine if they are indeed a threat to the stability of the region. Foes Simply put, Heironeans oppose all evil and vice versa. To smite evil is a moral duty, a religious tenet, and a personal quest for the true believer of Heironeous. Thus, the forces of Iuz, Incabulos, and their ilk realize that, in order to achieve their objectives, they must neutralize the Faithful and will do this by any means necessary. Church of Heironeous 3.2 8 Of all of these forces, however, none hate the Church more than the followers of the dreaded Hextor. Often, these villains will go out of their way to hinder or harass agents of the Church. To them, nothing less than total annihilation of the Church is acceptable. Heraldry/ Symbol Clergy of Heironeous wear robes of dark blue with silver trim to indicate station. Such trim usually includes silver bars on the sleeves of the robes, the number of which are proportional to the priests' rank within the church hierarchy. Such priests often wear silver chainmail for services on Godsday, and may wear ceremonial helms and carry ceremonial axes for special holidays or occasions, such as a crusade or declaration of war. In the field, the traditionalist follower of Heironeous will always strive to wear chainmail. The adaptive follower, however, will wear the best armor they can afford, typically full plate. In either case, their armor and weapons will be as clean as possible and in good repair as a matter of pride, honor, and readiness. Any accessories such as cloaks tend to be dark blue. Their shields, unless the followers are part a military unit, will have the symbol of Heironeous as their device. Requirements There are several ways in which one can become a member of the Church of Heironeous. They can serve as a member of the Faithful or, if qualified, can serve in one of the branches of the Valiant. To join the Faithful, a character must: • Be of a non-evil alignment. • Swear to adhere to the teaching of the faith. • Tithe 10% of their income to the Church. (This will be shown as an expense in the Items Bought section on the AR after each adventure so that it is clear to DMs and other campaign personnel that the PC made the tithe payment). • Not be a cleric. To join the Warriors Valiant, a person must: • If a cleric, be of Lawful Good, Neutral Good, or Lawful Neutral alignment; if a monk, be of Lawful Good, or Lawful Neutral alignment; if a paladin, be of Lawful Good alignment of course. • Swear to adhere to the teaching of the faith and to serve with consistency as an example to the Faithful. • Tithe 10% of their income to the Church in the manner noted above. • Spend 3 TU per year on church business, during which time the church pays for Adventurer’s Standard upkeep. This is in addition to any TU requirements for other activities (such as military service). Active duty military members can spend military time units for this cost. Warriors will use this TU expenditure exclusively on church business; adventuring, item creation, and other time consuming activities are not allowed. To join the Templars Valiant, a person must: Church of Heironeous 3.2 9 • Serve at least one year as a Warrior Valiant, maintaining all of the requirements for membership in that branch, or possess five or more ranks in one or more of the following skills that are appropriate for temple service: o Craft (Trapmaking) o Disable Device o Perform o Search o Spot If the character does not have any service as a Warrior, that character must be of Lawful Good, Neutral Good, or Lawful Neutral alignment. • Must be free of any other obligations in order to serve the Church, including mandatory military service. • Swear to adhere to the teaching of the faith and to serve with consistency as an example to the Faithful. • Tithe 10% of their income to the Church in the manner noted above. • Spend 40 TU per year on church business, during which time the church pays for Adventurer’s Standard upkeep. Again, this precludes any possibility of concurrent military service. Up to ten of these TUs can be spent on Gran March regional and adaptable adventures only, representing the Church in defense of threats to the region. Templars spend the remaining TUs in maintaining temples of Heironeous and preaching to their congregations; they have no time for adventures or item creation, but can use these TUs for advanced feat or spell training. The only exception for this is that the Templar can use these TUs in militia service in defense of his community only and that said service does not involve travel outside of the community. • Must select a Gran March community in which to serve. Templars can change communities at the beginning of every game year and must be noted in the ARs. Contact the Metacampaign Coordinator for assistance in selecting a community. Benefits Those who are members of the Church in good standing have the following benefits: • Members have access to the following prestige classes, with training costs described below: o All members � From Sword and Fist, Cavalier. o The Warriors Valiant � From Sword and Fist, Weapon Master. � From Defenders of the Faith, Consecrated Harrier, Warpriest. o The Templars Valiant � From Sword and Fist, Weapon Master. � From Defenders of the Faith, Contemplative, Divine Oracle, Templar, Warpriest. Note that all of these prestige classes are Core classes in the Living Greyhawk campaign and can be taken without the Church’s regulation. The list here simply provides historical justification for taking the class. Church of Heironeous 3.2 10 • All members of the Valiant have access to the following divine spells, with training costs described in the Costs section: o From Defenders of the Faith: Bear’s Heart, Burial Blessing, Divine Sacrifice, Divine Storm, Lesser Aspect, Righteous Wrath, Weapon of Deity. o From Tome and Blood: Owl’s Wisdom. Characters only have access to spells on the class list for their own class; this benefit does not, for example, give paladins or druids access to the cleric spells listed above unless those spells are already on their respective spell lists. • All members of the Valiant have access to the following feats, with training costs described below: o From Sword and Fist: Hold the Line, Improved Overrun, Improved Sunder, Knock Down, Monkey Grip, Power Lunge, Shield Expert o From Defenders of the Faith: Divine Cleansing, Divine Might, Divine Resistance, Divine Shield, Empower Turning, Extra Smiting, Heighten Turning, Improved Shield Bash, Sacred Spell o From Tome and Blood: Augment Summoning, Cooperative Spell, Delay Spell, Eschew Materials, Extra Slot, Greater Spell Focus, Greater Spell Penetration, Innate Spell, Persistent Spell, Repeat Spell, Sanctum Spell, Twin Spell, Widen Spell o From Song and Silence: Chink in the Armor, Expert Tactician, Persuasive, Trustworthy o From Masters of the Wild: Dwarf’s Toughness, Dragon’s Toughness, Giant’s Toughness, Greater Resiliency, Power Critical, Remain Conscious Members of the Faithful can gain access only to Hold the Line, Improved Overrun, Improved Sunder, Knock Down, Shield Expert, Improved Shield Bash, Dwarf’s Toughness, Power Critical, and Remain Conscious. They are expected to pay the same training costs as the Valiants do in addition to their tithe, but are not required to do so. • Characters who are not clergy (clerics, paladins, and monks) of Heironeous can use influence points to learn the spells and feats noted above as well. Clergy for religions strongly allied with the Church have a cost is one influence point per spell or feat acquired. For clergy of religions that are occasionally allied with Heironeous, the cost is two influence points.* This cost also applies to non-evil and non-chaotic clergy that are not associated with any deity. Clergy of all other religions are not allowed to learn spells or feats from the Church. In addition to the influence point cost, characters must also donate the same TUs as a service requirement to the Church that Heironean clergy donate. Other non-evil characters may contribute influence points to meet the requirement; however, all characters that make such a contribution must donate the same TUs in service. • Members of the Valiant have access to the following magic items as per the Living Greyhawk Campaign Sourcebook: Church of Heironeous 3.2 11 Warriors only: o Defenders of the Faith Equerry’s armor (10,670 gp) Templars only o Dungeon Masters Guide wand of lesser restoration (4,500 gp) wand of remove disease (11,250 gp) o Defenders of the Faith +1 sacred full plate (10,650 gp) All Valiants o Dungeon Masters Guide +1 shock longsword (8,315 gp) +1 shock battleaxe (8,310 gp) +1 holy longsword (18,315 gp) +1 holy battleaxe (18,310 gp) +1 shocking burst longsword (18,315 gp) +1 shocking burst battleaxe (18,310 gp) +2 chainmail (4,350 gp) +2 full plate (5,650 gp) +2 large steel shield (4,170 gp) potion of cure light wounds (5th-level) (250 gp) (heals 1d8 + 5 hp of damage) potion of cure moderate wounds (7th-level) (700 gp) (heals 2d8 + 7 hp of damage) potion of cure serious wounds (750 gp) potion of heroism (900 gp) scroll of greater magic weapon (700 gp) scroll of cure critical wounds (700 gp) scroll of raise dead (1,625 gp) scroll of mass heal (3,000 gp) wand of cure light wounds (750 gp) wand of bull strength (4,500 gp) wand of cure moderate wounds (4,500 gp) necklace of prayer beads (blessing) (500 gp) pearl of power (1st-level) (1,000 gp) pearl of power (2nd-level) (4,000 gp) periapt of wisdom (+2) (4,000 gp) o Sword and Fist potion of false life (300 gp) o Defenders of the Faith greater holy symbol (5,400 gp) sacred scabbard (6,400 gp) The Faithful can purchase any of these items that has a value of 1000 gp or less. • All Valiants have access to the following armor / shield / weapon enhancements: o Armor and Shield Enhancements Church of Heironeous 3.2 12 � Dungeon Masters Guide The ability to upgrade from masterwork armor or shield to +1 armor or shield. Only armor and shield types in use by the Church are eligible for this upgrade. These are chainmail, and full plate. This upgrade applies to both spellcasters and non-spellcasters and requires that personnel only pay the difference between the masterwork item and the +1 item. For spellcasters with Craft Arms and Armor, this cost is 500 gp. For all other personnel, this cost is 1000 gp. o Weapon Enhancements � Dungeon Masters Guide The ability to upgrade from masterwork weapon to +1 weapon. Only weapons in use by the Church are eligible for this upgrade. These are longsword and battleaxe. This upgrade applies to both spellcasters and non-spellcasters and requires that personnel only pay the difference between the masterwork item and the +1 item. For spellcasters with Craft Arms and Armor, this cost is 1000 gp (or 2000 gp for enchanting both ends of a double weapon). For all other personnel, this cost is 2000 gp (or 4000 gp for enchanting both ends of a double weapon). Holy, Shock, Shocking Burst • All Valiants have access to the following non-magical equipment: o Defenders of the Faith: Altar Case (spruce), Altar Cloth (small), Brazier (field, silver), Candle (timekeeping), Prayer Book (small). o Tome and Blood: Scroll Organizer • In addition to the above, Templars have access to the following non-magical equipment: o Defenders of the Faith: Altar Case (granite), Aspergillum (silver), Braziers (silver, both large and medium), Candelabras (silver, both 8- and 16-candles), Candles (temple), Candlestick (silver, both standing and hand-held), Censer (silver), Incense (common), Prayer Book, Snuffing Bell • Clerics of the Valiant, but not paladins and monks, in this category can sanction duels within the bounds of Gran March. They need not, and are encouraged to do so only when they feel it is truly justified. They may provide pummels from the temple stores whenever a local temple is available. • All members of the Church of Heironeous get a +1 competence bonus to Diplomacy checks with the clergy of Heironeous in Gran March, which includes paladins and monks in addition to clerics. Furthermore, all clergy, whether registered or not, get a +2 competence bonus to Diplomacy checks with other Heironean clergy in Gran March. The same bonus applies to those who do convincing impersonations (apply appropriate skill checks). • Members of the Faithful get a +2 competence bonus to Diplomacy checks with the clergy of Heironeous if they have tithed regularly (as demonstrated from expenditures on their ARs ) and if the priest in question makes a Knowledge (Religion) check at a DC of 30 minus the character’s total level. • All registered members of the Valiant get a +2 competence bonus to Diplomacy checks with the clergy of Heironeous if they have tithed regularly (as demonstrated from expenditures on their ARs) and if the priest in question makes a Knowledge (Religion) check at a DC of 25 minus the Church of Heironeous 3.2 13 character’s cleric (paladin/monk) level. • Templars receive a +4 competence bonus to Diplomacy, Gather Information, Knowledge (geography), Knowledge (history), Knowledge (local), and Knowledge (nobility and royalty) when dealing with people and places in their home communities. • Members of the Faithful gain one permanent Influence Point with the Church of Heironeous in Gran March each year for the limited purpose of spell access. They cannot be used to reduce the cost of spells nor for any other purpose. These influence points may be saved from year to year and their total should be noted in the Notes section of any AR, along with any expenditures. • Members of the Valiant gain one permanent Influence Point with the Church of Heironeous in Gran March each year. These influence points may be saved from year to year and their total should be noted in the Notes section of any AR, along with any expenditures. • While spending TUs on Church business as part of their membership requirements or during training, members of the Valiant receive a stipend to cover Adventurer’s Standard Upkeep for the duration of their service. The advanced training in feats, spells, and prestige classes is conducted on the grounds of one of the major temples in Gran March, preferably at Cathedral Valorous itself in Hookhill. Costs In addition to the tithe and the time period of service required to maintain active membership in the Church, the Valiant are expected to provide service for advanced training: • Advanced Spell Training: Warriors must give one TU of service for every three spell levels learned with a minimum of one TU. This is in addition to the normal TU cost associated with learning spells. Valiants must spend either 1 Influence Point (IP) with the appropriate organization, or pay a research fee of 200 gp to the organization to learn a spell up to 3rd-level. Spells of 4th- to 6th- level require 2 IP or a 500 gp research fee. Spells above 6th level require 4 IP or a 2000 gp fee. This expenditure must be noted on the AR. • Advanced Feat Training: Warriors must give one TU of service plus one TU for every two feats or special abilities (for example, energy channeling) required as prerequisites to gain the new feat with a minimum of one TU. Templars can assume that their church TUs already spent will cover this training. Members of the Faithful learning feats from the Church are expected to donate service TUs as Warriors do, but are not required to do so. All members of the Church also bear certain responsibilities of membership: • All members of the Church are required to honor the edicts of the Church and to respect the station of those clergy above them up to the Council General. Church of Heironeous 3.2 14 References The following are useful references with regard to Gran March Heironeans in Living Greyhawk: • Sword and Fist: A Guidebook to Fighters and Monks by Jason Carl and Defenders of the Faith: A Guidebook to Clerics and Paladins by Rich Redman and James Wyatt. These Builder Books contains the full descriptions of the Prestige Classes described above. As per The Living Greyhawk Campaign Sourcebook, a player who has a character with any of these Prestige Classes must keep a copy of these pages available for the DM to reference during game play. • Deities and Demigods by Rich Redman, Skip Williams, and James Wyatt. While it is not official for Living Greyhawk, this third edition revision on the classic tome on pantheons details the major gods in the official D&D setting including sections on both Heironeous and Hextor. • Gran March Religions Document by Nick Perch. This document provides an overview of all of the major religions in Gran March with some entries describing their relationship with the Church of Heironeous. It is a must read for clergy in Gran March. http://groups.yahoo.com/group/GranMarch/files/Gran March Religions Document.doc. • The Knights of the Watch by the Gran March Triad. This document describes the Knights of the Watch and the Knights of the Dispatch, both of which have strong ties to the Church. http://groups.yahoo.com/group/GranMarch/files/Metacampaign/KnightsoftheWatchPublicv1-0.pdf. • Gran March Legal Document by the Gran March Triad. A preliminary document, this has information on the legal status of the various Greyhawk religions and thus can give some indication of how the Church would receive them. http://groups.yahoo.com/group/GranMarch/files/Preliminary_Documents/TheLegalsystemofGran March.doc. • The Kingdom of Keoland by Gary Holian. This document provided the names of various Keoish kings throughout the history of Gran March, as well as other dates and information relevant to Gran March. Living Greyhawk Journal #1. • Heironeous: The Invincible One by Russell S. Timm. While the rules information in this second edition AD&D document are out of date, Timm managed to convey the flavor of what it means to be a follower of Heironeous, thus making it an excellent inspirational piece. http://groups.yahoo.com/group/Heironeous/files/Heironeous.doc. * Religions that are allies of the Church with the influence point cost required for clergy of those religions to learn spells and feats from the Church: Strong Allies (One influence point) Occasional Allies (Two influence points) Arvoreen Allitur Harvest Church Pholtus Clangeddin Silverbeard Beory Jascar Phyton Corellon Larethian Celestian Johydee Rao Garl Glittergold Ehlonna Joramy Solonor Thelandira Mayaheine Fharlanghn Kord Trithereon Moradin Fortubo Lendor Wee Jas Murlynd Gaerdal Ironhand Pelor Zilchus St. Cuthbert Yondalla Church of Heironeous 3.2 15 Appendix – Sample Marriage Ritual This is an example of a simple marriage ceremony appropriate for use in any situation where time is short, such as on a battlefield. The presiding minister (either a cleric or a paladin) holds an axe over each of the couple’s heads and asked the following of each of them: "Do you swear to honor this woman/man <Name>, above all others in the confines of honorable marriage, knowing that if you lie or plan dishonorment, this axe shall fall?" After each of the couple answers the question in the affirmative, the minister then directs a call to the attending congregation: "Then a call of honor. Are there any who witness this that know of any dishonorment, which should prevent this union?" The minister then pauses for any response from the congregation. If there is no objection, the minister concludes with the following: "You are married, knowing that you have passed beneath the honorable weapon of the Arch Paladin, and your duties to one another are a vow invincible. You are married." (Thanks to Jason Starin for this contribution).
textdata/thevault/Living Greyhawk/Metaorg Material/Gran March/GRM - Church of Heironeous 3.2 - Living Greyhawk - RPGA.pdf
1 2 The Watchtower in the Wood An introductory adventure for use with Choe Pho: A New World of Fantasy WRITTEN & DEVELOPED BY: TRAVIS LEGGE ARTWORK BY: J.M. WOIAK & HEATHER SHINN OF THE STINKYGOBLIN Some art by Andrew Krahnke, courtesy Sine Nomine Publishing Some art by Ian MacLean, courtesy Sine Nomine Publishing Some art by Miguel Santos, courtesy Sine Nomine Publishing Some art by Mark Huff man, courtesy Auralius Art. Some art courtesy www.videoblocks.com Special thanks to Nick Greenwood for the 5e Compati ble logo! 3 The Watchtower in the Wood An introductory adventure for use with Choe Pho: A New World of Fantasy In this adventure, the characters venture forth from the safety of the Isle of Hope, seeking to bring order to the Plains of Marrow. The adventure offers options for the characters to begin in various areas on the Isle of Hope, but regardless of the path taken, the party eventually makes their way to the haunted lands of the Plains of Marrow. After crossing the harrowing and chaotic lands (and �ighting off some of the dark denizens) of the Plains of Marrow, the characters come across a small wooded area. A small stone fort with a lone watchtower stands in a clearing among the trees. Within this camp, the characters will �ind adventure, drama, and their �irst dharmachackra! Part I: The Journey Begins Choose a Starting Point The Isle of Hope is a large and diverse region, covering hundreds of square miles and incorporating four distinct environments, each tied to a speci�ic direction. Traveling to the border of the Plains of Marrow from the city of Sakya takes about �ive days (what is one week on Choe Pho) if the party moves at a standard pace. If the party moves at a slow pace, add two days to the journey, but if the party moves at a fast pace, subtract two days. Depending on the story you wish to tell, the characters may begin their journey at the city of Sakya, or at any village, settlement, or open region between the city and the Plains of Marrow. The most important details for the GM to determine at the starting point are the story motivations and background for the characters, and the distance to the Plains of Marrow. This module assumes that the characters begin their adventure in the city of Sakya, with the intent of exploring and taming the Plains of Marrow in accordance with the wishes of the buddhas. The GM and players should feel free to work together to determine alternate starting details if so desired. Select a Region of Travel Though the characters are not bound to approach the Plains of Marrow by any speci�ic direction, you will want to determine the region through which they will travel. Each region of the Isle of Hope presents a unique environment and set of circumstances for a traveling party to contend with. The North The north is a rocky, mountainous region. While the odd human settlement has cropped up in the valleys of the north, and some mountain peaks are home to hermits of all races seeking enlightenment and solitude, the north is largely the domain of the tsuchigumo. The tsuchigumo tend to make their homes in caves and caverns, venturing out into the mountains to hunt and trap prey animals. Some tribes of tsuchigumo engage in trade with the human settlements, which tend to be agrarian cultures. Settlements with established trade relationships tend to be friendly and loyal, working for mutual bene�it and defense from outside threats. This is especially true in the areas of the north that border directly with the Plains of Marrow, where monsters and 4 the undead occasionally threaten the peaceful existence of the mortal inhabitants. For travelers who wish to trade, seek out the wisdom of locals, and rest in established villages, the trek through the north is accommodating. A character succeeding at a Wisdom (Survival) check at DC 10 can plan a route to intersect with human settlements, providing relative safety and security. Those traveling through the north who wish to avoid human settlements can do so relatively easily, however electing to do so causes the journey to take place over dif�icult terrain. Avoiding the tsuchigumo is much trickier, as they are far more abundant and spread out. Aside from potential encounters with the humanoids of the region, those traveling through the north must contend with the various �lora and fauna of the area. As the party travels through the mountains, the GM should check for random encounters by rolling 1d20. On a result of 17- 20, the GM should roll once on Table: Random Encounters – North. If the party seeks out human settlements along their path, check once per day for a random encounter. If the party seeks to avoid human settlements, check twice per day for a random encounter. Random Encounters – North Explained: A result indicating 1d4+1 wolves, leads to a pack of aggressive, hungry wolves. This pack will be hunting and will be hungry enough to consider the party to be potential prey. Use the wolf stats listed in the SRD 5.1 to represent these wolves. A pit trap (simple) result indicates a simple pit trap. If created by humans, the trap is covered with cloth or twine. If created by tsuchigumo, the trap will be covered with webbing (Dexterity Save DC 15 to prevent becoming restrained by the webs). Any character who becomes restrained in the webbing of a tsuchigumo pit trap, falls into the pit, suffering the normal effects of falling into a 10-foot-deep simple pit trap, as described in the SRD 5.1. An ogre encountered in the north is a lone, hungry wanderer, who seeks food. The ogre prefers to eat livestock, but will eat a humanoid if given the opportunity. The ogres of the north tend to remain relatively well fed, and are rarely outright hostile. Unless the party attacks �irst, is wounded, or otherwise presents themselves as easy prey, the ogre is likely to ignore their presence and not initiate a confrontation. Use the stats for an ogre provided in the SRD 5.1 for this encounter. Table: Random Encounters – North 1d12 Result Encounter 1 Pack of 1d4+2 wolves 2 Pit trap (simple) 3 1 ogre 4 tsuchigumo hunti ng trap 5 1d4 pseudodragons 6 Wild herd of 2d10 goats 7 1d4 giant wolf spiders 8 1d4 human commoners 9 1d4 harpies 10 1d4 violet fungi 11 1 lion 12 1d4 tsuchigumo scouts 5 A tsuchigumo hunting trap operates as described in the SRD 5.1 with the exception that the trap is constructed of animal bone rather than steel, and attached to a nearby heavy object via webbing. If the characters encounter pseudodragons, the tiny creatures will likely be found lounging and digesting a recent meal. The pseudodragons will be cordial if approached, communicating telepathically with any adventurers they encounter. If the adventurers attack or accost the pseudodragons, the creatures will brutally �ight to the death. For stats regarding pseudodragons see the SRD 5.1. Should the characters come upon a herd of goats, the herd will likely be more frightened of the adventurers than anything else, attempting to �lee the area. However, if the adventurers attack (or sneak up on) the goats, they will �ight to defend themselves. Use the goat stats provided in the SRD 5.1 to represent members of the herd. Giant wolf spiders are common in the north. While some are domesticated and treated as pets by the tsuchigumo, most are wild, territorial hunters and trappers. Assume any giant wolf spiders encountered to be of the wild variety. Use the giant wolf spider stats provided in the SRD 5.1 to represent these creatures. Human commoners encountered in the north could represent a hunting party from a nearby village, a group of nomads, or a ragtag bunch of would-be bandits looking for easy prey. Whatever the case, use the commoner stat block provided in the SRD 5.1 to represent these humans. Should the adventurers come across harpies, the harpies will immediately attempt 6 to charm the characters so that they might subdue and rob them. The harpies will not attempt to kill except in self-defense, but they will take all equipment and possessions from the characters if they have the chance. Use the harpy stats from the SRD 5.1 to represent these creatures. An encounter with violet fungi leads the adventurers to an area of mountainside covered with fungal growth. The violet fungi will be able to surprise the characters under most circumstances, attacking out of instinct. Use the violet fungus stat block from the SRD 5.1 to represent these creatures. Should the characters encounter a lion, it will be a lone predator on the hunt. Use the lion stat block from the SRD 5.1. A result of tsuchigumo scouts brings the adventurers into contact with a band of roving tsuchigumo. It is left to GM discretion if these scouts are friendly or hostile. The approach or reaction of the players may be the most appropriate way to determine the mood of these tsuchigumo, treating them as neutral until the characters act. To represent these tsuchigumo, use the scout stat block from the SRD 5.1, modi�ied to re�lect the racial traits of the tsuchigumo. The South The south is a region �illed with warm, breezy grasslands and abundant wildlife. This region of the Isle of Hope is home to the nekomata. The spiritual and serene nekomata maintain several monasteries and temples throughout the south, and virtually every permanent settlement is based around such a site. The land between these numerous settlements is wild and untamed with few roads or established paths. It is quite easy to travel from the city of Sakya to the Plains of Marrow without encountering a single sign of humanoid civilization. Adventurers making their way through the south would do well to remember that the wild grasslands are not necessarily safe. The relative lack of landmarks and roads in the vast plains of the south makes it all too easy for travelers to become lost in their journeys. The wild growth makes an excellent place for the more savage predators of the area to hide and stalk their prey (which often includes various �lavors of humanoids.) Add to this bands of humanoid poachers, as well as the occasional escapee from the chaos of the Plains of Marrow, and travel through the south can be quite dangerous. A group traveling through the south may also run across nekomata hunting parties, nekomata on religious pilgrimages or monastic hermitages, or a band of simple humanoid nomads. Most of these types of encounters are peaceful and such people are generally willing to assist a party who is lost or injured, unless the party approaches them with hostility. Those traveling through the south who wish to avoid nekomata settlements can generally do so with ease. The nekomata are fairly spread out, and the lack of established roads or paths in the south make such settlements hard to �ind without a local guide. 7 As the party travels through the grasslands, the GM should check for random encounters by rolling 1d20. On a result of 17- 20, the GM should roll once on Table: Random Encounters – South. When the adventurers are traveling in the south, the GM should check once per day for a random encounter. Random Encounters – South Explained: An encounter with 1d4+1 nekomata guards represents a patrol of nekomata looking for poachers or bandits. The patrol will be suspicious and wary of the adventurers, but will not be outright aggressive unless they have reason to believe the party is poaching or otherwise a danger to the land. To represent this nekomata patrol, use the guard stat block provided in the SRD 5.1, modi�ied to re�lect the racial traits of the nekomata. A result indicating 1d4 cockatrices means that the adventurers run across a group of hungry, aggressive cockatrices. The birds will attack unprovoked, attempting to petrify the party to eat at a later time. Use the cockatrice stat block provided in the SRD 5.1 to represent these creatures. If the encounter check results in a leopard, the party comes across a territorial giant cat. The leopard will �ight aggressively, to the death, to drive any unwanted intruders from the area near his den. If the players give the leopard a wide berth or attempt to retreat once the leopard attacks, it simply chases them to about a quarter mile from the location of the initial encounter and lets them leave in peace. To represent this leopard, use the panther stat block provided in the SRD 5.1. An encounter with 2d6 zombies means that the characters have come across rare refugees from the Plains of Marrow who have made their way inland to the Isle of Hope. These zombies are hungry, aggressive and mindless, �ighting until destroyed. Upon their destruction, their Marrow visibly rises from their bodies, �lying into the sky, then returning to the Plains of Marrow. Use the zombie stat block provided in the SRD 5.1 to represent these poor unfortunate souls. Human bandits encountered in the south could represent a poaching party, a group of nomads, or a collection of pilgrims seeking enlightenment at one of the temples or monasteries of the south. Whatever the case, use the bandit stat block provided in the SRD 5.1 to represent these humans. If a temple result is rolled on the random encounter check, the characters spot Table: Random Encounters – South 1d12 Result Encounter 1 1d4+1 nekomata guards 2 1d4 cockatrices 3 1 leopard (panther) 4 2d6 zombies 5 2d6 human bandits 6 temple 7 1d4 giant boars 8 2d4 axe beaks 9 monastery 10 1d6 giant wasps 11 1d4+1 nekomata acolytes 12 1 pegasus 8 a temple in the distance. If the characters do not approach the temple, it simply remains a landmark in their journey, but if the adventurers seek rest or supplies, a temple can provide a reprieve from the rigors of their journey as well as an excellent opportunity for roleplaying. At the GM’s discretion, this temple could be dedicated to either the service of Sojobo, or the service of Tara in her orange aspect. The temple will be made up of 75% nekomata acolytes, 25% other races, and will be overseen by an 8th level nekomata cleric of the appropriate buddha. If game statistics are needed to represent the inhabitants of the temple, use the acolyte stat block from the SRD 5.1, modi�ied by race as appropriate, to represent the parishioners. Once the temple result has been rolled on the random encounter chart, further rolls of the same result on the same journey may be treated as “no encounter.” A result of 1d4 giant boars brings the characters to a group of oversized, wild boars who are hungry and attack the party without provocation. These boars will attempt to �lee after any one member of their group suffers 15 or more hit points of damage. Use the giant boar stat block from the SRD 5.1 to represent these creatures. A result of 2d4 axe beaks leads the characters into the path of a �lock of aggressive axe beaks. These �lightless birds will attack any humanoids they see, �ighting to the death. Use the axe beak stat block from the SRD 5.1 to represent these creatures. If a monastery result is rolled on the random encounter check, the characters spot a monastery in the distance. If the characters do not approach the monastery, it simply remains a landmark in their journey, but if the adventurers seek rest or supplies, a monastery 9 can provide a reprieve from the rigors of their journey as well as an excellent opportunity for roleplaying. At the GM’s discretion, this monastary could be dedicated to either the study of the Way of the Green Tara, or the Way of the White Tara. The temple will be made up of 75% nekomata monks, 25% other races, and will be overseen by an 8th level nekomata monk of the appropriate monastic tradition. If game statistics are needed to represent the inhabitants of the temple, use the spy stat block from the SRD 5.1, modi�ied by race as appropriate, to represent the monks. Once the monastery result has been rolled on the random encounter chart, further rolls of the same result on the same journey may be treated as “no encounter.” A result indicating 1d6 giant wasps means that the characters must make a Wisdom (Perception) check at DC 14. If this check is failed, they stumble over a giant wasp burrow in the ground and are attacked when the aggravated giant wasps �ly out from their subterranean hidey hole. A successful check means that the characters can spot evidence of the burrow before stepping in it, and bypass the encounter. Use the giant wasp stat block from the SRD 5.1 to represent these creatures. An encounter with 1d4+1 nekomata acolytes represents a group of nekomata traveling to the city of Sakya on a spiritual pilgrimage. This group of acolytes will be welcoming, warm, and helpful and will invite the adventurers to share a meal and speak of the wisdom of the buddhas. To represent this group, use the acolyte stat block provided in the SRD 5.1, modi�ied to re�lect the racial traits of the nekomata. If the random encounter check leads to an encounter with a pegasus, the characters �ind the creature grazing in a spacious area. The pegasus does not inherently fear humanoids and will continue grazing if left alone. If the characters interact with the pegasus, the tone of their actions will determine the pegasus’s behavior. If they are kind it will treat them well, possibly even following them to the border of the Plains of Marrow, offering guidance and protection. If they are cruel or evil (either to the pegasus or to another creature in view of the pegasus) the pegasus will leave them. If their cruelty is severe or life threatening (without provocation) the pegasus will attack the party. Use the pegasus stat block provided in the SRD 5.1 to re�lect this creature. The East The east is a vast, forested wilderness, which is home to the playful kitsune. The eastern forests are dense, full of wildlife, and challenging to navigate. There are a few well-established paths and roads connecting the various human and kitsune settlements scattered throughout the east, but most of these settled areas are relatively inland. As one travels near the border of the Plains of Marrow to the east, settlements become rare, and the wilderness becomes even more dif�icult to navigate. While the kitsune are the native humanoid species (and certainly the most populous) in the east, the settlements of the 10 forest region are the most cosmopolitan areas to be found outside of the city of Sakya. Many of the larger forest communities are home to members of all the native humanoid species of Choe Pho, as well as civilized settlers from the Plains of Marrow. This suits the social kitsune just �ine, as more people in the area means more people to party with. Of course, one traveling through the east would do well to remember that outside of the established settlements, the forests are savage and dangerous. Various beasts and monstrosities run rampant throughout the eastern forests, making their homes among the trees and brush, hunting for food, and �ighting with other species over the shared and sometimes cramped environment. Adventurers traveling through the east to reach the Plains of Marrow will �ind the inner portion of the east to be fairly safe, tame and predictable. While the characters are within three days’ travel of Sakya in the east, the GM should check for random encounters once per day by rolling 1d20. On a result of 16- 20, the GM should roll once on Table: Random Encounters – East. When the adventurers are traveling deeper into the east than three days from Sakya, the GM should check twice per day for a random encounter. Random Encounters – East Explained: A result of owlbear on Table: Random Encounters – East places the characters in the path of a hungry owlbear. Use the owlbear stat block provided in the SRD 5.1 to represent this creature. A result indicating bandits leads the characters into an ambush set up by 2d4 human bandits. Among these should be one bandit captain. These bandits want to rob the characters, not kill them. If the characters offer no resistance, the bandits will simply take any items they possess and leave. If the characters �ight back, the bandits will �ight until the �irst bandit suffers 6 or more hp of damage, at which point the bandits will attempt to retreat. If retreat looks impossible, the bandits will surrender rather than �ight to the death. Use the bandit stat block from the SRD 5.1 to represent these bandits, and the bandit captain stat block to represent their leader. A result indicating 1d4+1 wolves, leads to a pack of aggressive, hungry wolves. This pack will be hunting and will be hungry enough to consider the party to be potential prey. Use the wolf stats listed in the SRD 5.1 to represent these wolves. A result of 1d4 kitsune scouts leads the characters to a small camp where a group Table: Random Encounters – East 1d12 Result Encounter 1 1 owlbear 2 2d4 bandits 3 1d4+1 wolves 4 1d4 kitsune scouts 5 1d4+1 giant badgers 6 1 swarm of poisonous snakes 7 2d6 giant wolf spiders 8 2d4 tribal warriors 9 1d4 elk 10 2d4 giant bats 11 1 tengu priest of Sojobo 12 1d4 harpies 11 of kitsune rests, nursing hangovers from an impressive woodland revel. These kitsune are friendly and helpful, though insistent that the characters keep their voices down, due to the alcohol-induced headaches suffered by the group. If necessary, use the scout stat block from the SRD 5.1, modi�ied to include the kitsune racial traits, to represent these characters. A result of giant badgers places the characters passing near a burrow, which is home to 1d4+1 giant badgers. These badgers are stand-of�ish and territorial, defending their home and the area in its immediate vicinity with brutal tenacity. Use the giant badger stat block from the SRD 5.1 to represent these creatures. A result indicating poisonous snakes leads the characters across a swarm of snakes making their home in a bush or tree that the adventurers pass. If the characters do not antagonize the swarm, and give the snakes a wide berth, they will merely hiss and spit, but if the characters approach the swarm, the snakes will attack. Use the swarm of poisonous snakes stat block from the SRD 5.1 to represent these creatures. If a result of giant wolf spiders is rolled, the characters make their way into a region of forest used as a spider den. The area is thick with old webbing and considered to be lightly obscured as well as dif�icult terrain, due to the webbing. Note that any tsuchigumo in the party ignore both conditions. Once the characters 12 disturb the webbing, they are set upon by the giant wolf spiders, who look to make a meal out of them. Use the giant wolf spider stat block from the SRD 51 to represent these creatures. A result of tribal warriors means the characters encounter a nomadic raiding party of slytherine. These are brutal warriors who take what they need from whomever they encounter and are not interested in peaceful interaction. Use the tribal warrior stat block from the SRD 5.1, modi�ied with the racial traits of the slytherine, to represent these warriors. If the adventurers encounter elk, they see wild elk running through the forest. Should provisions be low and hunger be gnawing at the characters, these beasts could provide nourishment. The elk are frightened of humanoids and will �lee as soon as they perceive the adventurers. Use the elk stat block provided in the SRD 5.1 to represent these beasts. Several of the trees of the eastern forest are home to giant bats. During the daytime, these creatures are generally asleep unless disturbed, but at night they are always on the lookout for potential prey. Use the giant bat stat block in the SRD 5.1 to represent these creatures. If an encounter with a tengu priest of Sojobo is rolled, the characters cross paths with a wizened tengu named Yasahiro, who is wandering the eastern forest on a quest of re�lection. The priest offers the party healing and comfort if they are injured, advice if they are inquisitive, and a simple greeting if they do not pursue an interaction. If necessary, use the priest stat block from the SRD 5.1 to represent this character, modi�ied to include the racial traits of the tengu. Ignore this result on subsequent random encounter checks, treating it as “no encounter.” If the random encounter check results in harpies, the characters hear these women before they see them, immediately being subjected to the effects of the harpy’s luring song ability. The harpies will try to lure the adventurers into a vulnerable position then attack in force, �ighting to kill. Use the harpy stat block from the SRD 5.1 to represent these creatures. The West The west is the barren desert home of the slytherine. With scorching, hot days and frosty, cold nights, the western desert is a dif�icult region to travel in, let alone to settle. The lands of the west are hard and unforgiving, much like the slytherine that call this region home. Parties who choose to travel through the west should exercise great caution not to offend, upset, or come into con�lict with the slytherine. The desert of the west is home to a wide variety of threats and dangers beyond the slytherine berserker tribes. Poisonous and deadly animals are commonplace. 13 Humanoid bandits are a constant threat, as several tribes consider the desert their hunting ground. These bandits prefer to prey upon travelers who appear lost or ill-equipped for long-term desert travel. Most bandits who operate in the desert have extensive experience with survival tactics for the harsh climate. Few slytherine are found among the bandit parties in the desert, as slytherine culture tends to frown upon the combat tactics used by most bandits. Slytherine tribes are territorial and mildly xenophobic. Travelers coming upon slytherine berserkers should not expect a warm friendly welcome. Though most slytherine will not indulge in unprovoked violence, it is not unheard of for a band of travelers in the desert to fall to the clubs of a tribe of slytherine who were annoyed or offended by the outsiders. As the party travels through the desert, the GM should check for random encounters by rolling 1d20. On a result of 17-20, the GM should roll once on Table: Random Encounters – West. When the adventurers are traveling in the west, the GM should check three times per day for a random encounter. Random Encounters – West Explained: The deserts of the east are infested with dust mephitis, as many spirits who escape the Plains of Marrow take on this form to better hide in the west. Dust mephits are enraged and irrational, incapable of reasoning or parley. They �ight until destroyed whenever encountered. Use the dust mephit stat block provided in the SRD 5.1 to represent these monsters. Scorpions are common in the deserts of the west. This encounter result brings a swarm of scorpions to attack the characters, emerging from the sand to overwhelm the unwary. Use the swarm of insects stat block provided in the SRD 5.1 to represent these creatures. A result indicating bandits leads the characters into an ambush set up by 2d4 human bandits. Among these should be one bandit captain. These bandits want to rob the characters, not kill them. If the characters offer no resistance, the bandits will simply take any items they possess and leave. If the characters �ight back, the bandits will �ight until the �irst bandit suffers 6 or more hp of damage, at which point the bandits will attempt to retreat. If retreat looks impossible, the bandits will surrender rather than �ight to the death. Use the bandit stat block from the SRD 5.1 to represent these bandits, and the bandit captain stat block to represent their leader. Table: Random Encounters – West 1d12 Result Encounter 1 1d4 dust mephits 2 1 swarm of scorpions 3 2d4 bandits 4 2d4 jackals 5 1d4 giant vultures 6 1d4 giant spiders 7 1 death dog 8 1 lion 9 1 swarm of beetles 10 1 giant scorpion 11 2d4 slytherine tribal warriors 12 1 swarm of poisonous snakes 14 A result indicating jackals leads the adventurers into the hunting grounds of a pack of wild jackals. These enormous cats will eat humanoid �lesh, �ighting until one of their pride is killed, at which point the survivors will attempt to retreat. Use the jackal stat block provided in the SRD 5.1 to represent these beasts. If vultures are rolled on the random encounter table, the adventurers come across giant vultures feeding on the rotten corpse of a purple worm. If the characters do not interrupt the feast, the giant vultures leave them be. Use the giant vulture stat block provided in the SRD 5.1 to represent these creatures. The giant spiders of the west live in burrows in the ground, darting out from beneath the sand to attack any creature that passes by. Unwary adventurers are surprised by such a result on the random encounter table. Use the giant spider stat block provided in the SRD 5.1 to represent these critters. Strange creatures wander the western desert, including the two-headed death dog, which seeks to kill everything it encounters. This result brings the adventurers into con�lict with one such creature. The death dog will attack the characters savagely and �ight until it is killed. Use the death dog stat block provided in the SRD 5.1 to represent this monster. A result indicating an encounter with a lion brings the characters across a lion on the hunt for food. The lion will not normally hunt or attack humanoids, especially humanoids traveling in a group. However, if attacked the lion will �ight back ferociously. Use the lion stat block from the SRD 5.1 to represent this beast. Flesh eating beetles are common in the deserts of the west. This encounter result brings a swarm of such beetles to attack the characters, emerging from the sand to overwhelm the unwary. Use the swarm of insects stat block provided in the SRD 5.1, 15 including the modi�ications listed under the variant: insect swarms sidebar, to represent these beetles. A result of tribal warriors means the characters encounter a local patrol of slytherine warriors. These slytherine are peaceful, but cautious of humanoids. They are likely to assume the adventurers are bandits until convinced otherwise. These slytherine will not provoke combat immediately, but they will demand the characters state their business and will respond harshly to any resistance. They also will not back down from a �ight, regardless of the odds. Use the tribal warrior stat block from the SRD 5.1, modi�ied with the racial traits of the slytherine, to represent these warriors. A result indicating poisonous snakes leads the characters across a swarm of snakes making their home in a burrow under the ground the adventurers walk upon. These snakes are incredibly aggressive, attacking anything that moves within reach. Use the swarm of poisonous snakes stat block from the SRD 5.1 to represent these creatures. Part II: Abandon All Hope The Second Leg of the Journey Once the characters reach the edge of the Isle of Hope, they begin to sense the very fabric of reality itself fraying. Regardless of the angle of approach, at the border between the Isle of Hope and the Plains of Marrow stands a cliff’s edge, which the characters must descend to reach the surface of the Plains of Marrow. Characters who wish to descend safely must make a Strength (Athletics) check at DC 10. Failure results in a 30 foot fall to the rocky surface of the Plains of Marrow. The Plains of Marrow The Plains of Marrow are a chaotic and nightmarish landscape, which host a wide variety of undead creatures and unnatural hazards. The landscape of the Plains of Marrow can shift dramatically at a moment’s notice and there is no sustenance naturally occurring within the Plains of Marrow (save for that which is generated within a regional reality.) Adventurers who wish to have any hope of survival in the Plains of Marrow must bring suf�icient provisions and protect those provisions from the harsh elements. As the party travels through the Plains of Marrow, the GM should check for random encounters by rolling 1d20. On a result of 15-20, the GM should roll once on Table: Random Encounters – Plains of Marrow. When the adventurers are traveling in the Plains of Marrow, the GM should check three times per day for a random encounter. For the purposes of the Watchtower in the Wood, if the characters do not receive the “regional reality” result by the second random encounter check of the third day of travel, simply have them some across the Watchtower’s regional reality at that time. 16 Random Encounters – Plains of Marrow Explained: If a random encounter check results in the regional reality entry, the characters happen upon the watchtower, and should proceed to Part III of this adventure. If a random encounter check results in a chaotic vortex, the local environment shifts to a weather extreme of the GM’s choosing for the next 1d10 minutes. See the environment in the SRD 5.1 to determine the effects of these harsh environments. All other results on Table: Random Encounters – Plains of Marrow lead the characters into a con�lict with hungry, angry and confused undead. The clear majority of the undead native to the Plains of Marrow are in a perpetual state of hungry suffering. For the purposes of this adventure, assume all undead encountered are nearly mindless with rage, hunger and pain. Use the appropriate stat blocks from the SRD 5.1 to represent these unfortunate souls. Part III: The Watchtower A Regional Reality As the characters approach the regional reality of the Watchtower in the Wood, the mists of the Plains of Marrow lift, revealing a wooded area, roughly an acre in size. In the center of the wooded area stands a small, primitive fort comprised mainly of stone forti�ications placed in a clearing in the center of the regional reality. In the northwestern corner of the fort stands a stone watchtower, elevated to a height of 25 feet, overlooking the clearing. The Maricoxi As the characters enter the woods, any character with a Passive Perception score of 13 or higher will notice furry humanoids, armed with crossbows, stationed at the watchtower, each facing one of the cardinal directions. These creatures are maricoxi, a race of aggressive goblinoid warriors. If the characters attempt to make Table: Random Encounters – Plains of Marrow 1d12 Result Encounter 1 2d8 zombies 2 1d4 specters 3 chaoti c vortex 4 1d4+1 shadows 5 1 ghast 6 regional reality 7 2d8 skeletons 8 1d4 +1 sti rges 9 chaoti c vortex 10 1 will-o-the-wisp 11 1d4+1 ghouls 12 1 wight 17 a stealthy approach, have them make a Dexterity (Stealth) check at DC 20 (the Passive Perception score of the maricoxi sentries.) The maricoxi are on high alert, as their camp has been victimized by waves of undead since the regional reality coalesced two days prior to the party’s arrival. The maricoxi speak Goblin, and characters who do not have this language must use magic (such as a Comprehend Languages spell) to have any hope of a parley with the creatures. Even if a character speaks their language (unlikely, but not impossible) or uses magic to communicate, the maricoxi are exceedingly wary of outsiders. Any Charisma (Deception), Charisma (Persuasion), or Charisma (Performance) roll made to try and open diplomatic relations with the maricoxi suffers disadvantage. Characters who seek to incapacitate the Maricoxi, must render them unconscious in combat and restrain them. Any attempt to gain information from the maricoxi once subdued and restrained suffers the same conditions as above, with the characters suffering disadvantage on the aforementioned Charisma 18 checks. Furthermore, restrained maricoxi are considered outright hostile, and will remain so until released, at which point they will retaliate against their captors with violence. If the characters simply elect to �ight their way through the maricoxi in order to discover the region’s dharmachackra, they can certainly do so. The dharmachackra of this region does not require the maricoxi to survive for activation to be successful. Ultimately, the adventurers may choose to deal with the maricoxi as they see �it. There are four maricoxi sentries scattered in the trees around the fort. Four maricoxi archers are stationed in the watchtower, one facing each cardinal direction. The maricoxi chieftain is also positioned in the watchtower. Each of the other three stone structures in the area houses two maricoxi thugs, ready for combat. The Dharmachackra The dharmachackra of this regional reality has manifested as a trinket worn by the maricoxi chieftain. The chieftain’s necklace and badge of of�ice is a collection of bones and teeth, strung together with hemp twine. When the regional reality coalesced, this necklace was infused with a strange power. The necklace calls out to the restless dead in a one-mile radius, making them believe that it is a conduit to their missing and mangled memories of life. This, understandably, makes the undead crave the item, which is why the various undead creatures continually bombard the regional reality with attacks. Any undead who make their way to the maricoxi chieftain will attempt to steal the item and take it into the Plains of Marrow. If they succeed, the regional reality fades back into chaos within 1d6 minutes unless the necklace is returned to the area. Every two minutes after the characters arrive at the regional reality, a new group of undead enters, their type determined by a roll on Table: Random Encounters - Plains of Marrow, treating a roll of 3, 6, or 9 as “no encounter.” The dharmachackra will be opened if the maricoxi chieftain is defeated in combat, whether killed or knocked unconscious. This will cause any native of Choe Pho to instinctively recognize the necklace’s nature, allowing the dharmachackra to be activated as described under Activating the Dharmachackra in the Choe Pho: A New World of Fantasy corebook. The characters may also determine the nature of the necklace if they successfully parley with the maricoxi and discover that the undead seem to be chasing after this item. If this happens, the characters must either persuade the maricoxi chieftain to hand over the item willingly (Charisma (Persuasion) DC 15. This check suffers disadvantage, though good roleplaying by the players can negate this disadvantage, at GM discretion,) or take it from him by force. In either case, as soon as the dharmachackra opens, the necklace stops acting as a lure for the undead, and instead becomes a fully charged necklace of prayer beads as described in the SRD 5.1. The necklace contains two beads of blessing, two beads of curing and one bead of favor. This necklace can be attuned by any cleric or monk. 19 Appendix: New Creatures The Maricoxi The maricoxi are a race of small goblinoids, standing three and a half to four and a half feet tall. They are covered head to toe in thick, matted fur. These creatures speak the goblin language. The Maricoxi are well-trained warriors specializing in guerilla warfare, trap making, hit and run tactics, and ambushes. However, when pressed into a defensive position, such as they are in this adventure, the maricoxi are quite capable of coordinated defensive tactics. Maricoxi Archer Small humanoid (goblinoid), neutral evil Armor Class 13 Hit Points 21 (6d6) Speed 25 ft . STR DEX CON INT WIS CHA 8(-1) 17 (+3) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Percepti on +4, Stealth +4 Senses darkvision 60ft ., passive Percepti on 14 (19 with Keen Hearing and Sight.) Languages Goblin Challenge 1/4 (50 XP) Keen Hearing and Sight. The maricoxi archer has advantage on Wisdom (Percepti on) checks that rely on hearing or sight. Nimble Escape. On each of its turns, the maricoxi archer can use a bonus acti on to take the Disengage or Hide acti on. Acti ons Multi att ack. The maricoxi archer makes two melee att acks. Shortsword. Melee Weapon Att ack: +1 to hit, reach 5 ft ., one target. Hit: 4 (1d6 + 1) piercing damage. Light Crossbow. Ranged Weapon Att ack: +5 to hit, range 80/320 ft ., one target. Hit: 7 (1d8 +3) piercing damage. or Longbow. Ranged Weapon Att ack: +5 to hit, ranged 150/600 ft ., one target. Hit: 7 (1d8 + 3) piercing damage. 20 Maricoxi Sentry Small humanoid (goblinoid), neutral evil Armor Class 13 (leather armor) Hit Points 14 (3d6 + 3) Speed 25 ft . STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0) Skills Nature +4, Percepti on +5, Stealth +6, Survival +5 Senses darkvision 60ft ., passive Percepti on 15 (20 with Keen Hearing and Sight.) Languages Goblin Challenge 1/2 (100 XP) Keen Hearing and Sight. The maricoxi sentry has advantage on Wisdom (Percepti on) checks that rely on hearing or sight. Nimble Escape. On each of its turns, the maricoxi sentry can use a bonus acti on to take the Disengage or Hide acti on. Acti ons Multi att ack. The maricoxi sentry makes two melee att acks or two ranged att acks. Shortsword. Melee Weapon Att ack: +4 to hit, reach 5 ft ., one target. Hit: 5 (1d6 + 2) piercing damage. Hand Crossbow. Ranged Weapon Att ack: +4 to hit, range 30/120 ft ., one target. Hit: 5 (1d6 + 2) piercing damage. Maricoxi Thug Small humanoid (goblinoid), neutral evil Armor Class 14 (leather armor)/ 16 (with shield) Hit Points 27 (5d6 + 10) Speed 25 ft . STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 10 (+0) 10 (+0) 11 (+0) Skills Inti midati on +2 Senses darkvision 60ft ., passive Percepti on 10 (15 with Keen Hearing and Sight.) Languages Goblin Challenge 1/2 (100 XP) Keen Hearing and Sight. The maricoxi thug has advantage on Wisdom (Percepti on) checks that rely on hearing or sight. Nimble Escape. On each of its turns, the maricoxi thug can use a bonus acti on to take the Disengage or Hide acti on. Pack Tacti cs. The maricoxi thug has advantage on an att ack roll against a creature if at least one of 21 the maricoxi thug’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Acti ons Multi att ack. The maricoxi thug makes two melee att acks. Mace. Melee Weapon Att ack: +3 to hit, reach 5 ft ., one creature. Hit: 4 (1d6 + 1) bludgeoning damage. Light Crossbow. Ranged Weapon Att ack: +2 to hit, range 80/320 ft ., one target. Hit: 7 (1d8+3) piercing damage. Maricoxi Chieft ain Small humanoid (goblinoid), lawful evil Armor Class 13 (leather armor) Hit Points 50 (9d6 + 18) Speed 25 ft . STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athleti cs +5, Percepti on +2 Senses darkvision 60ft ., passive Percepti on 12 (17 with Keen Hearing and Sight.) Languages Goblin Challenge 3 (700 XP) Brute. A melee weapon deals one extra die of its damage when the maricoxi chieft ain hits with it (included in the att ack). Keen Hearing and Sight. The maricoxi chieft ain has advantage on Wisdom (Percepti on) checks that rely on hearing or sight. Leadership (Recharges aft er a Short or Long Rest). For 1 minute, the maricoxi chieft ain can utt er a special command or warning whenever a nonhosti le creature that it can see within 30 feet of it makes an att ack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the maricoxi chieft ain. A creature can benefi t from only one Leadership die at a ti me. This eff ect ends if the maricoxi chieft ain is incapacitated. Nimble Escape. On each of its turns, the maricoxi chieft ain can use a bonus acti on to take the Disengage or Hide acti on. Acti ons Multi att ack. The maricoxi chieft ain makes two longsword att acks. If it has a shortsword drawn, it can also make a shortsword att ack. Longsword. Melee Weapon Att ack: +4 to hit, reach 5 ft ., one target. Hit: 10 (2d8 + 2) slashing damage, or 12 (2d10 + 2) slashing damage if used with two hands. Shortsword. Melee Weapon Att ack: +4 to hit, reach 5 ft ., one target. Hit: 8 (2d6 + 2) piercing damage. Light Crossbow. Ranged Weapon Att ack: +4 to hit, range 80/320 ft ., one target. Hit: 6 (1d8 + 2) piercing damage. 22 Scale: 1 sq. = 5 ft . The Watchtower in the Wood 23 Contagion, the Contagion game setti ng, Contagion Points, all artwork and design elements, specifi c layout and trade dress, Choe Pho, Choe Pho: A New World of Fantasy, the Choe Pho game setti ng, specifi c race and class descripti ons apart from game system & rules informati on, Marrow, and the Plains of Marrow are hereby declared PRODUCT IDENTITY as descrbed in the OGL. All systems and rules additi ons are hereby declared Open Game Content, pursuant to the license below. The terms of the Open Gaming License Version 1.0a are as follows: OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. 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Terminati on: This License will terminate automati cally if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the terminati on of this License. 14. Reformati on: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt , Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson. Choe Pho: A New World of Fantasy PREVIEW Copyright 2016, Aegis Studios THe Watchtower in the Wood Copyright 2017, Aegis Studios END OF LICENSE
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Full Page Watercolor Stains A collection of full page watercolor effects for use in your Homebrew content Designed by /u/flamableconcrete Special thanks to the following authors for their inspiring tutorials /u/QalarValar - Watercoloring in the Homebrewery /u/AeronDrake - Formatting on the Homebrewery TL;DR Imgur Album of full page stains 1 Background As mentioned on the cover page, there are already several tutorials on how to create a watercolor effect using the homebrewery and they go into much more detail on how to customize images for your exact needs. I chose to write this not as a guide to duplicate the efforts of others, but as a gallery of ready-made full page stains I have created for quick use. These are not one size fits all, but I have found that the effect works well for my purposes and I wanted to share. How To Use Find a stain you would like to use from my Imgur Album or Draco's Imgur Album. Copy the snippet below to use this effect in your homebrewery files. <!-- Cool background image --> <img src='https://img00.deviantart.net/b844/i/201 d64attr.png' style='position:absolute; top:-00px; left:0px; width:1016px' /> <!-- Full page stain --> <img src='https://i.imgur.com/Tkbl4ji.png' style='position:absolute; top:0px; left:0px; width:816px' /> <!-- (Optional) Cool foreground image --> <img src='https://media- waterdeep.cursecdn.com/avatars/thumbnails/7/ style='position:absolute; top:100px; left:0px' /> Some notes The width of the page is 816 pixels If your image is sufficiently high resolution, increase the width and play with the top and left corner /u/QalarValar's guide has tips on transforming images   Blending mode from /u/AeronDrake's guide does not look great when it overlaps a watercolor boundary. The best solution to this is to only use foreground images that already have transparency for the background. It is very difficult to wrap text around an image when the image is on the left, so some stains are less usable right now. It would be ideal if someone figured out how to make the shape-outside CSS selector work with these, because I couldn't! Create Your Own! I created these stains in GIMP using the watercolor brushes from /u/QalarValar's tutorial. I am not a graphic designer by any means, but I did the following steps: Download the album using the Imgur Album Downloader website Convert them to GIMP brushes (.gbr) I uploaded them to deviantart for your convenience if you want to use them yourself Add the .gbr files to GIMP Home Directory Windows: C:\Users{your_id}.gimp-2.8\brushes Mac: /Users/{your_id}/Library/GIMP/2.8/brushes (GIMP) Click Refresh Brushes in very bottom right (or restart GIMP?) Open the default background and start erasing and adding brushes wherever you want. Layers help, as does a test image Export as .png Upload to imgur Credits Filler text provided by https://pirateipsum.me Artwork pg. 1: Sanctuary by Xenonia pg. 2: Placid Pond by ehecod pg. 3: Requiem - Speedpainting by Xenonia pg. 4: Fantasy City by BritneyPringle pg. 5: Wasteland by ehecod            Goliath by Wizards of the Coast pg. 6: On A Quest by ehecod pg. 7: Swamp House by Jake-Labz FULL PAGE HOMEBREWERY STAINS 2 The Seven Seas Scourge of the seven seas hands bounty hail-shot topmast parley Chain Shot lad Sail ho chantey bilge bucko. Overhaul Barbary Coast yo-ho-ho crow's nest aft pillage come about yard trysail landlubber or just lubber cutlass boom. Bring a spring upon her cable Jack Tar driver lad jury mast belay Jack Ketch fore hail-shot matey lookout Arr.   Hail Shot 7th-level transmutation Casting Time: 1 action Range: 60 feet Components: S Duration: Until dispelled Pirate broadside plunder cable Admiral of the Black crack Jennys tea cup measured fer yer chains snow Gold Road. Corsair heave to pirate black spot hearties salmagundi scuppers fluke quarter. . FULL PAGE HOMEBREWERY STAINS 3 Gunwalls Nipperkin Pirate Round Shiver me timbers Admiral of the Black lad yo-ho-ho Barbary Coast cog topmast. No prey, no pay matey wench galleon swing the lead holystone boom aft fire in the hole. Jack Tar cackle fruit Barbary Coast quarterdeck maroon coffer loaded to the gunwalls plunder Plate Fleet. Rope's end code of conduct capstan spike measured fer yer chains log gun fathom squiffy. Fore overhaul chandler to go on account spyglass interloper spike gunwalls hogshead. Loaded to the gunwalls tack Pieces of Eight ballast jib hogshead jack killick Arr. Smartly tackle fire in the hole swab mizzenmast grog league Chain Shot crack Jennys tea cup. Bilge Rat Long clothes Arr scallywag bilge rat scuppers gally hail-shot Pirate Round quarter reef sails measured fer yer chains six pounders. Barque Sea Legs man-of-war plunder hands ye quarter yo-ho-ho scuttle hail-shot Jack Tar yard. Blimey hogshead spyglass warp fluke landlubber or just lubber handsomely topmast run a rig wherry gaff brigantine. Blimey Dead men tell no tales dance the hempen jig yo-ho-ho barque skysail haul wind plunder rope's end. Skysail grapple lateen sail scuttle gaff spanker bilged on her anchor red ensign. Heave down yawl scourge of the seven seas code of conduct hang the jib scuppers rum jolly boat. Barque bilged on her anchor warp no prey, no pay Plate Fleet splice the main brace Jack Ketch handsomely. Swab measured fer yer chains salmagundi spanker ye Gold Road cackle fruit Privateer. Pirates Level Type 1st Cook 4th Boatswain 8th Powder Monkey 11th Gunner 14th Sailing Master 17th First Mate 20th Captain Poop deck belaying pin aye main sheet Sink me plunder Jack Ketch brig. Hulk gaff run a shot across the bow belaying pin ye long clothes crack Jennys tea cup main sheet. Sail ho reef sails bilge sloop jack hearties aft landlubber or just lubber. Arr gabion rum spyglass handsomely salmagundi parrel mutiny. Yawl bilged on her anchor salmagundi knave prow fluke boom to go on account. Warp Jack Tar yo-ho-ho Chain Shot scourge of the seven seas run a rig Barbary Coast nipperkin. Tender run a rig gun fire ship man-of-war ye sheet careen. Davy Jones' Locker jolly boat wench ahoy fire ship sheet.   Davey Jones' Locker Pressgang man-of-war hands wench spanker no prey, no pay chantey quarter. Pieces of Eight mizzenmast nipper killick avast cackle fruit list gangplank. Lugger yawl plunder American Main pirate fire in the hole swing the lead furl. Pieces of Eight hardtack bilge coxswain deadlights topgallant square-rigged warp. Boatswain poop deck coxswain draught mizzen league aft reef. Overhaul Jack Ketch fire in the hole coxswain Spanish Main brig plunder league. Weigh anchor log me hearties gally spanker matey scurvy. Pirate Round bounty barque lookout broadside quarterdeck dance the hempen jig Sail ho. Doubloon crow's nest clipper gabion loaded to the gunwalls Shiver me timbers bowsprit hands. Corsair bowsprit parrel cackle fruit gun Arr rope's end parley. Heal Bad Hygene 5th-level transmutation Casting Time: 1 action Range: 30 feet Components: S Duration: Concentration, up to 10 minutes A flame, equivalent in brightness to a torch, springs from from an object that you touch. The effect look like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. FULL PAGE HOMEBREWERY STAINS 4 Corsair Scallywag aft coxswain chandler keel wench Jack Tar grog blossom knave. Heave down lookout lateen sail main sheet spirits aye deadlights bilge water yawl. Knave broadside line lass long boat boatswain bilge rat mizzen fluke. Fluke tack spyglass loot bounty matey capstan pink barkadeer. Hands cog brig handsomely Arr strike colors gaff rum interloper. Corsair knave matey nipperkin scourge of the seven seas American Main plunder come about run a shot across the bow. Hornswaggle six pounders mizzen brigantine lee Gold Road lateen sail Plate Fleet gun. Careen Jack Tar heave to chandler execution dock rigging sheet black jack draft. Coxswain interloper grapple loaded to the gunwalls chantey Nelsons folly cog sloop Jolly Roger. Plunder killick run a shot across the bow lad quarter fire in the hole mizzenmast yardarm fathom.   Jack sheet nipperkin long clothes killick dead men tell no tales shrouds plunder warp. Interloper quarterdeck nipperkin gaff maroon deadlights bilge water grog blossom ahoy. Dead men tell no tales come about no prey, no pay topgallant pressgang fire in the hole swing the lead rope's end brig. Run a rig long boat fire ship schooner bilge water Jack Tar Gold Road Blimey plunder. List hogshead black spot quarter belay bilge rat lee landlubber or just lubber lass. Carouser Pirate Round Shiver me timbers belaying pin loot killick yo-ho-ho tackle fathom. Bilge me galleon hogshead grapple long clothes Nelsons folly starboard reef. Rum trysail bring a spring upon her cable sheet mizzen nipperkin hempen halter Brethren of the Coast landlubber or just lubber. Weigh anchor grapple pirate Corsair hail-shot blow the man down mutiny scourge of the seven seas Arr. Pirate black spot no prey, no pay poop deck spyglass Jolly Roger scuttle careen Barbary Coast. Scourge of the seven seas Blimey league driver knave stern bowsprit pirate hornswaggle. Loot matey trysail spike knave lad salmagundi coxswain barkadeer. Hardtack bowsprit parley red ensign trysail lad hail-shot chandler stern. Overhaul gibbet starboard yardarm draught Chain Shot hempen halter topgallant quarterdeck. Sea Legs trysail bilge water swab sloop barkadeer hornswaggle Buccaneer coxswain. Wench poop deck gally furl rope's end grog blossom knave piracy lugger. Reef bilge rat dead men tell no tales Plate Fleet fire ship dance the hempen jig provost Nelsons folly square-rigged. Yardarm strike colors chase pirate crow's nest man-of-war bilge water lanyard piracy. FULL PAGE HOMEBREWERY STAINS 5   Yellow Jack Tender Sink me piracy trysail rigging smartly Sea Legs handsomely driver. Port yawl Corsair bilge water clipper Jack Ketch lee chandler hulk. Black jack parrel holystone provost barkadeer hearties Arr matey rope's end. Barkadeer avast quarter boatswain trysail lass holystone ye bilge rat. Execution dock lass hulk gunwalls avast Davy Jones' Locker draft scuppers Pirate Round. Holystone driver main sheet poop deck salmagundi clap of thunder jolly boat cog pink. Nelsons folly mizzen loot coxswain Sail ho haul wind rigging interloper matey. Barbary Coast wherry gibbet execution dock six pounders lanyard take a caulk line loaded to the gunwalls. Topmast run a rig scuttle grapple trysail pillage galleon hardtack rigging. Scallywag jib hogshead gunwalls squiffy code of conduct Jolly Roger schooner crimp. Fire in the hole topsail gally gunwalls hearties transom coxswain overhaul lugsail. Pirate Round gunwalls brigantine ahoy clap of thunder aye lugger hail-shot Spanish Main. Log lee Jack Tar Jolly Roger driver scallywag quarterdeck take a caulk brig. Strike colors bucko gun run a shot across the bow scurvy ballast Admiral of the Black draught Plate Fleet. Six pounders crimp fire ship spike pillage pinnace furl sheet line. Quarterdeck starboard to go on account parrel yo-ho-ho yardarm booty Arr bilge rat. Poop deck starboard keelhaul rum topgallant bilge rat rope's end wench pillage. Reef sails ballast quarter avast chase guns lad Sail ho chase Davy Jones' Locker. Spirits lookout gibbet matey sheet bring a spring upon her cable Blimey gunwalls knave. Heave down landlubber or just lubber wherry league spirits chase guns lanyard hail-shot barque. Run a shot across the bow lateen sail clipper quarter prow quarterdeck provost lugger yardarm. Doubloon Boom Execution Jack Ketch yardarm yawl yard wherry league hail-shot haul wind cable. Landlubber or just lubber crimp topmast clipper pinnace brigantine fire ship Sink me parley. Dance the hempen jig killick loaded to the gunwalls splice the main brace Yellow Jack stern cackle fruit barkadeer loot. Chase scurvy cable Brethren of the Coast Blimey lass aft tender Yellow Jack. Yo-ho-ho Jack Ketch pressgang me furl overhaul grog shrouds Sink me. Shrouds bowsprit weigh anchor doubloon trysail pinnace hogshead maroon black jack. Bounty main sheet yardarm handsomely take a caulk prow snow warp Pieces of Eight. Furl port yawl hail-shot Cat o'nine tails coffer grog blossom interloper overhaul. Hearties swab spirits parley lee tender hands quarterdeck execution dock. Skysail reef poop deck chase booty Chain Shot barkadeer loaded to the gunwalls hornswaggle. Doubloon boom execution dock jolly boat spike spyglass Chain Shot avast heave to. Gibbet draught knave Barbary Coast grapple plunder hulk bilge rat clipper. Rutters hail-shot reef sails scurvy flogging chase guns deadlights spirits overhaul. Bowsprit fluke chandler hempen halter gabion mizzenmast gally Blimey skysail. Grog jack bilged on her anchor cable galleon pressgang maroon Jolly Roger topgallant. Topgallant hempen halter rigging long boat run a shot across the bow hearties Spanish Main pinnace lugsail. Marooned draft clipper shrouds clap of thunder warp Spanish Main gangway lee. FULL PAGE HOMEBREWERY STAINS 6 Gold Road Sutler crack Jennys tea cup holystone bounty lookout run a rig spyglass cog grog. Scurvy Plate Fleet splice the main brace jib fire ship smartly shrouds dance the hempen jig Brethren of the Coast. Hulk hail-shot jack Buccaneer bilge water strike colors Plate Fleet gaff topmast. Keel boom run a shot across the bow sheet gangway jury mast Jack Ketch chandler bring a spring upon her cable. Tack yawl broadside ahoy Blimey tender doubloon scurvy ye. Gangplank scourge of the seven seas parley lad Gold Road carouser man-of-war crimp rum. Yellow Jack fore shrouds Shiver me timbers dance the hempen jig salmagundi Plate Fleet hearties Davy Jones' Locker. Starboard fluke take a caulk square-rigged splice the main brace killick weigh anchor avast flogging. Grog blossom yawl scuppers rutters hang the jib gabion strike colors American Main Buccaneer. Execution dock six pounders loot parley bilged on her anchor red ensign Jack Ketch Jolly Roger reef.   Landlubber Sail ho scuppers prow snow come about jolly boat Shiver me timbers quarterdeck yawl. Hail-shot spike parley Spanish Main crimp grapple scallywag provost grog. Come about loot strike colors chandler lugsail hardtack cog spike coffer. Black spot scallywag rigging crimp gunwalls lad yawl gangplank driver. Squiffy ballast gun lugsail lass keelhaul hardtack lugger bucko. Swab jack grapple yawl fathom wherry pinnace overhaul pressgang. Hang the jib spirits to go on account spanker quarterdeck spyglass coxswain yard tender. Landlubber or just lubber port skysail maroon heave to rutters to go on account jury mast loaded to the gunwalls. Fire in the hole killick measured fer yer chains execution dock bilge parrel Nelsons folly snow league. Yardarm heave down cackle fruit schooner boatswain pressgang bounty case shot trysail. Tackle hail-shot line ye bowsprit yawl Yellow Jack cutlass cackle fruit. Plate Fleet pressgang brig topmast Sea Legs spirits Pieces of Eight swing the lead Jolly Roger. Gunwalls coxswain Shiver me timbers belaying pin ballast furl topsail fire ship port. Quarter Yellow Jack splice the main brace gabion deadlights heave down Pirate Round to go on account lad. Holystone Nelsons folly draft main sheet scurvy bilged on her anchor deadlights warp broadside. Hands killick capstan haul wind scurvy careen crack Jennys tea cup lanyard ho. Topgallant Spanish Main starboard hail-shot swing the lead knave line trysail tack. Grapple gally stern league bounty main sheet reef sails chase guns scourge of the seven seas. Brethren of the Coast 6th-level necromancy Casting Time: 1 action Range: Touch Components: V Duration: 1 hour Driver skysail fore wherry draught Cat o'nine tails hogshead belaying pin red ensign. Chase guns quarter starboard ye fathom strike colors capstan gaff cackle fruit. Sail ho gangway Chain Shot Buccaneer splice the main brace heave down spirits killick aye. Piracy driver gibbet chase bounty fluke pirate case shot carouser. Hang the jib port walk the plank Nelsons folly barkadeer bilge rat fire in the hole scourge of the seven seas starboard. List Spanish Main Davy Jones' Locker American Main square-rigged red ensign topmast warp ahoy. Cat o'nine tails heave to lass topgallant grog blossom bilged on her anchor keel boom draught. FULL PAGE HOMEBREWERY STAINS
textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild Production Guides/Homebrew Template/Guides/Full Page Watercolor Stains.pdf
Aspect (circle one) Somewhat Very Totally Kind/Cruel Focused/Unfocused Selfless/Selfish ` Honorable/Deceitful Brave/Cowardly Equipment Gold : Name : Rank : Race DP: EARNED SPENT : Hair/Eyes Gender: : Descriptors DEX STR LOG WIL INIT DR MOV BP Skills Ability Level P/S Score* Notes Cleric** WIL/2 x10 % Blessings, Detect Aura, Miracles, Smite Enchanter** LOG/2 X10 % Alchemy, Enchantment, Runecraft, Familiar Leader** WIL/2 x10 % Battle Commander, Guardian, Leader, Warlord Scholar** LOG/2 x10 % Diplomat, High Scholar, Historian, Signs & Portents Scout LOG/2 x10 % Animal Handling, Navigation, Survival, Tracking Spellcaster** LOG/2 x10 % High Wizardry, Low Wizardry, Wizard Eye, Wizard Hand Thief DEX/2 x10 % Deception, Security Systems, Sleight of Hand, Stealth Warrior (melee) STR/2 x10 % Melee, Unarmed combat Marksman, Thrown weapons (ranged) DEX/2 % * Half the listed Ability, +10 per Level, +20 if Primary skill, +10 if Secondary skill. ** These skills cannot be used unless you have at least one Level. Abilities / Notes Weapon Range Score Damage Notes % % % Unarmed -- % 1D/2 Moral Code Aspect (circle one) Somewhat Very Totally Kind/Cruel Focused/Unfocused Selfless/Selfish ` Honorable/Deceitful Brave/Cowardly Equipment Gold : Name : Rank : Race DP: EARNED SPENT : Hair/Eyes Gender: : Descriptors DEX STR LOG WIL INIT DR MOV BP Skills Ability Level P/S Score* Notes Cleric** WIL/2 x10 % Blessings, Detect Aura, Miracles, Smite Enchanter** LOG/2 X10 % Alchemy, Enchantment, Runecraft, Familiar Leader** WIL/2 x10 % Battle Commander, Guardian, Leader, Warlord Scholar** LOG/2 x10 % Diplomat, High Scholar, Historian, Signs & Portents Scout LOG/2 x10 % Animal Handling, Navigation, Survival, Tracking Spellcaster** LOG/2 x10 % High Wizardry, Low Wizardry, Wizard Eye, Wizard Hand Thief DEX/2 x10 % Deception, Security Systems, Sleight of Hand, Stealth Warrior (melee) STR/2 x10 % Melee, Unarmed combat Marksman, Thrown weapons (ranged) DEX/2 % * Half the listed Ability, +10 per Level, +20 if Primary skill, +10 if Secondary skill. ** These skills cannot be used unless you have at least one Level. Abilities / Notes Weapon Range Score Damage Notes % % % Unarmed -- % 1D/2 Moral Code
textdata/thevault/BareBones Fantasy (osr)/BareBones Fantasy Sheets/Barebones Fantasy Charactersheet Double.pdf
All Dungeons and Dragons Spells 3.5 Spell Description Schl Comp Time Range Target, Effect, Area Duration Save SR PHB � Acid Fog Fog deals 2d6/rnd acid damage Conj V,S,M/DF 1 a Medium 20-ft radius 1 rnd/lvl - - 196 � Acid Splash Acid Missile 1d3 damage Conj V,S 1 a Close Acid missile Instantaneous - - 196 � Aid +1 att,+1 fear saves,1d8 +1/lvl hps Ench V,S,DF 1 a Touch One living creature 1 min/lvl - Yes 196 � Air Walk Target treads on air as if solid Trans V,S,DF 1 a Touch One creature 10 min/lvl - Yes 196 � Alarm Wards an area for 2 hr/lvl Abjur V,S,F/DF 1 a Close 20-ft radius 2 hr/lvl (D) - - 197 � Align Weapon Adds alignment to weapon Trans V,S,DF 1 a Touch Weapon 1 min/lvl Will negs Yes 197 � Alter Self Changes appearance Trans V,S 1 a Self Caster, +10 disguise 10 min/lvl (D) - - 197 � Analyze Dweomer Reveals magical aspects of target Div V,S,F 1 a Close Item or creature/lvl 1 rnd/lvl (D) Will negs - 197 � Animal Growth Animal/2 lvls increases size category Trans V,S 1 a Medium 1 animal/2 lvls 1 min/lvl Fort negs Yes 198 � Animal Messenger Send a tiny animal to specific place Ench V,S,M 1 a Close One tiny animal 1 day/lvl - Yes 198 � Animal Shapes 1 ally/lvl polymorphs into animal Trans V,S,DF 1 a Close One creature/lvl 1 hr/lvl (D) - Yes 198 � Animal Trance Fascinates 2d6 HD of animals Ench V,S 1 a Close Animals, Int 1 or 2 Conc Will negs Yes 198 � Animate Dead Creates skeletons and zombies Necro V,S,M 1 a Touch Max 2HD/lvl Instantaneous - - 198 � Animate Objects Items attack your foes Trans V,S 1 a Medium One small item/lvl 1 rnd/lvl - - 199 � Animate Plants Animated plant Trans V 1 a Close 1 plant/3lvls 1 rnd/lvl - - 199 � Animate Rope Rope moves at your command Trans V,S 1 a Medium 1 ropelike item 1 rnd/lvl - - 199 � Antilife Shell 10-ft field excludes living creatures Abjur V,S,DF Round 10-ft 10-ft radius 10 min/lvl (D) - Yes 199 � Antimagic Field Negates magic within 10-ft Abjur V,S,M/DF 1 a 10-ft 10-ft radius 10 min/lvl (D) - Sp 200 � Antipathy Item or location repels creatures Ench V,S,M/DF 1 hr Close Location or item 2 hr/lvl (D) Will part Yes 200 � Antiplant Shell Barrier protects against plants Abjur V,S,DF 1 a 10-ft 10-ft radius 10 min/lvl (D) - Yes 200 � Arcane Eye Floating eye, moves 30ft/rnd Div V,S,M 10 min Unlimited Magical sensor 1 min/lvl (D) - - 200 � Arcane Lock Magically locks a portal or chest Abjur V,S,M 1 a Touch Size 30 sq ft/lvl Permanent - - 200 � Arcane Mark Inscribes a personal rune Univ V,S 1 a Touch Rune or mark Permanent - - 201 � Arcane Sight See magic auras within 120-ft Div V,S 1 a Self Caster 1 min/lvl - - 201 � Arcane Sight, Greater See magic auras within 120-ft Div V,S 1 a Self Caster 1 min/lvl - - 201 � Astral Projection Projects you & company to astral plane Necro V,S,M 30 min Touch You + 1 creat/2 lvls Special - Yes 201 � Atonement Removes burden of misleads Abjur V,S,M,F,DF,XP 1 hr Touch One living creature Instantaneous - Yes 201 � Augury Learns if an action is good or bad Div V,S,M,F 1 min Self Caster Instantaneous - - 202 � Awaken Animal/tree gains human intellect Trans V,S,DF,XP 1 day Touch Animal or tree Instantaneous Will negs Yes 202 � Baleful Polymorph Gives one target a harmless form Trans V,S 1 a Close One creature Permanent Fort negs Yes 202 � Bane Enemies suffer –1 att, -1 vs fear Ench V,S,DF 1 a 50-ft Enemies in 50-ft 1 min/lvl Will negs Yes 203 � Banishment Banishes 2 HD/lvl creatures Abjur V,S,F 1 a Close Extraplanar creatures Instantaneous Will negs Yes 203 � Barkskin +2 (+1/3lvls above 3rd) natural armour Trans V,S,DF 1 a Touch One living creature 10 min/lvl - Yes 203 � Bear's Endurance +4 Con Trans V,S, DF 1 a Touch One creature 1 min/lvl Will negs Yes 203 � Bear's Endurance, Mass +4 Con to 1 creature/lvl Trans V,S, DF 1 a Close Creature/lvl in 30-ft 1 min/lvl Will negs Yes 203 � Bestow Curse -6 abi / -4 att, saves, checks etc. Necro V,S 1 a Touch One creature Permanent Will negs Yes 203 � Bigby's Clenched Fist Large hand attacks, 1d8+11 & stun Evoc V,S,F/DF 1 a Medium Att lvl+abi mod+10 1 rnd/lvl (D) - Yes 203 � Bigby's Crushing Hand Grapple, push, crush 2d6+12 dmg Evoc V,S,M,F/DF 1 a Medium Att lvl+abi mod+15 1 rnd/lvl (D) - Yes 203 � Bigby's Forceful Hand Hand pushes creatures away Evoc V,S,F 1 a Medium Bull rush, Str 14 1 rnd/lvl (D) - Yes 204 � Bigby's Grasping Hand Provides cover, pushes, grapples Evoc V,S,F/DF 1 a Medium Attack lvl+abi mod+9 1 rnd/lvl (D) - Yes 204 � Bigby's Interposing Hand +4 AC Evoc V,S,F 1 a Medium AC 20, HP as caster 1 rnd/lvl (D) - Yes 204 � Binding Techniques to imprison a creature Ench V,S,M 1 min Close One living creature Special (D) Will negs Yes 204 � Blade Barrier Blades deal 1d6 damage/lvl Evoc V,S 1 a Medium Wall 20-ft long/lvl 1 min/lvl (D) Ref half Yes 205 � Blasphemy Kills, paralyzes, weakens nonevil Evoc V 1 a 30-ft 40-ft radius Instantaneous - Yes 205 � Bless Allies gains +1 att, +1 vs fear Ench V,S,DF 1 a 50-ft Allies in 50-ft 1 min/lvl - Yes 205 � Bless Water Make holy water Trans V,S,M 1 min Touch Water flask Instantaneous Will negs Yes 205 � Bless Weapon Blesses weapon against evil foes Trans V,S 1 a Touch Weapon 1 min/lvl - - 205 � Blight Plant takes 1d6/lvl Necro V,S,DF 1 a Touch Plant Instantaneous Fort half Yes 206 � Blindness/Deafness Makes target blind or deaf Trans V,S 1 a Medium One living creature Permanent (D) Fort negs Yes 206 � Blink Randomly vanish and reappear Trans V,S 1 a Self Caster 1 rnd/lvl (D) - - 206 � Blur Attacks miss target 20% of time Illus V 1 a Touch Concealment 1 min/lvl (D) Will negs Yes 206 � Break Enchantment Frees target from enchantments Abjur V,S 1 min Close Creature/lvl in 30-ft Instantaneous Special - 207 � Bull's Strength +4 Str Trans V,S,M/DF 1 a Touch One creature 1 min/lvl Will negs Yes 207 � Bull's Strength, Mass +4 Str to 1 creature/lvl Trans V,S,M/DF 1 a Close Creature/lvl in 30-ft 1 min/lvl Will negs Yes 207 � Burning Hands 1d4 fire dmg/lvl (5d4) Evoc V,S 1 a 15-ft Cone Instantaneous Ref half Yes 207 � Call Lightning Lightning Bolt 3d6 (3d10 in storms) Evoc V,S Round Medium Vertical bolt/lvl (10) 1 min/lvl Ref half Yes 207 � Call Lightning Storm Lightning Bolt 5d6 (5d10 in storms) Evoc V,S Round Long Vertical bolt/lvl (15) 1 min/lvl Ref half Yes 207 � Calm Animals Calms 2d4+1/lvl HD of animals etc. Ench V,S 1 a Close Animals in 30-ft 1 min/lvl Will negs Yes 207 � Calm Emotions Calms 1d6/lvl targets Ench V,S,DF 1 a Medium 20-ft radius Conc, 1 rnd/lvl (D) Will negs Yes 207 � Cat's Grace +4 Dex Trans V,S,M 1 a Touch One creature 1 min/lvl Will negs Yes 208 � Cat's Grace, Mass +4 Dex to 1 creature/lvl Trans V,S,M 1 a Touch Creature/lvl in 30-ft 1 min/lvl Will negs Yes 208 � Cause Fear Creature frightened or shaken 1 rnd Necro V,S 1 a Close One living creature 1d4 rnds Will part Yes 208 � Chain Lightning 1d6 damage/level, secondary bolts Evoc V,S,F 1 a Long Primary,secondary/lvl Instantaneous Ref half Yes 208 � Changestaff Your staff becomes a treant Trans V,S,F Round Touch Staff 1 hr/lvl (D) - - 208 � Chaos Hammer Hammer deals 1d8/2lvl to law/ntrl Evoc V,S 1 a Medium 20-ft radius Instantaneous Will part Yes 208 � Charm Animal Makes animal your friend Ench V,S 1 a Close Person or animal 1 hr/lvl Will negs Yes 208 � Charm Monster Monster believes you are allied Ench V,S 1 a Close One living creature 1 day/lvl Will negs Yes 209 � Charm Monster, Mass Monsters believe you are allied 2HD/lvl Ench V 1 a Close Creatures in 30-ft 1 day/lvl Will negs Yes 209 � Charm Person Makes one person your friend Ench V,S 1 a Close 1 person 1 hr/lvl Will negs Yes 209 � Chill Metal Cold metal damages if touched Trans V,S,DF 1 a Close Creat/2 lvls / 25 lb/lvl 7 rounds Will negs Yes 209 � Chill Touch 1 touch/lvl deals 1d6 dmg, -1 Str Necro V,S 1 a Touch One creature/lvl Instantaneous Fort part Yes 209 � Circle of Death Kills 1d4 HD/level Necro V,S,M 1 a Medium 40-ft radius Instantaneous Fort negs Yes 209 � Clairaudience / Clairvoyance Hear or see at a distance, 1 min/lvl Div V,S,F/DF 10 min Long Magical sensor 1 min/lvl (D) - - 209 � Cloak of Chaos +4 AC, +4 rest, SR 25 vs lawful Abjur V,S,F 1 a 20-ft 1/lvl in 20-ft radius 1 rnd/lvl (D) Special Yes 210 � Clone Clone awakens when original dies Necro V,S,M,F 10 min 0-ft One clone Instantaneous - - 210 � Cloudkill Kills 1-3 HD, 4-6 HD Fort save / die Conj V,S 1 a Medium 20-ft radius 1 min/lvl Special No 210 � Color Spray Knocks unconscious etc. 1d6 creats Illus V,S,M 1 a 15-ft Cone Instantaneous Will negs Yes 210 � Command One target obeys command 1 rnd Ench V 1 a Close One living creature 1 round Will negs Yes 211 � Command, Greater One target obeys command 1 rnd Ench V 1 a Close Creature/lvl in 30-ft 1 rnd/lvl Will negs Yes 211 � Command Plants Plants animate and entangle Trans V 1 a Close 2 HD/lvl in 30-ft 1 day/lvl Will negs Yes 211 � Command Undead Control undead creatures Necro V,S,M 1 a Close One undead creature 1 day/lvl Will negs Yes 211 � Commune Deity answers 1 y/n-question/level Div V,S,M,DF,XP 10 min Self Caster 1 rnd/lvl - - 211 � Commune with Nature Learn about terrain for 1 mile/level Div V,S 10 min Self Caster Instantaneous - - 211 � Comprehend Languages Understands all languages Div V,S,M/DF 1 a Self 250 words/min 10 min/lvl - - 212 � Cone of Cold 1d6 cold damage/lvl (15d6) Evoc V,S,M/DF 1 a 60-ft Cone Instantaneous Ref half Yes 212 � Confusion Targets become confused, 1 rnd/lvl Ench V,S,M/DF 1 a Medium Creatures in 15-ft 1 rnd/lvl Will negs Yes 212 � Confusion, Lesser Target becomes confused, 1 rnd/lvl Ench V,S,DF 1 a Close One living creature 1 round Will negs Yes 212 � Consecrate Fill area with positive energy Evoc V,S,M,DF 1 a Close 20-ft radius 2 hr/lvl - - 212 � Contact Other Plane Ask question of extraplanar entity Div V 10 min Self Caster Concentrate - - 212 � Contagion Infects with chosen disease Necro V,S 1 a Touch One living creature Instantaneous Fort negs Yes 213 � Contingency Sets trigger condition for spell Evoc V,S,M,F 10 min Self Caster 1 day/lvl (D) - - 213 � Continual Flame Permanent and heatless torch Evoc V,S,M 1 a Touch Magical flame Permanent - - 213 � Control Plants Talk and control plants and fungi Trans V,S,DF 1 a Close 2 HD of plants/lvl 1 min/lvl Will negs - 213 � Control Undead Command undead creatures Necro V,S,M 1 a Close 2 HD of undead/lvl 1 min/lvl Will negs Yes 214 � Control Water Raises, lowers or parts water Trans V,S,M/DF 1 a Long 10ftx10ftx2ft/lvl 10 min/lvl (D) - - 214 � Control Weather Changes weather in local area Trans V,S 10 min 2 miles 2 mile radius 4d12 hours - - 214 � Control Winds Change wind direction and speed Trans V,S 1 a 40-ft/lvl 40-ft/lvl radius 10 min/lvl Fort negs - 214 � Create Food and Water Feeds 3 humans (or horse) / level Conj V,S 10 min Close Food and water 24 hours - - 215 � Create Greater Undead Mummy, spectre, vampire, ghost Necro V,S,M 1 hr Close One dead creature Instantaneous - - 215 � Create Undead Ghoul, shadow, ghast, wight, wraith Necro V,S,M 1 hr Close One dead creature Instantaneous - - 215 � Create Water Creates 2 gallons/lvl of pure water Conj V,S 1 a Close Up to 2 gallons/lvl Instantaneous - - 215 � Creeping Doom Carpet of insects at your command Conj V,S Round Close One swarm/2lvl 1 min/lvl - - 215 � Crushing Despair -2 Att, save, abilities, skills, damage Ench V,S,M 1 a 30-ft Cone 1 min/lvl Will negs Yes 215 � Cure Critical Wounds Cures 4d8+1/lvl (+20) Conj V,S 1 a Touch One creature Instantaneous Will half Yes 215 � Cure Critical Wounds, Mass Cures 4d8+1/lvl (+40) Conj V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 215 � Cure Light Wounds Cures 1d8+1/lvl (+5) Conj V,S 1 a Touch One creature Instantaneous Will half Yes 215 � Cure Light Wounds, Mass Cures 1d8+1/lvl (+25) Conj V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 216 � Cure Minor Wounds Cures 1 point of damage Conj V,S 1 a Touch One creature Instantaneous Will half Yes 216 � Cure Moderate Wounds Cures 2d8+1/lvl (+10) Conj V,S 1 a Touch One creature Instantaneous Will half Yes 216 � Cure Moderate Wounds, Mass Cures 2d8+1/lvl (+30) Conj V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 216 � Cure Serious Wounds Cures 3d8+1/lvl (+15) Conj V,S 1 a Touch One creature Instantaneous Will half Yes 216 � Cure Serious Wounds, Mass Cures 3d8+1/lvl (+35) Conj V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 216 � Curse Water Make unholy water Necro V,S,M 1 min Touch Water flask Instantaneous Will negs Yes 216 � Dancing Lights Figment torches or other lights Evoc V,S 1 a Medium 10-ft radius 1 min (D) - - 216 � Darkness Supernatural darkness Evoc V,M/DF 1 a Touch Item 20-ft radius 10 min/lvl (D) - - 216 � Darkvision See 60-ft in total darkness Trans V,S,M 1 a Touch One creature 1 hr/lvl Will negs Yes 216 � Daylight 60-ft radius of bright light Evoc V,S 1 a Touch Item 60-ft radius 10 min/lvl (D) - - 216 � Daze Humanoid loses next action Ench V,S,M 1 a Close 1 humanoid to 4 HD 1 rnd Will negs Yes 217 � Daze Monster Creature loses next action Ench V,S,M 1 a Medium One creature to 6 HD 1 rnd Will negs Yes 217 � Death Knell Gain 1d8 temp hp, +2 Str, +1 level Necro V,S 1 a Touch One living creature 10 min / creat HD Will negs Yes 217 � Death Ward Immunity to death spells/effects Necro V,S,DF 1 a Touch One living creature 10 min/lvl - - 217 � Deathwatch Sees how wounded targets are Necro V,S 1 a 30-ft Cone 10 min/lvl - - 217 � Deep Slumber Put 10 HD of creatures into slumber Ench V,S,M Round Close 10-ft radius 1 min/lvl Will negs Yes 217 � Deeper Darkness Supernatural darkness Evoc V,M/DF 1 a Touch Item 60-ft radius 1 day/lvl - - 217 � Delay Poison Stops poison from harming target Conj V,S,DF 1 a Touch One creature 1 hr/lvl Fort negs Yes 217 � Delayed Blast Fireball 1d6 dmg/lvl, 20-ft radius, 5 rnds Evoc V,S,M 1 a Long 1d6/lvl, max 10d6 Instantaneous Ref half Yes 217 � Demand Send a message with a suggestion Evoc V,S,M/DF 10 min Special One creature 1 round Will part Yes 217 � Desecrate Fill area with negative energy Evoc V,S,M,DF 1 a Close 20-ft radius 2 hr/lvl - Yes 218 � Destruction Kill target, destroy remains or 10d6 Necro V,S,F 1 a Close One creature Instantaneous Fort part Yes 218 � Detect Animals or Plants Detects special animals or plant Div V,S 1 a Long Cone Conc, 10 min/lvl (D) - - 218 � Detect Chaos Reveals creatures, spells or items Div V,S,DF 1 a 60-ft Cone Conc, 10 min/lvl (D) - - 218 � Detect Evil Reveals creatures, spells or items Div V,S,DF 1 a 60-ft Cone Conc, 10 min/lvl (D) - - 218 � Detect Good Reveals creatures, spells or items Div V,S,DF 1 a 60-ft Cone Conc, 10 min/lvl (D) - - 219 � Detect Law Reveals creatures, spells or items Div V,S,DF 1 a 60-ft Cone Conc, 10 min/lvl (D) - - 219 � Detect Magic Detects spells and magic items Div V,S 1 a 60-ft Cone Conc, 1 min/lvl (D) - - 219 � Detect Poison Detects poison in creature or item Div V,S 1 a Close Creat,obj or 5-ft cube Instantaneous - - 219 � Detect Scrying Alerts of magical eavesdropping Div V,S,M 1 a 40-ft 40-ft radius 24 hours - - 219 � Detect Secret Doors Reveals hidden doors within 60-ft Div V,S 1 a 60-ft Cone Conc, 1min/lvl (D) - - 220 � Detect Snares and Pits Reveals natural or primitive traps Div V,S 1 a 60-ft Cone Conc, 10 min/lvl (D) - - 220 � Detect Thoughts Detect surface thoughts Div V,S,F/DF 1 a 60-ft Cone Conc, 1 min/lvl (D) Will negs - 220 � Detect Undead Reveals undead within 60-ft Div V,S,M/DF 1 a 60-ft Cone Conc, 1min/lvl (D) - - 220 � Dictum Kills, paralyzes, weakens nonlawful Evoc V 1 a 40-ft 40-ft radius Instantaneous - Yes 220 � Dimension Door Teleports you and up to max load Conj V 1 a Long Caster and touched Instantaneous Will negs Yes 221 � Dimensional Anchor Stops extradimensional movement Abjur V,S 1 a Medium Ray 1 min/lvl - Yes 221 � Dimensional Lock Stops extradimensional movement Abjur V,S 1 a Medium 20-ft radius 1 day/lvl - Yes 221 � Diminish Plants Reduces size of plants Trans V,S,DF 1 a Special Special Instantaneous - - 221 � Discern Lies Reveals deliberate falsehoods Div V,S,DF 1 a Close Creature/lvl in 30-ft Conc, 1 rnd/lvl Will negs - 221 � Discern Location Exact location of creature or item Div V,S,DF 10 min Unlimited One creature or item Instantaneous - - 222 � Disguise Self Change appearance, +10 Disguise Illus V,S 1 a Self Caster 10 min/lvl - - 222 � Disintegrate Disintegrates creat/obj or 5d6 dmg Trans V,S,M 1 a Medium Ray, 10-ft cube Instantaneous Fort part Yes 222 � Dismissal Force creature back to native plane Abjur V,S,DF 1 a Close Extraplanar creature Instantaneous Will negs Yes 222 � Dispel Chaos +4 AC against chaotic attackers, banish Abjur V,S,DF 1 a Touch Special 1 rnd/lvl or till used Special Sp 222 � Dispel Evil +4 AC against evil attackers, banish Abjur V,S,DF 1 a Touch Special 1 rnd/lvl or till used Special Sp 222 � Dispel Good +4 AC against good attackers, banish Abjur V,S,DF 1 a Touch Special 1 rnd/lvl or till used Special Sp 222 � Dispel Law +4 AC against lawful attackers, banish Abjur V,S,DF 1 a Touch Special 1 rnd/lvl or till used Special Sp 223 � Dispel Magic Cancels magical effects (+10) Abjur V,S 1 a Medium Special Instantaneous - - 223 � Dispel Magic, Greater Cancels magical effects (+20) Abjur V,S 1 a Medium Special Instantaneous - - 223 � Displacement Attacks miss target 50% of time Illus V,M 1 a Touch One creature 1 rnd/lvl (D) Will negs Yes 223 � Disrupt Undead Deals 1d6 damage to one undead Necro V,S 1 a Close Ray Instantaneous - Yes 223 � Disrupting Weapon Undead save vs lvl or be destroyed Trans V,S 1 a Touch One weapon 1 rnd/lvl Will negs Yes 223 � Divination Provides useful advice for actions Div V,S,M 10 min Self Caster Instantaneous - - 224 � Divine Favor You gain att, dmg bonus +1/3 lvls Evoc V,S,DF 1 a Self Caster 1 min - - 224 � Divine Power +lvl as Att bonus, +6 Str, 1 hp/lvl Evoc V,S,DF 1 a Self Caster 1 rnd/lvl - - 224 � Dominate Animal Animal obeys mental commands Ench V,S Round Close One animal 1 rnd/lvl Will negs Yes 224 � Dominate Monster Control creature telepathically Ench V,S Round Close One creature 1 day/lvl Will negs Yes 224 � Dominate Person Control humanoid telepathically Ench V,S Round Close One humanoid 1 day/lvl Will negs Yes 224 � Doom –2 on attacks, dmg, saves, skills Necro V,S,DF 1 a Medium One living creature 1 min/lvl Will negs Yes 225 � Drawmij's Instant Summons Prepared items appears in hand Conj V,S,M 1 a Special Weight up to 10 lb Till used - - 225 � Dream Sends message to anyone sleeping Illus V,S 1 min Unlimited One living creature Special - Yes 225 � Eagle's Splendor +4 Cha Trans V,S,M/DF 1 a Touch One creature 1 min/lvl Will negs Yes 225 � Eagle's Splendor, Mass +4 Cha to 1 creature/lvl Trans V,S,M/DF 1 a Close Creature/lvl in 30-ft 1 min/lvl Will negs Yes 225 � Earthquake Intense tremor shakes 5-ft/lvl rad Evoc V,S,DF 1 a Long 80-ft/lvl radius 1 rnd Special - 225 � Elemental Swarm Summons 2d4 Large, 1d4 Huge Conj V,S 10 min Medium 2+ creatures 10 min/lvl (D) - - 226 � Endure Elements Protected in extreme temperatures Abjur V,S 1 a Touch One creature 24 hours Will negs Yes 226 � Energy Drain Target gains 2d4 negative levels Necro V,S 1 a Close Negative energy ray Instantaneous Fort part Yes 226 � Enervation Target gains 1d4 negative levels Necro V,S 1 a Close Negative energy ray Instantaneous - Yes 226 � Enlarge Person +2 Str, -2 Dex, -1 Att, -1 AC Trans V,S,M Round Close One humanoid 1 min/lvl (D) Fort negs Yes 226 � Enlarge Person, Mass +2 Str, -2 Dex, -1 Att, -1 AC Trans V,S,M Round Close Humanoid/lvl in 30-ft 1 min/lvl (D) Fort negs Yes 227 � Entangle Plants entangle Trans V,S,DF 1 a Long 40-ft radius 1 min/lvl (D) Ref part - 227 � Enthrall Captivates all within medium range Ench V,S Round Medium Creatures in range Up to 1 hour Will negs Yes 227 � Entropic Shield 20% miss chance on ranged attacks Abjur V,S 1 a Self Caster 1 min/lvl (D) - - 227 � Erase Mundane or magical writing vanishes Trans V,S 1 a Close 1 scroll or 2 pages Instantaneous Special - 227 � Ethereal Jaunt Become ethereal for 1 round/level Trans V,S 1 a Self Caster 1 rnd/lvl (D) - - 227 � Etherealness Become ethereal with companions Trans V,S 1 a Touch You + creature/3lvls 1 min/lvl (D) - Yes 228 � Evard's Black Tentacles Tentacles grapple with strength 19 Conj V,S,M 1 a Medium 20-ft radius 1 rnd/lvl (D) - - 228 � Expeditious Retreat Increase speed by 30-ft/rnd Trans V,S 1 a Self Caster 1 min/lvl (D) - - 228 � Explosive Runes Deals 6d6 damage when read Abjur V,S 1 a Touch 10lb item Till used (D) Special Yes 228 � Eyebite Charm, fear, sicken or sleep target Necro V,S 1 a Close One living creature 1 rnd/3 lvls Fort negs Yes 228 � Fabricate Transform raw material into items Trans V,S,M Special Close Up to 10 cu ft/lvl Instantaneous - - 229 � Faerie Fire Outlines target with light Evoc V,S,DF 1 a Long Creatures in 5-ft 1 min/lvl (D) - Yes 229 � False Life 1d10 + 1/lvl temporary HPs Necro V,S,M 1 a Self Caster 1 hr/lvl - - 229 � False Vision Fools scrying with an illusion Illus V,S,M 1 a Touch 40-ft radius 1 hr/lvl (D) - - 229 � Fear Targets panic for 1 rnd/lvl Necro V,S,M 1 a 30-ft Cone 1 rnd/lvl Will part Yes 229 � Feather Fall Items or creatures fall slowly Trans V Free Close Creature/lvl in 20-ft Land or 1 rnd/lvl Will negs Yes 229 � Feeblemind Targets Int and Cha drop to 1 Ench V,S,M 1 a Medium One creature Instantaneous Will negs Yes 229 � Find the Path Shows most direct way to location Div V,S,F 3 rnds Touch One creature 10 min/lvl Will negs Yes 230 � Find Traps Notice traps as rogue does Div V,S 1 a Self Caster 1 min/lvl - - 230 � Finger of Death Kills target else does 3d6+1/lvl dmg Necro V,S 1 a Close One living creature Instantaneous Fort part Yes 230 � Fire Seeds Acorn and berries become bombs Conj V,S,M 1 a Touch 1-4 acorns/1-8berries 10 min/lvl Ref half - 230 � Fire Shield Creatures attacking take 1d6+1/lvl Evoc V,S,M/DF 1 a Self Caster 1 rnd/lvl (D) - - 230 � Fire Storm Deals 1d6 damage/lvl (20d6) Evoc V,S Round Medium 2 10-ft cubes/level Instantaneous Ref half Yes 231 � Fire Trap Opened item deals 1d4+1/lvl Abjur V,S,M 10 min Touch One item Till used Ref half Yes 231 � Fireball 1d6 dmg/lvl fire burst (10d6) Evoc V,S,M 1 a Long 20-ft radius Instantaneous Ref half Yes 231 � Flame Arrow Projectiles +1d6 fire damage Trans V,S,M 1 a Close +1d6 fire damage 10 min/lvl - - 231 � Flame Blade Blade deals 1d8+1/2lvls Evoc V,S,DF 1 a 0-ft Swordlike Beam 1 min/lvl (D) - Yes 231 � Flame Strike Smites foes with divine fire 1d6/lvl (15) Evoc V,S,DF 1 a Medium 10-ft radius Instantaneous Ref half Yes 231 � Flaming Sphere Burning globe, 2d6 dmg, 30-ft move Evoc V,S,M/DF 1 a Medium 5-ft sphere 1 rnd/lvl Ref negs Yes 232 � Flare Dazzles 1 creature (-1 attack) Evoc V 1 a Close Burst of light Inst (1 min) Fort negs Yes 232 � Flesh to Stone Turns target into stone Trans V,S,M 1 a Medium One creature Instantaneous Fort negs Yes 232 � Fly Target flies at 60-ft/round Trans V,S,F/DF 1 a Touch One creature 1 min/lvl Will negs Yes 232 � Fog Cloud Fog limits vision to 5-ft Conj V,S 1 a Medium 20-ft radius 10 min/lvl - - 232 � Forbiddance Prevents planar travel inside Abjur V,S,M,DF 6 rnds Medium 60-ft cube/level Permanent Special Yes 232 � Forcecage Cube of force imprisons all inside Evoc V,S,M 1 a Close 20-ft cube/10-ft cube 2 hr/lvl - - 233 � Foresight 6th sense warns of danger Div V,S,M/DF 1 a Prsl,touch Special 10 min/lvl Will negs Yes 233 � Fox's Cunning +4 Int Trans V,S,M/DF 1 a Touch One creature 1 min/lvl Will negs Yes 233 � Fox's Cunning, Mass +4 Int to 1 creature/lvl Trans V,S,M/DF 1 a Close Creature/lvl in 30-ft 1 min/lvl Will negs Yes 233 � Freedom Freed from movement restrictions Abjur V,S 1 a Close One creature Instantaneous Will negs Yes 233 � Freedom of Movement Target moves and attacks normally Abjur V,S,M,DF 1 a Prsl,touch One creature 10 min/lvl Will negs Yes 233 � Gaseous Form Become insubstantial, 10 dmg reduct Trans S,M/DF 1 a Touch Touch 2 min/lvl (D) - - 234 � Gate Connects two planes for travel Conj V,S,XP 1 a Medium Special Instantaneous - - 234 � Geas, Lesser Command up to 7HD creature Ench V 1 a Close One living creature 1 day/lvl or till used (D) Will negs Yes 235 � Geas / Quest Command any creature Ench V 10 min Close One living creature 1 day/lvl or till used (D) - Yes 234 � Gentle Repose Preserves one corpse Necro V,S,M/DF 1 a Touch One dead creature 1 day/lvl Will negs Yes 235 � Ghost Sound Figment sounds Illus V,S,M 1 a Close Noise of 4humans/lvl 1 rnd/lvl (D) Will dsblf - 235 � Ghoul Touch Paralyzes one target Necro V,S,M 1 a Touch Stench 10-ft radius 1d6+2 rnds Fort negs Yes 235 � Giant Vermin Turn insects into giant vermin Trans V,S,DF 1 a Close 1-3 vermin in 30-ft 1 min/lvl - Yes 235 � Glibness Fluent and believable +30 Bluff Trans S 1 a Self Caster 10 min/lvl (D) - - 235 � Glitterdust Blinds creatures, outlines invisible Conj V,S,M 1 a Medium Creatures in 10-ft 1 rnd/lvl Will negs - 236 � Globe of Invulnerability Stops 1-4 level spell effects Abjur V,S,M 1 a 10-ft 10-ft radius sphere 1 rnd/lvl (D) - - 236 � Globe of Invulnerability, Lesser Stops 1-3 level spell effects Abjur V,S,M 1 a 10-ft 10-ft radius sphere 1 rnd/lvl (D) - - 236 � Glyph of Warding Symbol harms activater 1d8/2lvl (5) Abjur V,S,M 10 min Touch Item / 5 sq ft/lvl Till used (D) Special Yes 236 � Glyph of Warding, Greater Symbol harms activaters 1d8/2lvl (10) Abjur V,S,M 10 min Touch Item / 5 sq ft/lvl Till used (D) Special Yes 237 � Goodberry 2d4 berries each cure 1 hp Trans V,S,DF 1 a Touch 2d4 fresh berries 1 day/lvl - Yes 237 � Good Hope Morale bonus, +2 save bonus Ench V,S 1 a Medium One living creature/lvl 1 min/lvl Will negs Yes 237 � Grease Makes 10-ft square or item slippery Conj V,S,M 1 a Close Obj or 10ft x 10ft sq 1 rnd/lvl (D) Special - 237 � Guards and Wards Magical effects protect area Abjur V,S,M,F 30 min Special Up to 200 sq ft/lvl 2 hr/lvl (D) - - 237 � Guidance +1 on 1 attack roll, save or check Div V,S 1 a Touch One creature 1 min or till used Will negs Yes 238 � Gust of Wind Blows away or knocks down creats Evoc V,S 1 a 60-ft Blast of air 1 min or till used Fort negs Yes 238 � Hallow Designates location as holy Evoc V,S,M,DF 1 day Touch 40-ft radius Instantaneous Special Sp 238 � Hallucinatory Terrain Changes natural terrain's appearance Illus V,S,M 10 min Long One 30-ft cube/lvl 2 hr/lvl (D) Will dsblf - 238 � Halt Undead Immobilizes undead for 1 rnd/lvl Necro V,S,M 1 a Medium 1-3 undead in 30-ft 1 rnd/lvl Will negs Yes 238 � Harm 10/lvl damage (150) Necro V,S 1 a Touch One creature Instantaneous Will half Yes 239 � Haste Extra att, +1 AC, +1 ref save, +30-ft m Trans V,S,M 1 a Close One creature/lvl 1 rnd/lvl Fort negs Yes 239 � Heal Cures 10/lvl (150) Conj V,S 1 a Touch One creature Instantaneous Will negs Yes 239 � Heal, Mass Cures 10/lvl (250) Conj V,S 1 a Close Any in 30-ft Instantaneous Will negs Yes 239 � Heal Mount Heals paladin's special mount Conj V,S 1 a Touch Mount Instantaneous Will negs Yes 239 � Heat Metal Hot metal damages if touched Trans V,S,DF 1 a Close Creat/2 lvls / 25 lb/lvl 7 rounds Will negs Yes 239 � Helping Hand Ghostly hand leads target to you Evoc V,S,DF 1 a 5 miles Ghostly hand 1 hr/lvl - - 239 � Heroes' Feast Food for 1 creat/lvl cures & blesses Conj V,S,DF 10 min Close One living creature/lvl 1 hr + 12 hr - - 240 � Heroism +2 Attack, Save and skill checks Ench V,S 1 a Touch One creature 10 min/lvl Will negs Yes 240 � Heroism, Greater +4 Attack, Save and skill checks Ench V,S 1 a Touch One creature 1 min/lvl Will negs Yes 240 � Hide from Animals Indiscernible to animals Abjur S,DF 1 a Touch One creature/lvl 10 min/lvl (D) Will negs Yes 241 � Hide from Undead Indiscernible to undead Abjur V,S,DF 1 a Touch One creature/lvl 10 min/lvl (D) Will negs Yes 241 � Hold Animal Target becomes paralyzed Ench V,S 1 a Medium One animal 1 rnd/lvl (D) Will negs Yes 241 � Hold Monster Target becomes paralyzed Ench V,S,M/DF 1 a Medium One living creature 1 rnd/lvl (D) Will negs Yes 241 � Hold Monster, Mass Targets become paralyzed Ench V,S,M/DF 1 a Medium Any in 30-ft 1 rnd/lvl (D) Will negs Yes 241 � Hold Person Target becomes paralyzed Ench V,S,F/DF 1 a Medium One humaniod 1 rnd/lvl (D) Will negs Yes 241 � Hold Person, Mass Targets become paralyzed Ench V,S,F/DF 1 a Medium All humanoids in 30-ft 1 rnd/lvl (D) Will negs Yes 241 � Hold Portal Holds door shut Abjur V 1 a Medium Door to 20 sq ft/lvl 1 min/lvl (D) - - 241 � Holy Aura +4 AC, +4 res, SR 25 vs evil Abjur V,S,F 1 a 20-ft 1/lvl in 20-ft radius 1 rnd/lvl (D) Special Yes 241 � Holy Smite Deals 1d8/2lvl to evil, half to neutral Evoc V,S 1 a Medium 20-ft radius Instantaneous Will part Yes 241 � Holy Sword +5 Holy weapon, +2d6 dmg vs evil Evoc V,S 1 a Touch Weapon 1 rnd/lvl - - 242 � Holy Word Kills, paralyzes, weakens nongood Evoc V 1 a 40-ft 40-ft radius Instantaneous Special Yes 242 � Horrid Wilting 1d6 dmg/lvl (20d6) in 60-ft Necro V,S,M/DF 1 a Long Living creatures Instantaneous Fort half Yes 242 � Hypnotic Pattern Fascinates 2d4+1 HD/lvl creatures Illus V or S,M 1 a Medium 10-ft radius Conc +2 rnds Will negs Yes 242 � Hypnotism Fascinates 2d4 HD of creatures in 30-ft Ench V,S Round Close Living creatures 2d4 rnds (D) Will negs Yes 242 � Ice Storm Hail does 3d6 bludgeon, 2d6 cold Evoc V,S,M/DF 1 a Long 20-ft radius 1 round - Yes 243 � Identify Determines all features of magic item Div V,S,M/DF 1 hr Touch One item Instantaneous - - 243 � Illusory Script Only designated can decipher Illus V,S,M Special Touch Weight 10 lb 1 day/level (D) Will negs Yes 243 � Illusory Wall Wall, floor or ceiling looks real Illus V,S 1 a Close 1 x 10 x 10-ft Permanent Will dsblf - 243 � Imbue with Spell Ability Transfer spells to target Evoc V,S,DF 10 min Touch One creature Till used Will negs Yes 243 � Implosion Kills one creature/round Evoc V,S 1 a Close 1 corporeal creat/rnd Conc, up to 4 rnds Fort negs Yes 243 � Imprisonment Entombs target beneath the earth Abjur V,S 1 a Touch One creature Instantaneous Will negs Yes 244 � Incendiary Cloud Cloud deals 4d6 fire damage/round Conj V,S 1 a Medium 20-ft radius 1 rnd/lvl Relf half - 244 � Inflict Critical Wounds Deal 4d8+1/lvl dmg (+20) Necro V,S 1 a Touch One creature Instantaneous Will half Yes 244 � Inflict Critical Wounds, Mass Deal 4d8+1/lvl dmg (+40) Necro V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 244 � Inflict Light Wounds Deal 1d8+1/lvl dmg (+5) Necro V,S 1 a Touch One creature Instantaneous Will half Yes 244 � Inflict Light Wounds, Mass Deal 1d8+1/lvl dmg (+25) Necro V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 244 � Inflict Minor Wounds Deal 1 dmg Necro V,S 1 a Touch One creature Instantaneous Will negs Yes 244 � Inflict Moderate Wounds Deal 2d8+1/lvl dmg (+10) Necro V,S 1 a Touch One creature Instantaneous Will half Yes 244 � Inflict Moderate Wounds, Mass Deal 2d8+1/lvl dmg (+30) Necro V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 244 � Inflict Serious Wounds Deal 3d8+1/lvl dmg (+15) Necro V,S 1 a Touch One creature Instantaneous Will half Yes 244 � Inflict Serious Wounds, Mass Deal 3d8+1/lvl dmg (+35) Necro V,S 1 a Close Creature/lvl in 30-ft Instantaneous Will half Yes 244 � Insanity Target suffer continuous confusion Ench V,S 1 a Medium One living creature Instantaneous Will negs Yes 244 � Insect Plague Insect swarm Conj V,S,DF Round Long 1 swarm/3lvls 1 min/lvl - - 244 � Invisibility Invisible until attacks Illus V,S,M/DF 1 a Prsl,touch Touch 1 min/lvl (D) Will negs Yes 245 � Invisibility, Greater Invisible (even if attacks) Illus V,S,M/DF 1 a Prsl,touch One creature 1 min/lvl (D) Will negs Yes 245 � Invisibility, Mass Invisible until anyone attacks Illus V,S,M 1 a Long Any in 180-ft 1 min/lvl (D) Will negs Yes 245 � Invisibility Purge Dispels invisibility within 5-ft/level Evoc V,S 1 a Self Caster 1 min/lvl (D) - - 245 � Invisibility Sphere Invisibility to all within 10-ft Illus V,S,M 1 a Prsl,touch 10-ft radius 1 min/lvl (D) Will negs Yes 245 � Iron Body Body becomes iron, Dmg reduction 15 Trans V,S,M/DF 1 a Self Caster 1 min/lvl (D) - - 245 � Ironwood Magical wood is strong as steel Trans V,S,M 1 m/lb 0-ft 5 lb of wood/lvl 1 day/level (D) - - 246 � Jump +10 jump checks,+20/5th, +30/9th Trans V,S,M 1 a Touch One creature 1 min/lvl (D) Will negs Yes 246 � Keen Edge Doubles weapon's threat range Trans V,S 1 a Close Weapon or 50 proj. 10 min/lvl (D) Will negs Yes 246 � Knock Open locked or magic sealed doors Trans V 1 a Medium Up to 10 sq ft/lvl Instantaneous - - 246 � Know Direction You discern North Div V,S 1 a Self Caster Instantaneous - - 246 � Legend Lore Learn tales about person or place Div V,S,M,F Special Self Caster Special - - 246 � Leomund's Secret Chest Hides chest on Ethereal plane Conj V,S,F 10 min Special Up to 1 cu.ft. / lvl 60 days or till used - - 247 � Leomund's Secure Shelter Creates a sturdy cottage Conj V,S,M,F 10 min Close 20-ft sq structure 2 hr/lvl (D) - - 247 � Leomund's Tiny Hut Creates shelter for 10 creatures Evoc V,S,M 1 a 20-ft 20-ft radius 2 hr/lvl (D) - - 247 � Leomund's Trap Makes items seem trapped Illus V,S,M 1 a Touch One item Permanent (D) - - 247 � Levitate Target moves up/down Trans V,S,F 1 a Prsl,close 100 lb/lvl, 20-ft/rnd 10 min/lvl (D) - - 248 � Light Item shines like a torch 20-ft glow Evoc V,M/DF 1 a Touch One item 10 min/lvl (D) - - 248 � Lightning Bolt Electricity deals 1d6 dmg/lvl (10) Evoc V,S,M 1 a 120-ft 120-ft line Instantaneous Ref half Yes 248 � Limited Wish Duplicates lower level spell Univ V,S,XP 1 a Special Special Special Special Yes 248 � Liveoak Oak becomes treant guardian Trans V,S 10 min Touch Tree 1 day/level (D) - - 248 � Locate Creature Senses direction of familiar creature Div V,S,M 1 a Long 400-ft+40-ft/lvl rad 10 min/lvl - - 248 � Locate Object Senses direction of item Div V,S,F/DF 1 a Long 400-ft+40-ft/lvl rad 1 min/lvl - - 248 � Longstrider Movement increases +10-ft/rnd Trans V,S,M 1 a Self Caster 1 hr/lvl (D) - - 249 � Lullaby Become drowsy -5 listen and spot Ench V,S 1 a Medium Living in 10-ft radius Conc +1 rnd/lvl (D) Will negs Yes 249 � Mage Armor Give target +4 AC Conj V,S,F 1 a Touch One creature 1 hr/lvl (D) Will negs - 249 � Mage Hand Telekinesis of 5-lb item Trans V,S 1 a Close Nonmagical Item Concentrate - - 249 � Magic Circle against Chaos Non-lawful creatures cannot enter Abjur V,S,M/DF 1 a Touch 10-ft radius 10 min/lvl Will negs - 249 � Magic Circle against Evil Non-good creatures cannot enter Abjur V,S,M/DF 1 a Touch 10-ft radius 10 min/lvl Will negs - 249 � Magic Circle against Good Non-evil creatures cannot enter Abjur V,S,M/DF 1 a Touch 10-ft radius 10 min/lvl Will negs - 250 � Magic Circle against Law Non-chaotic creatures cannot enter Abjur V,S,M/DF 1 a Touch 10-ft radius 10 min/lvl Will negs - 250 � Magic Fang Natural weapon +1 att/dmg Trans V,S,DF 1 a Touch One living creature 1 min/lvl Will negs Yes 250 � Magic Fang, Greater Natural weapon +1/4lvl att/dmg (5) Trans V,S,DF 1 a Close One living creature 1 hr/lvl Will negs Yes 250 � Magic Jar Enables possession of creature Necro V,S,F 1 a Medium One creature 1 hr/lvl Will negs Yes 250 � Magic Missile 1d4+1 dmg, +1 missile lvls 3,5,7,9 Evoc V,S 1 a Medium Max 15-ft apart Instantaneous - Yes 251 � Magic Mouth Speaks once when triggered Illus V,S,M 1 a Close Creature or item Till used Will negs Yes 251 � Magic Stone +1 att,1d6+1 dmg, 2d6+2 vs undead Trans V,S,DF 1 a Touch 1-3 Stones 30 min or till used Will negs Yes 251 � Magic Vestment Armor/shield gains +1/4lvls Trans V,S,DF 1 a Touch Armor/shield 1 hr/lvl Will negs Yes 251 � Magic Weapon Weapon gets +1 att/dmg Trans V,S,F,DF 1 a Touch Weapon 1 min/lvl Will negs Yes 251 � Magic Weapon, Greater Weapon gets +1/4 lvl att/dmg (5) Trans V,S,F,M/DF 1 a Close Weapon or 50 proj. 1 hr/lvl Will negs Yes 251 � Major Creation Create stone or metal item Conj V,S,M 10 min Close Item, 1 cu ft/lvl Special - - 252 � Major Image Illusion with sound, smell, heat Illus V,S,F 1 a Long 4 10-ft cubes+1/lvl Concentrate +3 rnd Will dsblf - 252 � Make Whole Completely repairs an item Trans V,S 1 a Close Item, 10 cu ft/lvl Instantaneous Will negs Yes 252 � Mark of Justice Designates act that triggers curse Necro V,S,DF 10 min Touch One creature Permanent - Yes 252 � Maze Traps target in extradimensional space Conj V,S 1 a Close One creature Special - Yes 252 � Meld into Stone You and possessions meld into stone Trans V,S,DF 1 a Self Caster 10 min/lvl - - 252 � Melf's Acid Arrow 2d4 dmg for 1 rnd+1 rnd/3 lvls Conj V,S,M,F 1 a Long One acid arrow 1 rnd + 1 rnd/3 lvls - - 253 � Mending Makes minor repairs of item Trans V,S 1 a 10-ft Item, 1 lb Instantaneous Will negs Yes 253 � Message Whispered conversation at distance Trans V,S,F 1 a Medium One creature/lvl 10 min/lvl - - 253 � Meteor Swarm 4 Spheres doing 2d6 + 6d6 fire burst Evoc V,S 1 a Long 40-ft radius Instantaneous -/ Ref half Yes 253 � Mind Blank Resist mind effecting magic Abjur V,S 1 a Close One creature 1 day Will negs Yes 253 � Mind Fog Fog target's minds, –10 Wis/Will save Ench V,S 1 a Medium 20-ft radius 30 min + 2d6 rnds Will negs Yes 253 � Minor Creation Creates one cloth or wood item Conj V,S,M 1 min 0-ft Item, 1 cu ft/lvl 1 hr/lvl (D) - - 253 � Minor Image Minor illusion with some sound Illus V,S,F 1 a Long 4 10-ft cubes + 1/lvl Conc +2 rounds Will dsblf - 254 � Miracle Requests miracle from diety Evoc V,S,XP 1 a Special Special Special Special Yes 254 � Mirage Arcana Changes natural terrain's appearance Illus V,S 1 a Long One 20-ft cube/lvl Conc +1 hr/lvl (D) Will dsblf - 254 � Mirror Image 1d4 + 1/3 lvls caster images (8) Illus V,S 1 a Self Caster 1 min/lvl (D) - - 254 � Misdirection Misdirect information from divinations Illus V,S 1 a Close Item, 10-ft cube 1 hr/lvl Will negs - 254 � Mislead Improved invisiblity and creates illusion Illus S 1 a Close Caster / illusory double 1 rnd/lvl (D), Conc +3 rnds Will dsblf - 255 � Modify Memory Changes 5 minutes of memories Ench V,S Round Close One living creature Permanent Will negs Yes 255 � Moment of Prescience Reroll or AC check with +lvl as bonus Div V,S 1 a Self Caster 1 hr/lvl - - 255 � Mordenkainen's Disjunction Dispels magic, disenchants items Abjur V 1 a Close 40-ft radius Instantaneous Will negs - 255 � Mordenkainen's Faithful Hound Guards 30-ft bark, 5-ft att, +10 att, 2d6+3 dmg Conj V,S,M 1 a Close Phantom watchdog 1 hr/lvl and 1 rnd/lvl - - 255 � Mordenkainen's Lucubration Recalls one 1-5th level spell Trans V,S 1 a Self Caster Instantaneous - - 256 � Mordenkainen's Magnificent Mansion Extradimensional dwelling Conj V,S,F 1 a Close 3 10-ft cubes/lvl 2 hr/lvl (D) - - 256 � Mordenkainen's Private Sanctum Those outside see impenetrable fog Abjur V,S,M 10 min Close 30-ft cube/lvl 1 day (D) - - 256 � Mordenkainen's Sword Magic blade, 4d6+3 dmg, 19-20/x2 Evoc V,S,F 1 a Close One sword 1 rnd/lvl (D) - Yes 256 � Mount Summons riding horse or pony Conj V,S,M Round Close One mount 2 hr/lvl (D) - - 256 � Move Earth Digs trenches and builds hills Trans V,S,M Special Long 750-ft sq, 10-ft deep Instantaneous - - 257 � Neutralize Poison Detoxifies venom in or on target Conj V,S,M/DF 1 a Touch Creat / obj 1 cu ft/lvl 10 min/lvl Will negs Yes 257 � Nightmare Restless sleep dealing 1d10 damage Illus V,S 10 min Unlimited One living creature Instantaneous Will negs Yes 257 � Nondetection Masks target to scrying and divination Abjur V,S,M 1 a Touch Creature or item 1 hr/lvl Will negs Yes 257 � Nystul's Magic Aura Grants false magical aura Illus V,S,F 1 a Touch Item to 5 lb/lvl 1 day/lvl (D) - - 257 � Obscure Object Masks item to scrying and divination Abjur V,S,M/DF 1 a Touch Item to 100 lb/lvl 8 hours Will negs Yes 258 � Obscuring Mist Fog surrounds you, visibility 5-ft Conj V,S 1 a 20-ft 20-ft radius 1 min/lvl - - 258 � Open/Close Opens/closes small or light things Trans V,S,F 1 a Close Item to 30 lbs Instantaneous Will negs Yes 258 � Order's Wraith Deals 1d8/2lvl to evil, half to neutral Evoc V,S 1 a Medium 30-ft cube Instantaneous Will part Yes 258 � Otiluke's Freezing Sphere 10-ft radius, 1d8/lvl dmg (15) Evoc V,S,F 1 a Long Special Special Ref half Yes 258 � Otiluke's Resilient Sphere Sphere protects but traps target Evoc V,S,M 1 a Close 1-ft diam/lvl sphere 1 min/lvl (D) Ref negs Yes 258 � Otiluke's Telekinetic Sphere Movable sphere protects but traps target Evoc V,S,M 1 a Close 1-ft diam/lvl sphere 1 min/lvl (D) Ref negs Yes 259 � Otto's Irresistible Dance Forces target to dance Ench V 1 a Touch One living creature 1d4+1 rnds - Yes 259 � Overland Flight Target flies at 40-ft/round Trans V,S 1 a Self Caster 1 hr/lvl Will negs Yes 259 � Owl's Wisdom +4 Wis Trans V,S,M/DF 1 a Touch One creature 1 min/lvl Will negs Yes 259 � Owl's Wisdom, Mass +4 Wis to 1 creature/lvl Trans V,S,M/DF 1 a Close Creature/lvl in 30-ft 1 min/lvl Will negs Yes 259 � Passwall Passage appears in wooden, stone wall Trans V,S,M 1 a Touch 5x8-ft, 10-ft+5-ft/3lvl deep 1 hr/lvl (D) - - 259 � Pass without Trace Leave no tracks, trail or scent Trans V,S,DF 1 a Touch One creature/lvl 1 hr/lvl (D) Will negs Yes 259 � Permanency Make permanent certain spells Univ V,S,XP 2 rnds Special Special Special - - 259 � Permanent Image Creates static illusionary scene Illus V,S,F 1 a Long 20-ft cube+10-ft cube/lvl Permanent (D) Will dsblf - 260 � Persistent Image Creates repeating illusionary scene Illus V,S,F 1 a Long 4 10-ft cubes+1/lvl 1 min/lvl (D) Will dsblf - 260 � Phantasmal Killer Illusion kills else does 3d6 dmg Illus V,S 1 a Medium One living creature Instantaneous Will dsblf, Fort part Yes 260 � Phantom Steed Horselike creature, AC18, HP 7+1/lvl Conj V,S 10 min 0-ft One creature 1 hr/lvl (D) - - 260 � Phase Door Passage appears in wooden, stone wall Conj V 1 a 0-ft 5x8 ft, 10-ft+5-ft/3lvl deep 1 usage/2 lvls - - 261 � Planar Ally Outsider (12 HD) exchanges services Conj V,S,DF,XP 10 min Close 1-2 creatures Instantaneous - - 261 � Planar Ally, Greater Outsider (18 HD) exchanges services Conj V,S,DF,XP 10 min Close 1-3 creatures Instantaneous - - 261 � Planar Ally, Lesser Outsider (6 HD) exchanges services Conj V,S,DF,XP 10 min Close One creature Instantaneous - - 261 � Planar Binding Traps outsider for task (12 HD) Conj V,S 10 min Close 1-3 creatures Instantaneous Will negs Yes 261 � Planar Binding, Greater Traps outsider for task (18 HD) Conj V,S 10 min Close 1-3 creature Instantaneous Will negs Yes 261 � Planar Binding, Lesser Traps outsider for task (6 HD) Conj V,S 10 min Close One creature Instantaneous Will negs Yes 261 � Plane Shift Targets travel to another plane Conj V,S,F 1 a Touch 1-8 willing creatures Instantaneous Will negs Yes 262 � Plant Growth Grows vegetation, improves crops Trans V,S,DF 1 a Special Special Instantaneous - - 262 � Poison Touch 1d10 Con dmg, repeats 1min Necro V,S,DF 1 a Touch One living creature Instantaneous Fort negs Yes 262 � Polar Ray 1d6 cold dmg/lvl Evoc V,S,F 1 a Close Ray Instantaneous - Yes 262 � Polymorph Any Object Transform target into new form Trans V,S,M/DF 1 a Close Creat/obj 100 cu.ft/lvl Special - Yes 263 � Polymorph Transform willing target to new form Trans V,S,M 1 a Touch One living creature 1 min/lvl (D) - - 263 � Power Word, Blind Blinds one target less than 200 hps Ench V 1 a Close One creature Special - Yes 263 � Power Word, Kill Kills one target less than 100 hps Ench V 1 a Close One living creature Instantaneous - Yes 263 � Power Word, Stun Stuns one target less than 150 hps Ench V 1 a Close One creature Special - Yes 263 � Prayer Allies+1 att,dmg,save,skill, Enemies -1 Ench V,S,DF 1 a 40-ft 40-ft radius 1 rnd/lvl - Yes 264 � Prestidigitation Performs minor tricks Univ V,S 1 a 10-ft 1 lb, 1 cu. Ft 1 hr - - 264 � Prismatic Sphere Surrounds on all sides with effects Abjur V 1 a 10-ft 10-ft radius 10 min/lvl Special Sp 264 � Prismatic Spray Rays hit with random effects Evoc V,S 1 a Close Cone Instantaneous Special Yes 264 � Prismatic Wall Wall's colours have array of effects Abjur V,S 1 a Close 4 ft/lvl wide,2/lvl high 10 min/lvl Special Sp 264 � Produce Flame 1d6+1/lvl damage (5) Evoc V,S 1 a 0-ft Flame in hand 1 rnd/lvl (D) - Yes 265 � Programmed Image Event triggered illusionary scene Illus V,S,F 1 a Long 20-ft cube+1 10-ft cube/lvl Till used Will dsblf - 265 � Project Image Illusory double can talk, cast spells Illus V,S,M 1 a Medium Shadow duplicate 1 rnd/lvl (D) Will dsblf - 265 � Protection from Arrows Ranged damage reduction 10/magic absorbes 10/lvl (100) Abjur V,S,F 1 a Touch One creature 1 hr/lvl or till used Will negs Yes 266 � Protection from Chaos +2 AC and saves vs chaotic creatures Abjur V,S,M/DF 1 a Touch One creature 1 min/lvl (D) Will negs - 266 � Protection from Energy Absorbs 12 energy dmg/lvl (120) Abjur V,S,DF 1 a Touch One creature 10 min/lvl or till used Fort negs Yes 266 � Protection from Evil +2 AC and saves vs evil creatures Abjur V,S,M/DF 1 a Touch One creature 1 min/lvl (D) Will negs - 266 � Protection from Good +2 AC and saves vs good creatures Abjur V,S,M/DF 1 a Touch One creature 1 min/lvl (D) Will negs - 266 � Protection from Law +2 AC and saves vs lawful creatures Abjur V,S,M/DF 1 a Touch One creature 1 min/lvl (D) Will negs - 266 � Protection from Spells +8 resistance bonus to saves Abjur V,S,M,F 1 a Touch One creature/4lvls 10 min/lvl Will negs Yes 266 � Prying Eyes Sensors sees 120-ft all around Div V,S,M 1 min 1 mile 1d4 + 1/lvl eyes 1 hr/lvl - - 266 � Prying Eyes, Greater Sensors true seeing 120-ft all around Div V,S,M 1 min 1 mile 1d4 + 1/lvl eyes 1 hr/lvl - - 267 � Purify Food and Drink Purifies 1 cu ft/lvl of food or water Trans V,S 1 a 10-ft 1 cu ft/lvl Instantaneous Will negs Yes 267 � Pyrotechnics Fire into blinding light or smoke Trans V,S,M 1 a Long Up to 20-ft cube 1d4+1 rnds Special Sp 267 � Quench Extinguishes fire Trans V,S,DF 1 a Medium Up to 20-ft cube/lvl Instantaneous Will negs Yes 267 � Rage +2 Str, Con, +1 Will, -2 AC Ench V,S 1 a Medium One living creature/3lvls Conc +1 rnd/lvl (D) - Yes 268 � Rainbow Pattern Prevent 24 HD creatures attacking Illus V or S,M,F 1 a Medium 20-ft radius Conc +1 rnd/lvl (D) Will negs Yes 268 � Raise Dead Restores life to target within 1 day/lvl Conj V,S,M,DF 1 min Touch One dead creature Instantaneous - Yes 268 � Rary's Mnemonic Enhancer Store 1-3 1-3 lvl spells or retain cast Trans V,S,M,F 10 min Self Caster Instantaneous - - 268 � Rary's Telepathic Bond Link lets allies communicate Div V,S,M 1 a Close Caster + One creature/3lvls 10 min/lvl (D) - - 268 � Ray of Enfeeblement Reduces Str by 1d6+1/2lvls (+5) Necro V,S 1 a Close Ray 1 min/lvl - Yes 269 � Ray of Exhaustion Target becomes exhausted Necro V,S,M 1 a Close Ray 1 min/lvl Fort part Yes 269 � Ray of Frost 1d3 cold damage Evoc V,S 1 a Close Ray Instantaneous - Yes 269 � Read Magic Read scrolls and spellbooks Div V,S,F 1 a Self 250 words/min 10 min/lvl - - 269 � Reduce Animal Animal decreases one size category Trans V,S 1 a Touch One willing animal 1 hr/lvl (D) Fort negs Yes 269 � Reduce Person -2 Str, +2 Dex, +1 Att, +1 AC Trans V,S,M Round Close One humaniod 1 min/lvl Fort negs Yes 269 � Reduce Person, Mass -2 Str, +2 Dex, +1 Att, +1 AC Trans V,S,M Round Close Humaniod/lvl in 30-ft 1 min/lvl Fort negs Yes 269 � Refuge Transport item's possessor to you Conj V,S,M 1 a Touch Item Till used - - 269 � Regenerate Target's severed limbs grow back Conj V,S,DF 3 rnds Touch One living creature Instantaneous Fort negs Yes 270 � Reincarnate Dead subject back in random body Trans V,S,M,DF 10 min Touch Dead willing creature Instantaneous - - 270 � Remove Blindness / Deafness Cure normal or magical conditions Conj V,S 1 a Touch One creature Instantaneous Fort negs Yes 270 � Remove Curse Frees item or person from curse Abjur V,S 1 a Touch Creature or item Instantaneous Will negs Yes 270 � Remove Disease Cures all diseases affecting target Conj V,S 1 a Touch One creature Instantaneous Fort negs Yes 271 � Remove Fear +4 on fear saves Abjur V,S 1 a Close One creature +1/4lvls 10 min Will negs Yes 271 � Remove Paralysis Frees creats from parlys/hold/slow Conj V,S 1 a Close 4 creatures in 30-ft Instantaneous Will negs Yes 271 � Repel Metal or Stone Repel metal or stone at 40-ft/round Abjur V,S 1 a 60-ft 60-ft line 1 rnd/lvl (D) - - 271 � Repel Vermin Insects with HD<lvl/3 cannot enter Abjur V,S,DF 1 a 10-ft 10-ft radius 10 min/lvl (D) Will negs Yes 271 � Repel Wood Pushes away wooden items Trans V,S 1 a 60-ft 60-ft line 1 min/lvl (D) - - 271 � Repulsion Creatures cannot approach you Abjur V,S,F/DF 1 a 10-ft/lvl 10-ft radius/lvl 1 rnd/lvl (D) Will negs Yes 271 � Resistance Target gains +1 on saves Abjur V,S,M/DF 1 a Touch One creature 1 min Will negs Yes 272 � Resist Energy Ignores 10 energy dmg/rnd Abjur V,S,DF 1 a Touch One creature 10 min/lvl Fort negs Yes 272 � Restoration Restores ability, neg lvls, one exp lvl Conj V,S,M 3 rnds Touch One creature Instantaneous Will negs Yes 272 � Restoration, Greater Restores ability, neg lvls, all exp lvls Conj V,S,XP 10 min Touch One creature Instantaneous Will negs Yes 272 � Restoration, Lesser Restores ability scores Conj V,S 3 rnds Touch One creature Instantaneous Will negs Yes 272 � Resurrection Restores life to target Conj V,S,M,DF 10 min Touch One dead creature Instantaneous - Yes 272 � Reverse Gravity Items and creatures fall upward Trans V,S,M/DF 1 a Medium 10-ft cube/2 lvls 1 rnd/lvl (D) - - 273 � Righteous Might Your size increases, Str +4 etc. Trans V,S,DF 1 a Self Caster 1 rnd/lvl (D) - - 273 � Rope Trick Extradimensional space for 8 creatures Trans V,S,M 1 a Touch Rope 1 hr/lvl (D) - - 273 � Rusting Grasp Your touch corrodes iron and alloys Trans V,S,DF 1 a Touch Ferrous obj/creat 1 rnd/lvl - - 273 � Sanctuary Opponents cannot attack you Abjur V,S,DF 1 a Touch One creature 1 rnd/lvl Will negs - 274 � Scare Panics creatures up to 5 HD Necro V,S,M 1 a Medium One living creature/3lvls in 30-ft 1 rnd/lvl Will part Yes 274 � Scintillating Pattern Stun, confuse lvl in HD of creatures Illus V,S,M 1 a Close 20-ft radius Conc +2 rounds - Yes 274 � Scorching Ray Ray +1/4lvls, 4d6 fire damage Evoc V,S 1 a Close Rays Instantaneous - Yes 274 � Screen Hides area from vision, scrying Illus V,S 10 min Close 30-ft cube/lvl 1 day Will dsblf - 274 � Scrying Spies on target from a distance Div V,S,M/DF,F 1 hr Special Magical sensor 1 min/lvl Will negs Yes 274 � Scrying, Greater Spies on target from a distance Div V,S,M/DF,F 1 a Special Magical sensor 1 hr/lvl Will negs Yes 275 � Sculpt Sound Creates new or masking sounds Trans V,S 1 a Close One creat or obj/lvl 1 hr/lvl (D) Will negs Yes 275 � Searing Light Dmg 1d8/2 lvls,undead 1d6/1d8/lvl Evoc V,S 1 a Medium Ray Instantaneous - Yes 275 � Secret Page Changes page to hide real content Trans V,S,M 10 min Touch Up to 3 sq ft Permanent - - 275 � See Invisibility See invisible creatures or items Div V,S,M 1 a Self Caster 10 min/lvl (D) - - 275 � Seeming Change appearance of creatures Illus V,S 1 a Close One creature/2 lvls 12 hr Special Sp 275 � Sending Delivers short message anywhere Evoc V,S,M/DF 10 min Special One creature 1 round - - 275 � Sepia Snake Sigil Immobilizes reader for 1d4+1day/lvl Conj V,S,M 10 min Touch Book or written work Till used Ref negs - 276 � Sequester Target invisible to sight & scrying Abjur V,S,M 1 a Touch Willing creature or item 1 day/lvl (D) Will negs Yes 276 � Shades Mimics conjuring up to 8th level Illus V,S 1 a Special Special Special Special Yes 276 � Shadow Conjuration Mimics conjuring up to 3rd level Illus V,S 1 a Special Special Special Special Yes 276 � Shadow Conjuration, Greater Mimics conjuring up to 6th level Illus V,S 1 a Special Special Special Special Yes 276 � Shadow Evocation Mimics evocation up to 4th level Illus V,S 1 a Special Special Special Special Yes 277 � Shadow Evocation, Greater Mimics evocation up to 7th level Illus V,S 1 a Special Special Special Special Yes 277 � Shadow Walk Step into shadow to travel rapidly Illus V,S 1 a Touch One creature/level 1 hr/lvl (D) Will negs Yes 277 � Shambler Summon 1d4+2 (11HD) shamblers Conj V,S 1 a Medium 3+ shamblers 7 days/months (D) - - 277 � Shapechange Transform into new form Trans V,S,F 1 a Self Caster 10 min/lvl (D) - - 277 � Shatter Sonic vibration damages items Evoc V,S,M/DF 1 a Close 5-ft radius, 1 lb/lvl Instantaneous Special Yes 278 � Shield Negates magic missiles, +4 AC Abjur V,S 1 a Self Caster 1 min/lvl (D) - - 278 � Shield of Faith +2 AC +1/6lvls Abjur V,S,M 1 a Touch One creature 1 min/lvl Will negs Yes 278 � Shield of Law +4 AC, +4 res, SR 25 vs chaotic Abjur V,S,F 1 a 20-ft One creature/lvl in 20-ft radius 1 rnd/lvl (D) Special Yes 278 � Shield Other Target +1 AC, save, half dmg to caster Abjur V,S,F 1 a Close One creature 1 hr/lvl (D) Will negs Yes 278 � Shillelagh Weapon +1 att, damage 1d10+1 Trans V,S,DF 1 a Touch Oak club/quarterstaff 1 min/lvl Will negs Yes 278 � Shocking Grasp 1d6 dmg/lvl electricity (5d6) Evoc V,S 1 a Touch One creature or item Instantaneous - Yes 279 � Shout 5d6 sonic dmg, deaf 2d6 rounds Evoc V 1 a 30-ft Cone Instantaneous Fort part Ref negs Yes 279 � Shout, Greater 10d6 sonic dmg, deaf 4d6 rounds, stunned 1 round Evoc V,S,F 1 a 60-ft Cone Instantaneous Fort part Ref negs Yes 279 � Shrink Item Item shrinks to 1/16th normal size Trans V,S 1 a Touch Obj up to 2 cu ft/lvl 1 day/lvl Will negs Yes 279 � Silence All sound is stopped Illus V,S 1 a Long 20-ft radius 1 min/lvl (D) Will negs Yes 279 � Silent Image Creates minor illusion of item Illus V,S,F 1 a Long 4 10-ft cubes+1 10-ft cube/lvl Concentrate Will dsblf - 279 � Simulacrum Partially real double of creature Illus V,S,M,XP 12 hr 0-ft One duplicate Instantaneous - - 279 � Slay Living Kills target else 3d6 + 1/lvl dmg Necro V,S 1 a Touch One living creature Instantaneous Fort part Yes 280 � Sleep Puts 4 HD of creatures into slumber Ench V,S,M Round Medium Living in 10-ft radius 1 min/lvl Will negs Yes 280 � Sleet Storm Hampers vision and movement Conj V,S,M/DF 1 a Long 40-ft radius 1 rnd/lvl - - 280 � Slow Make only single move or standard action Trans V,S,M 1 a Close One creature/lvl in 30-ft 1 rnd/lvl Will negs Yes 280 � Snare Creates magical booby trap Trans V,S,DF 3 rnds Touch Vine, rope or thong Until triggered - - 280 � Soften Earth and Stone Stone to clay or dirt to sand/mud Trans V,S,DF 1 a Close 10-ft sq/lvl Instantaneous - - 280 � Solid Fog Fog limits vision & movement to 5-ft Conj V,S,M 1 a Medium 20-ft radius 1 min/lvl - - 281 � Song of Discord 50% chance of attacking nearest friend Ench V,S 1 a Medium 20-ft radius 1 rnd/lvl Will negs Yes 281 � Soul Bind Traps soul to prevent resurrection Necro V,S,F 1 a Close One dead creature Permanent Will negs - 281 � Sound Burst 1d8 sonic damage, may stun 1 round Evoc V,S,F/DF 1 a Close 10-ft radius Instantaneous Fort part Yes 281 � Speak with Animals Communicate with animals Div V,S 1 a Self Caster 1 min/lvl - - 281 � Speak with Dead Corpse answers one question/2lvls Necro V,S,DF 10 min 10-ft One dead creature 1 min/lvl Will negs - 281 � Speak with Plants Talk to plants and plant creatures Div V,S 1 a Self Caster 1 min/lvl - - 282 � Spectral Hand +2 on touch attack Necro V,S 1 a Medium One spectral hand 1 min/lvl (D) - - 282 � Spell Immunity Immune to a 1-4 level spell/4levels Abjur V,S,DF 1 a Touch One creature 10 min/lvl Will negs Yes 282 � Spell Immunity, Greater Immune to a 1-8 level spell/4levels Abjur V,S,DF 1 a Touch One creature 10 min/lvl Will negs Yes 282 � Spell Resistance Target gains SR 12+level Abjur V,S,DF 1 a Touch One creature 1 min/lvl Will negs Yes 282 � Spellstaff Stores one spell in quarterstaff Trans V,S,F 10 min Touch Wooden Quarterstaff Till used (D) Will neg Yes 282 � Spell Turning Reflects 1d4+6 spell levels back Abjur V,S,M/DF 1 a Self Caster 10min/lvl or till used - - 282 � Spider Climb Walk on walls/ceiling as a spider Trans V,S,M 1 a Touch One creature 10 min/lvl Will negs Yes 283 � Spike Growth 1d4 dmg/5-ft moved, may be slowed Trans V,S,DF 1 a Medium 20-ft square/level 1 hr/lvl (D) Ref part Yes 283 � Spike Stones 1d8 dmg/5-ft moved, may be slowed Trans V,S,DF 1 a Medium 20-ft square/level 1 hr/lvl (D) Ref part Yes 283 � Spiritual Weapon 1d8 +1/3lvls damage, attacks by itself Evoc V,S,DF 1 a Medium Magical weapon 1 rnd/lvl (D) - Yes 283 � Statue Target can become statue at will Trans V,S,M Round Touch One creature 1 hr/lvl (D) Will negs Yes 284 � Status Monitors condition, position of allies Div V,S 1 a Touch One living creature/3 lvls 1 hr/lvl Will negs Yes 284 � Stinking Cloud Living creatures become nauseated Conj V,S,M 1 a Medium 20-ft radius 1 rnd/lvl Fort negs Yes 284 � Stone Shape Sculpts stone into any form Trans V,S,M/DF 1 a Touch 10 cu ft + 1 cu ft/lvl Instantaneous - - 284 � Stoneskin Damage reduction 10/adamantine Abjur V,S,M 1 a Touch One creature 10 min/lvl or till used Will negs Yes 284 � Stone Tell Talk to natural or worked stone Div V,S,DF 10 min Self Caster 1 min/lvl - - 284 � Stone to Flesh Restores petrified creature Trans V,S,M 1 a Medium 1-3 ft diam,10-ft long Instantaneous Fort negs Yes 285 � Storm of Vengeance Storm rains acid, lightning, hail Conj V,S Round Long 360-ft radius Conc, 10 rnds (D) Special Yes 285 � Suggestion Influences targets actions Ench V,M 1 a Close One living creature 1 hr/lvl Will negs Yes 285 � Suggestion, Mass Influences targets actions Ench V,M 1 a Medium One creature/lvl in 30-ft 1 hr/lvl Will negs Yes 285 � Summon Instrument Calls a handheld instrument for you Conj V,S Round 0-ft One instrument 1 min/lvl (D) - - 285 � Summon Monster I Calls outsider to fight for you Conj V,S,F/DF Round Close One creature 1 rnd/lvl (D) - - 285 � Summon Monster II Calls outsider to fight for you Conj V,S,F/DF Round Close 2:1 1:1d3 1 rnd/lvl (D) - - 286 � Summon Monster III Calls outsider to fight for you Conj V,S,F/DF Round Close 3:1 2:1d3 1:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster IV Calls outsider to fight for you Conj V,S,F/DF Round Close 4:1 3:1d3 2-1:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster V Calls outsider to fight for you Conj V,S,F/DF Round Close 5:1 4:1d3 1-3:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster VI Calls outsider to fight for you Conj V,S,F/DF Round Close 6:1 5:1d3 1-4:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster VII Calls outsider to fight for you Conj V,S,F/DF Round Close 7:1 6:1d3 1-5:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster VIII Calls outsider to fight for you Conj V,S,F/DF Round Close 8:1 7:1d3 1-6:1d4+1 1 rnd/lvl (D) - - 286 � Summon Monster IX Calls outsider to fight for you Conj V,S,F/DF Round Close 9:1 8:1d3 1-7:1d4+1 1 rnd/lvl (D) - - 287 � Summon Nature's Ally I Calls creature to fight for you Conj V,S,DF Round Close One creature 1 rnd/lvl (D) - - 288 � Summon Nature's Ally II Calls creature to fight for you Conj V,S,DF Round Close 2:1 1:1d3 1 rnd/lvl (D) - - 288 � Summon Nature's Ally III Calls creature to fight for you Conj V,S,DF Round Close 3:1 2:1d3 1:1d4+1 1 rnd/lvl (D) - - 288 � Summon Nature's Ally IV Calls creature to fight for you Conj V,S,DF Round Close 4:1 3:1d3 2-1:1d4+1 1 rnd/lvl (D) - - 288 � Summon Nature's Ally V Calls creature to fight for you Conj V,S,DF Round Close 5:1 4:1d3 1-3:1d4+1 1 rnd/lvl (D) - - 289 � Summon Nature's Ally VI Calls creature to fight for you Conj V,S,DF Round Close 6:1 5:1d3 1-4:1d4+1 1 rnd/lvl (D) - - 289 � Summon Nature's Ally VII Calls creature to fight for you Conj V,S,DF Round Close 7:1 6:1d3 1-5:1d4+1 1 rnd/lvl (D) - - 289 � Summon Nature's Ally VIII Calls creature to fight for you Conj V,S,DF Round Close 8:1 7:1d3 1-6:1d4+1 1 rnd/lvl (D) - - 289 � Summon Nature's Ally IX Calls creature to fight for you Conj V,S,DF Round Close 9:1 8:1d3 1-7:1d4+1 1 rnd/lvl (D) - - 289 � Summon Swarm Swarm of small creatures Conj V,S,M/DF Round Close See MM for effect Conc + 2 rnds - - 289 � Sunbeam Blinds, 4d6 dmg, 1 beam/3 lvls (6) Evoc V,S,DF 1 a 60-ft Line from hand 1 rnd/lvl or till used Ref part Yes 289 � Sunburst Blinds all within, 6d6 damage Evoc V,S,M/DF 1 a Long 80-ft radius Instantaneous Ref part Yes 289 � Symbol of Death Slays all, combined hps <150 Necro V,S,M 10 min 0-ft 60-ft radius Special Fort negs Yes 289 � Symbol of Fear Panics all for 1 rnd/lvl Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 290 � Symbol of Insanity All become insane Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 290 � Symbol of Pain Suffer -4 att, skill & ability checks Necro V,S,M 10 min 0-ft 60-ft radius Special Fort negs Yes 290 � Symbol of Persuasion All become charmed Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 290 � Symbol of Sleep All <10HD sleep for 3d6x10 minutes Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 291 � Symbol of Stunning All become stunned for 1d6 rounds Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 291 � Symbol of Weakness Weakness deals 3d6 Str dmg Necro V,S,M 10 min 0-ft 60-ft radius Special Will negs Yes 291 � Sympathetic Vibration 2d10/rnd dmg to freestanding structure Evoc V,S,F 10 min Touch Structure 1 rnd/lvl - Yes 291 � Sympathy Attracts certain type of creatures Ench V,S,M 1 hr Close Location or item 2 hr/lvl (D) Will negs Yes 292 � Tasha's Hideous Laughter Target loses actions and falls prone Ench V,S,M 1 a Close One creature 1 rnd/lvl Will negs Yes 292 � Telekinesis Lifts or moves 25 lb/lvl, long range Trans V,S 1 a Long Special Conc (spec) or Inst Will negs Yes 292 � Teleport Instantly teleport one creature/lvl Conj V 1 a Prsl,touch 100 miles/lvl Instantaneous Will negs Yes 292 � Teleport Object Instantly teleport 50 lbs/lvl Conj V 1 a Touch 100 miles/lvl Instantaneous Will negs Yes 293 � Teleport, Greater Instantly teleport one creature/lvl Conj V 1 a Prsl,touch Unlimited Instantaneous Will negs Yes 293 � Teleportation Circle Teleports all to designated spot Conj V,M 10 min 0-ft Circle 5-ft radius 10 min/lvl (D) - Yes 293 � Temporal Stasis Target placed in suspended animation Trans V,S,M 1 a Touch One creature Permanent Fort negs Yes 293 � Tenser's Floating Disk Carries 100 lbs/lvl Evoc V,S,M 1 a Close 3-ft diameter disc 1 hr/lvl - - 294 � Tenser's Transformation +4 Str, Con, Dex, AC, +5 Fort save Trans V,S,M 1 a Self Caster 1 rnd/lvl - - 294 � Time Stop You act freely for 1d4+1 rounds Trans V 1 a Self Caster 1d4+1 rounds - - 294 � Tongues Speak and understand any language Div V,M/DF 1 a Touch One creature 10 min/lvl Will negs - 294 � Touch of Fatigue Target becomes fatigued Necro V,S,M 1 a Touch One creature 1 rnd/lvl Fort negs Yes 294 � Touch of Idiocy 1d6 dmg to Int, Wis, Cha Ench V,S 1 a Touch One living creature 10 min/lvl - Yes 294 � Transmute Metal to Wood All metal becomes wood Trans V,S,DF 1 a Long 40-ft radius Instantaneous - Yes 294 � Transmute Mud to Rock Transforms sand or mud to soft stone Trans V,S,M/DF 1 a Medium 2 10-ft cubes/lvl Permanent Special - 295 � Transmute Rock to Mud Transforms unworked stone to mud Trans V,S,M/DF 1 a Medium 2 10-ft cubes/lvl Permanent Special - 295 � Transport via Plants Move instantly from plant to plant Trans V,S 1 a Unlimited Willing creatures 1 round - - 295 � Trap the Soul Imprisons target within gem Conj V,S,M or F 1 a Close One creature Permanent Special Yes 295 � Tree Shape You look exactly like tree Trans V,S,DF 1 a Self Caster 1 hr/lvl (D) - - 296 � Tree Stride Step from tree to another tree Trans V,S,DF 1 a Self Caster 1 hr/lvl - - 296 � True Resurrection Resurrect target within 10 years/lvl Conj V,S,M,DF 10 min Touch Dead creature Instantaneous - Yes 296 � True Seeing See all things as they really are Div V,S,M 1 a Touch One creature 1 min/lvl Will negs Yes 296 � True Strike Adds +20 to your next attack Div V,F 1a Self Caster 1 rnd - - 296 � Undeath to Death Destroys 1d4 HD/level undead Necro V,S,M/DF 1 a Medium 40-ft radius Instantaneous Will negs Yes 297 � Undetectable Alignment Conceals alignment for 24 hours Abjur V,S, 1 a Close One creat or item 24 hours Will negs Yes 297 � Unhallow Unholy local, magic circle, -4 turning Evoc V,S,M 1 day Touch 40-ft/lvl radius Instantaneous Special Sp 297 � Unholy Aura +4 AC, +4 resistance, SR 25 vs good Abjur V,S,F 1 a 20-ft One creature/lvl 1 rnd/lvl (D) Special Yes 297 � Unholy Blight Deals 1d8/2lvl to good half to neutral Evoc V,S 1 a Medium 20-ft radius Instantaneous Will part Yes 297 � Unseen Servant Str 2, 15-ft move Conj V,S,M 1 a Close Invisible servant 1 hr/lvl - - 297 � Vampiric Touch Deals 1d6/2 lvls (10), caster gains hps Necro V,S 1 a Touch One living creature Inst / 1 hr - Yes 298 � Veil Change appearance of creatures Illus V,S 1 a Long Creatures in 30-ft Conc +1 hr/lvl (D) Will negs Yes 298 � Ventriloquism Throw voice Illus V,F 1 a Close Usually speech 1 min/lvl (D) Will dsblf - 298 � Virtue Target gains 1 temporary hp Trans V,S,DF 1 a Touch One creature 1 min Fort negs Yes 298 � Vision Learn tales about person or place Div V,S,M,F 1 a Self Caster Special - - 298 � Wail of the Banshee Kills one living creature/level Necro V 1 a Close Living in 40-ft radius Instantaneous Fort negs Yes 298 � Wall of Fire 2d4 dmg within 10-ft, 1d4 within 20-ft Evoc V,S,M/DF 1 a Medium 20-ft/lvl or 5-ft/2 lvls Conc + 1 rnd/lvl - Yes 298 � Wall of Force Immovable wall immune to all dmg Evoc V,S,M 1 a Close 10-ft sq/lvl 1 min/lvl (D) - - 298 � Wall of Ice Ice wall with 3 HP/lvl Evoc V,S,M 1 a Medium 10-ft sq/lvl or 3+1/lvl 1 min/lvl Ref negs Yes 299 � Wall of Iron Iron wall with 30 hp/4 levels Conj V,S,M 1 a Medium 5-ft sq/lvl Instantaneous Special - 299 � Wall of Stone Stone wall with 15 hp/4 levels Conj V,S,M/DF 1 a Medium 5-ft sq/lvl Instantaneous Special - 299 � Wall of Thorns Thorns dmg moving creatures 25-AC Conj V,S 1 a Medium 10-ft cube/lvl 10 min/lvl (D) - - 300 � Warp Wood Bends wooden item within 20-ft Trans V,S 1 a Close Small item/lvl Instantaneous Will negs Yes 300 � Water Breathing Targets can breath underwater Trans V,S,M/DF 1 a Touch Living creatures 2 hr/lvl Will negs Yes 300 � Water Walk Target treads on water as if solid Trans V,S,DF 1 a Touch One creature/lvl 10 min/lvl (D) Will negs Yes 300 � Waves of Exhaustion All living creatures become exhausted Necro V,S 1 a 60-ft Cone Instantaneous - Yes 301 � Waves of Fatigue All living creatures become fatigued Necro V,S 1 a 30-ft Cone Instantaneous - Yes 301 � Web Sticky webs trap creatures Conj V,S,M 1 a Medium 20-ft radius 10 min/lvl (D) Ref negs - 301 � Weird Illusion kills else does 3d6 dmg 1d4 Str Illus V,S 1 a Medium Creatures in 30-ft Instantaneous Will dsblf, Fort part Yes 301 � Whirlwind Cyclone 1d8 dmg, picks up creatures Evoc V,S,DF 1 a Long 10-30-ft wide, 30 tall 1 rnd/lvl (D) Ref negs Yes 301 � Whispering Wind Sends a spoken message Trans V,S 1 a 1 mile/lvl 10-ft radius 1 hr/lvl or till used - - 301 � Wind Walk Become vapours and move at 60 mph Trans V,S,DF 1 a Touch You +1 creat/3 lvls 1 hr/lvl (D) Will negs Yes 301 � Wind Wall Deflects arrows, small creatures, gases Evoc V,S,M/DF 1 a Medium 10/lvl long,5/lvl high 1 rnd/lvl - Yes 302 � Wish Alters reality Univ V,XP 1 a Special Special Special Special Yes 302 � Wood Shape Shape wooden items Trans V,S,DF 1 a Touch 10 cu ft + 1 cu ft/lvl Instantaneous Will negs Yes 303 � Word of Chaos Kills, confuses, stuns nonchaotic Evoc V 1 a 40-ft 40-ft radius Instantaneous Will negs Yes 303 � Word of Recall Teleports you to designated place Trans V 1 a Unlimited Willing creatures Instantaneous Will negs Yes 303 � Zone of Silence Silence isolates internal and external Illus V,S Round Self 5-ft radius 1 hr/lvl (D) - - 303 � Zone of Truth Targets within area cannot lie Ench V,S,DF 1 a Close 20-ft radius 1 min/lvl Will negs Yes 303 http://www.militaryfocus.com/dnd/index.htm Dungeons and Dragons 3.5 All Spells October 10, 2003
textdata/thevault/Dungeons & Dragons [multi]/Sheets & Lists/3rd edition/Spell Sheets/Spell Sheet All Core v3.5.pdf
*** Remember to register your character in the 2007 Meta-Org Database at http://groups.yahoo.com/group/duchyofurnst/.*** GP Starting GP + 0 GP GP Gained GP Subtotal – GP GP Fees Spent GP FINAL GP TOTAL Gold and Items Gifted/Discounted: • 10% discount: kama, nunchaku, sai, siangham, shuriken, climber’s kit, healer’s kit, musical instrument (including masterwork), monk’s outfit. FINAL XP TOTAL XP TU Starting TU – TU TU Cost TU REMAINING XP ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Duchy) & Metaregional (NMR). Adept & Master • Three-section staff (A&EG) Adventure Record# 597 CY O r g a n i z a t i o n LEVEL OF ORGANIZATION & FEES (CIRCLE ONE) Novice Annual: 2 TU Adept Annual: 3 TU Tithe: 2% Master Annual: 4 TU Tithe: 3% When your character joins a meta-organization, the player must carry this Meta-Org Record (MR), the Meta- Organization Overview sheet, and a copy of the relevant portions of the Meta-Org document for this to count as campaign documentation. This MR should be kept in the AR stack and numbered accordingly.. See the meta-org document for the description and prerequisites of each rank in this organization. A new MR should be filled out each time a character is promoted and with the first AR of each year. Notes: [Notes] Bonuses and Penalties: All Skill Bonuses are Circumstance Bonuses Novice • +1 to Climb and Jump checks while unarmed Adept • +2 to Climb and Jump checks while unarmed Master • +3 to Climb and Jump checks while unarmed This Meta-Org Record Certifies that ______________________________ Played by ______________________________ Player RPGA # Has Joined The Chat’An Monastery (Path of the Body) A Duchy of Urnst Meta-Organization Event: ________________ Date: ________ DM:_______________________________ Signature RPGA # Org Notes: � First Joined AR # ___ � Fees Paid AR # ___ � Fees Paid AR # ___ � Rank Gained AR # ___ � Withdrew AR # ___ � Kicked out AR # ___ _______________________ _______________________ _______________________ Home This MR is only for Meta-Org costs and benefits: It can not be used to purchase or craft items and does not count as an AR when determining eligibility for Lifestyle Reductions Standard: All ranks free in Duchy of Urnst Influence Gained: N/A – TU Added TU Costs FEES: Initial = paid when gaining the rank Annual = paid with the first AR of each year. Obligations = spent by the end of the year. Tithe = spent from gp gained on each AR *** Remember to register your character in the 2007 Meta-Org Database at http://groups.yahoo.com/group/duchyofurnst/.*** GP Starting GP + 0 GP GP Gained GP Subtotal – GP GP Fees Spent GP FINAL GP TOTAL Gold and Items Gifted/Discounted: Adept & Master • 10% discount: kama, nunchaku, sai, siangham, shuriken, climber’s kit, healer’s kit, musical instrument (including masterwork), monk’s outfit FINAL XP TOTAL XP TU Starting TU – TU TU Cost TU REMAINING XP ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Duchy) & Metaregional (NMR). Adept & Master • Three-section staff (A&EG) Adventure Record# 597 CY O r g a n i z a t i o n LEVEL OF ORGANIZATION & FEES (CIRCLE ONE) Novice Annual: 2 TU Adept Annual: 3 TU Tithe: 2% Master Annual: 4 TU Tithe: 3% When your character joins a meta-organization, the player must carry this Meta-Org Record (MR), the Meta- Organization Overview sheet, and a copy of the relevant portions of the Meta-Org document for this to count as campaign documentation. This MR should be kept in the AR stack and numbered accordingly.. See the meta-org document for the description and prerequisites of each rank in this organization. A new MR should be filled out each time a character is promoted and with the first AR of each year. Notes: N/A Bonuses and Penalties: All Skill Bonuses are Circumstance Bonuses Novice • +1 to Balance and Tumble checks while unarmed Adept • +2 to Balance and Tumble checks while unarmed Master • +3 to Balance and Tumble checks while unarmed This Meta-Org Record Certifies that ______________________________ Played by ______________________________ Player RPGA # Has Joined The Chat’An Monastery (Path of the Mind) A Duchy of Urnst Meta-Organization Event: ________________ Date: ________ DM:_______________________________ Signature RPGA # Org Notes: � First Joined AR # ___ � Fees Paid AR # ___ � Fees Paid AR # ___ � Rank Gained AR # ___ � Withdrew AR # ___ � Kicked out AR # ___ _______________________ _______________________ _______________________ Home This MR is only for Meta-Org costs and benefits: It can not be used to purchase or craft items and does not count as an AR when determining eligibility for Lifestyle Reductions Standard: All ranks free in Duchy of Urnst Influence Gained: N/A – TU Added TU Costs FEES: Initial = paid when gaining the rank Annual = paid with the first AR of each year. Obligations = spent by the end of the year. Tithe = spent from gp gained on each AR *** Remember to register your character in the 2007 Meta-Org Database at http://groups.yahoo.com/group/duchyofurnst/.*** GP Starting GP + 0 GP GP Gained GP Subtotal – GP GP Fees Spent GP FINAL GP TOTAL Gold and Items Gifted/Discounted: Adept & Master • 10% discount: kama, nunchaku, sai, siangham, shuriken, climber’s kit, healer’s kit, musical instrument (including masterwork), monk’s outfit FINAL XP TOTAL XP TU Starting TU – TU TU Cost TU REMAINING XP ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Duchy) & Metaregional (NMR). Adept & Master • Three-section staff (A&EG) Adventure Record# 597 CY O r g a n i z a t i o n LEVEL OF ORGANIZATION & FEES (CIRCLE ONE) Novice Annual: 2 TU Adept Annual: 3 TU Tithe: 2% Master Annual: 4 TU Tithe: 3% When your character joins a meta-organization, the player must carry this Meta-Org Record (MR), the Meta- Organization Overview sheet, and a copy of the relevant portions of the Meta-Org document for this to count as campaign documentation. This MR should be kept in the AR stack and numbered accordingly.. See the meta-org document for the description and prerequisites of each rank in this organization. A new MR should be filled out each time a character is promoted and with the first AR of each year. Notes: N/A Bonuses and Penalties: All Skill Bonuses are Circumstance Bonuses Novice • +1 to Diplomacy and Listen checks while unarmed Adept • +2 to Diplomacy and Listen checks while unarmed Master • +3 to Diplomacy and Listen checks while unarmed This Meta-Org Record Certifies that ______________________________ Played by ______________________________ Player RPGA # Has Joined The Chat’An Monastery (Path of the Soul) A Duchy of Urnst Meta-Organization Event: ________________ Date: ________ DM:_______________________________ Signature RPGA # Org Notes: � First Joined AR # ___ � Fees Paid AR # ___ � Fees Paid AR # ___ � Rank Gained AR # ___ � Withdrew AR # ___ � Kicked out AR # ___ _______________________ _______________________ _______________________ Home This MR is only for Meta-Org costs and benefits: It can not be used to purchase or craft items and does not count as an AR when determining eligibility for Lifestyle Reductions Standard: All ranks free in Duchy of Urnst Influence Gained: N/A – TU Added TU Costs FEES: Initial = paid when gaining the rank Annual = paid with the first AR of each year. Obligations = spent by the end of the year. Tithe = spent from gp gained on each AR *** Remember to register your character in the 2007 Meta-Org Database at http://groups.yahoo.com/group/duchyofurnst/.*** GP Starting GP + 0 GP GP Gained GP Subtotal – GP GP Fees Spent GP FINAL GP TOTAL Gold and Items Gifted/Discounted: • 10% discount: kama, nunchaku, sai, siangham, shuriken, climber’s kit, healer’s kit, musical instrument (including masterwork), monk’s outfit. FINAL XP TOTAL XP TU Starting TU – TU TU Cost TU REMAINING XP ACCESS GAINED FROM MEMBERSHIP All items are Access: Regional (Duchy) & Metaregional (NMR). Grandmaster • Three-section staff (A&EG) Adventure Record# 597 CY O r g a n i z a t i o n LEVEL OF ORGANIZATION & FEES (CIRCLE ONE) Grandmaster Annual: 6 TU When your character joins a meta-organization, the player must carry this Meta-Org Record (MR), the Meta- Organization Overview sheet, and a copy of the relevant portions of the Meta-Org document for this to count as campaign documentation. This MR should be kept in the AR stack and numbered accordingly.. See the meta-org document for the description and prerequisites of each rank in this organization. A new MR should be filled out each time a character is promoted and with the first AR of each year. Notes: N/A Bonuses and Penalties: All Skill Bonuses are Circumstance Bonuses Grandmaster • +4 to Balance, Climb, Diplomacy, Jump, Listen and Tumble checks while unarmed This Meta-Org Record Certifies that ______________________________ Played by ______________________________ Player RPGA # Has Joined The Chat’An Monastery (Grandmaster of True Balance) A Duchy of Urnst Meta-Organization Event: ________________ Date: ________ DM:_______________________________ Signature RPGA # Org Notes: � First Joined AR # ___ � Fees Paid AR # ___ � Fees Paid AR # ___ � Rank Gained AR # ___ � Withdrew AR # ___ � Kicked out AR # ___ _______________________ _______________________ _______________________ Home This MR is only for Meta-Org costs and benefits: It can not be used to purchase or craft items and does not count as an AR when determining eligibility for Lifestyle Reductions Standard: Free in Duchy of Urnst Influence Gained: N/A – TU Added TU Costs FEES: Initial = paid when gaining the rank Annual = paid with the first AR of each year. Obligations = spent by the end of the year. Tithe = spent from gp gained on each AR
textdata/thevault/Living Greyhawk/Metaorg Material/Duchy of Urnst/Chat'An_Monastery_MRs.pdf
EncountEr PrayEr Kelemvor’s Circle Divine, Healing, Implement, Radiant Each enemy in burst Standard Action CHA vs FORT Doomguide Attack 11 FRPG-50 You throw your arms wide to fling out a circle of holy radi- ance. Foes nearby burn, and undead creatures explode into white motes, but your allies are soothed by holy warmth. Hit: 2d6 + Charisma modifier radiant damage. Effect: Your allies in the burst regain 5 hit points, or 10 hit points if your attack hit at least one undead enemy. C Close burst 5 EncountEr PrayEr Siren Voice Divine, Implement One creature Standard Action CHA vs WILL Heartwarder Attack 11 FRPG-56 Your words inflame the passions of your adversary, mesmer- izing your enemy for a short time. Hit: The target is dominated until the end of your next turn or until the target is attacked. R Ranged 5 EncountEr PrayEr Pure Glow Divine, Implement, Radiant Each enemy in burst Standard Action INT, WIS, or CHA vs WILL Morninglord Attack 11 FRPG-59 With a whispered prayer, a warm, white radiance spreads from you in waves that burn your foes with holy energy. Hit: 2d8 + Intelligence, Wisdom, or Charisma modifier radiant damage. Effect: Until the end of your next turn, enemies that begin their turn in the burst take 10 radiant damage. C Close burst 5 EncountEr PrayEr Tears of Selûne Divine, Implement, Psychic One creature Standard Action INT, WIS, or CHA vs WILL Silverstar Attack 11 FRPG-61 You conjure a small orb of luminescent silver light that streaks to your enemy. Its power is unpredictable, but so are the moods of the moon. Hit: While you are bloodied, deal 3d10 + Intel- ligence, Wisdom, or Charisma modifier psychic damage. If you are not bloodied, the target is in- stead stunned until the start of its next turn. R Ranged 10 KEYWORDS USED ACTION M R C A RANGE VS ATTACK DEFENSE TARGET ADDITIONAL EFFECTS FROM RACE, CLASS, FEAT, ETC. CLASS LEVEL PAGE EncountEr PrayEr KEYWORDS USED ACTION M R C A RANGE VS ATTACK DEFENSE TARGET ADDITIONAL EFFECTS FROM RACE, CLASS, FEAT, ETC. CLASS LEVEL PAGE EncountEr PrayEr KEYWORDS USED ACTION M R C A RANGE VS ATTACK DEFENSE TARGET ADDITIONAL EFFECTS FROM RACE, CLASS, FEAT, ETC. CLASS LEVEL PAGE EncountEr PrayEr KEYWORDS USED ACTION M R C A RANGE VS ATTACK DEFENSE TARGET ADDITIONAL EFFECTS FROM RACE, CLASS, FEAT, ETC. CLASS LEVEL PAGE EncountEr PrayEr Daily PrayEr Unsullied Heart Divine Immediate Interrupt Doomguide Utility 12 FRPG-50 Kelemvor wards those whom you call friend. With his name you purge your ally of a baleful effect before it takes hold. Trigger: You or an ally is hit by an attack against Fortitude or Will defense. Effect: The target of the attack gains a +5 power bonus to Fortitude or Will defense until the end of your next turn. R Ranged 10 Daily PrayEr Kelemvor’s Sword Divine, Healing, Radiant, Weapon Standard Action STR vs REF Doomguide Attack 20 FRPG-50 You hold your blade high, and a holy fire envelops its length. Your strike is charged with dazzling, radiant power, and you and your allies are healed by Kelemvor’s grace. Hit: 4[W] + Strength modifier radiant damage, and the target is dazed (save ends). An undead creature hit by this power is stunned (save ends) rather than dazed. Effect: You and each of your allies within 10 squares regain 15 hit points. M Melee weapon Daily PrayEr Sune’s Shield Divine Two allies, or you and an ally Minor Action Heartwarder Utility 12 FRPG-56 With divine compassion, you ward your ally from harm at your own expense. Targets: Both targets must be within 5 squares of each other. Effect: Until the end of the encounter, any time one of the targets takes damage, the other target can choose to take half that damage in the first target’s stead. R Ranged 10 Daily PrayEr Sune’s Kiss Divine, Implement One creature Standard Action CHA+2 vs WILL Heartwarder Attack 20 FRPG-56 Your touch plants a seed of love in your foe’s heart, over- whelming your enemy. Harm that befalls you injures your foe as well. Hit: You push the target 4 squares, and the target is dazed (save ends). In addition, until the end of the encounter or until you are reduced to 0 hit points or fewer, each time you take damage, the target takes half as much damage as you took. Miss: You push the target 2 squares, and the target is dazed until the end of its next turn. M Melee touch Daily PrayEr Rising Sun Divine, Healing You and each ally in burst Minor Action Morninglord Utility 12 FRPG-59 Radiance emanating from you soothes the spirits and wounds of your allies, knitting rent flesh and granting them the strength they need to continue the fight. Effect: You and your allies regain hit points equal to 5 + your Charisma modifier. Sustain Minor: Bloodied allies within 5 squares regain hit points equal to your Charisma modifier. C Close burst 5 Daily PrayEr Lance of Dawn Divine, Implement, Radiant One creature Standard Action INT, WIS, or CHA vs WILL Morninglord Attack 20 FRPG-59 With eye-burning brilliance, a nimbus of radiant power streaks into your foe, filling your enemy with holy energy. Hit: 3d10 + Intelligence, Wisdom, or Charisma modifier radiant damage. Effect: Ongoing 5 radiant damage (save ends). Each time the target fails the saving throw against this ongoing damage, increase the ongoing damage by 5. R Ranged 10 Daily PrayEr Moonglow Divine Minor Action Silverstar Utility 12 FRPG-61 Where you walk in the power of your goddess, darkness yields to silvery splendor. Effect: Until the end of the encounter, darkness within 6 squares of you counts as dim light. P Personal Daily PrayEr Moonfire Divine, Healing, Implement, Radiant One creature Standard Action INT, WIS, or CHA vs REF Silverstar Attack 20 FRPG-61 From overhead a spiraling column of cold, white light de- scends against your foe. Even as it consumes the wicked, your allies are soothed by its cool glow. Hit: 4d10 + Intelligence, Wisdom, or Charisma modifier radiant damage, and all allies within 5 squares of the target regain hit points equal to one-half your level + your Charisma modifier. Miss: Half damage, and all bloodied enemies with- in 5 squares of the target take radiant damage equal to your Charisma modifier. R Ranged 10
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Preparing the Head By Wes Nicholson Since ancient times certain septs in Perrenland have claimed the heads of enemies killed in battle and displayed these heads in a prominent place (usually the entry hallway) in the sept, or perhaps clan, stadthaus. Unlike the barbaric southerners who practice headhunting and then shrink the heads to wear as a trophy, the Perrenders have never been ones to strip the skin from the skull – a prerequisite for the whole shrinking thing. So, just how does one go about preparing a head for display. Step 1. The head should be severed as close as possible to the base of the skull so as to make mounting easier. Step 2. The eyes of the enemy must be removed. In the past, people believed if the eyes were left in the head, members of the fallen one’s clan could spy through the eyes. To remove the eyes, an iron poker is made red hot in a ritual brazier. The brazier has coals as the base of its fire but must also include the herb hemp and this herb is to be soaked in methanol (wood alcohol) prior to being added to the brazier. The ancients believed the methanol caused blindness and the hemp caused short term memory loss and used the combination to prevent any knowledge of proceedings finding its way back to the deceased’s homeland. When the poker is red hot, the wielder makes a single thrust to the left eye, burning it out. The poker is then returned to the brazier to be reheated and the process is repeated for the right eye. Step 3. To prevent the fallen one from speaking with the living (or the dead), the tongue must be removed, and the lips sewn shut. The tongue is removed with a pair of purpose-made tongs which have a keen edge, allowing the tongue to be severed when the tongs are closed. The tongs must be ritually cleansed before and after the tongue removal by heating them in the brazier. The herbs grieswurzel (paralyses the muscles so the tongue cannot speak) and monk’s hood (causes the throat, lips and tongue to swell, making speech difficult and incidentally making it easier to sew the lips together) are added to the brazier before this step. The lips are sewn shut with a silver needle, threaded with the intestine of a pig. Five stitches are used, beginning at the centre of the mouth, and adding two stitches on the left, then two on the right. Step 4. To prevent the fallen enemy from thinking about what’s going on and what they can hear, the brain must be removed. This is done with a simple scoop which is doused in a solution of hemp to make sure the head cannot recall any of what it may have observed since its death. Step 5. The head is then stuffed with crystals made from the dried blood of a salamander to remove any last vestiges of “gooey bits”. This process takes up to seven days, and the crystals for one head can cost up to 50 marks. Step 6. Once the last drop of bodily fluid has been absorbed, the head can be prepared for mounting. This is done by removing the now-ruined crystals, filling the skull with resin and inserting a short mounting pole with a mushroom cap into the cavity. The skull is left upside down for three days while the resin cures, locking the mushroom cap inside. After the resin has cured, the head is ready to be put on display. Conversely, some Perrenders preserve the heads of honoured ancestors – usually those who fall heroically in battle and whose corpse can be claimed before the enemy take the head. The steps for preparation are much the same as for an enemy head except the eyes and mouth are left intact (the brain is still removed – it gets gooey). Step 1. The head should be severed as close as possible to the base of the skull so as to make mounting easier. Step 2. To prevent the head from becoming frightening after being dried, the lips must be sewn shut (so the skin does not draw back over the teeth). The lips are treated with a solution of monk’s hood (causes the throat, lips and tongue to swell, making it easier to sew the lips together). The lips are sewn shut with a silver needle, threaded with the intestine of a pig. Five stitches are used, beginning at the centre of the mouth, and adding two stitches on the right, then two on the left. The needle must not be one that has been used on the head of an enemy. Step 3. To prevent goo dripping out of the head, the brain must be removed. This is done with a simple scoop, but not the one used on an enemy’s head. Step 4. The head is then stuffed with crystals made from the dried blood of a salamander to remove any last vestiges of “gooey bits” – including drying of the eyes. This process takes up to seven days, and the crystals for one head can cost up to 50 marks. Step 5. Once the last drop of bodily fluid has been absorbed, the head can be prepared for mounting. This is done by removing the now-ruined crystals, filling the skull with resin and inserting a short mounting pole with a mushroom cap into the cavity. The skull is left upside down for three days while the resin cures, locking the mushroom cap inside. After the resin has cured, the head is ready to be put on display.
textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/PER preparing_head.pdf
1 2 Written by: Eric Hindley Art & Design by: Rick Hershey Published by: Fat Goblin Games Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does not guarantee compatibility, and does not endorse the product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license. Compatibility with Psionics Unleashed requires Psionics Unleashed: Core Psionics System from Dreamscarred Press. See http://dreamscarredpress.com for more information on Psionics Unleashed. Dreamscarred Press does not guarantee compatibility, and does not endorse this product. Psionics Unleashed is copyright 2010 Dreamscarred Press and is referenced with permission. Mindblast! - Villains Augmented: Mindbird ©2015 Fat Goblin Games. All rights reserved. www.fatgoblin- games.com Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open Game Content. MINDBLAST! MINDBLAST! Villains Augmented Mindbird Psionic Achaierai Villains Augmented Mindbird Psionic Achaierai 3 Mindbird (Psionic Achaierai) This bird-like beast has an exaggerated head, causing it to lean forward on its four scaly legs. The air surrounding it seems to shimmer and quiver. Mindbird Cr 5 XP 1,600 LE Large outsider (evil, extraplanar, lawful, psionic) Init +1; Senses darkvision 60 ft.; Perception +12 Defense AC 20, touch 11, flat-footed 18 (+1 Dex, +1 dodge, +9 natural, –1 size) hp 52 (7d10+14) Fort +7, Ref +6, Will +4 SR 20 Offense Speed 50 ft., fly 10 ft. (average) Melee bite +10 (2d6+4), 2 claws +10 (1d6+4) Space 10 ft.; Reach 5 ft. (10 ft. with claw) Special Attacks mind cloud statistics Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16 Base Atk +7; CMB +12; CMD 24 (28 vs. trip) Feats Combat Reflexes, Dodge, Mobility, Spring Attack Skills Acrobatics +11 (+19 jump), Climb +14, Fly +6, Perception +12, Sense Motive +12, Stealth +7 Languages Infernal special abilities Mind Cloud (Su) As a swift acrtion, a mindbird can emit a terrible, psionic static three times per day. All creatures within 20 feet of the mindbird immediately take 2d6 points of non- lethal damage as their will to carry on fighting is diminished. The static also wears away at the victims resolve; and anyone who takes damage from the mind cloud must also make a DC 16 Fortitude save or become fatigued. Every round, an creature that failed its save must make another DC 16 Fortitude save, if they succeed, they recover from the fatigue; if they fail, they become exhausted, then unconscious, An affected target must make a save each round until they are unconscious or have recovered, shifting one step for each saving throw. Mind cloud is a mind-affecting effect. The save DC is Charisma-based. Mindbirds and achaierais are immune to this ability. Whether a creature passes or fails its initial save, it can only be affected by mind cloud once per day. ecOlOgy Environment any land (Hell) Organization solitary or flock (5–8) Treasure standard Cousins of the achaierais, mindbirds are rare predators of the lower planes that re- semble a 12-foot-tall flightless bird, though its head and body are fused into one large unit, with four legs and atrophied wings. These atrophied wings constantly flutter, allowing the creatures a crude method of flight. The thick, multi-hued plumage covering its body all but conceals these tiny wings. An adult mindbird is consider- ably lighter than its kin, weighing only 450 pounds. Though not devils themselves, mindbirds prey on stray mortals that dare tread the realm of the damned, using their long legs and unexpected power of flight to track down these trespassers in the diabolic realms. Once it has closed with its target, a mindbird attacks with its two front legs, grasping like a hunting cat before crushing down with its powerful beak. Far smarter than their animalistic form might suggest, a mindbird will often form a hunting pack with achaierais (or other mindbirds) and use their prey’s confusion and their own reach to their advantage, circling their quarry and wearing them down, then retreating again before the prey has a chance to retaliate. Unlike achaierai, mindbirds seem to draw some kind of sustenance from their psionic 4 attacks, as well as from the exhausted flesh of their prey. This has led some scholars to believe that these creatures might actually rise from the ranks of typical achaierai, that some sort of will to persist in the flesh of the victims of their post-battle scavenging gives them new and exotic powers com- pared to the standards of their kin. 5 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a) "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b) "Derivative Material" means copyrighted material including derivative works and translations (including into other computer lan- guages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, trans- formed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broad- cast, publicly display, transmit or otherwise distribute; (d) "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and de- rivative works under copyright law, but specifically excludes Product Identity. 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(h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed us- ing this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your accep- tance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Con- tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arne- son. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K Reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, LLC; Au- thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Pat- rick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Au- thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor. The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved. Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Deck- er, David Noonan, Rich Redman The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved. If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved. Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved. Unearthed Arcana, © 2004, Wizards of the Coast. Mutants & Masterminds © 2002, Green Ronin Publishing. Swords of Our Fathers, Copyright 2003, The Game Mechanics. Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John Whamond, Bill Browne, Eric Wil- liamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall. Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle. The Genius Guide To: Feats of Psionic Might. Copyright 2011, Super Genius Games. Au- thor: Owen K.C. Stephens Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker. Psionics Unleashed, © 2010, Dreamscarred Press. Psionic Bestiary, © 2013, Dreamscarred Press. Psionics Augmented, © 2013, Dreamscarred Press Ultimate Psionics, © 2013, Dreamscarred Press Mindblast!—Villains Augmented: Mindbird © 2015 Fat Goblin Games; Authors; Eric Hindley
textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Mindblast!/Villains Augmented - Mindbird the Psionic Achaierai.pdf
#3 ScrollmaSter (maguS archetype) B OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved. Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Anger of Angels. ©2003, Sean K Reynolds. Book of Fiends. ©2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, Robert J. Schwalb. The Book of Hallowed Might. ©2002, Monte J. Cook. Monte Cook’s Arcana Unearthed. ©2003, Monte J. Cook. Path of the Magi. ©2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds. Skreyn’s Register: The Bonds of Magic. ©2002, Sean K Reynolds. Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. Angel, Monadic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Angel, Movanic Deva from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Brownie from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Derghodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Hydrodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Daemon, Piscodaemon from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Froghemoth from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Ice Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene. Iron Cobra from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Philip Masters. Marid from the Tome of Horrors III. ©2005, Necromancer Games, Inc.; Author: Scott Greene. Mihstu from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Nabasu Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. Necrophidius from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Simon Tillbrook. Sandman from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Scarecrow from the Tome of Horrors, Revised. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Roger Musson. Shadow Demon from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Author: Scott Greene, based on original material by Neville White. Wood Golem from the Tome of Horrors. ©2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick Lawinger. Player Paraphernalia #3 The Scrollmaster. ©2014 The Knotty-Works, John Buckley d20pfsrd.com. © 2010, John Reyst. Some artwork copyrighted by Avalon Games, used with permission. Artwork by John Buckley, all rights reserved ©2014 Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/ pathfinderRPG/compatibility for more information on the compatibility license. Some rights reserved. 1 Player ParaPhernalia #3 By the Knotty-Works Welcome to the third issue of Player Paraphernalia, a hodge podge of character ideas and alternate rules that may be used with the Pathfinder Roleplaying Game (Paizo, Inc©). In this issue a new Magus Archetype is introduced. Scroll Master (Magus Archetype) The scroll master has mastered the ability to integrate his fighting style with that of the scroll. This ability does not come without sacrifice and the scroll master lacks much of the arcane weapon training normally associated with their class but he does gain several advantages compared to his contemporaries when it comes to handling and using scrolls. Scroll Armor (Sp): The scroll master may take an arcane scroll and convert it to a deflection bonus equal to the highest level spell on the scroll as a move action that does provoke attacks of opportunity. The spell on the scroll is consumed in this process and the effect last for 1 minute per level of the scroll master. If the spell is of a higher level than the scroll master can currently cast, he may attempt to use this ability with a successful Use Magic Device check as if casting the spell from the scroll. At 7th level the scroll master may perform this as a swift action and is treated as 2 levels higher in regards to spells that may be converted. At 13th level the scroll master no longer provokes attacks of opportunity while initiating this ability and may freely use any scroll containing an arcane spell whose level is no higher than half his class level. This ability replaces the magus proficiency with armors and the abilities associated with it including Medium armor and Heavy armor gained at 7th and 13th level. The scroll master may wear armor but suffers all effects associated with it and must take the armor proficiency feats. Scroll Training (Ex): The scroll master gains Scribe Scroll at a bonus feat at 1st level. The scroll master may also spend a number of points from his arcane pool for one of two effects when casting a spell from a scroll to avoid having to make a Use Magic Device check. By spending a single point he may cast an arcane spell that is not on the magus spell list from a scroll as long as it is no higher than the highest level spell the scroll master may cast. The second effect allows the scroll master to cast a spell up to one level higher than the highest level spell the scroll master may cast from the Magus spell list by expending one point. This ability replaces Knowledge Pool gained at 7th level. Scroll Caster Extraordinaire (Ex): The scroll master spends much of his time learning to cast from scrolls in the thick of combat. As a result, when casting a spell from a scroll defensively he may add his base attack bonus to the concentration check (with a minimum of +1 at first level). In addition, the scroll master gains a dodge bonus to his AC of +2 while casting from a scroll until the beginning of his next turn. At 8th level the scroll master’s dodge AC while casting from a scroll increases to +4 and he gains a sixth sense in his immediate area and cannot be caught flat footed from melee attacks made from within five feet of the scroll master. At 14th level the scroll master gains the effects of the rogue’s evasion class feature during any round he is casting a spell from a scroll. This ability replaces Spell Combat, Improved Spell Combat, and Greater Spell Combat magus abilities. Scroll Sword (Su): At 2nd level the scroll master may take an arcane scroll and with a swift action convert it into a weapon of force energy equivalent to a short sword without provoking an attack of opportunity. The weapon gains an enhancement bonus equal to the highest level of spell on the scroll which is consumed in the process. If the spell level is higher than the highest level spell the scroll master may cast, he must make a successful Use Magic Device check in order to trigger this ability. Regardless of the spell level consumed, the bonus cannot be increased beyond +5, but additional bonuses may be converted to a 2 special ability though this will cost a point from the scroll master’s arcane pool to select the ability (otherwise additional bonuses are lost). The weapon lasts for a number of rounds equal to the scroll master’s class level and if dropped the effect is automatically ended. In addition, the scroll master may only use his Spellstrike feature while employing this ability, he cannot cast spells through normal weapons. But, he does gain a DC bonus to any spells cast through the scroll sword equal to the enhancement of the sword. This ability modifies the Spellstrike feature as listed. The scroll master may expend a point from his arcane pool to choose another one handed simple or martial weapon when this ability is initiated. Scroll Empowerment (Su): At 4th level, the scroll master may empower a scroll by spending a number of points from his arcane pool equal to the spell on the scroll. As a result, the spell on the scroll is not consumed in the casting. This ability does not function with the scroll master’s abilities including Scroll Armor and Scroll Sword. This ability replaces Spell Recall. Greater Scroll Empowerment (Su): At 11th level, the scroll master only has to expend half the points of the spell level being cast from the scroll. In addition, the scroll master may use this ability to keep a spell from being consumed from the Scroll Armor or Scroll Sword abilities, though the number of points from the arcane pool spent will equal to the spell level of the spell that would have been consumed. This ability replaces Improved Spell Recall. 3 Other KnOtty WOrKs Pathfinder cOmPatible PrOducts If you enjoyed this product, please check out these other Pathfinder supplements produced by the Knotty Works. Each of the Spell Works Compendiums offer over fifty new and unique spells. Advancing with Class supple- ments offer new abilities for existing classes or introduce a new class with unique me- chanics for the Pathfinder game.
textdata/thevault/Pathfinder/1st Edition/3rd Party/Knotty-Works/Player Paraphernalia 03 - Scrollmaster (Magus Archetype).pdf